Detritus
03-22-2007, 01:21 AM
I'm not sure if I've posted the basic Kindred template, so I'm doing it here. I'm also going to post the Archon template shortly, stay tuned.
I've decided to leave Vampiric Invulnerability as a 100-point advantage instead of going with the C1 version that is 150 points. The disadvantages in the template don't count towards the -40-point disad limit.
Vampire template: 45 points
Blood Healing: 25 points
Blood Healing allows the Vampire to restore 2 hit points for every Blood Point spent. Partial Blood Points cannot be spent, so restoring 1 hit point still costs 1 Blood Point. Blood Healing is the only way for Vampires to heal, see the Unhealing disadvantage. All vampires have the Blood Healing advantage.
Doesn't Breathe: 20 points
You don't require air to survive. If you are underwater, you will not drown (though you still suffer damage from extreme pressures). You cannot be choked or strangled, and you will not suffocate from smoke or other gases. Note that vampires can pretend to breathe, but they receive no benefit from this action, other than to pass better for human (n.b. - and to speak!). All vampires have this advantage.
Unaging: 15 points
You will never grow old. Your age is fixed at the time of your Embrace and will never change. You never have to make aging rolls, but you cannot get any points for taking the Age disadvantage! All vampires are Unaging.
Vampiric Invulnerability: 100 points
Essentially the characteristic that only sunlight, fire, or the teeth/claws of other Vampires, Ghouls, and Garou can destroy a Vampire. Mechanically speaking:
Kindred only roll make HT rolls to stay conscious if they are reduced to -(HT stat). When they are at HT < 0, they are in Shock. DX and IQ are reduced by the amount of damage taken in any turn on the Vampire's next turn.
At -(HT stat) or less, the Kindred make a HT roll to stay conscious and loses one Blood Point. If a Vampire goes unconscious and loses all its Blood Pool, then the Vamp goes into torpor.
Injury Tolerance: 20 points
Kindred only take 1 x (impaling damage) and 0.5 x (crushing damage) that penetrates DR.
Berserk: -15 points
As per the GURPS disad. Basically this is The Beast/Frenzy. In situations where you are confronted with danger or a phobia, if you are humiliated, etc., you need to make a Self-Control roll and go batshit loco if you fail.
Phobia - Rötschreck: -10 points
The Kindred fear of sun and fire, which can cause Fright Checks when encountered during play.
The Draining: -10 points
All Kindred experience The Draining. At the end of each night, vampires lose one Blood Point. They can do nothing to stop this loss, and Blood Points lost this way can only be replaced by drinking the blood of another creature.
Secret - The Masquerade: -20 points
The game system incarnation of The Masquerade is that if the secret of a vampire's nature lets slip it means bad juju for all Kindred society, starting with the slip-er.
Sundeath: -40 points
Direct sunlight is death to vampires. Any time a vampire is exposed to sunlight, he takes 1d aggravated damage per minute.
Unhealing: -20 points
Mortals recover naturally from their wounds, albeit slowly. Vampires, on the other hand, will never heal naturally. They must spend Blood points to regain lost Health. Neither First Aid nor any other medical care will help regain lost hit points. Of course, vampires do not lose hit points from bleeding or infection, so their wounds can never get worse from lack of treatment.
I've decided to leave Vampiric Invulnerability as a 100-point advantage instead of going with the C1 version that is 150 points. The disadvantages in the template don't count towards the -40-point disad limit.
Vampire template: 45 points
Blood Healing: 25 points
Blood Healing allows the Vampire to restore 2 hit points for every Blood Point spent. Partial Blood Points cannot be spent, so restoring 1 hit point still costs 1 Blood Point. Blood Healing is the only way for Vampires to heal, see the Unhealing disadvantage. All vampires have the Blood Healing advantage.
Doesn't Breathe: 20 points
You don't require air to survive. If you are underwater, you will not drown (though you still suffer damage from extreme pressures). You cannot be choked or strangled, and you will not suffocate from smoke or other gases. Note that vampires can pretend to breathe, but they receive no benefit from this action, other than to pass better for human (n.b. - and to speak!). All vampires have this advantage.
Unaging: 15 points
You will never grow old. Your age is fixed at the time of your Embrace and will never change. You never have to make aging rolls, but you cannot get any points for taking the Age disadvantage! All vampires are Unaging.
Vampiric Invulnerability: 100 points
Essentially the characteristic that only sunlight, fire, or the teeth/claws of other Vampires, Ghouls, and Garou can destroy a Vampire. Mechanically speaking:
Kindred only roll make HT rolls to stay conscious if they are reduced to -(HT stat). When they are at HT < 0, they are in Shock. DX and IQ are reduced by the amount of damage taken in any turn on the Vampire's next turn.
At -(HT stat) or less, the Kindred make a HT roll to stay conscious and loses one Blood Point. If a Vampire goes unconscious and loses all its Blood Pool, then the Vamp goes into torpor.
Injury Tolerance: 20 points
Kindred only take 1 x (impaling damage) and 0.5 x (crushing damage) that penetrates DR.
Berserk: -15 points
As per the GURPS disad. Basically this is The Beast/Frenzy. In situations where you are confronted with danger or a phobia, if you are humiliated, etc., you need to make a Self-Control roll and go batshit loco if you fail.
Phobia - Rötschreck: -10 points
The Kindred fear of sun and fire, which can cause Fright Checks when encountered during play.
The Draining: -10 points
All Kindred experience The Draining. At the end of each night, vampires lose one Blood Point. They can do nothing to stop this loss, and Blood Points lost this way can only be replaced by drinking the blood of another creature.
Secret - The Masquerade: -20 points
The game system incarnation of The Masquerade is that if the secret of a vampire's nature lets slip it means bad juju for all Kindred society, starting with the slip-er.
Sundeath: -40 points
Direct sunlight is death to vampires. Any time a vampire is exposed to sunlight, he takes 1d aggravated damage per minute.
Unhealing: -20 points
Mortals recover naturally from their wounds, albeit slowly. Vampires, on the other hand, will never heal naturally. They must spend Blood points to regain lost Health. Neither First Aid nor any other medical care will help regain lost hit points. Of course, vampires do not lose hit points from bleeding or infection, so their wounds can never get worse from lack of treatment.