From: | U-Gene <R3STG@***.CC.UAKRON.EDU> |
---|---|
Subject: | werewolves and Vampires |
Date: | Fri, 29 Mar 96 12:03:35 EST |
This may also pertain to converting V:tM to shadowrun.
I'm playing a vampire mage in Bob's campaign. (I finally get to play!)
We had to modify them somewhat so they weren't so darn invincible.
<although, even modified as below, they still are tough>
Priority A on race. No stat mods (except strength + essence)
You get A severe allergy to sunlight and all the other hinderences of the
vampire. (note to munchkins-- No points for these disadvantages!!!)
You lose a point of essance every week (or day at Gm's discretion).
Enhanced senses (Thermo, smell)
Regeneration(this obviously needs changed :) -- You can use this power
at the end of a combat turn. You role your current essence at a target
number 4, no modifiers. each success gives 1 box back. this will be
most of them if you have a high essence. The vampire can decide not
to regenerate if he wants to. If the vampire goes unconcious, maybe dead,
then the power automatically activates. Each use of this power uses
.5 essence (or 1 at Gm's Discretion)
Mist Form -- costs .5 essence (or 1 at gm discr)
For magically active characters, there magic rating will be 6, not equal
essence (unless it falls below 6). Think of the PhysAd or PhysMage with
a essence of 12!!!
With the essence cost, essence becomes the Blood Pool in V:tM.
---
comments are welcome, as always.
U-Gene << *w/ silly accent* "I want to suck your blood!" >>