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From: Bull <chaos@*****.COM>
Subject: Optional Metatypes, part 4: Vamp 2.0
Date: Thu, 31 Jul 1997 04:17:56 -0400
OK, I sat down and was reviewing some of the stuff I'd done with the
Vampire Optional Metatype (and was in the process of working up rules for a
Wendigo to go along with it) when I realized I had Forgotten a few things
(Like the Vampire's Initiative), and that I didn;t have any rules for
turning a current human character into a Vampire. So, here's my modified
Vampire Rules (Vamp 2.0:))

VAMPIRE CHARACTERS

The rules below allow you to create vampire characters, either as a
starting character, or to turn your current favorite Human PC into a Vampire.

HUMAN HMHVV (Contracting Vampirism)

First off, HMHVV is contracted when a human is killed do to having all of
his/her essence drained by a Vampire. The human body will remain legally
dead and lifeless until it rises upon sunset 24 hours after death occurred.
At this time, the new Vampire awakens, and his initial powersd manafest.

Also, latent regeneration powers (Even if the Vampire has no Regeneration
during the early part of his life) will force any and all Cyberware and
Bioware from it's body. This can be very painful, especially if the
vampire had cyberware that connected to his nervous system, like Wired
Reflexes or Skill wires.

However, his body will be completely whole and normal, with no scarring,
and any body parts that were replaced by articfial devices will have grown
back fully. The new vampire, however, will begin it's new life with an
Essence of 1, and will be quite hungry. Vampires often are forced to feed
on the first victim they find after awakening to their new life. They
will, most often, retain their memories of their former lives, though the
memories of their last moments of true life (i.e., meeting the vampire that
killed them, and tyheir death) will be blank or fuzzy, as the human psyche
doesn't deal with death very well.

If the body of a human that has contracted HMHVV is destroyed before it
"awakens", then the person will not rise as a vampire. Methods of
destruction include incinerating the body, or dismemberment with a Stake
thru the heart, and the head cut off. The latter form is more common due
to the common misconceptions based on movies and novels such as Dracula, by
Bram Stoker. This method works, however, due to the body not being able to
regenerate itself from the severed head and the stake.

Rules:

The Vampire works similar to the way a Phys-Ad works, so that playing
something like a vampire is somewhat feasible (but still very suseptible to
munchkinizing. Sorry, but there's no way to make a vampire that isn't a
munchkin, at least deep down inside.)

If the character is a new character, you pick your priorities. Race must
be priority (A), and depnending on whether you wanted a spellcasting
Vampire or not, Magic would be (B) or (C), with (B) being for the
spellcaster. Magic can NOT be taken any lower than (C), as the character
is similar to a Phys Ad, even if he can cast spells. I would also suggest
using the more metahuman rule if using this with a regular group.

If you are using the SR Companion rules, You must spend 10 points for
Metahuman, and then either 20 points for Magician or 15 points for a Phys
Ad (Even though he is technically not a Physical Adept).

Other than that, the rest of the char is standard. The last thing you do
is pick your vampiric powers, which are detailed below.

If the character is a currfent PC getting transformed do to contracting
HMHVV, his natural, unmodified stats are used as the base for the vampire.
Any bioware or cyberware is lost during the transformation, so the
characters stats drop accordingly. He also gets to choose vampiric powers,
though alternatively the GM can choose what powers he starts off with.

Also, Vampire Mages can still cast spells, and their magic rating strats as
either a 6 for new characters, or as whatever the old PC's magic rating was
before he was turned into a Vampire.

OPTIONAL RULE: Depending on how a particular GM sees it, you may want to
be careful with spellcasting Vampires who want to cast spells higher than
their magic rating, hoping to regenerate from physical damage. i suggest
either not allowing a vamp mage to be able to cast spells higher than their
magic rating, or if a vamp takes physical damage from spellcasting and
regenerates, have him simply take stun instead. This prevents Spellcasting
Vampires from getting overly powerful and simply regenrating whenever they
take physical damage.


The Vampire get three "Power Points", which is what he uses to buy his
vampiric powers. All vampiric characters are new vampires, freshly
infected with the Vampiric Disease, thus they haven't fully developed most
of there powers.

Also, Vampires have a large amount of weaknesses. These vary from Vampire
to vampire, and some even have few, if any, weaknesses. You can buy
Vampiric Weaknesses, which will then give you more Power Points to spend on
Vampiric Powers. This is similar to the Edges and Flaws from the
Companion. Weaknesses can ONLY be bought at character creation, and the
bonus Power Points given by them MUST be spent at that time. Any points
not spent at this time are lost. You may not "save" points or partial
point until the next "grade", or Vampire Level.

Powers (Point cost)

Enhanced Strength (1)
Enhanced Hearing (.25)
Enhanced Smell (.25)
Essence Drain (*)
Immunity to Aging (.25)
Immunity to poison (.25)
Imm. to pathogenins (.25)
Infection (1)
Mist Form (2)
Thermographic Vision (.25)
Regeneration (1/lvl)
Natural Claws (.5)
Heightened Speed (1 point)

Weaknesses (Points given)

Allergy to Sunlight, Mild (*) ((This may be upgraded)
Allergy to Sunlight, Moderate (.5)
Allergy to Sunlight, Severe (1)
Induced Dormancy from Lack of Oxygen (.25)
Vulnerability to Wood (.25/level)
Allergy (Psychological) to Holy Symbols (.5)
Unable to use Cyberware or Bioware (*)
Essence Loss (*)
Natural Lack of Bouyancy (*)

Powers or Weaknesses marked with '*' are automatically gained. They
cannot be bought off, nor do they give any bonus.

Now, what do some of these do? Well, in general, I followed the book and
took there normal powers. Some I modified. The most noticable change is
in the regeneration. Having a 2+ regen on a d6 gets vulgar, so you make it
difficult to get. Each level improvs the roll by 1 number. the chart
below calculates it. Notice at level one, you do not have a roll. This is
simply a basic regen. If you are hit for a Deadly wound, you are dying.
You do not get to regen. However, If you are at below a deadly wound, then
you auto regen like normal. The cost is deliberately high so that all but
the most powerful vampires instantly regenerate everything. Also, not that
stun damage DOES NOT regen. However, as this was much discussed just
recently on the list feel free to make this rule optional (you will
anyways, so I might as well give permission.)

Regeneration Chart

Level 1 Basic Regen, no roll for deadly wound.
Level 2 Roll of 6 to regen
Level 3 Roll of 5 to regen
Level 4 Roll of 4 to regen
Level 5 Roll of 3 to regen
Level 6 Roll of 2 to regen
Level 7 Roll of 1 to regen
Level 8 DOESN'T EXIST!!!

Also, the other thing I modified is the weakness wood. You can take it at
4 levels, nuisance, moderate, Serious, and deadly. This buys that allergy
at that level, as well as affects the damage code of pure wooden weapons
(No formica or varnished wood. It reduces the damage). Each level
automatically stages the damage from such a weapon up one notch (or 2
automatic successes, depending on how you calculate it).

Ex. a wooden club that does 6L damage normally, will do 6S damage instead
to someone with a level two allergy.

Also, A vampire is unable to use cyberware or bioware, as it messes up his
essence and if he had the regeneration ability, it would automatically kick
the intruding piece out and replace it with a regenrated original.

Claws are simialar to cyber spurs and will do Str M damage.

Heightened Speed gives the vampire +1d6 to initiative.

Psychological Weakness to Holy Symbols: This weakness will cause a Vampire
to want to avoid viewing Holy Symbols or holy men, and being inside a
church or being touched by a holy symbol will cause the vampire to take 6S
stun damage/round of exposure, as well as cause him to become violently ill
for several rounds.

Lastly, the Vampire has grades called Vampire Levels, similar to Initiate
grades for Mages/Shamans/PA. The Karma costs are the same, except that
they do not have the quest type options available. They COULD, however,
group initiate with vampired of a higher grade. This "initiation"
basically consists of the Vampire taking the time to learn about himself
and learn new powers or learn how to use his natural powers more easily.
--
Bull, aka Steven Ratkovich, aka Rak, aka a lot of others! :]

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