Vampire: the
Masquerade for Horror Hero
Conversion by
H. Ryan
Clark
Vampire
Abilities:
Undead
Toughness: 50% Damage Reduction vs. PD & ED,
Resistant; Only vs. Stun (-1/2); Not When Body is Reduced to Zero (-1/4)
Total Cost:
34pts
(Note to Undead Toughness: I became fed up with
humans "K.O.ing" my vampires left and right. I thought the undead were tougher
than that. According to the GURPS V:tM, vampires are a lot less prone to being
stunned. Therefore, I thought it only appropriate to reduce stun damage by half.
This nicely simulates the ability of vampires to take frightening amounts of
damage and keep coming. Notice that the Vampire will take normal stun if she is
reduced to zero Body.)
Regeneration: Body REC/ Week (5pts), Regenerate Limbs
(+10pts), Regenerate from Death [unless by beheading or killing blow from
aggravated damage] (+20pts)
Total Cost: 35pts
Life
Support: Does not need
to Breathe, Eat or Excrete. Verses High Radiation, Heat/Cold. Immune to Disease
and Aging.
Total Cost: 27pts
Does Not
Bleed: See Automaton
Rules (pg.180)
Total Cost: 15pts
Blood
Pool: END Reserve; Must be equal to
Character's Body x2 modified by Generation Level (-0) (Assuming a Body of
20)>
Total Cost: 4pts
(example:
Phillipe, a 13th Gen. Toreador, Has a body of 8 which gives him a beginning
Blood Pool of 16 END. Tyrone, a 13th Gen. Brujah, has a Body of 15. His
beginning Blood Pool will be 30 END.)
(Note to Blood Pool: I've used the END Reserve
approach (as opposed to Charges) to power vampire abilities because it's easier
to Transfer Body points to an END Reserve than to a charges pool [see Feeding]. The reason I charge for the
Blood Pool, instead of giving an END pool figured from Body for free, is that
vampires are "buying" access to their Blood Pool. All living creatures have one,
but only vampires (and their ghouls) can use it to fuel their powers and Disciplines.)
Blood Aid
Multipower: (base: 42pts);
Fade Rate=5pts/10 minutes (+1/2); Self Only (-1/2), END from Blood Pool
(-0)
Cost: 42pts
>STR
Aid: 2D6, +8 to
maximum;
[2 END] u:
2pt
>Body
Aid: 2D6, +8 to
maximum; Does not heal aggravated damage (-0),
[2 END] u:
2pt
>Dex
Aid: 3D6, +12 to
maximum; 1/2 END (+1/4)
[2 END] u:
3pts
Total Cost: 50pts
(Note to Blood Aid: This Multipower was built to
work in the following manner: When a Vampire spends 2 points of Blood Pool End
she receives 1D6 Real points to the
boosted attribute (Str, Dex, Body). The Blood Aid may boost the attributes up to
10 points past their normal rating.
Also note that Hero
5th edition has increased the cost of Aid to 10pts/ 1D6. This write up also assumes that
Str costs 2pts/ point, thus the larger Str Aid.) Teeth: 1pip Hand
Killing Attack (1/2D6 w/ Str)
Total Cost: 5pts (Note to Teeth: A vampire's teeth are meant to be
used to feed with, making small incisions in a victim's skin and veins. In
combat, they make poor weapons (except that they cause aggravated damage to
other vampires). Attacks made with the teeth are al ways considered Off Hand and take the standard -3OCV to
hit (as a rule, I do not allow the purchase of combat levels to counter
this.) A special-effect of the teeth is
that wounds caused by them can be immediately healed by the vampire who caused
them. The vampire has only to lick the wounds and they will fade away, leaving
no trace) Feeding: Transfer 1D6
Body to Blood Pool END Reserve; Body Recovery:
5pts/Week (+1 1/2), Continuous (+1), Requires a successful Grab and Bite (-1),
Concentrate: 0DCV (-1/2), Full Phase (-1/2), Blood Pool only receives 25% of
active points drained (-1/2), Drains Blood Pool instead of Body vs. other
vampires (-0)
Total Cost: 15pts (Note to Feeding: "Blood Pool only receives 25%
of active points drained" disadvantage means that for every point of Body
Transferred the vampire receives only 1 END instead of the usual 4 END. This
means the number rolled on the 1D6(divided by 2) is not only the amount of Body
darned but the amount of Blood Pool END received.) Blood
Bond: Transform
Victim into loyal servant; [this imposes
the Psy Lim: must obey wishes of vampire master (Com,
Total)] 1D6 Major
Transform; Cumulative Uncontrolled (+1 1/2), No Range (-1/2), Charges: 4 (-1),
OIF: Blood (-1/2), Gradual Effect:
Every 6 Hours (-1 1/2), Only one dose per day per victim (-1/4), Blood must be
ingested by victim (-1/4), Costs 1/2 Blood Pool END (-0) [8 END]
Total Cost: 7pts (Note to Blood Bond: The vampire must spend 8
Blood Pool and feed her blood to her victim. Within 24 hours the victim receives
the equivalent of a 4D6 Cumulative Transform. No sooner than 24hours later can
the vampire administer another dose of her blood. Die averages being what they
are, most victims should be under the vampire's control within 2 or 3 doses. The
victim's Recovery stat slowly heals this mental transformation. Thus, vampire's
must regularly give of their blood to keep their Thralls under control. Once a month is
usually sufficient.) The
Embrace: Transform
blood-drained human into a vampire. 1D6 Major
Transform; Cumulative (+1), Full Phase (-1/2), Concentrate: 0DCV (-1/2), OIF: Blood (-1/2), Costs 2x Blood END (-1/2)
[Blood Pool END Cost: 6pts]
Total Cost: 10pts Vampire
Abilities Total: 202pts! Vampire
Disadvantages: (the Vampire's
Curse) *Secret
Identity: "I am a Vampire"
-15pts *Psy Lim:
"Rotschreck" (Very Common,
Strong)
-20pts *Phys Lim:
"the Draining" Lose 2 Blood Pool END every night (Inf, Slt)
-5pts *Phys Lim:
"Wooden Doom" (Infrequent, Totally)
-15pts *Phys Lim:
Does Not Heal Body Normally (Infrequent, Slightly)
-5pts *Susceptible
to Sunlight (Very Common, 1D6/ Turn)
-20pts *Vulnerable to
Fire (Common, x1 1/2)
-10pts *"Frenzy": Berserk under Very Common
circumstances, Go and Recovery Rolls based of Self Control [see Virtues].
-25pts *Distinctive
Feature: Dead Aura (Con. w/ Effort, Noticed, Lim. Group)
-5pts *Distinctive
Feature: Vampire Appearance (Con. w/ Effort, Noticed)#
-10pts #(Note: Nosferatu do
not take this disadvantage) *Hunted by
Lupines (More Powerful, 8-, Limited Area)
-10pts Vampire's
Curse Disadvantage Total: -140pts! Clan
Weakness:
*Assamites:
Addicted to Kindred Vitae (Phys Lim; Freq/Slightly)
-10pts *Brujah: "Weak
Will": Self Control begins at -4
and can never exceed +1
-10pts *Gangrel: 1D6
Cumulative Minor Transform, Activated each Frenzy,
gaining animal-like features. Gangrel gain a Distinctive
Feature
Disadvantage (worth no points) every excess of Body x2.
-15pts *Giovanni:
Phys Lim: Mortal blood is considered 1/2 as potent, the vampire
must drink twice as much (All the time/ Slightly)
-15pts *Lasombra: Dis
Fea: Casts No Reflection (Concealable, Mjr Reaction)
-15pts *Malkavian:
Any One Psychotic Limitation of Common
occurrence and
Strong intensity
-15pts *Nosferatu: Dis. Fea:
"Ugly!" (Con. w/ Effort, Mjr. Reaction)
-20pts *Ravnos: Psy
Lim to commit any one type of criminal act (Com, Stng)
-15pts *Setites:
Vulnerable to Light-based Flashes (UnCom, x1 1/2)
& More sensitive to
sunlight (1D6/ Phase)
-10pts *Toreador:
Artistic Distraction (Uncommon, Strong)
-10pts *Tremere:
Watched by Elders (More Powerful, NCI, 8-)
-10pts *Tzimisce:
Phys Lim: Must rest in unspoiled earth from one's homeland
or receive a cumulative -1 to Skill/Attribute Rolls and
Combat
for each
night without. (Frequent/ Greatly)
-15pts *Ventrue: Psy
Lim: Blood Restriction (Uncommon,
Total)
-15pts *Caitiff:
Kindred Status as a Caitiff*
-3pts
(*Optional: can also take parent clan disadvantage) Kindred
Character Creation: Kindred start with a base of 165pts
to begin. All
Kindred must start with the Vampire's
Curse (140pts normally,
130pts
for the
Nosferatu) plus their Clan Weakness.
Vampires can also select additional disadvantages up to a disadvantage maximum
of 190pts
total. [145pt Base
+ Vampire's
Curse+ Clan
Weakness+ additional
Disadvantages.= 355pts!] Vampires spend
202pts for Vampire Abilities and ,typically, set
aside 50pts for attributes, 63pts for skills and perks (Backgrounds, see Vampire Conversion) and 40pts for
Disciplines Humanity: This is a new attribute that
begins at 12 (instead of the usual 10) and costs 2pts/
point. Humanity is
the measure of how much of a
vampire's mortal nature remains. Humanity influences how well a vampire is able
to resist her new urges and instincts. Starting humanity cannot be higher than
16 or lower than 8. Maximum is 20 (a saint), the minimum is 3 (an
animal). Effects: [Appearance] To a large extent,
Humanity determines how human a vampire appears and how easily she can pass for
human in the general populace. The less Humanity the Kindred has, the more
bestial she appears. Vampires with a humanity of 8 or less will be easily
spotted among humans. [Waking] Vampires tend to sleep very
deeply (Lightsleep Talent might help in some cases). During the day, even if
there is danger, a vampire must make a normal Ego Roll -5 to awaken without aid.
If someone is trying to wake them up: Ego Roll -2. After awakened, a player
cannot roll higher than her character's Humanity rating for any skill or
Perception rolls. This penalty is in affect at any time during the day. Once the
sun goes down, all waking restrictions no longer apply. [Self
Control] Humanity directly controls how well the vampire is able to
resist Frenzy! Regardless of the
character's Self Control +Ego Roll, the player cannot roll higher than the
vampire's Humanity rating. Therefore, as a vampire slips towards bestiality she
can no longer resist the call of the wild. [Torpor] When a vampire becomes
injured beyond negative Body and
loses all Stun, she goes into torpor. Torpor is similar to a coma and can
adversely affect the kindred's body or mind. When a vampire emerges from torpor
she loses 2 active points from one of her
attributes permanently. It can only be replaced with the expenditure of
experience later on. The time that a vampire spends in torpor
is measured by her Humanity rating. When a vampire slips into torpor consult the
following chart. Humanity:
Length of Torpor: 20
One Day 19
Two Days 18.................................................................................……………........................Three
Days 17
Five Days 16
One Week 15.......................................................................................……………..................Ten
Days 14
Two Weeks 13
Three Weeks 12.......................................................................................……………..................One
Month 11
Six Months 10
One Year
9...............................................................................................……………..........Five
Years 8
Ten Years 7
20 Years
6...................................................................................……………......................50
Years 5
75 Years 4
One Century
3......................................................................................……………...................Five
Centuries A vampire uses
up her Blood Pool normally while in torpor (thanks to the Draining). This can spell trouble
for any warm bodies nearby when the vampire awakens. A character may go into
torpor voluntarily. When the character goes to sleep the player simply informs
the GM that her character is entering torpor. Many ancient kindred voluntarily
enter this state in a protected place to avoid the risk of frenzies or other
dangers. Voluntary torpor does not require the loss of two active points from an
attribute. Paths of
Enlightenment: Not all vampires wish to retain any
glimmer of their former mortality. For them there are only the Paths of
Enlightenment: other philosophies and ways of living that allow them to avoid
the beast within while divorcing their own humanity. These Paths are too many
and varied to list here in any complete form. Though vampires following a path
are no longer in danger of losing Humanity through immoral acts, they still have
strict codes of conduct to follow. Failure to do so means victory for the
Beast. Although in terms of role-playing there
is a vast difference between Humanity and the Paths of Enlightenment, as game
mechanics the two are handled virtually identically. A short list
of paths: Path of Caine,
Path of Cathari, Path of Death and the Soul, Path of Harmony, Path of Honorable
Accord, Path of Power and the Inner Voice,
Path of Paradox (Ravnos Only), Path of Typhon (Setites
Only) Virtues: (I hope that
those of you familiar with V:tM need no lengthy description on how the following
are used in the game. The standard Ego Roll is allowed to increase to reflect
the character's Willpower. Virtues is
taken directly from GURPS Strong Will
advantage.) The
character's Ego Roll is divided amongst four categories: Normal (This is the
standard Ego
Roll) Conscience
(allows the
kindred to retain her Humanity) Self
Control (used to
resist Frenzy!) Courage (used to
resist the effects of Rotschreck) The many paths
outside of Humanity have virtues as well which serve the same
function: Normal (Standard Ego
Roll) Conviction
(retain one's
Path when led astray) Instincts
(used to
resist Frenzy!) Courage
(resist Rotschreck) To increase
the Ego roll in each category costs 2pts/
+1. The maximum
any one category can have is +4. Generation: The measure
of a vampire's separation from Caine. The default generation of a vampire
character is 13th. The player may lower this at Character Creation Time for 3pts/ lower
level. The maximum
a vampire's beginning generation can be is 8th generation. Each level below 13th adds two points to
a vampire's Blood Pool (These points ignore the 40pt
limit). (Note to Generation: According to the V:tM
rulebook vampires with lower generation are able to use more than one Blood Pool
point per turn. In Hero, a phase is roughly equal to the Turn used in the
Storyteller system. Therefore: Vampire's under 10th Generation must pay an extra
10pts
for this
privilege. This covers the cost of adding a limited form of Autofire to the
multipower (the Autofire is limited by the vampire's Generation: 2 for 9th, 3
for 8th Gen., etc.) (0pts)
13th Generation (3pts)
12th Generation (6pts)
11th Generation (9pts)
10th Generation (22pts)
9th Generation (25pts)
8th Generation Backgrounds: Consult the
Vampire Conversion file for new
Perks, Talents and Skills for Hero 5th edition Vampire: the
Masquerade. Disciplines: Each level of
an in clan discipline can be purchased by the vampire at -2 to the Total Cost.
Out of clan disciplines are purchased at +1 to the Total Cost. Caitiff purchase
disciplines at cost.