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Vampire PDF Print E-mail
Written by Marco   
Monday, 19 March 2007

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This write-up is based on the sort of modern interpretation of western vampire legends that has sometime appeared in fiction. It possesses the typical vulnerabilities. Instead of food they require blood. Blood is more difficult to acquire than food – all other things being equal – so I’d probably allow a vampire to only have to feed every few days. Maybe I’d have them lose one point of will for every day they did not feed. I’m not sure about that idea though. 

Since they are resilient they can heal from most damage, including killing damage. A single vampire of this type should be a dangerous antagonist for a small group of skilled but non-super investigators, and a challenge to many individual supers, though the stats may need a bit of a boost in some cases. Giving them some Brawl and a bit or Martial Arts would make vampires more formidable. For a Buffy style vamp, drop all the Miracles except Immunity, definitely boost Brawl and Martial Arts, and drop the night vision only Flaw that is attached to Sense. I didn’t give them any special Miracle allowing them to create other vampires. I decided to leave that up to the GM. Still, I’d be interested in seeing how such a miracle would look. I wasn’t sure how to design sonar for the bat form, so I didn’t.

Vampire 199 Points Total

Vampire [9 points]
Source: Paranormal
Permission: Power Theme [5 point cost]
Intrinsic: Resilient [10 points] -2 not vs. Allergies or fire
Intrinsic: Allergy
Sunlight [killing, touch only] -1/2/4
Garlic [killing, touch only] -1/2/4
Holy water, crosses, and running water [killing, touch only] -1/2/4
Entering a home without permission [killing, touch only] -1/2/4

Vampires have to roll Cool + Mental Stability when confronted with their Allergy-related fears. They do not have to do so when exposed to such things as blood, dead bodies or gore.

The numbers in parenthesis are vampire’s stats after Hyperstats are added in.

Stats

Body 2 (6) [10 points]
Coordination 3 [15 points]
Brains 2 [10 points]
Sense 3 [15 points]
Command 2 (3) [10 points]
Cool 2 (3) [10 points]

Body +4 [20 points]
Sense +3 [6 points](night vision only -3/6/12)
Command +1 [5 points]
Cool +1 [5 points]
Hypnotic Seduction +2 [4 points]
Mental Stability +2 [4 points]
Stealth +1 [2 points]

Assorted skills: 20 points in skills gained before becoming a vampire

“Mist vulnerabilities” means that strong winds, fire-based attacks, telekinesis, and other appropriate forces can manipulate or damage the vampire when in mist form, as it is not complete insubstantiality. With a wiggle die the bat form is more powerful than it looks at first glance. I didn’t give any extra stealth bonuses – I decided that being small, black and nocturnal would make it hard to see them.

I wasn’t sure if changing size as a bat or losing hands as a wolf should alter point values, so I decided not to complicate things. I moved a few points dedicated to stats in the bat and wolf forms. I may not have added them up correctly.
Insubstantiality – mist form R, U 2hd [4 points]
Mist vulnerabilities -2/4/8

Immunity – Common (asphyxiation, disease, aging) [12 points]

Alternate Form [bat]

[12 points total] A, D, R, U -6 Stat Reduction
2hd [4 points]
Hurt Means Hurt -2/4/8 Depleted -2/4/8
Body 0
Coordination 3
Brains 2
Sense 4
Command 1 (2)
Cool 2 (3)
Flight 3d+1wd [14 points] A, D, R, U Winged -1/2/4 Attached to Alternate Form [bat] -1/2/4

Alternate Form [wolf] [12 points total] A, D, R, U
2hd [4 points] Hurt Means Hurt -2/4/8 Depleted -3/6/12
Body 1 (5)
Coordination 3
Brains 2
Sense 3
Command 3 (4)
Cool 2 (3)
Brawl 1d [1] Attached to Alternate Form -1/2/4
Intimidation 1d [1] Ditto -1/2/4
Running 1d [1] Ditto -1/2/4
Hearing 2 [2] Ditto -1/2/4
Smell 3 [3] Ditto -1/2/4

Second Chance 3 R, O [14 points]
Allows vampires to come back from the dead
-4 Only after death
-2 Not if decapitated, incinerated or permanently staked

 

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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