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  1. -------------------------------------------------------------------------------------------------------------------
  2. VAMPIRES
  3. -------------------------------------------------------------------------------------------------------------------
  4.  
  5. GENERAL VAMPIRE RULES
  6.  
  7. -Vampires take wounds as normal, though they are not truly killed until they take 40 wounds. A failed death save for a vampire only causes them to drift in to torpor. For both stun saves and death saves a vampire adds his generational save bonus as a modifier.
  8.  
  9. -Failing a stun save as a vampire simply causes you to stumble for a single round, no matter what. Your deadened nerves and odd biology simply don't transmit as much pain and shock as a human's.
  10.  
  11. -Vampires have a blood pool based on their generation, and blood points per turn expendature that follows the same generational limit. When feeding, you can generally be safe to drink an amount of blood equal to the victim's BTM.
  12.  
  13. -Vampires don't suffer from wound evolution.
  14.  
  15. -Vampires may take drugs through a proxy of blood. All drugs are counted as having half (round down) effects, and progress as normal aside from that point in accordance with the drug rules. Physical cummulative effects are ignored, though mental ones are still suffered. All drug effects take immediate effect on the vampire.
  16.  
  17. -A vampire's claws do 1d6 points of blade AP damage.
  18.  
  19. -A vampire's bite, if used offensively, does 1d6/2 points of blade AP damage, and has a WA of -3. If damage is done, assume three points of blood are drained from the target, and he is helpless to further draining (three blood points per turn.)
  20.  
  21. -A victim takes two damage for every blood point drained.
  22.  
  23. -Vampires double their BTM versus everything except the following, which deal double wounds and count as "Aggravated" damage: Explosions, lasers, microwavers, and fire.
  24.  
  25. -Being in the sun causes a vampire to take 10 wounds per turn (3 seconds). A vampire can attempt to lower this damage by making a 1d10 + Fortitude roll, lowering the wounds taken by 1 for every increment of 5 they roll above 5 (That meaning 15 would lower the damage by 2).
  26.  
  27. -Staking a vampire requires an awareness check at Diff 20. On failure, the attack is made at a -10. If succeeded, every point rolled over 20 lowers the penalty by 1, to a minimum of -4.
  28.  
  29. -Using blood to heal regenerates 4 wounds per blood point spent.
  30.  
  31. -Using blood to buff a physical stat adds +2 to said stat per blood point spent. This lasts for 5 rounds, and can only raise a physical stat up to its generational maximum (Or current max if cyberware is in use) +2.
  32.  
  33. -Blood pools and draining limits follow that of WoD's.
  34.  
  35. -When frenzied, vampires ignore the need for stun saves.
  36.  
  37. -The Generational Save Modifiers are as follows:
  38. 13 = 0
  39. 12 = 0
  40. 11 = 1
  41. 10 = 1
  42. 9 = 2
  43. 8 = 2
  44. 7 = 3
  45. 6 = 3
  46. 5 = 4
  47. 4 = 4
  48. 3 = 5
  49.  
  50. -On Specific Body Area Wounds (8 Damage), the mandatory Mortal 0 save does not apply, as well as the following effects:
  51. Torso Effects 1-9
  52. Head Effects 1 and 2
  53. Head Effect 4-6 simply prompts a mortal 0 death save
  54. In the case of broken or severed limbs and the like, an amount of wounds equal to the damage taken must be healed for the effect to be fixed.
  55.  
  56. -------------------------------------------------------------------------------------------------------------------
  57.  
  58. PHYSICAL DISCIPLINES
  59.  
  60. Celerity: Each rank in Celerity grants you +1 initiative die when activated.
  61.  
  62. Potence: Each rank in Potence grants the user a +2 to BODY for purposes of determining melee damage bonus, throwing range, and lifting capabilities.
  63.  
  64. Fortitude: Each rank in Fortitude grants the user an extra -1 to their BTM (Before doubling).
  65.  
  66. -------------------------------------------------------------------------------------------------------------------
  67.  
  68. CHARACTER GENERATION RULES
  69.  
  70. Vampires use standard char gen rules, with the following exceptions:
  71. -Choose a clan
  72. -You have three points to spend in disciplines
  73. -You may sacrifice one stat point to either get two more points to spend in disciplines, or upgrade your generation by one.
  74. -You may have a maximum of 12 lifepath rolls, regardless of age.
  75. -If one was embraced before cyberware existed (1994), they may not take any during character generation. To compensate for this, they are provided with an extra 10 pickup skill points.
  76.  
  77. -------------------------------------------------------------------------------------------------------------------
  78. WEREWOLVES
  79. -------------------------------------------------------------------------------------------------------------------
  80.  
  81. GENERAL WEREWOLF RULES
  82.  
  83. -In all forms but Homid, a werewolf doubles his BTM against all attacks, except silver.
  84.  
  85. -Werewolves take double damage from silver, whether it is through the means of bullets or blades. This damage is also counted as "aggravated damage."
  86.  
  87. -Werewolves posses an extra skill called "Primal Urge." This is used very similarly to the skill in the original WoD game. For example, a Primal Urge + BODY roll is required to change one's form. This skill always starts at 1, unless pickup skill points are spent in it.
  88.  
  89. -As a note, silver blades cost 5x, as do silver bullets.
  90.  
  91. -------------------------------------------------------------------------------------------------------------------
  92.  
  93. WEREWOLF FORMS
  94.  
  95. Werewolves automatically regenerate 4 wounds per turn
  96.  
  97. HOMID
  98. No change
  99. Diff: 10
  100.  
  101. GLABRO
  102. Body: +4
  103. Attr: -2
  104. Emp: -2
  105. Diff: 15
  106.  
  107. CRINOS
  108. Body: +8
  109. Attr: -10
  110. Ref: +2
  111. Emp: -6
  112. Diff: 10
  113. Counts as an ACPA for purposes of wielding higher powered weapons.
  114.  
  115. HISPO
  116. Body: +6
  117. Ref: +4
  118. Emp: -6
  119. Diff: 15
  120. Bite damage is 3d6
  121.  
  122. LUPUS
  123. Body: +2
  124. Ref: +4
  125. Emp: -6
  126. Diff: 10
  127. Bite damage is 2d6
  128. Add primal urge to awareness tests
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