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traits:vampire

VAMPIRE

Vampire Player Characters:

  • Vampires gain +3 to their Strength.
  • Vampires get all those nice Vampire traits, with the exception of Enslaved – a player character Vampire is assumed to have broken free of the control of its master. They instead gain Adversary (Major) instead.
  • Being a Vampire costs 6 Character Points and 4 Story Points.

All Vampires have the following Traits:

  • Adversary (Major): Their former sire.
  • Hypnosis (Major): +2 bonus to control another’s actions and feelings.
  • Immortal (Major): Vampires are eternal.
  • Indomitable: +4 bonus to any rolls to resist psychic control.
  • Psychic: +4 against mental attacks and may attempt to read minds.
  • Psychic Training: +2 bonus to Resolve rolls when trying to resist psychic attack or deception.
  • Telepathy: May create a mental link to read minds or converse telepathically.
  • Tough (Minor): Reduce total damage by 2.
  • Dependency (Major): Suffers a -4 penalty to all rolls if denied blood for a specific period.
  • Distinctive (Minor): -2 penalty to rolls to blend in. Others have a +2 bonus to remember or recognise the Vampire.
  • Enslaved (if Vampire is an NPC) (Major): Must obey the will of the Vampire who made them, and suffers a -2 penalty to attempts to voice opinion. If the elder Vampire dies, so do its progeny.
  • Frenzy: The Vampire must roll to resist frenzy when hungry. Rolls Resolve + Strength against a Difficulty of 12. In a frenzy, the Vampire attacks anything nearby.
  • Obsession (Minor): Hungry for the blood of the living.
  • Weakness (Minor): -2 penalty to rolls when in the presence of holy objects and certain herbs.
traits/vampire.txt · Last modified: 2023/06/28 02:38 by curufea