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Vampire RPG Mechanics Guide

This document provides a quick reference sheet for playing a vampire in a roleplaying game. It summarizes vampire abilities, powers, feeding requirements, aging/development, weaknesses to things like fire/radiation, wealth accumulation, and extended sleep/hibernation rules. Key details include using Psychic points for powers, feeding requirements to avoid stat penalties, aging categories that provide new abilities and stat increases each year, weaknesses to fire/radiation accumulation over long periods, and wealth accumulation formulas that vary by aging level.

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0% found this document useful (0 votes)
408 views4 pages

Vampire RPG Mechanics Guide

This document provides a quick reference sheet for playing a vampire in a roleplaying game. It summarizes vampire abilities, powers, feeding requirements, aging/development, weaknesses to things like fire/radiation, wealth accumulation, and extended sleep/hibernation rules. Key details include using Psychic points for powers, feeding requirements to avoid stat penalties, aging categories that provide new abilities and stat increases each year, weaknesses to fire/radiation accumulation over long periods, and wealth accumulation formulas that vary by aging level.

Uploaded by

J&Dscribdacc
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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VAMPIRE QUICK REFERENCE SHEET 1

YOU CAN USE A NUMBER OF POWERS = TO 1/2 PSY STAT ONCE THAT POWER OR
POWERS ARE USED THOSE PSY POINTS ARE LOST. (PSY POINTS RETURN NATURALLY
AT A RATE OF 2PT PER 4HRS OF ACTIVITY WHEN ONE SLEEPS ALL ARE RESTORED
PSY IS A STAT JUST LIKE INT, REF,BOD…ETC ROLL1D10 TO SEE WHAT YOUR STARTING
STARTING OUT VAMPS CAN HAVE A MAX OF 10 WITH RACIAL THIS CAN GO UP TO AN 18

PST STAT BELOW 5 CANNOT USE PSY POWERS 5-7=1, 8=2, 9=3, 10=4)

MAX LEVEL OF PST POWERS ONE CAN REACH IS BASED ON AGE LEVEL
COST FOR PSY POWERS INCREASE IS AS FOLLOWS
I II III+
1 2 3 4 5 6 7 8 9 10
1 4 9 16 25 36 49 64 81 100

THE BELOW CHART IS FOR SKILL POINTS & STAT INCREASES


FIRST NUMBER IS WHAT IS GAINED EACH YEAR THE NEXT IS THE TOTAL FOR THAT TIME FRAME

A.L V.Y TITLE SK HEAL FEED STAT CHANGES


0 0-1 FLEDGLING 6(6) 4/DAY 1-3DS REF+1, CL-1, MA+1, EMP-1, PSY+1
1 2to20 YOUNG 3(54) 5/DAY 1-7DS REF+1, BOD+1, EMP-1, PSY+1
2 21-100 ADOLESCENT 2(160) 6/DAY 1-14DS CL-1, ATT+1, MA+1, BOD+1, PSY+1
3 101-200MATURE 1(100) 7/DAY 1-30DS INT+1,CL+1, ATT+1, BOD+1, EMP-1, PSY+1
4 201-500OLD 1(300) 8/DAY 1-6MO INT+1, REF+2, MA+1, BOD+1
5 501-999VARY OLD .5(99) 9/DAY 1-YR INT+1, CL+1, ATT+1, MA+1, PSY+2
6 1,000+ ANCIENT .2(??) 10/DAY 1-5YR INT+1,CL+2, ATT+1, BOD+2, EMP-1, PSY+2

DRUGS AND POISONS ARE ONLY 1/5 AS EFFECTIVE


IF IN A VICTIM'S BLOOD THEY ARE 1/2 AS EFFECTIVE BUT CANNOT KILL THE VAMP

TO KILL A VAMPIRE BY OD WOULD TAKE 40+ PTS OF DMG

VAMPIRES RECEIVE THEIR AGE CAT TO AWARENESS SKILL (1-6)

HOW ONE BECOMES A VAMPIRE


IF OVER 25% OF THE HUMAN'S BLOOD IS REPLACED HE/SHE WILL BECOME A VAMPIRE
THE TARGET MUST "WILLINGLY" TAKE 25% OF THE VAMPIRES BLOOD
IF LESS THAN 25% BUT MORE THAN 10% MUST MAKE A BOD CHK EVERY HOUR
EVERY CHK THAT FAILS RAISES THE VAMPIRIC BLOOD BY 1%, EVERY CHK THAT SUCCEEDS
REDUCED THE VAMPIRIC BLOOD BY 1% ONCE 9% IS REACHED HE/SHE HAS FOUGHT OFF THE
VAMPIRIC BLOOD AND THE REST WILL BE FLUSHED OUT AT A RATE OF 1% AN HOUR
IF THE PERCENTAGE REACHES 26% HE/SHE IS NOW A VAMPIRE AND THE REST OF THE
BLOOD WILL BE REPLACED AT A RATE OF 1% PER 10 YRS AFTERWARD
(MEDICAL ASSISTANCE GIVES A +1 TO THE BOD CHK FOR EACH SUCCESSFUL 20+ MEDTECH)

THE CURE COMPLETELY REMOVING ALL VAMPIRIC BLOOD AND REPLACING IT WITH
HUMAN BLOOD. IT TAKES 5.. 35+MEDTECH & 5.. 20+BOD CHKS TO SUCCEED IF THERE ARE
1 to 2 FAILURES HE/SHE STAYS A VAMPIRE/ THREE OR MORE MEAN TRUE DEATH FOR THE
VAMPIRE…IF ALL CHKS SUCCEED THE PERSON REVERTS BACK TO A HUMAN AND STARTS
LIFE BACK AT THE AGE HE/SHE WAS WHEN BITTEN, HOWEVER LOOSES ALL BUT PSYCHIC 1
FEEDING 2
FEEDING CONSISTS OF INGESTING 6 BOD WORTH OF LIVING BLOOD 1 MIN PER 1 BOD
VAMP REGAINS 1 TEMP PSY OR 1 PT OF DMG PER 2 BOD DRAINED
THE VAMPIRE GAINS A NORMAL BODY TEMP AS WELL AS COMPLEXION FOR 4 HRS -30 MIN PER
AGE CAT
FEEDING OFF OF ANIMALS : THE VAMPIRE GAINS .5 PSY OR .5 PT OF DMG PER 2PTS OF BOD
FEEDING OFF OF WERE-CREATURES: THE VAMPIRE GAINS 2PSY OR CAN HEAL 2PTS OF DMG
PER 1 PT OF BOD PER AGE CAT OF THE WERE-CREATURE
FEEDING OFF ANOTHER VAMP TO GAIN ANY BENEFIT THE TARGET MUST BE AT LEAST
TWO AGE CAT OLDER FOR EVERY 2POINTS OF BOD DRAINED ONE RECIEVES 3 PSY OR CAN
HEAL 3PTS OF DMG
IF A TARGET IS COMPLETELY DRAINED OF BLOOD THE VAMPIRE WILL BE PUT INTO A STATE
OF EUPHORIA FOR THE NEXT 2 HRS AND WILL BE AT A LOSS OF 25% OF ALL STATS AS WELL
LOOSE 0.1 PSY STAT PERMINANTLY THERE IS A 5% CUMULATIVE EFFECT FOR EVERY
OCCURRENCE THEREAFTER OF BECOMING ADDICTED TO THE DEATH OF THE VICTIM
IF DRAIN A VAMP YOU GAIN WHAT ABILITIES HE/SHE GAINED AT THAT AGE CAT AS WELL AS
1/4 OF ITS HEALING AND RESISTANCE TO DMG . THIS IS VERY DANGEROUS FOR ON THE
OTHER HAND THE TARGET MAY FIGHT BACK SECONDLY THE TARGET MAY TAKE OVER THE
CONCIOUSNESS OF THE ATTACKER DC COOL +VAMP AGE CAT+D10.
FAILURE TO FEED
FOR EVERY BOD BELOW 6 THAT A VAMPIRE FAILS TO DRINK BEFORE THE TIME PERIOD IS
UP LOOSES .5PSY UNTIL THE VAMP FEEDS ON DOUBLE THE AMOUNT MISSED.
IF HIS/HER PSY DROP TO 2 IN THIS WAY ALL STATS DROP BY 1/2 AND THE VAMP IS IN
INTENSE PAIN. IF PSY DROPS TO1 ALL STAT ARE REDUCED 1/4
(IF FORCED TO OR IS PHYSICALLY TRYING NOT TO FEED)
A CL CHECK VS 12 +1 PER MISSED TO CONTINUE NOT TO FEED IF CHK
FAILS BY LESS THAN 5 THE VAMPIRE IS FORCED TO FEED (IF IMPOSSIBLE HE/SHE LOOSES
1 TEMP COOL …IF CHECK FAILS BY MORE THAN 5 THE VAMP WILL TRY TO COMMIT SUICIDE
(IF IMPOSSIBLE HE/SHE WILL LOOSE 1 TEMP COOL) IF VAMPIRES COOL REACHES 0
BEGIN SUBTRACTING .5 FROM ACTUAL COOL STAT
THESE COOL POINTS ARE REGAINED ONCE FEEDING RESUMES
IF VAMPIRE'S BLOOD BROPS AND OR HIS/HER PSY DROP TO 0 HE/SHE WILL BE FORCED INTO
HIBERNATION

RADIQTION AND HOW IT EFFECTS VAMPIRES


CAUSES ATTR LOSS, ACCUMULATES 1 RAD PER 5 YEARS
TOTAL RADS
71-90 LESSIONS ON FACE ATTR -1
91-100 BENIGN CANCERS DEVELOP ON BODY ATTR -2
101-120 SKIN WILL DEVELOP BURNS & MORE BENIGN CANCERS ATTR -3
121-140 SKIN BEGINS TO PEEL HAIR STARTS TO FALL OUT ATTR BECOMES A 3
141-170 HAIR ONLY LEFT IN SMALL PATCHES PHYSICAL DEFORMITIES BEGIN ATTR IS A 2
171-200 MORE DEFORMITIES ATTR IS A 1
201+ PHYSICAL DEGENERATION CONTINUES BUT IS NOT FATAL ATTR IS A 0 AND
CAN POSSIBLY CONTINUE TO DROP

2
HIBERNATION BASE OF 5 YEARS UP TO TWO THOUSAND 3
CAN BE VOLUNTARY OR INVOLUNTARY HIBERNATION
THE VAMPIRE LIES DOWN AND OVER THE NEXT 24 HRS WILL GO INTO A STATE OF SEMI
AWARENWSS HE/SHE KEEPS ALL OF HER SENSES BUT ONLY UP TO 5 M FROM THEIR BODY
DURING THIS TIME THERE IS NO FEEDING SO EVERY THING IS SLOWED DOWN IE ALL STATS
ARE A 2. ONCE DECIDED TO AWAKEN IT TAKES ONE YEAR THEN OVER THE NEXT 24 HRS
THE VAMPIRE SLOWLY RE-ENTERS CONSCIOUSNESS. NOW THE VAMPIRE'S STATS GO UP TO
1/3 THEIR NORMAL (IF THIS IS LESS THAN 3 THEN 3) IF NEED BE THE VAMPIRE CAN DIG AT A
RATE OF (BOD)M/2HRS AND IT CAN ONLY BE THROUGH SOFT PACKED EARTH NOTHING
HARDER. IF VAMPIRE IS UNABLE TO ESCAPE COOL DC 10 WILL POSSIBLE COMMIT SUICIDE
(IF IMPOSSIBLE, RE-ENTER HIBERNATION. (A HIBERNATION THAT LASTS LONGER THAN
2000 YEARS WILL DESTROY THE VAMPIRE'S CONSCIOUSNESS FOREVER)
ONCE FREE THE VAMPIRE MUST FEED ALL ELSE WILL BE IGNORED EVERY 2BOD OF MORTAL
BLOOD DRAINED 1 POINT OF ANY STAT IS RESTORED
THE VAMPIRE GAINS +1 PERM COOL FOR EVERY 20 YEARS IN HIBERNATION

A PSY OF 0 RESULTS IN INSTANT HIBERNATION SEE PAGE

STUN=PHYSICAL IMMOBILITY & DEATH CHKS = IMMOBILE FOR D10+10 MINUTES


STUN CHECKS ARE MADE USING ITS AGE CAT AS A POSITIVE NUMBER (1-6)

WEALTH ACCUMULATION TABLE


TAW MODIFIER (IN %)
A.L. FORMULA
1 2 3 4 5 6 7 8 9 10
0 BASE TAW -10 -5 - - - - - - 5 10
1 BASE X VY TAW -15 -10 -5 - - - - 5 10 15
2 BASE X VY TAW -20 -15 -10 -5 - - 5 10 15 20
###BASE X VY /2 TAW -25 -20 -15 -10 -5 5 10 15 20 25
5 BASE X VY /3 TAW -30 -25 -20 -15 -10 10 15 20 25 30
6 BASE X VY /5 TAW -35 -30 -25 -20 -15 15 20 25 30 35

SUBTRACT YEARS IN HIBERNATION FROM VY


VAMPIREIC SENSES
ONE CAN PENETRATE UP TO 50 M IN TOTAL DARKNESS BUT CAN ONLY SEE 40M IN LIGHT
CONDITIONS, AND 10M IN BRIGHTLY LIT CONDITIONS.
HEARING IS BOOSTED TO THE POINT WHERE A PIN CAN BE HEARD DROPPING AT 10M AWAY
A GUN SHOT CAN BE HEARD FROM 1KM AWAY AND FOOTSTEPS CAN BE HEARD UP TO 100M
AWAY (WITH OUT STEALTH)
SMELL AND TASTS ARE ALSO EXTREMELY ACUTE TO THE POINT OF BEING ABLE TO FEEL ANY
CHANGE IN TEXTURE OR PICK UP THE SLIGHEST PRESENCE OF SAY POISION.
WHILE AT REST
THEY WIL FEEL DROWSY 45 MIN PRIOR TO SUNSET AND FALL ASLEEP 15 MIN AFTER SUNRISE
AND WILL AWAKEN 15 MIN AFTER SUNSET IN THIS STATE THEY DO NOT DREAM, THEY ARE DEAD
STAYING AWAKE REQUIRES A COOL CHK VS 12+1 PER 30 MIN THEREAFTER AFTER SUNRISE
FAILURE MEANS THEY FALL ASLEEP IN 5MIN. WHEN AWAKE DURING THE DAY ALL ROLLS ARE
AT A -5 AND NO HEALING OF ANY KIND ACCOURS. 3
EXTENDED SLEEP SLEEPING 2+ DAYS CAN LAST AS LONG S DESIRED BUT FEEDING MUST 4
STILL OCCOUR HEALING OCCOURS AT DOUBLE THE RATE DUE TO SLEEPING THROUGH NIGHT
AND DAY. CAN AWAKEN AT ANY TIME DESIRED AFTER SUNSET.
DAMAGE TAKEN
FIRE HEALS HALF AS FAST
THE HEATING UP OF VAMPIRIC GOES THROUGH VARIOUS STAGES ENDING UP IN THE DEATH OF
THE VAMPIRE
STAGE 1- 1 TURN MULTIPLY THIS LENGTH OF TIME BY THE VAMPS AL BY 2 EXCEPT FOR
STAGE 2 - 2 TURNS AL-O THEN ONE USES 1 FOR THE ACTUAL DURATION OF THE STAGE
STAGE 3 - 2 TURNS HEALING TAKES DOUBLE THE TIME TO HEAL AND 4X'S AS MUCH FOR
STAGE 4 - 2 TURNS THE LAST 10 PTS OF DMG.
STAGE 5 - 3 TURNS

BURN UP MODIFIERS
VS SUNLIGHT VS HEAT
CLOUDY/ IN THE SHADE X 1.3 HEAVY CLOTHING X1.2
HEAVY CLOTHIONG X1.2 HEAT RESISTANT CLOTHING X1.5
IN BUILDING X2.0 FIRE-RETARDENT SUIT X2.0
PARTLY CLOUDY X2.1
TAKE THE BEST MODIFIER
IF VAMPIRE ENTERS SUNLIGHT OR IS WITHIN 1M OF HEAT EXCEEDING 60 THE BURNING BEGINS
APPLY THE FOLLOWING RESULTS
STAGE1 THE VAMPIRE TAKES 4 PTS OF DMG (VERY BAD SUNBURN) ALL SKILLS ROLLS -2
STAGE 2 VAMPIRE TAKES 6 PTS OF DMG (1ST DEGREE BURNS ALL OVER SOME 2ND DEGREE)
MA -1
STAGE 3 VAMPIRE TAKES 12 PTS OF DMG 2ND DEGREE BURNS ALL OVER SOME 3RD DEGREE
ALL STAT -2
STAGE 4 VAMPIRE TAKES 10 PTS OF DMG SKIN IS ALMOST COMPLETELY BURNT OFF
BODY IS SMOLDERING ALL STATS - 4
STAGE 5 VAMPIRE TAKES 8 PTS OF DMG CHARED BONES CONTINUE TO BURN LEAVING ONLY
HEALING AT THIS LEVEL IS STILL POSSIBLE AS LONG AS ASHES ARE KEPT TOGETHER IF ASHES
ARE SCATTERED THE VAMPIRE IS DEAD AND THERE IS NO POSSIBILITY TO COME BACK.
QUIRKS
EVERY VAMPIRE MUST TAKE AT LEAST 3 QUIRKS WITH A MAX OF 8. ALL PTS SPENT ON QUIRKS
OR GAIINED FROM QUIRKS MUST BE IMEDIATELY SPENT OR ARE LOST. QUIRKS ARE EITHER
POSITIVE OR NEGATIVE. POSITIVE QUIRKS ADD PTS AS NEGATIVE SUBTRACT PTS.
REGARDLESS THE TOTAL WILL = 0.
STAT QUIRKS + 1 TO A STAT +3 A -1 TO A STAT -3
EDUCATION QUIRK +1 TO A SKILL PT +2 A -1 TO A SKILL PT -2
DESTRUCTION QUIRK A BELIEF THAT THESE WILL KILL YOU
STAKE THROUGH THE HEART -4 HOLY WATER -5
DECAPITATION W SHOVEL -4 POPPY SEEDS ON GRAVE -6
COIN IN MOUTH -6 BURIED AT CROSSROADS -2
FEAR QUIRKS
CROSSES/ HOLY SYMBOLS -3 CANNOT ENTER CHURCHES -1
GARLIC -3 SILVER /WOOD -4
CAUSES 1D6 DMG PER HIT PER HEALS 1/2 NORMAL RATE
DC 15+MOD)

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