Post by Frederic Bourgault-Christie on Dec 4, 2005 15:45:16 GMT -5
Points by Generation:
1st: 100
2nd: 80
3rd: 60
4th: 40
5th: 20
6th: 10
7th: None*
*Abilities must be purchased with flaws
Vampire Abilities
Metamorph
1 pt. Sharpen Teeth (Teeth become pointy and elongated, additional 3 pt. allows for transforming back)
4 pt. Ugly face (Includes sharpen teeth and provides an adrenal rush. Looks devided by 4. Turn on and off at will.)
2 pt. Sharpen Fingernails (Finger or toenails become sharp and long but maintain former density)
4 pt. Claws (Fingers or toes gain sharp claw projections from the tips. The cost must be payed for hands and feet seperately.)
6 pt. Goring Talons (Fingers or toes gain large frightening looking talons. Fingers change around and gain strength bonus)
7 pt. Bat wing arms (Changes arms into large batwings capable of gliding on wind currents. Makes wielding any human made hand held equipment impossible. Cost is reduced to four if Full Body Heavy morph is also taken)
10 pt. Bat wings (Bat wings grow from the back and function as the bat wings listed above, but leave the hands free to function as normal. Cost is reduced to 8 if Full body Heavy is taken.)
Metamorph Packages
7 pt. Full Body (light) - includes Ugly Face, Hand claws, and raises all thresholds by 4, build by 2 and power by 6. Transformation takes all of one turn. Actions may be taken but the bonuses will not be in effect till the completion.
30 pt. Full Body (heavy) - Transforms body into an Animalistic bat-like form raising all thresholds by 7 build by 3 and power by 10, includes Goring Talons on hands and feet, high pain resistance, and Supersense Smell. May not be taken with Levitation, Two dot Cliche feeding style, Fire immunity, Fast Flying, or a Polymorph. Three turns are required to complete the transformation. Simple actions may still be performed.
Feeding Styles
2 pt. Two Dot Cliche' - You leave two small dots on the victim. While a dead giveaway that it was a vampire attack by itself, it is far less messy, and can easily be "overlapped" with other wounds to hide it.
0 pt. Bite - You bite people, and take blood out. Anywhere you want, but the neck is nice for convinience.
+4 pt. Rend - You tear the CRAP out of what you eat. Ripping limb from limb and getting blood by drinking it, eating bloody muscles and organs, skin, anything. You need a bit more blood to get along than other vampires, and your feeding is doubtlessly messy and time consuming. Well, not ALWAYS time consuming, but it's even more messy when you hurry.
Polymorph
7 pt. Grey Wolf
10 pt. Dire Wolf
10 pt. Smaller Bear
14 pt. Larger Bear
6 pt. Vampire Bat
5 pt. Opossum
3 pt. Large Rat
6 pt. Raven
3+ pt. Snake (assorted variations)
Weaknesses
+6 pt. Water
+2-6 pt. Crosses (depending on craftmanship)
+4 pt. Wooden Stakes (All vampires are suceptable to being staked, but with this, it can kill you.)
+4 pt. Fire
+3-5 pt. Holy water (depending on Severity)
+5 pt. Decapitation
+4 pt. Garlic
+4 pt. The Bible (or any monotheistic Holy book with an existing/well known/worshipped God)
+3 pt. Wolfbay (wolfsbane)
Abilities
* pt. Levitation (Cost determined as Build +1 X2)
10 pt. Turn to mist (Changes body into a thick mist or fog. Still suceptable to any previous weaknesses still able to apply. I.E. Silver yes, Steak in heart no. Slow movement and gains weakness to fire unless fire immunity has been chosen)
12 pt. Enhanced Regeneration (Regenerates at double normal rate, tripple if recently fed, or quadruple while feeding)
7 pt. Hypnosis (Requires fixed eye to eye gaze. Can be forced. Renders target unconsious unless save vs. Magic 90% is made. +10% For each additional turn of gaze, up to 140%)
9 pt. Limited Sunlight Resistance (Sunlight damage is drained first to MP at half rate before draining HP)
7 pt. Turn to vampire (Possessing the ability to make vampires one generation below you with a lower power level, Your chance of complete subserviance is 1/* where * is your generation. 50% chance of having same powers as master, 40% chance of having simmilar powers purchased with new points, 10% chance of random powers of new point value.)
6 pt. Call Vampire (Calls to you up to six vampires of simmilar powers and/or lower generation. It will, however, take time for them to reach you depending on distance. Most Vampires who would bother coming will be willing to assist the caller if in trouble. The call is a loud bellowing screech, scream, or yell that is easily audiable by all within a square mile or vampires within 10, more if they possess superhuman hearing. Can be identified by all manner of vampire, vampire hunter, and necromancer. The yell itself is not loud enough to stun or deafen, but is carried further by magic.)
12 pt. Innate Magic (Choose one school of magic to specialize in without penalty, or one additional one if one already exists. If the characters magic is below 50, add 50% to their magic, or if above fifty, add 25. Necromancy still cannot be chosen as a specialty.)
11 pt. Travel as wind (Fly invisibly and quickly as a gust of wind. Those able to sense magic can tell that this is happening, but will not likely have the means to damage the character. One turn of uninterrupted preparation is required before use. You must be minimum 3rd Generation to get this ability.)
10 pt. Clairvoyant Astral Projection (travel mentally as a psychic projection able to move through walls and fly. The body of the caster is left motionless and defenceless in a meditative state. Those with Detail above 15 may recieve a warning if the body is disturbed during meditation. Three turns of uninterrupted preparation are required before activation.)
4 pt. Dreamspeak (Able to communicate with sleeping people within their vicinity. One person at a time per 10 logic or fraction there of. Messages may be shrugged off as dreams, but are often accompanied by a feeling of "jeeze that was creepy... maybe it meant somthing." The dreamer will awaken just a few moments after the message is delivered and message in the will repeat itself immediatley after the person awakes. Can be used in conjuction with Clairvoyant Astral Projection.)
12 pt. Dream Control (Change the content of dreams, or make a sleeper in the vicinity begin dreaming. Full control is excercized in the dream world and is most often used for nightmares. Somewhat a more extreme version of the Dreamspeak ability. Can be used in conjunction with Clairvoyant Astral Projection. The dreamer will not awake untill the dream is over or untill awakened by an outside disturbance. The dreamer is seen to be obviously bothered by unsavory dreams and may speak aloud. They will likely be awakened by others if they see this. You must be Minimum 3rd Generation to get this ability.)
Traits and Flaws
5 pt. Natural Born - You were born a vampire. Thus, you look good. If your charisma is below seven, put it there. If it's between seven and nine, give yourself plus one for being so attractive. You don't have any scars or nothin' and you're thought of in better terms by other Natural Borns, who happen to be like the vampire noble class. Anyone who's a vampire because of being born rather than turned is given an automatic boost in social standing.
+7 pt. Slow Regeneration - You regenerate at half the normal rate, thus making you take longer to "get back in the game" after taking some sort of wound.
8 pt. Eerily calm - You are so calm it's scary. You excel at intimidating others and will never panic in the heat of battle or chaos. You do quite well in such situations and cannot be driven to anger or rage. You are always in control. ALWAYS.
+4 pt. Amnesia - You cannot remember anything of your previous life. You still posess most of your skills, but at a reduced proficiency. In addition, you do not KNOW you posess these skills. When a situation arises where you use one, it's like remembering an old friend and you can once again use that skill at will. You still maintain your moral status inside, but may be confused and uncertain. Cannot be taken if a Natural Born.
+4 pt. Infamous Sire - Your sire was... disliked by the vampire masses. As a result, nobody really likes or trusts you, even though that sire is gone. This flaw simply changes to infamous parent if natural born.
6 pt. Catlike Balance - Your sense of balance is incredible! You can walk- no, even RUN across tightropes, narrow ledges, the edge of a blade, etc. It takes alot to make you stumble, trip, or fall aside from just a huge physical exertion. You can also land from falls and tumbles easily and more often than not end up on your feet.
0 pt. Blood Death - You will not die, EVER, EVER, EVER*, unless you take a large wound from a single blow that drains a large amount of your blood. Sure, this seems like, what's so special about that!? MORTALS die from that! Ahh ha, but do mortals normally have to worry about silver? Holy water? Or how about those pesky holymen? No, this way you'll be fine in the face of these trials. *NOTE: Blood death does not protect you from anti-undead spells, sunlight, or greater rune holy weapons. The words of God are uncomfortable and the sight of crosses disgusts you. If the word Jesus, Allah, God, Yaweh, Christ, or Jehova is spoken aloud near you, its as if you were just extremely shocked by static electricity. Not enough to stun, but REALLY REALLY unpleasant. When you have taken Blood Death, you may not take any other weaknesses.
7 pt. Immune to Wooden Steaks - They do nothing. The most well known way to kill a vampire, and you are immune. You treat it like any other wound.
6 pt. Fire Immunity - Normally, you get on fire, you burn up, you fall over, you scream, you roll around, and you wait to extinguish and regen. But not anymore! You may still get lightly singed from time to time by some napalm or a fireball, but conventional fire does NOTHING to you anymore. Note: this does not affect your equipment.
+4 pt. Fire Weakness - Uh oh. By some freak accident you have become immolatable. Actually, You light up like kinder. When Taken with Weakness to fire, this flaw gives an additonal +6 pt.
4 pt. Cold Immunity - Cold never bothered you anyway, being dead and all, but this trait also makes you immune to such things as: Liquid nitrogen, Liquid Helium, The deep dark recesses of space, and even lets you take one quarter damage from cold based magics.
+3 pt. Regular Feeding - So... Hungry.... You need to feed every day, or two days tops. Otherwise you start goin' a little senile and get snappy. By snappy I mean frantic and genocidal till you get some precious fluid in you.
6 pt. Rare Feeding - You never really needed to eat alot to stay satisfied. You need to feed once every week and a half to two weeks and because of this, can actually maintain a bit of sanity when forced into starvation.
+7 pt. Low Pain Resistance - Just like a friggin' mortal, you keel over and cry every time you get shot, stabbed, pummeled, exploded, etc. Like a certain Simon we all know. The wounds may not be life threatening... but hey. If the guy just guns you down and happens to have a wooden steak or the like... This trait cannot be taken with Sadist or Masochist.
8 pt. High Pain Resistance - Was that a bullet or is there a draft in here? Pain has never bothered you at all, as a matter of fact, it's kind of boring. You still take damage, but getting machine gunned doesn't slow you down with the exception of all that damned metals velocity. This trait cannot be taken with Masochist, allthough being a Sadist can be found just as fun as ever.
4 pt. Non-Evil Creation - For some reason, you aren't affected by holy weapons, holy ground, holy men, or even holy rune weapons. A detect evil spell does not register your existance, and animals and people who sense evil... dont sense you. However this Trait can only be taken if your Aura is a 1 or higher, and becomes Null and Void if it ever drops below that.
+3 pt. Very Evil Creation - You are eeeeevil. Babies cry in your presence, dogs bark, people feel uneasy, children tell stories about you and they just may be true. You take additional damage from silver, all kinds of holy, and people whether good or no can immediatley tell that you are a bad person. Not always a bad thing when around other evil folks.
7 pt. Enchanting Voice - There is something about your voice that makes it so other cannot ignore it. Commands are heard loud and clear, and often obeyed. You can seduce with the soothing sound and you simply find it easier to charm or boss around others by the sound of your voice alone.
4 pt. Blood Sense - You can smell it... no, sense it. Whenever somthing is nearby with blood in it's veins, you are alerted. You don't know exactly where it is... just that it's close. You can tell when it moves closer or further, but never get a direction. It's kinda like playing hot and cold. This ability cost's one point less if you have the Regular Feeding trait.
+5 pt. Slow Flying - You fly at about Half the normal speed that you would. You cannot take this flaw unless you actually possess a means of flight.
7 pt. Fast Flying - You fly 50% faster than you should. I wouldn't suggest taking this unless you possess a means of flight first.
2 pt. Eat Human Food - You can eat, though not for sustainance, human food. It helps keep up the masquerade that you're alive. Plus, many human foods taste pretty good.
+4 or +8 pt. Highlander Syndrome - There can be only one... Either you've decide that you and a group of your friends (+4) or you and ONLY you (+8) is the only vampire worth keeping around. Everything else is inferior/evil/not you/etc. Your mission is to kill every other vampire left so you'll be the only one that remains... or your friends.
* pt. Exterminator - You've set it in your head that there is a line where good vampires stop, and dirty strains begin. You want to kill ALL vampires of a certain generation and below be it 2nd (+16), 3rd (+8), 4th (+4), 5th (+2), or 6th (+1). Most people don't like the strains below that point anyway. You dedicate yourself to destroying these strains, and anyone who protects them, whenever you come across them, and sometimes will actually hunt some down. There's no reason why you would find first generation to be dirty mutts unless you're somehow a zero generation. Which is impossible, so you can't be.
3 pt. Light Sleeper - You don't sleep too soundly. You don't get any bonus to regen while sleeping, but you have a good chance of being woken up by noises, smells, and movement. While you may get a large number of false alarms and poor day's sleep, that one time you catch someone in the act of staking you will make it all worth while.
+2 pt. Heavy Sleeper - Just the opposite. It takes alot to wake you up. But you fall asleep quickly, wake up at a set time for yourself every night, and regen even faster than usual while sleeping. Hell, you could be staked while asleep and not even notice it.... Well... not really.
9 pt. Solar Resistance - The sun never bothered you quite as much as everyone else. Sometimes you'd spend a day awake and just hang in the shade or indoors all the time. When in sunlight, you take half damage to your MP first and take none to yourself till it is exhausted. This can be taken along with the Ability Sun Resistance, for a quarter damage done to MP, or at the cost of an additional seven, Lose 100 MP per ten minutes in the sun, and take one quarter damage to HP afterwards... Nice.
+8 pt. Human Statistics - Like some sort of freakish seventh generation, your stats are no better than a humans. While still possessing of special abilities, you gain no bonuses to Power, Speed, Reflex, Working, Hardiness, Detail, Hearing, or Range. But you keep your vampiric charisma and can actually pass for a human rather well. Morphs can still be used, but you cannot gain any super human attributes.
+* pt. Hunted - You are wanted dead by some group or another. Be it the Inquisition, a Slayer group or community, simple humans, or other vampires. The points for this flaw vary on GM decision and severity.
+3 pt. Touch of Frost - Your skin is icy cold, making it difficult to seem human. The air around you chills and plants near you whither and die. Even small insects suffer to your curse.
+4 pt. Cast no Reflection - You don't have a reflection. Plain and simple. Sure, not EVERYONE will notice, but that one time....
+6 pt. Cannot Cross Running Water - You quite simply CANNOT cross running water. Of course, if you're forceably thrown across you're fine, but you will not willingly go unless 50 ft or more above it. This includes sewers and other man made running bodies. If you do not posess a means of flight.... You'd better find some way around.
+8 pt. Entry By Invitation - You CAN NOT enter a home without being invited first. That's it. You just can't. Wait till they leave or something. You're immortal, you have the time.
Super Human Attributes
12 pt. Super Human Strength - A permanent +10 to power, with the ability to pay three MP per additional point of power up to +15 every other turn for one action.
12 pt. Super Human Speed - You have the ability to Pay 10% of your MP to move with +25 speed for one turn.
12 pt. Super Human Reflexes - A permanent +20 to reflex.
6 pt. Super Human Hearing - A permanent +15 to hearing.
5 pt. Super Human Sight - Binocular Vision allowing for a +25 to Range
6 pt. Super Human Smell - You can smell a whole lot of things. You are counted as a dog-like animal for purposes of determining smell.
4 pt. Super Human Taste - What? Well... You can taste imperfection in blood, drinks, and substances. Poisons, though having no affect on you, can be tasted and even identified if you have any previous experience with the poison and know it's name. Other things can be tasted too, use your imagination.
1st: 100
2nd: 80
3rd: 60
4th: 40
5th: 20
6th: 10
7th: None*
*Abilities must be purchased with flaws
Vampire Abilities
Metamorph
1 pt. Sharpen Teeth (Teeth become pointy and elongated, additional 3 pt. allows for transforming back)
4 pt. Ugly face (Includes sharpen teeth and provides an adrenal rush. Looks devided by 4. Turn on and off at will.)
2 pt. Sharpen Fingernails (Finger or toenails become sharp and long but maintain former density)
4 pt. Claws (Fingers or toes gain sharp claw projections from the tips. The cost must be payed for hands and feet seperately.)
6 pt. Goring Talons (Fingers or toes gain large frightening looking talons. Fingers change around and gain strength bonus)
7 pt. Bat wing arms (Changes arms into large batwings capable of gliding on wind currents. Makes wielding any human made hand held equipment impossible. Cost is reduced to four if Full Body Heavy morph is also taken)
10 pt. Bat wings (Bat wings grow from the back and function as the bat wings listed above, but leave the hands free to function as normal. Cost is reduced to 8 if Full body Heavy is taken.)
Metamorph Packages
7 pt. Full Body (light) - includes Ugly Face, Hand claws, and raises all thresholds by 4, build by 2 and power by 6. Transformation takes all of one turn. Actions may be taken but the bonuses will not be in effect till the completion.
30 pt. Full Body (heavy) - Transforms body into an Animalistic bat-like form raising all thresholds by 7 build by 3 and power by 10, includes Goring Talons on hands and feet, high pain resistance, and Supersense Smell. May not be taken with Levitation, Two dot Cliche feeding style, Fire immunity, Fast Flying, or a Polymorph. Three turns are required to complete the transformation. Simple actions may still be performed.
Feeding Styles
2 pt. Two Dot Cliche' - You leave two small dots on the victim. While a dead giveaway that it was a vampire attack by itself, it is far less messy, and can easily be "overlapped" with other wounds to hide it.
0 pt. Bite - You bite people, and take blood out. Anywhere you want, but the neck is nice for convinience.
+4 pt. Rend - You tear the CRAP out of what you eat. Ripping limb from limb and getting blood by drinking it, eating bloody muscles and organs, skin, anything. You need a bit more blood to get along than other vampires, and your feeding is doubtlessly messy and time consuming. Well, not ALWAYS time consuming, but it's even more messy when you hurry.
Polymorph
7 pt. Grey Wolf
10 pt. Dire Wolf
10 pt. Smaller Bear
14 pt. Larger Bear
6 pt. Vampire Bat
5 pt. Opossum
3 pt. Large Rat
6 pt. Raven
3+ pt. Snake (assorted variations)
Weaknesses
+6 pt. Water
+2-6 pt. Crosses (depending on craftmanship)
+4 pt. Wooden Stakes (All vampires are suceptable to being staked, but with this, it can kill you.)
+4 pt. Fire
+3-5 pt. Holy water (depending on Severity)
+5 pt. Decapitation
+4 pt. Garlic
+4 pt. The Bible (or any monotheistic Holy book with an existing/well known/worshipped God)
+3 pt. Wolfbay (wolfsbane)
Abilities
* pt. Levitation (Cost determined as Build +1 X2)
10 pt. Turn to mist (Changes body into a thick mist or fog. Still suceptable to any previous weaknesses still able to apply. I.E. Silver yes, Steak in heart no. Slow movement and gains weakness to fire unless fire immunity has been chosen)
12 pt. Enhanced Regeneration (Regenerates at double normal rate, tripple if recently fed, or quadruple while feeding)
7 pt. Hypnosis (Requires fixed eye to eye gaze. Can be forced. Renders target unconsious unless save vs. Magic 90% is made. +10% For each additional turn of gaze, up to 140%)
9 pt. Limited Sunlight Resistance (Sunlight damage is drained first to MP at half rate before draining HP)
7 pt. Turn to vampire (Possessing the ability to make vampires one generation below you with a lower power level, Your chance of complete subserviance is 1/* where * is your generation. 50% chance of having same powers as master, 40% chance of having simmilar powers purchased with new points, 10% chance of random powers of new point value.)
6 pt. Call Vampire (Calls to you up to six vampires of simmilar powers and/or lower generation. It will, however, take time for them to reach you depending on distance. Most Vampires who would bother coming will be willing to assist the caller if in trouble. The call is a loud bellowing screech, scream, or yell that is easily audiable by all within a square mile or vampires within 10, more if they possess superhuman hearing. Can be identified by all manner of vampire, vampire hunter, and necromancer. The yell itself is not loud enough to stun or deafen, but is carried further by magic.)
12 pt. Innate Magic (Choose one school of magic to specialize in without penalty, or one additional one if one already exists. If the characters magic is below 50, add 50% to their magic, or if above fifty, add 25. Necromancy still cannot be chosen as a specialty.)
11 pt. Travel as wind (Fly invisibly and quickly as a gust of wind. Those able to sense magic can tell that this is happening, but will not likely have the means to damage the character. One turn of uninterrupted preparation is required before use. You must be minimum 3rd Generation to get this ability.)
10 pt. Clairvoyant Astral Projection (travel mentally as a psychic projection able to move through walls and fly. The body of the caster is left motionless and defenceless in a meditative state. Those with Detail above 15 may recieve a warning if the body is disturbed during meditation. Three turns of uninterrupted preparation are required before activation.)
4 pt. Dreamspeak (Able to communicate with sleeping people within their vicinity. One person at a time per 10 logic or fraction there of. Messages may be shrugged off as dreams, but are often accompanied by a feeling of "jeeze that was creepy... maybe it meant somthing." The dreamer will awaken just a few moments after the message is delivered and message in the will repeat itself immediatley after the person awakes. Can be used in conjuction with Clairvoyant Astral Projection.)
12 pt. Dream Control (Change the content of dreams, or make a sleeper in the vicinity begin dreaming. Full control is excercized in the dream world and is most often used for nightmares. Somewhat a more extreme version of the Dreamspeak ability. Can be used in conjunction with Clairvoyant Astral Projection. The dreamer will not awake untill the dream is over or untill awakened by an outside disturbance. The dreamer is seen to be obviously bothered by unsavory dreams and may speak aloud. They will likely be awakened by others if they see this. You must be Minimum 3rd Generation to get this ability.)
Traits and Flaws
5 pt. Natural Born - You were born a vampire. Thus, you look good. If your charisma is below seven, put it there. If it's between seven and nine, give yourself plus one for being so attractive. You don't have any scars or nothin' and you're thought of in better terms by other Natural Borns, who happen to be like the vampire noble class. Anyone who's a vampire because of being born rather than turned is given an automatic boost in social standing.
+7 pt. Slow Regeneration - You regenerate at half the normal rate, thus making you take longer to "get back in the game" after taking some sort of wound.
8 pt. Eerily calm - You are so calm it's scary. You excel at intimidating others and will never panic in the heat of battle or chaos. You do quite well in such situations and cannot be driven to anger or rage. You are always in control. ALWAYS.
+4 pt. Amnesia - You cannot remember anything of your previous life. You still posess most of your skills, but at a reduced proficiency. In addition, you do not KNOW you posess these skills. When a situation arises where you use one, it's like remembering an old friend and you can once again use that skill at will. You still maintain your moral status inside, but may be confused and uncertain. Cannot be taken if a Natural Born.
+4 pt. Infamous Sire - Your sire was... disliked by the vampire masses. As a result, nobody really likes or trusts you, even though that sire is gone. This flaw simply changes to infamous parent if natural born.
6 pt. Catlike Balance - Your sense of balance is incredible! You can walk- no, even RUN across tightropes, narrow ledges, the edge of a blade, etc. It takes alot to make you stumble, trip, or fall aside from just a huge physical exertion. You can also land from falls and tumbles easily and more often than not end up on your feet.
0 pt. Blood Death - You will not die, EVER, EVER, EVER*, unless you take a large wound from a single blow that drains a large amount of your blood. Sure, this seems like, what's so special about that!? MORTALS die from that! Ahh ha, but do mortals normally have to worry about silver? Holy water? Or how about those pesky holymen? No, this way you'll be fine in the face of these trials. *NOTE: Blood death does not protect you from anti-undead spells, sunlight, or greater rune holy weapons. The words of God are uncomfortable and the sight of crosses disgusts you. If the word Jesus, Allah, God, Yaweh, Christ, or Jehova is spoken aloud near you, its as if you were just extremely shocked by static electricity. Not enough to stun, but REALLY REALLY unpleasant. When you have taken Blood Death, you may not take any other weaknesses.
7 pt. Immune to Wooden Steaks - They do nothing. The most well known way to kill a vampire, and you are immune. You treat it like any other wound.
6 pt. Fire Immunity - Normally, you get on fire, you burn up, you fall over, you scream, you roll around, and you wait to extinguish and regen. But not anymore! You may still get lightly singed from time to time by some napalm or a fireball, but conventional fire does NOTHING to you anymore. Note: this does not affect your equipment.
+4 pt. Fire Weakness - Uh oh. By some freak accident you have become immolatable. Actually, You light up like kinder. When Taken with Weakness to fire, this flaw gives an additonal +6 pt.
4 pt. Cold Immunity - Cold never bothered you anyway, being dead and all, but this trait also makes you immune to such things as: Liquid nitrogen, Liquid Helium, The deep dark recesses of space, and even lets you take one quarter damage from cold based magics.
+3 pt. Regular Feeding - So... Hungry.... You need to feed every day, or two days tops. Otherwise you start goin' a little senile and get snappy. By snappy I mean frantic and genocidal till you get some precious fluid in you.
6 pt. Rare Feeding - You never really needed to eat alot to stay satisfied. You need to feed once every week and a half to two weeks and because of this, can actually maintain a bit of sanity when forced into starvation.
+7 pt. Low Pain Resistance - Just like a friggin' mortal, you keel over and cry every time you get shot, stabbed, pummeled, exploded, etc. Like a certain Simon we all know. The wounds may not be life threatening... but hey. If the guy just guns you down and happens to have a wooden steak or the like... This trait cannot be taken with Sadist or Masochist.
8 pt. High Pain Resistance - Was that a bullet or is there a draft in here? Pain has never bothered you at all, as a matter of fact, it's kind of boring. You still take damage, but getting machine gunned doesn't slow you down with the exception of all that damned metals velocity. This trait cannot be taken with Masochist, allthough being a Sadist can be found just as fun as ever.
4 pt. Non-Evil Creation - For some reason, you aren't affected by holy weapons, holy ground, holy men, or even holy rune weapons. A detect evil spell does not register your existance, and animals and people who sense evil... dont sense you. However this Trait can only be taken if your Aura is a 1 or higher, and becomes Null and Void if it ever drops below that.
+3 pt. Very Evil Creation - You are eeeeevil. Babies cry in your presence, dogs bark, people feel uneasy, children tell stories about you and they just may be true. You take additional damage from silver, all kinds of holy, and people whether good or no can immediatley tell that you are a bad person. Not always a bad thing when around other evil folks.
7 pt. Enchanting Voice - There is something about your voice that makes it so other cannot ignore it. Commands are heard loud and clear, and often obeyed. You can seduce with the soothing sound and you simply find it easier to charm or boss around others by the sound of your voice alone.
4 pt. Blood Sense - You can smell it... no, sense it. Whenever somthing is nearby with blood in it's veins, you are alerted. You don't know exactly where it is... just that it's close. You can tell when it moves closer or further, but never get a direction. It's kinda like playing hot and cold. This ability cost's one point less if you have the Regular Feeding trait.
+5 pt. Slow Flying - You fly at about Half the normal speed that you would. You cannot take this flaw unless you actually possess a means of flight.
7 pt. Fast Flying - You fly 50% faster than you should. I wouldn't suggest taking this unless you possess a means of flight first.
2 pt. Eat Human Food - You can eat, though not for sustainance, human food. It helps keep up the masquerade that you're alive. Plus, many human foods taste pretty good.
+4 or +8 pt. Highlander Syndrome - There can be only one... Either you've decide that you and a group of your friends (+4) or you and ONLY you (+8) is the only vampire worth keeping around. Everything else is inferior/evil/not you/etc. Your mission is to kill every other vampire left so you'll be the only one that remains... or your friends.
* pt. Exterminator - You've set it in your head that there is a line where good vampires stop, and dirty strains begin. You want to kill ALL vampires of a certain generation and below be it 2nd (+16), 3rd (+8), 4th (+4), 5th (+2), or 6th (+1). Most people don't like the strains below that point anyway. You dedicate yourself to destroying these strains, and anyone who protects them, whenever you come across them, and sometimes will actually hunt some down. There's no reason why you would find first generation to be dirty mutts unless you're somehow a zero generation. Which is impossible, so you can't be.
3 pt. Light Sleeper - You don't sleep too soundly. You don't get any bonus to regen while sleeping, but you have a good chance of being woken up by noises, smells, and movement. While you may get a large number of false alarms and poor day's sleep, that one time you catch someone in the act of staking you will make it all worth while.
+2 pt. Heavy Sleeper - Just the opposite. It takes alot to wake you up. But you fall asleep quickly, wake up at a set time for yourself every night, and regen even faster than usual while sleeping. Hell, you could be staked while asleep and not even notice it.... Well... not really.
9 pt. Solar Resistance - The sun never bothered you quite as much as everyone else. Sometimes you'd spend a day awake and just hang in the shade or indoors all the time. When in sunlight, you take half damage to your MP first and take none to yourself till it is exhausted. This can be taken along with the Ability Sun Resistance, for a quarter damage done to MP, or at the cost of an additional seven, Lose 100 MP per ten minutes in the sun, and take one quarter damage to HP afterwards... Nice.
+8 pt. Human Statistics - Like some sort of freakish seventh generation, your stats are no better than a humans. While still possessing of special abilities, you gain no bonuses to Power, Speed, Reflex, Working, Hardiness, Detail, Hearing, or Range. But you keep your vampiric charisma and can actually pass for a human rather well. Morphs can still be used, but you cannot gain any super human attributes.
+* pt. Hunted - You are wanted dead by some group or another. Be it the Inquisition, a Slayer group or community, simple humans, or other vampires. The points for this flaw vary on GM decision and severity.
+3 pt. Touch of Frost - Your skin is icy cold, making it difficult to seem human. The air around you chills and plants near you whither and die. Even small insects suffer to your curse.
+4 pt. Cast no Reflection - You don't have a reflection. Plain and simple. Sure, not EVERYONE will notice, but that one time....
+6 pt. Cannot Cross Running Water - You quite simply CANNOT cross running water. Of course, if you're forceably thrown across you're fine, but you will not willingly go unless 50 ft or more above it. This includes sewers and other man made running bodies. If you do not posess a means of flight.... You'd better find some way around.
+8 pt. Entry By Invitation - You CAN NOT enter a home without being invited first. That's it. You just can't. Wait till they leave or something. You're immortal, you have the time.
Super Human Attributes
12 pt. Super Human Strength - A permanent +10 to power, with the ability to pay three MP per additional point of power up to +15 every other turn for one action.
12 pt. Super Human Speed - You have the ability to Pay 10% of your MP to move with +25 speed for one turn.
12 pt. Super Human Reflexes - A permanent +20 to reflex.
6 pt. Super Human Hearing - A permanent +15 to hearing.
5 pt. Super Human Sight - Binocular Vision allowing for a +25 to Range
6 pt. Super Human Smell - You can smell a whole lot of things. You are counted as a dog-like animal for purposes of determining smell.
4 pt. Super Human Taste - What? Well... You can taste imperfection in blood, drinks, and substances. Poisons, though having no affect on you, can be tasted and even identified if you have any previous experience with the poison and know it's name. Other things can be tasted too, use your imagination.