9 hours ago, sfRattan said:I've been working on a way to do Vampires and may be play testing what I have so far this weekend. I've found that it works better as a career or as a specialization acquired in the narrative rather than as an Archetype. Archetypes are equivalent to species, and vampirism is something a GM might want more than one species to be able to contract. As my phrasing implies, I lean more in the direction of vampirism as a naturalistic disease (think "I am Legend," novel not film) rather than as a supernatural curse. However, I'm trying to keep what I have in a toolkit form that could work for either.
The only thing I've set in stone is that if you take "Vampire" as a career, the skills are: Athletics, Brawl, Charm, Coercion, Coordination, Perception, Stealth, and Vigilance. If a character is made into a vampire, they get "Vampire" as a sort of specialization and may choose three skills from that list as additional career skills (rather than 4, as in SWRPG, because there was often likely to be overlap of career skills between career and specialization).
I've also made vampiric hunger strain based:
- A vampire adds 10 to its strain threshold, but may only recover strain by:
- Spending Advantages in combat (game balance would break otherwise), though a vampire must spend 2 Advantages to recover 1 strain in this way.
- Feeding on a living creature.
- Hibernating for a significant length of time (a week or more).
- For every 5 points of current strain, a vampire upgrades the difficulty of all its Cool, Discipline, and Resilience checks once.
- Once a vampire's current strain is greater than half its threshold:
- Its Presence rating increases once.
- Its Willpower rating decreases once (to a minimum of one).
- If Willpower would have decreased to zero, a vampire becomes rabid.
- Once a vampire' current strain exceeds its threshold:
- It may, continue to act and suffer strain for a short time, but...
- It must immediately make a Hard Discipline check, and either hibernate soon or become rabid as a result.
Rabid vampires are mostly handled narratively, and it's exactly what it sounds like. A vampire must reduce its current strain to equal or below half of threshold, either by feeding or hibernating, to recover from rabidity.
Hibernation alters the healing rules, which I'm playing around with the details of but suspect will be a better way to make them more resilient than increasing Characteristic ratings.
Feeding is attacking living creatures with fangs to heal strain based on damage dealt (post soak), or wounds on a Triumph, which must be used to trigger a critical injury before healing any wounds. I like the idea of a Vampire using Discipline instead of Brawl for its attack if it wants to inflict strain while healing, rather than inflicting wounds. We'll see how that works.
Other than that, there are a few specific unique abilities I've named:
- Strength, Speed, & Senses . A vampire's Brawn and Agility are Super-Characteristics (GCRB p.251). A vampire also adds 2 Boost dice to its Perception and Vigilance checks.
- Burned by Sunlight . When entering direct sunlight or high powered, ultraviolet light, a vampire must make a Hard Resilience check, suffering wounds equal to Failures rolled (ignoring soak) and strain equal to Threats rolled. On a Despair, the vampire immediately combusts, suffering 3 wounds per minute (ignoring soak), or per turn in structured encounters, so long as it remains on fire.
- Near Immortality . Vampires do not die of old age or by natural means. If a vampire is killed normally, it merely enters hibernation. Vampires only die permanently if decapitated, incinerated, or pierced through the heart with a wooden stake.
- Ancient Vigor . As vampires age, they become more powerful and acquire greater control over their feeding and hunger. For every fifty years of its vampiric lifespan (not counting its mortal life), a vampire adds 5 to its strain threshold. For every hundred years of its vampiric lifespan, the amount of current strain required to upgrade the difficulty of Cool, Discipline, and Resilience checks (see above) increases by 5.
I've gone in a rather different direction than the OP and all of these things are subject to change based on play testing, but hopefully it will serve as fodder to inspire other people's design work and game play.
Glad to see I wasn't the only person at work. The idea of it as a career is neat, especially in Vampire centered settings. I was looking for a sort of thing that can be applied to any character at any moment for plot reasons of my campaign.
I do like the wording "or high powered UV light" for non-fantasy settings.
I finished my template which can be found here:
or in the master resource list