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source: James Hagen
<[email protected]>
-statement from a blind squatter
in the Redmond Barrens
GMs may omit anything they don't like,
but please use my creations:-(
Thermographic and Lowlight vision
90ft.
Wood - Weapons of wood get a +1 to power
and a +2 to damage level, damage must be healed by blood drain.
Vampires must place "Race" in their A
priority (equivalent to 20 BPs). They may not be magicians.
New, More Complete, and Just Plain Better Vampires
(Nosferatu)
Optional Rules/Critters
"Gather 'round children,
and let me tell you a story. This is not a "Once upon a time" or "And happily
ever after" kind of story, this is one of life and death, blood, lust, and
so much more, my child. But I have said much and nothing at all so let me
begin.
As the major metahuman
races took the center stage in the old days another darker and more insidious
race was born along side them, although there numbers were lower they are
still to be feared. These, my children, are the Nosferatu, the Vampires,
the children of the night. Whenever a new vampire was born it had a strong
psychic pull to meet at an area unknown to them but very familiar all the
same. This was the beginning of what they now call The Circle, they meet
at this spot (A large desert expanse in middle California).
So far, my child,
I have painted the picture that these poor creatures are nothing but blood-sucking beasts, but they are so much more. Some are the story book and vampires
of myth, tall and charismatic or a lowly ratlike daemon, but a vampire can
look like anyone, that corp temp, or that dirty old cabby. Unfortunately
most go mad with the powers that they possess and are then cursed for a myriad
of lifetimes to do nothing but fulfill there dark desires."
Player Stats and Powers
Body
Quickness
Strength
Charisma
Intelligence
Willpower
Essence
Magic
NPC stats: use a base of
4, excepting special attributes (Magic and Essence)
POWERS
Essence armor = vamps. Essence attribute -1 as dermal armor
Essence Drain - vamps. may drain 2 points of Essence.,per complex action,
of any target that is willing or unconcious. This is used for the Essence
armor along with there normal attribute.
Blood Drain - vamps. may drain 1 blood point,per complex action (Blood points
= to body attribute), every 2 points may heal one(1) box of damage, physical
only.
Increased Strength - Bite deals STR-2L physical and hands do (STR)S stun
Shape Changes - A vamp. may change into one of the following forms: Wolf,
Bat, or Rat. And all may turn into a mist form.
Wolf - This is larger than the normal version, about 4.5 feet at the shoulder
6ft long, Strength+2 Body+3 Quickness-1, damage is (STR)M bite and (STR)M
claws, both physical.
Bat - Str-3 Body-3 Quickness+3 flight 75 yards per simple action
Rat - Str-3 Body-3 Quickness+2 lowlight 160 ft thermographic 100 ft
Mist - Immune to all attacks but Special Powers and magic, can only use magic
to attack. Can control shape of mist and cannot be blown away or sucked into
a vacuum, move is 20 yards per simple action.
Charm - Use magic rating, No Foci, vs. int or will whichever is higher. Charmed
characters will do whatever there no master tells them to do. Takes one Complex Action.
Regeneration - vamps. regenerate similar to shapechangers. They heal essence
boxes of, any kind of, damage every other turn. Even after deadly damage
is dealt the vamp. will still regenerate. If D damage is dealt 1 on a 1d6
means he's dead.
WEAKNESSES
Heart - A melee weapon that impales a vamp. through the heart, called shot,
will keep a vamp. dead until its, the stake, is removed.
Water - A vamp. completely submerged in water takes 10S damage per round.
Use vamps. essences armor as his armor for this damage and use his un modified
body to resist. This damage can only be healed buy blood drain.
Sun - vamp. will take S damage per round, no save. Can only be healed by
blood drain.
Sleep - Some vamps. like to sleep during the day, but they don't have to.
They still get fatigued like people from lack of sleep.
Homes - A vamp. cannot enter a home specifically owned by someone. Open areas
and flop houses don't count.
All articles at The Shapeshifter's Lair are copyright by their
original author(s). Shadowrun is a Registered Trademark of FASA Corporation.
Original Shadowrun material Copyright 1994 by FASA Corporation. All Rights
Reserved. Used without permission. Any use of FASA Corporation's copyrighted
material or trademarks in this file should not be viewed as a challenge to
those copyrights or trademarks.
John Pederson, [email protected] or
[email protected]