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Feng Shui Vampires


Vampires are built entirely using Creature Power schticks. A basic vampire has certain schticks, that all vampires have. Additional schticks represent disciplines and can be bought either at character creation or during play.

The cost of the basic vampire kit is but one Creature Power Schtick, because of their many and crippling limitations.

Note that this does not fairly represent all the powers of a vampire; it is merely an approximation for Mage-T3 play.

Creature Powers:

Blood Drain: Magic Gain
Corruption
Damage immunity: Life
Dark Gift (create ghoul)
Domination (blood bond)
Immortality
Instant Healing

                  

Flaws:

Addictive (the kiss)
Dependency (blood)
Dormancy (by day)
Paralysis (staking)
Rage (special)
Unliving
Vulnerability: Fire

Skills:

All vampires will want to know the Creature Powers skill; most have a wide variety of mundane skills as well.

Disciplines (Added Creature Powers):

Discipline schticks must be bought in order; more than half of all you additional schticks (those outside the basic package) must be from your clan. When converting a character, each odd dot in a discipline converts to one of the listed schticks, in order.

Disciplines beyond these noted here are possible to certain old and low-generation vampires (Magic 10+). Basically, such monster can know any Creature Power that fits their concept.

Animalism: Blast: Life, Blast: Hypnosis (Berserk), Animal Command

Auspex: Awareness, Sense Chi, Monstrous Perception

Celerity: Monstrous Speed

Dominate: Suggestion, Domination, Possession

Fortitude: Armor

Obfuscate: Blur Form, False Image, Displacement

Potence: Monstrous Strength

Presence:
Pulp schticks
Good Looks,
Silver Tongue and/or Honeyed Tongue,
Aura.

Protean: Abysmal Spines, Shapeshift (wolf and/or bat), Shapeshift (mist)

Thaumaturgy: Blood Drain: Memory Drain,
Blast: Blood Gout,
Blast: Drain (Cauldron of Blood vs. Magic, drains Magic, divisor 2).
Paths are additional Blasts (Wave, Fire, Lightning, Hypnosis et. al.).

Other Schticks

In Mage, I am going to be strict on the skills you can learn; vampires are not allowed to learn other schticks, especially not Sorcery and Fu schticks, or Werewolf Gifts. Vampires with two of Auspex, Celerity and Potence can learn Gun and Drive Schticks. Some pulp schticks may also be appropriate.

Humanity

A vampires humanity is expressed in his Charisma score; a vampire with a high Charisma has a good mental balance and can resist taunts and jests, while one with a low Charisma is inhuman and easily setback by taunts. Virtues are all subsumed under Humanity and Charisma.

The referee is free to force the vampire to reduce his Charisma when he seriously breaks the code of humanity, as presented in Vampire; the Masquerade. Consider Humanity and Charisma scores to be equal. Replace the Conscience test with a roll of Charisma vs. the Humanity level of the sin; a success forces a traumatic episode and if you roll twice the required score, you loose a point of Charisma. Of course, this frees up some experience points. It pays to let the beast free.

Frenzy

Make a Frenzy roll whenever you are first hurt in a fight, when hungry and smelling blood, and in general whenever there is a good reason to be seriously pissed off.

Make a Charisma attribute roll, or a roll of your current Magic points, whichever is worse. A fumble results in a Frenzy. Wound Impairments are applied to this roll, and the GM may otherwise modify it as he sees fit.

True Death

It is exceedingly hard to kill a vampire permanently; they will simply turn to ash and disappear rather than die. This is represented by the Immortality schtick.

Blood

Blood is the life, moreso for vampires than for any other being. Blood points from Vampire become Magic points in T3; a lot of vampiric powers use Magic Points.

Hunting

Vampires use Magic or blood for a wide variety of things; they constantly need to replenish their supply. Thus, they hunt. Vampires prefer to hunt in slums and other areas where manypeople live congested among strangers, with little privacy. Modern nightlife is also a boon to vampires. Some maintain a following from which they can safely feed. Vampires can drain a single Magic point from any unnamed character, even one that lacks a Magic attribute. Unnamed characters are totally unmanned once bit; they will usually survive, but they will not resist any more. This is known as The Kiss, and only works on unnamed characters.

To hunt in a strange place, make a Charisma roll against a GM-determined difficulty. The result is the number of Magic points you aquire; a fumble indicates there is some trouble. This represents two or three hours of hunting.

At the start of most sessions, vampires will begin with a full store of Blood Points.

Blood Bond

The blood Bond is simulated using the Domination schtick; a vampire can Dominate anyone who has drunk of her blood three times on different nights, without spending any Magic Points. He need not even be present to do this, and there is no range penalty. Vampires cannot otherwise use Domination unless the learn it again as a part of the Dominate disipline..

Diablerie

Vampires cannot increase their Magic attribute unless they first drink the lifeblood of another vampire with a higher Magic attribute. This is called Daiblerie, and is the surest way ot kill a vampire.

The Embrace

Vampires use Corruption to create other vampires, using all the rules for the Creatue power Corruption, with the following modifiers.

  1. The childe has at least the whole vampire package. A very powerful sire may give even more than this.
  2. The childe has a Magic attribute one less than it's creator.

Ghouls

Ghouls are humans who have drunk vampiric blood; by a quirk of vampiric corruption, they become lesser vampiric spawn. You must give someone at least a single Magic Point to make them a Ghoul. They gain the Disiciplines Monstrous Strength and Instant Healing, but suffer from the flaw Unliving. Most quickly fall to blood bonding, as well.


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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Wed, Dec 22, 1999.