Vampiric Blood Pool

Vampires have innate and trainable abilities, some are common to all vampires while others are specific to certain bloodlines. Learning those from another bloodline is possible by bleeding vampires from that bloodline over time. This can be represented by an unusual Background "Diablorie x" [10] where x is the name of the bloodline. If these abilities have a FP cost they get an extra-5% limitation for only being able to be powered by the vampires Blood Pool instead of regular FP.

Blood Pool

25 points
The vampire has a special variant Energy Reserve that regenerates much slower than normal, if at all and is used to power various abilities. This pool can be refilled with their drain abilities.The base cost is 50 points, the default version has -50% in modifiers.
Statistics: Strategic ER 30 cap, 0 Rec/day (Calamity Feature, +0%; Reduced Recovery 5, -50%) [25].
Typical Modifiers: Buying off the Reduced Recovery (-10% per level); Increased Cap +6, +10%; Increased Recovery 2, +10%.

Calamity Checks

The vampire may draw upon more energy than is in the pool but at a cost. Any turn where the pool is drained to a value less than zero, or uses any ability tied to the pool when the pool is below zero.
Calamity Checks are made on 3d6 with +1 to the roll for every 5 full points by which the Blood Pool is below zero after using the ability.Note that Luck related advantages and spells do not affect this roll.
Effects of Calamity Check Roll
3-10 - Nothing happens - at least for now.
11, 12 - Suffers from Nightmares disadvantage (p. B144) with a self-control number of 9. for 4d days.
13 - Vampires control of his abilities slip. Reduce cap by 2d+5 for the next 1d weeks. The vampire knows its lowered but not by how much.
14 - As 13 but cap is reduced by 4d+10, lasting 1d months. Also bloodline skills are reduced by -3 for 2d weeks.
15 - Vampire gains the Radically Unstable Energy limitation for all bloodline abilities at the -30% value or if already has it at the -50% level, or if has that all skills automatically critically fail. This lasts 1d+1 weeks.
 16 - Vampire gains a 5 point disadvantage of the GMs choice. After 3d days the disadvantage can be bought off for 2 points, if not than it becomes permanent.
17 - As 16, but its a 10 point disadvantage, and costs 5 points to buy off.
18 - As 16, but its a 15 point disadvantage, and costs 7 points to buy off.
19 - Loses the ability to use skill of the GMs choice, permanently. The skill is still known but cannot be used.
20 - As 16, but multiple disadvantages totaling -30 points, and costing 15 points to buy off.
21 - As 15, but the effect last for 1d months! At the end of that period the vampire must roll against Will + Cap, failure making it a permanent effect.
22 - Roll twice more with the same modifier for the effects.
23 - Vampire permanently loses 1d*5 points of traits.
24 - Vampire becomes a spiritual blight on the area around him. Within a 3d mile radius of the vampire all bloodline effects cost double FP, this lasts 3d weeks. It can also be ended if the vampire is killed...
25 - Vampires skill is reduced by 3d+5 for all bloodline abilities (even those just based on an attribute roll). This penalty "heals" -1 per day.
26 - As 25, but the healing is per week.
27 - Vampire ages (despite Unaging) 2d +13 years.
28 - A Plague, storms or other effect descends on the region for 3d weeks. This is usually related to the bloodline.
29 - 
30 - 39 -
40+ The Vampire must make a HT-6 roll. Failure means the vampire is consumed in a backlash and dies (Reduced to 10*HP) spectacularly. It also creates an explosion of Will + max cap dice of crushing damage. Success on the HT roll means the vampire only takes 2d damage.


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