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Vampires

Posted: Wed 19 Jan 2022, 06:58
by BytomMan
Are there vampires in the game yet?

Re: Vampires

Posted: Wed 19 Jan 2022, 11:40
by Fenhorn
I haven't seen that, no.

Re: Vampires

Posted: Thu 24 Mar 2022, 11:04
by HGJase
There's no reason why you couldn't add them though. They're a supernatural creature although I suspect they're somewhat hard to integrate in the same way that Vaesen are. Vampires are very much a top of the food-chain, don't need human help kinda deal. Unless they were cursed and didn't want to be a vampire but were a slave to their blood lust.

They're every bit as gothic horror as werewolves are, if not more so.

Re: Vampires

Posted: Thu 30 Jun 2022, 12:08
by tak5haka
Not sure if it is helpful, but I have recently been looking at this and have found the "Undead" art book very useful to get general flavour and the old GURPS "Blood Types" sourcebook to aid with how these might work in gameplay. What I have noticed is that despite the numerous types of "vampires", the Revenant (from the core book) and the Glaistig (from the Britain sourcebook) are both good bases to work from (with some modifications).

I really like that powers and conditions can be very descriptive in the main part when creating or modifying vaesen, which helps to put something together quite quickly that suits your table and setting.

Re: Vampires

Posted: Tue 22 Nov 2022, 14:28
by Byrax
Someone wrote down this for introducing vampires into Vaesen:

Nosferatu, Great Vampire

Characteristics**

* **Might** 10 **Body Control** 10 **Magic** 9 **Manipulation** 12 **Fear** 3/2

**Magical Powers**

* Enchant
* Curses (Deadly Cold, Enthrall, Fear, Lure, Seduce, Sleep)
* Animate the Inanimate
* May morph itself into a bat, owl, wolf or similar animals as a slow action
* Transform into mist or dust in the moonlight, travels very fast
* Crawl on walls
* Mental connection with its victims
* Has one extra action which can use only for something it hasn't done in the round, except for reactions
* Can enter places through any crack

**Conditions**

* Haughty
* Arrogant +1
* Furious +2
* Weakened -1 tries to flee
* Cornered -2 tries to Manipulate to save itself
* Broken -2 attacks furiously with mad violence

**Combat**

* Weapon, varies
* Bite: Damage 1, Range 0, Causes Vampirism (creature that suffers bite damage must test Physique against Magic to avoid becoming a Vampire on death)

**Secret**

Religious symbols and garlic may be used to hold it at bay. It can't cross running water nor enter an inhabitated house if not invited, but if it is it can come and go as it pleases. Sunlight deals one damage each round it touches it, until it kils it, but heavy cover may prevent it. Must sleep regularly into a coffin with the earth from its grave inside. The coffin may be sanctfied to prevent use. It can't enter locations where a wild rose has been placed. If it doesn't feed for at least a week it will suffer one condition esach consequent day until it feeds again, but it won't die. Sleep may prevent this.

**Ritual**

Beheading it, piercing its heart or shooting it with a sanctified bullet are all valid ways to give it True-Death, as well as submerging it into running water or bathing it into sunlight. The death of a Nosferatu will free its victims, though Vampires that became so after death will simply die.

**Vampire** (for humans transformed by a Great Vampire)

**Characteristics**

* **Might** 7 **Body Control** 8 **Magic** 5 **Manipulation** 7 **Fear** 2/1

**Magical Powers**

* Enchant
* Curses (Enthrall, Fear, Seduce)
* Transform into mist or dust in the moonlight, travels very fast
* Crawl on walls
* Has one extra action which can use only for something it hasn't done in the round, except for reactions

**Conditions**

* Arrogant +1
* Furious +1
* Weakened -1 tries to flee
* Broken -2 attacks furiously with mad violence

**Combat**

* Weapon, varies
* Bite: Damage 1, Range 0

**Secret**

Religious symbols and garlic may be used to hold it at bay. It can't cross running water nor enter an inhabitated house if not invited, but if it is it can come and go as it pleases. Sunlight deals one damage each round it touches it, until it kils it, but heavy cover may prevent it. Must sleep regularly into a coffin with the earth from its grave inside. The coffin may be sanctfied to prevent use. It can't enter locations where a wild rose has been placed. If it doesn't feed for at least a week it will suffer one condition esach consequent day until it feeds again, but it won't die. Sleep may prevent this.

**Ritual**

Beheading it, piercing its heart or shooting it with a sanctified bullet are all valid ways to give it True-Death, as well as submerging it into running water or bathing it into sunlight.