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Vampire Template for Characters

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This template is to be used for both Player and non-player characters in Genesys, to make said character a vampire. Obviously, you can change certain rules for any campaign you run, but if you would like to comment on the mechanics of it please do so at this link: 

https://community.fantasyflightgames.com/topic/264389-lycanthropy-and-vampirism-in-genesys/

So, Here goes:

 

 

Vampirism

When a character, "contracts," Vampirism, they must make a Daunting (4) Resilience check. On a success, they resist contracting the effects of Vampirism, On a failure, they contract Vampirism. Any character may willingly fail the check. When a character becomes a Vampire, their attributes are affected like so:

 

+1 Brawn

+1 Agility

+1 Presence

-1 Willpower

 

In addition, the Vampire gains access to a unique Magic skill known as Blood (Presence) {Not to be confused with the Blood Magic a Blood Mage might use, which in certain settings still falls under Arcana.} *See Blood Magic which will be posted below.*

When a Vampire is in direct sunlight, regardless of cover, their wound and strain thresholds are cut in half. Additionally, if a Vampire is in the sunlight for over an hour, they must make a Hard (3) Resilience check or suffer a critical injury. 

When a Vampire is in direct sunlight without protective covering, such as a cloak or a parasol, the Vampire suffers 1 wound every combat round, or 1 wound per minute in non-combat encounters. In addition, when in direct sunlight without protective covering, they suffer a -2 to Brawn, and a -2 to Agility.

Vampires do not benefit from any kind of healing. Instead a Vampire heals wounds naturally at a rate of 3 wounds per night of rest. They can also restore wounds via the Bite attack, which will be outlined below, or the Drain Health spell from the Blood (Presence) Magic skill posted below. In addition, a Vampire may only recover strain when they have no wounds, unless they do so with the bite attack, which is again: outlined below.

The Vampire has two natural weapons they gain from the transformation:

 

Claw - Brawl (Br/Ag) - +3 Dmg. - Crit 2 - Pierce 2, Vicious 1, Disorient 1

Bite - Brawl (Br/Ag) - +2 Dmg. - Crit 2 - Breach 1, Vicious 2, Ensnare 1

 

When a Vampire makes an attack with their Bite weapon, they may recover Wounds or Strain equal to the damage dealt after soak is applied, only if the target of Bite is a living creature.

Finally, the check made to discern whether or not a character is a Vampire is an opposed Perception vs Cool Check. (The Vampire using Cool.)

 

Below, I will be posting the Blood (Presence) Magic Skill, and a list of Vampire only talents.

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Blood (Presence)

 

Blood (Presence) is the Magic Skill that reflects the unholy power within a Vampire's Blood.

The spells used by a Vampire's Blood (Presence) skill is not necessarily Magic, per se but a way to reflect the vampire's Unnatural abilities. (Such as turning invisible, Summoning a cloud of bats, or even Entrancing another character. To reflect this, the only Magic actions available to this Magic skill are Augment, Curse, Conjure. In addition, they also gain a unique attack spell called Drain Health.

 

Drain Health:

Drain Health is a Magic Attack that follows all the same rules for a magic combat check. The Vampire chooses a target within short range and performs an Average (2) Blood (Presence) check. If the check succeeds, the attack deals damage equal to twice the Vampire's presence, +1 additional damage per uncanceled success.

Additional Effects:

Increase Difficulty by 1: The attack gains the Vicious 1 quality, and a Crit value of 2.

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Examples of Blood (Presence) "Spells":

 

Inhuman Senses (Augment - Concentration)

Make an Average (2) Blood (Presence) check. On a success, you know the silhouette and locations of each living creature within medium range. Spend (2 Advantage) to increase the range band once.

 

What Sweet Music They Make (Conjure - Concentration)

Make a Hard (3) Blood (Presence) check. On a success, summon Two Bat Swarm Minions. Spend (2 Advantages) to summon one additional Bat Swarm Minion. If location permits, May summon Wolf Minions instead of Bat Swarm Minions.

 

Embrace of the Shadows (Augment - Concentration)

Make a Hard (3) Blood (Presence) Check. On a success, the caster becomes completely invisible, and cannot be perceived except by magical means. Performing an action cancels the invisibility. A Triumph can be used to allow the caster to perform actions while invisible.

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