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Bobbybobby99
2015-08-05, 12:33 PM
Exactly what is says in the title. For clarification, it also has some masquerade elements, and is Gurps 4e.



Vampire template.

Advantages. 417
Sharp teeth. 2 (switchable)
Metabolism control. 2 (hibernation upon reaching -5xHP and until healed)
High pain threshold. 10
Doesn't eat or drink. 10
Unaging. 15
Doesn't breath. 20
Injury tolerance. 20 (unliving)
Immunity to metabolic substances. 30
Unkillable 2. 30 (Achilles heel;sunlight or fire, triggers torpor)
Regrowth. 40
Affliction 1. 47 (grant ghoul trait, blood agent, permanent, 2 vitae per use)
Regeneration;fast. 48 (requires 1 vitae per minute)
Affliction 3. 66 (ecstasy, follow up;leech, resisted by will)
Leech 2. 77 (blood agent, accelerated healing, addictive bite, vitae only)

Features. Sterile, can create new vampires in return for reducing will by one.

Disadvantages. 394
Paralyzed by a stake through the heart. 1
Draining. 5 (animal blood)
Nocturnal. 10 (mitigator, 1 vitae per day's activity)
Supernatural features. 16 (muddled reflection, no body heat, pallor)
Unhealing. 18 (mitigator;torpor)
Addiction;human blood. 20 (expensive, totally addictive, illegal)
Berserk (6). 20
Uncontrollable appetite (6). 30
Phobia;fire/sunlight (6). 40
Stress atavism;severe (9). 30 (linked to berserk, appetite, and a lack of blood)
Vulnerability;fire. 60 (times four)
Weakness;sunlight. 144 (1 die per 2 seconds, variable)

Blood potency is effectively a fifth attribute. By default, it increases by two every fifty years of activity, and decreases by two for every twenty-five years of torpor. A vampire, by default, has a blood potency four below their sire's at the time of their siring; vampires with a blood potency below ten cannot side vampires in the first place. Blood potency determines discipline power and blood pool. When a vampire's blood potency reaches 32, they automatically enter torpor for about 25d6 years, which they can only be awakened from after at least going back down to blood potency 30.
Blood potency 6. Blood pool 10.
Blood potency 8. Blood pool 15.
Blood potency 10. Blood pool 20.
Blood potency 12. Blood pool 30.
Blood potency 14. Blood pool 40.
Blood potency 16. Blood pool 50.
Blood potency 18. Blood pool 60.
Blood potency 20. Blood pool 80.
Blood potency 22. Blood pool 100.
Blood potency 24. Blood pool 120.
Blood potency 26. Blood pool 140.
Blood potency 28. Blood pool 170.
Blood potency 30. Blood pool 200.

Kindred embraced with greater blood potency are given significantly more respect than those embraced with lesser blood potency, largely for practical reasons, though less than elders of the same potency. Many, of course, view those with little experience and plenty brute strength as no more unusually valuable pawns, but still.

Daeva. Celerity, Vigor, Majesty. 10 points in negative mental disadvantages.
Septemi. Obfuscate, 10 points in positive mental disadvantages.
Duchange. Animalism, 10 more points in negative mental disadvantages.
Carnival. Resilience, -1 appearance, six points of physical deformities.
Toreador. Dominate, Obsession with a particular art form.
Gulikan. Protean, Absent mindedness when in an outside area.
Nelapsi. Nightmare, with a doubled daily vitae draining effect.
Erzebet. Auspex, times six lifespan instead of unaging.

Ventrue. Resilience, Animalism, Dominate. 10 points in new delusions or quirks.
Bron. Obfuscate, minus three charisma when on home ground.
Deucalion. Vigor, addition of overconfidence (6) to mental disadvantages.
Sotoha. Celerity, stress atavism (6) instead of stress atavism (9).
Geheim. Majesty, draining is for a specific kind of human blood.
Rötgrafen. Protean, vulnerability;fire times five, instead of times four.
Macellarius. Nightmare, the addition of very fat and -1 basic move.
Malkovians. Auspex, 10 more points in various mental disadvantages.

Gangrel. Vigor, Animalism, Protean. -1 intelligence (no will, no perception)
Mara. Obfuscate, can only use leech while at least partially submerged.
Les Gens Libres. Celerity, their bite is completely non addictive.
Brujah. Resilience, add bad temper (15) and stress atavism (6) for hunger.
Annunaku. Dominate, add dependency;haven (monthly, one day)
Taifa. Majesty, add gregarious, or worsen the penalty if already chummy.
Carnon. Nightmare, five points unnatural features and minus one appearance.
Empusae. Auspex, add on frightens animals, with Animalism not mitigating.

Nosferatu. Resilience, Obfuscate, Nightmare. Minus two on all reaction rolls.
Caporetti. Celerity, permanent pallor and permanent lack of body heat.
Moroi. Animalism, minus one to intelligence (no will, no perception)
Adroanzi. Vigor, decrease leech to leech 1 instead of leech 2.
Yagnatia. Dominate, increase will reduction when siring to minus three.
Rakshasa. Protean, add on bad temper (12) or worsen existing bad temper.
Cockscomb. Majesty, subtract two from the will trait.
Lygos. Auspex, accustomed to -5 light, doubled penalty each step above it.

Mekhet. Celerity, Obfuscate, Auspex. 10 points in supernatural disadvantages.
Khaibit. Vigor, an added phobia of bright light (6)
Norvegi. Animalism, lack of the sharp teeth advantage, social stigma (second class)
Morbus. Resilience, uncontrollable affliction of infectious disease
Kuufukugi. Dominate, subtract nine from discipline blood pool.
Csalad. Protean, severe insomnia outside of haven or home ground.
Sangiovanni. Nightmare, minus two on all reaction rolls.
Players. Majesty, cumulative minus one on all mind-affecting discipline rolls.


Each of the covenants functions as a mixture of political party and divisive sect, and most areas with more than three vampires or so is going to have some diversity in covenant.

Ordo Dracul. Coils of the dragon.

Carthians. Carthian law.

Circle of the Crone. Cruac ritual.

Invictus. Invictus oaths.

Lancea et Sanctum. Theban sorcery.

Unaligned. None or any.




.... A vampire's four most powerful disciplines must be comprised of their clan and/or covenant disciplines; out of clan and out of covenant disciplines must remain lesser in power.
Vampires do not start with any ranks in covenant disciplines;rather, they must learn them. The process of learning a covenant discipline exchanges that covenant discipline's rank and the rank of a higher blood or physical discipline. This occurs every four learning intervals, which makes it a very slow process for most, though they sometimes increase automatically with heightened blood potency.

Each of the blood or sorcerous disciplines progresses as follows.

The first rank grants access to the rank 1 spells, each at a skill equal to blood potency. 15 cp.
The second rank grants access to the rank 2 spells at a skill of blood potency+1, and rank 1 spells at a skill of blood potency+2. 35 cp.
The third rank grants access to the rank 3 spells at a skill of blood potency +2, rank 2 spells at a skill of blood potency +3, and rank 1 spells at a skill of blood potency +4. 60 cp.
The fourth rank grants access to the rank 4 spells at a skill of blood potency +3, rank 3 spells at a skill of blood potency +4, rank 2 spells at a skill of blood potency +5, and rank 1 spells at a skill blood potency +6. 90 cp.
The fifth rank grants access to the rank 5 spells at a skill of blood potency +4, rank 4 spells at a skill of blood potency +5, rank 3 spells at a skill of blood potency +6, rank 2 spells at a skill of blood potency +7, and rank 1 spells at a skill of blood potency +8. 125 cp.

The physical disciplines and the coils of the dragon cost the same, 15/35/60/90/ 125, but have their own progressions.

The sixth rank, and each rank beyond it, costs 40 additional points.

Blood disciplines increase all spells effective skill by four each time.
Sorcerous disciplines increase all spells effective skill by four each time, and allows the sorcerer in question to learn five more spells, following the college pattern established for rank 4 and 5 spells.
Physical disciplines simply follow the following patterns.
Resilience. +8 damage resistance each further rank.
Celerity. +2.5 basic speed each further rank.
Vigor. +8 strength each further rank.

All disciplines have their energy cost in vitae, rather than fatigue.

Blood disciplines effectively all have three levels of easy casting; they don't require any rituals, period, in addition to being rather limited.


Vigor.
Rank 1. +3 Strength (no HP, costs 6 vitae)
Rank 2. +7 Strength (no HP, costs 6 vitae)
Rank 3. +12 Strength (no HP, costs 6 vitae)
Rank 4. +18 Strength (no HP, costs 6 vitae)
Rank 5. +25 Strength (no HP, costs 6 vitae)

Resilience.
Rank 1. Damage resistance 3 (hardened, costs 4 vitae)
Rank 2. Damage resistance 7 (hardened, costs 4 vitae)
Rank 3. Damage resistance 12 (hardened, costs 4 vitae)
Rank 4. Damage resistance 18 (hardened, costs 4 vitae)
Rank 5. Damage resistance 25 (hardened, costs 4 vitae)

Celerity.
Rank 1. +1 basic speed (costs 5 vitae)
Rank 2. +2.25 basic speed (costs 5 vitae)
Rank 3. +4 basic speed (costs 5 vitae)
Rank 4. +6 basic speed (costs 5 vitae)
Rank 5. +8.25 basic speed (costs 5 vitae)

Animalism.
Rank 1. Beast soother () Beast rouser () Beast summoning () Beast speech ()
Rank 2. Mammal control () Reptile control () Master () Beast link ()
Rank 3. Bird control () Repel animal () Rider () Rider within ()
Rank 4. Fish control () Beast possession () Permanent BP () Vampire soother ()
Rank 5. Vermin control () Vampire rouser () Vampire master () Vampire speech ()

Obfuscate.
Rank 1. Dull sight () Dull hearing () Dullness () Daze ()
Rank 2. Simple illusion () Hide aura () Insignificance () Illusion disguise ()
Rank 3. Complex illusion () Hide thoughts () Sense danger () Invisibility ()
Rank 4. Perfect illusion () Hide metaphysics () Darkness () True Invisibility ()
Rank 5. Illusion shell () Hide potency () Blackout () Mass invisibility ()

Dominate.
Rank 1. Fascinate () Forgetfulness () Weaken will () Strengthen will ()
Rank 2. Command () Sleep () Mental stun () Oath ()
Rank 3. Loyalty () Peaceful sleep () Permanent forgetfulness () Lesser Geas ()
Rank 4. Mass sleep () False memory () Control person () Soul rider ()
Rank 5. Mindlessness () Greater Geas () Possession () Permanent Possession ()

Majesty.
Rank 1. +1 charisma (5 vitae) Foolishness () Clumsiness () Bravery ()
Rank 2. +2 charisma (5 vitae) Emotion control () Berserker () Drunkenness ()
Rank 3. +3 charisma (5 vitae) Compel truth () Suggestion () Glib tongue ()
Rank 4. +4 charisma (5 vitae) Persuasion () Charm () Enthrall ()
Rank 5. +5 charisma (5 vitae) Presence () Mass suggestion () Enslave ()

Protean.
Rank 1. Merge with s. () Mimic sound () Own corpulence () Own gauntness ()
Rank 2. Move through s. () Merge with s. () Alter own voice () Alter own visage ()
Rank 3. Shapeshifting () Move through s. () Merge with s. () Alter own body ()
Rank 4. Partial shapeshifting () Shapeshifting () Body of s. () Move through s. ()
Rank 5. Permanent Shapeshifting () Partial sh. () Shapeshifting () Body of mist ()

Nightmare.
Rank 1. Fear () Vexation () Spasm () Touch ()
Rank 2. Panic () Pain () Nauseate () Nightmare ()
Rank 3. Terror () Stun () Retch () Sensitize ()
Rank 4. True Terror () Madness () Hallucination () Agonize ()
Rank 5. Horrid Terror () Permanent Madness () Mass hallucination () Choke ()

Auspex.
Rank 1. Keen sight () Keen hearing () Keen smell () Alertness ()
Rank 2. Aura () Sense emotion () Truthsayer () Memorize ()
Rank 3. History () Mind reading () Dream viewing () Seeker ()
Rank 4. Ancient history () Mind search () Astral vision () Projection ()
Rank 5. Prehistory () See secrets () Far Projection () Divination ()

... The four sorcerous disciplines are each controlled by a single covenant, with the fifth covenant controlling the coils of the dragon. The covenants guard their secrets ferociously, but knowledge of other covenants disciplines, particularly the basics, is rather common. Note that ceremonial magic is affected by skill with regards to energy cost and time, and directed by the vampire strongest with the spell being cast.

Carthian law.
Easy casting 1, Ceremonial magic only.
Rank 1. Two college 1 () One college 2 () One college 3 () One college 4 ()
Rank 2. One college 1 () One college 2 () One college 3 () One college 4 () One college 5 ()
Rank 3. One college 1 () One college 2 () One college 3 () One college 4 () One college 6 ()
Rank 4. One college 1 () One college 2 () One college 3 () One college 4 () One college 5 ()
Rank 5. One college 1 () One college 2 () One college 3 () One college 4 () One college 6 ()

Cruac ritual.
Solitary ceremonial, Extravagant rituals 1.
Rank 1. Three college 1 () One college 2 () One college 3 ()
Rank 2. Two college 1 () One college 2 () One college 3 () One college 4 ()
Rank 3. Two college 1 () One college 2 () One college 3 () One college 4 ()
Rank 4. One college 1 () One college 2 () One college 3 () One college 4 () One college 5 ()
Rank 5. One college 1 () One college 2 () One college 3 () One college 4 () One college 5 ()

Invictus oaths.
Stable casting, Extravagant rituals 3, Limited college.
Rank 1. Four college 1 () One college 2 ()
Rank 2. Three college 1 () One college 2 () One college 3 ()
Rank 3. Three college 1 () One college 2 () One college 3 ()
Rank 4. Two college 1 () One college 2 () One college 3 () One college 4 ()
Rank 5. Two college 1 () One college 2 () One college 3 () One college 4 ()

Sanctum sorcery.
Subtle aura, Common Trigger, Limited college.
Rank 1. Five college 1 ()
Rank 2. Four college 1 () One college 2 ()
Rank 3. Four college 1 () One college 2 ()
Rank 4. Three college 1 () One college 2 () One college 3 ()
Rank 5. Three college 1 () One college 2 () One college 3 ()

Coils of the dragon. Levels above five in the coils of the dragon actively reverse the effects of the bands they counteract, giving forty points in advantages for every rank, and, in the case of the coil of banes, fully removing one's weakness to sunlight in the sixth rank.
While all covenants' magics are theoretically available to others, if not easily used without more internal texts, elders tend to make a point to learn at least some of the coils, for practical purposes.
In addition, the coils of the dragon open up a state typically known as Transcendence, which is when a dragon gain a twenty-seven total ranks in the coils (no easy task) and their rank in the coils become permanently cemented, unchanged by torpor. This is considered the ultimate goal.

Bane.
Rank 1. No Nocturnal () I die per 3 seconds ()
Rank 2. 1 die per 7 seconds ()
Rank 3. I die per 15 seconds ()
Rank 4. I die per minute ()
Rank 5. 1 die per 3 minutes ()
Rank 6. No sunlight weakness ()
Rank 7+. (night limited attributes, night limited advantages, doesn't sleep)

Beast.
Rank 1. Stress atavism;severe (12) Berserk (9)
Rank 2. Stress atavism;severe (15) Berserk (15)
Rank 3. No Stress atavism () No Berserk () No stake paralyzation () No pallor ()
Rank 4. Willing reflection () Unhealing (mitigator;one vitae daily) Phobia (12)
Rank 5. Normal healing () Has body heat () No Phobia ()
Rank 6+. (free regeneration, compressed torpor time, unfazeable)

Blood.
Rank 1. Uncontrollable appetite (12)
Rank 2. No Uncontrollable appetite () Addiction;human blood (expensive, illegal)
Rank 3. No addiction;human blood () Vulnerability to fire (times three)
Rank 4. Vulnerability to fire (times two) Draining (one point, animal blood)
Rank 5. No Vulnerability to fire () No draining ()
Rank 6+. (damage resistance against fire, self-regenerating vitae)

Bobbybobby99
2015-08-05, 12:38 PM
This part is very not intrinsic to the rest, and the vampiric population demographics part should be useful for regular VTR games.


The time between experience point gains is called a learning interval. Basic attributes and other innate abilities are not gained through experience points, but are, as their title suggests, innate, though one can improve on attributes through experience.

Extraordinary individuals gain a single character point every 3 weeks of their life for their first 25 chronological years, then once every one and a half months for their first 200 years, then once every three months for their first 650 years, then once every six months for the rest of their life. 1/100. 1/9.
Significant individuals gain a single character point every one and a half months of their life for their first 25 chronological years, then once every three months for their first 200 years, then once every six months for their first 650 years, then once every year for the rest of their life. 1/100. 1/9.
Notable individuals gain a single character point every three months of their life for their first 25 chronological years, then once every six months for their first 200 years, then once every year for their first 650 years, then once every two years for the rest of their life. 1/10. 1/3.
Average individuals gain a single character point every six months of their life for their first 25 chronological years, then once every year for their first 200 years, then once every two years for their first 650 years, then once every four years for the rest of their unlife. Majority.

Torpor 'resets' this stagnation somewhat; every year in torpor sets back one's chronological age by six months for the purposes of experience point gains, and removes half the amount of character points that that person would gain in that year. Thus, an average 300 year old vampire who slept for 100 years in torpor would lose 13 character points, and be 250 for the purposes of age based stagnation.

The average vampiric death rate is about 4% every fifty years;that is, about 4% of the vampiric population dies every fifty years. This rate is consistent up until around one-thousand, at which point it changes due to increased suicide rates. Thusly, the following population pattern follows for various vampiric ages. This is how a batch of 1000 neonates decreases in population over the years.
0-50 years old. 1000
50-100 years old. 960
100-150. 920
150-200. 885
200-250. 850
250-300. 815
300-350. 783
350-400. 750
400-450. 720
450-500. 693
500-600. 638
600-700. 588
700-800. 542
800-900. 500

Actual active (not in torpor) population. This is more useful than the one above, as it show actual vampire age demographics, based on world populations and the above decline rate. This is excepting the methusula rate, which is abritarily low, because reasons (mental age finally catching up with you, suicide by sun, blah)
0-50. 34.3%
50-100. 16.1%
100-150. 9.4%
150-200. 6.9%
200-250. 5.2%
250-300. 4.0%
300-350. 3.0%
350-400. 2.7%
400-450. 2.5%
450-500. 2.3%
500-600. 3.6%
600-700. 3.0%
700-800. 2.7%
800-900. 2.1%
900-1000. 1.8%
1000-2000. 0.265%
2000-3000. 0.090%
3000-4000. 0.030%
4000-5000. 0.010%
5000-6000. 0.004%
6000-7000. 0.001%

Neonates. 50.4%
Ancilla. 25.5%
Elders. 23.7%
Methuselahs. 0.4%

Vampires on the whole have a population 1/10,000 of the overall human population. In New York, for example, there is a population of about 850 vampires.