Vampire Breeds
Not all vampires are identical. In some sources (the TV series
Forever
Knight and Anne Rice's novels are the best examples), vampires all
have the potential to learn a broad range of powers but only the most ancient
ones are proficient at using all of them. Perhaps the best, most
creative idea featured in the mass-marketed vampire RPG is the idea of
vampire "clans" or unique breeds that share common traits. In addition
to possessing a common set of "clan" powers (Disciplines), every clan also
suffers from a common weakness (a drawback mutation, in Alternity
game terms).
If a Gamemaster wishes to have different breeds of vampires featured
in his campaign, he will need to create them specifically to fit his own
vision of vampire society. However, the following examples listed
below may be of use. These example breeds are designed to recreate
the major "clans" (listed in parentheses) of the other vampire RPG using
Alternity
game mechanics. See Vampire Powers
for more information on each breed's special advantages. Vampire
characters automatically suffer the weaknesses listed for their breed and
do not gain any extra skill points for them.
Breed: Dominion ("Ventrue")
-
Natural Weaponry (retractable fangs only, no claws)
-
Greater Physical Prowess
-
Regeneration ("blood points" must be used)
-
Superior Toughness
-
Mind Control
-
Emotion Control
-
Weakness: Selective Taste (will only feed upon one particular type
of human beings)
Breed: Seducer ("Toreador")
-
Natural Weaponry (retractable fangs only, no claws)
-
Greater Physical Prowess
-
Regeneration ("blood points" must be used)
-
Superior Speed
-
Emotion Control
-
Hypersense
-
Weakness: Obsessed flaw (+1 step penalty, triggering event is any
sight of great beauty)
Breed: Hunter ("Gangrel")
-
Natural Weaponry (both retractable fangs and claws)
-
Greater Physical Prowess
-
Regeneration ("blood points" must be used)
-
Superior Toughness
-
Earth Meld
-
Shapechanging
-
Animal Control
-
Weakness: Temper flaw (+1 step penalty); Minor Physical Change drawback
(animal-like features)
Breed: Warrior ("Brujah")
-
Natural Weaponry (retractable fangs only, no claws)
-
Greater Physical Prowess
-
Regeneration ("blood points" must be used)
-
Superior Speed
-
Superior Strength
-
Emotion Control
-
Weakness: Temper flaw (+2 step penalty)
Breed: Manipulator ("Malkavian")
-
Natural Weaponry (retractable fangs only, no claws)
-
Greater Physical Prowess
-
Regeneration ("blood points" must be used)
-
Mind Control
-
Obfuscation
-
Hypersense
-
Weakness: Clueless, Oblivious, Obsessed, or Phobia flaw (+2 step
penalty, select one)
Breed: Infiltrator ("Nosferatu")
-
Natural Weaponry (both fangs and claws, must choose whether retractable
or not)
-
Greater Physical Prowess
-
Regeneration ("blood points" must be used)
-
Superior Strength
-
Obfuscation
-
Animal Control
-
Weakness: Major Physical Change drawback (monster-like features)
Breed: Sorcerer ("Tremere")
-
Natural Weaponry (retractable fangs only, no claws)
-
Greater Physical Prowess
-
Regeneration ("blood points" must be used)
-
Mind Control
-
Hypersense
-
Blood Sorcery
-
Weakness: Bound to Authority (+1 step penalty on all skill checks
made to defy his superiors in the clan)
Vampire Generations
This chart is designed to be used in conjuction with the above Vamipre
Breeds in a setting adapted from the other vampire RPG. New vampire
characters begin at 13th Generation; beginning at a better Generation is
a Perk which must be purchased.
|
Generation
|
Maximum "Blood Points"
|
Points Usable Per Turn
|
Perk Cost
|
|
13th
|
5
|
1
|
0
|
|
12th
|
6
|
1
|
2
|
|
11th
|
7
|
1
|
3
|
|
10th
|
8
|
1
|
4
|
|
9th
|
9
|
2
|
6
|
|
8th
|
10
|
3
|
8
|
|
7th
|
11
|
4
|
10
|
|
6th
|
12
|
5
|
12
|
|
5th
|
13
|
6
|
not for player-characters
|
|
4th
|
14
|
7
|
not for player-characters
|
|
3rd
|
15
|
8
|
not for player-characters
|
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