Sun Yat-sen
  1. Characters

Sun Yat-sen

Banana

Sun is a awkward, seemingly unfeeling vampire, the only lust he feels is one of hunger and bloodlust. He bears no armor, nor a sword, rather a veiled hood and cloak, worn out boots, and a fashioned bow. His physique is foreign, an oriental flare not seen in many others in Luachmhar. Every word that comes out of his mouth is strangled with unknowing confusion, his mother tongue nothing like the language spoken in the Isle. 

  • Height: 5'11''
  • Weight: 168lbs. 
  • Shy, though strong he is unbecoming of others, rather feeling safe by his lonesome than coming out to confront someone, other than with the need to feed.
  • Untrusting, through his past experiences, he is general untrusting of others, finding it difficult to understand both others and his own emotions.
  • Fidgety, often shy and nervous, when put into an uncomfortable situation he may be overcome with a shaky hand or sudden unneeded breaths.
  • Nervous, when in a situation he is not familiar, though used to rough ground, civilization is a foreign thought, interaction a playground he’d rather not experience most of the time. 
  • Judgmental, whether he realizes it or not, he scrutinizes most if not everyone he comes across, at least the few he does. Feeding is not an issue, though when in a more cordial scenario, it isn’t uncommon for him to jump to conclusions rather quickly, no matter the intention.

Sun Yat-sen was a Chinese farmhand on the coast of Northern Indochina, his family poor and having too many hands to feed, sold him as a ship’s hand though rather than working he quickly fell into a cycle of sickness and ailment. Stowing away and harboring passage, he eventually found himself on the Isle of Luachmhar. Having a decent tolerance to magic and damage, he was quickly bought and snatched up by a Vampire who lurked in the docks at the time. Due to his resilience, he was blessed or rather cursed with the affliction of vampirism, his skin ever pale and always to be the age of twenty-one. The following days turned to months, half a year would pass, his Master, a sadistic man, never shying away at testing the limits of his resiliency to pain and magic. One night, as the breeze picked up and snow laden the ground, he found his opportunity to escape, running fast and hard, into nature. 


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Character Sheet


Editing the spreadsheet won't be required of players,
but if you ever want to, here is the edit link.

Title
Banana

Type
PC (Hero)

Races
Vampire

Age
22

Gender
Male

Character Basics

Social Characteristics

Technology Level (TL) ±5 points per level In summary, if you come from a place of higher technology level, it costs you points, and if you come from a place of lower technology level, you get points back.

Culture When dealing with an unfamiliar culture, you have -3 to use any skill with a significant cultural component, including Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, Heraldry, Intimidation, Leadership, Merchant, Poetry, Politics, Psychology, Public Speaking, Savoir-Faire, Sex Appeal, Sociology, Streetwise, and Teaching. To get rid of this penalty, you'll want to get the advantage, "Cultural Familiarity."

Language

You are assumed to be able to read and write in the common language.  In order to know any more languages, spend points as follows:

Broken: You can recognize important words and understand simple sentences if they are spoken slowly. You have -3 when using skills that depend on language, such as Fast-Talk, Public Speaking, Research, Speed-Reading, Teaching, and Writing. This doubles to -6 for artistic skills that rely on the beauty of the language (Poetry, Singing, etc.). In stressful situations – e.g., encounters involving combat or reaction rolls – you must roll against IQ to understand or make yourself understood in the language. On a failure, you convey no information, but you may try again. Critical failure means you convey the wrong information! For hurried speech, bad phone connections, etc., this roll is at -2 to -8! 2 points/language.

Accented: You can communicate clearly, even under stress. However, your speech and writing are idiosyncratic, and it is obvious that this is not your native language. You have -1when using skills that depend on language, doubled to -2 for artistic skills. You receive no reaction penalty from native speakers, but you will be unable to pass for a native (this can be a major problem for would-be spies!). 4points/language.

Native: You have full mastery of the language, including idioms. You can think in the language. You have no penalty to use skills that depend on language. You start with one language at this level for free. If you buy Native comprehension in a foreign tongue, you can pass for a native speaker. 6points/language.


Wealth  ±4 points per level

You have a Wealth stat. It starts at 6. This number represents your ability to buy "cool" things, but other than that, you can have any items that make sense. For more information, see Wealth


Most characters will leave these values alone, but if you'd like to spend any points here, please use a "note" to indicate how many.

Note: Languages
Chinese (Native Language)
Gaelic (Broken)
Sylvan (Broken)

4 points

Secondary Characteristics

“Secondary characteristics” are quantities that depend directly on your attributes. You can raise or lower these scores by adjusting your attributes. You can modify some of them directly: start with the value calculated from your attributes and spend the required points to adjust it away from that base level. This does not affect the related attribute scores. Your character sheet will handle this for you, but if you want to learn how they are calculated, it's detailed below.

Damage (Dmg)Your ST determines how much damage you do in unarmed combat or with a melee weapon. Two types of damage derive from ST: Thrusting damage (abbreviated “thrust” or “thr”) is your basic damag ewith a punch, kick, or bite, or an attack with a thrusting weapon such as a spear or a rapier. Swinging damage (abbreviated “swing” or “sw”) is your basic damage with a swung weapon, such as an axe, club, or sword – anything that acts as a lever to multiply your ST. The sourcebook has a table that gives the damage die for each value of ST, and your character sheet will take care of this for you.

Basic Lift (BL)Basic Lift is the maximum weight you can lift over your head with one hand in one second. It is equal to (STxST)/5 lbs, and your character sheet handles that for you. If BL is 10 lbs. or more, round to the nearest whole number; e.g.,16.2 lbs. becomes 16 lbs. The average human has ST 10 and a BL of 20 lbs. Doubling the time lets you lift 2xBL overhead in one hand. Quadrupling the time, and using two hands, you can lift 8xBL overhead. The amount of equipment you can carry – armor, backpacks, weapons, etc. – is derived from BL. The sourcebook describes the calculation and gives a table, but your character sheet will handle this for you.

Hit Points (HP) ±2 points per ±1 HP Hit Points represent your body’s ability to sustain injury. By default, you have HP equal to your ST. For instance, ST 10 gives 10 HP. You can increase HP at the cost of 2 points per HP, or reduce HP for -2 points per HP, no more than three times. You temporarily lose HP when you get hurt. You can also “burn” HP to power certain supernatural abilities. If you lose enough HP, you will eventually fall unconscious; if you lose too many HP, you will die. Lost HP do not reduce ST, despite being based on ST. Injury is often compared to a multiple of your HP; e.g., “2xHP” or “HP/2.” Where this is the case, use your basic HP score in the formula, not your current HP total.

Will ±5 points per ±1 Will Will measures your ability to withstand psychological stress (brainwashing, fear, hypnotism, interrogation, seduction, torture, etc.) and your resistance to supernatural attacks (magic, psionics, etc.). By default, Will is equal to IQ. You can increase it at the cost of 5 points per +1, or reduce it for -5 points per -1. You cannot raise Will past 20, or lower it by more than 4, without GM permission. Note that Will does not represent physical resistance – buy HT for that!

Perception (Per) ±5 points per ±1 Per Perception represents your general alertness. The GM makes a “Sense roll” against your Per to determine whether you notice something. By default, Per equals IQ, but you can increase it for 5 points per +1, or reduce it for -5 points per -1. You cannot raise Per past 20, or lower it by more than 4, without GM permission.

Fatigue Points (FP) ±3 points per ±1 FP

Fatigue Points represent your body’s “energy supply.” By default, you have FP equal to your HT. For instance, HT 10 gives 10 FP. You can increase FP at the cost of 3 points per FP, or reduce FP for -3 points per FP, up to three times, excluding FP you gain from templates. Also, while HT is usually limited to 20, there is no such limit on FP.

You burn FP gradually during strenuous activity. Disease, heat, hunger, missed sleep, and the like can also sap FP. You can deliberately “spend” FP to fuel extra effort (seep. 356) and supernatural powers (e.g., magic spells). As well, some attacks cause FP damage instead of or in addition to HP damage. If you lose enough FP, you will slow down or fall unconscious – and if you lose too many, you risk death from overexertion! Lost FP do not reduce HT, despite being based on HT. Fatigue is often compared to some multiple of your FP; e.g., “2xFP” or “FP/2.” Where this is the case, use your basic FP score in the formula, not your current FP total.


Basic Speed (BS) ±5 points per ±0.25 Speed Your Basic Speed is a measure of your reflexes and general physical quickness. It helps determine your running speed (see Basic Move, below), your chance of dodging an attack, and the order in which you actin combat (a high Basic Speed will let you “out-react” your foes). To calculate Basic Speed, add your HT and DX together, and then divide the total by 4. Do not round it off. A 5.25 is better than a 5! The character sheet handles these calculations for you. You can increase Basic Speed for 5 points per +0.25, or reduce it for -5 points per -0.25, up to ±2.00.

Dodge You must roll under your Dodge on 3d to duck or sidestep an attack. Your Dodge defense equals Basic Speed +3, dropping all fractions. For instance, if your Basic Speed is 5.25, your Dodge is 8. Encumbrance reduces Dodge. The sourcebook gives calculations and tables for this, but your character sheet will take care of it for you.

Basic Move (BM) ±5 points per ±1 yard/second Your Basic Move is your groundspeed in yards per second. This is how fast you can run – or roll, slither, etc. – without encumbrance (although you can go a little faster if you “sprint” in a straight line. Basic Move starts out equal to Basic Speed, less any fractions; e.g., Basic Speed 5.75 gives Basic Move 5. An average person has Basic Move 5; therefore, he can run about 5 yards per second if unencumbered. Your character sheet will handle all of this for you. You can increase Basic Move for 5points per yard/second or reduce it for-5 points per yard/second. For normal humans, training or a sleek build can justify up to 3 yards/second of increased Basic Move, while disability or poor fitness can explain up to 3yards/second of reduced Basic Move.

Self Control (SC) ±4 points per level (houseruled)

The following mechanic is a houserule; it's different from what you would find in the sourcebooks.

Many mental disadvantages do not affect you constantly – you may attempt to control your urges. The “default” self-control number is 12: you must roll 12 or less on 3d to avoid giving in to your problem. You can increase or decrease it for 4 or -4 points, respectively. Note that high Will helps you make Fright Checks and resist supernatural emotion control, but it does not improve self-control rolls – not even for disadvantages with effects identical to these things. Mental disadvantages represent an aspect of your personality that you cannot simply will(or reason) away. This is part of what makes them disadvantages!

In circumstances that are likely to trigger your problems, you may opt to roll 3d against your self-control number to see whether your disadvantage actually affects you. If you roll less than or equal to this number, you resist your disadvantage – this time. Otherwise, you suffer the listed effects. This is called a self-control roll. Like all success rolls, self-control rolls are subject to modifiers. You may also roll for self-control any time you feel it makes sense for your situation, and rolling is never required; you can opt to give in if you feel it's what your character would do. The purpose of the roll is to help you when you aren't sure how you want to play it.


Please use a "note" to tell us how many points you would like to spend on some or all of these items. Even if you're leaving them all at 10, please leave a note so that we know you didn't miss a step. 

Note: Basic Lift (BL) - 20 lbs
Hit Points (HP) - 14
10 + 4 extra hp (Vampire Skills)
Will - 11
10 + 1 will (Vampire Skills)
Perception (Per) - 10
Fatigue Points (FP) - 10
Basic Speed (BS) - 6
5 + 1 (20 points)
Dodge - 9
Basic Move (BM) - 6
Self Control (SC) - 14
12 + 2 self control (Vampire Skills)

Basic Attributes

What are basic attributes?Four numbers called “attributes” define your basic abilities: Strength(ST), Dexterity (DX), Intelligence (IQ),and Health (HT).

A score of 10 in any attribute is free, and represents the human average. Higher scores cost points: 10 points to raise ST or HT by one level, 20 points to raise DX or IQ by one level. Similarly, scores lower than 10 have a negative cost: -10 points per level for ST or HT, -20 points per level for DX or IQ. (Remember – negative point values mean you get those points back to spend on something else! 

Most characters have attributes in the 1-20 range, and most normal humans have scores in the 8-12 range. Scores above 20 are possible but typically reserved for godlike beings – ask the GM before buying such a value. The exception is ST, which can range significantly beyond 20 even for nor-mal humans. At the other end of the scale, a score of 0 is defined in special cases, but 1 is the minimum score for a human. No one may have a negative score.

For those new to GURPS, a "level" in something typically means to increase it by 1.  For instance, for 20 points, you can buy 2 levels of Strength, which gives you a Strength score of 12. 


Strength (ST) ±10 points/level Strength measures physical power and bulk. It is crucial if you are a warrior in a primitive world, as high ST lets you dish out and absorb more damage in hand-to-hand combat. Any adventurer will find ST useful for lifting and throwing things, moving quickly with a load, etc. ST directly determines Basic Lift, basic damage, and Hit Points, and affects your character’s Build.

Dexterity (DX) ±20 points/levelDexterity measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athletic, fighting, and vehicle-operation skills, and at craft skills that call for a delicate touch. DX also helps determine Basic Speed (a measure of reaction time, p. 17) and Basic Move.

Intelligence (IQ) ±20 points/levelIntelligence broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It rules your basic ability with all “mental” skills – sciences, social interaction, magic, etc. Any wizard, scientist, or gadgeteer needs a high IQ first of all. The secondary characteristics of Will and Perception are based on IQ.

Health (HT) ±10 points/level

Please use a "note" to tell us how many points you would like to spend on each of the four basic attributes.  Even if you're leaving them all at 10, please leave a note so that we know you didn't miss a step. 

Note: Strength (ST) - 10
Dexterity (DX) - 10
Intelligence (IQ) - 10
Health (HT) - 10

Combat Skills

Bow - Skill: DX/A

No default

This is the ability to use the longbow, short bow, and all similar bows. It also covers the compound bow, although a person who had never seen a compound bow would suffer a -2 unfamiliarity penalty.

See also: Buying Weapons and Armor

Note: Bow 10 - 10 points

Brawling - Skill: DX/E

Defaults: None

This is the skill of “unscientific” unarmed combat. Roll against Brawling to hit with a punch, or Brawling-2 to hit with a kick. Brawling can also replace DX when you attack with teeth, claws, horns, or other “natural weapons.”

Brawling improves damage: if you know Brawling at DX+2 level or better, add +1 per die to basic thrust damage when you calculate damage with Brawling attacks – punches, kicks, claws, bites, etc. Work out damage ahead of time and record it on your character sheet.

Brawling includes the ability to use the blackjack or sap. An attack with such a fist load is considered a punch at +1 to damage.

When you defend with bare hands, Brawling allows you to parry two different attacks per turn, one with each hand. Your Parry score is (skill/2) + 3, rounded down. Brawling parries are at -3 vs. weapons other than thrusting attacks. For more on barehanded parries, see Parrying Unarmed. 

See also: Buying Weapons and Armor

Note: Brawling 12 - 10 points + 2 brawling (Vampire Skills)

Karate - Skill: DX/H

No defaults.

This skill represents any advanced training at unarmed striking, not just the Okinawan martial art of karate. Roll against Karate to hit with a punch (at no -4 for the “off” hand), or Karate-2 to hit with a kick. You cannot use Karate to attack with claws, teeth, etc., or with a blackjack – use Brawling (p. 182) for that. Karate skill does let you make several special attacks, however; see Special Unarmed Combat Techniques (p. 403).

Karate improves damage: if you know Karate at DX level, add +1 per die to basic thrust damage when you calculate damage with Karate attacks: punches, kicks, elbow strikes, etc. Add +2 per die if you know Karate at DX+1 or better! Work out damage ahead of time and record it on your character sheet.

Karate allows you to parry two different attacks per turn, one with each hand. Your Parry score is (skill/2) + 3, rounded down. This parry is not at the usual -3 for parrying a weapon barehanded, greatly reducing the likelihood of injury when you defend against an armed foe. In addition, Karate gives an improved retreating bonus when you parry; see Retreat (p. 377). For more on parrying barehanded, see Parrying Unarmed (p. 376).

To use Karate, any hand with which you wish to strike or parry must be empty (but you are free to wear heavy gauntlets, brass knuckles, etc. to increase damage). Because Karate relies heavily on footwork, all Karate attacks and parries take a penalty equal to your encumbrance level. For instance, Heavy encumbrance would give you -3 to hit or to parry an enemy attack.

See also: Buying Weapons and Armor

Note: Karate 5 - 3 points + 2 karate (Vampire Skills)

Disadvantages

Compelled by True Name - - Varies

As described in True Names, you are compelled by your True Name. 

  • This is worth 0 points for humans.
  • This is worth -4 points for angels, demons, faeries, and genies.
  • This is worth -2 points for everyone else. 

Additionally, you can select the following:

  • Stronger Compulsion: When someone uses your True Name to get you to do what they want, you must make a Will roll.  If you succeed, it's your choice whether to do what they said.  If you fail, you must do what they said.  In either case, you get the character point(s) if you do it. (additional -2 points)
  • Stronger Buff: When someone speaks your True Name to make a roll against you, they get an additional +1 to their roll. (additional -2 points)
  • More Damage: When someone speaks your True Name to do more damage against you, they get an additional +1 damage.  (additional -2 points)
  • Stronger Debuff: When someone speaks your True Name to debuff  your next roll against them, you take an extra -1.  (additional -2 points)

Note: Gained through (Vampire Skills)

Lecherousness* - -15 points

You have an unusually strong desire for romance. Make a self-control roll whenever in more than the briefest contact with an appealing member of the sex you find attractive. If they are very attractive, give yourself -5.  If they are drop-dead gorgeous beyond belief, give yourself -10. If you fail, you must make a “pass,” using whatever wiles and skills you can bring to bear.

Note: Due to Low Empathy, instead of the desire for Romance, I wish to replace it with the desire to feel a connection and to eventually understand emotion which could lead to Romance.

Low Empathy - -20 points

You cannot understand emotions at all. This doesn’t prevent you from having and showing emotions of your own (unless you have something like No Sense of Humor) – your problem is that you don’t really understand them. As a result, you have difficulty interacting socially.

You may not take the Empathy advantage, and suffer a -3 penalty on all skills that rely in whole or in part on understanding someone’s emotional motivation, including Acting, Carousing, Criminology, Detect Lies, Diplomacy, Enthrallment, Fast-Talk, Interrogation, Leadership, Merchant, Politics, Psychology, Savoir-Faire, Sex Appeal, Sociology, and Streetwise. You can still have these skills – you just aren’t as good at them as someone without this disadvantage.

Low Empathy is common in androids, demons, golems, the undead, and some aliens. It is also appropriate for certain humans! This trait is mutually exclusive with the somewhat similar disadvantages Callous (p. 125) and Oblivious (p. 146), both of which assume some understanding of emotions, however flawed.

Quirk - -1 point

A “quirk” is a minor feature that sets you aside from others. It has a negative point value, but it is not necessarily a disadvantage.  Sometimes, we don't have a feel for a character's personality until we do a scene or two with them.  As such, feel free to leave up to 3 of your quirks blank, but be sure to fill them in very soon once you get started.

 You may take up to five quirks at -1 point apiece . . . and if you do, you will have five more points to spend. These do not count against your disadvantage limit!  Quirks are just personality traits; the player is promising to add a bit of personality to the character, and in exchange, the character gets a few points. 

Use the "update" button to list what your (up to) 5 quirks are.  View the full text for more information. Quirk

Note: Insociable, due to the inexperience and past trauma with having his master, he gains a -2 to Carousing whenever attempting to start social interactions with someone he does not trust or like.

Bloodlust - -10 points

You want to see your foes dead. In battle,  you  must  go  for  killing  blows, and put in an extra shot to make sure of  a  downed  foe.  You  must  make  a self-control roll whenever you need to accept  a  surrender,  evade  a  sentry, take  a  prisoner,  etc.  If  you  fail,  you attempt to kill your foe instead – even if  that  means  breaking  the  law,  com-promising  stealth,  wasting  ammo,  or violating  orders.  Out  of  combat,  you never forget that a foe is a foe.

Loner - -5 points

You require a great deal of “personal space.” Make a self-control roll whenever anyone lingers nearby, watches over your shoulder, etc. If you fail, you lash out at that person just as if you had Bad Temper. Loner NPCs always react to others at a penalty.

Info (Disadvantages) - Information

Click here to browse Disadvantages. When you have found one you like, come back to this page and click "Add Ability" above.

Your character can start with up to -50 of negative points, including Disadvantages and any negative adjustments you want to make to your stats. If a Disadvantage you choose has a variable point cost or features to select, please specify by clicking "Update" on the top right corner of the card.

Leverage

Connections with Others - Gain 1 point per connection, unlimited!

Every time a backstory connection is made between you and someone else, you gain a character point.  You can initiate two connections, but there is no limit to how many people can initiate connections with you.

Use the "Note" of this ability to specify who initiated Backstory connections with you.

My Two Backstory Connections - Gain 1 point per connection, up to 2

Every time a backstory connection is made between you and someone else, you gain a character point.  You can initiate two connections, but there is no limit to how many people can initiate connections with you.

Use the "Note" of this ability to specify who you initiated Backstory connections with. If someone you've connected with leaves the game, you can make a new one with someone else, in which case, you gain another point. 

Note: During a night in heavy winter, Sun was bleeding dry and needed nourishment. Iona, unusually out late for that night trying to find food, had stumbled across the weakened Sun. Checking on him in a worry, for he could be a friend or simply a hurt hunter, he took this as an opportunity and attempted to seize her, though failed, watching as she ran away into the dim darkness. Through the darkness and with her look and scent, he tracked her all the way back to her homestead, though it was far past night and almost to morning by the time he caught up with her, he didn't have the time nor will power to break into her dwelling let alone initiate enough dialogue to get in.

Iona gains leverage on Sun
Sun gains leverage on Iona

Skills

Escape - Skill: DX/H

This is the ability to slip out of ropes, handcuffs, and similar restraints. The first attempt to escape takes one minute; each subsequent attempt takes 10 minutes.

The GM may apply a penalty for particularly secure bonds. You suffer only half these penalties if you dislocate the restrained limb (usually an arm). This requires (20 - skill) minutes of concentration, minimum one minute and a Will roll. However, if you fail your Escape roll by 3 or more when dislocating a limb, the limb suffers 1d damage. On a critical failure, you automatically take enough damage to cripple the limb!

Modifiers: +3 for Flexibility or +5, any bonus for Slippery, certain races have penalties for certain materials. 

Note: Escape 10 - 5 point + 5 (Double-Jointed)

Esoteric Medicine - Skill: Per/Hard

Default: Perception-6.

This is the skill of treating illness and injury with techniques grounded in esoteric theory rather than analytical science. It is usually associated with a magical or spiritual tradition. The particulars vary by tradition, but might include acupuncture, massage, alchemical or herbal preparations, or such exercises as breath control and meditation.

This skill might represent Ayurvedic medicine, chi treatment, Hermetic medicine, yin/yang healing, or any other historical or fictional healing discipline. In settings where multiple forms of treatment exist, healers must specialize in one specific tradition.

Restoring HP:

  • If you can treat the injury within minutes of it happening, you can apply bandages etc. and try to stop the bleeding.  A successful check after 1 minute restores 1 HP to the patient. 
  • Regardless of when you get to them, if you care for the patient for 1 hour, during which they are warm, comfortable, calm, and still, make another check when the hour is up.  A successful check restores 1d6-2 HP to the patient.  On a critical success, treat the die as a 6.  On a critical failure, the patient loses 2 HP. 
  • If you do at least one of the above and then care for the patient for 2 days (spending a few minutes with them every couple of hours), a successful check after the 2 days are over restores 2d6+2 HP.  On a critical success, you learn something; gain a character point which must be spent on Esoteric Medicine.  On a critical failure, the patient is reduced to 1 FP. 

Note: Esoteric Medicine 5 - 5 point

Survival - Skill: IQ/A

Default: IQ-5.

This is the ability to “live off the land,” find safe food and water, avoid hazards, build shelter, etc. To live safely in a wilderness situation, you must make a successful Survival roll once per day. Failure inflicts 2d-4 injury on you and anyone in your care. There are many different types of Survival skill, which must be learned independently.

Note: Survival 1 - 1 point

Climbing - Skill: DX/A

Default: DX-5. 

This is the ability to climb mountains, rock walls, trees, the sides of buildings, etc. See Climbing (p. 349) for details.

Modifiers: +2 for Brachiator; +3 for Flexibility or +5 for Double-Jointed; +1 for Perfect Balance; a penalty equal to encumbrance level.

Note: Climbing 11 - 5 points + 5 (Double-Jointed) + 1 (Perfect Balance)

Hidden Lore (Undead) - Skill: IQ/A

Note: Hidden Lore (Undead) 4 - 2 points + 2 hidden lore (undead) (Vampire Skills)

Intimidation - Skill: Will/A

This is the skill of hostile persuasion. The essence of Intimidation is to convince the subject that you are able and willing, perhaps even eager, to do something awful to him.

You can substitute an Intimidation attempt for any reaction roll; see Influence Rolls (p. 359). Exception: You cannot intimidate someone who has the Unfazeable advantage! 

Against PCs: First, ask the other player if your character has done something that the target character could find intimidating (please be generous with agreeing to this!).  If they say yes, then roll, and there is no opposing roll.  They may also opt to give you a +1 bonus to this roll if fear is already there. If you succeed, they respond as they see fit, and you gain Leverage on them.  If it's a critical success, they also must choose one: 1) I do something for you, 2) I offer something I think you want, 3) I get frightened or shaken and run away.

Group IntimidationYou may attempt to intimidate up to 25 people at once, at -1 to skill per five people (or fraction thereof) in the group. Multiple intimidators can attempt to intimidate proportionally larger groups; for instance, three thugs could try to intimidate up to 75 people! Base the skill penalty on the size of the target group divided by the number of intimidators (round up). Resolve the outcome with a single Quick Contest: the highest effective Intimidation skill from among the intimidators vs. the highest modified Will in the target group.
Specious IntimidationYou can attempt a Quick Contest of Fast-Talk vs. the subject’s IQ before your Intimidation attempt in order to appear to be intimidating when you can’t back it up. If you win, you are at +3 on the subsequent Intimidation attempt, which can go a long way toward offsetting the high Will and Fearlessness of martial arts masters, world leaders, etc. If you tie or lose, however, your Intimidation attempt fails automatically, and you suffer a “Very Bad” reaction instead of just a “Bad” one!

Modifiers: +1-4 for displays of  strength, bloodthirstiness, or supernatural powers (GM’s judgment); increase this bonus by +1 if you are Callous (p. 125). Add your Size Modifier and subtract the subject’s. +2 for Voice (p. 97); -1 for Oblivious (p. 146); -1 to -4 for Shyness (p. 154); -2 for Stuttering (p. 157)Subtract the subject’s Fearlessness (p. 55) from your roll. Requests for aid are always at -3 or worse.

Note: Intimidation 3 - 1 point + 2 intimidation (Vampire Skills)

Sex Appeal - Skill: HT/A

Default: HT-3.

This is the ability to impress those who are attracted to you or members of your sex. It has as much to do with attitude as it does with looks. If you are not willing to “vamp” someone to get what you want, you won’t have this skill – or want it.

You may substitute an Influence roll against Sex Appeal for any reaction roll made by someone who is attracted to members of your sex; see Influence Rolls (p. 359).

Usually, you may make only one attempt per “target,” although the GM might allow another attempt after a few weeks.

Against PCs: First, ask the other player if your character has done something that the target character could find attractive (please be generous with agreeing to this!).  If they say yes, then roll, and there is no opposing roll.  They may also opt to give you a +1 bonus to this roll if attraction is already there. If you succeed, they respond as they see fit, and you gain Leverage on them.  If it's a critical success, they also must choose one: 1) I give myself to you, 2) I promise something you want, 3) I get embarrassed or flustered and act awkward.

Modifiers: +2 for Voice (p. 97); -3 for Low Empathy (p. 142); -1 for Oblivious (p. 146); -1 to -4 for Shyness (p. 154); -2 for Stuttering (p. 157).

Note: Sex Appeal 3 - 1 point + 2 sex appeal (Vampire Skills)

Stealth - Skill: DX/A

Defaults: DX-5.

This is the ability to hide and to move silently. A successful roll lets you conceal yourself practically anywhere, or move so quietly that nobody will hear you, or follow someone without being noticed. If someone is specifically on the alert for intruders, the GM will roll a Quick Contest between your Stealth and the sentinel’s Perception.

Note: Stealth 6 - 4 points + 2 stealth (Vampire Skills)

Varies; +6 to Stealth skill when you are perfectly motionless, or +3 if moving (Silence +3) (Vampire Skills)

Shadowing - Skill: IQ/A

Default: IQ-5.
This is the ability to follow another person through a crowd without being noticed. Roll a Quick Contest every 10 minutes: your Shadowing vs. the subject’s Vision roll. If you lose, you lost the subject; if you lose by more than 5, you were seen.

Note: Shadowing 3 - 1 point +2 shadowing (Vampire Skills)

Singing - Skill: HT/E

Default: HT-4.

This is the ability to sing in a pleasing fashion. A successful roll means the audience liked your song.

Modifiers: Language Modifiers (p. 24), if you are singing in a foreign language; -2 if the audience does not understand the language; +2 for Voice (p. 97); -2 for Stuttering (p. 157).

Note: Singing 5 - 5 points

Info (Skills) - Information

  • Any skills you think you might use, add them here. 
  • We recommend putting 1 point each into 10-15 skills, maybe more. 
  • If there are skills you want to be good at, you can put 2, 4, 8, 12, etc. points into them.
  • All Skills
  • Skill Categories
  • Combat Skills (they function the same, but are separated for convenience)
  • Each time you find a skill you like, come back to this page and click "Add Ability" to add it. 

For each skill chosen, please use the "Update" button to indicate how many points you would like to spend.  This will be 1, 2, 4, 8, 12, etc. points. 

Templates

Info (Templates) - Information

Vampire Abilities - Racial Template

Vampiric BiteYou can bite people and drain their life force, healing your own wounds in the process. You can only feed if your victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, your biting damage must penetrate its DR. Once you’ve bitten through your victim’s DR, you can drain 1 HP per second from him. For every 3 HP stolen, you heal 1 HP or 1 FP (your choice). You cannot raise your HP or FP above normal this way.
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UnagingYou never grow old naturally and cannot be aged unnaturally. Your age is fixed at any point you choose (the point at which you became a vampire) and will never change. You never have to make aging rolls. Your character's apparent age still has to be 18+. 
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Detect Blood

You can detect a blood, even when it is shielded from the five human senses. This requires one second of concentration, after which the GM will secretly make a Sense roll for you (see Sense Rolls, p. 358). The range modifiers from the Size and Speed/Range Table (p. 550) apply. You may buy a special Acute Sense (p. 35) to improve the roll, thereby increasing your effective range.

On a success, the GM tells you the direction to the nearest significant source of blood, and give you a clue as to the quantity present. On a failure, you sense nothing. Detect also includes the ability to analyze what you detect. This requires an IQ roll; the better the roll, the more precise the details. For instance, you could tell human blood from animal blood on a successful IQ roll, and might learn details – such as whether the blood is in a living being or in a container, and the health of the source – on a critical success.

If someone is bleeding nearby, the GM might also roll for this sense to trigger passively.

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Dark VisionYou can see in absolute darkness using your vampiric connection to shadow. You suffer no skill penalties for darkness, no matter what its origin. However, you cannot see colors in the dark.
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Hard to Kill 3You are incredibly difficult to kill. You gain +3 to HT rolls made for survival at -HP or below, and on any HT roll where failure means instant death (due to heart failure, poison, etc.). If this bonus makes the difference between success and failure, you collapse, apparently dead (or disabled), but come to in the usual amount of time – see Recovering from Unconsciousness (p. 423). A successful Diagnosis roll reveals the truth.
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Teeth (Fangs)Fangs: Inflict thrust-1 impaling damage. Roll vs. Brawling or Karate to hit. Your fangs retract into your gums, allowing them to pass for human canines without close scrutiny. You can pop them out at will, and they might pop out when you smell blood or get angry.
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Silence +3You can move and breathe noiselessly. You get +6 to Stealth skill when you are perfectly motionless, or +3 if moving (even in armor, etc.). These bonuses help only in the dark, or against listening devices, blind creatures, and others who must rely on hearing to find you.
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Doesn't BreatheYou do not need to breathe or require oxygen. Choking and strangulation attempts cannot harm (or silence!) you, and you are immune to inhaled toxins. You are still affected by contact poisons, pressure, and vacuum. You might choose to breathe anyway to help you appear human.
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The FeedingWhen you feed on someone, you both gain 1 character point if it's their first time. Whenever someone willingly lets you feed on them, you both gain Leverage on each other.
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InvitedPart of the code of conduct that your Maker instilled on you is to never enter a dwelling uninvited. Whenever someone invites you in, gain Leverage on them. You must roll against Will to be able to disobey this command.
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Weakness to SunlightYou suffer injury merely by being in the presence of the sun. This injury comes off your HP directly, regardless of your DR or defensive advantages. Every minute you are exposed to direct sunlight, you take 1d damage. Indirect sunlight, such as that of an overcast day, does not negatively effect you, but rays of sunlight from an open window or door will damage you at the same rate as full exposure.
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Duty (Compelled)Your maker holds supernatural sway over you, and can command you to do as they wish. If they use the phrase "As your maker, I command you," then you are compelled. You may roll Will to resist this effect, but the easiest way to avoid it is to flee far from your Maker. Your maker has instilled the following rules for the protection of all of vampirekind.
  • Never enter a dwelling uninvited.
  • If someone willingly lets you feed on them, then they are under your protection until the next sunrise.
  • Never attack a mortal under the care of another vampire.
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Blood: Uncontrollable Appetite / Restricted DietYou consume human blood, and you have difficulty controlling your appetites. Whenever you have an opportunity to indulge, you must make a self-control roll. Roll at -2 if someone deliberately tempts you, or if human blood is available in large quantities within range of your senses. If feeding would restore lost HP, this roll is at -1 per missing HP. If you fail, you must feed. Make a second self-control roll to stop feeding once you have had your fill. If you fail, you go into frenzy and overindulge, which could kill your victim.

You require blood to sustain you. Unlike Dependency, you do not take damage if you go without... you just don't get any sustenance without, which will eventually incapacitate you. You can also try to sustain yourself by having a meal of people food served with any red beverage.   This sustains you, but you must make a HT roll after each meal. Failure means your HT attribute drops by one until you receive appropriate medical attention, and the meal did nothing for your hunger. Critical failure means an incapacitating reaction.
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Supernatural features: No body heat, no reflection in silver mirrors, pallor

You have disturbing features that mark you as a vampire. You can pass for a normal mortal to casual observers, but closer inspection reveals that you are not quite right. This might give away your secret to the trained eye.

No Body Heat: You are cool to the touch. -1 on reaction rolls made by those who touch you, shake your hand, kiss you, etc.; +1 on all rolls to deduce your secret. You can gain warmth temporarily, and nullify this drawback, by feeding.

No Reflection in silver mirrors: You do not show up in silver mirrors. Some people will assume that you have no soul! -2 on reaction rolls made by those who notice; +2 on all rolls to deduce your secret.

Pallor: You look like a corpse, with bloodless skin, sunken eyes, etc. -2 on reaction rolls made by anyone who can see you without makeup in good light; +2 on all rolls to deduce your secret. You can gain the flush of life temporarily, and nullify this drawback, by feeding.

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NocturnalYou are biologically nocturnal. During the day you are lethargic and slow; you take no penalties during the night. You may still keep a normal sleep schedule, but your body will have difficulty adjusting, and you will find yourself restless if you sleep during the night.
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Secret: You're a vampire!You have a very dire Secret; that you are a vampire. Your Secret is so terrible that you might be executed by the authorities, lynched by a mob, or assassinated were it revealed. You would be hunted. When a Secret appears in play, it is not automatically made public. The GM will give you a chance to prevent your Secret from being revealed. This might require you to cave in to blackmail or extortion, steal incriminating documents, or even silence the person who knows the Secret. If your Secret is made public, it has lasting effect: you suddenly acquire new, permanent disadvantages – or lose advantages – worth 60 points! These new disadvantages replace the Secret on your character sheet, and reduce your point value accordingly. The GMs will decide these, but they are most likely Enemy (Church) and some other Disadvantage.
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Vulnerability and Revulsion: Silver

Vulnerability. You take extra damage from silver. Whenever an attack made with a silver weapon hits you, the GM applies a special wounding multiplier of x2 to the damage that penetrates your DR. Regular wounding multipliers (for cutting, impaling, etc.) further multiply the damage.

Revulsion. When you make contact with silver, you must immediately make a HT roll. On a failure, you are at -5 to all skills and attributes for the next 10 minutes. If you ingest it, you are at -5 to attributes and -10 to all skills and Sense rolls for 10 minutes.

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Numbers
  • Talent: Vampire Skills +2 shadowing, stealth, sex appeal, intimidation, hidden lore (undead), artist (illusions), karate, brawling, carousing
  • Extra HP +4
  • Self Control +2
  • Will +1
  • Acute Taste & Smell +2
  • Compelled by True Name (-2)