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Old 01-17-2021, 09:07 PM   #11
Flyndaran
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Default Re: Updating the vampire

It should cost points if it has any benefit. A character that needs air or food could survive long enough for allies to rescue them in such a situation.

Involuntary torpor without air when otherwise not needing air would count as pure disadvantage though.
But do they really not need air if they turn off without it? While inefficient and a point sink, the most straightforward way may be a limitation on Doesn't Breathe with the advantage of Hibernation only Metabolism Control.

That's if they have reduced dietary requirements when "inactive". I lost my Shadowrun book a while ago, and it was a few editions back anyway.
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Old 01-18-2021, 12:09 PM   #12
Michael Thayne
 
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Default Re: Updating the vampire

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Originally Posted by maximara View Post
As Classic: Blood Types shows the variety of vampire is kind of insane. Gaki for instance is 295 points while the Human "Vampire" is [-50].

Classic's Vampiric Immortality [65] becomes a meta-trait in 4e: Doesn’t Breathe [20], Immunity to Metabolic Hazards [30], and Unaging [15] and I prefer to use it.

Not to sure on Unkillable; some modern takes (such as in Daybreakers and Anne Rice's versions) defiantly don't have it.

On a side note what about Supernatural Durability?
Thanks to the pointer to Blood Types. Just bought it, and it looks like the book's "modern vampire" is very much what I'm going for.
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Old 01-18-2021, 04:03 PM   #13
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Thanks to the pointer to Blood Types. Just bought it, and it looks like the book's "modern vampire" is very much what I'm going for.
Note that Vulnerability (Sunlight) becomes Weakness (Sunlight) in 4e.

Contrary to what GURPS Update says some Vulnerabilities are better represented by Weakness rather then the 4e disadvantage Vulnerability because it also includes substances that 'weakened and hurt you every time you merely came within a certain distance of it'.

As a quick rule of thumb if the substance doesn't normally cause damage (such as normal sunlight) then it is a Weakness. So all vampires in GURPS Blood Types that have Vulnerability (sunlight) should be converted to Weakness (sunlight) for -60 points (1d per minute).
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Old 01-18-2021, 04:21 PM   #14
Michael Thayne
 
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Note that Vulnerability (Sunlight) becomes Weakness (Sunlight) in 4e.

Contrary to what GURPS Update says some Vulnerabilities are better represented by Weakness rather then the 4e disadvantage Vulnerability because it also includes substances that 'weakened and hurt you every time you merely came within a certain distance of it'.

As a quick rule of thumb if the substance doesn't normally cause damage (such as normal sunlight) then it is a Weakness. So all vampires in GURPS Blood Types that have Vulnerability (sunlight) should be converted to Weakness (sunlight) for -60 points (1d per minute).
Thanks! So here's a quick conversion of the modern vampire from Blood Types:

Modern Vampire
221 points
Attributes: ST +7 [70]; HT +5 [50].
Advantages: Doesn't Breathe [20]; Immunity to Metabolic Hazards [30]; Leech (Heals FP, +60%; Blood Agent, -40%) [30]; Unaging [15]; Sharp Teeth [1]; Supernatural Durability [150].
Disdvantages: Draining (Human blood) [-10]; Infectious Attack [-5]; Nocturnal [-20]; Supernatural Features (No body heat; Pallor) [-15]; Uncontrollable Appetite (Human blood) (12) [-15]; Unhealing (Partial) [-20]; Weakness (Sunlight; 1d per minute) [-60].

Last edited by Michael Thayne; 01-19-2021 at 10:02 AM. Reason: Missed Nocturnal on first pass, missed Heals FP on Leech
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Old 01-18-2021, 05:53 PM   #15
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Thanks! So here's a quick conversion of the modern vampire from Blood Types:

Modern Vampire
206 points
Attributes: ST +7 [70]; HT +5 [50].
Advantages: Doesn't Breathe [20]; Immunity to Metabolic Hazards [30]; Leech (Blood Agent, -40%) [15]; Unaging [15]; Sharp Teeth [1]; Supernatural Durability [150].
Disdvantages: Draining (Human blood) [-10]; Infectious Attack [-5]; Nocturnal [-20]; Supernatural Features (No body heat; Pallor) [-15]; Uncontrollable Appetite (Human blood) (12) [-15]; Unhealing (Partial) [-20]; Weakness (Sunlight; 1d per minute) [-60].
Interesting. So you toned down ST and got rid of the ability to heal FP. I kept the ST for damage and Powers suggests Leech (Heals FP, +60%; Blood Agent, -40%) [30]; Sharp Teeth [1]) as the way to do Vampiric Bite.
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Old 01-19-2021, 12:45 AM   #16
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Default Re: Updating the vampire

For a VtM style drain you could try

Blood Pool
Energy Reserves 20 (Special Recharge, Leech, -70%) [18]
Leech (ER Only, -20%; Accelerated Healing, +25%; Blood Agent, -40%) [16]
Regeneration, Very Fast (Costs ER 1/second, -45%*) [55]
Sharp Teeth [1 points]
Unhealing (Partial)** [-20]
Total: 70 points

* See the house rules from Rev. P Kitty, a popular GURPS book writer. The extra -5% is for being tied to ER.
** Normally you couldn't combine Unhealing with regeneration, but since it is tied to a Special Recharge ER I figure it is fair and comparable to being straight tied to Leech. Especially since this kind of Regeneration-build gets quite expensive anyway. It does add a bit of a "buffer", but so does just getting more base hp.

Note that the 20-point "blood pool" (ER) can be used to fuel any vampire-powers, stunts, or extra effort. It essentially replaces FP for such activities. Might want to slap some limitation on Regeneration to make it harder to heal damage from sunlight, fire, holy weapons, etc. as well.
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Old 01-19-2021, 07:27 AM   #17
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No, I would not allow it. You would need to have some way to shut off Unhealing (Partial) in order for Regeneration to be a legal trait.
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Old 01-19-2021, 07:50 AM   #18
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No, I would not allow it. You would need to have some way to shut off Unhealing (Partial) in order for Regeneration to be a legal trait.
Quote:
Originally Posted by Characters P.160
Partial: You can heal naturally if a rare condition is met(e.g., when you are immersed in blood or bathed in lava). You can also heal yourself by stealing HP from others using Vampiric Bite(p.96), magic, or psionics.
Emphasis mine.

As long as it is awkward to heal yourself it is fine. Even straight up magic or "psionics" is fine. Meaning you could straight up have the "Healing" advantage and Regeneration (FP) if you wanted to Munchkin it.

You're mixing "Unhealing Partial" up with "Unhealing Total", the latter which only lets you repair through surgery or repairs (or "Exotic Means" which would likely mean another character using an ability/magic on you, or you brewing up a healing potion yourself). The Partial version is a lot more lenient.
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Last edited by RedMattis; 01-19-2021 at 07:54 AM.
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Old 01-19-2021, 08:09 AM   #19
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It should not be possible to combine Unhealing (Partial) with unmodified Regeneration, but combining it with the ability to convert ER into HP seems fine? Definitely Unhealing (Partial) + Regeneration (Trigger, Bathe in blood, -X%) would be fine.
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Old 01-19-2021, 08:45 AM   #20
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It should not be possible to combine Unhealing (Partial) with unmodified Regeneration, but combining it with the ability to convert ER into HP seems fine? Definitely Unhealing (Partial) + Regeneration (Trigger, Bathe in blood, -X%) would be fine.
Another option is to have Draining "Regeneration is compatible with Draining (p. 132), but it does not restore the daily HP loss due to that disadvantage." (sic)

So a vampire could have Unhealing (Partial) with unmodified Regeneration with the Draining but the regeneration would only cover damage outside the Draining.
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