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Old 01-14-2022, 12:43 AM   #31
David Johnston2
 
Join Date: Dec 2007
Default Re: not quite the World of Darkness v3

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Originally Posted by Gold & Appel Inc View Post
Right, but that's the first thing that would happen once they went into torpor unless the attacker wanted to take them undead for some reason..
Not with typical human assailants who don't know they are fighting vampires and don't have aggravated damage attacks handy anyway. Also not with people who haven't achieved a TPK.
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Old 01-14-2022, 02:59 PM   #32
naloth
 
Join Date: Sep 2004
Default Re: not quite the World of Darkness v3

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Originally Posted by Gold & Appel Inc View Post
Pretty sure it means Lifting ST + Striking ST but not HP.
Yes, that's correct. It's ST without any HP. Basically it's like "Fixed ST" from Supers.

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Originally Posted by David Johnston2 View Post
Personally I'd give vampires some level of Unkillable, especially if they are expected to burn hit points.
Generally you shouldn't have to burn more than a few for abilities. The big deal will be healing, and there's no cap on how much blood you can suck down for that between action scenes. Also keep in mind, this is a base (newly turned) vampire template with more to come as a vampire ages and develops. My benchmark for this is that someone that's been a vampire for 100 years would effectively be HP25.

Unkillable at any level tends to make each vampire a nightmare death machines. Just Unkillable 1 means it takes 165 points of injury to kill a freshly turned vampire. With IT: Unliving that's just shy of 500 points of pi damage. That's enough damage to shred 9 normal people to -10xHP.

Without unkillable 1, freshly turned vampires can take 30 points of injury before risking death. With IT:Unliving they can still take lots of gun damage (90 points pi turns into 30 damage), but aren't that good against cutting weapons (still +50% injury). That's about 7 hits from a handgun or a few rifle rounds before going negative. Naturally older vampires will have a lot more HP and a few tricks (disciplines) making them even more dangerous.


I could add a few levels of Hard to Kill, but usually if you're taking massive amounts of damage it's because your opponent will do enough to kill you.
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Old 01-14-2022, 04:41 PM   #33
Inky
 
Join Date: Sep 2019
Location: UK
Default Re: not quite the World of Darkness v3

Not so much of a nightmare death machine as all that. Unkillable doesn't, in fact, stop you passing out on a failed Consciousness check, it just means you don't make Death checks. ( http://forums.sjgames.com/showthread.php?t=8411 , for instance.) Unless they pass a lot of HT rolls, they're not still fighting at -164 HP. It's more of a "we've been killing this thing twice a week, I wish it would stay dead". Hard to Kill might be as good a fit, though, and it's a lot cheaper. (Either way the Advantage would qualify for a -50% Bane given that there are so many things it doesn't apply to - fire, sunlight, the Gangrel clan's magic claws, werewolf teeth and claws, and decapitation, among others.)
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Old 01-14-2022, 09:46 PM   #34
naloth
 
Join Date: Sep 2004
Default Re: not quite the World of Darkness v3

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Originally Posted by Inky View Post
Not so much of a nightmare death machine as all that. Unkillable doesn't, in fact, stop you passing out on a failed Consciousness check, it just means you don't make Death checks.
That's true if you can do damage suddenly and they happen to pass out right away, otherwise Berserk tends to kick in giving them immunity to shock and a +4 to HT checks. Even a fledgling HT 10 vamp should stay active for a fair amount of time while at negative HT (90%? success rate).

Last edited by naloth; 01-14-2022 at 09:54 PM.
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Old 01-14-2022, 09:58 PM   #35
Inky
 
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Default Re: not quite the World of Darkness v3

Had not taken that aspect of Berserk into account. Hard to Kill (if anything) it definitely is.

Regrowth is applicable, although it's 40 points and you've already got a long list of advantages and disadvantage.
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Old 01-15-2022, 05:39 PM   #36
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Default Re: not quite the World of Darkness v3

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Originally Posted by naloth View Post
WoD Vampire v3 (50 points)

[-20] Phobia (Fire; Sunlight; CR12)

[-36] Weakness (Sunlight; 1d/min; very common; variable -40%)
Should they not have a vulnerability or weakness to fire to justify the phobia?
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Old 01-15-2022, 06:26 PM   #37
Not another shrubbery
 
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Default Re: not quite the World of Darkness v3

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Should they not have a vulnerability or weakness to fire to justify the phobia?
In old school VtM it was something like Combustible, wasn't it?
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Old 01-15-2022, 06:59 PM   #38
David Johnston2
 
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Default Re: not quite the World of Darkness v3

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Originally Posted by Not another shrubbery View Post
In old school VtM it was something like Combustible, wasn't it?
Not all of them had that. But fire was the only easily achieved mundane source of aggravated damage, so vampiric regeneration didn't work against it.
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Old 01-15-2022, 09:02 PM   #39
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Default Re: not quite the World of Darkness v3

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Originally Posted by naloth View Post
Yes, that's correct. It's ST without any HP. Basically it's like "Fixed ST" from Supers.
It seems like you are charging full cost for it however. Shouldn't the cost be based on 8 pts per ST based on KYOS?

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[48] ST!+6 (Costs HP, variable +2 ST/HP per min -20%; No HP Gained)
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Old 01-16-2022, 02:52 PM   #40
naloth
 
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Default Re: not quite the World of Darkness v3

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It seems like you are charging full cost for it however. Shouldn't the cost be based on 8 pts per ST based on KYOS?
Yes, it looks like I either forgot to price it at 8/lvl or to take the -20% against the value. I'll go back and correct that.

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Originally Posted by BigSlick View Post
Should they not have a vulnerability or weakness to fire to justify the phobia?
I like that idea. Fire damage (outside of a Supers game) tends to somewhat lacking so a x2 modifier would make it more serious threat.
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