Play Tests


Due to a demand from Players, I have made up these stats for playing a Wampyr. Sadly as it always goes, once I have them made up, everyone likes their characters to much to make a secondary.
Wampyr Class (V. 1.02) Requirements: Failing If the Wampyr commits an act that would drop their humanity below 6, they must make a humanity check difficulty of 9. Only one success is needed to maintain control of oneself, but should the roll fail, the Wampyr loses the point of humanity and must roll again immediatly to see if they continue the downward spiral to the belly of the beast within them. If at any time the roll botches or the Wampyr's humanity falls below 3, they become a True Vampire of the Caitiff. However, the Wampyr's strength of will is such that should a roll fail, they can spend a point of temporary willpower and make a willpower roll difficulty of (10 - Humanity). If the roll succeeds then they keep the point of humanity and may make the humanity check again. If the humanity check should botch, the Wampyr can spend a point of Permanent willpower and make a humanity roll difficulty of (12 - Humanity) in order to try again and stop their change. This strength of will only gives them the chance to try again, it does not stop the downward spiral. Should the Wampyr descend into the Caitiff, they lose all of their automatic merits gainied at creation, but they keep the flaws. They maintain the same generation and disciplines but now learn disciplines using the Caitiff's XP multipliers. This is a VERY bad thing to have happen during the day, as the new vampire is likely to be quickly rendered to ash by the sun's hatefull rays. Discipline Options: (Note: Player can start with no more than 1 dot in the mental or supernatural disciplines.) The Wampyr come about through an attempted embrace, but due to the victim’s extreme force of will and some unknown and intangible quality, they did not fully undergo the change. They did however gain a portion of the vampire’s strengths and weaknesses. No Wampyr can ever be blood bonded to another. Wampyr are sired at two generations below that of their sire. For example a 10 generation Ventrue would spawn a 12 generation Wampyr.

Since they are still a mortal being they retain their look of life as well as the ability to consume and digest food. If at any time the Wampyr’s health chart becomes filled with lethal or aggravated damage, the character dies. They have the ability to soak lethal damage, but still soak bashing at full levels. Unlike true vampires, the Wampyr soak all bullets as lethal damage. They spend a point of blood every night like their vampiric brethren; however, they do not have to rest during the day. Although they do still need sleep like any other mortal. However, the cursed nocturnal blood in their veins causes them a 1 point die penalty to all rolls during the day. Also they still need to drink blood, but they are not as bound by this as are normal vampires. They need not worry about frenzy as much as does a true vampire for their beasts are young and weak thus they have half the normal difficulty to resist frenzy. They can survive for a day without any “blood points” in their system, but they suffer a 2-point die penalty until they can consume more blood. These penelties gorw worse as time progresses and with out fresh blood, the Wampyr will die by the end of a week's time. Wampyrs start with only one point of blood in their systems.

Like a true vampire they can boost their physical attributes with blood for a scene, but they can never boost them beyond their normal maximum potential of 5 dots. Wampyr can spend blood to heal themselves from bashing and lethal damage, but require 5 points of blood and either 24 hours rest or a point of willpower to heal aggravated wounds. Wampyr however do have the ability to heal themselves normally like mortals but much slower. Bashing damage takes as much time as an equal amount of lethal, and lethal damage takes twice as long to heal. As a part of this, Wampyr age much slower than normal mortals, aging only one year for every decade.

The Wampyr fights a constant struggle with their growing and maturing beasts like true vampires. If a Wampyr’s humanity falls below 6 they must make a humanity roll, difficulty of 9 to see if they succumb to their beast. If the roll fails, they lose a point of humanity and must roll again immediately. Once the Wampyr drops to a humanity of 3 or any roll botches, they become a true vampire, but they are one of the caitiff and have the flaws Thin Blood and they retain their dark fate. In addition they lose their immunity to the blood bond and depending on just how far they fell, they may have lost their merits of eat food and blush of health. Obviously this degeneration is a very bad thing to have happen in broad daylight. Also Wampyr’s only have vestigial fangs that lack the ability to retract, nor do they have the enzymes to lick a feeding wound closed. Wampyr lean new disciplines for 15 xp, and additional dots in existing disciplines at 8*new rating. Also, mages cannot become Wampyr’s and maintain their avatar. Either they become ghouls and keep their avatar, or they become Wampyr’s and lose their avatar and ability to use magic. Merits and Flaws that a Wampyr cannot take