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1)
Arise As A Vampire
:
Regeneration (1 BODY per Minute), Campaign Level Ability; Player Looses Control Of Character Permanently When Used; Character Becomes A Full Vampire With Additional Abilities And Under the Control Of the GM, Resurrection, Inherent (+1/4); Resurrection Only (-2), Does Not Work On Some Damage ([Very Common attack]; Damage From Faith, Staking, Sunlight; -1), Perceivable (by Supernatural Awareness; -1/4)
Notes:
Real Cost: 0 points
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0
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2)
Vampyrii Blood Sucking
:
(Total: 100 Active Cost, 31 Real Cost) - Retractable Fangs: Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR) (Reduced Negation (4)), Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (26 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Restrainable (-1/2), -2 Decreased STUN Multiplier (-1/2) (Real Cost: 9) plus
- Suck: Drain BODY 0 1/2d6, Reduced Endurance (0 END; +1/2) (7 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Restrainable (-1/2), No Range (-1/2), Skin Contact Required (-1/2), Must Do Body with Retractable Fangs To Use (-1/2), Linked (Energize; -1/2) (Real Cost: 2) plus
- Ecstasy of Blood: Change Environment (Stun (APG 83)), Reduced Endurance (0 END; +1/2) (45 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), No Range (-1/2), Skin Contact Required (-1/2), Must Do Body with Retractable Fangs To Use (-1/2), Linked (Suck; -1/4) (Real Cost: 13) plus
- Energize:Healing Simplified Healing and END 0 1/2d6, Reduced Endurance (0 END; +1/2), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1), Decreased Re-use Duration (Phase; +1 1/2) (22 Active Points); Self Only (-1), Extra Time (Full Phase, Delayed Phase, -3/4), Linked (Suck; -1/2) (Real Cost: 7)
Notes:
Real Cost: 31 points
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0
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3)
Vampyrii Boost
:
Aid STR, REC, CON, SPD 3d6+1 (standard effect: 10 points) (+1 max (20 max)), Constant (+1/2), Expanded Effect (x4 Characteristics or Powers simultaneously) (+1 1/2) (63 Active Points); Only to Aid Self (-1), 2 Continuing Charges lasting 1 Minute each (-3/4), Costs Endurance (Only Costs END to Activate; -1/4)
Notes:
ADVANTAGES AND ADDERS
Constant: If a character applies Constant (+½)
to Aid, he keeps rolling his Aid dice every Phase
the power remains in effect until he reaches the
power’s maximum effect. Thereafter, the normal
rules for the fading of the effect apply. For
example, if the Aid is at maximum, and Post-
Segment 12 rolls around, the subject loses 5 of
the Aided points. The Aid kicks in again in the
character’s next Phase to Aid him back up to the
power’s maximum effect.
Real Cost: 21 points
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6
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4)
Vampyrii Durability
:
Resistant (+1/2) applied to ED
Notes:
Real Cost: 1 point
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5)
Vampyrii Durability
:
Resistant (+1/2) applied to PD
Notes:
Real Cost: 1 point
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6)
Vampyrii Eyes
:
Nightvision
Notes:
Real Cost: 5 points
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0
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7)
Vampyrii Regeneration
:
Regeneration (1 BODY per Phase), Can Heal Limbs, Per Phase (APG) (23 Active Points); Does Not Work On Some Damage ([Common attack]; Damage From Faith, Staking, UV; -3/4), Costs Endurance (Only Costs END to Activate; -1/4)
Notes:
Real Cost: 11 points
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2
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8)
Vampyrii Resistance
:
Damage Negation (-5 DCs Physical, -5 DCs Mental) (50 Active Points); Damage-Based Endurance Cost (-1/2), Not vs Faith Damage, Or UV Based Damage (-1/2)
Notes:
Real Cost: 25 points
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5
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9)
Vampyrii Senses
:
+1 PER with all Sense Groups
Notes:
Real Cost: 3 points
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0
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