Sunday, March 28, 2010

Vampyres Week: Wrap-up

Vampyres Week: Wrap-Up

So that was my week for Vampyres.

Here are the links for future reference.

- Introduction
- Chill, 1st Edition (Pacesetter)
- C. J. Carella's WitchCraft RPG
- Mutants & Masterminds
- Big Eyes, Small Mouth (BESM) 3.0
- Witch Girls Adventures

Some Facebook discussions:
- WitchCraft RPG
- Witch Girls Adventures

I have had requests to do nWoD versions and I might also do one for  Hellcats and Hokey Sticks.
Any other systems?

Saturday, March 27, 2010

The Week in Review (and then some)

Back from vacation.  I had the Blog on Auto-post all week, so sorry if I did not get to respond as quickly as I would have liked.

So what do I know?

- Gary Con.  Sad I missed it.  I really wanted to go but was on a plane at the time.

- TARGA/DnDWPS dust up.  That was a bunch of suck.  I am going to miss Chgowiz's blog, having met him in person recently.  I still like TARGA and what they do, and I still enjoy the hell out of Zak's blog.   I just find it all odd really.  Reminds of the time my mom told my brother and I that she hated it when we watched horror movies full of killing. She said she would rather see us watching porn because at least that was some positive.  So we went out and brought a bunch of porn home.  I think Dad was happy.  So people that play a game that is basically about "killing people and taking their stuff" have some issues with some occasional dirty talk and maybe a boob?   Not getting it. Sorry.  But that is all I want to say on the issue, I don't want to add fuel to a fire that is almost out.

Reminds me of another story.  I was supposed to go to a party to meet up with a bunch of the people that I hung out with and lived with in college (this was back in like 1990).  But my buddy Scott and I had gone out and proceeded to start drinking without everyone first.  We drank, listened to the Who for a while and were generally in a really fantastic mood (it was "springtime in Carbondale!" three words that held so much meaning back then, and "Face Dances" is much better when you are little off).  We showed up at the party and we were smashed and happy and loud and there had just been a HUGE fight between one of my roommates and his girlfriend and everyone there was so not in the mood for me or Scott.  That's what I am trying to avoid here.  We left and finished drinking on the steps of the local Lutheran Church because we felt at the time the Lutherans were the most accepting of all the local churches. Especially of a drunk atheist and neo-new agey whatever Scott was at the time.

Oh, and put me in the crowd as someone that would like to see Chgowiz/Mike bring his blog back.

- Vampyres. Yeah that was fun.  I love that stupid little flick. Might be a reflection of my immaturity or (as I prefer to think of it) my esoteric tastes in horror cinema.  Plus I got to try it out in a bunch of systems.  Might be a bit before I do that again; doing a bunch of systems at once.  I have nothing else up my sleeve unless I want to drag out Willow & Tara again, and you all might be tired of hear about them from me.

- Succubi week. I post my Sympathy for the Succubus post right before and then I see a bunch of other posts.  Mostly related to succubus pic from the Monster Manual.  Cultural Zeitgiest? Collect Subconscious? Naw. Doubt it, more like it is gamers for the most part are pervs.

- Blog Persona vs Real Life. This is an interesting one. I have a some people that read this blog on the website and others that read the redirect from Facebook.  On Facebook I have friends, family, co-workers, people I know from the gaming world because I like their stuff, people from the gaming world because they like my stuff and a bunch of others.  So, how should I "present" myself?  I mean I have people at work now telling me they had read my blog and commented on some of the things I have said.  Sometimes I even get a call from my mom and she comments on something I have said.  All I have really have to say about all of that is, well, you people are supposed to know who I am by this point. ;)
I am not planing to put anything here that I wouldn't figure my mom, my wife or my boss would read and get me into trouble.

- Books & Reviews.  I FINALLY got around to reading some the books and products sitting on my "to read" pile since before Christmas.  Expect a round of reviews to start coming in.

- What Scares you the most?  During my feverish time while I was sick it came to me what scares me the most.  Look forward to a post on that too.

- Orcus.  I am going to agree with Zak on something else here.  Orcus is the most Metal of all the Demon Lords.  If I ever get a chance to re-run going to Orcus' plane in the Abyss it needs to make "Tomb of Horrors" look like "Candyland".  Then I am going to ask James Raggi to tell me how to make it more metal.  This would fill that desire I have to an adventure that has EVERYTHING in it that all those critics in the 80s said D&D was about (and were wrong).  Childish of me?  Maybe I think it is actually that part of my brain that is attracted to medical dramas and really bad movies that part that says "how bad can this get? And then what can happen to make it worse?".  In other words, I want to turn it up to 11.
Maybe I could make it something like an OSR community thing.  Contribute one thing you would find in Orcus' lair, I don't care how sick, twisted, cruel or profane. Or I could just listen to Iron Maiden for about a week straight till something pops in my head.

Friday, March 26, 2010

Vampyres: Witch Girls Adventures

Witch Girls Adventures

This one is a bit harder, not so much due to the system, but rather the subject matter. One doesn’t typically merge “Magic School Girls” with “Lesbian Vampire kill fest” unless this is Cinemax late night. But it be can made to work especially if the Director needs up the ante on a particular plot.

Using Mayfair’s, tone down the “strip club” aspect of it and make it more openly a nightclub for supernaturals, a very dangerous one at that. The stars have to go to Mayfair’s because they believe they will get information they need. Maybe some of the other students have gone missing and this was the last place they were seen. Suspicion can obviously fall on Fran and Miriam, but I think it is more interesting if the they are not involved directly but do know of someone who is. WGA has vampires and in their magical world vampires and witches can make for good adversaries or allies. Fran and Miriam can be reoccurring “guest stars” that have information that the stars will need every so often. Of course the teachers and headmistress of the star’s school has complete forbidden them from ever going to Mayfair’s, we all know how well that one works out.

I am not saying here to make Fran and Miriam into “sparkly vampires” or even into “good guys”, but certainly they should have their own agendas and killing the stars and drinking their blood might not be one of them. That’s what I wrote Elizabeth Bathory up for. Fran and Miriam are dangerous yes, but their role is more of the information broker, the devil that can give you information but at an unsure price. I am sure Fran would love to hire a couple of the stars, once they are older and have “grown-up” a bit and she would not be too amiss to mentioning this. Miriam might take this the wrong way of course and that can lead to all sorts of other problems.

Fran, Vampire
Rank: 4
Body: d8 Mind: d6 Senses: d8
Will: d10 Social: d10 Magic: d6
Life Points: 16 Reflex: 11
Resist Magic: 9 Zap Points: 12

Skills: Acting +2, Athletics +3, Basics +2, Dancing +2, Fighting +1, Gossip +3, Hear +1, Leader +3, Look +2, Magic Etiquette +2, Mundane Etiquette +4, Mysticism +2, Mythology +4, Streetwise +5

Abilities: Beautiful, Mysterious
Heritage: Vampire
Common Vampire Abilities


Miriam, Vampire
Rank: 4
Body: d10 Mind: d6 Senses: d10
Will: d10 Social: d10 Magic: d6
Life Points: 20 Reflex: 13
Resist Magic: 9 Zap Points: 12

Skills: Acting +3, Athletics +3, Basics +2, Dancing +3, Fighting +2, Gossip +1, Hear +1, Leader +1, Look +2, Magic Etiquette +1, Mundane Etiquette +4, Mysticism +2, Mythology +4, Streetwise +5

Abilities: Beautiful, Jaded
Heritage: Vampire
Common Vampire Abilities

Thursday, March 25, 2010

Vampyres: Big Eyes, Small Mouth 3.0

Big Eyes, Small Mouth (BESM 3)

Vampyres in BESM
The girls work best in a modern horror setting. So Imago is a good choice, but so is good old Earth. Given how much English flavor the movie has, keeping it on Earth is the best idea. That is not to say Mayfair's is not in downtown Tokyo.
Use Mayfairs as above, but instead of filling full vampires and demons, use Sex Ninjas, Anime Porn Stars and/or Modified Battle Maids. Or have them there in addition to the vamps and demons.

Like in Mutants & Masterminds, Fran and Miriam are not big threats to the characters.  They are on the weaker end of the vampire scale.  Their importance to characters and the game come from their knowledge and their situation as information brokers.



Fran
Template(s): Vampire
Genre: Modern day occult horror



BODY        10                HP: 110                ACV: 10
MIND        8                EP: 95                        DCV: 10     
SOUL        11                SSV: 22                Dam: 5

Attributes                                Level        Cost        Notes
Attack Combat Mastery +1 (        +10)
Combat technique (brutal) +1 (+2)
Defense Combat Mastery +1 (+10)
Features: Appearance +2 (+2)
Heightened Awareness +1 (+2)
Heightened Senses (hear, smell) +2 (+4)
Illusion (limited body only) +2 (+3)
Mind Control (humans, depletes) +2 (+13)
Regeneration +1 (+10)
Special Defense +11 (+22)
(ageing 2, disease 2, freezing water 2, freezing cold 2, lack of air 2, poison 1)
Special Movement +2 (+4)
Tough +1 (+2)
     
Skills Level (Cost) (Modern-day Occult setting)
Acrobatics +2 (+4)
Area Knowledge +2 (+2)
Climbing +1 (+2)
Cultural Arts +3 (+9)
Disguise +1 (+2)
Etiquette +3 (+3)
Foreign Culture +3 (+3)
Languages +2        (+4) English, French, Spanish
Occult +2 (+6)
Performing Arts +4 (+4)
Seduction +5 (+10)
Sleight of Hand +1 (+2)
Social Sciences +3 (+6)
Stealth        +3 (+6)
Street sense +3 (+6)
Urban Tracking +2 (+4)
Wilderness Survival +1 (+1)
Writing +1 (+1)

Defects (Cost)Notes
Bane Sunlight (-3)
Bane Mirrors (-2)

Notes: Can move about in the daylight, but is very weakened. When sleeping or in her crypt she appears to be dead.

Miriam
Template(s): Vampire
Genre: Modern day occult horror




BODY        11                HP: 115                ACV: 11
MIND        8                EP: 95                        DCV: 11     
SOUL        11                SSV: 23                Dam: 5


Attributes Level (Cost)
Attack Combat Mastery +1 (+10)
Combat technique (brutal, lighting) +2 (+4)
Defense Combat Mastery +1 (+10)
Features: Appearance +3 (+3)
Heightened Awareness +1 (+2)
Heightened Senses (hear, smell) +2 (+4)
Illusion (limited body only) +2 (+3)
Mind Control (humans, depletes) +2 (+13)
Regeneration +1 (+10)
Special Defense +11 (+22)
(ageing 2, disease 2, freezing water 2, freezing cold 2, lack of air 2, poison 1)
Special Movement +2 (+4)
Tough +1 (+2)

Skills Level (Cost) (Modern-day Occult setting)
Acrobatics +2 (+4)
Administration +2 (+2)
Area Knowledge +1 (+1)
Artisan +2 (+2)
Cultural Arts +3 (+9)
Disguise +1 (+2)
Etiquette +2 (+2)
Foreign Culture +2 (+2)
Gaming +1 (+1)
Languages +2 (+4) English, French, Spanish
Law +1 (+1)
Occult +2 (+6)
Performing Arts +2 (+2)
Seduction +4 (+8)
Stealth +3 (+6)
Street sense +3 (+6)
Urban Tracking +4 (+8)
Wilderness Survival +1 (+1)
Writing +2 +2

Defects (Cost)
Bane Sunlight (-2)
Bane Mirrors (-2)

Note: Miriam can move about in the daylight better than Fran and she waken from her torpor easier (her lesser sunlight defect).


Wednesday, March 24, 2010

Vampyres: Mutants and Masterminds

Mutants and Masterminds

Vampyres in Freedom City
As an option, use the Mayfair's scenario I posted. As vampires go, they are not very powerful, so they are less likely to pose a serious threat to a group of superheroes. Even at PL 10 they are better suited to starting characters (but not really a Claremont-based adventure). They are not masterminds, don't really have any criminal intent outside of murder for food, and really are not interested in joining a team. Now they could be uneasy allies in an adventure against Dracula.

As vamps running a local night club or strip joint they would have certainly heard of Dracula's return to Freedom City. Maybe they go to the Heroes in hopes of securing passage out in exchange for knowledge about Dracula and his plans.

What keeps the heroes of Freedom City from shutting them down? Simple, Mayfair's is on the books a legit legal enterprise. Fran and Miriam pay the city thousands in tax revenues not to mention their charitable contributions to homeless shelters (where they can also look for new recruits) and to homes for battered women (nothing nefarious here, Fran feels the need to help). So even city leaders that are not customers see Mayfair's as positive thing. Their underground business has never been proven, so any crimes that happen are hearsay or rumor only.



Fran
PL: 10 (150 pp)

Str: 14 (+2) Dex: 16 (+3) Con: NA Int: 13 (+1) Wis: 20 (+5) Chr: 26 (+8)

SKILLS: Acrobatics 4 (+7), Bluff 10 (+18), Climb 4 (+6), Concentration 4 (+9), Diplomacy 6 (+14), Disguise 4 (+12), Drive 2 (+5), Escape Artist 4 (+7), Gather Info 4 (+12), Handle Animal (+8), Intimidate 8 (+16), Investigate 4 (+5), Arcane Lore 2 (+3), History 4 (+5), Tactics 2 (+3), Theology and Philosophy 2 (+3), Streetwise 4 (+5), Notice 8 (+13), Dance 2 (+10), Acting 4 (+12), Ride (+3), Search 4 (+5), Sense Motive 8 (+13), Sleight of Hand (+3), Stealth 6 (+9), Survival 8 (+13), Swim (+2)

FEATS: Accurate Attack, Assessment, Attractive (1), Blind-Fight, Critical Strike, Elusive Target, Fascinate (1), Fearless, Improved Critical (1), Improved Grapple, Uncanny Dodge      

If using the Mayfair's scenario above Fran also has the following Feats
Connected, Contacts and Well-Informed     

POWERS:
4        Mind Control (visual dependent)
1        Drain Constitution (blood Drain)
30      Immunity (Fortitude Effects)     
5        Protection
5        Regeneration (blood drain based)
2        Supersenses
1        Time Control*
     
COMBAT: Melee 5 [Unarmed +2 (Bruise)] Ranged 5 [Unarmed +2 (Bruise)] Defense 15 (15 flatfooted) Init +3             
     
SAVES: Toughness 5 (5 flat-footed) Fortitude 0 Reflex 8 Will 13     

DRAWBACKS:      
Weakness -Mirrors [Freq DC 5] [Sev DC 5] -2
Weakness -Blood Dependence [Freq DC 10] [Sev DC 5] - 3
Weakness -Sunlight [Freq DC 5] [Sev DC 10] -4
     
Breakdown: Abilities 29 + Skills 28 (110 ranks) + Feats 11 + Powers 57 + Combat 20 + Saves 13 Drawbacks -8 = 150     

Notes: Can move about in the daylight, but is very weakened. When sleeping or in her crypt she appears to be dead.


Miriam
PL: 10 (150 pp)     
Str: 16 (+3) Dex: 16 (+3) Con: NA Int: 14 (+2) Wis: 20 (+5) Chr: 22 (+6)             

SKILLS: Acrobatics 4 (+7), Bluff 8 (+14), Climb 4 (+7), Concentration 1 (+6), Diplomacy 6 (+12), Disguise 4 (+10), Drive 1 (+4), Escape Artist 4 (+7), Gather Info 4 (+10), Handle Animal (+6), Intimidate 4 (+10), Investigate 4 (+6), Arcane Lore 2 (+4), History 8 (+10), Tactics 1 (+3), Theology and Philosophy 1 (+3), Streetwise 4 (+6), Medicine 2 (+7), Notice 6 (+11), Dance 2 (+8), Acting 4 (+10), Ride (+3), Search 4 (+6), Sense Motive 8 (+13), Sleight of Hand (+3), Stealth 4 (+7), Survival 8 (+13), Swim (+3)      

FEATS: Accurate Attack, Assessment, Attractive (2), Blind-Fight, Critical Strike, Elusive Target, Fascinate (1), Improved Critical (1), Improved Grapple, Uncanny Dodge              

If using the Mayfair's scenario above Miriam also has the following Feats
Connected, Contacts and Well-Informed             

POWERS:     
1        Drain Constitution (blood Drain)
30      Immunity (Fortitude Effects)     
5        Mind Control (visual dependent)
7        Protection
5        Regeneration (blood drain based)
2        Supersenses
1        Time Control*
     
COMBAT: Melee 5 [Unarmed +3 (Bruise)] Ranged 5 [Unarmed +3 (Bruise)] Defense 15 (15 flatfooted) Init +3             
     
SAVES: Toughness 7 (7 flat-footed) Fortitude 0 Reflex 8 Will 13     

Weakness -Mirrors [Freq DC 5] [Sev DC 5] -2
Weakness -Blood Dependence [Freq DC 10] [Sev DC 5] -3
Weakness -Sunlight [Freq DC 5] [Sev DC 5] -3
     
Breakdown: Abilities 28 + Skills 25 (100 ranks) + Feats 11 + Powers 61 + Combat 20 + Saves 13 Drawbacks -8 = 150

Note: Miriam can move about in the daylight better than Fran and she waken from her torpor easier (her lesser Daylight drawback).

ETA: Also at the Atomic Think Tank. http://www.atomicthinktank.com/viewtopic.php?f=14&t=23130

Tuesday, March 23, 2010

Vampyres: WitchCraft RPG

Vampyres for the WitchCraft RPG
I am going against my own self-imposed rules here and converting a movie to WitchCraft (as opposed to Buffy or Ghosts of Albion). I justify it by that the vampyres of the movie are more along the lines of WitchCraft’s vampyres, and not just in spelling. For example, neither are show with fangs, “game faces” or anything like that. Fran and Miriam do seem to be more like essence vampyres with blood thirst than the vampires of the cinematic games. They are not portrayed as being super strong, or turning into mist, dust, or even bats. Larraz himself in the commentary mention he was more interested in telling stories about interesting characters and humans than about monsters.
Plus there is also a book out of this, published almost 30 years later by Tim Greaves, a “Vampyres” expert, and his descriptions of the girls’ powers match the game power of WitchCraft a little better.

Fran and Miriam as ESP Succubi
Eden Studios Presents (ESP) #2 details an alternate type of vampire commonly referred to as a “succubus” by Peter Trueman. While I don’t really care to use “succubus” in this context (I like my succubi to be demons), I can’t ignore that Fran and Miriam could use some of the ideas Peter puts forth. They certainly like to give their victims pleasure, but they seem to enjoy the brutal kill as well. Miriam has the Wake by Day Quality and both use Manipulations of the Flesh to appear more attractive and to subtly change their appearances. They keep fangs hidden till feeding, and even then Fran still prefers to use a sharp knife.


Fran
Played by Marianne Morris
Vampyre Survivor


Strength 5 Dexterity 4 Constitution 4
Intelligence 3 Perception 4 Willpower 7

Life Points 55
Endurance 0 Speed 16 Essence 62

Qualities and Drawbacks
Attractiveness 2, Charisma 2, Covetous - Lecherous 1, Cruel 2, Hard to Kill 3, Increased Essence Pool 3, Nerves of Steel 1, Resources Quality 2, Vampyre

Skills
Acrobatics 3, Acting 4, Beautician 2, Brawling 2, Dancing (Disco) 1, Fine Arts (Painting) 2, First Aid 2, Intimidation 2, Language (French) 1, Language (Spanish) 1, Lock Picking (Mechanical) 1, Pick Pocket 1, Seduction 5, Smooth Talking 3, Streetwise 2, Survival (Forest) 2, Trance

Metaphysics/Powers
Bloodthirst 1, Manipulate Emotions 1, Manipulations of the Flesh, Mirage 1 (alter time perception), Nightmare 1, Wake by Day 1

Small Knife, Damage D4(2)x(Strength-1). Damage Type Slashing/Stabbing.

Notes: Can move about in the daylight, but is very weakened. When sleeping or in her crypt she appears to be dead. Uses her Mirage power to alter the perception of time and space to confuse her victims.



Miriam
Played by Anulka Dziubinska
Vampyre Survivor


Strength 6 Dexterity 6 Constitution 5
Intelligence 3 Perception 5 Willpower 6

Life Points 60
Endurance 0 Speed 22 Essence 66

Qualities and Drawbacks
Attractiveness 3, Charisma 1, Covetous - Lecherous 1, Cruel 1, Hard to Kill 2, Increased Essence Pool 3, Minority 0 (Lesbian)*, Resources 2, Vampyre

Skills
Acrobatics 3, Acting 4, Beautician 2, Brawling 3, Dancing (Disco) 1, Fine Arts (Painting) 2, First Aid 1, Intimidation 1, Language (French) 1, Language (Spanish) 1, Magic Bolt 1, Seduction 4, Smooth Talking 3, Streetwise 2, Survival (Forest) 2, Trance

Metaphysics/Powers
Bloodthirst, Manipulate Emotions, Manipulations of the Flesh, Mirage, Nightmare, Semblance of Life, Wake by Day 2 Kick, Damage D4(2)x(Strength+1).

Small Knife, Damage D4(2)x(Strength-1). Damage Type Slashing/Stabbing.

Note: Miriam can move about in the daylight better than Fran and she waken from her torpor easier (Wake by Day from ESP 2).

*Lesbian in this case is a zero point drawback. In the book Miriam openly flaunts her preference for girls. When she was alive she was seen with a different beautiful young woman every week. It did however get her killed.

Monday, March 22, 2010

Vampyres: Chill

CHILL (1st Edition)

The very first time Fran and Miriam made an appearance in one of my games was in Chill…sort of. I had planned to use them, and Mayfair’s was only a brief idea at this point, but never had the chance.

At this point Fran and Miriam had just left their home in the movie and were headed towards Barcelona. It was here that they are first spotted by S.A.V.E. agents.

In Chill, the supernatural and the mundane do not play as nice with each other as they do in other games. So Mayfair’s as a place for the PCs to find information is suddenly a much more dangerous place. Vampires in Chill are not social creatures, so it is not likely that this is a “vampire” hang out. It certainly will have a few, but almost all are one created by Fran and Miriam.

Vampires in the Chill “Vampires” book were all separated by type such as “Common Carpathian” or “Alpine”. These types typically described where they were from and what powers they had in common. Fran and Miriam could best be described as “English Vampires”.



Fran

STR 80 DEX 64 AGL 70
PER 110 WPR 122 PCN 64
STA 64 EWS 125 FEAR 5
ATT 1/75%

Movement: Can sprint without STA loss 75’ per round.

Evil Way Disciplines: Change Weather, Influence, Steal Memory, Time Stop

Skills: Acting/Drama (M) 123; Disguise (T) 102; History (M) 118; Legend Lore (M) 118; Modeling (M) 141;

IPs: 1000

Special Characteristics

1. Unlike other vampire Fran can cast a reflection and reproduces an image on film and video.

2. Fran can move around during daylight hours, but must avoid direct sunlight. She cannot use her Time Stop powers during the light of day.

3. Fran must rest eight hours to regain Stamina and Willpower. Fran prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold.

4. Fran can be held at bay by any religious symbol.

5. Fran needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she often does.

6. In combat Fran uses a curved knife. She can attack once per round.

7. Those who wish to destroy Fran must bury her along with Miriam with proper rights.




Miriam

STR 90 DEX 75 AGL 80
PER 110 WPR 110 PCN 81
STA 64 EWS 125 FEAR 5
ATT 1/75%

Movement: Can sprint without STA loss 75’ per round.

Evil Way Disciplines: Influence, Steal Memory, Time Stop

Skills: Acting/Drama (M) 125; Dance (M) 125; Disguise (M) 117; History (T) 110; Legend Lore (T) 110; Modeling (M) 135;

IPs: 1000

Special Characteristics

1. Unlike other vampire Miriam can cast a reflection and reproduces an image on film and video.

2. Miriam can move around during daylight hours, but must avoid direct sunlight. She cannot use her Time Stop powers during the light of day.

3. Miriam must rest eight hours to regain Stamina and Willpower. Fran prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold. Miriam is a light sleeper and can waken herself at the slightest noise.

4. Miriam can be held at bay by any religious symbol.

5. Miriam needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she often does.

6. In combat Miriam uses a curved knife. She can attack once per round.

7. Those who wish to destroy Miriam must bury her along with Fran with the proper rights.