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It could be more like an Allegiance score than an attribute, with break points (every 10, every 20?) the vampire gets 'stuff'. That's how I'd handle it. |
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Also, depending on the time frame (is it modern day?) then the 'power' of the vampire can be very relative. Vampires might be more than a match for any human... in melee. However, guns can be a great equalizer. Perhaps while a bullet won't kill them, collecting too many will slow them down enough to be dealt with. So you lose the superhuman effect, and force the characters to be more methodical and thoughtful about it. Perhaps really ancient ones get to the point where this is not an issue, but younger ones can be stopped by a machine pistol on full auto... or a shotgun. ![]() That forces players to be much more thoughtful, and not just rampage around. |
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I was also thinking, as far as how vampires could relate to others of their kind, that they might not like others of their kind too much. This could lead to some very interesting Machiavellian-style role playing. It might be easier to use Mythic Game Master Emulator Mythic Game Master Emulator for this than it would be to use a real GM. Since it would allow for the players to create the story as they go along. A good map of a city or town might be useful, though. Here's what I'm thinking: Some sessions of gaming could have the vampires converge on a town or whatever for food. But one is going to be the top vampire that gets the whole food supply. Too many vampires are going to let the population know that there are vampires about, so the vampires are going to try and pin the blame on one another, while ingratiating themselves into human society. And not letting the mortals know that they know much about vampires, or are ones themselves. Another idea that goes along with this would be that vampires can be created accidentally, but it's rare--otherwise the world would be overpopulated by vampires. However, the originating vampire is having really crappy die rolls thus allowing all the players to be vampires. And the characters can either band together and defeat the originating vampire before he/she kills them all, or they can all try and kill off each other with the originating vampire as a wild card. Also, if the vampires are allowed to create minions:humans that drink vampire blood and fall under the control of the vampire who's blood they drank--or simply gain the powers of the vampire and give fealty to the vampire they get the blood from. That might make for some interesting battles and other interactions.I realise these may be best served for single gaming sessions, or for short campaigns. Maybe for longer campaigns, they can fight off wily vampires who invade their territory and all the vampires can have different weaknesses. Last edited by Dredj : April 21st, 2008 at 19:06. |
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I think the sanity thing is a bit overdone in the game. It seems like most of the time the investigators know they're hunting monsters. Why would they lose so much of their sanity encountering something they kind of know they are going to run into in the first place? And, besides, how scary can a book really be (losing SAN from reading a book)?
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One of my players lost 57 points of SAN last game session from watching a Great Old One. He's clearly going downhill towards the zero mark, but his insanities makes him more and more into a crazy opus dei monk (sort of cultist) battling devils for the lord, that way he stays playable.
(and cthulhu rising IS somewhat of a monster-hunting game. Combat armor and tactical assault rifles with grenade launchers help a lot!) SGL. |
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I realized that Cthulhu Rising is a monograph I own
. I was thinking about another game:DriveThruRPG.com - Mongoose - Cthulhutech Main Rulebook |
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Back on the idea of vampires that don't suck, I fully agree with Steve Darlington's ideas of vampires from Night's Dark Masters for WFRP2e.
Vampires have the classic weakness and strengths, but there's no telling which ones they have without proper research. This casts vampires in the role of a master villain. They're overwhelmingly powerful and inhuman (though just human enough to be creepy). By rolling on random tables, certain weaknesses are chosen. It's then up to the players to discover the weaknesses (perhaps by raiding the tomb of an ancient vampire hunter who nearly bested the vampire in the past and kept a journal which contains the weaknesses of said vampire), finding a workable way to exploit them, all the while fighting off the vampire's minions every step of the way. It makes for one hell of a dramatic endgame once the vampire finally reveals itself to the players.
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"Men of broader intellect know that there is no sharp distinction betwixt the real and the unreal..." - H.P. Lovecraft |
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Amazon.com: Night's Dark Masters: A Guide to Vampires (Warhammer Fantasy Roleplay): Green Ronin: Books I was thinking of the same thing with the tables. It's cool that someone already did that. It would definitely keep the players on their toes, and could make for a good investigative game. |