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Additional Rules |
With the advent of the Runners Companion (Shadowrun 4th Edition; buy it HERE.), and the re-emergence of certain characters in the HHH Gameverse, a rewrite of the Vampires (the Infected) rules and mechanics has been determined to be in order.
Designing an Infected Character - Build Points as per Runners Companion (pg 79)
BP (15)
Only Infected Characters
No Technomancers
In addition to normal character development options as outlined in the SR4 materials, the HHH Gameverse offers the Infected Path or Vampire Adept. This special form of Adept is available to any Infected Character and costs an additional 15 BP to develop. It is a quality that may be developed by an Infected character at any time in the character's career, including during game play and as allowed by the GM/Game Group.
Abilities of the Infected Path are similar to abilities of other "normal" Adepts as well as the Shapeshifters found here on the HHH.com website. For every Grade of Initiation developed by an Infected Character possesses (as the Path of the Infected is one of Initiation only), they may develop those abilities from the list following. Furthermore, Initiatory advancement is possible with various metatalents able to be developed as well.
All members of the Infected have the ability to retain a "Blood Pool". This is a pool of "blood energy" (essential energies). It is through this pool/reservoir of energy that a Vampire Adept can then draw upon their other enhanced abilities. This pool of energy is equal to the (current) Essence of the Infected character which has a maximum of their original essence maximum + their Grade of Initiation upon the Infected Path. So a Banshee with a normal essence maximum of 11 who is advanced to the Grade of 5 would have a normal blood pool limit of 16 points (not counting Blood Foci or Body Bags).
| Adept Ability (Level) | Ability Cost | Blood Points | Metatalents |
| Animal Empathy | 0.25 | 0 | Advanced Somatic Control |
| Augmented Reactions | 1.0 | 1 | Animal Control & Communications |
| Animal Weaponry | 0.5 | 0 | Attunement (Animal) |
| Augmented Movement | 0.25 | 1 | Centering, Infected |
| Beast Form (per Critter) | 1 | 1 | Crafting |
| Beast Rage (Berserker) | 1.0 | 1 | |
| Cloak | 0.25 | 0 | |
| Combat Sense | 0.5 | 1 | Divining |
| Concealment (Self) | 0.25 | 0 | Domain |
| Cool Resolve | 0.25 | 0 | Doppleganger |
| Enhanced Perception | 0.25 | 0 | Empower Animal |
| Facial Sculpt | 0.25 | 0 | |
| Flexibility | 0.25 | 0 | Extended Masking |
| Gliding | 1.0 | 1 | Flexible Signature |
| Great Leap | 0.25 | 1 | Flux |
| Gear | |||
| Geomancy | |||
| Improved Senses | 0.25 | 0 | |
| Great Ritual | |||
| Humanaform | |||
| Kinesics | 0.5 | 0 | |
| Living Focus | 1.0 | 1 | |
| Magic Sense | 0.5 | 0 | Invoking |
| Masking | |||
| Melanin Control | 0.5 | 1 | Power Bleeding |
| Mortal Gullet | 0.25 | 1 | Psychometry |
| Nimble Fingers | 0.25 | 0 | Sensing |
| Pain Relief | 1.0 | 1 | |
| Heal Wounds | 1.0 | 1 | Somatic Control |
| Regeneration, Enhanced | 1.0* | ||
| Regeneration, Sympathetic | 1.0 | Summon Blood Spirit | |
| Regeneration, True | 1.0** | Synergy | |
| Traceless Walk | 1.0 | ||
| Voice Control | 0.5 | ||
| Wall Running | 1.0 |
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