z(Continued from last message)
the vampire's flesh. Sunlight has a DV = vampire's total
exposure time in seconds/vampires BP. Sunlight Damage is
Type I.
2. Vampires that have been undead for fifty years or so,
show a marked tendency to become careless as their peer
group begins to obviously age and die. A large majority
of vampires never survive past this age.
At this age, a vampire can stand about a minute of direct
sunlight before they die. This will burn them badly, but
not kill them.
For every decade of vampiric existance, the vampire
receives a 1% resistance to the vampiric allergens, and
is able to survive an additional minute of direct
exposure to sunlight. By sunlight, this refers to the
direct light of the sun on the vampire, not the diffused
light of dawn, etc.
3. When a vampire reaches 300 years old, there is a tendency
to lose all touch with whatever humanity they might have
once possessed, and go insane. This is often fatal.
4. At the age of 400 years, a vampire's resistance to the
sun jumps to an hour.
5. At the age of 500, a vampire achieves a reasonable
immunity to solar radiation, as long as reasonable
precautions are taken, such as avoiding exposure to
sunlight at the intensity found in space, etc.
6. By the age of 1000, the few remaining vampires are
totally immune to all allergins, and sunlight.
7. Vampiric POW is determined as follows:
A base 5-50
+1/BP
+1/Int
+1/Decade of vampiric existance.
----------------
This is the vampire's base POW, and will regenerate as
long as the vampire has fed recently.
Added to this is the POW it has drained from its victims
the last time it fed, minus anything it has spent so far.
8. Vampire populations run about 60% (under the age of 50),
30% (51-200 years old), 8% (201-400 years old), 1.5%
(400-500 years old), and about .5% (over 500 years old).
9. Invulnerability:
A. Plain invulnerability. Here the being has a
certain innate AV. This is reflected in the
"Natural" AV's of various creatures, but could be
extended upwards to beings whose "Hyperdense flesh"
made them "bulletproof" ala Comics.
B. Magical Invulnerability I. The DV of a weapon must
exceed the Power of the creature being attacked.
Ba. After the Power has been exceeded, only the DV
of the attack that actually exceeded the Power
is taken.
Bb. After the Power has been exceed, all the DV of
the attack that actually exceeded the Power is
taken.
C. Magical Invulnerability II. The Power of the
weapon must exceed the Power of the creature being
attacked for the attack to be effective. Once the
Power has been exceeded then ALL the DV from that
weapon during that attack is used.
D. Magical Invulnerability III. This actually blends
BOTH #1 and #3.
E. MI IV. The creature is assumed to have an innate
base effect of X for magical protection. It is
always on, without concentration, willpower
expenditure, etc....
For example, the Evil Child Eater has a POW of
26, giving him a POW aptitude of 7. Evil C.E.
has a base effect of 280 for invulnerability.
This gives him an AV of 40 (280/7=effect of
40) against all weapons oF POW 1. This means
that normal weapons (or those that the
invulnerability is not effective against --
maybe silver or whatever) won't affect him
unless they are pretty powerful, but even
moderately enchanted weapons, or powerfully
applied lightly enchanted weapons will make
him sit up and take notice.
F. MI V = MI IV, except that the creature has the
capacity to improve his capacity for magical
protection, by improving those innate powers of
concentration and willpower he is using to give him
the MI.
G. MI VI = MI V, except that it is a further
expansion, allowing more concious control over the
MI, such as letting the creature have control over
the amount of MI active.
H. MI VII. Invulnerability via regeneration.
Basically, the creature has an always active base
effect of X for healing wounds. Short of instantly
fatal results, or a lot of hits that overwhelm the
regenerative capacity of the creature, it would be
REALLY hard to kill.
I. MI VIII. similar in spirit to V.
J. MI IX. similar in spirit to VI.
MIs V-IX could all be combined with natural physical DV.
Non-magical vampires have Invulnerabilty type #1, and
their AV increases, 1/decade of vampiric existance. This
means that our 500 year old non-magical vampire can still
be brought down by an M16 with an AV of 50. He can be
brought down, though by any weapon with a POW of 1;
Silver bullets or blades, and certain types of wood,
depending on his Bloodline.
Just to liven up the pot, we give the Non-magic vamps a
+1/50 years regarding stun effects, and only specific
wounds, such as decapitiation are fatal. They get a
regeneration of:
Lethal impairment - number of hours
Non-lethal impairment - number of minutes
Stamina Impairment - Half the imp. in seconds
Power impairment - Recovery when fed.
Note that Allergin wounds will take the normal ammount of
time to heal.
Magical Vamps, on the other hand, instantly heal any
wound whose DV is less than their Magical AV. This means
that a longsword with a POW of 11, hitting a 500 year old
vampire does, say 13I (Max. 16I). It exceeds the MAV of
10, so 13DV is taken. 10 of that is instantly healed. 3
then goes through the normal damage proceedure on the
vampire.
Added to this, Magical vampires, can have any one of the
various types of Magical Invulnerability, as a part of
their bloodline's powers. As a rule Magical Vamps gain
a magical AV of 1/every 50 years of Vampiric life. Our
five hundred year old vampire can be brought down with
silver bullets or blades, specific woods, or a weapon
with a POW of 11 or better.
Costs for vampiric survival:
Survival:
Nighttime or in properly