| Vampire Mutants..; Fancy a drink? | |
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| Topic Started: Aug 2 2009, 02:52 PM (92 Views) | |
| mattblackgod | Aug 2 2009, 02:52 PM Post #1 |
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On Mattblack world there is a oddity among mutants known as the Vampire mutation. Vamps as they are known often look like norms. However there are tell tale signs. They are pail, wear sunglasses, have oddly coloured eyes (not always) and elongated canine teeth. Vampire Mutants are similar to the undead creatures of legend expect they are not actually dead. These mutants can be killed like normal people and are mortal despite much longer lifespans. They are intolerant to sunlight but only suffer discomfort and extreme sunburn. One other thing that sets vamps apart from the rest of mutantdom and the norms is they seem to be better at fighting and combat. Forget the legends of becoming a Vamp by being bitten these are born that way and often flock together for protection. Like the legends they need blood to survive and normal food can only sustain them for a short while. The blood doesnt have to be human or mutated human. This fact doesnt stop witch hunts (well vampire hunts actually) in small communities who are freaked out by the Vamps looks and behavour. Vamps often live in small communities in undergorund places such as rail stations. Some more powerful vampires have human or mutant slaves who provide food for thier master/mistress. Such slaves will happily give thier lives for thier masters. As Vamp Mutants can come from several backgrounds they can be of any archetype. Take the Archetype stat and add the modifiers below. Move as Normal. Aimed +1 to Archetype, Melee +1 to Archetype, Life +2 to Archetype, Skills as Archetype plus one Vamp Skill (see below), Cost +10 to Archetype skill. Rules: •Vamp Mutants have a Bite attack. If they win Melee they can choose to feed on the figure. It costs 1AP to drain 1 life point. For every life point drained from the victim they gain 1 life point. Vamps cannot go over their allotted Life score. •Vamp Mutants gain +1 to all Melee damage scores including unarmed combat. •Vamps may use the skills associated with their Archetype •Vamps may take an additional “Vamp”skill. •Extra skills may be bought with experience. •Vamps have a 10% chance of Psionics skills. •Vamps are intolerant to sunlight, but have a -1 to all dice rolls when fighting in sunlight. •Vamps are immune to holy relics, running water and garlic. Although a stake through the heart, decapitation and fire are sure ways to kill them, like pretty much anything else. •Vamps excel in battles in the dark and underground gaining a +1 roll all Int rolls. •Vamps Leaders may have 1 or 2 human or mutant slaves. The slaves will do its masters bidding even at the cost of their own life. Vamp Skills: Quick Move Exp Cost:1 The Vamp gains a +1 to its move score. Jump Exp cost 1 The vamp may jump/leap twice its move value for 1AP Bloodlust Exp cost 2 The vamp is driven on by blood lust. They gain a free attack in melee and +1 to all melee and damage rolls. If the Vamp wins combat when in bloodlust it must attack the nearest figure even if it is a friendly. Aura Vision Exp Cost 1 The Vamp can see the auras of all living things. It can see in the dark with out penalty. It can also see auras through solid objects within 12”. When shooting into soft cover the bonus does not apply to Vamps with Aura vision. Extruded Vision Exp Cost:1 The Vamp’s eyes can zoom in on a distant object acting like a scope. +1 to all aimed shots. Dilated Time: Exp Cost: 10 The Vamp is seen to be able to move and perform actions lighting fast. The vamp gains 3AP for one turn and +1 to all dice rolls. All melee and shooting against the vamp have a -1 bonus. This can only be used once during a game and costs one Life Point to use. Time Freeze: Exp Cost: 15 The vamp vanishes. It freezes time for a short period. The vamp gains a free turn at the end of the turn. It can perform actions as normal. However the skill costs the vamp 2 life points to use and can only be used once during a game. Use it wisely. Edited by mattblackgod, Aug 2 2009, 04:52 PM.
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Mattblackgod - Warlord in Charge and Wargames Anarchist! Bow Down to the Wasteland Warlords!!!! Mattblackgods world - A Post Apoc minis site Mutate & Survive! | |
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| dicehead | Aug 2 2009, 04:11 PM Post #2 |
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Coldheart
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Great stuff, there's some really interesting powers there! You might want to increase the cost of dilated time though, an extra action point is highly valuable. |
| Power and chaos! | |
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| mattblackgod | Aug 2 2009, 04:58 PM Post #3 |
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Done! I have tired to balance these last two powers/skills by having them drain the Vamp's lifeforce. So if you are in trouble you need to think carefully before using them. Still it does allow the vamp to grab a snack on the go! As a faction the ability to top up life by having a drink makes them difficult to wipe out, but not impossible. A good idea for a game is a poor vamp mutant trying to run from the locals. Can he/She escape? I drew these rules up as Aryanrieche has a Vamp Officer and I also have the "family" mutant vamp gang. |
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Mattblackgod - Warlord in Charge and Wargames Anarchist! Bow Down to the Wasteland Warlords!!!! Mattblackgods world - A Post Apoc minis site Mutate & Survive! | |
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| johnl5555 | Aug 3 2009, 05:47 PM Post #4 |
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Ghoul
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I have been painting up the old Heroclix thugs w/ handgun to be my Vampiire gurds ala the Blade movies. I have a couple of nice Blade clix figs. I also picked up the metal Vampire hunters from the Roadkill range. Their Vamp figs from that range would make a good Vamp clan. Thanks, John |
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