By Micheal Dopheide (erudite@bcl.net)
System: Intelligence + Science (or any science relating to energy) determines the amout of success.
Once the vampire has stored energy within himself via Store Energy, he can then release the energy on contact to cause aggravated wounds. On contact, the vampire can choose to release from one to six points of energy to cause aggravated wounds. Anym more than this will do one dice of aggravated damage to the vampire for every point of energy spent over six. The vampire can also release two points to make any damage he does for his next physical attack aggravated. A discharge can also be used to crea te a shock to an electronic device.
System: After the first hour is over, the vampire must make a stamina + fortitude check every 10 minutes to keep from taking aggravated damage. The difficulty of this roll is 6 + one for every 10 minutes after the first hour. The vampire will take one point of aggravated damage per turn until he discharges if the roll if failed. If the roll is botched, however, the vampire will take six points of aggravated damage and be stunned for two turns as the energy suddenly explodes from h is body. This will continue until the vampire releases the energy or has taken six points of damage.
For the first variation of Discharge the vampire need only touch another person. Then he can cause as many dice of aggravated wounds as he releases in points of energy. This is in addition to any normal wounds caused by the charact er that action by physical contact. The aggravated wounds are saved first. For the second variation, the vampire releases two points over a period of time and all of the damage he does in the current physical attack is aggravated. Discharge damage can also be conducted through metal melee weapons, although it decreases the damage by two dice because the vampire is concentrating on the release of energy.
The vampire can now transform one type of energy into another. For example, he can take the stored energy within his body (level 2) and create light or heat. The amount of heat or light produced is proportional to the number of energy points stored within his body. The vampire needs to make an Intelligence + Science roll to determine how fast the transfer can be made.
Number of Successes | Outcome |
1 Success | You could warm up faster by rubbing your hands together. |
2 Successes | You are a flashlight and you can warm a plate of beans. |
3 Successes | Headlight and you can make paper burn. |
4 Successes | Blinding light and you can catch wood on fire. |
5 Successes | Weak sunlight and you can melt some metals. |
System: The vampire must spend 1 blood point for each foot of length he wants the weapon to have and an additional point if he wants the weapon to have a cutting edge. i.e. brass knuckles=1 blood point, knife=2-3 blood points, baseball bat=3-4 blood points, sword=3-7 blood points, etc. All damage done by an energy weapon is aggravated.
System: The vampire must spend one blood point for every success of damage that the field will protect against. In addition to this cost the vampire needs to spend one blood point every five rounds to keep the field active. (not co unting the first five) If he chooses, he can spend another point to have the field move with him if need be. This only needs to be spent once for the entire time the field is active.
System: To attempt the transformation the vampire must have a full supply of power. (12 points, as per Store Energy above) After the vampire has completed his journey, he will have been depleted of energy. The vampire must also spend one blood point and successfully make a stamina+fortitude check. The transformation takes 3 turns. The vampire may also spend three blood points instead of one and the transformation will be immediate.