QUOTE (Megu @ Jul 1 2009, 11:42 PM)
Has anyone else done this, or anything like it? Does this make them stronger, weaker? How much would you alter the point cost if someone wanted to play one? I realize this is some thread drift, but I hope that's ok.
I feel like we're having a discussion about vampires, and in the background a barfight over essence holes is about to break out.
Megu, I did some similar fiddling with vamps in my (SR3) game. I left them Essence Drain (and Infection), but slowed their rate of Essence loss. As long as a vamp was getting blood, it's Essence didn't decrease on it's own. However-- and it's a big however-- I also gave an Essence cost for some of their powers, like Mist Form. (Senses and Immunities were always active, most everything else I can remember cost a point of Essence.) This was piggybacked with my houserule of the Regeneration power, for vamps it cost them one point of Essence per wound level. So a vamp with a regular diet of blood could stay full for a long time, but blow it all in one night and be ravenous at the end of it. Vamps that lived that kind of lifestyle were particularly dangerous, because they might be sucking up 6 points of Essence a week. (For those who thinks this sounds vaguely like V:TM's blood pool, yeah, I ripped it off pretty heavily.)
I also changed which powers vamps got and tied it to bloodlines, or specific strains of HMHVV (similar to the difference between vamps and nosferatu, but not as pronounced). Mist Form was on the list, but assumed the vamp had been around for awhile. New vamps, say those infected for under a year, pretty much just had the Senses, Immunities, and Enhanced Physical Atts. Some gave up Mist Form and got Influence, or Concealment, or something else. ("Sounds like V:TM?" you say. No comment.) Some had more severe allergies to Sunlight, the idea being the more the disease progressed, the more sensitive to light they became.
I also played pretty fast and loose with magical vamps, letting the Magic rating fluctuate with their Essence. Vamp Phys Ads had a list of which of their PA powers would function with their Essence level, so that a vamp PA might find himself spending Essence to gain vamp powers but having to give up PA powers. Having to spend a point to Regen a Serious wound down to a Moderate was a tough decision if it meant your Improved Reflexes was going to stop working. It was more bookkeeping, but I liked it.
I used some vamps as big bads (not so much as villains per se, but just for general badassery), while the younger vamps made good rank-and-file. I ran two main vamp-centric runs, the first was "Brittany the Vampire Slayer" (referenced upthread), the other was the sequel which was more a rip-off of "John Carpenter's Vampires" and "Blade II", although I think in that one the runners were working for the vamps.
For more V:TM crossover goodness, or at least odd serendipity, please note that Vampiric Pawns (from PAoE) correspond closely to V:TM's ghouls, whereas the Nosferatu (also from PAoE) are a lot like a V:TM vampire clan, the name of which escapes me right now.