Shev
Jul 13 2004, 04:53 AM
I was looking for Critters, but I couldn't find it on stiggybaby or in my local hobby store. What I really want most are the stats for vampires, so could anyone tell me where else I might find those? Thanks!
BitBasher
Jul 13 2004, 06:01 AM
Just keep in mind that by canon vampires in SR are pretty damn different that vampires from other fiction.
Chance359
Jul 13 2004, 06:22 AM
The main thing is that they add their current essence to their strength. On top of that, they regenerate, have thermographic vision, and a 2D6 initiative.
Shev
Jul 13 2004, 06:42 AM
Ok, I think I can make a vampire from that. Still, would like to have Critters. Anyone know a good place to get it? Stiggybabys was out.
BitBasher
Jul 13 2004, 06:50 AM
...And they get annoyed walking in daylight but by canon it can't actually kill them, or even really keep them damaged by the rules.
And no Critters is hard to find. They need ta reprint it.
Shev
Jul 13 2004, 07:27 AM
I think I'll just give a severe allergy to sunlight. It may not be canon, but I think it will do the trick.
Rock-Steady
Jul 13 2004, 09:19 AM
QUOTE (Chance359 @ Jul 13 2004, 06:22 AM) |
The main thing is that they add their current essence to their strength. |
Not only to strength anymore.
The crittersbooks says "Enhanced physical attributes".
Or is there an errata i dont know of?
BitBasher
Jul 13 2004, 02:45 PM
QUOTE (Shev) |
I think I'll just give a severe allergy to sunlight. It may not be canon, but I think it will do the trick. |
They're still immune to sunlight with a severe allergy, they regenerate FAR faster than the sun can do damage.
And they do add essence to all physical stats, not just strength.
Herald of Verjigorm
Jul 13 2004, 04:02 PM
Sunlight prevents some of their powers from working and causes pain, but will not itself kill a SR vampire. A fight in the sun just means that you have a better chance at giving it lead poisoning because it has a TN penalty and can't go into mist form.
BitBasher
Jul 13 2004, 04:31 PM
QUOTE (Herald of Verjigorm @ Jul 13 2004, 04:02 PM) |
Sunlight prevents some of their powers from working and causes pain, but will not itself kill a SR vampire. A fight in the sun just means that you have a better chance at giving it lead poisoning because it has a TN penalty and can't go into mist form. |
Which with just how much a Vamp can beat you into next thursday, every little bit can help.
Let's not also forget that vamps have a much higher than normal chance of being magically active. Mmmmm Vampy physads and mages! yay! A Vampire adept melee specialist can really ruin your day!
RangerJoe
Jul 13 2004, 05:42 PM
For house-rules on PC and NPC vamps, try
Bull's Place. These vamp rules are exceptionally powerful, but make great villains.
KosherPickle
Jul 13 2004, 07:10 PM
QUOTE (BitBasher) |
...And they get annoyed walking in daylight but by canon it can't actually kill them, or even really keep them damaged by the rules.
And no Critters is hard to find. They need ta reprint it. |
They're going to re-print it. They just have to print a bunch of other stuff first.
FPR25008 SR3 GM Screen & Critters. Watch for it.
Black Isis
Jul 13 2004, 07:30 PM
I suppose mentioning that they are in the 2nd ed BBB is not really what you're shooting for, is it?

*hearts* her PAoNA and PAoE.
Shev
Jul 13 2004, 10:07 PM
QUOTE (RangerJoe) |
For house-rules on PC and NPC vamps, try Bull's Place. These vamp rules are exceptionally powerful, but make great villains. |
Thanks! I think I'll only use these rules for super-vampires though, as they look to be seriously munchy
Quix
Jul 14 2004, 10:53 AM
I don't know if my copy has a typo or something but my second edition BBB had a Vampire's strength listed as the original characters plus his essence, and then under powers it listed Enhanced Physical attributes. So I scared my players one night by adding twice the vamp's essence to his strength. To bad their solution was the drone with a LMG.
Azrael
Jul 14 2004, 11:31 AM
Stats from Critters circa 1998 (The almighty CANON)
b: 3
q: 5 x 5
s: 3
c: 5
i: 4
w: 4
e: 2d6
Init: 4 + 2d6
Powers:
Enhanced physical attributes, enhanced senses (hearing, smell, thermographic vision), essence drain, immunity (age, pathogens, poisons), infection, mist form, regeneration. Many also have magical abilities.
Weaknesses:
Allergy (sunlight, moderate), induced dormancy (lack of air), essence loss, vulnerability (wood), +3 to all target numbers involving swimming
Personal comments:
The SR vampire had most of the things that typically kill them instantly or cause aggravated wounds made as weaknesses, and the various books say if you want to give them psychological weaknesses to crosses and holy stuff go right ahead. My guess they took all that out so as not to insult any religous types.
But the only real way to kill the buggers is to get them to deadly damage in a turn and then roll a 1 (or 1 or 2 if using explosions/fire).
I know a few people who went the way of creating more powerful breeds of the blighters, and if your interested in doing that check out Vampire:TM and the different powers to different generations of bloodsuckers (if you can get it) .
toturi
Jul 14 2004, 12:44 PM
QUOTE (Azrael) |
Stats from Critters circa 1998 (The almighty CANON)
b: 3 q: 5 x 5 s: 3 c: 5 i: 4 w: 4 e: 2d6 Init: 4 + 2d6
Powers: Enhanced physical attributes, enhanced senses (hearing, smell, thermographic vision), essence drain, immunity (age, pathogens, poisons), infection, mist form, regeneration. Many also have magical abilities.
Weaknesses: Allergy (sunlight, moderate), induced dormancy (lack of air), essence loss, vulnerability (wood), +3 to all target numbers involving swimming
Personal comments:
The SR vampire had most of the things that typically kill them instantly or cause aggravated wounds made as weaknesses, and the various books say if you want to give them psychological weaknesses to crosses and holy stuff go right ahead. My guess they took all that out so as not to insult any religous types.
But the only real way to kill the buggers is to get them to deadly damage in a turn and then roll a 1 (or 1 or 2 if using explosions/fire).
I know a few people who went the way of creating more powerful breeds of the blighters, and if your interested in doing that check out Vampire:TM and the different powers to different generations of bloodsuckers (if you can get it) . |
Just mutate the vampire, that should frighten any normal PC.
Apathy
Jul 14 2004, 02:11 PM
QUOTE |
Thanks! I think I'll only use these rules for super-vampires though, as they look to be seriously munchy |
I made my own variation of vamp rules for characters that might get infected. They haven't been play-tested yet, so I'm not sure how they work as far as game balance. I basically had infection result in an initially weaker character that only gains power by surviving years and years. Since the average survival span of SR characters is usually just a year or two (or less when they're stupid), this give you a way to keep the players still gimped, but let them face bad-ass NPCs.
(put in spoilers to save space)
Infection:
[ Spoiler ]
Unlike standard SR, HMMV virus works slightly differently in this game. The Meta-human body is highly resistant to the HMMV virus, and victims killed by an infected individual are unlikely to manifest into a vampire (banshee, etc) unless very specific circumstances. Victim in question must be bitten/infected without any essence drain at least 3 times in a single night to gain enough concentration for the infection to have a chance. Even then, the victim gets to resist with Body+Essence against TN = 1, plus one per consecutive night of infection with a threshold of 1 success, plus 1 success per consecutive night of infection. In other words, Vamp captures character on Day 1, and attempts to infect the character each day. On the first day, my char rolls his 5 body dice and 6 Essence dice against a target number of 1, with only one success required. On day 2, my char must roll 2 successes against a TN of 2. Day 3, 3 successes against TN of 3. The odds start to stack against my char on day 5, and by day 6 I’m probably infected. HMMV does not always cause intelligence loss (roll Will versus TN6, consult table below for intel hit), but characters do have to roll willpower to overcome rages/temporary insanity when essence drops below ½ original (live) essence. Mages failing these tests will eventually become corrupted/toxic, at which point they become NPCs. Although Essence Drain will work on cybered individuals, vamps find their essence distasteful, and will generally only drain characters with an ess of at least 4.
Powers:
[ Spoiler ]
Vampires(Banshees, Goblins, etc.) do not immediately start out with all powers, but gain them and become more powerful over time. However, they all start with a severe allergy to sunlight (since they don't start with regeneration, this can be more of an issue).
One Month.....If magically active, Magic is 1/2 previous due to changing aura...
....................Very Limited Regeneration.......................................................
Six Months....Attribute Boost per critter power (using essence) 2 times/day......
....................Gains one point of the lost magic rating back.............................
....................Goblins get +2 to Resist Fire.....................................................
One Year.......Reaction +2, Initiative +1D6.....................................................
....................Gains the other point of lost magic rating back............................
Two Years.....Limited Regeneration................................................................
....................Attribute Boost per critter power (using essence) always on.........
....................Goblins completely Immune to Fire............................................
....................Wendigos get Fear and Influence critter powers at 1/2 power.......
....................Banshees get Fear critter power at 1/2 power.............................
....................Dzoo Noo Quas get Magical Guard critter power at 1/2 power......
Five Years.....Nearly Full Regeneration...........................................................
....................Vampires get Mist Form............................................................
....................Dzoo Noo Qua get full Magical Guard power................................
....................Wendigos get full Fear and Influence powers...............................
....................Banshees get full Fear power.....................................................
10 Years.......Astral Hazing............................................................................
....................+an additional 2 Reaction and 1D6 Initiative...............................
Lindt
Jul 14 2004, 02:48 PM
They are going to reprint it? You mean I can keep that .pdf from 2nd ed in good concinous? I love critters, and my players hate hell hounds
Apathy
Jul 14 2004, 02:53 PM
...continuation
Regeneration:
[ Spoiler ]
I think the regeneration rules are too munchkiny, so for these PCs regeneration starts out real wimpy and only gets better after several years.
Very Limited Regeneration:
The vamp has to drain a point of essence for every box of damage healed. Essence drained for this purpose does not count toward increasing the vamp's essence rating. Regeneration is still subject to a die role, and a roll of 1 means the regeneration didn't take.
Limited Regeneration:
Same as Very Limited, but the vamp gets back 3 boxes of damage for each point of essence drained.
Nearly Full Regeneration:
The vamp gets to regenerate all damage whenever it drains at least one full point of essence. Essence drained for this purpose does not count toward increasing the vamp's essence rating. Regeneration is still subject to a die role, and a roll of 1 means the regeneration didn't take.
Full Regeneration:
Per the critter rules
Blood Lust/Bestial Nature:
[ Spoiler ]
Whenever the character has an opportunity to feed, he needs to role willpower against a target number of 9 minus their current essence. No successes means that they are overcome with bloodlust and are compelled to feed on the closest available target. GMs should require PCs to roleplay this, and any feelings of remorse or concern about their lack of self control. Repeated failures will result in an increase in the player's target number reflecting their apparent acceptance of their condition. If the player's target numbers increase to a ridiculous level, the GM should just retire the character with the justification that it's become overwhelmed by it's new nature and is no longer able to control it's own actions.
Cirenya
Jul 14 2004, 05:53 PM
In the I campaign I'm joining, there is a vampire PC
To not unbalance him compared to the rest of us, we house-ruled that anything he had either allergy or vulnerability to, could no be regenerated, but must heal as everebody else heal.
Works out pretty well, he is powerfull, but if someone finds out his true nature, he could easily got serious problems.
edited typo
lspahn72
Jul 14 2004, 05:54 PM
I don't really like the cannon vamps....They quickly turn into "super" humans instead of evil night crawlers in the face of a group of shadowruners. BUT, in Threats I think, and Ill be corrected i know if im wrong, that the Vamps in the conspiracy were alittle nastier than the standard HMHVV type of vampire. Maybe just a failed experiment by a higher vampiric power to spread the disease???
This is an upcoming plotline in my game, and would love to hear what other have done...
Apathy
Jul 14 2004, 08:36 PM
[ Spoiler ]
If I remember the Vampire Conspiricy in Threats I, they don't give any actual stats. They just give a background article indicating that Ordo Maximus is experimenting on vamps, wendigos, etc. and leave it up to the GM to make whatever changes fit into his campaign.
I think they recommended applying the toxic rules for vamps, or to just trade powers out one-for-one, to spice things up a little.
Kalibar
Jul 14 2004, 10:49 PM
Just to answer the first poster. Critters is part of the Third edition GM's screen pack. So you should look for that if you want to pick it up. It's got a lot of creatures but zero flavor text. I prefer PAoNA and PAoE, gives you more of a feeling about the creatures.
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