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Ze Re ee Ta By Justin Schmid An Alternate Reality sourcebook for << yAs = HUNTER MOTIVATION: 6) ‘When generating a Hunter, unless the motivation for becoming one has already been played out or determined in the character’ past, the motivation must be generated. This can either be rolled or chosen from the Hunter Motivation table, HUNTER MOTIVATION TADLE Fanily member killed by a vampire, One ofthe character's fry did recently and the charac. ter discovered thatthe death was a murder, and the murderer was inhuman, Vengeance. Friend killed by a vampire. One ofthe charac: ters dese fiends ced recently, and the charac: ter found that the death was not anormal one, Vengeance Lover killed by a vampire. Th chracte’s most recent lover cied mysterious, and it seems this ‘was no ordinary death Vengeance. ‘Attacked by a vampire. The character was at- tacked by a vampire, possibly even fed upon. Now, the character wants to get back atthe beast Vengeance, Fanily member is a vampire. The character ds. covered somehow that member ofthe familys avarpiteSoving the herr oft aquesthasnow bogun to rid the word of these beasts. Huma itr Fiend isa vampire. As above, except tat it's» fiend whois the vampire, Humanitarian, Loveris a vampire, As above, except that it 9 lover who isthe vampire. Humanitarian. ‘Observed a vampire, The character sw 2 vam- pire goatoutts dirty deed ands now convinced that they exist and mustbe exterminated. Huma- ition, Curiosity. The character as always thought vam pire tobe interesting, and now wants to know imate about them. Theymayernotbe rea butt Isa fschatng topic tothe charactr. Curt. Obsession The character somehow KNOWS that vampires ex, and tat thay are preying upon humanity. They MUST be stopped, Fanatic This gives a basic motivation for each of the back- _gounds, and can help in role-playing the Hunter more effec- tire. Forexample, a Humanitarian Hunter will avid hurting iilans, whereas Vengeance Hunter willdo anything toget bck at the varnpice who injured his ved ones. A Fanatical Hunter will most lel kil anyone to get at vampires °y Mbirns' Gracy. While Predators will not touch cybernetics, any other Hunters are well advised to consider cyberetcs to put them con near-2qua footing with the vampires. Anything to boost the characters abilities, such as reflex boosters, strength enhancements, sensory enhancements and armoving are ba- sic eyberetc that wilhelp. Specifically a biomoritr i useulso that other Hunters willbe able to know whether you have become a vampire or not(fsomeoneistilmoving yettheirbiomontorsays theyre dead, then worry). Also, motion detectors are useful. Im- planted Fangs andthe lke are not useful, and may confuse Some other Hunter, so shouldbe avoided. Cyberoptics, especialy with thermographs, are useful for spotting people with low body temperatures (usually Vampires). Aso, low ight to match thei natural night vision. ‘And, a microvideois useful for information gathering espe- Cally in combat. ACyberaudio radio splice is useful, howeverithas been noted that vampires can bear even subvocalzation, so be carefulRadio Scannersareuseulforwatching fr cops. Linear frames and obvious cybernetics are acvised against, as van- Pires see them as an automatic threat, and the nose created, though to humans minimal, vampites can hea amie away. Cyberweapons on the other and might keep you alive, so stock up on them ifyou'e a Knight Body plating can be 2 good idea, but vampires don't tend to fightback physically, usually using psychic powers, so don't rely upon your steel as much as you might against humans. But,onthe other hand, many vampires hese daysare well armed, so don't et down your quads either. While this text deals mainly with vampire hunting, were= wolves have been detected from time totime, and appear to bebecominganew threat. TheSun Knightshaveset upasmall Siverado detachment @-man), who are mobile modified AV- 4 and specialize in dealing with wetewoles. CSldoes ako haveinterestin were-wohes, though their interest seems to be dying down, as their agents who investi gate were wolves tend to tun up dead. The Predators ako investigate CyberWolves. And, Heart Bur Hunters have on ‘occasion taken ona werewolf wth fatal resus) ‘As faras werewolves go, there appears tobe two types: the fist are huge wolves and incredibly powerful, and the other type are humans who believe themselves to be wolves. ‘We term the former actual were-wolves, the latter as fopes. The former are deadly and should not be approached, Callin the Siverados.Thelattercanbedealtwith however. iver has some effecttseems,butwere-wehesare ‘extremely strong, somissile combatis recommended, DoNot Engage Hand:To-Hand Combat! Not tre vampires, these are humans who use cyber- ‘netics to make themselves seem to be vampires. The best ‘examples the Dracula's Children posergang. While they are generally not cyberpsychos and have 2 good reputation, though a macabre one, they do use cybernetic to repicate vampires Typically the fist step is bioscupting to get a pale complexion, drawn back skin and beauttied (vampires are typically very beaut). Then, speedware is often added to ive the speed ofthe vampie, and muscle grafts to get the strength of the vampire. Lowlightcyberoptcs and enhanced hearing cyberaucio create the heightened vampiic senses. ‘And, of curse, what good CyberVamp would be complete without implanted Fangs and sometimes Scratchers? All of these cybernetics are usually enough to drive people who are akeady insane over the edge. Therefore, ‘many are cyberpsycho, and truly believe themselves to be vampires. True vampires donotappeartoassociate with hem though, rather avoiding them. The only organization who recognizes the difference between CybeiVamps and real vampires isthe Sun Knights, and CSIif they get to dissect the compe. {pRAGUIAS citD This is a posergang found in Night City who all mimic vampires. They dres in Slavic cess ofthe 19h century, and have Slavic accents. Theyarealbobioscuiptedandfewhavean ‘ATT below 9. Theyall have implanted Fangs, though beyond that itvares from individual toindividual They pparenty do rink human blood, buthow sunknown. Thereareno reports ‘of them ever forcibly drinking person's blood, nor of any murders inked to them ‘This is probably due to theicmitant leader, Vad, who makes sure thatllkeep within the boundaries ofthe lw and do not injure anyone. They ae probably the mostchlized _gangin Night City butaboa quiet one, andso are ignoredby ‘other gangs. Their gang home is a castle in South City, very beautiful and elegant. They are ako a very rich gang. When Hunters seek outa vampire, orhave found one, either choose from or roll on the Random Prey table to determine just what they are hunting. Note that real vam pires are actually quite rae. Most investigations will di Cover this at some point, however in the mean time, it car be quite exciting RANDOM PREY TABLE Normal Person: Tiss anormal person whos not even pretending to be s vamp, The person might simply be aright perso, havea ‘atwall pale complexion andmypsterous, But, under all cicanstances is 2 normal human without ANY powers. 21-40 Vampire Actor: Thsis anormal person whois pretending tobe a vampce. The person wil lock pale, only go out at night and probably have some srt of fke fangs. Agi, this's rnomal person, though they are actively acting the partofa vampire, 41.70 Vampie Poser: Tis sik the Vampire Actor, ‘except that even cybernetics make the persen seem lc a vampire, therefore might be more fc to identify as nt a vamp 71-75 Haematomaniac: Ahuman who's addicted to the taste ofblood and thinks thathe needs it Very insane and dangerous. 7680 Genetic Disorder: Ahuman whois afctadby a genetic disorder that causes them torequite blood ovnjectons. Abothey get badsunburs ‘when exposed to sunlight. Seem lke vam pres, but are just aficted with an ailment 8195. CyberVamp: This cert erhanced human that resembles a vampire, except has ‘gene opberpsycho and thinks they ave avar- pire. Things such as crosses and gor will repel the CybarVamp fr purely pxychological reasons. These Vamps are very dangerous. 9599 Vampice:Arealvampirehasbeen discovered! Hunt as you wish and good hic! ‘Werewok A real were-wol has been found Poe tes Se me A A { 0.9 Veampires have always been clouded in legend and Ipstey, This text 5 not tended to deste that mystic ambiance, but igorance of ou mt tre ates isextely dangerous to any Child of Night. Tiss intended to en- lighten, wile maining the at of sera SSARY. Here are afew terms that you may ind confusing or that may have mearings other than you might be fama with + Age Level(A.L):Agame term to describe at whatstage cof development the vampire iat. + Creator The creator of the specified vampire. + Master: This refers tothe leader ofa vampire coven, + Psycho(PSVi: A new stat introduced, dealing with the character's spiitual self ti fully introduced in the POWERS OF THE MIND section. + Quire Various aspects ofa vampire’ physical and men- talbeing that are distinct. + Vampire: A being thats infected with vampiric blood. ‘Thereare severalvariations, depending on the culture. A few examples: Vampir in Hungary, Vikalek in Serbia, Viyolokasin Macedonia, Brokuacoin GreeceandDearg: dulin ireland. VRYOLAKAS CAMP) ‘A CyberPunk 2020 campaign using this sourcebook couldfollowmanypaths. The mostobvious wouldbetomake new player characters as vampires. But, fr the GMs who do not wish their players to have that much power, the players could simply encounter vampires or hunt them 3s a mission. The posites are ends Vampires culdbe a partfthe ‘main plotline, or simply a sub-plot to confuse and distract pies: Anidealstuationforintroducing vampiresintoacurent ‘campaign wouldbe to transform player characters into vam. pices during the course of the campaign. That way, the character could discover vampirism along with the player, thus creating amoe realistic play ofthe vampire characters. Be wary of large groups of players ina vampire cam paign though. Vampires tend to work alone, therefore large groups of vampire-characters will make play neatly impos- sble. One way to counter this would be to have all he vampice-charactrsfledgings. This willmitthei power, hs enforcing the teamwork ideas. n this fashion, the Game Master can place the coven masteras an NPCandbe ableto guide the campaign sightl without seeming too controling as the GM. ‘Aso, what yournayhave to deal wth are power-hungy players that wll r to milk vampires forall they can. To aod this, use ther quik to the hlest against them, and perhas increase the umber ofvampire hntersafter them. Afteral vampires who abuse their powers would tend tomake esi, targets. In short, enjoy this aspect of CyberPunk’'s darker side butmakesurethatitdoesnotover shadow thetrue CyberPurk codes. ving on the edge, style over substance and attitude iseverything. Afterall this snotintended to alow the ayes, to have super-characters, just to push their role-playing experiences tothe edge. Vampism is a disease transmitted through Vampiric Blood. Atleast 25% ofthe human's blood must be replaced with vampiic blood for the disease to take hold. The vampiic blood transforms the remaining normal blood into vampiric blood by approximately 1% per 10 years thereafter. The disease changes the body physically, and the side effets affect the mind, emotions and psyche of the indi vidual. These effects and sde effects are gradual, occuring atarate consistent wth the change inblood. Vampirc blood is extremely volatile. ‘A character who receives less than 25% but mare than 10% of vampiric blood must make a BOD check every hour after being injected, Every check tat fas rases the percent age fvampirc bood by 1%, and every check that succeeds, reduces the percentage by 1%. Ifthe percentage goes below 10% the characteris normal once again, and the rest ifashed out ata rate of 1% an hour. The character contacts vampitsm ifthe percentage goes over 25%, Medical assst- ance gives +1 tothe BOD check for each successful Diffcut MEDTECH check. Draining a vampice's body of blood and then efling it with human blood s extremely sky. Itequies 5 impossible [MEDTECH checks and Siffeut BOD checks ofthe vampire to succeed. I there are one or two failures, the character stays vampire Thee or more fares results in permanent death for the vampire. If al checks succeed, the vampire reverts to human form and starts fe back atthe age he became a vampire, however loses allbut psychic powers EXAMPLE: When Mike was made, the process was rushed, andonly 20% ois body was vampiric blood. In ‘the first 12 hours, 8 checks failed and 4 succeeded, ‘meaning the percentage went up to 24%. In the next two hous, the checks fled so now Mike isa vampi. Tie legendary vampirism has abways been reganded as a das, bet mal oscil, The method by which ne Acquire prs ranged from having been @cminl in fet being btn bya vp. Ouro sini research as shown that wari sed a disease of sors but Boll on ransited tug he vampiric blond ‘Ths bload, after entering a person's bloodstream, will gdualy mutate the “normal” blood into vampiric blood, ‘until the whole body is filled with vampiric blood (taking ‘pprximately 800 year). The exact method of transmitting theses examined morein-depthinthe secon VAMPIRE ‘CREATION. Once a mortal contracts this “disease”, he under- {96s physical, emotional, mental and spiritual changes. The plpsical changes are definitely caused by the vampiric blood and include om acuteness of the senses, increased physical strength, improved reflexes and transfige ration of appearance ‘The emotional, mental and spiritual metamarphasis canmotbe dirt atituted tothe vor bled and, [would speculate, are se effet ofthe disease. A loss of mental stability due tthe credible physcl changes cam be expected, whi canbe countered tough therapy nding therapist for ‘vampire however, isthe dificult). Be wary of your mental heath as suicides neo the principe causes of death among vamp. A Ieighened sprtualiy comes with vampirism. The aus of this is fic to isolate, but sft preset. It ‘has been speculated that duet the lose link vampires Ihave with the spintual world, beng the “undead”, Peson- ally, would cect these changes to an acceptance and avareess ofthe spiritual ream. ‘The intellectual changes have little to do with vampirism, as their existence [s due more to our longevity, which enables dark chen to gather vast amount of know ‘edge and wisdom, ‘Whether vampirism isa disease or not has long been puted, but itis indisputable hat hee sno know care, A ‘method onc proposed tori neselff vampirism was dian the vampite’s body of blood, and then rel it with marta ‘blood. While the teclology of 2020 might allow such a ‘medical mace allpastattempsendediter with he patent remaining a weakened vampie cr smply dying. While there sno precise way to ever know the exact rmonber of vampires in the wel, recently an informal count totalled approx. 800,000. This woud seem to say that apts make wp approimately 0.01% of the wold’ pope lation. sizeable munber, though inthe past recall yeas ‘when it must have dropped below 50,000, maybe into the 10000 range. But we are ow facing the fille blo of the napintas, a the word ripe or ur kind ny rep 5 Monta nave abways both fared and ben fascinated bythe unknown. To cl te fas, thy have created ther wm explanations fr the cw, ad fascination has enhanced these explanation oh point of becing part of their cute, Vari has abays ben a great unkren to mortal, andthe ends refit this. The plenitude and vera nate a reat dea of hago he extn of vampires. Thecere legend surcundingvampiresisofxeanoeswho stalk man atnight drink ther blood. Whilethe questions ‘of they cae tbe, why theycame tobe ad how hey fed rfc cult t culture, every cle has Some inking of vais in theif. Legends are an important aspect of society that we shoul not meget even fst of these myths are ‘They are portant because many moras believe ther tobe true, and even some vampires believe them. They can also serve vampires, for without legends, we might have been regarded asa serous treat ages ago and ben wiped cu. As long asthe masses believe us tobe mre folklore, we are safe Only a small percentage of mortals actualy conser us as ‘being pss real, and even fer realize that we actualy do ces. Ths, the legends are inded ute use Temata x fo fre ch as “Dracula”, *"Nosferat’, "The Huger, “My Best Friends 4 Varoie' and “Blood, Blond, Everywhere Blood” (ths ast “Holywood had sunk). While hese fms may not be precise ‘nthe portrayal of vampires, they make sod entertainment (Gameting thats ery mprtant in thistime) and provide ths generation with a eke of tr ov Same ofthe more specific yt, are that ofthe lack of «a vanpi'seflecton anda vampires nate abityto climb ikea spider. These are oth ute false, ut anv nesting concepts bein ther. Other ones do have something tthe, such asa dislike of arc and holy ites, but refer a thaseas qs in a later seton Bu, geting ack to the idea that vampires ack reflec tions brings up an intresting aspect of he vampire myth In appr bel te ist te pers. ‘Therefore, since vampires ae souls cates (30 they telied, have disputed this point on many ocasos), they ee Ee cere ‘mary vampires hate themselves fr what they are, therfore ee ree eae The dea that vampires can climb as spies am odd (one towhich have no answer Perhaps itis because vampires ‘need not wony too much abou fling because of their geat healing bits. Bu, perhaps its just soe tl tae that got ut of hard Oe fthe moe prevalent eens that f tg th While ths smo of a quik whch I escibe lat, he rg aftismth smest pcr. Garcwuschvysthaughtobea vey ovo, perhaps det its powerd aon, ar indeed Smears ay eto the ners sel, what with ar senses But, a i rst be sai, thee sno eal ing rant avarpe cunt proach someone wearing, ket was a quirk of is Theeasest myth to accu forisa vampire’ avoidance of hayes and places. While there no binding reascn why ‘ype canna enterachuzc or touch a res (mary ha), See ofthe more religious Kindred have quirks which hold the back The obvious reasons that they believe theses to be unholy, therefore thir mind makes them think they Camo neo touch holiness. Thesemader eens backed scene, arestillcouded ty the superstitions ofthe past. The bck headed scents of the 200h century reise to admit the possibilty of anything ‘sperma’ tus didnot even alow forthe Sight chance that vampirism did exis. It was imply explained away as ther premature burials ora disease resulting frm genetic treakdown, Perhaps fe cass canbe explained by ths, but ‘thee arf too many vampires fr this teary to holdup The olde link varies to ghosts, were. woes, ambi and even mummies; andthe methods of destroying eae eel are og bo einly dangerous (xpesing to aight). We must sive to encourage the bli that vampites ae merely the [pdt of flies and discourage the legends tha are in fac me. Misleading legends are one of the best tals to ‘maintain ur ee, which is part of our survival ‘Now, in 2020, the lends take om darker tists, mesh- fing moder cioloy with he supesttonof past. There are talesofbersychsretuing fromthe grave, nw hungering tofedupnthe flesh afer having ed aif dedicated to the tach. Legends ink hideous black programs to ‘Rarmers ho nee fim the Net as the walking dead. There re even eas that crew plague i causing a seas ike vamp, «nd eope wn deo less the Combat Zones arecrmated ‘forfearthat they mig arse as vampires, Infact, just asrecettyas 2016, there waste Chuachof the Undead, whic claimed it could give immortality t its fellwes. The scary thing that they had demorshation. nd it ses they could. How they didi is unkown, the (hc ced down in 2019 because of scandals, but we Werf that hey might have been sing vampirism. Many ‘led themembersvanpires, thought apperstha lof ther mortals” hae snc commited sui, ‘Mary bel thatthe copraton have wap, se. ing tir commando squads os vampires. The 2basu of fetes ae tops is ps to ot klled, but having their body drained of lif. A dreadful ‘haugtfr the inde. Every age wll have its ovm myths and legend, but one things constant; vampires ae heard he are ee to stay. ‘Since the begining of atts end, we wl be here, the shadows. Fister is of utmost importance to any society It explains whee people came frm, what theve been through and, sometimes, why they re what they ar. rf ately, istry clade with lepeds, owe lacka cone sry. Weare feo combine what ite we ow as fect wih nan yt ‘Though mary theories have ben put frward, we hae no real idea of ou tre orign. Bit, we should not grieve this pot too much, a uans donot know thei true origins. ‘The stores of our beginnings range fim religious explana tions (hat we ae demons) tothe scenic (a genetic mishap carly in man’s hist). ‘We do know that vampirism has ben preset fr oer six thousand yar, as there are elders who are approximately that old. We aso know that vampirism sread with man aco th wr, and was present in practical very cute. Bue we also know that vampires hav always ben a sete people and that any contituton they made tothe world wee done in sere, tas we have no record oft. Asha, (Ow trials ad tribulations trough the illite only veriflable through mortal recs, AL certain tines, we were worshipped, while at othe, varies wee despised and runt Tike animals. or example the anclent Aes revered irs inti day, whe in Europe, ding the Midd Ages, eke uted and burmed tse thatwhen te statregns, ‘we thrive; whereas when the chuch rues, we suffer great. (ne of the mas exciting times for vampires in recent ‘history was the release ofthe novel DRACULA by Bram Stoke. Ityvas the ist popular Iteratce dealing with the subject of ‘pits. Sinc, there have een coun varpire fms and books. Perhaps just anew breed of legends. “Moder myths say that vampirism i the result of canpoate genetic experiments, and since my master i pretty ‘ong, this would Set be posible. To explain the older aes, there are rienors of CIA experiments to make pet solders that went wrorg,* = Mike Vamnpirism halts aging and decay ofthe body. Thus, vampires cannot die naturally. Once one becomes a vamn- pire, pearance willremainrelatively constant until death But, age afects development, so it muststillbe recorded. When making a vampire character, determine the character's age normally note that much older characters ‘are possible) using the rules in CyberPunk 2020, and then determine how long the character hasbeen a vampire. This canbedonerandomiy on Table or chosenby the GM. Table {also shows Age Levels and age in vampire years foreach, ‘Age Level (AL) refers to a particular stage which encom- passes those years ofthe vampire's undead life. These are descibediater. Vampire Years(V.Y)refersto thenumberof years the characterhas been avampire. The effects of each stage are given after each description. EXAMPLE: Mike san Age Level1 vampiresince he has only been a vampire for 6 years. ‘VAMPIRE AGE LEVEL TADLE (TADLE 1) wt + Stage or Fledgling 22 Young 21100 Adelescent 4101-200 Mature 201-500 Old 501.999 Very Old 1000+ Ancient Tie is one of the many hxuries that vanpires have. ep ieee hee ey, tar appearance will not ‘anoth y. Barrin ey caltinpia, lr Hr cul Ine le end of tre. ‘Unfortunately, this is rarely the case, as intense heat, sun- light suicide nd radation are more often the eu of cur “cternity". Vampires are not immortal, indeed, our kind are sujet a great many det. Wil ving forever isa eam mast mortals share, Inving it (or uving i, isnot easy Seeing your loved ones wither ava and de cam become quite distressing. Even if you cae able to de! with ths the psychological rauma of being «¢ meer of the undead is ncugh cause als of sanity tera ies in some ways a cas, but oe which you must ‘vercome through perseverance and personal strength. have divided a vampit’ life into seven major stages. ‘While the exact timing ofeach stage s open to debate, 1 fe! tha the majority of elder vampires would tnd to are upon the, These stages cover the span of vampire’ Hives as We ‘othe Note that Master ees tothe fther”or mother? Sump; the vampire that created the younger vamp. ‘Here are the descriptions ofthe diferent stages: FLEDGLING: This covers the threshold stage, fom the fist few hows of being a vampice to a year aterwards. The nerly created Bloodsuckers leat how to dea with tse form and powers. The shck of transformation often jas tie weaker minds, leaving them insane. The need fir blood is _peates at this stage neceslating fing every te nigh. ‘Dang ths sage, the fest physical changes oca, with the skin becaing slightly cole and ple ard the caine teeth grow a trifle longer. Fledgingsequte the constant ateton of ther mas, This i am impressionable age wherein bel are formed These el wil be very hard to break ata later date (GAME CHANGES: REF +1;CL1;MA +1; EMP-1; St +1. +6 Skill Points each year. Vampiric Senses gained Heals 4 points of damage a day. Requires 6 BODd human blood every 72 hours. EXAMPLE: Mike's original REF was 9, bu i his fies. year asa vampire, he had a REF of 10. He would ais heal 4 point of damage daily, and was to feed even T2hours. YOUNG: This stage deals with the student phase, the leaming yeas. The cast of wampites of this prod is inreibly intense, but aks the sophistication and wisn of the olde ones. The vampires skin contin to pale and cool ever so slighty. Feeding is now ony required one a week. New ‘eli maybe fred ing this stage, bu thse ne bei will not bea dificult to shake ata ater date as ere nes. Enmatinal aura ray result fom the neces of leaving old frends and fail det ack of aging. GAME CHANGES: REF +1;BOD +1"; EMP-1;PSY +. Three Skill Points each year ofthis stage are gained Heals 5 points of damage a day. Requires 6 BOD o! human blood every 7 days. EXAMPLE: By Mike's curent age, his REF has lept to "1 ADOLESCENT: Ths has been acutely termed the adolescent years, as itis atime of rebellion fer vampires, as it 1 for mortals. Adolescent vampires have seen ther loved ones wither away and di. Survival gli incredibly power, andi sat ths tage that many vampires comoit ud. Adolescent vampires conte the bodily tranirma- ton, with hr skin geting tougher, sot a tihtening ‘rund ther bones. Theory ned toed tice aronth and Stat toy with he vit rough tuting and harass ert + GAME CHANGES: CL -1; ATT +1; MA +1; BOD +1%; PSY +1. Two Skil Points each year of this stage are geined, Heals6 pointsofdamageaday.Requres6 BOD of human blood every to weeks, (MATURE: This is a stablzng stage in the life of mpi. The ast phase weeded ut the weaker vampires, as these are the stoner children of the night. Usually, mate pies have learned howto deal with the ui of suviving the dats of new fends ond loved ores. ‘This has bee termed the ‘thai stage by yoger vampires, as matce vampires seem tobe very quiet and Stal, ales orn. But actualy this sage volves a great eal of efinementof skis and psychic powers. Only feeding ace a mont, they begin to experiment with methods of ining vctns. Their appearance ls begins to stabilize and ‘the vampiric beauty begins to be revealed. + GAME CHANGES: INT +1; CL +1; ATT +1; 800+ +1; EMP -1; PSY +1. One Skil Point is gained each year. Heals 7 points of damage a day. Requires 6 BOD of human blood every 30 days. Skin hasa Stopping Power of? ‘OLD: This phases indicated bya renewed intrest in therl. Whilethe curiosity of young oneismare intense, these vanpires Search for n-depth knowledge and “rath”. Daring this stage, many historic sites ae explored and ancient knowledge is pored ove. While this maybe a good Astacio, some old ones get discouraged and commit suid Ths stage epesenttve ofthe apr wo has all tut st intrest inthe world ofthe ving. Feeding is only rete once ever sx moths. Appearances often neglected verde + GAME CHANGES: INT +1; REF +2; MA +1, BOD* +1. One SkillPointeach year ofthis stage is gained. Heals 8 points ofdamagea day. Requires6BODofhumanblood every 6 months. Skinhasa Stopping Power of VERY OLD: This a sort ofrmaissance stage in which the wanpire recovers Ife (and death). He wil often go taal change of pesnalty and nee with a diferent deity. Whi exremely ra a very od ‘apie il stad out in a crowd, a they have nahin to fea. Tei power has nearly reached its pinnacle, and life is ed, shy kin the shadows ute 0 much? Ah tage, ‘the wampie ses either verte edge, becomes completely stable, ‘The end of the physical transformations ear, the skin {sassmooth as si yt lacks warmth of ayn. The bones ‘ae song as ston. Very old varies barely eed to fed early, 0 spend a great deal of ter time acquantng themselves ‘with ter victims, sometimes tothe point of hosing not to il the, instead making them into var pies. + GAME CHANGES: INT+1;CL4#1;ATT+1;MA+1;PS¥ +2.One Sill Poitis gained per two years of ths stage Heals 9 points of damage a day. Requies 6 BOD of human blood every year. The vampire's skin gains 2 natural Stopping Power of 8. ANCIENT: Now we come to my age soup, atthe pinnae of power. The rarest of ary age level. We have the ‘power to rule the world, yet by this time, ruling the world is 1 bivial concep. Tt much more pleaswrable to simply cere the clzations rie an fal, to wach he Wife ofa mortal fiom birth to death, to recover the beauty of @ butery. Feeding arly a neces, we eed when we wish Perhaps every decade or fur. This s general the extent of cur presence in iy ‘The transformation is complete as we re cmpltely vampites, Our bodies ar ike toe, yt sof to the touchy We are theultimate in bal perfect and beauty. Unforte nat, the radiation whi we have accraated oer the millenia catches up and causes terble mutations. fore. rate, butrely, we dont care abou physical appearance. + GAME CHANGES: INT +1; CL #2; ATT +1; BOD* +2; EMP -1; PSY +2. One Skill Points gained per five years ofthis stage. Heals 10 points of damage a day. Requires 6 BOD of human blood every 5-20 years. Skin has a natural Stopping Power of 12. * Raises effective body, not apparent body. Note that all vampires must make a Sanity check every ‘Age Level. See SANITY AND SUICIDE for more on this. ‘Vampires appear human, except fora few diferences. Vampires become increasingly pale, and their features become more pronounced. Physicalstrength increases, but apparent body size remains constant. Every BOD increase refers to strength, not actual growing of the body. The canines are not long enough to be noticed normally. Inwould require an average Awareness checktonotice thepaleness ofavampireover Al, anda dificult Awareness check to notice the paleness ofa younger vampire. While a ‘vampire willrtainany cybemetics orother bodiyalterations thatwere made prior to being made a vampire, new cyber- netics or bodily alterations will not be possible due tothe regenerative powers ofthe vampiric blood. This includes ‘uttinghair,nailsand other body parts. Suchatertionslast ‘one right, usally grown backby the next night. EXAMPLE: Haris the vampire hunter must make a DIFF Awareness check to notice the vampiric appear- ance of Mike as Mike is only AL. 1. His base 15, and he ols a4, making it 19, 0 he fas to notice. The vampiric eens conjure vsiossf tl, dark men, cote nla peg ane hg ie cbs ng drop of blood trickling down their cheeks. While a few vampires aay iti is stray, Its sent ne Thee are equal umber ofmae and feral apices, ee seme vay. appearance, $0 pres. Hels Megha vamp, ie ds sem tobe ‘remarkable weight loss during the first year of vampirism. Ti rnp Bed ts ea or by ae eee ee exceptions to this; being a accentuates y, fat oewsee bbe ‘Being “dark” could be simply explained by a vampire's ‘ability tobe in brightly lit areas. Our skin, which pales with age, can be restored to a living shade by feeding, but I must adit that hiss one of cu fang points which allows sto be tecognizad by those who would hunts, But urskn scls0 ‘at of our bet, which sees to grow smoother with evry yea. I has many aspects toi inl the cokes oft. eat sensors may easily notice that we are quite Below noma temperatures ofthe living, an armoyance. One ofthe most pubic a on teeth, The fl ive he impression aa omer ba long. Our canine tet grow barely afew milietes longer ‘We genenly tera tle kn to get at the lod, not the tle _Puncte mars for which we ae reknowned. (Ou eyes have Ben said tobe hypnotic and entrancing. suspect this has more to do with the wse of psychic powers, ‘ut itis true that a varie’ ees do take on a depe colo, ‘ar almost pec shade of whatever coor and do snk in abit Oneaspectwhichal vampires shares thei blackatte While some varies wear ther dark cols, black isthe Irene color, This was once thought to Be due to the vamp’ “el” nature although even this was widely dis ed how ca acolorbe evi). While this may be the reason thatthe more superstitious dark children, itis notnecesar- you, Logical, when staking people a nih, bight colos oul be iti adthe sensitiv vanpitic eyesight prefs the darker clos. Last but not leas, a brief note about berets and “bis. have head ofthese, and they sound quite amazing, but unfortunately, pleases tha ws older vampires ae wnabeto enjoy. The regenerative powers of the vampiric blood makes the ateratim or aditon of foreign objects imposible. But, forthe younger generation, any cyberatics eps ares had rr obec arp, wil say. sel Acoven isa grouping of 3or more vampires under the leadeshp of more powerfulor older vampire. The leader ‘s given the tide Master, whether he is the creator of the ‘other vampires or not. The Master decides what rules his {olowersmustfollow. Usually acovenisrunoutof abuilding in which al the members lve . COVENS Rules ofa coven generally revolve around permitted rumbers and types of victims, creating other vampires and whatbelief are held. Enforcement ranges from a few days, starvation to destruction. Relations between existing cov erscanbe randomly determined on table I. COVEN RELATIONS TABLE (TABLE Il) Roll Result Deteription 12 “These covens openly attack each other when proftabe. u ‘These covers secret ise each other 56 These covers will spy ignere each other. 78 These covers wil work together if need be, 90 These covens will stand up for ich other Covers have come and gone thoughout the ages, cat times, such asthe Ein ad Roan tes, coves Cou be found everywhere ad solitary vampires were a rarity. Then as Crista tok ver he coves Scattered of fear of teal alain, Unt «few decades ag, covers ere rae, bd ty hae rained popula Coven are roping fat eat tne or fur vampires with a master. have found covers to be very useful in vampire society, as they increase the power of the yourger vampires and provide a support system. All members of a coven must obey the leader, even if they d nt like or spect him. But hated masters generally get destroyed by their covers. The locaton of he coven tends to be a single ulding with many secret ros in which the members Iv, while a rain area is used for victims and feeding. Mortals are sometimes used as guard, but almost never know what thy ae actually guarding. Every coven will have 18 own rules, tations and bei. Tere wil generally be only one coven ina town or cy but argc thre ay be up to three or fu. Usually teritry wil be divided among the exiting covers with litle fighting, but wars between coven ae not unheard of ‘A vampire is created by having more than 25% of his blood replaced by vampiric blood. Take the character's ‘BOD and divide it by four. The vampire must drain that ‘amountof BOD, and then the character mustbe persuaded todrain an equal amount fiom the vampire. See FEEDING for more on the draining of blood. Once the transfer is complete, in 24 hours the character isa Fledgling vampire, andgainsallthe alterations from thatstage. See AGE forthe modifications. During the interim 24 hours, the character is a half- vampire. The only major change is the gain of vampiric senses, which might stun the character for hours. The character must also make a successul COOL check or lose 1.COOL permanently fom the shock. EXAMPLE: Mike ad tomake @ COOL check due to the shock when he was made. His COOL at the time was 10, so he roled 1410 and got a 5, making it by fr Veampirsm is tansmited trough the vampiric blood. Ths, to create a varpit, al you reed to do is transis a suficnt amount of vampiric bod. Bt a with vething, ths snot a easy ast may sud. First, you must select the mortal you wish to make a vampire. Survival as a vampire requires mental stability and «ability o aap. Also, you should conser wheter tis marta il abuses rewfound power, and wheter you wish tobe with hs person forthe nex few ers. Note that many vampires are teptedto bestow the git (oa of vans beds. Ve ao ‘biological reason to prevent this, I hav observed ths to back- fie hob upon the creator. Should the fleiling fal, and ‘commit suicide, the emotional trauma inflicted upon the creator is doubly horns if the fling was alved oe. Oncethe selection has been made, youmay approach the ‘victim in one of two ways: give him warning and let him prepare (which canbe dangers for you) oF give hin ro ‘waring and do itwithout hiscnset Bath hae ther beefs and failings. ial depends on your relatorship withthe ‘mortal and their own personality. When you are ready t make the mortal into a vampire, you must drain hi of about hid of his bload and then ‘oace him to fed upon you for an equal ameuntof vampiric ‘Blood. Over the next hou te dsase wil bento take cfc, _hing his body the wamprc senses which wil be oervhe. ing. Keep a god ey on hi, asthe shock might just throw im over the edge of mental tabi. By thefllowing right te willbe areal vamp, ready ard hurry. Dot fore, ‘many ldgings have touble with feng dontpus hem too fartoo fst. ‘Vampiresare immune to almostall disease. vampie can only catch a specially altered artificial disease, or biological warfare agent. These have half their norma effects, and, no matter how powerful, cannotkila vampire, ‘only incapacitate him. Drugs and poisons affect vampires at one fifth now strength. Ingested drugs and poisons (nthe victim's blood through 2 feeding have 1/2 normal effect upon the vampire but stil death cannot result. Vampires cannot becom: physically addicted to most drugs. However, psychologic addiction is very possible, and thsi jst as effective as ti ‘upon humans, only five times the normal dosage is required Death resulting from drugs or poisons is equated in tk vampire taking 40 points of damage. EXAMPLE: Mike is injected with a poison by a punk ig about to arrest. The poison normally does 43t damage, and inthis case a total of 17 points of damage butsince Mike isa vampic, it only does 8 round dows points of damage, and Mike makes his Stun check, s he Js a litle weak but stands up ine whereas man might die Radiation does affect vampires. ts frst effects to ake and destroy the physical appearance of the vampice,b causing a oss of ATTR, eventually negating it. Ths canbe overcome through extensive plasticsurgeryor dsguisekis Takes 1 hour of work per temporary 1 ATTR point. See te CyberPunk 2020 rules for permanently increasing ATT through plastic surgery. Assuming the averagehuman cas mulates 1Orads (for more on Radiation, see the supplemen "Near Orbit) per 50 years from backgroundradiation, a 10 year old vampire should have 200 rads. A vampire (as wit mortals) accumulates 1 rad per 5 years. Calculate the van Pires total age, and determine the amount ofrads, Subic yearsspentin hibernation, Note thatotheradiationsource mmightcontrbute tothe vampire'sradcount. Consulttablel for detailson effects ‘VAMPIRE RADIATION TABLE (TABLE Il!) ‘Total rads Results 7190 Lesions wil develop on the face. ATR 91-100 Cancers wil develop on body. Be righ. ATTR 2 101-129 Skin wil develop burns and more cancers develop. NonfatalATTR 3 121140 Skinbegins peel andi stats to fal out. ATTR automaticaly 3. 141-170 Hailftin patches Prsia deformi- tis begin. ATTR automatically 2. 171.200 Moce physical deformities contive. AATTR automatically 1 Z1+ Physical degeneration continves. 5 ot fatal though. ATTR sutomati- calyo Ofte ciate mortal face disease and radiation are the greatest In this day and age, 80% of deaths are atrbutabe tone or the other. Fortunately, as children ofthe ‘night, we are saved from these horrible demises. Although it mustbesaid that, we arenot completely invulnerable. Manthas developed new biological weapons which can touct us and ‘radiation has beer discovered to be the cause of deformities in eld vampires or millennia, we wondered wi the Ancients were 0 formed and scared, With the discovery of radiation, i was son relied thatthe Ancient’ deformities were de tothe Tongtem accudation of radiation. The fl Nosferatu eps avery old vampire who has spent many centuries out of dors an spaying fr Such atts tough deforites and burns covering its body. Drags have ays bee with. The Ancients speak of visions through te aid of plants and roots. These das, the mighty corpora engineer drugs to thar specications, While we have never had any need for phamaceticals Aadays rus have taken hod of the new generation of dark bilien. The sad res of«duginfsted mortal sce. ae ees ip Renee natn the same fects fora mart, 5, they do afc ws, While fatal poisons will ot achieve ther intended goal, they may incapacitate a vampire for a long riod times be wary Ile poisons, however, are next tse, sine we donot breathe as such One feeding consists ofingesting6 BOD worth ofliving human blood. It takes 1 minute to drain 1 BOD. A vampire regains 1 temporary PSY point or 1 point of damage per 2 BOD drained. Also, aeuphoricstateisachievedafterfeeding andhe gains anormal complexion for 4 hous, -30 min. per ‘AL Any blood fed upon must be from a living being, otherwise it becomes putrid to the vampire, thus bottled blood wil not work, EXAMPLE: Mike decides to take his revenge on the punk who injected him, so feeds on him, draining 8BOD from the 8800 punk ilinghi).Thiswilltake Bminutes and will regain 4 points of damage, making him only Lightly Wounded, instead of Seriously. Using ive animals as a substitute for human blood will ‘work, However, the healing benefitsarenot gained, and the temporary loss of 1 INT point willbe applied until feeding ‘upon mortals resumes. Note that there are very ew animals inCyberPunk anyway. ‘Avampire who feedsuntilthe victim isat0 BOD receives anincredible euphoric state for 2hours thereafter, loses0.1 PSY permanently and has a 5% (+5% cumulative for every occurrence thereafter) ofbecomingppsychologicallyaddicted to feeding past the deathof the victim. Feeding upon more than times the required amount ofblood results innausea and the loss of 25% of all stats for the next 24 + 1d10 AL) hours. EXAMPLE: Mike fed upon the punk entirely, soe was ina euphoric state for the next hours, andlost0.1 PSY. Luckily however, this s new for him, so he does not become addicted. For every BOD point below 6 tata vampire fs to dink before the time period i up, the vampire ses 05 PSY tempo- raty. To restore these lst PSY points, the vampire must fed upon double the amcunt he missed. i PSY reaches 2 inthis manne, ll stats crop by haf andthe vanpe sin intense pain ‘A.COOL check s 12 required fr every feed period missed hereafter. the check succeeds, the vampire may conthue not feeding, but fit fs by less than 5, the vampire forced to fed (impose, temporary subvact 1 COOL. If the check fails by more than 5, the vampire wi attemptsvicide ifimpossible, temporarily subtract 1 COOL Note that these COOL losses are regained once feed: resumes. the vampire reachesa COOLof0, beginsubtr ing0.5 fom the vampite'spermanent COOL ReachingaFS (of | gives the vampire even more intense pain, and ll sit arereduced to 1/4 normal. APSY of resultsininvoluntaryhibernation. This wills Lntila being comes within 2m ofthe vampire, at which tit he will awaken (too late to get the victim though). Se HIBERNATION fordetais on hibernation. Foreveryonetin: petiod of starvation endured, the vampire gains 0.25 #5) permanently upon regaining al lost PSY points. Time spr bernation does not count. EXAMPLE: Mike gets tied up in is work one week, forgets to feed. Since he missed all 6, he loses 3 F9 ‘temporary. Now, he must crinkat least 6 BOD ofblex to regain the lst points. I he missed another te weeks, it would reduce his PSY to, and put im in: hibernation Feedingona vampire who smore than two AL high will give the younger vampire +1 toa stat of his choice points of damage healed per 3 BOD drained. Feeding on ‘vampire thats less than two A.L higher will have no efi ‘upon the feeder, itwillnt even count as if feeding fron human. Vampires use their apparent BOD score when des ing with blood content. Note thatthe bite marks involved in feeding resut ‘one wound point butthe vampire'ssalvacontans heal agent which heals that small wound within 30 minutes. Bova, te essence of ie. Tis is something that we share with mortals, in more than one sense. Humans requitt load for their continued existence, to distribute axygen to the. ‘various parts oftheir bodies. Vampine require blood fr thet continued existence, but what purpose does it serve? Aer centres of researc we have fund the blond serve several puapeses. Fist, it provides enery, much os Juans ree fod and rink. Second it doesn some fo sib axygen around our bodies, atugh that has mt bee proven. Third, and perhaps most important sais a pychic hunger Feeding has ben noted to heighten ones irtuality, but only when feeding upon Tuman blood, terre the nan pyte soe Fath, ket healing process in a vampire. And last, tt provides te fnmmorta vampire with a futon, happiness and a normal ‘complexion. Without the feeding, what would we do ar he millenia? It svs us something to cy cur time tao provide afelng of reat ecstasy, unequaled by any euphoric ngs. n addition to al that, tt ghes the pale vampire a Juana complexion for awhile, Feeding is important indeed, Wie al these important fictions could justi fed Ing lone there is anotier reas not to nel eng. The ease vampirism aso creates a plysicaladdcon to mortal od. Wiehe requirments of Blo derease with ag, he need wll eer dsipear compel. Witdrova,o star ing nese extreme pain. fit ats oo on, a wompine wil either slip ino hicerctioncr coma suicide Note hat tava camot killa vanpte diecy. Withdrawal, Sted cut geno, can resin eghtened pntua- ity, as long as you sure. ‘Thereare many rca to fein, some of which you aay have never een considered, Feeding upon animals is pes utdoes not sat the spiritual higer, and actualy ddlsthemind Many vampires are forced fed upon annals inexteme cass, but it never lasts longer than required. “Another consideration is stored blood. Tiss imposible. As _yumaywellinow,everblond fom a stil-warm dead martal ‘shai, so inking bland removed fm a body is beyond ‘consideration, The blood must be directly fiom the body of a ing whose hearst beats Varies need not kill in order to fed. While i is advisable to get dof winesses (such asthe victim), not regued. Some dark ones fed a litle here, a litle there, without kilig a single martl. On the other ide ofthe coi, there are thse who fed pon victims tothe death Avoid this a al oss; whet ges on incredible hight may ead to premise Is said to weaken the gap between death and Yousif. Drinking to exes (lod thas) can asobe a problem. ‘isconsdred in exces when the apt drains mor than ivetines what is normally reured. While most vampires aly fed as require, sore take ito excess. This can lead to peat nausea and loss inefficiency, (One must also consider the problem of detection when feng Isugest that you attempt to feed ina sel place, Whee a random passer-by could not happen upon you Itis most embarassing tobe in the middle of ein andbe stub by a gentleman wi cries utin fear The ther aspect of feedings the victim and ther memary of the attack, Generally, I ty to make the victim forget the attack bat even if they remember, our saliva i able to heal Ap a-wound Sans problem, therefore no tell-tale bite marks renin a Holhwood might have us believe Feeding upon an older vampire canbe extremely be. fal as one cam sped up the purification of one's apie (car as be used to aclrate the healing process in fete cass. But unforinatly, less the cme drained is much older, the benefits wil be absent, even the value ofthe Blo to avoid starvation i lacking. So the Ancients andthe lis anpres are wnable to benefit from this, but then agai, the yourer ones are simply unable to get an elder samp to din him anyway. vampire can take 40 points of damage before being renderedincapable of function. Each mb can take a base 8 points of damage before being rendered useless (BT Limb Damage Modifies: Very Weak-2; Weak-1, Strong +1; Very Strong +2),Past20 points of damage, every 2points subse- {quently gives a-1 penalty to any actions uti healed. Stun checks are made using A.L.asa positive modifier Failed Stun checks act the same as for humans, butreplace unconsciousness wth physicalimmobilty. Death checks are made wih the same modifiers as Stun.A failed Death Save indicatesthat the vampire isrenderedimmobilefor 1d10+10 minutes. Vampires heal (4 + A.L) points of damage per day of rest. The regenerative powers of vampiric blood only heal damage that is incured aftr the character was made a vampire, therefore past wounds ill ot heal once the charac: ter becomes a vampie, but diseases will be cured and addictions lst. Note that burn damage is healed at haf this rate, See SUNBURNS. Medical aid willhelp, but drugs willbe “USthas effective. While mecical aid will help, any doctor will be able to tella vampire isnot human after a cursory exami: nation, so isnot advisable under most conditions. C7 Ove ofthe oldst myths linked with us was of our amazing regenerative powers. Stories were tld of vampires -who had been attacked by a dozen men and ripped to shreds, ‘only to return the nextday, whole. While the vampiric blond Bee er cetian camen mie enables us to take incredible amounts of damage Jee bel suck dove, Nt ht cle of he get carat be rendered unconscious, but there are cases involving Tokai laa adel Donotexpect tobe abet rie the next rig, flyheled fo fatal (or woul tl) wus. Healing takes te, which you do have to spare Medica aid wil be hard to find, «as yoare deftly not luman ta doctor’ examination but other varies may beable to aid your healing efor through the science of mene Note that actual regeneration does take ‘place. if you lose ali, you wll regain it once you fly healed. Onceyou become a wonpite, somehow your body will forever retain it’ former appearance, baring radiations mae tations, ibernation isa coma-lke state in which avampirehas very ft consciousness, lasting for atleast five years. Time spentinhibemation countsas Vampire Years, butskll points for those years are lot. Hibernation may be volntary or involuntary. lvoluntaryhibemation isusull forced through starvation. When the vampire desires to hibemate, itil le down and, over the next 24 hous, go fom fulawarenesstolimited awareness. Dring ths time, the vampire can choose toabort the hibernation (unless itwas involuntary). After the 24 hours, the vampire has full entered hibernation. The vampire wilbe able to hear, see and smell within 5m of his body, akhough these senses willbe distorted and slow. The events surround ing the vampire unravel in adream-ke fashion The hiberna- tion will bst at least 5 years and up to two thousand years. During hibernation, avampiteis unable to feed, so the body's metabolism slows and aloft stats are reduced to 2. ‘Once the vampire decides to awaken, ittakes 1 yearto actuallyact. Then, over thenext 24hours, the vampire slowly re-enters fullconsciousness. Now the vampir’s stats go Up 01/3 theienormal (ft sess than3, then 3).The vampice may lift up to (10 x BOD, and can dig atthe rate of {8OD)m/2hrs through semi-soft ground, no harder than packed dir fbutnot through cement Hf the vampire cannot escape, he must make a COOL (eurrent COOL) check versus 10. Hf this check is filed, the vampire will attempt suicide (if impossible, re-enters hiber- nation). If the check succeeds, the vampire wil ether r- [enter hibemation or sleep fora year, waiting for a chance at escape. At the end of the year, make another COOL check with the same’ resus. A single hibernation that lasts more ‘than 2000 years wil kill the vampires consciousness forever. ‘Once the vampire has escaped, he must feed. The hunger for blood will be overwhelming, everything ee ignored. For every 2BOD of mortalblood drained, 1 point ‘any statisrestored. Onceallstats are normal, the vampires back this self. The vampiregains +1 COOL permanentyfer hibernation lasting 20+ years. Q Hiternation isa tr often used to describe tesa sonal repose of many fires animals. inthis conte, it describes the vampire’ ease for extended periods of time. ‘Whereas beast ue hibernation tosurvive the harsh winters of the northem hemisphere, we use hidemation to pass the ‘entries and to retain what litle we have lf of ow sanity. ‘beatin ire st the vanpieetrng ade Sep {t can last for as little as five years, o a log asa few millennia, Ita be fed by stavati. Wle nts dp ie, te pases very slowly, taking about five years to react. A vampire ‘in hibernation perceives all within a few feet, but with a dream- ‘ike cowareness, which mixes the senses together. Incrdert hibernate a vampire need nly odie to, ‘But before dong so, there area few things which must be Considered. Where you wil st must be chosen. The cation shouldbe safe fom fitwe constuction and such, and you ‘must be able to escape it once you decide to awaken. Second, financial matt shoul be dealt ith Ives al remaining ‘money ino stock or jewelry. Third, advise sted vampire fends of your hibernation they may watch over you. Furth, ‘decd when you will awaken. Thssrarely ase tne i, it rather a condition, such as @ new culture or such, Tis i important, others ou might slp freer. The actual hibematon consist of ng down, Within aay, yu willbe deep in he ibration and eveything wil ‘slow down, taking on a dream-like appearance. All of your senses will still work, but in a dreamy fashion, details will be dificult to pick out. You wil probably remember tle fim what happened during your hibernation, just like dreams. Once something ocs which was pre-determined ‘awaken you, it will take about a year for your body to react, ‘Don't worry, to you it'll seem like only few hours. Then, over the next day, you will regain total consciousness. Now, you ‘must escape your place of rest. This may be easy if you chose wisely, but if things did not go as planned, you may have todo some digging. Ifyou are unable to escape, several things might Fppen, Some vampires o insane and amit suicide, thes ‘nat fo a few years fr a chance to excape, and stil ates simply hibemate more. Once escaped, you wil be extremely weak. Until you have fed over quadnple what you would normaly need, you will be in this weakened state. Once your hunger is satisfied, you may be rest asured that you have recetered the word succesfully, and wil be ati more stable. ys LEAN'eVgRY LEAN): 3 Vampires connotingest food or drink other than ving bood. Eating abite or sipping a drnk requires a successful COOL check vs 15, and even that will be thrown up in 1610+20 minutes. The vampire will eel nauseated forthe next 146-A.L hours EXAMPLE: Harti asks Mike to go out fr a drink, Mike agrees, but when faced with his drink, must make a COOL check. His COOLis 9, pls a rol of Bis 17, so he makes the check and manages to gett down, butin 26 minutes it wil come back up, 50 at that time, Mike excuses himself and goes to the washroom. Then, he eaves ashe wil ot feel very good forthe next 2 hous. Food and drink are pleasures which we are sadly denied. We rmust remain content with feeding upon blood instead, Not tha iti abadtrade-of simply an mayan. ‘Mota get git upset you openly refs to ea oF (spe- hall) drink with them. Accept their invitations, and simply dispose of your food and drink when they are not lookin. ‘Sample parlor (or dining room) ticks. Quirks are psychological or physical oddities. Every vampire must have atleast 3 Quis, wth a maximum of. All points spent on quirks or gained from quirks must be immediately spent or lost. Quirks are either postive or negative. Positive quirks add points, and negative quirks subtract points, but regardless, the total of all quirks must be 0. Here are some sample quirks, invent new ones at the GM'sdiscretion: + STATQUIRKS +1 toastatofchoice.. “Ito tatof choice. + EDUCATION QUIRKS + +1 Skill Point +2 1 Skil Point. + DESTRUCTIONQUIRKS* {@:tvong belief thatan item or action wilkilit) = Stake through the heart. = Pourboilng oi/holy water on. = Decapitationwith shovel + Putpoppy seeds on grave . 9 Coin or other objectin mouth. + Buryatcrossroads. = _Immersionin water (pectic type) *See HIGHSTAKES AND LOSING YOURHEAD for ‘more details on these FEARQUIRKS* {estrongfearofanitem or place), = Crosses/OtherHolysymbols = Canmotenter Churches nn = GatlcOthercommonherb Other Holy items. Siverfwood.. sc a *Causes 146 damage per hit, per -1. Damage healed at 1/2 normal rate MISCELLANEOUS + Stench Of 9V@ enema = PhysialDeformity = - Awakens earlier than usual .. w Awakens later than usual Mustsleep in coffin ‘Must sleep on bodies... “ Cannoteross running waterine of sat... Baa REE hie ds be 4 2 42 2 2 4 3 EXAMPLE: Mike finds the sight of blood exciting, so ‘gets -1 there Hes afraid of Holy Symbols, Gare and Netspace fora totalof-5. He mustako sleep in acofin, -2.To balance this, two extra Movement Allowance points are given for +6, and he gets +1 on his Charm payehic power fr +2 There are many mysteries to vanpirism. One isthe question of how tee canbe vampire aru the wort, with the same disease, yet all have diffrent fas, methods of destrction, an such. twas not unt the good Drs, Freud and Jig came along hat could account such anomalies. They are psychosomatic belies el so trol that they actualy afc the physcal eal, ave decided cal he quis A quik is basically either a stro bel in something or a ‘sical deformity, Deforites are common among morals, so those are easly explained, and belie are psychusomatic. ‘While many vompires see quirks as troublesome and difficult get rid of next to impossible), quirks are what make us all individuals, not a. mass of coe-sampies, They are picked up from our masters at creation and will continue to ‘makeuseachaiferet But, be wary, quikscanbewsed against you; serecy is the way ofthe suv. ‘These rules apply to any Destruction Quirk which the vampirebelievesinandiseffected. Teattackerusingeither ‘a wooden stake or 2 decapitation tool must make an (NT+COOL) check versus (15+A.L of vampire). Ifvampire wins, the vampire takes 8 points of damage, whichishealed atthe 1/2 normal rate, bt otherwise the vampire is free to actashe pleases. the vampire loses, he takes 20 points of damage, which cannot be healed unti free. Unt the act is ended or the item is removed, the vampire is rendered immobile and can only use Psychic powers to indirectly remove the temor endtheact. The vampire may starveifthis continues. Once the actis ended or the offending item is. removed, the vampires free toactagain, Damage inficted by the item or acts healed at 1/2 the normal rate. ' White we have all ead ofthe common legend tng a stake hgh vai’ heat to destroy, 1s abundance of legends on how to Kl a varp nue, We ot agi fo a eal the ay whic cans, ut sme vampites belie thes eens the pent where they areata fected y hen cases yunphes anneal billed canbe for extended periods of time. Such vapies may sip Iaberatio, giving moras te dea tha they ave ded. ‘Avvampire five senses are amplified through vampi blood. They get +(A.L)toallAwarenesschecks.Thisishahe inurban environments. Cybernetics willnegate anybere! from that sense. For example, cyberoptics negate vét ‘awareness bonuses. Extreme sensory input will disablets sense for (5+ 1610-AL) tums Eyesight can penetrate up toS0m of total darkness, « seeasfarashumansin welitconditios indarkness, bute only see 40m in light conditions, and 10m in brighth condition. Hearing is boosted to the point where a vampire hearapin drop 10maway.Gunshotscanbe heard thn x and footsteps can be heard up to 100m away (withd Steak Avampire'ssense ofsmelallows the ightestofsce tobepicked upeasly.Theirsenseoftouchand ate ares extendedtothe pointwhere avampire can feelanychang intexture or detectpoisons easily. EXAMPLE: Mike loses his vampiric hearing due tot yberaudio, but has al of the other senses. If He threwa Dazzle grenade in frontof Mike, Mike wou blinded for S+roll of 8-AL 1 for 12 tums. Te fist change a fledgling experiences is tat of is newfound vampiric senses. All five senses of a vampire a enhanced inceby by the vanpitiam. There ae drv- back to these acute senses however. Extremes of light, sound, cet tex, wil al lind that srs, sur Senses reat te axe. (Our visual capabilities allow us to see through tot darkest are hapa by igh, The bt the wars ‘our vision becomes. This is why children of the might are so ‘raw dar cae and the ght We can hearth ght ‘sound, smell the fatntst odor, fel non-existent textures and tate the sight ariatons in bind types, Tes rol gun fom the vampiric blood. This would tend to explain cur gue suroundings with tite texte or smal. Smart Yanpies wear miorshaks, earplugs, sk or nyon coking Addo snl the sarourngs while nthe City Vampires willfee!drowsy 45 minutesbeforesunriseand silfallinto a death-tke state (sleep) 15 minutes later. They awaken ahal-hourafter sunset. The vampire hasno aware- 1ess af his surroundings while asleep, and cannot awaken untithenext sunset. Regeneration andhealingoccur during thsperid. Vampiresdonotdream whileinthisstate,nordo theyneedoxygen. Staying awake requires a COOL check vs(12+1 per 30 min hereaker every 30 min. Failure means he falls asleep within fe minutes. When awake during the day, a vampire perormsall actions witha penalty. Noheaing occurs for tine spent anak. Extended sleep is simply sleep which lasts 2 or more 4a. The extended sleep can lastas long as desired, but feeding is still quired. Use starvation ruks if necessary Healing occurs normaly, but heals double the normalrate due to sleeping through night and day. The vampire may awakenahterany sunset desired EXAMPLE: Mike, safe within his sealed room is til scared that Harris might come, so ties staying awake. Hs fst check has a rll of3, added to 9is 12, sohe just makes, He nexthoutherolls an 8making 17 adie However, after 3hours anda half, the difficulty is 19, and ren wih arollof0,he wil notmaket much longer so he decides fnaly to fal aseep © Shep, one again a common bond between vagires: nd mortals, Something that we both need to survive. While use res sila faction mals (genoa of the boy and mind), its very diffrent, ‘Morals slp when they dese, often at very imegular times andor alenthof time that thy dsr Vampireson the thera, re Bund oe down every day t approximately rier some suprtalinfuece,buta ve isan te hanged ial cack, ‘fwedid not have it, some vampires might forget the time of thesis oss, and did toa minor ero. earch to this intersting phenomenon has shown that ll vampires fall ale atthe same time. The exact tine ofest pnd upon he dark one’ location and season, mae pata the exact time of sume, The senstive vampiric lod an detect the miu canes that the coming ofthe sun effects upon the atmosphere, sending the signal hat repose is desirable nthe next half hou, Ther the sampie will fel extremely cowsy and in about a dozen mirates wil al aslep The actual sleep is moe ofa deatike state, as the ‘vampire has absolutly no consciousness while asleep, Not ve the subconscious i active, as we donot dream, This is ‘ery dangerous, as we are extremely uinerable while asleep. [Noten buming could awaken ws. Because we are so vulnerable while asep, a ret deal of efor shouldbe made by vampires to maaan seret places of rest. This was easy accommodated inthe old days by sie ney icra ape a but leing ina house ight be dangecus Recall your uma ives, andthe amber of istubances possible na day. ‘canmotrecomomend particular place tre as youwil ‘all aye your owm opinion, but cam give some puesto choosing it. There are three basic spets that you must consider n chosing apace ofrest secu safey and crf. Seaity encompasses the difclty of entrance into your Iocation by another bing Safety i a separate aspect that Involves the possiblity that sunlight ould penetrate your abode while you sleep. Comfortimvotes rw much you like the place of rest. Does it confor to your dea of comfort? Extended sleeping is not excl hiberation, as a vam- ple lacks consciousness wile asep, whereas he is slightly conscious ding hibernation. Ths generally done when a ‘apie need heal incedible amounts of damage. Unforte nately, you wil tit ned to feed, therfore, ths can be a dangerous ide, but you cam stil awaken when desired. Sleep tight 0 “SUNDURNS 23. 2 \Vampiric blood is extremely volatile, and heat or sun- lightwilleasilyignteit ignited, itwillcause agreatdealof damage to a vampire, and can destroy vampires perma- rently ‘Theheatingo the vampiric blood goes through several stages, ending nally in death fora vampire. These stages take varying amounts of time, depending on the vampire's. age. Here are the base lengths of time for each stage: ‘Muliply this length of time by the vampire's AL by 2 {exceptfor ALO, which youuse 1 for) forthe actual duration ofthe Stage. Healing takes double the normallengthoftime, ‘and quadruple forthe last 10 points of damage. Iftis cloudy orprotectionis worn, the effects felt from sunlight willbe slowed. The same is true if heat-esistant othing is wor to protect from extreme heat. Here ae the modifiers: BURN-UP TIME MODIFIERS Vs SUNUGHT Modifier* Cloudy/in the shade x13 Heavy Clothing x12 In Building 320 Party Cloudy 21 VsHEAT Hen Cloting Heatresstant Clothing Frevetardent Sut * Take the best modifier. I the vampire enters sunlight, or is within 1m of heat ‘exceeding 60°, the burning begins. Apply the folowing results: + Stage 4: The vampire takes 4 points of damage. The vampirehasa very badsunbum, whichis very paintul ll Skil a2 + Stage 2: The vampire takes 6 points of damage. The vampire gets fist degree buns all over, and some Stage 3: The vampire takes 12 points of damage. Tb ‘vampire gets second degree bums all over, and soe third degree bums Alk2 Stage 4: The vampire takes 10 points of damage Th vampires skin is almost completely burt of, and smoldering stl. All-4 Stage 5: The vampire takes 8 points of damage. ‘empire's charredbonescontinue burring leavingshe No actions possible Healing from this levels sil pox ble as lang asthe ashes are kept together. I scatter ‘the vampire considered dead. No healing is possb once dead. EXAMPLE: While awake, Mike decides to take a pet ‘outside. He isin the shade and inside a building, so 320 ofthe normal time isthe modifier. The fist © turns, he takes 4 points of damage, and the next fa tums he takes 6 points of damage, at which time decides he'd better retum into the darkroom, The synbd of the ger of fe for man is simply the _Synbl of death forthe children ofthe might. The sun, which gives, ‘man warath and brings Life to his werd, brings nothing but dint to the vompiic race And eat, an eloment which ‘ar had congue or ogo, is clo fed by ur pcp. Vanpirc blood is extremely cambustile. The blood vl eplde into flames upon contact with suit or tee eat. Even or incredible restorative powers cannot amaith est destructive capabilites ofthe bum boo. Within ates ever the elder varies are reduced ashes. (ir best defence would be to avd sunlight and fre, but whet unavoidable, using protective thing is advisable. In addon, ae hast bereits. The stronger ls and bones of Oil el et uy. In adton tothe destructive capabits of heat or suri, the damage tha incu wil require double the ronal healing tne, which can be quite rubles to all vanes stick n sch a situation, Note that a vampire who Isreced to ashes may stil recover. If ll he ashes are kept together, the apie may arise nce aga in afew weeks EDICAL VAMPI There are many vampires who are not tue vampires, butsfferromamedicalconditon thatcausesthem toeither actor thnk ke a vampire. Inthe past, these were mistaken forte vampires, but modem science has discovered the ‘wuthbehind these disorders andhave dismissed thiskind of ‘ampirsm as the folowing disorders: © Catatonia: Thisis not a vampiric medical disorder, how- ‘ever thas led to many cases of psychological vampires. ‘Characters with this medical problem enter comas unex- pectedlyand toallexceptmodem science appear dead. Even Biomonitors will show death. In 1d10 x 24 hours, thecharacterwilleomebackto life. Inthe meantime, the ctaracterisstlaive andaware, thoughittakesaDiffcult MedTech check to confi. Inthepast, many ofthese people wereburied, and some fortunate ones managed to escape ther graves. How ‘ever, the psychological trauma causedby thispremature butal led many to believe that they were vampires, toking on the disorder of Haematomaria ‘+ Genetic Disorder: This & not a mental condition, bt genetic sorder. tis typically caused by a breakdown inthe genetic code due to excessive inbreeding, The end result of the dsorder is extreme sensitivity to sunlight, causing painful sunbuns, however not the eatueme of vampires. One point of damage is taken per ‘hou in direct sunlight. ‘Ao, pat of the characte’s blood cells are missing, causing weakness. Geting an injection of the crcial cell will satisfy the character for 24 hours, but inking human blood isnot as efficient, requiring 6 BOD per 24 hours to get the equivalent For every 72 hours days) missed, the character loses 1 BOD. At 0 BOD, the character will die, After geting the injection or having fed, the character will look rejuvenated. Haomatomaria: Thismentaldsorder causes thecharac- ‘er tohave an insatiable thirst for human blood. Despite ‘noactualphysicalneed, thecharacter wilseekoutblood with regularity. But without any powers or special sks, this type of vampire wll be easily caught, however this type of vampire also has a tendency towards brutality ‘and murder. ‘The typical Haematomaniac will have an EMP of 1, and ahigh COOL, probably a high BOD too. This condition may be induced by some trauma, perhaps even seeing a vampire feed. “There is more than one typeof vampire inthe world, am ot only talking of difirer coves, ut ofthe actual inthe cause and rptomsofvapirio. Thee are several meal conto that su in difls sna fo apis inal respec, save the crcl vanpinBlood. ‘The fistf thee catctonia. As tis happening agin with alarming quency nthe 20205 it ' worh mentoring. Tis calbent causes the vii to fl nto a kate tanec, Whe inthis cma, the vit s partly ava of hs Saree ings, but unable to move or make any motion sali if, To basic mane, the vc i now bu a coms, having fed at fale In countless tragic cases, the poor soul would be believed dead, put nto a coffin and either lowered into an cathy grave or entrbed na vot. Ten, a day or few would ‘pass and upon awakening, the victim would realize the terible predicament they had entered into. Few survived, with only thir claw mark to Bear witness to their raged. However, some maraged by some stoke of lick to escape, Te terible horor of this experience did damage ther mental Tealth, andto some, they saw themselves as now the undead, ‘having arse from thei graves. They then cared cut brgal ‘muds, chara drinking the blood oftheir victims, in the Deli that they were now vampires. Today, this still happens. While science wl allo any ‘mained physician to engin a cataleptic at, many’ the pore regions lack such a xy, When it strikes then, they ‘represaned dead. The worst horrasarethe ones who awaken at illegal body donor cis, just pro other bodes being dsassembled fir pans. Sil others barely awaken as their ‘aeration begins, nd the workers ae either ced tite to the screams andres ofthe tortured vito pul outthe boty, row engin lames, yt til ving. ‘Thenextcasethatismistaken fr vapiism sa genetic dre cad by inbreeing. It was common among the ‘Slavic nobility who practised incest, as well as in the Aztecs, ‘who did so as well. In these places the nobility desired to presen the loins, therfore marie thir sisters ad Sons. This rete in rare gene disorder which caused ‘many symptoms similar to vampirism. The afd fir see brs in snl, and rege ‘human Blood, forthe om lacks a ital ier. Lucky, ‘medial scence has discovered ment and car nw eat wl injections ofthe neces pat ofthe bla, but any years go, the rly way to get it was throug rnking hon bled. The lst cases purelya srr ofthe mind apsychnse ‘which ads the vicins to bel thenseles to Be vais. ‘They act as vampires, eve drinking blood. However, they also Ihave a psychotic ae, making ter braille. This is rat to ay that vampires are not murderers, as we must admit we ‘are bt these people sem tak a partcwar joy in it which 18 wcharacterstc forthe sane varie. Its deftly an insanity and the vampire community will make swe to climinate ony such people, as they ge a bad name to apres and ring wnwarted media terion to apres KIDS, DO NOT TRY THIS AT HOME. (This is just joke, honest) . faced ,by.a towering white wolf. Itbared its “teeth and barreled past him, lifting its mighty pawi-In one fell swipe |. amaniscutin two, and a second is kno ; dozen feet back. ly , oe in the'pools of blood: ‘you could see oftheir iA the my a Sun a symbol. = The'were-wolf smiled, « and the . vampire greeted it warmly, Tere ae many aspect of the dark children which 1 _missed in the last section, which relate more toa vampires daily life than to his being. While the difference between the tho cab quit hazy, Ilo this secon wil dear wp any _questions you might have had frm the previus section. Here, ‘wewalk he ight. ACCUMULATED. Vampires, due to their long lives and lack of mortal necessities, will accumulate a great deal of wealth. Using the baseamounts gvenforstatingcharacters(BASEYfoundinthe CyberPunk 2020 sourcebook, avampire's total accumulated wealth TAW) canbe determined. The portion ofthe TAW that is cash willbe inthe local curency. Note that vampires over ‘A. 3mustspendatleast25% of the TAW ontheirhome;and vampires of AL.6 will not have more than 15% of thei TAW inliquid assets. Use table to determine the TAW ofavampire character, then roll 1410 to find the modifier and apply the given percentage to the TAW. EXAMPLE: Mike's Authority s 4 0 his base amounts $1000 x 1.0 sil 1000, and he rls a 4, meaning no change. Ove of the great aspects of vampirism, ing tothe longevity it besos ipo s,s a acaadation of welt Wii tis dependant upon ws to gr, we elon nuh that, however galt bul north. Even picking the packets of ow vic lula sible sa ata years. cour, maintaining cares rinvestnent wife ae dal moremone, tal depends on your personal tastes. it, while wey ou hardest, ancl disasters afc even ws allamaterof ek, ola hero. Then cin, what money ‘oan Acer? ‘WEALTH ACCUMULATION TABLE (TABLE 1) Formula BASE =TAW BASE Vy. = TAW BASE V¥. = TAW BASE X(VY./2) = TAW BASERVY./3) =TAW DS BASEXVY./S) =TAW 35D ‘Note: Subtract yers spent in Hiboation rm ttl VY Thelocationofavampire'shomemustbesecret, whether itisacovenorasingle vampire’s dweling. There sabase 5% chance of discovery every year. Roll once per year, using the folowing modifies, which are cumulative: HOME DISCOVERY TADLE (TADLE Il) Modifier Condition “10% Location & kept asecet fom everyone but those who ive thee. 3h Home's hidden om normal acess secret doors, hidden bung, ete) Home located na busy area (central are, downtown) Fer human fend (not including those who now vampires state and caro forthe van. fe) who knows the lcaton Vangie posing as normal human, Located in igh cime area (Combat Zone Located in suburb West Hil. Fer enemy who knows he location. ifavampire shome or covenisdiscovered, thedlscovery wil90% ofthe ime be accidental andin the form ofadelvery toa wrong address a vist froma Fiend whois unaware ofthe characte’ vampirism, etc. Use your imagination. The other ‘ofthe tine, twileitherbe vampires hunters(possiblythe Sun Krghts) or other creatures. The GM can determine the patil ofthe intusion. Costs for houses and dwelings wil vary depending on the bation. On average, itll cost about $500 a room. Double for downtown and cental areas, half for Combat one, and quadruple forthe suburbs. The extremely expen- She areasrange rom 6 to 10times the base. Also modify the pice according to the appearence and condition of the dneting. EXAMPLE: Me's home s unknown to anyone except bimself 10%), andi in a normal area. However, iti in «populated area (+5%) and he & posing as a normal human +53). Therefore the total chance of detectionis ‘5%. Bysome stroke ofbad luck he rolls 04, Rolling again, he tlls 95 meaning itis not acidental. The GM detes- rinesthatHarrshas managed to discover Mice'shome. CCovens should be described by the folowing criterias ‘The GM's discretion is required. + Coven Name + Coven Master & Age + Coven Location + Coven Resources + Coven Members: Number, Ages and Roles * Coven Rules + Coven Relations + Other Notes Evistenceinthe world ofthe ving as oneof the undead an be quite troublesome. Finding a suitable abode is quite dificult. While individual tastes will affect the selection, general yur vampires are faced wit te question of where torest. While have discussed te criteria fora good aweling, the location ofthis place of resis also important. For the younger generation of maps, solitary hoses axe recommended, and atthe very Worst, apartments, Apart ‘ment are much es scur, and generally lack the contro one can exert ever a private residence. The other problem wit apartments is that one test ge a great deal more vistors, suas janitors and neighbors. Unfortunately, sucha age of poverty, apartments maybe the ony viable option. Coens usualy ocupy larger builds, hus not han Ing to worry about acderalintrasions. I any case, the problem of defence ding the day-time hows abvays re ‘mains. While some of the more tecnoogclly-inclined chen have take it upon themselves to instal elecronc security deve, these can neertels be surmounted. Now the question comes up, is it cisabeto use moral guards? would say no, as mortal, no matter how y,may ‘tay your tas at ay int in time, We alka how fickle ‘the Iuaman mind ca be; a mament’s anger could result in ‘your wrtiely demise. I would suggest using the eleconic devices instead, perhaps improving othe defences and main. taining secrecy. “Times of sunrise and sunset wil vary according to ca tion and season. Use the times of sunst/sunise fom your Conn region, and modify according to locaton of campaign ‘and season. For Night City here are the sample times Modify thisby up to 90 minutes toaccount forthe exact phase of the season and terrain (sun sets faster in the moun tains). Vampires fee red 45 minutes belore sunrise and fall asleep 15 minutes before. They avaken 30 minutes after sunset. ‘The sa: lifgiverto humanity, destroyer tovryolakas. (One ofthe many bite rns of vanpirsm. How may Sus nd iret we have mised de to api. iy fist sunrise nathan years cet, and twas tif, tT wl oto into tis as I a ava ofthe longing that you may have to witness itjust one moe time, Do not risk death. Be comforted bythe fact that one day, you wil ‘see it once again. Woe mortals think of hunting, they generally think _of men in plaid jackets, shooting at helpless waterfowl. But for 1, the idea of the hut very ifeent. We hav ages of stalking though lls, cry watching to make sue thre are no witness, then ambushing or prey when he least expect it, moments later reveling inthe taste of ies blond. Thisisperhapsa disturbing idea for amoral bt forus, itisacommon image, etched depy nk our memories. While itis difficult at first, the feeding gets easier over time aswe eam toalter cu consciousness daring feeding. Thsis ant kame byl great warriors. But the hurts do ot abvays go as plamed; in all _vampites past ar hunt gone bad. Te worst are cases of Sum Knights sagng traps, and the es ar ofits who simply escape. These “goups" are unavoidable especially with the countess mares of fedings we perform ove the centres ‘Weal ar to minimize the stakes, ering how to catch subtle fail cues as to whether the victim is aware of yur Here are some helpful hints to avoid such probes. ‘Avoid leaving any sr of evidence. While technology ined. Able inthe cyberpunk worl, thee ae was to void entice tion, The easists oto have an ID ranber or SIN asthe cll it Second, wear gloves at all tmes, Avoid leaving salva or ‘other such taces, and try to make ll attacks ser analy ‘possible. You cam aso render all frersic tol wel by raking the fedigs lok lite simple mggings gone bad cr suc, as vestgation rarely follows nsuchcases; there fa too mary, Also, avoid the “perfect” target; such a a victim who ‘wanders int a darkly. These are generally set-ups of ome Sort Even if’ not the Sum Knights, it could bea gong of ‘boosters. Keep to prey of pour choosing, ure them by your own ‘power and abways be way. Assume that the average human knows the flowy about vampires: They are mythical creatures that ise for the grave at night to suck the blood of sleeping people. Th canbe scared away by crosses and can only be destroyed astake trough the heart or by cutting ofthe head, ‘Some people mayknowmore. The GMhasfulldiscretir as to what an individual NPC knows. Even if an NPC ha ‘enough evidence to convince him that vampires arereal(sd as witnessing a feeding), he may simply tr to forget. Neve theless, a COOL check vs 16's required whenever a more confronts the “supematura’, or the NPC will ty to get a away fom thesuspected vampire. Evenasuccessfulchecki mean hesitancy to run and fear Moats seneraty know very lite abot vampirism ‘and what they do know is loud by the media, Tis is good, ‘because it maintains our secrecy. Those who do believe in the existence of vampires generally base this epinion on specda- tion, and when faced with an actual dark child, will not be so. pase to ves spins confimed. We secretly co-erist with humans, with a sacret ae rent. They donot bothers, ard we dor bother he wth cua realty. While we may have the beter end of the del 1 have heard few complaints. Those who krow of us, ard have tet rel vampies are senealy either very cious and ea resi sek to be dark children, o deste odestoy us. Morals tend tobe very extrame, When generating a vampire characte, there isa long background to describe, which the CyberPunk 2020 manual ‘cannot hel you with. Therefore, use the following system if you desire more depth to your vampire character's back- geod. 4. Determine the age at which the character was made a vampire. Either roll 2d6 and add to 16, or choose 2. Determine the vampire'sage vel. Choose orrollonthe ‘Vampire Age Level Table (Table V).Then determine the exactnumberof Vampire Years.Rollendomlyorchoose. Mark down the number. 4. FALOor 1, rollon the Lifepath tables for each year as usual hen skip to step 5, 4. FAL 2 and up, roll on the Life Events table (fom yberPurk 2020) for every block of five (AL 2, ten (AL3- ‘Jor wenty-fve (AL) years. Rerollresults that donot make sense. When Nothing Happened That Year comes 1p, teat as ahibemation lasting 14100 years (modify according to Age Level 5. Determine the character’smaster.Rolhisstatsnormally, determine his personality according to the tables in (yberPunk 2020and then ollor choose on tables Vand Wor more info. 4 Determine ifthe characteris ina coven and develop the Coven according tothe Coven rules. EXAMPLE: Mike's master is an Age Level Il vampie, female, and a Rocker. Wei haveseras fom the past, histories which we wold prefer fret Unfortaatey, he pass ome thingy 8 ..Per 1 Character’s ATT <4 ‘Character has good rep. -NPCis opposite sex Vampies ae very unstable creatures who must make EPand COOL checksevery Age Leveltoavoidgoing insane. isis done byoling against the percentage dice against the Ssicide Chance (SC) ofthe average of the two stats. Charac- tess who flthe rol suffer ether a total nervous breakdown (€00W)or total schitzophrenia (EMP), which leads to suicide ding that Age Level. there isno SC, theres no chance of suicide. Theres adrecrelationshp to PSY. For every+1 PSY, thereisa-0.5 EMP. Note thatextremely sane people mayalso cami suicide, de to their extreme sai. EXAMPLE: Mike's COOLIs9, soe is stable and cool, a together quy. However, he aso has an EMP of 3, sohe isabo cold and unfeeling, The average ofthe twos 6, and nce thereisno chanceofsucide,heneednotmake checks for ether Age Level A vanpite’s worst enemys himself. This ise to the neta napactating nat of vampirism. Te impact ofbcaminga vampire can be very disturbing, casing a reat Iso sty. Thr are cases of vaies win actualy gain say im vampirism, bu ese ae rare a pial cases. While insanity may be acepabl to some, it can be tape, fen, inst leadsto suicide. Even worse, since we ‘ae may indestnctible, we ae forced to goto extremes to ‘aye on executions, The most common method isto center a bonfire. Not only does suicide destroy the vampire fie, it is dscbing to his rettven, which may lad to ven more sides. There have Been many instances of Suicide, the las being atthe tur of the mile, when or population was cut ial. Remeber, say i a vars Ache’ Hee, ‘Cool Description 2 Deity. calm " Extreme calm and cod. 10 Very calm ad stable, 89 Stable and cool 16 ‘Average sanity. Can. 54 Neurotic. 1 Phobia. 3 On the Edge. 2 Phobias. 2 Insane. t Isai 1 Over the Edge 2 nsonities ° Total insane. 3Isaites ‘There are very few competent vampire hunter. Ingen- eral, vampire hunters are simply bounty hunters who have gone cyberpsycho, and find vampires everywhere. There is ‘one organized vampire hunter group, called THE SUN KNIGHTS, ‘THE SUN KNIGHTS Leader: Simon Richards Members: 1543 Financier: Simon Richards Main HOs: Night City, Central City Branches: New York, Pars, London, Hamburg, Tokyo, Melboume, Bombay. Resources: 4 AV-4s, 5 Osprey Il, 5 prhate jes. ‘Trademark: Sun with a glowing sword through it. Goal: Todestroy all vampires. Beliefs: Vampires are unnatural and have no place on Earth Formation: Ssmember teams, TYPICAL MEMBER: Stats: _INT8, REF9, CL7, BOD7, EMP 7. CCyberware: Cyberoptic: Thermograph, Cyberarm: Flamethrower. Outfit: 6 thermal grenades, 454 magnum, fak vest, comin. Major Skil: HVY weapons, Athletics, Awareness, Vampire-Lore. Other: Thisgroup extremely militant, with very high standards. They know that vampites can only bedestroyed with sunightand fre. They iden- tify vampires through random surveilance of streets with thermographic cameras. They only attack once they‘e sure they have the advan- ‘SANITY DESCRIPTION TADLE (TADLE IX) tage; they're not stupid. On random encounter tables, substitute this group for Culties 20% of the time. 30% of members ae strong psychies and another 60% are weak psychics ENP. CCharamatic leader (Hier) 10% Extemely charismatic person % Very charismatic and rice person x Friendly and likeable person. x [Nice person; can relate to others x Friendly enough, msudges at times % Cold, unfeelng person Extremely inhuman persoralty Canna alate to realty Cannot alate to realty tall Wt te majoty of mankind may be deuded into thinking vampires are mere myth, theresa minority of people who believe strongly in the existence of vampires, and as “strongly in destroying them. These are the people we must ‘watch out for. Inthe past couple of decades, a group calling themselves ‘the Sun Knights have arisen. I remember their early beginnings, fw psychics hurting fledging with thr tlepathic powers, bumbling thug therigh. twas a shame that we deemed the harmles then, as they havenaw grownto be world-wide and have inedible resouees, rivaling small corporations. ‘And trgh al ofthis, they ae relatively unknown, A young man named Simon Richards came along one day, ad decided to vest isn nto the cl ard now they aretuming profits, through investments in various stocks, to pay forte Funtn activities. The wost part of tis up isthal hey havea great dea of knowledge aout vampires It is thought that they interrogated a vampire to get the informa a ‘but I would guess it’s simply their psychics getting the ‘The other reason the Knights are dangerous is that they relma ll psychics. Terre, thy are ot easy ener to defeat, They are thought to have the best psychic search ‘facilities, and I would not doubt it. While the Si Kights are a reat hen, he are by no ‘means the only vampire utes. There ane many small groups, ‘sometimes only a single unter, ranging up to organizations ivoving hundred of hunts, Luckily thse groups tendo be risifirmed and lack psychic powers of ary kind. Wile ‘mortals in general ay be weak and not worth worying about, ‘there re mortal these who you shuld worry about As vamptes, we face a wold in which we are beth ignored and hated. This isnot a loving world, last of alla {forgiving one, These times have made it even more difficult for ‘adark chidtolvea peaceflife as tecnology approaches the ‘power vampirism givesus. Wrhilethe abundance of victims has not been greater since the Dark Ages, the emotional and spiritual sufering of his age is unlike any before. ‘As always, this may be the overall case, ut the ext situation changes from locale to locale. Where there might be hore repression in ne area, another might be fe. In some places, the locals might not evn consider vampirism, whilein others the locals might cnstart}be onthe watch foray sig pales ornew-comers who shun the day. Abwaysbe awe of the cantons of our locaton ‘These are basic situations of major lacations across the ‘slobe. I consider Night City as a separate entity, as it really ‘carmot be considered a part of any one country, Its more 4 curry nto te. + NIGHTCITY:NightCityisiceal for fledgling vampies The high death rat alos for afew extra “mystics deaths to sip by without question. There are thee mais ‘covers, none of hich are exterely ages, knowing fill well that ther’ enough to go around. Mind tt ‘corporations and cits, they have some inkling of ox existence, and may not be a ignorant as you think. + NORTH AMERICA: With the economic depression ‘North America isin shambles, with perpetual famines ‘and droughts. The overall eft is an idea fading pound, withthe drawback of massive depression ant ‘despair. This doesrboff onthe vapire population. Tt Canadian vanpies are extremely quit, and litle now of their activities, CENTRAL AMERICA: The situation has remained sable ere ever through th econeni depression, Van pies have a basic freedom to prey up foreigners ard peasants without reproach fom any goverment. Se tribes are aware of the presence of vampites. Lcd vampites donot welcome forcgn dark children. ‘SOUTH AMERICA: The jungles, almost comple catinc, are no longer home to the ancient Aztec and ‘Mayan vampires. They have moved to the cites and incre coro the and through government puppet. Yourger vampires are frequently used as delicacies Avid this area if you remot an ede one. Abs, dg cartel are now influenced largely by Ancients, EUROPE: Europe has stood strong trl th crises of the past decades. The vampire word is an eit one, uni ay theron the lobe, Unlike other places, 'mot how power you re,’ you Bneage that counts. Who your master was, and whose his was, and so on. Of course, this may ede tothe wealth sread through the arts generations of apes, but hee scertainy an arsoacy in the darkrealm of Ewop. Visitors are mdisturbed, a long as they leave quickly. ‘MIDDLE-EAST: After the melt down, the middleeast became quiet. Now, it has arisen to contin is had, ‘en though hal the countryside i radioate. twas Ferehat th fst observations ofthe eects of large doses ofraciation on vampires were made. The effects wer dias. A manber of Ancients were evn futher damaged bythe radiation, and many ofthe youngeromes simply didn the blasts. Tose that survived have burs covering ter bodies, which wil neve eal, and appear ashamaoid, lacking many human features. Avid this area unless you have guide t ster you clear of radioactive areas. AFRICA: After centuries of tuoi and slavery, Aftica ‘as once agin become fee and independent. There is pence ithe cities, yet war stil exits in the ules, Various tribes continue their ancient feud nam ageold tradton. Tis is indicative of the trend Affca has followed, tradition has continued as the controlling actor. Ths maybe detrimental tothe vampire populace ‘thre, a the trations do speak of vampirism, ad the lake ecient sone cass. yu do vii vd huge, cd ep bth ees pen atl tes. ‘NORTHERN ASIA: Thisarea includes the Community of ldependant Stats, China and Mongolia. nthe CS, as ‘days, great repression exits with vampires. Te trict investigation of deaths has always kept the vampire population very lw. Luckily, famines of late have al- lowed a light isin he varie population. In China, the nies are tictytaugh whee and wher to feed. ‘These res are rigidly observed, any deviance soften with death, This makes fo avery fective and iden vampire network. Vitors in either ara are advised to seek out covensandascertain whether ull ‘be wel, and what rides you must observe. SOUTHERN ASIA: This area comprises all of Asia south of China, including Japan. These areas vary wid. The Japanese covers adhere to traditional way, cand operate usualy a assassins for corporations; thus, the cxporations are quite aware of the presence of sampites, and it, Other countries vary, but ‘most maintain regarding vampites, ad ‘maybe observant enough to pick one tt Lucky mary of these superstitions may not be applicable to a visitor. OCEANIA: This ea incues Australis andthe islands sounding t, suchas Malaysia and even Hawa. ‘these parts, the legends of vampires ar extrely od, cand therfore often forgotten. This dos no mean that vamprismis no present, but vampires ae more cae, cs deaths on the sea ae often easily solved. Your treatment these parts will vay widely, even fom house thous, therefore, youshould beeven merecaios as no everyone wil act the same way. Vampires in hese arts tend tobe reno foreigners although afew are hostile. OFF-PLANET: This area tncludes anywhere not on Earth, Basically. Vampirism has once again spread into this domain alongwith humarekind. Tere are ery few cle ofthe night in space, as every death Is investigated careful. Only the elder vampires dare venture into such a dangerous realm, lacking the protection of Earth's atmosphere fom the deadly Sr. Visitors are not welcome, as they tend to upset the deliatebalanceof allowable deaths, butdomotlet that hold you back. f they don’t want you the simply I presen here five Gincuting mse chlren ofthe night. Two of them are famous names, which you wil we doubted recogize, but the her couple are much less fa aus. They are simple peop, coteprary varies inthe Cyberpunk age. Perhaps you will meet ne ofthe one ight DRacut is ome ofthe most famous vam- pesto date ad ths hasbeen in ing fruit a while. Vampire hunters would indeed delight in his denise He as sofeced wealthier han cv, and vith 4 lok He ery he violent wold of 2020, ands rot walk thrh he Combat Zones of ‘major cities im search ofa fight. He walks in his usual black cloak wit hs tational gar, but ges we ‘aed, While he may haverany Chie, he sbyno means the "Lod of Vampires, just incl fa. ‘mous, made so by Bram Stoker. Euizasert BATHORY 6 tom na 10us blood baths. She th Beech bkettnine rit yeage eae would bath in it regularly, and furthermore it had to ‘be young women's blood. There areramors that she is Dracus brethren as they are fo the same era and locale ut they hae yet to becnied ts bleed ‘that she is presently in England. She 1s known int ‘vampire society as the “Blood Queen”. Role: Vampie/Solo Apparent Age: 42 ‘Age Level: V Age: 952 INT 11 REF: 12. TECH: 3 cook 5 ATE 11 LUCK: 6 MA 10 BODY: (13 EMP: 3 Poy, 13 Role: Vampire/Corporate Apparent Age: 30 Age Lovel: V ‘Age: 480 INT: 14 REF 8 TECH: 6 COOL: 2 ATE: 12 LUCK 6 MA: 11 BODY: (697 EMP: 3 Poy 9 ‘Skils: Combat Sense +8, Awareness +6, Athletics +10, Handgun +6, Steahth +9, Melee +9, Sedue- tion +8, History +4, Language: Romanian +8, Language: English +4, Driving +4. Psychic powers: Charm +10, Mania +9, Animals +8, Telepathy +7, Transform +6, Psychokinesis +6, Hypnological +4. Quirks: Sightof bloodexcites(1);Distkes minors. (- 1); FEAR: Holy symbols, Garlic, churches (4); DESTROY: Stake & decapitation (4; mustsleep inacoffn with sol rom his native land (3); High 'MA( +; Very dextous (+);hypnoticeyes (+1), ‘Outfit: Owns estates in Transylvania, London and Boston, He has houses in Night Cty, Paris and ‘Germany and.anapartmentin New York. Hehas ‘over $700,000 available at any time in quid aah Personality: Extrovert, friendly, charming, sociopath. Skis: Resources +10, Awareness +4, HumanPercep- tion +6, Education +10, History +8, Social +10, Wardrobe +5, Personal Grooming +6, Brawling +6, Stealth +4. Psychic powers: Charm +10, Regeneration +8, Teleportation +8, Body Control +, luson +6, Telepathy +6, Sensory 5. ‘Quirks: Dislikes mirrors (1); FEAR: Holy symbols, Garlic, (3); DESTROY: Stake & decapitation & Salt (6); mustsleep inacoffin( 2) Believes blood will make her look younger, +4 0n Seupt rol. (#12, Outfit: Owns estates in Hungary and London and has ‘a mansion in Night City. She has over $525,000 available at any time in quid cash Personality: Extrovert,iendly, charming, sociopath. ‘She uses her biillance to make people tink she isjstvery smart, buther insanity wilsoon show, as she lunges after young women. Thomas “The Demon" moves about he cena song ot ted Cabs eis Livia isrotwetinovn tothe yampitecom. hiding out in abaroned buildings. He has a secret aii tucreree Wate er aC me 2500 Bes ere or Tee Pick Bren thugh She's been around for alg an emo. Hes caled “Demon? bcs of his Paige lmon ala! traded ving conta. Heise ron for Se eg aac egal Se Samurai. Rel: VanpietSolo Apparent Age: 20 Role: Vampire/Netunaer Age Lave Age:45 Age Level Age: 28 IN: 9 REF 13 TECH: 4 CooL 9 ATE 8 LUCK: 6 MA: 14 BODY: (B11 EMP: 4 Psy 10 INT. 10 REF 8 TECH: 5 COOL 10 ATT: 10: WCK: 4 MA 5 BODY: (6 EMP: 7 Psy: 7 Sills: Combat Sense +6, Awareness +7, Athletics +6, fille +6, Pstol +8, Shadowing +5, Human Per ception +6, Persuasion +2, Stealth+8,Melee +2, Tae Kwon Do +5, Hide +5, Electronic Security 42, Fick Locks +2, Forgery +3. Peychc powers: Psychokinesis #5, lluson +5, Body Control +3. (Quis: FEAR:Holy Symbols, Blesseditems, Churches (8).Cannotslep in same place more than once (41. Very psychic (+3), Intuitive with people, +2 Reaction rll (+4) Outfit. 357 Desert Eagle, 2 clip, silencer, shoulder holster treet thes, 2fash grenades, sleeping bag, nylon carybag. Personality: Introvert hatescrowds, cautious humble andhonorabl, Sls: Interface +7, Awareness +6, Basic Tech +6, Education +6, Cybertech +2, Programming +4, Electronics +6, System Knowedge +4, Steah +8, Pistol +4, Hide +3, Althetics +2, Drive +2 Psychic powersillson +4, Psychic Assault +3, Charm +B Quitks: FEAR: Holy Symbols (2). DESTROY: Net attack (4). Very calm (+3), Very atractve (+3). Outfit: Miitech Avenger, Silencer, two extra cips, shoulder holster; street clothes, kevlar vest, ‘ybermodem, sleping bag, nylon carybag, (Cybernetics: Neurabware Processor: Cybernadem Link, Interface Plugs; Subdermal pocket, Cyberaucko: Phone Spice, Scrambler, Wide Band Scanner. Personality: Secretive, Manipulative. Desires great weal, Von Konas, the author ofthis tome. Ifela tle onward Beng among such famous personas, but paps you are cus abou just who is Behind this text. Las brn in the late 100 century the sn of a Baron, Iwas in my lt tities when was visited by a female fendof my father’. spect he never ew her indy, as she was a vampire and lin ove with me. 1 took her as my wive and she quickly made mite her When my fther died tok over the Baroy, lon with ter, Eventual, she left ose th word By he 14th entry, Iwas growigtied of ying in Oe spot, Thad fir lls, and the Barony to my eldest. Traveled extensively for centres, occasionally ‘ibermating inbetween ths raed the New Word inthe 1thcentuy, and was anazedt findawholenew sexi of vampires among te native American people ‘By the 200 cent Thad over tity fledglings around the world. Itwas tne tog, so hiberated wat 1999, ‘anduponreanakeing asdagloriousword. Withrny amassed fortune, Iwas abl to buy an abandoned space station on the dark ie ofthe moon and a spacer, 50 ‘moved there and began writing this maruscript suppose Inte late 2010, Thave hiberated 10 times, but nly thre times for more than 20 yar, fr a ttl of 150 ‘yeas in hibernation, While I was once beautiful, the ravages of time hav eft me a wreck, and I must now spend hours fixing up my appearance before I travel ‘among humans. Role: Vampire/Corporate Apparent Age: 39 ‘Age Level: VI ‘Age:1037 Rads: 175, INT: 18 REF 10 TECH: 6 COOL 14 ATT: (120 LUCK 8 MA: 8 BODY: (7)13. EMP: 4 Psy, 17 ‘Skis: Resources +12, Awareness +10, Personal Grooming +6, Wardrobe & Style +4, Endurance +10, Suength Feat +10, Swimming +0, Intimidate +10, Oratory +10, Resist Torture +10, Steetwise +10, Human Perception +12, Vampire Lore +2, Forgery +10, Meditation +10, interview +12, Social+10, Persuasion +10, Accounting +4, Anthropology +10, Biology +4, Chemistry +4, Composition +6, Diagnose lness +10, Education +12, Hide/Evade +10, History +10 German +10, English +10, Danish +10, Gaelic +10, Greek +10, Japanese +10, French +10, allan +10, Latin +0, ‘Arabic +10, Cantonese +10, Tibetan+6, Russian +10, Bantu +6, Algonaqin +6, Shadow +10, Wideress Suvval 10, Teaching +10, Athletics +6, Brawing +6, Dance +10, Dodge +4, Fencing +10, Rife +6, Plot Spaceplane) +, Zero- G Maneuver +4, Stealth +10, Basic Tech +7, Disguise +10, Electronics +4 Psychic powers: Astral Body +10, Mental+7, Telepathy +6, Mnemonic +6, Psychometry +4, Regeneration +3, Charm +3 (Quirks: Fear: Crosses, Churches, Priest (-); Awakens Early (+2) Very Ineligent +1 INT (+3); Can drink light beer (+1). Outfit: Owns large estate in Germany, realestate around the world and asmallspacestationon the darkside ofthe moon, Healohasa personal OT, apermanentsuiteatthe Crystal Palace and over SObillon invested around the word with 1 milion in eurobucks (mad money!) Personality: Intover, friendly, solitary, driven, honest, intellectual. proaches, raising his. “flamethrower and aim-, ing... In the next sec- The writ has taken an interesting tan of consis res, going practical ful cic, nthe ely being of De ae eg iene th ob fa fe al dich the Beda as dosed tera mene perm a it Tae Te oe ew WEN ocr pone Wel themselves Parapsychologists, who study these unknown: powers. They now cz he power ofthe mind. Using poychc powersin a CybesPunk campaign may seem 10 dose to Shadowrun™for some, or jst plan Un-CyberPunrk. This isnot 0, as long as you make afew assupons which are defintely inthe CyberPunk syle. Fst, that yber?unkis a game of eas, mimicking ou oan word. In our own wo, there ae ‘many peopl who believe in the presence of psychic powers, and there are parepsychologiss who are now studhng the phenon- ena. So why not putt into CyberPunk? The powers presented herein areas realtcas possible, electing powers discussed by arapeychologiss. Second, if psychic powersdo exstn the word, obviously very few people have them, and even fewerhave controlover the powers. You'lnote that in thissystem, the st two levels give the powers as latent, not under the character's contol and few humans willeven have psychic powers ata. Thus, it does not upset balance too much, you willnot have dozens of psychics running about. Third, the dark elements of Cyberpunkare enhanced by the addition of vampires and ke creatures. Notonly has the world gone to hell but it's inhabited with creatures of our worst nightmares. No goblins or elves, but the darker ele- ‘ments ofhumanity,ones that we'd ike besttoleve alone, to forget about. Butaswe aredeaing with reas, the vampires ‘cannot have wild supematural powers rather they are simply transformed humans with more time to study the powers available toa. If these reasons are not good enough for you te ‘obviously you are simply not interested in anything uke ‘or bringing the element ofthe unknown into the Cyber game. In his case, theres nothing more tobe said bt. cdo wish to bring these elements into your Cyberpunk > paign, be warned: humans will generally not have pc powers over vel 2 ifany. Humans will lnost never he power over level 6. You may have one NPC i al a ‘campaign witha poweroflevel6, utensurethathe ste ‘one. Psychic powers are indeed powerful in any handss keep a close watch over them PSYCHIC POWERS VS PSIONICS.» To accommodate CyberPunk players who might use te Nekton Empire™ Psionics system, simply use the skill pont From character generation to buy your psionic pow- «There sao anew psychic power system presented here ‘ar players who might not have the Mekton Empire sourcebook or wish to try out a new system. Fe ease of conversion, the Category system of the elton Empire Psionics has been used. Therefor, you can hinge between the two systems with abit of work. This wll alow you to play with whichever psychic power system you Ike the most. Theresa conversion list for most powers to psionis Tansee skllevelsnormally,asboth systemsuse the same silcoss. Forpowersorpsionicsnot found, ether keep itas. i oda new power or psionic to pt the points nto. Here are some terms that you may find confusing + Being: Any human or *supernatual” entity + Level: Generally refers tothe skill vel ofthe power presently being used by the character 1+ Pyche: A stat which describes the character's spiritual svengh. ‘+ Target: single human, animal or spiritual being. tean ae describe an object o be affected The PSYCHE(PSM) statreflectsthe character'sspirtual strength Rollan extra 1410 during character generation for this stat. As with other stats, the minimum is 2 and the maximum is 10 (16 for creatures such as vampires). Psyche points are used to power psychic powers. PSY heals naturally at arate of Ipt every 2 hours of rest or Tpt every 6 hours of activity upto the character's base PSY. When a character's reaches a PSY of 2, he will feel weak. When PSY reaches 1, the character willfeelil, making allchecks at-2. At PSY 0, the character wil fall unconscious nti back to 1 PSY, through natural or psychic healing. Psyche directly translatesinto Mekton Empire's Psonic Potential. Also, like Psi Potential, the character's Psyche limits the number of psychic power categories. Characters ‘maynothave psychic powersiftheirPSY isbelowS;onlyone Category is open from 5-7; two Categories at; tree at 9 ‘and all four at 10 and above. The categories ae Telepathy, ESP, Psychokinesis and Body Control. Tie psyche. along ignored aspect of being which has

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