Hybrids


Hybrids

Alignment: Any except principled. Scrupulous vampires will avoid drinking the blood of unwilling people. Available as a player character.

Attributes: I.Q. 3D6+1, M.E. 1D6+14, M.A. 3D6+6, P.S. 3D6+12, P.P. 3D6+6, P.E. 3D6+8, P.B. 3D6+3, Spd. 3D6+6

Size and Weight: As a normal human. 5’-6’ tall and 100-200 lbs

S.D.C.: 2D6xlO+20 plus those gained before the transformation from physical skills and O.C.C.s.

Hit Points: P.E.×2 plus 1D6 per level of experience.

Horror Factor: 11

B.P.P.: 1D6x10; All ISP and PPE are lost when transformed.

Natural Abilities: Hybrids share the vampire’s super-regeneration powers and heal 2D6 S.D.C./hit points every melee round. They have supernatural strength and endurance, and have a number of psychic powers (see below). Hybrids take half damage from metal weapons, but have none of the normal vampire invulnerabilities. Hybrids are able to use the base special power of the coven that turned them. They are not able to learn the more advanced ability. For those turned by the Fifthborn, they keep both Go for the Kill and the Reaper’s Bite. Hybrids do not get to roll extra bonuses that true vampires of their parent coven get.

Vulnerabilities:

Blood Dependency: Hybrid must drink one pint (about half a liter) of blood every three days (72 hours). Going on without blood will result in the feeding frenzy (see Vampire Powers Section), but the effects do not start until the first week, and it takes three days to aggravate the frenzy state.

Vulnerability to Sunlight: Hybrids exposed to direct sunlight will take 2D6 points of damage for every minute (4 melees) of exposure. Getting into a shadowed area allows their regeneration power to “kick in” and heal this damage. So, by dashing in and out of the shade, a Hybrid can operate in the sunlight. However, this is very painful and incapacitating.
Those suffering from sun exposure lose one attack per melee round, are -1 on all combat rolls, -2 on initiative and perception rolls, and -20% on all skill performance while exposed to
sunlight.

Magic/Psionic Powers: None until level 3. from level 2-3, and each individual level thereafter, the player and GM keep track of “Given” versus “Taken” blood feedings. If it is more than 75% of the time one way or the other, you may roll fully into the corresponding power. If it is a 74% to 50% difference, follow the “Balanced” rules below. All costs remain the same, but vampires don’t use ISP or PPE, they use BPP only. For more information on this, see Blood Power Points in the Abilities & Penalties section.

Psionic Powers: Start with all the vampire psionic powers except super hypnotic suggestion. Starting at level three, if the vampire has over 75% “Given” blood feedings, he can choose any two psionic abilities from the Vampiric Magic section, level one, or a GM approved psionic power of the same level. Every level afterward, you may choose another two powers of increasing level, as long as you maintain 75% Given blood feedings.

Magic Powers: Starting at level three, if the vampire has over 75% “Taken” blood feedings, he can choose any two magic spells from the Vampiric Magic section, level one, or a GM approved magical power of the same level. Every level afterward, you may choose another two powers of increasing level, as long as you maintain 75% Taken blood feedings

Balanced Powers: Starting at level three, if the vampire has 74% to 50% of “Taken” vs “Given”, you follow these rules. Pick one Magic power from the Vampiric Magic section, and one Psionic Power, both level one. Every level afterward, you choose another power from each section, as long as you maintain a “balanced” feeding habit.

Combat: 4 melee attacks, plus skill bonuses.

Damage: Supernatural strength.

Bonuses: +1 on initiative, +3 on all perception rolls, +5 to save vs horror factor, +5 to save versus all forms of mind control and possession, and is immune to vampire mind control powers.

Average Life Span: Unknown, possibly limitless.

R.C.C. Skills: Select 10 skills and 8 secondary skills, plus select an additional skill at levels four, seven, ten and twelve. Unlike true vampires, Hybrids do not lose touch with their past life. Skills should be selected to conform with the character’s occupation/education before the transformation.

Alliances and Allies: Hybrids often work with human vampire hunters and other enemies of the vampires. Some Hybrids may actually become minions of the Nightlords just to have the chance to destroy them or their undead cousins (Nightlords use Wampyrs to hunt and slay true vampires), however, only evil or anarchist characters would consider such a thing. Hybrids of a good or anarchist alignment are frequently, although warily, accepted into groups of humans and Nightbane. Guardians find the creatures disturbing and tend to avoid direct contact with them, but they do not destroy them on sight like they do true vampires; some have even let Hybrids join their group to combat the forces of evil (must be a good alignment).

Weapons, Money, and Equipment: Varies with situation and occupation, may also choose equipment from the Vampire Hunter O.C.C.

Hybrids

Bad Blood :: War of the Covens Gaitkeeper