Steve Jackson Games GURPS – Generic Universal RolePlaying System

Nameless Character #1

Vampire, former healing mage

Total: 100 points (REALLY!)
[By arcangel@prismnet.com]

Five-foot-two, 120#, freckles, green eyes, strawberry blond, buxom.

Attributes

(-15) ST 18
( 0) DX 10
(20) IQ 12
( 0) HT 15
Thrust 1+2, Swing 3, Speed 6.25, Move 6.

Advantages (130 points):

Vampire (100!), DR 2 (Racial), Night Vision (Racial), Immunity to Disease (Racial), Immunity to Poison (Racial), Immunity to metal weapons (Racial), Unaging (Racial), Literacy, Star Magery +2, Magical Aptitude +1.

[More Mixed Magery - Magery 1 all the time, Magery 2 at night. The Magery 1 during the day is so that her spells won't lapse (like Mystic Mist around the coffin . . . ); that's a House Rule about such Mixed Magery spells: even though the duration is longer than the time the Magery is out of comission, the spell still lapses. She pays 5 points for her Star Magery 2.]

[Also note that I'm using the old GURPS Fantasy values for Vampire - 100 points. The GURPS Bloodtypes cost is 150, and I haven't tried to make one of those yet. It ought to be possible, if I lower some of the stats . . . A description of this kind of vampire can also be found in a Roleplayer article about Cyberpunk vampires.]

Disadvantages (-40 points):

Requires Mana (-1HT per turn w/out) (Racial), Paranoia (Racial), Cannot cross running water by self (Racial), Must be invited inside 1st time (Racial), Direct sunlight = -1 HT/min. DX-4 indoors (Racial), Must sleep in coffin w/home-earth (Racial), -1 HT per day, -2 if not in coffin (above) (Racial), 2 dice damage from 1pnt holy water (Racial), Lecherousness, Overconfidence, Pacifism: Self-defense Only.

Quirks (-5 points):

Triskadekaphobia, Makes "Old [x] don't die . . . " jokes, Still wants to be a healer, [2 more unassigned].

Languages:

Common-12.

Skills:

Camouflage-11 (0.5), Carousing-13, Diagnosis/TL3-9 (0.5), First Aid/TL3-12 (1), Physician/TL3-9 (0.5), Sex Appeal-13 (0.5), Singing-11, Stealth-9 (1).

Spells:

[+1 at night; presume that the Star-Magery limitation on some of her Magery occured because of the vampiric transformation - previously, her skill-levels would have been 12's, and satisfied the pre-req requirements.]

Lend Strength-11 (1), Lend Health-11 (1), Recover Strength-11 (1), Minor Healing-11 (1), Shield-11 (1), Mystic Mist-11 (1).

Vampiric Talents:

Shapeshift (Giant Bat)-15, Steal Health-15, Mammal Control-15, Charm-15, Body of Air (Mist)-15.

Weapons & Possessions

Dagger (Impale 1+1), $20, 0.25#. Coffin, $100, 50#, not carried . . .
Clothing (middle-class), $40, 1#.
Shoes, $30, 1#.
Winter clothing: PD0,DR1, $60, 5#.
Wineskin,small (1 gal.), $10, 0#.
Purse/pouch,large (10#), $20, 0.5#.
First Aid kit (+1 to F.A.), $30, 2#.
Personal basics, $5, 0#.
Coins ($385) & jewelry ($300), $685, 0#.
Equipment Totals: $1,000, 10#.

Conversions (yeah, right . . . ):

Modern:

Well, if you've got vampires, just upgrade the tech levels of the skills; her magic might stay the same - just explain it as lesser-known abilities of the blood-sucking undead. However, you do get 10 points back when Literacy is no longer an advantage! I'd stick it into IQ.

Near Future:

Well, there's cyberpunk vamps, or there's seriously deluded cyborgs . . . Or there's psi-creations with dependancies . . . Upgrade the skills and decide if the spells are still there (perhaps as psionic or high-tech abilities, if using the cyborg option), and dump any leftover points into IQ (remember, Literacy becomes free) or skills.

Space:

Vampires in Space! C'mon, how can you resist? Well, okay, gengineered critters (addiction: blood), deluded anything, and the ever-popular "well, maybe a magical race would make cute aliens" trick. Literacy is no longer an advantage - raise that IQ!


I forget what her name was, but I actually ran her once, in an Illuminati University game as a pre-med student. She started out as one of my many experiments in point-juggling - "Can I build a 100-point character off of a template that, by itself without skills, costs 100 points? Well, I guess that's what disad and quirk points are for." (This is prior to GURPS Bloodtypes, where the minimum cost went up to 150 points. *sigh*)

Her story background, in this or the IOU format, is that she went and partied with the wrong fellow while in the big city. She hasn't killed anyone yet, though - it's real helpful when you can cast a healing spell on the victim afterwards (and she's got the ST to burn doing it!), because even if they remember you having a snack, who's gonna believe them without the fang-marks? Trouble is, how do you explain that you want to go to night-school and you can't take that afternoon test?

As a "good" vampire, she can severely annoy PCs. Read Yamara, published by Steve Jackson Games, previously appearing in TSR's Dragon Magazine; there's a vamp there named "Persephone" ("Percy"), who's in love with a cleric . . . The personality type isn't that far off.

Typical Quotes:

"Hi, there, tall, dark and handsome. Wanna check out some night life?"

"I like the dark - sunlight gives me these really awful freckles. I hate freckles."

"Rumors of a vampire? I don't believe it. I haven't heard of anybody's throat being ripped out for years."


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