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Vampire & Storyteller Conversion:

by H. Ryan Clark

Attributes: (from ST to Hero)

Strength = Str

Dexterity = Dex

Stamina = Con & Body

Charisma & Manipulation = Highest dictates Pre rating

Appearance= Com

Perception= Dictates Perception Roll (see below)

Intelligence= Int

Wits = Ego

Figured stats:

PD = figured

ED = figured

Spd = figured (round up)

Rec = figured

End = figured

Stun = figured

Storyteller -> Hero Rating:

1 = 7

2 = 10

3 = 13

4 = 16

5 = 19

every + 1 = + 3

every - 1 = -3

Perception Stat -> Perception Roll:

1 = 10-

2 = 11-

3 = 12-

4 = 13-

5 = 14-

(Per Roll is increased +1/ 3pts, use Alertness Skill)

Willpower -> Normal Ego Roll Bonus:

1-5 = +0

6-7 = +1

8 = +2

9 = +3

10 = +4

Virtue Rating -> Virtue Bonus:

1 = +0

2 = +1

3 = +2

4 = +3

5 = +4

Skills: (Storyteller Skill to Hero Equivalent)

Acting >Acting

Alertness >Bonus to Per Roll equal to Alertness/2, round up [Alertness 1-2= +1; 3-4= +2; 5= +3]

Athletics >Climbing, Breakfall and/or Acrobatics; add +1" Run at dots 3,4&5; add +1" Swim at 4&5

Brawl >3pts/ Dot to spend on unarmed Combat Levels or appropriate Martial Art

Dodge >3pts/ Dot to spend on Defensive Combat Skill Levels.

Empathy >New Int-based skill of same name [see New Skills]

Intimidation >New Pre-based skill of same name [see New Skills]

Leadership >New Pre-based skill of same name [see New Skills]

Streetwise >Streetwise

Subterfuge >Persuasion and Conversation

Animal Ken >Animal Handler

Drive >Combat Driving

Etiquette >High Society

Firearms >3pts/ Dot to spend on Combat Levels with Small Arms

Melee >3pts/ Dot to spend on Combat Levels with Melee Weapons

Music >Appropriate Knowledge Skill, may purchase Perfect Pitch Talent

Repair >Mechanics and/or Electronics

Security >Security Systems and Lockpicking

Stealth >Stealth

Survival >Survival

Bureaucracy >Bureaucratic

Computers >Computer Programming

Finance >K.S. Economics and Trading

Investigation >Deduction

Law >K.S. Law, (optional> P.S. Lawyer)

Linguistics >2pts/ Dot to spend on Language Skills

Medicine >Paramedic, Forensic Medicine (optional> P.S. physician)

Occult >K.S. Occult

Politics >K.S. Politics, Bribery

Science >Appropriate Science Skills

Storyteller Skill Rating to Hero Skill Roll:

1 = 8-

2 = Att./5+9 or 11-

3 = +1

4 = +2

5 = +3

Hero Skills not used by this conversion: Bugging, Combat Piloting, Concealment, Contortionist, Cryptography, Demolitions, Disguise, Forgery, Gambling, Inventor, Lipreading, Mimicry, Navigation, Oratory, Riding, Shadowing, Sleight of Hand, Systems Operation, Tactics, Tracking, Transport Familiarity, Ventriloquism, Weapon-Smith.

Combat Skill Conversion Chart: (This chart is for players who want to convert their existing characters without agonizing over how to allocate the 3pts/ Dot stuff. Also, this is for GMs who need to quickly convert an existing NPC into the game without alot of trouble. Hopefully.)

Brawl:

level 1> +1 with Strike and Grab.....................................................................3pts

level 2> +2 with Strike and Grab…………………………………………….6pts

level 3> Punch and Grab (Dirty Infighting), +1 OCV with Punch......................9pts

level 4> Punch, Roundhouse and Grab (Dirty Infighting)……………………..12pts

level 5> M. Punch, M. Kick and M. Grab. +1 with Punch, Kick and Grab......15pts

Dodge:

level 1> +1 DCV, only adds to Dodge (-1)......................................................3pts

level 2> +2 DCV, only adds to Dodge (-1)…………………………………..5pts

level 3> Martial Dodge and Martial Block........................................................8pts

level 4> Martial Dodge, Martial Block and Martial Escape…………………..12pts

level 5> M. Dodge; M. Block; Escape and +1 DCV, Dodge Only(-1).............15pts

Melee:

level 1> Weapon Familiarity: Common Melee....................................................2pts

level 2> W.F. Common Melee, +1 with Weapon Group………………………5pts

level 3> W.F. Common Melee, +2 with Weapon Group....................................8pts

level 4> W.F. Common Melee, +3 with Weapon Group……………………...11pts

level 5> W.F.C.M., +3 with Weapon Group, +2 OCV with favorite weapon….15pts

Firearms:

level 1> Weapon Familiarity: Small Arms............................................................2pts

level 2> W.F. Small Arms, +1 with Weapon Group……………………………5pts

level 3> W.F. Small Arms, +2 with Weapon Group........................................…8pts

level 4> W.F. Small Arms, +3 with Weapon Group…………………………..11pts

level 5> W.F.S.A., +3 with Weapon Group, +2 OCV with favorite weapon…..15pts

Storyteller Backgrounds converted to Hero Perks:

Allies: Each Dot gives the PC one Ally. Each Ally is built the same way as a Follower with the Limitation; Activation: 12- (-1). Select the amount of points the Ally is based on and divide by 10 for the total cost. Use the following guidelines:

*Normal Humans (Skilled Normal: 25pt Base)...................................3pts /1 or 5pts/2

*Ghouls, Hunters, Most Animals (Competent Normal: 50pt Base)....................5pts each

*Vampires (Supernatural: 145pt Base)............................................................14pts each

*Werewolf (Supernatural: 160pt Base)...........................................................16pts each

Alternate Identity: Taken from Dark Champions' Deep Cover perk (p.28) this allows a vampire to have a separate and complete identity in the mortal world for 2pts (it costs 5pts to have an alternate Kindred identity). If the identity is ever uncovered as false, the points are lost along with the identity. The Vampire may have multiple Identities with GM's approval.

Contacts: Each Dot gives one Contact at 12- roll. Contacts cost 3pts each.

Fame: This Perk is a Reputation Advantage! (the opposite of the Reputation Disadvantage)

level 1> Local Celebrity: 11-, Limited Area...........................................5pts

level 2> Major Local Celebrity: 14-, Limited Area…………………...10pts

level 3> Minor Celebrity: 11-...............................................................10pts

level 4> Celebrity: 14-………………………………………………..15pts

level 5> Major Celebrity: 14-, Extremely Noticeable.............................20pts

Generation: Each Generation above 13th costs 3pts/ Level. Each Level adds 2pts to Bloodpool END Reserve. (see Vampire Abilities)

Herd: A special form of Followers who do nothing except produce blood for the vampire (-2 limitation). One Herd member costs 2pts. x2 persons/ 2pts.

level 1> 4 vessels............6pts

level 2> 8 vessels………8pts

level 3> 16 vessels........10pts

level 4> 32 vessels……12pts

level 5> 64 vessels........14pts

Haven: Using the Dark Champions' option for Bases called Safehouses (p.29), this perk allows a vampire to have a number of havens costing 1 point each. Havens are considered to be lightproofed, out of the way and ,sometimes, hidden entirely. Some havens may even be used as storehouses for extra supplies (blood, ammo and/or cash). Although, the GM may charge an extra point or two for a particularly well stocked, well defended or concealed haven. Usually the location of these havens is limited to the campaign city. However, many resourceful vampires keep havens in cities nationwide or across the globe.

Influence: Bought as Fringe Benefits pertaining to particular areas of Human Society.

(ex: Law Enforcement; Corporate; Criminal (or Underworld); etc.)

levels 1&2> Local powers of Influence..........................5pts

levels 3&4> Federal Powers of Influence…………….10pts

level 5> International Powers of Influence....................15pts

(Optional: Give 5pts/ Dot to spend on Influences)

 

Mentor: The PC must buy a 3pt Contact with the Mentor (roll: 12-) plus the Kindred Status level, if any, of their patron. The Contact roll may be increased depending on the mutual relationship between the Neonate and her Mentor.

Resources: this Perk is in a different scale to Hero’s Wealth Advantage. It uses the same guidelines from GURPS Wealth Advantage.

level 1> Middle Class: $15,000 with living space and vehicle............................0pts

level 2> Comfortable: $30,000 with nice house and vehicle…………………..3pts

level 3> Well Off: $75,000 with 1+ houses or cars...........................................5pts

level 4> Wealthy: $300,000 with extended property………………………….7pts

level 5> Filthy Rich: $1,500,000 with vast holdings.........................................10pts

Retainers: Each Dot gives one retainer bought by the PC using the standard Follower Rules. Use the following guidelines:

*Normal Humans (25pt Base) ...............................................…..5pts each

*Ghouls and Normal Animals(50pt Base)……………………….10pts each

*Very Skilled Ghouls and Ghoul Animals (75pt Base)....................15pts each

*Vampires (145pt Base)………………………………………..20pts each

*Werewolf (Not Bloody Likely!)...................................................N/A

Kindred Status: A new Fringe Benefit. Note that some of these positions may overlap. In that case, add together all Status levels that apply to the Character.

Caitiff

-3pts

Sabbat:

 

Fledgling

-1pt

Recruit

-1pt

Neonate

0pts

Priest

1pt

Anarch

1pt

Paladin

2pts

Ancillae

1pt

Bishop

3pts

Sheriff

2pts

Archbishop

4pts

Elder

3pts

Cardinal

5pts

Primogen

3pts

Others:

 

Prince

4pts

Methuselah

10pts

Justicar

5pts

Antideluvian

20pts

 

New Skills:

Empathy: [Int/5 +9= 3pts; +1/ 2pts]

You have a feeling for people. When you first meet someone, or when you’re reunited after a absence, you may request the GM to roll against your skill level. The GM will then tell you what you feel about that person. This skill, when it works, may help the character to spot imposters, ghostly possession, etc., and determine the true loyalties of NPCs. You may also guess whether a person is lying...not what the truth really is, but whether they are being honest with you.

 

Intimidation: [Pre/5 +9= 3pts; +1/ 2pts]

Your character understands the science of being overbearing and how to use it to get what she wants. The art of Intimidation takes many forms, ranging from subtle suggestion to out right physical pain. When coupled with the Interrogation skill, the results can be incredible. People with a high Intimidation skill seem to radiate auras of authority.

This skill is often employed against NPCs and, in certain situations, can be used instead of Persuasion to allow the character to get her way with NPCs. Against PCs and NPCs Intimidation can be used to add to Presence attacks. A successful roll will add 1D6, while a critical roll (under half the PC’s skill roll) adds 2D6, when the Character wishes to intimidate her opponent.

Leadership: [Pre/5 +9= 3pts; +1/ 2pts]

Your character not only has the ability to coordinate a group in a dangerous or stressful situation, she can get people to follow her lead and obey orders by exerting authority and by example. This is not so much the techniques of getting people to follow as it is being the type of person people will follow.

A successful roll will add 1D6 (+2D6 on a critical roll) to Pre attacks used to lift morale of the character’s own group. Also, a successful roll will counteract Pre attacks made against a PC’s group (as long as the PC does not also succumb to the Pre attack) by -1D6 or -2D6 if a critical roll.

Thaumaturgy: [Int/5+9= 3pts; +1/ 2pts]

Your character has studied, and has understanding of, the Tremere's hermetic and occult lore. This skill fulfills the Skill Roll limitation for Thaumatugic spells and rituals. Please note that Sabbat characters wishing to practice Kuldon must purchase a similar, but different, skill called (surprise!) Kuldon [Int based].

New Talents:

Animal Empathy: (5pts) This allows the PC with Animal Handler or Riding Skills to make a skill roll to manage any single animal at a time, even if she is not familiar with the species.

(ex: A dog trainer with Animal Empathy can make a roll to try and calm an angry cougar.)

The GM may set penalties for trying to manage very unfamiliar or alien creatures (-3 to -5).

Animal Empathy also gives +1 to roll vs creatures the Animal Handler is familiar with.

 

Magery: (variable, 2pt minimum) In games where magic is hard to come by for the average person this talent may be enforced. Magery allows characters to use spells whose active points are equal to or less than the PC’s Magery Level x5. Magery costs 1pt / Level.

Magery Level > Active Points Allowed

2 = 10

5 = 25

8 = 40

10 = 50

12 = 60

20 = 100

(Note: Because of the special nature of vampires, they may not buy magery by itself. Magery can only be gained through the Discipline of Thaumaturgy.)

 

Merits and Flaws:

(as an option, the GM may ignore the Hero costs and assign a flat 3pts/ dot if she feels that is more balanced.)

Physical Merits:

Acute Sense: +2 with one sense ....................................................................................... cost: 4pts

Ambidextrous: as Hero Talent of same name cost: 3pts

Eat Food: circumvents part of the vampire's condition cost: 3pts

Catlike Balance: +1 to Acrobatics and Breakfall .............................................................. cost: 4pts

Blush of Health: Counters Vampire Appearance disadvantage cost: 10pts

Enchanting Voice: +5 to Pre; Only when speaking (-1/4), not vs. Pre Attacks (-1/4) cost: 3pts

Daredevil: +2 Overall Skill Levels; No Conscious Control (-2) ......................................... cost: 7pts

Efficient Digestion: 2x Blood END from Feeding cost: 5pts

Huge Size: 1 Level of Growth; Persistent (+1), Always On (-1/2) cost: 7pts

 

 

Physical Flaws:

Smell of the Grave: Distinctive Feature (Conceal w/ Effort, Noticed) ............................... cost: -10pts

Short: Physical Limitation (Frequently, Slightly), -3 to Running cost: -16pts

Hard of Hearing: -2 to Hearing Perception cost: -4pts

14th Generation: -4 to Blood END, must take Thin Blood flaw ....................................... cost: -6pts

Infectious Bite: Physical Limitation (Infrequently, Slightly) cost: -5pts

Bad Sight: -2 to Sight Perception cost: -4pts

One Eye: Physical Limitation (Infrequently, Slightly) ............................................................ cost: -5pts

Deformity: Distinctive Feature and/or Physical Limitation (GM's Choice) cost: varies

Lame: Physical Limitation (Frequently, Greatly) cost: -15pts

Monstrous: Distinctive Feature (Conceal w/ Effort, Extreme Reaction) ................................ cost: -20pts

Permanent Wound: Physical Limitation (Frequently, Slightly) cost: -10pts

Slow Healing: 2x Blood END to Body Aid, Regeneration every 5 days cost: -15pts

Addiction: Physical Limitation (Frequently, Slightly) ........................................................ cost: -10pts

Mute: Physical Limitation (Frequently Greatly) cost: -15pts

Thin Blood: Physical Limitation (Frequently, Greatly) cost: -15pts

Disease Carrier: Physical Limitation (Infrequently, Slightly) ................................................ cost: -5pts

Flesh of the Corpse: Distinctive Feature (Easily Concealed, Noticed) [GM may increase] cost: -5pts

Blind: Physical Limitation (All the Time, Fully Impairing) cost: -25pts

Mental Merits:

Common Sense: Anytime you start to do something that the GM feels is STUPID, he rolls against your Intelligence. A successful roll means he must warn you of that action's consequences. cost: 5pts

Concentration: You are unaffected by any penalties stemming from distracting circumstances. cost: 3pts

Time Sense: as the Hero Talent: Absolute Time Sense ........................................................ cost: 3pts

Code of Honor: +2 to Ego and Virtue rolls when attempting to avoid situations that violate the character's personal code of conduct (the specifics of which should be worked out with GM) cost: 5pts

Eidetic Memory: as Hero Talent of same name cost: 10pts

Light Sleeper: As Hero Talent: Lightsleeper with no daytime modifiers to vampire's actions cost: 10pts

Natural Linguist: As Hero Skill Enhancer: Linguist cost: 3pts

Calm Heart: +2 to Self Control, does not count vs Max [Brujah cannot take this] cost: 5pts

Iron Will: Mental Defense (Ego/5) +15; Ego Roll (-1/2) .................................................... cost: 10pts

Mental Flaws:

Deep Sleeper: Physical Limitation (Infrequent, Slightly) ....................................................... cost: -5pts

Nightmares: Upon awakening must succeed in Normal Ego roll or be -1 to all skill rolls. cost: -5pts

Phobias: Psychological Limitation (Uncommon or Common, Strong: resisted by Courage) cost: -10 or -15pts

Prey Exclusion: Psychological Limitation (Uncommon, Total) [Ventrue cannot take this] cost: -15pts

Shy: -2 to Presence based skills ......................................................................................... cost: -4pts

Soft Hearted: Psychological Limitation (Common, Strong) cost: -15pts

Speech Impediment: Physical Limitation (Frequently, Slightly) cost: -10pts

Short Fuse: -4 to Self Control, Only when angered [Brujah cannot take this] ..................... cost: -5pts

Territorial: Psychological Limitation (Common, Moderate) cost: -10pts

Vengeful: Psychological Limitation (Uncommon, Strong) cost: -10pts

Amnesia: Physical Limitation (Frequently, Slightly) ............................................................. cost: -10pts

Lunacy: Physical Limitation (Infrequent, Greatly) cost: -10pts

Weak Willed: Never Normal Ego roll above 11-; 2x effect from Mind Control cost: -15pts

Conspicuous Consumption: Psy. Lim. (Common, Total) [must take Eat Food merit] ......... cost: -20pts

Social Merits:

Prestigious Sire: Kindred Status Perk .............................................................................. cost: 2pts

Natural Leader: +2 to Leadership; Must have Presence of 13+ cost: 3pts

Debt of Gratitude: see Hero Perk: Favors cost: 1pt/ favor

Social Flaws:

Dark Secret: Treat as a lesser form of Secret Identity from Hero ..................................... cost: -10pts

Infamous Sire: Reputation, 14-, Limited Group (Kindred), Limited Area (Campaign City) cost: -5pts

Mistaken Identity: You inherit your "twin's" Reputation, 14-, Lim. Area, Lim. Group cost: -5pts

Sire's Resentment: Hunted by Sire (More Powerful, NCI, 8-, Mild Punishment) ................ cost: -15pts

Enemy: Variable Hunted cost: varies

Hunted: Hunted by Witch Hunter (As Powerful, NCI, 8-) cost: -15pts

Probationary Sect Member: Watched by other Kindred (More Pow, NCI, 11-, Lim Area) cost: -10pts

Supernatural Merits:

Medium: Detect Spirits, Ranged & Underworld Hearing (from Ash Path, Necromancy)

Both have the limitation: Concentrate: 0DCV (-1/2) .................................................. cost: 10pts

Magic Resistance: -2 to other's Magic Skill Rolls on spells directed at character. You may never learn Thaumaturgy. ................................................................................................................................ cost: 10pts

Oracular Ability: Clairsentience w/ Sight, Precognition; only when reading or interpreting prophetic materials (-1), Only uses Precognition (-1),Skill Roll: K.S. Occult (-1/4) ........................................................ cost: 12pts

Spirit Mentor: An ally built with spirit rules (150pt base) using guidelines in Allies background. cost: 15pts

Unbondable: You are immune to the effects of the Blood Bond cost: 10pts

Lucky: 3D6 Luck Talent ..................................................................................................... cost: 15pts

True Love: +3 to Normal Ego Roll, Only in Dire Straits (-1), Must have DNPC cost: 3pts

Nine Lives: As per effects listed in Storyteller system cost: 9pts

True Faith: Must have Humanity 17+, GM decides its effects. 20pts/ level .......................... cost: 20pts

Supernatural Flaws:

Touch of Frost: Distinctive Feature (Conceal w/ Effort, Major Reaction) ............................. cost: -15pts

Repulsed by Garlic: Psychological Limitation (Uncommon, Strong) cost: -10pts

Cursed: Any possible Disadvantage deemed appropriate by the GM cost: varies

Cast No Reflection: Same as Lasombra Clan Weakness ...................................................... cost: -15pts

Eerie Presence: Distinctive Feature (Not Cancelable, Noticed, Limited Group: Mortals) cost: -10pts

Repelled by Crosses: Psychological Limitation (Uncommon, Strong, -3 to Ego Roll) cost: -13pts

Can't Cross Running Water: Psychological Limitation (Uncommon, Strong) ....................... cost: -10pts

Haunted: Hunted by Wraith (As Powerful, NCI, 8-) cost: -15pts

Grip of the Damned: There is no ecstasy in your Kiss or Embrace, only pain and terror cost: -10pts

Dark Fate: The vampire is destined to die horribly with no chance for redemption ............... cost: -20pts

Light Sensitive: As Setite Clan Weakness plus: Susc. to Direct Moonlight (1D6/minute) cost: -15pts