WoD Conversion to D20
Ok, I'm new here; this is my first post. So, let's go:
My group and I started a conversion to VtM and Werewolf conversion to D20, and it was a sucess around here. The only problem for you guys... well, it is in portuguese only, but it is good material. So, I'm thinking about translating it... but only if a good number from you guys show interest in it. So, I'm posting some information about the conversion, just for you to see how it works.
All material we wrote is D20 generic - i.e., you can use it in D&D, Star Wars, D20 Modern or whatever.
Besides VtM and Werewolf, we also have:
Highlander D20: in english, based on the first movie and the TV series.
Street Fighter D20: in portuguese, full rules and complete special moves list.
============================ KINDRED D20 ==============================
CHARACTER CREATION
Vampire: Kindred Template
First you create a regular character, then apply the Kindred Template to it. This is very different from the "vampire" template from the D20 Core Rulebooks. Among other things:
HD: change all existing and future Hit Dice to d12.
Size, Speed, Defense/Armor Class, Attacks and Damage: unchanged.
Special Qualities:
Damage Reduction (Ext): 10/supernatural (or magic). "Supernatural" is any attack from a supernatural creature natural weapons - claws and fangs from werewolfs, etc. Any creature with natural weapons that qualify as "magical weapons" for purpose of bypassing DR can bypass a kindred's DR.
Energy Resistance (Ext): cold and electricity 10
Regeneration (Ext): every damage suffered by a kindred is non lethal damage, except "aggravated" damage (fire, acid, sunlight and magical attacks). The kindred must spend blood points to activate his regeneration - each BP heals a number of nonlethal damage equal to the vampire's level. So, a 9th-level character can spend one BP to heal 9 HP of non-lethal damage (of course, if the character can spend more BPs, he may heal faster).
So, a 9th-level character spending 3 BP would heal 27 nonlethal damage in this turn.
Spending BP to heal is an attack action.
Aggravated Damage Regeneration (Ext): kindred may heal real damage spending BPs, but the regeneration level is reduced:
LVL 1-4: 1 BP heals 1 HP
LVL 5-8: 1 BP heals 2 HP
LVL 9-12: 1 BP heals 3 HP
LVL 13-16: 1 BP heals 4 HP
LVL 17-20: 1 BP heals 5 HP and so on.
When the kindred heals regular damage, he also heals an equal amount of nonlethal damage.
Example: Deric is a 2nd-level kindred with 19 HP. He takes 6 points of fire damage (now his current HP is 13). He then takes 10 points of bashing damage from a shot. Now he has 13 HP and has taken 10 HP of bashing damage. He then spends 2 BP to heal; he regains 2 HP of lethal and bashing damage.
When bashing damage is equal or greater than the character's current HP, he is unconscious and helpless - the only action he may take is spend BP to heal. He must also roll a Fortitude save (DC equal to the amount of bashing damage above the current HP). If he fails, he is in torpor; if he succeds, he may spend BP to heal. He rises again when bashing damage is equal or less than current HP.
Example: Deric has 13 HP and has taken 10 bashing damage. He then takes another 9 damage from a nonlethal attack - now he has 13 HP and has taken 19 bashing damage. Since his bashing damage is greater than his current HP, he is down and must save to resit torpor (Fort DC equal to bashing damage greater than current HP, in this case, DC 6). Deric passes the save, but hisattacker strikes him again (dealing another 10 points of damage while he is still down). Deric must save again - note he has 13 HP and now the bashing damage total is 29, so the DC to resist torpor is 29-13 = 16.
Special Attacks:
The Kiss (Su): drain blood attack; after succesfully starting a grapple, if the kindred pins his foe, he can start draining blood. The target must roll a Will save (DC 20) or be peralyzed in extasis and unable to react. Each round the kindred mantains the pin, he may drink 1d4 blood points from the target.
A human has 10 blood points; each blood point taken causes 1 point of temporary Constitution damage. afeter 5 BPs taken, each additional BP causes 2 temporary Cons damage instead. A character reduced to 0 BP is killed, regardless of Constitution score.
Used to attack normally, the kindred deal 1d4 (+ Str modifier) damage with his fangs.
Disciplines (Su): the kindred gain 5 Discipline Points when he is Embraced, plus additional points equal to one-half his character level, each time he gains a level; so, if a 5th level character is Embraced, he gains immediatelly 5 Discipline Points. He gain 3 more points when reaches 6th or 7th level, 4 more points upon reaching 8th or 9th level and so on.
DISCIPLINES
Each level costs a number of Discipline Points (DP) equal to the Discipline's level.
Learn Dominate 1 costs 1 DP; learn Dominate 2 cost +2 DP and so on.
Clan Disciplines cost one less per level. I.e., a Brujah would pay for Celerity, Potence or Presence:
O 1 DP
OO +1 DP (2 DP total)
OOO +2 DP (4 DP total)
OOOO +3 DP (7 DP total)
OOOOO +4 DP (11 DP total)
Other Clan's Disciplines cost one more per level. I.e., a Brujah would pay for any other Discipline:
O 2 DP
OO +3 DP (5 DP total)
OOO +4 DP (9 DP total)
OOOO +5 DP (14 DP total)
OOOOO +6 DP (20 DP total)
Caitiff pay the regular amount for any Discipline.
O 1 DP
OO +2 DP (3 DP total)
OOO +3 DP (6 DP total)
OOOO +4 DP (10 DP total)
OOOOO +5 DP (15 DP total)
Discipline Description (3 physical quick examples)
POTENCE
Each level adds a +4 supernatural bonus to STR. So, a vampire with Str 9 and Potence 4 would have a final STR 25. Permanent bonus.
CELERITY
Move action and 1 BP to activate. The vampire immediatelly gains a number of additional attack actions equal to the celerity level. Note that the Discipline costs a move action to activate - so the character still has an attack action and the additional actions granted by the Discipline. The vampire can't use Celerity attack actions to perform magic or supernatural actions, any full-round action, etc.. Only attacks (full base attack bonus) and move or move-equivalent actions.
Example: Khyn has Celerity 5. He spends a move action and 1 BP. He still has an attack action, plus 5 additional attack action because of his Celerity. He uses one to approach his enemy, 3 actions to attack him, one action to retreat (suffering opportunity attacks normally) and one last to enter full defense.
FORTITUDE
As an undead, the kindred normally has no Constitution score and a Cons modifier of +0. The Fortitude Discipline has three effects:
1. It becomes the Cons modifier of the character, adding to Fort saving throws and HP gained at each level as normal. So, a 4th level character with Fortitude 2 has +2 to Fort saves and +8 HP.
2. It gives the character a +1 natural armor bonus per level. So, a character with Fortitude 4 has a +4 natural armor bonus.
3. It gives the character a Energy Resistance to Fire and Sun equal to the Discipline's level. So, with Fortitude 3 the character has Fire Resistance 3 and Sunlight Resistance 3.
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Guys... this is only some small note I wrote in the last 20 minutes... the material in portuguese is REALLY extensive and complete, detailed... but it will only be translated if you have real interest.
Please contact us:
saraphmael@hotmail.com
send an e-mail or/and add to MSN
THANKS!!!!!!!!!!