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VtM conversion?

Voadam

Legend
Anybody know of any good sites for converting VtM 2e to d20? In particular for a campaign with low generation characters, lots of disciplines, lots of combat, guns, and lots of schmoe sabbat and the occassional werewolf, demon or methuselah.

Thanks.
 

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Saraphmael

First Post
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.

=====================================================================

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!!!!!!!!!!
 

the Jester

Legend
Wow- great work, Saraphmael!

I for one would be very interested in seeing what else you have. I once took 2e dnd characters imc into a VtM cross-over, but I ported the dnd characters into Vampire rules.
 

Saraphmael

First Post
Kidred D20

Thank you Jester!



I’m thinking about starting a new thread about Kindred D20. What do you guys think? I could, maybe, post Kindred D20 chapter by chapter there…

Add to your MSN or send an e-mail so you can receive first hand the complete material and, of course, make your own contribution to our work, if you wish to: saraphmael@hotmail.com

Also, mail us if you have any doubts about the rules bellow.



This is from Chapter One of Kindred D20, as we call it:



KINDRED D20



Since VtM vampires are far different from “regular” D20 vampires, we are going to call this new type of undead “Kindred” instead of “Vampire”. Forget everything you’ve read about D20 vampires before using Kindred in your game.



CREATING A KINDRED

“Kindred” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature); in scenarios where monstrous humanoids doesn’t exist, only ignore the rules.

A Kindred is created by a ritual called The Embrace; the creator vampire (called “Sire”) first takes all of his chosen’s (called “Neonate”) blood, and replaces it with a little bit of his own, thus creating the new vampire.

A Kindred uses all the base creature’s statistics and special abilities except as noted here.



Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.

Features: An undead creature has the following features.

—12-sided Hit Dice.

—Base attack bonus equal to 1/2 total Hit Dice (as wizard) or per class.

—Good Will saves or per class.

—Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score; if the undead has a class, use the class’ values instead.

Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

—No Constitution score.

—Darkvision out to 60 feet.

—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Kindred, however, are still vulnerable to most Disciplines that use such effects (see Discipline Descriptions for details).

—Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.

—Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.

—Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score; Kindred may only heal damage by spending Blood Points to activate their Regeneration special quality (see bellow for details).

—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

—Uses its Charisma modifier for Concentration checks.

—Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed; Kindred, however, are hard to reduce to 0 HP because most damage they take is considered bashing damage and may be regenerated.

—Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

—Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry, or by class.

—Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor; Kindred are proficient in any armor they knew how to use in life (or they learned how to use after death), as defined by their classes.

—Undead do not breathe, eat, or sleep.



Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature. If the base creature has a swim speed, the Kindred retains the ability to swim.

Armor Class: remains unchanged.

Attack: A Kindred retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one and a bite attack with his fangs. If the base creature can use weapons, the Kindred retains this ability. A creature with natural weapons retains those natural weapons. A Kindred fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A Kindred armed with a weapon uses its slam or a weapon, as it desires.

Full Attack: A Kindred fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: Kindreds have slam attacks and bite attacks. The slam attack works normally, but does not allow the Kindred to bypass Damage Reduction from other Kindred or other supernatural creatures. Bite attacks, however, allow the Kindred to bypass such DR, but the kindred must make a successful grapple check and pin his foe before he makes a bite attack.

If the base creature does not have these attack forms, use the appropriate damage value from the table below according to the Kindred’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.

Both attacks add the Kindred’s STR modifier to damage.

Slam Attack damage: Fine size (1), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), Colossal (4d6)

Bite Attack damage: Fine size (0), Diminutive (1), Tiny (1d2), Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), Colossal (2d8)

Special Attacks: A Kindred retains all the special attacks of the base creature and gains those described below.



The Kiss (Ex): The Kindred can suck blood from a living being (or another vampire) with his fangs by making a successful grapple check. If is pins the foe, it may suck its blood or make a normal bite attack (Kindred’s choose).

Draining blood (“The Kiss”) allows the Kindred to suck 1d4 Blood Points each round the pin is maintained; the victim of this attack will not try to defend itself after the Kindred starts sucking, unless it rolls a successful Will save (DC 20). Other Kindred are immune to this effect; used against other Kindred, this attack sucks blood points directly to their blood point reserve.

Against mortals, The Kiss drains the mortal’s blood – each blood point lost also deals 1 point of temporary Constitution damage. A human has a number of BP equal to their Constitution.

NOTE: in VtM, a human has 10 BP, regardless of Stamina. In D20, however, we must use this simplification (Blood Point equals Constitution). The change is not great – almost 80% of the population has Constitution between 10 and 11 anyway.

Bite attacks deal damage based on the Kindred’s size (see above) and bypass supernatural Damage Reduction from other Kindred and most supernatural creatures.



Disciplines (Su): Disciplines are supernatural powers a Kindred develops. A Kindred receives 5 Discipline Points when



Special Qualities: A Kindred retains all the special qualities of the base creature and gains those described below.



Damage Reduction (Ex): A Kindred has Damage Reduction 10/supernatural.

“Supernatural” is a new kind of damage reduction; it is similar to “magic”, and is bypassed by any attack that would bypass a “magic” damage reduction. A Kindred natural weapons – claws and fangs, but not slam attacks – are also counted as magic/supernatural weapons for purposes of bypassing another Kindred’s or another creature’s DR.



Regeneration (Ex): The Kindred is difficult to kill. Damage dealt to the Kindred is treated as nonlethal damage. 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 nonlethal 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.


Attack forms that don’t deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating Kindred can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the Kindred’s descriptive text. Severed parts that are not reattached wither and die normally.

Usually, a creature must have a Constitution score to have the regeneration ability. Kindred are an exception to this rule, however, but they must spend BP to activate their Regeneration.



Resistances (Ex): A Kindred has resistance to cold 10 and electricity 10.



Turn Resistance (Ex): A Kindred has +4 turn resistance, if the turning ability his allowed in the scenario you’re playing.

Abilities: remains unchanged.

Skills: remains unchanged

Feats: remains unchanged.

Environment: Any, usually same as base creature.

Organization: Any

Challenge Rating: Same as the base creature +2.

Treasure: Double standard.

Alignment: Any; most Kindred struggle against the Beast within.

Advancement: By character class.

Level Adjustment: Same as the base creature +8.



Kindred Weaknesses

For all their power, Kindred have a number of weaknesses. Described bellow are all the Kindred’s weaknesses; besides these, each Kindred will also have a unique weakness, defined by their Clan. Refer to the Clan Descriptions for Clan Weaknesses.



Decapitation (ex): Kindred are vulnerable to decapitation, being destroyed outright if they loose their heads.

To behead a vampire in a single blow, the attacker must threat a critical hit with a slashing weapon of size at least equal to the vampire’s size (e.g, a longsword if you’re attacking a medium-size vampire). If this happens, the vampire suffers a normal critical hit, losing his immunity to critical hits against this attack only (the attack, however, doesn’t ignore the Kindred’s Damage Reduction, if it doesn’t do so normally).

If all conditions are met and the Kindred suffer the critical hit, it must roll a Fortitude save (DC 15, +2 per every 10 points of damage). Failure means the vampire is reduced to 0 HP and beheaded, being destroyed.



Wood Stakes (Ex): Wooden stakes and other similar weapons (javelins, arrows, spears, etc.) ignore a Kindred’s immunity to critical hits (but not its Damage Reduction). If the vampire suffers a critical hit from this kind of weapon, his heart is pierced by the weapon, and it must roll a Fortitude save (CD 15, +2 per every 10 points of damage). Failure means the vampire is immobilized for as long as the weapon is kept at the Kindred’s heart.



Fire (Ex): Kindred are vulnerable to fire. Fire attacks bypass the Kindred’s Damage Reduction (as any other energy attack, for that matter) and bestow this ability to any fire-enhanced attack (a flaming or searing hot sword, a torch, etc.), as the GM sees fit. Against such attacks, the vampire also looses his immunity against critical hits.



Frenzy (Ex): Kindred may succumb to a state of animalistic instincts called Frenzy. To avoid it, the Kindred must roll a Will save.

DC 5 to scent or vision of blood when hungry; DC 10 when feel the taste of blood when hungry or when suffer physical provocation; CD 15 when the Kindred has a beloved one threaten; DC 20 when suffering intensive humiliation.

Failure in the Will save means the Kindred frenzies. In this state, he is under GM’s control; it gain +4 STR, +2 morale bonus to Fortitude and Will saves and -2 penalty do Defense/Armor Class (as appropriate). A Frenzy lasts for as long as the GM sees fit, but usually no longer than the scene or encounter.

The Kindred may suffer Degeneration for actions he takes during a frenzy.



Sunlight (Ex): A Kindred takes damage each round, when exposed to sunlight. The damage is 1d6 (small exposure – hand or face), 3d6 (bigger exposure – arm, leg or head) or 5d6 (50% or more of body exposed).

If the exposure is indirect (the sun is covered by thick clouds, for example) the vampire may roll a Fortitude save (DC 20) to suffer half damage.

Sun damage is real damage, and healed accordingly.



Rötschreck (Ex): Kindred fear fire and sunlight. When threatened by these attacks, they must roll a Will save. The DC is set by the type of threat – DC 5 against a cigarette, DC 10 for a torch or fireplace, DC 15 after being burn by that same torch, DC 20 to face sunlight or when inside a burning place.

If the fire source is under the vampire’s control (if, for example, he is the one lighting the cigarette), the vampire gains a +5 morale bonus to his Will save. Kindred that have the Fortitude Discipline also gain a +1 morale bonus per level of the Discipline to this save, because they are less vulnerable to fire and sunlight than most other vampires.

If the Will save fails, the vampire enters the state called Rötschreck, the Red Fear. The vampire will be frightened (drops whatever he is holding, and run away as fast as he can; if can’t run, is paralyzed by fear, can’t take any action and suffers a -2 penalty to Defense). If the vampire is successful in this save, he will be only shaken (-2 penalty to attack rolls, saves and skill tests).

The effects last for a whole encounter or scene, as the GM sees fit.



Kindred Characters

Kindred are NOT always evil, but Degeneration (Humanity loss) causes characters of certain classes to lose some class abilities. In addition, certain classes (if they exist in your game) take additional penalties. Degeneration rules will be described on the next chapter.

Clerics (or Acolytes, from D20 Modern, if allowed): Kindred clerics lose their ability to turn undead but gain the ability to rebuke undead. A Kindred cleric or acolyte has access to two of the following domains: Destruction, Trickery plus any other two according to the Kindred’s allegiances or alignment.

Mages (from D20 Modern, if allowed), Sorcerers and Wizards: Kindred sorcerers and wizards retain their class abilities, but if a character has a familiar other than a rat or bat, the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat.



COMING UP:

Generation, Gaining and Using Blood Points, Degeneration (Humanity Loss), Blood Bound and other general rules.
 

Saraphmael

First Post
Sorry... I know I shoudl've posted this a long time ago, but a moved from my old apartment and I was caught without internet access for some time. But tomorrow (sunday) I'll be posting new rules for the VtM conversion to D20


Thanx
 

Philusion

First Post
Saraphmael, so far you have quite a bit of information. It looks good! Is the last post (the one you gotta highlight due to the text & background being black:) complete, or is there more information that has (or hasn't) been translated? I'd be very interested in seeing the rest of the info. Thanks!

- Phil
 

Tale_Weaver

First Post
Wow, I should have looked at this earlier, I'm trying to host a Vampire: The Masquerade game in D20. I got a pretty solid system going by combining the rules in "Monte Cook's World Of Darkness" with some conversions that a few fans did for Masquerade.

"Monte Cook's WoD" is for the Vampire: Requiem game which still works because the mechanics are almost exactly the same, in fact they were improved upon of you ask me. The problem is that they decided to change everything else that everyone loved about the game including the clans, the diciplines, and the whole atmosphere of the game! So the only thing that took a bit of work was getting the old clans and diciplines into the new WoD D20. I ran a small test game with friends using the system I created from the 2 books (which you can download quite easily on Bittorrent) and it ran just fine.

If anyone is interested, I posted about the game I want to start here
 

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