Im looking to incorperate these classic monsters into my Adventure! game at some point, Im thinking the version of the Vampire in W:tA can be tweaked and Visa-versa with the Werewolf from V:tM, but has anyone tryed it yet? The characters are all Daredevils
Quote from: NYTFLYRIm looking to incorperate these classic monsters into my Adventure! game at some point, Im thinking the version of the Vampire in W:tA can be tweaked and Visa-versa with the Werewolf from V:tM, but has anyone tryed it yet? The characters are all Daredevils
Yeah I have.
Stick to Adventure! rules though.
Make them as normal characters. Allow them to cross type for Knacks. Increase the cost to buy Knacks such as "Regeneration" or whatever it was called so Werewolves/Vamps can heal for free (no Inspiration cost). Then give them Knack they are on par to the default powers of Vamps/Werewolves. Rename a few Knacks, but use them how the old knack worked.
Example :
Claws = (Piledriving Fists) (I believe I named that one right). Str+3 Lethal damage.
It is best to ignore the oWoD/nWoD versions of the monsters altogther though. I have not had much success in mixing them, but just making generic Vamps or Lycans for Adventure! works great.
Quote from: LacrioxusIt is best to ignore the oWoD/nWoD versions of the monsters altogther though. I have not had much success in mixing them, but just making generic Vamps or Lycans for Adventure! works great.
I think I'd agree. Your best bet especially for the pulp feel is to stick to classic mythology versions and mimic their power with the Pulp knacks. Many powers of the vampire (Shapeshifting into a swarm) will have to be custom built, or simply special effects of other knacks (a defensive knack for example..)
thanks for the replys, yeah I was looking for a more "traditional" version and just using the oWoD as a base. I probably ought to look at the mythical beastiary as well since they can be completely custom built (I keep forgettign about that book)