Vampires
Since time's beginning, humanity has spoken of the vampire - the undead Nosferatu, the demonic spirit embodied in human flesh, the corpse risen from its grave possessed of a burning hunger... too feast on the blood of the living!
Typical Vampire | |
---|---|
Fighting | Good |
Agility | Excellent |
Strength | Remarkable |
Endurance | Remarkable |
Reason | Typical |
Intuition | Good |
Psyche | Excellent |
Health | 90 |
Karma | 36 |
Resources | Not Applicable |
Popularity | -10 |
Known Powers
- Immortality: Vampires are considered to be Immortal, they do not age and are not affected by disease. They can be poisoned, though not killed by poison (ignoring all Kill results). Vampires cannot die by conventional means, only restrained (see Limitations). Vampires are not affected by Kill & Stun results from physical attacks, only Slam results (see Silver Limitaion).
- Animal Transformation: A vampire may change it's shape into either a bat or wolf with Excellent ability.
- Animal Communication: The vampire possesses Remarkable ability to communicate telepathically with any animal larger than an insect.
- Hypnotism: Vampires can mesmerize others, or even control their minds outright. Vampires can manipulate others' emotions, becoming dream lovers or terrifying nightmares. This ability is ranked Excellent and requires eye contact.
- Heightened Senses: The vampire's senses are superhuman. All 5 senses are heightened to Remarkable levels.
- Telepathy: The vampire may attempt to read a victim's mind. The vampire must be able to see the person to be scrutinized. The vampire makes a Psyche FEAT roll vs the target. Success allows the vampire to read the victim's thoughts.
- Astral Projection: A vampire may project it's spirit into the Astral plane with Incredible ability travelling invisible and intangible.
- Hyper Speed: Vampires are natually quicker than when they were alive enabling them to move and attack at superhuman speeds. This is considered Typical Hyper speed.
- Blending: The vampire may step into the shadows and and thereby shroud itself from sight with Amazing ability.
- Invisibility-Psychic: The vampire possesses Excellent rank ability to psionically cause others not to see it, forcing others to simply ignore it.
- Emotion Control: Fear; A vampire hissing and baring fangs, may instill an unnatural terror in a target. Unless a successful Psyche FEAT is made vs Remarkable ability, the target must turn and flee.
- Night Vision: Vampires may see in "natural" darkness with Excellent rank ability without difficulty.
- Claws: The vampire may sprout claws inflicting strength +1CS damage.
- Wall-Crawling: The vampire can spider climb difficult surfaces, including upside down on ceilings with Incredible ability.
- Regeneration: Vampires recover from damage quickly. Consider a vampire to possess Excellent rank regeneration (see Silver Limitaion).
- Bite: A vampire bite does Typical damage per round by draining the blood from a victim. If the target has been drained of blood to Shift-0 health then reinfused with vampiric blood from the "parent" vampire the target will return to life as a Vampire.
- Blood: Vampire Blood has a high level of toxicity. Should Vampiric blood come into direct contact with a living being, it will inflict Feeble acidic damage (burn) for 1 round. If it enters the blood stream of a non-vampire Feeble damage for 1-10 rounds. In greater quantities the blood could also have an effect of turning the target into a vampire (Endurance FEAT to avoid).
Note: If the Endurance FEAT failed, follow your normal rules for possible vampiric conversion.
Limitations:
- Vampires must drink the blood of others to survive. Voluntary or involuntary deprivation of blood resultes in weakness -1CS on all stats and powers every two days until they feed (or reach Shift-0 FASERIP scores and enter a state of Suspended Animation until they are exposed to blood) and causes a overwhelming desire for blood. Upon seeing blood, a vampire who has not feed will automatically attack if failing a Psyche Feat.
- Driving a stake through the heart of a vampire will not kill it, however it will place the vampire in a state of Suspended Animation.
- Exposure to Direct Sunlight causes a vampire Remarkable damage. Reduction to zero health in this manner will reduce a vampire to dust.
- Holy Symbols, Holy Water and Garlic will repel a vampire from the area until the item is removed.
- Silver; Inflicts Feeble damage on contact will the flesh. Silver causes vampire wounds to heal at approximately the same rate as normal humans and will leave scars and burns. Silver weaponary inflicts +1CS damage, vampires are affected by Stun & Slam results from attacks by these weapon types (and in some cases, Kill Results could apply).
- Mirrors; Vampires do not reflect an image in mirrors, nor show up in photographic images or similar video mediums. A vampire must make a Psyche Feat to avoid smashing a mirror.
- Invitation; Vampires are bound from entering a dwelling unless freely invited by the owners or occupants of the residence. The vampire can then return whenever it wishes, until the invitation is revoked.
- Running Water; Vampires cannot cross running or flowing water on their own volition such as in a brook, stream, river, and ocean. Vampires can crossover (by plane, train, ship, or bridge) running water if they are assisted, running water acts like a impenetrable barrier that they cannot pass. If a vampire is immersed in water it will drown, flowing water or really deep water, is best for this. If the vampire is brought out of the water, it will revive.
- Soil Dependency; Vampires cannot go 100 miles beyond their places of human birth without taking a pound of soil with them. This soil, usually used to line a coffin, offsets the negative effects of the sun.
- Permanent Destruction; A method of slaying a vampire that is known to "Kill" it forever: Piercing the heart and then beheading the vampire, burning the head and body in two separate pyres, then scattering the ashes over a large radius.
Dealing with the Transformation
The details above are standard for Generic Vampires. If you have a "Super Powered" vampiric conversion, the target will retain any original powers and gain the abilities listed above.
- Fighting and Intuition remain unchanged.
- Strength and Endurance gain +1CS to a maximum of Amazing.
- Agility and Psyche recieve +1CS to a maximum of Remarkable
- * Higher ranked abilties retain their original level.