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Vampires

Since time's beginning, humanity has spoken of the vampire - the undead, the demonic spirit embodied in human flesh, the corpse risen from its grave possessed of a burning hunger for warm blood....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
-20

      Known Powers :

  • Immortality: Vampires are considered to be Immortal. Vampires cannot die by conventional means, only restrained (see Limitations).
  • 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 vampirepossesses Excellent rank ability to psionically cause others not to see it forcing others will 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: Vampire may see in "natural" darkness without difficulty.
  • Claws: The vampire may sprout claws inflicting strength +1CS damage.
  • Regeneration: Vampires recover from damage quickly. Consider a vampire to popssess Typical regeneration.
  • Bite: A vampire bite does Good damage per round by draining the blood from a victim. If the target has been drained of blood to Shift-O health then re-infused 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.
  • 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 and Garlic will repel a vampire from the area until the item is removed.

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.