Characters

100-point characters and 1,000-point characters taste the same to Great Cthulhu.

100 point characters would definitely be closer to a Lovecraftian feel. 150 point characters could handle some cultists. 200 to 250 point true cyberpunk street samurais, or vampires arrogant in their illusion of invincibility would breeze through early encounters with cultists and minions, only to have the rug pulled out from under them when they get a glimpse of the power of the real enemies. Street Samurai Santa would be an example of a 500 point character. 500 points would also make a very powerful vampire, such as the ruler of a city.

In a 200 to 250 point game if you're going to make a vampire you'd start off with a mundane normal human with 0 to 50 points (-50 max Disadvantages) and you could add the slightly modified Vampire Template (197 points) from JSAMMALLAHTI. Or any Template your DM wants to use.

A 150 point vampire is possible, you'd just be a lot twitchier than a starting White Wolf vampire character (you'd start off with a -50 point character, lol)

1 VAMPIRE TEMPLATE (197 POINTS)


1.1 ATTRIBUTES AND SECONDARY CHARACTERISTICS [135]

The vampire is stronger and faster than any but the most exceptional humans. It also has exceptional motor control and sensory acuity, and never grows tired with exertion.

  • ST +5 [50]

  • DX +2 [40]

  • Per +2 [10]

  • Basic Speed +1 [20] (+2 total)

  • Basic Move +3 [15] (+5 total)

  • No FP [0]

1.2 ADVANTAGES [347]

As the vampire’s flesh is not alive, it needs no oxygen, food, or water to survive, and is immune to all types of sickness and poison, except blood agents, which can affect the living human blood in the vampire’s veins. It also does not deteriorate with time, making the vampire immune to aging.

While sufficient physical injury can harm a vampire, it can only be truly killed by fire, sunlight, decapitation, or destroying the heart. Puncture wounds, except those to the head, neck, or heart, are especially ineffective. A vampire can be knocked unconscious either by massive trauma or a solid hit to a vulnerable location, but it recovers much faster than a human.

The vampire’s only real need is for fresh human blood. If it goes without too long, it enters into a state of hibernation, which it can also initiate actively and remain in for years, even decades. To draw blood, a vampire has sharp teeth. To hunt by night, it can see clearly in poor lighting and reasonably well in all but total darkness.

The vampire is more resistant than a mortal to all supernatural powers of the nocturnal kind, as this same force animates and permeates it. Its most mysterious powers, namely its bite and its ability to mesmerize others, are dealt with separately, below.

  • Bite (see breakdown) [200]

  • Doesn’t Breathe [20]

  • Doesn’t Eat or Drink [10]

  • Immunity to Sickness [15]

  • Immunity to Contact Poisons [10]

  • Injury Tolerance (No Blood; Accessibility: Only at -1×HP or lower, or after a long hibernation, -20%) [4]

  • Injury Tolerance (Unliving) [20]

  • Metabolism Control 1 (Hibernation, triggered by unconsciousness from Draining, -60%) [2]

  • Night Vision 5 [5]

  • Recovery [10]

  • Resistant (Nocturnal abilities; +3) [10]

  • Sharp Teeth [1]

  • Unaging [15]

  • Unkillable 1 (Achilles’ heel: burning, sunlight, and injury to Heart, Neck, or Skull -50%) [25]

1.2.1 BITE BREAKDOWN

The vampire can suck the blood from a human or another vampire to recover from injuries. From the victim’s point of view, the pain of the initial bite gives way to intense pleasure. The effects of any poisons and intoxicants in the victim’s bloodstream will temporarily affect the vampire. If the victim is another vampire, its Mesmerism, and any additional vampiric abilities, pass to the feeding vampire for the remainder of the night. This requires 2 seconds of uninterrupted feeding, and fails if the victim’s will is too strong. The victim can, of course, return the favor and steal back its power by biting its attacker in turn! If a vampire successfully resists this ability, it is immune for the remainder of the night.

  • Leech 4 (1d/turn; Accelerated healing, +25%; Link, +10%; Side Effect, Euphoria, +80%; Accessibility: Humans and vampires only, -10%; Blood agent, -40%; Nuisance effect: affected by victim’s bloodborne afflictions, including poisons, -5%) [60]

  • Neutralize (Nocturnal; Extended duration, 1 night, +120%; Link, +10%; Power theft, +200%; Blood agent, -40%; Increased immunity, one night, -30%; One Power, Vampirism, -50%; Takes extra time, 2 seconds, -10%; Terminal condition, sunrise, -20%) [140]

1.3 DISADVANTAGES [-285]

The vampire requires roughly half a cup of fresh human blood daily in order to survive. It can go days, maybe even a week or two, with no blood before collapsing from the thirst and entering hibernation, but the psychological effect of the thirst is such that if feeding is possible, the vampire will gradually become unable to resist it. If the vampire kills a human with its bite, the victim also rises as a vampire in a few nights, if its body is preserved. This does not happen to victims who survive the vampire’s bite!

The vampire is very vulnerable to fire and extreme heat: its supernatural resilience does not protect it from fire, and any significant burning injury causes it to burst in flames. The other sure killer of vampires is the Sun. If the vampire is exposed to direct sunlight, it is first scorched and then destroyed in less than a minute. Even sunlight through heavy clouds, clothing, darkened glass, and other such impediments will kill, though more slowly. Fittingly, vampires have an uncontrollable, though not irrational, fear of fire and sunlight. A vampire can stay awake during daytime, but soon grows drowsy; its instinct is to sleep in a secure, dark hideaway whenever the Sun is above the horizon.

The vampire cannot heal from injuries like a mortal, but must either hibernate or consume extra blood. Its flesh is cold to the touch, except when it has fed very recently. For some reason, the vampire has a strong aversion to plants with a strong smell, particularly medicinal ones. These traits may reveal a person to be a vampire to those who are alert to these signs of the condition.

  • Draining (Fresh human blood, illegal; Healed by hibernating, -50%) [-7]

  • Fragile (Combustible) [-5]

  • Infectious Attack (Victims killed by Leech only, -60%) [-2]

  • Phobia (Fire; Self-Control 12) [-15]

  • Phobia (Sun; Self-Control 12) [-15]

  • Revulsion (Pungent plants, e.g. garlic) [-5]

  • Secret (Vampire) [-30]

  • Sleepy (All day) [-8]

  • Supernatural Features (No body heat; Not after feeding) [-1]

  • Uncontrollable Appetite (Self-Control 15) [-7]

  • Unhealing (Partial: Hibernation/Leech) [-20]

  • Vulnerability (Burning, ×4) [-60]

  • Weakness (Sunlight, 2d/second; Reduced time 7, +140%; Variable, -40%) [-120]

2 TRANSFORMING INTO A VAMPIRE


2.1 A human keeps all of his or her personal traits, with the exception of those that are redundant or incompatible with traits in the vampire racial template. In addition, the human may gain any of the following additional advantages and increases to attributes and secondary characteristics. All of these are personal traits, not included in the racial template and therefore carried over if the vampire shapeshifts.

  • ST up to +5 [10/level]

  • DX up to +3 [20/level]

  • HP up to +3 [2/level]

  • Per up to +3 [5/level]

  • Basic Speed up to +3 [20/level]

  • Basic Move up to +2 [5/level]

  • Acute Senses up to +3 [2/level]

  • Appearance up to one level higher [4 or 8 points]

  • Charisma up to 3 [5/level]

  • DR (Bane: Burning, -10%; Tough skin, -40%) up to 4 [2.5/level]

  • Fearlessness up to 3 [2/level]

  • Flexibility [5]

  • Hard to Kill up to 3 [2/level]

  • Hard to Subdue up to 3 [2/level]

  • Lifting Strength up to 3 [3/level]

  • Magery 0-2 [5 for 0, 15 for 1, 25 for 2], and an additional 1-3 levels with the Night-Aspected limitation, -40% [6/level]

  • Mesmerism (see breakdown) [53]

  • Mind Shield up to 3 [4/level]

  • Night Vision up to 9 (5 levels included in racial template) [1/level]

  • Silence up to 3 [5/level]

  • Spirit Empathy [10]

  • Striking Strength up to 3 [5/level]

  • Vampirism abilities [varies]*

  • Vampirism Talent 1 or 2 [10/level]*

  • Voice [10]

*Superhuman speed, shapeshifting, controlling animals, and many other abilities are available as part of the Vampirism power.

MESMERISM BREAKDOWN

By locking eyes with a mortal, the vampire can attempt to bend its will to its own. If the target resist successfully, it becomes immune to this ability for the remainder of the night, but if it succumbs, the vampire may silently issue a simple command (a few words’ worth) which the target will follow to the best of its ability, for a few minutes. In addition, the mortal will forget the vampire and anything that happened in its presence, shortly afterwards. The mortal may later dream of the vampire and events, or believe they were dreams to begin with. With this ability, vampires may feed on humans without killing them and still avoid detection.

  • Affliction (Amnesia, +10%; Based on Will, +20%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Permanent, +150%; Accessibility, Mortals only, -20%; Increased Immunity, one night, -30%; Vision-Based, -20%; Vision-Based, reversed, -20%; Vampiric, -25%) [35]

  • Mind Control (Independent, +70%; Link, +10%; Accessibility, Mortals only, -20%; Short-Range 2, -20%; Suggestion, -40%; Vision-based, -20%; Vision-based, reversed, -20%; Vampiric, -25%) [18]

2.2 ADDITIONAL DISADVANTAGES

The transformation from mortal to vampire does not leave the person psychologically unchanged. All vampires feel an insatiable thirst for blood, which they can usually suppress if well fed, but which comes to dominate their thoughts when they are deprived. In addition, fire and sunlight cause a debilitating terror in all vampires. Some individuals develop additional mental disadvantages. Possibilities include almost every mental disadvantage in the book, depending on the player’s thoughts on how the experience of death and resurrection affects the character’s psyche. Some options deserve special mention:

  • Bloodlust [-10*]: Since a fight is also usually an opportunity to feed, a vampire who fails his Self-Control roll against Bloodlust must also roll against Uncontrollable Appetite; on a failure, he must kill with the bite. This is how vampire epidemics start!

  • Compulsive Behavior (Counting, Undoing knots, etc.) [-5*]: Vampires are particularly susceptible to dysfunctional little habits like these, which enemies can exploit. Many compulsions are mentioned in folklore and occur among vampires.

  • Dread (Running water, Holy objects, etc.; Common; Insensitive, -50%) [-5]: Like Compulsive Behavior, above, this disadvantage can represent an individual vampire’s peculiar disability, and it likewise tends to conform to traits found in folklore.

  • Lecherousness [-15*]: It is not sex, of course, but feeding, that is the ultimate goal of the lecherous vampire, but up to the moment of intimacy, the attraction the vampire experiences is sexual.

2.3 THIRST DEFECTS

For some vampires, going without blood brings additional problems besides loss of vitality and a gnawing thirst, relating to some imperfection in their contact with the force that animates them. These are optional disadvantages that are not part of the Vampire template, so a shapeshifting vampire keeps its thirst defects in all forms. Players are welcome to propose new options.

All these disadvantages share the Mitigator limitation “Fresh Blood, Daily”, worth -55% because fresh blood must be acquired by force or guile. This means the vampire must get one extra HP worth of blood, over that required for recovering from Draining. If, on any given night, the vampire does not drink itself full and take an extra point for mitigation, all its conditional disadvantages take effect at sunrise. It can only suppress them by drinking enough blood to fully replenish its HP, and taking an extra point of blood.

2.3.1 ATAVISTIC [-13]

You become like a wild animal when thirsty, oblivious to human emotions and social norms.

  • Bestial (Mitigator, Fresh Blood, Daily, -55%) [-4]

  • Low Empathy (Mitigator, Fresh Blood, Daily, -55%) [-9]

2.3.2 CADAVEROUS [-4 OR -9]

You look obviously dead when thirsty: like a fresh but drained cadaver at level 1, or decomposed, even skeletal, at level 2.

2.3.2.1 LEVEL 1 [-4]

  • Supernatural Feature: Pallor (Mitigator, Fresh Blood, Daily, -55%) [-4]

2.3.2.2 LEVEL 2 [-13]

  • Appearance: Monstrous (Mitigator, Fresh Blood, Daily, -55%) [-9]

2.3.3 FRENZIED [-6 OR -12]

Thirst drives you to uncontrollable rages, in response to injury at level 1, or to any kind of stress at level 2.

2.3.3.1 LEVEL 1

  • Berserk (Self-Control 9; Mitigator, Fresh Blood, Daily, -55%) [-6]

2.3.3.2 LEVEL 2

  • Bad Temper (Self-Control 9; Mitigator, Fresh Blood, Daily, -55%) [-6]

  • Berserk (Self-Control 9; Mitigator, Fresh Blood, Daily, -55%) [-6]

2.3.4 INSOMNIAC [-4]

You can’t seem to rest when thirsty. This might even drive you to seek blood during the day, if you can keep away from sunlight!

  • Light Sleeper (Mitigator, Fresh Blood, Daily, -55%) [-2]

  • Slow Riser (Mitigator, Fresh Blood, Daily, -55%) [-2]

2.3.5 LIFEBANE [-4]

When the thirst is on you, flowers wilt and insects curl up and die in your presence. Terminally ill humans might perceive your proximity as a chilling threat.

  • Lifebane (Mitigator, Fresh Blood, Daily, -55%) [-4]

2.3.6 PARALYZED [-9]

You are completely immobile, perhaps even comatose, during daylight hours, unless you’ve had your fill of blood the night before.

  • Nocturnal (Mitigator, Fresh Blood, Daily, -55%) [-9]

2.3.7 PUTRID [-4]

When thirsty, you exude the stench of the grave.

  • Bad Smell (Mitigator, Fresh Blood, Daily, -55%) [-4]

2.3.8 RIGID [-8]

When you go without blood, you suffer from something resembling rigor mortis. Your speed and strength don’t suffer, but your fine motor skills are lost, and your walk becomes a clumsy hop.

  • Ham-Fisted (Mitigator, Fresh Blood, Daily, -55%) [-2]

  • Total Klutz (Mitigator, Fresh Blood, Daily, -55%) [-6]

2.3.9 SHAKY [-10]

If you haven’t had enough to drink, you suffer from tremors and tics, and gnash your teeth like a freezing human.

  • Neurological Disorder (Mild; Mitigator, Fresh Blood, Daily, -55%) [-6]

  • Stuttering (Mitigator, Fresh Blood, Daily, -55%) [-4]

2.3.10 TORPID [-5]

You need fresh blood to warm your dead flesh. Without it, you stiffen up in cool weather, and can actually freeze solid in extreme cold!

  • Cold-Blooded (Self-Control 9; Mitigator, Fresh Blood, Daily, -55%) [-2]

  • Vulnerability (Cold damage; ×2; Mitigator, Fresh Blood, Daily, -55%; Not while hibernating, -20%) [-2]

  • Weakness (Intense cold, 1d per 30 minutes; Mitigator, Fresh Blood, Daily, -55%; Not while hibernating, -20%; Variable, -40%) [-1]

2.4 SOCIAL TRAITS

Wealth, Status, and other social traits reflect the vampire’s standing in mortal society. They are all vulnerable to the vampire’s Secret being revealed, and therefore require some effort to maintain. Vampire characters that have no mortal identity should take Status 0 or less [0 to -10], and either Poor [-15] or Dead Broke [-25], unless they maintain their wealth through a slave or associate bought as an Ally [variable]. Zeroed [10] is appropriate either way.

Although no organized vampire society exist, informal relationships between vampires and possibly other supernatural beings can be represented as Allies, Contacts, Patrons and Enemies. A vampiric patron has a base cost of 10 or 15, possibly with the Equipment enhancement, and very likely imposes an associated Duty. For the purposes of Reputation, vampires and related supernatural creatures count as a large group. There may exist smaller-scale organized associations of supernatural creatures that count as small groups for Reputation, and may grant Rank or Claim to Hospitality in exchange for a Duty.

Mortal servants paid in money are included in above-average Wealth. Those dominated with the Enslavement ability or otherwise acquired through personal effort (cults etc.) must be bought as Allies, or possibly Contacts. New ones can be acquired during the game, and it’s the player’s choice whether to invest character points in them. Allies and Contacts enjoy some degree of plot protection and full loss insurance: points spent in them are retained, and can be re-spent later, if the Ally or Contact is lost. Associates without point investment, on the other hand, may be lost or turn traitor at any time.

3 VAMPIRISM POWER


3.1 POWER BASICS

All vampires have one ability of the Vampirism power, Mesmerism. Most have other abilities, and up to 5 levels of the Vampirism talent.

3.1.1 POWER SOURCE: NOCTURNAL

Vampiric abilities are powered by an unknown, likely malevolent force relating to night and darkness. They are vulnerable to special countermeasures: the vampire’s bite can temporarily steal another vampire’s abilities, and other supernatural skills and powers can interfere with or protect against them. This is worth -5% of the power modifier.

The Vampirism power specifically, but not other Nocturnal powers necessarily, are completely ineffective during the day. When the Sun clears the horizon, the vampire loses its ability to mesmerize mortals and any other Vampiric abilities it possesses. The power returns when the Sun sets. Together with the -5% for vulnerability to countermeasures, this -20% Accessibility limitation constitutes the Vampiric -25% power limitation.

3.1.2 VAMPIRISM TALENT [10/LEVEL]

The character’s Vampirism Talent is added as a bonus to all success rolls made to use any ability with the Vampiric limitation, except melee attack rolls, and to rolls to resist the power theft effect of another vampire’s bite. Talent levels up to 5 are available to player characters. This Talent is more expensive than most power Talents, because the range of abilities it covers is very wide. Vampirism Talent also serves as a prerequisite for Vampirism abilities: to gain an ability of any given level, the vampire must possess at least that level of Talent.

3.1.3 SPECIAL RULES

The following special rules apply to the Vampirism power:

  • Blood-powered: Vampires spend HP instead of FP for extra effort and all other Vampirism-related uses.

  • Gestures and invocations: To focus their Nocturnal power into an ability, vampires typically gesture at the target or themselves, and whisper what they want their power to accomplish: “Come to me,” “Do not see me,” “Spirit, reveal yourself,” or the like. They can use their powers in complete silence and without gestures that give away their intent, but this imposes a -2 penalty to any roll to activate or maintain an ability. Conversely, by gesturing fiercely and invoking their power with a vigorous voice, and spending an extra 1d seconds, they gain a +2 bonus instead.

See GURPS Powers for the following special rules; all apply to Vampirism:

  • Abilities Enhancing Skills (Powers, pp.161-162)

  • Crippled Abilities (Powers, p.156); lasting crippling can be recovered by hibernating 1d days

  • Extra Effort and Godlike Extra Effort (Powers, pp.160-161)

  • Repeated Attempts (Powers, p.159)

  • Skills Enhancing Abilities (Powers, p.161)

  • Temporary Enhancements (Powers, pp.172-173)

  • Trading Fatigue for Resistance (Powers, p. 169)

3.2 ABILITIES

All abilities (other than Mesmerism, common to all vampires) come in levels, up to 5. Some abilities have a constant cost per level, others don’t. Ability level is capped by Talent level: to get an ability of any given level, the vampire must first possess an equal or higher level of Vampirism Talent.

Players are free to create new abilities, provided they follow the five-level scheme, are thematically appropriate to vampires, and do not overlap excessively with the abilities listed here..

3.2.1 ANIMAL MASTERY [22/33/48/76/114]

You have a supernatural rapport with all animals that live by night or draw blood. You may communicate with them as if their vocalizations and gestures were a language you shared. You can also understand their behavior and emotions instinctively. They do not obey you mindlessly, but do react to you favorably and are amenable to persuasion or leadership. You also have a lesser ability to influence and get along with all other animals.

Higher levels improve your skill and reaction bonuses. Starting at level 2, you can call animals to you with a subconscious telepathic message, with increasing reliability and in greater numbers at higher levels. On arrival, the animals make a reaction roll that determines how willing they are to help you.

3.2.1.1 LEVEL 1 [22]

  • Animal Empathy (Nocturnal and carnivorous animals only, -25%; Vampiric, -25%) [3]

  • Animal Friend 1 (Vampiric, -25%) [4]

  • Reputation +1 (Small Group: Nocturnal and carnivorous animals only, ×1/3; Vampiric, -25%) [2]

  • Speak With Animals (Nocturnal and carnivorous animals only, -25%; Vampiric, -25%) [13]

3.2.1.2 LEVEL 2 [33]

  • Allies (Nocturnal and carnivorous animals, 25% or less, 6 or less, ×1/2; Up to 10; ×6; Summonable, +100%; Uncontrollable, -10%) [6]

  • Animal Empathy (Nocturnal and carnivorous animals only, -25%; Vampiric, -25%) [3]

  • Animal Friend 2 (Vampiric, -25%) [8]

  • Reputation +2 (Small Group: Nocturnal and carnivorous animals only, ×1/3; Vampiric, -25%) [3]

  • Speak With Animals (Nocturnal and carnivorous animals only, -25%; Vampiric, -25%) [13]

3.2.1.3 LEVEL 3 [48]

  • Allies (Nocturnal and carnivorous animals, 25% or less, 9 or less, ×1; Up to 20; ×8; Summonable, +100%; Uncontrollable, -10%) [16]

  • Animal Empathy (Nocturnal and carnivorous animals only, -25%; Vampiric, -25%) [3]

  • Animal Friend 3 (Vampiric, -25%) [12]

  • Reputation +3 (Small Group: Nocturnal and carnivorous animals only, ×1/3; Vampiric, -25%) [4]

  • Speak With Animals (Nocturnal and carnivorous animals only, -25%; Vampiric, -25%) [13]

3.2.1.4 LEVEL 4 [74]

  • Allies (Nocturnal and carnivorous animals, 25% or less, 12 or less, ×2; Up to 50; ×10; Summonable, +100%; Uncontrollable, -10%) [38]

  • Animal Empathy (Nocturnal and carnivorous animals only, -25%; Vampiric, -25%) [3]

  • Animal Friend 4 (Vampiric, -25%) [15]

  • Reputation +4 (Small Group: Nocturnal and carnivorous animals only, ×1/3; Vampiric, -25%) [5]

  • Speak With Animals (Nocturnal and carnivorous animals only, -25%; Vampiric, -25%) [13]

3.2.1.5 LEVEL 5 [111]

  • Allies (Nocturnal and carnivorous animals, 25% or less, 15 or less, ×3; Up to 100; ×12; Summonable, +100%; Uncontrollable, -10%) [69]

  • Animal Empathy (Nocturnal and carnivorous animals only, -25%; Vampiric, -25%) [3]

  • Animal Friend 5 (Vampiric, -25%) [19]

  • Reputation +5 (Small Group: Nocturnal and carnivorous animals only, ×1/3; Vampiric, -25%) [7]

  • Speak With Animals (Nocturnal and carnivorous animals only, -25%; Vampiric, -25%) [13]

3.2.2 CLINGING [11/16/20/25/29]

You can crawl on walls and ceilings like an insect or gecko. Higher levels increase your movement speed.

  • Clinging (Costs 1 HP/minute, -10%; Requires at least 1 free arm, -10%; Vampiric, -25%) [11]

  • Super Climbing 0/2/4/6/8 (Vampiric, -25%) [5/9/14/18]

3.2.3 ENERGY RESERVE [6/LEVEL]

You can power Nocturnal abilities that normally cost Hit Points by tapping into an additional reserve of energy instead. You have 4 energy points per level to use each night; these can replace hit points at a 1-for-1 rate. Any remaining points are lost at dawn, and your reserve is fully replenished at dusk.

Energy Reserve (Nocturnal) 4/level (Accessibility: Only at night, -20%; Slow Recharge, all at once at dusk, -30%) [6/level]

3.2.4 ENSLAVEMENT [18/LEVEL]

By giving a mortal some of your own blood (by injection or in a drink), you can turn him or her into your loyal servant or familiar. This effect ends after a few months, unless it is renewed with another dose of blood. At level 1, the mortal gains no additional abilities, but will serve you fanatically. Starting from level 2, each level improves the slave with minor supernatural abilities. See the Vampiric Slave template set for more information. If the mortal resists successfully with a HT roll, you cannot attempt again the same night.

3.2.4.1 LEVEL 1 [18]

  • Affliction (Disadvantages: Extreme Fanaticism to Master, +15%; Extended duration, 1d months or permanent with continued dosage, +150%; Low signature, +10%; Accessibility: Mortals only, -20%; Blood agent, -40%; Blood agent, reversed, -40%; Increased Immunity, one night, -30%; Vampiric, -25%) [18]

3.2.4.2 LEVEL 2 [36]

  • Affliction (Alternate Form: Vampiric Slave, 11 points, +250%; Extended duration, 1d months or permanent with continued dosage, +150%; Low signature, +10%; Accessibility: Mortals only, -20%; Blood agent, -40%; Blood agent, reversed, -40%; Increased Immunity, one night, -30%; Vampiric, -25%) [36]

3.2.4.3 LEVEL 3-5 [54/72/90]

  • Add the Improved Slave lens to the Vampiric Slave template once at level 3, twice at level 4, and three times at level 5. [54/72/90]

3.2.5 IMPROVED BITE [8/LEVEL]

Your teeth are sharper than other vampires’, and you can suck blood faster.

  • Leech +1/level (Accelerated healing, +25%; Link, +10%; Side Effect, Euphoria, +80%; Blood agent, -40%; Vampiric, -25%) [6]

  • Striking Strength 2/level (Bite only, -60%; Vampiric, -25%) [2]

3.2.6 IMPROVED DURABILITY [6/LEVEL]

You get +2/level to all HT rolls versus death, unconsciousness, and knockdown.

  • Hard to Kill +2/level (Vampiric, -25%) [3/level]

  • Hard to Subdue +2/level (Vampiric, -25%) [3/level]

3.2.7 IMPROVED MESMERISM [28/58/90/127/157]

Your ability to mesmerize others is exceptionally powerful and versatile. You can choose whether to give commands, cause amnesia, or both, and may additionally cause the target to fall into a deep sleep. At level 2, you can cause waking hallucinations (which are not under your control), and no longer need eye contact. At level 3, you are not limited to vague suggestions, but can give detailed orders. In addition, your power is no longer limited to mortals, although vampires get +3 to resist it. At levels 4 and 5, you may simultaneously mesmerize whole groups, in a 2-yard radius or 4-yard radius, respectively.

3.2.7.1 LEVEL 1 [28]

  • Affliction: Improve Link to +20%. Add Sleep, +150%; and Selectivity, +10% [18]

  • Mind Control: Improve Link to +20%. [10]

3.2.7.2 LEVEL 2 [58]

As Level 1, above, and:

  • Affliction: Remove Vision-Based and Vision-Based, reversed. Add Hallucinating, +50%. [10]

  • Mind Control: Remove Vision-Based and Vision-Based, reversed. [20]

3.2.7.3 LEVEL 3 [90]

As Level 2, above, and:

  • Affliction: Remove Accessibility [2]

  • Mind Control: Remove Accessibility and Suggestion. [30]

3.2.7.4 LEVEL 4 [127]

As level 3, above, and:

  • Affliction: Add Area Effect 1, 2-yard radius, +100%, and Selective Area, +20% [7]

  • Mind Control: Add Area Effect 1, 2-yard radius, +50%; and Selective Area, +20% [30]

3.2.7.5 LEVEL 5 [157]

As level 4, above, and:

  • Affliction: Improve Area Effect to 2, 4-yard radius, +100% [5]

  • Mind Control: Improve Area Effect to 2, 4-yard radius, +100% [25]

3.2.8 IMPROVED MOVEMENT [6/LEVEL]

You can improve your movement speed by +2/level for one minute by taking a point of injury.

  • Basic Move +2/level (Costs 1 HP/minute, -10%; Handling -1, -5%; Vampiric, -25%) [6/level]

3.2.9 IMPROVED STRENGTH [10/LEVEL]

You can improve your Strength by +2/level for one minute by taking a point of injury. This ST bonus does not affect your HP or protect against knockback, as your actual mass and build do not change.

  • External Strength +2/level (Costs 1 HP/minute, -10%; Not vs knockback, -5%; Vampiric, -25%) [10/level]

3.2.10 IMPROVED TOUGHNESS [6/LEVEL]

You can become resistant to damage, as if your skin were armored, for one minute by taking a point of injury. This does not protect your eyes, or offer any protection against fire or the Sun.

  • Damage Resistance 2/level (Bane: Burning, -5%; Costs 1 HP/minute, -10%; Vampiric, -25%) [6/level]

3.2.11 LEVITATION [7/13/20/26/41]

You can defy gravity for one minute by taking a point of injury. At levels 1-3, this merely permits you to jump much higher and further than normally, but at level 4 you gain the ability to actually fly, with improved speed at level 5.

3.2.11.1 LEVEL 1-3 [7/13/20]

  • Super Jump 1/level (Costs 1 FP/minute, -10%; Vampiric, -25%) [6.5/level]

3.2.11.2 LEVEL 4 [26]

  • Flight (Costs 1 FP/minute, -10%; Vampiric, -25%) [26]

3.2.11.3 LEVEL 5 [41]

  • Enhanced Move (Air; Vampiric, -25%) [15]

  • Flight (Costs 1 FP/minute, -10%; Vampiric, -25%) [26]

3.2.12 MESMERIC CHARM [3/LEVEL]

You get +1/level to reaction and influence rolls with mortals. At level 4 or 5, you also get an additional +3 to one specific kind of social interaction (seduction, interrogation, etc.) if you focus on it completely, taking -5 to all other rolls for the duration.

3.2.12.1 LEVEL 1-3 [3/LEVEL]

  • Charisma 1/level (Mortals only, -20%; Vampiric, -25%) [2.75/level]

3.2.12.2 LEVEL 4-5 [3/LEVEL]

  • Charisma 1/level (Mortals only, -20%; Vampiric, -25%) [2.75/level]

  • Focused (Task) [1]

3.2.13 MESMERIC INVISIBILITY [6/13/21/30/40]

You can become very difficult to see. Activating this ability requires a second of concentration. At levels 1-4, you get +2 per level to Stealth against vision when moving, or +4 when standing still. At level 5, you are completely invisible. This effect, however, is psychological, not physical. All persons looking at you get to resist the effect with a Will roll, at a penalty equal to your ability level. You show up normally on cameras.

3.2.13.1 LEVEL 1 [6]

  • Chameleon 2 (Can carry objects, very light, +20%; Doesn’t affect machines, -10%; Glamour, Will-1, -25%; Vampiric, -25%) [6

3.2.13.2 LEVEL 2 [13]

  • Chameleon 4 (Can carry objects, very light, +20%; Doesn’t affect machines, -10%; Glamour, Will-2, -20%; Vampiric, -25%) [13]

3.2.13.3 LEVEL 3 [21]

  • Chameleon 6 (Can carry objects, very light, +20%; Doesn’t affect machines, -10%; Glamour, Will-3, -15%; Vampiric, -25%) [21]

3.2.13.4 LEVEL 4 [30]

  • Chameleon 8 (Can carry objects, very light, +20%; Doesn’t affect machines, -10%; Glamour, Will-4, -10%; Vampiric, -25%) [30]

3.2.13.5 LEVEL 5 [40]

  • Invisibility (Can carry objects, very light, +20%; Switchable, +10%; Glamour, Will-5, -5%; Vampiric, -25%) [40]

3.2.14 PREDATOR SIGHT [3/11/14/17/20]

Your sense of sight is improved: at level 1, you gain perfect night vision, completely negating darkness penalties with the exception of total darkness. Starting at level 2, you can see infrared light and track mortals by their heat traces. At levels 3-5, you get progressively higher bonuses to all vision rolls.

3.2.14.1 LEVEL 1 [3]

  • Night Vision +4 (Vampiric, -25%) [3]

3.2.14.2 LEVEL 2 [11]

  • Night Vision +4 (Vampiric, -25%) [3]

  • Infravision (Vampiric, -25%) [8]

3.2.14.3 LEVEL 3-5 [14/17/20]

  • Acute Vision 2/4/6 (Vampiric, -25%) [3/6/9]

  • Night Vision +4 (Vampiric, -25%) [3]

  • Infravision (Vampiric, -25%) [8]

3.2.15 PREDATOR SCENT [3/5/24/31/38]

You have an improved sense of smell. You get +2 at level 1 and +4 at level 2 or higher to all rolls to smell something. From level 3 on, you have a particular ability to detect humans by the tiniest whiff. You gain the ability to analyze and memorize individual scents at level 4, and at level 5 can discern mortals’ emotions and state of mind from their smell.

3.2.15.1 LEVEL 1 [3]

  • Acute Taste and Smell 2 (Smell only, -20%; Vampiric, -25%) [3]

3.2.15.2 LEVEL 2 [5]

  • Acute Taste and Smell 4 (Smell only, -20%; Vampiric, -25%) [5]

3.2.15.3 LEVEL 3 [12]

  • Acute Taste and Smell 4 (Smell only, -20%; Vampiric, -25%) [5]

  • Detect (Humans; Reflexive, +40%; Smell-Based, -20%; Vampiric, -25%) [19]

3.2.15.4 LEVEL 4 [19]

  • Discriminatory Smell (Vampiric, -25%) [12]

  • Detect (Humans; Reflexive, +40%; Smell-Based, -20%; Vampiric, -25%) [19]

3.2.15.5 LEVEL 5 [30]

  • Discriminatory Smell (Emotion Sense, +50%; Vampiric, -25%) [19]

  • Detect (Humans; Reflexive, +40%; Smell-Based, -20%; Vampiric, -25%) [19]

3.2.16 RETRACTABLE CLAWS [4/9/11/13/15]

By taking a point of injury, you can extend your fingernails into sharp claws for one minute. At higher levels, the damage you do with them increases.

3.2.16.1 LEVEL 1 [4]

  • Sharp Claws (Switchable, +10%; Costs 1 HP/minute, -10%; Vampiric, -25%) [4]

3.2.16.2 LEVEL 2-5 [9/11/13/15]

  • Long Talons (Switchable, +10%; Costs 1 HP/minute, -10%; Vampiric, -25%) [9]

  • Striking Strength 0/2/4/6 (Claws only, -60%; Vampiric, -25%) [0/2/4/6]

3.2.17 SHAPESHIFTING (BAT, MIST, OR WOLF) [8/14/20/26/35]

You can transform your body into either a bat, a cloud of sentient mist, or a wolf. These are not natural animals, let alone an ordinary bit of fog, but supernatural forms that have their appearance, and some of their qualities. Your clothes and small possessions are absorbed into the transformed body and reappear as you revert back to your normal form.

Each of the three Alternate Forms is a separate ability, granting a different racial template that replaces the Vampire template for the duration of the change. Aside from these three classic options, other Alternate Forms may be available on request.

At level 1, the change takes a successful HT + Talent roll, 10 seconds during which you are completely inactive, and 2 initial HP of injury, plus 1 HP extra for every minute you spend transformed after the first. From level 2 on, the transformation becomes easier: you can remain active while shifting, and the change takes only five seconds at level 2, three seconds at level 3, and a fraction of a second at level 4 or 5. At level 3 or higher, the change also causes no hit point loss. At level 5, you can remain in the Alternate Form even while unconscious, sleeping, or hibernating.

3.2.17.1 LEVEL 1 [8]

  • Alternate Form (Absorptive change, No Encumbrance, +5%; Costs 2 HP per minute, -20%; Requires HT Roll, -10%; Vampiric, -25%) [8]

3.2.17.2 LEVEL 2 [14]

  • Alternate Form (Absorptive change, No Encumbrance, +5%; Active change, +20%; Reduced Time 1, 5 seconds, +20%; Costs 2 HP per minute, -20%; Requires HT Roll, -10%; Vampiric, -25%) [14]

3.2.17.3 LEVEL 3 [20]

  • Alternate Form (Absorptive change, No Encumbrance, +5%; Active change, +20%; Reduced Time 2, 3 seconds, +40%; Requires HT Roll, -10%; Vampiric, -25%) [20]

3.2.17.4 LEVEL 4 [26]

  • Alternate Form (Absorptive change, No Encumbrance, +5%; Reduced Time 5, instantaneous, +100%; Requires HT Roll, -10%; Vampiric, -25%) [26]

3.2.17.5 LEVEL 5 [35]

  • Alternate Form (Absorptive change, No Encumbrance, +5%; Once On, Stays On, +50%; Reduced Time 5, instantaneous, +100%; Selectivity, +10%; Requires HT Roll, -10%; Vampiric, -25%) [35]

3.2.18 SILENT MOVEMENT [4/8/12/15/19]

  • You gain +1/level to Stealth against hearing while moving, or +2/level while still.

  • Silence 1/level (Vampiric, -25%) [3.75/level]

3.2.19 SIXTH SENSE [8/16/27/35/54]

You can detect supernatural beings and phenomena. At level 1, this requires a second of concentration and only alerts you to the presence or absence of the supernatural in your vicinity, but gives no other information. At level 2, you can concentrate for a full minute to get the rough direction, numbers, and power level of the presence, and an opportunity to analyze what you perceive further with an IQ + Vampirism Talent roll. At level 3, you are constantly vaguely aware of the presence of the supernatural, and require only a second of concentration for more precise information. At level 4, this, too, becomes effortless and reflexive. At level 5, you can also see invisible entities and cannot be fooled by illusory disguises.

3.2.19.1 LEVEL 1 [8]

  • Detect (All supernatural entities and phenomena; Vague, -50%; Vampiric, -25%) [8]

3.2.19.2 LEVEL 2 [16]

  • Detect (All supernatural entities and phenomena; Immediate preparation required, 1 minute, -30%; Vampiric, -25%) [14]

    • Alternative Ability: Detect (All supernatural entities and phenomena; Vague, -50%; Vampiric, -25%) [2]

3.2.18.3 LEVEL 3 [27]

  • Detect (All supernatural entities and phenomena; Vampiric, -25%) [23]

    • Alternative Ability: Detect (All supernatural entities and phenomena; Reflexive, +40%; Vague, -50%; Vampiric, -25%) [4]

3.2.19.4 LEVEL 4 [35]

  • Detect (All supernatural entities and phenomena; Reflexive, +40%; Vampiric, -25%) [35]

3.2.19.5 LEVEL 5 [54]

  • Detect (All supernatural entities and phenomena; Reflexive, +40%; Vampiric, -25%) [35]

  • See Invisible (Deception; True Sight, +50%; Vampiric, -25%) [19]

3.2.20 SUPERNATURAL SPEED [22/45/70/100/125]

You can move faster than a human. At level 1, you can either strike an extra blow any time you take an attack maneuver, or run at twice your normal speed, but this costs one hit point each second. At level 2, you can take two full maneuvers in one turn, again at the cost of one HP per second. This is still only physical speed, however, so you can’t take two Concentrate actions. At level 3, one HP buys you an extra meneuver each turn for a whole minute, and by spending an extra HP, you can instead take one attacking maneuver to strike three blows or run at triple speed. At level 4, you can spend one HP per minute for an extra maneuver, and an extra HP per second for a third maneuver, each turn. At level 5, you get two maneuvers every turn for free, but can spend an extra HP either for a third maneuver each turn, or to strike two extra blows or run at triple speed; you can even spend two HP in one turn, and use each of your maneuvers to make a triple attack or triple-speed run.

3.2.20.1 LEVEL 1 [22]

  • Extra Attack 1 (Multi-Strike, +20%; Costs 1 HP/second, -20%; Vampiric, -25%) [19]

    • Alternative Ability: Enhanced Move 1 (Reduced Time, no preparation, +20%; Costs 1 HP/second, -20%; Vampiric, -25%) [3]

3.2.20.2 LEVEL 2 [45]

  • Altered Time Rate 1 (Costs 1 HP/second, -20%; No Concentrate, -10%; Vampiric, -25%) [45]

3.2.20.3 LEVEL 3 [70]

  • Altered Time Rate 1 (Costs 1 HP/minute, -10%; No Concentrate, -10%; Vampiric, -25%) [55]

    • Alternative Ability: Extra Attack 2 (Multi-Strike, +20%; Costs 1 HP/second, -20%; Vampiric, -25%) [10]

    • Alternative Ability: Enhanced Move 1.5 (Reduced Time, no preparation, +20%; Costs 1 HP/second, -20%; Vampiric, -25%) [5]

3.2.20.4 LEVEL 4 [100]

  • Altered Time Rate 1 (Costs 1 HP/minute, -10%; No Concentrate, -10%; Vampiric, -25%) [55]

  • Altered Time Rate +1 (Costs 1 HP/second, -20%; No Concentrate, -10%; Vampiric, -25%) [45]

3.2.20.5 LEVEL 5 [125]

  • Altered Time Rate 1 (No Concentrate, -10%; Vampiric, -25%) [65]

  • Altered Time Rate +1 (Costs 1 HP/second, -20%; No Concentrate, -10%; Vampiric, -25%) [45]

    • Alternative Ability: Extra Attack 2 (Multi-Strike, +20%; Costs 1 HP/second, -20%; Vampiric, -25%) [10]

    • Alternative Ability: Enhanced Move 1.5 (Reduced Time, no preparation, +20%; Costs 1 HP/second, -20%; Vampiric, -25%) [5]

3.2.21 TERROR [18/33/39/46/52]

You can evoke an irrational fear in others. When you activate this ability, everyone who can see or hear you must make a Fright Check at a penalty equal to the ability level. Those who succeed are immune for the rest of the night.

  • Terror (-1/level to Fright Check; Increased immunity, one night, -10%; Vampiric, -25%) [26/33/39/46/52]