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Anatomy of a Neck Romancer

Your guide to building vampire templates.
Page references without a B refer to the Compendium I
.

Introduction | Ads & Disads | Checklist | Secondary Traits



Introduction
      Months ago, I tried to design a vampire. I figured it would be easy. I opened up the Compendium I and read every advantage and disadvantage with "vampire" in the name or the description. By the time I was finished, I was totally confused. I found a lot of contradictions, redundancies, and editing errors.
      The contradictions bothered me. The redundancies and the editing errors were not such a big deal. (If two disadvantages describe the same thing, I don't care. Bloodthirst, for example, is just a Compulsion. Fine with me. And the editing errors were too nitpicky to get excited about.)
      I wrote a lot of notes trying to sort this out. I turned the notes into this article. I was going to limit myself to the major problems, but that was no fun. I felt compelled to throw in comments, ideas, and trivial complaints. That made the article more fun to read, but now vampire design is just as confusing as before.
      As I worked on this article, it changed quite a bit. First of all, I had to add the summaries of each advantage and disadvantage to avoid thumbing through the Compendium over and over. (I've thumbed through it enough already.) Second, I separated the secondary traits from the core group of sixteen primary traits. Third, I added the
"interlude" between the two sets of traits so you (and I) would know how to use all of those comments.
      By the time I sat down to do some serious work on this, the TEMPLATE concept was alive and well. The article started out as a guide to designing vampire characters. Now it's a guide to designing templates.
      I think this article needs a little more work. There are a couple of knots I couldn't untie. Like the way The Draining, Bite, and Unhealing relate to each other. Or this: Is it my imagination, or is Unliving just a simplified version of Vampiric Resurrection? I can't figure it out.
      Some of the confusion comes from reading this stuff too closely. I'm too literal with the text. Then again, the sheer number of vampire-related advantages and disadvantages is overwhelming. The commentary in GURPS Undead adds a few ideas, but doesn't clear up all of the contradictions.
      A complete vampire template, designed using this article, can be found on the template page.






Advantages and Disadvantages



  Bite   30 points   page 50

DESCRIPTION:
    You can drain blood by biting a helpless victim — someone who is sleeping, stunned, surprised, or successfully grappled. The victim loses 1 HT per second. For every 3 hits lost, you gain 1 HT, up to your maximum HT. The victim makes a Fright Check every second. The Bite can be used in combat as part of a Slam attack (p. B112-113).

COMMENTARY:
    This includes the Teeth advantage (p. 67). Vampires don't have to buy their fangs twice. If the vampire doesn't have Bite, fangs cost either 5 points (doing cutting damage) or 10 points (impaling damage).
      For some reason, the last paragraph of the description mentions a "round." Are we playing D&D here? Or is this a boxing match? The last time I checked, GURPS uses one-second turns as units of time. A minor point, but kind of funny. (Old habits die hard.)
      How much damage does a bite do? The description suggests you use the damage for animals on p. B140. The damage for humans is listed near the bottom of p. B111. Humans do 1d-4. Animals range from 1d-2 (for ST 10) to 1d+2 (for ST 30).
      The description of this advantage is noncommittal. The Bite usually does cutting damage, most victims make a Fright Check, and the character may steal a point of HT per turn. This isn't a big deal, but it makes me feel like adding a few adjustments. Maybe those fangs do impaling damage. Maybe victims don't make a Fright Check if they are sexually aroused. And maybe the vampire can Bite without draining HT.
      It's hard to imagine a vampire without this advantage. But not impossible. Without it, the vampire consumes previously-drained blood — he drinks from goblets, not jugulars. ("You don't drink straight from the faucet, do you? Well, neither do I.")
      In this case, you'll have to come up with a new way to measure the HT gain. The easiest way is to use the same rate — the vampire gains 1 HT for every three seconds spent drinking. Or, you could measure the blood. Maybe he gains 4 HT per quart. (According to p. 88 of Vehicles, the average human body has 1.5 gallons of blood.)




  Bloodthirst   -15 points   page 96

DESCRIPTION:
    You have to roll against your Will to resist a good feeding opportunity. Penalize the roll by -1 for every missing point of HT. Add -2 if blood is spilled in your presence.

COMMENTARY:
    The description says that this disadvantage was written specifically for all of the undead who feed on blood. Okay, I'll ask: Which undead characters, other than vampires, feed on blood?
    This is a vampire-specific version of Compulsive Behavior (p. B32). It's not necessary. If the vampire's need for blood is already covered by a Dependency (or if he has The Draining), do we need an additional disadvantage for his thirst?
    Maybe. Personally, I like this disadvantage. But it's redundant.




  The Draining   -10 points   page 97

DESCRIPTION:
    At the end of each night, you lose 2 hits. These can only be replaced by drinking blood. Regeneration does not help.

COMMENTARY:
    Okay, so Regeneration doesn't help. How about magic and psionics? That's a judgment call for the Game Master, an important one.
    Can the HT loss kill the vampire? The description doesn't say. If the vampire has Vampiric Invulnerability, it can't. Otherwise . . . it's another judgment call.
    If the vampire is limited to human blood, this disadvantage should be worth more. Maybe -15 points.
    You could add -5 for every additional point of HT lost per day. For instance, if the vampire lost six hits a day, The Draining would be worth -30. (That seems a little low. Maybe every additional hit after the fifth adds -10.) Or you could have a weaker version: one hit per day, making the disadvantage worth -5.
    If magic, psionics, or other forms of healing will work, you can add additional adjustments.




  Dependency   -30 points   page 81

DESCRIPTION:
    You need human blood every day to survive.

COMMENTARY:
   Three things to consider . . .
   First, almost all of the templates in Blood Types have this disadvantage. It is listed as a daily dependency on blood (usually specified as human blood). Human blood is an occasional substance. That's a base -10 points, tripled because it is needed every day.
    This is simple until you compare this Dependency with The Draining. (The vampire template in Undead lists both.) With a daily dependency, the vampire loses 1 HT per hour after missing his dose. But The Draining costs exactly 2 HT per day, regardless of whether or not the vampire drank blood in the past 24 hours.
    If you take both, the vampire begins each day with a standard 2-hit loss. If he fails to get his daily dose, he loses an additional 1 hit per hour until he drinks blood. I think that's too complex. It's easier to just choose one or the other, either The Draining or a Dependency on blood.
    Second, the dependency on blood listed in the Undead template adds the special limitation for aging (for each HT point lost, the vampire ages two years). This adds -10 points. But that doesn't work if the vampire has Vampiric Immortality. Vampiric Immortality prevents the vampire from aging under any circumstances.
   Third, feel free to second-guess the value of this disadvantage. Human blood is worth a base -10 points, but the ability to consume any blood is worth a base -5. If the vampire is restricted to humans and humans are scarce, the basic value might be -20.




  Dominance   5 points   page 53

DESCRIPTION:
    If you have the Infectious Attack advantage, you can buy this. All of your victims take Slave Mentality (p. 94). They serve you. Every 100-point servant adds 15 points to the value of this advantage.

COMMENTARY:
    Most of the vampire-related advantages and disadvantages are overwritten. This is not one of them. There are no game mechanics for controlling the dominated victims. Does the vampire use reaction rolls? Can the victims resist? There's no indication of how you're supposed to play it. (There are a few hints in the description for Slave Mentality.) Additional clues are on p. 57 of Undead.
    I like it this way. You can figure out a creative way to play this. You could use Intimidation, Will rolls, hypnosis, etc. Look at the description of Telecontrol or a few mind control spells and steal your game mechanics from there.
    Something missing that should be included is the fact that Infectious Attack is a prerequisite. That's implied but not clearly stated.
    The second half of the description is stupid. Go ahead and read it. For some reason, the author felt it was necessary to discuss earned experience points and "buying off" disadvantages. It won't work. Look at how this plays out . . .
    A vampire with Dominance infects a 100-point victim, gaining a slave. Now his Dominance is worth an extra 15 points. According to the description, you're supposed to add a 15-point disadvantage. Fine. Right after he gains his new slave, the vampire falls down a flight of stairs. Now he has a Crippled Leg. Then his slave infects two 100-pointers. Now the vampire needs 30 more points of new disadvantages. He falls off the roof, hits his head, and now he has frequent Migraines and a Bad Back.
    Imagine what happens when he has ten or twelve slaves. He'll be a blind, terminally ill, disembodied brain. Eeeek!
    Drop all of this and just increase the vampire's value for every 100-point slave.
    One more comment. Do the dominated victims know who their master is? It would be fun to figure out a way to make them serve without knowing it. If the control is supernatural, they might receive subconscious impulses from the dominant vampire, thinking they are free in their actions. Or, they might know they have a master, but they have no idea who it is.




  Dread   -10 points   page 97

DESCRIPTION:
    There is a particular substance that you cannot stand. You cannot voluntarily enter the same hex in which is exists. If you feel dread at a distance, add -1 point per additional hex.

COMMENTARY:
    Adjust the value for the rarity of the substance, as described for Weaknesses. Possible vampiric dreads (see p. 64 of Undead):

    Rare, half value: Holy symbols, cameras, holy water, gravestones, hepcats
    Occasional, normal value: Garlic, hemlock, wolfsbane, wormwood, silver, bean burritos
    Common, double value: Flame, mirrors, running water
    Very Common, triple value: Sunlight

    The list in Undead includes prayer. I'd make that an attack, listed as a Vulnerability. How often do you encounter prayer as a substance?
    To term holy symbols is a little vague. Typically, this is a crucifix. You could expand this to include all Christian holy symbols.




  Infectious Attack   -5 points   page 97

DESCRIPTION:
    After an attack, your victims roll three dice. If the result is less than the number of hits of injury inflicted, the victim becomes a vampire 2d days later.

COMMENTARY:
    This is a common vampiric trait. The game mechanics are simple and the cost seems right.
    Only a few points to make. First, the description includes some of that weird character-point-juggling you're supposed to do with Dominance. I've already complained about it . . .
    Second, the final paragraph adds an important variant — added conditions for infection. The examples are: three attacks, sharing blood, and the death of the victim. You could add a few more:

        The victim has to fail a Will roll.
        The victim has to know that he's turning into a vampire or else it won't work.
        The vampire has to be present at the moment of transformation.
        Instead of 2d days, the victim loses 1 point of HT per day until, at 0 HT, he becomes a vampire.




  Nocturnal   -10 points   page 103

DESCRIPTION:
    When dawn starts to break, you become lethargic. Once the sun clears the horizon, you are paralyzed and comatose until the sun goes down.

COMMENTARY:
    Is that all? Just comatose and paralyzed? Maybe we should add dizzy and incontinent, too! This is an undervalued disadvantage. It should be worth at least -20.
    However, it's not a particularly important disadvantage for vampires. If the vampire has a Weakness to (or Dread of) sunlight, that should be enough. If you use it, the vampire will be very vulnerable to his enemies. Instead of being weakened by sunlight, he is simply incapacitated during daylight hours.




  Unhealing   -20 points   page 106

DESCRIPTION:
    You cannot heal normally. You never make a daily HT roll to recover lost hits. Instead, you need supernatural healing or the Bite advantage.

COMMENTARY:
    If the vampire does not have Bite, define the supernatural method he uses to regain HT.
    The 30-point version of this disadvantage is for characters who "never heal naturally.'' But the 20-point version is limited to supernatural methods. Characters with that version never heal naturally, either. If you have the 30-point version, does that mean you never regain lost HT in any way, at any time? If so, it should be worth more than -30 points.




  Unliving   -50 points   page 100

DESCRIPTION:
    Your body is animated by supernatural forces. When you reach zero HT, you collapse, appearing to be dead (no heartbeat, no breathing). You can be revived in some special way (your choice). If your HT drops below zero, you are truly dead.

COMMENTARY:
    When you reach zero HT, you're supposed to make a "consciousness roll." I wasn't familiar with this term, but I found a description on page B126. This is a roll against basic HT, plus or minus Strong/Weak Will. In other words, it's a Will roll based on HT instead of IQ.
    I have a problem with the tiny difference between incapacitation at zero HT and death below zero. How likely is it that an injury will take the vampire to exactly zero HT? If he's down to 2 hits and someone shoots him in the chest, he'll jump past zero, straight into the negatives. Maybe we should say that any single attack that puts him at or below zero is incapacitating. He is now at exactly zero. As he lays helpless but not quite dead, one more attack will kill him.
    This seems more appropriate to the nature of the disadvantage. What looks like a fatal blow is really a temporary setback. The attackers leave the body, thinking the vampire is dead. The vampire revives because the attackers didn't know how to permanently kill it.
    Define the method that revives the vampire. If the vampire has Unhealing, the method has already been defined. (You can also use a Dependency or The Draining as a method for revival.) If not, two of the most likely methods are:

        body laid in his coffin for 24 hours
        consume fresh blood

    The blood option seems like the most appropriate method, but it's not clear how to get an incapacitated vampire to drink or swallow blood. Maybe a faithful servant will pour blood into the vampire's mouth. Or, the vampire might be slightly conscious — conscious enough to take a drink.
    What other methods can you dream up? Maybe the vampire is revived by submerging his body in a pool of blood. Ick! Or, he has to be buried in his own grave again. This would require transporting the body, conducting a secret moonlit burial, and then a tense wait as the vampire reawakens and claws his way to the surface. Spooky . . .




  Vampiric Dependency   -50 points   page 106

DESCRIPTION:
    You are a natural vampire. Your genetic condition requires you to consume at least a quart of human blood each week. You drink it, filtering it through glands in your canine teeth. Your diet is restricted to raw, fresh meat.

COMMENTARY:
    This one is a little strange. Basically, it's a whole breed of vampire condensed into a single disadvantage. There are a lot of problems.
    First, approximately one third of the description has details about drinking blood from drunk victims. Why? I have no idea. Sure, it might come up, but it's a trivial point. If every disadvantage description had this kind of detail, the Compendium I would be three times as long.
    Second, the idea of a "human vampire" is silly. Eastern Europeans are mentioned — but so are special canine glands that filter blood. This disadvantage could have described the disorder that inspired the tale of vampires. Instead of canine glands, you could say that the vampire consumes blood by simply drinking it. Add albinism (and maybe agoraphobia) and you would have the infamous "historical vampire." As it is, this description starts off in that direction and then veers off into something else.
    Third, after explicitly mentioning human blood, the final sentence dumps the idea in favor of small animals! Okay, let me see if I understand this. You need fresh human blood . . . but watch out for drunk victims . . . and maybe you can just chew on a squirrel or two.
    This disadvantage is weird. Use it at your own risk.




  Vampiric Immortality   60 points   page 70

DESCRIPTION:
    This advantage gives you Doesn't Breathe [20 points], Immunity to Disease [10], Immunity to Poison [15], and Unaging [15]. You breathe through your skin. You can survive indefinitely in oxygen-rich water. You can resist all natural infections. You are immune to all ingested toxins. You never grow old, never make aging rolls, and you cannot be aged unnaturally.

COMMENTARY:
    This is the same as normal Immortality [140] except Instant Regeneration [100] is replaced with Doesn't Breathe. If the vampire template does not include this advantage, it will probably include some of the component advantages.
   This package has a few trivial effects. For starters, the vampire cannot be addicted to nicotine or any other drug. Alcohol has no effect. Rattlesnake venom is ignored. It is possible that the vampire is unaware of these facts.
    Although the vampire cannot suffer from infectious disease, he might be able to carry a germ or virus — and pass it on. If he's been around for a long time, he could be incubating a few diseases previously thought to be extinct.
    The Unaging advantage is very common to all vampire types. Even if all of the other advantages are dropped, keep Unaging. A static age usually results in some sort of drawback: a Secret, the Primitive disadvantage, reclusive behavior, or a quirk: old-fashioned.




  Vampiric Invulnerability   150 points   page 70

DESCRIPTION:
    You can only be killed by your Vulnerabilities. You ignore the effects of injury until you reach HT 0. At that point, Move is half and you can suffer crippling injuries.

COMMENTARY:
    This advantage includes High Pain Threshold (p. B20).
    Vampiric Invulnerability is easy to understand until you reach the end of the description. In the second-to-last paragraph, it changes. Up until that point, it allows the vampire to avoid death and the secondary effects of injuries. Then it turns into something that protects the vampire from all physical attacks except fire and extreme heat.
    I'm probably reading this too closely. But that paragraph is unnecessary and confusing.




  Vampiric Resurrection   150 points   page 70

DESCRIPTION:
    Starting one hour after death, you regain lost hits at your normal rate (usually 1 hit per day). You do not regain consciousness until you are at full health. Every time you die, you lose 25 character points (the GM decides where). If you were worth 25 points or less at the time, you are permanently dead.

COMMENTARY:
    If the body is destroyed, the vampire cannot revive.
    Death caused by one of the vampire's Vulnerabilities is permanent. I think you should include Weaknesses, too. (The description doesn't). This decreases the value of the advantage by -5% if the Vulnerability is rare, -15% if it is occasional, and -25% if it is common.
    What do you do if the vampire has multiple Vulnerabilities? Do you decrease Vampiric Resurrection's value for each one? The description doesn't say. In fact, the description makes the matter more confusing by adding another limitation that is almost the same — the resurrection cannot begin as long as these substances remain in the body.
    Suppose the vampire has a Vulnerability to blessed bullets. They are considered rare. The Vulnerability decreases the value by -5%. The vampire cannot revive with a blessed bullet in its body, so that decreases the value by an additional -10%. But why should you get two modifiers for the same Vulnerability? I think the first two special limitations in the description should be combined.
    The third (and last) special limitation is used if the vampire needs a special substance to revive — Transylvanian soil (rare, -30%), human blood (occasional, -20%), the light of the moon (common, -10%). If the vampire has The Draining, a Dependency, or Unhealing, use these as a basis for this limitation.
    For some of these resurrection conditions, we assume the vampire has a sidekick to take care of his incapacitated body. If, for example, the vampire has to drink blood to revive, he needs help. It's not easy to find victims and drink their blood when you are comatose.
    Note that the special limitation percentages are cumulative and the total cannot exceed -25%. (Using the maximum -25%, the value of the advantage is 112.5.) Personally, I think you should ignore this maximum.
    The only way for this advantage to be worth the full 150 points is if the vampire has no Vulnerabilities and no substance is needed to revive. Although the second condition is possible (he doesn't have Unhealing), the chance of the first (no Vulnerabilities) is very small.
    The Unliving advantage is a lot like this one. Both of them revive the vampire after death. Unliving requires a condition for resurrection; Vampiric Resurrection gives you the option of rebirth without conditions — unless the vampire already has Unhealing, which forces you to use the special limitation.
    It's difficult to understand why a vampire would have both. Unliving is easier to understand and use. (No wonder Vampiric Resurrection was omitted from the template in Undead.)




  Vulnerability   variable   page 106

DESCRIPTION:
    Choose one or more Vulnerabilities from the list below.

COMMENTARY:
    A Vulnerability comes into play when you are attacked. This is supposed to be different from Weaknesses, which cause damage from an environment. But when you read the description, you'll find that Vulnerabilities also include "every time you merely come within a certain distance of a substance." So, they aren't really different from Weaknesses . . . except in the game mechanics. (I think the line I just quoted was an editing error.) The example at the end of the description adds to the confusion.
    Normally, each level adds 1d to the attack. If a character has Vampiric Invulnerability, however, the first level just cancels out the vampire's immunity to that attack. The added dice start at level two.
    You could duplicate your Vulnerabilities (and Weaknesses) as Dreads. If the vampire is Vulnerable to fire, he probably Dreads it, too. But this is a little bit redundant . . .
    Try this: Don't duplicate the vampire's Vulnerabilities and Weaknesses as Dreads in the template. Leave the duplicates for the character description.

Possible Vulnerabilities:
    holy weapons, very rare [-3 per level]
    holy water, very rare [-3 per level]
    silver, very rare [-3 per level]
    lasers (concentrated light), very rare [-3 per level]
    shot to the heart, rare [-5 per level]
    decapitation attacks, rare [-5 per level]
    prayer directed at vampire, rare [-5 per level]
    wooden stake, occasional [-10 per level]
    fire attack, occasional [-10 level]




  Weakness   variable   page 106

DESCRIPTION:
    Choose one or more Weaknesses from the list below.

COMMENTARY:
    A Weakness is used when a character takes damage in the presence of an otherwise harmless substance. The value comes from the rarity of the substance and the frequency of the 1d injury rolls:
    1d per minute: -20 points
    1d per 5 minutes: -10 points
    1d per half-hour: -5 points

    This is adjusted by the rarity: half-value if the substance is rare, unmodified if it is occasional, double value if it is common, and triple if it is very common.
    The description doesn't mention damage effects. Does the vampire suffer from shock? (Page B126.) How about knockdown and stun? (Page B127.) I'd say yes to the first and no to the second. But that's me.
    If the vampire is Nocturnal, sunlight shouldn't be considered very common. Sure, sunlight is very common to normal characters, but not to nocturnal creatures. Make sunlight rare.
    Does the vampire have a personal distaste for sunlight? If he hates it, add a quirk. Otherwise, he doesn't care one way or the other — he avoids it because he doesn't want to be injured, but he has no special dislike for well-lit rooms or walking around outside with his skin fully covered.

Possible Weaknesses:
    1d per minute from sunlight (very common) [-60]
    1d every five minutes in smoke (common) [-20]
    2d per minute in salt water (occasional) [-40]
    1d every five minutes in a church (rare) [-5]
    4d every 30 minutes on holy ground (rare) [-10]






Checklist


Before we get into the secondary traits, let's sort out this mess.

Part One: The Question of Blood
    a.) Decide whether or not the vampire has the Bite advantage. Most do.
    b.) Choose either The Draining or a daily Dependency on blood. Decide if the vampire is limited to human blood.
    c.) You could add Bloodthirst — or a Compulsion for drinking blood.
    d.) The vampire probably has Unhealing at the -20 level. If he has Bite, he heals by sucking blood from victims. If he doesn't, describe the supernatural method he uses to heal.
    e.) Decide if the vampire has Infectious Attack. If he does, he might have Dominance, too.

Part Two: Sunlight & Other Lethal Blows
    a.) List all of the special attacks and conditions that can harm the vampire or drive it away — sunlight, garlic, crosses, a wooden stake through the heart, etc.
    b.) If the vampire cannot be killed by anything except those attacks, give him Vampiric Invulnerability.
    c.) Define each attack or condition as a Weakness, Vulnerability, or Dread.
    d.) The Nocturnal disadvantage isn't a good idea. Other disads have probably forced the vampire to be a nighttime creature. Also, Nocturnal is undervalued.

Part Three: Resistance to Death
    a.) Choose Unliving or Vampiric Resurrection. You could take both, but they overlap quite a bit. If you take Unliving, describe the conditions that revive the dead vampire (if he has Unhealing, you've already defined them).
    If you take Vampiric Resurrection, the value is reduced by attacks that cause permanent death (Vulnerabilities and Weaknesses) and by methods required to revive the vampire (Unhealing, The Draining, and Dependencies).
    b.) If your vampire is not quite tough enough, add Vampiric Immortality or break up the advantage into its component parts.






Secondary Traits


There are dozens of additional advantages and disadvantages to consider. Some of them feel more like traits of individual vampires (instead of parts of a template), so I moved them over here to their own section.


Shapeshifting
    Some vampires are able to take different forms. One of the most common is Body of Air (p. 50) [50]. If you want the vampire's clothing to transform with him, add Costume (p. 52) [15].
    If the vampire can turn into an animal, there are a few advantages to choose from. Animal Form (p. 33) [100 per form] is the easiest. Just list the animals the vampire can turn into and charge him 100 points for each one. Shapeshifter (p. 43) [var.] is a slightly more complex version. It's also the semi-official lycanthrope advantage.
    The other three shapeshifting advantages — Morph, Transformation, and Multiple Forms — are not quite right for vampires. The first is the superpower of Changeling of the Teen Titans (remember him?). The other two are used when the character is made up of separate physical personas, like the Incredible Hulk.
    Then there's Shadow Form (p. 65) [50]. This is similar to Body of Air, though not as common among vampires.
    If the vampire is not in complete control of his shapechanging, he could have Uncontrolled Change (p. 105) [-10] or Untrained Shapechanging (p. 100) [-15]. The first is used with Transformation, but it could be adapted to a character with Animal Form. The second is easier to use; no adjustments necessary.


Special Effects
    Some vampires have No Shadow (p. 103) [-10]. Vampires with No Reflection (p. 103) [-10] are also impossible to photograph. Most of them have No Body Heat, as well (p. 99) [-5 or -1]. The description of Invisibility to Machines (p. 59) [20] mentions vampires, but No Reflection is probably enough.
    Some vampires quickly decay or crumble to dust when they die. This is a 1-point quirk.
    The vampire might Frighten Animals (p. 97) [-5 or -10]. If he leaves a trail of decay in his wake, he has Lifebane (p. 98) [-10]. Many are Sterile (p. 84) [-3].
    The vampire might be able to move quickly, quietly, or walk on walls. He could have Silence (p. 66) [5/lvl], Clinging (p. 51) [25], Catfall (p. 51) [10], or Increased Speed (p. 26) [25/lvl].


Senses
    All vampires can see in darkness. This is either Infravision (p. 58) [15], Dark Vision (p. 52) [25], or Night Vision (p. B22) [10]. Do vampires emit heat? If not, they can't see each other in darkness, except when the cold shape of a vampire stands in front of a warm background. Those with Dark Vision are color blind (unless you add the special enhancement that increases the value to 30 points).
    Alertness (p. B19) [5/lvl] is a common all-purpose sensory advantage. The vampire might also have Discriminatory Smell (p. 52) [15], Sensitive Touch (p. 65) [10], or Ultrahearing (p. 69) [5].
    Those with sensory connections to the supernatural world could have Awareness (p. 33) [15 or 35], Faerie Empathy (p. 36) [10], Medium (p. 41) [10], or Oracle (p. 42) [15].
    Other superhuman senses include Empathy [15], Danger Sense [15], and Intuition [15] (all three on p. B20).


Bestial Traits
    Vampires come in two varieties: the Seemingly-Human and the Obviously Bestial. It's either the beast within or the beast right there on the surface ready to rip your throat out.
    Some of the seemingly-human kinds have Stress Atavism (p. 105) [var.]. They may be Impulsive (p. B33) [-10], as well.
    The savage breeds are Bestial (p. 101) [-10] at best. Some are even worse. They have a Bad Smell (p. 80) [-10], they walk Semi-Upright (p. 104) [-5], and they have Odious Personal Habits (p. B26) like eating live humans. They are also Primitive (p. B26). If they look like animals, they might have Fur (p. 56) [var.] and Claws (p. 67) [var.]. Some are Mute (p. B29) [-25].


Restrictions
    Vampires are plagued with limitations and vulnerabilities. Most of them have already been covered.
    If the vampire is a diseased or deranged human instead of a supernatural creature, he might have an Addiction to blood (p. B30). See page 63 of Undead for more information.
    They can suffer from Phobias of light [-10/-20], crowds [-15/-30], large bodies of water [-10/-20], and fire [-5/-10]. These are generally restricted to individuals, although it is possible to imagine an entire breed that suffers from one or more of these fears.
    If he can be turned by True Faith, (p. 47) that's a 0-point "taboo trait." This is a type of Dread (and very common). See p. 64 of Undead for details.
    Sometimes a Dread comes from the vampire's allergic reaction. If the Dread is not duplicated as a Weakness or Vulnerability, make it an Allergic Susceptibility, as well (p. 96) [-5 to -15].


Appearance
    Vampire breeds come in a variety of forms. Some are Hideous (p. B15) [-20]. Others are even worse: Monstrous [-25] or Horrific (p. 80) [-30]. Some are very attractive — they are Beautiful [15] or Very Beautiful (p. B15) [25].
    Pallor (p. 103) [-10] and Skinny (p. B29) [-5] are common for obvious reasons. Pointy ears, glowing red eyes, and extra long fingers are Unnatural Features (p. 85); they have a value of -5 each.


Resistance to Injury and Death
    Regeneration (p. 64) has come up a few times already in this article. It's worth 10, 25, 50, or 100 points. The description says that you cannot take this advantage and Unhealing. But I'd say that if your Regeneration has a supernatural condition, you can. If, for example, you regenerate only after being immersed in a pool of blood, there is no contradiction with Unhealing.
    Temperature Tolerance is a common trait (p. 30) [10/lvl]. If the breed is particularly tough, it might have Strong Will (p. B23) [4/lvl], High Pain Threshold (p. B20) [10], Extra Hits (p. 24) [5/hit], or Extra Fatigue (p. 24) [3/lvl]. (Note that if he has Vampiric Invulnerability, he already has High Pain Threshold.)
    If the vampire is resistant to Fright Checks, he is Unfazeable (p. 31) [15] or Fearless (p. 25) [2/lvl].
    If the vampire has The Draining or a Dependency on blood, he cannot have Doesn't Eat or Drink (p. 53) [10]. See p. 65 of Undead.


Social Limitations
    Vampires are always outsiders. Even the most integrated and accessible keep strange hours and practice inhuman habits. If locals know the vampire is undead, he has a Social Stigma: Dead (p. B27) [-20]. Otherwise, his supernatural powers are a Secret (p. 78) [-30].
    If he keeps to himself, he might be Reclusive (p. 93) [-10], a Loner (p. 91) [-5], or Paranoid (p. B35) [-10]. If he's been reclusive for centuries, he's Zeroed (p. 32) [10].
    Sex can be a major aspect of a vampire's life. For many, victims are seduced instead of attacked. The vampire might be Lecherous (p. B34) [-15]. If he's fixated on sex, he could have an Addiction (p. B30) [var.], a Compulsion (p. B32) [-15], or an Obsession (p. 93) [-15].
    Some breeds live by a moral code, enforcing discipline on each other to insure their survival. This could be a Code of Honor (p. B31) [-5 to -15] or Sense of Duty to each other (p. B39) [-5].
    A vampire's inborn feeling of superiority over mortals can be defined as Callous (p. 86) [-6], or an Intolerance for the living (p. B34) [-10]. If he dreads holy symbols, he might be Intolerant of Christians. If he hates mortals, he might be Sadistic (p. B36) [-15], Megalomaniacal (p. B34) [-10], or feel Bloodlust (p. B31) [-10].
    Finally, after a long life of preying on humans, he might have a Guilt Complex (p. 90) [-5], relive his worst moments as Flashbacks (p. 90) [-20], or feel Chronically Depressed (p. 87) [var].


Magical Powers
    Magery is common among vampires (p. B21) [15 to 35]. This can be limited to nights of the full moon, darkness, or a single college (pp. 39-40).
    Magical movement is possible. Some vampires have Flight (p. 56) [40] or they can Walk on Air (p. 71) [20]. If the vampire requires a cape to fly, reduce Flight to 25 points.
    If the vampire can fade away like a ghost, he might have Invisibility (p. 59) [40] or Insubstantiality (p. 59) [80].


Innate Spells
    As described on pp. 61-62 of Undead, vampires can have a number of "natural" spells. The book recommends Body of Air and Shapeshifting, but those are better covered by advantages. Innate spells could be converted into knacks.
    A particular breed of vampire might know a few hypnotic spells, used to control and command victims. These include Charm, Enslave, Daze and Suggestion. Vampires with a mystical aura of seductive power probably have Lure or Ecstasy.
    Strange breeds that do not drink blood can Steal Strength and Steal Health instead.



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art credits: I created the first illustration on my own. The goat-legged guy is by Russ, from the Fiend Folio. The woman in the shower, the nun with the bats, and the man with the monocule are by Dan Smith. The guy in the leather jacket surrounded by outstretched hands is by Denis Loubet. The picture of Baron Blood (in the checklist section) is by John Byrne.