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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
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.
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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