Chinese Vampires turn invisible?
European Vampires into bats? Vampires untying knots? Vampires counting seeds? What
the heck is going on here? What are the powers of a vampire anyway? What are
their weaknesses? Why are there so many question marks in this paragraph?
Well, It seems that there are so many versions of the vampire (almost
one for each civilized region on Earth), it seems pretty darn logical that
there are numerous kinds of vampires. I mean, Salem's Lot has different
vampires from the pretty-boy emotional types in most other cheesy flicks, and
the Oriental vampires are just way out there from the African and classic
European types in what they have in common with each other.
Thus, I have devised a solution: Each
vampire intelligence has different powers and gives different powers to its
once-mortal minions. Of course, these same intelligences also pass on their
weaknesses and insanities, as well.
I’ve devised a system of
"currency" of vampiric power and transformation. You spend some on
powers and get some from insanities and inhuman mutations. Here's how it works:
Step 1: If you’re using the sanity points
rules, all sanity points are permanently lost. No amount of help or improvement
will recover even a single point. The being who has made a union with the
intelligence is now a perma-nut bar. The amount of initial “Vampiric Power
Points” (VPP from now on) is equal to the sum total of strengths of each
insanity (3D6 base each; that’s what is required to save against the influence
of the insanity). Plus, for being created, the person gets a bonus 10D6 VPP.
Step 2: The new vampire looks at the
mutations available to him/her (also dictated by the intelligence) and decides
if they want any inhuman appearances. VPP is added to the vampire's pool. Any
subtractions to MA and PB also reduce the maximum MA or PB by the same amount,
with the maximums of these attributes being 30 without mutations.
Step 3: The vampire now looks at the
list of powers available. Spend ALL available VPP (I recommend that the more
expensive stuff gets purchased first and fill in the blanks with small stuff
later). Available powers are also dictated by the intelligence.
Step 4: Repeat steps 2 and 3 until
satisfied.
Step 5: When a vampire raises a level
of XP, roll 3D6. This number must be spent on strengthening or adding
insanities. This is also the number of VPP available for vampiric improvements
and powers. Also, more mutations can be taken each level (no more than one per
additional level).
Insanities
Available to Supernatural Intelligences (2D6+3 on average)
Obsession: Reverence for
vampiric creator/creators
Obsessive-Compulsive: Count small
items (seeds, marbles, bullet casings) spilled by others
Obsessive-Compulsive: Untying
knots (carefully, not breaking them)
Phobia: Religious symbols (if weak insanity
strength, then faith is also needed)
Phobia: Aquaphobia (add to religious fear above
for fear against holy water)
Phobia: Solophobia (fears the sun)
Phobia: Unfamiliar surroundings (needs home
soil)
Phobia: Agoraphobia (crowds and open spaces)
Phobia: Eosophobia (fears witnessing the dawn;
add to Solophobia if no cloud cover)
Phobia: Trespassing (being uninvited)
Mania: Necromania (sleeps in coffins)
Mania: Nyctomania (enjoys darkness)
Mania: Taphomania (always hangs out in
cemeteries & around funerals/ burial grounds)
Mania: Trapped in a Bram Stoker's movie (not
applicable except on Earth)
Schizophrenic:
Cannibalistic/vampiric (a must for any vampire)
Mutations Made
Available by Supernatural Intelligences (1D6+4 on average)
Pale: This vampire’s skin becomes
unhealthily pale, as they have no circulation in their veins; -1 PB; +25 VPP
Pointed Ears: Very noticeable,
animalistic, feature unless the character wears long hair or a hat; -2 PB, -1
MA; +45 VPP
Glowing Eyes: The characters eyes
glow faintly, but noticeably in the dark. When vampiric powers are being used,
their eyes glow with higher intensity; -3 PB, -2 MA; +55 VPP
Hair Loss: All hair falls out,
on the head and body. The lack of eyebrows, eyelashes and the like makes the
character look slightly “wrong”; -2 PB; +30 VPP
Muscular Atrophy: The muscles become
tight, like ropes. Thus the limbs look thin, like gnarled tree branches; -3 PB;
+40 VPP
Fat Decay: The character looks
starved and thin. Eyes look sunken, muscle definition is exaggerated, and many
“soft parts” shrivel into nothing; -1 PB; +25 VPP
Smell of Death: The character’s
body still releases the smell of decay. Think “rotting meat”; -4 MA, -3 PB; +65
VPP
Aura of Cold: A supernatural aura
of cold causes all within 10 feet to become uncomfortably cold. Intuitively,
this creates an ominous feeling in most people; -1 MA, -2 PB; +45 VPP
Animal Like: Character can no
longer speak in sentences. Instead, they snarl, growl and hiss, occasionally
snarling out a single word; -10 MA; +80 VPP
Mutated Teeth: The vampire’s gums recede,
making the teeth look unnaturally long; -4 PB; +50 VPP
Powers
Made Available by Supernatural Intelligences (5D6+20 on average)
NOTE: Each psionic or magic power can
be used for free once per day (twice if the VPP cost is again spent, and so on).
Any usage over the freebees requires the ISP and PPE as described in the
respective Psionic/Magic sections.
Bonus: -1 to an insanity strength (2 VPP)
Bonus: +1 PS, ME or PE (1 VPP; each count
separately; maximum +10 each)
Bonus: +1 MA or PB (5 VPP; each count
separately; maximum +10 each)
Bonus: +10 SDC (1 VPP)
Bonus: +2 save vs. Pain (1 VPP)
Bonus: +4D6 PPE or ISP (1 VPP; each count
separately)
Natural Weapon: 2D4 Bite (6 VPP)
Natural Weapon: 2D4 Claws (6 VPP)
Super Power:
Extraordinary/Bionic PS (10 VPP)
Super Power: Superhuman/Robotic
PS (25 VPP)
Super Power: Supernatural PS (50
VPP)
Super Power: Healing Factor
(20VPP); limbs DO regenerate – a must for borgs & amputees
Special Ability: No Reflection (5
VPP)
Special Ability: Infectious Bite (30
VPP)
Psionic: Nightvision (2 VPP)
Psionic: Deaden Pain (Self
only; 2 VPP)
Psionic: Bio-Regeneration (3
VPP)
Psionic: Induce Sleep (2
VPP)
Psionic: Death Trance (1
VPP)
Psionic: Hypnotic Suggestion
(5 VPP)
Psionic: Impervious to Cold
(1 VPP)
Psionic: Impervious to Fire
(2 VPP)
Psionic: Impervious to
Poison/Toxin (2 VPP)
Psionic: Super
Bio-Regeneration (10 VPP)
Psionic: Radiate Horror
Factor (3 VPP)
Psionic: Invisible Haze (15
VPP)
Psionic: Telepathy (2 VPP)
Magic: Charismatic Aura (5 VPP)
Magic: Float in Air (4 VPP)
Magic: Impervious to Energy (10 VPP)
Magic: Heal Self (10 VPP)
Magic: Metamorphosis: Bat (13 VPP)
Magic: Metamorphosis: Wolf (13 VPP)
Magic: Metamorphosis: Human (18 VPP)
Magic: Metamorphosis: Insect (25 VPP)
Magic: Metamorphosis: Mist (125 VPP)
Magic: Locate (15 VPP)
Magic: Love Charm (20 VPP)
Magic: Summon Wolves (63 VPP)
Magic: Summon Bats (63 VPP)
Magic: Summon Rats (63 VPP)
Magic: Summon Insects (63 VPP)
Magic: Summon Fog (70 VPP)
Magic: Storm (130 VPP)
Magic: Restoration (225 VPP)
Magic: Trance (4 VPP)
NOTE: Please feel free to add to the
list if you think I left something out. Also, use whatever books you want for
psionic and spell descriptions (there are some minor variations).
Now, a note about vampire
intelligences: They are not all the same. For all intents and purposes, they
are simply supernatural intelligences with all the powers, mutations and
insanities that they make available to their minions. Otherwise, MDC/SDC and
innate powers are the same as any normal supernatural intelligence. DO NOT GIVE
MAGIC/PSIONIC KNOWLEDGE AS A NON-VAMPIRIC INTELLIGENCE! They are more
specialized. Treat as a practitioner of level 8D6 for psionics and magic
(duration, damage, etc) using vampire powers.