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Vampires

 


Cultural Conflicts

 

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.

 


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