Rank: Novice 1 Advances Left: 0
Iconic Framework: Vampire
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d8, Vigor d8
Pace: 6; Parry: 4; Toughness: 17 (7)
- Athletics d6 (1)
- Common Knowledge d6 (1)
- Fighting d4 (1)
- Notice d8 (2)
- Occult d10 (4)
- Persuasion d6 (1)
- Psionics d10 (2)
- Shooting d6 (2)
- Stealth d6 (1)
- Vengeful (Major): The adventurer seeks payback for slights against her. As a Major Hindrance, he will cause physical harm to get it.
- Bloodthirsty (Major): Never takes prisoners.
- Small (Minor): size -1
- Psionics 12 - Second Nature (HJ): successful use of puppet automatically gains the raise effect.
- Psionics 14-15 - Mentalist (HJ): Mentalists add +2 to opposed Psionics rolls, whether they are using their powers against a foe or defending against a rival.
- Thrall (Free Human): permanent puppet effect on those incapacitated by bite.
- Major Psionic (Hindrance): double ISP, may spend 2 ISP to gain +1 to the roll, or 4 ISP for +2.
- Master Psionic (Hindrance): gains access to mega trappings for psionics
- New Powers (Novice 1): gains two new psionic powers.
- Arcane Background (Psionics): Heroic Vampires begin with three powers from the list above, 10 ISP, and a d6 Psionics skill.
- Bite: While in his True Vampire Form (see below), a Heroic Vampire may bite a grappled target for Str+2d4 Mega Damage, AP12. Shaken or Wounded victims must check Vigor or suffer a level of Fatigue.
- Change Form: With an action and a Psionics roll vampires can shape change into a wolf or bat (or change back again). While transformed, they retain their Fast Regeneration, Immunities, Invulnerability, and Perfect Night Vision.
- Claws: Str+d6 Mega Damage, AP 6 in True Vampire Form (see below).
- Fast Regeneration: Heroic Vampires make a Vigor roll every round to heal damage—even after being “killed.” A success heals one Wound, two with a raise. Silver or wood in the heart, sunlight and holy water (see below) bypass this ability.
- Immunities: Vampires are immortal and ignore Poison, Disease, Fire, Cold, Radiation, and virtually all other sources of mundane damage or negative effects. They need no food or water (only blood, the lack of which drives them insane).
- Invulnerable: Attacks—even those causing Mega Damage—which don't use one of the Heroic Vampire's vulnerabilities can only Shake them. If hit by a Boom Gun he recovers in an instant, unless the Glitter Boy was using silver flechettes.
- Mist Form: With an action and a Psionics roll at −2, a Heroic Vampire can turn into a cloud of mist. Any items carried or worn transform along with the vampire. As per intangibility, non-magical attacks and weapons pass straight through the vampire, but it is unable to attack, communicate, or use powers while in mist form. The vampire floats above the ground at normal Pace, unaffected by Difficult Ground. It can seep through openings not sealed with Full Environment Protection; but cannot become corporeal within someone or something without room for its physical form.
- Perfect Night Vision: Heroic Vampires ignore all Illumination penalties.
- Strength of the Damned: Gain +2 die types to Strength and Vigor.
- Undead: Gain +2 to Toughness and to recover from being Shaken, ignore 1 point of Wound penalties, and Called Shots do no extra damage (exceptions noted below).
- True Vampire Form: Assuming this form is a free action, but to resume the disguise the must check Psionics as an action.
- Cybernetics: Their necrotized tissue is incompatible with cybernetics.
- Feed: Vampires must drink at least a pint of fresh human, mutant, or D-Bee blood per day. Treat this like the Habit (Major) Hindrance. Incapacitation results in the vampire succumbing to his blood lust, becoming a villain under the GM’s control.
- Denial or Destruction: Vampires who rebel against their masters fall into two psychological profiles: those who hope they can regain or retain their souls, and those who embrace their curse and hunt the undead. Begin with either Delusional (Minor—Return to former life) or Death Wish (Minor—Destroy all vampires).
- Magic: While a Heroic Vampire may take Arcane Background (Magic) and Spellcasting at character creation—reflecting training received before he endured the Slow Kill—becoming a vampire severs the hero from their connection to magic, disallowing them from improving the Spellcasting skill, learning new magical powers, or purchasing additional magic-related Edges.
- Supernatural Evil: Once their nature is discovered, Vampires suffer a −2 Persuasion penalty. Reactions start out two steps worse than usual, and those unfamiliar with the hero or sworn to destroy evil may attack on sight. Heroic Vampires register as supernatural evil to friends and foes.
- Weakness (Decapitation and Burning): Vampires Incapacitated via silver or wood (see below) become vulnerable to normal damage and fire. Only once they have been decapitated, the head and body burned in separate pyres, and the ashes scattered, are they destroyed.
- Weakness (Garlic and Wolf’s Bane): Heroic Vampires must make a Spirit check to cross a threshold protected by these herbs, and attack at −2 to bite anyone wearing either herb.
- Weakness (Holy): The holy symbols of any religion that reveres goodness and light over dark hold vampires at bay. Vampires must win an opposed Spirit check to attack. With a successful Touch Attack (Fighting +2), the holy symbol causes 3d4 fire damage to the vampire, who must check Fear. Holy attacks can damage Vampires but not destroy them.
- Weakness (Magic and Psionics): Vampires can be affected and harmed by magic and psionics, but all effects are halved and they cannot be destroyed unless the power is Trapped with water or sunlight (wood/silver deal full damage). Magic weapons can damage them but have the same restrictions. A sunlight Trapping on light does no damage but the fiends cannot enter the area of effect and any within must leave.
- Weakness (Silver and Wood): Silver objects burn for 3d4 fire damage, and Vampires suffer +4 damage from purely wooden or silver weapons, or a combination of the two. A successful Called Shot to the heart (−4) forces vampires to make a Vigor check against the damage total. If successful, they suffer damage normally and are Stunned; if they fail, they are Incapacitated, enter a stasis-like state, and become vulnerable to all normal sources of damage. However, the vampire is not destroyed, see Weakness (Decapitation and Burning) above.
- Weakness (Sunlight): Vampires suffer an automatic level of Fatigue during daylight hours and catch fire if any part of them is exposed to sunlight (clothing doesn't help, they must be completely shielded). A vampire's Pace is 2 and their powers don't work while exposed to sunlight—they burn for 2d10 damage every round they are exposed and vampires Incapacitated this way are destroyed by turning to ash.
- Weakness (Supernatural Attacks): Vampires can be damaged by the natural attacks of other vampires, werebeasts, demons, and supernatural beings. However, they are not destroyed unless a Weakness is used.
- Weakness (Water): Vampires have a phobia of bodies of water and cannot cross them (even if flying) unless there is a physical bridge, and even then must check Fear at −4. Holy or natural bodies of water damage them like acid. Immersing vampires (in a waterfall, flash flood, pond, river, lake, sea) deals 3d10 damage a round. Holy water is blessed with the Faith skill as an action. Small sources of holy water (a bucket, a squirt gun) do 1d10 damage, medium sources (a hose, a “super soaker”) deal 2d10, and large sources (a fire hose) deal 3d10. Vampires Incapacitated this way melt into slime and are destroyed.