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Agility +1CS
Strength +1CS
Endurance +1CS
These shouldn't boost stats beyond RM rank, when dealing with normal human conversions. Super powered folk are another story, however. Game Judge evil is encouraged in this area, but not to the point of silliness.
Standard Powers: Immortality: Vampires are considered to be immortal, lest they fall to standard vampiric limitations. However, they can easily be resurrected should the condition that killed them be reversed.
Vampirism: Vampires must drink the blood of others to survive. Their bite will normally inflict their Strength -1 CS EA damage, with an additional TY (6) points of blood draining per turn).
Transformation: Vampires can transform into two standard forms: a bank of mist (as is described above) and at least one animal form (often a bat or wolf).
Regeneration: Vampires regenerate from wounds with at least TY (6) ability.
Animal Control: Vampires can control things normally thought of as vermin (bats, rats, wolves, roaches, etc...), at their Psyche rank.
Vampire Control: Vampires have their Psyche rank ability to control any vampire they create.
Wall Crawling
Standard Limitations: Driving a stake through the heart, decapitation, and burning the body (either separately, or in any combination) are all principal ways of destroying vampires.
Exposure to Direct Sunlight causes a vampire AM (50) energy damage. Reduction to zero health in this manner will reduce a vampire to dust.
Holy symbols and Garlic act to repel vampires. They will not approach within 10' of such things. Application of a holy symbol to a vampire will cause the wielder's Psyche rank in damage to the vampire.
The Vampire Hunter is a character driven fanatically to the goal of destroying all vampires. The character sees vampires as a creature from the depths of hell who pose the most serious threat to humanity, humanity has ever seen. They may be right. Vampire Hunters focus on physical and mental strengths to defeat their foes. The longer they live the more knowledgeable they become about their enemy, yet as they grow older they often are not strong enough to carry on their crusade.
The Vampire Hunter can be of any alignment. Just because the vampires that they seek to destroy are evil by no means indicates that their Hunters must be Principled! Some characters will attempt to overcome any boundary in-between them and their goal, even if it means hurting or killing a human being.A Vampire Hunter will work alone if need be, but they tend to like to work in groups. They feel that there is more safety in numbers, and frankly they are confronting an evil that has much more power than they, so having other people with them increases their chance of survival. However most Vampire Hunters do not like to work among their peers. They dispute and bicker over methods and targets, but this is a smoke screen to cover up their clashing ego's. But other hunters will often find or assemble a group of hearty adventurers to help them further their cause. These characters are usually relatively naive about vampires, and the Hunter takes great enjoyment on acting as a strange kind of mentor. A Vampire Hunter also often takes an apprentice, a person he or she can teach to carry on the good fight, in case they fall in battle, or for some other reason cannot continue their quest. The Hunter treats this apprentice as a loved son or daughter.
One of a Vampire Hunters greatest dangers is the distinct possibility that he or she may someday become what they loathe. Some Vampire Hunters who become vampires themselves commit suicide if they can, yet most become the most ruthless creatures of the night, as if their fanaticism for the destruction of vampires has transformed to a lust for blood most vampires cannot even comprehend.
Vampire Hunter Powers:
Some people say these powers don't exist, that they are just rumors created from the rantings of Vampire Hunters. Others say that these powers are a special sort of psionics, and still others say a deity granted the Vampire Hunter these strange powers. The real answer? Nobody knows not even the Vampire Hunters themselves, but never the less they DO work. The GM can determine what column abilities are rolled on if the body type is other than normal human, and if other powers will be allowed.
1. Smell Undead
When a Vampire Hunter is within 1 mile of a vampire (or other undead) they smell something in the air. Its common to see a Vampire Hunter take a deep breath and say something like "Yep there's vampires here."
2. Immune to ghoulish horror
Vampire Hunters face horror so often they have become numb to it. They can be surprised but any Psyche Feat roll needed against fear is made at +3CS.
3. Faith
A Vampire Hunter's greatest weapon, the one that makes their strikes ring true, and their flee in terror, can simply be called faith. 3 times a day Vampire Hunters can call upon their faith to add a +1CS to any roll against undead, or exorcise a demon, or be a minor help for many other actions. However the player must declare its use before the action (not after the roll.)
4. Induce fear in undead
Undead who realize the Vampire Hunter for what he/she is have to make a Yellow Psyche Feat roll. Vampires will have unpredictable reactions to this. Some will flee in terror, others will attack like a raccoon that's been backed into a corner. But the reaction will always be extreme.
* Note a vampire cannot tell a Vampire Hunter like a Hunter can detect a vampire until the Hunter is approaching with a stake in one hand and a water gun in the other, bearing a silver cross.
5. Weapon Making
Vampire Hunters know how to create vampire killing weapons, and they commonly modify guns, crossbows, make water pistols. A Vampire Hunter will give these weapons to other people in town, hoping they will protect themselves.
Basic Requirements: minimum Intuition of RM, Psyche of RM.
Possible Talents:
Radio: Basic
Basic Electronics
Detect Ambush
Detect Concealment
Pick Locks
Tracking
Wilderness Survival
Martial Arts A, D, E
Acrobatics
Tumbling
Climbing
Prowl
Language
Lore (Vampires, Demons & Monsters)
Occult
Archery
Marksman
Guns
Carpentry
Hunting
Communications: Any
Domestic: Any
Electrical: Any except Robot Electronics
Espionage: Any
Mechanical: Weapons Engineer only
Medical: First Aid or Medical Doctor only
Pilot: Airplane, Auto, Boat, Horsemanship, Motorcycle and Truck
Science: Any
Technical: Any
Wilderness: Any
Starting equipment:
GD Resources, A vehicle (usually large enough for 1 - 2 people to live in) OR a small home. Numerous guns, crosses, stakes, water pistols, garlic, and 1 techno-wizard made weapon.