Nikole Thrace is an
example Vampyrii.
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A Vampyrii is a person cursed with the curse of Vampirism, but who has not yet died
and risen again fully Undead.
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A Vampyrii may have been infected by vampirism, either in the womb, by exposure
to vampiric blood, or by being deliberately infected by a vampire but not fully
turned, but have not actually died and risen again.
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Vampyrii feel the attraction to blood, though nowhere near as strongly or as frequently
as a full Vampire. Feeding on human blood does energize them somewhat, but animal
blood, chemically produced surrogates, and even very rare meat is sufficient to
slake their thrist for blood.
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Until such a time as they are slain, such characters gain some benefits from their
infection, consisting of watered-down versions of typical vampiric physical and
mental abilities but not the full-blown Supernatural powers of a true Vampire.
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Some Vampyrii give into the curse they bear and become almost as evil and twisted
as a truely undead Vampire; though they are not as powerful as an old and experienced
Vampire a Vampyrii has the notable advantage that they are able to go out during
the day.
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Other Vampyrii resist the urges within themselves and attempt to continue living
a normal life...or as normal as they can manage.
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Once a Vampyrii is slain and rises again as a Vampire, they are no longer considered
a playable character, as Vampires are on the permanent Hunted list.
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Rarity
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Vampyrii are actually very rare; most victims of Vampires are killed, a few are
made Vampires themselves, and very few are left alive but cursed. Perhaps less than
200 exist in the world at any given time. However, a disproportionate number of
them are Hunters, driven to take revenge on the monsters that cursed them.
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Vampyrii Abilities
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A Vampyrii is able to tap nascent blood magic to make themselves more powerful.
Each Vampyrii displays slightly different abilities; but many are able to temporarily
boost their speed and physical capabilities to superhuman levels, are superhumanly
durable, and perceptive.
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All Vampyrii have some things in common however. They have retractable canines that
can be used to drain the blood of living things. The fangs secrete a paralytic enzyme
that dazes the victim making it easy to feed upon them; hardier targets can resist
the effect. They also have a sensitivity to various things.
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But most significantly, all Vampyrii are affected by a horrible curse; when they
die they will rise again as a fully turned undead Vampire.
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All Vampyrii abilities are purchased in an Innatus Pool, and are intrinsically supernatural
in nature.
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Optional Abilities
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Vampyrii may take any of the following abilities, at any power level they wish to
and can afford.
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- Vampyrii Boost : Aid STR, REC, CON, SPD 3d6+1 (standard effect: 10 points)
(+1 max (20 max)), Constant (+1/2), Expanded Effect (x4 Characteristics or Powers
simultaneously) (+1 1/2) (63 Active Points); Only to Aid Self (-1), 2 Continuing
Charges lasting 1 Minute each (-3/4), Costs Endurance (Only Costs END to Activate;
-1/4); 6 END; Real Cost: 21 points
- Notes: ADVANTAGES AND ADDERS Constant: If a character applies Constant (+½) to Aid,
he keeps rolling his Aid dice every Phase the power remains in effect until he reaches
the power’s maximum effect. Thereafter, the normal rules for the fading of the effect
apply. For example, if the Aid is at maximum, and Post- Segment 12 rolls around,
the subject loses 5 of the Aided points. The Aid kicks in again in the character’s
next Phase to Aid him back up to the power’s maximum effect.
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This ability provides a Vampyrii with the ability to temporarily boost their physical
capabilities to superhuman levels.
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Vampyrii Durability : Resistant (+1/2) applied to ED; Real Cost: 1 point
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Some Vampyrii are highly resistant to normally lethal levels of energy.
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Vampyrii Durability : Resistant (+1/2) applied to PD; Real Cost: 1 point
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Some Vampyrii are highly resistant to normally lethal levels of physical damage.
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Vampyrii Resistance : Supernatural Resistance: 5; Real Cost: 15 points
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Some Vampyrii are extremely resistant to superhuman affects.
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Vampyrii Resistance : Damage Negation (-5 DCs Physical, -5 DCs Mental) (50
Active Points); Damage-Based Endurance Cost (-1/2), Not vs Faith Damage, Or UV Based
Damage (-1/2); 5 END; Real Cost: 25 points
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Some Vampyrii display near-invulnerability to physical and mental effects.
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Vampyrii Eyes : Nightvision; 5 points
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Many Vampyrii can see in the dark.
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Vampyrii Regeneration : Regeneration (1 BODY per Phase), Can Heal Limbs,
Per Phase (APG) (23 Active Points); Does Not Work On Some Damage ([Common attack];
Damage From Faith, Staking, UV; -3/4), Costs Endurance (Only Costs END to Activate;
-1/4); 2 END; Real Cost: 11 points
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Many Vampyrii can heal extremely quickly, and even regenerate lost limbs.
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Vampyrii Senses : +1 PER with all Sense Groups; Real Cost: 3 points
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Some Vampyrii have extraordinarily sharp senses.
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Vampyrii Charm : +5 to Charm; Real Cost: 10 points
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Some Vampyrii are superhumanly alluring.
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Vampyrii Presense : +10 PRE; Real Cost: 10 points
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Some Vampyrii have a superhuman presense.
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Vampyrii Awareness : Supernatural Awareness; Real Cost: 10 points
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Some Vampyrii are superhumanly aware.
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Mandatory Complications and Abilities
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All Vampyrii must take the following abilities.
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Arise As A Vampire : Regeneration (1 BODY per Minute), Campaign Level Ability;
Player Looses Control Of Character Permanently When Used; Character Becomes A Full
Vampire With Additional Abilities And Under the Control Of the GM, Resurrection,
Inherent (+1/4); Resurrection Only (-2), Does Not Work On Some Damage ([Very Common
attack]; Damage From Faith, Staking, Sunlight; -1), Perceivable (by Supernatural
Awareness; -1/4) Notes: Real Cost: 0 points
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When a Vampyrii dies, they will rise again as an undead Vampire.
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Vampyrii Blood Sucking (Total: 100 Active Cost, 31
Real Cost)
- Retractable Fangs: Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR) (Reduced
Negation (4)), Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (26 Active Points);
Extra Time (Full Phase, Delayed Phase, -3/4), Restrainable (-1/2), -2 Decreased
STUN Multiplier (-1/2) (Real Cost: 9) plus
- Suck: Drain BODY 0 1/2d6, Reduced Endurance (0 END; +1/2) (7 Active Points);
Extra Time (Full Phase, Delayed Phase, -3/4), Restrainable (-1/2), No Range (-1/2),
Skin Contact Required (-1/2), Must Do Body with Retractable Fangs To Use (-1/2),
Linked (Energize; -1/2) (Real Cost: 2) plus
- Ecstasy of Blood: Change Environment (Stun (APG 83)), Reduced Endurance (0
END; +1/2) (45 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), No
Range (-1/2), Skin Contact Required (-1/2), Must Do Body with Retractable Fangs
To Use (-1/2), Linked (Suck; -1/4) (Real Cost: 13) plus
- Energize:Healing Simplified Healing and END 0 1/2d6, Reduced Endurance (0
END; +1/2), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2),
Trigger (Activating the Trigger is an Action that takes no time, Trigger resets
automatically, immediately after it activates; +1), Decreased Re-use Duration (Phase;
+1 1/2) (22 Active Points); Self Only (-1), Extra Time (Full Phase, Delayed Phase,
-3/4), Linked (Suck; -1/2) (Real Cost: 7)
Notes: Real Cost: 31 points
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Though they don't have to feed to survive Vampyrii have retractable fangs and can
feed vampirically, which heals them. Vampyrii inject a substance when they bite
that puts the bite victim in a euphoric state. This is a slow process, however,
and is best used in intimate or controlled settings.
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Distinctive Features: Vampyrii (Not Concealable; Always Noticed and Causes
Major Reaction; Detectable By Supernatural Awareness; Not Distinctive In Some Cultures);
Complication: -20
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The Vampiric taint is detectible by Supernatural Awareness, with an aura that is
tinged black and deep red; the stronger the Vampyrii (in vampiric abilities) the
more extreme the effect on the Vampyrii's aura.
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Susceptibility: Direct Sunlight, Garlic, Faith; Vicinity (within 8m) Incompetence:
-1 to all Resoultion Rolls per Segment (Common) ; Complication: -20
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Vampyrii suffer some sensitivity to sunlight, garlic, and devout faith, which causes
them to suffer minor headaches, discomfort, unease, and a desire to remove themselves
from its presense. They suffer a -1 penalty to all 3d6 resolution rolls they make.
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