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Skip Navigation LinksHere There Be Monsters>Playable Origins>Innatus>Vampyrii
Vampyrii
Nikole Thrace is an example Vampyrii.
A Vampyrii is a person cursed with the curse of Vampirism, but who has not yet died and risen again fully Undead.
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.
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.
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.
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.
Other Vampyrii resist the urges within themselves and attempt to continue living a normal life...or as normal as they can manage.
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.
Rarity
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.
Vampyrii Abilities
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.
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.
But most significantly, all Vampyrii are affected by a horrible curse; when they die they will rise again as a fully turned undead Vampire.
All Vampyrii abilities are purchased in an Innatus Pool, and are intrinsically supernatural in nature.
Optional Abilities
Vampyrii may take any of the following abilities, at any power level they wish to and can afford.
  • 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.
This ability provides a Vampyrii with the ability to temporarily boost their physical capabilities to superhuman levels.
Vampyrii Durability : Resistant (+1/2) applied to ED; Real Cost: 1 point
Some Vampyrii are highly resistant to normally lethal levels of energy.
Vampyrii Durability : Resistant (+1/2) applied to PD; Real Cost: 1 point
Some Vampyrii are highly resistant to normally lethal levels of physical damage.
Vampyrii Resistance : Supernatural Resistance: 5; Real Cost: 15 points
Some Vampyrii are extremely resistant to superhuman affects.
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
Some Vampyrii display near-invulnerability to physical and mental effects.
Vampyrii Eyes : Nightvision; 5 points
Many Vampyrii can see in the dark.
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
Many Vampyrii can heal extremely quickly, and even regenerate lost limbs.
Vampyrii Senses : +1 PER with all Sense Groups; Real Cost: 3 points
Some Vampyrii have extraordinarily sharp senses.
Vampyrii Charm : +5 to Charm; Real Cost: 10 points
Some Vampyrii are superhumanly alluring.
Vampyrii Presense : +10 PRE; Real Cost: 10 points
Some Vampyrii have a superhuman presense.
Vampyrii Awareness : Supernatural Awareness; Real Cost: 10 points
Some Vampyrii are superhumanly aware.
Mandatory Complications and Abilities
All Vampyrii must take the following abilities.
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
When a Vampyrii dies, they will rise again as an undead Vampire.
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
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.
Distinctive Features: Vampyrii (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Supernatural Awareness; Not Distinctive In Some Cultures); Complication: -20
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.
Susceptibility: Direct Sunlight, Garlic, Faith; Vicinity (within 8m) Incompetence: -1 to all Resoultion Rolls per Segment (Common) ; Complication: -20
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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