GURPS Vampires

GURPS Vampires is "An alternate set of rules for vampires in a GURPS game."
==Comments==
"These are rules for a specific class of Vampires in a GURPS Game. They focus on
only one “flavor” of these mythical creatures, particularly those pertaining the more usual
vampires found in Bram Stoker’s book or modern folklore." But the 4e Basic Set already has a Vampire (Meta-Trait)pg 262 which is described as "a “Bram Stoker”-style vampire. It possesses some, but not all, of the powers and weaknesses that fiction ascribes to bloodsucking undead. Notably, horror-movie vampires often have Supernatural Durability instead of Unkillable (increases cost by 100 points)"
"They were designed to allow some flexibility in powers, thus explaining why there are so many different “types” of vampires around, but not as a final compendium." Given the existing Vampire Meta-Trait the questions of 'how does that not meet this goal?' comes up along with a 'why does this exist?' feeling.
More over these are not rules per say but the way the advantages and disadvantages with the relevant enhancements and limitations would work.
A vampire template is provided but it doesn't follow the "standard" format seen in the Basic Set and other books making it hard to read. In the "standard" format it looks like this (factions are rounded per the rules ie advantages up disadvantages down):
Cost: 185 (100-20+261-156) points 
Attributes 	ST+10 [100] 	[100]
Secondary Characteristics	No Fatigue [-20] has a “blood pool” score 	[-20]
Advantages 	Doesn't Breathe [20]; Doesn't Eat or Drink [10]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood, No Brain. No Vitals. Unliving) [35]; Regeneration (1 HP per second; Magical, 10%; Costs Blood –1 per 2 turns, -10%) [80]; Regrowth (Magical, -10%; Costs Blood –1 per 2 turns, -10%) [32]: Unaging (Magical, -10%) [14]; Unkillable 1 (Magical -10%; Achilles’ Heel - severed head and stake through the heart, -30%) [30] 	[261]
Disadvantages 	Cannot Learn (Except for adventure experience, -50%) [-15]; Cannot regenerate normally [-20]; Compulsive Behavior (Drink blood, Linked with Blood Pool score, -30%) [-11]; Draining (Costs 1 blood point instead of 2 HPs, 0; Only avoided by sleeping covered in soil of his homeland, rare) [-15]; Dread (Holy ground; Cannot be trapped, but suffers a –2 penalty while within, -40%) [-6]; No magical powers (Only while in contact with direct sunlight, +100%) [-15]; No Resistance (Against divine powers, rare, x1/2 [-25); Supernatural Block [-30]; Supernatural Features (No Reflection) [-5] Unhealing [-30]; Weakness ( 1d per minute; while in contact with holy symbols or peoplem x 1/2; -2 penalty while holding it (+10%) [-11]	[-156]
Features 	 	
==References==