Earl Flatt (Earth-616)

# Earl Flatt

**Earl Flatt**

Agility) Ex20

Strength) Rm30

Endurance) Rm30

Reason) Ty6

Intuition) Gd10

Psyche) Ex20

Health: 90

Karma: 36

Resources: Ty6

Pop: -10

### **Known Powers**:

***Vampire Physiology:*** Earl Flatt has had his body altered by vampirism his body has the following abilities:

- **Immortality:** Vampires are considered to be Immortal. He cannot die by conventional means, only restrained (see Limitations).

- **Vampiric Protection:** He is immune to all physical attacks (though not Slams and Stuns) save those that normally harm vampires. (see limitations)

- **Animal Transformation:** A vampire may change it's shape into either a bat or wolf with Ex20 ability.

- **Animal Communication:** The vampire possesses Rm30 ability to communicate telepathically with any animal larger than an insect.

- **Hypnotism:** Vampires can mesmerize others, or even control their minds outright. Vampires can manipulate others' emotions, becoming dream lovers or terrifying nightmares. He has this ability at Ex20 and requires eye contact.

- **Heightened Senses:** The vampire's senses are superhuman. All 5 senses are heightened to Rm30 levels.

- **Telepathy:** The vampire may attempt to read a victim's mind. The vampire must be able to see the person to be scrutinized. The vampire makes a Psyche FEAT roll vs the target. Success allows the vampire to read the victim's thoughts.

- **Astral Projection:** A vampire may project it's spirit into the Astral plane with In40 ability travelling invisible and intangible.

- **Hyper Speed:** Vampires are natually quicker than when they were alive enabling them to move and attack at superhuman speeds. This is considered Ty6 Hyper speed.

- **Blending:** The vampire may step into the shadows and and thereby shroud itself from sight with Am50 ability.

- **Invisibility-Psychic:** The vampire possesses Ex20 rank ability to psionically cause others not to see it forcing others will simply ignore it.

- **Emotion Control:** Fear. A vampire hissing and baring fangs, may instill an unnatural terror in a target. Unless a successful Psyche FEAT is made vs Rm30 ability, the target must turn and flee.

- **Night Vision:** Vampire may see in "natural" darkness without difficulty.

- **Claws:** The vampire may sprout claws inflicting strength +1CS damage.
- **Regeneration:** Vampires recover from damage quickly. Consider a vampire to popssess Ty6 regeneration.

- **Bite:** A vampire bite does Gd10 damage per round by draining the blood from a victim. If the target has been drained of blood to Shift-O health then re-infused with vampiric blood from the "parent" vampire the target will return to life as a Vampire.

- **Blood:** Vampire Blood has a high level of toxicity. Should Vampiric blood come into direct contact with a living being, it will inflict Fe2 acidic damage (burn) for 1 round. If it enters the blood stream of a non-vampire Fe2 damage for 1-10 rounds. In greater quantities the blood could also have an effect of turning the target into a vampire. (Endurance FEAT to avoid).

### **Limitations**

**Blood** - Vampires must drink the blood of others to survive.

**Stake To Heart** - Driving a stake through the heart of a Vampire will not kill it however it will place the vampire in a state of Suspended Animation

**Sunlight** - Exposure to Direct Sunlight causes a vampire Rm30 damage. Reduction to zero health in this manner will reduce a vampire to dust.

**Fire** - Fire can kill a vampire - Reduction to zero health in this manner will reduce a vampire to dust.

**Holy Water** - Holy Water will inflict Gd10 damage.

**Silver Weapons** - Silver weapons do damage as normal.

**Symobols & Garlic** - Holy symbols and Garlic will repel a vampire from the area until the item is removed.

**Permanent Destruction** A method of slaying a vampire that is known to "Kill" it forever: Piercing the heart and then beheading the vampire, burning the head and body in two separate pyres, then scattering the ashes over a large radius.