Chapter 2 - Part 4 - Qualities And Drawbacks - Section V

## Vampire

12- OR 15-POINT QUALITY

For the most part, vampires are irredeemable monsters, unable to control their lust for blood and death. Normal vampires have high levels of the Mental Problems (Cruel) Drawback (among other foibles), and for the most part are not fit for human company. There is nothing very sexy or appealing about a demon in human drag who considers people little more than meals-on-legs. Normal vampire characters cost 12 points, but unless the Director wants to have a murderous monster in the Cast, that shouldn't be an option.

Now, there are exceptions to the general vampiric disposition and they generally involve importing a human soul. aNGEL is the most prevalent example, but even his long-standing partner in crime, Darla, got all soulful toward the end of her pregnancy. On the Buffy TV show, we've seen Spike wrestle with his newly awarded soul (and ultimate pay a steep price for that little bugger). What we've learned is that having soul is no barrier against the darkness (but we pretty much knew that already from human behavior), but it does seem to lead vampires away from wholesale mayhem. If you want to go this route, you and your Director must agree on how or why the vampire can control his inner demon. Maybe it's not a soul, just enlightened self-interest. Whatever the explanation, the cost to play a "humane" vampire is 15 points.

Vampires gain +3 to Strength, +2 to Dexterity, +2 to Constitution, and two levels of Hard to Kill (they can have as many as 10 levels in total); +2 bonuses to hearing and smell/tasted based Perception rolls (+4 when involving blood); take only one-fifth damage from bullets (other weapons hurt normally); recover from injuries at the rate of one Life Point per Constitution level every hour (Fire damage regenerates at the rate of one Life Point per Constitution level per day); and are immortal. They also have a limited number of dusting options. Vampires do suffer from multiple vulnerabilities, including sunlight, holy symbols, stakes through the heart, and beheading. Vampires may also purchase almost any of the various supernatural abilities for an additional charge.

## Vulnerabilities [Demons and Supernaturals]

Some supernatural beings have an Achilles heel, something that hurts them a lot more than normal. Vamps, for example, have lots of cool things going for them, but their slight sunlight problem balances things out a bit.

### Rare and Unique

0-PART DRAWBACK

Something so rare and unique it's only coming up when your Director decides it comes up.

### Minor

2-POINT DRAWBACK

A rare item or substance (unique mystical artifact, for example) that does extra damage to the character (double damage after armor and modifiers), or negates any armor or special defenses, or which can destroy the character if reduced to zero Life Points (like, say stakes).

### Major

3-POINT DRAWBACK

Something common that inflicts constant damage, or a special form of attack that does massive damage (five times damage after armor and modifiers).

### Multiple Vulnerabilities

5-POINT DRAWBACK MAXIMUM

Vampires have a laundry list of things that can kill them. You can do the same for your character but these banes don't stack completely - the maximum value of all combined Vulnerabilities is five points.