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Completed Vampires

Started by Tadeusz · November 30, 2007

13 surviving posts. Original order and wording are retained; deleted and spam-marked entries are excluded.

This is a thread for vampires that have been totally completed, and are waiting upon Wodiums editorial/integrative skills.

Faux

Devlin Smith--Verser Vampire

Sir Richard Dawkins--Wholly Magical Vampire

Psi-kin

Tidbits scenario

Juicer

Mad Scientist Vampire--The Weeping Woman

Gavin-Marcoe's Variant

Vampire Weeds
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The Juicer Plague, or Vampire Plague turns normal woodland creatures into plant juice suckers of ravenous intensity, and shocking amounts. The animals grow in size, and swell....until near the end they get overwhelmed with a desire to bite other animals (thus spreading the disease), and then they explode throwing disease tainted gore in a wide circle. They leave behind them fields of crippled plants.

If a wolf were to eat a plague suffering rabbit, the wolf would be infected as well. If such a creature were to bite a human, the human would not be infected (except if certain conditions of a dual-genomic nature became active.)

The virus is strictly for attacking plants, but it has a dual-genomic structure (which probably means that some clueless folks in this world are going to yell 'its mutated'). In a dessert environment without enough plant matter, it shifts its targets to animals and people. Its gene structure has two expressions that are equally valid, and which one is active is determined by the presence of sufficient amounts of foilage which is its preferred diet.

To avoid infection, a bit animal must make a Simple Resistance check. For every additional bite the Juicer or Vampinimal, gains a +4 penalty to their dice roll. An animal contacting the gore after an explosion must make a Simple check -3.

Infected creatures get a plus @2 to their strength. They dislike bright lights, and tend to stay in the shade during the afternoon hours.

One infected creature can on average destroy a hundred square yards of crops or lawn in a ten minute period. This is a ten yard by ten yard space, about the size of a suburban front lawn. Woodland is one-half to one-fourth the speed depending on tree size and density of trunks.

On average, they find a new 'recruit' every thirty minutes. After each ten minute period, roll a Resistance Simple Check. Failure means the creature loses a stamina mark. When Stamina reaches 0@5, the creature explodes.

Lower Key Variant:
==================

A lower-key, more insidious form of the plague could be exactly the same minus the parts about explosive death and herbivores biting other animals. The herbivores would still die (exhaustion, probably), and the plague would still spread up the food chain. It would be somewhat slower acting because of the absence of two out of three vectors (bite from infected animal, infected gore, biting infected animal), but the root cause of the plague would be less obvious, and thus a recurrence of the plague after the crisis had supposedly passed would be more likely.

===================

If a diabolically minded (or otherwise) verser were to get his hands on a strain of this virus, it will help the referee to know that it is a T 12@8 Mutagenic Virus.

Placeholder or Stall World Scenario like Haunted House.

You'll see that this is a tidbit in more ways than one.

Long Month of Doom, Month of Waiting
====================================

Verser arrives in a world where a vampire and his children raged out of control. Each one infected one more each night.

Day One: The First Vampire.
Day Two: Two Vampires.
Day Three: Four Vampires.
Day Four: Eight Vampires.
Day Five: 16 Vamps.
Day Six: 32 Vamps.
Day Seven: 64 Vamps.
Day Eight: 128 Vamps.
Day Nine: 256 Vamps.
Day Ten: 512 Vamps.
Day Eleven: 1024 Vamps.
Day Twelve: 2048 Vamps.
Day Thirteen: 4096 Vamps.
Day Fourteen: 8192 Vamps.
Day Fifteen: 16,384 Vamps.
Day Sixteen: 32,768 Vamps.
Day Seventeen: 65,536 Vamps.
Day Eighteen: 131,072 Vamps.
Day Nineteen: 262,144 Vamps.
Day Twenty: 524,288 Vamps.
Day Twenty-One: 1,048,576 Vamps.
Day Twenty-two: 2,097,152 Vamps.
Day Twenty-three: 4,194,304 Vamps.
Day Twenty-four: 8,388,608 Vamps.
Day Twenty-Five: 16,777,216 Vamps.
Day Twenty-Six: 33,554,432 Vamps.
Day Twenty-Seven: 67,108,864 Vamps.
Day Twenty-Eight: 134,217,728 Vamps.
Day Twenty-Nine: 268,435,456 Vamps.
Day Thirty: 536,870,912 Vamps.
Day Thirty-One: 1,073,741,824 Vamps.
Day Thirty-Two: 2,147,483,648 Vamps.
Day Thirty-Three: 4,294,967,296 Vamps.
Day Thirty-Four: Six Billion, and not everyone got to party that night.
Day Thirty-Five: Hunger Pangs.
Day Thirty-Six: Hatred as Vamps find there is no more prey, and they can't prey on each other.
Day Thirty-Seven: Excruciating Pangs, and Murder.
Day Thirty-Eight: Vampires due to lack of blood go to sleep.
Day Fourty-five: Green grasses are growing across intersections.
Day Sixty: Verser arrives full of nice tasty blood which six billion or so vampires can smell....

The verser sees an empty world with some corpses as he arrives in daylight. Weeds sprout in the streets. A newspaper tells of a riot. Another newspaper tells of the Air Force running out of napalm to control the 'Spread'. Piles of garbage that has been burnt, and some flung about still burning fill an area near an alley. Some graffitti on a wall shrieks out "The HUnger!".

Night falls.

If the verser is very resourceful, he survives to midnight.

Variants:
1. What about the animals? Are they drinkable? If they are, then the vamps survive a bit longer as they exterminate the animals of Earth.
2. Can the animals be turned?
3. This version assumes that vampires cannot feed on vampires. However, if they can, then the population will be markedly less as predator hunts predator. And there will be signs of small-scale, but very brutal warfare throughout the city.
4. How did the original vampire come to be? Was this creature a verser who arrived, and then destroyed a whole planet for amusement's sake, and to make a statement about how Good does not exist?
5. Will the verser get a chance to meet the First Vampire? Perhaps after the verser is trapped somewhere? That way, both sides can have a nice chat before the slaughter.
6. The magic bias is dependent on what type of vampires these creatures are.

And Tidbits...well, this is a short world setting, and the verser is just a tiny morsel, a tidbit to the feeders in the night.

Here are two Faux Vampires as follows: Larissa the Vamphyre and The Dead Man.

Threats that are not as severe as it at first seems serve the purposes to scare the beginning player without being too severe for him, and confuse the knowledgeable player who thinks "But there can't be vampires in this world, the magic bias is too low". Now Wodium's Body Vampires aka 'Wodium's Wamphyres' also serve that purpose, but they are a substantial physical threat whereas these two are more to human scale.

One of the benefits of having so many types of vampires so that you can confuse and bewilder the player. After all the tactics that are suited to dealing with Weeds (kill them quick before they spread) are not suited to Gavin and his cohort who are powerful and resilient enough to make serious preparations and gathering of forces an absolute must if you want to survive (unless you're good at running away). Another benefit is forcing the conscientous player to investigate--Should he just kill every vampire he meets? Is the vampire he meets that claims to be repentant and someone who is trying to be good just good at lying, or are they actually seeking redemption?

One Faux Vampire (Larissa) is more suited to a game of "Let's Help the Poor Mentally Disturbed, but Dangerous Person." The other Faux Vampire (The Dead Man) has gone way past that into EVIL.

======================================

Larissa the Vampyre aka Lucretia aka Lisabelle Kieran Morgan-Jeffreys

Persuasion 1@9
Charisma 2@1
Animal Magnetism 2@3
Strength 1@6
Agility 1@9
Stamina 1@5
Resistance 1@5
Density 1@1
Flexibility 1@8
Hand/Eye 2@1
Intelligence 2@1
Intuition 1@8
Education Level 2@1
Willpower 2@2
TV 1@5
DV 1@6
RSV 1@10
MSV 1@8

Dance is a 0@2 Mag skill which she has at 2@1. She is a dedicated dancer at nightclubs which is her typical aerobic activity three-four nights a week for several hours.

Actress is a 0@2 Mag skill which she has at 1@8. She is a Major (Sophomore) in the Theatre and Performing Arts at the local university. She is on the Dean's List. She is very good at lying, acting innocent, acting seductive, pumping up the melodrama (which she is very fond of), mimicking voices, and assuming identities.

Streetwise or Survival: Urban is a Mag 0@1 skill. She has it at 1@8. She knows where to score drugs, how to buy fake ID cards, which streets to avoid at what times because creeps hang out there.

Use Talons is a 3@3 Tech skill she has at 1@8. She has long metal talons she can put on her fingertips. They do Annoying Damage, but she is trained in a related skill. NOTE: She has used these as a way to inject sedative into her prey. This sedative is a Damage Rider if used. The target rolls a Simple Stamina check or passes unconscious in 1d10 rounds for 2d10 minutes. A poor success indicates that the target is extremely woozy.

Strike for Vital Spots is a Bod Skill of Intensified Damage at 7@3 which she has at 1@5. This raises her damage category for fist, mace, or talons by one. It has a -10 Situation Modifier, and requires a ten second 'sizing up the target' preparation time.

Use Teeth is a Tech 3@3 skill which she has at 1@8 skill level. She has a set of stainless steel inset fangs which she can take in or out. She has trained with them for throat-strikes on a mannequin she keeps at home. This attack is Dangerous at -50 unless ambush in which case its 20 Sit-mod.

Soft Feet is a Stealth type skill which is 0@6 body. Her skill is at 1@5. Due to her dancing and streetwise she's learned to walk softly for a short distance. Using this skill lasts for one minute. She uses this to heighten melodrama, or she envisions using it to sneak up behnd someone and drink their blood.

Intimidate with Fangs is a form of Posturing skill which is Psi 8@0. She has it at 1@5 skill level. She lets out the Full Crazy inside her, and flashes her fangs in the night. The effect is spooky, and very scary. Opponent must make a Difficult Willpower check to not be taken aback, or even flee. Larissa is obviously emotionally overwraught for five minutes afterwards.

Larissa is a well-to-do college student (rich if inattentive parents who thought buying a trip to Aspen for a week was a fair trade for missing Sunday dinner) who believes that she is a vampire. She is human.

She is heavily into Goth culture although a fair number of them find her 'way freaky', but thats mostly among the girls because the guys like her for her looks.

She has not yet killed anyone, although she has found a few dead bodies of homeless people and accident victims, and made them up to look like vampire kills.

She is mentally disturbed although she does a good job of hiding it.

She has a few friends who are almost as nutty as her, but less inclined to take action.

She is heading toward being a full-blown serial killer.

She has a history of doping up guys by dropping pills in their drinks, taking them back to her 'house of the dead' and giving them a seriously twisted mind-trip courtesy of hallucinogens, female charm, and lots of really freaky props. No one she has so 'vampired' has come forward to the police although kidnapping and mental torture were involved because they feared being made a laughingstock, and they knew they were out of their head on drugs, and at least one (the only one who really knows her real name) thinks she really is a Vampire.

She has her friends help her with these kidnappings as well. So she's on her way to starting her own cult as well.

One possibility is for her to have seen the verser arrive, and she decides to start playing mind games with him over the next few months...

Or she may decide to kidnap the verser.

Or the verser may find a dead 'kill'.

======================================

Stanfield Fitzwarren aka The Dead Man aka The Dead aka Field aka Lord of Darkness aka Prince of Darkness.

Persuasion 2@2
Charisma 1@3
Animal Magnetism 1@6
Strength 1@8
Agility 1@7
Stamina 2@1
Resistance 1@5
Density 1@1
Flexibility 1@10
Hand/Eye 2@1
Intelligence 2@5
Intuition 2@2
Education Level 2@4
Willpower 2@3
TV 1@7
DV 1@7
RSV 2@2
MSV 2@3

Field as he is typically known is attempting to get his doctorate in chemistry. His high Ed Level reflects the truly vast array of other data his manically inquisitive mind has picked up on the way.

He became a doctoral candidate because that is what his mother wanted. Along the way, he discovered how useful high social position, and a rigourously trained mind with an absurd amount of skills could be in his true profession. Still, he hates his mother for making him learn all that. And one day, he's going to muster the courage to explain to her how he really feels instead of lying through his teeth, and saying he loves her.

Stanfield does not love anything, except himself. He is a narcissist with a sociopath's conscience. He wants to live forever in his 'good-looking body' (he goes to the gym daily), and takes all manner of vitamins for his health. But, inside he is 'dead'. Nothing truly excites him, but the spill of blood and the Hunt.

When he read of vampire legends of beings who lived forever, hunted, and were very good-looking, and had the power to, when they exerted their will, to bend others to their will...he had an intellectual flash. They were talking about people like him.

He was very persuasive when he wanted to be, but otherwise cold (he gets lots of second dates at the gyms he attends, but few thirds as most women sense something cold about him after some time). This angers him in a cold way, and he takes out his anger by hunting.

In order to become a Vampire, he constructed a 'Black Ritual' where he pledged his fealty to Dracula and to the Previous Holders of the title Prince of Darkness. After this, he considers himself a vampire.

Most people he simply jabs in the neck with a cocktail of anti-coagulants and strong sedatives, and then nicks their jugular and sits down to watch them drain while taking a small sip now and then. But that is because most people he considers to be 'boring'. It is likely that a verser he would consider to be fascinating, and he would spend weeks trying to figure the verser out, and playing mind games with the verser.

Elaborate tricks, framing them for the murders he committed, leading them to think someone else is responsible, telling them he is Russian royalty and the KGB is sending assassins to kill him......He is very inventive, and will play like a cat with a mouse for as long as he can if the verser is interesting.

Chemist is a Tech skill he has at 2@2.

Use Syringe is a Tech 3@3 skill he has at 2@1.

Fool Lie Detection is a P 2@0 skill which he has at 2@3. Most of the time, he rolls his Persuasion checks normally. However, any time when he rolls a Persuasion check specifically to convince someone of a lie, he is allowed a skill check in the event that the attribute check fails. Normally, the failed persuasion roll would mean that the victim doesn't believe the lie, but if Stanfield Fitzwarren succeeds at a P2@0 Fool Lie Detection skill roll, the victim is required to succeed at an Intuition check (RS = simple/difficult/none) in order to see through the lie.

Of course, it's possible that someone could believe that Stanfield isn't intentionally lying but still not believe that the statement is true (that is, that Stanfield is sincere yet mistaken); that could be determined by GE roll, or perhaps by relative success from the initial Persuasion check.

Fool Self Into Believing Lie is a 1@0 Hypnosis variant whereby he convinces himself that his lies are true. He has it at skill level 1@8. If this succeeds, any lie detection that depends on the subject's belief should fail automatically, without any need for further rolls. If it fails, he still gets to use his P2@0 defense.

However, this skill has a downside in that the user temporarily believes things that aren't true (and may thus take actions that aren't in his best interest - "Go ahead and search the cabinet, officer, I've got nothing to hide; here's the key").

With this skill, he can easily lie to a lie detector as he betrays almost no signs of lying. Indeed, with preparation, he can talk himself into believing his own lies temporarily which gives a .

Run is a Bod 3@6 skill he has at 1@8. (He runs five miles daily on the treadmill at the University Gym.)

Jump is a Bod 5@1 skill titled Reaching Jump which he has at 1@9. (He has practised the urban sport of rooftop running in preparation of the day he might have to flee.)

Low Single Hurdles is a Bod 5@2 skill that he developed as above at 1@5.

Climb is a Bod 1@8 (He has noticed how few people look up, and so has on occasion climbed to find a proper ambush spot.)

Ambush is a Tech 0@3 skill he has at 1@6.

Use Knife is a 3@3 Tech skill he has at 1@5. He carries a Swiss army knife he uses for this purpose. It does Annoying Damage -10 Sit-mod.

Religion is a Mag 1@0 skill which he has at 1@5. His religion is Vampirism. His prophets are the previous Princes of the Undead. His holy books are the lore of the vampire. He does not know the name of his deity, but he prays to Vlad Dracul who he believes is a personal representative of the Darkness he serves. Obviously, this is an Anarch religion. Its also a very personal religion he made up himself.

Black Ritual is a Ceremony of 'Envampirification' which dedicates the caster to the Vampire Kingdom throughout time and space. It is a Mag 1@1 skill Ceremony NOS which he has at 1@3.

It makes any plea to conscience or morality possessed by the caster a Difficult challenge to begin with. It attracts the favorable attention of Evil. It causes the caster to 'be' as much a vampire as it is possible in the world they are in (That is, it has variable effects in higher magic worlds). This is a Coronation ritual, and the caster will be recognized by others in the know as a Prince of Darkness.

Time: Midnight on a night without a moon (the end of the casting)(+10). Place: Atop the grave of a murderer who escaped punishment in this life, and lived to a ripe old age before dying unrepentant +15). Time spent: Six hours +35. +8 for Religion as its Holy Magic. Material items: A rope used to hang a man which laid in a sacred circle and later is burnt(Appropriate material +5)(+8 X2=+16). Cocaine which is also laid in a sacred circle and snorted regularly(+5 X2=+10. Alteration of mentality and weakness +10). Speaking is a mantra of the names of former vampires and the names of the victims he intends to take which is repeated over and over with small breaks for sips of human blood (+20) to lubricate the throat (blood which is laced with LSD(More alteration of mentality with risk of death from drug interatctions +10)).
Variable Effect: -40

Throw Fear: Reduce Morale is a 1@1 Mag skill. with Intimidating Stare (appropriate action +5), and thirty seconds (1/2 baseline for -10), and only one action for -10 at a skill level of 1@9. +8 for Religion as its Holy Magic.

This is a Magic skill suited for a low-magic world.

Bring Terror: Penalize Checks is a 1@4 Mag skill. The intimidating stare (appropriate action +5) and the loud proclamation (neccessary to be heard +5) "I am the Lord of the Night, the Dead Walk among you!" (+10 as it amounts to a confession of utter madness or vile evil). He rarely uses this as it amounts to a confession of guilt. The skill is thus a relatively unpractised 1@3, but it is effective when it works. +8 for Religion as its Holy Magic.

Both 'Fear' and 'Terror' he picked up after the Black Ritual. It worked. He did contact Evil, and they accepted his fealty, and gave him a couple boons. It is possible that they might warn him or help him in some other way if he is seriously threatened. However, the direct influence that the supernatural can have in his world is limited.

He has killed a number of people, but he's smart enough to realize he needs to hide it. So he fakes accidents, sets houses on fire with bodies inside, and hides bodies in a cave he found.

His preferred targets are young females, and people who irritate him, but he's smart enough to realize he needs to blur the picture. So he uses a computer program to pick out other targets. The program is designed to defeat pattern-matching programs which might hunt for him.

Also, if he figures out the verser's nature, he's methodical and courageous enough to get a blood sample, and inject himself while electrocuting himself in the hope of versing out.

========================================

One demented melodramatic and one serial killer served up as new opponents for the verser.

Thanks to Eric R. Ashley, William T. Wodium, and John "A1Nut" Cross.

The Psi-Kin live in a variety of timelines. Some think this is because the gods loved them, and made many varieties of them. And this is true--they are beloved of the gods of the Light. Others point to misty legends which tell of travelling from other worlds, and other times. Sometimes the means is a starship, and other times a cave or a crack in a wall figures into the story. And some remember or have learned how to find natural gates and other-dimensional beings by the vibrations in the superstrings underlying reality.

They live from fifty percent more to several hundred percent in certain special cases longer than the local population of humans although interbreeding is fully possible. Not all the races they commingle their cultures with are Human. And in some they are simply known as the Pale Ones or the Outsiders or Those Who Came From the Cave.

A measure of concern for right and a sweet contentment with their lot along with a love of boldness for its own sake touch them all. It is said by some that they Fell, but not very far. That their Adam did not blame their Eve, but apologized immediately.

Their great weakness is a passion for wandering. Many a great family or a nation has sprung from a Psi-Kin hunter not being willing to stop at the mouth of a natural crevice in the universe, and following it through to the other side for curiousity's sake. And once there, not being able to return.

Such beings often breed with the locals, but their genes are so strong that soon a new race of Psi-kin is found but little brought down from the original genome. And even in places where their excellence is submerged in a sea of ordinariness, one tends to find the great rulers of the new land to have more than a normal share of Psi-kin in the background.

For to rule the willing is their lot which they take up as a burden gladly borne, but many would rather be a hunter in a forest with a cabin and a family than a king of a vast domain.

A Typical Psi-Kin

Persuasion 1@8
Charisma 2@2
Animal Magnetism 1@7
Strength 1@9
Stamina 2@1
Resistance 1@10
Density 1@1
Flexibility 1@8
Agility 1@9
Hand/Eye 2@1
Intellect 1@9
Intuition 2@1
Education Level (This varies widely from world to world, but they are typically +@3 above the average local, if not more because in some societies the average local is kept deliberately dumb.)
Willpower 2@2
TV 1@7
DV 1@9
RSV 2@1
MSV 1@10

All Psi-Kin have Three of the Seven of the Telepathics Package at 2@1, 1@7, and 1@3. If they do not have this, they have nothing, and are generally considered handicapped.

Frequently Psi-Kin have other abilities as well (although limited by the world bias they find themselves in.) Some Psi-Kin have higher abilities than could be learned in the local universe because they come from other universes where more is possilble.

Illusion, astral travelling, minor healing, and precognitions are common gifts in their race. They regard psi as a gift which reveals itself, and they do not seek to develop new abilities. But once they have an ability, they are frequently aggressive in learning how to use it. Start a gift at 1@2, and then for every decade of their age add @1 unless they have developed it very recently.

Typically they have a Survival skill at 2@1, a Religion at 1@10, several Martial Arts skills at 1@8, and Leadership at 2@1.

Unfortunately, some few choose a darker path. Its been discovered that one way to boost the energy available for psionic endeavours is to take the life force of another sentient. This draining takes years from the life of the target and eventually makes them old, and then makes them dust.

While such skills are seductive, the truly addictive nature kicks in very hard once you kill a person. Its a bigger high than smack, and a tougher hook than crack.

And thus are the Lifedrainers made. Frequently they come from the lesser of the Psi-Kin, but sometimes the great succumb to pride and frustration at not being the greatest.

They typically worship Anarch deities like the Lady Icefire who burns, but never heats, and entities like the Imp of the Countercyclical. These are perverse entities who delight in maddening their followers, in disintegration of personality, and in proof that the Universe is fundamentally evil (even if they have to create that proof).

Lord Starion the Outcast: Lifedrinker: Psionic Vampire: Lord Starion of House Mirabelle

Persuasion 2@1
Charisma 2@2
Animal Magnetism 1@7
Strength 1@9
Stamina 1@8
Resistance 2@5
Density 1@1
Flexibility 1@8
Agility 1@9
Hand/Eye 2@1
Intellect 1@9
Intuition 1@8
Education Level 2@3
Willpower 2@4
TV 1@6
DV 1@9
RSV 1@10
MSV 1@9

Starion used to be of House Mirabelle in the Fallen Towers of soft purple of Fleurzi-Divaeli. Standing high above the gold flecked sea filled with shining plankton, a summons would ring out by the Callers, and enormous whales sieving the deep would turn with joy to serve as water horses to his kindred. In the air about the towers, arm-wide phosphorescent dragonflies dueled with the trained raptors of his kin for dominance of the swirling updrafts. His kindred rode those same updrafts with their windriding power, borne of their minds.

Here House Mirabelle sought lessons of the ancient past, and mourned the time-lost days when their powers were greater. In the great harbor, they and the other Houses spread nets of mutual benefit and trade across the world, and across worlds.

And always House Mirabelle and its kindred houses in the other towers sought knowledge. They were more aggressive than others of their kind in other timelines, in seeking ancient powers once wielded by their grandsires.

And so when the book was opened, it was not immediately destroyed. And Lord Starion learned how to taste the life of another, and how to do the forbidden, and take the life of another by the power of his will alone.

Joy! Power! Freedom!

In his excitement he told his friends, but they were horrified. He scorned their provincial minds, and they begged him to turn back. He laughed, and took to the wind, and dared them to fight him knife on knife in the air where one falter of will could send the fighter to a fatal fall.

One took his challenge. And before their eyes, Starion took his friend's life, and flew away.

He found a forgotten gate, and activated it. And he slipped through....

(To whatever world the Referee wants him in.)

Of the Telepathics Package...
Read Minds P1@1 at 1@6
Suggestion P1@4 at 1@7
Summonings P1@8 at 1@4

Operate Psionic Teleportive Device P1@9 at 1@4 (Open Natural Pscyoactive Dimension Gate).
Synaptic Static P2@5 at 1@8
Barred Mind P2@4 at 1@9
Detect Extra-dimensionality P3@10 at 1@7

This so far is a normal array of skills for a mature, but youngish Psi-Kin to have. This example is merely more advanced in these skills than most his age, but that is in part due to his sub-culture, and his own drive.

Windriding at 1@6 is a (typical among his branch of the Kin, but not so elsewhere) P4@6 Neutral Buoyancy skill with the use of side panels which run loosely from the arm to the calf. When not in flight, and in good weather, these side panels are tied back with a belt.

Lifedrinkers tend to use a dark cape instead of the side panels.

Use Knife T3@3 at 1@8.

Detect Life P3@1 at 1@4

Life Drain P14@10 at 1@7. It is immensely seductive, and he has to make a Difficult Willpower roll to stop before killing the person. This usage has blackened his aura, and imparts a counterspin to his aura which both signal darkest evil, and perversity to the knowing. It is a simple Perception check to the unknowing who observe his aura to be aware that it represents very bad things, indeed.

If he Life Drains, he may Steal Physical Attributes (A variant of Lend Physical Attributes P5@7) at 1@7.

Contributions by William T. Wodium. Created by Eric R. Ashley.

Sir Lawrence Dawkins

Persuasion 2@3
Charisma 2@2
Animal Magnetism 2@4
Strength 2@3
Stamina 2@2
Resistance 1@9
Density 1@1
Flexibility 1@8
Agility 1@9
Hand/Eye 2@1
Intellect 1@7
Intuition 1@8
Willpower 1@7
RSV 1@10
MSV 1@10
TV 1@6
DV 1@7

Geas: May not enter house without permission.

Geas: He must cringe before presented Holy Symbols of Neutral and Good aligned faiths. The presenter is not required to be a believer.

Note: In magical worlds where the Sun is not evil (Neutral or Good aligned) or the creation of evil entities, the Sun will attack him if he is in sight of the Sun. The attack is Lethal every six seconds.

Charming Smile: He must be seen. He must be wearing superlative clothing in good fashion for the area. He must be clean and well-groomed. Obedience and Enslavement Magic 10@9. Skill 2@1. One minute baseline.

Animate Self: He is a ghost attached to his body. Mag 13@8 skill with him at 2@5. He must absorb the blood of the innocent daily in order to rise the next day.

Grooming 2@5. He is very skilled at dressing and bathing himself to the 'nines'. This is a broad based skill as he is able to dress in a toga or samurai dress or three-piece suit with equal facility. He tends toward formality in dress.

Conversation 2@3. The Doubting Knight is a very graceful, and amusing conversationalist.

He carries with him several suitcases which are full of clothing for various eras, and gold coins, and several swords, and pistols.

He has versed in and out of a number of worlds in the hundred years he has been a verser. He's been first to NagaWorld, and from thence to Plantations Past, Present, Perilous, and beyond that to the Plane of Infinity

Persuasion 2@3
Charisma 2@2
Animal Magnetism 2@4
Strength 2@3
Stamina 2@2
Resistance 1@9
Density 1@3
Flexibility 1@8
Agility 1@9
Hand/Eye 2@1
Intellect 1@7
Intuition 1@8
Willpower 1@7
RSV 1@10
MSV 1@10
TV 1@7
DV 1@8

Geas: May not enter house without permission.

Geas: He must cringe before presented Holy Symbols of Neutral and Good aligned faiths. The presenter is not required to be a believer.

Note: In magical worlds where the Sun is not evil (Neutral or Good aligned) or the creation of evil entities, the Sun will attack him if he is in sight of the Sun. The attack is Lethal every six seconds.

Charming Smile: He must be seen. He must be wearing superlative clothing in good fashion for the area. He must be clean and well-groomed. Obedience and Enslavement Magic 10@9. Skill 2@1. One minute baseline.

Animate Self: He is a ghost attached to his body. Mag 13@8 skill with him at 2@5. He must absorb the blood of the innocent daily in order to rise the next day.

Grooming 2@5. He is very skilled at dressing and bathing himself to the 'nines'. This is a broad based skill as he is able to dress in a toga or samurai dress or three-piece suit with equal facility. He tends toward formality in dress.

Conversation 2@3. The Doubting Knight is a very graceful, and amusing conversationalist.

He carries with him several suitcases which are full of clothing for various eras, and gold coins, and several swords, and pistols.

He has versed in and out of a number of worlds in the hundred years he has been a verser. He's been first to NagaWorld, and from thence to Plantations Past, Present, Perilous, and beyond that to the Plane of Infinity

The Sun's Attack, courtesy Wodium
==================================
He is a rebel to lawful authority, and so the Sun, the exemplar of law and goodness, attacks him.

The sun's attack is a M1@10 Torture Spirit Power. The Sun's skill level is 3@10 which yields a baseline damage of Lethal +10pts, and the vampire would need to roll a successful Willpower check (Sun's RS = simple/difficult/none) on every hit or else be unable to act due to the pain.

The bias means that in any world with a level one magic bias and a curve of at least 11 - basically, almost any world that's not flat-lined - our Dawkins will burn. In a 1@ world, this will be the Sun's highest biased skill, giving it an 82% chance of success. For higher-biased worlds, we would need to consider if the Sun has any other skills that might raise its bias level and boost its chances above that. If the Sun is ever credited with creating a magic item, for example, its bias shoots to 15@, boosting its success to 110%.

For simplicity, I'm ignoring all ritual modifiers, as well as bonuses for affiliation and religion skill. I'm just assuming they all work out to +0, and then I'm using the baseline damage and effect, with range and area both equal to "everything in sight." If the gamemaster wishes, they can just as easily assume the numbers all work out to something else, which would let you peg the Sun's success chance anywhere desired.

The base RF of 4, times three for skill equals 12, or once every five seconds for an attack. In a 1@ world, this gives Dawkins an average of ten seconds in the sunlight, fifteen if he's lucky. If desired, the referee can reduce the SAL to 2@10 and set the RF to 5, which keeps it at once every six seconds and knocks the damage back down to Lethal (without the +10 damage points), incidentally reducing the success chance to 70% plus bias. That leaves Dawkins (or another vampire) with a more comfortable eighteen or twenty-four seconds to get to safety - provided, of course, that he can make his Willpower saves.

The above calculation ignored the simple check he gets against his target value. If you wish to add in his resistance to make it harder for the players or to go strictly by the rules, he has a TV of 1@7 which means he has to roll less than '17' to succeed on a 2d20.

If you wish to make it easier on the player, note that the lowest possible bias in which he could take damage is what this example was set too. In a 15@ world with a 15@ Sun, even a 2@10 version of the attack has a 100% chance to hit and deals an average of 10.5 intensities every six seconds.

In that situation, even if he makes that TV check on one of the first two attacks (which the odds are against), he's toast in twelve - eighteen if he's lucky.

Devlin Smith aka Maurice Lancaster as he was christened in 1805 in Yorkshire was an unremarkable lad known for pub-drinking and petty clerical work until one night he met a beautiful woman who seemed interested in him. Not questioning his luck, he followed her outside the pub.

"I do so love a good drink of beer." She murmured, and he turned perplexed in his drunken state back to the pub from whence beer came. She ambushed him from behind, bit him, and began to have her supper with a beer.

He might have been just another victim of the cold winter, a poor drunk who lost his way in the alleys, and froze to death, but a cry of a bugle was heard. The Wild Hunt was in the air, and seeking those alone, and no one is more alone than a vampire. Vengefully, she ripped out his throat, and then she took a crossbow quarrel to the chest.

He fell dying. She fled, but not before a fatal drop of blood from her chest hit his open throat.

A question swam in that blood as it penetrated to his dying brain.

*Do you want to live?*
He gasped assent.
*Forever?*
He agreed.
*Then swear eternal fealty to the Six Beasts Who Sit in Shadow and Gnaw at the Roots of Heaven. Swear that they alone are your master, and none other shall stand before your imperial will.*

He paused, dimly realizing that Sunday School did not equate with this. But he had found the notions of sin to be silly, anyways.

"I swear." He spoke from his newly healed throat, and then he rose as his new patrons cloaked him from the Wild Hunt which clattered by.

A new clarity of purpose filled him. He could do as he wished without constraint. He would give the freedom of mind and soul that he now felt to everyone who labored under the dark superstitions of the Protestants, the Catholics, and the Baptists. And to the chosen few, he might give the gift of true power. And for himself, he would make himself unassailable. And somewhere in a twisted and barren section of the oververse, maniac giggling greeted his grand plans, but he could not hear it.

And so he ruled in the north of England for well over a century until one time he met a man who sought for him, laughed at his threats, evaded his traps, and finally met him atop a manor with a sword that was impossible. The redheaded, almost child, with the crystal cold blue eyes evaded his strikes, and swung a sword made of light.

"I am immortal." Devlin cried (for he had changed his name on that snowy night of doom).
"So am I, and I didn't have to sell my soul and the sun for it."

The blade chopped his wrists off, and Devlin stared in horror as the blade came at his heart. He lunged forward in insane fury, and bit the man, Captain Chris. And he died.

However, the scriff was entangled with his body which was the possession of the animating spirit. And his body was entangled with his spirit. He is not free to simply will himself dead. Some vampires may simply cease to fight death, and finally face True Death, but Devlin is not one of their number.

And woke in another world. Under the sun.

He died again, and again. He thought he was in Hell.

He woke in night, and was safe. He lived, but it was the year 2290. And no vampires walked the night. His powers were faded. But he could feed, and he found in his extensive researches in the 'Internet' a reference to the 'Verse Project'. And then he began to understand what had happened to him.

Unfortunately, the trail of bodies of the most infamous serial killer of the 22nd century was being followed by advanced science. And when he refused to surrender, they fired their UV laser blasters at him.

It was over very quickly.

Three more worlds (or eleven if you count the ones where he arrived, and was shortly burnt by the sun, or in one case by a giant, four-footed Magical Sentinel Beast made of square-dressed stone that breathed sunlight and guarded the passageways between worlds), and he has started to get the hang of things.

Unfortunately, in his last world he met a Hawaaian shaman who figured out his true nature, and could not figure out a way to permanently kill him. But the shaman did curse him before summoning a volcano's fire to burn him. The curse was that he only could wear a tanktop and Hawaian shorts.

This bothers Devlin as he really is a suit and tie kind of guy.

And now he's ready to arrive in your world, and make a complacent verser unhappy.

Persuasion 2@1
Charisma 1@8
Animal Magnetism 1@7
Strength 2@6
Stamina 2@5
Resistance 2@1
Density 1@3
Flexibility 1@6
Agility 1@10
Hand/Eye 1@8
Intellect 1@8
Intuition 1@7
Education Level 2@1
Willpower 1@9

Target Value 1@7
Damage Value 1@10
Ranged Strike Value 1@8
Martial Strike Value 2@1

Devlin takes damage from all light sources that have strong Ultraviolet radiation. He could walk normally in the Sun (although he's not likely to believe it) if he wore extreme amounts of sunblock.

Devlin gets a Resistance Check against UV-based attacks, with the kind of check determined by the RS on the attack roll (RS=simple/difficult/none), and failure awards a damage category bonus to the attack. Against the sun, a failed resistance check indicate automatic damage - roll a d% for Lethal damage. If he succeeds versus the Sun, he still takes Damaging damage.

Damage Rider: If a Fire attack hurts him it automatically adds a non-blocked Lethal damage rider as the fire burns unnaturally in his corrupt flesh.

Cursed: Must wear Hawaian shorts and tanktop at all times. May not cover them. Failure causes Difficult Stamina checks. Failure to pass stamina checks causes painful convulsions that increase in severity until the clothes are put on, or the Vampire breaks something vital in his convulsions. This curse may not hold in a low-magic world, but the shaman who cast it was very powerful, clever, and quite angry at Devlin. The curse retakes effect once he passes into a magical world. However, Devlin is not aware that he would be safe in a non-magic world from the curse.

Skills for Devlin:

1. Heal Self with Excess Blood: 1@7: Repair Physical Injury Body 10@3. This applies to Kinetic Damage. He cannot heal energy attacks except by normal healing. It requires that he have more blood than two liters in his system. The excess blood is tranformed into new uninjured flesh. He loses a pint every time he does this. It does a Lethal level of healing which may be repeated. +10 Sit-mod due to the blood limitation.

2. Move Superfast with Excess Blood: The blood rules are as above. 1@5: Run at Traffic Speeds Bod 3@8. This does not permit extra attacks.

3. Dominate Will by Eye Contact: 1@9: Mag 10@9 Obediences and Enslavements. The time required is Six Seconds (+30 Sit-mod penalty). The other requirement is eye contact in enough light to see each other's pupil (+5 bonus). No other activity is permitted by the caster except standing still +13 bonus (its not as good as bowing or dancing). Verbalization is required (along the lines of 'look into my eyes..." in a spooky tone. Expectation +5 bonus) for a total +7 Sit-mod penalty on using this skill.

4. Drink Up: 2@1. Body. Bite does Annoying Damage. Each turn he does Dangerous Damage until victim is dead. Victim is held, and physical escape is at a -10 DR due to difficult position.

5. Paralyze Victim with Sedative in Fangs:2@1. Body. Victim must make Difficult Willpower check to resist. This skill may be used as a rider for #3. Occasionally Devlin doesn't as he likes to hear them scream.

6. Immunity to own Sedative.: 2@5. Body. His body is immune to his own sedative.

7. Animate Corpse: 2@7. Magic. This applies to his own self, or to raising other vampires. It requires the near complete draining of the new vampire, their mental assent to the Six's plans, and a drop of his blood. For himself, it requires that he hunt daily, and sacrifice one to the Six, and that he renew his pledge daily.

8. Shoot .38 Revolver: 2@7. Tech. He is an extraordinary shot who trained in one world with Capone's gangs as a gunman.

9. Use Gold Knobbed Cain as Club: 1@8. Tech.

Items:

1. Tank top.
2. Hawaiian Shorts.
3. A metal flask with liquid nitrogen cooling that contains an emergency supply of concentrated essence of blood that is enough to refill him. However, he cannot make more.
4. A leather bag of 8 gold marks, 4 silver dinarii, and a few -3- diamonds of one carrot size.
5. A .38 revolver, and thrirty rounds of hardball ammunition (six are in the gun, and the others are tied into the waistband of his shorts. Damaging: Repeat Factor 3: 3'/10'/20'/40'/60'.
6. No shoes.
7. A walking stick with a gold knob on the end. Damaging: No range: RF 2 (Annoying if the knob end is not used.)

Contributions by William T. Wodium, John "A1Nut" Cross, and M.J. Young. Creation of Eric R. Ashley.

Wicker asked about the creation of Morbius, the Living Vampire. Inspired by that comment, I present The Weeping Woman. Here, I've created a gene-spliced Vampiress of great passion, and a desire for right that battles with her desire for havoc. When the two combine, its an awesome thing.

Name: The Weeping Woman, Doctor Kaylin De Vointreau, Kay-lee, Lady Vointreau

Kay-lee is a haphazzardly attractive female with piled up dirty-blonde hair, glasses for her far-sightedness, a labcoat, and mis-matched clothes. She is from Switzerland, and can speak French, English, and German with ease. Her family owns an estate in France from which she draws her title. However, she relies on a professional estate manager to handle that having no clue how to deal with ordering fertilizer, and negotiating with tenant farmers.

Instead, she spent her time in a laboratory to the despair of her aunt and uncle in Switzerland (Her parents were killed in a terror strike when she was very young.) They had hopes of a young socialite, but they got a nerd. So when she found herself spending more time at the lab helping others than learning herself, she told them she was going to America to meet the great Hans Schractman who had won a Nobel prize for his genetics work on blood diseases they were relieved.

Once there, she took to her job with ease, and soon was being invited home to Hans and Lydia, his wife of forty years, where they would all argue together about genetics with some other guests while eating Lydia's BBQ. Lydia was a Texan cowgirl, and underneath her aw-shucks attitude she had a very sharp brain. Of course, it had been over thirty years since she had gotten on a horse to do barrel racing, but she was happy where she was.

And then terrorists came to find the Great Doctor, and take him, and make him build weapons for them. They left a bomb in the research lab to catch the police or whoever would investigate. It caught Kay-lee.

She heard the beeping, saw the destroyed and ransacked lab, and flung herself away, only to be caught by the explosion. In a great deal of pain, and aware that in a doctor's opinion she should just lie there a few minutes until help came to the Gene Lab at her University, she dragged herself into the fitfully burning building. She went to the safe at the back, and opened it.

Inside, she took out Solution 15, their latest test batch. It was part of a project to create supersoldiers for the Army. It was still a long way from completion. Aware that others would never blame her for flinching now, to test something never tested locally, but she saw the sweet, happy face of Lydia. She saw Hans in her mind being tied to a chair and beaten by men with half of his intelligence, and none of his integrity.

She injected the syringe. Gene-splicing technology ripped through her body, and she screamed sufficient to shatter glass. She fell to the ground, and then rose a different creature.

Her hair was straight and silver. Her stance was that of a panther. New muscles rippled under her skin. Her eyes were cat's eyes. And fangs filled her mouth, and claws tipped her fingers.

She took from the locker a black combat suit that was in theory supposed to go with the 'warform' they had been creating. Now she stood ready for war.

Seeing in the dark, she sought out the smell of others. And she traced them through the destroyed lab. She found she was able to catalog each smell, and then remove it from consideration. Soon, she had the terrorists' smells.

Their trail took her out back to a sewer manhole, and after opening it, she dropped in, and landed cat-like. She set off down the sewer....

She's got a bloodhound nose, advanced strength and agility, and she's nauseated by sunlight.

She tracked down the terrorists, killed them except for one who had a gun to her mentor's head. In her enthusiasm, she charged. Her mentor was shot. The only way to save him was to take him to the university hospital. The injection gave strength with S15. Before it could fully take effect, and kill the weakened man, they put Dr. Hans Schractman in an experimental cryostasis chamber.

She had wept the whole time her mentor lay in th e ER in an extremis of guilt. And that is how she earned her name....The Weeping Woman.

Kay-lee
========

Persuasion 1@8
Charisma 1@7
Animal Magnetism 2@1
Strength 1@6
Flexibility 1@7
Agility 1@7
Hand-Eye 1@5
Density 1@1
Stamina 1@8
Resistance 1@9
Intellect 2@4
Intuition 2@2
Willpower 2@1
Education Level 2@5
TV 1@3
DV 1@8
RSV 1@9
MSV 1@8

All emotion control checks are Difficult for her. A failed emotion check requires another one a minute later unless the situation has radically changed so that she can calm down. Two failed emotion control checks in a row cause her to make the one minute long transformation to The Weeping Woman.

As The Weeping Woman, she is still herself, but changed.

All Guilt and Remorse related emotion control checks are Difficult with a +5 penalty to the dice roll. All Anger related emotion control checks are Difficult. Other emotion control checks are Simple unless circumstances otherwise necessitate it.

Failure means she must give vent to her emotions. A modest failure might be resolved by destroying a sign. A greater failure might involve self-beratement and hysterical weeping. A massive failure is going to involve violence either directed at herself or others.

Righteous Fury: She has difficulty in controlling her anger. She struggles to do the right thing rather than lash out. However, when she is convinced that lashing out is the right thing, she has such joy in it, and feels herself a servant of Higher Powers. She strikes with greater power and precision.

This is a M 1@4 Bonus Check skill held at 1@7.

The Weeping Woman
=================

Persuasion 1@6. Yes, it drops. One look at her is enough to warn people that she might not be wholly trustworthy or sane.
Charisma 2@2
Animal Magnetism 2@3. She goes from easy on the eyes to Wowwwww in a soft, respectful tone of voice.
Strength 2@5
Flexibility 1@10
Agility 2@2
Hand-Eye 2@4
Density 1@3
Stamina 2@7
Resistance 2@1
Intellect 2@1
Intuition 2@3
Willpower 2@8
Education Level 2@5
TV 1@9
DV 2@2
RSV 2@4
MSV 2@4

Run at Traffic Speeds B 3@8 at 1@8 SAL.

See Infrared B 0@5 NOTE: THIS IS A GUESS. The SAL is 1@9.

Bloodhound Tracking: B 0@1 Gas and Particle Sensitivity at 2@8 sensitivity. She can track as a bloodhound can.

Scent Discrimination: A variant of B 0@6 Pitch Discrimination is held at 1@10. She can ignore the unwanted scents, and focus in on the wanted scent to make it much easier to track. When she does this, the other scents cease to register in her brain.

Use Claws and Fangs is close enough to Use Martial Arts Weapon as Part of Body B 7@1. She has it at SAL 1@10.

Heal By Ingesting Human Protein is a B 10@3 skill which she has at 1@8. It requires the recent consumption of either blood or blood and muscle tissue from a human or a pig. The tissue must be alive when consumed. Her body is able to reuse it to patch holes in herself, and heal other damage.

Berserk Attack is a B 7@3 skill of Intensified Damage at 1@9 SAL.

Blooddominance: Specific Limited Physical Immunity is B 10@3 which she has at 2@1 SAL. Her blood is so dominant that in the Weeping Woman form she is largely immune to any sort of blood or tissue borne biohazzard. She can eat trichinosis infected pig, or malaria infected human without harm.

Morph to Same Species B 13@2 at SAL 2@1 with a +20 Sit-mod for the possibility of inadvertent change. She can only morph back to her normal form which is another sit-mod of +20 on top of the earlier one when she wishes to morph. This is the skill she uses to change back and forth from Kay-lee to The Weeping Woman.

Warform Armor: It offers 90% cover. It is 2@8 Density vs. Ballistic attacks. It is 1@9 against Piercing attacks. It is 1@5 against Electrical.

Question about the Weeping Woman. How does she change? Is this a physical metamorphosis, after the fashion of some comic book heroes (the Hulk, etc.)? Or is it solely psychological - in which case, why do her physical attributes differ between forms?

Physical metamorphosis. She changes hair color, gets claws, gets cat-eyes (The last is an I think she does if I remember right.), and so forth...

That's definitely a skill, then. Either B13@1 or B13@2, possibly with a sit-mod bonus for the possibility of inadvertent change.

The title has to do with the ease that these vampires spread, and the ease with which they are whacked, and nothing, Nothing I say with a bad pun on Josh Wheedon's name.

Weeds vampires would find it easy to become versers. They simply drink of a verser, and get infected. Note to the GM: This is subject to the referee’s whim. The scriff might stay in the body for years, or evaporate after a tenth of a second.

Newbie Weed
============

He's been operating for a decade perhaps. Once he was a normal person, and then a vampire bit him. He died. One night later, the daemon that possessed his body animated his corpse, and altered his physiology slightly. The Vampire still calls 'himself' by his old name because the being that took him was so debased as to not have a personality.

The Fingerlings as they are sometimes called are some of the most despised of the Darkness. They were entities that stood near the Throne, but they Fell so far, so fast that they lost any semblance of true reason. In some worlds, these are Moaning Spirits (cousins to the degraded things sometimes called Willowisps in evil lands, and Skullfire in other worlds. They all are ghastly light, and pain, and yearning for what they don't know.) They serve whatever stronger will can compel them for they lack much of true sentience although they desire it desperately.

However, they are still able to copy the brain patterns of a dead human, and gain back some of what they had. And in certain worlds, the 'vampire' ritual magic is used frequently so they shuffle back and forth between the Wastelands (a tortured and barren stretch of a Border Supernatural of Anarch origin) and whatever reality summoned them as they are summoned, and then frequently killed by vampire-slayers, and then re-summoned again with no memory of the previous time.

The apparent result to a normal person in normal reality to a vampire biting another human is "My good friend" went completely stone pschyo after looking like they died.

Persuasion 1@5
Animal Magnetism 1@7 (The willfulness and dominance makes an ordinary person a little something more.)
Charisma 1@7 (They don't sweat, and they typically have time to learn how to dress. If not, there are plenty of older vampires ready to rip their spine out for fashion faux pas.)
Strength 2@1 (Now they begin to shine.)
Stamina 2@1 (Being dead means you don't have to pant for breath.)
Resistance 1@3 (Yes, they are worse than ordinary humans.)
Density 1@2 (A bit of rigor mortis seems to be permanent.)
Flexibility 1@8 (Again, they can make the body do what it ordinarily would complain about doing.)
Agility 1@7 (A little practise at killing over the last decade helps.)
Hand/Eye 1@6 (As above.)
Intellect 1@4 (They are typically just a touch slow. The rigidity of death makes them mentally not so flexible, or quick on the uptake.)
Intuition 1@4 (As above.)
Education Level 1@8 (A lot of them are in high school, or recently graduated and gone clubbing.)
Willpower 1@8 (Well, planning to live for centuries, and killing people right and left does take some moxie.)
TV 1@3
DV 1@6
RSV 1@5
MSV 1@7
Note: This is supposed to be someone relatively quick to be dispatched. He's supposed to be able to be lethal, but at the same time....quickly killed.
Older vampires have greater attributes, and more general skills.
I'll deal with the skills later...

Weed of the Century
===================
This vampire was 'turned' in the very earliest part of the 19th, or the last half of the 18th century. He usually dresses a bit more formally than the Weeds, in a classic, but normal style. He has no real interest in changing his clothing style every five years to keep up, but he is aware that he needs to blend in.

He is usually an independent power center with a small circle of dependent followers, or if he is not so bright, he is the right hand man of such a being. On occasion, a truly great evil will recruit him as one of its inner ring of followers.
These vampires tend to be very self-willed. If they are influenced by another, its usually because they chose to be.

Strength 2@4
Persuasion 2@1
Animal Magnetism 1@10
Charisma 1@9
Flexibility 1@9
Agility 1@8
Hand/Eye 2@1
Density 1@3
Stamina 2@5
Resistance 1@5
Intellect 1@6
Intuition 1@7
Willpower 2@1
Education Level 2@1
TV 1@6
DV 1@9
RSV 1@9
MSV 2@1

Weed of the Millenium
======================
There are not many of these. They do not come along every day, or every month. They vary in age from five hundred to two thousand years active. They may be so much older with some having origins in pre-history, but such will have spent most of the intervening millenia in vampiric hibernation.

These are great captains of Evil, and they have vast plans that will change the world. Frequently, the change they seek is total annihilation of the human race, or subjugation into blood farms. Other goals include spells which must be cast on a particular night of nights out of a century which will yield invulnerability to the Sun, or enough regenerative power that they can pull themselves back together after being burnt to ash.

Some goals are directly bad (11 on a scale of ten for badness), and others enable the vampire to act without restraint which would soon be very bad.

Mistress Sangre’
============

Mistress Sangre' is one such Weed of the Millenium. She was born in Russia or the Golden Hind, and turned by a Mongol vampire who abused her. After she killed him, she began to work to see that the Mongols were driven out of her homeland.

It worked.

But instead of a birth of sanity, and glory, she saw her own people acting like idiots. It was not just the Mongols, but all of Humanity that was irredeemably stupid. Fearful, she fled overseas, and looked for smart people.

The only true intelligences she found were the outcasts. Marx, Engels, Lenin, Mussolini...these were men of genius. But in the end they were simply men. When she visited Mao, and saw him slaughter fifty million of his own people, she felt like she trembled on the brink of an insight.

It was only when she met the Dancers of the Demise, a pair of young, and very stylish vamps who run the Die-off, a voluntary human extinction movement that she realized her quest, her raison d' etre.

She was here to usher in the end of humanity, and to replace their vulgar stupidity with a few beautiful corpses walking about. It will require some doing. Not only must she destroy humanity, but provide an alternate feeding source.

And then she can have her dream. Dance the night away with pretty young things for centuries, and never have to be bothered by trash.

Since that epiphany, she has become active in the extreme end of the enviromental movement, and found many sympathetic souls. The good-looking ones that can dance well she is turning.

Strength 3@1
Persuasion 2@3
Animal Magnetism 2@5
Charisma 2@2
Flexibility 1@9
Agility 1@8
Hand/Eye 2@1
Density 1@5
Stamina 2@10
Resistance 1@5
Intellect 1@8
Intuition 1@7
Willpower 2@4
Education Level 2@6
TV 1@7
DV 2@1
RSV 1@10
MSV 2@3

General Powers
===============

Weeds all have the same array of powers and weaknesses. Its just the older vampires have their powers in greater measure, and may be able to resist their weaknesses a bit more.

Now, the greatest of them will have an additional power.

So....

Attack with Fangs: Bod Skill B 7@1 Attack with Fangs as Part of Body.

Cursed by Creator: Take damage from UV light (sunlight and special UV light generators both work), from garlic, from holy water.

Curse: BRA 3@10, SAL 3@10, World Bias 15@10. RS/10.

"All who receive the Summon of the Fingerlings shall be vulnerable to garlic, and the cutting rays of the Sun, and to contact with holy things as a sign of my anger at their wickedness."

Control Prepared Dead Body is a M 13@8 Animate Dead. All Weeds have this at 2@8. It requires two cups of blood which are used up +14, full body involvement +15, and night +5. Time is at least six hours so that is +25. The spell lasts from sunset to dawn.

Turn other to vampire--The Fingerling Summoning Ritual is a M 13@10 Independent Permanent Animation which is held as 1@5 for Weeds, and 2@1 for Centurians, and 2@8 for Millenians.

Instantly killed and disintegrated if staked. This is a factor in the Fingerling Summoning Ritual. "This spell is undone and nullified if a wooden stake is run through the 'heart'." +8, and appropriate +5.

Sacrifice of a human +14. Murmured words of a Ancient Sumer which translate to "come, come inhabit this host I have prepared for you." +5. This requires draining the blood, and then offering some of your own blood to the 'host body'. +10. Strongly Alliance held people cannot have their body used as such. +5. Waiting time to rise, twenty-four hours. +45. Full Body involvement for part of the time included +5.

As part of the Fingerling spell, the summoned creature Absorb Brain Knowledge.
Self-heal by drinking blood is a M 2@7 skill of Unlimited Damage Repair. It requires one cup of blood for each point healed. It also requires Concentration, and Full Body Involvement. Centurians can skip Concentration or Full Body when they are designed. Millenians have neither limit. All have this skill at 2@5.
Dress well is a M 0@0 skill which Newbies have at 1@8, Centurians have at 2@2, and Millenians have at 2@7.

Mistress Sangre' Special Abilities
================================

Dance M 0@2 with 3@1 SAL.

Fly M 12@7 with 1@8 SAL. Full Body (Spreads Arms wide, and stands up as if to lift off with eyes to the sky), Speaks in Latin "Let my will rule the Earth and the Sky. Let me soar." This is shouted and is appropriate +13. She may not fly toward a presented holy symbol, nor may she rise at more than a thirty degree angle. Thus it is possible to trap her inside a ring of believers. +5.

Note to self: Modify The Weeping Woman as Wodium suggests. Also, return to the Weeds, and do the Derived Attributes which won't be hard.

EDIT: OK. That wasn't hard.

Other than that, its to do the Mechanovamps, and to do Lady of Sorrows(which is harder as I'm thinking of giving her like five different forms with the final one being her as a Demoness of the Pit.)

And after that...its done, I hope.

One of the beauties of the Multiverser system is that it fully justifies having the same character, but with multiple variants across similar, but not identical timelines. And these variants can add a lot of interest, and uncertainty for the player. And they can hit an unwary player like a rabbit punch out of the blue. Maybe your tough-as-nails dragon-killing, star pilot, and sidekick to a superhero verser is not impressed by being hunted across an island by a madman out for sport. Make that madman a werewolf, or in light of this thread--a vampire, and things change radically. When your 'inescapable' booby trap is evaded by the vampire turning to a bat, and flying above the logs rolling like an avalanche down a hill--then you will know fear and dismay. When you realize that the Great White Hunter with the hounds is really the Fanged Death and the hounds are from Hades, then shock will war with terror in your mind.
Lets see another set of variants.
In one world, Gavin and his vampiric cohorts struggle to corrupt Humanity from Philadelphia in the year 2011. In another world...well, wait and see.
Marcoe's Variant
================
**note: this vampire is not a verser.
Gavin had been a Communist subversive in the US in the 1930s, feeding intelligence to Stalin. He wrote small-time detective fiction which would not have been published except his editor was also a Communist. He joined the CPUSA, sided with the Nazi's until Hitler betrayed Stalin, and invaded Russia. The day after that he joined the cry of the Right in the US to 'do something about Hitler NOW!' Hitler had attacked the Motherland, and Gavin had received his marching orders from the chiefs of the CPUSA. And they were the sort of people who caused 'accidents' to happen if you displeased them.
Fearful, Stalin struck up a deal with a ring of Leningrad based Russian vampires. He supplied them anonymity and protection for their international network, unique resources, and the opportunity to gain "super soldiers" and spies by having them turned. In return, they were supposed to use these for Stalin's benefit.
In the meantime, Gavin had been drafted into the US Army.
Gavin was the only American chosen, as he was already an off-duty bartender at the largest nightclub in Manchester, Britain which in this timeline anyways had a large Army base. He got notice by passing information gleaned off-duty soldiers and civilian employees, and even bringing a couple into an ad hoc spy ring he set up to impress his Soviet bosses.
Once turned, though, he was with the vampires, not the Soviets, which the vampires knew all along would happen. And thus it was to every spy they turned. The vampires extended their own network and infiltrated the Soviet regime. Thus allowing the vampies to pull the strings and protect themselves even further.
Gavin continued to feed information, and began using his abilities to infiltrate the base directly. He gathered even more valuable information and positioned himself to demand a "pay raise." They agreed, and quite gladly, as what he was supplying them they weren't getting anywhere else.
Flush with cash and vampiric abilities, he bought the nightclub and offered as a secure meeting place to local crime bosses (who did a healthy business in gun-running, being near an Army base), along with further protection for their operations. He was true to his word, though he was careful to gather sensitive information from them to protect himself and put them over a barrel, so he could take a slice of their business. With in a matter of months, he was now the head crime boss of the region as the war finally ended.
There had been the matter of blackmailing a general, and killing a too inquisitive captain to avoid D-day, but that was a small matter for one of his abilities.
For several years he kept supplying valuable intel to the Soviets and using the money to expand his criminal empire. He also spent time building up a private army of ghouls and a network of spies and informants. About this time, he began challenging his Russian masters openly. They tipped off a couple of vampire hunters in his area to send a warning to him. When he didn't back down, then sent their best ghoul assassin, "The Cossack."
The Cossack had been recruited, and en-ghouled (a magical transformation process giving great length of life, and power, and corruption, but not neccessarily damnation) during the Napoleonic wars, while serving in a Cossack calvary unit. From that point, he served as a mercenary in every major European conflict through the end of the 1940s, taking the opportunity to recruit other soldiers into his masters' ranks, either as vamps or ghouls.
By this time, Gavin had partnered with an American vampire hoodoo mage who brought his own ghouls with him, in particular, the head of his personal guard, who was an Indian scout turned back in the late 1860s. After his master was killed shortly after his turning, he also plied his trade as a mercenary, serving in dozens of bush wars before coming into the mage's employ. The Cossack came over with a group of handpicked men, very nearly succeeded, but was intercepted and dispatched by the by the Indian ghoul.
This sparked a full scale war between Gavin and the Russians, which he quickly gained victories in, but there was ebb and flow in the conflict over the decades, and subsequent battles cost him dearly. After his organization had reached a zenith in the 1970s, having killed several members of the Russian vampire inner circle, the Russians struck back hard, changing from their careful and secretive tactics to messy attritional warfare. Each victory was simply followed by more attacks and the outer edges of his organization began to fray. By the end of the 1980s, and the fall of the Soviet Union, he had lost nine/tenths of his organization, but the Russian vamps had lost the political patronage that they come to rely on, along with a severe disruption of their financial resources. Being both exhausted from the forty-year war, they came to a truce.

Gavin the Vampire
=================
Persuasion: 2@2 - Having run a criminal empire for seven decades means that people listen to him and his orders get followed.
Charisma: 2@2 - Aided by his inhuman nature, his experience with coaxing secrets and making allies leaves him with a polished image.
Animal Magnetism: 2@1 - Less practiced than other vampires, in seventy years he has still made thorough use of his supernatural sex appeal to bed many women (and a few men).
Strength: 2@10 - It is beyond that of any normal human.
Stamina: 2@10 - The undead do not normally tire.
Resistance: 3@1 - Normally immune to any disease or poison, only radiation has a moderate effect (by attacking the flesh directly), but can be healed by his vampiric abilities.
Density: 1@3
Flexibility: 2@1
Agility: 1@10 - The hundreds of men who have died by his own hand means that he has learned to kill with ease.
Hand/Eye: 1@10
Intelligence: 1@10
Intuition: 2@2 - Decades of experience have taught him to trust his gut and he is rarely wrong.
Willpower: 2@1 - Gifted with a vampire's predatory nature, he loathes to give up his quarry.
Education Level: 2@4 - Seventy years of having his hands in so many pots means that he knows quite a bit about a lot of things.
TV 1@8
DV 2@6
RSV 2@1
MSV 2@4
Skills:
Gavin is a rebel against Lawful Authority and Purity. Therefore symbols of Lawful Authority and Purity repel him. He has to make a Difficult Willpower check to approach them.
Wedding Dresses, Holy Water, and Garlic all act as attacks on contact. Respectively, they do Damaging, Dangerous, and Annoying with Damage Rider of Pain Incapacitation vs. Simple Willpower for all of them. Gavin is permitted a Resistance check to avoid damage, however with Holy Water, he still take Damaging damage. This is a natural effect, and requires no skill roll.
Sunlight is similar. It does Fatal damage every six rounds, but there is no pain incapacitation. In this case, the Sun is a symbol of Lawful Authority, and Purity.
Clear streams, home thresholds, and church property lines all act as barriers. The strength of the barrier is based on a relative success roll between respectively 1. the nearest neighbour to the stream 2. the homeowner 3. the pastor with the defender having a +20 Situation Modifier. The roll is based on Religion skill.
Any Alliance Magic attack that does actual damage does a Lethal damage rider intrinsic.
Writing Psi Skill at 2@1.
Use Teeth to Drink: Bod Skill at 2@5. It starts out as Damaging, but with a 2@ skill it shifts up to Dangerous, and Strength is more than 1@10 so the total attack damage is Dangerous + 5 Damage Point Bonus.
Shapeshift to Bat: Mag Skill at 2@1.
Low-Light Vision: Bod Skill at 2@7.
Heal Self: Mag Skill at 2@1.
Animate Self: Mag Skill at 2@8. This spell is cast on the night preceding the rise. Without it, the vampire will not be able to rise the next day. It requires 1--Coffin (+3 and +2 for bulky), 2--Native Earth in Coffin (+5),3-- Blood of a Human in Body (+7 which is destroyed X2 for +14 for Blood). It must be cast laying down with full body involvement, and arms crossed over chest (+15). 4--It requires eight hours of waiting after it is cast before the animation takes effect (+10).

Change to Wolfhound: Temporarily Change Lifeform M 15@6. Character does not lose any skills or attributes, but may gain skills and attributes he did not already possess.
Time Factor: Fifteen Seconds (which is from a baseline of four minutes so four halvings)-40 Sit-mod. Action: To Wolfhound, get down on the ground on all fours. Full involvement +15. Language: Speak in Latin "Let my body become as the wolfhound." (Apropriate +5). SAL 2@2.
To change back, the wolfhound stands on its hindlegs, and tries to whine "Let my body be as a man." in Latin.
Stats are the same in both forms.
Skills:
-------
Run at Traffic Speed is a B 3@8 skill he has at 2@2 SAL.
Track by Scent is a B O@1 Gas and Particulate Sensitivity skill he has at 1@8.
Bite for Dangerous damage is a Martial Arts Weapon skill of 7@1 he uses when he bites with his teeth with 2@5 SAL.
Intensified Damage with Bite is a -10 SM Intensified Damage skill the he uses to up the damage to Lethal from his bite. He has it at skill 1@10.
High Jump is a B 5@3 skill he has at 2@1 SAL.
Broad Jump is a B 5@4 skii he has at 2@5 SAL.

The curse....

In pre-history, a man stood up and chose murder and not only murder, but terror to achieve dominance without right. The Creator saw that this genius at evil would change all history for the worse, and this could not be stopped without taking away free will. But the cost of such an an action could be made clear, and those who did so could be clearly labelled as outside the human community which would make them targets to all just men, and stand as warning against taking their path.
And thus He spoke to the first Terrorist.
"You are cursed, and dammed for your evil you have done to those who stand at peace with you. And those who follow you into this darkness will be cursed as well."
And then the first vampire ran for the shelter of a cave from the painful fury of the Sun. His thoughts were not of grief at his sin, or even his own pain, but of outrage that the Creator dared to speak so to him.
And thus was the first vampire made for even then he might have repented, but he chose pride before virtue.
BRA 3@10, and SAL 3@10 (naturally) in a 15@10 bias world is the details of the curse.

M 1@8 Curse (which is part of his particular kind of vampirism): If he is contacted by a symbol of purity such as Sunlight, a Wedding Dress, or Garlic, then he is attacked by SAL +20 BRA +25 Bias +30 = 75% chance of Damaging category damage in his original world. RF 5.
If your vampire is capable of versing (Marcoe Variant-Gavin is capable of versing, but he is not scriff infected yet), then the chance of damage being done would be reduced by a bias level lower than that of the original caster; if the curve falls below 9, the curse doesn't work, and these things do not harm him in that world.