Vampire Powers

Vampires all start the same, and over time form into the people they will be, with a natural affinity as difined by their family groups.

All vampires are assumed to have greater than human strength, greater than human senses, and greater than human speed. Compared to other preters, they would stack up like this:

Smell: Human<Vampire< Shifter Shifters have superior scenting abilities
Sight: Human<Shifter (daylight/twilight)<Vampire (night) Vampires have excellent night vision. A Shifter excels otherwise
Taste: Vampire< Human<Shifter Vampires have poor taste :)
Strength: Human«Vampire<Shifter Vampires and Shifters are about equal. Conflict would be based on stats
Speed: Human<Shifter< Vampire Some shifters can surpass masters if special cases

Things Vampires Can Do:

Super-speed: An average vampire can move at speeds of 4x human speed for short bursts. This taxes their power, so extended journeys will need rapid feedings. These actions should be thought of as sprints. Most vampires prefer modern transportation to running, in general situations. Vampire of advanced power/age can move faster than the base average.

Cause emotions: In some cases (see vampire varieties) vampires can evoke certain emotions and draw energy from that emotion by tapping ambient life force. This is never as nourishing as blood/fluid and cannot sustain a vamp.

Control beasts: Many vampires have the ability to attract certain varieties of animals to themselves, and in some cases have them do their bidding. Usually reserved for Master Vampires, it does not mean that vampires of a great vintage cannot have some control over small beasts if that is their influence. For instance, Stella may be 150 but never attained Masterhood, but she has an affinity for ants. She can attract ants or repel them, but a were-ant would look at her as if she were any normal vampire. Master vampires are the only vampires with enough accumulated power to be able to influence and “call” shapeshifters. This means that young or beta shifters are vulnerable to vampires, and usually need advocacy or to strike a bargain with the vampire in some way. Shifters are very useful to vampires as a show of strength and power beyond their own selves, but keeping shifters tends to need involvement in a volatile situation that is constantly changing. Some vampires thrive on this change, while others find it tiresome. A vampire should be aware, though, that to call a shifter group is often the same as painting a giant target on their chest, as some groups do not take kindly to the influence.

“Infatuate” humans: All vampires have the ability to enter people’s minds and alter their short-term memory. This should be considered analagous to hypnosis and requires direct eye contact of more than a few second's duration. A glance will not do it, where a soulful gaze might. This does not work on preternaturals. The vampire has the ability to add ideas and subtract memories, just as a hypnotist might. The human would "wake" feeling a little fuzzy and perhaps with a small headache. Vampires who excel in this skill can infatuate with a shorter amount of eye contact, and leave very little residual effects.

Influence vampires of lesser rank. This is done via power intimidation, mostly. It is akin to the dominance hierarchy in shifters. New vampires will be more plentiful and generally of a lesser power to older vampires, who are rarer and presumably more clever and of greater power. Old vampires are particularly good at this and may influence the younger vampires around them through a mass-hypnosis type event. This is thought to be an "upgrade" of Infatuate that extends to vampires as well as humans.

Share Blood with other vampires. One vampire may act as a reservoir for another. Though the feeding vampire will diminish in life force/blood by the amount the feedee has taken.

Super Strength:Vampires are known to be very strong when they want to be, capable of focusing their gathered life force into action. However, this costs them in terms, taxing their reserves. A Vampire might be able to throw a car, but he will not be able to then run a triathalon without feeding.

Regenerate: Vampires are able to regenerate many wounds given enough time and blood. Eyes, ears and noses and even limbs are able to be reconstructed with daily feedings over a period of weeks and months. A vampire who loses a limb will take months, perhaps even years, to regrow completely.

Heightened Senses: Vampires have enhanced sight, vision and hearing. Their taste sense is diminished from human values, but present in this theme. A vampire is capable of decent night vision of at least 3x that of human levels, though some may have enhanced vision as a special talent. Their hearing is likewise approximately 3x a human’s best. A vampire does not have nearly the quality of senses that a shapeshifter does, as they are by nature shadows of life.

Things Vampires Cannot/Do Not Do:

  • Fly
  • Shapeshift into creatures or objects (i.e. fog, shadow, whiskey) via power transformations or any other means.
  • Enter sunlight. Sunlight causes instant severe burns, often explosively.
  • Produce offspring with humans or whatever. Just no.
  • Enter Sanctified ground/Churches UNLESS they are of the Pride family of vampires. Sanctified ground is classified as a specific place where ritual has happened from many souls for a length of time. Temples and Synagogues count, however your home shrine to your personal deity does NOT count. Pride vampires have the power of belief, twisted into their fate changing gifts. It is thought that they believe they can enter the ground without harm, and so they are thusly able.
  • Gain nourishment from food. In our universe, vampires can taste food and drink as it is an aspect of scent, but they cannot gain any satisfaction. Example: Colin can taste the flavor and nuances of the red wine, but he will be forever thirsty until he drinks blood.
  • Sparkle

Vulnerabilities

  • Silver: It is considered that vampires in general have a violent, devistating allergy to the element Silver. Silver hurts like a normal bullet would affect a human being. It causes pain and can cause damage that will take a significant amount of time and blood to recover from. Silver can incapacitate a vampire and causes burns when applied to the skin. Vampires can be restrained with silver chains. Silver nitrate can be used as well.
  • Sanctified Items: Sanctified items ONLY work against a vampire if the weilder has true faith. Such as, a man who goes to church on Christmas and Easter will have little protection, where a Priest will have great protection. Unless your PC is devout, assume a vampire will laugh at your cross.
  • Heights: Vampires are born of the earth. After 3 days of death, they rise from the earth to begin life anew. Because of this auspicious begining, vampires are earth-bound. They find heights disturbing and would never think of flying on a plane. This has slowed their movements in modern times. A vampire would find a high-rise apartment very disarming, and most if not all prefer to sleep below ground, out of potential sun accidents.
  • Holy water: Holy water that has been blessed by a preist of devout faith burns like acid. The marks are as permanent as silver burns, and can take years to heal, or may be permanent.
  • Sunlight: Vampires cannot enter sunlight. During the day, most enter a torpor that last until dark. In this state, they are vulnerable. Vampires may be revived during the day, but fall quickly 'asleep' again, as if drugged. A daytime resting place is the vampire's most cherished secret and it is common for vampires to have several hiding spots throughout a territory.
  • Fire: Vampires are hurt by fire in an equivalent sense as with silver. They will not explode into flames on contact, but are very unhappy either way.

A vampire can be killed by staking through the heart with a wooden stake or by decapitation. Other injuries can be recovered from, given enough time and blood. There are healers within the vampire community, usually Gluttony vampires, who help vampires recover faster from injuries.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License