Supernatural Skll: Vampire Power
Vampires possess retractable fangs and powerful bite attacks. The vampire’s bite attack deals d8W and the vampire need not establish a grapple before attempting to bite an opponent. The vampire does, however, have to maintain the bite in order to feed.
Roll: Vitality or Willpower + Vampire Power / Superhuman Prowess
Vampires are extremely capable and talented physical combatants when they need to be. Any Vampire can take an action to roll its Vitality or Willpower (whichever is higher) + Vampire / Superhuman Prowess. Every difficulty tier grants him a +1 step bonus on all physical attributes for the duration of the scene (+1 step easy, +2 step average, +3 step hard, etc).
Roll: Alertness + Perception / Relevant Sense + Vampire Power / Superhuman Senses
Vampires senses are rivaled only by supernatural creatures with the most acute senses, on par with the most advanced creatures of Earth. When utilizing their keen sense of smell for anything related to blood, they also add their Supernatural Power to the roll.
Vampires cannot regenerate lost limbs but they can recover from almost any other injury. As long as the vampire is considered fed, they roll their Vitality and heal half of the result in Stun and Wound (favoring Stun). They also ignore wound penalties and don’t feel pain. Vampires do not fall unconscious until they take twice their Life Points in Wound damage and never risk falling unconscious from Stun damage. If the vampire takes more than twice his Life Points in Wound damage, roll his Stamina + Vampire / Regeneration at a difficulty equal to the amount of Wound the vampire has taken in excess of twice his Life Points. Success means the vampire is merely rendered unconscious and will eventually recover from the damage (provided he is fed).
- Vampires are immortal and immune to disease
While exposed to direct sunlight, the vampire takes 1 Stun damage each minute. They cannot regenerate this damage until they’re no longer exposed to direct sunlight. Exposed to abrupt bright light, the vampire can disoriented, suffering a -2 step penalty to all actions for a single turn.
Weakness: Dead Man’s Blood
Vampires that are exposed to dead man’s blood lose their Supernatural Power rating for a single scene and suffer a -2 Step Penalty to all physical attribute rolls.
Every pint of blood consumed sustains the vampire for a single day. A vampire can typically take 4 pints from an adult human male (3 from an adult human female) before the person passes out. Two more pints from either is typically lethal. The average adult human male has 12 pints of blood while a healthy adult female typically has 9 in total. As long as the vampire is considered fed for the day, his regeneration functions properly. Vampires can choose to feed from animals but doing so is typically half as active.