Vampire

Biography
Real name: Varies
Height: Varies
Weight: Varies
Gender: Varies
Eyes: Varies
Hair: Varies
Size: Average
Distinguising Features: FangsOther features varies
Occupation: Criminal
Origin: Monstrous: Vampire
Base: Varies
History
Almost every vampire who exists today can trace their origins back to a single vampiric monster named Varnae. This monster was summoned into the world tens of thousands of years ago by a dark Atlantean cult, and it didn't take long for him to seed his monstrous influence throughout the globe. Today, there are thousands of vampires spread across more than a dozen secretive sects. Some vampires can pass as classy human aristocrats, while others have terrifying, bat-like appear-ances. However, all vampires have one thing in common: an insatiable lust for blood. Their largest colony resides in Chernobyl under the reign of Dracula.
Personality
Vampire personalities vary wildly, but your classic bloodsuckers tend to act like feudal lords. They have a charming, even charismatic manner belying their demonic nature. They often follow in the footsteps of Dracula, the lord of vampires, an aristocratic warlord imbued with Varnae's own power. This profile represents a newly turned vampire. As vampires grow older, they can become even more powerful.
Stats
Rank: 2
Karma: 0
Health: 60
Damage Reduction: -2Focus: 60
Damage Reduction: 0Speed
Run: 5
Climb: 3
Jump: 3
Swim: 3
Swingline: 0
Flight: 0
Initiative: +2
Abilities
| Ability Score | Defense Score | Non-combat checks | |
|---|---|---|---|
| Melee | 2 | 12 | 3 |
| Agility | 2 | 12 | 2 |
| Resilience | 2 | 12 | 2 |
| Vigilance | 2 | 12 | 2 |
| Ego | 1 | 11 | 1 |
| Logic | 1 | 11 | 1 |
Damage
Melee: (dMarvel * 3)) + 2
Agility: (dMarvel * 2) + 2
Ego: (dMarvel * 2)) + 1
Logic: (dMarvel * 2)) + 1
Traits & Tags
Anathema
Type: trait
Effect: The character suffers direct harm when exposed to a particular substance. They cannot voluntarily enter the same space with it. If they are touched by it, they instantly suffer the damage of a Rank 3 attack roll that automatically succeeds. This continues each turn until they are separated from the substance or are killed or destroyed. Damage caused by Anathema ignores all damage reduction the character has and cannot be healed by their Healing Factor.
Restriction: N/A
Related: GarlicHoly SymbolsSunshine
Bloodthirsty
Type: trait
Effect: The character likes hurting people-even killing them. After they knock someone unconscious, they must make a Challenging Ego check to keep from continuing to attack them until they're dead.
Restriction: A character with this trait cannot take the Heroic tag.
Related: N/A
Connections
Type: trait
Effect: The character knows someone with access to and knowledge of a particular field. The connection could be a reporter, a police officer, a politician, a mobster and so on. By making an Ego check, the character can call on their contact to provide help in the form of clues, information or resources. The Narrator determines the TN of the Ego check based on the favor requested. This trait can be selected multiple times, using many different types. These include Celebrities, Community, Criminal, Espionage, Military, Outsiders, Police, Professional, Sources, Super Heroes and so on.
Restriction: N/A
Related: Criminal
Enduring Constitution
Type: trait
Effect: The character can function for up to 48 hours without sleep and has an edge on Resilience checks to overcome fatigue or weariness.
Restriction: N/A
Related: N/A
Enhanced Physique
Type: trait
Effect: The character is stronger than regular humans. Treat them as one size bigger for lifting, carrying, swinging and throwing things. (This does not stack with other factors.)
Restriction: N/A
Related: N/A
Iron Will
Type: trait
Effect: Enemies have trouble on Ego attacks to control the character's mind or influence their behavior. Also, the character gains an edge on Ego checks to break free of mind control or other compulsions.
Restriction: N/A
Related: N/A
Monster
Type: trait
Effect: The character is some kind of monster, often of a type spoken of in legend. They have an edge whenever they attempt to intimidate someone.
Restriction: N/A
Related: N/A
Weakness
Type: trait
Effect: The character suffers an unusual amount of harm from certain substances. Any attack made with that substance ignores all inherent damage reduction the character has and cannot be healed by their Healing Factor.
Restriction: N/A
Related: SilverWood
Alternate Form
Type: tag
Effect: The character can change from their regular human form into another form and back. When in either form, the character can only access powers assigned to that form. In most cases, this means that the character can use powers only when in their alternate form. This tag applies to characters that switch from one humanoid form to another, like Colossus, Emma Frost and many of the Hulks. It also applies to characters that have inhuman forms, like werewolves and vampires.
Restriction: N/A
Related: BatMistWolf
Black Market Access
Type: tag
Effect: The character knows how and where they can buy and sell hard-to-find and potentially illegal things.
Restriction: N/A
Related: N/A
Deceased
Type: tag
Effect: The character is technically dead—although presumably still able to interact with the rest of the world in some way. They might be a vampire, a ghost, a zombie or even a brain floating in a jar.
Restriction: N/A
Related: N/A
Extreme Appearance
Type: tag
Effect: The character looks very different than the average person (wherever they happen to be) and cannot easily hide their identity. When this tag appears in origins in this chapter, it may give other useful information, like whether an extreme appearance is common.
Restriction: Only in Alternate Forms
Related: N/A
Imageless
Type: tag
Effect: The character casts no reflection, and their image cannot be captured by cameras.
Restriction: N/A
Related: N/A
Secret Identity
Type: tag
Effect: The character's real identity is a secret to the public, and they must take precautions to maintain this status. This might help keep the people they care about safe from their enemies, but it can also cause strain in those same relationships.
Restriction: N/A
Related: N/A
Streetwise
Type: tag
Effect: The character knows how things are handled on the street, who's in charge of various criminal enterprises and how to avoid issues with them.
Restriction: N/A
Related: N/A
Villanous
Type: tag
Effect: The character is a villain, someone who cares little for the rights of others, up to and including their right to live.
Restriction: The character cannot also be Heroic.
Related: N/A
Powers
Healing Factor
Description: The character heals amazingly fast.
Duration: Permanent
Effect: At the end of the character's turn, they regain Health equal to their Resilience. (This works outside of combat too, quickly bringing them back to full Health.)
Mighty 1
Description: The character is superhumanly strong.
Duration: Permanent
Effect: Treat the character as one size bigger for lifting, carrying, swinging and throwing things. They also add +1 to their Melee damage multiplier, and they gain a +1 bonus to Melee checks other than attacks.
Sturdy 2
Description: The character is protected as if by steel.
Duration: Permanent
Effect: The character gains Health Damage Reduction 2.
Leech Life
Description: The character consumes the life force of another.
Action: Reaction
Trigger: The target is grabbed.
Duration: Instant
Cost: 5
Effect: The character makes an Ego attack against the target's Resilience defense. If it succeeds, the target takes regular Health damage, and the character heals half that much Health for themselves. On a Fantastic success, the character heals the full Health damage instead.
Animal Communication
Description: The character can communicate with a type of animal.
Action: Standard
Duration: Concentration
Effect: The character can communicate telepathically with one taxonomic order of animals, such as birds, mammals, fish, amphibians and so on. They can call out to them as a group up to 500 spaces per rank away, and they can communicate specifically with ones they have met or at least seen. They cannot switch to another taxonomic order, but they can select this power multiple times if desired. The communication with the animals can be verbal, visual or even more complex, such as imparting location information. There is no limit to the distance of the communication, as long as the character and the animals are in the same dimension. Friendly animals often do whatever the character asks, as long as it doesn't put them in danger-and they may be willing to risk even that for one they consider a friend. Hostile animals simply ignore all such requests—which make them a poor choice for communication.
Command
Description: The character forces someone to follow an order.
Action: Standard
Duration: 1 Round
Cost: 5
Effect: The character gives an order to a target with whom they've established a Telepathic Link. The character makes a Logic check against the target's Logic defense. On a success, the target complies with the order. On a Fantastic success, the character gains an edge the next time they use this power against this same target. The command must be something that can be completed in a single action. If it involves harming someone, the character has trouble on the check. If it would cause the target to harm themselves, the character has double trouble on the check.
Telepathic Link
Description: The character can speak with another telepathically.
Action: Standard
Duration: Concentration
Effect: The character can communicate telepathically with one person at a time, and they must have met or seen the other person before. The communication can be verbal, visual or even more complex, such as imparting location information. There is no limit to the distance of the communication, as long as the character and the target are in the same dimension. If the other person does not wish to speak with the character, the target can automatically tune them out. To force a telepathic link, the character can make a Logic check against the target's Vigilance defense. On a failure, the character cannot attempt to communicate with the target in this way for the rest of the day. On a success, the character can communicate with the target for one round. On a Fantastic success, the target cannot shut the character out for the rest of the day.