Friday, September 14, 2018

True Blood Vampires from 'True Blood'


Typical Vampire from True Blood


 





Standard Vampire

F: +1CS (Maximum of Am (50)
A: +2CS (Maximum of Am (50)
S: Rm (30)
E: In (40)
R: Varies
I: +2CS (Maximum of Am (50)
P: +1CS (Maximum of Am (50)

Health: Variable
Karma: Variable
Popularity: 5* (As vampires are generally seen as public, the local vampires are fairly well known when identified and to local law enforcement. Higher placed vampires within the Authority (such as Nan Flanagan or Bill Compton are significantly more popular). After the outbreak of Hep-V, the vampires suffer a popularity of -2, with better known vampires suffering a -10 (except for Compton, who actually gains a popularity increase to 30 due to his book).

Resources: Variable (dependent on age). Most vampires who have amassed great fortunes have lost them due to back-taxes (such as vampire queen Sophie due to avoiding the IRS). Due to the lack of rights for most vampires, they cannot easily transfer resources as they are technically deceased.

Talents: Skills and talents are variable for most vampires, depending on age,experience, and place of origin. There are some common talents that are usually shared between maker and offspring. These talents include:
  • Knowledge: Vampire Culture: Most offspring (who have a good maker) are taught the basics of being a vampire, including the hierarchy and some mythology as to the origins. While the knowledge varies between vampires, universally the basics are outlined by the maker.
  • Knowledge: Area: Most vampires are intimately aware of their surrounding areas, having specific regions governed by a 'king' or 'queen' and maintained by area 'sheriffs'. As such, most vampires are acutely aware of what areas are throughout the US and who controls what within their region.


Powers:
True Blood Vampirism*: Unlike other forms of vampirism, True Blood vampires have very specific abilities, limitations, and attributes. True Blood vampires can subsist off of artificial blood (True Blood) among other changes, while granting them the following attributes:
  • Vampirism*: The TB vampires are bio-vampires, requiring blood to regenerate/nourish. They do not spread vampirism in the traditional means (See making vampires), and do not have greater chance to frenzy (Unless under the effects of Hep-V). TB vampires feed through use of a pair of retractable fangs (which can do Ex (20) edged damage). A TB vampire will 'eat' enough to sate itself (fully regenerated to full health), but can be 'drunk' on drinking too much blood. For every 20 points of blood a TB vampire consumes past their full health score, a negative is applied to their attributes (-1CS to Intuition at +20, -1CS to Psyche at +40, -2CS to Int at +60), -2CS to Psyche at +80 and so forth).
  • Inhuman Speed: TB vampires at inhumanly quick ,easily able to dodge automatically weapons fire and being faster as they get older. A TB vampire is considered to have Rm (30) starting Hyper-Speed, gaining a +1CS for every 50 years they exist. The hyper-speed caps at Shift X (150), as example of the three oldest vampires encountered (Russell, Salome, and Lilith) being able to easily move hundreds of miles in minutes. In addition, TB vampires can again additional attacks per round, often being very lethal in their effects.
  • Unnatural Durability: The TB vampires simply cannot be harmed in standard traditional means, able to ignore damage below Ex (20) with little issue. TB Vampires are fairly vulnerable to certain effects (See Limitations), but as seen on numerous occasions during the show, ignore most standard weapons and/or effects.
  • Unnatural Senses: TB vampires have unnatural heightened senses, able to discern specific scents, body/heat signatures, heartbeats, and in some cases, preternatural senses over long distances. TB vampires are considered to have Ex (20) senses. In combination with their hyper-speed, TB vampires can see objects moving faster than normal and can perceive such attacks and actions with a simple Intuition FEAT.
  • (Near)Complete Immunity: TB vampires do not age, need to breathe (but do so for the purposes of speaking/smelling), are immune to most temperature effects, most normal non-blood born diseases, and most standard toxins.
  • Glamour: TB vampires have the ability to glamour targets with a variation of Super-Hypnotism*: By making eye contact, the TB vampire can control the actions of an opponent, plant long-term suggestions, memories, or effects, or create simple to complex commands. Most young TB vampires uncover this ability within the first few weeks of being 'made', possessing the ability at Ex (20) ability. As the TB vampire ages, they gain greater control only requiring a single moment and possessing far greater ability (I would say +1CS for every 100 years of age). A target may resist through an opposed Psyche FEAT, suffering penalties if they have drank the vampire's blood (See 'V' below).
  • Healing: In addition to the benefits of healing through blood use, a TB vampire can also heal through use of Tru Blood or other artificial means. It is assumed that this healing also the benefits of acquiring the abilities of the individual who has been 'drunk' from, such as protection from sunlight (Faerie Blood) or protection from Hep-V (from Sarah Newlin's blood). The healing regenerates Endurance ranks as well as health.
  • Flight: Some of the older vampires have shown the ability to fly with up to Am (50) airspeed depending on the age of the vampire and if they have learned the effect. As Eric Northman noted, not all vampires can fly just as 'All humans can't sing'.

"V":

Vampire Blood, also called by its street name "V" is a highly addictive and potent performance enhancement drug, often used/sold by vampires to make additional money. 'V' usually comes in small vials or ampules, moved much like other illegal substances. "V" has the following benefits/drawbacks:
  • V Grants a +1CS to Fighting, Agility, Strength, and Endurance to a maximum of Ex (20). The effects last 1 - 100 turns depending on the amount ingested.
  • V acts as a libido enhancer, granting a increased ardor around the individual (similar to a pheromone effect at Fe (2) ability).
  • V increases healing in the individual, including being able to heal nearly fatal wounds in seconds and regenerating both damage and Endurance ranks (Considered to have Rm (30) Regeneration* and Recovery
  • V grants Astral perception at Gd (10) ability, allowing shared 'hallucinations' between individuals. During these moments, a person can see the astral plane, interact with spirits, and other effects.
  • If V is fresh (directly from a vampire), it causes a bond to form between the vampire and the individual, depending on the individual. The vampire gains a form of telelocation: Individual* at Mon (75) range, which includes their emotional state and/or their current status (Alive, wounded, etc). In addition, the vampire occasionally shows up in the dreams of the individual, increasing their ardor with Rm (30) intensity (creating very sexual dreams). Finally, continual use can create a permanent bond between the TB vampire and the human using it.

Making a Vampire

Making a vampire is a fairly serious concept within True Blood and is not usually done lightly. First, the TB vampire must be freed of their Maker/Progeny relationship, allowing them to become Makers (most of the time, but not necessarily). Secondly a maker must drain the target of their blood completely, replacing some of the blood with their own. Finally, the Maker and Progeny must rest a full day and night in fresh earth together. After the period, the Progeny rises as a vampire, under the control of the Maker until released. The Maker and Progeny share a complex relationship, as both are bound to one another until the Maker is either killed or releases the Progeny. The number of Progeny a Maker can have seems to be based around age and adherence to tradition.

The Maker has the following abilities with Progeny:
  • Maker's Call: The Maker can summon the Progeny, requiring an opposed Psyche FEAT to resist at -2CS. The range of the call is capable of affecting a progeny on the other side of the world, depending on the age of the Maker. The Progeny is compelled to attend their Maker immediately, knowing exactly where their Maker currently is.
  • Empathic Bond: The Maker is always aware of the mental and physical state of the Progeny, their current condition, and if harm has come to them with Mn (75) intensity. Depending on the nature of the relationship between Maker and Progeny, Age of the Maker, and emotional connection, the link may be higher. In addition, even if a Maker releases their Progeny, they will maintain a connection with their 'offspring' for life, allowing them to know if they have been killed, injured, or are in need.
  • Control: A Maker controls the actions of their Progeny with an opposed Psyche FEAT at +2CS, forcing their Progeny to do their will. The Progeny is fully aware of the control, and may seek to resist it, but cannot force a re-roll and cannot spend Karma in order to affect the result.
  • Release: A Maker can release their progeny at any time by stating the following out-loud: "As your maker, I release you". Once stated, the control power a Maker has over the Progeny disappears, and the connection between the two is no longer as strong, depending on the type of relationship the Maker and Progeny have.

Contacts:
Most TB vampires have connections within their own community (both human and vampire) as well as various connections within the world. As of The Great Revelation, vampires are commonly accepted to have connections through various governments, agencies, and businesses across the globe.

Limitations:

TB vampires have several key limitations including:
  • Vampiric Limitations: A TB vampire is like a regular vampire in certain traditional limitations: TB vampires must be invited into a home and cannot enter otherwise. TB vampires require blood to regenerate (although they can use substitutes), TB vampires cannot stand the sunlight (suffering +2CS damage to any UV light, with additional +2CS per every 500 years of age), Have a decreased reaction to garlic (-2CS for all senses and generally avoid it when possible), and a wooden stake (or bullet) to the heart causes an immediate Roll vs Death at -6CS (Yellow or Red required).
  • Blood Lust: A TB vampire will go on a feeding frenzy if deprived blood for too long, requiring a Psyche FEAT -2CS to avoid or regain control.
  • Faerie Blood: A TB vampire will immediately enter Blood Lust if a faerie or faerie-blooded individual is identified or revealed, and will suffer a -4CS to regain control opposed to the -2CS Psyche FEAT.
  • Silver: Silver will incapacitate a vampire, doing +1CS damage to them directly and 'burn' them. Vampires can be restrained with silver chains/cords, which does Typ (6) damage regardless of resistance and up to Gd (10) damage depending on the grade of silver.
  • Decapitation: A vampire can be killed permanently if decapitated, regardless of ability or Endurance FEAT result. (Then again, who can't?)
  • Disease-Specific Limitation: Vampires can catch any blood-born pathogen, which they can act as carriers of. The greatest two dangers faced by vampires are Hepatitis D and the man-made disease Hepatitis V (Or Hep-V). Hep-V attacks the TB vampire by forcing the vampire to make Endurance FEATS every morning, slowly reducing the Endurance over time while causing the body to reject itself. The Hep-V actually 'starves' the vampire to death while preventing them from healing fully, which forces a Psyche FEAT for each stage of the disease, -1CS cumulative for each of the five stages. The victim vampires begin to show signs of the disease through blackened veins over their bodies, progressively growing more noticeable as the disease progresses. The vampires grow weaker and weaker, beginning at stage 2 to suffer a -1CS to Endurance and Strength, which forces the vampire to hunt more frequently. Pain and a 'fever' intensifies, while the vampire continues to suffer a shutdown of their body until death (see 'Vampire Death'). Hep-V can infect humans, turning them into 'carriers', which does not necessarily harm them but makes them able to infect vampires with their blood. Sookie Stackhouse as example is a Hep-V positive carrier.
  • Necromancy: TB vampires in specific show a weakness to necromantic magic (and possibly undead control), granting the necromancer +2CS to their attempts to control, harm,or subvert the will of a vampire. Necromancers are feared/hated by the TB vampire community for this reason.
  • Vampire Death: TB vampires for the most part die a violent way, usually exploding in a shower of blood and gore causing a -1CS reaction bonus as well as possibly infecting the individuals exposed to Hep-V/etc. Those in the same area must make a Gd (10) intensity Psyche FEAT or lose a round of action.
  • Vampire Authority: Most TB vampires are at the will of the Vampire Authority, a single body of older vampires which oversees the control of most vampire activity. Until season five, the Vampire Authority was the final authority for TB vampires, deciding what justice would be meted out (such as Bill Compton being forced to make Jessica Hamby into a vampire, or banishing Eric Northman and Pam to the video store). After season five, it is assumed the VA has been restructured, but they do not seem to have as much control as they did previously. 
  • Publicly Known: Possibly the greatest weakness (or strength depending on your point of view) is that vampires do not rely on remaining secret or hidden - The world knows about vampires, and in some cases, either has moved to embrace them or hate them. Vampire-specific products (such as Tru Blood or Osiris Travel) cater to vampires, while weapons (such as the carbonized bullets and Hep-V) are made specifically to kill them. Vampires don't hide the fact they exist, they usually embrace it. As such, depending on the action/reaction of vampires, they will either suffer a -1CS to reaction bonuses or a +1CS, depending. In addition, since vampires have revealed their existence, governments around the world have debated what to do. The debate on rights has temporarily put vampires in a strange position, voiding many legal rights (and protections) such as property and similar rights. Queen Sophie was forced to pay back-taxes to pay off her IRS debt, while Bill Compton couldn't pass his holdings to his Progeny Jessica and instead had to pass his resources to his oldest living relative (Andy Bellefleur).

No comments:

Post a Comment