Showing posts with label vampire. Show all posts
Showing posts with label vampire. Show all posts

Thursday, September 10, 2020

Bill Compton from 'True Blood' (HBO)

 I was made vampire in 1865, when I was thirty human years old.

Bill Compton

 


 

 

 




 

 

 

 

 

 

 

 

 

 

 

F: Rm (30)
A: Rm (30)/In (40)
S: Rm (30)/Am (50)
E: In (40)/Mn (75)
R: Gd (10)
I: Rm (30)/Mn (75)
P: Rm (30)/Am (50)

Health: 140/195*
Karma: 70/135
Resources: Rm (30)
Popularity: 5/30/40 (In Bon Temps/As the Avatar of Lilith/Spokesperson for

Talents:
Military*
Leadership*
Mystic Origin*
Knowledge: Vampires
Knowledge: Vampire Authority Organization.
Knowledge: Bom Temps area
Knowledge: History
Multi-Lingual*
Politics

Powers:
Vampire: Bill Compton is a relatively young vampire who possesses all of the abilities of a True Blood vampire of his age. Prior to his return as the avatar of Lilith, Bill did not have elder powers, but all of that changed once he drank the blood of Lilith. For Bill’s vampiric ability, please see the write-up on True Blood Vampires. Bill’s abilities as ‘Billith’ included:

  • Enhanced FASERIP: While Bill was enhanced by the blood of Lilith, his FASERIP, Health, and Karma increased to the secondary listings. It was stated openly by several of the other characters that Bill had become ‘The strongest creature on Earth’ and was capable of incredibly feats of strength and endurance. Bill could literally tear steel out of place, rending three-foot doors apart with little effort.
  • Increased Psionic Abilities: Bill’s hypnotic abilities and the ability to read the minds of those who had tasted his blood increased tenfold, going from their normal attributes to Am (50). Bill also gained telekinesis of Rm (30), able to move things easily with his mind, manipulate simple devices and machines, and use his will to move people and things in conjunction with his strength. Bill also gained a form of precognition allowing him to see and experience possible future events and specifically events involving vampires he was connected to. Bill would need to make a Psyche FEAT to resist the empathic pain from those terrible events or else he would feel the phantom damage as if he were taking it.
  • Flight: Bill could fly like an elder vampire with Am (50) airspeed, increasing his levitation skills by +3cs (normally Excellent).
  • Enhanced Vampiric Abilities: Bill’s vampiric abilities were incredibly enhanced after taking Lilith’s blood. Bill is considered to have the ‘Ancient’ level of power, making him at one time a rival to the original vampire’s abilities. Bill is also the only vampire to return from staking, regenerating instantly after being staked (which he did himself). Bill no longer suffered the limitations of being a vampire – Sunlight was a discomfort which could be eliminated with faerie blood, Bill no longer required permission to enter locations, and Bill was considered to be immune to most if not all the vulnerabilities that the TB vampire community had while the blood of Lilith was inside of him. In addition, Bill’s command of his progeny Jessica Hambey became a compulsion which Bill could use to cause rank damage to Jessica or any of Lilith’s line if he so chose.
  • Immunity: Sunlight: After drinking the blood of the vampire Warlow, Bill was immune from sunlight and could pass this immunity to any vampire that drank his blood. So long as Warlow remained ‘alive’, Bill and whomever drank his blood could remain in the sun indefinitely.
  • Enhanced Speed: Bill’s already impressive hyper speed as a vampire was increased to Mn (75) levels, allow him to potentially break the sound barrier and move with such alacrity to seem to be a blur. Other vampires had a hard time keeping up with him.

Vocal Mimic: Bill is able to perfectly mimic any human voice with Ex (20) ability, a power he had that was unique to him apparently and existed prior to his drinking of Lilith’s blood.
Contacts:
Bill’s contacts vary depending on his position and current situation. Bill could reliably call on Jessica Hamby, and was considered to be well entrenched with the Vampire Authority (at one point serving as the King of Louisiana. Bill could also call on Sookie Stackhouse with some regularity (until he took the blood of Lilith) and Eric Northman at different times. During his time as ‘Billith’, Bill’s powers made him capable of commanding any vampire or drawing any resources. Bill’s later time as author and ‘face’ of vampires tempered his disposition and made his contacts more reliable.

Limitations:
Before the blood of Lilith, Bill Compton had all of the limitations of a vampire, and additional ones as well:
  • Dark Secret: Bill secretly worked to engineer his meeting and bonding with Sookie Stackhouse.
  • Dark Secret: Bill had a dark past that he tried to hide, specifically his time with his maker Lorena, and the role he played during his period with her.
  • Public Identity: Bill is the public face at times of the Vampire Authority, and one of the most visible vampires in the world prior to his time as ‘Billith’ and even more so afterwards when he writes the book on the nefarious dealings of Governor Truman Burrell.
  • Protective: Bill is extremely protective of Sookie Stackhouse and Jessica Hamby, and will go to great lengths to protect either of them (Such as the time Bill walked into sunlight to try to save Sookie in season 1).
  • Villain: Bill’s activities during his first few encounters after becoming ‘Billith’ are villainous – seeking to capture faerie blooded individuals, forcing those to serve him for ‘the greater good’, and generally sharpening Bill’s worst behaviors. Bill is able to regain himself after losing the Blood of Lilith, but it takes some time to convince people he’s back to normal.
  • Infected: After Bill loses the blood of Lilith, he becomes infected with the vampiric Hepatitis which advances quickly. Bill is considered diseased and dying until his final destruction at the hands of Sookie Stackhouse.

Wednesday, September 9, 2020

True Blood (HBO Version)

 

 
Based on The Southern Vampire Mysteries, HBO's adaption True Blood represented both a departure from the standard horror fair for television and the constraints of broadcast television. During the course of its seven season run. Both with a serious horror and tongue-in-check vibe, True Blood  competed with its own genre constraints introducing a variety of modern issues cleverly disguised as fiction.

I've done several write-ups on True Blood characters over the the last decade for Halloween, and have a few more lurking:



 
Bill Compton - A vampire who becomes involved with Sookie Stackhouse early on and the main source of her romantic tensions. 
Pam Swynford De Beaufort -  Manager/Co-Owner of 'Fangtasia' - A vampire bar in Shreveport
Russell Edgington - One of the most dangerous vampires encountered and a snappy dresser.
Sookie Stackhouse - The main female protagonist, a telepathic waitress who becomes involved with the vampire world.
True Blood Vampires: How True Blood handles their vampires is very interesting



Nocturne from 'Marvel - The Lost Generation'

Nocturne


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Rm (30)
A: Ex (20)
S: Rm (30)
E: In (40)
R: Ex (20)
I: In (40)
P: In (40)

Health: 120
Karma: 100
Resources: Ex (20)
Popularity: -20 in own era

Talents:

  • Occult Lore
  • Chemistry
  • Robotics
  • Guns
  • Alchemy
  • Medicine
  • Martial arts: A
  • Crime*


Powers:
Nocturne was a vampire, who through the use of science and the Alchemical formulas of Diablo was able to shed some of his curse. As such, Nocturne had the following powers:

  • Hypnotism: Requiring eye contact, Ex (20) ability
  • Flight: Like Baron Blood, Nocturne's ability to change into a bat was lost, allowing him to fly with Ex (20) ability
  • Body Transformation: Fog: Nocturne could transform his body into fog with Rm (30) ability
  • Natural Weaponry: Claws: Rm (30) ability
  •   Natural Weaponry: Fants: Rm (30) ability


Nocturne also used a combination of science and technology in various alchemical mixtures. Among these mixtures was the ability to create a series of homocule soldiers.

F: Gd (10) A: Gd (10) S: Ex (20) E: Ex (20) R: fe (2) I Pr (4) P: Pr (4)
H: 60 K: 10

Contacts:
The Yellow Claw
Various Criminal organizations and groups

Limitations:

  • Vampire: Early in Nocturne's career, he was very careful to hide his vampiric state, go so far as using a specific weapon to cover his feeding. Until many years after his debut, Nocturne suffered from the traditional vampire limitations. Shortly after his discovery of the sleeping Diablo did Nocturne overcome these limitations.
  • Hunted: The First Line: Nocturne was considered to be the most dangerous villain of his day, and as such, was pursued relentlessly.
  • Enemy: The Black Fox: Nocturne's worst enemy was the Black Fox, who swore to kill him one day for the role Nocturne played in the death of the Black Fox's only love.

Sunday, August 30, 2020

Barbabus Collins from 'Dark Shadows'

Barnabas Collins



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Ex (20)
A: Rm (30)
S: Rm (30)
E: In (40)
R: Gd (10)
I: Rm (30)
P: In (40)


Health: 120
Karma: 80
Popularity: -5 (As the mysterious killer)/ 10 in Collinsport
Resources: Rm (30)

Talents:
Mystic Origin*
Martial Arts A
Occult Lore: Demonology
Resist: Domination
Occult Lore: I-Ching
Multi-Lingual
Mystic Potential*

Powers:
Vampire: Barnabas Collins is a vampire of the traditional Hollywood sort, displaying many of them both in the show in the comics. As a vampire, Barnabas has the following powers:

  • Bio-Vampirism: Barnabas requires blood to survive, and can pass his curse onto others.
  • Hyper-Speed: Barnabas can move with Good (10) speed (As seen in the Gold Key comic)
  • Hypnotism: Ex (20) ability to hypnotise individuals who make eye contact with individuals.
  • Natural Weaponry: Fangs: Ex (20) damage when biting
  • Animal transformation: Bat: While not often seen in the show, Barnabas often changed into a bat in the Gold Key Comic.
  • Invisibility: Ex (20): Barnabas can disappear and reappear at will.

Sorcery: Barnabas is a talented sorcerer, capable of using a variety of spells but shown to be able to perform several key spells:
  • Exorcism: Ex (20)
  • Mystic Detection: Ex (20)
  • Time Travel: Through using the I-Ching, Barnabas can send his spirit back in time to occupy his own body in the past. Barnabas can only travel to periods he exists in.

Contacts:
The Collins Family
Dr. Julia Hoffman
Willy Loomis


Limitations:

Barnabas has the following limitations:

Vampire: Barnabas has the traditional limitations of a Hollywood vampire, such as crosses, garlic, and requiring an invitation to enter among others

Dark Secret: Barnabas is posing as his own descendant, and as such, his vampiric nature is not widely known outside of a small circle of contacts

Enemies: Barnabas has many enemies, from the Leviathan cult to his most famous adversary, Angelique. As such, all of enemies of Barnabas know to use his allies against him.

The True Knot from 'Doctor Sleep'

"We are the True Knot,” they responded. “What is tied may never be untied."





 

 

 

 

 

The True knot



The True Knot are a cabal/tribe of psychic vampires who move throughout the country (and have done so for centuries) seeking psychically enhanced children whose abilities and powers have manifested. The True Knot uses its seekers to discover a child with such power and move to acquire the child, draining their psychic energy or ’steam’ from the victim while torturing them to increase the steam output. The True Knot members feed on this energy, enhancing their abilities, restoring their youth, and allowing them a kind of immortality. The True Knot has the following abilities/attributes:

Psychic Vampirism: The True Knot are an old clan of psychic vampires who have existed in the United States before the Revolutionary War and have remained active. By draining steam from victims who are being tortured or from great scenes of disaster, and by doing so restore their vitality, youth, and vigor. The True Knot members do not age or are harmed in traditional ways, but instead rely on their supply of steam either through finding sources or the bottled steam they’ve collected from victims over the years. True Knot members have three sets of FASE: Based on their current or ‘normal’ levels of ability, the reduced levels in which they have not taken steam, and their upper levels in which they take great quantities of steam. True Knot members begin to age to their true ages after going 2 weeks without Steam, becoming more susceptible to normal infirmities and conditions. By week 3, the True Knot members suffer penalties to the FASE and Health, and by one month they must begin to make daily Psyche and Endurance FEATS to remain active. The benefits for being a member of the True Knot is as follows:


  • Increased FASE and P: A member of the True Knot which has fed gains +1cs - +2cs to their FASE while they are fed, maximum of Rm (30) for Fighting and Agility, Maximum of Ex (20) for Strength, Maximum Am (50) for Endurance, and a bonus to their Psyche of +1cs.
  • Immortality*: When a person is brought into the True Knot, they are turned into a member of the Knot in an elaborate ritual in which they may not survive. Should the new member survive, they will remain as youthful as they were when they were first embraced by the True Knot, remaining healthy and with vigor at that point as long as a supply of steam is provided. The immortality is not true immortality as members of the True Knot are still susceptible to certain common diseases (such as measles) which can kill them if not treated. Terrible wounds are healed through steam, and so long as a supply is available, the members of the True Knot can survive for centuries.
  • Enhanced psychic abilities: Members of the True Knot are themselves gifted usually with some form of psychic power – such as psionic detection, Mental Invisibility, or the like. These abilities are further enhanced on their embrace by the True Knot, increasing the ranks by at least +1cs. Rose the Hat’s abilities were formidable before her time with the Knot and only increased with her becoming a member.
  • Group Connection: Members of the True Knot are connected with one another psychically, able to read each other’s surface thoughts and situations, as well as determine when a member has met with danger or deadly incidents up to half a continent away. The connection between the True knot is stronger with those who have abilities that are more dedicated to psionic detection, and Rose that Hat’s ability is great enough to determine the status of the members of the True Knot directly with her or feel the destruction of members and be able to identify them with certainty and clarity (As she did with Crow Daddy). This connection is considered Mn (75) for the purposes of sensing members and communication but only for True Knot members.
  • Spirit Storage: Through undefined means, the True Knot can draw steamfrom a victim and store it in pressurized storage tanks which are kept with Rose the Hat. One compressed tank can hold the steam of one individual, and the True Knot believes they have up to 30 tanks at any one time to get them through ‘the lean times.

In Plain Sight: The True Knot moves in plain sight as caravans of campers and RV travelers, as unobtrusive as possible. The True Knot has mastered the ability not to stand out, and to spot the members or their activities takes incredible effort. Combined with their resources, the True Knot owns several campgrounds across the US and utilize routes established to avoid detection. Even when the suggestion may be made that perhaps something is amiss, the True Knot will only be vaguely remembered. This isn’t necessarily a true power, but it is incredible creepy how easily they can move through society, and any check trying to detect them or perceive their activities would require a Rm (30) intensity FEAT.

Resources: Although the True Knot appears as not having much money individually, they actually possess collectively Mn (75) resources, having enough money, property, and legal protection to provide them with the necessary covers and ability to afford things without being questioned. In addition, The True Knot’s resource go back centuries and not just in money – they own many businesses, services, and corporations which have a broad range of things. The True Knot can with enough time procure military grade equipment, cutting edge technology, and even drugs and chemicals not available in the common market simply by moving a few resources and setting up necessary dead-drops. The True Knot is so adept at hiding their activities and resources that it is very doubtful even they are aware of how much they really have. The True Knot owns countless properties throughout the continental US, Canada, and Mexico (including the remnants of the Overlook Hotel).

Contacts:
The True Knot has a front man who usually handles all connections to the normal world (Or ‘Rubes’ as they refer to anyone not in the True Knot).
Limitations:
Despite their formidable nature, the True Knot has several key limitations:
  • Dying and Death: The True Knot is not truly immortal, and can die either through diseases they may not have been immunized against when not a member of the not or through damage. Dying for a member of the True Knot is incredibly painful, as they begin to ‘cycle’ between fading away and remaining cohesive. When a member of the True Knot suffers a kill result or suffers a loss of Health to 0, they not only begin the dying process but they cannot stabilize without steam and suffer an additional -1cs Endurance Loss each round. While they are in the dying process, they will begin to fade out of existence (leaving their clothing and items but seemingly to just ‘compress’ into nothingness. The True Knot member must make a Psyche FEAT at -2cs to remain conscious during the event or immediately suffer another loss of one Endurance Rank. While cycling, the True Knot member is incapable of physical action but can speak or react. Cycling is a painful action and is one of the few things that the members of the True Knot fear.
  • Absolute Leadership: Rose the Hat rules the True Knot and ultimately controls the True Knot’s power, access to steam, and resources. Those who leave the Knot under Rose the Hat’s leadership are considered ‘cut off’ and probably wouldn’t survive long without the ability to locate additional steam. In addition, Rose’s obsessions drive the focus of the True Knot, which can be on occasion incredibly self-destructive.
  • Vulnerability to Diseases: The True Knot is incredibly susceptible to diseases like measles, which gains a +2cs to infect and debilitate members of the Knot. As many members existed prior to vaccinations, they would be extraordinarily at risk, especially if depleted by lack of steam.
  • Secrecy: The True Knot value secrecy above all things and would go to great lengths to both avoid detection and revelation. The True Knot is not above using every method at their disposal to silence someone who knows anything about them, but prefer to handle such things quietly.
  • Attracted to Tragedy: The True Knot seems to be attracted to tragedy or upcoming tragic events. Partially due to the need for steam, and partially due to perhaps connection to areas drenched in violence. The True Knot is always present in the US at scenes where disasters happen.

 

Rose the Hat from 'Doctor Sleep'

 Stay away from the woman in the hat. She's the Queen Bitch of Castle Hell.

 

Rose the Hat


 

 

 

 

 

 

 

 

 

 

 

 

 

F: Ex (20)
A: Ex (20)
S: Gd (10)
E: Am (50)
R: Gd (10)
I: Rm (30)
P: Am (50)

Health: 100
Karma: 90
Resources: Mn (75)
Popularity: 0*

Talents:
Rose the Hat has displayed the following skills:
Mystic Origin*
Leadership*
Human Nature
Knowledge: The True Knot
Charm
Driving
Firearms (alluded to)
Knives and sharp weapons (alluded to)
Knowledge: Continental US Locations
Knowledge: Multi-lingual


Powers:
True Knot Psychic Vampire
Rose the Hat is possibly the most formidable of the True Knot, and is their absolute leader. Rose possesses several psionic abilities which have been amplified by being a member of the True Knot, and has additional abilities that allow her the following powers:

  • True Knot Psychic Vampire: Rose the Hat has all of the advantages and disadvantages of being a True Knot member. Unlike the other members, Rose is always at full Steam, using the concealed pressure tanks that are used to store the spirits to empower herself. Rose’s attributes will never drop below where they are now due to the lack of Steam, nor does she suffer the diseases and weaknesses the other do. Please see the write-up for The True Knot for further details on abilities and limitations.
  • Psionically Gifted: Rose has many psionic abilities which have been further enhanced by her conversion to a member of the True Knot. Rose can detect psionic activity at Rm (30) ability, and possesses a degree of awareness when even her mind is lightly read. Rose can actually detect Steam or psychically powered children with Un (100) ability, able to sense powerful figures up to 200+ miles with some ease. Rose cannot draw specifics, but the closer she gets to a perspective target, the easier it is for her to read it. In addition, Rose is considered to have Ex (20) protection vs. Psychic/mental effects, and can even transpose herself mentally with a target, seeing and experiencing what they can see, feel, and sense. Perhaps Rose’s most dangerous gift is the ability that she can plan suggestions into the minds of individuals with Ex (20) Psyche or less, which usually are ‘trust these people’ or ‘Don’t struggle’. Rose can also probe the mind of anyone she links with to see their past and what drives/makes them afraid. Rose reduces resistance to those she links with by 1cs, and then further reduces their resistance if she makes a Red FEAT vs. Rm (30) intensity.

Contacts:
Rose the Hat has contacts within the True Knot, and vicariously she can use the Mn (75) resources of the True Knot and several of their legitimate holdings and connections to gain whatever she wants or needs.

Limitations:
Rose the Hat has several key limitations that derive from her nature as well as a member of the True Knot. They include:
  • Vulnerabilities of the True Knot – Rose shares many of the common vulnerabilities of the True Knot, and if reduced to 0 Endurance disappears/ceases to exist.
  • Vengeful: Rose the Hat is extremely vengeful, and will go to great lengths to revenge herself upon those who have thwarted her efforts, embarrassed her or make her look foolish or weak, or because she simply feels that proper respect wasn’t shared. Rose will allow her need for vengeance to blind her and actually will cause a -2cs to any actions utilizing her powers As examples, Rose effectively destroyed the True Knot in her pursuit of Abra Stone, going to so such lengths as allowing a then 13 year old Stone to taunt her into agreeing to terms of a ‘final showdown’. Rose also underestimates her enemies when she is pursuing them for vengeance, often times making critical mistakes she would not normally make.
  • Rose’s trademark hat – Rose’s trademark is her old black hat, which is described always sitting on an impossible jaunty angle. Rose will violently attack anyone who knocks her hat off, makes fun of it, or attempts to destroy it. In many cases, Rose’s hat is tied so intrinsically to her that the hat appears to people in visions long before Rose or the True Knot ever encounters them.
  • Hideous Visage: Rose is described as almost unearthly beautiful, unless she is about to feed or wishes to intimidate her opponents, when her real appearance is revealed – Rose has no teeth, but a distended jaw which houses a single tooth that as described is yellowed, long, and curved like a walrus tusk. Rose’s appearance is so unsettling that even after she is encountered the image is tied to her, making those who deal with her rattled. As such, anyone who encounters this visage of Rose will have a hard time ever thinking of Rose the same way.

Licorice Dust from 'Tarot, Witch of the Black Rose'

 Everything was taken from me when I was turned into a vampire. Everything!



 Licorice Dust

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Rm (30)
A: In (40)
S: Rm (30)/In (40)
E: In (40)
R: Gd (10)
I: Ex (20)
P: Rm (30)

Health: 140/150
Karma: 60
Resources: Pr (04) to Typ (06)
Popularity: 0/5/-5 (Generally/In occult circles)

Talents:
Licorice has the following talents:
Mystic Origin*: Vampire
Computers
Brawling
Aerial Combat
Knowledge: Area
Knowledge: Occult sites
Knowledge: Vampires

Powers:
Vampire: Licorice is a vampire, possessing all of the traditional powers as one of the undead and the specific physical changes accordingly. Licorice’s powers include:

  • Bio-Vampirism*: Vampires within Tarot’s world are not necessarily bound by the same traditional powers and limitations of a regular vampire. Licorice’s thirst is never beyond her control, although there are times it has come closer. Licorice could infect someone with vampirism, turning them in 1 – 3 days after infecting them, but rarely contemplates this unless truly angry or engaged. Licorice regains health after feeding, and shortly after feeding Licorice’s strength is increased to Incredible with an increase of health total by ten.
  • Hypnotic Control: Licorice has mastered the ability to use her hypnotic control, capable of swaying other supernatural creatures with ease and is considered to have In (40) ability, but has shown only to be able to affect one person at a time, and only through direct eye contact. Licorice will spend karma to succeed in controlling someone, and the victim is fully aware of what is happening while Licorice has control over them.
  • Shape-Shifting: Licorice can alter her shape to some degree, giving her natural weaponry in the form of claws or allowing her to have bat-like wings. Licorice can alter her shape at will within those parameters with Rm (30) ability, granting her Rm (30) flight, Rm (30) natural weaponry: Claws which halve effective body armor, and increase her natural bite attack to Rm (30).
  • Adjusted FASERIP: Licorice’s attributes were changed when she became a vampire, hence the enhanced abilities and higher than normal strength/agility.
  • Immunity: Licorice is considered ‘Immune’ to the following: Poisons, Aging, Toxins, and gas effects. In addition, Licorice seems unbothered by temperature extremes or other environmental effects (except sunlight).
  • Animal Control: Licorice has the ability to control vermin, bats, wolves, spiders, and other similar creatures with Rm (30) ability. Licorice can summon such swarms within one round and can command them while acting either through premediated actions or verbal commands.
  • Hyper Speed: Licorice is inhumanly fast, possessing Rm (30) hyper speed and uses her speed to both boost her initiative and gain a second action.
  • Inhuman senses: Licorice has inhuman senses, can see in complete darkness and perceive auras, hear heartbeats and discern them up to three areas away, see the blood flow through an individual, discern poisons and scents, and other associate sensory processing with Rm (30) ability.
  • Undetectable: Licorice cannot be seen with electronic devices and does not show up in photographs or similar devices. Licorice can be picked up with special equipment which can see auras as a ‘negative’ being. Similarly, Licorice can be detected through means used to spot the undead. Licorice can track with Rm (30) ability.
  • Stealth: Licorice is incredibly stealthy, possessing Ex (20) stealth to avoid detection.
Contacts:
Licorice Dust has connections in the occult world, specifically through her girlfriend Boo-Cat, as well as her original vampire ‘sisters’ who were converted at the same time. Licorice has tentative contacts with the Skeleton Man, and has a terse relationship with Tarot and the witches of the Black rose.

Limitations:
Licorice has several key limitations:
  • Unusual Looks: Licorice has pale alabaster skin, pointed ears, and fangs at all times. Licorice is clearly a vampire and suffers a -2cs to social FEATS anyone who recognizes the signs.
  • Fatal Vulnerability: Licorice has a fatal vulnerability to sunlight, and takes +2cs damage each round exposed, suffering a -1 to Endurance ranks each round exposed. Licorice will regain her Endurance ranks as soon as she escapes sunlight, and regenerate damage per her Endurance score each round, but such burns leave her skin marked for at least a day. The slightest beam can affect Licorice and begin the damage/dying process.
  • Fatal Vulnerability: wooden stakes: Licorice suffers the traditional Hollywood vulnerability of destruction via wooden stake through the heart. If the stake penetrates Licorice’s heart, she will immediately begin the dying process with three to four rounds before she is considered ‘permanently dead’. If the stake is removed prior to permanent death, Licorice will regenerate damage accordingly and will return in 1-3 rounds. During the dying process, Licorice’s body collapses into a skeleton, decaying instantly until/if the stake is removed.
  • Jealous: Licorice is quietly very jealous of her girlfriend’s other relationships, and will allow her temper and emotions to get the better of her, often acting or overreacting to situations. Licorice will assume the worst in any situation concerning Boo Cat, and must make a Psyche FEAT at -1cs to regain control of herself.
  • Prey Dedication: Licorice hates those who prey on children, specifically child predators and abusers, once spending a full year hunting them with merciless precision. Licorice will dedicate herself to any length of time to bring those beings to bloody justice, specifically at her own hands.
  • Reputation: Licorice Dust has a reputation within the greater Salem community as a temperamental and violent figure at times, as well as someone who can be mercurial in her dealings.

Saturday, September 29, 2018

The Strigoi from 'The Strain' and the infection rules.





Infection:

Initial Stage: The Strigoi begin as an infection from a helminth (capillary worm) from either direct infection or by wounding from a Strigoi's stinger. Upon a successful Yellow Fighting FEAT, the Strigoi can infect a victim, requiring a Red Endurance FEAT vs. Rm (30) intensity to resist. Once the infection has taken place, a mutagenic change begins within the victim, transforming them into a Strigoi themselves.

Secondary Stage: Over the course of the next 48 hours (depending on the speed of the infection and other situations, usually an opposed Psyche FEAT vs Am (50) intensity), the individual begins to change. A 3' long barbed proboscis develops, ended with a powerful stinger which is used in the feeding process. The skin of the victim begins to lose all pigmentation, body hair, and secondary sexual organs. In addition, the victim's ears become shorter and more pointed, and the victim's nose either falls off or recedes. The newly created Strigoi will flock to the master Strigoi, having very little coordination or agility, seemingly almost clumsy in their ability to attack or move. During the secondary stage, the newly created Strigoi will hunt in packs and will have very little in common with the person they were, save for seeking out their family members and close associates in order to infect.

Third Stage: Between the first 48 hours and three months, the Strigoi gain better control over themselves and become more efficient hunters. The Strigoi's Agility, Strength, and Endurance is greatly increased, able to scale buildings and move with faster than human speed. The Strigoi are considered 'matured' at this stage, and are often encountered in packs of between six to ten at any given encounter.

Stage One Stage Two Stage Three
F: No Change - 1cs +1cs
A: No Change - 2cs +1cs
S: No Change +1cs +1cs
E: - 2cs +1cs + 2cs
R: No Change - 2cs No Change
I: - 1cs - 1cs +1cs
P: - 1cs - 2cs - 2cs

Minimum Ability can reach: Fe (2)
Maximum Ability can reach: In (40)

Health: Depends on Stage
Karma: Stage 1: Standard, Stage 2: 0 Stage 3: 0
Popularity: 0/ -10/-20
Resources: N/A for the most part, although those placed within high points of society have access to their resources.

Talents:
Depending on their creation, the Strigoi will have their normal talents albeit some of them will be unable to be utilized (See Limitations).

Powers:
Strigori Vampire: All strigoi gain superhuman abilities upon their conversion beginning at stage 1, and have the following abilities:

  • Immortality: In essence, the strigoi are immortal, capable of existing for thousands of years under the right conditions.The only proven way to kill strigoi are: Decapitation or severing the spinal cord, silver weaponry, sunlight, or extreme violence.
  • Proboscis: Each strigoi has a 3' proboscis with stinger, used in both feeding and infection. The strigoi can attack opponents within the same area, infecting individuals with a successful FEAT (See above). The stinger does Ex (20) edged damage, halving effective body armor.
  • Bio-Vampirism*: The strigoi are vampires, requiring fresh blood to survive, and are able to heal and recover endurance while feeding. The strigoi must use their stinger to feed.
  • Talons: Beginning in stage 2, the Strigoi develop large talons on their hands and feet which aid them in attacking and locomotion. Strigoi can shred opponents with their talons, doing up to Rm (30) edged damage. In addition, the Strigoi can use their talons to climb sheer surfaces (Ex (20) spider-climb).
  • Hyper Leaping: Beginning in stage 3, the strigoi can leap greater distances with Ex (20) ability
  • Hyper Movement: Strigoi are slightly faster than humans, able to move three areas a round.
  • Enhanced Senses: Strigoi have incredible senses, able to see a potential victim's heat signature, hear heartbeats from a fair distance, and discern carbon dioxide from breathing. These superior senses begin during stage 1 at gd (10) and can grow to Rm (30) by stage 3.
  • Telepathy: Beginning stage 1, strigoi can begin to read thoughts of victims with gd (10) intensity, growing to Rm (30) by stage 3. The telepathy allows the strigoi to apparently 'speak' to individuals (See Limitations) by mimicking speech.
  • Hive-Mind: All strigoi are connected to the ancients, with various factions being connected to one of the seven ancients. These ancient masters have complete control over their strigoi, and are aware of their every action, able to directly control each member. The strigoi share this hive mind at Mn (75) ability, unable or unwilling to act against their master/creator.
  • Telelocation: Loved Ones: Each strigoi seems able to find their loved ones - family, closest friends, and/or associates with Rm (30) ability. The strigoi seek to infect their loved ones first - thus spreading the infection and master's control.


Contacts:
The strigoi no longer have the human contacts they had in life, although they could fake it before being revealed. All strigoi are connected to their master.

Limitations:
All strigoi have the following limitations:
  • Hideous Appearance: Strigoi suffer a -2cs reaction bonus when first encountered, and a -1cs reaction bonus each time after that.
  • Lethal Vulnerability: UV Light: Strigoi are extremely vulnerable to sunlight and concentrated UV light, suffering a +2cs damage to rank (Un (100) max) as well as a -2cs to Endurance ranks each round exposed.
  • Fatal Vulnerability: Silver: Silver does an additional +2cs damage, followed by a -2cs to Endurance each round damage is inflicted.
  • Revelation: Silver: Silver reveals a strigoi's presence by vibrating in the presence of them. In addition, if a strigoi is seen in a silver mirror, they seem 'distorted' or vibrating at high speed.
  • Silent: Strigoi cannot normally speak, as their stinger prevents it.
  • Interconnected to their Master: The strigoi are connected to their master, and must obey him/her/it without question. Should the Master perish, the strigoi perish (no Endurance FEAT, each strigoi begin the dying process).
  • Unable to cross running water: For some reason, strigoi cannot willing cross running water. Whether this is a weakness or a psychological limitation, it is never fully explained.

Tuesday, September 25, 2018

Kurt Barlow from 'Salem's Lot'



Kurt Barlow (at least, the modern alias), possibly Breichen

F: Rm (30)
A: In (40)
S: Rm (30)
E: In (40)
R: Gd (10)
I: Am (50)
P: In (40)

Health: 140
Karma: 100
Resources: Rm (30)
Popularity: 0

Talents:
Kurt Barlow may have many talents stretching over an unnamed period of time. As such, Barlow has displayed the following talents:

Mystic Origin*
Knowledge: Art History
Knowledge: European History
Knowledge: Human Nature
Knowledge: Dark Powers and Religion
Knowledge: Ritual
Knowledge: Multi-Lingual
Knowledge: Eastern Europe
Leadership*


Powers:

Elder Vampire:
Although King breaks down vampires by type later in the Dark Tower series, for the purposes of this write-up I’m only focusing on what is known about vampirism per Salem’s Lot.

Kurt Barlow is a powerful, older vampire who has worked through his human servant Richard Straker to secure a new base of operations via the invitation by a murderous gangster in the 1920s. Barlow is truly evil, possessing the traditional powers and abilities of a vampire and dedicated to dark purposes and darker powers. Barlow’s abilities include:



  • Vampirism: Barlow and his progeny are traditional bio-vampires, requiring blood to sustain themselves and to spread their legions. Barlow doesn’t seem to require the same amount of blood as others, but gains health by feeding on victims, by effectively stealing health and Endurance ranks. Barlow infects victims with his own blood, and is able to begin the vampiric process if he drains 3/4s of a victim’s blood and replaces it with his own. Such vampires are always in the thrall of Barlow, and are considered ‘lesser’ vampires. Barlow can determine if someone is turned by his actions, but to accept Barlow’s blood is to be ‘defiled’ in the eyes of those with faith.
  • Undead State: Barlow is undead, and is immune to poisons, toxins, aging, and disease. Barlow has a degree of physical resistance equivalent to Ex (20) body armor which cannot be halved. Barlow’s main weaknesses negate his defenses. Barlow does need to rest in his earthen-lined coffin and has been shown to be inactive during the hours of daylight. Barlow does not need to breath or sustain himself outside of his requirement for blood.
  • Hypnotism: Barlow can hypnotize individuals by staring into their eyes, mesmerizing them as if they are in a deep trance or sleep with In (40) ability. Barlow is able to sense the truth of an individual by subtly hypnotizing them and needling items of interest, such as he does in the novel. Barlow utilizes his skill through conversation in situations of his choosing.
  • Natural Weaponry: claws: Barlow’s nails are long and razor sharp, considered to do Ex (20) slashing damage and halving effective body armor.
  • Flight: Barlow is able to fly/levitate with Ex (20) ability. Barlow uses his flight/levitation to also appear to wall-crawl at the same rank.
  • Vampiric Speed: Commented several times in the novel, Barlow moves with inhuman quickness and speed, granting him Gd (10) hyper-speed.
  • Superhuman Senses: Barlow’s senses are superhuman, allowing him Rm (30) enhanced senses. Barlow can determine the location of a person as well as who specifically they are with a heartbeat.

Contacts:
Kurt Barlow had connections with various Satanist groups and individuals like Hubie Marsten and others around the world.
Barlow’s main servant is Richard Straker, who operates the public side of their businesses.


Limitations:
  • Vampiric Limitations Barlow is bound by limitations due to his unholy condition. Truly faithful figures can prevent Barlow from active and Force him at bay. Barlow must rest on his earthly soil during the daylight hours, sunlight being lethal to him. Barlow cannot enter a place without an invitation (Although this is fairly ambiguous – Barlow had to be ‘invited’ to the Lot, and once there he was able to act fairly easily at times). Barlow can be killed in the traditional means of a vampire.
  • Hunted: Once Barlow’s nature is discovered, those who would seek to thwart him make him ‘hunted’. Enemies of Barlow will stop at nothing to kill him and his vampiric spawn.
  • Enemies: Barlow and his activities have made him many enemies. Chief among his enemies are the survivors of Salem’s Lot, who will stop at nothing to end his spawn and plans. As such, Barlow is very careful and cautious in his planning, only revealing himself when solidly established.

Note:The Salem's Lot TV series presented a more horrifying version of Barlow, which includes the following:


Powers:
Horrific Visage: Barlow's visage causes a Psyche FEAT of Gd (10) intensity to anyone who firsts sees him, paralyzing them on a failure for 1-10 rounds.

Limitations: Horrific Visage: While Barlow's visage works as an ability, it has a major drawback - He cannot hide his visage and must work through intermediaries to achieve his goals until he is able to act. Barlow suffers a -2CS in all social interactions in which he is directly encountered.

Saturday, September 15, 2018

Buffy Summers, the Vampire Slayer







F: Rm (30)
A: In (40)
S: Rm (30)
E: In (40)
R: Typ (6)
I: Ex (20)
P: Rm (30)

Health: 140
Karma: 56
Resources: Typ (6) (Up to the comic series)
Popularity: 0 to most people, 30 in occult circles as the Slayer.

Talents:
Mystic Origin*
- Occult Lore
Martial Arts A, B, E
Acrobatics
Tumbling
Sharp Weapons
Blunt Weapons
Crossbows
Athletics

Powers:

The Slayer: Buffy is one of the more recent incarnations of The Slayer- the defender of mankind against vampires and other threats, chosen throughout the ages as a young woman when the previous slayer was killed. As such, Buffy has the increased FASERIP and the following abilities:
  • Regeneration*: Buffy can recover from wound with Rm (30) ability
  • Recovery: Ex (20) Buffy can recover endurance ranks far faster than a normal human.
  • Iron Will: Buffy can take a beating and keep on Ticking with Rm (30) ability.
  • Vampire Detection: Typ (6) See Above
  • Incarnation Awareness: Each slayer is aware of their previous existence, if not fleeting due to the connection through the first slayer. From dreams to images, the slayers are interconnected (it's part of the reason the slayer-potentials were awoken). I don't assign a rank to this, as it stretches back to the first slayer. It was a major issue of the movie and a pivotal point of both 'Fray' (the Slayer series of the future) and the later seasons.
Contacts:
The Scoobies (Giles, Willow, Xander, Anya, Oz)
The Watcher's Council
Angel
Spike

Limitations:
  • Overconfident: Buffy is extremely overconfident when facing occult opponents. As such, Buffy overestimates her abilities at times and suffers a -1cs to planning or Intuition FEATS during initial encounters with opponents.
  • Secret ID: While the Slayer is well known, not every creature is aware Buffy Summers. Most beings recognize the Slayer on sight, but their identity is usually unknown.
  • Enemy: The First Evil: As the First Evil cannot be killed or destroyed, it is a powerful enemy. It is alluded to being the Devil or simply the First Evil, it can appear as anyone who has died and wherever it wishes to go - there are some suggestions that this is limited.
  • Many Other Enemies: The Slayer has made many enemies, and Buffy herself has added to this ranging from the Master, an elder vampire of extraordinary power to a group of magicians and even secret branches of the US government. 
  • Overprotective: Buffy is extraordinarily protective of her friends and especially her younger sister Dawn, and would sacrifice herself for them if she had to.

Dracula from Dell Comics


Dracula











Doctor 'Al. U. Card'

F: Rm (30)
A: Rm (30)
S: Rm (30)
E: Rm (30)
R: Ex (20)
I: In (40)
P: Ex (20)

Health: 120
Karma: 80
Popularity: 10/-5 (As Dracula, in his home country)
Resources: Rm (30)


Talents:
History
Biochemistry
Doctor*
Chemistry
Genetics
Multi-Lingual
Martial Arts: A

Powers:
Vampire-Like Powers: The descendant of Dracula has created a serum which permanently gave him unique powers, based around the vampires (and bats) of legend. These powers, coupled with the intense training program that the good doctor put himself through, granted him the following:

  • Animal Transformation: Bat: Dracula can change himself into a large vampire bat.
  • Animal Control: Bat: Dracula could control bats with Rm (30) ability, controlling swarms up to thirty animals with a green FEAT
  • Hyper-Hearing: Ex (20) hyper-hearing
  • Sonar: Ex (20) sonar and telelocation due to subsonic generation
  • Flight: Limited flight of Ex (20)
  • Enhanced Attributes: The FASE above represents Dracula's post-serum/training attributes. Dracula's previous attributes were: F: Gd (10) A: Typ (06) S: Typ (06) E: Typ (06)
  • Stealth: Although not stated as such, it was clear Dracula could evade perception and notice with Ex (20) ability.

Contacts:
Fleeta (Later side-kick)

Limitation:
  • Secret ID: Dracula maintains a secret ID of Aloyisius Ulysses Card
  • Vow: Dracula has made a vow to stop the criminal and superstitious (Sound familiar?)

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).