Wednesday, November 6, 2013

Them! from THEM! (1954)

Them!



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Typical Giant Ant

F: Gd (10)
A: Gd (10)
S: In (40)
E: In (40)
R: Fe (2)
I: Ex (20)
P: Fe (2)

Health: 100
Karma: 22
Resources: N/A
Popularity: - 5 (When discovered)


Talents:
None

Powers:
Mutated Ant Physiology: The giant ants are victims of radioactive fallout, due to the early nuclear tests in the southwestern US. The Ants have grown to monstrous size, and have become increasingly agitated. The typical worker ant has the following attributes

  • Armored Skin: Natural Armored chitin which can resist up to Ex (20) physical damage and Gd (10) Energy/Corrosive/Toxin damage. The Chitin armor protects the ants from small arms fire, but not automatic or semi-automatic weapons. In addition, the ants have only Pr (4) resistance to fire.
  • Communication w/ others: The ants seem to be able to communicate with each other using chemical means, like regular sized counterparts. The ants therefore can communicate non-verbally over a 10 area range, using chemical receptors.
  • Formic Acid: The ants also can inject and spray Formic acid over an area, which does Gd (10) corrosive damage.
  • Natural Weaponry: Bite: The ants can bite with Rm (30) intensity, piercing through materials strengths up to +1cs greater. The 'Bite' allows the ants to hold onto an opponent with +1cs to holds and -1cs for escapes.
  • Multiple-Attackers: The ants always attack in groups of 2 - 4.


Queen Ants:

F: Rm (30)
A: Ex (20)
S: In (40)
E: In (40)
R: Pr (04)
I: Rm (30)
P: Pr (04)

Health: 130
Karma: 38
Popularity: - 5
Resources: N/A


Talents:
None

Powers:
Mutated Ant: The Queen has all of the powers and abilities of the regular mutated ants, as well as several others:
  • Flight: The Queen Ants can fly at In (40) airspeed, easily able to move as fast as normal DC-10s. The Queen Ant will only fly prior to establishing a hive.
  • Animal Communication/Control: The Queen Ant can communicate and control drones within her hive with Rm (30) ability.
  • Egg-Laying: The Queen Ant can lay eggs within the hive, laying potentially millions of eggs a year. Therefore, the Queen Ant may lay hundreds of eggs during a day easily.
  • Establishing a hive: The Queen Ant will create a colony hive, which will act as habitat for the entire group. The Queen will oversee the hive until a certain point.

Prince Mamuwalde from 'Blacula' (1974)

Prince Mamuwalde




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Mamuwalde

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

Health: 140
Karma: 100
Resources: Rm (30) (When alive in the 18th Century)/ Pr (04) (In Modern Era)
Popularity: 2 (As Mamuwalde when he was alive) 5 (In historical/African History) - 10 (In Occult/Mystical circles/by the LAPD).

Talents:
Unarmed Combat
Sharp Weapons
Blunt Weapons
Leadership*
Mystic Origin*
Multi-Lingual
Knowledge: Nobility
Knowledge: History - Central Africa
Knowledge: History - Ancient
Knowledge: Culture
Resist: Domination*

Powers:
Vampire Lord: Mamuwalde was directly sired by Dracula, and has many of his powers and abilities, mastering his nature very quickly and through strength of will. Mamuwalde's mastery of his vampirism is not as complete as he would like, but is very, very formidable. Mamuwalde has the following abilities:

  • Vampiric Immunity: Mamuwalde has the same immunities that a master vampire has, that is invulnerability to normal kinds of damage as well as complete immunity to toxins, poisons, or standard disease. Mamuwalde has shrugged off bullets and/or normal attacks without even being stunned or slowed. Fire affects Mamuwalde, but he will not take direct damage from it.
  • Master Vampire: Mamuwalde can create lesser vampires through the standard process, which requires him to drain both health and endurance ranks from a victim to Pr (04). Should Mamuwalde drain an opponent, he can choose to turn them, which he does with a Psyche FEAT. Unlike other types of master vampires, Mamuwalde's victims will turn anywhere from thirty minutes to 72 hours, depending (Lisa, the reincarnation of his love turned within 30 minutes, while Mamuwalde's first victim turned within 48 hours). Mamuwalde's thralls cannot act against Mamuwalde, and are under his complete control. Mamuwalde has been shown to have up to ten (10) thralls at one time, perhaps more.
  • Natural Weaponry: Fangs: Mamuwalde can penetrate up to Rm (30) material strength, halving body armor.
  • Transformation: Bat: Mamuwalde can transform into a giant bat, but not the other forms generally associated with vampires.
  • Hypnotism: Mamuwalde can hypnotize targets with Rm (30) ability, and can also read target's minds once hypnotized.

Adaptable: Perhaps the most dangerous ability Mamuwalde has is his ability to adapt to his time and culture. Mamuwalde's ability to 'blend' into society makes him formidable. In addition, Mamuwalde is known for his charm, which he uses to disarm opponents as to his nature. Neither of these abilities are 'powers', but certainly are significant.

Contacts:
Mamuwalde cultivates contacts easily, and chooses his allies carefully. Mamuwalde will use his thralls to make inroads where in needs to, and one can assume he will quickly make numerous contacts.

Limitations:
Vampiric Limitations: Mamuwalde has many limitations to his powers as a Master Vampire. Sunlight will destroy Mamuwalde, while garlic and holy symbols will ward him off. Mamuwalde will not show up in mirrors or any electronic or photographic device. In addition, Mamuwalde has unusual features as a vampire reflecting the unnatural aspects of his condition, which are only apparent when he uses his powers or feeds.

Devotion to Wife: Mamuwalde is incredibly devoted to his wife, and when faced with the prospect of un-living without her, chooses permanent death. Mamuwalde will stop at nothing to be reunited with his wife, and will destroy anyone who threatens her.

Wanted: Due to the events of the first Blacula movie, law enforcement is at least aware of Mamuwalde and his activities.

Vulnerable to Voodoo: Mamuwalde is at a -2cs for resisting actual voodoo effects, as shown in the movie sequel.


Seth Brundle from 'The Fly' (1986)

Dr. Seth Brundle



 

 

 

 

 

 

 

 

 

 

 

 

F: Typ 06/ Ex (20)/ Rm (30)
A: Typ (06)/ Ex (20)/ In (40)
S: Typ (06/ Ex (20)/ Rm (30)
E: Typ (06)/ Ex (20) / In (40)
R: Rm (30) / Ex (20)/ Pr (04)
I: Gd (10) / Ex (20) / Rm (30)
P: Gd (10)/ Typ (06)/ Pr (04)

Health: 24 / 80 / 140
Karma: 50 / 45 / 38
Popularity: 2 (as Brundle) - 5 (as Brundlefly) - 10 (as Fly)
Resources: Personal - Ex (20)

Talents:
(As Brundle)
Computers
Physics - Particle
Physics - Matter/Energy
Physics - Teleportation*
Electronics
Engineering - Electrical
Engineering - Mechanical
Repair/Tinkering*
Biology

(as Brundlefly or fly)
Hunting

Powers:

Brundle initially has no powers, but as the transformation begins, his FASERIP changes accordingly. As
Brundle becomes more fly-like, he gains certain abilities which are unique to his hybrid nature. These
abilities are broken down between his Brundlefly and Fly personas:

  • Enhanced Senses: As a side-effect of his transformation, Brundle gains enhanced senses which quickly evolve as he changes. Specifically his sense of sight and taste are affected. Brundle begins with Gd (10) enhanced senses during his transformation to Brundlefly, and then later gains Ex (20) enhanced senses at his full transformation. In addition, Brundle also gains a power similar to combat sense beginning after his Brundlefly stage at Ex (20).
  • Wall-Crawling: Brundle can begin to adhere to walls like a fly beginning at the Brundlefly stage. Brundle's wall-crawling begins at Gd (10) and peaks at Rm (30) during his full transformation
  • Acid Regurgitation: Brundle begins to digest materials like a housefly at his Brundlefly stage, allowing him to project an acidic 'vomit' used in feeding. The vomit is considered to be an Ex (20) corrosive, which goes to Rm (30) when he is fully transformed. The Acid seems to work on organic material and inorganic or metallic materials gain a +2cs to resist. Brundle can 'inhale' the vomit with no danger to himself every round he projects.
  • Exo-Skeleton: Beginning with the Brundlefly stage, Brundle gains a hardened carapace which mimics his fly nature. The Carapace begins at Gd (10) and increases to Ex (20) at full transformation.
  • Multiple Limbs: Brundle gains multiple limbs during his final 'fly' stage, and technically could make +2 additional attacks.

Contacts:
Initially Brundle could count on the mother of his future child, Veronica for help, but after a while, Brundle lost anyone who he could rely on.

Limitations:

Driven by Instinct
:
During the later stages of his transformation, Brundle's rationality and logic were overridden by his animal drives and desires. Brundle would ignore common sense in order to sate his own curiosity, a sign of his growing instability and by his own admission, insect mind. Brundle was as much driven by instincts as he was driven by his desires, and had to make Psyche FEATS to not be overcome by those instincts.
Hideous/Inhuman Appearance: Brundle's appearance wasn't just horrifying, it was abominable. Brundle suffered a -2cs to any reactions after he has achieved his 'Brundlefly' stage.

The Brides of Dracula from 'Dracula'

The Brides of Dracula



Names Unrevealed

F: Ex (20)
A: Rm (30)
S: Rm (30)
E: In (40)
R: Typ (06)
I: Rm (30)
P: Ex (20)

Health: 120
Karma: 56
Popularity: - 5
Resources: Pr (04)* (Although their resources are actually tied to Count Dracula's, theoretically)

Talents:
Seduction
Hunting
Mystic Origin*
Knowledge: Nobility
Knowledge: Vampire Lore
Knowledge: Area Knowledge - Styrian Mountains
Knowledge: Local Customs

Powers:
As it is assumed that the Brides were made into vampires by Dracula, they share many of his abilities:
  • Vampirism: The Brides require blood to sustain their youthful appearance and fortify their powers, though not the same level that Dracula needs blood. The Brides must feed to sustain themselves, although they can (and have) been shown to feed on animals and smaller beings when necessary (such as Van Helsing's horses). The Brides gain health by feeding off of an individual in equal exchange, renewing their vitality (But they do not require this to maintain their youth). The Brides drain health and endurance ranks, allowing the brides to regain lost health and Endurance ranks in equal amounts. Unlike Dracula, The Brides do not seem to have the ability to infect another being with vampirism as they are shown to be 'lesser' vampires to Dracula, and have been shown to feed off of various beings without turning them into vampires (at least in the novel).
  • Body Transformation: The Brides seemingly can transform their bodies into fine mist, capable of entering the smallest cracks and crevices. The Brides can reduce their mass to Shift 0 and become effectively intangible, but do not seem to share Dracula's ability to transform into animals and the like.
  • Undead State: Like Dracula, the Brides are wholly immune to damage from normal means, requiring blessed weapons, holy objects, or the other means to damage them. Like Dracula, the Brides are resistant to physical attacks that are not magical in nature, suffering no loss of health, stun/slam/stagger effects, and will not suffer kill results, within acceptable reason.
  • Hypnotism: The Brides seem to be able to mesmerize opponents, usually working in tandem as a group. While not as powerful as Dracula, the Brides gain bonuses if they work together, granting them Rm (30) ability to hypnotize opponents. If all three Brides are present, they actually reduce the opponent's Psyche to resist by as much as - 2cs. The Brides are not shown to be capable of planting post-hypnotic suggestions within a target as they are lesser vampires.
  • Wall-Crawling: Although not specifically shown, it's assumed within the conversation between Dracula and the Brides that they probably scale the battlements of Castle Dracula as easily as the count, with Rm (30) ability.
  • Sense Vampirism: As seen in most adaptations, the Brides can sense when one who is infected with vampirism is near, and can directly 'speak' to that person with Rm (30) ability. The Brides can attempt to sway the person to join them, forcing the infected person to make an opposed Psyche FEAT.

Contacts:
The Brides have but one contact, Dracula

Limitations:
The Brides have many limitations, derived from their states as lesser vampires:
  • Unholy Nature: Like Dracula, the Brides suffer due to their nature, although not quite as much as Dracula himself. The Brides cannot stand the presence of the relics of divine faith: crucifixes, holy water, the sacramental host, and other items. In addition, the Brides can be repelled and even driven away from areas which are sanctified accordingly. The Brides suffer a -1cs in the presence of holy objects. Although the Brides seem to have the same limitations that Dracula himself suffers from, it is clear that they are more bound to Castle Dracula and the region, and are not necessarily bound to the specific limitations of invitation and the like. This may simply be that the Brides are never encountered outside of the castle proper.
  • Notorious: The local Styrian villagers are terrified of the Brides, and are fully aware of who and what they are. The Brides suffer a negative reaction from the locals, who know how to protect themselves.
  • Devoted to Dracula: The Brides are devoted to Dracula, either through willingness or compulsion, and only the eldest member (The Blonde in the novels) dares question Dracula's authority. For the other two, they will follow without question.

The original Brides from 1931 'Dracula'

Eric Draven from 'The Crow' (1994)

Eric Draven





 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: In (40)
A: In (40)
S: Ex (20)
E: In (40)
R: Typ (06)
I: Am (50)
P: Rm (30)

Health: 120
Karma: 86
Popularity: (As a member of Hangman's Joke) 2, - 5 (Among Detroit's criminal element after his rising).
Resources: Fe (2) (He is legally dead)

Talents:
Musician
Firearms
Knowledge: Detroit Area
Knowledge: Streetwise - Detroit
Brawling

Powers:
The Risen Dead: Eric Draven was returned from the grave a year after his murder to avenge himself and his fiancée Shelly by supernatural means attributed to a crow. Draven was returned with supernatural abilities to carry out his specific goal. These abilities included:

  • Enhanced FASERIP: Eric Draven was far more agile, strong, and durable than he was in life, hence his increased FASE.
  • Spiritual Connection: The Crow: Although apparently a regular crow, the particular Crow that returned Eric was far more than that. The Crow shared an empathic link with Draven, which explains his greater than normal Intution and Psyche. The crow was the anchor for Draven's power, and as such, anything seen, experienced, or felt by the crow was also experienced by Draven.
  • Undead State: As Draven was essentially undead, he was immune to poisons, toxins, and disease. While the crow was alive, Draven did not need to make stun/kill result checks as he was already dead (Although he could still be slammed and would take 'damage'). Draven healed his End Rank of Damage each round, sealing up wounds within seconds. While Draven was not immune to the damage effects, he could make a simple Endurance FEAT to ignore their effects. Draven also 'regenerated' regardless if resting or in combat, and recovered Endurance Ranks 1 per Round. Draven did not need to eat or sleep after his return.
  • Empath: Although not necessarily apparent, Draven was an empath, capable of sensing emotions ranging from deeply hidden trauma to current emotional states. Draven is able to transfer emotional trauma between himself and others, heal others of crippling injuries and addictions, and 'read' a person's intent or connections. The use of Draven's Empathy requires an Endurance FEAT, which Draven will spend Karma on if the situation warrants (such as completely curing Sarah's mother Darla of Morphine addiction or transferring Shelly's memories into Top Dollar). Draven could also 'read' an object similar to psychometric or postcognition by touch - Items with specific emotional connection to Shelly or Draven during life would be easiest to identify, but would require a Psyche FEAT as the flooding emotions would have a physical/psychic impact on Draven. As an aspect of his empathy, Draven also possessed a type of combat sense which would allow him to anticipate the actions of those around him, most notably seen when facing Tin-Tin. All of these effects are at Am (50) intensity.
  • Hyper-Leaping: Draven could leap between Gd (10) and Ex (20) distances, covering blocks as necessary (and as shown in the police chase). Draven could make a simple Agility FEAT to land without damage or notice.
  • Karma-Loss Immunity: Draven does not lose Karma for killing opponents, and actually gains Karma for killing those responsible for his murder. Draven will not kill indiscriminately, nor will he put innocents in danger. (See Limitations)

Contacts: Although Dead, Draven could rely on two individuals for help and assistance: Sgt. Albrecht (The lead investigator into Draven and Shelly's murder) and Sarah, a young girl that Draven had mentored and considered a friend. Theoretically while Draven was alive, he had connections within musicians circles as a member of Hangman's Joke.

Limitations:
Tied to the Crow: Draven's return was due to the Crow which he was empathically connected to. As Myca, Top-Dollar's Sister/Lover figured out, the crow was the source of all Draven's power. When wounded, it effectively removed the majority of Draven's powers, and made him 'normal'. Draven's FASERIP drops to the following:
F: Typ (06) A: Typ (06) S: Typ (06) E: Typ (06) I: Typ (06)* P: Typ (06). In addition, Draven can be hurt and will not regenerate from damage, nor will Draven be able to access his more combat oriented Empathic powers. As the crow was wounded and not killed, it is uncertain what would happen to Draven should the crow actually die.
Enemies: Draven has several enemies during the short time of his resurrection, including the man who green-lit his murder, Top Dollar, and the majority of the Detroit City Police Department.
Obsession/Purpose: Revenge: Draven is dedicated to finding those responsible for the murders of Shelly and himself, and will go to great lengths to avenge himself on them, even poetic. Draven will kill without remorse any who are responsible, but will go to great lengths to preserve the innocent.
Purpose Completed: Once Draven has completed his purpose, he will return to his rest. Draven will not remain in the land of the living once his goal has been reached, and will simply return to the graveyard in which he awoke.

The Monk from Batman (1939)

The Mad Monk



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Real name unknown

F: Ex (20)
A: Rm (30)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: In (40)
P: In (40)

Health: 130
Karma: 90
Popularity: 0/-5
Resources: Rm (30)

Talents:
Mystic Origin*
Knowledge: Ritual
Knowledge: Vampires
Knowledge: Eastern European Folklore
Knowledge: The Wealthy and Powerful
Knowledge: Area: Europe
Animal Training*
Leadership*
Mesmerism*
Medicine*
Acting
Detective
Sharp Weapons
Knowledge: Deathtrap Design
Knowledge: Lair Design
Knowledge: Human Psychology

Powers:
Master Vampire: The Monk is a master level vampire who has developed both a large following and the ability to conceal his true nature. The Monk is unlike other vampires of the DC Universe in so far that he possesses different abilities, drives, and powers. The Monk's vampiric abilities include:

  • Hypnotism: The Monk's hypnotic commands are very potent, even nearly overcoming Batman several times during their initial encounter. The Monk's hypnotic abilities are at Rm (30) intensity, but are further increased with his talents of Mesmerism and Human Psyche, making his effective rank Am (50) when he has opportunity for either studying or preparing for an opponent. The Monk requires only two rounds of study to prepare, similar to Martial Arts D.
  • Vampirism: The Monk can create additional vampires, but does so sparingly, choosing those individuals who would direclty benefit him or serve him. Transformation into a vampire requires at least the vampire's bite. Victims who are bitten and begin to transform can be saved should the Monk be killed.
  • Animal Control: The Monk has Rm (30) ability to control predator and/or carrion animals. In addition, the Monk can train specific animals such as apes and exert his animal control on them as well, similar to his hypnotic abilities.
  • Invulnerability: Like most vampires, the Monk is invulnerable to traditional forms of damage. The Monk does not take damage from 'normal' attacks, and is immune to disease, toxins. and poisons. The Monk does not suffer 'kill' results from normal damage, and cannot be stunned through normal means.
  • Animal Transformation: The Monk can transform himself into a variety of animals, specifically wolves, rats, and probably bats.
  • Enhanced Senses: The Monk's natural senses are more acute, granting him Ex (20) enhanced senses.

Misdirection: While not necessarily a power, it should be addressed that the Monk has concealed his vampiric nature from the world at large, including one of the world's greatest detectives. The Monk gains an additional re-roll if his nature is about to be revealed. The Monk has played his abilities as either being that of a studied magician or clever scientist.

Lairs: The Monk has several well-equipped lairs around Europe and can fall back to any of them as necessary. The Monk's lairs are usually guarded by 1-10 followers, guard animals, and usually include all manners of torture and deathtraps. The Monk is rarely surprised in his 'lair', although The Monk uses these lairs primarily as temporary headquarters.

Deathtraps: Perhaps one of the most interesting thing about The Monk is his use of elaborate (and normally lethal) deathtraps. With enough time, the Monk will use his resources and time in order to design something he feels is 'appropriate'.

Contacts:
The Monk has resources and probably a network, but only has one devoted (and trusted) follower - Dala. Dala will die for the Monk.

Limitations:

Vampiric Vulnerabilities: The Monk probably has the traditional vulnerabilities of all vampires, specifically sunlight and Silver. The Monk and any vampires he creates are also extremely vulnerable to silver, and can be permanently killed through a silver bullet (especially in the heart). The Monk also must rest in a coffin of his native soul during the day, and is effectively unable to act or take action while the sun is up.
Need for Secrecy: The Monk's need to maintain his secrecy is one of his greatest weaknesses. The Monk will kill anyone who learns the truth of his nature, and will go to great lengths to preserve it.
Enemy: Batman: The Monk has made a powerful enemy in the Dark Knight Detective.


Vampires - 'Lost Boy' (1987)

One thing about living in Santa Carla I never could stomach, all the damn vampires.

Lost Boy Vampirism


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Becoming a Vampire:
In the film and subsequent material around it, the only way for a person to become a vampire is through drinking a vampire's blood or being exposed to it. By drinking the blood of a vampire, the process begins in which the victim slowly transforms into a 'half-vampire', becoming more susceptible to sunlight, traditional weaknesses, and other limitations (See Limitations). Unlike traditional vampirism which results in the death and rising from the grave, the process is culminated with a 'first kill', in which the half-vampire kills their first living being and drains their blood. After this point, the half-vampire is a full vampire and suffers from the complete limitations. While it usually takes a few days to a week, some cases (Like Star) can take much longer, depending on the amount of blood ingested and the direction of the 'Master Vampire'

Master Vampire:
Each pack of vampires usually has a head or 'master' vampire. The Master Vampire are usually more clever at hiding their nature, and are protected by 'hell-hounds' or large dogs capable of defending them during the daytime. The Master Vampire's bloodline is essential in the creation of new vampires, and usually new vampire are not created unless directly desired by the Master. The Master is usually more powerful than his creations, leading speculation that the further removed from a Master Vampire a vampire is, the weaker they are.

Vampire Attributes:
Lost Boy Vampires undergo a transformation which grants them the following abilities:

F: +1cs (Maximum Initial of Ex (20))
A: +2cs (Maximum Initial of Rm (30))
S: +2cs (Maximum Initial of Rm (30))
E: +3cs (Maximum Initial of In (40))
R: No Change
I: +2cs (Maximum Initial of In (40))
P: No Change

Health: *
Karma: *
Resources: Pr (04)
Popularity: - 2 (Simply due to criminal behavior) - 5 ( as recognized vampires)

Talents:
Talents remain the same, although newly created vampires also gain:
Knowledge: Vampires
Knowledge: Vampire Tribe (Specifically)
Knowledge: Area/Lairs

Powers:
Vampire: Vampires of Santa Carla have the following attributes, tied directly into their supernatural nature:

  • Immortality*: LB Vampires are essentially immortal. They stop aging when they become vampires, are immune to disease and most toxins (See Limitations), and cannot be killed through conventional means. Any kill results that are suffered by a LB vampire (Unless one of the limitations) is effectively ignored, and they will not begin the dying process under normal means.
  • Enhanced Attributes: All LB vampires have enhanced physical attributes, granting them superhuman strength and endurance, as well as unnatural grace and awareness. These changes are reflected in the adjust FASERIP listed above.
  • Natural Weaponry: Fangs: LB vampires have fangs which can retract and do Ex (20) biting damage, halving effective body armor/resistance.
  • Natural Weaponry: Claws: LB vampires have retractable claws which can do EX (20) slashing damage, halving effective body armor, and can be used in conjunction with Unarmed Fighting Skills.
  • Superhuman Senses: LB vampires have greater sensory abilities, capable of seeing in complete darkness, hearing heartbeats, and other abilities. They have Rm (30) superhuman senses.
  • Hypnotism: LB vampires can hypnotize opponents with Ex(20) ability, capable of making victims hallucinate or even affecting animals and the like.
  • Superhuman Speed: LB Vampires can move at superhuman speeds, able to go from Ex (20) to Am (50) bursts of speed. In the first movie, it was clear a vampire could easily keep pace with a moving vehicle.
  • Flight: LB Vampires can fly with Rm (30) ability, and can increase their airspeed for short bursts through a combination of their speed and an Endurance FEAT.
  • Invulnerability: Unless attacked by a specific limitation, the LB vampires are effectively immune from traditional physical damage.

Master's Immunity: If a Master Vampire is invited into a victim's home, traditional weaknesses (See Limitations) are ineffective. As seen in the movie, none of the attempts to harm or reveal Max work as he was invited into the home of the Emersons.

Limitations:
Vampires Like the Lost Boys suffer from several key weaknesses, all of which bypass any resistances the vampires may possess:
  • Garlic: LB Vampires suffer Rm (30) damage to each round exposed to garlic.
  • Holy Water: Blessed water has a corrosive effect against LB Vampires, doing Ex (20) damage for the amount similar to a water balloon and increasing +1cs for each gallon present. For instance, when the vampire was shoved into a bathtub full of holy water, he suffered Am (50) to Mn (75) damage and immediately began the dying process. The amount of holy water present determines the damage against the vampires.
  • Permanent Destruction: LB vampires suffer permanent destruction under certain conditions: If killed by another vampire, A wooden stake (of any size) used to impale the heart of the vampire, and decapitation. Should a LB vampire suffer kill results from any of these methods, they will immediately begin the dying process and make an Endurance FEAT. A white result means immediate death, a green result is one round, a yellow two rounds, and a red is three rounds. During this period, the vampire will lash out violently and possibly explode with Ex (20) intensity effect.
  • Sunlight: LB vampires go comatose in sunlight and are unable to take any action but rest, leaving themselves extremely vulnerable. Should a LB vampire be exposed to sunlight, it will do Rm (30) damage each round of exposure, burning the vampire immediately. Ultraviolet lamps also seem to have the same effect.
  • Hierarchy: LB Vampires have a definitive hierarchy, and as such, follow it without question. Vampires an affect those underneath themselves with simply Psyche FEATS by compelling them to act. Vampires can also compel
  • Invitation: A vampire cannot enter a home unless invited, or unless a vampire is already present (As seen with Michael and the climax of the movie).

Saving a victim from vampirism:

While returning a person to normal after becoming a full vampire is impossible, it is possible to save a half-vampire or person who has yet to undergo the 'First Hunger' can be returned to human if the Master Vampire or the head of the bloodline is slain. Once the Master Vampire is killed, all those affected by vampirism and have yet to feed will revert to normal.