The baseline shape shifter has only the abilities of an exceptional human - having either peak strength, toughness, or dexterity and the other two attributes are quite high as well. The shifter has excellent physical health and will age more slowly than normal humans and heal more quickly, but it is subtle and not obviously supernatural. They are also virtually immune to normal diseases and infections.
Shifters can select a single form of a natural mammal roughly the same size as an adult human or smaller. This is an exceptionally healthy version of this animal but not otherwise exceptional. In this form, the shifter gains all of the natural abilities and enhanced senses of the animal. It also has the ability to live as this animal, to communicate with others of its kind, and the physical ability. All shifters start with this power automatically.
Shifters can be repelled by holy symbols, but take no damage from holiness or holy ground. However, they cannot change forms on holy ground (unless it is a religion which tolerates shifters) and can be forced out of their shifted form by the touch of a holy item by someone with faith.
Shifters get have 12 points with which to select special abilities below.
Greater Animal Form
The shifter can assume the form of a natural animal who weighs up to 1500 pounds. This could include a bear, lion, etc.
War Form (counts as 2)
The shifter can assume the form of a massively powerful miss of man and animal. The exact nature of this form will vary with the base animal, but in any case it will be extremely vicious in combat with large muscles, natural weapons, and the same enhanced senses of the base animal. In this form, the shifter gains in human strength, dexterity, and toughness and is more resistant to pain. When selecting a form, it can have one of the following 4 sets of attributes, each number representing a multiple of peak human ability. The options are: strength 4, dexterity 1.5, toughness 3; strength 5, dexterity 1, toughness 4; strength 1.5, dexterity 2.5, toughness 1.5; and strength 2, dexterity 2, toughness 3.
Increased Attributes
The shifter's war or subtle form is extremely fast, strong, or tough. Each time this power is purchased, the war form gains either 2 strength, .5 dexterity, or 2 toughness. This power may be purchased only once for each attribute. The prerequisite is War Form above.
Regeneration
While in shifted form, the shifter quickly regenerates from any injury that is inflicted on it. Minor injuries heal within seconds to minutes, while major injuries such as missing limbs or massive tissue damage take hours to heal. The shifter can only be killed if it is decapitated, blown into pieces, or is injured by a source that doesn't regenerate. Injuries inflicted from silver or from holy weapons do not regenerate, but do heal at twice the normal human rate. If the shifter suffers massive damage it may pass out for several minutes while it's body regenerates.
Subtle Form
The shifter can assume a form that looks almost human with only a few trace animal characteristics such as sharp teeth, unusual eyes, a but of extra hair or fur, or something similarly inconspicuous. While in this form the shifter has peak human strength, dexterity, and toughness and also benefits from Increased Attributes (above). While in this form the shifter has senses half way between what the base animal has and his human senses.
Berserker
When fighting the shifter will go mad with rage and gain greater strength and speed. While in this rage, the shifter gains 2 strength, 2 toughness, .5 dexterity and becomes immune to fear and pain. On the down side, the shifter will not back down from fighting and will fight to the death until all enemies are dead, have fled beyond his ability to sense, or the shifter is incapacitated.
Stone Skin
While in war or subtle form, the shifter's flesh is extremely tough as resilient to injury, yet only feels slightly different to the touch. This gives the shifter much greater resistance to damage, even from modern weapons, fire, or silver.
Beast Master
The shifter can control 1500 pounds worth of the kind of animal that is linked to the shifters, which could include one large bear, 15 wolves, 5 lions, etc. This power can be purchased multiple times for an extra 1500 lb per purchase.
Animal Magnetism
While this power does not change your physical appearance, it gives you a certain aggressive and yet alluring quality that many people find appealing. This gives you an advantage both in seducing others along with asserting dominance in a variety of social situations. The effects are somewhat subtle and can't be forced to make others act against their nature or interests.
Healing Touch
The shifter can perform a special ritual that allows it to heal itself or other living creatures. This ritual takes an hour to perform and causes the target to slowly regenerate all damage that it has taken over the course of a single day or shifters or a week for humans. This cures diseases as well as injuries, but does not heal natural conditions such as genetic disorders. This also allows the shifter to heal a shifter who has suffered damage from silver, but it takes a week like human healing.
Nature Sense
When the shifter is in the wilderness or a natural area, it has an innate sense of what is going on around it with a mile radius. It also has the ability to sense unnatural creatures in the wild such as vampires, undead, demons, etc. Outside of the wilderness, it can only recognize such unnatural creatures by sight.
Stealth
The shifter can move through any wild area in complete silence. It leaves no tracks or scent when it concentrates on leaving none. It is also incredibly stealthy and hard to detect, but not technically invisible. A shifter with this power cannot be detected with Nature Sense above.
Terrify
While in a shifted form the shifter can growl, howl, hiss, roar or otherwise make a terrible noise which strikes fear into the hearts of all who are nearby. Most mortals will run in terror from this and even supernatural creatures will be frightened. Anything brave enough to face the shifter in combat immediately after being terrified suffers a 25% penalty to combat ability.
Spirit Speech
The shifter can speak with the spirits of natural things - those found in trees, rocks, rivers, etc. These spirits do not think in human terms, but may be able to express certain vague concepts or recall recent events that occurred nearby. This also allows the shifter to communicate with any animal, though the communication will be on its level.
Spirit Walk
The shifter can enter a trance and send its spirit into the spirit world, making it effectively invisible and immaterial. While in this form, it is immune to physical damage and normal senses, though it can be attacked by other creatures who are in spirit form - the spirit form has the same physical abilities and it does in flesh form. In the spirit world the shifter can look at things in the physical world, but in cities or other places that are unnatural the material world will be hazy.
Spirit Quest
The shifter can enter the spirit world and go on a special spirit quest. This will involve going a variety of places within the spirit world and accomplishing certain difficult tasks. If the shifter succeeds at these tasks, then it gets some special favor from friendly spirits - usually some special information. This will usually take between a week and a month to complete. The prerequisite is Spirit Walk above.
Shamanism
The shifter is a shaman, a religious figure who venerates the spirits. This gives the shifter the ability to bless items, create holy ground, and to engage in special religious rituals to ward off creatures of evil. This allows to shaman to use his faith against creature of evil such as vampires or demons but not other shifters.
Money
The shifter has access to a certain amount of money each month. This can be from an extended family network, from investments, a rich ally, or some supernatural source. What ever the case, the shifter has $5,000 each month that he can use.
Pack (counts as 4 or more)
Shifters sometimes have a pack, especially if the base animal are social creatures such as wolves or lions. The character will be the head of this pack and will be the most powerful among them. The pack includes 4 shifters in addition to the character himself. These shifters each have 4 points to spend on powers that they all share (and must share with the character) and an additional 1 point each to have an individual power which is all their own. The basic pack costs 4 points, though additional pack members may be purchased at a rate of 2 pack members per point. In addition, the number of powers shared by the pack may also be increased by spending 1 point per point the pack members gain. Pack members may not have packs themselves or a tribe.
Tribe
A tribe is an extended network of humans that have some kinship to the shifter. Each tribesman is a relatively normal human, though for every 10 tribesmen you have, one has a single shifter ability chosen from the following list: shamanism, money, spirit walk, spirit speech, stealth, nature sense, healing touch, beast master, berserker, or stealth. Every 5 tribesmen counts as 1 power.
Friday, July 12, 2002
Vampire
Read more...
All vampires are naturally either 6 times as strong as the strongest human and 3 times as dextrous as any human or 8 times and strong and twice as dextrous, chosen at character creation. They quickly regenerate from most injuries, minor wounds inflicted to their body heal within seconds while major injuries like having a severed limb take minutes to heal - the exception being damage dealt by sunlight or holy items or powers, such injuries take many days or even weeks to recover from - such injuries also inflict pain on them. Damage from fire takes ten times as long to regenerate from as other damage. They can continue fighting at almost maximum efficiency unless they are decapitated or their bodies are thoroughly demolished - they are virtually immune to pain. Sunlight is highly damaging and painful to them, burning their flesh like fire. The sun burns about 10% of a vampire's body per minute of direct exposure or 1% per minute of indirect or covered exposure - meaning they permanently die within between 10 and 100 minutes of exposure to the sun. Also, during the day a vampire's strength and dexterity is reduced by half, even when not in direct sunlight. A stake through a vampire's heart will paralyze it until the stake is removed. Decapitating and burning the vampire's body will destroy it as well
Vampires must drink a pint of humanoid blood every week or lose 5% of their physical prowess for each week missed. They also crave the blood of the living and have trouble resisting the urge to kill and drink blood. Among their other weaknesses are that they can't enter holy ground, they take damage from the touch of a good holy symbol, they can be repelled by those with faith and a pure heart.
Vampires have a number of other powers. They can see perfectly well at night, even in absolute darkness. They have a sense of smell and hearing twice as good as that of a human. Despite being virtually immune to pain, they still have human pleasures and sensations.
Vampires get 8 powers selected from those below.
Physical Abilities
Even the most feeble vampires are vastly faster and stronger than any normal human. It will be easiest then to represent vampire strength in terms of human maximum ability. Increasing your strength by 2 or your dexterity by 1 (that is, as a multiple of peak human ability) costs as much as a single power. This can be purchased twice.
Domination
The vampire can look into a mortal's eyes and make him or her its slave. It merely speaks the words and the mortal must obey. It can only command 5 such mortals at a time, but once it takes control, that mortal remains under control until the vampire releases him or the vampire dies. This power may be purchased multiple times, each time allows for 5 additional mortals to be controlled.
Spider Walking
The vampire can adhere to a surface like an insect and can move at half of its normal running speed when climbing.
Flight
The vampire have the power to fly through the air at a speed of 50 mph. It can move quite gracefully or even hover in place. This power can be chosen multiple times, each time increases the flying speed by 50 mph. Prerequisite is Spider Walking.
Shrouding
The vampire can become completely invisible, not because light passes through it but because it clouds the minds of observers. It cannot attack or fight and remain invisible, but if it isn't violent you can sneak past anyone quite effortlessly. Becoming invisible takes about 10 seconds of concentration.
Iron Flesh
The vampire's skin is supernaturally tough, being as resistant to harm as a class III bullet proof vest, yet just as soft and supple as normal human flesh. Fire will still damage it as normal.
Day Walker
The vampire is resistant to the light of the sun, taking damage from sunlight per 10 minute time interval instead of per minute.
Temperance
The vampire no longer has as strong a need for human blood, it only needs to drink a pint a month instead of a week.
Empathy
The vampire can sense the emotions of nearby creatures. This gives the vampire a big advantage in social situations and allows it to detect the presence (but not the exact location) of nearby hidden creatures.
Alluring
The vampire is supernaturally attractive and charming, all who see it will be drawn to it and feel inclined to obey or serve the vampire, though those charmed will not take actions that are against their nature to appease the vampire.
Earth Meld
The vampire can magically sink into the earth to prevent it from being exposed to sunlight or attack, doing this takes a full minute of concentration but once completed no amount of digging can reveal its body.
Frenzy
When fighting the vampire will go mad with rage and gain greater strength and speed. While in this rage, the vampire gains 2 strength and 1 dexterity and becomes immune to fear. On the down side, the vampire will not back down from fighting and will fight to the death until all enemies are dead, have fled beyond his ability to sense, or the vampire is incapacitated.
Wealth
This isn't a power exactly, rather just a source of money. The vampire has access to $50,000 dollars a month - no liabilities, taxes, or questions asked. The player can decide on the source of this money. This can be purchased multiple times for more money per month.
Life Draining
The vampire has the power to drain the life from any enemy with but a touch - anything normal dies that the vampire touches and supernatural creatures are sapped of about 20% of their life force per second of contact. When using this power in conjunction with drinking a victim's blood, the vampire will heal its own injuries even those from holy sources or sunlight.
Beast Mastery
The vampire can control animals, a certain number of pounds of animals (down to the size of rats or bats) can be controlled at a time. Vampires can control 1000 lb of animals at one time. Any vampire can with this power can control its riding mount, even if it exceeds the weight allowance. This can be bought multiple times for an additional 1000 lb per purchase.
Swarm Master
The vampire can control swarms of insects or other tiny arthropods, up to 100 lb at a time. This can be bought multiple times for an additional 100 lb per purchase.
Horrifying
The vampire has a fearsome appearance, striking terror into all who see it. Weak willed individuals flee in terror at the sight of the vampire, while even battle hardened warriors suffer a 25% penalty to their combat reflexes while in close proximity to the vampire.
Monstrous Form
The vampire is a monstrous creature, combing the qualities of a human and a bat. While in this form the vampire finds its strength and toughness increased by 1 and it has large claws and sharp fangs for combat. It also has wings that allow it to fly at a speed of 25 mph, which is cumulative with the flight power above. The prerequisite is Horrifying.
Sanguimancy
The vampire can learn things about a person or creature from tasting its blood. If the vampire just drinks from the victim, it will learn the basic nature of the target (human, shifter, etc) and will learn a few random memories from the victim, likely the events in that person's life which is most important to them. With a blood sample and several days to study it, the vampire can learn more detailed information or extract certain specific memories.
Shape Shifting
The vampire can change its shape into natural animal of its own size or smaller, down to the size of a small bat or mouse. This allows the vampire to take the shape of flying animal to gain its mode of transportation.
Illusionary Visage
The vampire can take on the appearance of any humanoid he desires, changing height by up to a foot and doubling or halving weight. Gender, race, age, beauty, etc. can be changed at will. This is not true shape changing but rather an illusion.
Shadow Manipulation
The vampire can create clouds of darkness and manipulate them. The vampire can control darkness a 20 foot radius around himself. Vampires or other creatures that can see in absolute darkness can see through this, but most other beings cannot. Each additional time this power is bought increases the radius by 20 feet.
Potent Blood
The vampire's blood slaves are now 50% stronger and heal twice as quickly.
Servants
All vampires have up to 50 servants. They can select servants from the list below. 5 additional servants are gained with each power spent to get them. Slain servants are replaced at the rate of 10 per turn.
The following list are the servants a vampire can have:
Blood Slaves
Blood slaves are humans who are addicted to vampire blood. They are twice as strong as normal humans and are so fanatically loyal to their vampire master that they are immune to fear. They also have advanced healing abilities and are able to recover from wounds in a matter of minutes or hours, depending on the severity of the wound and can even heal back severed arms or legs. These humans tend to have at least one peak ability, such as peak human fighting ability, peak human intelligence, extreme beauty, etc. A blood slave is created by feeding vampire blood to a mortal.
Ghouls
Ghouls are lesser undead in service to vampires. They are twice as strong as the strongest humans, just as dexterous as humans, and have the same durability as vampires do, though they do not regenerate from their wounds nearly as quickly - it takes them hours or days to recover from injury instead of seconds or minutes. They have intelligence and free will, but are about 20% less intelligent than humans. They appear to be rotted corpses with luminescent eyes, sharp teeth, and claws. They have the same weaknesses as vampires to holy items though they do not burn in the daylight but merely become 50% weaker. They insatiably crave the flesh of the dead and must eat or lose their strength as vampires do when they do not feed on blood. They have perfect vision in absolute darkness. A ghoul is created by feeding vampire blood to a corpse.
Hell Hounds
Hell Hounds are huge ferocious dogs or wolves that have been feed the blood of a vampire. They are twice as large and powerful as a wolf and slowly regenerate at the same rate that blood slaves do. They are totally obedient to their vampire master and have an eerie cunning that most canines do not have. They have all of the abilities of canines, including the ability to track by scent. Hell hounds are created by feeding a wolf or large dog the blood of a vampire.
Vampire Fledgeling
The vampire can have a fledgling vampire as a servant. This vampire has the same powers and weaknesses of normal vampires, though they only have 4 times the strength of the human maximum and 50% greater than peak dexterity. A fledgling vampire has only 1 vampiric power and it must be one that its master has. A fledgling vampire counts as 5 servants instead of one.
Influential Mortal
The vampire has a highly influential mortal as his servant. This person could be some media personality, a high ranking police officer, a politician, etc. This person isn't the victim of mind control but instead willingly serves the vampire. This person may be a blood slave as well for double the normal cost.
Thugs
The vampire has influence over 10 thugs. These guys are regular humans with some degree of fighting ability and willingness to inflict violence at the behest of the vampire. They likely have experience with the criminal world, but possess no exceptionally rare skills. Their loyalty is not guarantied and they may betray the vampire for a large enough some of money or a dire enough threat.
Pets
The vampire has 10 normal mortals whose job it is to serve the vampire. They can't fight and have no exceptionally useful skills. Their main purpose is to be servants of the vampire. They will run errands for it, take care of its house(s), please it sexually, or otherwise do anything it asks. These servants are loyal, but may give away information if frightened or tortured.
Half Vampire
Half vampires are a living form of vampire that combined many of the powers of a vampire without many of the weaknesses. They are alive, not undead, and therefore are not immune to poison, pain, and disease - though they only suffer 25% of what a normal human would suffer from such an effect. They have twice the strength, dexterity, and endurance of peak human ability. They regenerate from injuries extremely quickly, healing from most major injuries in minutes and even regenerating limbs in a matter of hours - decapitation can permanently kill as can massive bodily injury such as being burned to a crisp. They have very good senses and can see at night by starlight as well as a cat, but not in absolute darkness. They aren't hurt by sunlight, though holy items cause them physical pain but not actual damage. They only age at 10% of the human rate. In addition to this, they get one special vampiric power as if they were a fledgling vampire. Unfortunately, they need to drink at least a pint of blood a week to survive, though it may be the blood of a mammal, not necessarily a human. They can gain sustenance from blood like food or water, it does not nauseate them like it would other humans. A half vampire counts as 15 servants.
Vampires must drink a pint of humanoid blood every week or lose 5% of their physical prowess for each week missed. They also crave the blood of the living and have trouble resisting the urge to kill and drink blood. Among their other weaknesses are that they can't enter holy ground, they take damage from the touch of a good holy symbol, they can be repelled by those with faith and a pure heart.
Vampires have a number of other powers. They can see perfectly well at night, even in absolute darkness. They have a sense of smell and hearing twice as good as that of a human. Despite being virtually immune to pain, they still have human pleasures and sensations.
Vampires get 8 powers selected from those below.
Physical Abilities
Even the most feeble vampires are vastly faster and stronger than any normal human. It will be easiest then to represent vampire strength in terms of human maximum ability. Increasing your strength by 2 or your dexterity by 1 (that is, as a multiple of peak human ability) costs as much as a single power. This can be purchased twice.
Domination
The vampire can look into a mortal's eyes and make him or her its slave. It merely speaks the words and the mortal must obey. It can only command 5 such mortals at a time, but once it takes control, that mortal remains under control until the vampire releases him or the vampire dies. This power may be purchased multiple times, each time allows for 5 additional mortals to be controlled.
Spider Walking
The vampire can adhere to a surface like an insect and can move at half of its normal running speed when climbing.
Flight
The vampire have the power to fly through the air at a speed of 50 mph. It can move quite gracefully or even hover in place. This power can be chosen multiple times, each time increases the flying speed by 50 mph. Prerequisite is Spider Walking.
Shrouding
The vampire can become completely invisible, not because light passes through it but because it clouds the minds of observers. It cannot attack or fight and remain invisible, but if it isn't violent you can sneak past anyone quite effortlessly. Becoming invisible takes about 10 seconds of concentration.
Iron Flesh
The vampire's skin is supernaturally tough, being as resistant to harm as a class III bullet proof vest, yet just as soft and supple as normal human flesh. Fire will still damage it as normal.
Day Walker
The vampire is resistant to the light of the sun, taking damage from sunlight per 10 minute time interval instead of per minute.
Temperance
The vampire no longer has as strong a need for human blood, it only needs to drink a pint a month instead of a week.
Empathy
The vampire can sense the emotions of nearby creatures. This gives the vampire a big advantage in social situations and allows it to detect the presence (but not the exact location) of nearby hidden creatures.
Alluring
The vampire is supernaturally attractive and charming, all who see it will be drawn to it and feel inclined to obey or serve the vampire, though those charmed will not take actions that are against their nature to appease the vampire.
Earth Meld
The vampire can magically sink into the earth to prevent it from being exposed to sunlight or attack, doing this takes a full minute of concentration but once completed no amount of digging can reveal its body.
Frenzy
When fighting the vampire will go mad with rage and gain greater strength and speed. While in this rage, the vampire gains 2 strength and 1 dexterity and becomes immune to fear. On the down side, the vampire will not back down from fighting and will fight to the death until all enemies are dead, have fled beyond his ability to sense, or the vampire is incapacitated.
Wealth
This isn't a power exactly, rather just a source of money. The vampire has access to $50,000 dollars a month - no liabilities, taxes, or questions asked. The player can decide on the source of this money. This can be purchased multiple times for more money per month.
Life Draining
The vampire has the power to drain the life from any enemy with but a touch - anything normal dies that the vampire touches and supernatural creatures are sapped of about 20% of their life force per second of contact. When using this power in conjunction with drinking a victim's blood, the vampire will heal its own injuries even those from holy sources or sunlight.
Beast Mastery
The vampire can control animals, a certain number of pounds of animals (down to the size of rats or bats) can be controlled at a time. Vampires can control 1000 lb of animals at one time. Any vampire can with this power can control its riding mount, even if it exceeds the weight allowance. This can be bought multiple times for an additional 1000 lb per purchase.
Swarm Master
The vampire can control swarms of insects or other tiny arthropods, up to 100 lb at a time. This can be bought multiple times for an additional 100 lb per purchase.
Horrifying
The vampire has a fearsome appearance, striking terror into all who see it. Weak willed individuals flee in terror at the sight of the vampire, while even battle hardened warriors suffer a 25% penalty to their combat reflexes while in close proximity to the vampire.
Monstrous Form
The vampire is a monstrous creature, combing the qualities of a human and a bat. While in this form the vampire finds its strength and toughness increased by 1 and it has large claws and sharp fangs for combat. It also has wings that allow it to fly at a speed of 25 mph, which is cumulative with the flight power above. The prerequisite is Horrifying.
Sanguimancy
The vampire can learn things about a person or creature from tasting its blood. If the vampire just drinks from the victim, it will learn the basic nature of the target (human, shifter, etc) and will learn a few random memories from the victim, likely the events in that person's life which is most important to them. With a blood sample and several days to study it, the vampire can learn more detailed information or extract certain specific memories.
Shape Shifting
The vampire can change its shape into natural animal of its own size or smaller, down to the size of a small bat or mouse. This allows the vampire to take the shape of flying animal to gain its mode of transportation.
Illusionary Visage
The vampire can take on the appearance of any humanoid he desires, changing height by up to a foot and doubling or halving weight. Gender, race, age, beauty, etc. can be changed at will. This is not true shape changing but rather an illusion.
Shadow Manipulation
The vampire can create clouds of darkness and manipulate them. The vampire can control darkness a 20 foot radius around himself. Vampires or other creatures that can see in absolute darkness can see through this, but most other beings cannot. Each additional time this power is bought increases the radius by 20 feet.
Potent Blood
The vampire's blood slaves are now 50% stronger and heal twice as quickly.
Servants
All vampires have up to 50 servants. They can select servants from the list below. 5 additional servants are gained with each power spent to get them. Slain servants are replaced at the rate of 10 per turn.
The following list are the servants a vampire can have:
Blood Slaves
Blood slaves are humans who are addicted to vampire blood. They are twice as strong as normal humans and are so fanatically loyal to their vampire master that they are immune to fear. They also have advanced healing abilities and are able to recover from wounds in a matter of minutes or hours, depending on the severity of the wound and can even heal back severed arms or legs. These humans tend to have at least one peak ability, such as peak human fighting ability, peak human intelligence, extreme beauty, etc. A blood slave is created by feeding vampire blood to a mortal.
Ghouls
Ghouls are lesser undead in service to vampires. They are twice as strong as the strongest humans, just as dexterous as humans, and have the same durability as vampires do, though they do not regenerate from their wounds nearly as quickly - it takes them hours or days to recover from injury instead of seconds or minutes. They have intelligence and free will, but are about 20% less intelligent than humans. They appear to be rotted corpses with luminescent eyes, sharp teeth, and claws. They have the same weaknesses as vampires to holy items though they do not burn in the daylight but merely become 50% weaker. They insatiably crave the flesh of the dead and must eat or lose their strength as vampires do when they do not feed on blood. They have perfect vision in absolute darkness. A ghoul is created by feeding vampire blood to a corpse.
Hell Hounds
Hell Hounds are huge ferocious dogs or wolves that have been feed the blood of a vampire. They are twice as large and powerful as a wolf and slowly regenerate at the same rate that blood slaves do. They are totally obedient to their vampire master and have an eerie cunning that most canines do not have. They have all of the abilities of canines, including the ability to track by scent. Hell hounds are created by feeding a wolf or large dog the blood of a vampire.
Vampire Fledgeling
The vampire can have a fledgling vampire as a servant. This vampire has the same powers and weaknesses of normal vampires, though they only have 4 times the strength of the human maximum and 50% greater than peak dexterity. A fledgling vampire has only 1 vampiric power and it must be one that its master has. A fledgling vampire counts as 5 servants instead of one.
Influential Mortal
The vampire has a highly influential mortal as his servant. This person could be some media personality, a high ranking police officer, a politician, etc. This person isn't the victim of mind control but instead willingly serves the vampire. This person may be a blood slave as well for double the normal cost.
Thugs
The vampire has influence over 10 thugs. These guys are regular humans with some degree of fighting ability and willingness to inflict violence at the behest of the vampire. They likely have experience with the criminal world, but possess no exceptionally rare skills. Their loyalty is not guarantied and they may betray the vampire for a large enough some of money or a dire enough threat.
Pets
The vampire has 10 normal mortals whose job it is to serve the vampire. They can't fight and have no exceptionally useful skills. Their main purpose is to be servants of the vampire. They will run errands for it, take care of its house(s), please it sexually, or otherwise do anything it asks. These servants are loyal, but may give away information if frightened or tortured.
Half Vampire
Half vampires are a living form of vampire that combined many of the powers of a vampire without many of the weaknesses. They are alive, not undead, and therefore are not immune to poison, pain, and disease - though they only suffer 25% of what a normal human would suffer from such an effect. They have twice the strength, dexterity, and endurance of peak human ability. They regenerate from injuries extremely quickly, healing from most major injuries in minutes and even regenerating limbs in a matter of hours - decapitation can permanently kill as can massive bodily injury such as being burned to a crisp. They have very good senses and can see at night by starlight as well as a cat, but not in absolute darkness. They aren't hurt by sunlight, though holy items cause them physical pain but not actual damage. They only age at 10% of the human rate. In addition to this, they get one special vampiric power as if they were a fledgling vampire. Unfortunately, they need to drink at least a pint of blood a week to survive, though it may be the blood of a mammal, not necessarily a human. They can gain sustenance from blood like food or water, it does not nauseate them like it would other humans. A half vampire counts as 15 servants.
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