Vampires
There has been much evolution of vampires in recent times, which has caused quite some turmoil within the Ordo Maximus. The differing needs and philosophies of those infected with different strains of HMHVV has caused political tumult, and brought loyalties and allegiances into question.
Maribels
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Maribel Renard |
Maribels are humans infected with the Maribel strain of HMHVV, named for its first known carrier, A pop star-turned spy who had been strung along for some time by the Ordo Maximus. Transmission of the Maribel strain requires a somewhat involved "siring" process that has kept their numbers relatively low.
Maribels experience heightened passion and sensation, and are known for hypersexuality. They have retractable fangs and commonly develop pointed ears, though only a few are able to pass for elves. They are able to eat food, although it passes through them without providing any nutritional value. For sustenance, Maribel's require 8 ounces of blood daily, being otherwise powered by essence and mana. This blood may come from blood-packs or even from animals, although most find the latter unpalatable. A Maribel who goes without blood will lose 1 point of willpower per day until slipping into torpor; during this time the vampire must make willpower checks vs a TN of (max willpower) to avoid seeking blood when the opportunity arises. Maribels' reaction to sunlight is mild, and those who maintain luxury comforts may avert it by using sufficiently powerful sunscreens.
Those in power within the Ordo Maximus afford Maribels little respect, with many considering them to be suitable only as whores, or treating their presence as Arcadian sedition. This has, of course, led to a self-fulfilling prophecy, as Maribels, realizing that Arcadia will accommodate them, have largely allied with Arcadian interests. Maribels' low essence requirements mean that they have fewer issues with
Mycelium as well.
The origin of the strain is disputed, with all evidence pointing to it having been developed by the Ordo itself, while some within the organization suspect Arcadia meddling, and others still citing evidence of a powerful free spirit having interceded on Maribel's behalf.
+2d6 initiative
+2 dice to perception tests
-2 TN to perception tests involving the sense of touch
Thermographic Vision
Special: Maribel Vampires add ½ their essence to both their quickness and charisma.
Powers:Essence Drain, Regeneration, Influence*, Desire Reflection*, Immunities (age, disease, poison)
Weaknesses: Sunlight Allergy (mild), Essence Loss (1/6 chance/month), Biorejection, Compulsions (Vanity, Hedonism), Expensive tastes (suffers +1 morale penalty to all rolls for each step below high lifestyle), Dietary requirement (blood)
*When Maribels use their Influence or Desire Reflection powers they must roll willpower vs a TN of their target's charisma; failure means that the vampire becomes enamored with the target and suffers a +2 TN distraction penalty due to feelings of lust. This modifier does not apply to actions related to pursuing the target, and lasts until it is acted upon or until the target has been out of the vampire's sight for a number of minutes equal to the target's charisma.
*Clarification: Maribels need only literal blood on a daily basis, and only use their essence drain once in a great while (typically after bad luck on their 1/6 chance of essence loss).
BP cost: 25
Embryon
The Ordo Maximus has long been experimenting with ways to introduce HMHVV to shape-shifters. Over a decade ago it is rumored that they found a promising strain, but that the research ended dramatically. Recently however they have explored new directions, and produced the entirely new Embryon strain of HMHVV. Embryon vampires see a marked increase in the versatility of their shape-changing talents, but are sometimes driven into a frenzied bloodlust.
Ordo developers had originally intended to use Embryon as ideal spies and infiltrators, but many have proven difficult to train or control, and all are subject to falling prey to their bestial nature.
Only shape-shifters with human forms can be infected with the Embryon strain.
+1d6 Initiative
Scent
Thermographic vision
Mutable Form: Embryon have a hybrid form in addition to their human and animal forms, furthermore, as a complex action they can change the general physical features, such as race, gender, or appearance of any of their forms as long as they remain both within the norms of their species and within 50% of their normal mass. This allows Embryon to add their essence to disguise rolls. Embryon split their essence between 2 of their physical attributes, but may change which 2 as a complex action.
Embryon in hybrid form have stats which are the average of their human and animal forms. They also receive a claw or bite attack which does (STR)M lethal damage. They may use the movement modes available to their animal form.
Powers: Essence Drain, Enhanced Regeneration: Embryon may roll 2d6 rather than 1d6 when making regeneration checks.
Weaknesses: Embryon may frenzy as do Bear Shamans (SR3 p163), Essence loss (1pt/month), Allergy: (sunlight, moderate), Shape-shifter weaknesses
BP cost: 15 (+shape-shifter)
Vampeals
Vampeals Divide essence between any 3 stats, otherwise as listed
BP cost: 25
Vampire Flaw:
Essence Sieve
Value -3,-6
You lose essence more quickly than most members of your kind. With the 3 point version you lose essence every month, the six point version increases this to every week. This is in addition to any essence you would normally lose. Any vampire may take this flaw.
Vampire Perks
Lifedrinker
When you drink a creature's blood you may gain access to it's memories.
When you drink blood from a creature (a complex action which requires an unresisting target) you may make an opposed test between your essence and the creature's willpower. If you score net successes you may compare your results to the Mind Probe table on P.193 SR3 to see what you can learn. You must however "buy" your questions by paying for them with an appropriate number of successes. Thus, a vampire with 6 net successes could view 2 conscious memories or one hidden one. This ability may only be used on a target either once per adventure or once per week, whichever is longer.
Prerequisite: Vampire
Lifelink
When you drink a creature's blood, you touch it's mind, and can forge a permanent link.
When you drink blood from a creature you form a telepathic bond with it allowing the two of you to exchange thoughts, regardless of distance, for a number of hours equal to your essence. If you pay 1 point of good karma during the bond's initial duration, you may later pay 1KP to reestablish it at any time. In either case, you cannot "eavesdrop" on the target's thoughts, nor is it compelled to respond to you, though you can feel that the connection exists. It is likely that means exist to break this bond.
Prerequisite: Vampire