Vampires, also known as the Kaga'tor or Leeches, often cause confusion in our field agents. The entire Delta 4 squad and three allies, fell to a Kaga'tor in New Hampshire 09/15/97. This is the conclusion of the long-term investigation ordered after their defeat. Addendum will, of course, be needed as further information is gathered through observation and as new strains of the Kaga'tor menace are identified.
Nature of the Threat:
Kaga'tor are the result of
a psychic symbiote. That symbiote is known as the Kaga'tor organism,
has not been isolated, and is of unknown origin. It seems most likely
that the original organisms were summoned from another reality. This
reality is entirely hypothetical. No other visitors from this realm
are known or suspected.
Scope of the Threat:
Kaga'tor can be found in every
country of the world and in all major cities. We must be constantly
vigilant. There have been confirmed Kaga’tor in every state of the
Union except Hawaii. Other nations seem to have similar levels of
infestation, with different strains of Kaga’tor predominant in different
parts of the world (see Subspecies).
It is also suspected that
at least one Kaga’tor or sympathizer has infiltrated our order. Three
cells, having added addendum to this file, were assaulted within the space
of one week by the minions of the Kaga’tor. These assaults have lead
to new procedures regarding addendum and a necessary revision of this document.
Evidence has also begun to
suggest that the Nephilim may exist in a loosely knit network across North
America. Cell leaders should forward all information regarding Nephilim
concentrations to Beta 31 for analysis.
Spread of the Threat:
There are two confirmed
means for the Kaga'tor organism to spread. The first is through the
active effort of a Vampire infusing the organism into a subject.
The subject must be drained to the brink of death (see Feeding).
An individual Vampire is only capable of this once or twice a year.
When the new host is in the process of drawing their last ragged breath,
the elder vampire presents its own blood to the victim. Once a substantial
portion of blood is consumed, the organism quickly begins modifying the
host to its own needs.
The second is through the
death throes of the host. When a Vampire is destroyed (see Neutralization),
the organism attempts to infect all entities within reach. In context,
that means any intelligent being touching the heart of the Vampire or firmly
grasping a magically conductive material thrust into that heart at the
time of death. If it cannot escape through either of these means,
it is banished.
It is also thought that certain
rituals may be able to summon the creatures from their home, but this has
not been confirmed.
Signs of the Threat:
Very difficult to detect.
Lethargy periodically afflicting members of the community is the only sign
of a careful Kaga'tor. Draining deaths make a less careful Vampire
much easier to track, and therefore, destroy. Draining deaths take
two forms: blood loss and brain hemorrhaging (see Feeding). Puncture
wounds on the necks of victims is the easiest sign to interpret, but many
cults use methods that mimic those wounds.
Agelessness is also a sign
of supernatural involvement, although not always Kaga'tor. Animals
generally show an extreme dislike for these individuals, especially Setites.
Most avoid direct sunlight whenever possible, but in contradiction to folklore,
can resist it, except Setites. Demonstration of Vampiric powers is
also an obvious tip off (see Subspecies).
Most older vampires are extremely
discrete and well hidden, some even going so far as to change hosts every
twenty to thirty years, although this is generally thought to be extreme
behavior.
In other words, be ever watchful,
you will probably find them only where you least expect them.
Feeding:
The Kaga'tor have two stages
of feeding. The physical phase involves the consumption of the human
body, usually confined to blood. This is only required to repair
damage done to the Kaga'tor's host body. Normal wear and tear require
about one-half unit of blood a week. Reports of Vampires being able
to store up to eight units of blood in their system have been confirmed,
but four units is a more average amount. Repair of combat damage
generally requires a like amount of flesh, or twice that volume in blood.
A Vampire prevented from physically feeding will generally begin to look
more ragged (as though the Vampire had not been sleeping) and will not
heal even minor injuries. Longer periods of deprivation will cause
deterioration of the bone and muscle structures, resulting in physical
weakness. If a Vampire is injured while it has blood in its system
it bleeds like a normal human, but less so if it contains fewer than eight
units of blood. However, a vampire's body will never rot or become
diseased while the symbiote remains alive.
The psychic phase is more
exotic. All that is required is extended physical contact (flesh
to flesh). It usually takes approximately two minutes before the
link is established. This is often performed at the same time as
the physical drain. The targets emotional vitality and strength of
will slowly are drained into the Kaga'tor. Persons drained to death
by this method appear physically as though they suffered ruptured blood
vessels all throughout their body, especially in the brain. The amount
of energy needed is difficult to calculate; although most Vampires require
one victim drained to death a month or one drained lightly every week.
Those drained lightly will recover, but will feel "drained" and lethargic
for around a month after the feeding.
During the psychic drain,
the victim will experience a sense of extreme euphoria. Even those
who know what is happening are hard pressed to stop it. Outside intervention
is the only hope for all but the strongest willed. Breaking physical
contact will stop, but not reverse, the feeding. If the victim is
sleeping, they will not awaking during psychic feeling but have very emotional
dreams.
When a Vampire psychically
drains a victim of very potent will, such as magi, those of the true faith,
and others of similar conviction, the Vampire will gain ability similar
to that of the victim. Many Kaga'tor have gained mystic knowledge
(including spells) or the more earth-bound skills of other targets.
When draining those of the true faith, Kaga'tor often experience a phenomenon
similar to multiple personalities in humans, dividing their brain into
many separate intelligences. Often, one of these will be very similar
to the target, and possess powers of the true faith, along with whatever
morals went along with that. Other personalities reflect the Vampires
varying abilities, interests, and personality traits. The Kaga'tor
refer to this as "the Shattering" and are very eager to avoid it.
This is one of the reasons Kaga'tor are so quick to avoid priests of any
religion.
Stages of Development:
The Kaga'tor quickly develop
their innate powers over the course of four to five days, during which
the host is in a death like state. Only the most advanced techniques
can distinguish the host as alive during these days. All bodily functions
are reduced to a cryogenic pace. Anaerobic respiration is sufficient
to keep the host alive during this time.
After incubation, the creature
and host are as one organism. They are effectively inseparable.
It gains all basic abilities of a Vampire (see Strengths and Weaknesses)
and begins hungering for energy almost immediately. Kaga'tor continue
to gain power as they age and are also gain additional abilities directly
after any exceptional feeding (see Feeding). It is believed that
the powers gained through age are the result of slow build up of spiritual
energy by the organism. The physical body rarely exhibits any signs
of change.
Strengths:
All Kaga'tor possess a few
abilities in common. One is their psychic drain (see Feeding).
Another is virtual immortality. They do not age, although they do
weaken when not fed (see Feeding), and no physical attack can destroy them
unless it disrupts the symbiote, which resides in their heart. Head
or limbs removed from the torso cease to function, but can be healed.
Of course, the creature cannot feed on human flesh without a head and quickly
becomes dormant until the head is reattached (it takes about ten minutes
to go dormant). The Kaga'tor organism can also bud and enter a new
host (see Spread of the Threat).
Individual strengths are derived
from past victims (see Feeding) and the specific strain of Kaga'tor that
has joined with them. There are, as of the present, only six known
subgroups, but I do not doubt there are more (see Subgroups).
Weaknesses:
Traditional Vampire myths
tell us of several weaknesses: sunlight, holy ground, crosses, garlic,
and mirrors. Most of these are sadly ineffective. Sunlight
irritates all strains and causes their body to tatter (requiring almost
four times the normal blood for Kaga'tor regularly exposed), but only Setites
are actually destroyed by it. Holy ground is entirely useless.
Holy signs of any faith are a useful focus for those of true faith, but
nothing more. Garlic does act as an irritant to Nephilim; the concentrated
oil of garlic can be used much like a potent acid against this strain.
Other strains are entirely unaffected, but belladonna is rumored to affect
Setites. Mirrors reveal the body of the creature, nothing more or
less. The Tilmok strain, dating back to the Roman invasion of Gaul,
was invisible in mirrors, but all examples of that strain are believed
to have been destroyed. The last was permanently destroyed in Brazil
during the 1930s.
There are only three earthly
ways to kill, or permanently incapacitate a Vampire. A mystically
conductive substance (organics or precious metals) forced entirely through
their heart will destroy the Kaga'tor's connection with the host.
If no other host is nearby (see Spread of the Threat), the organism is
destroyed. For this reason bows and crossbows are very helpful, as
well as weapons with iron or lead handles. Burning the host body
to fine ash will permanently incapacitate the creature, but any human knowing
the proper ritual and possessing at least half the ashes can bring the
symbiote into himself. Luckily, this ritual will not function for
Vampires and is found only in a few rare tomes. One copy, however,
is known to reside in a private collection in Northern France. The
final way to destroy the thing is to actually kill the thing, such as by
cremation or embalming, while it is still in the death-like first stage
of development.
Mystical Aptitude (Beta 31):
Not all vampires have mystical
abilities, but it is much more common among them than the non-infected
human population. Their enhanced lifespan definitely has a positive
impact on their ability to learn magics, but the symbiote itself seems
to open their eyes to the ways of magic. Many newly infected will
begin to pick up the ways of magic, being drawn to mystical sites and locations
where the knowledge of the ancients can be had.
The full effects on one who
already knows magic are uncertain. Only two cases have been directly
observed. However, in both, an immediate spike in power occurred
when the organism first takes hold. Long-term studies also indicate
a jump in power related to infection, along with the normal steady growth
with study that a human would expect.
The magics chosen tend to
reflect the personality of the vampire, mirroring the choices of human
magi. However, most vampires shy away from summonings, although the
full reason for this is unknown.
Certain elder vampires have
access to the powerful magicks of the Ancients. These individuals
should be avoided at all costs. Attempts to remove this information
has proved fatal for too many ancients for the Order to consider any more
such forays, save in extremely special circumstances.
Simply statistical analysis
indicates that certain Subgroups are more likely to possess magics.
Over all, the Kalla possess the highest magic, with the eastern vampires
roughly in the middle, and the Nephilim only having one tenth in the know.
Stark and Polit are too new to accurately gauge. Stark are still
a closely-knit group, although most of their mystical might has been destroyed
by the courageous sacrifice of the Delta 4 team. The known Polit
has massive mystical knowledge and should be dealt with on a report and
avoid basis.
Subgroups:
Only six are presently cataloged,
but be on the lookout for new or undiscovered strains. These subgroups
are:
Nephilim - This is believed
to be the first variant coming into existence. It dates back to prehistoric
times and is still the largest subgroup. It is most predominant in
Europe and the Americas, although its origin is in Africa. Powers
generally associated with this strain are superior strength (often able
to press three to seven times their own weight) and the ability to transform
into one or two the creatures most feared by the culture the host is native
to (generally wolf, bat, snake, or spider in modern Vampires, but a wide
range is possible outside of European culture).
Taelan - This subgroup is
seen only rarely outside of China and Japan. Even outside these nations,
they follow the flow of immigrants. Their appearance dates back to
an ancient rift opening near the location of Kyoto, Japan. The abilities
of this subgroup are invisibility (a psychic block, not physical bending
of light) and the ability to materialize razorsharp claws from thin air.
Also, this strain seems immune to the problems most suffer when draining
those of true faith. It simply does not seem to faze them.
Setites - Summoned in a great
ceremony to honor the Nameless god, this strain drove the Nephilim out
of Africa and the lands of Islam. This is probably the most dangerous
group to field agents. They are ruthless and have many powers making
them more dangerous. Topping that list is the capacity to project
hallucinations into the minds of those nearby. In older Setites,
these illusions are realistic enough to entirely supplant the targets normal
sensory input without the target noticing. Younger Setites can use
this power on only two or three targets, while the ancients often can target
as many as fifty. All Setites also share the ability to telepathically
control snakes (range of about ten feet for the newest Setite and legends
of several miles for the eldest). Snakes are the only animals able
to stand Setites; all others are repulsed. Setites are also by far
the most harmed by sunlight, collapsing to dust if they are ever exposed.
Kalla - A mutation of the
Nephilim seen in Great Britain, Eastern Europe, and Russia. They
also have a foothold in the lands of Australia. Dating back to only
to the First World War, the Kalla were a group of ancient Vampires and
their children linked together by magic, each drawing power from the next
in a structure not unlike that of feudal lords. Their leader was
captured by an independent witch hunter, who burned him to a cinder.
Their leader did not truly die, but was trapped in ash form. Each
of his followers either gathered up a bit of the ash or slowly withered
away. Due to their bond, each of them fashioned the ash into
a charm of some nature, so it would remain close to them. The Kalla
slowly changed under the influence of the magick connecting them to their
burned master. Now each must keep the ash near their person at all
times, can reach out with astral tendrils and change the dreams of those
sleeping for miles around (but only when in a meditative trance), and transform
into a black hawk with immense strength and endurance. They are also
all incapable of budding, making the youngest of the symbiotes eighty years
old, even though some of them have changed bodies. They are thought
to number around four hundred.
Stark - The newest of the
identified strains, these creatures are responsible for the death of Delta
4 and their allies. A group of cultists in New Hampshire managed
to locate some form of dark tome (which we have, unfortunately, not captured)
and summoned or created a Kaga'tor. This Kaga'tor is thought to have
split up almost thirty times by the day Delta 4 arrived. At least
ten are known to have escaped the purge. And the agents Delta 41
and 43 were infested. Agent 41 and six of the others have been destroyed,
but this leaves at least five more. And we do not know how many more
these fanatics have created. The recorded abilities of this strain
are flight (drifting at a maximum of ten mph) and sprouting bone spurs
from their body (up to a foot in length and razor sharp, as many as the
Vampire likes can be created). If one of these creatures still possesses
the tome, we are in great danger of a plague of these creatures descending
on us in the next several years.
Polit – Only one known vampire
of this strain has been located, but it’s existence is cause for concern.
It’s known ability is that to transform into mists, although that is of
enough concern. The particular specimen also shows great control
of the mystical arts and sizable knowledge of artifacts. Whether
the Polit strain contains more than this individual remains to be seen,
although all agents should remain vigilant of their presence.
Conclusion:
To make certain Delta 4 and
their allies did not die in vain, we must find the tome held by those cultists
and destroy it. Vampires represent a powerful threat to our culture
and our organization; we must confront and destroy them at every turn.
We must remain vigilant and avoid tragedies like Delta 4 in the future.
Also, due to recent attacks,
all assaults against the Vampires must be held in absolute secrecy.
We can not risk exposing our operatives in a like manner again.
Revision History:
11/09/98 – Original Document – Delta 55
11/17/99 – First Revision – Delta 55 and Beta
31
- Addendum removed for security reasons
- Polit strain information added
- Beta 31’s data on Vampiric magic use added
- Clarifications and Updates