Dark Horizons

A Vampire Setting for DARK@MATTER


Although this setting is designed to fit with the Dark Matter campaign world, it is not exclusively part of it.  Dark Horizons can be played as a stand-alone setting (near-future, with late PL 5 technology) for the Alternity game system.  This web page is for Gamemasters only--if you are going to be a player in a Dark Horizons game, do not read any further.

The following links will take you to the appropriate section:

Setting Background
Vampire Background
The Real Story
The Rise of the Vampire
Vampire Nature in Dark Horizons
Vampire Society in Dark Horizons
Vampire Characters in Dark Horizons
Example Vampire NPCs
 

Setting Background

Dark Horizons takes place in the "near future" of the 21st century--no more than three or fours years from the present date.  This is a Progress Level 5 setting, on the verge of early PL 6.  All PL 5 technology is available somewhere on earth.  Additionally, some basic PL 6 technology may be available (although it should be highly experimental and secretive).

There are three ways to run Dark Horizons.  The first (and recommended) way is to make it part of a Dark Matter campaign for characters who are members of the Hoffman Institute; their missions investigating the paranormal take them deeper and deeper into the world of vampires, battling them or allying with them as the action and storyline dictates.  The second way is to run it as a unique campaign separate from Dark Matter; the characters should be members of the police, FBI, or other government agency investigating the mysterious vampires and their plans.  The third way is to run it from the vamire's perspective (in which case it may or may not be a part of a Dark Matter campaign); the characters are themselves vampires in one of the factions, struggling to stay alive in their war-torn world and discover the truth behind their nature.

Scientific knowledge will play a small but important part in Dark Horizons.  Regardless of which way in which it is played, at least one character in the group should have some scientific ability (or access to a contact who has scientific ability).  For their entire history on earth up until this point, vampires (and the few humans who have studied them) have had no way to understand their true nature.  By the 21st century, with breakthroughs in genetic research and computer mapping, for the first time means exist to probe their blood and biology for the truth.  Who will find the truth first--vampire scientists risking disobedience to their society, or human investigators hunting the vampires?
 

Vampire Background

Vampires have long existed on earth, so long that they no longer have any conscious knowledge of their true origins.  No vampire, regardless of his age, has a true understanding of their exact nature or how they came to exist on earth.  For countless ages, their kind has been scattered far and wide across the earth.  Indeed, for most of their history they have not even had a collective name for their kind--"vampire" (which has become the most popular and universal in the 20th century) is only the Eastern European name for them dating back to the Middle Ages.  In other parts of medieval Europe, vampires were known as "revenent spirits".  To the ancient Greeks and Romans they were called the "lamia".  Asian and African cultures have their own names for them, but all human cultures everywhere have long considered them to be malevolent undead beings.

Scattered across the planet with no way to communicate with each other for most of their history, vampires have been even more divided and warlike than the living humans from which they were originally recruited.  Indeed, there have been only a handful of commonalities between all vampires:  the need to consume living blood, and the urge to wage truceless war against others of their own kind.  Vampires (and the few humans throughout the ages who have managed to learn the truth of their existence) have long wondered why, with their superior power, they have not swept aside the living homo sapiens and taken over the world for themselves.  The first answer is obvious enough--vampires have always been few in number compared to the living human population, and most living humans are not fit enough to survive the transformation into a vampire.  The second answer is less obvious, even to most vampires--although vampires and living humans have fought each other throughout history, vampires have fought vampires far more often and fiercely.  This unending struggle between vampire factions has been known by many names--"jihad" or "crusade" or "the secret war"--and vampires have never known even a pause in it.
 

The Real Story

Earth vampires have no truthful understanding of their origins because they actually come from a distant planet in the far distant past.  Over a million years before the 20th century on earth, a group of alien civilizations flourished in a chain of star systems several hundred light-years coreward from earth in the Milky Way galaxy.  These long-lost civilizations achieved full PL 8 technology and were on the verge of PL 9.  Most of the aliens had given up organic body form and shifted to highly complex cybertech form, becoming increasingly mechanical.  Aiding this transition was the incredible breakthrough in nanotechnology, the science of miniaturized robotics at the cellular level.  The various alien races developed their own brands of cellular nano-robots, using them to shape their cybernetic evolution perhaps too rapidly.

Despite their history of peaceful cooperation and the similiar robotic direction of their ongoing evolution, the alien species grew increasingly hostile to each other.  Lifespans extended to virtually immortality, putting a greater strain on resources and a great need to dominate high-production planets and moons in their star systems.  Wars over desirable planets quickly escalated into wars of extermination, as each civilization sought to wipe out the others and control all resources.  The nanotechnology which had previous focused on peaceful evolution was adapted to military purposes, turning the species into highly evolved cybernetic and bio-enhanced killing machines.  Within a thousand years all but two of the civilizations had been wiped out, and the two surviving civilizations were reduced to tiny populations concentrated on the one remaining life-supporting planet.  By this point in their evolution, every individual in the two species was completely controlled by self-replicating and partially sentient (through a collective artificial-intelligence network) nano-robots.  Although the war of extermination had started as an economic struggle between the civilizations, the natural programming of these highly evolved cellular robots carried it far further than any rational organic species would.  Following their military programming, the nano-robots continued to transform their host species into killing machines incapable of giving up the struggle for dominance.

The end finally came when one warring side on the verge of defeat used gravitational technology to capture a passing comet and slam it into the planet.  The impact killed all remaining individuals in the two species--but not the nano-robots.  Both sides looked through ancient exploration data from back in the peaceful era for the closest planet capable of producing complex biological life.  Dormant nano-robots were implanted deep inside fragments of the destroyed planet and launched toward this distant world where they would hopefully find new biological life forms to merge with--the planet earth.

The asteroids crashed into the earth during the ice age around 15,000 years ago.  The dormant nano-robots slowly reactivated and scanned the planet for the biological life form most like the species that created them, finding the cro-magnon humans of Eurasia most suitable.  However, only a small number of nano-robots survived the million-year trip across the stars, so at first they could merge with only a handful of human beings.  The nano-robots had to start from scratch with these new life forms, reprogramming their DNA in order to produce a more survivable, long-lived species.  The nano-robots used the very life substances of their victims to power themselves--the result was that they virtually killed their hosts, keeping active only the parts of human anatomy required for their purposes (the brain and the heart) and carrying out other biological functions internally themselves.  This incredible activity on the cellular level, however, required tremendous energy--ingesting fresh blood provided the nano-robots inside with a continuous source of raw material and fuel.
 

The Rise of the Vampire

In time, the homo sapiens who merged with the nano-robots became what would later be called "vampire".  To the understanding of primitive living humans, these unnatural beings animated by invisible internal machines were the walking dead.  In most parts of the world, especially where the living humans vastly outnumbered vampires, the vampires became greatly feared monsters to be hunted and destroyed.  This was the beginning of vampire secrecy--although the vampires had no conscious awareness of the nano-robots inside them, their reprogrammed DNA instructed them that their main purpose was not to fight living humans but other vampires.  The tiny vampire populations withdrew from public human culture, forming secret societies with allied vampires (those who shared their type of nano-robots).

The nano-robots, now safely inside new hosts, focused on self-replication.  The surviving robots were very few in number, and they were need many more to spread into additional humans.  Reproduction also proved to be difficult--homo sapiens reproduced in a different manner from their previous species, and they could not keep the human sex organs functioning.  As a result, new vampires could only be created by an older vampire selecting a vampire, draining most of his living blood, and then infusing him with his own blood containing a concentrated population of nano-robots.  With the new host weakened by his near-death experience, the nano-robots could easily pervade his body and begin the transformation.

The nano-robots move all throughout the body of the host, but they mainly colonize at the brain stem.  So long as they are provided with regular infusions of fresh blood, they have fuel to continue their transformations and to keep the host alive indefinitely--their incredible ability to repair biological mass grants the host virtual immortality.  The nano-robots themselves are unaging and self-repairing, capable of improving the body of the host throughout the ages.  As a result, the older a vampire is the more powerful he is; the nano-robots in his body have had more time to replicate and improve his physiology.  Older vampires are able to concentrate and utilize blood more efficiently, giving them greater access to their killing abilities with greater frequency.

Most of the abilities the nano-robots grant to their hosts are physical in nature, simply improvements (from a certain point of view) in human physiology.  However, their advanced genetic engineering has also successfully enhanced the psionic potential latent and undeveloped in the human species.  As a result, some vampires possess the psionic power to influence the minds and emotions of others.  The nano-robots are highly involved in this psionic functioning and require great amounts of energy, which explains why blood inside the vampire is consumed by using these mental and emotional powers.
 

Vampire Nature in Dark Horizons

Vampires have no conscious knowledge of the nano-robots inside them.  Although the nano-robots do share a collective sentience through artificial intelligence, they do not communicate with their hosts on a conscious or even subconscious level; rather, they alter the DNA and glandular performance of their hosts to shape their behavior.  Thus, it is incorrect to say that the nano-robots "control" the vampire.  From the vampire's perspective, he is an independent, free-willed person, no more controlled by his physiology than a living human is controlled by his emotions and hormones; however, the vampire's behavior is shaped far more by his engineered physiology than a normal human's is shaped by natural body chemicals.  Vampiric hunger for blood is much more compulsive than human hunger, the vampiric killing instinct is far sharper than human rage, and vampiric obedience to their society is much more overpowering than human socialization.  Although the nano-robots are exceptionally good at transforming their host's body and DNA, they are less able at working with the conscious brain (mainly the frontal association area, the seat of personality).  Thus, vampires gain no special assistance in mentally and emotionally dealing with the burdens of immortality.  The older a vampire gets, the more deranged his mind tends to become as he wages an inner struggle against the passing centures:  Obsessed, Oblivious, Phobia, and Temper are all common flaws among older vampires.  Vampires may be theoretically immortal, but even if they are not killed off in battle they usually end up killing themselves in a fit of insanity after a few thousand years.  The oldest known vampire claims to be around 4,500 years old.

Vampires require a significant amount of blood to fuel the nano-robots inside them.  Upon awakening at the beginning of each new evening, 1 "blood point" is expended just to continue the vampire's existence.  That is why most vampire start each evening my feeding.  It is common for a small grouping of vampires to share a "herd" of living humans, either kidnapping them and keeping them hidden as a perpetual blood source or seducing them with their powers and manipulating them into willingly letting the group feed off of their blood.  Many vampires also feed off blood banks or live off blood stores acquired or purchased (some vampire groupings specialize in stockpiling and selling fresh blood).  However, stored blood quickly loses its potency (within a few days) unless it is carefully preserved in a medical facility (like a blood bank or hospital).

The nano-robots originally come from a star system with a much weaker sun than earth's.  For this reason, their hosts are vulernable to intense UV radiation.  Vampires have adapted by becoming nocturnal, active at night but normally dormant during the day.  A vampire active during daylight hours suffers a +2 step penalty to all action and skill checks.  Older vampires are even more vulnerable to the sun--their bodies are so heavily bio-engineered that they actually burn when exposed to direct sunlight:  "Young Vampires" (see Vampire Characters) suffer no damage from sunlight, "Old Vampires" suffer 1d4 points of En/O Wound damage every phase they are exposed to direct daylight, and "Ancient Vampires" suffer 1d4 points of En/O Mortal damage every phase (1d4 Wound if the sunlight is indirect or obscured).  Vampires are also more vulnerable to fire, plasma, and laser attacks--any such damage roll against a vampire is increased by +2.

Because the heart is one of the few organs the nano-robots still make use heavily (although a vampire's heartbeat is extremely slow), "staking" a vampire through the heart can cause serious damage.  Any attack targeting the vampire's heart (a "called shot" at a +4 step penalty) will pierce the organ if any primary damage is inflicted--the vampire will automatically suffer an additional 1 point of Mortal damage.  Furthermore, if the attack was made by a sizable pointed weapon (not a bullet), it can be left thrust into the heart--until it is pulled out, the vampire suffers a +2 step penalty on all action and skill checks and cannot use any ability which requires blood to fuel (and any abilities which require blood to fuel that are already in effect cease to function).  It requires a successful Strength feat check to pull out a weapon thrust through a vampire's heart.

Regeneration of the body is a specialty of the nano-robots.  A vampire can expend blood to fuel regeneration (each point instantly heals 4 Stun or 2 Wound or 1 Mortal), and regeneration is no longer possible when the vampire runs out of usable blood.  Even severed limbs or punctured organs will regenerate fully in time (never more than three nights).

However, vampires can be destroyed.  If a vampire suffers excessive Mortal damage from sunlight, fire, or laser/plasma attacks, it is permanently destroyed.  If a vampire is decapitated, it is permanently destroyed (the nano-robots are mainly colonized at the brain stem and cannot regenerate such a massive body loss).  Likewise, the vampire is permenantly destroyed if the bulk of the body is obliterated.  If a vampire is incapacitated by extreme damage but does not have enough blood to fuel regeneration, the vampire will lie in a dormant coma until sufficient blood is supplied to his body.

Vampires have no vulnerability to religious symbols, garlic, or any other superstition.  Such rumors developed among humans because of the sliver of the population that possesses natural psionic ability (often cultivated by religious institutions in the past as holy miracles).  The Faith FX power Monotheism could also explain the ancient religious superstition.

Animals of at least minimal intelligence (such as dogs, cats, and horses) respond negatively to vampires.  Their accute senses inform them that vampires are not like the natural humans they are used to being around.  Furthermore, animal instict warns them that vampires are dangerous predators.  Few animals will react aggressively to a vampire, but they may react with snarling, hissing, or panic.  However, animals have no ability to detect a vampire hidden by the Obfuscation power.

Vampires do not engage in most of the biological functionings of living humans.  They do not eat or drink (although if they try to consume food, it will not be digested and will remaining rotting inside them until they inducing vomiting).  They do not breathe (the nano-robots take care of any needed gas production themselves).  They do not perspire, produce tears, or bleed naturally (the nano-robots prevent blood loss except in the case of the most grievous injuries).  Their sexual organs do not function normally, although they are still capable of feigning some basic operation.  Vampire skin tends to be exceptionally pale, their body temperature (half of a living human's) is noticable to the touch, and their pulse is usually 1-2 beats per minutes.

As expressed above, vampires do not reproduce naturally.  They must recruit new vampires by bringing a candidate (willing or not) to the verge of death by draining out most of their blood.  The vampire must then infuse at least one full "blood point" of his own into the dying person, who must succeed on a Stamina-endurance skill check at a +4 step penalty (with a -1 bonus for every additional "blood point" infused in the target); on any failure the person dies from system shock, but on any success the person survives and awakens as a new vampire in a number of hours equal to 24 minus his Constitution score.
 

Vampire Society in Dark Horizons

Even after existing for thousands of years on earth, the vampire population is still incredibly small--it has never exceeded one vampire per 50,000 living humans and has often been much closer to one per 200,000.  Even when the earth's population reached 6 billion in 1999, no more than 100,000 of them were vampires.  Of course, vampires have never been so evenly distributed--some small cities have no vampires, while some larger cities contain hundreds of vampires.  Indeed, vampires tend to group together in order to better fight opposing vampires.  Part of the reason for the small vampire population is that creating new vampires is difficult (more than half of all attempts end in failure and death) and that safely providing enough fresh blood for a large number of vampires is risky, but the major reason for the small population is the endless vampiric warfare claiming hundreds of these supposedly immortal beings every year.

For most of history, vampire society has been highly fragmented.  The planetary fragments that brought the nano-robots to earth crashed into different parts of the Eurasian continent, so for many centuries the vampires created by the two different types of nano-robots had no contact with each other.  These early centuries were spent growing in strength and number, adapting to surviving in a world increasingly overrun by living homo sapiens.  As the vampires expanded into new territories, new groupings (called "clans" or "tribes" or "covens" or "broods") were formed.  On the surface, these groupings appeared to be completely separate, independent factions.  It seemed perfectly unremarkable to them that some groupings bonded together as allies extremely easily and rare fought, while other groupings resorted to hostility automatically and fought constantly.  The reason for this, unbeknownst to the vampires, is that the nano-robots inside their cells can detect their own:  vampires that possess the same type of nano-robots are programmed by their DNA to be naturally friendly (-4 step bonus to Encounter checks), while vampires that possess opposite types of nano-robots are programmed by their DNA to be naturally hostile (+4 step penalty to Encounter checks).  The vampires themselves have no conscious awareness of this sense, only a primal instict that tells them "this vampire seems friendly" or "this vampire seems hostile".  The DNA coding is not fool-proof--some vampires with the same type of nano-robots occasionally fight each other, while some with opposite types occasionally make peace.  The general trend, however, is undeniable--the bulk of vampire society falls into two constantly warring factions.

Over time, especially as modern technology make communication across vast distances possible, the myriad disperate vampire groupings coalesced into increasingly larger allied factions.  By the mid-20th century, the nano-robots had finally achieved their goal--the development of two opposed global factions, allowing them to continue the perpetual war that ended catastrophically for their previous world.  The vampire societies had no conscious knowledge of this process, only the realization the small groupings over time had joined together into two vast global alliances.  The fact that this process seemed to parallel the nations of the living humans during the "Cold War" only reinforced the common belief among vampires that it was completely natural.  Except whereas the "Cold War" never resulted in a major war between the two sides and ended with the economic collapse of one of the sides, the division of vampire society exploded into a violent, global war fought in secrecy.

In the early 21st century, many vampires still consider themselves part of specific small groupings as well as part of a world faction (much in the same way living humans might consider themselves part of a particular nation as well as a global alliance like the "European Union").  Many vampires even identify themselves by their "coven" or "brood" in the same way a living human uses his family's last name (over time virtually all vampires forget most of their personal history as a living human, often accepting completely new names given to them by the vampire who created them).  Small vampire groupings can be found in virtually every city in every part of the world, and they strive to keep their existence a secret.  Rumors abound that in some very isolated, primitive parts of the world there remain a few independent groupings which never merged with either of the two global factions, but this has never been proven.  Both of the global factions employ gangs of "enforcers" to hunt down internal dissent, brutally stamping out those who break the secrecy of vampire existence or believe in independent groupings.

The two global factions are called the Sanguis Veritas("True Bloods") and the Liberatores ("Freedom Fighters").  Unlike the great military alliances of human history, these two factions are not divided by territory or culture or language or even way of life--although the high leadership of both factions attempt to justify the constant warfare by creating differences.  Some vampires have been struck by how few real differences exist between the factions, but any such comments issued at large in vampire society quickly bring the wrath of the faction's "enforcers" down on the dissenting individual.  Both factions have member groupings in every major city on earth.  However, as the fighting between the two factions heated up into global war in the late 20th century, occasionally cities passed totally into the control of one faction after the vampires of the opposing faction were wiped out.  Rather than send in reinforcements to fight a lost cause, the defeated faction surrendered the disputed territory to the enemy in order to focus on other disputed regions.  This kind of high-states war of extermination seems to be the wave of the future--which is exactly how the nano-robots programmed the vampires to behave.

As of the early 21st century, London, Paris, and Washington D.C. are strongholds of the Sanguis Veritas while Moscow, Tokyo, and Hong Kong are strongholds of the Liberatores.  Every other major city is disputed by the two factions, and nightly "street fighting" masks the secret war for control.  By and large, the vampires leave human society alone.  When necessary, vampires use their powers to manipulate human government--usually to cover up their existence or to gain some advantage over the enemy faction.  Both factions interact to a greater extent with the human economy, since vast wealth is needed to fight their secret global war.  A large number of banks and stock markets around the world have vampire customers, investors, and sometimes even executives.  Part of the incentive to exterminate the members of the opposing faction and seize unquestioned control over a city is the sole manipulation of the city's economic resources.

Not all vampires are foot soldiers in the war between the factions.  Some are artists or performers, others are scholars or researchers.  Ever since their formation in the mid-20th century, both factions have sought vampire scientists and encouraged them to do weapons and biological research.  In the early 21st century, this research is beginning to backfire on the factions' leadership.  Cutting-edge vampire researchers have detected the nano-robots for the first time, and current experiments are beginning to hint at their effects on vampire physiology and behavior.  With the completion of the Human Genome Project in the Year 2000, related technology is allowing the vampire scientists to examine vampiric DNA and the nano-robots themselves.  The high leadership of both factions are denouncing these findings as heretical, unleashing their "enforcers" on individuals who dare express dissent.  However, secretly, the factions are continuing the research to learn the truth.

By the early 21st century some living humans are also beginning to learn the truth about vampires.  Long denied as myth due to the vampires' very effective campaign of secrecy throughout the ages, fragmentary proof began to emerge in the late 20th century (largely thanks to the ominpresence of video cameras).  The FBI, the CIA, the KGB (and its successor group in the Russian Republic), the British Secret Service, the Israeli Mossad, China's state police, and Interpol all have small, elite teams investigating the evidence about vampires.  However, the most active and successful human institution is the Hoffman Institute, a well-funded private think-tank that covertly trains agents to track and investigate the paranormal.  Hoffman agents have gathered proof of vampire existence, evidence of vampire physiology and powers, and even some data on vampire society (although they cannot yet comprehend the magnitude of the vampire factions and their secret global war).  Both factions have alerted their "enforcers" to watch out for Hoffman agents and cleanly eliminate them if necessary.
 

Vampire Characters in Dark Horizons

Vampire characters fall into three general age levels--Young (less than a century as a vampire), Old (a century or more as a vampire), and Ancient (a thousand years or more as a vampire).  The vampire's age level determines the maximum number of "blood points" (FX points) he can have, the number of "blood points" he can use in a single turn, the maximum rank score for his vampire power skills, and the number of Flaws (Obsessed, Oblivious, Phobia, and Temper, all at +1 unless selected twice) gained due to age.  Vampires can spend Achievement Points to get rid of Flaws gained due to age.
 
Age Level
Max. Blood Points
Points per Turn
Max. Power Rank
Number of Flaws
Young
5
1
6
0
Old
10
2
9
1
Ancient
15
3
12
2

Dark Horizons is an attempt at a more realistic, "sci-fi" vampire setting, so not all listed vampire powers are allowed.  Only the following vampire powers exist in the Dark Horizons setting:

Natural Weaponry (both fangs and claws, either fixed or retractable)
Greater Physical Prowess
Regeneration (see Vampire Nature)
Superior Toughness
Superior Speed
Superior Strength
Mind Control
Emotion Control
Obfuscation
Hypersense

Living humans may or may not be allowed to possess pisonic ability or FX powers, at the Gamemaster's discretion.  Vampire characters certainly should not be allowed to possess any additional psi powers or mutations.

Not all vampires in Dark Horizons are identical, but they do share some common traits.  All vampire characters receive the Regeneration power.  A new vampire character begins at the "Young" age level and receive either the Natural Weaponry power or the Greater Physical Prowess power as well as three other vampire powers at the starting level (Rank 1 in the specified skills); alternatively, the vampire may choose both the Natural Weaponry and Greater Physical Prowess powers in exchange for beginning with only two other powers.  Unlike the other vampire RPG, vampires in Dark Horizons are not grouped together by breed--every grouping has individual vampires of different varieties.  Occasionally the factions group together individual vampires with similar powers to undertake a particular mission, but such groupings are only temporary and for a military objective.

Vampire characters can raise the ranks of their starting skills at list cost, up to the maximum rank allowed for their age level.  They may also learn any of the broad and specialty skills for the other allowed vampire powers at list cost +1, up to the maximum rank allowed for their age level.  The cost to buy a new vampire power is equal to the listed cost for that particular FX broad or and its associated specialty skills.  For example, a vampire would have to spend 22 skill points to buy the Obfuscation power (the broad skill at 9, the three skills at 2, 3, and 4, plus 4 more since he must pay list cost +1 because Obfuscation is not one of his starting skills).  A vampire character is not required to purchase all specialty skills allowed for the broad skill, but a broad skill by itself is useless (no vampire power can be used untrained).
 

Example Vampire NPCs


Tyra, a young vampire (created in 1993)
Career:  Spy
Blood Points:  5 (1 point usable per turn)

STR    10 (11)
DEX   11 (12)
CON   8  (9)
INT     9
WIL   10
PER   12

Powers:  Regeneration; Greater Physical Prowess; Superior Speed; Emotion Control; Obfuscation
Skills:  Movement-Fusillade Rank 1; Movement-Lightning Speed Rank 1; Movement-Super Dexterity Rank 1; Obfuscation-Unseen Rank 1; Obfuscation-Mask Rank 1; Obfuscation-Vanish Rank 1
Flaws:  none
 

Andre, a young vampire (created in 1985)
Career:  Street Soldier
Blood Points:  5 (1 point usuable per turn)

STR    11 (12)
DEX   11 (12)
CON  12 (13)
INT     9
WIL    8
PER    9

Powers:  Regeneration; Greater Physical Prowess; Natural Weaponry; Superior Strength; Superior Toughness
Skills:  Brick-Super Constitution Rank 1; Brick-Super Strength Rank 1; Brick-Body Armor Rank 1
Flaws:  none
 

Winston, an old vampire (created in 1862)
Career:  Politician
Blood Points:  10 (2 points usable per turn)

STR     8
DEX    9
CON   8
INT    11
WIL   12
PER   11

Powers:  Regeneration; Natural Weaponry; Superior Toughness; Mind Control; Emotion Control; Hypersense
Skills:  Brick-Body Armor Rank 4; Mesmerism-Dominate Rank 6; Mesmerism-Forgetfulness Rank 2; Mesmerism-Hypnotize Rank 2; Mesmerism-Befriend Rank 2; Mesmerism-Emotion Rank 2; Mesmerism-Encourage Rank 8; Hypersense-Sharpened Senses Rank 4; Hypersense-Telepathy Rank 4.
Flaws:  Temper (+1)--insubordination from underlings
 

Alaric, an ancient vampire (created in 512)
Career:  Monster
Blood Points:  15 (3 points usable per turn)

STR    12 (13)
DEX   10 (11)
CON  12 (13)
INT      9
WIL     9
PER     8

Powers:  Regeneration; Natural Weaponry (fixed); Greater Physical Prowess; Superior Strength; Superior Toughness; Superior Speed; Obfuscation; Hypersense
Skills:  Brick-Super Constitution Rank 4; Brick-Super Strength Rank 4; Brick-Body Armor Rank 10; Movement-Fusillade Rank 8; Movement-Super Dexterity Rank 4; Obfuscation-Vanish Rank 7; Hypersense-Sharpened Senses Rank 10
Flaws:  Obsessed (+2)--lore or relics relating to ancient vampire history
 

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