Vampires possess many fantastic powers, although specifically which
varies from source to source. In most sources, the powers are "magical"
and supernatural. Only a few sources try to explain vampiric powers
as strange sci-fi aspects of nature (for example, the British TV series
Ultraviolet,
but those vampires are arguably the most impossible scientifically).
Listed below are the powers possessed by vampires in a variety of sources,
as well as which Alternity rules are used for them.
Most vampire powers are fueled by "blood points" (completely equivalent
to FX points in the Beyond Science book). A vampire
also loses "blood points" over time, since blood is required to continue
his existence. The specific rate of attrition varies from source
to source, but in a setting adapted from the other vampire RPG a vampire
loses one "blood point" at the beginning of each night. "Blood points"
can only be regained by feeding (see Vampire
Nature).
The maximum number of "blood points" (FX points) a vampire can possess,
as well as the number of points he can use in any single turn, depends
on the setting. In most sources, a vampire's maximum power depends
on how close his own creation is to the original vampire. Only ancient
ones closest to the original vampire would have a maximum of 15 points
and the ability to use 3 points per turn; vampires descended from the ancient
ones would have a maximum of 10 points and the ability to use 2 points
per turn; younger vampires would have a maximum of 5 points and could only
use 1 per turn. In a setting based on the other vampire RPG, a vampire
has a maximum number of "blood points" equal to 5 plus 1 for every Generation
better than 13th and can use a number of points per turn equal to 1 plus
1 for every Generation better than 10th.
Natural Weaponry: Most vampires possess the Amazing
advantageous mutation Improved Natural Attack (allowing them to attack
with fangs and claws). These natural weapons are usually retractable
(and thus inflict lower damage), but for some breeds of vampires (usually
the monster-like variety) they are always extended (and thus inflict the
full listed damage).
Greater Physical Prowess: In virtually all sources, vampires are stronger and quicker than normal humans. Such vampires possess the Ordinary advantageous mutations Improved STR, Improved DEX, Improved CON, and Improved Reflexes.
Regeneration: The precise degree of this power varies from source to source. A setting based on the Anne Rice novels, for example, might simply give vampire characters the Amazing advantageous mutation Hyper Healing. Alternatively, vampires could heal a point of damage automatically after a number of turns (each point of Stun damage requires 1 turn, each point of Wound damage requires 2 turns, and each point of Mortal damage requires 3 turns). A setting adapted from the other vampire RPG requires vampires to expend "blood points" in order to regenerate--spending one "blood point" instantly heals 4 Stun damage or 2 Wound damage or 1 Mortal damage (but if the damage was caused by fire or sunlight, then only one "blood point" can be spent in this manner each night).
Superior Toughness: Vampires in most sources are considerably tougher than normal humans. Such vampires automatically begin with the Super Power FX broad skill Brick and its specialty skill Body Armor at Rank 1 (they do not get access to any other Brick skills). This power is considered always active, but the vampire does not have to permanently spend FX points ("blood points"); instead, a vampire with this power expends "blood points" to continue existing at twice the rate of vampires who do not possess this power (so in a setting like the other vampire RPG in which a vampire uses up one "blood point" at the beginning of each night, a vampire with this power would use up two). Superior Toughness roughly corresponds to the Fortitude discipline in the other vampire RPG.
Superior Speed: Ever since Anne Rice's novels were published, vampires in most sources possess supernatural speed. Such vampires automatically begin with the Super Power FX broad skill Movement and its specialty skills Fusillade, Lightning Speed, and Super Dexterity at Rank 1 (they do not get access to any other Movement skills). These powers are not always active, and the vampire must spend "blood points" (FX points) to use them. Superior Speed roughly corresponds to the Celerity discipline in the other vampire RPG.
Superior Strength: Vampires in some sources (the TV series Forever Knight and some "clans" in the other vampire RPG) are capable of tremendous feats of might. Such vampires automatically begin with the Super Power FX broad skill Brick and its specialty skills Super Constitution and Super Strength at Rank 1 (they do not get access to any other Brick skills). These powers are not always active, and the vampire must spend "blood points" (FX points) to use them. Superior Strength roughly corresponds to the Potence discipline in the other vampire RPG.
Mind Control: Thanks to the Dracula movies, this is arguably the most famous power of the vampire. However, only some vampires in other sources have this manipulative ability. Such vampires automatically begin with the Arcane Magic FX broad skill Mesmerism and its specialty skills Dominate, Forgetfulness, and Hypnotize at Rank 1 (they do not get access to any other Mesmerism skills). Use the rules as written, but in this case the powers are all treated as Super Power FX (and thus do not require magical rituals). In addition, eye contact is always required and there is a +1 step penalty when attempting to use these powers on other vampires (+2 if the victim also possesses these powers); in a setting based on the other vampire RPG, Mind Control powers cannot affect a vampire of a better Generation. Mind Control roughly corresponds to the Dominate discipline in the other vampire RPG.
Emotion Control: This power is part of the vampire's mystique in the Dracula movies as well, but it has also appeared in other sources (most notably the other vampire RPG and the TV series Kindred: the Embraced). Such vampires automatically begin with the Arcane Magic FX broad skill Mesmerism and its specialty skills Befriend, Emotion, and Encourage at Rank 1 (they do not get access to any other Mesmerism skills). Use the rules as written, but in this case the powers are all treated as Super Power FX (and thus do not require magical rituals). Unlike Mind Control, eye contact is not required and there is no penalty when attempting to use these powers on other vampires (unless the victim also possesses these powers, in which case there is a +1 step penalty). Emotion Control roughly corresponds to the Presence discipline in the other vampire RPG.
Obfuscation: This power is primarily featured in the other vampire RPG and the TV series Kindred: the Embraced. It is a form of illusion which affects the minds of onlookers, causing them to subconsciously ignore the vampire. It will not prevent a vampire from being recorded on video or by a camera, although an onlooker watching a vampire through a recording device is still affected and will not notice the recorded figure until after the vampire is gone. Treat Obfuscation as a new Super Power FX broad skill (cost 9) with three specialty skills--Unseen (PER, cost 2), Mask (INT, cost 3), and Vanish (WIL, cost 4). Unseen requires one "blood point" (FX point) to activate, allowing the vampire to remain unseen by the minds of onlookers so long as he is silent and does not take any action that directly calls attention to his position (such as talking, opening doors, or moving large objects); any person searching or watching the vampire's location can make an Awareness-intuition skill check (at a +1/+2/+3 step penalty, depending on the success of the Unseen skill check) to penetrate the illusion and see the vampire. Mask requires one "blood point" (FX point) to activate and duplicates the Arcane Magic FX skill Everyman (use the same rules), except that only the vampire himself (no others) can be affected. Vanish requires one "blood point" (FX point) to activate and duplicates the Super Power FX skill Invisibility (use the same rules), except that only the vampire himself (no others) can be affected and the vampire is not invisible on video/camera recordings (just to the minds of onlookers). In a setting adapted from the other vampire RPG, a vampire may extend an Obfuscation power to one other individual for each rank possessed in that skill higher than Rank 6. Vampires with this power automatically begin with the Obfuscation broad skill and its three specialty skills at Rank 1. Obfuscation roughly corresponds to the Obfuscate discipline in the other vampire RPG.
Hypersense: This power is primarily featured in the other vampire RPG, but aspects of it appear in other sources (especially the TV series Forever Knight). Treat Hypersense as a new Super Power FX broad skill (cost 9) with three specialty skills--Sense Aura (INT, cost 3), Sharpened Senses (WIL, cost 3), and Telepathy (INT/PER, cost 4). Sense Aura requires one "blood point" (FX point) to activate and duplicates the Psionic skills Empathy and Psychometry (use the same rules). Sharpened Senses requires one "blood point" (FX point) to activate and duplicates the Super Power FX skill Superior Senses (use the same rules, except this skill cannot be always active); a vampire with this skill automatically sees through any effect of Obfuscation if his own rank score in this skill exceeds the other vampire's rank score in the Obfuscation power being used. Telepathy requires one "blood point" (FX point) to activate and duplicates the Psionic skills Mind Reading and Contact (use the same rules, except there is a +1 step penalty to affect other vampires); in a setting based on Anne Rice's novels, a vampire cannot use Telepathy on any vampire that he himself has created. Vampires with this power automatically begin with the Hypersense broad skill and its three specialty skills at Rank 1. Hypersense roughly corresponds to the Auspex discipline in the other vampire RPG.
Blood Sorcery: In the other vampire RPG, some vampires have knowledge of a form of blood-based witchcraft. For simplicity's sake, all these various disciplines, paths, and rituals can be lumped together under the Arcane Magic FX broad skill Hemomancy. Vampires with knowledge of "blood magic" automatically begin with the Hemomancy broad skill (but must buy any specialty skills separately). At the Gamemaster's discretion, a vampire with this ability might also be allowed to learn Diabolism and its specialty skills. Blood Sorcery roughly corresponds to the Thaumaturgy discipline in the other vampire RPG.
Reflectionless: This is a Good advantageous mutation possessed by vampires in some sources (most notably the British TV series Ultraviolet as well as Count Dracula himself). A vampire with this mutation does not cast a reflection (in a mirror, a pool of water, or even someone else's eyes), and thus cannot be recorded on any medium (photograph, video, or even audio).
Earth Meld: This is an Ordinary advantageous mutation possessed by vampires in a couple of sources (the other vampire RPG as well as the TV series Kindred: the Embraced). A vampire with this mutation can spend an action to sink into the earth (along with any items carried on his person), safe from the sunlight until someone digs him up; he can spend another action any time later to rise from the earth unsoiled. This power can be used only on natural soil, not on flooring or concrete.
Shapechanging: This is an Amazing advantageous mutation possessed by vampires in a couple of sources (the other vampire RPG as well as the TV series Kindred: the Embraced). A vampire with this mutation can spend an action and one "blood point" (FX point) to shapechange (along with any items carried on his person) into another form--either a wolf, a bat, or a cloud of mist. Alternatively, he may choose to shapechange only his eyes into the glowing eyes of an animal (giving him perfect night vision). He may stay in the changed form as long as he wishes, but he must spend another action (although not another "blood point") to transform back. In a setting based on the other vampire RPG, a vampire with this power can transform his eyes into animal form at 1st level, but he cannot turn into a wolf or bat until he reaches 8th level and cannot turn into mist form until he reaches 10th level.
Animal Control: This is a Good advantageous mutation possessed by vampires in some sources--mainly the other vampire RPG and Count Dracula himself. Most vampires are repellant to animals of at least some intelligence, but animals (especially bats, wolves, and rats) are actually attracted to vampires with this mutation. A vampire with this mutation receives a -2 step bonus on all Animal Handling skill checks; furthermore, the vampire can even engage in limited telepathic conversation with animals, allowing him to summon them to his presence from the surrounding area on a successful Personality feat check.
Flight: In some sources vampires have the power
to fly (the TV series Forever Knight is the best example, but Anne
Rice's novels also feature a few very powerful vampires who can fly).
Such vampires automatically begin with the Super Power FX broad skill Movement
and its specialty skill Flying at Rank 1 (they do not get access to any
other Movement skills). This power is not always active, and the
vampire must spend "blood points" (FX points) to activate it.
Note: A vampire's broad skill by itself has no function. No vampire power can be used untrained under any circumstance.