Vampires in legend are blood-feeding undead who prey upon humans for survival. They are either bestial monsters, or conniving masterminds, but they always hunger for fresh blood, and will stop at nothing to get it.

In reality, they're cursed humans who hunger for the blood of their own kind. The desire for blood often drives them to villainy; it's a rare vampire that can take their mind off of their ever-burning hunger and turn it to more constructive pursuits. If they exist, though, they're likely to reside somewhere far away from wider society.

Vampires need the blood of sapient beings to survive, but can get by on other red beverages for short amounts of time. They are also very weak to silver.  Other than that, many of the various legends of vampires dictate many abilities and weaknesses that only manifest in certain bloodlines, or under certain conditions. Every vampire has a Maker, and they are the one who defines an individual's limits and invests in them power. 

Playing a Vampire:
  • This template costs 18 points. 
  • All characters must appear to be age 18+. 
  • Starting out, you are a relatively young, weak fledgling vampire, experienced enough to be away from your maker, but only just.
  • Don't forget to click "Add Race Abilities!" 

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Character Basics

Basic Attributes

What are basic attributes?Four numbers called “attributes” define your basic abilities: Strength(ST), Dexterity (DX), Intelligence (IQ),and Health (HT).

A score of 10 in any attribute is free, and represents the human average. Higher scores cost points: 10 points to raise ST or HT by one level, 20 points to raise DX or IQ by one level. Similarly, scores lower than 10 have a negative cost: -10 points per level for ST or HT, -20 points per level for DX or IQ. (Remember – negative point values mean you get those points back to spend on something else! 

Most characters have attributes in the 1-20 range, and most normal humans have scores in the 8-12 range. Scores above 20 are possible but typically reserved for godlike beings – ask the GM before buying such a value. The exception is ST, which can range significantly beyond 20 even for nor-mal humans. At the other end of the scale, a score of 0 is defined in special cases, but 1 is the minimum score for a human. No one may have a negative score.

For those new to GURPS, a "level" in something typically means to increase it by 1.  For instance, for 20 points, you can buy 2 levels of Strength, which gives you a Strength score of 12. 


Strength (ST) ±10 points/level Strength measures physical power and bulk. It is crucial if you are a warrior in a primitive world, as high ST lets you dish out and absorb more damage in hand-to-hand combat. Any adventurer will find ST useful for lifting and throwing things, moving quickly with a load, etc. ST directly determines Basic Lift, basic damage, and Hit Points, and affects your character’s Build.

Dexterity (DX) ±20 points/levelDexterity measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athletic, fighting, and vehicle-operation skills, and at craft skills that call for a delicate touch. DX also helps determine Basic Speed (a measure of reaction time, p. 17) and Basic Move.

Intelligence (IQ) ±20 points/levelIntelligence broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It rules your basic ability with all “mental” skills – sciences, social interaction, magic, etc. Any wizard, scientist, or gadgeteer needs a high IQ first of all. The secondary characteristics of Will and Perception are based on IQ.

Health (HT) ±10 points/level

Please use a "note" to tell us how many points you would like to spend on each of the four basic attributes.  Even if you're leaving them all at 10, please leave a note so that we know you didn't miss a step. 

Secondary Characteristics

“Secondary characteristics” are quantities that depend directly on your attributes. You can raise or lower these scores by adjusting your attributes. You can modify some of them directly: start with the value calculated from your attributes and spend the required points to adjust it away from that base level. This does not affect the related attribute scores. Your character sheet will handle this for you, but if you want to learn how they are calculated, it's detailed below.

Damage (Dmg)Your ST determines how much damage you do in unarmed combat or with a melee weapon. Two types of damage derive from ST: Thrusting damage (abbreviated “thrust” or “thr”) is your basic damag ewith a punch, kick, or bite, or an attack with a thrusting weapon such as a spear or a rapier. Swinging damage (abbreviated “swing” or “sw”) is your basic damage with a swung weapon, such as an axe, club, or sword – anything that acts as a lever to multiply your ST. The sourcebook has a table that gives the damage die for each value of ST, and your character sheet will take care of this for you.

Basic Lift (BL)Basic Lift is the maximum weight you can lift over your head with one hand in one second. It is equal to (STxST)/5 lbs, and your character sheet handles that for you. If BL is 10 lbs. or more, round to the nearest whole number; e.g.,16.2 lbs. becomes 16 lbs. The average human has ST 10 and a BL of 20 lbs. Doubling the time lets you lift 2xBL overhead in one hand. Quadrupling the time, and using two hands, you can lift 8xBL overhead. The amount of equipment you can carry – armor, backpacks, weapons, etc. – is derived from BL. The sourcebook describes the calculation and gives a table, but your character sheet will handle this for you.

Hit Points (HP) ±2 points per ±1 HP Hit Points represent your body’s ability to sustain injury. By default, you have HP equal to your ST. For instance, ST 10 gives 10 HP. You can increase HP at the cost of 2 points per HP, or reduce HP for -2 points per HP, no more than three times. You temporarily lose HP when you get hurt. You can also “burn” HP to power certain supernatural abilities. If you lose enough HP, you will eventually fall unconscious; if you lose too many HP, you will die. Lost HP do not reduce ST, despite being based on ST. Injury is often compared to a multiple of your HP; e.g., “2xHP” or “HP/2.” Where this is the case, use your basic HP score in the formula, not your current HP total.

Will ±5 points per ±1 Will Will measures your ability to withstand psychological stress (brainwashing, fear, hypnotism, interrogation, seduction, torture, etc.) and your resistance to supernatural attacks (magic, psionics, etc.). By default, Will is equal to IQ. You can increase it at the cost of 5 points per +1, or reduce it for -5 points per -1. You cannot raise Will past 20, or lower it by more than 4, without GM permission. Note that Will does not represent physical resistance – buy HT for that!

Perception (Per) ±5 points per ±1 Per Perception represents your general alertness. The GM makes a “Sense roll” against your Per to determine whether you notice something. By default, Per equals IQ, but you can increase it for 5 points per +1, or reduce it for -5 points per -1. You cannot raise Per past 20, or lower it by more than 4, without GM permission.

Fatigue Points (FP) ±3 points per ±1 FP

Fatigue Points represent your body’s “energy supply.” By default, you have FP equal to your HT. For instance, HT 10 gives 10 FP. You can increase FP at the cost of 3 points per FP, or reduce FP for -3 points per FP, up to three times, excluding FP you gain from templates. Also, while HT is usually limited to 20, there is no such limit on FP.

You burn FP gradually during strenuous activity. Disease, heat, hunger, missed sleep, and the like can also sap FP. You can deliberately “spend” FP to fuel extra effort (seep. 356) and supernatural powers (e.g., magic spells). As well, some attacks cause FP damage instead of or in addition to HP damage. If you lose enough FP, you will slow down or fall unconscious – and if you lose too many, you risk death from overexertion! Lost FP do not reduce HT, despite being based on HT. Fatigue is often compared to some multiple of your FP; e.g., “2xFP” or “FP/2.” Where this is the case, use your basic FP score in the formula, not your current FP total.


Basic Speed (BS) ±5 points per ±0.25 Speed Your Basic Speed is a measure of your reflexes and general physical quickness. It helps determine your running speed (see Basic Move, below), your chance of dodging an attack, and the order in which you actin combat (a high Basic Speed will let you “out-react” your foes). To calculate Basic Speed, add your HT and DX together, and then divide the total by 4. Do not round it off. A 5.25 is better than a 5! The character sheet handles these calculations for you. You can increase Basic Speed for 5 points per +0.25, or reduce it for -5 points per -0.25, up to ±2.00.

Dodge You must roll under your Dodge on 3d to duck or sidestep an attack. Your Dodge defense equals Basic Speed +3, dropping all fractions. For instance, if your Basic Speed is 5.25, your Dodge is 8. Encumbrance reduces Dodge. The sourcebook gives calculations and tables for this, but your character sheet will take care of it for you.

Basic Move (BM) ±5 points per ±1 yard/second Your Basic Move is your groundspeed in yards per second. This is how fast you can run – or roll, slither, etc. – without encumbrance (although you can go a little faster if you “sprint” in a straight line. Basic Move starts out equal to Basic Speed, less any fractions; e.g., Basic Speed 5.75 gives Basic Move 5. An average person has Basic Move 5; therefore, he can run about 5 yards per second if unencumbered. Your character sheet will handle all of this for you. You can increase Basic Move for 5points per yard/second or reduce it for-5 points per yard/second. For normal humans, training or a sleek build can justify up to 3 yards/second of increased Basic Move, while disability or poor fitness can explain up to 3yards/second of reduced Basic Move.

Self Control (SC) ±4 points per level (houseruled)

The following mechanic is a houserule; it's different from what you would find in the sourcebooks.

Many mental disadvantages do not affect you constantly – you may attempt to control your urges. The “default” self-control number is 12: you must roll 12 or less on 3d to avoid giving in to your problem. You can increase or decrease it for 4 or -4 points, respectively. Note that high Will helps you make Fright Checks and resist supernatural emotion control, but it does not improve self-control rolls – not even for disadvantages with effects identical to these things. Mental disadvantages represent an aspect of your personality that you cannot simply will(or reason) away. This is part of what makes them disadvantages!

In circumstances that are likely to trigger your problems, you may opt to roll 3d against your self-control number to see whether your disadvantage actually affects you. If you roll less than or equal to this number, you resist your disadvantage – this time. Otherwise, you suffer the listed effects. This is called a self-control roll. Like all success rolls, self-control rolls are subject to modifiers. You may also roll for self-control any time you feel it makes sense for your situation, and rolling is never required; you can opt to give in if you feel it's what your character would do. The purpose of the roll is to help you when you aren't sure how you want to play it.


Please use a "note" to tell us how many points you would like to spend on some or all of these items. Even if you're leaving them all at 10, please leave a note so that we know you didn't miss a step. 

Social Characteristics

Technology Level (TL) ±5 points per level In summary, if you come from a place of higher technology level, it costs you points, and if you come from a place of lower technology level, you get points back.

Culture When dealing with an unfamiliar culture, you have -3 to use any skill with a significant cultural component, including Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, Heraldry, Intimidation, Leadership, Merchant, Poetry, Politics, Psychology, Public Speaking, Savoir-Faire, Sex Appeal, Sociology, Streetwise, and Teaching. To get rid of this penalty, you'll want to get the advantage, "Cultural Familiarity."

Language

You are assumed to be able to read and write in the common language.  In order to know any more languages, spend points as follows:

Broken: You can recognize important words and understand simple sentences if they are spoken slowly. You have -3 when using skills that depend on language, such as Fast-Talk, Public Speaking, Research, Speed-Reading, Teaching, and Writing. This doubles to -6 for artistic skills that rely on the beauty of the language (Poetry, Singing, etc.). In stressful situations – e.g., encounters involving combat or reaction rolls – you must roll against IQ to understand or make yourself understood in the language. On a failure, you convey no information, but you may try again. Critical failure means you convey the wrong information! For hurried speech, bad phone connections, etc., this roll is at -2 to -8! 2 points/language.

Accented: You can communicate clearly, even under stress. However, your speech and writing are idiosyncratic, and it is obvious that this is not your native language. You have -1when using skills that depend on language, doubled to -2 for artistic skills. You receive no reaction penalty from native speakers, but you will be unable to pass for a native (this can be a major problem for would-be spies!). 4points/language.

Native: You have full mastery of the language, including idioms. You can think in the language. You have no penalty to use skills that depend on language. You start with one language at this level for free. If you buy Native comprehension in a foreign tongue, you can pass for a native speaker. 6points/language.


Wealth  ±4 points per level

You have a Wealth stat. It starts at 6. This number represents your ability to buy "cool" things, but other than that, you can have any items that make sense. For more information, see Wealth


Most characters will leave these values alone, but if you'd like to spend any points here, please use a "note" to indicate how many.

Disadvantages

Info (Disadvantages) - Information

Click here to browse Disadvantages. When you have found one you like, come back to this page and click "Add Ability" above.

Your character can start with up to -50 of negative points, including Disadvantages and any negative adjustments you want to make to your stats. If a Disadvantage you choose has a variable point cost or features to select, please specify by clicking "Update" on the top right corner of the card.

Quirk - -1 point

A “quirk” is a minor feature that sets you aside from others. It has a negative point value, but it is not necessarily a disadvantage.  Sometimes, we don't have a feel for a character's personality until we do a scene or two with them.  As such, feel free to leave up to 3 of your quirks blank, but be sure to fill them in very soon once you get started.

 You may take up to five quirks at -1 point apiece . . . and if you do, you will have five more points to spend. These do not count against your disadvantage limit!  Quirks are just personality traits; the player is promising to add a bit of personality to the character, and in exchange, the character gets a few points. 

Use the "update" button to list what your (up to) 5 quirks are.  View the full text for more information. Quirk

Leverage

Connections with Others - Gain 1 point per connection, unlimited!

Every time a backstory connection is made between you and someone else, you gain a character point.  You can initiate two connections, but there is no limit to how many people can initiate connections with you.

Use the "Note" of this ability to specify who initiated Backstory connections with you.

My Two Backstory Connections - Gain 1 point per connection, up to 2

Every time a backstory connection is made between you and someone else, you gain a character point.  You can initiate two connections, but there is no limit to how many people can initiate connections with you.

Use the "Note" of this ability to specify who you initiated Backstory connections with. If someone you've connected with leaves the game, you can make a new one with someone else, in which case, you gain another point. 

Skills

Info (Skills) - Information

  • Any skills you think you might use, add them here. 
  • We recommend putting 1 point each into 10-15 skills, maybe more. 
  • If there are skills you want to be good at, you can put 2, 4, 8, 12, etc. points into them.
  • All Skills
  • Skill Categories
  • Combat Skills (they function the same, but are separated for convenience)
  • Each time you find a skill you like, come back to this page and click "Add Ability" to add it. 

For each skill chosen, please use the "Update" button to indicate how many points you would like to spend.  This will be 1, 2, 4, 8, 12, etc. points. 

Templates

Info (Templates) - Information

Vampire Abilities - Racial Template

Vampiric BiteYou can bite people and drain their life force, healing your own wounds in the process. You can only feed if your victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, your biting damage must penetrate its DR. Once you’ve bitten through your victim’s DR, you can drain 1 HP per second from him. For every 3 HP stolen, you heal 1 HP or 1 FP (your choice). You cannot raise your HP or FP above normal this way.
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UnagingYou never grow old naturally and cannot be aged unnaturally. Your age is fixed at any point you choose (the point at which you became a vampire) and will never change. You never have to make aging rolls. Your character's apparent age still has to be 18+. 
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Detect Blood

You can detect a blood, even when it is shielded from the five human senses. This requires one second of concentration, after which the GM will secretly make a Sense roll for you (see Sense Rolls, p. 358). The range modifiers from the Size and Speed/Range Table (p. 550) apply. You may buy a special Acute Sense (p. 35) to improve the roll, thereby increasing your effective range.

On a success, the GM tells you the direction to the nearest significant source of blood, and give you a clue as to the quantity present. On a failure, you sense nothing. Detect also includes the ability to analyze what you detect. This requires an IQ roll; the better the roll, the more precise the details. For instance, you could tell human blood from animal blood on a successful IQ roll, and might learn details – such as whether the blood is in a living being or in a container, and the health of the source – on a critical success.

If someone is bleeding nearby, the GM might also roll for this sense to trigger passively.

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Dark VisionYou can see in absolute darkness using your vampiric connection to shadow. You suffer no skill penalties for darkness, no matter what its origin. However, you cannot see colors in the dark.
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Hard to Kill 3You are incredibly difficult to kill. You gain +3 to HT rolls made for survival at -HP or below, and on any HT roll where failure means instant death (due to heart failure, poison, etc.). If this bonus makes the difference between success and failure, you collapse, apparently dead (or disabled), but come to in the usual amount of time – see Recovering from Unconsciousness (p. 423). A successful Diagnosis roll reveals the truth.
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Teeth (Fangs)Fangs: Inflict thrust-1 impaling damage. Roll vs. Brawling or Karate to hit. Your fangs retract into your gums, allowing them to pass for human canines without close scrutiny. You can pop them out at will, and they might pop out when you smell blood or get angry.
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Silence +3You can move and breathe noiselessly. You get +6 to Stealth skill when you are perfectly motionless, or +3 if moving (even in armor, etc.). These bonuses help only in the dark, or against listening devices, blind creatures, and others who must rely on hearing to find you.
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Doesn't BreatheYou do not need to breathe or require oxygen. Choking and strangulation attempts cannot harm (or silence!) you, and you are immune to inhaled toxins. You are still affected by contact poisons, pressure, and vacuum. You might choose to breathe anyway to help you appear human.
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The FeedingWhen you feed on someone, you both gain 1 character point if it's their first time. Whenever someone willingly lets you feed on them, you both gain Leverage on each other.
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InvitedPart of the code of conduct that your Maker instilled on you is to never enter a dwelling uninvited. Whenever someone invites you in, gain Leverage on them. You must roll against Will to be able to disobey this command.
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Weakness to SunlightYou suffer injury merely by being in the presence of the sun. This injury comes off your HP directly, regardless of your DR or defensive advantages. Every minute you are exposed to direct sunlight, you take 1d damage. Indirect sunlight, such as that of an overcast day, does not negatively effect you, but rays of sunlight from an open window or door will damage you at the same rate as full exposure.
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Duty (Compelled)Your maker holds supernatural sway over you, and can command you to do as they wish. If they use the phrase "As your maker, I command you," then you are compelled. You may roll Will to resist this effect, but the easiest way to avoid it is to flee far from your Maker. Your maker has instilled the following rules for the protection of all of vampirekind.
  • Never enter a dwelling uninvited.
  • If someone willingly lets you feed on them, then they are under your protection until the next sunrise.
  • Never attack a mortal under the care of another vampire.
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Blood: Uncontrollable Appetite / Restricted DietYou consume human blood, and you have difficulty controlling your appetites. Whenever you have an opportunity to indulge, you must make a self-control roll. Roll at -2 if someone deliberately tempts you, or if human blood is available in large quantities within range of your senses. If feeding would restore lost HP, this roll is at -1 per missing HP. If you fail, you must feed. Make a second self-control roll to stop feeding once you have had your fill. If you fail, you go into frenzy and overindulge, which could kill your victim.

You require blood to sustain you. Unlike Dependency, you do not take damage if you go without... you just don't get any sustenance without, which will eventually incapacitate you. You can also try to sustain yourself by having a meal of people food served with any red beverage.   This sustains you, but you must make a HT roll after each meal. Failure means your HT attribute drops by one until you receive appropriate medical attention, and the meal did nothing for your hunger. Critical failure means an incapacitating reaction.
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Supernatural features: No body heat, no reflection in silver mirrors, pallor

You have disturbing features that mark you as a vampire. You can pass for a normal mortal to casual observers, but closer inspection reveals that you are not quite right. This might give away your secret to the trained eye.

No Body Heat: You are cool to the touch. -1 on reaction rolls made by those who touch you, shake your hand, kiss you, etc.; +1 on all rolls to deduce your secret. You can gain warmth temporarily, and nullify this drawback, by feeding.

No Reflection in silver mirrors: You do not show up in silver mirrors. Some people will assume that you have no soul! -2 on reaction rolls made by those who notice; +2 on all rolls to deduce your secret.

Pallor: You look like a corpse, with bloodless skin, sunken eyes, etc. -2 on reaction rolls made by anyone who can see you without makeup in good light; +2 on all rolls to deduce your secret. You can gain the flush of life temporarily, and nullify this drawback, by feeding.

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NocturnalYou are biologically nocturnal. During the day you are lethargic and slow; you take no penalties during the night. You may still keep a normal sleep schedule, but your body will have difficulty adjusting, and you will find yourself restless if you sleep during the night.
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Secret: You're a vampire!You have a very dire Secret; that you are a vampire. Your Secret is so terrible that you might be executed by the authorities, lynched by a mob, or assassinated were it revealed. You would be hunted. When a Secret appears in play, it is not automatically made public. The GM will give you a chance to prevent your Secret from being revealed. This might require you to cave in to blackmail or extortion, steal incriminating documents, or even silence the person who knows the Secret. If your Secret is made public, it has lasting effect: you suddenly acquire new, permanent disadvantages – or lose advantages – worth 60 points! These new disadvantages replace the Secret on your character sheet, and reduce your point value accordingly. The GMs will decide these, but they are most likely Enemy (Church) and some other Disadvantage.
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Vulnerability and Revulsion: Silver

Vulnerability. You take extra damage from silver. Whenever an attack made with a silver weapon hits you, the GM applies a special wounding multiplier of x2 to the damage that penetrates your DR. Regular wounding multipliers (for cutting, impaling, etc.) further multiply the damage.

Revulsion. When you make contact with silver, you must immediately make a HT roll. On a failure, you are at -5 to all skills and attributes for the next 10 minutes. If you ingest it, you are at -5 to attributes and -10 to all skills and Sense rolls for 10 minutes.

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Numbers
  • Talent: Vampire Skills +2 shadowing, stealth, sex appeal, intimidation, hidden lore (undead), artist (illusions), karate, brawling, carousing
  • Extra HP +4
  • Self Control +2
  • Will +1
  • Acute Taste & Smell +2
  • Compelled by True Name (-2)