Pillars of Faith


Vamp
Vamp
    "Do you believe in the power of one moment, one look in a stranger's eyes, to change your life forever?  Don't laugh, it happened to me.  Don't worry, I know how people feel about me.  I want you to feel at ease.  Please believe me, I don't want to hurt you.
    "Ah, yes.  The job you want me to undertake.  We'll get to that.  First, why don't you have a drink?  You seem tense and I do so want us to be friends.  My you are very insistent.  What a forceful and masterful man you are.  I'm sure the other executives are so jealous.
    "What do you say we continue this discussion at my apartment?  There we can discuss my 'payment' over drinks."
Commentary:  A Vamp is a Vampire that has decided to remain a part of (Meta)human society.  A Vamp gets by mostly on her tremendous powers and natural Talent for magic.  She has very little need for Gear or Money.  She does need blood, and the Essence of living creatures though.  How she acquires sustenance will determine how people treat her.  As a beast to be hunted and put down, or a person who suffers from a terrible disease.  Of course there will always be people all too willing to see the monster before anything else.
Attributes
    Body
    Quickness
    Strength
    Charisma
    Intelligence
    Willpower
    Essence
    Magic
    Reaction

   3
   4
   2 (8)
   5
   3
   3
   6*
   6
   3
   Skills
      Conjuring
      Etiquette (Street)
      Magical Theory
      Sorcery
      Stealth
      Unarmed Combat

   3
   1
   3
   5
   2
   3
Initiative  3 +2d6
Dice Pools
    Astral   6
    Combat   5
    Magic   5
Contacts
    Choose (2) Contacts
Gear
    Middle Lifestyle (1) month prepaid
Spells
    Control Emotions:  3
    Physical Mask:  3
    Shapechange:  4
    Sleep:  5
Starting Cash:  3d6 x1000¥
Notes:  The Vamp has the Critter Powers:  Enhanced Physical Attributes (Strength), Enhanced Senses (Hearing and Smell), Essence Drain, Immunity (Age, Pathogens and Poison), Infection, Mist Form, Regeneration and Thermografic Vision.
    Vamps also have the Weaknesses:  Allergy (Sunlight/Severe), Induced Dormacy (Lack of Air), Essence Loss and Vulnerability (Wood)
    A note on Regeneration.  It is important to remember that Regeneration does nothing to heal Mental or Stun damage.  It only heals Physical damage.  This makes it much easier to incapacitate a Vampire than it is to kill one.  As an option Regeneration can be used in a different manner from that presented in the Shadowrun rules.  This optional Regeneration restores a number of boxes on the Physical Condition Monitor equal to the Essence of the Critter each turn.  Overflow damage marks the extent to which the Critter can survive damage beyond Deadly.  In this option do not roll a die for each Deadly wound to determine survival, simply note if any Overflow damage exceeds the Body of the Critter.  If it exceeds the Overflow then the Critter is dead.
    Also remember that as a Player Character the Vamp does not receive a Threat Rating.
    * Starting Essence.  The Vamp can have an Essence as high as 12.  Her current Essence also determines her Current Magic rating.  The Vamp does not run the risk of losing Essence and Magic to Deadly injury.