BIO-VAMPIRISM

The character is a super-carnivore able to increase his/her Strength, Endurance, Psyche, and Power ranks (See also; Energy Depletion & Finite Limitation) by consuming living biological materials. The most common examples of Bio-Vampires are the traditional bloodsuckers like Dracula.

INITIAL ATTACK/MIND CONTROL: PUPPETRY- Bio-Vampires have a Bonus Power of Mind Control/Puppetry that renders their victims unable to physically struggle against the Bio-Vampire. However, the victim’s Psyche remains uncontrolled; the victim continues to try to resist the Bio-Vampire’s attack. The Bio-Vampire must make a Power FEAT to initiate the attack. The victim’s Psyche determines the difficulty of the FEAT.

FEEDING- The first successful FEAT means the victim is immobilized and the Bio-Vampire can begin to feed. Each successful FEAT enables the Bio-Vampire to drain Health points from the victim. This is converted into energy that is divided among the ranks for Strength, Endurance, Psyche, and any Powers the vampire has except this one. No Vampiric Power can ever increase its own rank. As well, the Powers increased does not change the number of uses of that power. It still remains at its original use limitation. Only the rank has increased (See; Energy Depletion & Finite Limitation). The Bio-Vampire must make a FEAT each turn he/she continues to feed.

FAILING FEEDING FEAT- If the Bio-Vampire fails a FEAT at any time in the feeding process, he/she is immediately repulsed from the victim and cannot resume that attack and that victim gains instant immunity to any current and future vampiric attack by that particular Bio-Vampire.

VOLUNTARILY STOP FEEDING- Bio-Vampires can voluntarily stop feeding at any point by making a Psyche FEAT roll of any color except red. A red FEAT means the Bio-Vampire’s hunger is beyond his/her control and the Bio-Vampire has entered a Frenzy.

FRENZY/FEEDING FRENZY- The Bio-Vampire enters into a Frenzy that alters the character in some significant ways. Reason and Psyche plummet to Feeble rank while Strength, Endurance, and Power ranks increase (except any powers which effect Reason and Psyche). Unlike the Berserker Rage, the character does not develop Iron Will. However, the character also gains more recharge points during the Feeding Frenzy (See also; Energy Depletion & Finite Limitation). The frenzy stops when all victims (friend or foe) are drained, or the Bio-Vampire has been repulsed by everyone within the vicinity. When the Frenzy ends, all the altered Abilities and Powers return to their original ranks. Karma cannot be added to place the Bio-Vampire into or out of a Frenzy. Weakness items, locations, or words protect against the frenzied Bio-Vampire.

DEATHLIKE TRANCE- Because they lose energy, the rank numbers for Strength, Endurance, Psyche, and any Powers except Bio-Vampirism drop one point per day. This includes power points. The Bio-Vampire must feed in order to maintain his/her life. Even if the Bio-Vampire is deprived of victims, he/she never actually starves to death. When all his/her affected ranks drop to Shift 0, the Bio-Vampire drops into a deathlike trance. His/Her vampirism continues to function, although the Bio-Vampire can no longer actively seek out new biomaterials to consume. If such are made available to the body, the Power will immediately begin to return the Bio-Vampire to life.

WEAKNESS TO ITEMS & LOCATIONS/WORDS- If the Bio-Vampire encounters a person with any item, in any location, or uses words that is deemed as his/her weakness (silver, crucifix, religiously praying, running water, etc.), the Bio-Vampire Powers cease to function (loose all power points) when the character is within 20 feet of the stimulus. The Bio-Vampire’s Primary Abilities (FASERIP) are affected; these drop -2CS per turn until a minimum rank of Typical is reached for all abilities. The Bio-Vampire’s Powers are also affected; these drop -1CS per turn until they reach Shift 0. If the character is beyond the 20 foot limit but tries to use his/her Powers to affect the Stimulus, certain uses of Power automatically fail. Example, Mind Control will not work if the character is holding a crucifix. Any Power that directly acts on a target cannot affect a Stimulus. Only Powers that indirectly affect the Stimulus succeed, such as using brute force to lob missiles at the Stimulus. The Effect is immediate upon contact or range with the Stimulus. However, the Effect only functions until the Bio-Vampire leaves the area. Upon leaving, the character gains +2CS to Abilities & +1 CS to Powers once every hour until the character returns to their original stats. All power points lost are not recharged.

NEW BIO-VAMPIRE- Bio-Vampirism is communicable. A sentient victim who was completely drained as a result of a feeding frenzy must make a Psyche FEAT roll. A red result means the victim has arisen as a new, Feeble-ranked Bio-Vampire.

CHARACTER CREATION- As a new type of Bio-Vampire, your character need not follow the traditional abilities and limitations associated with the old Vampires. It’s a new world and a new Vampire. When the player creates the BioVampire, the player must choose and play a weakness. The Bio-Vampire’s Power rank can be increased +1CS for each additional weakness the Bio-Vampire possesses, up to a maximum of four weaknesses in all.

FINITE LIMITATION- If the character has this weakness it means that all of the character’s Powers have a finite number of times they can be used (Energy for each powers). When a Power is depleted, the character suffers the Effect. The Bio-Vampire can recharge the powers by feeding as well as increase his/her Strength, Endurance, Psyche, and other Power ranks.

ENERGY DEPLETION- If the character has this weakness, the character has a finite energy supply that permits him/her to manifest Power (Energy for all powers). This energy must be periodically renewed by means of Bio-Vampirism. If the character’s energy level drops too low, dire Effects result.

BIO-VAMPIRISM

Marvel Universe Tigervirgo