Elemental Control "Vampire Powers" - Cost 20 (115 points from the whole power framework)
A. Armor (Limited Invulnerability) - 20 resistant ED, hardened (+1/2), not vs. magic and supernatural creature attacks (-1/2) - Cost - 45/17
B. Armor (Limited Invulnerability) - 20 resistant PD, hardened (+1/2), not vs. magic and supernatural creature attacks (-1/2), not vs. silver and wood (-1/2) - Cost - 45/12
C. Desolid (Mist form) - vulnerable to water, reduced endurance - 0 END (+1/2), extra time - 1 turn (-1), not through solid objects (-1/2), cannot use psionics (-1/4) - Cost 60/15
D. Healing - 2D6, regeneration, reduced endurance - 0 END persistent (+1), self only (-1/2), not vs. attacks from water (-1/4) - Cost 40/11
E. Killing Attack: Hand-To-Hand (Bite) - 2D6 damage, reduced endurance - 0 END (+1/2), restrainable (-1/2), no knockback (-1/4) - Cost 45/14
F. Mind Control (Super Hypnotic Suggestion) - 8D6 effect, limited power - must have eye contact (-1/4), increased endurance cost - x2 END (-1/2) - Cost 40/11
G. Summon (Summon and Control Canines) - 50 point canine, x8 creatures, expanded class - any canine (+1/4), amicable (+3/4), arrives under own power (-1/2), summoned being must inhabit locale (-1/2) - Cost 50/15
Endurance Reserve (PPE) - 10 END, 1 REC - Cost 2
Enhanced Senses - night vision, +3 to perception - Cost 14
Enhanced Senses - active sonar, linked to shape shift - bat (-1/2) - Cost 15/10
Enhanced Senses - tracking scent, linked to shape shift - wolf (-1/2) - Cost 5/3
Flight - 10 inches, linked to shape shift - bat (-1/2), restrainable (-1/2) - Cost 20/10
Healing - 1D6, regeneration, reduced endurance - 0 END persistent (+1), self only (-1/2) - Cost 20/10
Psionic Abilities: Alter Aura (6), Deaden Pain (4), Death Trance (2), Empathy (17), Induce Sleep (10), Mind Block (8), Presence Sense (22), Sense Evil (5) - Cost 74
Running - +5 inches - Cost 10
Running - +6 inches, linked to shape shift - wolf (-1/2) - Cost 12/8
Shape Shift - sight and touch groups, 3 shapes - wolf, bat and mist, reduced endurance - 0 END (+1/2), extra time - 1 turn (-1) - Cost 30/15
Shrinking - 3 levels, reduced endurance - 0 END (+1/2), extra time - 1 turn (-1) - Cost 45/22
Transform (Slow Kill) - 2D6 major, from humanoid into vampire body and spirit, extra time - 1 turn (-1), linked to bite (-1/4), restrainable (-1/2), must be done three times on consecutive nights (-1/2) - Cost 30/11
Language - choose one (native) - Cost 0
Lightning Reflexes - +2 - Cost 3
Disadvantage
Distinctive Features - adept, detectable by small group, noticed - Cost -5
Distinctive Features - fangs and glowing eyes when angered or using powers, easily concealable, noticed - Cost -5
Distinctive Features - no reflection, noticed - Cost -5
Hunted - by vampire forces, 8 or less, as powerful - Cost -10
Physical Limitation - cannot cross running water, even in flight, under own power without a bridge, common, total - Cost -20
Physical Limitation - cannot enter a human home without an invitation, infrequently, greatly - Cost -10
Physical Limitation - must drink human blood occasionally or go insane, infrequently, greatly - Cost -10
Physical Limitation - transformed into an inanimate skeleton if staked in the heart with wood or silver- Cost -5
Susceptibility - to all crosses, uncommon, 1D6 per phase - Cost -15
Susceptibility - to sunlight, very common, 3D6 per phase - Cost -35
Susceptibility - to running water, 2D6 per phase - Cost -20
Conversion Notes: This conversion is based on the Secondary Vampire R.C.C. depicted in various Palladium role playing games. The Characteristics cost for the SPD takes into account the bonus from the DEX.
A secondary vampire is created by a master vampire, or other secondary vampire, when they transform another human or humanoid into one of their own. This kills the human and leaves a monster in their place, who has their memories and parts of their personality, but is an inhuman blood drinking fiend. Vampires do not age and can assume the form of a bat, wolf or cloud of mist.
Vampire have night vision in all forms. In bat form they have sonar, and in wolf form they have an enhanced sense of smell.
Vampires have slightly fanged teeth and their eyes glow red when they are angry or using their powers, but otherwise look like the humanoid they were before becoming a vampire, except for not casting a reflection in mirrors. Vampires suffer from a number of supernatural limitations. They are burned by any for of running water and sunlight, and they are deathly frightened by the cross or by moving rivers. They cannot enter a home without an invitation from someone inside. They feed on humanoid blood to survive. If staked in the heart they are not killed, but merely put in a state similar to suspended animation until the stake is removed. They can be killed by beheading them and they burning the remains after being staked, or by running water at any time.
Traditional foes of vampires include human vampire hunters, werebeasts, the Nightlords and the Splugorth.
Champions rules conversion by Mathew R. Ignash - mathewignash@comcast.net.
Last Updated - October, 2003