Attributes
STR: attribute +50 INT: attribute +10 AGL: attribute +50 WLP: attribute +20 DEX: attribute +50 FTH: attribute REF: attribute +80 FOC: attribute +30 FOR: attribute +40 PSY: attribute +20 PER: attribute LCK: attribute FEAR: N/A
Abilities
Choose 1d5 abilities that a regular Vampire has.
Characteristics
Choose 1d5 characteristics that a regular Vampire has, except Undead.
Description
A Vamp is a human that has been turned by a vampire but left to his own devices. These very often can be found at clubs owned by a weaker Vampire trying to build up an army. They look like regular people, but have the telltale bitemarks that indicate they are vampiric in nature.
Location
Anywhere in the wake of a vampire.
Modus Operandi
Vamps are regular people that have become partial vampires. They live their lives as usual, but many times they will start to act more and more like regular vampires over time, not being able to break their bloodthirst and thus killing, feasting, and hiding. Also, they will frequently join up with each other and form clubs or gangs.
Neutralization
Being regular humans, they can be killed regularly, but some may have the regular weaknesses of a Vampire.
Story Seed
A club in New York is crawling with people that claim to be vampires. It becomes the hottest new club in the city, and young girls with twilight in their eyes show up expecting to be turned. As time goes on, they all become more clandestine, not going home at night and instead sleeping all day and spending all night gathered in the club listening to the leader preach about the state of the world. One day, his preaching goes to cry of a war coming soon, between the vampires and the "regular" people of New York City.