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** The same strain of the virus turns elves into psychic vampire "[[OurBansheesAreLouder banshees]]", while the variants formed from dwarves ([[OurGoblinsAreDifferent goblins]]), orks ({{Wendigo}}), trolls (dzoo-noo-qua), and sasquatches (bandersnatches) all regain Essence by eating fresh metahuman flesh.
** A distinct strain of the virus turns humans into nosferatus, creatures largely similar to vampire but with little to no body hair, pale skin and a lower need for blood intake. They're highly solitary and coldly rational beings, and their lower dependency on feeding allows them to lay low more easily than true vampires can. They also deeply dislike spreading their condition, as they view themselves as privileged for having it and prefer to keep it an exclusive thing, but show a preference for transforming their siblings' children when they choose to make more of their kind.

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** The same strain of the virus turns elves into psychic vampire "[[OurBansheesAreLouder banshees]]", while the variants formed from dwarves ([[OurGoblinsAreDifferent goblins]]), orks ({{Wendigo}}), trolls (dzoo-noo-qua), and sasquatches (bandersnatches) (jabberwocks) all regain Essence by eating fresh metahuman flesh.
** A distinct strain of the virus turns humans into nosferatus, creatures largely similar to vampire vampires but with little to no body hair, pale skin and a lower need for blood intake. They're highly solitary and coldly rational beings, and their lower dependency on feeding allows them to lay low more easily than true vampires can. They also deeply dislike spreading their condition, as they view themselves as privileged for having it and prefer to keep it an exclusive thing, but show a preference for transforming their siblings' children when they choose to make more of their kind.kind. They're also powerful mages, although it's unclear whether one needs to be a mage to begin with to survive the transformation or whether transforming into a nosferatu awakens magical potential in the victim.



* The complex zombie creation rules in ''TabletopGame/AllFleshMustBeEaten'' allow you to create highly sophisticated and intelligent undead predators with immense strength and a hunger for human blood - a truly horrific and daunting opponent for zombie survivalists (and players) accustomed to garden-variety shamblers. The ''Atlas of the Walking Dead'' supplement expands on this to introduce a full palette of vampire archetypes, including the Gothick Vampire (the classic Slavic vampire made famous by ''Dracula'', ''Interview with the Vampire'' and ''Carmilla'' ), the Vampire (the bestial, rapacious undead fiends of European myth) as well as the [[ChineseVampire Gyonshi]], Penanggalan, Shuten-Doji and Vrykolakas.

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* The complex zombie creation rules in ''TabletopGame/AllFleshMustBeEaten'' allow you to create highly sophisticated and intelligent undead predators with immense strength and a hunger for human blood - -- a truly horrific and daunting opponent for zombie survivalists (and players) accustomed to garden-variety shamblers. The ''Atlas of the Walking Dead'' supplement expands on this to introduce a full palette of vampire archetypes, including the Gothick Vampire (the classic Slavic vampire made famous by ''Dracula'', ''Interview with the Vampire'' and ''Carmilla'' ), the Vampire (the bestial, rapacious undead fiends of European myth) as well as the [[ChineseVampire Gyonshi]], Penanggalan, Shuten-Doji and Vrykolakas.
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** The same strain of the virus turns elves into psychic vampire "{{Banshee}}s", while the variants formed from dwarves ([[OurGoblinsAreDifferent goblins]]), orks ({{Wendigo}}), trolls (dzoo-noo-qua), and sasquatches (bandersnatches) all regain Essence by eating fresh metahuman flesh.

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** The same strain of the virus turns elves into psychic vampire "{{Banshee}}s", "[[OurBansheesAreLouder banshees]]", while the variants formed from dwarves ([[OurGoblinsAreDifferent goblins]]), orks ({{Wendigo}}), trolls (dzoo-noo-qua), and sasquatches (bandersnatches) all regain Essence by eating fresh metahuman flesh.

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* ''TabletopGame/{{Shadowrun}}'' Vampires are human sufferers of Human-Metahuman Vampiric Virus (HMHVV) class I. They require a blood-only diet, are severely allergic to sunlight due to the virus responding poorly to UV radiation, and suffer a continually depleting [[LifeEnergy Essence]], which they replenish by attacking sapient, sentient life (i.e. other metahumans). Most of the various vampire powers come from the fact that vampires are naturally magical and can use magic untrained as well as most mages. Being essentially rapists of the soul, there are no {{Friendly Neighborhood Vampire}}s in ''Shadowrun'', they will at best be [[AffablyEvil Affably]] or [[PragmaticEvil Pragmatically Evil]] -- which means they are more common as shadowrunners than you'd think.

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* ''TabletopGame/{{Shadowrun}}'' ''TabletopGame/{{Shadowrun}}'':
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Vampires are human sufferers of Human-Metahuman Vampiric Virus (HMHVV) class I. They require a blood-only diet, are severely allergic to sunlight due to the virus responding poorly to UV radiation, and suffer a continually depleting [[LifeEnergy Essence]], which they replenish by attacking sapient, sentient life (i.e. other metahumans). Most of the various vampire powers come from the fact that vampires are naturally magical and can use magic untrained as well as most mages. Being essentially rapists of the soul, there are no {{Friendly Neighborhood Vampire}}s in ''Shadowrun'', they will at best be [[AffablyEvil Affably]] {{Affably|Evil}} or [[PragmaticEvil Pragmatically Evil]] -- which means they are more common as shadowrunners than you'd think.think.
** The same strain of the virus turns elves into psychic vampire "{{Banshee}}s", while the variants formed from dwarves ([[OurGoblinsAreDifferent goblins]]), orks ({{Wendigo}}), trolls (dzoo-noo-qua), and sasquatches (bandersnatches) all regain Essence by eating fresh metahuman flesh.
** A distinct strain of the virus turns humans into nosferatus, creatures largely similar to vampire but with little to no body hair, pale skin and a lower need for blood intake. They're highly solitary and coldly rational beings, and their lower dependency on feeding allows them to lay low more easily than true vampires can. They also deeply dislike spreading their condition, as they view themselves as privileged for having it and prefer to keep it an exclusive thing, but show a preference for transforming their siblings' children when they choose to make more of their kind.
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* ''TabletopGame/BladesInTheDark'' uses "vampire" as a term for ghosts possessing specially prepared corpses. They develop traditional vampire weaknesses like inability to enter private residences without invitation (a potentially disastrous drawback given that ''Blades in the Dark'' player characters are ''criminals'') or being repelled by spiritbane charms, they can't technically die but enter a torpid state where they need to feed to recover, and no matter what their Vice was, it's replaced with a need to consume life energy.
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** The Drowned Legacies of South America may be descended from Caine, or they may be something different that currently emulates Western vampires; even their neonates don't know the truth.
** On that note, a recurrent idea through ''Masquerade'' (although not as prominent as in ''Requiem'') is that some clans and bloodlines might have non-Caine origins, but are for all intents and purposes indistinguishable from other vampires. How true this might be depends on the example in question, whether it's presented as truth or as part of a MultipleChoicePast.
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*** Ventrue are the standard "vampires as Dark Lords of the Night" archetype, giving them access to the "controlling" Disciplines [[note]][[CompellingVoice Dominate]], to enforce the obedience of mortals, [[BeastMaster Animalism]], to show that even beasts obey them, and [[SuperToughness Resilience]], to emphasize their unfailing, unending reign[[/note]] but making their grip on humanity more tenuous [[note]]greater risk of madness from Degeneration in 1e, less value from Touchstones in 2e, and their Julii ancestors/relatives in 1e were more likely to fail Degeneration checks[[/note]].

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*** Ventrue are the standard "vampires as Dark Lords of the Night" archetype, giving them access to the "controlling" Disciplines [[note]][[CompellingVoice [[note]][[CharmPerson Dominate]], to enforce the obedience of mortals, [[BeastMaster Animalism]], to show that even beasts obey them, and [[SuperToughness Resilience]], to emphasize their unfailing, unending reign[[/note]] but making their grip on humanity more tenuous [[note]]greater risk of madness from Degeneration in 1e, less value from Touchstones in 2e, and their Julii ancestors/relatives in 1e were more likely to fail Degeneration checks[[/note]].
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*** Ventrue are the standard "vampires as Dark Lords of the Night" archetype, giving them access to the "controlling" Disciplines [[note]][[CharmPerson Dominate]], to enforce the obedience of mortals, [[BeastMaster Animalism]], to show that even beasts obey them, and [[SuperToughness Resilience]], to emphasize their unfailing, unending reign[[/note]] but making their grip on humanity more tenuous [[note]]greater risk of madness from Degeneration in 1e, less value from Touchstones in 2e, and their Julii ancestors/relatives in 1e were more likely to fail Degeneration checks[[/note]].

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*** Ventrue are the standard "vampires as Dark Lords of the Night" archetype, giving them access to the "controlling" Disciplines [[note]][[CharmPerson [[note]][[CompellingVoice Dominate]], to enforce the obedience of mortals, [[BeastMaster Animalism]], to show that even beasts obey them, and [[SuperToughness Resilience]], to emphasize their unfailing, unending reign[[/note]] but making their grip on humanity more tenuous [[note]]greater risk of madness from Degeneration in 1e, less value from Touchstones in 2e, and their Julii ancestors/relatives in 1e were more likely to fail Degeneration checks[[/note]].



** Incidentally, both games take the rib cage into account -- taking a vampire through the heart in combat (in other words, when they're awake and your time is limited) requires a miraculous degree of luck on one's dice rolls.

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** Incidentally, both games take the rib cage into account -- taking a vampire through the heart in combat (in other words, when they're awake and your time remaining lifespan is limited) requires a miraculous degree of luck on one's dice rolls.
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*** Daeva are "VampiresAreSexGods", with powers emphasizing their sheer carnality and charisma [[note]][[CharmPerson Majesty]] to ensnare the attention & love of mortals, [[SuperSpeed Celerity]] as an encapsulement of their supernatural grace, and [[SuperStrength Vigor]] to truly render mortals into nothing but toys[[/note]] but with minds that are clouded by their own carnality [[note]]penalized for resisting their Vices in 1e, risk becoming obsessed if they drink from a person more than once in 2e[[/note]].
*** Gangrel are "vampires as alpha predators", with powers that support that role [[note]][[BeastMaster Animalism]], to support the "lord of all beasts" aspect, [[VoluntaryShapeshifting Protean]], to make them deadlier predators, and [[SuperToughness Resilience]], to show how they cannot be stopped[[/note]] but at the cost of being mentally more beast than mortal [[note]]penalty to Intelligence and Wits checks in 1e, more vulnerable to Frenzy in 2e[[/note]].
*** Mekhet are "vampires as shadowy, watching horrors", with powers that make them excellent spies [[note]][[{{ESP}} Auspex]] to learn things that no human could, [[SuperSpeed Celerity]] to get out of danger quickly, and [[MasterOfIllusion Obfuscate]] to hide in plain sight[[/note]] but bodies that are even more bound to darkness than usual for vampires [[note]]extra damage from fire & sunlight in 1e, weaker against sunlight and suffer a free Bane in 2e[[/note]].

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*** Daeva are "VampiresAreSexGods", with powers emphasizing their sheer carnality and charisma [[note]][[CharmPerson Majesty]] to ensnare the attention & love of mortals, [[SuperSpeed Celerity]] as an encapsulement encapsulation of their supernatural grace, and [[SuperStrength Vigor]] to truly render mortals into nothing but toys[[/note]] but with minds that are clouded by their own carnality [[note]]penalized for resisting their Vices in 1e, risk becoming obsessed if they drink from a person more than once in 2e[[/note]].
*** Gangrel are "vampires as alpha predators", with powers that support that role [[note]][[BeastMaster Animalism]], Animalism]] to support the "lord of all beasts" aspect, [[VoluntaryShapeshifting Protean]], Protean]] to make them deadlier predators, and [[SuperToughness Resilience]], Resilience]] to show how they cannot be stopped[[/note]] but at the cost of being mentally more beast than mortal [[note]]penalty to Intelligence and Wits checks in 1e, more vulnerable to Frenzy in 2e[[/note]].
*** Mekhet are "vampires as shadowy, watching horrors", with powers that make them excellent spies [[note]][[{{ESP}} [[note]][[AuraVision Auspex]] to learn things that no human could, [[SuperSpeed Celerity]] to get out of danger quickly, and [[MasterOfIllusion Obfuscate]] to hide in plain sight[[/note]] but bodies that are even more bound to darkness than usual for vampires [[note]]extra damage from fire & sunlight in 1e, weaker against sunlight and suffer a free Bane in 2e[[/note]].
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* ''Night's Black Agents'' is a game that presupposes your characters, all veterans of the intelligence trade, learn they were not working for a specific state interest, but to further the unknowable machinations of vampires. Beyond that, however, the game is very flexible on what ''kind'' of vampire, with four base origins involved - Supernatural (mystical but not necessarily evil origin), Infernal (explicitly demonic origin), Mutant (human subspecies), or Alien (inhuman species). From there, the game offers various powers, regenerative techniques, feeding methods, and propagation methods, all with suggestions on which is best suited for which origin.

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* ''Night's Black Agents'' ''TabletopGame/NightsBlackAgents'' is a game that presupposes your characters, all veterans of the intelligence trade, learn they were not working for a specific state interest, but to further the unknowable machinations of vampires. Beyond that, however, the game is very flexible on what ''kind'' of vampire, with four base origins involved - Supernatural (mystical but not necessarily evil origin), Infernal (explicitly demonic origin), Mutant (human subspecies), or Alien (inhuman species). From there, the game offers various powers, regenerative techniques, feeding methods, and propagation methods, all with suggestions on which is best suited for which origin.
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* ''TabletopGame/{{Pathfinder}}'' has several distinct breeds of vampires. The moroi are the classic "noble" vampires, capable of summoning bats, rats, and wolves, or transforming into mist. Nosferatu are [[LooksLikeOrlok old and primal vampires]] that can transform into swarms of insects, burdened by their failing undeath. Jian-shi are ChineseVampires that drink the breath of the living and move with a stiff hopping gait. Velata are vampires that evolved past feeding on the bodies of the living, subsisting by consuming the mental energies of their victims.
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** In Ixalan vampires step into [[LightIsNotGood White mana]] besides their usual Black alignment. They formed the [[ReligiousVampire Legion of Dusk]], an monastic order of fanatical purgers aiming to rid the world of the sinful, which range from pirates to innocent natives.

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** In Ixalan Ixalan, vampires step into [[LightIsNotGood White mana]] besides their usual Black alignment. They formed the [[ReligiousVampire [[ChurchMilitant Legion of Dusk]], an monastic order of fanatical purgers aiming to rid the world of the sinful, which range from pirates to innocent natives.natives. They believe that [[ReligiousVampire vampirism is an sacrament, the thirst for blood is a form of martyrdom and are viewed as holy by the population]], and physically resemble [[DashingHispanic Spanish conquistadors]].
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** In Ixalan vampires step into [[LightIsNotGood White mana]] besides their usual Black alignment. They're fanatical purgers aiming to rid the world of the sinful, which range from pirates to innocent natives.

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** In Ixalan vampires step into [[LightIsNotGood White mana]] besides their usual Black alignment. They're They formed the [[ReligiousVampire Legion of Dusk]], an monastic order of fanatical purgers aiming to rid the world of the sinful, which range from pirates to innocent natives.
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** Vampires are vulnerable to sunlight and fire as a whole, and various factors have led to the species diverging into a number of different "clans", each having its own additional weakness, some of which also come from the "traditional" list. (The Lasombra don't have reflections, the Ventrue have very specific feeding requirements, etc.) Vampiric powers are represented by "disciplines", with each clan specializing in certain ones. Stakes to the heart merely paralyze vampires in this setting instead of killing them. In addition to the one standard with the clan of choice, additional flaws (including other clans' weaknesses and classic ones like being repelled by garlic) can also be selected at character creation. Furthermore, vampire potency is based on "Generation", or how many stages there is between the vampire itself and the First Vampire, Caine. This trait is set in stone at siring, but a vampire can strengthen its blood and close the generational gap... by [[MonstrousCannibalism draining the blood of another vampire]] and ''[[YourSoulIsMine eating its soul]]'', an act so common that it has its own name: diablerie.

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** Vampires are vulnerable to sunlight and fire as a whole, and various factors have led to the species [[VampireVarietyPack diverging into a number of different "clans", "clans"]], each having its own additional weakness, some of which also come from the "traditional" list. (The Lasombra don't have reflections, the Ventrue have very specific feeding requirements, etc.) Vampiric powers are represented by "disciplines", with each clan specializing in certain ones. Stakes to the heart merely paralyze vampires in this setting instead of killing them. In addition to the one standard with the clan of choice, additional flaws (including other clans' weaknesses and classic ones like being repelled by garlic) can also be selected at character creation. Furthermore, vampire potency is based on "Generation", or how many stages there is between the vampire itself and the First Vampire, Caine. This trait is set in stone at siring, but a vampire can strengthen its blood and close the generational gap... by [[MonstrousCannibalism draining the blood of another vampire]] and ''[[YourSoulIsMine eating its soul]]'', an act so common that it has its own name: diablerie.
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** Regular vampires are a parody of vampire cliches, and live on Dungeonworld, where they are all Counts or Countesses. They are vulnerable to all the usual things plus dance music, can transform into wolves, bats, mist or kumquats, and can only cross running water on Tuesdays. They also all have hypnosis powers, [[VampireVords funny accents]] and always wear evening dress.
** Hampires are specifically a parody of ''TabletopGame/VampireTheMasquerade'''s Kindred, and live on It's a Dark World After All, where they are divided into multiple feuding clans and feed on the ''ink'' of the living. Those fed on by a hampire lose their colour and may become hampires themselves, if the hampire wishes it, through the Hug. Not only do newly-littered hampires become ink-drinking un-[[NeverSayDie Fallen Down]], they also gradually become FunnyAnimal pigs. Unless they're ''already'' funny animal pigs, obviously.

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** Regular vampires are a parody of vampire cliches, and live on Dungeonworld, where they are all Counts or Countesses. They are vulnerable to all the usual things plus dance music, can transform into wolves, bats, mist or kumquats, and can only cross running water on Tuesdays. They also all have hypnosis powers, [[VampireVords funny accents]] and always wear evening dress.
dress. They drink the blood of the living, or sometimes grape soda.
** Hampires [[http://www.sjgames.com/pyramid/sample.html?id=400 Hampires]] are specifically a parody of ''TabletopGame/VampireTheMasquerade'''s Kindred, and live on It's a Dark World After All, All®, where they are divided into multiple feuding clans and feed on the ''ink'' of the living. Those fed on by a hampire lose their colour and may become hampires themselves, if the hampire wishes it, through the Hug. Not only do newly-littered hampires become ink-drinking un-[[NeverSayDie Fallen Down]], they also gradually become FunnyAnimal pigs. Unless they're ''already'' funny animal pigs, obviously.
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* ''TabletopGame/{{Toon}}'' has two different kinds:
** Regular vampires are a parody of vampire cliches, and live on Dungeonworld, where they are all Counts or Countesses. They are vulnerable to all the usual things plus dance music, can transform into wolves, bats, mist or kumquats, and can only cross running water on Tuesdays. They also all have hypnosis powers, [[VampireVords funny accents]] and always wear evening dress.
** Hampires are specifically a parody of ''TabletopGame/VampireTheMasquerade'''s Kindred, and live on It's a Dark World After All, where they are divided into multiple feuding clans and feed on the ''ink'' of the living. Those fed on by a hampire lose their colour and may become hampires themselves, if the hampire wishes it, through the Hug. Not only do newly-littered hampires become ink-drinking un-[[NeverSayDie Fallen Down]], they also gradually become FunnyAnimal pigs. Unless they're ''already'' funny animal pigs, obviously.
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* ''TabletopGame/YuGiOh'': The [[http://yugioh.wikia.com/wiki/Vampire Vampire]] archetype.
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%% The following example has been commented out and copied to Discussion because it violated WeblinksAreNotExamples. Please do not uncomment it or add it back unless you add enough information to make it a valid example without the weblink.

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%% The following example has been commented out and copied to Discussion because it violated WeblinksAreNotExamples.Administrivia/WeblinksAreNotExamples. Please do not uncomment it or add it back unless you add enough information to make it a valid example without the weblink.
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* ''TabletopGame/{{Deadlands}}'' has a wide variety of vampires in it, most of whom originated in the 2nd "Rascals, Varmints & Critters" book[[note]]Nosferatu, Penanggalen, Ustrel, Wampyr, Cinematic Vampire[[/note]] or in "The Epitaph #3"[[note]]Nachtzeher, Shtriga, Upir[[/note]]. A handful of other kinds appeared in other sourcebooks as well.
** Nosferatu are the most well-known of the Deadlands vampires, having first appeared in Dime Novel #3 "Night Train". Based upon [[Film/{{Nosferatu}} Count Orlock]], they are bald, vicious, near-mindless brutes. Unfortunately for the Weird West, they're also extremely widely spread; their condition is contagious, and one of Baron [=LaCroix's=] more hairbrained schemes has seen them dispersed across the Disputed Territories. Worse yet, they're NighInvulnerable; physical attacks can stagger them, but not hurt them, and staking them merely paralyzes them -- only decapitating them or exposing them to sunlight does the job.
** Penanggalen, and their incredibly male counterparts the Kephn, are Southeast Asian bloodsuckers who take the form of normal people during the day, only for their heads & guts to detach at night and go hunting for their meals. Only sunlight can destroy them, but thorny branches or bushes ca be used to snare them or keep them at bay until dawn rises.
** Ustrels are [[UndeadChild Bulgarian vampires born from toddlers who died of abandonment or neglect]]. Though voracious eaters, they vastly prefer livestock to humans, and usually confine their attentions to cattle. Small mercy for the rancher, who can lose an average of seven or eight steers to ''one'' ustrel on a nightly basis! Resembling claw-nailed, cat-eyed toddlers with only four large, protruding canine teeth, they're normally invisible unless exposed to firelight, and can be destroyed by a shot through the heart.
** Wampyrs are generic Eastern European vampires, and function more like blood-drinking, plague-spreading zombies than anything. They are physically harmed by the touch of roses or garlic, and can be slain if exposed to sunlight or beheaded -- however, sunlight only burns them if they are active; a wampyr resting in its coffin is immune to the effects of sunlight.
** Cinematic Vampires are more generic "Gothic" vampires, of the kind popularized by modern vampire media. They even have their "inspiration", Dracula, in the setting as well.
** {{Chinese Vampire}}s, or ''Gyonshee'', appear in the Great Maze sourcebook. They're treated as a kind of zombie, with nasty claws that spread the gyonshee curse, but easily defeated by blowing their brains out with a sixshooter.
** Nachtzeher are Germanic vampires who have no fangs, forcing them to instead chew at flesh to force out the blood. In this, they're more like ghouls who prefer blood to flesh; they tend to focus on raiding graves for easy prey, but will kill living creatures if they can. They're easy to recognize, because their hands and arms are always viciously chewed upon, the nachtzeher having [[AutoCannibalism gnawed at its own flesh upon first rising]]. Worse still, a victim killed by a Nachtzeher will become one in turn unless buried without their grave clothes -- an idea that most denizens of the Weird West will ''not'' take kindly to. Repelled by garlic, roses and black dogs, they can only be killed by being staked with a rosewood stake and having their mouths filled with garlic.
** Shtriga are unique in that they're not "real" vampires; they're [[WickedWitch evil witches]] from Central Europe who have learned to feed on blood to [[BloodMagic power their]] BlackMagic and preserve their youth. They are voracious eaters, drinking blood until [[BalloonBelly their stomachs bulge out like a pregnant woman's]] and beyond, forcing them to gruesomely vomit excess gore near the site of their feeding. What's eve more nasty is that this puked blood can be used to create an amulet that shields the bearer against the shtriga's magic. Warded off by crosses made from pig bones, the only way to end their evil is to hammer a stake through their stomach, otherwise they regenerate and rise again, no matter how grave the damage.
** Upirs are immensely strong Central European vampires who prefer to strangle their victims before feeding. Incredibly tough, they have ''two'' hearts, making them immune to the normal staking methodoloogy; instead, they must be burned to ashes or have an iron spike driven into their skull before they die. They're also immune to sunlight and holy items, a nasty surprise for the ill-prepared vampire hunter. Add in their ability to induce heart attacks in anyone who meets their gaze, and they are arguably the nastiest vampire breed in the Weird West.
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* The complex zombie creation rules in ''TabletopGame/AllFleshMustBeEaten'' allow you to create highly sophisticated and intelligent undead predators with immense strength and a hunger for human blood - a truly horrific and daunting opponent for zombie survivalists (and players) accustomed to garden-variety shamblers. The ''Atlas of the Walking Dead'' supplement expands on this to introduce a full palette of vampire archetypes, including the Gothick Vampire (the classic Slavic vampire made famous by ''Dracula'', ''Interview with the Vampire'' and ''Carmilla'' ), the Vampire (the bestial, rapacious undead fiends of European myth) as well as the [[ChineseVampire Gyonshi]], Penanggalan, Shuten-Doji and Vrykolakas.
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No longer a trope.


** The Vampire Counts of the Strategy game, however, limit Vampires to five major bloodlines: Von Carsteins (classic {{Dracula}}-style vampires who live in haunted castles and plot to take over the world), Lahmians (classic Literature/{{Carmilla}}-style {{Femme Fatale}}s who secretly ''do'' run the world through spies and agents), Blood Dragons ({{Badass}} [[BloodKnight battle-loving]] {{Monster Knight}}s), Strigoi (ghoulish and savage monsters in appearance and ability but descended from intelligent, benevolent rulers) and Necrarchs (MadScientist {{necromancer}}s, to whom LooksLikeOrlok would be an improvement).

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** The Vampire Counts of the Strategy game, however, limit Vampires to five major bloodlines: Von Carsteins (classic {{Dracula}}-style vampires who live in haunted castles and plot to take over the world), Lahmians (classic Literature/{{Carmilla}}-style {{Femme Fatale}}s who secretly ''do'' run the world through spies and agents), Blood Dragons ({{Badass}} [[BloodKnight ([[BloodKnight battle-loving]] {{Monster Knight}}s), Strigoi (ghoulish and savage monsters in appearance and ability but descended from intelligent, benevolent rulers) and Necrarchs (MadScientist {{necromancer}}s, to whom LooksLikeOrlok would be an improvement).
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** The Vampire Counts of the Strategy game, however, limit Vampires to five major bloodlines: Von Carstein (classic {{Dracula}}-style), Lahmian (classic Literature/{{Carmilla}}-style), Blood Dragon (Fallen {{Blood Knight}}s), Strigoi (ghoulish and savage monsters in appearance and ability but descended from intelligent, benevolent rulers) and Necrarch (MadScientist {{necromancer}}s, to whom LooksLikeOrlok would be an improvement).

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** The Vampire Counts of the Strategy game, however, limit Vampires to five major bloodlines: Von Carstein Carsteins (classic {{Dracula}}-style), Lahmian {{Dracula}}-style vampires who live in haunted castles and plot to take over the world), Lahmians (classic Literature/{{Carmilla}}-style), Literature/{{Carmilla}}-style {{Femme Fatale}}s who secretly ''do'' run the world through spies and agents), Blood Dragon (Fallen {{Blood Dragons ({{Badass}} [[BloodKnight battle-loving]] {{Monster Knight}}s), Strigoi (ghoulish and savage monsters in appearance and ability but descended from intelligent, benevolent rulers) and Necrarch Necrarchs (MadScientist {{necromancer}}s, to whom LooksLikeOrlok would be an improvement).
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** In Ixalan vampires step into [[LightIsNotGood White mana]] besides their usual Black alignment. They're fanatical purgers aiming to rid the world of the sinful, which range from pirates to innocent natives.

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** The [[InstantAwesomeJustAddDragons Vampiric Dragon]] - presumably the product of a vampire with a lot of ambition.



** On Zendikar, vampires are more common, and apparently alive and immune to sunlight. They do have a blood lust, though: Several vampires get more powerful when an opponent is at 10 life or less. Interestingly, the method for turning is a slight variation on the normal variety. On Zendikar, only specific vampires (called Bloodchiefs) can create other vampires. The rest create zombies, referred to as nulls (and a vampire family's status is apparently related to the number of Nulls it has)

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** On Zendikar, vampires are more common, and apparently alive and immune to sunlight. They do have a blood lust, though: Several vampires get more powerful when an opponent is at 10 life or less. Interestingly, the method for turning is a slight variation on the normal variety. On Zendikar, only specific vampires (called Bloodchiefs) can create other vampires. The rest create zombies, referred to as nulls (and a vampire family's status is apparently related to the number of Nulls it has)has). The original Bloodchiefs are the result of humans infected by the [[EldritchAbomination Eldrazi]] long ago.


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** On Kaladesh some members of the Aetherborn race have the ability to drain life energy to extend their naturally short lives, and are considered vampires by the game mechanics.
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* Palladium Games' ''{{Rifts}}'' and other games.

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* Palladium Games' ''{{Rifts}}'' ''TabletopGame/{{Rifts}}'' and other games.
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There is no published tabletop game


* {{Mortasheen}}
** The game's [[{{Mons}} non-humanoid]] vampires tend to be mostly based on aquatic life (WordOfGod has it that the virus originated from the sea), and the human ones are said to [[LooksLikeOrlock look like]] [[Film/{{Nosferatu}} Count Orlock]]. They're considered really powerful monsters, mainly due to their incredibly powerful MindControl abilities.
** Also, they've created quite a few servitor races for themselves, mostly different varieties of FishPeople, and hunting bats, and some may become a bacteriophage-looking creature called a [[http://www.bogleech.com/mortasheen/viviphage.htm Viviphage]] with [[BloodyMurder total control over the blood of others]], and which eventually turns into an organic rocket to spread the vampire plague to other world.
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* Chaosium's supplement ''All the Worlds' Monsters'' Volume III. The Vamplock is a vampire with the innate ability to use magic as an 8th level magic user, control the weather and change itself into a wolf. [[WeakenedByTheLight It loses all of its magical powers in sunlight]].

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* Chaosium's Creator/{{Chaosium}}'s supplement ''All the Worlds' Monsters'' Volume III. The Vamplock is a vampire with the innate ability to use magic as an 8th level magic user, control the weather and change itself into a wolf. [[WeakenedByTheLight It loses all of its magical powers in sunlight]].
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That's nearly a whole paragraph of complaining


** [[SpaceElves The Dark Eldar]] always had some vampiric characteristics, but their most recent codex update plays them up to a much greater degree, and in a manner similar to the angst-ridden Anne Rice/Masquerade fashion, to boot. Needless to say much of 40k's main fanbase, [[RatedMForManly paragons of over-the-top manliness they are]], balked at this development, fearing GW was using the Dark Eldar to try to cozy up to the ''Literature/{{Twilight}}'' crowd the way they used the Tau to reel in the weeaboo market. However, as one astute fellow pointed out, there is an AlternateCharacterInterpretation if you don't like seeing them as some whiny goth kid's wet dream. To wit, since the Dark Eldar are [[TheStarscream ambitious]], [[AnythingThatMoves sex-crazed]], [[GlassCannon easily shot down]], [[SpaceSailing boat]] & [[CoolPlane aeroplane]] loving [[WickedCultured pseudo-aristocrats]] haunted by a terrible curse, they are not vampires, but in fact, [[UsefulNotes/JohnFKennedy Kennedies]].

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** [[SpaceElves The Dark Eldar]] always had some vampiric characteristics, but their most recent codex update plays them up to a much greater degree, and in a manner similar to the angst-ridden Anne Rice/Masquerade fashion, to boot. Needless to say much of 40k's main fanbase, [[RatedMForManly paragons of over-the-top manliness they are]], balked at this development, fearing GW was using the Dark Eldar to try to cozy up to the ''Literature/{{Twilight}}'' crowd the way they used the Tau to reel in the weeaboo market. However, as one astute fellow pointed out, there is an AlternateCharacterInterpretation if you don't like seeing them as some whiny goth kid's wet dream. To wit, since the Dark Eldar are [[TheStarscream ambitious]], [[AnythingThatMoves sex-crazed]], [[GlassCannon easily shot down]], [[SpaceSailing boat]] & [[CoolPlane aeroplane]] loving [[WickedCultured pseudo-aristocrats]] haunted by a terrible curse, they are not vampires, but in fact, [[UsefulNotes/JohnFKennedy Kennedies]].degree.
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* ''TabletopGame/HeroRealms'' is pretty traditional with their Vampires, who are aligned with a demon worshiping death cult. Krythos, Master Vampire is a suave and well dressed fellow. Lys, the Unseen in contrast is a ghoulish, bestial vampire. Both have the ability to get rid of cards from the player's deck, with an added damage bonus for doing so.
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** Another difference to ''Masquerade'' is that rather than having power set by Generation, vampire "Blood Potency" increases with age, increasing by one stage for every fifty years of unlife. [[MonstrousCannibalism Diablerie]] still allows one to accelerate the process. However, thickening blood is a case of PowerAtAPrice; the vampire can use its abilities to much higher levels and more effectively, but it also becomes [[PickyPeopleEater increasingly limited in feeding options]], eventually reaching the point where only other vampires (or at least other supernatural creatures) are nourishing. For this reason, they can choose to voluntarily enter a death-like slumber called Torpor, slowly thinning out their blood over the decades so they can wake up t a technically easier life.

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** Another difference to ''Masquerade'' is that rather than having power set by Generation, vampire "Blood Potency" increases with age, increasing by one stage for every fifty years of unlife. [[MonstrousCannibalism Diablerie]] still allows one to accelerate the process. However, thickening blood is a case of PowerAtAPrice; the vampire can use its abilities to much higher levels and more effectively, but it also becomes [[PickyPeopleEater increasingly limited in feeding options]], eventually reaching the point where only other vampires (or at least other supernatural creatures) are nourishing. For this reason, they can choose to voluntarily enter a death-like slumber called Torpor, slowly thinning out their blood over the decades so they can wake up t to a technically easier life.



*** ''Ravenloft'' is also home to the Vorlog, a cursed VampireVannabe or pseudo-{{Dhampyr}} created when a vampire is killed part of the way through transforming a human into a Bride/Groom (a special MindlinkMates version of a vampire). The result is a mad, haunted creature that burns in the sunlight, displays vampiric pallor and budding fangs, possesses SuperToughness and a mild form of HealingPower, feeds on "spiritual energy" (Wisdom) by draining it with a touch, can CharmPerson and [[AnimalsHateHim drive animals into violently insane rage]], and is obsessed with finding a replacement for its slain "mate", using its mind-leeching and controlling powers to create surrogates that it inevitably destroys due to being "not good enough".

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*** ''Ravenloft'' is also home to the Vorlog, a cursed VampireVannabe or pseudo-{{Dhampyr}} created when a vampire is killed part of the way through transforming a human into a Bride/Groom (a special MindlinkMates version of a vampire). The result is a mad, haunted creature that burns in the sunlight, displays vampiric pallor and budding fangs, possesses SuperToughness and a mild form of HealingPower, HealingFactor, feeds on "spiritual energy" (Wisdom) by draining it with a touch, can CharmPerson and [[AnimalsHateHim drive animals into violently insane rage]], and is obsessed with finding a replacement for its slain "mate", using its mind-leeching and controlling powers to create surrogates that it inevitably destroys due to being "not good enough".



* In [[RuneQuest Glorantha]], vampires are devouts of the cursed [[GodOfEvil chaos god]] Vivamort. Being a worshipper is almost compulsory for becoming a vampire in the first place. Apart from this detail, the vampires in the setting are actually extremely close to the traditional Victorian vampire mould. For example, sunlight does no direct harm to them, but it robs them of most of their powers, and since they must rest 12 hours every day in their coffin, it's simply more natural for them to be nocturnal.

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* In [[RuneQuest [[TabletopGame/RuneQuest Glorantha]], vampires are devouts of the cursed [[GodOfEvil chaos god]] Vivamort. Being a worshipper is almost compulsory for becoming a vampire in the first place. Apart from this detail, the vampires in the setting are actually extremely close to the traditional Victorian vampire mould. For example, sunlight does no direct harm to them, but it robs them of most of their powers, and since they must rest 12 hours every day in their coffin, it's simply more natural for them to be nocturnal.
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** The vampire template from ''{{GURPS}}: Fantasy'' has the odd flaw that it cannot heal from injury unless they [[BloodBath bathe in blood]]. Wood is the ''only'' thing that can kill them and crosses won't repel them unless imbued with real divine power.

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** The vampire template from ''{{GURPS}}: ''GURPS: Fantasy'' has the odd flaw that it cannot heal from injury unless they [[BloodBath bathe in blood]]. Wood is the ''only'' thing that can kill them and crosses won't repel them unless imbued with real divine power.

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