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 draining the blood of another vampire and eating its soul, an act so common that it has its own name: diablerie.
The Kuei-jin of Kindred of the East are a completely different type of creature altogether. Where Western vampires make more of their kind by transforming mortals, the Kuei-jin are damned souls who managed to fight their way out of the Thousand Hells and back into their bodies. They're still vulnerable to fire and sunlight. They have no clans, instead pursuing "dharmas", paths to enlightenment; the further they progress, the stronger and more potent they become. Rather than feeding on blood per se, they feed on the Chi, life-force, within it, and as they become more enlightened can learn to draw it from breath, then from the very world around them. They possess their own set of disciplines. Wooden stakes will paralyze vampires aspected to Yin, and metal ones vampires aspected to Yang, but vampires whose Yin and Yang are balanced will merely be hurt.
It repeats the general idea of vampires from Masquerade, though it winnows them down into only five Clans instead of thirteen. Furthermore, each Clan can spawn any number of Bloodlines, which further mold the vampire in new and unique ways. For example, one Bloodline can only truly draw sustenance by drinking from people using drugs, another can only Embrace women, one becomes increasingly obese as it ages, etcetera. In one particular splatbook, Night Horrors: The Wicked Dead, an In-Universe vampire scientist theorises that, rather than the different clans being subspecies of the main vampire race, they're entirely different creatures who have just enough in common to seem that way at a first glance, making it Our Vampires Are Different... From Each Other.
The basic idea is that each of the five clans represents one archetypical vampire, which is reflected in their favored Disciplines, weaknesses, etc.
Daeva are "Vampires Are Sex Gods", with powers emphasizing their sheer carnality and charisma note Majesty to ensnare the attention & love of mortals, Celerity as an encapsulation of their supernatural grace, and Vigor to truly render mortals into nothing but toys 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.
Gangrel are "vampires as alpha predators", with powers that support that role note Animalism to support the "lord of all beasts" aspect, Protean to make them deadlier predators, and Resilience to show how they cannot be stopped 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.
Mekhet are "vampires as shadowy, watching horrors", with powers that make them excellent spies note Auspex to learn things that no human could, Celerity to get out of danger quickly, and Obfuscate to hide in plain sight 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.
Nosferatu are "vampires as unnatural, unearthly terrors", whose powers emphasize their frightful nature note Nightmare lets them literally scare you to death, Obfuscate means they can be anywhere or anyone, Vigor means they can tear you limb from limb without even trying but who alienate others even when they don't want to note penalties to social interactions, with mechanics differing between editions.
Ventrue are the standard "vampires as Dark Lords of the Night" archetype, giving them access to the "controlling" Disciplines note Dominate, to enforce the obedience of mortals, Animalism, to show that even beasts obey them, and Resilience, to emphasize their unfailing, unending reign 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.
The game also has vampiric creatures with little resemblance to the clans, things outside their framework, and details them in the previously mentioned Night Horrors: The Wicked Dead. These include the Aswang (several different varieties of shapechanging blood-drinking monster from the Philippines, who can walk in daylight and often don't even recognize they are vampiric creatures), the Bhuta (a demonic ghost who murders "warriors", which in the present day includes people like police officers and firefighters, to feed on their time), the Formosae (grotesquely obese mock-vampires who drain the fat and ugliness from their victims along with their lifeforce), the Mnemovores (memory vampires), the Ghuls (corpse-eating immortals), Cymothoa Sanguinaria (a particularly nasty human parasite), and more besides.
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 remaining lifespan is limited) requires a miraculous degree of luck on one's dice rolls.
The Vampire games also have an example of complicating the matter of propagation. A human who is to be turned must be drained of blood until dead, then the vampire must immediately feed the empowered blood from its own system to the victim. Vampire: the Requiem additionally added the requirement that the sire expend a permanent point of Willpower on the process, to impart the necessary vital spark and stop the blood going inert as it does shortly after leaving the vampire's body (as well as to prevent players from "embracing" hordes of vampires willy-nilly). The aforementioned "Mass Embrace" rule is due to that tactic being one of the Sabbat's nastier tricks in oWoD. Take a bunch of poor bastards, kill them, feed them blood. Then tell them jack shit, and point them at something to use their newfound vitality on. This rarely goes well for the Fledgelings, but the point is entirely based around quick shock-troops, not new long-term members. Later books in Requiem show what happens when you spend a temporary Willpower instead of a permanent one - you make a Larva, a mindless, blood-thirsty rage zombie that will only gain sapience if it diablerizes another vampire or somehow survives for 50 years. Again, good for shock troops, but...
Requiem 2e tweaks things further with the existence of posthumous embraces and Revenants. The former, something adapted from the 1e Mekhet splatbook, means that a person who has drunk vampire vitae in life can spontaneously become a vampire if their body is touched by vampire vitae within a week of their death. This creates what is functionally a normal vampire, although with some prejudice (in contrast to 1e's Hollow Mekhet, who suffered an Enemy Without). Revenants, meanwhile, spontaneously occur when either a human is drained to death by a particularly inhuman vampire's bite or a ghoul with a particularly powerful regnant dies; the result is a sterile "half-vampire", who has certain vampiric traits, but is considerably weaker, and ravenously hungry. Revenants can become true vampires by either being "adopted" by a vampire or through diablerie.
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. Diablerie still allows one to accelerate the process. However, thickening blood is a case of Power at a Price; the vampire can use its abilities to much higher levels and more effectively, but it also becomes 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 to a technically easier life.
Vampires are the spawn of huge, multi-tentacled Eldritch Abominations called Vampire Intelligences. They come in three levels: The Master Vampire, who makes a pact with the Intelligence to become a Vampire, the Secondary, who is created by the Master over a three-day "Slow Kill", and occasionally another Secondary when things go right, and the savage and feral Wild Vampire, which is what happens when a Secondary Vampire's attempt at transforming a human goes wrong. While they can be hurt by silver, wood, magic, or the claws of a Dragon, actually killing them requires sunlight, or impaling (staking) them through the heart followed by decapitation (just staking them turns them into a skeleton, but it's really a cheap form of suspended animation; remove the stake and you'll have a live (and hungry) vampire in under a minute.) and burning both head and body to ash separately. Oh, or running water. Not only can they not cross running water, but merely touching water in motion is dangerous, and can kill them on its own. This makes fire hoses, rain, and even water guns deadly weapons against them. They must also sleep in or near the soil of their native land; a generous layer of the stuff in their coffin will do. If they lose their soil, and can't get any more before the night is over, they can't sleep, and are easy prey for the rising sun. Finally, crosses ward them off regardless of the faith of the wielder (it's not religious but a property of the Intelligences' hyperdimensional geometry), and the touch of a cross will harm them. They are also harmed by the shadow of a cross falling on them. Many Vampire hunters have taken to taping a cross over flashlights or the headlights of their vehicles for an extra measure of protection. Bare-handed attacks from True Atlanteans and certain other creatures can harm vampires, as well. Whether they're terribly effective or not is another matter...
The Nightbane game also adds the Wampyr, which isn't a Half-Human Hybrid, but rather a mutation of a Secondary Vampire. They're invulnerable to water, and can stay out in the sun for periods of time, but are not as strong as a normal Vampire.
Vampires in RIFTS can actually cross water if they are "sleeping" at the time, or restrained in some way. If they are awake, they will feel extreme discomfort or even pain, as well as an overwhelming desire to get somewhere dry.
This may make it seem that Palladium vampires are weak, but keep in mind that in Rifts at least, they're capable of tearing tanks apart with their bare hands. Furthermore, nothing not listed above can even scratch them (no, not even a nuke).
The supplement "Night's Dark Masters" gets around this problem by simply listing pages and pages of weaknesses and quirks of vampires, from the classics like weakness to sunlight to lesser-known ones like obsessive counting and fear of sawdust, and then simply says that all vampires have some of them but not others. This is neatly explained by the fact that inbreeding and crossbreeding between different vampire clans has accentuated some traits and rarified others.
The Warhammer novel Drachenfels expands on this further, from the point of view of its heroine, the Vampire Geneviève Dieudonné. And if that name sounds familiar to fans of the Anno Dracula series, guess who Drachenfels author Jack Yeovil is a pseudonym for?
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 Carmilla-styleFemme Fatales who secretly do run the world through spies and agents), Blood Dragons (battle-lovingMonster Knights), Strigoi (ghoulish and savage monsters in appearance and ability but descended from intelligent, benevolent rulers) and Necrarchs (Mad Scientistnecromancers, to whom Looks Like Orlok would be an improvement).
These bloodlines are also prominently figuring in "Night's Dark Masters". It's just that there is always a chance of some sort of randomness in a specific Vampire's weakness (and to keep the players guessing about a Vampiric Antagonist's weakness). To make the players never rely on the same tactic against vampires.
The latest army book has dropped the separate bloodlines, allowing aspects of each to be combined in a single vampire, although the list of powers is still divided by the themes of the bloodlines.
In the latest Vampire Counts armybook, there is a section about the various mythical weaknesses of vampires and explanations on why some of them might work and why others are just myths.
And then there are the Varghulf. They are vamps who give in to their bloodlust and reverted into mindless predators that look like giant bats.
It has an entire army of Super Soldier vampires, the Blood Angels. In one of the background novels, the vampire analogues are still subtly worked in- the newest trainees are locked in a casket for an entire year while being transformed, they have many rituals and traditions involving blood, and aren't averse to drinking blood when they get the chance. They also make the longest lived Space Marines of them all, quite a feat considering that most marines can live for centuries if they survive that long.
And in the Captain Leonatos series, one of the Blood Angels marines is afflicted with Red Thirst, a rare Blood Angel genetic flaw that makes him degenerate into a monster craving blood. When it first activated he was held captive by chaos cultists. He broke out of his cell and killed them all with bare hands before resorting to eating their flesh when their "weak blood" failed to sate him.
In truly ancient 40k background (from the time of Rogue Trader), there is a mention of an alien race commonly known as vampires. They don't seem to have much to do with the typical vampires, being shapeshifting creatures who feed on psychic energy (their natural form is bat-like though).
In James Swallow's Deus Encarmine, Arkio's metamorphosis makes him vampire-like, and Rafen, fighting him, explicitly thinks that they do not talk of that word: vampire. Later, in Red Fury, faced with Bloodfiends derived from their gene-seed, a Blood Angel and a Flesh Tearer (a successor chapter to Blood Angels) agree that it is vampiric.
Oddly, the Blood Angels are one of the nicer Chapters (relatively speaking) of Space Marines, probably because of all the self-restraint they have to go through to deal with their... issues.
The aforementioned Flesh Tearers are very much not friendly neighborhood vampires since they have a higher chance of succumbing to the Black Rage due to a mutation in their gene-seed. Their propensity for inflicting collateral damage and killing the people they were originally sent to help got so out of hand that the Blood Angels nearly had the chapter disbanded, though they ultimately decided not to do so.
The Dark Eldar always had some vampiric characteristics, but their most recent codex update plays them up to a much greater degree.
All vampire PCs in Demon Hunters are of the Friendly Neighborhood Vampire variety by virtue of an artificial blood they can drink out of water bottles. However, vampires are still subject to something called The Chill: since vampires aren't technically alive, they are cold blooded, and they can feel it. The only thing which makes them feel warm (other than sitting in a sauna or something) is drinking human blood.
In older versions, vampires had the somewhat inexplicable ability to permanently drain life force (in the form of Character Levels) by simply hitting their victim in melee, which for sufficiently low-level characters (like, say, your average peasant) would basically translate into an automatic no-save-allowed death touch; depending on the precise edition and type of vampire involved this could be in addition to or in place of drinking blood. They were also resistant to nonmagical weapons, could create a Charm Person effect on eye contact, and had the ability to turn into bat, wolf, or mist form... as well as the traditional problems with sunlight, running water, and having to sleep in a coffin.
The Draconomicon supplement provides rules for vampire dragons, who have to sleep in their treasure instead of a coffin (though this is appropriate for dragons; some dragons who got their treasure stolen were unable to reach the afterlife, and had to stay as ghosts) and they have reduced weaknesses compared to "normal" vampires. Strangely they still can't get into houses uninvited, though a vampire dragon may decide to just demolish the house. You don't have to be invited to enter in a pile of rubble.
This was expanded further in the Ravenloft campaign setting, which included a bewildering array of vampires. Not only were the standard type given expanded weaknesses (and opportunities to NOT have those weaknesses), there were also Vampyres (blood-drinking monstrous humanoids who are easily mistaken for vampires), alternate strains with slightly different powers and weaknesses (nosferatu, chiang-shi, vryokolaka), and vampire strains that only affect non-humans: elven vampires (who kill plants and are vulnerable to moonlight), dwarven vampires... even the dreaded Kender Vampire. Van Richten's Guide to Vampires, rather than dispelling the classical vampiric weaknesses, lists less common variations and spent a lot of time detailing how vampires got around them: A vampire could not cross running water for instance, but nothing prevented them from being carried (including in a carriage); a vampire could not enter a home uninvited, but Charm Person is a wonderful way of getting an invitation extended. Oh, and if you're thinking of hiding from Strahd Von Zarovich, remember that as the legal ruler of his domain he technically "owns" any house in Barovia...
That advantage is (or maybe was) shared by another vampire Darklord, Kas the Destroyer, Lord of Tor Gorak and the eternal enemy of Vecna. Possibly even stronger than Strahd, exposing him to sunlight may defeat him, but not kill him; he'll return in a few days if that happens. And while he can be killed by a stake through the heart, said stake must be made of wood from a tree grown in the soil of his homeworld of Oerth. No stake of wood grown in Ravenloft can harm Kas. (However, when Vecna, whose realm of Cavitcus bordered Tor Gorak, escaped from Ravenloft, it is unknown what happened to Kas; it is known that the heroes in the adventure used his Sword to defeat Vecna, an artifact very vital to Kas' power.)
To expand on the vampyres: unlike most vampiric beings, they are living (not undead) creatures. They resemble the typical vampire, and feed on human (always human) blood, but while they tend to be physically stronger and prefer night to day, they have none of the traditional vampire's powers or weaknesses. Apparently, in primitive times, vampyres were predators who filled the same ecological niche as wolves, but their prey was humans; there's no true need for that niche now, but they still exist, and still hunt humans both for survival and for purpose.
Ravenloft is also home to the Vorlog, a cursed Vampire Vannabe or pseudo-Dhampyr created when a vampire is killed part of the way through transforming a human into a Bride/Groom (a special Mindlink Mates version of a vampire). The result is a mad, haunted creature that burns in the sunlight, displays vampiric pallor and budding fangs, possesses Super Toughness and a mild Healing Factor, feeds on "spiritual energy" (Wisdom) by draining it with a touch, can Charm Person and 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".
4th edition vampires vary almost as much, including spirit-form vampires and the Vampire Muse, which looks like a goth eladrin.
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 old and primal vampires that can transform into swarms of insects, burdened by their failing undeath. Jian-shi are Chinese Vampires 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.
d20 Modern, which is the D&D system for the modern world, has a Vampire template with the most well known vampiric strength and weaknesses, although a vampire can remove any weakness by removing one of its powers.
d20 Future adds mutant vampires. That is to say, mutants with fangs and blood cravings. And, for some of them, a violent reaction to UV light. Those are mostly normal (except for possible other mutations) beyond that though.
Dragon Dice gives us its spin on the vampire - a light mage unit in the undead army with the unique ability to convert killed members of other races into undead. They have mediocre spellcasting abilities and can also perform better in melee than a more focused mage.
In Exalted, the only way the Abyssals can regain essence when not in the underworld is to grow fangs, and then either suck blood or eat people. (Or with a charm, suck out their essence by cutting them with magic swords). As a single normal person drained to death only gives you back the essence required to grow fangs in the first place, this is only effective when killing large numbers of people at once.
Vampires used to be the staple creature type for rare fliers for black. They often have a "feeding" mechanic that made them stronger by killing creatures in combat, but it was of limited use, since they don't often get into combat. More recent vampires have dealt with this by focusing on the bat aspects or by feeding on players. Since 2010, creative decided to focus on Demons as the main black rare creatures, and vampires became more common and therefore simpler, sometimes lacking abilities. Lifelink, an ability that allows the player to gain life when they deal damage, is common on vampires. They don't have explicit weaknesses due to creature type.
The 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). The original Bloodchiefs are the result of humans infected by the Eldrazi long ago.
An interesting method of turning would be that of Crovax. His method of transmission? Glass shards that imbedded themselves into his skin resulting from a curse after killing his former Guardian Angel.
The vampires of Mirrodin are exceedingly different, sucking blood through two giant claws on each hand.
On Innistrad, vampires were created through consumption of angel's blood by the progenitor Edgar Markov. They are not technically undead, but apart from that share most of the common vampire traits. They behave in an aristocratic manner, can "turn" their victims by feeding them their blood, can be repelled by the holy symbol of the archangel Avacyn, etc...
One of black's most well-known characters, the planeswalker Sorin Markov (grandson of the aforementioned Edgar Markov), is also a vampire. Apart from the pre-Time Spiral planeswalkers and Nicol Bolas, he is the oldest planeswalker and one of the most powerful. Most traditional vampire weaknesses probably don't even apply to him any more, notably because he created Avacyn himself so that vampires would not wipe out humanity entirely.
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.
GURPS: Blood Types is an entire supplement book of variant vampires.
The vampire template from GURPS: Fantasy has the odd flaw that it cannot heal from injury unless they bathe in blood. Wood is the only thing that can kill them and crosses won't repel them unless imbued with real divine power.
The old GURPS Supers had as a sample character Nightflick, a vampire who rejected his sire and only needs to feed during the full moon— retaining almost all of his human traits and personality, he becomes a Super Hero. He can fly in the form of a man-sized bat, bullets pass through him without harm, and he hides his identity while vigilante-ing by dressing up as... a vampire. Pale makeup, black cloak, fake fangs, red contacts, speaks in Vampire Vords, etc., the Full Lugosi.
In Unhallowed Metropolis, feral vampires with mere animal cunning instead of reasoning intellect are the majority. Sentient vampires are a growing minority, however, due to the phenomenon of Legacies — a sentient vampire is more likely to create another sentient vampire, that sentient vampire is even more likely to create a sentient vampire, and so on. No matter how long the Legacy, there's never more than a 60% chance of a vampire creating a sentient vampire. Infection is spread through exchange of bodily fluids, but is rare under ordinary circumstances — there's only a 1% chance of it on each instance of transfer. Large, deliberate transfers of bodily fluids, such as a victim being fed a quantity of the vampire's blood, drastically increase the chances to one in ten. Unless the disease is diagnosed and treated with a complete blood transfusion within a week of initial infection, the infected will never be human again — those who die of the disease become vampires, while those who survive become dhampiri. Vampires can be killed by enough normal injury, but it takes a large amount of very severe wounds to do so — one such wound is enough to kill anything remotely human outright, regardless of where it's sustained, and even the frailest vampire requires three such wounds to the torso to take down in this manner; similar wounds to limbs will destroy them but not do any significant harm to the vampire's continued existence. Any sufficiently dire wound to the head or heart will destroy the vampire, as will outright decapitating them or removing their heart. A wooden stake to the heart will only kill under the same circumstances as any other damage to the heart, but a lesser wound that still manages to stake them will paralyze the vampire. Vampires are not actually harmed by sunlight, but it is uncomfortable to the point of being debilitating — being out in one of the rare instances of direct sunlight in Neo-Victorian London virtually cripples a vampire, while even being out in the typical overcast weather severely hampers them. Sentient vampires have mind control abilities, are destructively passionate and intense in their emotions, and are almost invariably twisted sadomasochists who have difficulty not killing someone who shows pain or fear. Somewhat unusually for a serious modern portrayal, the vampires here actually are averse to garlic. Not to the point that waving around a clove will protect you if one wants to kill you, but they find the smell incredibly unpleasant and avoid even being in the same room with it if possible. And for extra fun, this is just the type primarily found in England. There are various other types, and the Continent is virtually overrun with countless types of vampires with varying abilities and weaknesses.
Everway supplement Spherewalker Sourcebook. Queen Sunset the Undying, ruler of the Red Merchants, removes their souls and places the souls in a receptacle, which causes them to become a form of vampire. The newest are called Knights, and with time (at least 50 years) they can become Barons or Baronesses, and even Dukes or Duchesses.
They must feed on blood. Knights must drink the blood of a close relative. Barons and Baronesses can feed on the blood of any human being. Dukes and Duchesses can survive on the blood of any creature with a soul, and if they drink the blood of an animal they can take that animal's form.
Knights are immune to aging in the normal way, but their bodies will decay over time. Barons and Baronesses can avoid decay as long as they drink blood regularly.
Knights are damaged by sunlight, repelled by roses and silver and harmed by silver weapons. Barons and Baronesses are similar, except that they can overcome the effect of roses. Dukes and Duchesses are vulnerable only to prolonged sunlight and weapons made of silver, water, or spirit. Some new Knights are repelled by a picture of a rose and are vulnerable to ordinary weapons.
Barons and Baronesses regenerate all damage within two days except for harm inflicted by silver weapons, by ice, or by weapons of the spirit, which heals at the normal rate for humans. Dukes and Duchesses can heal damage taken in one day regardless of source.
Some Barons and Baronesses can take "whisper form", which allows them to become fog-like and move around in that form. All Dukes and Duchesses can do so.
If the container holding a Red Merchant's soul is opened or broken, the soul flees and their body is destroyed.
A wooden stake to the heart can inconvenience a Red Merchant but not destroy them.
Many Dukes and Duchesses have high charisma and a dominating appearance.
Red Merchants are deathly pale, a condition which can't be changed by feeding. Most use cosmetics to cover this, with varying success. They are corpse-cold as well, and they neither sweat nor bleed. Dukes and Duchesses who have recently fed gain a ruddy color and the warmth of the living.
The Vampiress player character can treat her followers like portable health potions by sacrificing them to heal herself. She can also charm the followers of other players, and is one of the more durable character choices (reflected by having a higher starting life value than most other player characters.)
The vampire prince and vampiric dragon enemies drain the life of one of a defeated player's followers (thereby killing the follower.) If no follower is available, the enemies will take an additional life token from the defeated player character instead.
The lord of the Vampire's Tower board space demands a blood toll of any player character attempting to cross the space on their way to the Crown of Command in the inner region. This toll can be paid either by removing some of the character's life tokens, or sacrificing one or more of the player's followers.
In Glorantha, vampires are devouts of the cursed 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.
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.
In The Dracula Dossier, a campaign book for Night's Black Agents, an alternate build for Bram Stoker-type vampires is the "Telluric vampire". Telluric vampirism is the result of infection with a form of bacteria that normally thrives deep within the earth, but can be forced to the surface via volcanic or tectonic activity.
There're a number of possible ways to become a vampire in Chuubo's Marvelous Wish-Granting Engine - some have cause to come back from the dead, some are cursed, and some are turned by other vampires. No matter the cause, they share similar properties: they're undead, they don't age, they're typically superhumanly strong, tough, fast and graceful, they don't need air, water or human food, they have predatory body language that unsettles humans, and they can create more of their kind. They can feed on blood or negative emotion, and even those with an active taste for blood are typically against assault and murder; some drink "pillow-teeth tea", which makes their teeth squishy, in order to reassure humans. They're vulnerable to sunlight, but some are strong enough to ignore it. Their capacity to love is broken - they can love, but they don't know how to be friends, so their relationships can be dysfunctional. They can have additional strengths or weaknesses as well. There's also mention of vampire princesses, who can walk in the sunlight and hide their predatory body language.
Ars Magica goes for broke and has all types of vampire, they being a species of fae who imitate people whose death or corpse's treatment was sufficiently layered with inauspicious symbolism that it attracted the reforming soul of the fae in question (the only guaranteed method to draw one is to die whilst a Dhampir, and indeed dhampir hunters have a code of honor to hunt down and destroy each other's vampires). After a period as a ghostly presence that harasses the family of the template, the vampire takes physical form and starts hunting for blood, their way of getting the Vitality (importance and self-will) that all fae need (this is also why they have unique vulnerabilities; the story of how a Vampire Hunter figured out their quarry and slew them does not harm the fae soul and it simply reincarnates, the Vitality from being slain being just as nourishing as feeding). Eventually, a vampire who has been allowed to exist for seven years becomes largely indistinguishable from a human, apart from their need for blood, and can father children. Absolutely nobody likes them, given how they all have the Blue and Orange Morality common to all fairies and target people close to their template because betrayal is more emotionally meaningful (and thus Vitality-rich).
The Eternal in Spears Of The Dawn have no specific weaknesses or vulnerabilities at all. They already died once and can't be killed again by any means. But even though they need no food, water, sleep, or even air and do not bleed when stabbed, they also lack the ability to heal any kind of injury normally. Every small scrape or cut adds up and the sun and sandstorms take a heavy toll on their skin. The only way to restore their undying bodies to full health is by feeding on human flesh. Some voluntarily hide away in sealed crypts and sleep away the decades to minimize any wear and damage to their bodies but most have very little reservations against feeding on the living. The only way to stop an Eternal is to break their bones or chop off their arms and legs. Crushing the head makes them unable to feed and restore their bodies ever again, but it still doesn't kill them.
The Dracul exhibit classic vampire mythology (No resistance skill, so they can't go out in the sun), shapeshifting, and generally looking like their progenitor Vlad Dracul. Also all the females of the Dracul vampires are lesbians
Mods are an affectionate parody of Twilight and (to a lesser extent) Buffy the Vampire Slayer; they are immune to sunlight and mostly exist to molest teenage girls.
Primals are barely sentient beasts who are pretty unique to the mythos (they can turn into sharks and falcons for example); they live in very outdated tribal settings, in sewers, or on farms.
Nosferatu are the Hammer Horror version; they dwell in darkness and are the most magical oriented of vampires. They get bonuses to Shapeshifting, Magic, and Feeding. As such they have little to no combat application.
Finally are the Wendigo, which are more of a super powered cannibal that are lumped in with the vampires anyway. Oddly enough they look the most human but act the most insane.
"Oupires" in Ironclaw lack most of the usual advantages, instead they're simply intelligent (and usually high level) undead who gain a bite attack (if they didn't already have one) and if killed they'll rise again the next night unless buried in consecrated ground, and even then they'll rise again if dug up. On the other hand they don't have any weaknesses to things like holy symbols, running water, or sunlight, just Super OCD that might give them an aversion to one of those things. If they starve to death from lack of blood, they rise again as a mere Barrow Wight.
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 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 Vampires in Shadowrun, they will at best be Affably or Pragmatically Evil — which means they are more common as shadowrunners than you'd think.
Hero Realms 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.
The complex zombie creation rules in All Flesh Must Be Eaten 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 Gyonshi, Penanggalan, Shuten-Doji and Vrykolakas.
Deadlands has a wide variety of vampires in it, most of whom originated in the 2nd "Rascals, Varmints & Critters" booknote Nosferatu, Penanggalen, Ustrel, Wampyr, Cinematic Vampire or in "The Epitaph #3"note Nachtzeher, Shtriga, Upir. 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 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 Nigh Invulnerable; 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 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 Vampires, 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 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 evil witches from Central Europe who have learned to feed on blood to power theirBlack Magic and preserve their youth. They are voracious eaters, drinking blood until 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.
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, funny accents and always wear evening dress. They drink the blood of the living, or sometimes grape soda.
Hampires are specifically a parody of Vampire: The Masquerade'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-Fallen Down, they also gradually become Funny Animal pigs. Unless they're already funny animal pigs, obviously.