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The Vampire Gene

Creating and playing characters whose DNA contains the rare vampire gene

The explanation behind the vampire legends is provided in the UA rulebook (pages 312-313 in the second edition). Though there is nothing especially supernatural about vampires, they are still intriguing entities, and some GMs and players may wish to include them in their games. If this is the case, here is a new Body skill that will help you out…

VAMPIRE GENE (Body Skill)

Vampirism is a recessive genetic trait. As such, everyone has a Body skill called – rather appropriately – “Vampire Gene.” With the GM’s permission, players can purchase this skill at the time of their character creation. Here are the effects of the various skill ratings:

0% — Mere Mortal.

You are not a vampire, and never will be. Don’t even bother writing this skill down.

Example from Bram Stoker’s novel, Dracula: Quincey Morris fits this skill level. He got mixed up with vampires, he fought bravely, he got stabbed, and he died. End of story.

1%-10% — Familiar.

You are a carrier of the recessive vampire gene. You may or may not be slightly paler than others of your ethnic group, and you have a chance of passing the gene on to your offspring (especially if your mate also possesses the gene), but that’s about it in terms of vampiric traits.

You are subconsciously drawn to other vampire gene carriers, because at its core every strand of DNA just wants to reproduce. Much of the goth subculture has this Vampire Gene rating, which is why one can find so many angsty, antisocial individuals going against their natures and congregating together.

On the down side, you are easily infatuated with full-blooded vampires. A real vampire automatically adds his Vampire Gene rating (which will be 50%-100%) to his Charm rating when dealing with Familiars, even if this raises his Charm above his Soul. It’s that wacky genetic instinct to reproduce again, though more often than not people in this skill range end up being pawns or food or both for full-blooded vampires.

Very rarely, continued interaction with full-blooded vampires triggers the activation of the latent vampire gene (which is to say, if you find yourself dealing with vampires a lot, and the GM okays it, you can spend experience to raise your Vampire Gene rating above 10%). Otherwise, you cannot raise your Vampire Gene rating without a really good excuse (magick, gene therapy, bursts of cosmic radiation, etc.).

This is the perfect rating for when players want to give their characters some vampiric connection, but when GMs reeeaaally don’t want to allow it. It’s the perfect excuse for a character to be pale and angsty, but otherwise provides characters no tangible abilities (other than to be easily brainwashed into being a bloodsucker’s minion or midnight snack).

Example from Dracula: Jonathan Harker fits this skill level. Though intellectually he was opposed to Count Dracula, time and time again he fell under the influence of the Count and his three vampiress brides. In the end, though, he became more powerful (i.e. raised his Vampire Gene rating due to prolonged contact with other vampires) and was able to wade through an army of gypsies and single-handedly throw Dracula’s coffin (with him still in it, along with a pile of homeland soil) from the top of a wagon.

11%-50% — Dhampir.

Your vampire gene is partially active. You skin is pale and sunburns more easily than most. Your eyes are most likely blue (blue irises are, biologically speaking, only one step away from being albino red), and are sensitive to bright lights. You love red meat and – assuming you can afford it –you probably eat steak every night. You never find yourself in the hospital because of the flu, and can expect to age well (assuming you live long enough to notice).

You also benefit from some of the legendary strength, speed, and charisma of the vampire. Add half of your current Vampire Gene rating (rounded down) to your General Athletics, Reaction, and Charm skills (up to the limit of these skills’ governing stats)…except when you are out in direct sunlight. The metabolic backlash against the ultraviolet radiation prevents you from taking advantage of your unique condition.

You are instinctively obsessed with vampires on a genetic level, though you may not actually like them. Your skill’s penumbra involves the vampire lore you have accumulated from reading books and watching movies on the subject. You may even want to work this peculiar interest into your Obsession somehow.

You are quite adept at spotting other dhampires as well as full-blooded vampires. Assume you have a Spot Vampire Gene Carrier skill that is equal to your current Vampire Gene rating. In ages past, dhampires were often recruited as vampire hunters, given their natural ability to detect them.

For street-level campaigns, and with the GM’s permission, you can create a new character with a Vampire Gene rating of up to half your Body. During game play, this rating can be increased with experience to simulate the genetic disorder getting worse.

Example from Dracula: Renfield fits this skill level. He was stronger and faster than he looked, craved fresh meat, and at least at one point – before his insanity set in – he must have been a rather charming individual, as he was apparently a gentleman associated with England’s lords and ladies at the prestigious Windham club. He also knew with precision when Count Dracula was nearby.

51%-100% — Vampire.

You are now full-blooded vampire, but you were not born that way. In order for the vampire gene to become fully active, you must first pass through puberty and then experience some trigger event. Often times, merely going through adolescence is enough to awaken the gene. Sometimes, though, some sort of trauma or stress is required. Once the gene begins to waken, the carrier appears to fall ill, often entering into a comatose state that can last for one to three days, after which he awakens as a full-blooded vampire.

You have white skin that is severely sunburned even on cloudy days, red eyes that are very sensitive to bright lights, and an overactive immune system that is allergic to garlic (you have -10% shift to all your stats for stat check purposes while out in the sun, exposed to bright lights, or are in the presence of fresh garlic).

You have new white teeth (sometimes mistaken for fangs) that are replaced every three to six years. You only age at about one tenth the normal rate, but your diet is limited to red meat and blood. You have a low sperm count (if male) or reproductive difficulties (if female), so passing on your condition to any offspring would be difficult. Full-blooded vampires usually arise from the mating of two dhampir-level carriers.

As with the previous dhampir skill range, you automatically add half of your current Vampire Gene rating (rounded down) to your General Athletics, Reaction, and Charm skills (up to the limit of these skills’ governing stats)…except when you are out in direct sunlight…and can sense other vampires and potential vampires with your Spot Vampire Gene Carrier skill. In addition, you automatically add your full Vampire Gene rating to your Charm (even if this pushes the Charm skill above your Soul stat) when dealing with vampire gene carriers – the “familiars” – who are in the 1%-10% range.

You also benefit from a very robust immune system. Though you do not regenerate damage per se, your body easily shrugs off diseases and infections, which makes the healing process easier. You automatically heal 2 points per day, as if benefiting from convalescence, even if you are out and about. And if you are faced with a particularly nasty disease, you can roll under your Vampire Gene rating to fight off the illness.

Finally, if you choose to go the stereotyped route and cannibalize humans, you can gain one minor charge every 24 hours from filling your belly with human flesh and/or blood. “The blood is the life,” after all. If you are also a student of a school of magick, you can use these charges normally. If you aren’t, you can discharge them to create minor unnatural phenomenon. You have no control over which phenomenon occur, or how, but you can expect it to be stylistically appropriate – the air around you becomes cold or foggy, the door creaks open for you before you reach it, the lights flicker when you say something ominous, etc. This probably accounts for the legendary mystical powers of the vampires.

For global-level campaigns, and with the GM’s permission, you can create a new character with a Vampire Gene rating of up to 51%. If you start with a rating of 51%, or you raise your rating to 51% during game play, you must go through some sort of trigger event to fully activate the gene before raising the skill further.

Example from Dracula: Lucy Westenra fits this skill level. Lucy was already showing signs of the vampire condition, and the arrival of Dracula only accelerated the process. Lucy became pale and anemic, craved blood (which was conveniently supplied to her via transfusion), eventually died (i.e. slipped into a coma), and awoke as a full-blooded vampiress. Count Dracula and his three brides were, of course, already vampires at the beginning of the novel.

101% and up — Nephilim.

Some scholars believe that vampires as we know them are themselves only watered-down versions of truly supernatural beings. Such scholars point to the sixth chapter of Genesis and the apocryphal Book of Enoch, which state that angelic beings mated with humans to produce a bloodline of nephilim. The Book of Enoch even says outright they the nephilim ate human flesh and blood. Such half-angel creatures – tall, pale cannibals who wielded mystical powers – nearly conquered the known world before the Flood slowed them down to a certain degree. Now their descendants walk among us, and are the carriers of the vampire gene.

Should a vampire somehow raise his Body stat and Vampire Gene skill over 100%, or if two vampires at the 100% level were to beat the odds and have a child…well, who knows what that individual might become.

Note that while the UA rulebook specifically mentions the Draculs of Wallachia as examples of vampires, there are of course other bloodlines that have arisen here and there across the world – Asia, Egypt, Central America, etc. Be creative with your origins…perhaps you are from a small family in rural Kentucky that intermarried one too many times, or you are a scientist who accidentally (or not so accidentally) activated your own dormant vampire gene through the use of science.

8 thoughts on “The Vampire Gene

  1. Joel Emerson says:

    On March 3rd, 2009, Dominus posted the following comment:

    “Seems rather like an Avatar path as written.

    I’d be tempted to downplay any ‘cool’ stuff. I mean, the main thing is that they live a bit longer, and always have new teeth. In most games, the life span probably won’t be an issue. I’d make it a simple skill, which might be rolled for…well, I don’t know what tasks, really.

    Since you mentioned the Goth subculture, vampires congregating, etc, this gave me another idea. How about a meme-like vampirism which spreads by people convincing each other that they’re really vampires?”

    I copied it to here, since I just re-posted the Vampire Gene in the Unnatural section (though vampires are not unnatural per se, this seemed to fit better than my original posting under Mods). Sorry for the confusion…

    Reply
  2. Joel Emerson says:

    Yes, it does have an Avatarish feel to it. My original concept was to have the Vampire Gene skill be something you purchased at whatever level you wanted at character creation, but which you could not be further raised through experience. Instead, every day a roll was made — if the result was under the Vampire Gene skill, the skill went up by 1%, even if that put the skill over the Body stat.

    The Vampire Gene skill didn’t really DO anything per se, it was just an indication of how far the disease had progressed. The higher the skill became, the more pronounced the vampiric traits became. Once the skill reached 100%, the character had the full-blown condition.

    For some GMs and players, this might be the easier route to take.

    Reply
  3. Doktor Anon says:

    What you hear:

    “You’ve heard of that recessive vampire condition, right? Well, I heard some guy on the internet saying that it’s a genetic sequence inherited from the Nephilim. Of course, where in the hell would the Nephilim have come from? I mean, shit, I’ve been around. There’s no God but us, and the Freak is our prophet. What I’m saying is, if there’s no God ‘cept us, and no angels — unless the Cruel Ones are scrumpin’ mortals and we don’t know about it — then who were the Grigori who came down from that other place? Too early for many other Archetypes. You see where I’m going with this? The Grigori plooked mortal women and made the Nephilim. Before that, the Grigori made the world. You feel me? The Grigori are the Clergy from last world. Somehow they worked some mojo to get their way into this world and left a slight imprint — the vampires. What kind of fucked up world did this one get made from, anyway? And what purpose did they have in putting the vampires here in the first damn place? And are the Nephilim still around? Just what is their legacy from last world, anyway?”

    Reply
  4. Doktor Anon says:

    “No, no, no you fuckwad. You’ve got it all backward. Man’s connection with the divine isn’t necessarily the Clergy, it’s the Alpha and the Omega. The Comte can’t be everywhere at once, so he used some sex mojo to make a race of servitors to be his eyes and ears when he’s elsewhere. The vampires are the chosen people. Why else are they always creepy lords working behind the scenes? They’re keeping the wheels of reality running smoothly.”

    Reply
  5. Doktor Anon says:

    “Vampirism isn’t a natural part of the human genome. It’s a virus that rewrites the genetic code. I don’t know why the government wants a bunch of long-lived, anemic, albino weirdoes, but they do. Who else would have the resources to spread that kind of thing?”

    Reply
  6. Antagonish says:

    I realize I’m a bit late on this, but I’ll throw it in anyway.

    I like the idea, especially the bit about vampires congregating out of primal instinct, but I’ll have to change the last tier a bit if I use it.

    I really don’t think a natural-but-rare gene should generate Minor Charges, even if it’s only one a day.

    Unless, of course, the Vampire Gene is a magickal construct after all. Somebody blew a Major Charge on this, but who? Why? Cue investigation.!

    Reply
  7. Wellbutrin says:

    This is an interesting approach, but for my own game, I prefer to keep vampires as a red herring — a secretive but not-supernatural-whatsoever clan of anemic mutants. Given that my players have experience with V:tM, I want to maintain a clear demarcation between the feel of that game and UA.

    I’m actually enjoying this take on vampires more then the standard kick-ass superbeings approach. The one vampire NPC in my game has a Body stat appropriate to someone with untreatable chronic anemia (pitiful.) I’m finding that a nervous, physically vulnerable vampire, while certainly less appealing as a PC, makes a more interesting NPC than the standard-issue bloodsucker.

    His fear of discovery drives him to wear light colours and bleach his hair, so that his pallor isn’t so evident, and he would dearly love to be rid of his stereotypically Romanian accent — unfortunately, centuries of habit aren’t easily broken. After watching almost three centuries worth of friends and associates live and die, he’s also become detached to a nearly sociopathic degree, and his conviction that his long experience makes his life much more valuable than that of ordinary people, coupled with his physical frailty, gives him a paranoid fixation on self-protection. (For my plot convenience, he loosens up a little bit toward the PCs, because one reminds him of his long-dead first love, but even so, he never meets them without his golem bodyguard close at hand.)

    The character’s mix of blatant adherence to the vampire archetype, with equally evident divergence from it, has kept the players quessing for weeks. Which is good. Uncertainty is fun. Giving him the conventional raft of superpowers, I think, would resolve the ambiguity and make things less fun.

    Reply
  8. TheWhiteWolf says:

    After hearing Wellbutrin’s idea for having less clearly vampiric “vampires,” I had a similar idea. You could keep all of the skill boosts as they are, but have all of them require minor charges to activate for X amount of time. If you were to use this idea, you should probably also give Dhampirs the blood sucking, flesh eating, minor charge gaining ability.

    This would make being a vampire less powerful by itself and could make it look like the abilities gained come from magic, while keeping the source unclear (or less clear). Of course, this variant would also seem to imply that the vampire gene is inherently magical. Make of that what you will.

    Reply

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