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What are your vampires like?

Posted: Wed Jun 29, 2005 9:24 pm
by Larsen
Just wondering what kind of vampires you have in your rifts games? This mainly refers to the secondary and the wild not so much the master vamp but just for fun what kind of master vamp do you have or have you ever had the master vamp in you games?

Posted: Wed Jun 29, 2005 9:38 pm
by Toc Rat
I feel that in Rifts Vampires, while unique, are not fully explored and rather limited. In my games I expand them in the following ways. First I make it so that even the secondary vampire can pass for human not just the master types. I mean really, it's too easy for the PCs to figure out which is the master and which is the secondary with the current rules for them. Just look for the vampire that isn't ugly enough to stop a clock and that's the master! :lol:

Next I give them more freedom of personality and ability to chose actions. This frees the secondary types to be used as RCCs if I decide to allow it. I also give each vampire intelligence on the planet a more expanded personality and goals. They touch a little bit on their individual goals but not really.

I expand on the information given in the Vampire Kingdoms book and add more to the existing kingdoms. I forget which kingdom it is but I like the one that tried to live in a more symbiotic relationship with it's humans.

I'm not sure if that counts as the "highly intelligent dracula type" so I chose other.

Posted: Wed Jun 29, 2005 10:20 pm
by Killer Cyborg
Toc Rat wrote:I feel that in Rifts Vampires, while unique, are not fully explored and rather limited. In my games I expand them in the following ways. First I make it so that even the secondary vampire can pass for human not just the master types. I mean really, it's too easy for the PCs to figure out which is the master and which is the secondary with the current rules for them. Just look for the vampire that isn't ugly enough to stop a clock and that's the master! :lol:

Next I give them more freedom of personality and ability to chose actions. This frees the secondary types to be used as RCCs if I decide to allow it. I also give each vampire intelligence on the planet a more expanded personality and goals. They touch a little bit on their individual goals but not really.


Both good ideas.
:ok:

Posted: Wed Jun 29, 2005 10:26 pm
by Toc Rat
Killer Cyborg wrote:
Both good ideas.
:ok:


Thanks :)

Posted: Wed Jun 29, 2005 10:28 pm
by Nekira Sudacne
Kinda Depends. I make my vampires as varied as any other NPC Villian. :D


except the wild vampires, they're mindless bloodsuckers.

Posted: Wed Jun 29, 2005 11:16 pm
by Larsen
alright who voted they don't have vamps in their games?

Posted: Wed Jun 29, 2005 11:30 pm
by Dr. Doom III
It depends if the Vampire is Wild, Secondary or a Master.

Posted: Wed Jun 29, 2005 11:31 pm
by Larsen
so doom is that other doom over in hu you or someone else?

Posted: Wed Jun 29, 2005 11:35 pm
by Dr. Doom III
Larsen wrote:so doom is that other doom over in hu you or someone else?


Obviously an impersonator.

Posted: Wed Jun 29, 2005 11:55 pm
by Dr. Doom III
Ishtirru wrote:Or maybe your the imposter! du du duuuuuuuh :shock:


Imitation is the sincerest form of flattery.

Naturally a new poster would want to emulate Doom. Who wouldn't?
Duh is right. :D

Posted: Thu Jun 30, 2005 1:26 am
by cornholioprime
Azrael wrote:There is only one Doom. While I am certain Doom is flattered by having other imitate his greatness - I feel that having two or more of Doom is a waste. Eventually both Doom's will meet on the same thread and will have to fight it out to see who will reign supreme as the one and only Doom.

Dr. Doom v3.1.2 for teh win. 8-)
Will it be a Battle like Bees do it, with the Elder "Queen" (3.1.2) battling the Younger "Queen" (We'll nickname him Kristoff for now)????

:lol: :lol: :lol:

Posted: Thu Jun 30, 2005 1:34 am
by cornholioprime
...almost forgot.

Our GM makes Vamps DAMNED smart, DAMNED persistent, and DAMNED nasty.

We essentially have to keep on the Vamps' arses or he'll just Mist or turn into a Bat/Wolf and return in about 15 seconds or so.....and start the fun all over again. Uber-powerful characters can be whittled down by our GM's Vamps (sometimes our Parties can be hurt badly by even a single Master) in protracted, hit-and-run attacks that go on 'til at least one of us is downed/dead/dying or the Sun is about to come up......

Posted: Thu Jun 30, 2005 11:44 am
by Rimmerdal
Toc Rat wrote:I feel that in Rifts Vampires, while unique, are not fully explored and rather limited. In my games I expand them in the following ways. First I make it so that even the secondary vampire can pass for human not just the master types. I mean really, it's too easy for the PCs to figure out which is the master and which is the secondary with the current rules for them. Just look for the vampire that isn't ugly enough to stop a clock and that's the master! :lol:

Next I give them more freedom of personality and ability to chose actions. This frees the secondary types to be used as RCCs if I decide to allow it. I also give each vampire intelligence on the planet a more expanded personality and goals. They touch a little bit on their individual goals but not really.

I expand on the information given in the Vampire Kingdoms book and add more to the existing kingdoms. I forget which kingdom it is but I like the one that tried to live in a more symbiotic relationship with it's humans.

I'm not sure if that counts as the "highly intelligent dracula type" so I chose other.


I like this...I also like how White wolf did them. I have similiar views, Though many would stake me for allowing skills to stay not rerolling attributes.

Posted: Thu Jun 30, 2005 12:26 pm
by Josh Sinsapaugh
Varies from Vamp to Vamp.

They were afterall, once upon a time, a human.

So, in turn, you have the idiotic, the blood thirsty (pun intended), the smart, the genius and even the "ashamed of what I've become."

No Anne Rice Vampires though. I prefer not to have Metrosexual Villians...to many animes have the market cornered on that.

Posted: Thu Jun 30, 2005 12:31 pm
by cornholioprime
Josh Sinsapaugh wrote:Varies from Vamp to Vamp.

They were afterall, once upon a time, a human.

So, in turn, you have the idiotic, the blood thirsty (pun intended), the smart, the genius and even the "ashamed of what I've become."

No Anne Rice Vampires though. I prefer not to have Metrosexual Villians...to many animes have the market cornered on that.
What, Josh??

No Yaoi in your games???

:P

Posted: Thu Jun 30, 2005 12:48 pm
by Thinyser
cornholioprime wrote:...almost forgot.

Our GM makes Vamps DAMNED smart, DAMNED persistent, and DAMNED nasty.

We essentially have to keep on the Vamps' arses or he'll just Mist or turn into a Bat/Wolf and return in about 15 seconds or so.....and start the fun all over again. Uber-powerful characters can be whittled down by our GM's Vamps (sometimes our Parties can be hurt badly by even a single Master) in protracted, hit-and-run attacks that go on 'til at least one of us is downed/dead/dying or the Sun is about to come up......


This is how my first GM ran them so now I do too...Vamps are the munchkin beaters of my games. After the first encounter of this hit and run tactic you have showen them once that you can kill them anytime (at night) you want they learn to respect your decisions a bit more...and not to travel at night! Even the most powerfull characters will run away the next time they see vamps. They also tend to stock up on tw storm flairs just in case they can't run.

What I love to do is after one vamp is staked the others will try to distract the PC's long enough to get a vamp in close and take the stake out! Its like freeze tag only for keeps...they make it into a game because they know they can!!!

I know this is border-line intimidation tactics but such is sometimes necessary. Keeps the PC's from thinking they run the show.

Posted: Thu Jun 30, 2005 1:13 pm
by Toc Rat
Josh Sinsapaugh wrote:No Anne Rice Vampires though. I prefer not to have Metrosexual Villians...to many animes have the market cornered on that.


Disagree with you there. It seems to me that anime mostly portrays the "classical" style of vampire and not the "metrosexual" gothic losers seen in Anne Rices novels. I'm very glad Rifts didn't try to emulate her pathetic creations.

Posted: Thu Jun 30, 2005 1:14 pm
by cornholioprime
Toc Rat wrote:
Josh Sinsapaugh wrote:No Anne Rice Vampires though. I prefer not to have Metrosexual Villians...to many animes have the market cornered on that.


Disagree with you there. It seems to me that anime mostly portrays the "classical" style of vampire and not the "metrosexual" gothic losers seen in Anne Rices novels. I'm very glad Rifts didn't try to emulate her pathetic creations.
Mehare is coming for your Tongue, Boy!!!!

And THEN Meharet will take your eyes!!!!!

:eek:

Posted: Thu Jun 30, 2005 1:27 pm
by Toc Rat
Huh? :?

Posted: Thu Jun 30, 2005 1:39 pm
by cornholioprime
Toc Rat wrote:Huh? :?
Mehare and Maharet are twin Sisters, over 6000 years old as Vampires.

BEFORE they were turned, a cruel Queen ripped the Tongue out of one Sister (Mekare) and the Eyes of the other (Maharet).

When Anne Rice Vampires are turned, they are forever locked into the condition that they were in before conversion -Limbs and Organs removed or missing beforehand remain that way forever....BUT....they can temporarily use the Body Parts of the Living by taking them and "plugging" them in.

But the healing effect of their Vampiric Blood keeps those Organs alive for only a few weeks before they need to "harvest" more....

Posted: Thu Jun 30, 2005 3:20 pm
by Larsen
My vampires structure is more like a society. The master (I don't remember how it is in the book but I only have one) is the ultimate puppet master. He pulls the strings from afar and the characters have never met him even though he was the one pulling the strings. He is evil incarnate with no remorse or caring for those who do not follow his will.

The secondary are where the fun is. They run the gambit from good(or as good as is allowed in their alignment restrictions) to just as evil but not as powerful as the master. They also pass quite easily for human(unless they aren't trying)

The wild in their human guise(yes my vamps have a human face and a vamp face) look more like heroine addicts or homeless people than monsters, although they tend to lose their mask very easily. They primarily travel in groups and act more bestial than human. Also unlike all the bad hollywood movies although they have lost most of their humanity does not make them easier to kill. Imagine a snarling wolf or big cat looking for their next meal you is you. They have full use and understanding of their powers, and as one group of munchkin juicers I once gmed for found out are not push overs. All but one died.

Posted: Thu Jun 30, 2005 3:43 pm
by Rimmerdal
cornholioprime wrote:
Toc Rat wrote:Huh? :?
Mehare and Maharet are twin Sisters, over 6000 years old as Vampires.

BEFORE they were turned, a cruel Queen ripped the Tongue out of one Sister (Mekare) and the Eyes of the other (Maharet).

When Anne Rice Vampires are turned, they are forever locked into the condition that they were in before conversion -Limbs and Organs removed or missing beforehand remain that way forever....BUT....they can temporarily use the Body Parts of the Living by taking them and "plugging" them in.

But the healing effect of their Vampiric Blood keeps those Organs alive for only a few weeks before they need to "harvest" more....


Cool, "Jeepers, Creepers where'd you get those eyes...."

Posted: Thu Jun 30, 2005 3:53 pm
by Rimmerdal
jnagyjr wrote:
Larsen wrote:alright who voted they don't have vamps in their games?


I do. I don't go down into SA much to have use for them and they're so rare north of Texas that I just don't bother with them.


Okay who's number 2? Come on...we won't call you a wimp or anything.... :twisted:

Posted: Thu Jun 30, 2005 3:57 pm
by Rimmerdal
They are a pain for GM I would guess since the VI (Vamp Intel) has to network more than any other group due to the sunlight weakness among other reasons.

Posted: Thu Jun 30, 2005 6:14 pm
by Shades of Eternity
If your unprepared for vampires, you will have some serious problems.

However prepping for vamps is incredibly easy and easy top kill.

Still don't understand why the CS hasn't exterminated the Vampire kingdoms just yet.

With their equipment and tactics, should be a walk in the park.

Posted: Thu Jun 30, 2005 6:17 pm
by Killer Cyborg
Shades of Eternity wrote:If your unprepared for vampires, you will have some serious problems.

However prepping for vamps is incredibly easy and easy top kill.

Still don't understand why the CS hasn't exterminated the Vampire kingdoms just yet.

With their equipment and tactics, should be a walk in the park.


1. You underestimate vampires.
2. IIRC, the CS doesn't even know about the vampire kingdoms.

Posted: Thu Jun 30, 2005 6:18 pm
by Killer Cyborg
cornholioprime wrote:...almost forgot.

Our GM makes Vamps DAMNED smart, DAMNED persistent, and DAMNED nasty.

We essentially have to keep on the Vamps' arses or he'll just Mist or turn into a Bat/Wolf and return in about 15 seconds or so.....and start the fun all over again. Uber-powerful characters can be whittled down by our GM's Vamps (sometimes our Parties can be hurt badly by even a single Master) in protracted, hit-and-run attacks that go on 'til at least one of us is downed/dead/dying or the Sun is about to come up......


So basically, he has vamps use the tactics presented in the VK book...

Posted: Thu Jun 30, 2005 6:36 pm
by Shades of Eternity
Killer Cyborg wrote:
Shades of Eternity wrote:If your unprepared for vampires, you will have some serious problems.

However prepping for vamps is incredibly easy and easy top kill.

Still don't understand why the CS hasn't exterminated the Vampire kingdoms just yet.

With their equipment and tactics, should be a walk in the park.


1. You underestimate vampires.
2. IIRC, the CS doesn't even know about the vampire kingdoms.


Last December's weather pattern disagree with you.

If they fought like a real army, the VK life spam is measured in days.

Posted: Thu Jun 30, 2005 6:44 pm
by Rimmerdal
Shades of Eternity wrote:If your unprepared for vampires, you will have some serious problems.

However prepping for vamps is incredibly easy and easy top kill.

Still don't understand why the CS hasn't exterminated the Vampire kingdoms just yet.

With their equipment and tactics, should be a walk in the park.




CS is a tech orientated faction. Against vamps most conventional tech is fairly useless. that's one of several reasons the 'Blood suckers' win 9 out ten rounds.Unless the CS can pack an ocean...they got to hand to hand..with wood or silver. But even if they knew of the Vamp Kingdoms they couldn't damage them signifgantly. Not the right weaponary or right mind set to do the job properly.

The CS suspects...but can't confirm the last army they sent was wiped out. so no one made it back. Meetal 'The Butcher' and Vyurr Kly are ex CS I think from the battle of Eagle Point.

Posted: Thu Jun 30, 2005 8:24 pm
by Rimmerdal
Vampire: the masquarade Brujah clan for secondary vampires.

Posted: Thu Jun 30, 2005 8:38 pm
by Rimmerdal
newbee2004 wrote:
Rimmerdal wrote:Vampire: the masquarade Brujah clan for secondary vampires.


Iwould think more like the Sabbat.


Brujah Sabat clan works.

But now I see a good a master Sabbat Ventrue...

Posted: Thu Jun 30, 2005 11:53 pm
by Larsen
jnagyjr wrote:To be fair, I do like how some of the others in this thread ran their vampires and I will definitely strive to do that.

I remember once our group got hit by a group of like 5 vamps (it was 4 PCs and 5 vamps) and we got trounced but good.



:nh:

That just wasn't fair on the part of the gm. When my character runs into vampires or when I sick vampires on the group its usually 2 vamps for every four players. Unless of course we are playing vampire hunters. But usually its a group of four no one with silver weapons, wood, no dem and monster lore and only enough water to live off of. And our group has a strict policy of if you don't have the right lore you can have all the required things to whoop them but you can't use them. Same principle as you can carry a gun around all you want. If you don't know how to load it all it is is a bludgening device.

Posted: Thu Jun 30, 2005 11:59 pm
by Killer Cyborg
Shades of Eternity wrote:
Killer Cyborg wrote:
Shades of Eternity wrote:If your unprepared for vampires, you will have some serious problems.

However prepping for vamps is incredibly easy and easy top kill.

Still don't understand why the CS hasn't exterminated the Vampire kingdoms just yet.

With their equipment and tactics, should be a walk in the park.


1. You underestimate vampires.
2. IIRC, the CS doesn't even know about the vampire kingdoms.


Last December's weather pattern disagree with you.

If they fought like a real army, the VK life spam is measured in days.


I can't quite make sense out of that post.

Posted: Fri Jul 01, 2005 12:07 am
by Larsen
jnagyjr wrote:
Larsen wrote:
jnagyjr wrote:To be fair, I do like how some of the others in this thread ran their vampires and I will definitely strive to do that.

I remember once our group got hit by a group of like 5 vamps (it was 4 PCs and 5 vamps) and we got trounced but good.



:nh:

That just wasn't fair on the part of the gm. When my character runs into vampires or when I sick vampires on the group its usually 2 vamps for every four players. Unless of course we are playing vampire hunters. But usually its a group of four no one with silver weapons, wood, no dem and monster lore and only enough water to live off of. And our group has a strict policy of if you don't have the right lore you can have all the required things to whoop them but you can't use them. Same principle as you can carry a gun around all you want. If you don't know how to load it all it is is a bludgening device.


Well at the time I didn't know any better. :oops: :oops: :oops: :oops:


Oh you didn't know? Well thats forgivable. If you did know and still did it would be the unfair thing.

Posted: Fri Jul 01, 2005 12:32 am
by cornholioprime
Shades of Eternity wrote:
Killer Cyborg wrote:
Shades of Eternity wrote:If your unprepared for vampires, you will have some serious problems.

However prepping for vamps is incredibly easy and easy top kill.

Still don't understand why the CS hasn't exterminated the Vampire kingdoms just yet.

With their equipment and tactics, should be a walk in the park.


1. You underestimate vampires.
2. IIRC, the CS doesn't even know about the vampire kingdoms.


Last December's weather pattern disagree with you.

If they fought like a real army, the VK life spam is measured in days.
"Immortal" Status or not, Shades, you're WAY off the mark.

Not even Splynncryth the Splugorth -perhaps THE Race in the Megaverse most suited to eliminating their most hated of foes -is said to be able to attack the combined might of the Vampire Kingdoms with impunity.

It is said that he will probably win, but at great cost even to him......

Vampires in the RRVGG

Posted: Fri Jul 01, 2005 2:22 am
by SirTenzan
Hello,

Vampires used by the Red River Valley Gaming Group are truly nasty villains. All three varieties have their strengths and purposes among the Vampire Kingdoms.

The Master Vampires are without a doubt the nastiest, in terms of dealing with a powerful individual. Their metamorphosis ability works faster, their mind powers are stronger, and they have the ability to hide their nature, all better than their weaker kin. Their one weakness is that when interacting with humans, they tend to be drawn to him/her like a moth to a flame, due to their charm, mystique, and supernaturally enhanced beauty. This can often lead the characters right to a Master trying to masquerade as a local celebrity.

In times of conflict, the Master Vampire becomes the orchestrating villain behind the myriad of pawns in the Vampire's service. One might think of them as a General in the scheme of things, second only to the Intelligence. When met in battle, if in the rare occasion of not being accompanied, they are threatening monsters given their speed, reflexes, and pure strength. I often give them 2-3 additional attacks per melee, and boost their combat statistics. Of the three varieties, the Master is the most likely to employ modern weapons or magic to assist them in battle.

As for Master Vampires outside of their usual hierarchy, this is a RARE event to occur, since a Master Vampire must be a volunteer to the process, not just some hapless victim. Occasionally, however, these villains will have a change of heart - and become the brooding type. The type that regrets their past decisions, and either seeks to once again be human, or accepts what they are and decides to try to make amends for what they've done.

Secondary Vampires, contrary to popular opinion, are very human like in our campaigns. Most of the time they can pass as human, so long as they are not employing any of their powers. Intelligence wise, some can be very stupid and single minded, while others can be very cunning. In our campaign they are as intelligent as they were as a human. Appearance wise, they look much as they did as a human, with a few minor differences - like the teeth. In conflict, like I said, their abilities vary from Vampire to Vampire. Generally an older and higher level secondary vampire will be ten times as powerful as a young secondary vampire, simply because they have learned to use their abilities to their advantage in conflicts. Occasionally a secondary vampire will even rival master vampires in terms of power, though they will never technically reach that point in vampire culture. They are often found operating individually or in groups of secondary vampires as large as 20, often with an elder secondary vampire serving as their leader. The dumber secondary vampires occasionally take on the lifestyle of a wild vampire, either because of pure taste, or because of orders - becoming the leader of various Wild Vampire packs. These generally become some of the most brutal and effective border hunting packs in the American Southwest, Mexico, and Texas.

Secondary vampires are the kin with often the most angst of their kind, in regards to what they have been changed into, because a fair number of them were turned against their will. The weakest willed individuals will eventually come to enjoy what they have become, forgetting entirely why they did not want to be turned to begin with. The stronger willed types become only a step above slaves, being forced to do work they despise. The lucky ones escape and live out a quiet existence in far-flung corners of the world, hiding from others of their kind. The philosophy behind these escapees varies widely from one to another. Some may justify killing because of the beast within, quietly damning those that created them. Others may opt to feed only on the villains of the world, using the hateful monster within, to turn it against other forms of villainy in the world. VERY few secondary vampires actually return to their places of origin, except to gather more soil from their native lands, due to their vulnerability to control by master vampires and vampire intelligences. (The one example of a secondary vampire joining a group fighting against the Vampire Kingdoms in the Pantheons of the Megaverse book, is a rare exception, thanks to the magical device she possesses that keeps her from being controlled.)

Wild Vampires in our campaign are the blood sucking monsters, only a step above intelligent predatory animals. They can reason rudimentary tactics and can hold very simple and guttural conversations, but they would more readily rip the throat out of a human than talk to one. People changed into a wild vampire, often against their will, will seldom remember much about their life as a living and breathing mortal beyond a few months after their turning. Strangely many wild vampires still after years as a wild vampire will not knowingly harm or kill a mortal they loved/befriended in their 'previous life'. They cannot explain their reasonings, except assuming that they would taste bad, or that they looked strange.

Obviously our campaign's vampires are similar to those presented in the books, but with a few differences.

The vampires are about to play a MAJOR role in our campaign. A few of their intelligences were eliminated during the 102-104PA period in our timeline, and this resulted in a mad scramble by the remaining vampire intelligences to attain these unhosted human and D-Bee populations. In the process a series of small wars were fought between them and some of the human protectors of the unhosted Kingdoms, further weakening the already thinly spread Kingdoms. The Aztec Gods used this opportunity to storm in and subjugate the remaining Intelligences, forcing the evil creatures to serve them.

They have now been united as the Empire of the Almighty, with Tezcatlipoca being the Emperor of this new realm. At present time they are building their numbers. A small region on the west coast of Mexico called Morazan retained their independence from the Vampire Kingdoms, but later were offered an iron clad truce by the new Aztec Lords of the combined Empire of the Almighty. As a result Morazan willingly offers the services of their military as mercenaries to the Empire of the Almighty, and supply them with military equipment.

The eventual goal of this new Empire is unknown, but with the construction of bunkers on the northern border of this new Empire, it is suspected that they will attempt to expand northward.

Psychics throughout North America have a dizzyingly bad feeling about this expansion. As though a horde of ancient god led vampires is not enough to be afraid of, something even more vile appears to be behind the scenes of all of this. Who or what also remains an enigma.

It isn't as simple as vampires vs. D-Bees/Humans either, as the Empire of the Almighty has entire armies of humans and D-Bees pledged to serve them, more out of fear than anything else. However, it gets MUCH worse than that. With the Aztec Gods forcing their ancient rites upon the superstitious populations of their Empire, it promises to very much become a holy war. The Great Spirits of the Native Americans, Evil Aztec Gods, Good Aztec Gods, the ancient god Yodheh, and a now insane Shinto war god named Hachiman all will likely play a role in this oncoming war, as each fights for their claim over North America.

IF any of my books are solicited, I hope to one day write a book dealing with this conflict.

Posted: Sat Jul 09, 2005 12:53 pm
by Trencher
Does anybody use alien-vampire intelligence from the beyond the supernatural book? I don't have the main or the vampire rifts book but I think that rifts uses the same style of vampire or am I wrong.

Posted: Sat Jul 09, 2005 2:57 pm
by Larsen
I don't know sorry.

Posted: Sat Jul 09, 2005 4:24 pm
by Sentinel
Trencher wrote:Does anybody use alien-vampire intelligence from the beyond the supernatural book? I don't have the main or the vampire rifts book but I think that rifts uses the same style of vampire or am I wrong.


It's essentially the same, although Rifts added Secondary Vampires, so you have those in additon to WIld and Master Vampires.
The power level came up dramatically due to the inclusion of MDC weapons and armour.
The vulnerability to water got played up a lot more in Rifts than it had been in BtS.

Posted: Sat Jul 09, 2005 5:54 pm
by Trencher
Sentinel wrote:
It's essentially the same, although Rifts added Secondary Vampires, so you have those in additon to WIld and Master Vampires.


Secondary?
Is this some sort of vampire where the original personality still lives in the vampire?

Posted: Sat Jul 09, 2005 7:01 pm
by cornholioprime
Trencher wrote:
Sentinel wrote:
It's essentially the same, although Rifts added Secondary Vampires, so you have those in additon to WIld and Master Vampires.


Secondary?
Is this some sort of vampire where the original personality still lives in the vampire?
No.

Rifts Vampires have "rank" based on how they are "infected" with Vampirism.

Master Vampires are all infected DIRECTLY by an Essence Fragment of the Intelligence, and are ALWAYS willing participants. Apparently, Master Vampires are INSTANTLY converted ("turned") by the Essence Fragment; no time needed to die and rise up again.

Secondary Vampires can be brought into being by the bite of other Secondaries or the Master Vampire. It takes time for the Fragment of a Fragment, as it were, to change ("turn") the Humanoid into a Vampire; Secondary and Wild Vampires die and then rise after a few days.

Also, perhaps because the Secondary is made of a Fragment that he may have gotten from a Secondary, who in turn got HIS Fragment from another Secondary (and so on, down the line, until we get back to the Master Vamp), Secondary Vamps usually have the greatest range of Alignments (as far up as Unprincipled, I believe)...although nearly all Vampires are said to give in to their base emotiopns over time.

Wild Vampires exist for either of two reasons: either they have been driven insane (usually by prolonged starvation), or they are too far down the line, as it were, when they were created (the Essence of the Vampire Intelligence becoming too far "diluted" in the line from Intelligence to Secondaries to Wilds). Secondaries have a VERY good chance of creating Wild Vampires no matter how "close" they are to the Master Vampire..

Posted: Sat Jul 09, 2005 9:36 pm
by Trencher
So secondary vampires have their own personality?
That is pretty major. I thought it was strange that they have a book called vampire kingdoms. The vampire intelligence is a more original idea though and more horrific. Are vampires a optional racial class? Can they wear power armour?

Posted: Sat Jul 09, 2005 9:47 pm
by Killer Cyborg
Trencher wrote:So secondary vampires have their own personality?
That is pretty major. I thought it was strange that they have a book called vampire kingdoms. The vampire intelligence is a more original idea though and more horrific. Are vampires a optional racial class?


Yes, but not a recomended one.

Can they wear power armour?


Nope.

Posted: Sat Jul 09, 2005 9:54 pm
by J. Lionheart
Trencher wrote:So secondary vampires have their own personality?


They have their own personality insofar as it is a vampire character independant of others. It is not the personality of the original mortal, but it is their own, yes.

That is pretty major. I thought it was strange that they have a book called vampire kingdoms. The vampire intelligence is a more original idea though and more horrific.


Vampires operate in packs, with strict heirarchies and such. Get enough, and a kingdom is a logical step to take. Vampires run the gammut of dispositions, and there are places for all types.

Are vampires a optional racial class?


Yes, though not suggested for use.

Can they wear power armour?


I'm not a RIFTS player, so I don't have a canon reply to that.

Posted: Sat Jul 09, 2005 11:03 pm
by Trencher
J. Lionheart wrote:They have their own personality insofar as it is a vampire character independant of others. It is not the personality of the original mortal, but it is their own, yes.
Then it makes more sense.

Killer Cyborg wrote:
Trencher wrote: Can they wear power armour?
Nope.

Any reason why? Although it is understandable that they can't.

Posted: Sat Jul 09, 2005 11:27 pm
by SkyeFyre
Trencher wrote:
J. Lionheart wrote:They have their own personality insofar as it is a vampire character independant of others. It is not the personality of the original mortal, but it is their own, yes.
Then it makes more sense.

Killer Cyborg wrote:
Trencher wrote: Can they wear power armour?
Nope.

Any reason why? Although it is understandable that they can't.


If I recall correctly it's something to do with them being elemental characters. They actually like to be out in the open air, free place. They'll wear partial body armor at most. They prefer not being confined. So power armor would definately be a nono.

Posted: Sun Jul 10, 2005 12:44 am
by Trencher
SkyeFyre wrote:If I recall correctly it's something to do with them being elemental characters. They actually like to be out in the open air, free place. They'll wear partial body armor at most. They prefer not being confined. So power armor would definately be a nono.

Sounds good to me.
Does anybody use the rift vampires as written? Or does everybody use them more like in a white wolf and Anne Rice kind of style?

Posted: Sun Jul 10, 2005 12:53 am
by Kalinda
Trencher wrote:
SkyeFyre wrote:If I recall correctly it's something to do with them being elemental characters. They actually like to be out in the open air, free place. They'll wear partial body armor at most. They prefer not being confined. So power armor would definately be a nono.

Sounds good to me.
Does anybody use the rift vampires as written? Or does everybody use them more like in a white wolf and Anne Rice kind of style?


I use them as written, if I want to use WW vamps I'll play WW.

Posted: Sun Jul 10, 2005 1:12 am
by J. Lionheart
Trencher wrote:
SkyeFyre wrote:If I recall correctly it's something to do with them being elemental characters. They actually like to be out in the open air, free place. They'll wear partial body armor at most. They prefer not being confined. So power armor would definately be a nono.

Sounds good to me.
Does anybody use the rift vampires as written? Or does everybody use them more like in a white wolf and Anne Rice kind of style?


I use the PF Vampires as written ('cause I play PF), but they're not much different. I'm with Kalinda... if I wanted a different type, I'd play a different game.

I think the most common variation I've heard people mention is that a lot of folks don't use the rules for water hurting vamps, because it just seems silly and isn't a big part of any "real life" vampire lore, but they're still pretty solid by-the-book.

Posted: Sun Jul 10, 2005 1:38 am
by Kalinda
No metrosexual vampires! :?

And a show called 'vamp eye for the live guy' is right out...