Roleplayer #21, August 1990
The Shadow Eaters
Vampires
in a Cyberpunk Campaign
by Loyd Blankenship
The blacktop is steaming under our wheels tonight. The smell of tar
and water and heat soaks into our denims. The liquid is black in the moonlight,
turning the pavement into an oozing scab on the skin of the city. We roar
down the road, taking all lanes. Anyone who spots our red headlights behind
them nervously pulls to the shoulder, praying we'll pass them by. We fly
past with cold, knowing stares. We hunt other prey tonight. . .
Every since Vlad the Impaler was voted Least Popular Slavic Liege Lord
in the 15th century, people have been fascinated by the vampire. This interest
was rekindled in the 1980s by Anne Rice's tour de force Interview With
a Vampire, and its sequels The Vampire Lestat and Queen
of the Damned.
Although Rice's works bring the vampire into the 1990s,
with Lestat's slick MTV videos and hit album, the subject of the cyberpunk
vampire has yet to be explored. This article will show some of the ways
the vampire can be used in a cyberpunk campaign, and describe a biker gang
with a genuine taste for blood -- the Shadow Eaters.
The Setting
Cyberpunk is perhaps the perfect genre for vampirism. In most settings,
someone who goes out only at night is conspicuous. In cyberpunk, it is practically
de riguer. Anyone impertinent enough to ask questions is shrugged
off with a condescending "It's my style, punk -- you wouldn't understand
about style, though, would you?"
The urban-blight jungle of a metroplex sprawl also provides the vampiric
equivalent of the happy hunting grounds. It is littered with the homeless,
runaways, and street scum; no one is likely to question a sudden disappearance
or two (or two hundred, in most cases!). And if a corpse turns up drained
of blood, the cops (if they even notice) will likely just shrug their shoulders
and forget about it -- they see weirder things every day.
Vampires
The standard fantasy vampire (GURPS
Fantasy, p. 123) is presented below. Normal cost is 100
points, but the GM may assess an Unusual Background cost that permits vampiric
magic to function (and vampires to exist) in a no-mana zone (typical in
a cyberpunk world). Many cyberpunk vampires will have additional modifications
as per GURPS
Cyberpunk. When a vampire becomes insubstantial, his cyberwear
should go with him -- this is one of the first tricks taught to a newly-created
vampire (Of course, not everyone gets it right -- some will leave behind
important body parts!)
Vampires are magical, undead creatures who still walk upon the earth. They
must feed on the blood of living beings in order to continue their undead
existence. Not all vampires are evil, but most are, and even the good ones
must be totally ruthless to survive! There is no "race" of vampires;
all vampires were once ordinary beings who were bitten by another vampire.
Advantages: A vampire's ST is doubled; HT is increased
by 5, and they have a DR of 2. Vampires also have the Night Vision and Immunity
to Disease advantages. Metal weapons pass through them without effect, but
they take full damage from any weapon made of wood or other plant material.
They cannot be poisoned. Magical attacks (and high-tech ray guns) affect
them as normal. Vampires do not age. They also have powerful magics (see
below) which they can use at no energy cost!
Disadvantages: Vampires are magical; they require mana in order to
exist. A vampire in a no-mana area loses 1 HT per turn, soon aging
to a powder-dry corpse. The level of mana doesn't affect them -- they are
just as powerful at low mana as high.
Almost all vampires are (justifiably) Paranoid.
Vampires cannot cross open running water under their own power. A vampire
cannot enter a dwelling for the first time without being invited by someone
within.
If exposed to direct sunlight, the vampire takes one hit of damage per minute.
Heavy clothing halves this damage. Even indirect sunlight (e.g. indoors)
hurts their eyes terribly; they are at DX-4 on all actions.
Vampires lose one HT every day at noon. If they do not spend the daytime
hours in a coffin filled with the earth of their homeland, they lose two
extra HT at noon each day. A vampire whose coffin is opened between
sunup and sundown is mentally stunned; it must make an IQ roll before reacting!
A vampire will take 2 dice of damage from holy water. However, a mere vial-full
will only annoy him. It takes a pint of water to do 2 dice damage.
Daily HT loss can only be replenished by drinking the blood of an intelligent
mammalian creature using the Steal Health spell (see below). A vampire cannot
repair his daily HT loss through healing (though healing spells will cure
other injury). A vampire has no reserve of HT below 0. If his HT is reduced
to -1, he crumbles to dust!
Friends and Enemies: Everyone reacts with hatred and fear (usually
justified) to a known or suspected vampire. If a reaction roll is needed,
make it at -6.
Likes and Dislikes: A vampire can sometimes be turned by a holy symbol in
the possession of a true believer, as long as the wielder is conscious and
actively presenting the symbol. If such an attempt is made, try a Contest
of IQ between vampire and foe (Strong Will counts!); if the vampire loses
the contest, he may not touch the holy symbol or its user on that day, and
must stay at least 3 hexes away from the symbol when possible (even if it
means fleeing). If the vampire ties or wins, then the symbol doesn't affect
him! If affected, the vampire may try a Contest of Fast-Talk vs. IQ, modified
by Will, to charm his victim into putting down the holy symbol.
A vampire must roll vs. HT-5 to cross any portal sealed with garlic, or,
in general, to tolerate the odor of garlic without fleeing.
Vampire Magic
Vampires automatically know five spells at level 15: Shapeshifting, Steal
Health, Control Mammal, Charm, and Body of Air. These spells may not be
studied or improved; they are inherent to the vampire (though the vampire
may learn other spells, and even be a mage). There is no energy cost
for them to use any of these spells.
Shapeshifting -- The vampire can take the form of a giant bat;
the change (either way) takes 3 seconds. Stats are the same as for a were-eagle
(p.122).
Steal Health -- For every minute the vampire spends feeding on
the blood of an unconscious or helpless victim, the victim loses 3 HT, while
the vampire gains either 1 HT or 1 ST, as the vampire chooses.
If the victim's HT drops below 0, he dies. The marks left by this feeding
are unmistakable.
Mammal Control -- The vampire may control the actions of one large
mammal (any size) or a group of small ones (up to 100 lbs. total weight).
This spell can be used on intelligent mammals (IQ 8 or greater), but it
is resisted at +2.
Charm -- A victim who fails to resist this spell (roll vs. IQ)
becomes the vampire's faithful slave and obeys any command, no matter how
dangerous. The vampire must instruct the subject verbally or in writing,
though the victim will automatically protect the vampire, even without orders.
In all other respects, the subject will be mentally normal and alert. He
will be unable to explain (and unwilling to think about) his loyalty to
the vampire. This spell takes 3 seconds to cast, and lasts one minute after
the vampire leaves the subject's presence. Once a person successfully resists
a vampire's charm, that person is immune to that vampire's charm forever.
However, once successfully charmed, each successive attempt by the same
vampire will be resisted at -2 (with a maximum of -10). After five successful
charms, the vampire may make that subject an "agent" who will
remain charmed 24 hours a day, and will devote themselves to caring for
and protecting the vampire. A vampire may have only one agent at a time.
Body of Air -- The body of the vampire becomes vaporous, along
with his clothing and any small objects he carries. In this misty form,
he can change shape, seep through cracks, float through the air. He can
no longer by affected by physical attacks, but he cannot do physical harm
either. This spell may not be used in combination with the shapeshifting
spell -- the vampire must return to human form first. If exposed to direct
sunlight while in mist form, the vampire dies instantly.
The Shadow Eaters
The Shadow Eaters are a biker gang; they might roam the streets of any sprawl.
The number of gang members varies -- roll 3d+3. The average gang member
is worth 250 points, assuming that points are being charged for cyberwear
-- otherwise 207 points.
Typical Shadow Eater
ST 24; DX 13; IQ 10; HT 17 (70 points total for attributes).
Advantages: as for normal vampires
Disadvantages: as for normal vampires
Cyberwear: Claws (razor implants, 15 points); Audio Dampening (5 levels,
25 points); Speakers (3 points)
Skills: Area Knowledge (the sprawl)-13 (6 points); Beam Weapons (laser)-16
(4 points); Brawling-15 (4 points); Carousing-16 (1 point); Dancing-13 (2
points); Guns (pistol)-16 (4 points); Knife-15 (4 points); Motorcycle-14
(2 points); Sex Appeal-18 (4 points); Stealth-15 (+10 when still, from Audio
Dampening, +5 when moving) (8 points).
Quirks: Overly concerned with looking hip and stylish; Likes to toy with
victims.
Habits
The Shadow Eaters cultivate the image of vampirism -- no one actually believes
they are vampires, but many think that they are crazy enough to actually
drink blood! Their secret has remained safe for a number of years through
this "hiding in plain sight" tactic. As dawn approaches, they
retreat to a well-secured underground lair, where they sleep until dusk.
Shadow Eaters are very concerned with their image -- it is unwise
to make fun of them, even if you don't think any are listening! Over the
years they have earned a reputation as deadly (and completely ruthless)
killers -- though many of their enemies just seem to . . . disappear.
The typical gang member wears all black -- leather pants and jacket and
a t-shirt. They will often use makeup to accentuate their already pale faces,
and often sport neon-red contact lenses. Their cycles are usually painted
with bats and graveyard scenes. Their symbol (of course) is a bat silhouetted
against a full moon. Don't make snide "batman" remarks around
them -- it might prove fatal.
Campaign Role
A gang of Shadow Eaters makes an effective and deadly foe for a group of
cyberpunk PCs, especially if the GM keeps their true nature hidden. In combat,
the vampires' strength and resilience -- as well as their ability to vanish
-- will come as a surprise to the characters.
Shadow Eaters usually have their hands in various illegal enterprises, so
it shouldn't be difficult to arrange for the PCs to cross their path. Or
perhaps they are looking for someone's daughter who was last seen running
with the biker gang . . .
Whatever the case, they are sure to give the players a challenge as well
as a frightfully good time!
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