From: "S.D. Anderson" <102250.1425@CompuServe.COM>
Subject: Vampyr, variant Vampir BloodType

   The description of the vampire type known as Vampir in 
GURPS BloodTypes suggests that slightly more corporeal 
versions of these monsters be built using a modified 
Vyralokos template.  

   Since these vampires are entirely solid, you need to 
do extensive alterations to bring them in line with a 
slightly more solidified Vampir.  No thanks.

   The Vampyr is similar to the Vampir, basically a
blood drinking ghost whose existence depends on the
existence of it's corpse and the ability to rest within
it during the day.  It's generally more dangerous if only
because it's harder to destroy than it's astral entity 
cousin.

   DESCRIPTION:  It generally looks like it's corpse
at the time of it's first emergence from the grave.  
Unless the emergence occurs well after burial or some
sort of pathogen was actively decomposing the corpse at
a very fast rate, the Vampyr will be able to pass as
human with a little cleaning up and grooming.  
   The vampyr is not quite as immortal as other vampire
types.  Eventually their corpses will crumble to dust 
and their connection to the mortal world is severed.
   In most campaigns this is still long enough to
justify the vampiric immortality advantage at full cost.  
In an "Immortals" game, reduce the cost of their 
immortality by 20% to 48 pts.
   
   
   HABITS: The typical emergence time seems to be three
days after death but it's not unusual to find exceptions,
some even emerging at the moment of death.  (GM's 
decision.)  If a random determination method is wanted, 
here is one (other tables are just as valid): 

                         roll 3d.  
   3: immediate to one hour after death if after dark. 
   Following sunset otherwise.
    4-6: within one day of death, while dark or at the 
    following sunset.  
           7-8: 2 days after death, at sunset.  
         9-14: traditional 3 day waiting period.  
   15: Not until first new moon after the 3 day period.
       16: First new moon after a month has passed.
     17: 20 minus the deceased's HT months, 3 months 
     minimum, new moon. 
                   18: At least 3 years

   ADVANTAGES: Bite [30], Dark Vision [25] DX +2 [20], 
Insubstantial [80], Magery 1 [15], Multiple Form: Bat 
[10], Vampiric Immortality [60], Vampiric Invulnerability 
[150] 
   390 pts
     Optional: Enhanced ST 20, Claws, Multiple Form: Wolf
Speak with Animals, and Vampiric Resurrection.

   DISADVANTAGES: Bloodthirst [-15], Dependency: Human 
Blood (weekly) [-20], Dependency: Rest in corpse 
(stationary, unique/irreplaceable) base cost: -30 pts 
(daily) [-90], Dread: Garlic [-10], Dread: Religious 
Symbols [-10], Infectious Attack [-5], No Body Heat       
[-10], No Reflection [-10], Nocturnal [-10], Unhealing   
[-30], Vulnerability: ANY damage to corpse [-10], 
Vulnerability: Beheading [-10], Vulnerability: Sunlight 
4 levels [-60],    
   290 pts
     Optional: Monstrous Appearance, Bad Smell, No 
Shadow, Pallor, Unliving, Vulnerability: Running Water.

   RACIALLY INATE MAGIC: Optional: Beast Summoning 
(Rodents, Canines), Fog, Pestilence. 

   BASE COST: 100 pts (So I'm nostalgic about the
original cost of vampires in GURPS...)

   VAMPYR IN CAMPAIGN: Vampyr's are a varied lot,
the more monstrous among their number would fit
in well as a ghostly version of Noferatu while the
better preserved could easily take places with
Gothic or Modern vampires.  Because they do not
need blood as often as their corporeal or astrally
projecting cousins, they are less likely to be 
detected, needing to feed one seventh as often.

   In combat, these undead are particularly difficult 
to harm or destroy.  The few things that get past
their vampiric invulnerability are generally useless
against them while they are insubstantial.

   Only Sunlight really affects an insubstantial Vampyr,
unless the weapon can affect an insubstantial foe.

   Their bodies are both the source of their existence 
and their greatest weakness.  They take any damage
done to the corpse.  A Vampyr with the optional 
disadvantage of unliving would cease to exist if 
someone jabbed it's actual body with a knitting 
needle HT +1 times if it's spirit form couldn't get
healing before the final jab was made.  (Corpses 
don't take impaling or cutting damage increases, 
about the only "defense" they have.  On the other 
hand, dead bodies don't heal.  The vampyr's spirit 
form could heal injuries taken from damage done 
to the body, but the body remains damaged, and 
that much closer to destruction. )  Even Vampyrs
who don't suffer from the unliving disadvantage
have been destroyed by a hungry rat that got into
their coffin.

   A vampyr will seek to have it's body hidden if 
possible, but many will be reluctant to risk possible
damage caused by transit.

   Because of their corpses, and the need to both
protect their bodies and rest within them in daytime, 
Vampyrs are limited in travel options.  Hunters have
an edge here.  Find even the approximate location of
the Vampyr's lair and it is in serious jeopardy.  (Total 
Body destruction for $400 Alex...)  Of course, the vampyr 
can either attempt to move his corpse or eliminate those
threatening it.

   They can see in the dark and know full well the 
deterioration their bodies undergo, and most are 
therefore reasonably aware of their semi-mortality.  Some 
will take considerable effort to preserve the corpse.  
Suspended Animation doesn't work on dead bodies, and 
known preservative spells resist the vampiric spirit's 
attempt to enter the body, with the spell negated on the
spirit's successful entry.  

   Wealthy and/or influential Vampyrs in Fantasy settings 
may well hire necromancers and/or alchemists to solve 
this problem, if they themselves aren't skilled in those
arts.

