So I have been toying with the idea of a Blampire PC character, but they seem vastly to costly in terms of refresh, even on Submerged.
Here is a list of powers I see necessary for a Blampire:
Living Dead - 1 for obvious reasons
Strange Sense -1 night vision, smelling blood, and hearing hearts pumping
Domination -2 to make Reinfields
Gaseous Form -3 as presented by Marva
Human Guise -0 at least fresh Blampires are mostly human looking
Supernatural Speed -4 Blampires are described as moving faster then the eye can see
Supernatural Strength - 4 and they have the strength to go with it
Here are powers I see as optional for Blampires:
Claws -1 with a trapping for Fangs, since I don' really see Fangs being useful in a normal fist fight, I would say that the trapping should give a bonus to damage while grappling, where fangs can actually be useful. They are optional in my opinion since we never actually get a description in the books saying that Blampires have fangs, and if you are really in to it, you can pierce skin with normal human teeth especially if you have Supernatural Strength.
Addictive Saliva -1 not sure on this one, I can't recall anyone being sexually aroused by Blampires feeding on them be it in the Files of Bram Stokers book, the orgasmic nature of vampire bites seems to be a modern addition to the myth
Spider Walk -1 Dracula does it in Stokers book, so I guess its something they can do
Cloak of Shadows -1 again, Dracula can disappear in the shadows, we haven't seen a Blampire do it in the Files, unless you want to count Mavra's double sudden appearance in Blood Rites
Swift Transition - 1 no base for that in both books but would make sens for them to be able to do it
Blood Drinker -1 obviously they drink blood, but what give Blampires the power is the death they cause by it, and they don't seem to gain any powers of having blood in there belly like Red Court Vampires
Feeding Dependency +2 again not really sure if they HAVE to drink blood or just get power from it so if they want to get stronger they have to kill but they don't have to necessary do it, I added it mostly because of the +2 since a Blampire is enough of a costly build.
So this make a Blampire build cost between 15 to 19 Refresh, the biggest chance to regain some of that is by the Catch, since Blampires have a bunch and they are well known:
The Catch needs to be between 6 to 10 refresh worth:
- no supernatural powers in Sunlight - yes, in Bram Stoker's Dracula, the Prince of Darkness walks around the daylight without bigger problems he just isn't able to aces his powers, the falling to dust effect was invented in the black and white film Nosferatu
- Holly Object - when carried by someone with Faith in that particular object, Marva doesn't seem to have a problem with Dresden Pentacle as long as he isn't concentrating his Faith in Magic in to it, making it glow
-Garlic - very common, very well known, without a doubt worth a bunch of refresh
-Threshold - cannot cross them without an invitation, again a big limitation
- Fire, Stake through the heart, Decapitation - common known weakens but then again no one likes to be decapitated or set on fire, so probably not really that much worth in Refresh
- Running Water - here I'm unsure how much of an obstacle that one is, is it just that they can't aces there powers like Wizards while under/on it? Or is it like a threshold barrier and every time a Blampire wants to cross a river they have to backtrack it to it spring and cross it from that point?
So what do you think? Which powers do you think are necessary/justified for a Blampire? Do you think that the Catches as stated are worth 6-10 refresh?