Unlike the other vampires -- master, secondary, wild, or wompyre -- biological vampires are not the product of a supernatural intelligence. Instead, the biological vampire is the result of something even more insidious -- a virus.
Once the virus has infected a person it shuts down bodily functions, yet keeps the body alive by taking over those functions. The virus carries blood cells to the lungs for oxygenation, then to other parts of the body, where they are needed. In addition, the virus is able to heal damage to the body quicker than before the infection. However, the host body becomes dependant on a source of fresh blood, at least one pint per day, as the bone marrow has become unable to produce blood cells.
Because these vampires are biological in nature, and not the spawn of an intelligence, they do not register as supernatural beings. The time from initial infection to full vampirism is a mere six hours.
All "mortal" races, sentient and non-sentient, including True Atlanteans, can become infected. Supernatural beings and creatures of magic, on the other hand, who become infected do not become vampires. Instead, they must roll to save verses lethal poisons at a -6 penalty. Those that fail the save become deathly sick for 2D6 days, suffering -50% on all skills, have no initiative, and are at -9 to strike, parry, and dodge. Those who successfully make their saving throw suffer the effects of a minor flu for 1D4 days, and are -10% on all skills, and -2 on initiative, strike, parry, and dodge. After this time period, the virus has been cleansed from the body. However, there is a 40% chance of any supernatural creature who becomes infected of dying from the virus within the first six hours.
Unlike the traditional vampire, the biological vampire is able to function normally during the day! They are also immune to many of the traditional vampire vulnerabilities, including running water, holy water (either one just leaves them wet), Atlantean protection tattooes, garlic, wolfbay, and religious symbols. They do not need to sleep in their native soil; many sleep on regular beds. In addition, wooden and silver weapons only do the standard damage, not double damage. Holy and rune weapons also do only normal damage. Because of their sensitivity to ultraviolet light, however, many biological vampires do become nocturnal.
The vampiric virus is transmitted via blood; should a vampire's blood enter the body via any means, the virus starts replicating itself at an exponential rate. The virus adds subtle improvements to the body, adding muscle, removing excess fat, strengthening bone, and increasing the senses. In addition, the virus adjusts the host's teeth, enlarging the canines into fangs.
Alignments: Any except Principled
Attributes: I.Q. Racial standard, M.E. 3D6, M.A. 3D6, P.S. 3D6+12, P.P. 3D6+12, P.E. 5D6+12, P.B. Racial standard, Spd. 2D6+6
Hit Points: 1D6 x 5 + 40, plus bonuses from skills.
S.D.C.: 2D6 x 10 or by previous O.C.C., whichever is higher.
M.D.C.: Only if the vampire was an M.D.C. creature before infection.
Horror Factor: 10, but only when the vampiric nature is revealed.
Natural Abilities: Nightvision 1000 feet, enhanced healing (5x normal), hawklike vision (able to read a sign at two miles), acute hearing, enhanced sense of smell, impervious to poisons/toxins/drugs.
On the other hand, only the vampire's body is turned to mist; his clothes are not. This can lead to some very "compromising" positions.
Bonuses: +3 to save vs Horror Factor, +2 to initiative, +3 to save vs mind control. These are in addition to any attribute bonuses.
Vulnerabilities: A bullet to the head will kill the vampire, as will mega-damage weapons that either affect the head, or separate the head from the body. In addition, intense ultraviolet radiation, such as the type put out by blacklights, will start killing the virus, causing the vampire intense pain and weakening him; during exposure, the vampire must save vs pain or be at -30% on all skill rolls, loses initiative, and is at -4 to strike, parry, and dodge. Those who do save vs pain will still be at -10% to all skills, and -1 to strike, parry, and dodge. In both cases, speed is reduced by a quarter, making him sluggish.
Also remember that the vampire's lust for fresh blood also leaves them vulnerable as they are concentrating on their prey.
Available O.C.C.s: Unlike the other, traditional vampires, biological vampires retain their previous O.C.C. Vampires come from all walks of life, from military officer to magician to vagabond. Many biological vampires manage to maintain their previous lives with little difficulty. However, all their skills are frozen at their current levels. Once a vampire has reached a level equal to his old O.C.C., the skills become unfrozen, and progress as normal.
In addition, once the vampire has achieved third level as a vampire, he can choose to select a new O.C.C. In this case, the previous O.C.C.'s skills remain frozen. The selection of O.C.C.s is fairly unlimited, with the only exceptions being Juicers, Crazies, Borgs, and Bio-Borgs, and their variants.
Magic Knowledge: No innate knowledge, however the vampire can either learn a magic O.C.C. or the knowledge can be carried over from the previous life.
Psionic Powers: Unlike the other "breeds" of vampires, the biological vampire has no innate psionic powers, unless the person had psionics prior to being infected.
Allies: Very few, other than other biological vampires.
Enemies: Those who know of them usually end up hunting them. In addition, supernatural vampires see them as natural rivals.
Experience Table: Biological Vampires use the Vampire experience table, regardless of O.C.C.