QUOTE (Shadowfox @ Apr 1 2009, 02:15 AM)

So I'm wondering if any of you have come up with stats for vampires that makes them a little more lethal?
Sort of Anne Rice style vampires, if you will. I want to make them sort of a larger enemy for my runners.
And God help me if somebody talks about that bulldrek Twilight. I'll rig your car into a wall.
The problem with SR vampires (or rather : what makes them more compelling, in my opinion) is that they are not centuries-old creatures of legend.
They are basically sick people with a couple of powers and some stat boosts and at best, they are about a hundred years old, probably 150+ if they got infected immediately after the awakening and where old farts to begin with (one of my favourite NPCs is a toxic nosferatu mage who was infected in 2012 in a private retirement home and had been a North Korean nuclear scientist before).
If you want tougher vampires, go about it the same way you would build a tough awakened human.
In the case of vamps, Charisma makes for a nice drain stat.
High degrees of initiation may help a lot, as Regeneration in SR4 (which is, BTW,
a lot weaker than in previous editions) is dependant mostly on the Magic attribute for vampires, who will not have exceedingly high Body scores.
Even then, don't rely too heavily on regenaration as a combat tactic, it will fail if your runners are halfway capable.
Let's assume you have a vamp with Body 5 and Magic 13.
Pretty impressive, right?
But even that tough bastard would, on average, regenerate "only" about 6 boxes of damage per turn, which is potentially a lot less than the complete recovery in SR1-3.
If multiple PCs pump enough lead into him (not to mention spells), he'll last a bit longer than a non-regenerating character with equal Body.
Unless his powers make him careles and he just stands there in the open or charges at the runners- in that case, he won't stand any chance whatsoever.
If he manges to hit the PCs and then run for cover, however, regenerating will be a huge benefit for him, as he'll probably be healed completely when he comes up next, assuming he takes only minor wounds from mundane sources.
Make sure he has good counterspelling or spirits with Magical Guard- that way, you can reduce the risks of combat spells, which are one of the best vamp killers in SR4.
The Alleviate allergy spell may be particularly handy.
Not only because you get an instant daywalker, but also because critters suffering from their allergies cannot regenerate.
Use spirits to make sure that the runners aren't able to heal
their wounds in the meantime.
Also, use the spirits to seperate and pick at them (by powers such as Fear and Confusion)- thereby, you'll avoid that the PCs can concentrate fire to put him down before he regenerates and just continue to put bullets into the guy until excessive damage overflows his ability to regenerate.