QUOTE (Neraph @ May 20 2009, 06:36 PM)
Seriously though, that's simply retar-diculuously powerful.
Yeah, it does. But, you asked a real super-Infected, and I gave you one. I honestly meant it as an NPC-only template (yet I statted it out like it was a PC quality since I strongly believe that defining everything like it were PC stuff helps game balance a lot in the long term), the kind of unstoppable cutting-edge experimental combat monster you may expect to emerge from secret megacorp/policlub lab on HMHVV. It assumes the researchers in question are rather successful at their genetic optimization effort. Sorry If I forgot to make my intent clear.
If you instead wish something that IMO would be more suitable as a "Prime Runner"-level PC option, suitable for a high-powered campaign, here it is. It assumes that the researchers are still fairly sucessful at improving the Nosferatu strain with genes from the Wendigo strain, but added genes from the Banshee and Goblin strains do little more than making the super-strain compatible with almost all metahuman types.
Dracul
Cost: 185 BP
This quality may only be taken by dwarf, elf, human, or ork characters. After purging their organs, Infected characters slowly transform into dracul over a period of a couple of days. They lose all body and facial hair, their skin becomes pale and slightly translucent with veins more visible on the surface of the skin, they lose weight often becoming emaciated, skin taught over wiry muscle, their incisors and canines grow more pronounced and sharper, and their nails harden into claws.
Powers: Compulsion, Enhanced Senses (Hearing, Smell, Low-light Vision, Thermographic Vision, Vision Magnification (1)), Essence Drain, Fear, Immunity (Age, Pathogens, Toxins), Infection, Influence, Natural Weapons (Bite/Claw: DV Str/2+2P, AP 0), and Regeneration. Moreover, the maximum Essence the character can drain is equal to three times its natural maximum Essence. Additionally, all characters with this strain are magicians; the character loses any other quality that gave them a Magic attribute, if any, and gains the Magician quality (or Mystic Adept quality, if they were previously adepts) at no cost. The character’s Magic attribute does not change.
Weaknesses: Allergy (Ferrous Metals, Moderate), Allergy (Sunlight, Moderate), Allergy (Wood, Moderate), Dietary Requirement (Metahuman Blood), and Essence Loss (every 6 months).