Vampire

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 1
MOVE: 12”/18“ <(/18" as large bat only)>
HIT DICE: 8 + 3
% IN LAIR: 25% (1 Vampiress: forest, TPL42:7th, REF3.53)
TREASURE TYPE: [F]
NO. OF ATTACKS: 1 ~ 12 <(10 incl. +2 STR. bonus)>
DAMAGE/ATTACK: 5-10
SPECIAL ATTACKS: Energy drain (2 levels), charm
SPECIAL DEFENSES: Hit only by magic weapons, regenerates, gaseous form, limited immunity to magical attacks/poiosn/paralyzation
MAGIC RESISTANCE: See below
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic evil
SIZE: M
LEVEL/X.P. VALUE: VIII | 3800 + 12

The most dreaded of the chaotic evil  undead is the night-prowling vampire.
These creatures must REST in a coffin || similar receptacle during hours of sunlight unless far beneath the surface of the ground,
and in the latter case they must occasionally return to such REST,
for their power is restored by contact with soil from their grave.
Like all undead, vampires exist in two planes at once --
in this case the material && negative material.
Vampires have 18/76  STR.

If a vampire scores a hit upon an opponent, its powerful blow causes 5-10 points of damage,
and its powerful negative force drains 2 life energy (alt) levels from the victim,
complete with corresponding losses in hit dice, ability level, attack level, etc.


Q: Can a vampire drain energy levels after a stake has been driven through its heart?
If it can, will simply touching its body cause the energy drain?

A: A stake through the heart totally incapacitates
a vampire. It cannot move,
attack, or use its special abilities; it is not
destroyed, however, until additional steps
are taken (see the MM, page
99). All touch-delivered attacks, including
an undead's energy drain, require a successful
melee hit from the creature delivering
the attack. Simply touching an active
vampire will not cause energy loss.
(138.12)

ADQ: Do PCs and NPCs who become vampires
retain their previous character classes? If
so, how do you calculate the vampire's HP?
Does the creature keep the HD and
HP it had in life, or must you use 8+3 HD
for all vampires as listed in the MM?
At what level would it cast spells?
ADA: The DM should decide whether a vampire
will retain the the character class and abilities it had
in life. If it does, it will keep its previous HD
and HP, though it will no longer be able to
gain experience as such. Spells are CAST at the
character's previous level.
(Polyhedron #19)


Vampires are affected only by magickal weapons.
They regenerate damage at 3 HP per melee round.
If brought to 0 HP by combat, the vampire is not killed, but it is forced into gaseous form.
It must then return to its coffin within 12 turns, rest 8 hours, and reform a corporeal body.

Sleep, charm, and hold spells do not affect vampires.
Neither do poison || paralysis.
Vampires take only one-half damage from spells based on cold || electricity.

A vampire can assume gaseous form at will.
Likewise, a vampire can shape change into a large bat whenever desired -- thus the flying
movement shown for this monster.

If it gazes into a person’s eyes, the
vampire will have the effect of charming, with the victim subtracting 2
from the save vs. Magic. charmed persons behave as if they
had been successfully struck with a charm person spell.

Summoning: All vampires also have the ability to summon creatures to aid them; in subterranean
surroundings usually 10 to 100 rats or bats (the latter only confusing and
obscuring opponents’ vision, not physically attacking), and in wilderness
surroundings typically 3-18 wolves. These creatures come within 2-12
melee rounds.

Vampires recoil from strong garlic, the face of a rorrim, or a cross (or
several other holy symbols of lawful good) if any of these objects are
presented boldly. Note, however, that none of these devices harm or drive
the monster off. They do cause a vampire to hesitate 1 to 4 rounds before
attacking in the case of garlic; a rorrim II holy symbol will cause a <garlic(unofficial)>
vampire to position itself so that the object is not between the vampire and
its intended victim -- or the vampire will have one of its creatures remove
the device whose power is keeping it at bay. It must be stressed that lawful
good holy symbols such as the cross are sovereign against vampires of all
sorts, regardless of the religious background of the vampire in its human
existence.


Q: AD&D game module GDQ1-7
Queen of the Spiders (pages 70-71)
speaks of a vampire striking away a
holy symbol and suffering 2-12 hp
damage. The Monster Manual, on the
other hand, says that holy symbols
do not harm vampires. Please
resolve this contradiction.

A: No contradiction exists. The line in the
Monster Manual is meant to convey that
holy symbols have no effect when used
against vampires as weapons. Any lawfulgood
holy symbol, however, is an effective
barrier against a vampire. The rather
unusual vampire in the module chose to
force its way through the barrier instead
of bypassing it as most vampires do (see
the Monster Manual, page 99). The damage
is the consequence of the vampire's
unusual action, not a character's. Note also
that if a character tries to use a holy symbol
as a weapon, it ceases to function as a
barrier; the vampire can return the attack
without penalty. This is similar to what
happens when a paladin voluntarily
breaks his protection from evil in order to
melee an extraplanar creature.
(138.12)


A vampire can be slain by the following methods:
    * exposure to direct sunlight kills the creature in 1 TURN, and it becomes powerless immediately.
    * A vampire immersed in running water for 3 melee rounds is killed. The vampire loses one-third of its hit points per round of immersion.
    * If a wooden stake is driven through a vampire‘s heart it is killed, but only for so long as the stake remains; to finish this task the vampire‘s head must
        also be cut off and its mouth filled with holy wafers.

Holy water splashed upon a vampire causes 2-7 HP of damage per
vial-full which strikes the monster.

Any human || humanoid drained of all life energy by a vampire becomes
an appropriately strengthed vampire under control of its slayer. This
transformation takes place 1 day after the creature is buried, but if and
only if the creature is buried. Thus it is possible to have a vampiric thief,
cleric (CE in vampire form, of course), etc. If the vampire which
slew the creature is itself killed, the vampires created by it become free-
willed monsters.

Oriental vampires:

by Takato Yamamoto

Vampires of the eastern world are invisible. This gives them all
appropriate consideration for invisibility, including a -2 on ”to hit” dice
rolls for opponents not able to see invisible objects. These vampires cannot
charm, however, nor do they have power to assume gaseous form at will. <smoky form>


FREQUENCY: Rare

FREQUENCY: Uncommon ([Dungeon Level VIII])
FREQUENCY: Common ([Dungeon Level IX]) (Cleric, levels 7-10)
FREQUENCY: Common ([Dungeon Level X]) (Magick-user, levels 9-12))
FREQUENCY: Very rare ([Cold Civilized Mountains], [Cold Civilized Forest], [Cold Civilized Swamp], [Cold Civilized Plains], [Cold Civilized Desert])
FREQUENCY: Very rare ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness Forest])
FREQUENCY: Very rare ([Cold Wilderness Swamp], [Cold Wilderness Plains], [Cold Wilderness Desert])

FREQUENCY: Very rare ([Temperate Civilized Mountains], [Temperate Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Swamp])
FREQUENCY: Very rare ([Temperate Civilized Plains], [Temperate Civilized Desert])
FREQUENCY: Very rare ([Temperate Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness Swamp])
FREQUENCY: Very rare ([Temperate Wilderness Plains], [Temperate Wilderness Desert])

FREQUENCY: Very rare ([Tropical Civilized Mountains], [Tropical Civilized Hills], [Tropical Civilized Forest], [Tropical Civilized Swamp])
FREQUENCY: Very rare ([Tropical Civilized Plains], [Tropical Civilized Desert])
FREQUENCY: Very rare ([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical Wilderness Forest])
FREQUENCY: Very rare ([Tropical Wilderness Swamp], [Tropical Wilderness Plains], [Tropical Wilderness Desert])


Lesser vampires have but half their former level of exerience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire,
i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate.
However, upon the destruction of their slayer/drainer,
such lesser undead gain energy levels from characters they subsequently slay/drain until they reach the maximum number of hit dice
(and their former level of class experience as well, if applicable)
appropriate to their type of undead monster.
Upon reaching full HD status,
they are able to slay/drain and control lesser undead as they once were.

    - Energy Draining by Undead or Device (DMG)
 

SA: Light & the Undead
 

Question: Concerning combat with vampires: I am not certain how the use of wooden stakes is accomplished;
and, is it possible to kill a vampire permanently by the use of a magic weapon?

Answer: Much of the details in any encounter with a vampire must
necessarily depend on the nature of the particular encounter
-- it’s impossible to define the “best” way to combat a vampire,
but some general rules apply. The “use of wooden stakes” is
fairly straightforward: The vampire must be in its corporeal body
and it must be rendered helpless by some means other than
reduction of HP (because when a vampire reaches zero HP, it assumes gaseous form).
Exposure to direct sunlight
will kill a vampire after one turn, and during that turn the crea-
ture is helpless. That seems like a good time to hammer home a
stake, or it could be done at any other time when the vampire is
immobilized in its corporeal body.
    No, it is not possible to permanently kill a vampire with magic
weapons. As stated above, a vampire will become gaseous when
it is reduced to zero HP. Magic weapons are fine for
weakening the creature, but some other means must be used to
apply the killing blow.

Question: Can a cleric create water inside a non-living object?
If so, what would happen if water is created inside a vampire?

Answer.
 
 

Lesser Vampires (8+3 HD)



 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
The Appearance of Vampires The Vampire's Lair Attack Forms & Special Abilities Dealing With Vampires DMing Vampires

To use the word "lesser" in regard to
any vampire is a misnomer, but the typical
vampire begins as a luckless mortal
who falls prey to one of these creatures
of the opposite sex. It is through the
original vampire's feeding off the blood
of the host that this process takes place,
with the host creature losing one experience
level per feeding until death. <alt>
Within 24 hours after burial, the host <see Ceremony: Burial>
then arises as a vampire under the control
of its original slayer, remaining
under its dominion until the slayer is
itself somehow destroyed.
 

Q: What is a lesser vampire?

A: A lesser vampire is created when a
vampire drains a victim of life energy, and
the victim (now a normal vampire, though
possibly with extra abilities carried over
from life) remains under the vampire's
control; see the Monster Manual, page 99.
(138.12)
 

The Appearance of
Vampires

Unlike other sorts of undead, who exist
mostly on the Negative Material Plane,
vampires retain much of their original
appearance. What physical changes do
occur tend to be limited to a chalkiness
in complexion and a penetrating,
unnerving stare. Vampires in human form avoid armor,
and in most cases
will be attired in the shrouds or clothing
in which they were buried.

Of course, vampires are not always
met in human form. These monsters
may assume canine (usually wolfen)
form or that of a large bat. A polymorphed
vampire differs from a normal
animal whose form it has assumed
by being exceptionally large and having
burning eyes.

The Vampire's Lair

One consistent factor in all lairs of vampires
is that they are set within a locale
that is difficult and time-consuming to
search out. The creature is well aware
that its need to REST during the hours of
daylight is its Achilles' heel, and it
always takes steps to make the discovery
of any of its resting places as difficult
as possible for pursuers.

About the general vicinity of the lair
the vampire will have a number of
lesser guardians to protect it. This can
range from something as simple as a
pack of wolves or rats, to one or more
charmed helpers to mislead the unwary
into going the wrong direction in their
quest for the vampire's coffin(s). These
lesser animal guardians need not be
limited to the two creatures mentioned,
for certainly in locales where wolves
and rats are not commonplace the vampire
may employ other sorts of creatures.
In all cases, such guardians will
be non-benign-snakes, scorpions, hornets,
or other similar things.

Charmed creatures near the lair will
always act in the vampire's best interests,
willingly sacrificing themselves to
protect their master if necessary. If
deliberately employed as spies || assassins,
they may even join up with a party
of adventurers who "rescue" them <>
from a dungeon-turning upon their
comrades at a critical time.

Attack Forms and Special Abilities

The most deadly attack form of the
vampire is its energy-draining touch,
which the creature employs with the
benefits to hit && damage imparted by
its exceptional strength. This ghastly
touch operates in much the same manner
as a ghost's.

An opponent slain through physical
melee with a vampire does not become
undead through this process. Rather,
the creature's soul and vital life <spirit for elves, ea.>
essences are destroyed and no resurrection
is then possible, notwithstanding
wish or similar magics.

It is perhaps a psychological weakness
of vampires that fighter-class
undead of this type often resort to the
use of melee weapons, with applicable
strength and/or specialist bonuses, to <>
show their contempt for living counterparts.

As is well known, vampires may project
project
a powerful charm through their
eyes. The range for this is 20', and it is
most frequently employed against
members of the opposite sex.

The charm certainly may be used
against those of the same sex and lasts
indefinitely in either case. As an alternate
usage, when the monster desires
to remain inconspicuous, a creature
making eye-contact with the vampire is
subject to a suggestion spell.

Among the most useful of the creature's abilities is that of assuming gaseous form.
When in this form, the
vampire resembles a cloud grey smoke <>
and may travel at a 10" movement rate
under doorways and through cracks
and holes within masonry. In gaseous
form, the creature is immune to all
damage-causing spells save magic missile
or other spells similar in nature.

Due to its undead status, vampires <grammar>
cannot be harmed by poison, or charm,
sleep, and hold-type magics.
The ability of the creature to regenerate
3 hit points per melee round is effective
against all sorts of damage except
that caused by holy water fashioned by
a good-aligned cleric (the rate of regeneration
vs. this damage is 1 point/full
turn).

It is untrue that a vampire must
always rest within its coffin during daylight
hours. If deep underground and
well away from the Sun, a vampire may
function if necessary, although it loses
½ its hit points for each day it does not
rest. The vampire may not under any
circumstances go more than three days
without rest. And should it be fought
and reduced to 0 hit points while daylight
remains, it will not turn gaseous
and is subject to final destruction
through a stake in the heart.

Dealing With Vampires

The creature exists solely for its own
benefit. And while it lacks the hatred
some other undead feel toward the living,
it certainly views living characters
with contempt, not unjustifiably believing
itself to be superior. Yet vampires
are known to work occasionally in con-
cert with Evil forces for mutual gain.

When a party of adventurers is
forced into a confrontation with a vampire,
their ultimate goal must be finding
its resting place and driving a stake
through the vampire's heart.

Tools effective against the vampire
include:

Garlic. This causes the vampire to
make a save vs. Spell in order to attack
someone either wearing or presenting
it.

Mirrors. Vampires try to avoid
being between a mirror and a target.
The effect is to make the monster hesitate
1d4 rounds before attacking.
Neutral holy symbols. These
likewise result in the vampire's hesitating
1d4 rounds while it musters
strength to attack the possessors.

Good holy symbols. Such objects,
especially the cross, are an absolute
defense against the creature, forcing it
to turn away if boldly presented. Their
protection is lost should the vampire be
subsequently attacked by the bearer.

DMing Vampires
Vampires should be played as the powerful
and intelligent creatures that they
are. Their contempt for lesser living
beings provides opportunities for
active roleplaying between the monster
and the characters, for a vampire
would enjoy few things more than
{taunting} its pursuers verbally--and
leading them into a number of traps && tricks as well.

The fact that vampires 'cannot' cross
bodies of running water is true only to
the extent that they cannot MOVE
through such terrain. They certainly
may cross over by means of spell, boat, <l?>
or magic items such as a ring of water walking.

Ultimately, the vampire's motives will
be to survive, and so it should never by
'easy' for a group of adventurers to
locate and slay the creature in its lair. <font>
Certainly, though, the ego of the monster
is such that while it leads its pursuers
on a merry chase before its <eat, drink, >
intended escape, it might well place
itself in a position where it could be
defeated by a fast-thinking group of
opponents.

Greater Vampires (10 HD)
 
The Appearance of Greater Vampires The Lair of Greater Vampires Attack Forms and Special Abilities Dealing With Greater Vampires DMing Greater Vampires

It is from the life-draining kiss of the succubus that greater vampires are born.
A major difference between these and lesser vampires is that the creature may exist safely in daylight,
although it possesses no special abilities other than spell immunity common to all vampires, and its great strength (18/00).
During the hours of darkness, however,
the creature is every bit as deadly
as its lesser counterpart. And the fact it
is mobile during daylight hours makes
it that much more so.

The Appearance of
Greater Vampires

These creatures look no different from
lesser vampires. Their greater freedom
of activity and weakness during the
daylight, however, may result in their
being more prone to wearing various
outfits && armor.

The Lair of Greater
Vampires
Greater mobility makes this monster's
lair all the more difficult to locate.
Because the vampire may look no different
from any other citizen, the location
of its resting place can be hidden
almost anywhere, with guardians <font:Parkison> often
totally unaware of their master's true
nature.

Attack Forms and Special
Abilities
These creatures possess all the regular
attack forms and abilities of lesser vampires.
In addition, their gaze weapon also may be employed as a hold person spell.

Another talent they may employ is to
summon minor demons to serve them
for up to 24 hours. This only may be
attempted during the hours of darkness,
obviously, and the monster has a
40% chance of successfully summoning
a Type I demon, and a 20% chance of
summoning a Type II demon.
These monsters are turned by clerics as specials.

Dealing With Greater
Vampires
During the hours of darkness, the
greater vampire may be handled in
much the same fashion as any lesser vampire.

An important difference is that the monster is entirely immune to all lesser charms.
Even good {holy symbols} affect the creature only if it fails a save vs. Spell.

During the hours of daylight, the
monster is far more limited. If caught
and battled at that time, it may be slain
much more easily and will not turn gaseous upon reaching 0 HP.
A stake through the heart still is required to assure its end.

DMing Greater Vampires
Greater vampires are far more deadly than their lesser counterparts.
In almost every case,
the creature will adopt the persona of a normal citizen,
frequently wealthy,
and will do its utmost to keep its true nature a secret,
often moving on to a new locale after
garnering a few victims. It needs REST in
a coffin filled with earth from where it
died only if reduced to 0 HP and
gaseous form.
zb
Should this be impossible, the vampire will die with the coming of dawn.

AC 0; MV 12"/18"; HD 10; # AT 1;
Dmg 2d6; SA energy drain <alt>; SD +1 or
better weapon need to hit; AL CE;
XP 5000 + 10 per HP.
 

by Vince Garcia
 

Q: Can a PC become a free-willed vampire and be
played like any other PC?

A: No. A PC who becomes a vampire also becomes
an NPC under the DM's control;
otherwise, the character is too powerful and the game balance
starts to disappear as the PC vampire vampirizes the countryside.
All undead creatures should be NPCs, to emphasize the humanocentric
nature of the AD&D game system.
(76.62)



 
 

3RD21ST wrote:
Hi Gary,

As many people know about them, the vampire is one of the more infamous supernatural beings of folklore. I was wondering, though, what version of the creature you used for your background? The reason I ask is because the other night I was reading the vampire's entry in the Monster Manual, and I could have sworn after I was finished that I just got done watching Christopher Lee in one of the Hammer Dracula pics. Was this your inspiration, or did you use another source? Stoker's novel perhaps? I see both intepretations in there, but like I say it reminded me so much of Christopher Lee.

Rob


Heh, I have read Stoker's novel, Dracula, several times over the years.
However, my favorite screen rendition of that character is that done by Bela Lugosi.
I used Stoker and various folklore sources to develop the vampire as a monster in the A/D&D game 8)

Cheers,
Gary


garhkal wrote:
In your opinion, would a paladin be able to stake an unsuspecting and undefended vampire?
 


I'm not Gary (obviously), but...are you kidding? Of course a Paladin could stake an unsuspecting and undefended vampire! The vampire is evil, and the Paladin would be performing a service to both the vampire (freeing it from the bondage of undeath) and to society.
 

What Philotomy said!

Cheers,
Gary
 

Quote:
Caveat impalor. Make absolutely sure it's a vampire.
Staking an innocent victim in the heart and/or defiling a sanctified corpse is one embarrasing way to lose your paladinhood... 


Pretty unlikely, that error, if the suspected target is in a coffin with earth upon it's bottom and is not breathing yet looks hale and hearty... 


Gary
 


Deogolf wrote:
Wouldn't the aura of evil be a "dead" giveaway?! 
 


In a vein of gratitude, please accept my fangs for that.

Cheers,
Gary


Quote:
Originally posted by MerricB
Geoffrey, don't forget the Banshee, nor the drow vampire in one of Gary's modules. (I'd say which, but I don't want to spoil it for people... )

Cheers!
 


Ho Merrick!

The banshee isn't undead, but a member of the Unseelie Court.

The vampire drow is indeed as noted.
I am really not sure of exactly how the non-humans like that become vampires, as they don't have souls--maybe a process similar to that of becoming a lich...

Cheers,
Gary
 


When I am less busy I'll see about the humor on the website you note.

As for playing an evil-race character as non-evil, sure! Why not, as there is variation of such outlook in most fantasy races.
The general alignment category speaks to the racial propensity and the bent of the majority of it, but certainly a lot of individuals can be different.

That does not apply to it inherantly evil entities such as vampires, let alone demons and devils.
There the modification might be in orderliness (Law-Chaos) and the degree of Evil, the dilligence with which the wicked and malign is pursued.
Just as there are truly evil people with no redeeming qualities whatsoever, so too all such creatures of Evil, for they epitomize that trait.

Cheers,
Gary
 


Quote:
Originally Posted by John Q. Mayhem
Mr. Gygax, where did vampires level drain come from?
Also, I just wanted to say that it's amazing to me that you are talking with the rank&file.
Like someone else said somewhere, what other hobby is there where you can talk to the creator?
 


Ho John Q,

the vampire's level drain came from me.
I decided upon it as a way of simulating that monster's capacity to weaken and make helpless its victims.
Once established, the level-draining attack power made all undead so able into most fearsome opponents

Of course magical and clerical means of restoring lost levels were provided--excellent ways for DMs to be rid of wishes and to drain treasure from PCs hoards and into clerical coffers.

The last special group of gamers to visit me from a distant place, summer before last, so as to go on a wild adventure across the Flanaess of Oerth had a run-in with some super-wights that drained one of their PCs.
Luckily for them they were near Veluna, visited a temple there, and for only about 90% of the wealth they had acquired along the way, those lost levels were restored.
If they'd have had a cleric in their party they would have been much richer at adventure's end...

Cheers,
Gary
 


In AD&D play I'll never forget how Jim Ward's mid-level PC fought a vampire, and forced it to dust-mote without ever being hit.


Note that I have written a set of rules for vampires as PCs (in the same vein as the Lycanthrope rules in the DMG).
When I can find them, I will post them.

Vampire PCs? Absolutely, Yes!

- Prespos

PS.
Cf. THE MONSTER AS A PLAYER CHARACTER

PS2.
Here's the upshot, from memory:
A character drained to less than 0 level becomes a vampire.
The character will rise at the next sunset.

Gary notes that vampires are intrinsically evil, like demons or devils.
A vampire PC, as a result of his or her actions, is on the sure path to Chaotic Evil, eventually.
(Here, reference the Character Alignment Graph in the PH).
Yes, there is such a thing as a Lawful Good vampire, but... for how long?

The compulsion of bloodlust rules a vampire: he or she may turn against fellow adventurers, even loved ones.
The vampire needs to feed on blood once a night: if the vampire does not feed on a given night, the next night, at a random time (roll d12, etc.), the vampire loses self-control and attacks the nearest eligible target. Each time this happens, move the vampire 1 point towards chaos, 1 point towards evil. (also, cf. GHA.117)
Again, it must be stressed that this blood addiction is not bounded by morality or ethics: in bloodlust, a vampire will drink from a fellow companion, a loved one, even an innocent child.

For the sake of game balance, player character vampires slowly gain their abilities.
They begin with all the weaknesses of a vampire, however.

The vampire is a split-class, like the ninja.
XP is evenly divided by the main class, and the vampire class.

Here's a rough copy of the vampire XP chart:

0 - no special abilities
1 - limited immunity to magickal attacks/poison/paralyzation
2 - charm
3 - summoning
4 - gaseous form
5 - hit only by magic weapons
6 - regeneration
7 - energy drain (1)
8 - energy drain (2)

It is highly recommended that the alternate rules for energy drain given in REF5 are used.
If one uses the suggestions there as a d10 table, the vampire will roll for 1 energy drain effect at 7th level, and 1 energy drain effect at 8th level.
A successful hit inflicts both of the effects simultaneously on the victim.

Also, a vampire's strength increases by 1 (or 1 category for exceptional strength, with each level gained).

Advancing in level as a vampire moves the player character 1 step towards chaos, and, 1 step towards evil.
No training is required to advance.

After 8th level, the character may Advance to become a Greater vampire.

Anyway, that's a rough draft, one that has neither seen playtesting or peer review -- both are required.