Post by Darko on Jan 14, 2016 22:57:40 GMT
It is the year 2028. Political tensions are on the rise worldwide, fossil fuel reserves have unexpectedly plummeted and most everywhere the economy is suffering. Europe is in turmoil, with poorer governments desperate for bailouts turning to megacorporations for salvation in return for considerable power within their nations. Russia has unveiled a previously unknown reserve of oil vast enough to fill its pockets. Half a dozen countries have withdrawn from the squabbling of the European Union and are eating out of the palm of the Bear's hand.
However, one other nation seeks to profit during these troubled times. The United Kingdom, using methods pioneered by the Chinese over a decade ago, has created a large island in the Atlantic Ocean. On its surface is the young metropolis of Nova City. This vastly expensive endeavour has taken over ten years to become operational. Even now, construction continues, but over the last six months it has been populated. What's so special? Using cutting-edge technology, Nova City is entirely self-sustaining without the use of any fossil fuels. Some critics say this undertaking is foolhardy and won't last. Others are optimistic.
For various reasons, there are those who would see Nova City fail and brought to ruination. There are those who see the opportunity to dig their claws into its roots for their own personal gain. The eyes of the wider world are quickly falling upon Nova City, a shining gem of prosperity in a sea of degradation. Only time will tell whether it will sink or survive, and there are darker forces at work in the shadows...
In this game, set in the sprawling island metropolis of Nova City, a deeper game is afoot. You shall play as Werewolves, Vampires and those humans who hunt them in secret. Whether in Nova City for a specific purpose, a power-play, by accident or fate, your characters will be free to pursue their own personal ambitions. Of course, the consequences of those ambitions will no doubt be significant, depending on what happens. However, as the GM, I will ultimately be more reactionary than proactive in this game (unlike Shadow War), mostly delivering combat results and dealing with anything unforeseen. Other than that, it's up to you guys how this one goes. I may run a few NPCs here and there or throw an occasional cog in the works to make things interesting, but that's about it. The possibilities are pretty goddamn vast with this one.
Nova City itself is state-of-the-art, with massive skyscrapers shimmering in the sunlight. Smaller, boxier mass-housing blocks are common, existing out of efficiency and originally constructed for the workers who went on to build the more impressive parts of the city. Now they serve as the cheapest homes for those who simply wish to immigrate there. Surrounded by sea, the only ways to leave the city are via the airport or the harbour. An intricate monorail system allows for easy tranport around the city, and below in the streets electric cars hum softly alongside self-driving taxis. Other than that, it's a fairly ordinary city with a nightlife, nine-to-five and everything inbetween. Of course, everything runs on green energy here, so not only do all of the buildings have rather impressive and abundant solar panels, recycling is of major importance. Keeping all of that in mind, feel free to add to it, from your character's favourite coffee shop or drinking hole to secret (but plausible) bases/hideouts as necessary. I'll let players know if anything is unacceptable, however I'll be quite surprised. Just use common sense where applicable.
Main Factions
Hunters:
AGIHO
Task Force Reaper
Werewolves:
The Grey Brethren
The Blood Moon Butchers
Vampires:
The Elite
The Crimson Guard
I'll provide more details on these below. You can of course add more Werewolf or Vampire factions, but they must be given the green light by me first (so PM them to me). Unless they're particularly good however, they might not fit in well, so keep that in mind. Your characters can belong to any one of these factions if they match the profile and species for it. It is possible for Vampires and Werewolves to go it alone however. Hunters may not be 'freelance' as AGIHO does not tolerate the potentially catastrophic unpredictability of a rogue agent - though rare, when a Hunter does go rogue, they soon find that they have become the hunted.
A.G.I.H.O.
(Allied Guild of Investigating and Hunting the Occult)
The Allied nations who stood against the Axis formed a highly secretive organisation, having learned of the Reich's interest in the occult and supernatural. Once actual evidence that the rumours, initially dubbed by the brass as 'superstitious nonsense' were found to have at least some basis in truth - much to the horror of those aware of this information - all were in agreement that this threat needed to be combated.
To this end, AGIHO was formed in the early 1940s, with only a handful of people in the entire world being fully aware of its existence and purpose outside of the actual organisation itself. Internally, it was composed of the closest things to experts the allied countries have on the occult and supernatural, who had been studying the scarce evidence for years. Those specialists were also responsible for creating the unique tools necessary to combat the transmundane. This highly specialised research and development team was the backbone of AGIHO.
However, it also maintained many operatives - agents whose job it was to investigate in the field, under the utmost secrecy. These men and women had to be resourceful and skilled combatants, as during an investigation into the occult, actual contact with hostile supernatural creatures was always a possibility. That is to say nothing of the dangers they faced travelling a world full of suspicious and fearful people, where soldiers lined the streets and the escalating cold war grew ever closer to open conflict.
In the modern day, AGIHO has all but faded from knowledge. The secret war against the occult fell almost completely silent over several decades, resulting in the organisation devolving into individual chapters across the world operating with their own initiative. It is also their responsibility to guard hidden vaults filled with all collected evidence of supernatural encounters, both to study and to ensure that the ordinary man never discovers the truth.
The United Kingdom maintains several chapters, held accountable and funded in secret by the reigning monarch. While AGIHO has vast resources at its disposal, it has no official jurisdiction. As far as the wider world is aware, AGIHO and the supernatural do not exist. By necessity, the agents of AGIHO must assume false identities and carry out their investigations under the watch of local law enforcement and militia. Most dangerous of all are excursions into enemy territory, where the operatives are completely cut off from AGIHO and must rely only on their own skill.
For the sake of protecting the United Kingdom's most valuable investment in the unlikely event that any occult activity should surface, a number of operatives have been dispatched to Nova City with sufficient equipment and funding to carry out their duties.
This coven of Werewolves are organised, careful and fiercely protective of one-another. They are an international gang of werewolves who look out for their own and are notoriously evasive, well-aware that Hunters are out for their blood. They very carefully plan a monthly hunt, taking precautions to ensure their feral side can be satiated without leaving themselves vulnerable. From time to time they are still caught and killed, but they typically stay on the move and rarely travel alone. They almost always stay in human form whenever possible, unless the full moon is upon them or they are backed against a wall by Hunters. Members of The Grey Brethren have traveled to Nova City to claim it as a new hunting ground - so many places to hide, and so many unsuspecting meals trapped on a small island, ready to be herded like cattle.
Crude, barbaric and reckless, the Butchers are the largest band of Werewolves in the world, and indeed the most common prey of the Hunters. Those Werewolves who are less intelligent and often more embracing of their 'abilities' are drawn to their ranks. The Butchers often mingle among biker clubs and engage in less than reputable activities for their income. They also actively 'recruit' young blood through a series of brutal initiation rituals which are typically violent, degrading and illegal, in order to prove their loyalty and earn the mark of the wolf.
Perhaps what sets the Blood Moon Butchers apart from The Grey Brethren the most is the fact that they are known to actively hunt human Hunters in return, relishing the joy of turning the game of cat and mouse into the game of cat and wolf. Many overconfident Hunters have been caught off-guard by the cunning and sheer overwhelming brutality of the Butchers. If they don't tear the Hunter limb from limb on the spot, more sadistic gangs have been known to capture and forcibly turn them into kinsmen. Sometimes they go insane, other times they're simply hunted by the Butchers for sport.
The Butchers are in Nova City for the same reason that they're anywhere else: to feast often and mercilessly.
Some Vampires are wise enough to be cautious and amass power, playing the long game with their immortal lives. As such, many Vampires hide among society's Elite, hence their name. Most also consider themselves vastly superior to ordinary humans as well, and are privately arrogant in the extreme. The Elite are no formal organisation - rather, they are a loose alliance of the wealthiest and most influential vampires, who typically only work together as a last resort and will happily betray each other for personal gain.
However, when faced with a dire threat such as a major Hunter taskforce or vengeful Werewolf assault, The Elite will band together in defense of one-another. Each is aware of how rare it is for one with their gifts to attain power and keep it, thus it is ultimately in all of their interests to keep as many of The Elite alive as possible. They have their private rivalries, but those are almost always forgotten in the face of death. After all, what else have immortals to fear?
Those in The Elite may have numerous reasons to be in Nova City; be they business, pleasure, political or something far more sinister. However, the island is only big enough for so many immortal egos, and certainly no more than a few.
Character Creation
Agents have an initial stat base as shown below.
WS: 2
BS: 2
S: 3
T: 3
W: 3
I: 3
A: 1
WP: 6
Their maximum stats are:
WS: 8
BS: 8
S: 5
T: 4
W: 6
I: 6
A: 4
WP: 11
Classes: within AGIHO there are several different branches from which each operative is from. While each shares a common purpose, they all specialise in different things. You must choose one.
Warrior
Warriors are the best when it comes to actually fighting and killing the occult, from werewolves and vampires, undead or witches, and anything else. They carry the very best state-of-the-art weaponry and equipment at the disposal of the Guild, much of which is highly experimental. Although some more ignorant members of the R+D department think of them as glorified test subjects as a result, the truth is that they are the only ones with the skill and resolve to fight the worst of the worst. They stand against things that would make even a battle-hardened veteran soldier collapse in terror.
Hunters have 12 stat points to spend. (for a total of +12 above the average human)
Traits:
Wargear - Hunters may select one vault relic.
Vampire Slayer - experts at killing Vampires, they gain +1 to hit against Vampires.
OR
Wolf Slayer - experts at killing Werewolves, they gain +1 to hit against Werewolves in their Wolf form.
Standard gear: heavy armour or combat armour, x2 one-handed weapon, x1 two-handed weapon or 1x heavy weapon, x10 silver bullets, x10 UV rounds, two pieces of extra gear
Inquisitor
While understanding and destroying the occult is a priority, infiltrating the enemy and dealing with other departments of the Guild requires a special blend of skills. Communication skills, patience and insight are all invaluable when in the field, especially operating in another country that the Inquisitor's comrades may be wholly unfamiliar with. Using investigative skills, guile and deceit, they get where their fellows cannot.
They are more than just spies however, although that is a role at which they excel. They watch their fellows for any corruption or instability - as this line of work is not only dangerous physically. The truths that operatives are exposed to can eat away at their sanity and sometimes they even become a threat, potentially exposing their organisation, whether they defect, go rogue or are captured.
In any of these situations, as well as any other that may crop up, the Inquisitor's duty is to ensure that the threat is ended at any cost. For this, the Inquisitor must be a person of unquestionable loyalty and wholly devoted to the cause. As a result, only those who are committed mind, body and soul until the day they die can ever take up the responsibility.
After all, a day may come when an Inquisitor must kill every one of their own colleagues, even if they are close friends (although many ensure not to get too close to their comrades, just in case). These silver-tongued spies are also, in practice, merciless assassins, ready to deal with any unexpected compromise to the security of the Guild or the mission.
Due to the fact that most Inquisitors are more focused on their non-combative skills, they are required to have a rather singular capability in order to carry out the ultimate sanction on fellow hunters. As such, they must be the most mentally strong of all AGIHO agents, because they are the only branch of the organisation who are schooled in the mystic arts. AGIHO has managed to collect enough arcane relics and ancient lore to provide their Inquisitors with a basic understanding of magic. Unfortunately, these mystic abilities further alienate them from their fellow hunters, with some displaying outright animosity to what they see as little more than sanctioned witches. It takes years to master even the simplest of abilities, however upon completion of their training, an Inquisitor can command significant power. Despite this, they are no match for any vampire who has studied magic, however their abilities can serve as an ace card against such foes.
It is this reputation that make an Inquisitor both greatly valued but feared by their fellows.
Inquisitors have 8 stat points to spend. (for a total of +10 above the average human)
Traits:
Infiltrator - Inquisitors are always very adept at getting into places they shouldn't. This includes a wide range of skills, such as hacking, lock-picking, climbing, shadowing, crafting disguises etc.
Mental Fortress - Inquisitors gain +2WP (to a maximum of 12).
Silver Tongue - Inquisitors are incredibly charismatic, experts at getting their own way through charm and deception.
Arcane Knowledge - an Inquisitor may select up to four normal spells from the vampire spell list. If the player wishes, the character can instead know 2 normal spells and 1 advanced spell, but no more.
Equipment: 1x one-handed weapon or 1x two-handed weapon, combat armour or duelist armour, crossbow or pump-action shotgun, x10 silver bolts or x10 silver shells, three pieces of extra gear
Intelligencer
The Intelligencers are the backbone of the Guild, studying ancient texts as well as the information and artifacts that field operatives bring back, in order to better understand the occult and combat it. Furthermore, they are the mechanics, technicians, medics, scientists and archivists of AGIHO, meaning they always have a plethora of valuable skills. Rarely, an Intelligencer will become a field operative, so that they can study first hand what they are dealing with. They tend to not be the strongest or combative of agents, however they understand their role on a team and fulfill it as efficiently as possible. Typically pragmatic and forward-thinking, they are intuitive, studious people with an eye for detail and capability for subtlety.
Intelligencers have 9 stat points to spend. (for a total of +9 over the average human)
Traits:
Alpha Clearance - Intelligencers may take up to two vault relics instead of one.
Occult Knowledge - Intelligencers have a detailed understanding of rituals and the like. Furthermore, they are experts in the anatomies of Vampires and Werewolves. If they are within earshot of another Hunter, they can direct them so that on a D6 roll of 5-6, one of their attacks per round does double damage. Alternatively they can use this ability on one of their own attacks each round instead.
Combat medic - when using a medkit, the character heals two wounds rather than one.
Equipment: combat armour or duelist armour, notepad, 1x one-handed weapon or 1x two-handed weapon or 1x heavy weapon, three pieces of extra gear
Vault Relics:
Silver Scattergun - thrice-blessed double-barrel shotguns. Always wounds werewolves on a 3+. Can only be fired every other round due to its long reloading time.
Range (very short) strength (6) AP (5) (Assault 2)
Chicago Typewriter - a reverently restored and blessed Thomson Submachine gun, these rapid-firing assault weapons can unleash a punishing hail of bullets that are far more lethal towards supernaturals than one would expect from such a weapon. This two-handed firearm always wounds werewolves in wolf form and vampires on a 5+.
Range (short) Strength (4) AP (5) (assault 3)
Knight Armour - difficult to repair but immeasurably tough in melee, this heavy armour provides the wearer with a 2+ armour save in close combat. Against ranged attacks, it only provides a 5+ armour save. Requires Strength 4 or higher.
Sacred Talisman - these ancient and precious artifacts offer a person a degree of protection from the dark arts. The character has a 5+ invulnerable save to negate the effects of any spell used against them.
Silver Claymore - this two-handed melee weapon adds +2 to the user's Strength in close-combat and has an AP of 4. Against Werewolves, it adds +4 (total) to the user's strength.
Holy Stake - these weapons are almost like short spears, and are considered divine instruments of death. These weapons add +1 strength in close combat. Against a Vampire, a Holy Stake does D3 damage per wounding hit.
Extra Gear:
Medkit - used on an adjacent person instead of moving. Heals 1 wound automatically.
Disguise kit - an extensive wardrobe; selection of wigs, makeup and other useful things that allow the character to create compelling disguises. These items are stored in the hunter's base of operations, as there is far too much to ever carry at one time.
Hacking gear - allows the character to interface with computers/digital door locks etc, using a combination of advanced software and the character's skill to get what they want.
Toolkit - allows any piece of equipment to be repaired quickly, and can be used to repair other equipment such as vehicles. Furthermore, they allow for breaking and entering as well as picking advanced locks.
Combat Stimms - +1 strength and +1 attack for three rounds, used at the start of a combat round. Cannot be used repeatedly in the same round to stack the bonuses. When taken, provides 6 combat stimms.
UV Grenade - difficult to construct but incredibly effective. They always wound vampires on a 4+. When taken, provides 3 UV grenades.
Range (3x strength stat in meters) strength (0) AP (0) (one use, blast)
Silver bullets - due to their rarity, can only be fired in single-shot weapons that aren't shotguns or crossbows. When used against werewolves, they always wound on a 3+. When taken, provides 10 silver bullets.
UV rounds - due to the difficulty with which these are manufactured, they can only be fired in single-shot weapons that aren't shotguns or crossbows. Inflicts D3 damage per wounding hit to Vampires. When taken, provides 10 UV rounds.
Silver Bolts - only usable by a crossbow, these are deadly to werewolves and act similar to silver stakes towards vampires. Wounds werewolves in wolf form or vampires on a 4+. When taken, provides 10 silver bolts.
Silver Shells - only usable by shotguns, the splinters of silver allow the firer to re-roll failed rolls to wound against werewolves in wolf form, as there is an increased chance of silver shards to be lodged in the bloodstream. When taken, provides 10 silver shells.
Silver Manacles - these handcuffs are difficult to employ as a supernatural subject is rarely willing to let itself be bound. However, vampires are unable to touch silver without burning and thus cannot break the manacles. If a vampire is handcuffed by these manacles, they cannot break free of them with their own strength and will be in constant pain until freed. Werewolves in human form cannot break free of the manacles, but if they transform then the manacles' chain will snap. However, the cuffs will be embedded into the werewolf's arms, hurting them and cutting them as they slowly fracture. The werewolf automatically loses a wound until he next returns to human form and has the cuffs removed properly.
Lucky Charm - imbued with mystic power or perhaps simply lucky as some claim, the owner has a special 6+ invulnerable save that can always be taken in addition to any other saves.
Armour Piercing Rounds - only usable by single-shot weapons that aren't shotguns or crossbows. The weapon's AP is upgraded to 2. When this option is taken, the character receives 20 armour piercing rounds.
(note - when you choose special ammo, you must pick ONE weapon to use them)
One-handed weapons:
Silver sword - always wounds werewolves on a 5+, has an AP of 4.
Silver Mace - always wounds werewolves on a 4+, has an AP of 6, adds +1 strength in melee against any other enemy.
Pistol - range (short) strength (4) AP (4) (assault 1)
Handcannon - range (short) strength (5) AP (5) (assault 1)
Wooden Stake - melee weapon. A successfully wounding blow does D3 extra damage to a Vampire rather than just 1. Has an AP of 6.
Wrist Crossbow - a wrist-mounted bolt-slinger which leaves the hand free to hold another weapon. It can only be fired every other round as it is cumbersome to reload in the heat of battle.
Range (short) strength (4) AP (6) (single-shot, can only be fired every-other round)
Two-handed weapons:
Pair of Falchions - these matched swords can be wielded one-handed for no extra benefit. However, when used together they provide +2 attacks in close-combat. They have an AP of 4.
Pump-action Shotgun - range (very short) strength (6) AP (5) (assault 1)
Hunting Rifle - range (long) strength (6) AP (3) (heavy 1)
Rifle - range (long) strength (5) AP (5) (rapid-fire, shoot only short range when moving but can fire twice stationary)
Submachine gun - range (medium) strength (4) AP (6) (assault 3)
Battleaxe or Greatsword or Warhammer - two-handed melee weapon that provides +2 strength in close combat.
Crossbow - Range (medium) strength (4) AP (6) (single-shot, can only be fired every-other round)
Heavy Weapons:
(can never be fired while moving, must be braced resulting in -1WS if charged, -1BS to hit when used)
Ultraviolet Projection Cannon (UPC) - a heavy piece of equipment, this weapon sends an extremely concentrated beam of UV light towards a target area. It always wounds vampires on a 3+, and they cannot take a dodge save as the beam of light covers a large area. If the vampire does not move out of the light in its next turn, it automatically takes another hit until it dies or moves. It has no effect on humans.
- range (short) strength (0) AP (N/A) (Heavy 1)
Spinethrower: a bulky, cylindrical weapon with a rotating centre holding no less than six electrified titanium harpoons. This weapon is difficult to master due to its weight and relatively slow projectile speed, which also means vampires receive +1 to their dodge roll if this weapon is fired at them.
- range (short) strength (8) AP (4) (Heavy 2)
Armour:
Heavy armour - provides a 3+ armour save, but reduces Initiative by 2 when worn.
Combat armour - provides a 4+ armour save.
Duelist armour - provides a 5+ armour save but +2 Initiative in close-combat.
Light armour - provides a 5+ armour save.
AGIHO agents may have three NPCs; apprentices who have little actual experience but with time and luck, may prove that they have what it takes to become proper hunters. Apprentices have the following profile:
WS: 2
BS: 2
S: 3
T: 3
W: 2
I: 3
A: 1
WP: 6
May spend four additional stat points.
Equipment: light armour, up to two weapons or pieces of extra gear.
Task Force Reaper (TFR) is the codename for NATOs answer to the newly uncovered supernatural threat. Where AGIHO is old school, maintaining traditional methods of combating the occult, TFR is new school, using cold science partnered with advanced technology. What they lack in decades of experience and mystic lore, they make up for with sheer firepower and experimental technologies. Their soldiers are drawn from the most elite military organisations such as: the SAS, Navy SEALS, GSG-9, Army Rangers, Joint Task Force 1 and others. Their purpose: extermination.
TFR was assembled not long ago. This is due to the fact that AGIHO, despite its decline, have kept the modern world blissfully ignorant of the supernatural. However, with surveillance technology reaching new heights, it was only a matter of time until the wider world started to notice what lurked in the darkness of the night. Into the heart of the darkness they send their Reapers, who drag hidden abominations out into the light where they are terminated, bagged, tagged and dissected back at HQ.
The problem with this excessive military doctrine and the almost impetuous efficiency with which TFR pursues the duty of its office, it brings itself into conflict with the ideals of AGIHO. Set in their ways (and arguably justified in doing so), AGIHO agents tend to look disdainfully upon the unsubtle methods used by their new-age counterpart. Although their goals tend to align, AGIHO agents follow a careful procedure in their investigations, relying on ages of experience to prey upon the weaknesses of their foes. The up-front, no-nonsense methods of TFR are effective, but ultimately threaten to publicize the private war against the supernatural, particularly due to the sheer number of governments who, although skeptical, are actively funding and watching for the results of this new division. If AGIHO are to maintain the blanket secrecy of the occult that they have worked decades to maintain, then they can allow no evidence of the supernatural to be taken back to NATOs laboratories. Instead they have no choice but to try and reclaim such things, to be safely sealed away in their vaults.
Reapers
Reapers have an initial stat base as shown below. Only the finest fighting machines are inducted into the Task Force, so the base statline is far above that of a typical human.
WS: 4
BS: 4
S: 3
T: 3
W: 4
I: 3
A: 2
WP: 8
Reapers have 6 stat points to spend. (compared to a base human, equivalent of +14 extra stat points in total)
The maximum stats for a Reaper are as follows:
WS: 8
BS: 8
S: 5
T: 4
W: 6
I: 6
A: 4
WP: 10
Armour (0-1 choices)
- Camo Gear: 6+ armour save, however the adaptive fabric combined with a Reaper's extensive training grants them an modifiable 5+ cover save at all times if they do not move. This improves to a 3+ cover save if they are prone as well. Even heat-based vision barely makes a difference, as the under-suit is specially insulated and designed to avoid detection. However, in melee, only the armour save is used. In trials, it was tested against different predators and even birds of prey, fooling a majority of them. However, the suit does not prevent detection by scent... as one unfortunate test subject discovered. Regardless, this Camo Gear was cleared for use by TFR.
- Combat armour: 4+ armour save.
- Light armour with integrated wingsuit: 5+ armour save, but can deploy a wingsuit to allow the user to 'glide' from high places and land safely.
Weaponry (0-3 choices, maximum of 2 two-handed weapons of which no more than 1 can be a heavy weapon)
One-handed
Pistol - range (short) strength (4) AP (4) (pistol)
Autopistol - range (short) strength (3) AP (4) (assault 3)
Wrist-blade - extendable, single-edged sword blade that leaves the user's hand free. Due to its serrated edge and expert craftsmanship, it is AP 4.
Combat Blade - a finely-balanced weapon that provides +1 Attack due to the Reaper delivering numerous quick slashes. It has an AP of 5.
Wrist-mounted GL - a bulky wrist weapon that launches compact grenades. Range (medium) strength (6) AP (3) (assault 1, blast radius of 5 meters, one-shot only before reload at base is required)
Two-handed weapons
Combat Shotgun - range (very short) strength (6) AP (5) (assault 2)
Designated Marksman Rifle (DMR) - range (long) strength (5) AP (4) (heavy 2)
Rifle - range (long) strength (5) AP (5) (rapid-fire, shoot only short range when moving but can fire twice stationary)
Personal Defense Weapon (PDW) - range (short) Strength (3) AP (5) (assault 4)
Submachine gun - range (medium) strength (4) AP (5) (assault 2)
Heavy Weapons:
(can never be fired while moving, must be braced resulting in -1WS if charged, -1BS to hit when used)
Machine Gun - range (medium) strength (7) AP (4) (heavy 3)
Anti-Material Rifle - range (very long) strength (9) AP (2) (heavy 1)
Bazooka - range (long) strength (8) AP (3) (heavy 1, large blast radius)
Extra Gear (One free choice and may take up to three additional choices; one for every weapon option the Reaper sacrifices)
- Jump Jets: a number of special booster jets attached to the outside of a Reaper's armour. Not powerful enough for actual flight, they do however allow for rapid redeployment. They provide a 5+ dodge save, and allow the Reaper to 'jump' over small obstacles such as cars instead of moving normally. If a 1 is rolled on the dodge save, the thrusters have been hit and can no longer be used until repaired at base. They can also be used to make a special charge, in which case the Reaper gains +2 strength that round but -2 attacks, to a minimum on 1, to represent the fact they have only a single, powerful strike as they are propelled towards the enemy.
- Cryo Grenades: these grenades aren't very damaging, but if they successfully hit the target, no armour saves are allowed (only dodge saves). The target is then 'stuck' as ice freezes up their limbs for one round automatically. They may not move and suffer -2 WS and BS, unless they pass a strength test on 2d6 at the start of the round. Otherwise, the effect wears off at the end of the round. When taken, a Reaper receives only three Cryo Grenades, due to the difficulty of their construction.
- Xenoform-Tracker: tracks non-human lifeforms only. This one-handed device reveals all Werewolves or Vampires within 50 meters, however it cycles every 10 seconds (every 2 combat rounds) as it re-acquires their life signals. Useful for hunting down the enemy or testing whether someone is non-human, but it has its limitations.
- Emergency Revival Stimm (ERS): a last resort, when a Reaper is reduced to 0 wounds, they can choose to use this. A d6 is rolled and on a 1-2 they are incapacitated as normal. On a 3-5 they are returned with one wound. On a 6 they are returned to normal with D3+1 wounds restored, but -3 Strength and Toughness for the next six rounds as the Stimm works overtime but begins to overwhelm the body with chemicals. Taking this grants three doses.
- Red-dot laser sight: attachable to any one ranged weapon permanently, this provides +1 BS with that weapon, but also makes the wielder easily noticeable, especially in the dark.
- Infra-red Goggles: when worn, allow the user to see all heat signatures. However, Vampires barely register due to their unnatural biology, and are essentially invisible to the wearer.
- Tracking Dart: a compact, wrist-mounted launcher. Requires a BS test at -1 to hit. If successful, no damage is dealt but the target is tagged and can be tracked via GPS. It is micro-sized so it won't be noticed in the heat of battle, but afterwards could be discovered and destroyed easily if the tagged target finds safety and realises it's there.
- UV Combat Flashlight: attachable to any two-handed ranged weapon (except the UPC). If shooting at a vampire and a hit is scored, the vampire is one step easier to wound. E.g. If the vampire wound normally be wounded on a 6+, it is instead wounded on a 5+, as the UV light burns the flesh.
Experimental Equipment (0-1 options)
- Powered Exoskeleton: kept in storage for most of the time, due to its impractical bulkiness and limited battery life of only 4 hours before it must be recharged. When worn, this armour provides the user with a flat strength of 8 and gives them a 2+ armour save. However due to the added size, anyone attempting to hit them (at range or in melee) gets +1 to their roll. When this option is selected, the Reaper will also have the suitable equipment to store, recharge and maintain their Exoskeleton in their hideout. Beware cunning enemies locating and destroying this equipment, however, as it is impossible to take it with you all the time (for obvious reasons). Finally, it is impossible to swim while wearing the Exoskeleton, and if it is still worn with a dead battery then the Reaper is trapped and immobile until someone activates the hidden manual release on their back.
- Integrated bionic HUD: the Reaper's eyes have been replaced with experimental synthetic eyes, which appear completely organic but in truth provide many inhuman abilities. Primarily it provides a tactical HUD, allowing the Hunter to re-roll any failed rolls to hit with ranged weaponry. Furthermore it makes them immune to flash-bangs (and anything with a similar effect) and also grants them functional night vision. However, up close and personal the response time of the user is slightly decreased, and they suffer -1 attack to their profile (to a minimum of 1).
- Adapted Adrenal Gland: modifications have been made to the adrenal gland, speeding up the reaction time of the Reaper significantly. As well as making them more alert and grants substantial stamina when their body is put under stress, it also grants +2 attacks to the Reaper's statline. Unfortunately the modifications can make the gland unstable and the Reaper's body works overtime to compensate. As well as generally eating substantially more than the average person, if a Reaper with this choice does not sleep or eat at all in 24 hours they suffer -1 to all of their stats.
- Bio-enhancement: through a series of different and physically demanding alterations, the Reaper has been augmented to greatly heighten their pain threshold and durability. Everything from 6-months of brutal conditioning, hypno-therapy and incredibly expensive and rare nanotech in their bloodstream, has resulted in them being able to take absurd amounts of damage and still be able to fight. However, these procedures can make them unstable, both physically and mentally. Whenever the Reaper takes a wound, a dice is rolled; on a 1-4 the wound is taken normally, but on a 5-6 it is entirely ignored. However, the adverse affects of the Bio-enhancement is that the Reaper suffers -2 Toughness as their body struggles to adapt. (Though this can easily be negated by spending spare stat points to make the most of this choice)
- Psy-shield: this small but surprisingly heavy device grants a 50% chance of negating the effects of any ranged attack magic used against the Reaper, by detecting anomalous energy and absorbing it harmlessly. However this technology is extremely unreliable and only functions as intended occasionally, due to the difficulty of quantifying the effects of what rumours call 'magic' scientifically.
- Sonic Rifle: this esoteric rifle has the ability to fire in several modes. Its stun setting blasts anything man-sized back several meters (potentially off of buildings etc), while its kill setting not only has the blast back effect but is far more powerful.
Sonic Rifle (lethal setting): range (short) strength (6) AP (1) (assault 3)
Battle Drone - disguised as a bulky suitcase until needed, this robot is activated via controls disguised as a digital watch. It will fight for the Reaper with the following profile until it is destroyed. A Reaper may start with three of these, but can only control one at any given time. A Drone with at least 1 wound remaining can be repaired in several hours and restored to full functionality. Any spare Drones can also be set onto a default sentry mode, making them excellent guards for your hideout. Their relatively small size also allows them to climb inside vents (etc) or they can perform remote surveillance while masquerading as a harmless briefcase, recording and relaying audio but not video.
WS: 3
BS: 3
S: 5
T: 5
W: 4
I: 3
A: 3
WP: N/A
Sv: 4+
Equipment: combat armour, wrist-blade and pistol
Reapers may have two NPCs, representing their logistical backup on the ground. These personnel always have at least some degree of military training and actual combat experience, however nowhere near on the same level as the Reapers themselves. They have the following profile:
WS: 3
BS: 3
S: 3
T: 3
W: 2
I: 3
A: 1
WP: 6
May spend four additional stat points.
Equipment: light armour, any 1 weapon and any 1 piece of extra gear.
Werewolves appear to be ordinary people, however at will they can transform into their wolf form. In this state, they are large, hulking figures with fur that ranges from grey to brown. Their claws and teeth can bite through metal plating, and they can rip limbs from sockets with their sheer strength. However, they are also highly instinctive in this state, unable to retain their higher human functions for the most part. Furthermore, every month when there is a full moon, they lose control of themselves and turn into their wolf form until the full moon changes, be it over a single night or several days. When this happens, they are fully consumed by psychotic rage and the need to feed on flesh. They will attack and devour anyone they come into contact with, regardless of human relation. The only ones they might not attack are other werewolves whom it recognises as belonging to its 'pack'.
All werewolves have the following traits:
The Feast of Flesh - while a werewolf only has to enter wolf form and feast once per month, there is always a chance that they will change into their wolf form at other times to defend themselves. While this is all well and good, the primal urge to feed returns strongly. Furthermore, the transformation itself is very taxing on the human body. This means that a werewolf will feel compelled to feast once out of danger (or perhaps on the corpses of those foolish enough to attack it), but if for whatever reason they don't (players can choose not to), then the werewolf and human statlines for the character will be at -2 until it does feed. During a full moon, a werewolf must eat flesh at least once. If it doesn't, then a D6 is rolled. On a 2+ it frenzies, gaining +1 Strength and Toughness but suffering -1 to all other stats except wounds. When frenzied, the werewolf has no control and will relentlessly attack anything it can get its claws on until the following morning, when the character wakes up human again with little to no memory of what happened.
Beast form - when in wolf form, werewolf characters use a secondary statline. Both need to be displayed on the character sheet. This is identical to their human statline, however they gain +3WS, +4 Strength, +4 Toughness, +3 Initiative, +3 Attacks, double their wounds, have their BS reduced to 2 and their WP reduced to 5. Furthermore, when a werewolf in wolf mode loses its final wound, roll a D6. On a result of 5-6, it returns to having 1 wound and continues fighting. However, if a werewolf is actually reduced to 0 wounds, it is mortally wounded and will almost certainly die, especially when it turns back to its human form. In this vulnerable state, it can easily be killed by decapitation or stabbing silver through its heart. However, unlike vampires, werewolves don't actually require these special circumstances to be destroyed. They are susceptible even to blood loss, fire and other means of normal annihilation like humans. Mostly these are just ineffective due to the healing rate of werewolves. But when they are vulnerable, all of these will do fairly well, as will a heavy-calibre bullet to the skull.
Resilience - all Werewolves have a natural 4+ armour save in wolf form. However, this is affected by the AP of weapons.
This is the starting profile for a werewolf in human form:
WS: 2
BS: 2
S: 3
T: 3
W: 3
I: 3
A: 1
WP: 6
They then have 8 stat points to spend. (for a total of 8 points above the ordinary human while in human form, and a total of roughly +25-30ish in wolf form)
(to get your wolf form stats, add +3WS, +4 Strength, +4 Toughness, +3 Initiative, +3 Attacks, double their wounds, have their BS reduced to 2 and their WP reduced to 5 to your regular human statline and keep both on your character profile)
These are the maximum stats for a werewolf in human form:
WS: 7
BS: 5
S: 6
T: 5
W: 7
I: 6
A: 4
WP: 10
These are the maximum stats for a werewolf in wolf form:
Werewolf (Wolf form):
WS: 10
BS: 2
S: 10
T: 9
W: 14
I: 7
A: 7
WP: 5
Traits:
Blood Moon Butcher - this character fully embraces the murderous nature of the werewolf. They engage with a lot of disreputable folk in the criminal underworld, no matter where in the world they find themselves, relying on strength and brutality to ensure they survive. Not only may they have a base of operations somewhere dangerous to outsiders (e.g. a drug den, biker clubhouse etc), but they have easier access to illegal items. Furthermore, due to their joy of hunting the hunters, they gain +1 attack when fighting any hunter player characters or NPCs.
The Black Werewolf - marked by distinctive, jet-black fur, black werewolves are a rare genetic mutation. They do not lose their mind in a psychotic rage when in wolf form, retaining much of their human intellect and intelligence. Their WP is not reduced when in wolf form unlike other werewolves, and they can still think freely. They can even understand language, but cannot speak themselves.
Lone Wolf - this character is a loner and they like it that way, generally staying away from humans and werewolves alike. Usually they are among the oldest werewolves, as they've survived on their own. That also makes them some of the toughest and most resilient werewolves. In wolf form, they have a 3+ armour save instead of a 4+. Additionally, they gain two extra stat points to spend on their human form.
Grey Brother - a member of the Grey Brethren, this werewolf is a team player. Never one to hunt alone, they have up to two werewolf companions; weaker wolves whom they have dominated within the pack, or they may even be good friends in their human form. Whatever the case, they either gain one or two NPC werewolf followers with the following profile:
WS: 3
BS: 2
S: 3
T: 3
W: 2
I: 4
A: 2
WP: 6
If only having one NPC, then the follower gains 6 additional stat points to spend. If the character has two NPC followers, they both have only three additional stat points to spend. Both are indeed werewolves however, and have all the bonuses and traits gained in their wolf form as normal. Regardless of whether it's one or two, both human and wolf form statlines must be included in their profiles.
Vampires are cursed immortal creatures which feast upon fresh blood in order to prevent their bodies from decaying. How exactly they came into being is lost to the annals of time (although there are some dedicated Intelligencers and even curious vampires who dedicate their lives to discovering the truth) but what matters is that they exist here and now.
They all have the following traits:
Blood Hunger - A vampire must feed on the fresh blood of a human being every three days minimum or they start to weaken (starving). For each subsequent day that they fail to feed, their statline is reduced by 2 points (to a minimum of 1). As this happens, their physical appearance will begin to decay drastically until they become obviously inhuman to the natural eye, more akin to sickening and scrawny creatures with rancid grey, cold skin. When starving, the vampire must entirely drain a human victim for each stat point it wants to recover. (So if a vampire had been starving for two days, thus at -4 to all stats, it would need to drain four victims to regain its full strength)
To avoid this, vampires who are careful enough can make a victim last for a long time, feeding on them in small doses every day to avoid both starvation and killing the victim. For some this is unacceptable, and does not compare to the feeling of a full feeding.
The Light Burns! - vampires in open sunlight start to burn up, in a horrifically painful process until they have wasted away. For every five seconds that a vampire is exposed to any UV light (from the sun or otherwise) they lose 3 wounds. If they reach 0 wounds before finding cover that fully obscures the source of light, then they burn away into ash and are irrevocably dead. Also, when dawn approaches, vampires feel a strong, instinctive need to hide and sleep. Unless in immediate danger, a vampire will naturally sleep from about 5-6am until the sunset. It can sense the light fading and begins to wake up naturally. When asleep, a vampire is not completely unconscious - survival instincts keep them somewhat aware of their surroundings. That is to say, it isn't impossible to sneak up on a slumbering vampire but is by no means easy, especially if they have thralls guarding them.
The Bite - if a vampire bites someone and they survive the encounter with the vampire in question, then they have a week before they will be fully transformed into another vampire.
Ambrosios - vampires do not age and, unless starving, retain the appearance and physical age they had when they were first turned. More than that, they have an incredibly fast healing rate, even capable of regenerating lost limbs over time. Any vampire can regain all of its wounds after one feeding session. The only way to kill a vampire other than sunlight is to decapitate it with a silver weapon, drive a stake through its heart (contrary to popular belief they do beat), or trap it on a very hot fire for at least an hour. Vampires are not cursed with a weakness to fire, but a hot enough flame will eventually overpower the speed at which they heal. Furthermore, vampires are burned by anything silver (enough to be significantly painful) and cannot break anything made of silver. This means if you have a silver chain and a high-walled courtyard in which to place your vampire, then dawn shall do the rest of the work. Good luck trapping one in such a compromising situation. Oh, there is one other way to kill a vampire - get another vampire (or even a werewolf) to tear off its head, as they alone possess the necessary strength. In any case, the only way this is ever possible is when the vampire has been reduced to 0 wounds and is at the mercy of its defeaters.
Unnatural Speed - all vampires are incredibly fast. They have a 4+ dodge save against any attacks that they can feasibly dodge (ordinary combat). If they are caught in an explosion, burst of fire, are incapacitated or simply cannot move, then they cannot use this save. If they wear any armour then they cannot use this save as it slows them down too much, even with their great strength, as it takes all of their concentration and ability to dodge bullets and blades.
Magic - vampires are not mortal in more ways than one. The fact that they can use what the layman has called 'magic' for thousands of years is a very good example. To use magic, the player controlling the vampire chooses a spell to use and then the GM rolls a number of D6 and adds them together. If it is underneath the vampire's WP stat, then the spell is successful. If the roll is over their WP, they have failed and the spell is ineffective. All vampires can choose to know a number of spells equal to half of their WP characteristic, rounding down, chosen from the standard spells list. (e.g. a vampire with WP 6 or 7 could learn 3 spells, while with WP 8 or 9 could learn 4 spells, etc) All spells require 2d6 to be rolled when they are used. This is called the Magic Threshold (MT). A character may only cast one spell per combat round (about 5-10 seconds).
The maximum stats of a vampire are as follows:
Vampire:
WS: 10
BS: 10
S: 7
T: 7
W: 8
I: 9
A: 5
WP: 11
The starting stats for a vampire are as follows:
WS: 4
BS: 4
S: 5
T: 5
W: 3
I: 5
A: 1
WP: 6
Vampire characters then have an extra 10 stat points to spend. (for a total of 20 above the ordinary human)
Traits: (choose 0-1)
Half-breed - this character is half-human, half-vampire, and is considered an abhorrent abomination by almost all true vampires. However, they are not destroyed or even harmed by sunlight. Unfortunately, due to their heritage, their powers are diluted. They are no longer immortal (although live twice as long as an ordinary human) and all of their starting stats are reduced by 1.
The Elite - an old, powerful vampire, this character has found its way into society's elite. They have wealth, resources and usually a well-defended hideout such as the top level of a skyscraper. As a result of their age and status, they are suitably respected and feared by their fellow vampires. However, it becomes even harder to hide their identity due to the publicity and expensive lifestyles these individuals live. This must be reflected in-character (e.g. paparazzi, having to attend meetings etc) and can often be turned to the advantage of the character's enemies. Of course, any member of the Elite is an expert in concealing their double life and true nature, meaning they aren't so easily fooled. Furthermore, The Elite must have a special rival NPC created with the GM, representing the natural competition who are powerful enough to actually cause the character inconvenience (not necessarily a vampire).
Creature of the Night - a rare breed, these vampires have a pair of large, leathery bat-like wings protruding from their back. They can fly! However this makes them rather inconspicuous and causes them a great deal of trouble when trying to hide in modern society. What few of these creatures still exist mostly dwell in extremely rural areas where they won't often come across people. These vampires do have one natural advantage over their kin however: they can survive off the blood of any warm-blooded mammal, rather than just humans, which helps them survive on the fringes of society. However, if they haven't fed on a human for more than three days, but continue to feed on animal blood, then they don't count as starving but do still suffer -1 to all stats until they next feed on a human victim.
The Crimson Guard - an ancient order of vampire knights, very few still follow the ideals and tenets set forth centuries ago. Originally, the Crimson Guard were a proud group of vampires who decided to use their natural strength and immortality to become warriors without equal. Although they were eventually hunted down due to creating their own infamy, those original few who survived have passed on their teachings to worthy successors who are among the deadliest individuals that walk the earth. Vampires who have learned the ways of the Crimson Guard start with -2BS but +2WS. Furthermore, they attack with savage precision, whether wielding a weapon or unarmed. Their attacks are Rending, meaning that any 'to wound' roll of 6 in melee ignores the armour save of the enemy.
Master Sorcerer - dedicated to studying the arcane arts, this vampire is intelligent and wields magic with great ease. They must have a WP of at least 12, as they know all of the standard spells and are able to cast them automatically. Their maximum WP is raised to 15, and they can learn an advanced spell for each full five points of the WP stat they possess (at least 2, up to 3).
Equipment: usually nothing beyond the ordinary unless they can acquire it in the game. Firearms and most other weapons are illegal to own in Nova City, so they will have to acquire any such items through devious means. An unarmed vampire is still incredibly dangerous, more than most humans are even with a weapon. However, most vampires will have acquired some form of equipment in years past, and as such can choose one option from below:
One-handed:
Pistol - many vampires as well as their thralls have some form of handgun as a last resort, due to the fact that they can be concealed relatively easily unlike most other firearms.
Range (short) strength (4) AP (4) (pistol)
Dagger - melee weapon with AP 6. Adds +1 attack when used.
Sword - melee weapon with AP 4.
Two-handed:
Staff - melee weapon that can appear quite inconspicuous. Adds +1 strength in melee, and has an AP of 6.
Sawn-off shotgun - range (very short) strength (5) AP (5) (assault 1)
Armour:
Scavenged armour - cobbled together by an amateur using hard leather, scraps of metal and the like, this offers only basic protection, but can be worn in public without raising suspicion. Provides a 6+ armour save.
Old Chainmail - a rare piece of armour from a bygone age, some vampires nonetheless acquire some. It provides a 4+ armour save in close combat but offers no ranged protection.
Standard Spells:
Life Leech - the vampire focuses their malice and greed into physical manifestation, stealing the very life essence from someone. If successfully cast, the character transfers one wound from any one PC or NPC nearby and replenishes one of their own wounds. This power cannot be used if the vampire is already at full wounds. This power is used at the start of any round instead of moving as the vampire rejuvenates itself.
MT: 2d6
Dark Guardian - the vampire summons an evil spirit to fight on their side. It appears as a ghostly black fog that takes a semi-physical form to attack. It will remain manifested for 3 rounds or until destroyed. If it is destroyed then a D6 is rolled; on a 5-6, the character who destroyed the Dark Guardian has nightmares for the next few weeks as the evil spirit haunts them.
MT: 2d6
The Dark Guardian fights with the following profile:
WS: 4
BS: 2
S: 4
T: 4
W: 2
I: 6
A: 2
WP: 10
Temporal Flux - The character surrounds themselves with an Unholy Aura which warps reality in a localized area, granting the user the ability to attack with supernatural precision. This power is used at the start of any combat round. If successfully cast it enables the caster to re-roll all rolls to hit and to wound that round.
MT: 2d6
Master's Lure - Ensnared by the vampire's powers, those affected by this spell find themselves in thrall to his will. This spell is cast at the start of a combat round. If successfully cast, it grants the user the ability to enthrall (for one combat phase) one opposing PC or NPC, who must pass a WP test on 2d6 to resist the effects.
MT: 2d6
Minor Telekinesis - the vampire defies the laws of physics and is able to manipulate one small object (but not people) such as a gun, chair, small animal, rock, etc. This item can be drawn to the vampire's hands or indirectly propelled towards a target, such as an enemy, or perhaps a window in order to break it, or anything else you can come up with. This power is used at the start of a round and the target object is dropped automatically at the end of the round.
MT: 2d6
The Burn - the vampire causes one held item or piece of armour to burn with an insufferable heat. The enemy must drop/remove the affected item/armour immediately or else suffer a wound. The next round the item/armour will return to normal.
MT: 2d6
Ward - a protective magical barrier defends the vampire against blows, shots, falling rubble etc. This spell is cast at the start of a combat round and grants the vampire a 3+ invulnerable save for one round.
MT: 2d6
Ice Flechettes - dozens of tiny, sharp ice needles shoot towards the target. A BS test is required to hit. Range (short) Strength (3) AP (5) (assault 4)
MT: 2d6
Hurricane - a small but powerful blast of wind is summoned by the vampire, surrounding them. If successful, everyone within 10 meters of the vampire must make a strength test on 1d6 at -4 or be knocked over. This power stuns anyone who fails for one round but does no actual damage. Excellent power to use if the vampire wants to escape a fight, or leave enemies vulnerable to their minions (who also have to test, however). This power takes up the shooting phase of the vampire's combat round, but leaves them free to engage anyone nearby in close combat as normal.
MT: 2d6
Lightning Bolt - a blast of deadly lightning leaps from the palm of the vampire's hand, electrocuting and frying the target. A BS test is required to hit.
Range (medium) Strength (10) AP (2) (heavy 1)
MT: 2d6
Banish - a shockwave emanates from the vampire forcing enemies and other undesirables away. This is cast instead of shooting, and if successful forces all opponents in close combat with the character to be forced back a distance of 10 meters minus their strength characteristic in meters. They are no longer in melee, and the vampire can re-charge them or flee in their next movement phase.
MT: 2d6
Advanced spells:
Touch of the Sun - The vampire unleashes a blinding burst of light, that affects all supernatural creatures in the area. Used at the start of any player combat, if the vampire successfully passes a magic test this power is may be used with the following effects:
Against Vampires, TOTS causes D3 wounds instantly with no armour, cover or dodge saves permitted.
Against Werewolves, TOTS Causes them to instantly revert to human form, but does no damage. They are forced to remain in human form for the next three rounds.
MT: 3d6
Teleport - the vampire is surrounded by strands of coruscating energy before disappearing in a flash. This power is used in the movement phase of a combat round instead of moving. If successfully cast, the vampire is immediately leaves where they were standing and reappears anywhere within 100m that they can see, or in a place they know intimately well (such as their hideout).
MT: 3d6
Doppelgangers - the vampire creates the illusion of four other identical doppelgangers to itself, confusing the enemy. This effect lasts for three rounds, and the spell is cast at the start of a round. Any enemy wanting to target the character suffers -2 to hit as they are challenged to pick the right one.
MT: 3d6
Mr Weatherman - the vampire uses their power to actively change the weather to anything they want; rainstorm, hailstorm winds, snowing, or even to create a protective and fully-covering layer of clouds overhead - useful if they are ever caught out in the sunlight. The effect lasts for 6 combat rounds, or 1 minute outside of combat. If recast immediately then the same weather effect can be sustained for longer amounts of time.
MT: 3d6
Levitation - the vampire appears to float or hover, held aloft by empyrean energies. This can be used in all manner of inventive ways, including to stop the character from falling or to reach high places easily (such as towers or skyscrapers).
MT: 3d6
Advanced Telekinesis - same as regular telekinesis, except the vampire is powerful enough to move cars, people and other large objects. This power is used at the start of the round and any object is dropped at the end of the round. If the target object is a person/character, then they cannot move or charge into melee but can still shoot. If the person is 'thrown' into a wall/building/other hard object, then they suffer a Strength 6 hit immediately with no dodge saves possible. If they are thrown off a suitably high place then they may well be killed unless they have a way to be saved. This power can also be used to 'drag' an enemy character into melee with the vampire provided they are no further than 20m away.
MT: 3d6
Mind Invasion - this power can be used in two ways. Firstly, in combat, it is used at the start of a combat round on one enemy character, granting the caster a 2+ invulnerable save against any attacks from that specific character that round as they predict their actions. Alternatively, it can be used outside of combat to 'interrogate' a character, tearing memories and knowledge from their mind in a deeply unpleasant and violating procedure. In this instance, the two players should have an OOC discussion with the GM present to mediate what knowledge/information is revealed.
MT: 3d6
Inferno - this spell is cast instead of shooting. It creates a deadly ranged attack has a circular blast radius of 10m. If successfully cast, everyone caught in the blast radius suffers one automatic hit with no dodge saves possible.
MT: 3d6
Inferno uses the following profile:
Range (medium) Strength (8) AP (3) (heavy 1, large blast)
Artifacts
A vampire may have acquired an ancient vampire artifact, whether by chance or after years of following archaic clues to locate its final resting place. A vampire may choose one of the following artifacts:
- Blood Chalice: this mystical golden goblet enhances the vampire's natural powers when blood is consumed from it. The vampire can do this even in the middle of a battle, provided it can get to cover for one round and there is a source of blood available (e.g. a thrall). If this is done, then the vampire regains all of its lost wounds and gains +2 attacks for the next 3 rounds. This can only be done once per day.
- Blood-stained Warplate: this set of armour follows an old style of craftsmanship, jagged yet strong and beautiful, in its own harsh way. It grants only a 5+ armour save against ranged attacks, but in close-combat provides a 2+ armour save.
- Parasitic Talisman: these ancient totems are warm to the touch. A character with a Parasitic Talisman can transfer any number of wounds lost from a nearby, willing target - usually a vampire thrall (one of your own NPCs). This cannot be used on enemies.
- Draining Dagger: a two-pronged dagger designed to allow vampires with a sense of etiquette to drain their victim without using their teeth like a savage, so that the blood may be drank like any other liquid. Favoured by The Elite as a status symbol, it is also an AP2 melee weapon as the vampire strikes at the vulnerable areas in the foe's armour. However, it is a small and swift weapon, and as such strikes at -3 to the vampire's strength characteristic.
- The Crimson Warhammer: a heavy two-handed melee weapon designed to kill without spilling much blood, it is old and fearsome. It gives the wielder +2 strength (and AP 4) in close combat.
- Tome of Blood: this ancient and battered book has had a lot of owners, even amongst long-lived vampires. A vampire with the Tome of Blood can use Blood Magic, granting them access to a number of additional spells detailed below. However, they must carry the Tome on their person. The Tome itself is imbued with magic, and if it is ever destroyed then anyone within twenty meters will take an automatic hit from the Exsanguinate power with no saves possible. While powerful, blood magic can be draining to use. As such, some vampires swear off the practice entirely, not daring to risk weakening themselves. For others the risk is well worth it in return for great power. If the same number is rolled twice or thrice then the vampire loses 1 wound.
Blood Magic spells:
Exsanguinate - The vampire forces the blood within the target's veins to burst forth in a horrifying display as blood streams from every available orifice. To use this spell, the vampire must make a magic test and then a BS test. Exsanguinate has the following profile:
Range (very short) Strength (6) AP (2) (assault 2)
MT: 3d6
Crimson Mist - In an hour long ritual involving the 'death' of the caster, the vampire becomes a roiling cloud of Vitae, able to possess the bodies and minds of creatures. Vampires can travel in the daylight in this form, but must find a host within an hour or suffer the normal effects for being caught in the sun. A creature in the thrall of a vampire is under his total control, performing any action regardless of the danger to their own person. If the host is killed, the vampire is forced back into his mortal form and suffers 1 Wound from psychic backlash. Main characters cannot be possessed, but NPCs are fair game.
MT: 3d6
Strength Through Suffering - the vampire grows stronger, feeding off its own anguish and pain, channeling extreme emotion into raw strength. This spell is cast at the start of a combat round. If successful, the vampire loses a wound but for the rest of the combat round gains +1 strength and +1 attack.
MT: 2d6
Thralls
Using magic over time to overcome a victim's own will, a vampire can forge eternally loyal servants. They retain their memories and personality, but have an adoration and loyalty to the vampire which cannot be changed. They will gladly give up their life's work and die for the vampire the very next day, if need be. They will carry out any command, no matter how evil or twisted, to the best of their ability. Even if forced into committing monstrous acts, the thrall will have no sense of guilt or shame about it, because to them the vampire is a god and anything done in its name is the most important cause in the world. A vampire starts with four thralls, but can potentially subvert another if given a lot of time and preparation, however this is a difficult and lengthy process. They are vital to a vampire as they carry out their will in the daytime and guard them in their sleep, so some vampires view them as beloved servants to be protected while to others they are meaningless slaves to throw away at a moment's notice.
They have the stats of an ordinary human as follows:
WS: 2
BS: 2
S: 3
T: 3
W: 2
I: 3
A: 1
WP: 6
Equipment: pistol or sword or sawn-off shotgun, knife, scavenged armour
Vampire thralls have four stat points to spend.
However, they can also potentially be turned into lesser vampire thralls. They will willingly submit to this if their master chooses this option, however this is not without a degree of risk. Roll a d6. On a 1 they are immune and cannot be turned, on a 2-4 they are successfully turned into a lesser vampire thrall, and on a 6 the vampire's blood lust has taken over in the heat of the moment and they have drained the thrall to the point of death. If they are successfully converted, then they gain all of the standard vampire traits (Blood Hunger, The Light Burns!, The Bite, Ambrosios, Unnatural Speed, Magic), +1 strength, +1 toughness, +1 initiative. They may also choose one standard spell to learn, but it must be one that their master knows. Keep in mind this means they will no longer be able to operate out in the daytime any more!
You can start the game with as many of your 4 thralls already converted into lesser vampire thralls as you wish, or you can simply leave some (or all) as normal in case you change your mind, or prefer having more daytime NPCs active at the cost of them being weaker.
However, one other nation seeks to profit during these troubled times. The United Kingdom, using methods pioneered by the Chinese over a decade ago, has created a large island in the Atlantic Ocean. On its surface is the young metropolis of Nova City. This vastly expensive endeavour has taken over ten years to become operational. Even now, construction continues, but over the last six months it has been populated. What's so special? Using cutting-edge technology, Nova City is entirely self-sustaining without the use of any fossil fuels. Some critics say this undertaking is foolhardy and won't last. Others are optimistic.
For various reasons, there are those who would see Nova City fail and brought to ruination. There are those who see the opportunity to dig their claws into its roots for their own personal gain. The eyes of the wider world are quickly falling upon Nova City, a shining gem of prosperity in a sea of degradation. Only time will tell whether it will sink or survive, and there are darker forces at work in the shadows...
Nova City
In this game, set in the sprawling island metropolis of Nova City, a deeper game is afoot. You shall play as Werewolves, Vampires and those humans who hunt them in secret. Whether in Nova City for a specific purpose, a power-play, by accident or fate, your characters will be free to pursue their own personal ambitions. Of course, the consequences of those ambitions will no doubt be significant, depending on what happens. However, as the GM, I will ultimately be more reactionary than proactive in this game (unlike Shadow War), mostly delivering combat results and dealing with anything unforeseen. Other than that, it's up to you guys how this one goes. I may run a few NPCs here and there or throw an occasional cog in the works to make things interesting, but that's about it. The possibilities are pretty goddamn vast with this one.
Nova City itself is state-of-the-art, with massive skyscrapers shimmering in the sunlight. Smaller, boxier mass-housing blocks are common, existing out of efficiency and originally constructed for the workers who went on to build the more impressive parts of the city. Now they serve as the cheapest homes for those who simply wish to immigrate there. Surrounded by sea, the only ways to leave the city are via the airport or the harbour. An intricate monorail system allows for easy tranport around the city, and below in the streets electric cars hum softly alongside self-driving taxis. Other than that, it's a fairly ordinary city with a nightlife, nine-to-five and everything inbetween. Of course, everything runs on green energy here, so not only do all of the buildings have rather impressive and abundant solar panels, recycling is of major importance. Keeping all of that in mind, feel free to add to it, from your character's favourite coffee shop or drinking hole to secret (but plausible) bases/hideouts as necessary. I'll let players know if anything is unacceptable, however I'll be quite surprised. Just use common sense where applicable.
Main Factions
Hunters:
AGIHO
Task Force Reaper
Werewolves:
The Grey Brethren
The Blood Moon Butchers
Vampires:
The Elite
The Crimson Guard
I'll provide more details on these below. You can of course add more Werewolf or Vampire factions, but they must be given the green light by me first (so PM them to me). Unless they're particularly good however, they might not fit in well, so keep that in mind. Your characters can belong to any one of these factions if they match the profile and species for it. It is possible for Vampires and Werewolves to go it alone however. Hunters may not be 'freelance' as AGIHO does not tolerate the potentially catastrophic unpredictability of a rogue agent - though rare, when a Hunter does go rogue, they soon find that they have become the hunted.
A.G.I.H.O.
(Allied Guild of Investigating and Hunting the Occult)
The Allied nations who stood against the Axis formed a highly secretive organisation, having learned of the Reich's interest in the occult and supernatural. Once actual evidence that the rumours, initially dubbed by the brass as 'superstitious nonsense' were found to have at least some basis in truth - much to the horror of those aware of this information - all were in agreement that this threat needed to be combated.
To this end, AGIHO was formed in the early 1940s, with only a handful of people in the entire world being fully aware of its existence and purpose outside of the actual organisation itself. Internally, it was composed of the closest things to experts the allied countries have on the occult and supernatural, who had been studying the scarce evidence for years. Those specialists were also responsible for creating the unique tools necessary to combat the transmundane. This highly specialised research and development team was the backbone of AGIHO.
However, it also maintained many operatives - agents whose job it was to investigate in the field, under the utmost secrecy. These men and women had to be resourceful and skilled combatants, as during an investigation into the occult, actual contact with hostile supernatural creatures was always a possibility. That is to say nothing of the dangers they faced travelling a world full of suspicious and fearful people, where soldiers lined the streets and the escalating cold war grew ever closer to open conflict.
In the modern day, AGIHO has all but faded from knowledge. The secret war against the occult fell almost completely silent over several decades, resulting in the organisation devolving into individual chapters across the world operating with their own initiative. It is also their responsibility to guard hidden vaults filled with all collected evidence of supernatural encounters, both to study and to ensure that the ordinary man never discovers the truth.
The United Kingdom maintains several chapters, held accountable and funded in secret by the reigning monarch. While AGIHO has vast resources at its disposal, it has no official jurisdiction. As far as the wider world is aware, AGIHO and the supernatural do not exist. By necessity, the agents of AGIHO must assume false identities and carry out their investigations under the watch of local law enforcement and militia. Most dangerous of all are excursions into enemy territory, where the operatives are completely cut off from AGIHO and must rely only on their own skill.
For the sake of protecting the United Kingdom's most valuable investment in the unlikely event that any occult activity should surface, a number of operatives have been dispatched to Nova City with sufficient equipment and funding to carry out their duties.
The Grey Brethren
This coven of Werewolves are organised, careful and fiercely protective of one-another. They are an international gang of werewolves who look out for their own and are notoriously evasive, well-aware that Hunters are out for their blood. They very carefully plan a monthly hunt, taking precautions to ensure their feral side can be satiated without leaving themselves vulnerable. From time to time they are still caught and killed, but they typically stay on the move and rarely travel alone. They almost always stay in human form whenever possible, unless the full moon is upon them or they are backed against a wall by Hunters. Members of The Grey Brethren have traveled to Nova City to claim it as a new hunting ground - so many places to hide, and so many unsuspecting meals trapped on a small island, ready to be herded like cattle.
Blood Moon Butchers
Crude, barbaric and reckless, the Butchers are the largest band of Werewolves in the world, and indeed the most common prey of the Hunters. Those Werewolves who are less intelligent and often more embracing of their 'abilities' are drawn to their ranks. The Butchers often mingle among biker clubs and engage in less than reputable activities for their income. They also actively 'recruit' young blood through a series of brutal initiation rituals which are typically violent, degrading and illegal, in order to prove their loyalty and earn the mark of the wolf.
Perhaps what sets the Blood Moon Butchers apart from The Grey Brethren the most is the fact that they are known to actively hunt human Hunters in return, relishing the joy of turning the game of cat and mouse into the game of cat and wolf. Many overconfident Hunters have been caught off-guard by the cunning and sheer overwhelming brutality of the Butchers. If they don't tear the Hunter limb from limb on the spot, more sadistic gangs have been known to capture and forcibly turn them into kinsmen. Sometimes they go insane, other times they're simply hunted by the Butchers for sport.
The Butchers are in Nova City for the same reason that they're anywhere else: to feast often and mercilessly.
The Elite
Some Vampires are wise enough to be cautious and amass power, playing the long game with their immortal lives. As such, many Vampires hide among society's Elite, hence their name. Most also consider themselves vastly superior to ordinary humans as well, and are privately arrogant in the extreme. The Elite are no formal organisation - rather, they are a loose alliance of the wealthiest and most influential vampires, who typically only work together as a last resort and will happily betray each other for personal gain.
However, when faced with a dire threat such as a major Hunter taskforce or vengeful Werewolf assault, The Elite will band together in defense of one-another. Each is aware of how rare it is for one with their gifts to attain power and keep it, thus it is ultimately in all of their interests to keep as many of The Elite alive as possible. They have their private rivalries, but those are almost always forgotten in the face of death. After all, what else have immortals to fear?
Those in The Elite may have numerous reasons to be in Nova City; be they business, pleasure, political or something far more sinister. However, the island is only big enough for so many immortal egos, and certainly no more than a few.
Character Creation
AGIHO Agents
Agents have an initial stat base as shown below.
WS: 2
BS: 2
S: 3
T: 3
W: 3
I: 3
A: 1
WP: 6
Their maximum stats are:
WS: 8
BS: 8
S: 5
T: 4
W: 6
I: 6
A: 4
WP: 11
Classes: within AGIHO there are several different branches from which each operative is from. While each shares a common purpose, they all specialise in different things. You must choose one.
Warrior
Warriors are the best when it comes to actually fighting and killing the occult, from werewolves and vampires, undead or witches, and anything else. They carry the very best state-of-the-art weaponry and equipment at the disposal of the Guild, much of which is highly experimental. Although some more ignorant members of the R+D department think of them as glorified test subjects as a result, the truth is that they are the only ones with the skill and resolve to fight the worst of the worst. They stand against things that would make even a battle-hardened veteran soldier collapse in terror.
Hunters have 12 stat points to spend. (for a total of +12 above the average human)
Traits:
Wargear - Hunters may select one vault relic.
Vampire Slayer - experts at killing Vampires, they gain +1 to hit against Vampires.
OR
Wolf Slayer - experts at killing Werewolves, they gain +1 to hit against Werewolves in their Wolf form.
Standard gear: heavy armour or combat armour, x2 one-handed weapon, x1 two-handed weapon or 1x heavy weapon, x10 silver bullets, x10 UV rounds, two pieces of extra gear
Inquisitor
While understanding and destroying the occult is a priority, infiltrating the enemy and dealing with other departments of the Guild requires a special blend of skills. Communication skills, patience and insight are all invaluable when in the field, especially operating in another country that the Inquisitor's comrades may be wholly unfamiliar with. Using investigative skills, guile and deceit, they get where their fellows cannot.
They are more than just spies however, although that is a role at which they excel. They watch their fellows for any corruption or instability - as this line of work is not only dangerous physically. The truths that operatives are exposed to can eat away at their sanity and sometimes they even become a threat, potentially exposing their organisation, whether they defect, go rogue or are captured.
In any of these situations, as well as any other that may crop up, the Inquisitor's duty is to ensure that the threat is ended at any cost. For this, the Inquisitor must be a person of unquestionable loyalty and wholly devoted to the cause. As a result, only those who are committed mind, body and soul until the day they die can ever take up the responsibility.
After all, a day may come when an Inquisitor must kill every one of their own colleagues, even if they are close friends (although many ensure not to get too close to their comrades, just in case). These silver-tongued spies are also, in practice, merciless assassins, ready to deal with any unexpected compromise to the security of the Guild or the mission.
Due to the fact that most Inquisitors are more focused on their non-combative skills, they are required to have a rather singular capability in order to carry out the ultimate sanction on fellow hunters. As such, they must be the most mentally strong of all AGIHO agents, because they are the only branch of the organisation who are schooled in the mystic arts. AGIHO has managed to collect enough arcane relics and ancient lore to provide their Inquisitors with a basic understanding of magic. Unfortunately, these mystic abilities further alienate them from their fellow hunters, with some displaying outright animosity to what they see as little more than sanctioned witches. It takes years to master even the simplest of abilities, however upon completion of their training, an Inquisitor can command significant power. Despite this, they are no match for any vampire who has studied magic, however their abilities can serve as an ace card against such foes.
It is this reputation that make an Inquisitor both greatly valued but feared by their fellows.
Inquisitors have 8 stat points to spend. (for a total of +10 above the average human)
Traits:
Infiltrator - Inquisitors are always very adept at getting into places they shouldn't. This includes a wide range of skills, such as hacking, lock-picking, climbing, shadowing, crafting disguises etc.
Mental Fortress - Inquisitors gain +2WP (to a maximum of 12).
Silver Tongue - Inquisitors are incredibly charismatic, experts at getting their own way through charm and deception.
Arcane Knowledge - an Inquisitor may select up to four normal spells from the vampire spell list. If the player wishes, the character can instead know 2 normal spells and 1 advanced spell, but no more.
Equipment: 1x one-handed weapon or 1x two-handed weapon, combat armour or duelist armour, crossbow or pump-action shotgun, x10 silver bolts or x10 silver shells, three pieces of extra gear
Intelligencer
The Intelligencers are the backbone of the Guild, studying ancient texts as well as the information and artifacts that field operatives bring back, in order to better understand the occult and combat it. Furthermore, they are the mechanics, technicians, medics, scientists and archivists of AGIHO, meaning they always have a plethora of valuable skills. Rarely, an Intelligencer will become a field operative, so that they can study first hand what they are dealing with. They tend to not be the strongest or combative of agents, however they understand their role on a team and fulfill it as efficiently as possible. Typically pragmatic and forward-thinking, they are intuitive, studious people with an eye for detail and capability for subtlety.
Intelligencers have 9 stat points to spend. (for a total of +9 over the average human)
Traits:
Alpha Clearance - Intelligencers may take up to two vault relics instead of one.
Occult Knowledge - Intelligencers have a detailed understanding of rituals and the like. Furthermore, they are experts in the anatomies of Vampires and Werewolves. If they are within earshot of another Hunter, they can direct them so that on a D6 roll of 5-6, one of their attacks per round does double damage. Alternatively they can use this ability on one of their own attacks each round instead.
Combat medic - when using a medkit, the character heals two wounds rather than one.
Equipment: combat armour or duelist armour, notepad, 1x one-handed weapon or 1x two-handed weapon or 1x heavy weapon, three pieces of extra gear
Vault Relics:
Silver Scattergun - thrice-blessed double-barrel shotguns. Always wounds werewolves on a 3+. Can only be fired every other round due to its long reloading time.
Range (very short) strength (6) AP (5) (Assault 2)
Chicago Typewriter - a reverently restored and blessed Thomson Submachine gun, these rapid-firing assault weapons can unleash a punishing hail of bullets that are far more lethal towards supernaturals than one would expect from such a weapon. This two-handed firearm always wounds werewolves in wolf form and vampires on a 5+.
Range (short) Strength (4) AP (5) (assault 3)
Knight Armour - difficult to repair but immeasurably tough in melee, this heavy armour provides the wearer with a 2+ armour save in close combat. Against ranged attacks, it only provides a 5+ armour save. Requires Strength 4 or higher.
Sacred Talisman - these ancient and precious artifacts offer a person a degree of protection from the dark arts. The character has a 5+ invulnerable save to negate the effects of any spell used against them.
Silver Claymore - this two-handed melee weapon adds +2 to the user's Strength in close-combat and has an AP of 4. Against Werewolves, it adds +4 (total) to the user's strength.
Holy Stake - these weapons are almost like short spears, and are considered divine instruments of death. These weapons add +1 strength in close combat. Against a Vampire, a Holy Stake does D3 damage per wounding hit.
Extra Gear:
Medkit - used on an adjacent person instead of moving. Heals 1 wound automatically.
Disguise kit - an extensive wardrobe; selection of wigs, makeup and other useful things that allow the character to create compelling disguises. These items are stored in the hunter's base of operations, as there is far too much to ever carry at one time.
Hacking gear - allows the character to interface with computers/digital door locks etc, using a combination of advanced software and the character's skill to get what they want.
Toolkit - allows any piece of equipment to be repaired quickly, and can be used to repair other equipment such as vehicles. Furthermore, they allow for breaking and entering as well as picking advanced locks.
Combat Stimms - +1 strength and +1 attack for three rounds, used at the start of a combat round. Cannot be used repeatedly in the same round to stack the bonuses. When taken, provides 6 combat stimms.
UV Grenade - difficult to construct but incredibly effective. They always wound vampires on a 4+. When taken, provides 3 UV grenades.
Range (3x strength stat in meters) strength (0) AP (0) (one use, blast)
Silver bullets - due to their rarity, can only be fired in single-shot weapons that aren't shotguns or crossbows. When used against werewolves, they always wound on a 3+. When taken, provides 10 silver bullets.
UV rounds - due to the difficulty with which these are manufactured, they can only be fired in single-shot weapons that aren't shotguns or crossbows. Inflicts D3 damage per wounding hit to Vampires. When taken, provides 10 UV rounds.
Silver Bolts - only usable by a crossbow, these are deadly to werewolves and act similar to silver stakes towards vampires. Wounds werewolves in wolf form or vampires on a 4+. When taken, provides 10 silver bolts.
Silver Shells - only usable by shotguns, the splinters of silver allow the firer to re-roll failed rolls to wound against werewolves in wolf form, as there is an increased chance of silver shards to be lodged in the bloodstream. When taken, provides 10 silver shells.
Silver Manacles - these handcuffs are difficult to employ as a supernatural subject is rarely willing to let itself be bound. However, vampires are unable to touch silver without burning and thus cannot break the manacles. If a vampire is handcuffed by these manacles, they cannot break free of them with their own strength and will be in constant pain until freed. Werewolves in human form cannot break free of the manacles, but if they transform then the manacles' chain will snap. However, the cuffs will be embedded into the werewolf's arms, hurting them and cutting them as they slowly fracture. The werewolf automatically loses a wound until he next returns to human form and has the cuffs removed properly.
Lucky Charm - imbued with mystic power or perhaps simply lucky as some claim, the owner has a special 6+ invulnerable save that can always be taken in addition to any other saves.
Armour Piercing Rounds - only usable by single-shot weapons that aren't shotguns or crossbows. The weapon's AP is upgraded to 2. When this option is taken, the character receives 20 armour piercing rounds.
(note - when you choose special ammo, you must pick ONE weapon to use them)
One-handed weapons:
Silver sword - always wounds werewolves on a 5+, has an AP of 4.
Silver Mace - always wounds werewolves on a 4+, has an AP of 6, adds +1 strength in melee against any other enemy.
Pistol - range (short) strength (4) AP (4) (assault 1)
Handcannon - range (short) strength (5) AP (5) (assault 1)
Wooden Stake - melee weapon. A successfully wounding blow does D3 extra damage to a Vampire rather than just 1. Has an AP of 6.
Wrist Crossbow - a wrist-mounted bolt-slinger which leaves the hand free to hold another weapon. It can only be fired every other round as it is cumbersome to reload in the heat of battle.
Range (short) strength (4) AP (6) (single-shot, can only be fired every-other round)
Two-handed weapons:
Pair of Falchions - these matched swords can be wielded one-handed for no extra benefit. However, when used together they provide +2 attacks in close-combat. They have an AP of 4.
Pump-action Shotgun - range (very short) strength (6) AP (5) (assault 1)
Hunting Rifle - range (long) strength (6) AP (3) (heavy 1)
Rifle - range (long) strength (5) AP (5) (rapid-fire, shoot only short range when moving but can fire twice stationary)
Submachine gun - range (medium) strength (4) AP (6) (assault 3)
Battleaxe or Greatsword or Warhammer - two-handed melee weapon that provides +2 strength in close combat.
Crossbow - Range (medium) strength (4) AP (6) (single-shot, can only be fired every-other round)
Heavy Weapons:
(can never be fired while moving, must be braced resulting in -1WS if charged, -1BS to hit when used)
Ultraviolet Projection Cannon (UPC) - a heavy piece of equipment, this weapon sends an extremely concentrated beam of UV light towards a target area. It always wounds vampires on a 3+, and they cannot take a dodge save as the beam of light covers a large area. If the vampire does not move out of the light in its next turn, it automatically takes another hit until it dies or moves. It has no effect on humans.
- range (short) strength (0) AP (N/A) (Heavy 1)
Spinethrower: a bulky, cylindrical weapon with a rotating centre holding no less than six electrified titanium harpoons. This weapon is difficult to master due to its weight and relatively slow projectile speed, which also means vampires receive +1 to their dodge roll if this weapon is fired at them.
- range (short) strength (8) AP (4) (Heavy 2)
Armour:
Heavy armour - provides a 3+ armour save, but reduces Initiative by 2 when worn.
Combat armour - provides a 4+ armour save.
Duelist armour - provides a 5+ armour save but +2 Initiative in close-combat.
Light armour - provides a 5+ armour save.
AGIHO agents may have three NPCs; apprentices who have little actual experience but with time and luck, may prove that they have what it takes to become proper hunters. Apprentices have the following profile:
WS: 2
BS: 2
S: 3
T: 3
W: 2
I: 3
A: 1
WP: 6
May spend four additional stat points.
Equipment: light armour, up to two weapons or pieces of extra gear.
Task Force Reaper
Task Force Reaper (TFR) is the codename for NATOs answer to the newly uncovered supernatural threat. Where AGIHO is old school, maintaining traditional methods of combating the occult, TFR is new school, using cold science partnered with advanced technology. What they lack in decades of experience and mystic lore, they make up for with sheer firepower and experimental technologies. Their soldiers are drawn from the most elite military organisations such as: the SAS, Navy SEALS, GSG-9, Army Rangers, Joint Task Force 1 and others. Their purpose: extermination.
TFR was assembled not long ago. This is due to the fact that AGIHO, despite its decline, have kept the modern world blissfully ignorant of the supernatural. However, with surveillance technology reaching new heights, it was only a matter of time until the wider world started to notice what lurked in the darkness of the night. Into the heart of the darkness they send their Reapers, who drag hidden abominations out into the light where they are terminated, bagged, tagged and dissected back at HQ.
The problem with this excessive military doctrine and the almost impetuous efficiency with which TFR pursues the duty of its office, it brings itself into conflict with the ideals of AGIHO. Set in their ways (and arguably justified in doing so), AGIHO agents tend to look disdainfully upon the unsubtle methods used by their new-age counterpart. Although their goals tend to align, AGIHO agents follow a careful procedure in their investigations, relying on ages of experience to prey upon the weaknesses of their foes. The up-front, no-nonsense methods of TFR are effective, but ultimately threaten to publicize the private war against the supernatural, particularly due to the sheer number of governments who, although skeptical, are actively funding and watching for the results of this new division. If AGIHO are to maintain the blanket secrecy of the occult that they have worked decades to maintain, then they can allow no evidence of the supernatural to be taken back to NATOs laboratories. Instead they have no choice but to try and reclaim such things, to be safely sealed away in their vaults.
Reapers
Reapers have an initial stat base as shown below. Only the finest fighting machines are inducted into the Task Force, so the base statline is far above that of a typical human.
WS: 4
BS: 4
S: 3
T: 3
W: 4
I: 3
A: 2
WP: 8
Reapers have 6 stat points to spend. (compared to a base human, equivalent of +14 extra stat points in total)
The maximum stats for a Reaper are as follows:
WS: 8
BS: 8
S: 5
T: 4
W: 6
I: 6
A: 4
WP: 10
Armour (0-1 choices)
- Camo Gear: 6+ armour save, however the adaptive fabric combined with a Reaper's extensive training grants them an modifiable 5+ cover save at all times if they do not move. This improves to a 3+ cover save if they are prone as well. Even heat-based vision barely makes a difference, as the under-suit is specially insulated and designed to avoid detection. However, in melee, only the armour save is used. In trials, it was tested against different predators and even birds of prey, fooling a majority of them. However, the suit does not prevent detection by scent... as one unfortunate test subject discovered. Regardless, this Camo Gear was cleared for use by TFR.
- Combat armour: 4+ armour save.
- Light armour with integrated wingsuit: 5+ armour save, but can deploy a wingsuit to allow the user to 'glide' from high places and land safely.
Weaponry (0-3 choices, maximum of 2 two-handed weapons of which no more than 1 can be a heavy weapon)
One-handed
Pistol - range (short) strength (4) AP (4) (pistol)
Autopistol - range (short) strength (3) AP (4) (assault 3)
Wrist-blade - extendable, single-edged sword blade that leaves the user's hand free. Due to its serrated edge and expert craftsmanship, it is AP 4.
Combat Blade - a finely-balanced weapon that provides +1 Attack due to the Reaper delivering numerous quick slashes. It has an AP of 5.
Wrist-mounted GL - a bulky wrist weapon that launches compact grenades. Range (medium) strength (6) AP (3) (assault 1, blast radius of 5 meters, one-shot only before reload at base is required)
Two-handed weapons
Combat Shotgun - range (very short) strength (6) AP (5) (assault 2)
Designated Marksman Rifle (DMR) - range (long) strength (5) AP (4) (heavy 2)
Rifle - range (long) strength (5) AP (5) (rapid-fire, shoot only short range when moving but can fire twice stationary)
Personal Defense Weapon (PDW) - range (short) Strength (3) AP (5) (assault 4)
Submachine gun - range (medium) strength (4) AP (5) (assault 2)
Heavy Weapons:
(can never be fired while moving, must be braced resulting in -1WS if charged, -1BS to hit when used)
Machine Gun - range (medium) strength (7) AP (4) (heavy 3)
Anti-Material Rifle - range (very long) strength (9) AP (2) (heavy 1)
Bazooka - range (long) strength (8) AP (3) (heavy 1, large blast radius)
Extra Gear (One free choice and may take up to three additional choices; one for every weapon option the Reaper sacrifices)
- Jump Jets: a number of special booster jets attached to the outside of a Reaper's armour. Not powerful enough for actual flight, they do however allow for rapid redeployment. They provide a 5+ dodge save, and allow the Reaper to 'jump' over small obstacles such as cars instead of moving normally. If a 1 is rolled on the dodge save, the thrusters have been hit and can no longer be used until repaired at base. They can also be used to make a special charge, in which case the Reaper gains +2 strength that round but -2 attacks, to a minimum on 1, to represent the fact they have only a single, powerful strike as they are propelled towards the enemy.
- Cryo Grenades: these grenades aren't very damaging, but if they successfully hit the target, no armour saves are allowed (only dodge saves). The target is then 'stuck' as ice freezes up their limbs for one round automatically. They may not move and suffer -2 WS and BS, unless they pass a strength test on 2d6 at the start of the round. Otherwise, the effect wears off at the end of the round. When taken, a Reaper receives only three Cryo Grenades, due to the difficulty of their construction.
- Xenoform-Tracker: tracks non-human lifeforms only. This one-handed device reveals all Werewolves or Vampires within 50 meters, however it cycles every 10 seconds (every 2 combat rounds) as it re-acquires their life signals. Useful for hunting down the enemy or testing whether someone is non-human, but it has its limitations.
- Emergency Revival Stimm (ERS): a last resort, when a Reaper is reduced to 0 wounds, they can choose to use this. A d6 is rolled and on a 1-2 they are incapacitated as normal. On a 3-5 they are returned with one wound. On a 6 they are returned to normal with D3+1 wounds restored, but -3 Strength and Toughness for the next six rounds as the Stimm works overtime but begins to overwhelm the body with chemicals. Taking this grants three doses.
- Red-dot laser sight: attachable to any one ranged weapon permanently, this provides +1 BS with that weapon, but also makes the wielder easily noticeable, especially in the dark.
- Infra-red Goggles: when worn, allow the user to see all heat signatures. However, Vampires barely register due to their unnatural biology, and are essentially invisible to the wearer.
- Tracking Dart: a compact, wrist-mounted launcher. Requires a BS test at -1 to hit. If successful, no damage is dealt but the target is tagged and can be tracked via GPS. It is micro-sized so it won't be noticed in the heat of battle, but afterwards could be discovered and destroyed easily if the tagged target finds safety and realises it's there.
- UV Combat Flashlight: attachable to any two-handed ranged weapon (except the UPC). If shooting at a vampire and a hit is scored, the vampire is one step easier to wound. E.g. If the vampire wound normally be wounded on a 6+, it is instead wounded on a 5+, as the UV light burns the flesh.
Experimental Equipment (0-1 options)
- Powered Exoskeleton: kept in storage for most of the time, due to its impractical bulkiness and limited battery life of only 4 hours before it must be recharged. When worn, this armour provides the user with a flat strength of 8 and gives them a 2+ armour save. However due to the added size, anyone attempting to hit them (at range or in melee) gets +1 to their roll. When this option is selected, the Reaper will also have the suitable equipment to store, recharge and maintain their Exoskeleton in their hideout. Beware cunning enemies locating and destroying this equipment, however, as it is impossible to take it with you all the time (for obvious reasons). Finally, it is impossible to swim while wearing the Exoskeleton, and if it is still worn with a dead battery then the Reaper is trapped and immobile until someone activates the hidden manual release on their back.
- Integrated bionic HUD: the Reaper's eyes have been replaced with experimental synthetic eyes, which appear completely organic but in truth provide many inhuman abilities. Primarily it provides a tactical HUD, allowing the Hunter to re-roll any failed rolls to hit with ranged weaponry. Furthermore it makes them immune to flash-bangs (and anything with a similar effect) and also grants them functional night vision. However, up close and personal the response time of the user is slightly decreased, and they suffer -1 attack to their profile (to a minimum of 1).
- Adapted Adrenal Gland: modifications have been made to the adrenal gland, speeding up the reaction time of the Reaper significantly. As well as making them more alert and grants substantial stamina when their body is put under stress, it also grants +2 attacks to the Reaper's statline. Unfortunately the modifications can make the gland unstable and the Reaper's body works overtime to compensate. As well as generally eating substantially more than the average person, if a Reaper with this choice does not sleep or eat at all in 24 hours they suffer -1 to all of their stats.
- Bio-enhancement: through a series of different and physically demanding alterations, the Reaper has been augmented to greatly heighten their pain threshold and durability. Everything from 6-months of brutal conditioning, hypno-therapy and incredibly expensive and rare nanotech in their bloodstream, has resulted in them being able to take absurd amounts of damage and still be able to fight. However, these procedures can make them unstable, both physically and mentally. Whenever the Reaper takes a wound, a dice is rolled; on a 1-4 the wound is taken normally, but on a 5-6 it is entirely ignored. However, the adverse affects of the Bio-enhancement is that the Reaper suffers -2 Toughness as their body struggles to adapt. (Though this can easily be negated by spending spare stat points to make the most of this choice)
- Psy-shield: this small but surprisingly heavy device grants a 50% chance of negating the effects of any ranged attack magic used against the Reaper, by detecting anomalous energy and absorbing it harmlessly. However this technology is extremely unreliable and only functions as intended occasionally, due to the difficulty of quantifying the effects of what rumours call 'magic' scientifically.
- Sonic Rifle: this esoteric rifle has the ability to fire in several modes. Its stun setting blasts anything man-sized back several meters (potentially off of buildings etc), while its kill setting not only has the blast back effect but is far more powerful.
Sonic Rifle (lethal setting): range (short) strength (6) AP (1) (assault 3)
Battle Drone - disguised as a bulky suitcase until needed, this robot is activated via controls disguised as a digital watch. It will fight for the Reaper with the following profile until it is destroyed. A Reaper may start with three of these, but can only control one at any given time. A Drone with at least 1 wound remaining can be repaired in several hours and restored to full functionality. Any spare Drones can also be set onto a default sentry mode, making them excellent guards for your hideout. Their relatively small size also allows them to climb inside vents (etc) or they can perform remote surveillance while masquerading as a harmless briefcase, recording and relaying audio but not video.
WS: 3
BS: 3
S: 5
T: 5
W: 4
I: 3
A: 3
WP: N/A
Sv: 4+
Equipment: combat armour, wrist-blade and pistol
Reapers may have two NPCs, representing their logistical backup on the ground. These personnel always have at least some degree of military training and actual combat experience, however nowhere near on the same level as the Reapers themselves. They have the following profile:
WS: 3
BS: 3
S: 3
T: 3
W: 2
I: 3
A: 1
WP: 6
May spend four additional stat points.
Equipment: light armour, any 1 weapon and any 1 piece of extra gear.
Werewolves
Werewolves appear to be ordinary people, however at will they can transform into their wolf form. In this state, they are large, hulking figures with fur that ranges from grey to brown. Their claws and teeth can bite through metal plating, and they can rip limbs from sockets with their sheer strength. However, they are also highly instinctive in this state, unable to retain their higher human functions for the most part. Furthermore, every month when there is a full moon, they lose control of themselves and turn into their wolf form until the full moon changes, be it over a single night or several days. When this happens, they are fully consumed by psychotic rage and the need to feed on flesh. They will attack and devour anyone they come into contact with, regardless of human relation. The only ones they might not attack are other werewolves whom it recognises as belonging to its 'pack'.
All werewolves have the following traits:
The Feast of Flesh - while a werewolf only has to enter wolf form and feast once per month, there is always a chance that they will change into their wolf form at other times to defend themselves. While this is all well and good, the primal urge to feed returns strongly. Furthermore, the transformation itself is very taxing on the human body. This means that a werewolf will feel compelled to feast once out of danger (or perhaps on the corpses of those foolish enough to attack it), but if for whatever reason they don't (players can choose not to), then the werewolf and human statlines for the character will be at -2 until it does feed. During a full moon, a werewolf must eat flesh at least once. If it doesn't, then a D6 is rolled. On a 2+ it frenzies, gaining +1 Strength and Toughness but suffering -1 to all other stats except wounds. When frenzied, the werewolf has no control and will relentlessly attack anything it can get its claws on until the following morning, when the character wakes up human again with little to no memory of what happened.
Beast form - when in wolf form, werewolf characters use a secondary statline. Both need to be displayed on the character sheet. This is identical to their human statline, however they gain +3WS, +4 Strength, +4 Toughness, +3 Initiative, +3 Attacks, double their wounds, have their BS reduced to 2 and their WP reduced to 5. Furthermore, when a werewolf in wolf mode loses its final wound, roll a D6. On a result of 5-6, it returns to having 1 wound and continues fighting. However, if a werewolf is actually reduced to 0 wounds, it is mortally wounded and will almost certainly die, especially when it turns back to its human form. In this vulnerable state, it can easily be killed by decapitation or stabbing silver through its heart. However, unlike vampires, werewolves don't actually require these special circumstances to be destroyed. They are susceptible even to blood loss, fire and other means of normal annihilation like humans. Mostly these are just ineffective due to the healing rate of werewolves. But when they are vulnerable, all of these will do fairly well, as will a heavy-calibre bullet to the skull.
Resilience - all Werewolves have a natural 4+ armour save in wolf form. However, this is affected by the AP of weapons.
This is the starting profile for a werewolf in human form:
WS: 2
BS: 2
S: 3
T: 3
W: 3
I: 3
A: 1
WP: 6
They then have 8 stat points to spend. (for a total of 8 points above the ordinary human while in human form, and a total of roughly +25-30ish in wolf form)
(to get your wolf form stats, add +3WS, +4 Strength, +4 Toughness, +3 Initiative, +3 Attacks, double their wounds, have their BS reduced to 2 and their WP reduced to 5 to your regular human statline and keep both on your character profile)
These are the maximum stats for a werewolf in human form:
WS: 7
BS: 5
S: 6
T: 5
W: 7
I: 6
A: 4
WP: 10
These are the maximum stats for a werewolf in wolf form:
Werewolf (Wolf form):
WS: 10
BS: 2
S: 10
T: 9
W: 14
I: 7
A: 7
WP: 5
Traits:
Blood Moon Butcher - this character fully embraces the murderous nature of the werewolf. They engage with a lot of disreputable folk in the criminal underworld, no matter where in the world they find themselves, relying on strength and brutality to ensure they survive. Not only may they have a base of operations somewhere dangerous to outsiders (e.g. a drug den, biker clubhouse etc), but they have easier access to illegal items. Furthermore, due to their joy of hunting the hunters, they gain +1 attack when fighting any hunter player characters or NPCs.
The Black Werewolf - marked by distinctive, jet-black fur, black werewolves are a rare genetic mutation. They do not lose their mind in a psychotic rage when in wolf form, retaining much of their human intellect and intelligence. Their WP is not reduced when in wolf form unlike other werewolves, and they can still think freely. They can even understand language, but cannot speak themselves.
Lone Wolf - this character is a loner and they like it that way, generally staying away from humans and werewolves alike. Usually they are among the oldest werewolves, as they've survived on their own. That also makes them some of the toughest and most resilient werewolves. In wolf form, they have a 3+ armour save instead of a 4+. Additionally, they gain two extra stat points to spend on their human form.
Grey Brother - a member of the Grey Brethren, this werewolf is a team player. Never one to hunt alone, they have up to two werewolf companions; weaker wolves whom they have dominated within the pack, or they may even be good friends in their human form. Whatever the case, they either gain one or two NPC werewolf followers with the following profile:
WS: 3
BS: 2
S: 3
T: 3
W: 2
I: 4
A: 2
WP: 6
If only having one NPC, then the follower gains 6 additional stat points to spend. If the character has two NPC followers, they both have only three additional stat points to spend. Both are indeed werewolves however, and have all the bonuses and traits gained in their wolf form as normal. Regardless of whether it's one or two, both human and wolf form statlines must be included in their profiles.
Vampire Characters
Vampires are cursed immortal creatures which feast upon fresh blood in order to prevent their bodies from decaying. How exactly they came into being is lost to the annals of time (although there are some dedicated Intelligencers and even curious vampires who dedicate their lives to discovering the truth) but what matters is that they exist here and now.
They all have the following traits:
Blood Hunger - A vampire must feed on the fresh blood of a human being every three days minimum or they start to weaken (starving). For each subsequent day that they fail to feed, their statline is reduced by 2 points (to a minimum of 1). As this happens, their physical appearance will begin to decay drastically until they become obviously inhuman to the natural eye, more akin to sickening and scrawny creatures with rancid grey, cold skin. When starving, the vampire must entirely drain a human victim for each stat point it wants to recover. (So if a vampire had been starving for two days, thus at -4 to all stats, it would need to drain four victims to regain its full strength)
To avoid this, vampires who are careful enough can make a victim last for a long time, feeding on them in small doses every day to avoid both starvation and killing the victim. For some this is unacceptable, and does not compare to the feeling of a full feeding.
The Light Burns! - vampires in open sunlight start to burn up, in a horrifically painful process until they have wasted away. For every five seconds that a vampire is exposed to any UV light (from the sun or otherwise) they lose 3 wounds. If they reach 0 wounds before finding cover that fully obscures the source of light, then they burn away into ash and are irrevocably dead. Also, when dawn approaches, vampires feel a strong, instinctive need to hide and sleep. Unless in immediate danger, a vampire will naturally sleep from about 5-6am until the sunset. It can sense the light fading and begins to wake up naturally. When asleep, a vampire is not completely unconscious - survival instincts keep them somewhat aware of their surroundings. That is to say, it isn't impossible to sneak up on a slumbering vampire but is by no means easy, especially if they have thralls guarding them.
The Bite - if a vampire bites someone and they survive the encounter with the vampire in question, then they have a week before they will be fully transformed into another vampire.
Ambrosios - vampires do not age and, unless starving, retain the appearance and physical age they had when they were first turned. More than that, they have an incredibly fast healing rate, even capable of regenerating lost limbs over time. Any vampire can regain all of its wounds after one feeding session. The only way to kill a vampire other than sunlight is to decapitate it with a silver weapon, drive a stake through its heart (contrary to popular belief they do beat), or trap it on a very hot fire for at least an hour. Vampires are not cursed with a weakness to fire, but a hot enough flame will eventually overpower the speed at which they heal. Furthermore, vampires are burned by anything silver (enough to be significantly painful) and cannot break anything made of silver. This means if you have a silver chain and a high-walled courtyard in which to place your vampire, then dawn shall do the rest of the work. Good luck trapping one in such a compromising situation. Oh, there is one other way to kill a vampire - get another vampire (or even a werewolf) to tear off its head, as they alone possess the necessary strength. In any case, the only way this is ever possible is when the vampire has been reduced to 0 wounds and is at the mercy of its defeaters.
Unnatural Speed - all vampires are incredibly fast. They have a 4+ dodge save against any attacks that they can feasibly dodge (ordinary combat). If they are caught in an explosion, burst of fire, are incapacitated or simply cannot move, then they cannot use this save. If they wear any armour then they cannot use this save as it slows them down too much, even with their great strength, as it takes all of their concentration and ability to dodge bullets and blades.
Magic - vampires are not mortal in more ways than one. The fact that they can use what the layman has called 'magic' for thousands of years is a very good example. To use magic, the player controlling the vampire chooses a spell to use and then the GM rolls a number of D6 and adds them together. If it is underneath the vampire's WP stat, then the spell is successful. If the roll is over their WP, they have failed and the spell is ineffective. All vampires can choose to know a number of spells equal to half of their WP characteristic, rounding down, chosen from the standard spells list. (e.g. a vampire with WP 6 or 7 could learn 3 spells, while with WP 8 or 9 could learn 4 spells, etc) All spells require 2d6 to be rolled when they are used. This is called the Magic Threshold (MT). A character may only cast one spell per combat round (about 5-10 seconds).
The maximum stats of a vampire are as follows:
Vampire:
WS: 10
BS: 10
S: 7
T: 7
W: 8
I: 9
A: 5
WP: 11
The starting stats for a vampire are as follows:
WS: 4
BS: 4
S: 5
T: 5
W: 3
I: 5
A: 1
WP: 6
Vampire characters then have an extra 10 stat points to spend. (for a total of 20 above the ordinary human)
Traits: (choose 0-1)
Half-breed - this character is half-human, half-vampire, and is considered an abhorrent abomination by almost all true vampires. However, they are not destroyed or even harmed by sunlight. Unfortunately, due to their heritage, their powers are diluted. They are no longer immortal (although live twice as long as an ordinary human) and all of their starting stats are reduced by 1.
The Elite - an old, powerful vampire, this character has found its way into society's elite. They have wealth, resources and usually a well-defended hideout such as the top level of a skyscraper. As a result of their age and status, they are suitably respected and feared by their fellow vampires. However, it becomes even harder to hide their identity due to the publicity and expensive lifestyles these individuals live. This must be reflected in-character (e.g. paparazzi, having to attend meetings etc) and can often be turned to the advantage of the character's enemies. Of course, any member of the Elite is an expert in concealing their double life and true nature, meaning they aren't so easily fooled. Furthermore, The Elite must have a special rival NPC created with the GM, representing the natural competition who are powerful enough to actually cause the character inconvenience (not necessarily a vampire).
Creature of the Night - a rare breed, these vampires have a pair of large, leathery bat-like wings protruding from their back. They can fly! However this makes them rather inconspicuous and causes them a great deal of trouble when trying to hide in modern society. What few of these creatures still exist mostly dwell in extremely rural areas where they won't often come across people. These vampires do have one natural advantage over their kin however: they can survive off the blood of any warm-blooded mammal, rather than just humans, which helps them survive on the fringes of society. However, if they haven't fed on a human for more than three days, but continue to feed on animal blood, then they don't count as starving but do still suffer -1 to all stats until they next feed on a human victim.
The Crimson Guard - an ancient order of vampire knights, very few still follow the ideals and tenets set forth centuries ago. Originally, the Crimson Guard were a proud group of vampires who decided to use their natural strength and immortality to become warriors without equal. Although they were eventually hunted down due to creating their own infamy, those original few who survived have passed on their teachings to worthy successors who are among the deadliest individuals that walk the earth. Vampires who have learned the ways of the Crimson Guard start with -2BS but +2WS. Furthermore, they attack with savage precision, whether wielding a weapon or unarmed. Their attacks are Rending, meaning that any 'to wound' roll of 6 in melee ignores the armour save of the enemy.
Master Sorcerer - dedicated to studying the arcane arts, this vampire is intelligent and wields magic with great ease. They must have a WP of at least 12, as they know all of the standard spells and are able to cast them automatically. Their maximum WP is raised to 15, and they can learn an advanced spell for each full five points of the WP stat they possess (at least 2, up to 3).
Equipment: usually nothing beyond the ordinary unless they can acquire it in the game. Firearms and most other weapons are illegal to own in Nova City, so they will have to acquire any such items through devious means. An unarmed vampire is still incredibly dangerous, more than most humans are even with a weapon. However, most vampires will have acquired some form of equipment in years past, and as such can choose one option from below:
One-handed:
Pistol - many vampires as well as their thralls have some form of handgun as a last resort, due to the fact that they can be concealed relatively easily unlike most other firearms.
Range (short) strength (4) AP (4) (pistol)
Dagger - melee weapon with AP 6. Adds +1 attack when used.
Sword - melee weapon with AP 4.
Two-handed:
Staff - melee weapon that can appear quite inconspicuous. Adds +1 strength in melee, and has an AP of 6.
Sawn-off shotgun - range (very short) strength (5) AP (5) (assault 1)
Armour:
Scavenged armour - cobbled together by an amateur using hard leather, scraps of metal and the like, this offers only basic protection, but can be worn in public without raising suspicion. Provides a 6+ armour save.
Old Chainmail - a rare piece of armour from a bygone age, some vampires nonetheless acquire some. It provides a 4+ armour save in close combat but offers no ranged protection.
Standard Spells:
Life Leech - the vampire focuses their malice and greed into physical manifestation, stealing the very life essence from someone. If successfully cast, the character transfers one wound from any one PC or NPC nearby and replenishes one of their own wounds. This power cannot be used if the vampire is already at full wounds. This power is used at the start of any round instead of moving as the vampire rejuvenates itself.
MT: 2d6
Dark Guardian - the vampire summons an evil spirit to fight on their side. It appears as a ghostly black fog that takes a semi-physical form to attack. It will remain manifested for 3 rounds or until destroyed. If it is destroyed then a D6 is rolled; on a 5-6, the character who destroyed the Dark Guardian has nightmares for the next few weeks as the evil spirit haunts them.
MT: 2d6
The Dark Guardian fights with the following profile:
WS: 4
BS: 2
S: 4
T: 4
W: 2
I: 6
A: 2
WP: 10
Temporal Flux - The character surrounds themselves with an Unholy Aura which warps reality in a localized area, granting the user the ability to attack with supernatural precision. This power is used at the start of any combat round. If successfully cast it enables the caster to re-roll all rolls to hit and to wound that round.
MT: 2d6
Master's Lure - Ensnared by the vampire's powers, those affected by this spell find themselves in thrall to his will. This spell is cast at the start of a combat round. If successfully cast, it grants the user the ability to enthrall (for one combat phase) one opposing PC or NPC, who must pass a WP test on 2d6 to resist the effects.
MT: 2d6
Minor Telekinesis - the vampire defies the laws of physics and is able to manipulate one small object (but not people) such as a gun, chair, small animal, rock, etc. This item can be drawn to the vampire's hands or indirectly propelled towards a target, such as an enemy, or perhaps a window in order to break it, or anything else you can come up with. This power is used at the start of a round and the target object is dropped automatically at the end of the round.
MT: 2d6
The Burn - the vampire causes one held item or piece of armour to burn with an insufferable heat. The enemy must drop/remove the affected item/armour immediately or else suffer a wound. The next round the item/armour will return to normal.
MT: 2d6
Ward - a protective magical barrier defends the vampire against blows, shots, falling rubble etc. This spell is cast at the start of a combat round and grants the vampire a 3+ invulnerable save for one round.
MT: 2d6
Ice Flechettes - dozens of tiny, sharp ice needles shoot towards the target. A BS test is required to hit. Range (short) Strength (3) AP (5) (assault 4)
MT: 2d6
Hurricane - a small but powerful blast of wind is summoned by the vampire, surrounding them. If successful, everyone within 10 meters of the vampire must make a strength test on 1d6 at -4 or be knocked over. This power stuns anyone who fails for one round but does no actual damage. Excellent power to use if the vampire wants to escape a fight, or leave enemies vulnerable to their minions (who also have to test, however). This power takes up the shooting phase of the vampire's combat round, but leaves them free to engage anyone nearby in close combat as normal.
MT: 2d6
Lightning Bolt - a blast of deadly lightning leaps from the palm of the vampire's hand, electrocuting and frying the target. A BS test is required to hit.
Range (medium) Strength (10) AP (2) (heavy 1)
MT: 2d6
Banish - a shockwave emanates from the vampire forcing enemies and other undesirables away. This is cast instead of shooting, and if successful forces all opponents in close combat with the character to be forced back a distance of 10 meters minus their strength characteristic in meters. They are no longer in melee, and the vampire can re-charge them or flee in their next movement phase.
MT: 2d6
Advanced spells:
Touch of the Sun - The vampire unleashes a blinding burst of light, that affects all supernatural creatures in the area. Used at the start of any player combat, if the vampire successfully passes a magic test this power is may be used with the following effects:
Against Vampires, TOTS causes D3 wounds instantly with no armour, cover or dodge saves permitted.
Against Werewolves, TOTS Causes them to instantly revert to human form, but does no damage. They are forced to remain in human form for the next three rounds.
MT: 3d6
Teleport - the vampire is surrounded by strands of coruscating energy before disappearing in a flash. This power is used in the movement phase of a combat round instead of moving. If successfully cast, the vampire is immediately leaves where they were standing and reappears anywhere within 100m that they can see, or in a place they know intimately well (such as their hideout).
MT: 3d6
Doppelgangers - the vampire creates the illusion of four other identical doppelgangers to itself, confusing the enemy. This effect lasts for three rounds, and the spell is cast at the start of a round. Any enemy wanting to target the character suffers -2 to hit as they are challenged to pick the right one.
MT: 3d6
Mr Weatherman - the vampire uses their power to actively change the weather to anything they want; rainstorm, hailstorm winds, snowing, or even to create a protective and fully-covering layer of clouds overhead - useful if they are ever caught out in the sunlight. The effect lasts for 6 combat rounds, or 1 minute outside of combat. If recast immediately then the same weather effect can be sustained for longer amounts of time.
MT: 3d6
Levitation - the vampire appears to float or hover, held aloft by empyrean energies. This can be used in all manner of inventive ways, including to stop the character from falling or to reach high places easily (such as towers or skyscrapers).
MT: 3d6
Advanced Telekinesis - same as regular telekinesis, except the vampire is powerful enough to move cars, people and other large objects. This power is used at the start of the round and any object is dropped at the end of the round. If the target object is a person/character, then they cannot move or charge into melee but can still shoot. If the person is 'thrown' into a wall/building/other hard object, then they suffer a Strength 6 hit immediately with no dodge saves possible. If they are thrown off a suitably high place then they may well be killed unless they have a way to be saved. This power can also be used to 'drag' an enemy character into melee with the vampire provided they are no further than 20m away.
MT: 3d6
Mind Invasion - this power can be used in two ways. Firstly, in combat, it is used at the start of a combat round on one enemy character, granting the caster a 2+ invulnerable save against any attacks from that specific character that round as they predict their actions. Alternatively, it can be used outside of combat to 'interrogate' a character, tearing memories and knowledge from their mind in a deeply unpleasant and violating procedure. In this instance, the two players should have an OOC discussion with the GM present to mediate what knowledge/information is revealed.
MT: 3d6
Inferno - this spell is cast instead of shooting. It creates a deadly ranged attack has a circular blast radius of 10m. If successfully cast, everyone caught in the blast radius suffers one automatic hit with no dodge saves possible.
MT: 3d6
Inferno uses the following profile:
Range (medium) Strength (8) AP (3) (heavy 1, large blast)
Artifacts
A vampire may have acquired an ancient vampire artifact, whether by chance or after years of following archaic clues to locate its final resting place. A vampire may choose one of the following artifacts:
- Blood Chalice: this mystical golden goblet enhances the vampire's natural powers when blood is consumed from it. The vampire can do this even in the middle of a battle, provided it can get to cover for one round and there is a source of blood available (e.g. a thrall). If this is done, then the vampire regains all of its lost wounds and gains +2 attacks for the next 3 rounds. This can only be done once per day.
- Blood-stained Warplate: this set of armour follows an old style of craftsmanship, jagged yet strong and beautiful, in its own harsh way. It grants only a 5+ armour save against ranged attacks, but in close-combat provides a 2+ armour save.
- Parasitic Talisman: these ancient totems are warm to the touch. A character with a Parasitic Talisman can transfer any number of wounds lost from a nearby, willing target - usually a vampire thrall (one of your own NPCs). This cannot be used on enemies.
- Draining Dagger: a two-pronged dagger designed to allow vampires with a sense of etiquette to drain their victim without using their teeth like a savage, so that the blood may be drank like any other liquid. Favoured by The Elite as a status symbol, it is also an AP2 melee weapon as the vampire strikes at the vulnerable areas in the foe's armour. However, it is a small and swift weapon, and as such strikes at -3 to the vampire's strength characteristic.
- The Crimson Warhammer: a heavy two-handed melee weapon designed to kill without spilling much blood, it is old and fearsome. It gives the wielder +2 strength (and AP 4) in close combat.
- Tome of Blood: this ancient and battered book has had a lot of owners, even amongst long-lived vampires. A vampire with the Tome of Blood can use Blood Magic, granting them access to a number of additional spells detailed below. However, they must carry the Tome on their person. The Tome itself is imbued with magic, and if it is ever destroyed then anyone within twenty meters will take an automatic hit from the Exsanguinate power with no saves possible. While powerful, blood magic can be draining to use. As such, some vampires swear off the practice entirely, not daring to risk weakening themselves. For others the risk is well worth it in return for great power. If the same number is rolled twice or thrice then the vampire loses 1 wound.
Blood Magic spells:
Exsanguinate - The vampire forces the blood within the target's veins to burst forth in a horrifying display as blood streams from every available orifice. To use this spell, the vampire must make a magic test and then a BS test. Exsanguinate has the following profile:
Range (very short) Strength (6) AP (2) (assault 2)
MT: 3d6
Crimson Mist - In an hour long ritual involving the 'death' of the caster, the vampire becomes a roiling cloud of Vitae, able to possess the bodies and minds of creatures. Vampires can travel in the daylight in this form, but must find a host within an hour or suffer the normal effects for being caught in the sun. A creature in the thrall of a vampire is under his total control, performing any action regardless of the danger to their own person. If the host is killed, the vampire is forced back into his mortal form and suffers 1 Wound from psychic backlash. Main characters cannot be possessed, but NPCs are fair game.
MT: 3d6
Strength Through Suffering - the vampire grows stronger, feeding off its own anguish and pain, channeling extreme emotion into raw strength. This spell is cast at the start of a combat round. If successful, the vampire loses a wound but for the rest of the combat round gains +1 strength and +1 attack.
MT: 2d6
Thralls
Using magic over time to overcome a victim's own will, a vampire can forge eternally loyal servants. They retain their memories and personality, but have an adoration and loyalty to the vampire which cannot be changed. They will gladly give up their life's work and die for the vampire the very next day, if need be. They will carry out any command, no matter how evil or twisted, to the best of their ability. Even if forced into committing monstrous acts, the thrall will have no sense of guilt or shame about it, because to them the vampire is a god and anything done in its name is the most important cause in the world. A vampire starts with four thralls, but can potentially subvert another if given a lot of time and preparation, however this is a difficult and lengthy process. They are vital to a vampire as they carry out their will in the daytime and guard them in their sleep, so some vampires view them as beloved servants to be protected while to others they are meaningless slaves to throw away at a moment's notice.
They have the stats of an ordinary human as follows:
WS: 2
BS: 2
S: 3
T: 3
W: 2
I: 3
A: 1
WP: 6
Equipment: pistol or sword or sawn-off shotgun, knife, scavenged armour
Vampire thralls have four stat points to spend.
However, they can also potentially be turned into lesser vampire thralls. They will willingly submit to this if their master chooses this option, however this is not without a degree of risk. Roll a d6. On a 1 they are immune and cannot be turned, on a 2-4 they are successfully turned into a lesser vampire thrall, and on a 6 the vampire's blood lust has taken over in the heat of the moment and they have drained the thrall to the point of death. If they are successfully converted, then they gain all of the standard vampire traits (Blood Hunger, The Light Burns!, The Bite, Ambrosios, Unnatural Speed, Magic), +1 strength, +1 toughness, +1 initiative. They may also choose one standard spell to learn, but it must be one that their master knows. Keep in mind this means they will no longer be able to operate out in the daytime any more!
You can start the game with as many of your 4 thralls already converted into lesser vampire thralls as you wish, or you can simply leave some (or all) as normal in case you change your mind, or prefer having more daytime NPCs active at the cost of them being weaker.