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
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+1 wounds instantly with no save.
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: 2d6
Advanced spells:
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)
ArtifactsA 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
ThrallsUsing 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: 3
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.