Common Vampire
CHARACTERISTICS ATTRIBUTES COMBAT SKILLS
STR 17 Hit Points 16 Close N/A
CON 19 Major Wound 8 Ranged N/A
DEX 17 Damage Mod. +1d4 Unarmed 54%
SIZ 13 Magic Pts. 13 RESISTANCES
INT 13 Movement 14m/30m1 Dodge 37%
POW 13 Armour Worn Natural Persistence 58%
CHA 11 Armour Points 1 Resilience 52%
PRACTICAL SKILLS KNOWLEDGE SKILLS MAGIC SKILLS
Athletics 49% Culture (own) 53% Innate 39%
Deception 60% Language (own) 53% Sorcery 13%
Perception 56% Nature Lore 43%
Weapon Type Damage Range Size
Talon N/A 1d6 (+1d4) N/A N/A
Bite N/A 1d4 (+1d4) N/A N/A

Poison

Whenever a vampire attacks with its bite it may decide to attempt to poison its victim by spending magic points (i.e. the number of points used equals the poison's magnitude exactly as if it were a spell). If the target goes on to take damage from the attack he/she will be required to make an opposed Resilience test or suffer the effects of the poison as detailed below:

Potency Magnitude x 5
Delay 1 combat round
Full Effect 1 point of damage per round
Duration 1 combat round per magnitude

Special Rules

All vampires have night sight and are considered to be Fearsome I creatures.

Copyright © Kristian Richards 2012