Greater Vampire
CHARACTERISTICS ATTRIBUTES COMBAT SKILLS
STR 20 Hit Points 18 Close N/A
CON 21 Major Wound 9 Ranged N/A
DEX 14 Damage Mod. +1d6 Unarmed 54%
SIZ 15 Magic Pts. 15 RESISTANCES
INT 13 Movement 14m/30m1 Dodge 34%
POW 15 Armour Worn Natural Persistence 60%
CHA 11 Armour Points 1 Resilience 56%
PRACTICAL SKILLS KNOWLEDGE SKILLS MAGIC SKILLS
Athletics 49% Culture (own) 53% Innate 45%
Deception 57% Language (own) 53% Sorcery 13%
Perception 58% Nature Lore 43%
Weapon Type Damage Range Size
Talon N/A 1d6 (+1d6) N/A N/A
Bite N/A 1d4 (+1d6) 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