VAMPIRIC POWERS

Vampires, like the Harrowed, have many useful powers at their disposal to set them apart from ordinary folk, what follows is a brief summary of some of the more common rules. Some bear a similarity to Harrowed powers, but then again Vampires have a lot in common with their undead cousins
Powers are purchased and increased in the same way that the Harrowed increase their powers (10 points for a new power, double new level of power to increase)

 

Enhanced Ability

Vampires are often stronger, quicker or more agile than normal people, taking one of these abilities bumps up one of their Traits by a dice type for each level in the power, the Vampire may choose from one of the following sub powers;

  • Ferocious Strength - The vampire is stronger than normal, each level bumps the Strength dice up by a step to a max of d12+10
  • Enhanced Reflexes - Some vampires can perform multiple actions in the blink of an eye, each level of the Power bumps up their Quickness Trait by one step to a max of d12+10
  • Overpowering Presence - Being able to silence a room with a single stare is a knack that some Vampires have, each level bumps up the Vampire's Mien by a step to a max of d12+10
  • Unatural Agility - each level of this power bumps a Vampire's Nimbleness Trait up a step as they have the grace and acrobatic ability of a cat, max = d12+10, max pace = 14 walking, 28 running

 

Invulnerability

Having bullets literaly bounce right off you is somewhat reasuring, this power grants the Vampire 1 point of armour per Power Level for one turn at the cost of a point of wind. Max armour = 5. This armour value only protects against normal weapons, not spells and sunlight.

 

Creeping Mist

The Vampire may turn herself into a cloud of green mist which cannot be hurt by normal attacks, the Vampire in turn may not harm anybody but may pass through porous walls at will, or even seep into the ground. The mist appears to glow slightly to those with Arcane Background. It costs d6 wind for the Vampire to do this and lasts for 6 rounds (30 seconds) per Power Level, at which point she must spend an additional d6 wind.

 

Bestial Form

The Vampire gains the ability to transform into certain creatures, taking 1 full turn, as follows:

  • level 1 - gains claws (str+d6 damage) and glowing red eyes which can see in total darkness as if it were day
  • level 2 - gains the climbing ability of a spider and may scale walls and ceilings at half normal pace
  • level 3 - may transform into a bat and fly at a pace of 20, Size becomes 2 however
  • level 4 - may transform into a wolf, with a pace of 24/48, bite=str+d4 damage, size=4
  • level 5 - may transform into swarm of 24 rats, with a pace of 6, only one need survive for the Vampire to transform back, but the rats must remain within 1 yard of another rat or the individual rat dies, Size=1, Pace=6/12
  • level 6 - may transform into a large bear, pace=10, claws=Str(+2 steps)+d8, bite = str(+2 steps) +d6, Size=9

Obviously the Vampire's physical traits would change more than is stated but this is up to the Marshal as to what goes

 

Day Walk

Certain Vampires can resist the suns effect to a certain extent, Vampires with this power may travel about in overcast daylight for 1 hour per power level per day, although they will be at -2 to all actions and must take the Bad Eyes hindrance also for the duration, as the light affects their eyes. If it is bright sunlight, such as in the desert, then the Vampire may only resist 15 mins of daylight per power level per day, and is at -3 to all actions.

 

Telepathy

Some Vampires can read the thoughts of mortals, using this power the Vampire may make an opposed Cognition/Spirit roll against the target, with the Vampire using his Telepathy power level instead of his Cognition coordination. Consult below to determine what information the Vampire may gain:

  • More than 2 raises - The Vampire may extract hidden information from the targets memory, such as where they hid a key or anything about their past
  • 2 Raises - The Vampire can read the most important thing that the target has been thinking about today, as well as what he is currently thinking
  • 1 raise - The Vampire may know what the target is currently thinking
  • Success - The Vampire can glean the targets current emotions or rough intentions
  • Failure - the Vampire learns nothing but may try again
  • 1 raise to the target - Vampire learns nothing and cannot try again for 24 hours
  • 2 raises to the target - the target is totally immune to the vampires mental probing, the Vampire may never again attempt telepathy on that person.
  • More than 2 raises to target - The Vampire hits a mental block and takes 2d6 wind! He may not use Telepathy at all for 24 hours, and never again on that target!

If the Vampire attempts to read the mind of a target he previously failed to read then he must expend 1 wind in the process, if he tries yet again he must expend 2 wind, one more attempt will cost 3 wind and so on. This wind cannot be regained until the vampire next sleeps. The mind reading takes roughly 10 seconds