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;
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: 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:
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