VAMPIRE
It
is centuries since the Vampire Counts of Sylvania waged war upon
the Empire, when hordes of Zombies poured through the streets of
Waldenhof and Skeleton legions plagued the lands between Wurtbad
and Bechafen on the Northern Marches. In the terrible battle of
Hel Fenn the last Vampire Count of Sylvania, Mannfred von Carstein,
was slain by the combined forces of two Empire provinces. The Empire
thought the threat of the Vampires was over.
Years later, two
adventurers discovered Mannfred, alive, but weak, resting once again
within the walls of his fortress in Sylvania. They failed to destroy
the Vampire Count, and no one believed their story in the vast cities
of the Empire that a von Carstein yet lived. Thus, the Vampire was
left to his own devices to regain the power he once held. Mannfred
dreamed of the old days, when the Vampire aristocracy of the night
ruled the lands of Sylvania. He began to summon his Undead allies
to him. Soon, Zombies roamed the forests and swamps around his keep,
Ghouls scuttled in the courtyard, Carrion rested in rotting coops
prepared by Zombie servitors, and the greatest of his allies, Vampires
came in the dozens to serve a master who could pull them out of
their slumhood existence and allow them to rule with dignity once
more.
Mannfred appointed
tasks to his Vampire allies. Some were to raise small but powerful
armies and scour the countryside in search of human cattle to devour.
Others were to venture out into the world as spies or to venture
into the deepest dungeons in search of powerful artefacts which
could aid their cause. Some of these Vampires even resorted to joining
bands of adventurers in their search for power. The Vampire adventurer
is one such Vampire.
STARTING
AS A VAMPIRE
Most Vampires summoned
by Mannfred are by far weaker than their subterranean cousins who
have managed to prosper beneath the earth. Indeed, some Vampires
has been reduced to a state almost as bloodthirsty as a Ghoul. These
Vampires are called Carouche (Car-oosh). A player starting
as a Vampire begins as a Carouche and suffers from an overwhelming
bloodlust which he must keep in check.
A Vampire begins
the game with 4D6 Wounds. Unlike other Warriors, none of these dice
can be rerolled. This represents the Vampire's weakened state, or
in some cases, if the roll is good, his supernatural psyche and
power.
BLOODLUST
A Vampire begins
the game with the Blood Lust disadvantage. The Vampire has an almost
uncontrollable urge for sweet tasting blood early in his career.
This urge is usually controlled as he goes up in Battle-Levels.
When a combat has
just finished, and before the Warriors get treasure for the battle,
the Vampire must try and stop his killing spree. Roll 1D6. On a
roll of 1 or 2, the Vampire must immediately move towards the closest
Warrior and make a single attack with his current weapon against
him, in an effort to continue the blood letting. After the attack
is resolved, roll another dice. If this, too, comes up with a 1
or a 2, make a further attack. Keep making attacks until the Blood
Lust wears off.
If the Vampire kills
his current target, he will move onto the next Warrior.
When a Vampire goes
up to Battle-Level 2, he will lose this Blood Lust disadvantage.
It is only a Carouche who will suffer this uncontrollable urge to
kill.
EQUIPMENT
A Vampire can use
any type of sword, be it magical or otherwise, except the Blessed
Sword. If he finds this particular weapon, he must immediately lose
1D6 unmodified Wounds and give it to another Warrior.
Axes, maces and hammers
will not be utilised by a Vampire, only swords.
A Vampire can not
wear any armour whatsoever. It interferes with his spell casting
abilities. This means he can not wear helmets, or use a shield.
Although he is a
spell caster, a Vampire can not use any equipment or treasure that
aids in spell casting. Wizard only treasure is out of limits. Wizard
only treasure can be kept and given to Mannfred as explained below.
Finally, Vampires
will not use any missile weapons at all.
SETTLEMENTS
Vampires, with their
human appearance, have no trouble entering settlements, and have
no restrictions as to what they can do. They may visit all Special
Locations, excluding the Temple. While in the Alehouse, roll 2D6
for the results.
The powers of Dark
Magic are strong within the confined city limits. Using this power
to his advantage, a Vampire may commune with Mannfred von Carstein
in his fortress in Sylvania. This is done to update Mannfred on
the status of his quest and, if deemed worthy, given a promotion
within the chain of command. This is the Vampire equivalent of Training.
To commune with Mannfred,
roll 1D6 and roll the necessary score or above depending on where
you are.
Village |
6 |
Town |
4 |
City |
3 |
Seaport |
2 |
A roll of 1 always
fails, and a roll of 6 always succeeds.
If the Vampire is
ready to be promoted, Mannfred will grant him with enough power
to enhance his statistics, as shown on his Battle-Level table as
normal. In addition, the Warrior may gain a few rolls on the Vampire
Ability/Skill/Spell Table.
A Vampire does not
have to train when he communes with Mannfred. For every 500 Gold
worth of Wizard only artefacts the Warrior presents to Mannfred,
he gains an instant roll on the Ability/Skill/Spell Table. These
items of treasure must be discarded immediately, and no gold can
be gained for them.
Only one attempt
to commune with the Vampire Count is allowed per stay.
WILDERNESS
Vampires hate sunlight,
and thus will only travel in the dead of night. To represent this
during wilderness travel, use the following rules.
It is assumed that
the other Warriors travel during the day, and the Vampire travels
the same path during the night. Any events that require each Warrior
to roll a dice, or give them a choice, etc, are treated as normal.
The Warriors encounter the event during the day and the Vampire
encounters the same event while walking at night. Events which require
one roll as a group are made with one roll for the Warriors, and
one separate roll for the Vampire, to indicate that he is travelling
at a different time than the other Warriors.
SPELLCASTING
As Vampires go up
in Battle-Levels, they may gain the ability to cast Necromantic
and Dark Magic spells. Casting of these spells is done in a similar
way to that of the Elf Ranger Mage, as explained below.
To cast a spell,
the Vampire relies on the Winds of Magic in a similar way to the
human Wizard. In the Power Phase, when the dice is rolled to determine
magical power, this dice roll also indicates how easy the Vampire
finds it to cast spells.
Power Roll |
D6 Score to
cast spell |
1 |
6 |
2 |
5 |
3 |
4 |
4 |
3 |
5 |
2 |
6 |
2 |
A Vampire can attempt
to cast a certain number of spells each turn depending on his Battle-Level.
Summon spells may only be successfully cast once per combat event,
while other spells may only be successfully cast once per turn.
(eg. A Vampire cannot cast Raise Zombies 4 times per turn on Battle
Level 10, summoning up to 24 of each, each turn!)
Level |
Number of
attempts per turn |
Carouche |
1 |
Vampire |
2 |
Vampire Count |
3 |
Vampire Lord |
4 |
ABILITIES,
SPELLS AND SKILLS
When training, or
when giving magical artefacts to Mannfred, a Vampire is entitled
to make rolls on the Ability/Skill/Spell Table.
To find out how many
rolls the Vampire gains, see the Vampire Battle-Level Table. A Vampire
gains 1 roll when he presents Mannfred with Wizard Only Artefacts.
Roll D66 on the following
table. Unless stated otherwise, if the Vampire gains a skill, spell
or ability he already has, roll again.
Roll D66 on the following
table. Unless stated otherwise, if the Vampire gains a skill, spell
or ability he already has, roll again.
11 Ability Flight
The Vampire has the
ability to defy gravity. He may add +1 to his movement characteristic
and may automatically break from Pinning. In addition, he will never
be affected by pits and holes, and does not have to roll on any
tables when rolling a 1 in the Chasm of Despair, etc.
12 Ability Transfixing
Stare
The Vampire can look
deeply into the eyes of his enemy and confound him with magical
images in his mind. A single Monster can be hit automatically if
the Warrior can roll 6 on a D6. This ability can be used once per
turn. The effects of the Transfixing Stare last for one turn.
13 Spell Raise
Zombies
The Vampire calls
upon the powers of Nagash to summon Undead to aid the Warriors in
the battle to come. The table shows the number of Zombies summoned.
Level |
Number of Zombies
summoned |
Carouche |
1 |
Vampire |
1 |
Vampire Count |
1D3 |
Vampire Lord |
1D6 |
Summoned Zombies
are placed as evenly as possible around the Monsters. They attack
and move after the Vampire has had his turn. Monsters will only
attack the Zombies if there is no other Warrior to attack. The Vampire
does not get gold for any Monsters killed by the Zombies. Once the
battle is over, the Zombies dissolve into the ground.
14 Skill Arcane
Knowledge
The Vampire has been
gifted with great knowledge of the magical arts. He may immediately
gain a random Wizard spell equal in Casting Cost to the Vampire's
Battle-Level. This spell can be cast as normal. This skill may be
gained more than once in a Vampire's career.
15 Spell Death
Spasm
The Vampire may pick
a single target on the same board section and send him into a agonising
spasm. He suffers unmodified damage as stated on the table.
Level |
Damage sustained |
Carouche |
1D3 Wounds |
Vampire |
1D6 Wounds |
Vampire Count |
1 W per Battle-Level |
Vampire Lord |
1 W per Battle-Level |
16 Skill Connoisseur
The Vampire is a
lover of the finer things in life. Fine wines, food and women. He
must pay 20 gold per day in every Settlement (including Villages)
or else he will leave immediately.
21 Ability Regeneration
The Vampire has been
gifted with the ability to heal his own Wounds. At the end of every
turn, the Vampire gains 1 Wound. This ability may be gained more
than once in a Vampire's career. The Vampire does not gain a Wound
if he is on zero Wounds.
22 Spell The
Dark Mist
This spell may be
cast on the Vampire himself only. The Vampire shimmers and forms
into a dark mist. All Monsters, unless they have a magical weapon,
are at -1 To Hit. The Vampire may move 2D6 squares per turn instead
of his usual movement. The duration is as shown on the table below.
Level |
Duration
in turns |
Carouche |
1 |
Vampire |
1 |
Vampire Count |
2 |
Vampire Lord |
3 |
If any Monster hits
the Vampire while The Dark Mist is in effect, the spell will immediately
terminate, but the Vampire will not take any Wounds for that hit.
23 Skill ShadowFast
The Vampire is so
fast in combat that he is a blur to all the other Warriors. At the
start of every Warrior's Phase, roll 1D6. On a roll of 4+, the Vampire
can make his attacks first, regardless of initiative.
24 Ability Fangs
Sharp, poisonous
fangs protrude from the Vampire's mouth. He gains an extra Attack
at -1 to Hit, +1 Strength. Any Wounds caused are added to the Vampire's
current total. These Wounds can not take him above his Permanent
Wounds total.
25 Spell Gaze
of Nagash
A Bolt of Dark Magic
strikes a single Monster on the same board section as the Vampire.
It damages the Monster depending on the table below.
Level |
Damage sustained |
Carouche |
2D6 |
Vampire |
2D6 |
Vampire Count |
1D3 per Battle-Level |
Vampire Lord |
1D6 per Battle-Level |
26 Skill Reaction
Strike
This skill allows
the Vampire to make one single attack on any Monster as it is placed
on the board next to him. This blow may not cause Death Blows. The
Vampire can not use this skill if the Monster he wishes to attack
has ambushed him.
31 Spell Malediction
of Nagash
This spell affects
Monsters depending on the following table.
Level |
Number of Monsters
affected |
Carouche |
1 |
Vampire |
2 |
Vampire Count |
3 |
Vampire Lord |
4 |
Monsters chosen to
be targets of this spell can not move this turn, and are at -1 on
all their To Hit rolls.
32 Ability Mantle
of Darkness
The Vampire has the
ability to cloak himself in a shield of blackness once per Battle-Level
per adventure. All Monsters are at -1 to Hit the Vampire. In addition,
all Monsters are at -1 Attacks when attacking the Vampire. A Monster
can never have less than 1 Attack because of the Mantle. The Mantle
lasts until the start of the following Warrior's Phase.
33 Ability Cannibalism
Not only does the
Vampire crave blood, but it has a fetish for flesh as well. Instead
of making a Death Blow when a Monster is killed in one hit, roll
1D6. On a roll of 1 to 2, the Vampire gives up his Death Blow and
any further attacks that turn to feed on the flesh of his victim.
He may immediately gain 1D6 Wounds. Monsters gain +2 To Hit the
Vampire during the monster's Phase. If the score is 3+, the Vampire
may continue his Death Blow as usual. If this kills another Monster,
make another roll, etc.
34 Spell Summon
Ghouls
The Vampire calls
upon the powers of Nagash to summon Undead to aid the Warriors in
the battle to come. The table shows the number of Ghouls summoned.
Level |
Number of Ghouls
summoned |
Carouche |
1 |
Vampire |
1 |
Vampire Count |
1D3 |
Vampire Lord |
1D6 |
Summoned Ghouls are
placed as evenly as possible around the Monsters. They attack and
move after the Vampire has had his turn. Monsters will only attack
the Ghouls if there is no other Warrior to attack. The Vampire does
not get gold for any Monsters killed by the Ghouls. Once the battle
is over, the Ghouls flee.
35 Ability Ethereal
The Vampire has the
ability to fade into a state of Etherealness. He may do this once
per adventure for a set period of time. While Ethereal, he has a
single Chill attack rated on the following table. He gains the usual
abilities while he is Ethereal. This ability may be gained again,
which means that the Vampire can become Ethereal twice per adventure,
an so on.
Level |
Turns |
Chill Attack |
Carouche |
1D3 |
1 |
Vampire |
1D6 |
2 |
Vampire Count |
1D6 |
3 |
Vampire Lord |
2D6 |
4 |
36 Skill Parry
The Vampire has the
speed to block incoming blows. Each attack that hits him he may
block if he is using a sword. The dice roll needed to block is on
the table below.
Level |
Roll to
Block |
Carouche |
6+ |
Vampire |
6+ |
Vampire Count |
6+ |
Vampire Lord |
5+ |
41 Spell Drain
Life
This spell drains
the life force out of nearby Monsters. Roll 1D3 for the radius of
the spell. All Monsters within the radius of the spell's effect
from the Vampire suffer unmodified Wounds stated on the following
table if they roll less than 4 on 1D6.
Level |
Wounds caused |
Carouche |
1 |
Vampire |
1 |
Vampire Count |
1D3 |
Vampire Lord |
1D6 |
Any Wounds suffered
are added onto the Vampire's current total. The Vampire can not
gain more Wounds than he has Permanent Wounds in this fashion.
42 Ability Pawn
of Nagash
Unknown to either
the Vampire or to Mannfred von Carstein, the Vampire has been an
unwilling pawn in the great plans of Nagash, Supreme Lord of the
Undead. Nagash has been guiding the Vampire on the road to further
Nagash's own dark power. From now on, when rolling to commune with
Mannfred, subtract 1 from the roll. In addition, Wizard Only artefacts
must come to a total of 1000 gold in order to give the Vampire a
roll on this table.
43 Ability Shape
Changing
The Vampire has the
power to become one of four different shapes. Upon gaining this
ability, roll 1D4 on the following table.
1 Rat
2 Bat
3 Wolf
4 Smoke
The Vampire can change
himself into a common rat at any time. When he does this, he may
immediately roll on the Escape table, adding +5 to the roll. Any
treasure and gold he has found this dungeon must be discarded. If
he should lose any Wounds while escaping, he is automatically killed.
The Vampire can change
into a large blood sucking Vampire Bat once per adventure. Each
time he does so, he loses 1D6 Wounds. If this kills him, the Vampire
is automatically dead, and can not be raised. While in bat form
he may move 2D6 squares per turn, can see in the dark, can ignore
Pinning and can ignore pits, chasms, etc. The bat has 1 Attack of
1D6 + Vampire's Strength at -1 To Hit. Any Wounds caused are added
to the Vampire's total. He can not go above his maximum Wounds in
this way. The Vampire can stay in this from for as long as he wishes,
but does not get any gold for Monsters killed while in the form
of a bat, and gets no treasure at all. Use the Vampire's usual statistics
while in bat form. A Vampire can not cast spells in this form.
The Vampire can change
into a huge, powerful Dire Wolf once per adventure. This costs him
2D6 Wounds. While in Wolf Form, he may move at 6 squares per turn,
and has 1 Attack, doing 2D6 + Vampire's Strength damage. The Vampire
can stay in this form for as long as he wishes, but gains no gold
or treasure for any kills. If the Vampire takes 10 or more Wounds
in one attack, the shock will force him to transform back into human
form. A Vampire can not cast spells in this form.
While in smoke form,
the Vampire can not be hit by any weapons other than magical ones,
but he can not attack at all. He can turn into Smoke once per adventure,
and can change his shape back into a Vampire at any time he wishes.
If he takes 10 or more Wounds from any single attack, he will immediately
revert to his humanoid form. A Vampire can not cast spells in this
form.
A Vampire can not
use any other spells, skills or abilities while he is shape changed,
except those which he has no choice but to roll for. (Blood Lust,
Cannibalism, etc).
This ability may
be gained four times. If the Vampire rolls a shape he already has,
he may roll again.
44 Skill Endure
This skill allows
the Vampire to ignore the effects of a single blow that would have
otherwise killed him. It may be used once per adventure.
45 Spell Raise
Skeletons
The Vampire calls
upon the powers of Nagash to summon Undead to aid the Warriors in
the battle to come. The table shows the number of Skeletons summoned.
Level |
Number of Skeletons
summoned |
Carouche |
1 |
Vampire |
2 |
Vampire Count |
3 |
Vampire Lord |
1D3 + 3 |
Summoned Skeletons
are placed as evenly as possible around the Monsters. They attack
and move after the Vampire has had his turn. Monsters will only
attack the Skeletons if there is no other Warrior to attack. The
Vampire does not get gold for any Monsters killed by the Skeletons.
Once the battle is over, the Skeletons dissolve into the ground.
46 Ability Chaos
Spawn
The power of Dark
Magic warps the very fabric of the vampire's body. He may make a
single roll on the Chaos Warrior's Attribute Chart (Page 9). If
you do not have this Warrior Pack, roll again on this table. This
ability may be gained more than once during a Vampire's career.
51 Skill Agility
The Vampire has amazing
reactions and co-ordination. Once per adventure, he may dodge a
single attack that he does not wish to take damage from. In addition,
the Vampire gains +1 Movement. This skill may be gained more than
once during a Vampire's career.
52 Spell Hand
of Dust
The Vampire may cast
this spell on any single adjacent Monster. Both roll 1D6 and add
their Strength to the result. The Vampire also adds the following
bonuses to his score.
Level |
Additional
Bonuses |
Carouche |
0 |
Vampire |
1 |
Vampire Count |
2 |
Vampire Lord |
3 |
If the Vampire gets
the highest score, the Monster is immediately turned into a Wight,
which may attack and move after the Vampire has his turn. If the
Monster gets higher, the Vampire takes 1D6 unmodified Wounds for
each of his own Battle-Levels.
Because of the power
of this spell, after every casting, the Vampire loses 1D3 Wounds
with no modifiers, even if the spell did not go his way.
Any Wizards who are
affected by the spell are turned into Wraiths instead of Wights.
After the battle, all Wights and Wraiths dissolve into the ground.
The Vampire gains no gold for monsters converted into Wights or
Wraiths.
The spell does not
work against Large Monsters, Demonic Monsters, or Monsters which
cause Terror.
53 Ability Hypnotic
Gaze
The Vampire has the
power to confuse and addle his opponents mind. Once per turn, the
Vampire may attempt to hypnotise an adjacent Monster. Roll 1D6.
On a roll of 6, the Monster loses 1D6 Attacks. This ability may
be gained more than once during a Vampire's career.
54 Spell Witch
Flight
This spell allows
the Vampire to teleport to any square in the dungeon that has already
been explored. Remember the rules for being Lost in the Dark, though.
A Carouche can not cast this spell until he has gone up a Battle-Level.
55 Ability Blood
Lust
The vampire suffers
an uncontrollable urge to kill and to blood let. This is the same
ability that a beginning Vampire starts with, and then loses. The
rules for this ability can be found above. Sometimes, a Vampire
may think he has got full control over his Blood Lust, but it could
resurface at any time.
56 Ability Mindless
Due to the warping
powers of Chaos, the Vampire has become a mindless drone. At the
beginning of every Warrior's phase, roll 1D6. On a roll of 1, the
Vampire enters a state of mindlessness and confusion. He may do
nothing for his entire turn. Any Monsters attempting to hit him
will gain a bonus of +2 to their To Hit Rolls. He has only 1 Attack,
and can not any other abilities, spells, or skills.
61 Spell Vanhel's
Danse Macabre
The Vampire gains
a certain number of extra Attacks this turn, as stated on the table
below.
Level |
Extra Attacks |
Carouche |
1 |
Vampire |
2 |
Vampire Count |
3 |
Vampire Lord |
4 |
62 Ability Disfigured
The Vampire suffers
from a debilitating disfigurement, such as a large hump, or a twisted
spine. Roll 1D6 on the following table to determine the effects
of the disfigurement. (It will be most unlikely for this Vampire
to ever rejoin the ranks of the Vampire Counts of Sylvania.)
1 -2
Strength
2 -1
Toughness
3 -1
Movement
4 -1
Weapon Skill
5 +1
Strength
6 +1
Toughness
A Vampire can have
more than one disfigurement in the course of his career, but if
ever a characteristic decrease would mean taking a characteristic
to 0, re-roll this roll. A Vampire can never have a characteristic
decreased to 0 by gaining this ability.
63 Spell Summon
Mummies
The Vampire calls
upon the powers of Nagash to summon Undead to aid the Warriors in
the battle to come. The table shows the number of Mummies summoned.
Level |
Number of Mummies
summoned |
Carouche |
0 |
Vampire |
1 |
Vampire Count |
1 |
Vampire Lord |
2 |
Summoned Mummies
are placed as evenly as possible around the Monsters. They attack
and move after the Vampire has had his turn. Monsters will only
attack the Mummies if there is no other Warrior to attack. The Vampire
does not get gold for any Monsters killed by the Mummies. Once the
battle is over, the Mummies dissolve into the ground.
64 Skill Blood
Fever
This skill allows
the Vampire to trade in all his Attacks each turn for a single blood-fever
attack. Make a normal attack. If the Vampire hits its target and
kills it with that one blow, he may step forward and, if this takes
him into contact with another Monster, he may attack it as well.
This process continues until the Vampire fails to kill his opponent.
65 Ability Cowardice
The hundreds of years
the Vampire has spent in isolation has caused him to become fearful
of the outside world. Whenever he is making a Fear or Terror test,
roll 1D6. On a roll of 1 or 2, the Vampire cowers before the Monsters.
He must subtract 1 from any Fear rolls he makes, and 2 from any
Terror rolls he makes. In addition, he may do nothing during the
first turn of combat. Any other roll indicates that he has overcome
his fear this turn.
66 Spell Curse
of Years
The power of this
spell prevents a Carouche from casting it. He must go up a Battle-Level
before he can use this spell. Roll 1D6 for each Monster on the same
board section as the Vampire. If the dice scores a 6, the Monster
has aged to the point of death. Remove the Monster from the board.
No gold or treasure is gained for any Monsters killed in this way.
After every casting
of this spell, the Vampire must lose 1D6 Wounds with no modifiers.
REPRESENTING
YOUR WARRIOR
Citadel Vampires
are few and rare. There is the Vlad von Carstein and Isabella von
Carstein Blister pack, and I think there is another Vampire miniature
which can be brought separately. With so few miniatures available,
it is going to be hard to use a miniature for your Vampire and still
have enough to use as Vampire Monsters when you reach higher Battle-Levels.
There are a few Vampire miniatures that look good that I have noticed
from an old Citadel Catalogue, so perhaps you could order 1 of them
from the Mail Order Service. As for other companies, I know Ral
Partha Ravenloft miniatures have a lot of Vampires, and if you are
willing to ignore the size difference, these may be good to use.
Other than this, I know of no other suitable Vampire miniatures.
Shame, that.....
ROLEPLAYING
TIPS
It's hard to describe
how you should roleplay a Vampire. Since being a Vampire basically
means that you were once human, it really depends on how the human
acted before he was 'Brought Across' Once thing should remain certain,
though. A Vampire is always evil, no matter how kind he was in life.
The warping power of Dark Magic changes a person's soul.
Most Vampires are
cold, cunning and malicious. The Vampire Counts of Sylvania ruled
with an iron grip, torturing those who did not bow to their Undead
will. A Vampire Count may seem elegant to his friends, but be warned
that behind these soft, even pleasant exteriors, there is a creature
of vile and evil intent.
For those wishing
to make their Vampire an elegant, pleasant sort of chap, consider
Vampires such as Count Dracula and Strahd von Zarovich of the Ravenloft
World.
Or you could make
your Vampire into a snarling, savage, cruel beast (A permanent Carouche,
you might say). Consider the Vampires from the movie Dusk Till Dawn.
Hoards of zombie like Vampires attacking in packs like wild animals.
These are just the
most common forms of Vampires. If you can think of another way you
wish to portray your Warrior, then do so. A Vampire can be portrayed
however you want it to be portrayed.
ROLEPLAY
MODIFIERS
ACTION |
MODIFIER |
Barge
Aside |
+1 |
Bluff
Enemies |
+2 |
Climb
on Shoulders |
0 |
Climb
Wall |
0 |
Construction |
0 |
Crawl |
0 |
Difficult
Shot |
0 |
Disarm
Enemy |
+1 |
Disarm
Trap |
0 |
Distract
Enemy |
0 |
Duck |
+1 |
Fight
Defensively |
- |
Hide |
+1 |
Hold
Door |
+2 |
Identify |
+2 |
Improvise
Weapon |
- |
Interrogate |
+3 |
Jump |
+2 |
Kick
Over |
+1 |
Leap |
+2 |
Lift
Trapdoor |
+1 |
Listen
at Door |
0 |
Loosen/Tie
Bonds |
+1 |
Make
Bandages |
0 |
Make
Rope |
-2 |
Move
Heavy Objects |
+3 |
Pick
Lock |
0 |
Play
Dead |
-3 |
Read |
+3 |
Search
Object |
0 |
Search
Rooms |
0 |
Start
Fires |
-5 |
Stun
Enemies |
0 |
Swing
on Rope |
0 |
Take
Cover |
- |
Understand
Speech |
-1 |
Wait/Interrupt |
- |
Wedge
Door |
0 |
BATTLE
LEVEL TABLE
Battle
Level |
Gold |
Title |
Move |
WS |
BS |
Str |
Dam.
Dice |
T |
Wounds |
I |
A |
Luck |
WP |
P |
Abil/
Spell/
Skill/
Rolls |
1 |
0 |
Carouche |
4 |
4 |
4+ |
4 |
1 |
3 |
4D6 |
6 |
1 |
0 |
5 |
3+ |
0 |
2 |
2,000 |
Vampire |
4 |
4 |
4+ |
4 |
1 |
4 |
4D6 |
6 |
1 |
1 |
6 |
3+ |
1D3 |
3 |
4,000 |
Vampire |
4 |
5 |
4+ |
4 |
1 |
4 |
4D6 |
6 |
2 |
1 |
6 |
3+ |
1D3 |
4 |
8,000 |
Vampire |
4 |
5 |
4+ |
5 |
1 |
5 |
5D6 |
6 |
2 |
1 |
6 |
3+ |
1D3 |
5 |
12,000 |
Vampire
Count |
4 |
6 |
4+ |
5 |
2 |
5 |
5D6 |
6 |
2 |
1 |
6 |
3+ |
1D3 |
6 |
18,000 |
Vampire
Count |
4 |
7 |
3+ |
5 |
2 |
5 |
5D6 |
7 |
3 |
1 |
6 |
3+ |
1D3 |
7 |
24,000 |
Vampire
Count |
5 |
7 |
3+ |
6 |
2 |
5 |
6D6 |
7 |
3 |
1 |
6 |
2+ |
1D3 |
8 |
32,000 |
Vampire
Count |
6 |
7 |
3+ |
6 |
2 |
6 |
6D6 |
7 |
3 |
2 |
6 |
2+ |
1D3 |
9 |
45,000 |
Vampire
Lord |
6 |
8 |
2+ |
6 |
3 |
6 |
6D6 |
8 |
4 |
2 |
6 |
2+ |
1D3 |
10 |
50,000 |
Vampire
Lord |
6 |
8 |
1+ |
6 |
3 |
6 |
7D6 |
9 |
4 |
2 |
6 |
2+ |
1 |
Vampire
by Michael Brockhouse.
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