Undead supernatural predator
Scale: 0D
Might: 3D
Agility: 4D+1
Wit: 4D+1
Charm: 3D+1
Move: 12
Skills
Athletics: 5D
Brawl: 5D
Dodge: 6D+1
History: 6D
Investigation: 5D+1
Stealth: 5D+1
Glamour: 5D
Willpower: 5D+1
Defenses
Block: 15
Dodge: 19
Parry: 9
Soak: 9
Attacks
Bite: Attack 5D, Damage 4D
If the Bite inflicts at least a Serious Wound, the vampire immediately heals one wound level. Anyone killed through the vampire's feeding may rise as a vampire the following night.
Claws: Attack 5D, Damage 4D
Rapier: Attack: 3D / D: 5D / R: Melee
Perks & Abilities
Night Sight: The vampire can see normally in complete darkness.
ESP: The vampire possesses supernatural sensitivity to living minds and psychic or magical disturbances.
Glamour: The vampire creates supernatural visual and auditory illusions. Typical effects include altering its appearance, creating phantom sounds or figures, concealing objects or entrances, and changing the apparent details of its surroundings.
A creature that has reason to doubt the illusion may attempt Wit/Search opposed by Glamour 5D. Physical interaction with an illusion normally provides sufficient reason to make the check.
Glamour cannot directly inflict damage.
Shapeshifting
The vampire may assume several traditional forms.
Bat Form: Gains flight and enhanced mobility suitable for scouting and escape. Its small size makes physical combat ineffective.
Badger Form: Gains the ability to burrow through ordinary soil and loose earth, enhanced scent, and a compact body suited to tunnels and confined spaces.
Mist Form: Becomes an insubstantial supernatural mist capable of passing through narrow openings and escaping physical restraints. The vampire cannot make ordinary physical attacks while in this form.
Returning to Gnome form restores its normal attributes and skills.
Vampiric Weaknesses
Sunlight: While exposed to direct sunlight, the vampire suffers -2D to all rolls and -6 to all Static combat scores. Glamours immediately collapse while the vampire remains exposed.
Stake Through the Heart: Targeting the vampire's heart with a wooden stake increases the attack TN by +25. A successful strike kills the vampire instantly.
Forbiddance: The vampire cannot enter a private residence without an invitation from an appropriate occupant.
Holy Symbols: A strongly presented sacred symbol may force the vampire to recoil. The vampire must succeed at an appropriate Willpower check to willingly approach or directly attack the bearer.
Notes
- A brilliant terror is the Gnome Vampire. Most vampires agree that they generally avoid embracing gnomes, as the smallfolk tend to damage the image of passion and sensuality of being a vampire. Is a maiden wearing a diaphanous gown be so apt to invite a dark master on her balcony if she knows they just let anyone in?
- Due to their gnomish brilliance, gnome vampires take a logical approach and actually try to reason a proportioned amount of blood rather than slake themselves on an entire body. If one thought about it, the proportions drained would be reasonable, granted, sometimes a gnome gets a little carried away, especially if their victim tells an offensive height joke.
- Like all vampires, a gnome can shapeshift. Their forms include turning into bat, mist, or a badger instead of a wolf. Woe be it to adventurers who see a 'large' pale silver or honey badger sporting sharper fangs and cunning eyes emerging from the earth.










