[Index]

VAMPIRE6 (18)

Cypher Bestiary

Human blood sustains vampire existence.

Health: 24

Damage Inflicted: Moderate wound

Movement: Long

Modifications: Climbing, stealth, and perception as level 8; dodge as level 7 due to quickness

Combat: Vampires batter (or claw) foes.

A vampire also enjoys the following traits.

VAMPIRE GIFTS

Vampires have at least one of the following abilities. Vampire lords have at least two, and transitional vampires have none.

Vampire lord: level 9; climbing, stealth, and perception as level 10; dodge as level 10; health 40; Armor 2; attacks deal major wounds; all the powers and weaknesses of a regular vampire, plus one or two more Vampire Gifts

Vampire, transitional: level 3; all the powers and weaknesses of a regular vampire except they can withstand sunlight but have no vampire powers or resilience by day and no Vampire Gift

THE ESSENCE OF VAMPIRES

A vampire's need to feed on humanity defines them, even as their immortal nature means that former human friends, acquittances, and everyone alive when the vampire was human eventually dies. Every vampire deals with their existence differently. They run the gamut from reluctant immortals to nefarious monsters.

VAMPIRE NAMES

Vampires usually stick with their given names, which means long-lived vampires names sound "old.fashioned" or reflect origins on distant shores. Options include: Abigail Salim, Ahmad Barclay, Charlotte Stone, Perceval Bonnay, Genevieve Candreva, Jeremiah Henry, Katherine Tue Dao, Nathaniel Guillaume, Tabitha Cromwell, Zachariah Lavoie

VAMPIRE-HUNTING TECHNIQUES

Using one or more of the following stratagems may lead to a successful hunt.

The GM should tell the players Effort is required to finish off a vampire using a wooden stake, but a player has to figure out exactly when to use Effort to ensure the vampire does not rise again.

VAMPIRE AVERSIONS

Certain situations and substances—"aversions"—bother some vampires (though they affect vampires less than the weaknesses that vampire hunters have weaponized). If a vampire comes within immediate range of the particular aversion they suffer from, the vampire's tasks are hindered until the cause of the aversion is dispatched or otherwise dealt with.

d6 Aversions
1 Need to count like objects (like spilled rice or seeds)
2 Holy symbol, prayer, or religious icon
3 Not having been invited inside a home
4 Garlic
5 Mirrors or silver
6 Daytime (but the vampire remains awake inside or underground instead of "sleeping")

Adventure Seed: The vintage cloak and hat (or other garments and accessories) purchased in the used clothing shop turn out to belong to a vampire who wants them back.

GM Intrusion: The character finds something that looks suspiciously like vampire bite marks on their own neck.

GM Intrusion: The character recognizes a friend or family member as someone in the vampire's thrall.

GM Intrusion: The character struck by the vampire is caught fast in a powerful grip. If the character doesn’t escape immediately (a Might or Speed task), the vampire bites them automatically, inflicting a moderate wound.