feral Vampire (strigoi)

(Generated 219 times)
Namelist None
Rank Skilled
Race Vampire
Cult rank None
Notes When a vampire is deprived of blood for long periods, it begins to lost its mind. After enough time without blood, they lose any semblance of subtlety and will attack any creature they come across, looking for nothing more than to drink their blood. By repeatedly entering this state the vampire turns feral, constantly mimicking a heightened state of hunger and animalistic cunning. All pretence of their humanity has fallen away, leaving only the Vampire hunger and the pure essence of the predator, shaping their flesh to better hunt, kill, and feed. Their bodies curve and bend, their claws become harder and sharper than steel, their fangs grow longer and far more deadly. The most distorted fall onto all fours, their legs and spine twisted, and spikes protrude from their backs. Their ears become pointed like a bat’s, and their mouths extend out like that of some sort of daemonic wolf. As time passes, they no longer resemble anything remotely Human; instead, they are creatures of some deformed nightmare. To successfully feed, a vampire must drain a victim of at least two Fatigue levels of blood. This amount of blood is sufficient to sustain the vampire for one week. Drinking blood is also the only way a vampire can heal damage. Draining one Fatigue level from a target heals all of the vampire’s Minor Wounds, draining two Fatigue levels from a target heals all of the vampire’s Serious Wounds, and draining four Fatigue levels from a target heals all of the vampire’s Major Wounds. Healing Major Wounds allows the vampire to regenerate lost or crippled limbs. However, vampires must make a successful standard Willpower roll to stop feeding. If the vampire is currently suffering from a Serious or Major Wound, this Willpower roll becomes Formidable. Also, for each week it does not feed, the vampire suffers a level of Fatigue which does not recover until it feeds again. If the vampire drops to the level of Comatose, they enter a state of suspended animation, but do not die. blood frenzy: press advantage has no effect on them, and draining one fatigue level of blood can be done in one turn if the strigoi makes an endurance roll. Rampage: When the vampire stuns a victim with a serious wound on its turn, it can take a bonus special effect of change range, touch and make a bite attack. Bite drains 2-4 CON as well as blood.
STR 2d12+12
CON 2d6+6
SIZ 2d5+8
DEX 2d12+12
INT 2d6+6
POW 3d6
CHA 3d6
D20Hit locationArmor
01-03 Right leg 2
04-06 Left leg 2
07-09 Abdomen 2
10-12 Chest 2
13-15 Right Arm 2
16-18 Left Arm 2
19-20 Head 2
Movement 6
Natural armor Yes

Non-random features

Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Undead***: Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the undead. (Mythras Core 214-218)
Ability ***Vampiric*** Bite drains its victim’s blood, causing an increase in Fatigue levels.
Ability ***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate.
Ability ***Immunity to non magical weapons***
Ability ***Allergy*** If exposed to the substance it suffers 1d6 damage per Combat Round to those locations in contact. Worn armour blocks if not fully drenched , natural protection does not.
Ability ***Leaper*** The creature uses Leaping attacks as described on page 152 of the Combat chapter, but can combine the leap with a physical attack such as a claw or bite. If the leaping creature wins the opposed leap attack roll, it automatically inflicts damage for one of its natural weapons on the target. This damage cannot be parried except by Passive Blocking.
Ability ***Characteristics Drain*** Drain temporary Characteristic points from the target
Ability ***Weakness*** Weakness against environment or Rune

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+45 Endurance CON+CON+1d10+30
Evade DEX+DEX+45 Perception INT+POW+45 Stealth DEX+INT+45
Unarmed STR+DEX+35 Willpower POW+POW+25+2D10

Combat styles

cunning frenzy (daredevil and batter aside)STR+DEX+1d10+30

Weapon options

1-handed weapons

Amount: 2
Bite (1)
claws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d4+1 M T - bleed Y Y 6 7 head
claws 1h-melee 1d4+2 M M - grip, bleed Y Y 6 7 arm

Theism spells

Amount: 0
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Create Skeleton 1 Create Zombie 1 Cause Creeping Chills 1 Create Ghost 1
Extatic Communion 1 Raise Ghoul 1 Summon Small shade 1


Amount: 1
Guardian Spirit 1