(Generated 466 times)
Namelist None
Middle north
The witcher
Rank Veteran
Race Vampire
Cult rank Proven
Notes has a maximum of two blood points at the end of a round can spend one blood level to heal an amount of hit points equal to con .Silver damage costs x2 to heal, serious wounds cost x2 to heal. can only heal serious and minor wounds. if bestowed by a supplicant heals equal to healing rate times 1. cannot heal silver damage or serious wounds unless one blood level is spent. unlike most undead and like most vampires is vulnerable to blood loss. natural armour counts as half against silver weapons damage from silver weapons is increased by one step armour counts as x1.5 50% more against nonsilver metal weapons damage from metal nonsilver mundane weapons is also reduced by one step Natural armour counts as half against most magical attacks. For attacks of the correct type it is bypassed completely and damage is treated as silver/fire damage. can render its natural body invisible. This costs a single magic point and lasts for a number of rounds equal to pow. Substances such as dust water or blood including its own can expose the body. Gaze attack. (Mesmerism) leaves victims inebriated in a trance-like state unopposed willpower to resist. one magic point to activate. Can Emit a sonic scream within a cone. Targets must make an unopposed endurance test or be stunned for 1d3 turns. Cone has a range of con in metres. Activating this ability costs one magic point plus the activation costs of a breath weapon. Refresh rate is one hour. All exposed hit locations take 1d4 damage from sunlight every healing rate rounds. Exposure to sunlight every con in minutes will cause the creature to make an unopposed endurance roll or gain one level of fatigue Serious and major wounds still cripple the affected hit location. if the vampire takes silver or fire damage during a round she wishes to use regeneration she must succeed an unopposed endurance roll or have her regeneration nullified. the roll is made after the vampire decides on the amount of regeneration allocated.
STR 2d6+16
CON 2d6+6
SIZ 14+1d4
DEX 2d6+16
INT 2d5+8
POW 12+1d6
CHA 2d6+6
D20Hit locationArmor
01-03 Right leg 4
04-06 Left leg 4
07-09 Abdomen 4
10-12 Chest 4
13-15 Right Arm 4
16-18 Left Arm 4
19-20 Head 4
Movement 8
Natural armor Yes

Non-random features

Ability ***Blood Drain*** Victim suffers from either internal bleeding or surface haemorrhaging which leads to the effects described in the Blood Loss section on page 71. At the start of each Combat Round the recipient loses one level of Fatigue, until they collapse and possibly die.
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 ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death
Ability ***Vampiric*** Bite drains its victim’s blood, causing an increase in Fatigue levels.
Ability ***Echolocation*** Can perceive others that may be either motionless or hidden making stealth roll two grades more difficult

Standard skills

Athletics STR+DEX+2d10+10 Brawn STR+SIZ+3d10+15 Deceit INT+CHA+3d10+20
Endurance CON+CON+3d10+20 Evade DEX+DEX+3d10+25 Influence CHA+CHA+2d10+15
Insight INT+POW+3d10+10 Perception INT+POW+3d10+25 Stealth DEX+INT+2d10+25
Willpower POW+POW+1d10+30

Professional skills

Seduction INT+CHA+3d10+25

Combat styles

Primary Combat StyleSTR+DEX+4d10+20

Weapon options

1-handed weapons

Amount: 5
bite (1)
claws (1)

2-handed weapons

Amount: 0
great sword (3000)

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
great sword 2h-melee 2d10 E L - bleed sunder impale Y N 7 14 arm
bite 1h-melee 1d4 S T - impale Y Y 0 0 head
claws 1h-melee 1d6 M S - bleed stun loc Y Y 0 0 arms