Professional Documents
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4th Edition
By Adam Lowe
This is a fan-written adventure. No claim is made on the copyrighted material reproduced herein. This document is intended for private use only. This design template by Jay
H. Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2018. Warhammer Fantasy Roleplay 4th Edition, the Warhammer Fantasy Roleplay 4th
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How to Use This Book
This is an unofficial supplement designed to help you run Vampires in the dark and perilous world of Warhammer
Fantasy Roleplay Fourth Edition. The rules are largely adapted from Night’s Dark Masters, and that book will provide
essential setting material that is not present here.
This unofficial fan supplement also requires the rules from the Warhammer Fantasy Roleplay Fourth Edition core
rulebook. Characteristics, Skills, Talents and Traits described therein are not described here.
If playing in a mixed group, your fellow players should take an extra 3 Talents from the Random Talents Table in the core
book and +500xp to help them round out their characters. This balances against the benefits of the 5 Blood Gifts and the
Bite, Claw, Dark Vision, Fear and Painless Traits (the others not necessarily being beneficial) all Vampires receive. If
using the Optional Step: Mortal Life to provide Skills, Talents, Class and Career from the Vampire's Human days, then
extra Advances should likewise be given to mortal players.
It is recommended that if you are creating Vampires as PCs at the start of a game, you go through the full Character
Creation method detailed immediately below. If you are converting existing PCs to Vampires, you should use the shorter
section Converting Existing Characters to modify your existing Human character. Non-Human Vampires are not
playable character types (mostly because they are impossible or are so rare that they may as well be). Both of these
processes will create Vampire PCs that are closer to the level of an Elf PC, in terms of Characteristics, than the NPCs
presented in the core rulebook, and this is intentional. These Vampires are expected to be inexperienced, younger and less
powerful. They represent Vampires turned (at the very most) within the last few years. As they rapidly grow into their
Undead bodies, however, they can be expected to become exceptionally lethal creatures.
Attributes Roll 2d10 and add the bonuses for each Characteristic; note Wounds, Resilience and
Movement
Blood Gifts Take 2 Species Blood Gifts and 1 Bloodline Blood Gift
Vampire Career Select Vampire Career; distribute +5 Characteristics, +40 Skills Advances and one Talent
Optional Step:
Mortal Life Take Human Skills and Talents, Career and Class
Species
Vampire Player Characters always start out as Humans. Though Vampires of other Species have sometimes been
whispered about, no one has ever confirmed the existence of any non-Human Vampires. It is known Elves die in
exceptional agony if any Vampire ever tries to convert them with the Blood Kiss, while Dwarfs and Halfling Vampires are
a mystery best left unexplored. If you’re playing a Vampire, you’re already special enough that you don’t need to be a
Dwarf or Halfling as well.
Roll Bloodline
01-15 Blood Dragon
16-40 Lahmian
41-45 Necrarch
46-55 Strigoi
56-75 Von Carstein
76-00 Independent
Bloodline
Vampires usually belong to the same Bloodline as their sires, unless they were abandoned in the early stages of their
transformation or rejected their Bloodline (becoming Independents). You may choose from the following Bloodlines: the
fallen warriors known as Blood Dragons; the seductive and corrupting Lahmians; the ghastly warlocks known as
Necrarchs; the hulking beasts known as Strigoi; the imperious fiends called the Von Carsteins; or the unaffiliated and
rejected Independents. Alternatively, you may roll 1d100 and randomly assign your Bloodline as per the table above. If
you randomly assign your Bloodline, take +25xp.
Blood Dragons
Skills: Charm, Cool, Entertain (Act), Language (Bretonnian), Lore (Heraldry), Ride (Nightmare)
Talents: Acute Sense (Any), Orientation, Seasoned Traveller, Strider (Any), Very Strong or Warrior Born
Blood Gifts: Blademaster, Blood Burst, Iron Sinews, Persistent Image, Piercing Strike, Psychic Drain, Scent Blood,
Summon Wolves, Unhallowed Soul, Wings
Preferred Arcane Lores: Death or Shadow, Necromancy
Preferred Careers: Vampire Knight (Warrior), Vampire Cavalryman (Warrior), Vampire Duellist (Courtier), Vampire
Guard (Warrior), Vampire Soldier (Warrior)
Bloodline Weaknesses: No Reflection, Religious Symbols, Running Water, Silver, Sunlight, Tears
Trappings: Cloak, Clothing, Dagger, Hand Weapon, Pouch
Lahmians
Necrarchs
Skills: Channelling, Language (Magick), Lore (Alchemy), Lore (Necromancy), Lore (Science), Sleight of Hand
Talents: Acute Sense (Any), Bookish or Savant (Any), Magical Sense or Sixth Sense, Second Sight, Read/Write
Blood Gifts: Aethyric Cipher, Cold-blooded, Dark Majesty, Deathsight, Mastery over Death, Nehekharan Scroll, Parasite,
Summon Ancients, Walking Death, Wellspring of Dhar
Preferred Arcane Lores: Death or Metal or Shadow, Necromancy
Preferred Careers: Grave Robber (Rogue), Lector (Academic), Scholar (Academic), Vampire Count (Courtier), Wizard
(Academic)
Bloodline Weaknesses: Barriers, Daemonsroot and Witchbane, Religious Symbols, Running Water, Silver, Sunlight
Trappings: Cloak, Dagger, Fine Clothing, Sling Bag containing Writing Kit and 1d10 sheets of Parchment
Strigoi
Von Carstein
Attributes
Start by rolling 2d10 to calculate each of your Characteristics. Add the modifiers on the Attributes Table below. If you
accept the dice results, in the order you rolled them, you can take +50xp. If you rearrange the dice results to better suit
your character concept, instead take +25xp. For +0XP, you may roll again and swap the results around, or allocate 100
points across all 10 Characteristics as you see fit (with a minimum of 4 and a maximum of 18 in any one Characteristic).
Movement
Vampires are swift and rapacious hunters; as such, they are faster than most other humanoids. Their base movement is 6
(12 yards) with a running speed of 12 (24 yards). It’s best not to try to flee from a Vampire — they can usually outrun the
swiftest athletes.
Fate x x x x x x
Resilience 4 4 4 4 4 4
Extra Points 0 0 0 0 0 0
Movement 6 6 6 6 6 6
Skills
Like Humans, Vampires may allocate 5 Advances to 3 Skills and 3 Advances to 3 Skills (these may be the same 3 Skills,
if you choose). You have 12 Skills to choose from at this stage: 6 common Species Skills and 6 additional Skills defined
by your Bloodline.
Skills: Dodge, Intimidate, Language (Any), Melee (Basic), Perception, Stealth, plus 6 from your Bloodline list.
Talents
You also take 5 Talents from your Bloodline list.
Blood Gifts
Additionally, you receive special Vampire-only Talents called Blood Gifts. Two of these are common to all Vampires and
one is chosen from your Bloodline’s list. See the section on Blood Gifts for more information.
Blood Gifts: Natural Necromancer, Pass for Human*, plus one from your Bloodline list
*Instead of Pass for Humans, Necrarchs gain the Blood Gift Walking Death and Animosity (The Living); Strigoi instead
gain the Blood Gift Blood Fury and Animosity (Other Bloodlines).
Blood Gifts
Aethyric Ageless
1 Blademaster Aethyric Cipher Cipher Bat Form Bat Form Cunning
2 Blood Burst Corrupted Innocence Cold-blooded Belligerent Defy the Dawn Blood Burst
3 Iron Sinews Defy the Dawn Dark Majesty Blood-Sated Ethereal Mist Ethereal Mist
4 Persistent Image Domination Deathsight Iron Sinews Mind Flayer Psychic Drain
Nehekharan Persistent
6 Psychic Drain Night Witch Scroll Revenant Image Silvered Blood
Summon Summon Summon
7 Scent Blood Noble Descent Parasite Ghouls Storm Vermin
Unhallowed
9 Unhallowed Soul Quicksilver Walking Death Soul Wolf Form Waterwalker
Wellspring of
10 Wings Transfixing Gaze Dhar Walking Death Wallcrawler Wings
Traits
Being Undead, Vampires also receive 9 free Traits. These are part of their Undead heritage and cannot be purchased by
the living. Ghouls, though technically still alive, count as Undead Creatures for the purposes of receiving Traits. You
generally cannot buy new Traits, although Age increases with time and Fear often increases as a result of Talents and
Blood Gifts. Your natural weapons (Bite and Weapon (Claw)) also scale with your Strength Bonus.
Traits: Age 2, Bite (+SB+3), Claw (+SB+3), Dark Vision, Fear 1, Night's Curse, Painless, Undead, Vampiric
1 Up to 6 Weeks Hours
2 Up to 1 Year Nights
3 Up to 10 Years Weeks
Career
You can also now pick a Vampire Career. Roll 1d100 and consult the Vampire Career tables for each Bloodline or select
from each Bloodline’s Preferred Careers list. Each Bloodline has a small selection of favoured Careers which usually
favour particular Classes (you are unlikely to find any Von Carsteins who would wilfully become Peasants, for instance).
As such, you only need to randomise the Career rather than both Class and Career.
In your Vampire Career, assign 5 Characteristic Advances, 40 Skill Advances and one Talent. Again, you may want to
consider which Skills and Talents you get for being a Vampire too. You gain 25xp for randomising this step and taking
the first outcome. If you choose your Career, you take no bonus xp.
Though the Careers listed for each Bloodline may share the name of standard Careers (e.g., Duellist or Pit Fighter), they
use the Alternate Career rules in the Vampire Careers section, below. Like the specialist, Vampire-Only Careers, these
Alternate Careers have Blood Gifts associated with each level. Though you are certainly free to customise any Career for
your own table (Vampire Pirates? If you insist...), only those listed for each Bloodline below are Preferred Careers. If
you choose one of your Bloodline's Preferred Careers, you may purchase one additional Blood Gift per Career Level.
Blood Dragon
Roll Preferred Career (Class)
01-40 Vampire Knight (Warrior)
41-60 Vampire Cavalryman (Warrior)
61-80 Vampire Duellist (Courtier)
81-90 Vampire Guard (Warrior)
91-00 Vampire Soldier (Warrior)
Lahmians
Roll Preferred Career (Class)
01-10 Vampire Charlatan (Rogue)
11-20 Vampire Entertainer (Ranger)
21-60 Handmaiden (Courtier)
61-80 Vampire Count (Courtier)
81-00 Witch (Rogue)
Necrarchs
Roll Preferred Career (Class)
01-20 Vampire Grave Robber (Rogue)
21-60 Lector (Academic)
61-80 Vampire Scholar (Academic)
81-90 Vampire Count (Courtier)
91-00 Vampire Wizard (Academic)
Strigoi
Roll Preferred Career (Class)
01-40 Ghoul King (Ranger)
Von Carstein
Roll Preferred Career (Class)
Independent
Roll Preferred Career (Class)
01-20 Vampire Charlatan (Rogue)
21-40 Vampire Outlaw (Rogue)
41-60 Night Raider (Ranger)
61-80 Vampire Protagonist (Warrior)
81-00 Vampire Racketeer (Rogue)
Weaknesses
All Vampires have six Weaknesses, including Sunlight and five others. You may take your Bloodline Weaknesses, as
listed above. Alternatively, you may take Sunlight and randomise the remaining 5 Weaknesses (+20XP). To randomise
your Weaknesses, roll 1d100 and consult the table below to determine your curses. Sunlight is a mandatory Weakness,
though it is somewhat mitigated by Defy the Dawn.
Certain Blood Gifts may remove or counteract your Weaknesses, in which case, the Blood Gifts supercede the
Weaknesses. No Vampire can, through Blood Gifts or other means, have fewer than 4 Vampire Weaknesses. If you roll a
Blood Gift that would reduce you below 4 Weaknesses, you may re-roll that Blood Gift or pick one from your Bloodline
list.
Vampires also have the Vampiric and Undead Traits. These have weaknesses associated with them but these weaknesses
cannot be removed. Being Vampiric and Undead is part of your nature. To remove them would be to cure the Vampire of
what it is.
01–05 Barriers
11–15 Counting
26–30 Fire
31–35 Garlic
41–50 No Reflection
71–80 Silver
86–90 Stakes
91–95 Tears
96–00 Warpstone
Barriers
You may not cross the threshold of any dwelling owned by another without first being invited. Once you are invited, you
can come and go as you please. Non-residential properties do not count for the purposes of this weakness. Your home
when you were mortal has no barrier, provided no other family has moved in. This weakness is especially common in
Necrarchs.
Blessed Weapons
Blessed weapons gain the Damaging Quality against you. Holy water also harms you, inflicting 1d10 damage per turn of
contact, which is modified by your Toughness Bonus and Armour as usual, to a minimum of 1 Wound per turn. Religious
items pressed to your skin inflict 1 Wound per turn, which ignores Toughness Bonus or Armour.
Counting
You are cursed to count small, numerous items spread across the ground before you. This may include grains of rice,
marbles or seeds. Once you have seen the items, you cannot change course or try to walk away from them. Naturally
occurring items, such as piles of pebbles and scree, do not count, and neither do piles of grain stored or placed for other
reasons. Only items intentionally spread on the floor by another for this purpose alone will work. Counting the items takes
1d10 minutes unless you spend a point of Resolve to tear yourself away. If you are at imminent risk of attack or injury,
you may choose to make a Challenging (+0) Cool Test to tear yourself away from the items instead. If you fail this Test,
anyone attacking you while your attention is focused on the items does so as if you had the Stunned Condition.
Fire
Fire of any kind ignores your Toughness Bonus for the purposes of causing damage, although armour protects you as
normal.
Garlic
You take a -20 penalty to all Tests within 6 yards of garlic.
No Reflection
You cast no reflection or shadow. Anyone who sees this can make an Average (+20) Intuition Test to deduce that you
are a Vampire, although Witch Hunters and Vampire Hunters will immediately know you for what you are.
Religious Symbols
You must make a Challenging (+0) Cool Test to be within 2 yards of religious symbols. The symbol must be earnestly
wielded by one who believes in its power, though any religious symbol will do. When attempting to enter a holy place
such as a temple or shrine, the difficulty increases to Difficult (-10).
Running Water
Any water that is at least a yard across and a foot deep, and which has a current, evokes Fear 3. This Fear always affects
you with its full impact, regardless of whether Fear normally affects you in whole or in part. If you enter such bodies of
water, you gain +1 Ablaze Condition per turn, though you are burned by the water, which is like acid to you, rather than
by literal flames. You cannot resolve these Conditions with an Athletics Test but once you leave the water they will
resolve at the rate of one per turn. If you can cross the water without getting wet (such as if you leap or fly over it, or use a
bridge), you take no ill effect. Vampires of the Strigoi Bloodline often suffer from this Weakness.
Sawdust and Embalming Fluid
The materials of the funeral parlour (namely, sawdust or embalming fluid) represent a perceived threat with Terror 1.
Silver
Silver weapons gain the Damaging Quality against you. Silver items are also painful if in contact with your bare skin,
inflicting 1 Wound per turn, which ignores Toughness Bonus and Armour.
Soil Sleeper
You can only sleep fully when in the dirt from the lands you called home while still living. You must sleep with at least
two handfuls of this dirt every day or you gain +1 Fatigued Condition when you rise in the evening. These Conditions
cannot be resolved until you sleep for a full day with two handfuls of your home soil, although you cannot be reduced
below 10 in any Characteristic.
Stakes
A stake made of rosewood, ash or hawthorn, if plunged through your heart, will confer the Unconscious Condition. This is
only resolved when the stake is removed. Aiming for the heart is a called shot. A minimum of 3 Wounds must be
inflicted, after reducing for Toughness Bonus and Armour, to pierce the heart.
Sunlight
All Vampires must take this Weakness, although Defy the Day may reduce its impact. For each minute in full sunlight,
you take +1 Poisoned Condition, which cannot be removed until after you seek shelter. After every 10 minutes in shelter,
you will lose 1 Poisoned Condition until all are resolved. On overcast days, where cloud cover is 80% complete or more,
you only gain +1 Poisoned Condition per hour. If you reach +5 Poisoned Conditions from sunlight at any time, you also
immediately gain +1 Broken Condition and must seek shelter. Each time you take damage from sunlight, you must also
make a successful Challenging (+0) Endurance Test or gain +1 Ablaze Condition as well, as your Vampiric flesh ignites
in the rays of the sun.
Tears
The sight of freshly flowing tears from an innocent disturbs you. If the person is particularly vulnerable, holy or just, as
determined by the GM, you must make an Extended Challenging (+0) Cool Test to attack or harm them, gaining more
SLs than their Fellowship Bonus.
Warpstone
You must make a Challenging (+0) Cool Test to come within 6 yards of Warpstone. After an hour in its presence, you
must re-roll one Blood Gift and one Weakness, which change permanently.
If playing in a mixed group, your GM should allow non-Vampire players to take additional Advances in either their
Species or Career lists, too. For example, Rosie is playing Varel, a Wood Elf Entertainer (Ranger). She is offered extra
Advances to match the Vampire player in her group, and so she puts 5 Advances each in Entertain (Sing), Perception and
Ranged (Bow), which are all Species Skills; 3 Advances in Stealth (Rural), another Species Skill; and 3 Advances each
Charm and Sleight of Hand, both Career Skills. Next she takes 2 extra Talents. She already has Attractive, as her starting
Career Talent, so takes Mimic and Suave from her Career list.
Mortal Class and Career
In order to represent your past mortal life, your GM may also allow you to take one complete Career Level in a random
Human Career. Select the Class and Career as normal, then take 15 Characteristic Advances, 40 Skill Advances and one
Talent to complete the first level.
If playing in a mixed group, your fellow players should likewise receive enough Advances to complete the first level of
their Career. They should take an extra +10 Characteristic Advances to complete this first Career Level, and then should
take a second Career Level of their choice for free, in which they should take 5 Characteristics Advances, 40 Skills and
one Talent. This does not need to be the second level of their starting Career; they may switch to any Career they choose,
and do not need to pay for moving Careers.
Additionally, they still receive an extra 3 Talents from the Random Talents Table in the core book and +300xp to help
them round out their characters.
Talents Remove 6 Species (Human) Talents; replace with 2 Species (Vampire) Talents and 4 Bloodline Talents
Blood Gifts Take 2 Species Blood Gifts and 1 Bloodline Blood Gift
Traits Record 7 Traits (Age starts at 1)
Vampire Randomly select Bloodline Career; distribute +5 Advances among Characteristics immediately, give
Career 400xp for Skills, and gain one Career Talent immediately
Weaknesses Randomly select 5 Weaknesses and take Sunlight, or take 6 Bloodline Weaknesses
Blood Gifts
You should now take 2 Species Blood Gifts and 1 Bloodline Blood Gift. Take your 7 Traits (Age starts at 1, if you are
freshly turned) and choose or randomise 5 Weaknesses in addition to Sunlight.
Vampire Career
You should select your Vampire Career from your Bloodline's Preferred Careers list. Your GM may allow you to choose a
Career outside this list, but it will limit the number of Blood Gifts you can take.
Once you have chosen your Vampire Career, you should take +5 Advances to Career Characteristics and one Career
Talent, reflecting the sudden knowledge and awareness that comes with your Vampire awakening. You do not gain extra
Skills but do gain 400xp to buy Career Skills over the next month of game time, as you rapidly adapt to your newfound
abilities. Spending these xp should involve one or more Endeavours detailing your learning and experimentation with
your Vampire body.
Characteristi
c Blood Dragon Lahmian Necrarch Strigoi Von Carstein Independent
Intelligence +0 +0 +20 +0 +0 +0
-15 -10
Fellowship +0 +20 (max. 25) (max. 30) +10 +10
Fate x x x x x x
Resilience 4 4 4 4 4 4
Extra Points 0 0 0 0 0 0
Movement 6 6 6 6 6 6
Systems for Undeath
Bonds of Blood
The ties of blood are strong. Vampires must feed to survive, and their bloody nature has a number of limitations, benefits
and complications. These are detailed below.
Because Vampires must steal life, you usually need to feed from the living, unless you have the Parasite Blood Gift or
certain Necromantic spells. See Feeding for more information on the specifics of feeding.
The body will lie dead for 1d10 days and then rise again as a Vampire. When your new child awakens, they will have
regained all their Wounds, and will take the Characteristic bonuses, Skills, Talents and Traits detailed in the Character
Creation Method below. They will also have the Ravenous Condition and +1 Hungry Condition for every night they took
to rise.
Weak minds are often broken by the Blood Kiss. Any individual given the Blood Kiss who has a Willpower of less than
30 must roll a Challenging (+0) Cool Test. A failure means the individual rolls once on the Mental Corruption Table. A
fumble means they roll twice and take both effects.
Conditions
You are hardier than mortals. Because you have the Painless Trait, you ignore all but amputation penalties from Critical
Wounds. This has a knock-on effect, meaning you are less likely to take Conditions from injury. You should, however, be
wary of Vampire Weaknesses and hunger, which cause Conditions of their own.
Any Bleeding and Fatigued Conditions can be removed by feeding, as if each was 1 Wound, though this may not always
be the most efficient way to do so. These Conditions are healed before any damage, and Critical Wounds are healed last of
all (read Critical Wounds below).
Furthermore, Bleeding Conditions can never kill a Vampire. If you ever reach 0 Wounds due to Bleeding Conditions, you
must immediately resolve all Bleeding Conditions — your blood having dried up along with your last Wound — and gain
instead the Unconscious Condition.
If you have any Stunned Conditions, or the Unconscious Condition while at 0 Wounds, and are fed 1 Wound's worth of
blood, you will immediately resolve one of these Conditions (Unconscious always resolves first). In this way, helpful
allies can revive you even after you have fallen in battle.
If you are awakened during the day, you will gain a Fatigued Condition when the Unconscious Condition resolves, as
normal, and this cannot be removed unless you return to sleep until sunset. See Sleep, below.
All Conditions caused by Vampire Weaknesses — such as Poisoned or Broken Conditions caused by Sunlight, or Ablaze
Conditions caused by Running Water — can only be resolved as per the description of those Weaknesses. Likewise,
Conditions caused by a Vampire's appetites — Hungry and Ravenous — can only be resolved as per the Feeding rules
below.
Corruption
When you gain Mental or Physical Corruption, these are an expression of your warped, magical physiology, rather than
any claim upon your body or soul by the Chaos Gods. This means you can never take Dark Deals but you can rest assured
that your cursed soul is entirely your own, and will never be claimed by any God — for good or bad.
Critical Hits
Vampires can heal Critical Wounds through the use of the Vampiric Trait, the Unholy Regeneration Blood Gift, or magic.
So long as your heart and brain are intact, you can heal any Critical Wound that doesn't destroy one or both of these
organs. Typically, a small injury (a missing ear or finger) is healed as if it were 10 Wounds and a lost limb is healed as if
it were 20 Wounds.
When you take a Critical Wound caused by a Vampire Weakness, you must pass a Challenging (+0) Cool Test or gain 1
Corruption Point. If you fumble the roll, you take 2 Corruption Points.
If your brain or heart is destroyed, your Vampiric body begins to decay to the state that it would be in had you died when
you were turned. You are only able to be revived through Necromancy. Legend has it that the most powerful Vampires
can only be destroyed by other Vampires of equal prowess, and that even destroying the brain and heart is not enough for
such monstrous immortals.
Ennui
The Melancholy of Ages is a growing ennui that affects very old Vampires. After each century of unlife, you must make a
Challenging (+0) Cool Test to avoid developing a new Mental Corruption. The GM may modify the difficulty depending
on how isolated, detached or inactive the Vampire was.
Esteem
As a Vampire, you must maintain your esteem in an identical fashion to the Elf Esteem Endeavour. The Vampire Esteem
Endeavour represents reporting to masters or managing servants, honing your Blood Gifts, securing your domain, and
maintaining alternate identities. Strigoi and Independents, often being loners or abject scum, may not need to engage in
such Endeavours if the GM deems this unnecessary.
Feeding
All Vampires feel the thirst for blood. The amount of blood taken is measured in Wounds inflicted (see the Vampiric
Trait, WFRP4e, p.343). An adequate feed to satisfy this thirst would heal all your current Wounds (with a minimum of 3
Wounds inflicted upon your target). The time between feedings is a number of Feeding Intervals equal to your Toughness
Bonus (see New Trait: Age). You do not need to feed during the day when you are sleeping. The oldest Vampires may be
able to deny the hunger for blood for years, but no one has got close enough to document this, for obvious reasons.
If you have not fed for a number of Feeding Intervals equal to your Toughness Bonus, you must make a Challenging (+0)
Cool Test or gain +1 Hungry Condition. Each single Feeding Interval after this that you deny yourself, you must continue
to pass Challenging (+0) Cool Tests until you feed (the penalties to Willpower Bonus apply here too, so that it becomes
increasingly difficult to deny your hunger). Each failed roll adds +1 Hungry Condition. Once you reach +5 Hungry
Conditions, you also gain the Ravenous Condition. These Conditions stack and can only be removed by feeding (see
Hungry Condition below).
If you fumble any Cool Test while suffering from the Hungry Condition, you immediately gain the Ravenous Condition
(see below) and fall into a bloodthirsty Frenzy, determined to seek out, kill and drain the nearest living being. Unlike a
normal Frenzy, the target of your bloody violence does not have to be an enemy — any mortal within reach will do,
including loved ones and allies.
Any victim who survives a Vampire feeding attack must pass a Average (+20) Cool Test once they regain their senses or
will take one Mental Corruption as a side-effect.
A creature who willingly submits is considered a Helpless Target, but the bliss of unforced feeding is such that they do not
need to make a Mental Corruption Test unless the Vampire was particularly violent.
You can continue to drain the blood of your quarry even when you have healed all Wounds, reducing your prey's ability to
break free and slowly killing them in the process. These extra Wounds give you no benefit, but this is the first violent step
in delivering the Blood Kiss.
Healing
Vampires do not heal as mortals do. They may heal only by using the Vampiric Trait, the Unholy Regeneration Blood
Gift, or through the use of Dark Magic. Spending 1 Resolve to remove the Prone Condition also restores 1 Wound.
If you have Bleeding Conditions, these will always heal first, before any Wounds. 1 Bleeding Condition can be healed as
if it were 1 Wound instead. Bleeding Conditions healed in this way do not cause Fatigued Conditions afterwards.
For example, you have taken 4 Wounds and 2 Bleeding Conditions. You spend 1 Advantage to make a free Bite attack
and deal 2 Wounds after Toughness Bonus and Armour Points. Ordinarily, you would heal 2 Wounds, but as you have 2
Bleeding Conditions, you heal these first.
Hunger
Vampires' unnatural hunger means they are vulnerable to the Hungry and Ravenous Conditions.
Fortitude
You are resistant to the effects of violence, torture and suffering. These do not affect your Psychology or cause Mental
Corruption. Likewise, failed or fumbled Terror Tests have no long-lasting consequences either.
As a result of your Vampiric nature, you are also immune to Fear up to and including your own Fear Rating. Vampires are
also immune to Psychology from their own Undead and Ghoul armies. A Vampire who commands a Terrorgheist does not
have to worry about how terrifying it is; you already know and that's why you brought it into battle.
Vampires are typically immune to the effects of most diseases and poisons, but they can become carriers of disease and
they can suffer the Poisoned Condition from Sunlight. Carriers of diseases gain the Diseased Blood Gift and may pass this
disease onto their victims when feeding. The Resistance (Disease) Talent prevents you from being a carrier, meaning you
may never take the Diseased Blood Gift.
Sleep
You find it difficult to stay awake during the day. Vampiric sleep is a death-like state where your body lies like a perfectly
preserved corpse.
You can only stay awake a maximum of a number of hours past sunrise equal to half your Willpower Bonus, but doing so
requires a Challenging (+0) Endurance Test every hour. So if you have WPB 6, you can remain awake for 3 hours after
sunrise. After this, you must sleep for at least 8 hours, or you will awaken with +1 Fatigued Condition. You may also rise
a number of hours before sunset equal to half your Willpower Bonus.
You only perceive disturbances during the daytime if you pass a Difficult (-10) Perception Test. If you are awakened
during the day, you will wake with +1 Fatigued Condition and direct sunlight will of course affect you as usual. If you fail
this time, you remain unawares provided no one harms you. If anyone touches you or comes within 2 yards of where you
are sleeping, you will awaken immediately to defend yourself. After
This Fatigued Condition will resolve when you return to sleep or feed. After Willpower Bonus minutes, you will have to
pass another Challenging (+0) Endurance Test to stay awake, or feel the crushing weight of deathly sleep, gaining the
Unconscious Condition once more. You should repeat this Test at the same interval until you finally return to sleep.
Summoning
Vampires have a natural aptitude for summoning, including calling forth certain living creatures, which is one of the
unnatural effects of Dhar upon their bodies and souls. This aptitude can be developed as certain Blood Gifts, such as
Summon Vermin. In general, if you can summon a living creature via a Blood Gift, you can intuitively command it for the
effect's duration. By channelling your own bestial hunger and rage, you find you are able to sway lesser creatures to attack
and feast on living flesh, mirroring your own ravenous appetites. Such creatures do not harm the Undead or Ghouls,
recognising their flesh as distasteful (and likely dangerous). More complicated commands will require Charm Animal as
usual.
Transformations
Vampires are warped and foul beings, and often take horrid shape as their outsides twist to match their souls. They can
sometimes take the form of terrible beasts. When you assume a beast form, you should use the higher of your own
Characteristics and those of your new form. The only exceptions are Ballistic Skill and Dexterity, which are limited to
your form's ratings. You may take all of the standard Traits for the form and any special rules listed in their profile in the
Appendix. You keep your own Skills and Talents, unless bonus Talents are specified for a specific form, but are limited
by the physical capabilities of your new shape. Certain activities may prove impossible of your anatomy or appearance
does not allow it. For example, a rat will obviously have a hard time charming a maiden, even if it can speak, and while a
raven might eventually write a quick note with its nib, if given time, it would find painting a masterpiece impossible.
Undead Eternal
Any Vampire can be resurrected by a sufficiently skilled Necromancer. Morr himself rejects their unhallowed souls,
leaving them to wander the chasm between worlds when their bodies are destroyed. They cannot pass on to the afterlife
and they often return as ghastly spirits until summoned back into their perverse flesh. This confers +2 SLs on any attempt
to revive a Vampire from the dead with Necromancy.
Vampire Careers
Vampire Careers follow. In addition, you will find mundane Careers that can be given to Vampires. These receive the
Blood Gifts associated with their relevant Class. For example, a Blood Dragon Knight gets access to the Warrior Blood
Gifts.
Though your perspective is warped by the Blood Kiss, you hold true to your warrior's code: death or honour, only
the strongest shall survive, and only the worthy will be spared.
Blood Knights are the orders of Vampiric warriors who follow twisted paths of chivalry laid down by Abhorash and the
Blood Dragons. For you, the whole world is your arena: every exchange is a joust, every conflict a battle. It is your duty to
hone yourself to a fine blade's edge and cut through the world with cold purpose. The weak will fall and the unworthy will
whet your sword. Occasionally, you find true innocence in the world, and suffer it to live in acquiescence to your deluded
honour, but usually you reason that anyone able to be slain deserves it.
Famous among the Blood Knights are the Seneschals, the elite champions of Duke Merovech of Mousillon and Otto von
Drak's Drakenhof Templars. More enigmatic are the Knights of the Red Death, who were behind the Massacre of
Modruin, and Mallobaude's Knights of the Black Grail. The titles given here are Bretonnian, but the Sylvanians have
equivalent terms, such as Vassal instead of Vavasour and Kastellan for Châtelain.
'Ours is a noble and lonely path. I will teach you what I can, but then you must go it alone. Only the world you find and
the battles you fight can truly teach you. It is our job to become the mightiest warriors to ever stride the earth, and in the
end, only we shall ensure.'
—Ademar the Unquiet, Blood Dragon Voivode
'Mercy is our greatest and rarest weapon. Use it sparingly, and then the chaff shall fall aside for the wheat. Your duty shall
be to seek out the worthiest foes and test their mettle. If they survive, they will be stronger for it, and better able to survive
still. If they die, then those they leave behind will learn on their behalf. In this way, we improve on what is left and make
it more perfect.'
—Gallien Chambaut, The Devil Blade, Blood Dragon Châtelain
'Refuse a challenge? Never! I will run you through and feast on your cleft heart!'
—Osip Hasselvander, Drakenhof Templar
✢ ✢ ✢
Your horrific form is a blessing, for it grants you exceptional strength with which to conquer your enemies.
Ghoul Kings are Strigoi who revel in their disturbing forms. They feed from the dead, dwelling in crypts and graveyards,
hiding from their more Human kin — whom they despise for their pretentions. The Ghoul Kings have no delusions of
grandeur; they are what they are. As befits their name, they command legions of Ghouls and other ghastly minions, and
prefer to take the form of the bat when they transform.
Ghoul Kings are occasionally Necromancers, but they occasionally learn a Dhar-infused version of the Lore of Beasts,
whereby they summon only vermin and serpents, commanding the fouler creatures that stalk their graveyards and
cavernous lairs. Though the Ghoul Kings lack the warped chivalry of the Blood Dragons, they are exceptional warriors
nonetheless.
‘You find my face terrifying? Does it remind you of the beast inside yourself? Here, let me free it!’
—Diskittar the Swollen
‘We were cast out by those posers and pansies. We were hardened on cold grave stone and cold grave flesh. Let the Von
Carsteins have their castles! Let the Lahmians act like sluts in the boudoirs of the Empire! Let the Blood Dragons pretend
to serve honour! We are the rightful heirs of the night, and we will command it with brute force if necessary.’
—Rasim Flesch, General of the Banished Ghoul Kings of Mourkain
‘For now, we sleep, and we dream. But one day we will rise, and we will make our dreams real again.’
—Urzen the Unrelenting
✢ ✢ ✢
Behind every great man is a great woman. And behind those great women is me.
✢ ✢ ✢
Odalisque – Brass 2
Skills: Charm, Dodge, Entertain (Any), Gossip, Intuition, Gamble, Melee (Basic), Perception
Talents: Alley Cat, Sharp, Sixth Sense, Warrior Born
Trappings: Dagger, Fine Garb, Hair Full of Secrets, Leather Corset
Blood Gifts: Corrupted Innocence, Quickblood, Transfixing Gaze, Unhallowed Soul
Special Option 1: Asp Maiden (Archer) - Replace WS and Fel with BS and Ag; replace Warrior Born with Marksman;
replace Melee (Basic) with Ranged (Bow)
Special Option 2: Sanguinarch (Spellcaster) - Replace Fel and WS for Int and WP; replace Charm and Entertain (Any)
with Language (Magick) and Channelling (Dhar) ; replace Alley Cat and Warrior Born with Fast Hands and Petty Magic;
replace Quickblood with Natural Necromancer
Handmaiden – Silver 1
Skills: Climb, Cool, Intimidate, Leadership, Melee (Parry), Stealth (Urban)
Talents: Drilled, Dual Wielder, Etiquette (Noble), Riposte
Trappings: Fine Hat, Powerful Clients, Rapier
Blood Gifts: Chill Presence, Dark Majesty, Domination, Quicksilver
Special Option 1: Asp Maiden (Archer) - Replace Ag with WS; replace Melee (Parry) with Melee (Basic); replace
Riposte with Deadeye Shot; replace Rapier with Asp Bow
Special Option 2: Sanguinarch (Spellcaster) - Replace Ag with WS; replace Melee (Parry) with Charm, replace Drilled
and Riposte with Arcane Magic (Necromancy) and Second Sight
Your blood is alive with dark magic, which you bend to your whim.
Necrarchs often adopt Nehekharan titles such as Wabhour (Lector Novitiate), Semkahour (Lector), Hemnetjour (Lector
Priest) and Hemnetjour Hepi (Lector Hierophant).
✢ ✢ ✢
Lector – Silver 3
Skills: Charm, Cool, Intimidate, Melee (Polearm), Perception, Research
Talents: Arcane Magic (Any), Fast Hands, Second Sight, Surgery
Trappings: Cauldron, Morgue
Blood Gifts: Ethereal Mist, Nehekharan Scroll, Summon Ancients, Summon Ghouls
Stealing through the night, you take Humans for food, ransom or companionship.
✢ ✢ ✢
Snatcher – Silver 1
Skills: Athletics, Climb, Cool, Endurance, Intimidate, Melee (Basic), Stealth
Talents: Alley-Cat, Break and Enter, Fleet Footed, Strike to Stun
Trappings: Hand Weapon, Leather Jerkin
Blood Gifts: Aethyric Cipher, Ethereal Mist, Familiar Form, Scent Blood
Raider – Silver 3
Skills: Drive (Cart), Leadership, Perception, Ranged (Bows), Outdoor Survival, Set Trap
Talents: Drilled, Rover, Shadow, Tunnel Rat
Trappings: Bow with 10 Arrows, Horse and Cart, Shield
Blood Gifts: Indefatigable, Monstrous Mass, Piercing Strike, Predator of the Night
Given the Blood Kiss by a powerful leader among Vampires, you are destined for great things.
✢ ✢ ✢
Thrall – Gold 1
Skills: Charm, Gossip, Haggle, Intimidate, Language (Classical), Lore (Vampires), Melee (Basic), Stealth (Any)
Talents: Etiquette (Nobles), Noble Blood, Read/Write, Suave
Trappings: Leather Jack, Sword, 1D10 GC
Blood Gifts: Ethereal Mist, Transfixing Gaze, Unhallowed Soul, Wallcrawler
Count – Gold 3
Skills: Gossip, Intuition, Leadership, Melee (Parry), Perception, Ranged (Any)
Talents: Argumentative, Cat-tongued, Sharp, Schemer
Trappings: Coach, Fine Clothing, Mail Coat, Rapier, Thrall, Manor, 50GC
Blood Gifts: Deathless Minions, Domination, Summon Wolves, Wolf Form
Lord – Gold 5
Skills: Charm Animal, Language (Any), Melee (Cavalry), Ride (Nightmare)
Talents: Combat Master, Commanding Presence, Coolheaded, Public Speaker
Trappings: Fiefdom, Nightmare with Saddle and Barding, 100 GC
Blood Gifts: Ageless Cunning, Bait, Mind Flayer, Summon Vermin
King – Gold 7
Skills: Lore (Politics), Lore (Heraldry)
Talents: Dealmaker, Master Orator, War Leader, Wealthy
Trappings:
Blood Gifts: Ruler of the Night, Summon Ghouls, Summon Storm, Undying
Alternate Careers
If you take a standard Career as your 'Vampire Career', you can still purchase Blood Gifts the same as if you had rolled up
a Blood Knight or Lector. Instead, each Career is presented as an alternate version below.
General principles
Vampires cannot learn the Pray Skill, or the Talents Bless (Divine Lore), Holy Hatred, Holy Visions, Invoke (Divine
Lore) or Pure Soul. Your unholy spirit defies the Gods and makes you incapable of ever gaining their blessing. If you
have any of these Skills or Talents before becoming a Vampire, you may trade them instead, using the conversion table
below.
Likewise, if you choose any Career not listed below which includes any of the following Skills or Talents, you may swap
them as follows:
Academics
Vampire Academics gain the following Blood Gifts:
Vampire Scholar
Level 1 - Blood Gifts: Ageless Cunning, Dark Majesty, Deathsight, Malformed
Level 2 - Blood Gifts: Cold-blooded, Ethereal Mist, Summon Wolves, Wellspring of Dhar
Level 3 - Blood Gifts: Blood-sated, Psychic Drain, Summon Vermin, Wound Resistant
Level 4 - Blood Gifts: Aethyric Cipher, Dark Fate, Summon Storm, Walking Death
Vampire Wizard
Level 1 - Blood Gifts: Aethyric Cipher, Dark Majesty, Deathsight, Master of Death
Level 2 - Blood Gifts: Cold-blooded, Ethereal Mist, Summon Wolves, Wellspring of Dhar
Level 3 - Blood Gifts: Blood-sated, Deathly Minions, Psychic Drain, Summon Vermin
Level 4 - Blood Gifts: Ageless Cunning, Dark Fate, Summon Storm, Walking Death
Courtiers
Vampire Courtiers gain the following Blood Gifts:
Vampire Duellist
Level 1 - Blood Gifts: Ageless Cunning, Blademaster, Persistent Strike, Transfixing Gaze
Level 2 - Blood Gifts: Familiar Form, Quicksilver, Silvered Blood, Vagabond Knight
Level 3 - Blood Gifts: Bait, Ethereal Form, Silvered Blood, Terrible Blows
Level 4 - Blood Gifts: Deathless Minions, Revenant, Ruler of the Night, Wound Resistance
Vampire Envoy
Level 1 - Blood Gifts: Ageless Cunning, Corrupted Innocent, Persistent Image, Noble Descent
Level 2 - Blood Gifts: Dark Majesty, Domination, Glamour, Quickblood
Level 3 - Blood Gifts: Bait, Ethereal Form, Silvered Blood, Transfixing Gaze
Level 4 - Blood Gifts: Ageless Cunning, Dark Fate, Deathless Minions, Ruler of the Night
Burghers
Vampire Burghers gain the following Blood Gifts:
Vampire Merchant
Level 1 - Blood Gifts: Defy the Dawn, Familiar Form
Level 2 - Blood Gifts: Defy the Dawn, Ethereal Mist, Glamour
Level 3 - Blood Gifts: Unhallowed Soul
Level 4 - Blood Gifts: Psychic Drain
Rangers
Vampire Rangers gain the following Blood Gifts:
Vampire Entertainer
Level 1 - Blood Gifts: Defy the Dawn, Familiar Form, Glamour, Scent Blood
Level 2 - Blood Gifts: Domination, Ethereal Mist, Quickblood, Unhallowed Soul
Level 3 - Blood Gifts: Aethyric Cipher, Iron Sinews, Transfixing Gaze, Wound Resistant
Level 4 - Blood Gifts: Dark Fate, Mind Flayer, Psychic Drain, Swarm Form
Rogues
Vampire Rogues gain the following Blood Gifts:
Vampire Charlatan
Level 1 - Blood Gifts: Aethyric Cipher, Cold-blooded, Domination, Iron Sinews
Level 2 - Blood Gifts: Corrupted Innocence, Familiar Form, Predator of the Night, Wolf Form
Level 3 - Blood Gifts: Corrosive Blood, Summon Wolves, Vagabond Knight, Wallcrawler
Level 4 - Blood Gifts: Mind Flayer, Psychic Drain, Silvered Blood, Walking as the Wind
Vampire Outlaw
Level 1 - Blood Gifts: Bat Form, Blood-sated, Summon Wolves, Wolf Form
Level 2 - Blood Gifts: Hornblower, Predator of the Night, Scent Blood, Wallcrawler
Level 3 - Blood Gifts: Bloody Fury, Parasite, Swarm Form, Waterwalker
Level 4 - Blood Gifts: Bait, Devil's Cry, Ravenous Beast, Undying
Vampire Racketeer
Level 1 - Blood Gifts: Aethyric Cipher, Domination, Ethereal Mist, Unhallowed Soul
Level 2 - Blood Gifts: Bat Form, Corrupted Innocence, Predator of the Night, Wolf Form
Level 3 - Blood Gifts: Corrosive Blood, Summon Wolves, Vagabond Knight, Wallcrawler
Level 4 - Blood Gifts: Dark Majesty, Night Witch, Silvered Blood, Walking as the Wind
Vampire Witch
Level 1 - Blood Gifts: Deathsight, Ethereal Mist, Night Witch, Unhallowed Soul
Level 2 - Blood Gifts: Chill Grasp, Domination, Summon Wolves, Wolf Form
Level 3 - Blood Gifts: Aethyric Cipher, Dark Majesty, Mind Flayer, Summon Vermin
Level 4 - Blood Gifts: Dark Acolyte, Nehekharan Scroll, Silvered Blood, Walking as the Wind
Warriors
Vampire Warriors gain the following Blood Gifts:
Vampire Guard
Level 1 - Blood Gifts: Armoured Flesh, Scent Blood, Terrible Blows, Unhallowed Soul
Level 2 - Blood Gifts: Blood Burst, Iron Sinews, Piercing Strike, Wolf Form
Level 3 - Blood Gifts: Belligerent, Deathless Vigour, Monstrous Mass, Summon Wolves
Level 4 - Blood Gifts: Indefatigable, Quickblood, Revenant, Unholy Regeneration
Vampire Knight
Level 1 - Blood Gifts: Belligerent, Hornblower, Piercing Strike, Vagabond Knight
Level 2 - Blood Gifts: Blademaster, Furious Charge, Terrible Blows, Summon Wolves
Level 3 - Blood Gifts: Armoured Flesh, Deathless Vigour, Iron Sinews, Monstrous Glory
Level 4 - Blood Gifts: Blood Fury, Painless, Silvered Blood, Waterwalker
Vampire Protagonist
Level 1 - Blood Gifts: Belligerent, Malformed, Swarm Form, Terrible Blows
Level 2 - Blood Gifts: Aethyric Cipher, Iron Sinews, Piercing Strike, Predator of the Night
Level 3 - Blood Gifts: Armoured Flesh, Bait, Blademaster, Deathless Vigour
Level 4 - Blood Gifts: Ageless Cunning, Monstrous Glory, Painless, Wound Resistance
Vampire Slayer
Level 1 - Blood Gifts: Belligerent, Piercing Strike, Terrible Blows, Martial Honour
Level 2 - Blood Gifts: Armoured Flesh, Blood Fury, Iron Sinews, Wound Resistant
Level 3 - Blood Gifts: Blood Burst, Deathless Vigour, Furious Charge, Quickblood
Level 4 - Blood Gifts: Blademaster, Monstrous Glory, Painless, Unholy Regeneration
Vampire Soldier
Level 1 - Blood Gifts: Cold-blooded, Defy the Dawn, Ethereal Mist, Piercing Strike,
Level 2 - Blood Gifts: Iron Sinews, Terrible Blows, Revenant, Wound Resistant
Level 3 - Blood Gifts: Armoured Flesh, Blademaster, Blood-sated, Deathless Vigour
Level 4 - Blood Gifts: Blood Fury, Dark Majesty, Domination, Painless
You are limited in the number of Blood Gifts you may learn, as follows:
Aethyric Cipher
Max: Willpower Bonus
Tests: Any Cool Test to oppose Second Sight
All Second Sight Tests against you are Opposed with Cool. Daemonsroot and Witchbane wards no longer work against
you.
Ageless Cunning
Max: Fellowship Bonus
You are an expert at ambushes. Each purchase of this Blood Gift grants +1 Advantage on the first round of any combat,
including any Opposed Test to avoid the Surprised Condition.
Armoured Flesh
Max: Toughness Bonus
You now have the Armour Trait with a Rating of 1 AP at each location. Each additional purchase of the Blood Gift
increases your Armour Rating by +1 AP. When you deflect Critical Wounds with these APs, you partially destroy the
tissues involved. They must be healed as 5 Wounds per AP to be restored. APs are healed evenly across the body, starting
with the most injured Hit Location first (or the Hit Location of your choice if all are equally injured). For example: you
deflect 2 AP each on your Head and Right Arm, and 3 AP on your Body. You then drink 20 Wounds of blood. You would
first heal 1 AP on all Hit Locations, and then would heal the second AP on the Body. All three Hit Locations would now
be at -1 AP.
Bait
Max: Fellowship Bonus
You may take a Full Action to make a Challenging (+0) Leadership Test. If successful, any Undead under your
command within 12 yards gain +1 Advantage on their next Opposed Test for each level in this Blood Gift.
Bat Form
Max: 2
For a Full Action, you may transform into a bat. Your clothes and possessions are absorbed into your body and reappear
when the transformation ends. Transforming back into your normal form is also a Full Action but can be undertaken
whenever you like. If you purchase this Blood Gift a second time, you can transform as a Free Action. See the Vampire
Bat profile in the Appendix.
Beastly Whisper
Max: Willpower Bonus
Tests: Any Leader Test to command animals
You may speak with animals. More than the animalistic commands issued by Summon Vermin or Summon Wolves, this
allows true communication. You can give detailed orders and receive detailed answers. Bestial and lesser creatures
communicate in staccato words and images but more intelligent creatures can convey their thoughts and opinions in more
eloquent terms.
Belligerent
Max: 1
You gain the Belligerent Trait.
Blademaster
Max: 1
Tests: Any Opposed Melee Test
You are able to predict the blows of your opponents. Each turn, one enemy of your choice counts as having zero
advantage for the round. This counts as a Free Action and can be announced at any time before the chosen enemy makes
their dice roll. Such enemies do not count towards outnumbering.
Blood Burst
Max: TB
Your blood is sticky and spurts from your injuries. Any enemy who inflicts at least one Wound upon you must succeed on
a Challenging (+0) Dodge Test or suffer -20 to any Opposed combat Tests for the next two rounds.
Blood-Sated
Max: 1
Tests: Any Cool Test to resist feeding
You take twice as long as others to get hungry. You may abstain from blood for twice the normal length of time. Beyond
this, you only make a Cool Test to avoid feeding every second Feeding Interval.
Bloody Fury
Max: 1
You gain the Fury Trait.
Chill Presence
Max: 1
You gain the Chill Grasp Trait.
Cold-blooded
Max: 1
You gain the Cold-blooded Trait.
Corrosive Blood
Max: 1
You gain the Corrosive Blood Trait.
Corrupted Innocence
Max: 1
You either look so beautiful or so innocent that your enemies have to think twice about striking you. Those who would
harm you must win an Opposed Cool/Charm Test in order to do so.
Dark Acolyte
Max: 1
Your Necromancy spells count as having +3 SL against dispelling attempts.
Dark Fate
Max: Willpower Bonus
The dark fates smile upon you. For each level you have in this Blood Gift, you gain +1 Dark Fate Point and +1 Dark
Fortune Point. You can spend these as if they were regular Fate and Fortune Points, and the latter refresh as usual. You
can only replenish the Dark Fate Points by advancing this Blood Gift again.
Dark Majesty
Max: 1
Tests: Any Leadership Tests to command Undead beings
You may command a number of Undead beings equal to your Willpower Characteristic +30. These beings must be within
100 yards of you but instinctively understand any commands you make via telepathy.
Deathless Minions
Max: 1
Any Undead within 12 yards of you temporarily ignore the Unstable Trait. This Trait returns as soon as they are out of
range.
Deathless Vigour
Max: 1
You are a relentless warrior, able to draw on deep reserves of bestial strength. Once per combat encounter, you may spend
all Advantage (minimum 1) to invoke Deathless Vigour. For the duration of one full round, you temporarily ignore all
Conditions and add a bonus to any Melee damage you inflict equal to the total number of Conditions you ignored.
Deathsight
Max: 1
Tests: Any Charm or Leadership Tests to communicate with ghosts
You can see and perceive ghosts at all times. Ghosts are likewise aware of you, for better or for worse.
Devil's Cry
Max: 1
You gain the Ghostly Howl Trait.
Diseased (Type)
Max: 1
You are a carrier for a particular disease and gain the Disease Trait. Scurvy Madness is the most frequent contagion,
although others can be selected. If you have the Resistance (Disease) Talent, you can never gain this Blood Gift.
Domination
Max: 1
You can attempt to sway the minds of others with an Opposed Cool Test. If you succeed, your opponent will suffer a
number of Compulsion Conditions equal to your SLs which can only be resolved by completing your orders.
New Condition: Compulsion
A Compulsion Condition is caused by supernatural effects that sway the mind and emotions. Usually, you resist such
effects with Cool (against their Fellowship or Willpower). When under a Compulsion, you have a strong desire to
complete the command given to you. The command must be less harmful than being Surprised for a number of turns equal
to the SLs rolled. If it isn't, you can opt to be Surprised instead.
For the duration of the Compulsion you are at -10% on all Tests that do not further the aims of the command you have
been given. This stacks with multiple incidences of this Condition.
Compulsions resolve automatically when you complete a command to the best of your ability. If you fail to complete your
task within an hour, the Condition resolves and you gain 1 Fatigued Condition for each Compulsion resolved. Otherwise,
you gain 1 Fatigued Condition total and regain 1 Resolve.
Ethereal Mist
Max: 1
Once per day, you may take a Full Action to transform yourself and any possessions you carry into an eerie vapour. While
in this form, you cannot take damage by mundane means and count as having the Ethereal Trait. You drift at your normal
movement rate but cannot be dispersed. In order to regain your usual form, you must take another Full Action to do so.
Familiar Form
Max: 1
As a Full Action, you may transform into any animal no larger than a domestic dog. Your possessions transform with you
and reappear when you take your usual form. You gain all the traits of this animal, but retain your own Initiative,
Intelligence, Willpower, Fellowship and Wounds. You may change back whenever you like and can use this ability as
often as you require. For a second purchase of this Blood Gift, the transformation (each way) becomes a Free Action. See
the Appendix for details of Vampire Familiars.
Fire Retardant
Max: 1
This Blood Gift allows you to add a bonus to your soak against non-magical fire damage equal to your Toughness Bonus.
If you have the Fire Weakness, this allows you to soak fire as normal. If you don't have the Fire Weakness, you effectively
double your Toughness Bonus against fire. Ablaze Conditions caused by the Running Water and Religious Symbols
Weaknesses are not really caused by fire but by the burning effect of the water, and this Blood Gift has no effect on them.
The Ablaze Conditions caused by the Sunlight Weakness and Gromril and Ithilmar Weakness are affected as normal.
Furious Charge
Max: 1
On the first charge attack of any combat encounter, you may ignore all Armour Points if your blow lands.
Glamour
Max: 2
You can make subtle changes to your appearance without a Disguise Kit. You may take a Full Action to make yourself
look more attractive (+10 Fellowship), more ugly (+10 Intimidation) or unlike yourself (+10 Entertain (Act)) for a number
of minutes equal to your Willpower Bonus. A second purchase allows you, with an hour to study someone and a
successful Challenging (+0) Intuition Test, to take on their form. Your physical appearance will convince anyone in
passing, although anyone who knows your target very well (a family member or close friend, for instance) may make an
Opposed Intuition/Entertain (Act) Test to realise something is amiss. If they win, they can't be sure exactly what's
wrong unless they roll 6+ SLs, but they will view you with suspicion and you will take a -10 penalty to all Fellowship
Tests against that person.
Hornblower
Max: 1
You are able to channel the darkness in your soul to inspire your allies and frighten your foes. You may take a Full Action
to sound your horn. You and every ally who hears this terrible rallying call gains +1 Advantage. The first time you blow
your horn in any combat encounter, you and your allies also gain Fear +1.
Host
Max: 1
Your body is infested with horrific insects and vermin. Whenever you lose 2 or more Wounds from a single attack, these
vermin are evident in all their repulsive glory. Anyone who witnesses this grotesque display must pass a Challenging (+0)
Cool Test as if you had Fear 3. If you already provoke fear, your Fear Rating is 2 higher for the next round instead.
Indefatigable
Max: Toughness Bonus
You may ignore +1 Fatigued Condition for each level of this Talent.
Iron Sinews
Max: 3
You have grown as a result of your power. You are now one Size larger than before. When using Pass as Human, you
revert to Medium Size but will be at least a foot taller than you were before. This may be a telltale sign to those who knew
you when you were mortal.
Malformed
Max: Toughness Bonus
You have become monstrously disgusting in some way. Whether you are covered in bursting pustules or your skin is
rotting away, you may select one Physical Corruption of your choice or create one that suits your character. This is not a
sign of Chaos, however, but an extension of your monstrous being. You therefore take no Corruption Points and do not
show as Chaos-tainted to those who can perceive such things.
Martial Honour
Max: Fellowship Bonus
Tests: Any Cool Test made while following your code of honour
You follow a warped form of chivalry. Whenever you accept a formal, explicit challenge to battle, you immediately gain
+1 Advantage and +1 Resolve, but you must always spend 1 Resolve to refuse a genuine challenge to battle. These
bonuses and penalties to Advantage and Resolve do not stack with multiple purchases of this Blood Gift, although the
Tests line stacks, as usual.
Mind Flayer
Max: 1
You can attempt to break the minds of others with an Opposed Intimidate/Cool Test. If you succeed, your opponent will
receive a Fatigued Condition, plus additional Fatigued Conditions for every +2 SLs. If you score +6 SLs, your opponent
gains 1 Broken Condition instead.
Monstrous Glory
Max: 1
You are truly immense in the moment of your bloody victory. Whenever you slay an enemy, any of their allies within
Willpower Bonus yards of you must pass a Challenging (+0) Cool Test or take a Broken Condition.
Monstrous Mass
Max: 2
You are so huge and monstrous, even Critical Wounds do you less injury. Any opponent rolling a Critical Wound against
you must roll twice and take the lower result. At Age 4, you may purchase this Blood Gift a second time, in which case it
also grants the Painless Trait.
Natural Necromancer
Max: 1
You may intuitively command the Undead and Ghouls, even if you do not possess Necromancy. You can control any
beings summoned with Blood Gifts or Necromancy with a Challenging (+0) Leadership Test. Most Undead and Ghouls
will not resist your commands, though exceptionally powerful Undead might, if the GM deems fit. If you do learn
Necromancy, you do not suffer miscasts from rolling doubles on successful Channelling (Dhar) Tests or Language
(Magick) Tests using Dhar.
Night Witch
You add Language (Magick) and Channelling (Dhar) to any Career you enter; if they are already in your Career, you may
purchase these Skills for 5 xp fewer per Advance.
Noble Descent
Max: Fellowship Bonus
Your range of influence over the Undead extends to 200 yards. Each additional purchase extends the range by +100 yards.
Parasite
Max: 1
You have had desperate times and endured them. You may feed on dead flesh and blood to nourish yourself. The taste is
not pleasant, and you can never enjoy it, but you need not prey on the living to stave off your hunger. Additionally,
vermin and insects can be devoured to satisfy your hunger too.
Persistent Image
Max: 1
You retain a reflection and a shadow.
Piercing Strike
Max: 1
Whenever you score a Critical Wound against an opponent, you may roll twice and take the higher result.
Quickblood
Max: Agility Bonus
Tests: Dodge Tests against missile attacks
You can now choose to use Dodge to evade missile attacks, even those that cannot ordinarily be dodged.
Quicksilver
Max: 1
You can move so quickly you always act first in combat if using Melee, as if you attacked with a weapon with the Fast
Quality. If another combatant has a Fast weapon, they attack after you. If two Vampires both have Quicksilver, the
Vampire with the higher Initiative goes first.
Ravening Beast
Max: Initiative Bonus
You may enter Frenzy if you can see or smell fresh blood within 16 yards. Each additional purchase of this Blood Gift
extends the range cumulatively by +16 yards.
Revenant
Max: 1
If you reach 0 Wounds, you may immediately make an Endurance Test to regain 1 Wound and regain consciousness.
Scent Blood
Max: 1
You can smell fresh blood within 16 yards, even if it is not yet spilled. No living creature within 16 yards of you may
disguise this scent. Spells and mundane concealment of that creature or its blood fail automatically against you.
Silvered Blood
Max: 1
Silver weapons do no additional damage to you. They behave like any other weapon. You cannot take this Blood Gift if
you also possess Defy the Day, and vice versa.
Slow Death
Max: 1
Your teeth and claws harbour some nasty surprises. When you attack using these methods, your victim's wounds may kill
them slowly. You gain the Infected Trait.
Stench
Max: 1
You smell of rot, flesh and decay. You gain the Distracting Trait.
Summon Ancients
Max: Willpower Bonus
When casting Raise the Dead, Reanimate, Spell of Awakening or Summon Mount, you count as having +2 SLs on a
successful Test for each level in this Blood Gift. This can be used, as per the spell description, as an Overcast to increase
the number of minions summoned. E.g., for Raise the Dead, each level can be used to summon an extra SL Skeletons; for
Reanimate, each level can be used to summon an extra Willpower Bonus + SL Skeletons or Zombies.
Summon Ghouls
Max: 1
You unleash a bellowing cry that travels far and wide. With it, you summon any ghouls within hearing range with a
Challenging (+0) Leadership Test. A number of ghouls equal to your SLs will be summoned from the nearby area. They
will arrive in a number of rounds equal to half the units die of your Test. They act on your initiative round in combat and
obey your orders. They will wander off after a number of hours equal to your Willpower Bonus.
Summon Vermin
Max: 1
You unleash a high-pitched cry that travels far and wide, and must make a Challenging (+0) Leadership Test. You
summon a swarm of Giant Rats, Giant Spiders, or Snakes from the nearby area. Use the standard profile for the creature
type with the added Swarm Trait. Each +2 SLs adds +1 Wound to the swarm’s total health. The creatures will arrive
immediately, crawling from every direction. They act on your initiative round in combat and obey your orders. They will
disperse or wander off after a number of rounds equal to your Willpower Bonus.
Summon Wolves
Max: 1
You unleash a mighty roar that travels far and wide. With it, you summon wolves or dire wolves within hearing range
with a Challenging (+0) Leadership Test. A number of wolves equal to your SLs or half that many dire wolves will be
summoned from the nearby area. They will arrive in a number of rounds equal to half the units die of your Test. They act
on your initiative round in combat and obey your orders. They will wander off after a number of hours equal to your
Willpower Bonus.
Summon Storm
Max: 1
Once per day, you may take a Full Action to summon a storm. This storm will blot out the light for a mile radius around
you and makes flying impossible. All missile attacks and Perception Tests are at -10. The storm lasts for a number of
hours equal to your Willpower Bonus.
Terrible Blows
Max: Strength Bonus
The minimum damage you deal in Melee, after Armour and Toughness Bonus, increases by +1 per level of this Blood
Gift.
Tongue Attack
Max: Strength Bonus
You gain the Tongue Attack (+SB+1) Trait. The range is equal to your Ballistic Skill Bonus in yards. Each additional
purchase increases the Damage and range in yards by one.
Tough Hide
Max: 1
Your flesh is like leather and your bones are like steel, allowing you to shrug off much of the effects of blunt trauma. You
add your Toughness Bonus a second time when reducing incoming Wounds against weapons with the Pummelling
Quality. If such an attack would normally ignore your Toughness Bonus, it only ignores your standard Toughness Bonus,
not the additional bonus granted by this Blood Gift.
Transfixing Gaze
Max: 1
You may take a Full Action and engage in an Opposed Charm/Cool Test with anyone with whom you have line of sight.
If you win, the victim counts as a Helpless Target for the next round. You may maintain this power over several turns, but
your victim may attempt to break away once per turn.
Undying
Max: 1
You now have the Die Hard Trait.
Unhallowed Soul
Max: 1
You are immune to the warding influence of religious items and can easily enter religious spaces, such as churches and
temples. Neither God nor Daemon can cow you. Blessed weapons still retain their effectiveness, however. This Blood Gift
cannot be taken with Defy the Day, and vice versa.
Unholy Regeneration
Max: 1
You gain the Regeneration Trait.
Vagabond Knight
Max: 1
You no longer lose Advantage simply for being outnumbered. Your opponents still receive the usual modifiers to hit.
Vanguard
Max: 1
If you have a mount with the Stride Trait, you may make one free Run Action before anyone else acts. You still get your
usual action on your usual Initiative turn.
Venomous Bile
Max: 3
You now have the Venom (Challenging) Trait. Each additional purchase increases the Difficulty to resist the Venom by
one step.
Vomit
Max: 1
You gain the Vomit Trait.
Wallcrawler
Max: 1
You gain the Wallcrawler Trait.
Waterwalker
Max: 2
With a successful Challenging (+0) Cool Test, you may cross, wade through or swim across a body of water without
taking damage or any ill effects. You must roll again for each new body of water or 100 yards of water crossed. Taking
this Blood Gift a second time means you are completely immune to water and do not need to roll at all.
Wellspring of Dhar
Max: Initiative Bonus
You ooze Dhar energies. Any magic-users within Willpower yards of you, including yourself, may make Language
(Magick) Tests on Dhar- based spells with extra SLs equal to your level in this Blood Gift. Any other magic cast within
range is vulnerable to miscasts, even if the magic-user has Aethyric Attunement. This stacks with the Sources of Dhar
rule.
Wings
Max: 1
You can sprout leathery wings from your back. You gain the Flight Trait with a Rating equal to twice your Movement.
Wolf Form
Max: 2
For a Full Action, you may transform into a Doom Wolf (see Appendix). All Trappings and possessions are absorbed into
your body and reappear when you reverse the transformation. Reversing the transformation also takes a Full Action but
can be performed at any time. If you purchase this Blood Gift a second time, you may transform as a Free Action.
Wound Resistant
Max: 1
You are hardier than most. Critical Wounds do 2 fewer Extra Wounds to you, to a minimum of 1.
Undead Magic
Vampires are beings of foul Dhar. As such, they have a natural preference for the Lore of Necromancy, but also
occasionally learn other Lores. When they use other Lores, they freely and dangerously intermingle any and all Winds of
Magic, manifesting Dhar instead of the Lore's usual Wind. Such spells are twisted mockeries of what they should be.
Creatures summoned with Produce Small Animal are always vermin, foul reptiles or hungry bats. Barkskin turns flesh to
the blighted wood of a lightning-scorched tree. Fat of the Land gluts your allies with blood and squamous things that
materialise in their bellies. Crown of Flame burns green and cold, like hellfire. The Lore of Light, however, is anathema to
Vampires and can never be learned.
Undead magic is different to Chaos magic, even though both types use Dhar. Undead magic is typically less volatile and
does not corrupt Vampires, who are already tainted in their own unique way. As such, Undead magic has some unique
properties to the standard Dhar magic of Chaos Wizards.
Effects of Dhar
The Sources of Dhar special rules from p.78 of the Enemy in Shadows Companion also apply to Vampires. In your
Vampire's lair, all Channelling (Dhar) Tests gain +3 SLs. A graveyard or similar location might grant +2 to +3 SLs,
depending on its size. A single grave might only confer a +1 SL bonus while you are in contact with its earth. Other than
locations, you can get a +1 SL bonus provided you are within Willpower yards of an Undead swarm or pack, or a single
Undead beast of Size (Large) or greater. The maximum bonus from Sources of Dhar is +3 SLs.
Overcasting
Unlike Chaos Sorcerers, your static Undead nature means you still require +2 SLs for Overcasting, but you do not suffer
from Minor Corrupting Influences. Your Vampiric nature resists the touch of Chaos. You never take mutations or
Corruption as a result of Chaos, though the curse of Vampirism may wreak its own horrific disfigurements with time. This
means you cannot make Dark Deals either.
Chaos Dice
A roll of an 8 on either die likewise does not affect you or your Undead minions, but the effects will instead transfer to
any living beings within Willpower yards (see EiSC, p.78). This may include mundane beasts (wolves, vermin and bats)
and Ghouls, as well as any Swains or living enemies. The effects cannot be directed and do not know friend or foe. This
can be a terrible cost for Vampires whose mortal allies are destroyed too early, but the benefits of Dhar soon seduce
Vampires to put such worries to the back of their minds.
Lore of Necromancy
Dhar is a dangerous and potent blend of the Winds of Magic only used by the foulest witches and sorcerers. Dhar infuses
Necromancy, giving it potency, but it also prevents you from accessing the pure and distinct Winds of Magic of any other
Lores. The effects of Dhar listed above apply to all Lore of Necromancy spells and replace the unique bonuses of any
other Lores that you learn, even if you never learn Necromancy.
Additionally, any Undead creatures who are targeted by Arcane Spells from the Lore of Necromancy, but not any other
Dhar- infused spells, lose all Fatigue and Bleeding Conditions after all other effects have been resolved.
Call Hellsteed
CN: 8
Range: Willpower yards
Target: Special
Duration: Instant
You open a chasm in the ground and raise a mighty Hellsteed from the earth. It takes the baseline profile for the
Nightmare as well as the core Traits listed for the Hellsteed. Each +2 SLs add an additional Optional Trait of your
choosing.
Control Wraith
CN: 7
Range: Willpower yards
Target: 1
Duration: Until sunrise
You can command a single creature with both the Undead and Ethereal Traits. The creature gains the Compulsion
Condition.
Corpse Flesh
CN: 3
Range: Willpower yards
Target: 1
Duration: Willpower Bonus Rounds
You can turn the flesh of one Undead target into thick, leather-like armour. This confers a +2 AP bonus, as if the target's
skin was boiled leather, without any penalties or Item Flaws. This stacks with existing armour.
Curse of Years
CN: 14
Range: Willpower yards
Target: 1
Duration: Instant
You can point at a target and cause them to age rapidly. Humans age 20 years plus 5 for every +2 SLs. Halflings increase
this rate of ageing by 50% (round up) while Dwarfs and Elves age at twice the rate of Humans, though a Dwarf’s natural
Magical Resistance still applies. This ageing can only be reversed by magical healing or Dispelling.
Deathly Domain
CN: 8
Range: Touch
Target: AoE (a single location)
Duration: Willpower days
A location you touch becomes haunted. The ghosts can do no real harm, but anyone who enters the location must roll
against Terror 1 per day. The ghosts take a while to ramp up, but even the coolest minds find their presence disturbing.
Anyone who sleeps at this location will gain +1 Fatigued Condition per night, which only resolves when they leave.
Fountains of Blood
CN: 6
Range: Willpower yards
Target: AoE (Willpower Bonus yards)
Duration: Willpower Bonus rounds
Any wounded creature in the area gains +1 Bleeding Condition. This may cause certain Undead beings to frenzy, as usual.
If you or any other being with the Vampiric Trait makes a Bite attack while this spell is in effect, you or they heal
additional Wounds per Bite equal to the number of Bleeding Conditions your victim currently has.
Gaze of Nagash
CN: 6
Range: Willpower yards
Target: 1
Duration: Instant
You fire bolts of Dhar from your eyes. This is a magic missile inflicting +4 damage and +1 Stunned Condition which only
affects creatures without the Undead Trait.
Haruspicy
CN: 10
Range: Touch
Target: 1
Duration: Willpower Bonus Rounds
You may examine the flesh of a recently departed creature or being (dead for less than a day) and receive visions among
the entrails and blood. If you use the corpse of a sentient being, you may ask one question and the being’s memories will
reveal themselves to you in whichever manner the GM deems fit (visions, sensations, words or names, for example). The
memories will be truthful, though limited by the being’s own knowledge and recollection of the matter. For every +2 SLs
on this Test, you may ask one additional question and receive an answer in the same fashion. Mortals who cast this spell
on sentient beings must pass a Mental Corruption Test each time it is used, unless they have become particularly callous
already. If you use animal remains, you may instead ask one question about the future; the answer will present itself as a
prophecy or riddle.
Hellish Vigour
CN: 6
Range: Willpower yards
Target: Intelligence Bonus
Duration: Willpower Bonus Rounds
You may target a group of creatures under your control equal to your Intelligence Bonus. Each creature may re-roll one
failed Melee Test before the spell expires.
Invigorating Vitae
CN: 6
Range: You
Target: You
Duration: Willpower Bonus Rounds
You may drink the blood of a fresh corpse (dead for less than an hour) and regain your strength. On the first turn, and each
turn thereafter you continue to drink, you regain a number of Wounds equal to your Willpower Bonus.
Invocation of Nehek
CN: 6
Range: 6 yards
Target: Special
Duration: Willpower Bonus Rounds
You may target a number of Undead creatures and Ghouls under your control equal to your Intelligence and heal them
with the tainted Winds of Dhar. Each creature regains a number of Wounds equal to your Willpower Bonus per Round for
as long as the spell lasts. Each +2 SLs allows you to heal extra targets equal to your Intelligence Bonus. This spell does
not affect living animals or Swains under your command.
Life in Death
CN: 14
Range: You
Target: You
Duration: One month
The first step to true immortality, this spell allows you to depart your body after death and find another. If you are killed
within a month, your spirit will wander the Hedge looking for a new vessel to inhabit. Provided you can find a living
creature before sunrise, you may attempt an Opposed Leadership/Cool Test to possess them. For every +2 SLs on the
casting roll, you gain +1 SL to your Leadership roll. If you succeed, you possess their body but do not have access to their
memories or personality. If you fail, you must find a new host. If you fumble or dawn arrives, you are doomed to wander
as a lost soul until or unless Rebirth in Blood is cast upon you. If you are ever forced out of the body, the dormant spirit of
your host will reassert itself and you will die once again.
Malediction of Nagash
CN: 8
Range: Willpower yards
Target: Area of Effect (Willpower Bonus yards)
Duration: Willpower Bonus Rounds
You cast a magic missile which deals +12 Damage on any living targets within a number of yards equal to your
Willpower Bonus. Each target that takes at least 1 Wound also gains +1 Fatigued Condition, as their lifeforce ebbs. You
regain 1 Wound for each wounded target.
Nehekhara's Insistence
CN: 6
Range: Willpower yards
Target: Area of Effect (Willpower Bonus yards)
Duration: Willpower Bonus Rounds
All Undead creatures within the area of effect gain the Regenerate Trait and lose the Unstable Trait for the duration of this
spell.
Rain of Blood
CN: 14
Range: Willpower yards
Target: Area of Effect (Willpower Bonus yards)
Duration: Instant
You summon a shower of blood rain to feed your Undead armies. Any being with the Vampiric Trait will be sated on
blood and will regain all lost Wounds.
Raise Mount
CN: 6
Range: Willpower yards
Target: AoE (Willpower Bonus yards)
Duration: Until sunrise
You raise a fallen horse, preferably a destrier, as a terrible Nightmare or a hardy Skeletal Steed (if there are remains), or a
swift Spectral Steed (if there are none). The creature will have all basic Traits and the Trained (Mount) Trait listed in its
profile in the Appendix. You may choose one Optional Trait per +2 SLs.
Rebirth in Blood
CN: 20
Range: Willpower yards
Target: 1
Duration: Instant
You can resurrect Vampires, though it's a long and arduous process. This spell can only be cast at Geheimnistag. In the
weeks running up to Geheimnisnacht Eve, you must take an Endeavour to gather the ingredients and complete the rituals
required to prepare for this spell. You must also obtain the heart and brain of the Vampire, or their ashes, or the CN
increases by +5. Once ready, you must visit a place of great tragedy, suffering or death under the full moons and place the
remains in direct moonlight. You must then spill some of your own blood onto the remains, causing a minimum of 1
Wound, and make the required Channelling and Language (Magick) Tests. If you succeed, you revive the Vampire, who
returns naked and Ravenous, but otherwise in full health. If you fail, you may try again in another location but must start
the whole process from scratch. Mortals who cast this spell typically find themselves consumed by the Ravenous
Vampire, though presenting them with a suitable sacrifice might give them enough time to get to safety while the returned
beast quenches their thirst.
Shadowblood
CN: 6
Range: Willpower yards
Target: 1
Duration: Instant
You can launch burning blood from your body as a magic missile. This blood will ignite one target, inflicting +4 damage
and +1 Ablaze Condition.
Slave to Wraiths
CN: 14
Range: Touch
Target: 1
Duration: Special
You may force possession of a living body by a malignant spirit. If you succeed, the target is possessed by a spirit which
you may attempt to command by any means at your disposal. The target may make an Opposed Cool Test once per day
at sunrise to regain control of their body, otherwise the possession lasts indefinitely. The spirit uses your Cool Skill for
this Test. For every +2 SLs you roll on the initial casting attempt, the spirit gains +1 Advantage on the Cool Test which
bleeds away at a rate of one per day. If you score +6 SLs, the possession is permanent. The target may spend a Fate Point
immediately at the point of possession to repel the spirit and ignore this spell, but may not do so after this.
Spell of Awakening
CN: 10
Range: Willpower yards
Target: AoE (Willpower Bonus yards)
Duration: Until sunrise
Raise from the dead a number of Wights equal to your Willpower Bonus. If you are killed or gain the Unconscious
Condition, the Wights collapse, dead once more. Every +2 SLs will increase the number of Wights raised by one. See the
Appendix for the Wight profile.
Spirit Stalk
CN: 8
Range: You
Target: You
Duration: Special
You cast your spirit from your body to wander the earth. Your spirit is not bound by barriers or the Weaknesses of
Vampires. You cannot influence the world, though you can witness it. If your body is destroyed, you will likely return as a
Cairn Wraith, but if even part of your brain or heart remains, you can reoccupy your body and perform any magic or
Blood Gift which would restore it. You may return to your body at any time to end the spell, although your spirit will snap
back to your flesh at the next sunrise.
Spirit Stealer
CN: 10
Range: Willpower yards
Target: Special
Duration: Instant
You cast a magic missile which deals +12 Damage, ignoring APs from light armour. It strikes its first target, dealing full
Damage (minimum 1 Wound), before moving onto the next closest target and dealing +11 Damage (minimum 0 Wounds).
It will continue to strike additional targets, dealing -1 Damage each time (minimum 0 Wounds), until it either fails to
inflict any Wounds against a target or reaches 0 Damage. Each target killed by the missile has their soul torn from their
body, and can be revived as a Zombie in future turns through the use of Necromancy.
Undead Unguent
CN: 4
Range: Touch
Target: Special
Duration: Willpower Bonus hours
You imbue a chalice of your own blood with Dhar. Any Undead creature which drinks the potion will regain your
Willpower Bonus in Wounds but will be at -2 SLs in any Opposed Test against you for a number of hours equal to the
Wounds healed. Ghouls can benefit from this draught, even though they are technically still living.
Violating Insight
CN: 6
Range: You
Target: You
Duration: Willpower Bonus minutes
You may drink the blood of a fresh corpse (dead for less than an hour) to commune with its spirit. The spirit appears
before you but only you and those with Deathsight can see it. You may ask questions of it but it need not answer. It cannot
lie, however.
Violating Wisdom
CN: 4
Range: You
Target: You
Duration: Willpower Bonus minutes
You may drink the blood of a fresh corpse (dead for less than an hour) to temporarily gain access to its knowledge. You
gain access to all its Lores and Languages, Testing against their scores if they are higher than your own, for the duration
of this spell.
Wind of Death
CN: 10
Range: Willpower yards
Target: AoE (Willpower Bonus yards)
Duration: Instant
You create a vortex of Dhar to attack your foes. It swirls around living foes, whipping them with darkness and howling
screams from deepest Hell. This is a magic missile which affects all living beings within the Area of Effect. It causes +10
Damage that ignores Toughness Bonus and Armour Points and inflicts +1 Broken Condition upon all living beings
affected.
Withering Wave
CN: 5
Range: Willpower yards
Target: AoE (Willpower Bonus yards)
Duration: Instant
You wave your hand and wither your target. This is a magic missile which ignores Armour and Toughness Bonus, dealing
+6 damage.
Wraithly Shroud
CN: 8
Range: Touch
Target: 1
Duration: Willpower Bonus Rounds
You touch a corporeal Undead target and allow them to slip silently into the space between worlds. This confers complete
invisibility upon them and immunity to all attacks which do not affect ethereal beings. Your target can pass through doors
and walls, though they cannot touch or hold anything. You can only be sensed or harmed by those who can affect the dead
themselves. When the spell ends, your target will become corporeal again.
Appendix: Bestiary
Undead Armies
Crypt Horrors
Ghouls fed Vampire blood, Crypt Horrors become even more monstrous and deadly. Those Ghouls known as Charnel
Guards typically have the Elite Trait and the Fast Trait.
Crypt Horror
Traits: Bite +6, Dark Vision, Fear 3, Frenzy, Infected, Regeneration, Size (Large), Undead, Weapon +7
Optional: Armour, Bestial, Brute, Elite, Fast, Fury, Hatred (Living), Painless, Territorial, Tough, Venom
Hexwraiths
Hexwraiths, also known as the Reaper Knights, are similar to Cairn Wraiths but are not tied to a location and their scythes
cut through gromril armour or scaled Dragon-hide alike. They often ride Nightmares and burn with flickering fire.
Ostensibly, their goal is to track down those who have escaped death, but they are occasionally shanghaied into service by
Vampire necromancers.
Hexwraith
Traits: Chill Grasp, Dark Vision, Ethereal, Terror 3, Undead, Weapon +10
Optional: Champion, Clever, Elite, Fast, Frenzy
Patchwork Men
Literal Frankenstein's monsters, these pathetic creatures are necromantic fusions of multiple bodies, usually with a
preserved brain to give it a semblance of sentience.
Patchwork Men
Simulacra
Simulacra are statues brought to life by dark magic. Occasionally such beings manifest on their own, as otherworldly
spirits possess the statues at gravesites on the new or full moons, but they are easily commanded by Vampires.
Simulacrum
Spirit Hosts
Spirit Hosts are swarms of ethereal ghosts that can glide across any terrain, and can only be struck by magical weapons.
Spirit Host
Traits: Bounce, Chill Grasp, Dark Vision, Ethereal, Painless, Swarm (included), Terror 2, Undead, Wallcrawler, Weapon
+8
Optional: Champion, Elite, Fast
Swains
Swains are Human heroes seduced by Lahmians to serve and protect them.
Swain
Sylvanian Levy
Sylvanian Levies are living subjects of Von Carstein lords, fighting for them in battle for fear of reprisal against
themselves or their families. Levies may wield either two Melee weapons (Free Companies, led by a Sergeant) or a small
Melee weapon and a crossbow or longbow (Archers, Crossbowmen and Hunters).
Sylvanian Levy
Vargheists
Vargheists are the smaller, nimbler brethren of Varghulfs. Devolved, batlike Vampires who occasionally attack in packs,
the Vargheists are swift and deadly foes. Vargheists are able to swoop down and grab their victims, taking them back to
their grotesque nests in mountain-sides or crumbling towers.
Vargheists
M 7 | WS 45 | BS - | S 55 | T 55 | I 20 | Ag 60 | Dex 20 | Int 10 | WP 40 | Fel - | Wounds 38
Traits: Bite +8, Dark Vision, Flight 80, Regeneration, Size (Large), Terror 2, Tracker, Undead, Vampiric, Weapon +9
Optional: Belligerent, Frenzy, Fury, Hungry
Wight
Traits: Armour 3, Dark Vision, Fear 3, Immunity to Psychology, Painless, Undead, Weapon +8*
Optional: Armour 5, Champion, Distracting, Elite, Fury, Hardy, Hatred (Living), Territorial
Special: *Wight Blades are exceptionally deadly. Such weapons always count as magical and roll twice for each Critical
(taking the higher result). Wight Blades count as improvised weapons in the hands of anyone but a Wight.
Undead Mounts
Abyssal Terror
Abyssal Terrors are monstrous constructs with ragged wings, exposed spines and parts from multiple different creatures.
They often exude a numbing poison or corrosive blood to incapacitate their foes.
Abyssal Terrors
Traits: Bite +8, Construct, Dark Vision, Size (Enormous), Stride, Terror 2, Trained (Mount, War), Undead, Weapon +9
Optional: Armour, Corrosive Blood, Distracting, Elite, Ethereal, Flight, Frenzy, Fury, Hungry, Painless, Poison
Hellsteeds are impressive (Elite) winged Nightmares (Flight 100) with armoured scales (Armour 5), hissing black blood
(Corrosive Blood), improved natural weapons (Bite +9, Weapon +10) a stench of sulphur (Distracting) and terrible (Terror
1) bloodlust (Hungry). They usually have the Fast Trait, too.
Nightmares
Traits: Bite +8, Construct, Dark Vision, Fear 3, Size (Large), Stride, Trained (Drive), Undead, Weapon (Kick) +9
Optional: Armour 3, Corrosive Blood, Distracting, Elite, Ethereal, Fast, Flight, Frenzy, Fury, Hungry, Painless, Stealthy,
Terror, Tracker, Trained (Mount, War)
Spectral Steeds
Traits: Bite +7, Dark Vision, Ethereal, Fear 3, Size (Large), Stride, Trained (Mount), Undead, Weapon (Kick) +8
Optional: Armour, Elite, Fast, Flight, Hardy, Painless, Stealthy, Tracker, Trained (Drive, War)
Terrorgheists
Terrorgheists are titanic bats that hunt Pegasi for food. Often used as mounts or aerial assault troops by Vampires, these
beasts invoke fear in even the most battle hardened hearts, trailing withered organs and rotted flesh as they fly.
Terrorgheists
Traits: Bite +9, Dark Vision, Distracting, Flight 120, Ghastly Howl, Regeneration, Size (Enormous), Terror 3, Tracker,
Undead
Optional: Armour, Bestial, Corrosive Blood, Fast, Hungry, Territorial, Trained (Mount, War)
Zombie Dragon
The reanimated remains of dragons, Zombie Dragons are sickening, ravening Undead beasts. Raised from the dragon
graveyards of the Eastern Plain of Bones, these are terrifying creatures that strike terror into the hearts of a Vampire
Count's enemies. Like Skeletons, they may be subject to the Dem Bones rule (p.327, WFRP 4e) if you use them.
Zombie Dragon
Traits: Armour 5, Bite +10, Breath +15 (Corrosion), Construct, Dark Vision, Distracting, Flight 80, Size (Enormous),
Tail +9, Terror 3, Undead, Weapon +10
Optional: Belligerent, Brute, Corrosive Blood, Frenzy, Ghastly Howl, Size (Monstrous), Tracker, Trained (Mount, War)
Beasts and Creatures
Doom Wolf
Doom Wolves are massive beasts selected for their size and cunning, their sentience maintained through black magic.
Doom Wolves are the favoured companions of many Vampire Lords and often lead packs of Dire Wolves into battle.
When a Vampire takes Wolf Form, this is usually the shape they take.
Doom Wolf
Traits: Armour 2, Bite +6, Dark Vision, Fear 4, Size (Large), Stealthy, Stride, Tracker, Undead, Weapon +7
Optional: Big, Brute, Distracting, Elite, Fury, Infected, Painless, Stealthy, Territorial
Dracoleech
Dracoleeches are giant, boneless serpents up to 30-feet long. They dwell primarily in the River Grismerie between
Mousillon and Bordeleaux, though sightings have been recorded elsewhere that rivers flow. These rotting beasts have
concentric rings if teeth with which they can swallow an entire Halfling whole.
Dracoleech
Traits: Amphibious, Armour 3, Constrictor, Dark Vision, Painless, Rear, Size (Enormous), Undead, Weapon +10
Optional: Big, Elite, Fury, Infected, Size (Monstrous), Territorial, Venom
Vampire Bat
Vampire Bats are large, bloodsucking bats native to Sylvania. Rumour has it they are fed on Vampire blood to make them
ravenous. This is also the form you take if you transform with the Bat Form Blood Gift.
Vampire Bat
Traits: Acute Sense (Hearing), Acute Sense (Sight), Bestial,* Bite +4, Claw +4, Dark Vision, Flight 8, Stealthy, plus any
from humanoid form.
Vampire Familiar
When you use the Familiar Form Blood Gift, you will take the form of a small animal. This is usually a dog, cat, fox or
large bird. As with the Vampire Bat, you retain your own consciousness and faculties in this form.
Vampire Familiar
M 6 | WS 20 | BS 0 | S 10 | T 10 | I 30 | Ag 40 | Dex 0 | Int 10 | WP 20 | Fel 10 | Wounds 5
Talents: Alley Cat or Rover, Flee!, plus any from humanoid form.
Traits: Acute Sense (any as appropriate), Bestial,* Dark Vision, Natural Weapon +SB+4, Stealthy, plus any from
humanoid form.