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ADVANTAGES
Animal Empathy, Diehard, Improved Critical (Unarmed),
Fascinate, Fearless, Improved Hold, Improved Initiative,
Instant Up, Power Attack, Startle
SKILLS
Close Combat: Unarmed 4 (+13), Deception 10 (+22),
Expertise: Arcane Lore 20 (+22), Insight 6 (+18), Intimidation VAMPIRE-KING
10 (+22), Investigation 8 (+11), Perception 8 (+20),
Dracula, Lord of the Undead, was born Vlad Tepes, a 14 th
Persuasion 12 (+24), Stealth 8 (+18) Century Transylvanian prince. In life, he was a fierce warrior
and a cruel ruler – known as ‘The Impaler’ for his habit of
OFFENSE staking enemies (and subjects who displeased him) like trees
INITIATIVE +14 outside his castle, and he was given the name, ‘Drak-ul’ –
Unarmed +13 Close Damage 7, Crit. 19-20 ‘son of the Devil’. Stories differ as to how Dracula became a
vampire, but he was first encountered in modern times in the
DEFENSE late 1800’s, after buying property in London, intending to set
up a power base in the world’s then-most prosperous city.
DODGE 12 FORTITUDE Immune He was stopped on that occasion (and temporarily killed), by
PARRY 12 TOUGHNESS 11 Professor Abraham Van Helsing. Van Helsing and his
WILL 13 descendants would continue to be a constant foil for the
Vampire-King, even after he was repeatedly resurrected,
POWER POINTS destroyed, and resurrected again, all the way into modern
days.
ABILITIES 112 SKILLS 43
Count Dracula is more an actual classic character than a
POWERS 179 DEFENSES 6
monster, often presented as lovelorn and charming, as well
ADVANTAGES 10 TOTAL 350 as being a courageous warrior, and even heroic.
COMPLICATIONS
Nemesis: Professor Abraham Van Helsing. REAL NAME: VLAD DRACULA
Enemies: A multitude of vampire hunters and, in the modern
age, many superheroes as well.
OCCUPATION: LORD OF VAMPIRES, FORMER PRINCE
Vampiric Weakness: Fatal Vulnerability to sunlight (-8) BASE: TRANSYLVANIA AFFILIATION: NONE
(destroyed after 10 rounds), Holy Items (dazed for one round HEIGHT: 6' 5” WEIGHT: 220 LBS
by losing an opposed Presence check), and Addiction EYES: RED HAIR: BLACK
(Blood).
WEREWOLF PL10
STR STA AGI DEX FGT INT AWE PRE
7 9 7 2 8 -2 10 7
POWERS
Animal Senses: Senses 4 (Extended Hearing,) Low-Light
Vision, Scent, Tracking - 4 points
Claws: Strength-based Damage 2, Penetrating 3 - 5 points
Supernatural Invulnerability: Immunity 20 (Disease,
Poison); Impervious Toughness 6 (non-silver weapons),
Regeneration 2 - 28 points
ADVANTAGES
All-out Attack, Animal Empathy, Diehard, Improved Critical
(Claws), Improved Initiative, Instant Up, Power Attack
SKILLS
Athletics 4 (+12), Close Combat: Claws 2 (+10), Intimidation
6 (+16), Perception 8 (+18), Stealth 10 (+17)
OFFENSE
INITIATIVE +11
Claws +10 Close, Damage 9, Penetrating 3, Crit 19-20
DEFENSE LYCANTHROPY
DODGE 10 FORTITUDE 12 A werewolf is a person that is transformed via an ancient
PARRY 10 TOUGHNESS 9 curse into a bloodthirsty wolf – usually an anthromorphic
WILL 4 wolf-hybrid. In most cases, the werewolf is a victim, with no
control over his transformations, who continually suffers with
POWER POINTS the knowledge that he is an inhuman killer – a monster.
The werewolf is usually afflicted with this curse through the
ABILITIES 96 SKILLS 15
bite of another werewolf (or sometimes by the blooming of
POWERS 37 DEFENSES 7
Wolf’s Bane – which can all be traced back to a witch’s curse,
ADVANTAGES 7 TOTAL 162
which is believed to be the original source of Lycanthropy).
COMPLICATIONS Surviving the attack, the innocent victim might proceed with a
normal life, but with the next full moon, they will transform
Curse of the Werewolf: Anyone that the werewolf injures into a savage monster, forced to hunt for human flesh. In
with its bite will be infected with the Lycanthropic curse. some cases, werewolves gain control over their
Involuntary Transformation: The werewolf’s transform- transformations – embracing the wolf, and by doing so, may
mation is triggered by the full moon, although certain maintain their normal intelligence in wolf form. Certain
individual lycanthropes have been known to transform charms and spells have been known to free werewolves from
spontaneously or even at will. In such cases, these their curse, but in most cases, the only freedom for the victim
werewolves will retain a degree of their human intellect, of Lycanthropy usually lies in death. Traditionally, the only
although still becoming murderous and animalistic. way a werewolf can die is by a wound from a pure silver
Power Loss: The werewolf loses all powers in its human weapon.
form, although some retain Animal Senses at 1 rank.