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Dracula versus the Werewolf: Vampires and

Werewolves have had a tradition of enmity over the years


– the rivalry is the subject on an entire film series –
‘Underworld’ – but Dracula is not just any vampire – he’s
the Lord of the Undead, and not only controls other
vampires, but wields power on a much higher level than a
minion blood-sucker. As such, he has no counterpart in
the Lycanthrope community. While there are a few
famous werewolves – Larry Talbot, for example – there is
no ‘Werewolf King’. Still, Dracula has had a skirmish or
two with the odd werewolf over the years, in a variety of
venues, from movies, to comics.
Both monsters are supernatural in nature, and cannot be
killed (usually) with ordinary weapons. Vampires can
become insubstantial and will regenerate damage after
consuming blood. Werewolves will also regenerate
damage. Both monsters manifest nasty teeth and claws.
Verdict: Dracula has to be the favorite and against your
standard werewolf, simply through experience, and the
power he commands as King of the Vampires. He has
seasoned battle skills, as well as the animalistic savagery
of a vampire, and so can compensate with the werewolf’s
somewhat higher damage. Dracula can also shapeshift
into a wolf if he wishes.
OFFICIAL RECORD: Multiple Skirmishes, No Tally

DRACULA to hit WEREWOLF WEREWOLF to hit DRACULA


Werewolf – Parry 10 + 10 = 20 to hit. Dracula – Parry 12 + 10 = 22 to hit.
Dracula with Unarmed 13 needs a roll of 7 to hit (65% Werewolf with Claws 10 needs a roll of 12 to hit (40%
success) success)
*15 Accurate Attack (-2 Damage) 5 to hit (75%) *12 Accurate Attack (-2 Damage) 10 (50%)
*15 All Out Attack (-2 Dodge/Parry) 5 to hit (75%) *12 All-Out Attack (-2 Dodge/Parry) 10 (50%)
*18 All Out Attack (-5 Dodge/Parry) 3 to hit (85%) *15 All-Out Attack (-5 Dodge/Parry) 7 to hit (65%)
*15 Extra Effort 5 to hit (75%) *12 Extra Effort 10 (50%)
*11 Power Attack (+2 Damage) 9 to hit (55%) *8 Power Attack (+2 Damage) 14 (30%)
*8 Power Attack (+5 Damage) 12 to hit (40%) *5 Power Attack (+5 Damage) 17 (15%)
Dracula’s STR 7 + 15 = 22 damage Werewolf’s Claws 9 + 15 = 24 damage
*8 to Unarmed with Extra Effort + 15 = 23 damage *10 with Extra Effort + 15 = 25 damage
*9 with Power Attack (-2 Attack) + 15 = 24 damage *11 with Power Attack (-2 Attack) + 15 = 26 damage
*12 with Power Attack (-5 Attack) + 15 = 27 damage *14 with Power Attack (-5 Attack) + 15 = 29 damage
*+5 Critical Hit (Max 17) + 15 = 32 damage
*+5 Critical Hit (Max 19) + 15 = 34 damage
Werewolf with Toughness 9 needs a roll of 13 to avoid
Dracula with Toughness 11 needs a roll of 13 to avoid
damage.
damage. (35% success) (0% - 1-shot KO) Regenerates 1
(35% success) (0% - 1-shot KO) Regenerates 1 every 5
every other round by drinking blood.
rounds.
*Extra Effort, 14 (30%) (0% - KO) *Extra Effort, 14 (30%) (0% - KO)
*Power Attack 15 (25%) (0% - KO) *Power Attack 15 (25%) (0% - KO)
*Power Attack 18 (10%) (15% - KO) *Power Attack 18 (10%) (15% - KO)
*Critical Hit 23 (0%) (40%- KO) *Critical Hit 23 (0%) (40%- KO)
BREAKDOWN: BREAKDOWN:
Dracula has higher Defense and Fighting scores, than a A Werewolf does more damage than Dracula with its Claws,
standard Werewolf, and as the Lord of Vampires, he has higher which also have the Critical Hit Advantage, making All-Out
Attacks the best option against the Lord of Vampires. Full-
durability. If he ingests blood, Dracula can also Regenerate 1 Power Attacks (+5 damage) are possible but unreliable at 15%.
point every other round. He can maximize his damage with full Werewolves also Regenerate at a rate of 1 point every 5
Power Strikes (+5 damage), at 40% or higher if the Werewolf rounds.
attempts All-Out Attacks. NOTE: ‘Wolf-Man’ werewolves are STR 6, STA 7
DRACULA PL12
STR STA AGI DEX FGT INT AWE PRE
7 - 10 4 9 2 12 12
POWERS
Children of the Night: (Summon Animals 2 (Bats, Rats, or
Wolves; Horde, Mental Link, Multiple Minions 6 (64 minions)
– 16 points
Lord of the Vampires: Mind Control 12 (Limited to vampires
and people he has bitten), Protection 2 - 51 points
Shape-Shifter: Shapeshift 3 (limited to bats, rats, wolves or
mist form), Form of Mist (Insubstantial 2) – 33 points
Spider-Climb: (Movement 1 (Wall-crawling) – 2 points
Undead: (Immortality 10 (Not When Staked or Beheaded),
Immunity 30 (Fortitude), Protection 9 (Impervious, Limited:
Not Versus Blessed, Magical, or Silver Weapons),
Regeneration 10 (Source: Blood) – 69 points
Vampire Bite: Weaken Stamina 8, Limited to Draining 1 rank
per round, Requires Grab – 8 points

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.

THE WOLF-MAN REAL NAME: VARIES


The ‘Wolf Man’ of Hollywood fame is a much more human-
looking lycanthrope (and is the version originally portrayed in
OCCUPATION: VARIES
Marvel’s ‘Werewolf By Night’ (although Marvel’s current BASE: VARIES AFFILIATION: NONE
version is a more monstrous, modern treatment). For this HEIGHT: 6’ 8” (VARIES) WEIGHT: 300 LBS. (VARIES)
Lon Chaney-style Wolf-Man reduce Abilities to STR 7, STA 8,
with Claws Penetrating 2. EYES: RED HAIR: BLACK (VARIES)

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