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Vampire

Vampire

AX.GH.13.08.03

An established predator who has survived long enough to master the fundamental capacities of their undead state, fast, strong, capable of mesmerizing prey and thoroughly aware that survival requires managing their exposure to the hidden world and the mundane both.

Type: Undead (Vampire)

Threat Power Package: Standard

Size: Medium

Attributes

  • Body: 3D
  • Speed: 3D
  • Wit: 3D

Talents

  • Brawl: 2D
  • Stealth: 2D
  • Persuade: 2D
  • Fortitude: 1D
  • Acrobatics: 1D
  • Resolve: 1D

Combat Statistics

  • Health: 33 (20 + Body 3 + Standard modifier 10)
  • Defense: 2 (Speed 3 + Armor 0 = 3 ÷ 3 = 1, +1 base = 2)
  • Armor: None (supernatural resilience, not physical armor)

Saves

  • Body Save: 4D (Body 3D + Fortitude 1D)
  • Speed Save: 4D (Speed 3D + Acrobatics 1D)
  • Wit Save: 4D (Wit 3D + Resolve 1D)

Attacks

  • Claws: Body 3D + Brawl 2D = 5D vs Defense, 3–4 damage typical
  • Bite (Grabbed target only): Body 3D + Brawl 2D = 5D vs Defense, 3–4 damage typical + drains 1D3 HP from target (Vampire heals equal amount)

Undead Traits

  • Unliving: Immune to poison, disease, exhaustion, fear
  • Sunlight Vulnerability: In direct sunlight, the Vampire rolls all actions at Disadvantage and takes 1D3 Radiant damage at the start of each of their Turns
  • Stake Through the Heart: If a character spends a Primary Action to drive a wooden stake through an incapacitated Vampire's heart (Body + Brawl vs Threshold 3), the Vampire is paralyzed. Not destroyed, but immobile until the stake is removed.

Special Abilities

  • Mesmerize: Primary Action, Near range, contested Wit + Persuade vs target's Wit + Resolve. On success, target is Charmed; they will not attack the Vampire, will follow simple instructions, and take −2D on all Wit rolls while the effect lasts. Lasts until the Vampire attacks the target, the target takes damage, or the scene ends. Targets with Psychic Sensitivity (Dhampir, Haunt, Faeborn) roll at +1D on the contested resistance.
  • Vampire Speed: Once per scene as a Free Action, the Vampire may move up to Far range in a single movement. This does not use their Move action.

Tactics

Vampires are predators with centuries of survival instinct. They prefer to control the terms of engagement: isolate prey, use Mesmerize to neutralize the most dangerous target, feed quickly, and withdraw. In direct confrontation they are fast and aggressive, claw attacks to establish damage, close to bite when a target is Grabbed or downed. They retreat when they take significant damage, preferring survival to victory. A Vampire who cannot retreat will fight with genuine desperation.

Lore & Ecology

Established Vampires typically maintain a daytime sanctuary (secured against light and intrusion), a network of Thralls for logistics and protection, and a feeding territory they manage carefully to avoid drawing attention. Most have spent decades or centuries developing a mundane-seeming identity. Within the hidden world they are known quantities. The Bloodline Courts track them, the BUA has files on many, and Network hunters know their standard profiles. The interesting ones are the Vampires who have moved beyond the standard profile.

Destruction

Decapitation is permanent. Staking immobilizes but does not destroy. A staked Vampire left alone will eventually pull free if no one ensures otherwise. Sunlight exposure causes steady Radiant damage; sustained exposure over several minutes will destroy a Standard Vampire. Consecrated ground causes 1D3 Radiant damage per Turn spent on it. Fire is effective but messy and leaves evidence. The traditional complete destruction protocol (stake, decapitation, burning the remains) originated because hunters wanted to be certain.

Scene Materials

  • Whatever the Vampire used as a cover identity (documentation, keys, devices, investigation value)
  • Blood sample (confirms lineage, age estimate; $300–500 to researchers)
  • Personal effects accumulated over the Vampire's lifetime (potentially significant historical value)