Vampire (-1 point)

Probably the most feared undead, vampires are also those with the most varied abilities. They can be of magical or scientific origin, arising through curses, contamination by rare diseases, demonic rituals ...

Vampires can pretend to be humans (or elves, as some have pointed ears) without much difficulty, living in disguise in society - although many prefer to just hide in lairs during the day and hunt at night.

**• Dependency.** What defines a vampire is his need to suck the life out of the living; they all depend on something rare, forbidden or monstrous to continue to exist. Human blood is the most obvious and common need, but there are also those who suck souls or devour body parts. Either way, a vampire must kill a human, semi-human or humanoid every day, or weaken until destroyed.

**• Curse.** Vampires suffer damage when exposed to daylight. They lose 1 HP per turn until they turn to ashes. The loss is reduced to 1 HP per minute on cloudy days or when wearing heavy clothing.

**• Immunities.** Vampires never need to sleep, eat or drink. They are immune to all poisons, diseases, spells that affect the mind - usually elemental school (spirit) spells - and any others that only work against living creatures. However, they can be affected by spells like Control or Expel Undead.

**• Infravision.** Vampires see in the dark.

**• Negative Energy.** Vampires cannot be healed with medicine, spells, potions or other magical healing items (used against them, these things do damage instead of healing). They only regain HP with rest, or with the necromantic spell Heal Undead. Vampires can never be resurrected, except with a Desire.

Each vampire is unique, with its own combination of powers and weaknesses. The player can buy advantages or acquire disadvantages among the following:

**• Mist Form (1 point):** the vampire can transform into mist. In this form it can float (Flight with Ability 1) and is incorporeal (immune to all forms of physical damage and energy. They take damage only by magic, or attacks by a shaman or other incorporeal creature. Likewise, cannot use their own STR or FP to interact with the physical world - they can only touch shamans and other incorporeal beings).

**• Alternative Forms (1 point each):** the vampire can transform into a cave wolf (STR 1, ABI 2, RES 2, ARM 1, FP 0, Keen Sense of Smell and Keen Hearing) or giant bat (STR 0, ABI 3, RES 1, ARM 0, FP 0, Flight, Blindsight).

**• Immortal (1 point):** when destroyed, the vampire resurfaces after 2d6 nights in his tomb or elsewhere.

**• Invulnerability (3 points):** the vampire can be wounded only with fire and magic.

**• Black Magic (1 point):** for a vampire, this advantage costs 1 point.

**• Monstrous (-1 point):** the vampire has a repulsive appearance and cannot pass himself off as a normal human. In addition, by the size of its fangs and bat-like appearance, it can be easily identified as a vampire.

**• Phobia (-1 point):** smell of garlic, touch of holy water, and the presence of fire or any religious symbol.

**• Vulnerability: Chemical (-1 point)**: in addition to having Armor reduced to zero against water based attacks (even if it is not holy water), when dipped in running water, the vampire loses 1 HP per turn.