TEXT: Nightwalkers
  Rules Suplement
  
  2
  
  3
  Foreword
  Brittannia Game Designs and the designers of C&S 5th 
  Edition celebrate diversity among gamers and in our 
  games. In this edition of the classic medieval fantasy game 
  we encourage you to break away from the bland white, 
  male Middle Ages of yesteryear and make your game as 
  rich and varied as the Middle Ages really were.
  If this does not reflect your vision of the Middle Ages, this 
  is not the game for you.
  Cover artwork by Andrew Hepworth coloured by 
  Gordon Napier
  “Chivalry & Sorcery” is copyright Brittannia Game 
  Designs Ltd 2020.
  The authors assert the moral right to be identified as 
  the authors of this work. 
  “Chivalry & Sorcery” and “C&S” are registered 
  trademarks of Brittannia Game Designs Ltd.  
  All rights reserved under UK and international 
  copyright conventions.  
  Interior illustrations are by Lissanne Lake - 
  Copyright 2020
  All of the characters and places described in this 
  book are fictitious and any resemblance to actual 
  persons, living or dead, is purely co-incidental.  All 
  rights reserved.  No part of this publication may 
  be re-produced, stored in a retrieval system or 
  transmitted in any form or by any means, electronic 
  or otherwise without the prior permission of the 
  publishers and the copyright owner except for the 
  purpose of review.  
  A catalogue record is available from the British 
  Library:
  ISBN 978-1-902500-30-0
  E-mail:  britgamedesigns@gmail.com
  Or visit the Website at
  http://www.britgamedesigns.com
  Many years ago when we released Chivalry & 
  Sorcery 4th Edition (The Rebirth) we published 
  two racial supplements, the Elves Companion 
  and the Dwarves Companions (Still available and 
  relevant).  These allowed players to expand on the 
  rules for Elvish and Dwarvish characters.  We now 
  continue this series for 5th Edition with this volume, 
  Nightwalkers.  We expand on the rules for having 
  Lycanthropes and Vampires as Player Characters.
  So join us and enter the realms of the denizens of 
  the night and play a different style of Chivalry & 
  Sorcery.
  Steve Turner
  Brittannia Game Designs Ltd 
  March 2020
  Line Manager: Stephen A Turner
  Assistant Line Manager: David Blewitt
  Artwork: 
  Cover:      Andrew Hepworth and Gordon Napier 
  Interior:   Lissanne Lake
  Chief Editor: Sue Turner
  Layout by: - A.R.Cowley - Anderian Designs Ltd.
  ANDERIAN DESIGNS
  
  4
  
  5
  Glorious Table of Contents
  Introduction ~~~~~~~~~~~~~~~~~~~ 6
  Lycanthropes ...............................................................7
  Traditional .....................................................................7
  Causes & Cures ............................................................7
  Bitten .............................................................................7
  Cursed...........................................................................9
  Born.............................................................................10
  Created .......................................................................11
  Lycanthropic Breeds ...................................................11
  Werebear ....................................................................12
  Wereboar ....................................................................13
  Wererat .......................................................................14
  Werewolf .....................................................................15
  The Transformation.....................................................16
  Skill Use In Different Forms ........................................17
  Other Changes ...........................................................17
  Misconceptions & Truth ..............................................18
  Changing Form at Will ................................................18
  Hatred of Humans .......................................................18
  Common Advantages & Drawbacks ...........................18
  Regeneration & Limited Invulnerability.......................18
  Enhanced Damage .....................................................19
  Nightvision ..................................................................19
  Magic Resistance .......................................................19
  Heightened Senses ................................................... 20
  Silver .......................................................................... 20
  Sanctified Ground .......................................................21
  Specific Advantages and Disadvantages .................. 22
  Werebear ................................................................... 22
  Wereboar ................................................................... 22
  Wererat ...................................................................... 22
  Were Spellcasters ...................................................... 23
  Werecreature  
  Character Generation ~~~~~~~~~~~ 24
  Playing a Lycanthrope ..............................................27
  Vampires ~~~~~~~~~~~~~~~~~~~~ 28
  Society ........................................................................28
  Lairs ........................................................................... 29
  Non-Human Vampires ............................................... 29
  Vampire Mages ...........................................................31
  Common Advantages & Disadvantages ................... 33
  Damage Resistance .................................................. 33
  Claws & Fangs ........................................................... 33
  Nightvision ................................................................. 34
  Holy Items .................................................................. 34
  Entering Houses Uninvited ........................................ 35
  Blood & Normal Food ................................................ 36
  No Reflection ............................................................. 36
  Sunlight .......................................................................37
  Vampire Character Generation ~~~ 49
  Description of Vampiric Powers ................................ 50
  Accelerated Healing  ................................................. 50
  Agility  ........................................................................ 50
  Causing Blights & Crop Failures  ............................... 50
  Causing Plagues & Epidemics  ................................. 50
  Control of Animals  .................................................... 50
  Control the Elements  ................................................ 50
  Create Other Vampires  ............................................. 50
  Drain Life Force  ........................................................ 50
  Endurance  ..................................................................51
  Eternal Life ..................................................................51
  Flight  ..........................................................................51
  Improved Senses ........................................................51
  Misting or Vaporising ..................................................51
  Scale Walls .................................................................51
  Strength ......................................................................51
  Summon Animals ........................................................51
  Experience & the Powers ...........................................52
  Playing A Vampire ......................................................52
  New Vocation & Sample Non-Player Characters ...... 53
  Monster Hunter .......................................................... 53
  Giles ‘the Black’ of Winchester .................................. 54
  Nicola Davenport ....................................................... 55
  Magic Items ~~~~~~~~~~~~~~~~~~ 56
  Primer .........................................................................56
  Body of Silver ............................................................58
  Gaze Goggles ............................................................59
  Night Mantle ...............................................................60
  Werebane Spear ........................................................61
  Secret Societies ~~~~~~~~~~~~~~~ 63
  Primer .........................................................................63
  The HellSong Society ...............................................66
  The Roar .....................................................................70
  The See of Brown ......................................................72
  The Embedded One’s ................................................76
  
  6
  Introduction
  “Welcome to my house! Come freely. 
  Go safely; and leave something of the 
  happiness you bring!”
  Count Dracula to Jonathan Harker 
  (Dracula by Bram Stoker)
  Within the pages of this book lurk the creatures 
  of the night, whose existence has never been fully 
  proven and yet whose names still strike a timeless 
  terror into the hearts of grown men. Although the 
  C&S rules present many forms of undead and 
  abominations for players to confront, the vampire 
  and the werewolf are the archetypal creatures of 
  the night, made famous through book, film, and 
  oral tradition. What follows is a study of the night 
  dwellers, specifically for the medieval setting of 
  C&S, where the vampire and werewolf hold the 
  greatest sway; for this is not a world of make-
  believe, but part of our own recorded history.
  Be aware that this is not a manual for creating 
  super-human characters - it is for creating cursed 
  souls. The role-playing potential of such a creature 
  is immense and it is for this reason alone that they 
  have become full C&S racial types.
  Because of some of the subject material contained 
  within, we strongly recommend reader discretion. 
  Younger readers especially may find some parts 
  upsetting. Please remember that this is only a game 
  and that the material is from legend and from the 
  author’s own imagination. Nothing within this 
  supplement reflects real life.
  
  7
  Lycanthropes
  “Even a man who is pure of heart and says 
  his prayers by night, may become a wolf 
  when the wolfsbane grows and the moon is 
  full and bright.”
  Traditional
  Lycanthropes are shapechangers, albeit normally 
  involuntary ones; humans who, at certain times and 
  under certain conditions, can assume the form of a 
  beast of prey. Although the term “lycanthrope” and 
  “lycanthropy” both refer specifically to werewolves, 
  we shall be using them to mean any form of 
  shapechanger of this type. For those of an historical 
  bent, the term “werewolf” is from the Saxon and 
  translates, quite literally, as “man-wolf.”
  Whereas the C&S Bestiary lists nine separate species 
  of lycanthrope, this work concentrates only on those 
  commonly associated with medieval Europe; the 
  werebear, wereboar, wererat and werewolf. More 
  exotic species, such as the werejaguar (confined to 
  South America) and the werelion (Africa) have no 
  place in this setting, although a few dwell within 
  the realms of Marakush. The werefox receives a full 
  detailing in the Land of the Rising Sun supplement. 
  I apologise in advance for those of you who wanted 
  to know more of these creatures. The contents of 
  this book apply just as well to those species not 
  mentioned as they do to those expanded upon 
  below.
  For those interested in historical facts, there were 
  over 30,000 cases of lycanthropy reported in Western 
  Europe between 1520 and 1630!
  Causes & Cures
  Aside from a few mad wizards, no-one actively 
  seeks to become a werecreature. The average man 
  knows that becoming such a fiend is to hand the 
  Devil one’s immortal soul, a fate from which there 
  can be no passage to Heaven after death. Common 
  folklore lists only three methods for becoming a 
  lycanthrope, although there is a fourth, which can 
  be found only in the darkest of tomes in the deepest 
  of Hell’s dungeons. Whilst all four are covered here, 
  only the first three are ever likely to be accessible by 
  characters.
  Note that no matter the method of creation, only 
  humans possess the ability to become lycanthropes. 
  Dwarfs, Elves and Haeflings all lack the ability. 
  Some scholars argue that this is because only 
  humans were made by God, along with the beasts 
  and that somewhere the lines were crossed (a 
  strange argument to say the least), others  propose 
  that the change is a by-product of the expulsion from 
  Eden, that only humans have souls and thus only 
  they can be swayed by evil, that the other races are 
  not born but are created through various methods 
  unknown to humans (similar to the previous 
  argument), that weres will not attack them (a 
  dangerous assumption at best) or that they possess 
  strange magicks to protect them. Whatever the truth, 
  the fact remains - no non-human weres exist outside 
  of bard’s tales and drunken discussions.
  The terms “mature” and “immature” are used to 
  describe lycanthropes. In general an immature 
  werecreature is one that has either been bitten 
  within the last five years or a born were that has yet 
  to reach the age of 18. After this, they are termed 
  mature lycanthropes as they are more able to 
  understand their abilities and deal with the changes 
  brought upon them.
  Bitten
  Even the most simpleton of peasants knows that 
  to be bitten by a werecreature is to have one’s fate 
  sealed. This is by far the most common way of 
  becoming a lycanthrope, although there are cures, 
  if the bite is treated quickly enough. Most who are 
  bitten realise too late what fate has befallen them 
  and even priests rarely recognise the bite for what it 
  truly is.
  The bite of any lycanthrope is extremely painful, and 
  is one sure way of deciding whether the beast you 
  fight is a normal member of its species or something 
  more sinister. Within seconds of being bitten, the 
  limb throbs as if pricked with a hundred small 
  needles. Although by itself never fatal, the sudden 
  pain can cause momentary loss of concentration and 
  even battle-hardened warriors have been known 
  to drop their weapons, leaving them vulnerable to 
  further ravages from their foe. A strange side-effect 
  of a lycanthrope bite is that the wound does not 
  bleed as much as one would expect, although their 
  claws still cause massive tissue damage and blood 
  loss. 
  
  8
  Those who hunt these creatures believe that the 
  saliva of the creature acts as a clotting agent, 
  stopping the disease from leaving the body via the 
  wound and ensuring that it travels throughout the 
  entire body.
  There are only two known cures for lycanthropy, 
  and both have to be undertaken before the first 
  change, which occurs at the next full moon. The first 
  is to seek out a priest to perform a minor exorcism 
  on the infected character, the second is to take 
  aconite (wolvesbane).
  The exorcism is different to standard demonic 
  possession and involves a fairly lengthy ritual. 
  Firstly, the wound must be covered in bandages 
  that have been soaked in a mixture of holy water 
  and aconite for 24 hours. The bandages must remain 
  within the bounds of sanctified ground during this 
  time and are spoiled if touched by anyone. Prayers 
  are said over the bandages by the attending priest. 
  Once the bandages are ready, they are placed on the 
  wound, which, unfortunately for the victim, must 
  be reopened to allow the dressing to reach the blood 
  directly. The  screams the victim gives voice to are 
  said to be those of the demon that dwells within him 
  reacting to the holy water, a sure sign that the victim 
  is in danger of becoming a lycanthrope. 
  The priest then makes he sign of the cross with holy 
  water on the victim’s forehead and reads the sacred 
  passages, forcing the demon to leave the body. Since 
  the demon is not actually a spirit it cannot simply 
  leave the body and must have an opening. Most 
  priests prefer to slice open the victims foot, allowing 
  the spirit to sink back to Hell where it can do no 
  more harm, whilst others prefer the hand or even 
  the head. In the most extreme cases, generally if a 
  full moon is imminent, the priest will recommend 
  trepanning (drilling a hole in the subject’s skull), 
  although this can be fatal. Whatever exit is chosen, 
  a silver blade must cause the wound. During the 
  exorcism the victim will be wracked by spasms as 
  the body fights to repel the infection and unholy 
  screams of both pain and rage (the beast fighting 
  back) are not uncommon.
  Even with the exorcism complete, there is nothing 
  more the priest can do until the full moon. The 
  victim, if the priest is allowed his way, is taken to 
  a secure place, such as the nearest castle dungeon 
  or village jail, and chained securely. He is fed only 
  bread and vegetables; meat is seen as fuelling the 
  beast within and is thus strictly forbidden. If the full 
  moon passes without incident, the subject is released 
  (although he is likely to be treated with suspicion). 
  Should he transform, then the guards have plenty of 
  time to skewer him and burn his body (still alive if 
  necessary) before he can break free of his bonds.
  The second cure involves ingesting aconite, itself 
  a poison to the human body, but also the most 
  powerful ward against lycanthropes of all types. 
  The aconite must be picked at night and must be 
  ingested while fresh (i.e. before the following dawn) 
  to have any effect. Generally the leaves are eaten, 
  either as they are or brewed into an infusion and 
  drunk. A few folk remedies insist that they are 
  stuffed into the infected wound and bound tightly to 
  work their way into the bloodstream. 
  Within an hour the victim will break into sweat and, 
  as the next few hours pass by, will begin convulsing 
  and sweating even more profusely. Water can be 
  given to him, but no other liquids must pass his 
  lips or the aconite is ruined. Hallucinations and 
  calling out in strange tongues may also take place, 
  causing great concern amongst those watching 
  over the victim. By the following dawn the worst of 
  the effects of the aconite will be over, although the 
  victim will be weak for another day afterwards.
  There is a further more radical cure but this is not 
  guaranteed to work in most cases and the cure is 
  likely to be as fatal as the bite itself. Only the truly 
  desperate would even try it. Within the first few 
  seconds after being bitten the damaged limb can be 
  removed with a suitable weapon, such as a sword 
  or axe. Assuming the victim survives the blood 
  loss and shock, the wounds must be cauterised 
  immediately and a hefty amount of aconite taken (at 
  least three doses).
  In game terms, the chance of becoming a 
  lycanthrope through a bite is 5% per Body Point 
  of damage taken. Note that this is only through 
  the bite, even if the lycanthrope has other forms 
  of attack at its disposal. All of the methods can be 
  combined as the roll is only made on the first night 
  of the full moon. Note that only a single exorcism 
  can be attempted and that the eating of aconite is 
  based on the first doses taken. The various cures 
  work as follows:
  Exorcism - the chance of becoming a lycanthrope is 
  reduced by the priest’s Faith PSF%. This is actually 
  a Remove Curse Act of Faith, as it is not true demonic 
  possession. The re-opening of the wound causes one 
  Body Point of damage and the exit wound another 
  two points.
  
  9
  Ingestion of Aconite - for each dose of aconite taken 
  the character reduces the chance of infection by 
  6%, although he must also make a Stamina AR test, 
  reduced by 3% per dose after the first, to avoid 
  taking 2D10 Body Points of damage from the poison 
  he has just eaten.
  Limb Removal - if performed within ten APs of the 
  first wound being delivered, the chance of infection 
  drops by 25% immediately, although the victim 
  loses as many Body Points as the hit caused (at 
  least ten should be needed to remove a limb from a 
  “willing” subject). Any limb removal after this time 
  has no effect, although on a lighter note, it will leave 
  any lycanthrope that emerges with only three limbs.
  Cursed
  Curses are not things to be given lightly, nor should 
  they be treated with contempt. From the right lips a 
  curse can kill, or cause a lycanthrope to be created. 
  There are only a few ways to become the victim of a 
  curse; through gypsy mages, through ancient mages, 
  or from a priest invoking God’s wrath. Tomes, 
  although often trapped with magickal protections, 
  cannot invoke a true curse upon the reader.
  A true curse is a horrible thing to inflict on a 
  sentient life form, for it shows a deep hatred of that 
  individual (or group) and places the curser at the 
  feet of the Devil. God Himself invokes only one 
  curse in the whole of the Bible; that which causes 
  Cain to ever wander the earth and be marked aside 
  from normal men and, whatever the justification, 
  He does not repeat His mistakes again. Few mortals 
  ever invoke a true curse, for the side effects can be 
  truly dangerous.
  Once uttered the curse cannot be revoked and on 
  the next full moon, if not cured beforehand, the 
  victim will fall prey to the lycanthropic effects. 
  The only salvation for a victim of a curse is to seek 
  the blessing of God, through one of his servants. 
  Through prayer and blessings of forgiveness a 
  cursed soul may find salvation, but only if he is 
  found un-wanting in the eyes of the Lord. Most who 
  are so cursed have inevitably deserved their fate and 
  even God will not intervene in such cases.
  The Act of Faith Remove Curse will work on a cursed 
  lycanthrope, although it is not easy to relieve one of 
  his malady. Firstly, and perhaps most importantly, 
  the curse cannot be removed once the victim has had 
  his first change. His soul is forever tainted by the act 
  of transformation and no power on Earth or in the 
  Heavens can change that.
  
  10
  To remove the curse before the change the victim 
  must consult a priest of his own faith and explain 
  his predicament. Some priests may refuse to cure 
  the victim, especially if the victim is evil in nature. 
  Most, however, will bring forth God’s mercy upon 
  the poor soul. Calculate the chance of successfully 
  casting the ritual as normal. From this total subtract 
  the PSF% of the curser, as well as other modifiers 
  shown below. If the ritual is successful the character 
  is free of the curse, otherwise his fate is sealed. Only 
  one attempt at a Remove Curse may be attempted.
  • 
  Victim was cursed fairly (i.e. he committed an evil act 
  against the curser) -13%
  • 
  Victim was cursed unfairly (the punishment did not fit the 
  crime) +7%
  • 
  Victim truly repents his crime +7% (this is a GM call as to 
  the veracity of the repenting character)
  • 
  Victim is a good church-goer +% equal to the victim’s 
  Current Spirit
  Born
  Although created or cursed weres cannot pass their 
  heritage onto their children through reproduction, 
  they can pass it on through their bite as normal. 
  Only those who were born weres can produce 
  children of the same lineage.
  This raises an interesting question; if it requires one 
  parent to be born a were for offspring to be weres, 
  how did naturally born weres come into existence 
  in the first place? Scholars, as is their ilk, have 
  questioned and debated this perplexing puzzle for 
  centuries. Some argue that the first were was Satan, 
  others that it was a lesser demon, and a few that the 
  Vargr ritual (see below) can produce natural weres. 
  Even Cain, the first murderer, has been labelled 
  as the father of weres, although the Bible gives no 
  evidence to corroborate this theory.
  Of all the forms of lycanthropy, this is the only one 
  that has no cure. One can no more change oneself 
  from being a Human into an Elf than one can change 
  from a Werecreature to a normal Human. That said, 
  most born weres possess a better understanding of 
  their condition and come to terms with their heritage 
  far batter than those bitten or cursed.
  A born were undergoes his first transformation 
  around the time of puberty (somewhere around 
  the age of 12 in most humans) and from that point 
  is considered a true lycanthrope by his parents. 
  Over the next five years the child is taught what 
  it means to be a lycanthrope and, by eighteen, is 
  
  11
  fully expected to leave to start his own family. 
  Werecreatures are rarely gregarious, even 
  werewolves forgo the usual pack mentality.
  A child born to weres that is not itself a were may 
  find itself being dinner at some point, but these are 
  the risks involved of being born to killer-parents. In 
  legends the son of a lycanthrope often takes revenge 
  on his parents by slaying them, but, even though 
  common myth often says that lycanthropy can be 
  cured by killing the sire, there is no truth to this.
  Note that there is no chance of werecreatures of 
  different breeds mating and producing lycanthropic 
  young of any sort. They may produce normal 
  human children, as they are essentially still human, 
  but a werewolf and werebear can no more produce 
  “animal” offspring than a normal wolf and bear 
  could. Likewise, a werewolf mating with a wolf 
  produces no offspring for the same reason. Either 
  both parents must be of the same breed or one must be 
  pure human for lycanthropic children to be born.
  If only one parent is a werecreature then the chance 
  of any offspring being a lycanthrope is 25%. Should 
  both parents be weres then the chance rises to 75%. 
  There is no cure for this form of lycanthropy.
  Created
  The foulest form of lycanthropes found are those 
  who have actively sort out ancient rituals to become 
  one. Whereas being bitten can give a certain chance 
  of infection, it can also result in death or have 
  no effect. For one whose strongest desire is to 
  become something more than human these are not 
  acceptable odds. Instead they perform the Vargr 
  ritual. Although the word vargr originally meant 
  ‘wolf’ in Old Norse, it can also mean an outlaw, one 
  who is outside of normal society, and neatly sums 
  up the  final product of the ritual. No mage or priest 
  knows when the rite first came into existence or even 
  how it came into being, but most have heard of it 
  and it is considered one of the darkest of legends.
  Performing the ritual requires no magical 
  knowledge of any sort - only the overwhelming, 
  and unholy, desire to become a lycanthrope. If there 
  is any doubt in the recipient’s mind, at any time 
  during the lengthy process, the ritual will fail. The 
  rite is long, violent and the final stages are extremely 
  painful for the recipient.
  The recipient must first kill 13 victims, each under 
  a full moon, and eat their raw hearts. No mere 
  sword can be used for this killing, but the victim 
  must instead be dressed in the skin of his intended 
  final form and use that creatures natural weapons 
  (normally the claws). Although any human can be 
  used as a victim, most who undertake this ritual 
  prefer children, partly for the horror it instils and 
  partly out of the belief that an innocent heart is 
  more likely to give the desired final result. There 
  is one major condition attached to the killings - the 
  final victim must be someone extremely close to 
  the recipient, such as a parent, sibling, or long-term 
  lover.
  Once all 13 hearts have been eaten, the recipient 
  must kill a mundane creature of the sort he wishes 
  to become, eat its flesh and dress himself in its 
  still-warm skin. The final stage, after the eating is 
  complete, must be performed under a full moon. The 
  recipient, imbued with partial magical power from 
  the foul deeds he has performed, must remove his 
  own heart and replace it with that of the beast he has 
  slain. Although his wound will bleed profusely and 
  indescribable pain will wrack his body, he will not 
  die so long as his belief holds. Once this final stage is 
  complete the recipient is no longer truly human but 
  has become a lycanthrope.
  There is no cure for this form of lycanthropy, for a 
  self-damned soul has no salvation.
  In game terms, the chance for a successful outcome 
  of the ritual depends on a number of factors, giving 
  below. The recipient must roll equal to or under the 
  total percentage gained.
  • 
  Each adult male heart eaten +2%
  • 
  Each adult female heart eaten +4%
  • 
  Each child’s heart eaten (regardless of sex) +7%
  The percentile die roll is made as the recipient 
  removes his own heart. If successful, he becomes a 
  lycanthrope, otherwise he dies immediately with no 
  chance of resurrection or eternal salvation.
  Lycanthropic Breeds
  The following notes are revisions to the texts 
  contained within the C&S 3rd Edition Creature 
  Bestiary and replace the texts found there where 
  there are differences. As well as presenting 
  descriptions of a weres three forms, they also give a 
  basic overview of their nature, allowing a player to 
  portray a member of the species.
  
  12
  Werebear
  Werebears are the most physically powerful of 
  the lycanthropes, with their were forms rivalling 
  even polar bears for size. Fortunately, they are also 
  amongst the rarest of lycanthropes, due to their 
  solitary disposition. Most humans are not ill-disposed 
  towards the werebear, beyond their usual fear of any 
  creature so great and terrible as a bear.
  In human form, werebears are almost always very 
  large individuals, with barrel chests, blunt features, 
  and large hands and feet; males tend to have a great 
  deal of body hair, and almost always go bearded. 
  Werebears almost always seek out an occupation that 
  gives them a great deal of time to spend outdoors, as it 
  takes a great deal of territory to feed a werebear; their 
  appetites, especially for sweets, are legendary. Born 
  werebears tend to be large children, with outsized 
  hands and feet; the bluntness of features develops at 
  puberty (along with the lycanthropy). The werebear’s 
  were form is that of a bear native to the region the 
  character was born in, while the man-bear form of a 
  mature werebear can assume strong resemblance to 
  that of the lycanthropic man-wolf, only larger and 
  even stronger. Even a troll would hesitate to tackle an 
  enraged werebear, in either bear or man-bear form.
  Werebears are extremely solitary creatures, avoiding 
  contact both with other werebears, and with most of 
  human society as well. They tend to find a dwelling 
  place far removed from human habitation if they can, 
  living off the land as foresters or hunters; only rarely 
  will they be found in the service of anyone in human 
  society. Werebears meet one another quite rarely, 
  except when they choose to mate; the one exception to 
  the solitary life of a werebear is the great care he will 
  have for his mate and children. Born werebears are 
  almost always guided through their immature stage 
  by their parents, setting out to find their own isolated 
  home once they reach maturity. Made werebears, 
  unfortunately, tend to be on their own, and often have 
  trouble with their newly solitary impulses if they were 
  relatively social to begin with.
  Most werebears try to have as little to do with 
  humanity as possible; they may well warn off 
  travellers from their preferred hunting grounds, not 
  wanting to see them hurt or killed should they stay 
  in the region. Besides, most werebears are intelligent 
  enough (at least in their human forms) to realise that 
  slaughtering parties of humans is only going to get 
  them hunted down and killed, and they desire that 
  kind of contact with human society as little as they do 
  any other.
  
  13
  Wereboar
  Wereboars are amongst the strangest of 
  lycanthropes; their were form is the least 
  carnivorous of all lycanthrope creatures, while the 
  intermediate man-form is bizarre, to say the least. 
  Wereboars are feared in human society for their 
  blood-blind rages, but are otherwise not hated by 
  men.
  In human form, wereboars tend to be very broad-
  shouldered, with jutting jaws, crooked teeth, and 
  deeply furrowed foreheads; they will almost always 
  seek out occupations involving combat, so as to 
  work out their terrible bloodlust. Born wereboars (a 
  relatively rare occurrence) have wrinkled foreheads 
  and enlarged jaws even as babies, giving them a 
  relatively ghastly look throughout childhood. Much 
  of the infamous wereboar temper may be due to the 
  treatment that their bizarre look engenders,
  The wereboar’s were form is that of a great boar, red-
  eyed and enormous. The man-pig is that of a heavy-
  shouldered man, covered in boar bristles, with red 
  eyes, a snouted face and six-inch tusks jutting up 
  from the elongated lower jaw. Most people look 
  upon such a monstrosity with horror, tinged with a 
  little pity; it is not easy being a wereboar!
  Wereboars are extremely antisocial creatures, and do 
  not gather together in any numbers, save to seek out 
  a mate. Even this happens fairly rarely, as wereboars 
  are too short-tempered to be comfortable in each 
  other’s presence for very long (and pregnancy takes 
  as long for a wereboar, or any other lycanthrope, as 
  it does a human); thus, most wereboars are either 
  male (also rare, as wereboars normally kill their 
  foes), or born to pairings between a wereboar and 
  a human. The typical born wereboar thus gets no 
  help, or at least very little help, in dealing with their 
  condition whilst growing up, and most are slain 
  during their immature phase. Mature wereboars 
  are rare and deadly, berserkers who have exhibited 
  a talent for long-term survival (usually by simply 
  being too tough to kill).
  Given a choice, a mature wereboar will usually find 
  work as a mercenary of some sort, while dwelling 
  far away from the society of men as possible. Indeed, 
  many of the great mercenary commanders of history 
  may well have been wereboar lucky and strong 
  enough to have reached this stage of their existence. 
  
  14
  Wererat
  Wererats are the smallest and weakest of all 
  lycanthropes, and are universally despised both 
  by humans and by the rest of their lycanthropic 
  brethren. Cowardly and frail, they would have 
  little chance for survival without considerable 
  adaptability, and the innate ability to command their 
  ordinary kin.
  In human form, wererats are usually short and 
  thin, with scraggly hair, staring eyes and a nervous, 
  furtive manner. Born wererat children have a 
  perpetual look of starvation about them, although 
  they are usually in reasonabe good health; they 
  often have severe buck teeth, which they may well 
  retain upon reaching adulthood. The were form of 
  a wererat is a very large rat, about the length of a 
  small to medium-sized dog, although very thin of 
  body. The man-rat form is particularly hideous, a 
  hunched and twisted caricature of a bipedal rat, 
  with taloned hands and feet, a long snout and razor-
  sharp teeth, which fortunately are very small.
  Although their were form is that of a pack animal, 
  wererats rarely associate with another, preferring 
  to live their lives almost entirely in paranoid 
  isolation. A wererat’s only friends are the rat that 
  he commands, although he may pretend to befriend 
  humans, usually in order to lead them into an 
  ambush by his rat pack. Even mated wererats care 
  little for their children, often abandoning them 
  shortly after they are weaned (at about two years of 
  age) to fend for themselves on the streets of a human 
  city or town. Most born wererats live in towns, or 
  more often beneath the streets of some older and 
  larger cities. There is no greater disinclination to 
  sewer repair than the sight of a wererat leading its 
  pack of servant rats in an attack upon men trying to 
  perform maintenance!
  Made wererats, whatever their profession might 
  have been, usually find themselves gravitating 
  towards the towns and cities if they are to survive; 
  after all, with a pack of rats or giant rats to serve 
  him, a wererat is actually relatively easy to destroy. 
  Indeed, wererats often survive their immature 
  phase simply because most humans in towns are so 
  used to the sight of rats that they make little effort 
  to exterminate them, beyond using poison that a 
  wererat is immune to anyway.
  Remember, when playing a wererat, really 
  emphasise their paranoia; everyone hates 
  wererats, and they know it all too well. Even other 
  lycanthropes will always attempt to destroy the 
  snivelling wererats, figuring that they are doing 
  lycanthropy a favour by eliminating these pathetic 
  specimens.
  
  15
  Werewolf
  Werewolves are the best-known of the lycanthropes, 
  and quite likely the most common as well. 
  Unfortunately, because of the undeservedly bad 
  reputation of wolves among men, werewolves are 
  also the most feared and hated of all lycanthropes, 
  and are hunted down without pity or remorse by 
  most human populations.
  In human form, werewolves tend to be sharp-
  featured, shaggy-haired individuals; most tend 
  toward occupations that will give them plenty 
  of opportunities to be outdoors. A child whose 
  eyebrows grow together in the middle, or who has 
  hair on the palms of his hands or the soles of his 
  feet, is said to be destined to become a werewolf, 
  and all werewolves born of werewolf parents have 
  these features. A werewolf’s were form is that of a 
  huge, shaggy-haired grey wolf, at least as large as 
  the largest of natural wolves. The man-wolf form 
  available to a mature werewolf is a hairy, fanged 
  and clawed monstrosity, resembling a short, very 
  hairy troll (and just about as strong).
  In keeping with the nature of their alter egos as pack 
  animals, werewolves, particularly born ones, will 
  always try to gather together in small to medium-
  sized family groupings. Although they are not so 
  obsessed with pack status as their wolfish brethren, 
  a werewolf band will be led by the strongest male 
  and female werewolves (the equivalent of the alpha 
  male and female that lead a wolf pack); these two 
  co-ordinate the activities of the band, assign duties 
  to the others, and plan and execute expeditions 
  into human society. Disliked as they are by most 
  humans, werewolf bands tend to wander in 
  desolate places, although there have been occasional 
  adventuring parties that have stumbled across entire 
  villages full of werewolves. Needles to say, such 
  parties are usually destroyed upon discovering the 
  nature of their hosts.
  Made werewolves rarely have the support of a band 
  of their brethren, although some bands will seek out 
  such unfortunate individuals in order to help them 
  through the difficult immature phase. Such lone 
  werewolves are occasionally found at the head of 
  ordinary wolves, as their physical capabilities and 
  regeneration allow them to easily dominate their 
  ordinary brethren.
  
  16
  The Transformation
  The transformation between human-form and were-
  form is most often triggered by the rising of the full 
  moon, although other stimulants can induce the 
  change. Whereas the popular Hammer Horror films 
  show a gentle transformation from human to hairy-
  human, the truth is completely different!
  Upon sensing the rising of the moon, and this 
  happens even if the were is located in a windowless 
  room, he first begins to itch, as if his entire skin has 
  become irritated. This is the first sign to a were that 
  the change is imminent, giving him a few precious 
  moments to remove armour and clothing or to warn 
  his colleagues. Within a few minutes the actual 
  transformation begins. Although the exact change 
  affects different weres in slightly different ways, the 
  following description bears true for all lycanthropes, 
  regardless of species.
  Wracked with immense pain, the body begins to 
  physically warp, with muscles and bones stretching, 
  contracting and distorting to suit the new form. 
  The hands and feet often grow larger, as well as 
  changing shape, to accommodate the new form. 
  Nails grow rapidly and harden to form claws. 
  Limbs contort into their bestial counterparts and 
  fur sprouts from the skin. The entire posture of 
  the creature alters. Body mass often increases 
  dramatically, although it is muscle and not fat that 
  makes up the difference. By far the most shocking 
  aspect of the change to those viewing it is the 
  transformation of the face. The skull reforms to suit 
  the new form, causing sounds like knuckles being 
  cracked over and over again, the nose and mouth 
  extend from the face to form a snout, the ears mutate 
  into longer and larger forms, teeth grow longer and 
  sharper.  Throughout this change a Mature Were 
  can elect to hold the transformation at the Man 
  Beast stage.  All the while the weres eyes remain 
  human, until the the full beast form in the last few 
  moments, when they too transform into their bestial 
  counterparts.
  Throughout the transformation the were howls in 
  pain, even though older weres grow to enjoy the 
  sense of power and freedom the change brings to 
  them. Immature weres have no control over the pain 
  and scream as if their entire body was being torn 
  apart by knives.
  During the change the were is at its weakest, for 
  it cannot attack or defend itself, although it does 
  possess the hide of its beasts form, as well as its 
  invulnerability to normal damage. 
  Be warned, for if you do not kill it quickly it will be 
  able to use its teeth and claws to exact revenge on its 
  would-be slayers.
  Immature weres always change into their full beast 
  form, without needing to pass through the man-
  beast aspect first. Indeed, such lycanthropes can 
  never actually achieve the more powerful man-beast 
  form. Mature werecreatures change first into their 
  man-beast aspect, but have the option of changing 
  into pure were form if they so desire. This is one of 
  the strengths of mature weres.
  On the night of a full moon bitten, cursed, and 
  natural born weres with less than five years 
  experience of their alternate form automatically 
  change form to either their beast or were form. 
  Natural born weres with more than five years of 
  knowledge may make a Willpower check with a 
  -20% penalty to hold off the transformation - the 
  length of delay being shown on the table below. 
  Note that the first rising of the moon can often be 
  before the sun has fully set!
  The actual change process takes time to complete, 
  the amount of time it takes depends on the 
  difference in weight between the two forms. It takes 
  1 AP to change 10 lbs of body mass between forms 
  (a typical werebear takes 23 AP to change from 
  human). If changing from human to animal form, or 
  vice versa, the lycanthrope must change through the 
  man-beast form as well.
  If heavy armour is worn whilst changing to a large 
  form (i.e. heavier) then 1d10 damage is inflicted 
  before the straps break.
  Success Crit Die
  Time Delay
  10
  1 Hour
  07 - 09
  30 Minutes
  02 - 06
  15 Minutes
  01
  5 Minutes
  Table - Transformation Delay
  
  17
  Skill Use In Different Forms
  The man-beast form of a lycanthrope retains a 
  degree of manual dexterity and can manipulate 
  simple tools, such as weapons. Although bows and 
  crossbows are too delicate or complex to be wielded 
  by a were, mêlée weapons present no problems and 
  a full matured lycanthrope armed with a greatsword 
  can cause immense damage to foes. Most prefer 
  their natural weaponry as it allows them to shred 
  armour more easily and does not encumber them. 
  All craft skills are forbidden as they require too 
  much dexterity for a man-beast’s large fingers. 
  Most knowledge based skills, such as Lores, are still 
  accessible, but the man-beast has no ability to speak 
  anything more than a few simple human words. 
  No casting of spells or invoking Acts of Faith can be 
  performed in this form.
  However, in full beast form the lycanthrope has a 
  very limited choice of his former skills open to him. 
  Those that require any form of manual dexterity, 
  such as using a weapon or crafting an item, are 
  no longer usable as the beast lacks hands, whilst 
  more “natural” skills such as Stamina, Endurance, 
  or Climbing are still usable. A few skills that rely 
  on knowledge, such as an awareness of battlefield 
  tactics, can still be used, although only for giving the 
  lycanthrope an overview of the situation - he cannot 
  command troops when in beast form.
  Remember, a lycanthrope in beast form is for all 
  intents and purposes a standard member of that 
  species. Ask yourself if a wolf (or bear, or whatever) 
  could perform the task. If the answer is “no”, then 
  the lycanthrope cannot use that skill either.
  Other Changes
  Aside from the most obvious change, the physical 
  transformation of the body, being inflicted with 
  lycanthropy produces other changes in the victim. 
  The most notable of these is the bloodlust so often 
  associated with lycanthropes. The bloodlust is an 
  animalistic urge and even mature lycanthropes 
  cannot control their urge to kill and feed. Although 
  not a state of berserk frenzy, it does drive the were 
  with the same intensity.
  Most wild animals fear man; even wolves do not 
  actively seek out human prey, though there may be 
  occasions when they attack a wounded man (such 
  as if they are starving). Lycanthropes have no fear of 
  man and, in fact, a few revel in the hunt of sentient 
  prey, almost feeding off the terror they cause as they 
  hound their chosen victim.
  Such bloodlust may cause the lycanthrope to 
  wander far and wide in search of prey. Immature 
  lycanthropes are often at a loss to explain their 
  presence so many leagues from their starting point, 
  their nakedness, their torn fingernails, and the 
  blood that covers their face and hands. Often the 
  poor, unsuspecting victim will invent a plausible 
  sounding explanation (at least to satisfy himself 
  anyway) for his predicament.
  A were may make a Willpower test to avoid killing 
  its loved ones, but only for its loved ones.
  The bloodlust often has the secondary effect of 
  an increased appetite for meat. Most humans eat 
  meat as a matter of course, but for the were it must 
  be in large quantities and barely cooked. The act 
  of sinking their teeth into a haunch of rare beef 
  and feeling the juices run down their throat gives 
  them an almost perverse pleasure. Whilst such 
  behaviour may be a dead give away, most weres 
  that have survived for any length of time manage to 
  temper their appetites when in non-were company. 
  Regardless of the type of meat, all weres prefer 
  freshly killed flesh above all others, and they are 
  equipped to maintain their dietary requirements on 
  a regular basis.
  Many weres are solitary, partly out of their (true) 
  belief that civilised man will hunt them down and 
  destroy them and partly out of instinct. Weres do not 
  fit well into animal or human society easily, finding 
  it impossible to control their bestial urges when the 
  change comes upon them. Friends and family alike 
  are left behind as the lycanthrope seeks not to harm 
  them and, in human form, wishes them no ill. The 
  exception to this is the werewolf, who often actively 
  seeks out fellow werewolves for support and 
  protection. The lone hermit living in the woods may 
  well be friendly during the hours of daylight, but 
  woe to his guests when the full moon rises! 
  Personal habits, as well as the diet, often change. 
  Many weres do not care much for their personal 
  appearance, seeing no point in dressing in fine 
  clothes which may be torn asunder when the 
  moon rises and they change form. Since most live 
  in the wilds they cannot acquire such items easily, 
  although they are still prone to possess a few human 
  comforts and luxuries. Personal hygiene becomes 
  less important as the lycanthrope ages, for the smell 
  of man startles prey and makes it easy to be hunted 
  by its enemies.
  
  18
  Misconceptions & Truth
  As with any supernatural being, there are a variety 
  of myths and legends associated with them, from 
  what can kill them to how you can spot them. Below 
  is a sample of the most common myths associated 
  with lycanthropes.
  Changing Form at Will
  Every peasant knows that the full moon brings the 
  risk of lycanthropes on the prowl and they wisely 
  remain indoors during such nights, especially if 
  werecreatures are known to inhabit the area. Armed 
  with their trusty weapons they believe that they are 
  safe within their homes, being able to venture forth 
  in safety on other nights. Ignorant fools!
  The mature werecreature, or at least those of more 
  advanced years, possesses the fearsome ability to 
  change form apparently at will during the night, 
  except on the nights of the new moon, when no 
  were can transform. Regardless of its age, all weres 
  are compelled to change form on nights of the full 
  moon. To the older lycanthropes every night can be 
  a time for hunting.
  The chart below details when a lycanthrope may 
  change form, based on the years he has spent as a 
  lycanthrope.
  Years as a 
  Were
  Change
  Immature
  Involuntary change at full moon only
  6 - 14
  As above plus voluntary change on nights of 
  the three-quarter moon
  15 - 24
  As above plus voluntary change on nights of 
  a half moon
  25 - 34
  As above plus voluntary change on nights of 
  the crescent moon
  35 - 44
  As above plus voluntary change during twilight
  45+
  As above plus voluntary change at any point 
  during the day
  Table - Times of Transformation
  Hatred of Humans
  Popular tales tell of the lycanthrope that attacks the 
  unsuspecting lone traveller at night or that enters 
  a village purely to kill humans. For the most part 
  these are just tales, told by bards to entertain crowds 
  and to earn them a meal and somewhere to sleep 
  for the night. Few lycanthropes hunt humans as 
  standard prey, but when the need to feed arises a 
  man is as satisfying as a sheep, although harder 
  work to bring down, especially if he is armed.
  At their core, lycanthropes are still human and only 
  those that were predisposed towards murdering 
  their fellow man are likely to do so actively in 
  beast form. Of course, weres are cursed by God 
  (as far as the average peasant goes) and deserve 
  to be destroyed whenever they are located. This 
  treatment breeds resentment and a lycanthrope may 
  seek revenge upon those who have sought to harm 
  him. This does not make them fearsome beasts, 
  for animals do not seek revenge. This makes them 
  human.
  Common Advantages & Drawbacks
  Being a lycanthrope may involve involuntary 
  changes and a craving to slaughter living creatures, 
  but there are some positive aspects that need to be 
  expanded upon. Most, from human view at least, 
  serve only to make the creature more powerful as a 
  killer. Of course, for every positive there is often a 
  negative side, as weres have unique weaknesses.
  Regeneration & Limited Invulnerability
  No lycanthrope can be truly slain without the use of 
  magically-enchanted, blessed, high-quality or silver 
  edged weapons or through the use of magick. Solid 
  silver weapons are too soft to be effective in combat. 
  A lycanthrope can be hurt by normal weapons, 
  although the wounds are rarely severe, and, indeed, 
  in human form, the only advantage a were has is the 
  near dismemberment needed to slay him. In were 
  form or man-beast form all weres can regenerate 
  normal damage and, to a lesser degree, magickal 
  and silver damage. Even dismemberment is not a 
  guaranteed method of destruction! Many a party 
  has successfully beaten off a lycanthrope attack, only 
  to be attacked hours later by the same foe who has 
  completely regenerated!
  Although susceptible to drowning and poisoning, 
  most weres possess fantastically high constitutions, 
  enabling them to hold their breath for some time 
  and shrug off all but the most deadly toxins.
  
  19
  Even falling from great heights is little more than 
  a painful annoyance to a were, who can regenerate 
  the damage in his own time once he has escaped 
  pursuers. All lycanthropes, even immature ones, can 
  sense that leaping from great heights can actually 
  save their lives rather than endanger them.
  Wounds inflicted on a lycanthrope in one form are 
  carried over proportionally to their other forms; 
  thus, if the human form of a werecreature is badly 
  wounded, so will its other forms be when it assumes 
  them. Mature weres have the capacity of greater 
  thought and will generally assume either were or 
  man-beast form to allow them to regenerate damage.
  All weres in non-human form possess armoured 
  hides, many providing protection at least as good 
  as maille would for a human, and in some cases 
  even better. Combined with their ability to take less 
  damage from mundane weapons, they are almost 
  impervious to normal attacks!
  Werecreatures take only half-damage from weapons 
  that have not been blessed, enchanted or silver-
  inlaid before armour reduction. They suffer full 
  damage from weapons of +4 or higher quality and 
  from fire and magickal attacks and is not reduced 
  after armour reduction. All other damage is halved 
  after natural armour has been deducted from the 
  total.
  The armour protection of a specific breed of 
  werecreature is shown on the tables under Specific 
  Advantages & Disadvantages on page 22 as it is 
  dependent on breed and on age as a were. 
  Note that the figures given in the Core Rulebook are 
  for an ‘average’ lycanthrope aged between 15 and 24 
  years (as a lycanthrope that is. Not biological years).
  In were or man-beast form a lycanthrope recovers 
  damage based on the years of experience he has as 
  a werecreature, as shown below. He also develops 
  a limited ability to regenerate magickal or silver-
  inflicted damage! Fatigue points recover at twice the 
  rate of Body Points, with the same conditions.
  With regards to wound levels, if the human form has 
  lost, for example, half its Body Points, then the other 
  forms are likewise down by fifty percent. Changing 
  forms does not recover Body Points.
  Years as a 
  Were
  Normal 
  Regeneration
  Magickal or Silver 
  Regeneration
  Immature
  1 Body per round
  None
  6 - 14
  2 Body per round
  None
  15 - 24
  3 Body per round
  1 Body per round
  25 - 34
  5 Body per round
  2 Body per round
  35 - 44
  7 Body per round
  3 Body per round
  45+
  10 Body per round
  5 Body per round
  Enhanced Damage
  As well as transmitting the lycanthropic disease, 
  the bite of a werecreature can shred mundane 
  armour as an axe tears wood into kindling. Even 
  their claws, although not infectious, make armour 
  next to useless. As well as their penetrative ability, 
  the attacks are also highly damaging, and are more 
  than capable of ripping skin and muscle from the 
  bone and, in the case of their teeth, severing bone 
  completely. A mature were presents a fearsome 
  opponent!
  Non-magickal, blessed, equivalent to +4 or higher 
  quality or silver-inlaid armour only offers half 
  protection against a lycanthrope’s claw and bite 
  attacks. Weres use their Brawling skill to attack with 
  their natural weapons.
  Nightvision
  Weres may be human as their dominant form, 
  but their bestial nature provides more than just 
  weapons and armour. In were or man-beast form, all 
  breeds possess Nightvision (exactly as per the C&S 
  rules, page 91). Human were-hunters may possess 
  specially enchanted weapons, but against a foe who 
  can see them coming in the dark their advantage is 
  moot.
  If the human form possess Nightvision already then 
  the range is doubled in were and man-beast forms.
  Magic Resistance
  The special nature of lycanthropes makes them more 
  than just hairy killing machines, it also grants them 
  limited protection from magick attacks. In animal 
  or man-beast form the lycanthrope has no control 
  over this resistance and even beneficial spells may 
  be reflected. In human form, the lycanthrope has no 
  such protection as he is Poorly Aspected.
  All lycanthropes, regardless of any former Aspect, 
  has a Magick Resistance of 15 in beast or man-form.
  
  20
  Heightened Senses
  Imagine the were-hunter stalking his prey. His soft 
  footfalls make barely a sound as he creeps towards 
  his unsuspecting prey. His breathing, controlled 
  through years of practise, causes his chest to gently 
  rise and fall. He careful raises his bow to fire…when 
  his prey turns on him in a flash!
  The senses of animals are more attuned than those 
  of man, and those of the were are enhanced even 
  further. A soft footfall to a human is much louder 
  and clearer to a were, who can judge both distance 
  and body weight from the noise. Their eyes can spot 
  small details and movement at large distances, and 
  wearing perfume would reveal your position as 
  clearly as if you waved a burning torch around and 
  shouted. The senses to a were are more than just 
  sensory inputs - they are the keys to survival. If you 
  can detect your foe before he detects you you have 
  the chance to flee to safety or to turn the tables and 
  ambush him.
  All weres possess a +25% PSF modifier to their 
  Alertness: Sight and Alertness: Sound when in were 
  or man-beast form.
  Silver
  Silver. The metal of the moon. The bane of 
  lycanthropes. Virtually every legend told mentions 
  silver as the weakness of the lycanthrope, and they 
  are right. Silver, a pure elemental metal and indeed 
  representative of the moon, causes all lycanthropes 
  pain when they touch it and most cannot bear to be 
  in its sight for long periods. 
  Aside from taking full-damage from silver-inlaid 
  weapons, all weres possess an innate hatred of 
  silver. The touch of silver to a were is as painful 
  to them as red hot metal is to a normal human. 
  Prolonged contact causes the skin to smoke, 
  eventually causing burns and blisters that can only 
  be healed by lycanthropes of advanced years. Even 
  the touch of someone who has recently handled 
  silver causes them discomfort (but no damage) as 
  the silver residue causes irritation.
  This is the one true test for detecting a were, 
  although without further knowledge the hapless 
  lycanthrope-hunter may not realise that mature 
  weres can assume man-beast form without there 
  being a full moon.
  
  21
  The touch of silver inflicts 1D10 damage to a were 
  in all forms. This is applied per round for prolonged 
  contact. A were touching silver in human form must 
  make a Willpower test at -20% to avoid flinching in 
  pain and terror.
  Sanctified Ground
  Those inflicted with lycanthropy are removed 
  from God’s sight, so much so that even sanctified 
  ground is barred to them in non-human forms. No 
  were, whatever the provocation can cross into holy 
  ground, they are stopped by some invisible barrier. 
  Attempting to drag one across the threshold of a 
  sanctified area causes them to frenzy in their bid to 
  escape. Weres have no innate ability to detect such 
  ground in animal or man-beast form, as their sense 
  are those of animals. The human form, created as 
  it is in God’s divine image, still feels trepidation 
  at entering a church or monastery, but may do so 
  without penalty.
  Such is the weres fear, that a priest wielding a silver 
  holy symbol can drive one away, although this is as 
  much a fear of the silver as it is the faith of the priest. 
  Naturally, this only applies to the non-human forms.
  Priests using their silver holy symbol cause the were 
  to make a Willpower test at -10% to avoid fleeing 
  in fear until out of sight of the symbol. Those that 
  are dragged into sanctified ground enter a Berserk 
  Frenzy until well and truly clear of the area.
  
  22
  Specific Advantages and Disadvantages
  Each of the were breeds possesses all of the 
  advantages and disadvantages already discussed. 
  They also possess breed-specific strengths and 
  weaknesses that are described below. Note that not 
  every breed evens out in the strength and weakness 
  stakes.
  Werebear
  The werebear possesses an overwhelming sweet-
  tooth and will actively seek out sweet foods such as 
  honey whenever and wherever it can. Normally this 
  will only lead to bee stings from swarms protecting 
  their honey, but wise were-hunters will take 
  advantage of this knowledge to lure the beast into a 
  trap.
  When not under threat a werebear must make a 
  Willpower roll at -10% to resist sweet foods.
  Breed
  Armour
  S
  C
  P
  M
  E
  Immature
  8
  14
  7
  11
  5
  6 - 14
  10 16
  9
  13 7
  15 - 24
  12 18 11 15 9
  25 - 34
  14 19 12 16 9
  35 - 44
  15 20 13 19 9
  45+
  17 21 14 21 11
  Table - Werebear Natural Armour
  Wereboar
  Of all the weres, the wereboar is the most violent, 
  possessing a fearsome, and very short, temper. An 
  insult to lesser creatures may result in a challenge to 
  combat, but with a wereboar a fight will start before 
  the comment is finished, and it will not be to the 
  first blood! All weres have the ability to fly into a 
  berserk rage seemingly at will, making them highly 
  unpredictable foes and dangerous allies, as likely 
  to turn on friend as to attack foe. In human history 
  many Viking berserkers may have been wereboars, 
  or at last inspired by their battle frenzies.
  Once in a fight, no wereboar will back down, 
  preferring to fight until one of the combatants is 
  dead. Even out-numbered they know no fear and are 
  more than a match for a handful of lesser opponents.
  Wereboars in human form possess the Berserker 
  Rage advantage for free.
  Wererat
  Rats have long been seen as harbingers of disease, 
  spreading pestilence wherever they travel, and 
  their wererat cousins are no different. Although 
  immune to all non-magickal diseases, they often 
  carry them. They also possess an innate fear of cats, 
  even standard household felines can cause a wererat 
  to turn in terror. Wise villagers keep cats not just to 
  deal with normal rats, but also their larger kin.
  The saying that where there is a rat there may be a 
  wererat is better reversed. Wererats are universally 
  despised by all but their mundane cousins, who they 
  keep around as company, watchdogs, and when 
  swarming, as allies in combat. The Pied Piper may 
  have refused the task of clearing Hamlet if he had 
  known what evil lay behind the rat invasion!
  Wererats can command all ordinary and giant rats 
  within 100 yards; up to 100 ordinary or 50 giant rats 
  may be controlled at any one time, and the wererat 
  must be in were or man-beast form.
  Breed
  Armour
  S
  C
  P
  M
  E
  Immature
  4
  8
  2
  4
  1
  6 - 14
  6
  10
  4
  6
  3
  15 - 24
  8
  12
  6
  8
  5
  25 - 34
  10 13
  7
  10 5
  35 - 44
  12 15
  9
  11
  6
  45+
  14 15 11 12 7
  Table - Wereboar Natural Armour
  Breed
  Armour
  S
  C
  P
  M
  E
  Immature
  0
  0
  0
  0
  0
  6 - 14
  1
  1
  1
  0
  0
  15 - 24
  1
  1
  1
  1
  1
  25 - 34
  1
  1
  1
  1
  1
  35 - 44
  2
  2
  1
  1
  1
  45+
  2
  2
  2
  2
  1
  Table - Wererat Natural Armour
  
  23
  Werewolf
  Werewolves are the most common of the 
  lycanthrope breeds and invoke the most terror 
  in humans. The howl of the wolf stirs primitive 
  memories in man and causes a cold sweat to run 
  and the hairs on the back on the neck to rise. Few 
  humans possess the bravery, or foolhardiness, 
  necessary to confront a werewolf face to face.
  Werewolves, for all their strengths and powers, 
  strongly dislike the smell of the herb aconite (also 
  known as wolvesbane). Renowned as a lycanthrope 
  repellent, only werewolves are actually affected 
  by it, although it can cure infectious bites from 
  any of the breeds. In were and man-beast form the 
  werewolf is unlikely to approach anyone carrying it, 
  whilst in human form they react with disgust at the 
  pungent aroma it exudes.
  One sure way to detect a werewolf if silver is not 
  available, is to set a dog on it. All dogs, no matter 
  how well trained, will react to the presence of a 
  werewolf by trying to attack it.
  A Willpower check is required if a PC realises that 
  they are fighting a werewolf. If the test is failed the 
  character fights at -10% to all skills through fear. 
  Werewolves must themselves make a Willpower 
  check at -10% to approach anyone carrying Aconite; 
  whilst in human form the test must be past to avoid 
  attacking with nausea at the smell.
  Breed
  Armour
  S
  C
  P
  M
  E
  Immature
  0
  2
  0
  0
  0
  6 - 14
  2
  4
  2
  2
  2
  15 - 24
  4
  6
  4
  4
  4
  25 - 34
  5
  8
  5
  6
  4
  35 - 44
  6
  10
  6
  8
  5
  45+
  9
  11
  9
  10 5
  Table - Werewolf Natural Armour
  Were Spellcasters
  Whilst in human form a were may follow any 
  vocation he chooses, even that of priest or mage. 
  Their curse presents them no undue problems, save 
  for the changes that being of Poor Aspect may bring, 
  so long as they are not transformed. In beast or 
  man-beast form the were cannot cast spells, even if 
  they require only a word. The mental capacity and 
  vocal cords are bestial and preclude the use of any 
  magickal arts.
  Lycanthropes are Poorly Aspected and experience 
  and bonuses because of Aspect must be recalculated 
  to reflect this change. Although this should preclude 
  them from the priesthood, if they are already 
  ordained members they may continue practising as 
  long as their faith holds out.
  
  24
  Werecreature  
  Character Generation
  Although C&S: Core Rules contains rules for 
  generating lycanthrope characters, the rules in this 
  supplement take precedence over those in the main 
  rules.
  Character generation for lycanthropes is handled 
  slightly differently to that of normal humans. Firstly, 
  Table - Werecreatures Creation Method should be 
  consulted to determine the method by which the 
  character became a werecreature. Those bitten or 
  cursed then use the standard character generation 
  methods presented in the main rules, checking only 
  on Table - Werecreatures Breed to see what type of 
  lycanthrope infected them. 
  Naturally, characters only use this method when 
  being created from scratch and should use the notes 
  included in the main text to deal with characters 
  bitten during actual game play. 
  Natural born weres must consult Table - 
  Werecreatures Breed to determine their breed, 
  Table - Werecreatures Social Status to determine 
  their social position within lycanthrope society, 
  and finally on the relevant Father’s Vocation table. 
  They may then progress to purchasing vocations, 
  although any vocation must be cleared by the 
  Gamemaster.
  All werecreatures are, by their very nature, Poorly 
  Aspected (you do not roll on the Aspect chart, 
  nor do you receive any points for being Poorly 
  Aspected). The only other requirement for being a 
  lycanthrope is a minimum CON 15 and no attribute 
  can start above 19.
  1D100%
  Creation Method
  Point Cost
  01 - 55
  Bitten By Werecreature
  0
  56 - 80
  Cursed by Mage or Gypsy
  0
  81 - 95
  Naturally Born, Single Parent Were1
  15
  96 - 100
  Naturally Born, Both Parent Were1
  30
  1 Naturally born weres roll on Table - Werecreatures Social 
  Status, to determine their social status. Those bitten or 
  cursed are deemed to be of ‘normal status’.
  Table Werecreatures Creation Method
  1D100%
  Birth Status
  Character Bonuses
  Point 
  Cost
  01 -10
  Runt of the Litter
  CON -2 & INT +1 in animal form only
  -10
  11 - 95
  Normal Status
  Normal
  0
  96 - 100
  Alpha Status
  CON +1, STR +1 & INT +1 in animal form only
  20
  STR & CON attributes of 15+ receive +1 to those attributes when in animal form. 
  STR & CON <15 receive -1 to those attributes when in animal form
  Table - Werecreatures Social Status (Natural Born)
  1D100% 
  Breed 
  Mature Form 
  Man-Beast Form 
  Point 
  Cost
  01 - 20
  Werebear
  As per Chivalry & Sorcery standard animal
  CON +5, STR +6
  20
  21 - 30
  Wereboar
  As per Chivalry & Sorcery standard animal
  CON +3, STR +5 
  15
  31 - 45
  Wererat
  As per Chivalry & Sorcery standard animal
  AGL +2
    5
  46 - 100
  Werewolf
  As per Chivalry & Sorcery standard animal
  AGL +2, CON +3,STR +4
  10
  Table - Werecreatures Breed
  
  25
  1D100%
  Father’s Vocation
  PC’s Starting Skills 
  (Basic Knowledge)
  Status1
  01 - 15
  Forester
  Any 2 Outdoors Skills, Archery & Quarterstaff
  10
  16 - 54
  Mercenary Man-at-Arms
  2 Combat Skills & 1 Thievery Skill
  08
  55 - 65
  Mercenary Sergeant
  Riding, Mounted Combat, 2 Combat Skills & 1 Thievery Skill
  13
  66 - 68
  Mercenary Captain
  Riding, Mounted Combat, 2 Combat Skills & 1 Thievery Skill
  19
  69 - 78
  Woodsman
  War Axes & 1 Outdoor Skill
  08
  79 - 81
  Fisherman
  Fishing, Fisherman & Spear
  10
  82 - 87
  Labourer
  Endurance, Conditioning, Lifting & Carrying Weights
  03
  88 - 100
  Hunter
  Setting  & Disarming Snares & Tracking Prey
  08
  1 Applies to human society only. Wereboars have no formal hierarchy.
  All natural born Wereboars begin play with Beast Tongue (Swine), Local Geographical Lore and Endurance at Basic Knowledge
  Table - Werecreature Father’s Vocation Wereboars
  1D100%
  Father’s Vocation
  PC’s Starting Skills 
  (Basic Knowledge)
  Status1
  01 -21
  Forester
  Any 2 Outdoors Skills, Archery & Quarterstaff
  10
  22 - 23
  Rural Carpenter
  Carpentry, Mace Combat & Quaterstaff
  10
  24 -25
  Rural Mason
  Masonry, Mace Combat & Quarterstaff
  10
  26 - 45
  Woodsman
  War Axes & 1 Outdoor Skill
  08
  46 - 60
  Fisherman
  Fishing, Fisherman & Spear
  10
  61 - 74
  Labourer
  Endurance, Conditioning, Lifting & Carrying Weights
  03
  75 - 100
  Hunter
  Setting & Disarming Snares & Tracking Prey
  08
  1 Applies to human society only. Werebears have no formal hierarchy.
  All natural born Werebears begin play with Beast Tongue (Bears), Fishing & Foraging for Wild Foods at Basic Knowledge
  Table - Werecreature Father’s Vocation Werebears
  1D100%
  Father’s Vocation
  PC’s Starting Skills 
  (Basic Knowledge)
  Status1
  01 - 04
  Assassin
  1 Combat Skill, Skulking in Shadows & Stealth of Thieves & Assassins
  08 (15)
  05 - 30
  Thief
  2 Thievery Skills
  08 (12)
  31 -33
  Master Thief
  1 Thievery Skill & Con
  08 (19)
  34 - 55
  Beggar
  Begging, Con & 1 Thievery Skill
  08
  56 - 75
  Peddler
  Bargaining & Con
  08
  76 - 89
  Warehouse Worker
  Lifting & Carrying Weights & Endurance
  08
  90 - 96
  Tinker
  Bargaining & Tinker
  08
  97 - 100
  Rumour Monger
  Hearing Rumours & Bargaining
  09
  1 Applies to human society only. Status in parenthesis is status within wererat hierarchy.
  All natural born Wererats begin play with Beast Tongue (Rodents), Skulking in Shadows and Stealth of Thieves & Assassins at 
  Basic Knowledge
  Table - Werecreature Father’s Vocation Wererats
  
  26
  1D100%
  Father’s Vocation
  PC’s Starting Skills 
  (Basic Knowledge)
  Status1
  01 - 07
  Peddler
  Bargaining & Con
  08
  08 - 11
  Tinker
  Bargaining & Tinker
  08
  12 - 14
  Beggar
  Begging, Con & 1 Thievery Skill
  00
  15 - 29
  Labourer
  Endurance, Lifting Weights & Conditioning
  07
  30 - 32
  Cobbler
  Leatherworking (shoes), Knife Fighting
  10
  33 - 35
  Tailor
  Tailoring & Bargaining
  10
  36 - 40
  Blacksmith
  Blacksmithing & Mace Combat
  10
  41 - 44
  Tanner
  Leatherworking & Knife Fighting
  12
  45 - 46
  Rural Carpenter
  Carpentry & Mace Combat
  10
  47
  Cartwright
  Carpentry, Cartwright & Mace Combat
  10
  48 -49
  Apothecary
  Make Drugs, Make Poisons & Herbal Lore
  12
  50 - 62
  Entertainer
  2 Artistic Skills
  08
  63 - 66
  Thief
  2 Thievery Skills
  08
  67 - 70
  Physician
  Herb Lore, First Aid & Herbalism
  15
  71 - 84
  Hunter
  Any 2 Outdoors Skills & Archery
  08
  85 - 92
  Poacher
  Setting & Disarming Snares & Tracking Prey
  00
  93 - 94
  Fortune Teller / Wisewoman
  Divining the Omens, 2 Materia Magicka Lore, Any 2 Other Lore Skills
  12
  95
  Headman
  Diplomacy, Writing & Any 2 Lore Skills
  16
  96 - 98
  Villager
  2 Agricultural Skills, Quarterstaff & 1 Outdoor Skill
  10
  99 - 100
  Outcast
  1 Combat Skill & 2 Outdoors Skills
  03
  1 Applies to all vocations, except villager, and outcast assumes the Werewolf is a part of a gypsy / wandering band
  2 Applies to human society only. Most Werewolves have no formal hierarchy.
  All natural born Werewolves begin play with Beast Tongue (Wolves), Tracking Prey and Running (Distance Running) at Basic 
  Knowledge
  Table - Werecreature Father’s Vocation Werewolves
  
  27
  Playing a Lycanthrope
  So what does playing a werecreature get you as a 
  player? Let’s take a quick recap shall we? Well, the 
  ability to assume a man-beast form with enhanced 
  physical attributes is certainly a major boon 
  (although the point cost is a little high for many 
  tastes), especially when combined with resistance 
  to normal damage, the gaining of natural armour 
  (some of which equals that of chainmail!) and, of 
  course, regenerative capabilities.
  What is the downside then? The character will not 
  touch silver because it burns him, has to assume 
  beast form under certain conditions (such as when 
  under a full moon) and, when in beast form cannot 
  enter holy places! Barely equals out, does it? So 
  where is the catch?
  It is vitally important that the Gamemaster 
  remembers that players should not be allowed to 
  create lycanthropic characters just to have more 
  powerful characters than an average human (or 
  Dwarf or Elf come to that). Such “heroes” should 
  understand the darker aspect of their eternal 
  soul and the curse that weighs so heavily upon 
  it. Regardless of their method of creation, all 
  werecreatures are cursed and are outside of God’s 
  view, destined to burn in Hell when they die. 
  The player may not personally believe in God or a 
  soul, but in the Middle Ages there was no doubt that 
  God was real and that your soul could be imperilled 
  beyond all redemption.
  Do not let these characters dominate the game as 
  superheroes - force players to act upon the bestial 
  urges that afflict their characters! If he refuses, then 
  cure him through a miracle or something similar, 
  and without giving him back any character points. 
  Now he does not have to play out the darker side. If 
  he is happy to play the lycanthrope as a cursed soul, 
  then make him suffer (but be fair) with lynch mobs, 
  criminal charges, the slaughtering of friends and 
  family, and naked strolls through the countryside at 
  night.
  A well played lycanthrope can actually add to the 
  group’s enjoyment and such role-playing should be 
  rewarded with a small, but noticeable, experience 
  bonus (roughly 0.5% extra) to reflect the player’s 
  hard work and dedication to a very hard role. Even 
  when well played, do notlet the character dominate 
  every story or be chased every time they enter a 
  town. It is possible to lead some semblance of a 
  normal life at times and the pain will be even more 
  intense when, after a few weeks break, the wereform 
  manifests to tear open the new love of his life.
  This is a role-playing game - play the role!
  
  28
  Vampires
  The vampire has long endured in human myth and 
  is found in almost every culture around the globe. 
  For every different culture there is a different type 
  of vampire (a ‘breed’ if you will) with a dazzling 
  variety of superhuman abilities, but this supplement 
  concentrates on the vampires of Europe, and more 
  specifically the style of vampire brought to light by 
  the release of the widely read Bram Stoker novel 
  ‘Dracula’.
  Although the text reads as if all of the vampiric 
  powers are commonly available, this is not the case. 
  Vampires in C&S receive a different treatment to 
  most other games in that they must purchase their 
  powers separately, so leading to a wide variety 
  between vampires. No two are the same, nor should 
  they be treated so. 
  Because of the wide range of powers, many of 
  which describe standard elements of vampirism, 
  such as creating new vampires or how they feed, 
  the sections are not organised in the same manner 
  as with the Lycanthrope section of this supplement. 
  Instead, players and Gamemasters are encouraged 
  to read the entire text in order to be fully aware of all 
  aspects of a vampire. Where possible there are still 
  common sections, such as those on lairs and society.
  On a final note to experienced role-players, the 
  vampires presented within this book are not angst-
  ridden human-wannabees, but dark beasts that revel 
  in their powers. There is no humanity left in them, 
  but only the urge to feed, survive, and procreate. 
  These truly are the masters of the night!
  If the rules below contradict anything previously 
  published for C&S, then this book takes precedence 
  as it elevates the vampire from ‘beast to slay’ to a 
  creature that players can use as a character.
  Society
  Vampires do not have a society to speak of, but 
  there are several different types of vampire and 
  some do hold featly to others, in a twisted parody 
  of human feudal society. The most common form of 
  vampire is actually the bestial vampire (see below), 
  which is nothing more than a bloodsucking fiend, 
  possessed of limited intelligence and few powers. 
  Such creatures are created when a vampire kills a 
  victim without feeding him a drop of his own blood.   
  Although under the control of their master, they are 
  most often used as guards or simply left to terrorise 
  an area until they are caught and killed.
  Fully sentient vampires come in two forms. 
  The “common” vampire and the “vampire king”. 
  Technically there is no distinction between the two, 
  as they can have a wide range of powers at their 
  disposal and are created using the same method. 
  What separates them is their sense of their own 
  power and their ability to rule a domain.
  Most vampires are happy to terrorise a small 
  area, such as a town or city, moving on when they 
  begin to become the hunted. They may possess a 
  few thralls, either mortal or bestial vampires, but 
  generally lack the self-will to declare themselves 
  masters of their race. Those that term themselves 
  vampire kings are often centuries old, have 
  dozens of thralls, possess lands in which they 
  rule absolutely, and have created other sentient 
  vampires.
  No sentient vampire is under another’s will, but 
  during the first decade they are inexperienced, 
  having few powers at their disposal and have yet 
  to become used to their new status. They often 
  seek to serve with a more powerful vampire, not 
  always their creator, in order to learn and to acquire 
  a degree of protection. In this way, a vampire can 
  form a small force of other vampires who are happy 
  to do his dirty work in return for favours.
  Vampires rarely make social calls to each other and 
  never form anything resembling a human clan or 
  extended family. Most prefer the solitary life, relying 
  on their own powers and instincts to protect them 
  from foes. Likewise, vampire kings never make 
  agreements over territory - they are supreme rulers, 
  at least in their eyes, within their chosen domains 
  and view all others as threats.
  At heart the vampire is a predator, and no vampire 
  will tolerate intruders into his feeding grounds for 
  long. Vampire kings may keep up to a dozen other 
  vampires around, but are loathe to give them a free 
  reign. The greater the number of vampires within 
  an area, the greater the chance that at least one 
  of them will be detected and hunted, placing the 
  king in jeopardy. If a solitary vampire enters the 
  territory of another there is often violence, as the 
  current inhabitant makes his claim and defends his 
  feeding rights. Vampiric combat is not chivalrous, 
  but instead is animalistic, with much showing off of 
  powers to intimidate the intruder. If he still refuses 
  to leave, then only a show of actual strength will 
  suffice.
  
  29
  Lairs
  The domicile of a vampire is referred to as a lair, 
  whether it be a simple cave or a castle. The term is 
  used because vampires are predators, rather than 
  humans with a murderous bent. They actively seek 
  their prey and feed from it.
  Most vampires, especially those of common stock, 
  do not have access to the castles that vampires 
  are famed for residing in. Most flee from human 
  settlements to the surrounding lands, where they 
  find caves, ruined houses, or empty graves in which 
  to hide during daylight hours. These lairs are simple 
  affairs, with few guards or traps to protect them, 
  save for any thralls or controlled animals to act as 
  guardians while the vampire sleeps. Finding such 
  lairs can be easy if the occupant has not taken care to 
  cover his tracks, but such vampires are often young, 
  inexperienced and of weak power levels. Those that 
  consider themselves vampire lords, or kings, would 
  never be caught dead (no pun intended) in such 
  abodes.
  Vampires that were once nobles, or who have lived 
  for many decades or centuries, prefer more elaborate 
  lairs, such a manor houses or castles, which they can 
  acquire by standard inheritance or by murdering 
  the current occupants. These lairs are often well 
  guarded, both by mortal guardians and by traps. 
  The coffin often resides deep within the catacombs 
  or dungeon and is the most protected area of the 
  lair. Undead slaves make good guardians as they do 
  not need much feeding and will not fall sleep or be 
  easily tricked by hunters.
  A vampire can rule over a domain undetected 
  for many years simply by staying out of public 
  view and by frequently “dying” and having a 
  relative inherit the lands. In rural areas, far from 
  powerful neighbours with standing armies or from 
  settlements with large Church buildings, a vampire 
  may openly rule his subjects, using fear to keep 
  the locals from fleeing or revealing his true nature. 
  Such vampires often have the begrudging support 
  of many locals, who act as his guardians by sending 
  travellers on the way (or to their deaths).
  Only those that can walk around unhindered by 
  sunlight will have any form of cover trade. These 
  beasts may pass themselves off as merchants, as 
  nobles, or even as clergy, and can earn an income the 
  same as any other mortal. However, few ever take 
  up residence as common peasants, for their egos 
  refuse to let them lower themselves to such humble 
  status. Vampires with town houses will also protect 
  them and may even hire the local Thieves’ Guild to 
  protect them. Those that have earned high status 
  within human society often have human guards that 
  protect them without knowing their true nature, 
  such as the mayor of a small town who has the 
  entire militia or town guard at his disposal.
  Whatever the lair, a vampire must take care not to 
  attract undue attention to it, for even the mightiest 
  castle can be stormed and raised to the ground by a 
  determined attacker.
  Non-Human Vampires
  Unlike lycanthropy, vampirism can affect any 
  sentient species, including, but not limited to 
  Dwarves, Elves and Goblinoids. Even trolls can, 
  in theory, be affected, but none have ever been 
  reported. This section details the views of the major 
  non-human races on vampirism.
  The Dwarfs are one of the oldest natural races 
  on Earth and consider themselves as its farmers, 
  tending to its needs. Dwarves hold no particular 
  hatred of vampires, even Dwarven ones, unless they 
  are foolish enough to feed on members of their race 
  (which, like all races, the Dwarves see as an open act 
  of hostility and evil intention). 
  
  30
  When Dwarves die their spirits go to the afterworld, 
  where they continue to aid the earth, either by 
  passing their wisdom onto future generations or 
  by melting down sacrificed metals and re-sowing 
  them into the earth’s crust. A Dwarven vampire has 
  been removed from this cycle and can no longer aid 
  his people or the earth. He is treated simply as an 
  outcast, being driven from his home and left to fend 
  for himself as with any criminal. Only if he feeds on 
  a non-outcast Dwarf does the vampire place his life 
  in any danger.
  Although as potent as human blood, Dwarf blood 
  tastes very ash-like to vampires, who prefer not to 
  drink it unless they have to.
  Elves, being creatures for whom blood purity 
  is a vital part of their culture, and indeed their 
  very being, treat vampires with great hatred, 
  regardless of their race. To an Elf, the purity of his 
  blood is everything and having it taken by force 
  or subterfuge is a great crime amongst their race. 
  High born Elves, those of greater racial purity, 
  abhor the idea that their blood may become tainted, 
  even refusing medical aid in some cases on the off- 
  chance their blood mingles with that of their healer. 
  A vampire poses a grave threat to the dwindling 
  Elf numbers and they are sort out and destroyed 
  without mercy and at any cost.
  An Elven vampire, aside from being immediately 
  declared an outcast, has endangered his living 
  relatives, as they will be arrested and executed 
  without hope for reprieve. Their life force is now 
  allowed to enter the earth in order to replenish it 
  and their corpses are burnt to stop any chance of 
  them rising as vampires.
  From a vampire’s point of view, Elves make a potent 
  food source, as the purer the Elf’s blood the more 
  potent it is. The Pure Blood Elves are closely linked 
  to the faeries, and their blood is extremely potent, 
  giving the vampire more strength than is possible 
  from other species. Even that of the lowly Half-
  Blood is better than a human’s or a Dwarf’s. Such 
  blood can be intoxicating to even aged vampires, 
  often becoming addictive as they drink more.
  Elven blood is worth more points than the actual 
  Body Points taken, as shown below. For example, 
  every single Body Point of blood drawn from a Pure 
  Blood Elf is worth the equivalent of 10 points of 
  human blood. 
  This means that a single point is enough to sustain 
  the vampire for a week and taking the full ten points 
  is equivalent to taking 90 points of human blood (the 
  first point being used to sustain the vampire)! Such 
  a vampire would then gain an extra 23 Body Points 
  for himself, at negligible loss to the Elf (see Blood & 
  Normal Food below).
  Elf blood also affects vampires as alcohol does a 
  human, causing them to become drunk on its power. 
  The standard intoxication rules should be used for a 
  vampire who drinks Elven blood, with the alcohol-
  by-volume (ABV) being replaced by the potency 
  percentage given below. The number assumes that a 
  pint (10 Body Points) is drunk at any one sitting.
  Elf Type
  Body Points Gained
  Potency
  Pure Blood
  10 Body / Body Point Drunk
  20%
  True Elf
  6 Body / Body Point Drunk
  12%
  Great Elf
  3 Body / Body Point Drunk
  9%
  Half Blood
  1.5 Body / Body Point Drunk
  4%
  The Goblins and Orcs are a fairly primitive culture 
  compared to that of most human races, but they 
  still possess vampires amongst their number. The 
  vast majority disdain vampires as a cursed creature 
  that needs to be destroyed, but a few tribes actively 
  follow such creatures, seeing them as strong leaders 
  and being able to aid them in their wars against 
  other races. Such creatures can often achieve a form 
  of godhood, actively worshipped as a living deity. A 
  Tribe supporting a vampiric leader tends to be more 
  aggressive, take more prisoners to feed their lord, 
  and are more willing to perform sacrifices amongst 
  their own number when the need arises.
  Any Goblinoid blood is as potent to a vampire as 
  that of a human, although it tastes different to them. 
  Goblin and Hobgoblin blood tastes to a vampire 
  as a slightly-soured wine would to a human 
  palate, whilst that of Orcs has a more coppery, and 
  unpleasant, taste altogether.
  Full details on the Elves’ view of blood can be 
  found in the Elves Companion. For more details on 
  Dwarves see the Dwarves Companion.
  
  31
  Vampire Mages
  Having, in theory, an eternity in which to live, drives 
  some vampires to better themselves through the arts 
  of magick. Whilst they possess superhuman powers, 
  there is no harm in boosting one’s abilities through 
  alternate means. Learning magic is not easy for those 
  not initially skilled in the arts, as they cannot easily 
  attend classes under a mentor, unless they are held 
  at night and suspicion can somehow be avoided. 
  Since mages are often learned in knowledge of the 
  undead most prefer not to take such unnecessary 
  risks.
  The easiest methods are to become self taught, 
  which can take decades in itself, or to force or trick a 
  mage to train them, not an easy task as most mages 
  possess spells that can harm the undead. Ancient 
  books are a self-taught vampire’s best friends, as 
  he can pour over them at leisure night after night 
  until he learns to harness the power within them. 
  Enthralling a mage is possible, if one can counter 
  their strong wills and keep them enthralled long 
  enough to learn from. 
  Woe to such a mage however, as the vampire often 
  destroys him afterwards to cover his tracks and to 
  stop the mage hunting him down for revenge if he 
  learns the truth about his new friend.
  Necromancy is the vampire’s preferred magical art, 
  as it gives them power over their lesser kin, such as 
  skeletons, zombies or even ghouls. The lairs of such 
  vampires are well protected and the most powerful 
  can bring forth legions of the damned to combat 
  intruders. Some dabble with conjuring demons, but 
  few demons will  actively deal with a creature that 
  has no soul to offer for its aid. A rare few will trade 
  aid and knowledge for living sacrifices, but these are 
  a small minority.
  Due to their rivalry, vampires rarely ever teach other 
  vampires the magic arts. One never knows when 
  a student will seek to become the master, and it is 
  always best to keep your true strengths hidden from 
  such rivals.
  There are no special rules for vampire mages. They 
  have the same access to Modes and Methods as their 
  former species. Although they prefer Necromancy, 
  they possess no stronger affinity to it than humans. 
  No vampire may ever use Acts of Faith, as they are 
  removed from God’s natural order and he will not 
  grant such beasts aid.
  Misconceptions & Truth
  Most of the tales of vampiric strengths and 
  weaknesses are true and are dealt with elsewhere 
  in this supplement, but there are still myths 
  perpetrated amongst humans that endanger the 
  would-be vampire hunter. These are dealt with 
  individually below.
  Garlic
  Garlic is a powerful ward in occult circles. As a 
  pungent herb it is used in cooking to flavour food, 
  but it can also, so it is claimed, be used as a ward 
  against vampires. Many cultures say that the smell 
  of garlic alone is enough to drive away a vampire, 
  nailed to a door or window it prevents entry, 
  used as a necklace it keeps the wearer safe from a 
  vampire’s bite, and the oil can be used in a manner 
  similar to holy water. Some myths say that stuffing a 
  vampire’s mouth full of garlic will destroy it.
  All of these myths have one thing in common - 
  they are wrong! Many vampires are quite good 
  chefs, mainly as a leftover of their former life or for 
  entertaining guests (or potential victims). They, as 
  much as humans, use it in cooking, although they do 
  
  32
  not eat the food for other reasons. Even Dracula, in 
  Bram Stoker’s original novel, was an accomplished 
  cook and Jonathan Harker commented as such in his 
  journal.
  Bad Breath
  One way to spot a vampire is, apparently, by its 
  breath, which smells like a slaughter house or 
  decaying meat. In the cases of bestial vampires 
  this is likely true, as the vampire has no concept 
  of cleanliness or of disguising its breath. Sentient 
  vampires, however, are masters of subtlety and use 
  other foods to disguise their breath, even though 
  they do not digest food. No sentient vampire will be 
  detectable through smelling its breath unless it has 
  only recently drunk blood.
  Stakes
  It is true that a stake through the heart can, 
  indirectly, be fatal to a vampire. The stake cuts the 
  beast off from the negative energy that it relies on 
  for part of its survival, but different types of wood 
  are often quoted as being needed.
  Ash wood is used in Northern Europe, and 
  especially Russia and the Balkans, for it is believed, 
  as quoted by Pliny the Elder, that all evil things 
  fear it. In other parts of Europe the favoured wood 
  is aspen, for it is widely believed that the cross on 
  which Christ was crucified was constructed from 
  aspen. The Slavs used hawthorn, as did the Romans, 
  who saw it as a ward against any form of sorcery. 
  The Greeks use buckthorn and the gypsies prefer 
  juniper. Regardless of the wood it is constructed 
  from, a wooden stake will cause a vampire harm, as 
  will a blessed sword.
  Unholy Nights
  Throughout the calendar there are four nights 
  on which vampires are supposed to have greater 
  powers. These are, in order of importance to 
  vampires, The Feast of St. George (23rd April), the 
  Feast of St. Andrew (30th November), Walpurgis 
  Night (1st May) and lastly All Hallows Eve (31th 
  October). Legends say that on these nights the 
  vampire is at his strongest, possessing greater 
  powers and being able to stay awake into the day.
  There is plenty of truth to these legends, although, 
  as is wont with myths, not all the facts are true. The 
  vampire does become more powerful on each of 
  these nights, but only slightly on All Hallows Eve 
  (believed by many mortals to be the main day for 
  evil to walk abroad in the land) and with a fantastic 
  amount of extra power on the Feast of St. George.
  On each of these nights mortals across Europe 
  lock their doors and windows, and place whatever 
  protective wards they believe in around their doors 
  and windows. Extra prayers are said and soul cakes 
  are made. Soul cakes are cooked for the dead to feast 
  upon in the belief that they will then leave mortals 
  alone. An extra place is laid at the dinner table so 
  that the dead will have somewhere to dine, but 
  vampires, and many other evil creatures, do not take 
  much heed of such protections.
  The table below shows the increase in power on the 
  relevant unholy night. On the main two nights the 
  vampire can literally double in power, but as with 
  any of the unholy nights, the increase only applies 
  between sunset and sunrise. If the vampire does 
  not possess the number of powers listed that can be 
  raised then he loses the extra bonus levels. Note that 
  the listed maximum level of the power still applies 
  (there is no fourth rank of Strength or Endurance, for 
  example).
  For example, a vampire with only Strength as a 
  variable point power can only ever raise that by 
  one level, no matter what night it is. If he also had 
  Transformation, he could raise one or the other on 
  All Hallows Eve and both of them on all the other  
  unholy nights.
  Feast of St. George
  +2 to effective ML (max of 12); 
  +28% to all skills; may raise four 
  powers by one level.
  Feast of St. Andrew
  +1 to effective ML (max of 11); 
  +21% to all skills; may raise three 
  powers by one level.
  Walpurgis Night
  +13% to all skills; may raise two 
  powers by one level.
  All Hallows Eve
  +7% to all skills; may raise one 
  power by one level.
  
  33
  Common Advantages & Disadvantages
  All vampires, regardless of their age, possess 
  strengths and weaknesses. Whereas strengths can 
  vary between different vampires, their weaknesses, 
  for the most part, remain constant. There are always 
  certain things that a vampire cannot tolerate, even 
  though he may have been around for several 
  centuries. What follows is a list of common strengths 
  and weaknesses possessed by all vampires.
  Damage Resistance
  The vampire is a creature of special status. He is 
  outside of nature to some degree, but still resides 
  within its laws. The creature may be able to fly, to 
  charm mortals into becoming slaves, and to control 
  the elements, but it is still an object made from flesh 
  and bone and it can be damaged.
  Most weapons barely harm a vampire, causing 
  nothing more than irritations and the wounds are 
  never fatal. Even wounds caused by enchanted, 
  blessed or high quality weapons, or those from 
  magick and Acts of Faith, although extremely 
  painful, can never be truly harmful. Indeed, there 
  are only three sure ways to kill a vampire - sunlight, 
  immersion in running water, and staking it through 
  the heart followed by decapitation. These methods 
  are all explained in more detail below.
  When a vampire has taken damage to a sufficiently 
  low level it is, however, forced to flee to its lair, 
  whereupon it remains until healed. The creature 
  must travel by its fastest method and cannot stop to 
  engage opponents in combat, unless they specifically 
  block its path and there is no alternate route.
  Vampires suffer only half damage from 
  unenchanted, unblessed or weapons of +3 quality 
  or lower, or damage caused by magick or Acts of 
  Faith. Enchanted, blessed or weapons of +4 quality 
  or better do full damage.  No matter how much 
  damage a vampire takes it cannot be destroyed by 
  any method save sunlight, immersion in running 
  water, or by being decapitated after having been 
  staked through the heart. Upon reaching zero Body 
  Points the vampire must flee to its coffin at its fastest 
  rate of travel. It takes no further damage unless from 
  sunlight, immersion in water, or Fire Magick.
  Damage caused by weapons that are unenchanted, 
  unblessed or of +3 or lower regenerate at normal 
  rates. Damage from weapons that are enchanted, 
  blessed or +4 or higher quality is harder to heal, as 
  are wounds inflicted by magick or by Acts of Faith. 
  In these cases, the vampire regenerates the damage 
  caused at an ability rating lower than it possesses, to 
  a minimum of standard human rates. For example, 
  a vampire that could normally regenerate 1 Body 
  Point per five minutes of inactivity heals wounds 
  caused by the methods mentioned above  at 5 Body 
  Points per hour that he is in his coffin.
  Claws & Fangs
  “The Count smiled, and as his lips ran back over 
  his gums, the long, sharp, canine teeth showed out 
  strangely.” 
  Jonathan Harker’s Journal: Bram Stokers Dracula
  A vampire’s teeth are more than instruments for 
  feeding with. They can be used to inflict terrible 
  wounds, including the severing of the wind pipe. 
  When not feeding or fighting, the vampire’s teeth 
  retract, similar to those of a snake, into his upper 
  jaw, being invisible to normal detection. However, 
  when the need arises the teeth grow to their full 
  length, often enough to touch the bottom lip, within 
  a fraction of a second. Most vampires possess 
  extended canines or eye-teeth, but a few have 
  developed the middle teeth of the upper palate into 
  sharp fangs, similar to rats.
  The teeth of the vampire have two purposes during 
  feeding. Firstly they puncture the skin, allowing 
  blood to flow to the surface of the skin, and secondly 
  they contain small grooves along which the blood 
  flows into the fiend’s mouth. They do not actually 
  suck the blood from the wound, but simply allow 
  it to flow. For this reason, vampires prefer minor 
  arteries, as the blood is under greater pressure, 
  is richer to their taste, and flows more readily. 
  Striking a major artery increases the blood flow 
  tremendously, but is likely to kill the target as 
  stopping the flow is difficult.
  When a vampire has finished feeding he removes 
  his teeth and allows the natural clotting system to 
  take over and seal the wounds. Vampiric saliva is 
  antiseptic in nature, and the wound never grows 
  infected, although the puncture marks are highly 
  inflamed and are hard to disguise. The same is 
  true of a vampire’s claws, which are in fact merely 
  hardened and extended nails rather than true claws 
  like those of a cat or wolf.
  That said, it is the teeth which give the vampire 
  the ability to feed. A vampire that drinks a pint of 
  someone’s blood from their neck gains power over 
  that person as if they were subject to Enthrallment. 
  
  34
  If they were aware of the attack they are first told to 
  forget it, and then to cover up the puncture wounds 
  in an inconspicuous manner until the damage heals 
  naturally. The victim will make no attempt to seek 
  curative medicines as he remains in the power of the 
  vampire.
  The negative energy that fills the vampire makes 
  his natural weapons extremely dangerous, and 
  mundane armour offers little resistance to their 
  attacks. Only magick or Acts of Faith offer any real 
  protection against the ferocious assaults of the king 
  of the undead.
  A vampire’s claws and teeth are supernatural 
  weapons and armour that is not blessed, enchanted 
  or of at least +4 quality only offers half protection. 
  Magick defence works normally, as do protective 
  Acts of Faith. 
  When used to drain blood, the fangs cause damage 
  each round equal to twice the result of  the initial 
  attack’s Crit Die. Once drained of at least 10 Body 
  Points of blood, the victim becomes subject to 
  Enthrallment until he completely heals the damage.
  Nightvision
  “He can see in the dark - no small power this, in a world 
  which is one half shut from the light.”
  Mina Harker’s Journal; Bram Stokers Dracula
  Indeed, the ability to see in darkness is no small feat 
  and it gives the vampire a distinct advantage over 
  normal men, for when they are asleep he is awake 
  and hunting for his next meal, scouting through 
  the darkest night as if it were broad daylight. No 
  amount of darkness, save that wrought by magick, 
  can hamper the vampire’s vision at night.
  Unlike the cat or owl, the vampire does not see by 
  small amounts of refocused light, but by seeing 
  the world through the spirit world, where he can 
  redirect the energy to reveal things hidden by 
  darkness or shadow. Even in the deepest cave the 
  vampire can see perfectly well, even enough to read.
  Crossing Running Water
  Vampires detest running water, for it symbolises 
  the life that they have now left behind. They avoid 
  it where possible and cannot cross it, so powerful 
  is the meaning behind it. A vampire can fly over 
  running water in animal or gaseous form, and even 
  using the Flight Power, he may cross on a boat or 
  bridge, and may be carried over it, but they will 
  never wade through it. 
  Full body immersion in running water harms a 
  vampire as readily as sunlight does, but placing a 
  hand or foot into running water only causes them 
  discomfort and a certain amount of pain.
  Holy Items
  “We are strong in the Lord and the power of His Might.”
  Abraham Van Helsing; Bram Stoker’s Dracula
  Like their lycanthropic “cousins,” vampires are 
  creatures shut off from the sight of God. They reside 
  in a state of undeath that precludes them from 
  entering Heaven or Hell. Certain holy items, namely 
  the crucifix and holy wafer, have the power to keep 
  a vampire at bay if held aloft by a man of the faith 
  and directly targeted towards the vampire. Although 
  vampires can learn to combat this aversion, most 
  are forced away and cannot come closer than five 
  feet. Be careful never to drive one into a corner, for if 
  presented with no escape, the vampire will fly into a 
  frenzy in its bid to escape the offending object.
  Touching a crucifix, holy wafer, or drops of holy 
  water onto a vampire’s skin cause an altogether 
  different reaction. The skin so touched immediately 
  blisters and burns, smoking slightly. Prolonged 
  exposure can cause tremendous damage and often 
  leaves an imprint of the item behind after it is 
  removed. Even this damage, though hard to heal, 
  cannot destroy a vampire. Holy water poured into 
  a vampire’s coffin makes that particular coffin 
  uninhabitable by the vampire, no matter what 
  measures he takes to cleanse it.
  Even if a vampire should be invited into a church or 
  other sanctified ground it cannot enter, finding the 
  way blocked as if with an invisible force field. Trying 
  to force one in causes it to frenzy.
  An ordained member of the clergy, or lay member 
  with at least a 33 PSF% in Faith, can drive a vampire 
  away with a crucifix or holy wafer. In order to do so 
  he must succeed in a Faith test with a penalty equal 
  to the vampire’s Willpower PSF%. Success means 
  the vampire cannot go within five feet of the person. 
  Be warned - a vampire  cornered by a holy item will 
  enter a berserk state if he cannot escape the five foot 
  radius. In this state he will attack anyone without 
  regard, including the cross wielder.
  A vampire struck by a crucifix or holy wafer, or 
  splashed with a vial of holy water, takes additional 
  damage equal to 1D10 + the level of Faith of the 
  attacker. Simply touching a crucifix or holy wafer 
  causes 1/2D10 damage per round. 
  
  35
  This damage is considered Act of Faith damage and 
  is not subject to damage reduction.
  Entering Houses Uninvited
  “He cannot go where he lists; he who is not of nature has 
  yet to obey some of nature’s laws - why we know not. He 
  may not enter anywhere at first, unless there be someone 
  of the household who bid him to come; though afterwards 
  he can come as he please.”
  Mina Harker’s Journal: Bram Stokers Dracula
  Hospitality is something to be grateful for in the 
  Middle Ages. Most nobles would accept other 
  nobles as guests, even enemies, without hesitation as 
  hospitality has its own rules. Even peasants would 
  offer a stranger some comfort, although normally 
  in return for simple chores. Whilst under a host’s 
  roof the guest may cause no harm to the lord or his 
  household, and the lord must assure the guest’s 
  safety and comfort. Naturally these laws are very 
  loose and can be slightly stretched and bent to suit 
  the individual’s view of his guests, but they are 
  pretty much immutable.
  The vampire cannot be held bound by such laws, 
  given as it is an abomination of nature that actively 
  seeks to kill mortals for food and it cannot enter a 
  house, or other property come to that, unbidden. 
  Unless specifically invited in by a member of 
  the owning family the vampire cannot cross 
  the threshold. It may, however, use its powers, 
  especially Enthrallment, to convince the owner to 
  invite it in, but no power it possesses can force entry 
  otherwise. In an area where vampires are known to 
  reside few openly invite guests in unless they first 
  prove themselves by crossing the threshold of their 
  own volition. 
  Once a vampire has been allowed access to a 
  particular building it may come and go as it pleases. 
  Even revoking the invitation has no effect on the 
  beast.
  Be warned - vampires are very cunning creatures 
  and can easily twist the conversation so that an 
  invitation is unwittingly made.
  
  36
  Blood & Normal Food
  “But he cannot flourish without this diet; he eat not as 
  others. Even friend Jonathan, who lived with him for 
  weeks, did never see him to eat, never!”
  Mina Harker’s Journal: Bram Stokers Dracula
  Vampires feed only off the blood of sentient 
  creatures and must do so with some regularity to 
  avoid rapid decay. Once per week, the vampire 
  must drink fresh blood or he quickly begins to 
  weaken, eventually falling into a coma-like state. 
  Whilst in this state of torpor the vampire cannot 
  move, see, hear or even think. For all intents and 
  purposes he resembles a normal corpse and is even 
  immune to the effects of sunlight and immersion. 
  However, the foul beast is not dead, merely cut off 
  from the negative spirit world, hence the reason 
  that sunlight and immersion fail to cause harm. The 
  vampire can be awakened from this state by pouring 
  a pint of fresh blood into his mouth, although the 
  helpful servant, or foolish adventurer, often ends 
  up as the next meal as the vampire will awaken in a 
  state of berserk frenzy, seeking to feed as quickly as 
  possible.
  The amount of blood drunk must be at least a pint 
  and drinking more does not extend the period 
  before the next intake must happen. It does, 
  however, temporarily boost the vitality of the 
  vampire, making a recently fed vampire a more 
  dangerous foe than usual. The blood of animals 
  gives no sustenance to vampires, who cannot digest 
  it effectively.
  The temptation of seeing human blood is often 
  too much for many vampires to take, and they 
  will immediately begin trying to feed, even when 
  doing so would endanger their lives. Even the 
  great Count Dracula came close to drinking from 
  Jonathan Harker when he cut himself shaving - only 
  the Count’s immense willpower saved Harker’s 
  life at that point. Blood is more than just food to 
  vampires, it is a form of drug, the drinking of which 
  gives them a perverse, and some might say unholy, 
  pleasure. Unlike lycanthropes, vampires hold no 
  one as family or friend and will take sustenance 
  from any available source when the need arises.
  Standard mortal food is completely indigestible to 
  vampires, who gain no strength or pleasure from 
  it. Most cannot even hold it down for long before 
  regurgitating it undigested, a sure way to detect a 
  vampire. Most are wily enough to either refuse the 
  food with excuses or to leave the table frequently to 
  purge it from their systems.
  A vampire must make a Willpower test whenever 
  he sees fresh blood to avoid succumbing to his dark 
  urges and begin drinking it. This is modified by +3% 
  per witness and by -5% per day since the vampire 
  last drank at least a pint.
  For game ease a pint of blood is defined as 10 Body 
  Points worth. Although the human body holds 
  roughly 8 pints, most humans die from shock or 
  ‘blood loss’ long before that amount is actually 
  consumed. A vampire must drink blood from a 
  sentient host once per week, otherwise he suffers 
  the loss of 3 Body Points per day. When the vampire 
  reaches zero he stops losing Body, but is effectively 
  in a coma, capable of no thought or action. Pouring 
  a pint of fresh blood into the vampire’s mouth will 
  re-awaken him, although he will immediately suffer 
  from Berserk Frenzy until he reaches at least a tenth 
  of his normal Body Points, either through blood gain  
  or from regeneration.
  Vampires gain temporary Body Points equal to 
  one-quarter (rounded up) of the number of Body 
  Points drained from their victim after the first ten. 
  So a vampire draining a Dwarf of 25 Body Points of 
  blood gains ((25 - 10)/4) or 4 Body Points. These last 
  for one hour only.
  A vampire that eats or drinks normal food must 
  make a CON AR check at -20% to avoid being sick 
  within an hour. A 10 Critical Fail result causes him 
  to violently purge himself a few minutes after eating 
  the food.
  No Reflection
  “He throws no shadow; he make in the mirror no reflect, 
  as again Jonathan observe.”
  Mina Harker’s Journal: Bram Stokers Dracula
  Even vampires that can travel abroad in daylight 
  loathe to do so because of this inherent weakness. 
  The vampire, a creature that shuns the light and 
  lives only in a world of darkness, has no shadow, 
  nor does he cast a reflection in any surface. Scholars 
  say that the shadow is an aspect of the negative side 
  of humans, the dark side if you will, and that as a 
  creature of pure evil and malice, the vampire is at 
  one with its shadow. The lack of reflection is, simply, 
  another sign that the vampire is a beast outside of 
  nature’s laws, for all mortal things have a reflection. 
  In truth, vampires are no longer living or dead, they 
  exist in a world that has no reflection on the earth 
  and thus they themselves have no reflection.
  
  37
  Vampires do not keep mirrors or other reflective 
  surfaces to hand in their lairs. Contrary to popular 
  belief their lairs are not normally pitch black 
  ,especially those that try to maintain a semblance 
  of normal life, perhaps being land owners or 
  noble lords. Instead, they seek to provide as 
  much illumination as possible and from as many 
  directions as possible, so negating the shadow from 
  everything.
  The chance to spot a lack of shadow without 
  specifically searching for one is based on a pure 
  Alertness: Sight check (no bonuses). Actively 
  searching for a shadow reveals, assuming conditions 
  right, that the subject has none!
  Sunlight
  “His power ceases, as does that of all evil things, at the 
  coming of the day. Only at certain times can he have 
  limited freedom. If he is not at the place wither he is 
  bound, he can only change himself at noon or at exact 
  sunrise or sunset.”
  Mina Harker’s Journal: Bram Stokers Dracula
  Vampires are creatures of darkness, of evil, and of 
  the negative side of humanity. The sun is the source 
  of light and energy, the very essence of life itself 
  one might say, and as such it is the anathema to 
  vampires (and many other undead).
  Vampires not capable of resisting sunlight, and those 
  that can are a minute percentage, suffer hideously 
  disfiguring burns when exposed to sunlight, even 
  through clothing or heavy cloud cover. After a few 
  seconds of exposure the vampire begins to smoke 
  and, within a minute, the exposed areas burst 
  into flame, burning with an intense heat and an 
  unearthly green glow. All the while the vampire 
  screams with pain and tries to flee into an area 
  of complete darkness. If exposed long enough, 
  the vampire turns into dust, his undead form 
  extinguished forever. The sun is indeed man’s best 
  weapon against the vampire.
  Even those vampires that can resist sunlight 
  find that none of their powers function, the sun 
  disconnecting them temporarily from the negative 
  energy they need to survive. Although this causes 
  no harm, it does greatly reduce their threat potential 
  and few, if any, would start a fight when so 
  weakened.
  
  38
  The coffin is a vital part of the vampire’s existence, 
  for within it he may heal damage (if he possess 
  the ability) and sleep soundly in his native soil. All 
  vampires must sleep on the soil from their original 
  grave, not just from the land they call home, as 
  this provides the link to the negative energy that 
  empowers a vampire’s being. Removed from his soil, 
  the vampire slowly weakens in a manner similar to 
  that from blood starvation. Although vampires can 
  sleep anywhere that their native soil is placed, most 
  still prefer their coffin - a reminder of their status as 
  masters of the dead.
  Vampires forced to sleep on anything other than 
  their grave soil lose 1 Body Point per night. They 
  enter a coma similar to that for starvation when they 
  reach -1/2 Body Points.
  Vampiric Powers
  The section on character generation lists the various 
  vampiric powers from a game mechanic point of 
  view. Within this section the powers are expanded 
  upon and described more fully. Remember that 
  contrary to popular belief not all vampires possess 
  the same powers.
  In game terms, the only powers that a vampire 
  may use during the hours of daylight are Agility, 
  Endurance, Eternal Life, Improved Senses, Scale Walls, 
  Seductive Appearance, Strength and, obviously, 
  Sunlight Transformation. Skill bonuses from 
  Enthrallment still apply, but the power to actually 
  Enthrall is lost. Vampires also lose 5 FP per hour 
  when active during the day, losing Body when 
  Fatigue is expended.
  Coffins
  “Thus, whereas he can do as he is will within his limit, 
  when he have his earth-home, is coffin-home, his hell-
  home, the place unhallowed, as we saw when he went to 
  the grave of the suicide at Whitby; still at other time he 
  can only change when the time come.”
  Mina Harker’s Journal#: Bram Stokers Dracula
  The term “coffin” when used in the context of 
  vampires immediately conjures up visions of a 
  mahogany coffin, lined with red silk, and with 
  squeaky hinges from which the vampire emerges 
  at night to terrorise the innocent villagers that live 
  nearby. In the Middle Ages coffins were likely to 
  be simple wooden boxes, or for those with wealth, 
  lead boxes. They are never lined, not do they possess 
  hinges; the lid simply being nailed on after the 
  occupant takes up residence.
  
  39
  Accelerated Healing
  Vampires are not technically dead and they are 
  not technically alive either. They exist, instead, 
  within an definable state known as undeath and 
  are themselves undead. Living creatures regenerate 
  tissue damage very slowly, often taking weeks or 
  months to recover from serious wounds. The undead 
  have strong links to the negative aspects of the Spirit 
  World and can draw a limited supply of energy 
  from it, which they use to heal themselves. Vampires 
  with this power can heal damage at phenomenal 
  rates compared to mortals, even when they have 
  only a basic knowledge of it. Without this power, the 
  vampire still retains enough humanity to recover at 
  standard human rates of healing.
  Vampires are more susceptible to wounds inflicted 
  by enchanted, blessed or high quality weapons, and 
  those caused by magick or by Acts of Faith. In these, 
  cases the vampire heals at a slower rate, and in most 
  cases he must heal these at a rate similar to that of 
  humans who have taken wounds.
  Agility
  The average vampire is as agile as he was in life, 
  but a few have developed preternaturally fast 
  reflexes, allowing them to avoid blows or walk along 
  precarious ledges with a good degree of success. 
  The exact method by which a vampire acquires this 
  ability is unknown, as the corpse can no longer 
  improve its physical development through exercise. 
  Most scholars believe that it is due to their unearthly 
  link to the Spirit World, granting them the ability to 
  act faster than mortals through either a basic form of 
  precognition, which enables them to avoid blows a 
  fraction ahead of mortals, or through the energy that 
  flows through them.
  Causing Blights & Crop Failures
  The state of undeath in which a vampire resides is 
  not confined purely to itself. A few have been able 
  to extend this field of negative spirit energy into the 
  area surrounding their lair. In the case of this power 
  it causes plants to wither and die slowly. At first the 
  blight takes the form of mildew on the plant, but 
  within a month it begins to spread, actively rotting 
  the plant at a rate faster than it can grow.
  Although often dangerous to possess as it can reveal 
  the presence of a vampire to those with the correct 
  knowledge, in more isolated areas it is a safe way 
  to drive mortals from the immediate area without 
  having to physically manifest in front of them and 
  terrorise them. Those vampires that openly rule 
  mortals use this power as a form of control - so long 
  as the mortals obey their lord their crops grow; if 
  they fail him their crops wither and his more loyal 
  minions guard the roads out and drive fleeing 
  villagers back (or deliver them to their master).
  Causing Plagues & Epidemics
  As a power that kills its food source, many would 
  consider this a strange power for a vampire to 
  possess. Yet, the logic behind it is simple. If people 
  across the city are dying of the plague, who will 
  miss a few that die of less than natural causes. The 
  majority of peasants would not recognise a vampire 
  bite anyway and would likely attribute the cause 
  to boils or weeping sores from the plague. Even if 
  someone did recognise the symptoms of a vampire’s 
  bite, they are unlikely to attribute the cause of the 
  plague to him.
  This power is similar to that of Causing Blight and 
  Crop Failure, in that it is caused by the undead state 
  of the vampire being extended into the surrounding 
  area. Once the disease starts, although some scholars 
  argue that the disease is actually attracted to the area 
  by the vampire’s power, it runs it natural course, 
  leaving the vampire free to move on if he so wishes. 
  The exact disease that infects the area varies, and no 
  vampire can be said to have any control over exactly 
  what plague begins to spread.
  Castles under siege by evil forces ,may suddenly 
  find plague outbreaks, as will large cities that can 
  support a vampire undetected for many, many 
  months. Many vampires simply enjoy watching 
  others suffer and will inflict this power upon a 
  settlement for no other reason. As a side-effect of this 
  power, the vampire himself becomes immune to all 
  forms of disease, magickal or otherwise.
  Control of Animals
  “It was almost as if the sound sprang up at the raising of 
  his hand, just as the music of a great orchestra seems to 
  leap under the baton of the conductor.”
  Jonathan Harker’s Journal: Bram Stokers Dracula
  The vampire’s dominion over wolves and bats is, 
  in the eyes of mortals, without question. As far as 
  they are concerned all vampires possess legions of 
  obedient wolves and flocks of bats, amongst which 
  the vampire himself travels at night. Yet, as with all 
  vampiric powers, those that possess this ability are 
  not altogether common.
  
  40
  In order to control the animal the vampire must 
  have direct line of sight and be able to gaze into 
  the beasts eyes, if only for a few seconds. Through 
  sheer force of will the vampire dominates the mind 
  of beast, bringing it under his control. An animal 
  dominated in this way will obey any order its master 
  gives it, even to the point of suicide. 
  Most vampires can only control an animal for a few 
  days before they must re-dominate it. Although 
  possessed of fairly weak wills, the animal slowly 
  regains its own will, especially if separated from its 
  master for long durations. Some animals, mainly 
  those already possessed of weak wills, can be 
  irrevocably controlled, but this is a rare instance 
  and has little to do with the power of the controlling 
  vampire. Each vampire can only project his will on a 
  small number of animals at any one time, although 
  this number grows as the vampire ages, and it is 
  rare to find one with more than a hundred small 
  creatures under his control at any one time.
  Any mammal or avian can be controlled through 
  this power, but not reptiles or fish.
  Control the Elements
  “He can, within his range, direct the elements; the storm, 
  the fog, the thunder”
  Mina Harker’s Journal: Bram Stokers Dracula
  The exact reasons a vampire has links to the element 
  of Air are unknown to scholars, who argue that 
  surely Earth would be their forte, being as they 
  are creatures that have risen from it. Whatever the 
  reason, there are vampires whose control of the 
  weather is second only to powerful mages and 
  witches.
  Since this power grows as the vampire ages, newly 
  created ones have only a basic knowledge, being 
  to able to summon breezes or mists, whereas the 
  older ones can generate full blown storms and even 
  tornadoes.
  Most vampires use this power to delay potential 
  attackers or to stop foes from escaping their domain, 
  for few wish to travel in a raging storm, providing as 
  it does extra cover for attackers. Travel by boat can 
  be increased through control of the wind; likewise it 
  can delay travel for others with storms or becalming 
  effects.
  
  41
  Create Other Vampires
  Within Europe, both Eastern and Western, there are 
  a wide variety of myths as to how a vampire can be 
  created. Although this section deals only with the 
  most common method in Western mythology (or 
  at least Hollywood mythology), that of creating a 
  vampire through the bite.
  Other methods include certain predispositions 
  (being born at certain times of the year, having two 
  hearts, weaned too early, sucked after weaning, 
  death without baptism, received a curse, mother 
  did not eat enough salt during pregnancy or mother 
  stared at by a vampire whilst pregnant). 
  Actions committed in life (committing suicide, 
  practising sorcery, eating sheep killed by a wolf, 
  saying a mass whilst in a state of mortal sin, being 
  a werewolf (!)), and death or after-death causes 
  (having a cat jump over the corpse, having a shadow 
  fall on the corpse, no burial, death by violence, death 
  by drowning, being buried face up in the grave, or 
  murder that is not avenged).
  This power is, fortunately for mortals, fairly rare 
  and so the number of new vampires created at any 
  one time is very small. Most vampires do not seek 
  to have slaves but feed only for sustenance and 
  pleasure. 
  In order to create a new vampire, the vampire must 
  drain his victim of blood to the point of death. This 
  does not mean that he has to drain every drop of 
  blood from a body, as some humans will die of 
  shock long before the body has been sucked dry. 
  There is no requirement for killing the victim over 
  time; a single night will suffice. Once dead, the 
  corpse appears, for all intents and purposes, to be 
  nothing more than that. The sun will not burn the 
  body any more than it would a normal corpse, nor 
  do holy items or the like affect it.
  However, on the third night after death the corpse 
  rises from its grave, digging its way free if necessary, 
  and rises as a bestial vampire, possessing only a 
  limited, and yet highly cunning, intelligence. This 
  bestial vampire is under its creator’s full control, 
  but can be left to its own devices. Sadly, these foul 
  beasts know only how to feed, and follow no other 
  pursuits. Most prefer to lure their prey into traps 
  rather than attack them openly.
  Vampires with the more powerful version of this 
  ability can create full vampires, similar to themselves 
  in that they grow more powerful with age, possess 
  their full mental faculties, and have ambitions and 
  goals. The procedure for doing so is similar to that 
  above, but the vampire must feed the victim a drop 
  of his own blood just before death occurs. This drop 
  of blood bonds the newly-created vampire to the 
  Spirit World, filling him with the energy necessary 
  to re-awaken as a full vampire.
  Drain Life Force
  Not all vampires are created equal. Some have 
  stronger connections to the Spirit World than others 
  and those possessing this gift have some of the 
  strongest links of all. Through their icy cold touch 
  these vampires can, quite literally, drain the life 
  force from a living creature (though not plants), 
  sucking its body energy into the Spirit World, from 
  where it dissipates. It is important to note that the 
  vampire himself does not benefit from this ability, it 
  merely destroys his mortal opponents.
  The power is not always in effect and the vampire 
  can switch it on and off at will, although as with all 
  powers his ability to do so grows as he ages.
  Endurance
  As mentioned earlier, vampires are undead and 
  possess ties to the negative part of the Spirit World. 
  Whilst all vampires can withstand large amounts 
  of physical damage simply through their undead 
  status, there are those whose ties to the spirit world 
  fill them with preternatural levels of physical 
  energy. No vampire actually breathes, taking all 
  sustenance from blood and the energy of the spirit 
  world, but physical exertion still tires them as it does 
  humans through muscle fatigue. Those possessing 
  this gift can withstand higher amounts of physical 
  harm and can endure conditions where humans 
  would be guaranteed to fail. As a side effect of 
  their enhanced constitution, they gain an increased 
  degree of resistance to drugs, poisons, and diseases.
  Enthrallment
  One should, according to legend, never look directly 
  into the eyes of a vampire, for this gives them power 
  over you and makes you their slave. Sadly, this is 
  not the whole truth, for many vampires with this 
  power can use their voice alone to control those of 
  weaker wills than themselves.
  The vampire may use his eyes to simply subvert a 
  target’s will, or he may use his voice to command 
  them to obey him. The choice has nothing to do with 
  the age of a vampire, but only his personal choice. 
  The great force of will of the vampire hammers 
  at the resolve of the victim, forcing the vampire’s 
  
  42
  will onto the subjects own. Once self will has 
  been temporarily removed, for this power is not 
  permanent, the victim becomes a willing slave to 
  the vampire , eager to please his new master. An 
  enthralled victim does not need to be in visual sight 
  of the vampire to receive orders, for the master 
  possesses a mind link to his new servant, enabling 
  him to give orders at great distances. This way, the 
  vampire can gather information from the safety of 
  his lair, risking only his agents and not his self.
  The seductive nature of this power affects members 
  of the opposite sex better than it does the same  
  sex, and most vampires prefer such servants as 
  they are easier to control. Of course, the vampire 
  and subject must be of the same species for this to 
  work effectively, as very few humans find a Dwarf 
  attractive, regardless of sex, and vice versa.
  All vampires with this ability are inherently 
  “charming,” (+10 PSF to Charm Skills) in that their 
  words are soothing and seemingly contain great 
  truth. From the enthrallment of a slave to bargaining 
  with a merchant, vampires with this power are 
  great leaders and often possess many slaves; both 
  enthralled and those willing to follow of their own 
  free will.
  Eternal Life
  “The vampire live on, and cannot die by mere passing of 
  time; he can flourish when that he can fatten on the blood 
  of the living.”
  Mina Harker’s Journal: Bram Stokers Dracula
  Most vampires are, luckily for mortals, not truly 
  immortal with regards to aging. The term immortal 
  when used to describe a vampire is always in some 
  doubt anyway, as they can be slain by certain means. 
  Even vampires with this power can be slain, they 
  have just cheated part of death.
  Most vampires continue to age naturally, eventually 
  dying of old age as do humans and the other races. 
  This makes them dangerous only in the short term 
  and patience will see death catch up with them. 
  Those that possess stronger ties to the Spirit World 
  can use the energy there to slow the effects of aging, 
  in a manner similar to that of some faeries. Old age 
  creeps up on them slowly, giving them an extended 
  life span roughly equal to ten times that of a normal 
  human. This also grants them enhanced resistance 
  to diseases, poisons and drugs, but they can still be 
  despatched through these methods if the substance 
  is potent enough.
  The true vampire, at least according to myth, is truly 
  beyond aging and ages no further than the day he 
  died. As centuries pass he maintains his youthful 
  appearance and is also virtually immune to foreign 
  substances within his bloodstream. These are the 
  most dangerous of foes for they have the time to 
  learn new powers and grow stronger.
  All vampires that have at least a basic resistance to 
  aging can show signs of old age if they do not drink 
  regularly though. As stated elsewhere, vampires 
  need to drink at least once per week to maintain 
  their undead status. Every day that the vampire goes 
  without blood after this he ages externally by five 
  years, so a vampire that would normally look like a 
  30 year old man would resemble one nearer sixty if 
  he did not partake of blood for a fortnight. This does 
  not affect the vampire as old age does mortals, it is 
  only the resemblance of age and once he drinks he 
  assumes his normal appearance within two hours.
  Fear
  As if the vampire itself is not enough to cause fear in 
  the hearts of mortals, many can extend the negative 
  energy of the Spirit World to affect even those of 
  stout heart. When invoking fear in mortals vampires 
  use different methods, although all produce the 
  same result. Some prefer to make their eyes change 
  colour to either blood red, pitch black, or those of a 
  wolf; whereas other will snarl and bare their fangs in 
  a display of potential power.
  Whatever the method, the affect can be truly 
  terrifying to behold, causing mortals to run or cower 
  from their assailant. The power is best used to warn 
  mortals away or to cower them before launching a 
  full attack, for in their fear and panic they are much 
  less likely to stand and fight but instead run in terror 
  to find shelter.
  Those of strong Faith can combat this power, calling 
  upon their belief in their deity to give them strength 
  and courage. Likewise, hardened combat veterans 
  often possess great Willpower, as do many mages. 
  Even so, one should never count on these to provide 
  total protection.
  Flight
  Some vampires can assume the form of a bat, others 
  can turn into mist and travel against the wind, and 
  a few can simply will themselves to fly without 
  needing other forms. The vampiric power of flight 
  is not particularly fast, but it gives the vampire 
  an extra mode of transport, allowing him to cross 
  running water safely or to fly behind attackers 
  
  43
  or victims. Flying is simply a matter of willing it, 
  without need for incantations. Most scholars believe 
  that the vampire simply harnesses the energy fields 
  of the Spirit World to cause him to rise above the 
  earth and the stronger his tie, the longer his flight 
  duration will be.
  Distance is always a limiting factor, and vampires 
  are no different. Most can fly only for a maximum of 
  a few hours and even the most powerful can barely 
  travel all night without needing to land upon the 
  earth and rest.
  Improved Senses
  The vampire is a creature of the night, a time 
  when sound carries and vision is fogged by night. 
  Aside from being able to see in darkness, a trait 
  all vampires share, there are also those that have 
  a greater sense of sight and hearing than mortals. 
  Unnatural as they are, the vampire’s senses are 
  almost as sharp as those of beasts, such as owls or 
  birds of prey. The quietest sounds and the smallest 
  movement are perceived by the vampire as clearly 
  as words shouted or the  waving of arms from close 
  range.
  As predators, their senses have greatly increased, 
  and it is said that a vampire can hear a heart beating 
  through a solid wall and sense the flow of blood 
  over many miles.
  These highly-attuned senses make it very hard to 
  surprise a vampire when he is awake, and even 
  when in his coffin the vampire’s sense of hearing 
  does not desert him. Many legends say that a 
  vampire automatically knows all that goes on within 
  his domain and, whilst most information is brought 
  to his attention by loyal spies, his own senses go 
  someway to backing this legend with fact.
  Misting or Vaporising
  “He can come in mist which he create - that noble ship’s 
  captain proved him of this; but, from what we know, the 
  distance he can make it through this mist is limited, and it 
  can only be round himself.”
  Mina Harker’s Journal#; Bram Stokers Dracula
  Mist is commonplace in most parts of Europe and, 
  aside from the creepy effect it can give natural 
  phenomenon, it poses little harm to mortals. Unless 
  a vampire lurks within it, invisible, for his form is 
  that of the mist itself! 
  Turning into mist or vapour is a common vampiric 
  power as it allows a great many benefits and few 
  hindrances. In this form the vampire cannot be 
  detected as an undead, he can only be harmed 
  by certain magicks, namely fire, although he only 
  suffers half the normal amount of damage from 
  this. He can hide from attackers (even dogs detect 
  nothing unusual), and he retains his ability to sense 
  life forms, although he cannot see or hear per se. 
  Instead, he senses the natural energy given off by all 
  living objects.
  
  44
  Whilst subject to the movement effects of strong 
  winds, the vampire can move against the wind if 
  he chooses, although this can be tiring if used for 
  extended periods or against particularly strong 
  winds.
  The vampire can also part materialise if he wishes, 
  although he cannot move if he does so. This does not 
  mean that he can be half mist and half man, but he 
  can extend his arms back into physical form to attack 
  a foe. This leaves him open to assault of course by 
  normal means, but the effect can be truly terrifying 
  to the intended victim.
  Scale Walls
  “But my very feelings changed to repulsion and terror 
  when I saw the whole man slowly emerge from the 
  window and begin to crawl down the castle wall over that 
  dreadful abyss, face down, with his cloak spreading out 
  around him like great wings.”
  Jonathan Harker’s Journal#; Bram Stokers Dracula
  The ability to climb sheer surfaces is a boon to 
  those undead that cannot fly, transform into a bat, 
  or turn their physical form to mist. Although most 
  peasants live in only simple single-storey houses, 
  many vampires live in ruined castles or towers and 
  this gives them an optional means of entry. It also 
  allows them to hide in places attackers would never 
  normally look, such as on ceilings.
  This is not simply a power enabling the vampire 
  to climb walls like an expert, he can literally cling 
  to any surface, as a spider does. The vampire does 
  not secretes a substance to aid him, nor does he use 
  claws, but instead bonds himself to the material he 
  is scaling through subtle control of the element of 
  Earth. He has no other Earth powers save this, and 
  cannot use magick based on the element.
  Seductive Appearance
  Lucifer himself was described as a bringer of light, 
  an angelic being with the face of an angel (which 
  he was). Vampires come in many forms, from the 
  hideously ugly, to the stunningly beautiful, and 
  vampires with this power have walked the latter 
  path. Their beauty can rise high enough to cause 
  even chaste men’s (or women’s) head to turn and 
  dark thoughts of pleasure enter the minds of lesser 
  willed folk. Such a vampire can charm his way 
  into households with a few simple words and a 
  seductive smile.
  Shadow Walking
  “He can become so small - we ourselves saw Miss Lucy, 
  ere she was at peace, slip through a hair-breadth space at 
  the tomb door. He can, when once he find his way, come 
  out from anything into anything, no matter how close it 
  be bound or even fused with fire - solder you call it.”
  Mina Harker’s Journal#; Bram Stokers Dracula
  The vampire, as a creature of the night, has a certain 
  ability over shadows. Vampires possessing this 
  power at low levels can only elongate shadows to 
  provide them extra cover when moving around in 
  darkness. Even the simplest shadow can be altered 
  to provide the beast with sanctuary from a hunter’s 
  sight.
  At higher levels the vampire can perform 
  astonishing acts, such as becoming a shadow’s 
  width in form, so that he can slip through minute 
  gaps. Whilst in this form the vampire is immune to 
  all attacks, save those caused by sunlight. Even holy 
  items have no power over the beast and he is almost 
  impossible to spot. Luckily, the beast can only use 
  this power for short periods, generally no more than 
  a few seconds, but it is a very powerful escape tool.
  The most powerful practitioners of this power are 
  said to be able to enter through one shadow and 
  appear within another, even if this means passing 
  through solid objects. The vampire must, however, 
  have previously visited the location in order to 
  enter it in this fashion. The time taken to travel the 
  distance is negligible.
  Strength
  “He has the strength of many in his hand - witness again 
  Jonathan when he shut the door against the wolfs, and 
  when we help him from the diligence too.”
  Mina Harker’s Journal; Bram Stokers Dracula
  Many forms of undead possess fantastically high 
  levels of physical strength, a clear sign of the link 
  between themselves and the Spirit World that 
  empowers their very being. Age has nothing to 
  do with strength in vampiric circles and even the 
  lowliest newborn may be stronger than the master, 
  able to bend a sword or rip a door from its hinges 
  with little effort.
  
  45
  Those that hunt vampires should always be aware that 
  vampiric strength and muscle do not always go hand 
  in hand and that a seemingly frail vampire may lift an 
  armoured man above his head and throw him clear across 
  a room, whereas a well-muscled vampire may be no 
  stronger than the village blacksmith.
  Summon Animal
  “He can command all the meaner things; the rat, and the owl, 
  and the bat - the moth, and the fox, and the wolf”
  Mina Harker’s Journal: Bram Stokers Dracula
  As with the ability to control animals, all vampires are 
  assumed to possess this power by peasants. Naturally, 
  this power works best when one has the ability to control 
  animals by force of will rather than relying on skills learnt 
  as mortals. There is no guarantee that any summoned 
  animal will be friendly to the vampire, and many may 
  even growl or hiss at the sight of the undead beast, but 
  few will actually attack. Vampires with this power are 
  inherently skilled at dealing with all forms of animal.
  The vampire need not speak the beast’s language, nor 
  does he need to produce any verbal sounds. A mental call 
  to summon can be projected outward, compelling animals 
  of the type the vampire seeks to come to his side. Sentient 
  beings are unaffected by this power, as are fish, but all 
  other species of animal are susceptible to the summoning.
  Sunlight Tolerance
  Ah, but the living energy of the sun is always a safe 
  haven, for no vampire, being a creature of darkness 
  and evil, can withstand its gaze without burning in its 
  purifying rays. How unfortunate that the legends are not 
  entirely true. Only a powerful vampire can hope to stand 
  against the sun and win, but there are those that can.
  There are three levels to this power. The first, being 
  the weakest, only offers a limited resistance to the sun, 
  causing the vampire to take damage at a slower rate and 
  so enabling them to seek a safe haven if caught out in the 
  day. The vampire would never be so foolish as to use this 
  power to walk around in society, for even if he does not 
  catch fire, he produces smoke from his cindering flesh 
  and has no hope of hiding it.
  More advanced vampires can actually withstand the 
  weaker sunlight of dawn or dusk, and an hour or so after 
  or before without harm, but they are still affected by the 
  sun and take damage as the weaker holders of this power. 
  Neither can they use any of their powers, save for those 
  that are permanent, such as increased strength or agility. 
  The sun negates their other powers entirely.
  
  46
  The most powerful of vampires are immune to the 
  effects of sunlight, taking no damage and producing 
  no smoke. They may walk around as any other 
  mortal may, although they too may use none of 
  their powers that need activation. For all intents and 
  purposes they can pass as a normal member of their 
  species, giving them the ability to fool attackers and 
  make useful contacts. These are the most powerful 
  of the night fiends, for they have broken the 
  boundaries of their eternal prison, at least to some 
  degree.
  All vampires active during the day tire more easily 
  than normal, although they can pass this off as 
  simply being unfit or unwell.
  Transformation
  “He can transform himself to wolf, as we gather from 
  the ship arrival in Whitby, when he tear open the dog; he 
  can be as bat, a Madam Mina saw him on the window at 
  Whitby, and as friend John saw him fly from this so near 
  house, and as my friend Quincey saw him at the window 
  of Miss Lucy.”
  Mina Harker’s Journal: Bram Stokers Dracula
  The most common animal forms attributed to 
  vampires are those of the bat, cat, dog, wolf, rat, bird 
  or mouse. In reality the vampire is not restricted to 
  any particular animal and could, if the need arose, 
  change to the form of an elephant! It is important to 
  note that not all forms are open to every vampire, 
  for as the vampire ages so his control over the 
  transformation improves, enabling him to assume a 
  wider variety of forms.
  When the vampire changes form he retains all his 
  vampiric weaknesses (sunlight, holy items, etc.) but 
  loses most of his vampiric powers. The vampire may 
  only fly if his new form allows flight (no flying rats 
  or dog!); he may not speak, except in the language 
  of the beast whose form he assumes; he may not cast 
  spells; or use any of his other vampiric powers, save 
  for those which are permanently in affect (such as 
  Agility or Sunlight Tolerance).
  For most vampires the ability to transform shape is 
  either to gain entrance or to escape an area without 
  arousing suspicion. A rat within a town or city will 
  not be treated as unusual, nor would a cat or dog. 
  Certain forms, like rat or mouse, allow easier access 
  into sealed areas through small holes, and obviously 
  the bat or bird form allows flight.
  Whatever the vampire’s age, there are still certain 
  forms the vampire cannot achieve. He cannot, for 
  instance, change into the form of another humanoid, 
  regardless of race or sex, nor can he change into mist 
  or an inanimate object with this power.
  Destroying A Vampire
  Vampires are inherently evil and outside of nature, 
  thus making them far worse than any beast, even a 
  dragon. Their existence is a thorn in the side of man 
  and a direct taunt of God’s Creation. However, they 
  are not easy to locate, nor are they easy to destroy. 
  The following section covers firstly the methods 
  by which one may attempt to locate a vampire and 
  secondly the only methods guaranteed to destroy 
  one.
  A few of the more obscure methods of destroying 
  a vampire (which are not used in the C&S setting) 
  include stealing the left sock (only works on a few 
  species), bottling (mainly used in Bulgaria), breaking 
  the spine, using animals such as a cock, dog or white 
  wolf, boiling the heart, extracting the heart (very 
  messy).
  Detecting A Vampire
  In order to destroy a vampire, one must first locate 
  one. The following list holds true as a means of 
  detecting most vampires, but is not a guarantee of 
  success. Some vampires have differing weaknesses 
  and finding out which ones a particular member of 
  the species has may alert it to the hunter’s presence. 
  Many can also apply to mages, mad hermits, 
  or those suffering from certain illnesses (such a 
  porphyria).
  Fangs or long nails are, indeed, almost sure fire ways 
  of spotting a vampire, but they are only visible when 
  a vampire wishes them to be, otherwise seeming 
  like normal teeth and nails. Red eyes are often 
  attributed to vampires, but unless they are invoking 
  a fear response they remain as they did when the 
  vampire was alive. The lack of sunlight leads to a 
  certain paling of the skin, but this can be the result 
  of disease, or in the case of noble women, something 
  that was sort after. In latter years especially, nobles 
  preferred a light skin tone as a weathered look was 
  the look of a peasant who worked the fields.
  The possession of remarkable strength, endurance 
  or agility may be traits attributed to some vampires, 
  but not all possess them to the same degree, if at 
  all. Many warriors, crafters and entertainers have at 
  least some of these traits through training and their 
  profession. 
  
  47
  Even a quiet footstep, sometimes attributed to the 
  undead, may belong to an innocent or one whose 
  profession involves moving stealthily at night, such 
  as a thief or assassin.
  The reluctance to enter a house without an invitation 
  is harder for a vampire to disguise and most prefer 
  other means, such as Enthralling a member of the 
  household or using trickery to gain access. That said, 
  few would trespass anyway and an invitation is 
  almost always forthcoming when someone arrives 
  at your door. Once inside the house the host would 
  normally offer some form of refreshments. Whilst 
  refusing may be seen as rude, it does not mean 
  that your guest is one of the undead. He may have 
  recently eaten or simply not be hungry.
  Even your subject not being seen during the day is 
  not a guarantee of having found a vampire. Many 
  mages work at night, preferring the peace and quiet 
  in which to perform their strange arts, as well as 
  being able to work magick away from prying eyes. 
  A lowly vampire within a town or city may even 
  find work at night, such as a nightwatchman, giving 
  him the excuse of sleeping during the day.
  More esoteric methods, such as targeting anyone 
  living in a house deemed evil by others or one who 
  wears unusual forms of dress may result in false 
  accusations being made against a mage, a foreigner, 
  or simply someone who the locals dislike and would 
  rather see burnt at the stake.
  Indeed, sunlight, the only sure fire way to detect 
  a vampire, is still not a 100% guarantee, as a small 
  minority can move during the day. However, it is 
  still the most reliable, but often involves great risk in 
  bringing the suspected vampire into the sunlight.
  There is, at the end of the day, only one true way to 
  detect a vampire, at least in the eyes of Middle Ages 
  Christians - have a man of faith touch a crucifix, holy 
  wafer or drop of holy water to the skin of the subject. 
  
  48
  No vampire can withstand the pain of such holy 
  items, which burn them and leave tell-tale marks. 
  It is important to note that a vampire that has no 
  concept of Islam, Judaism, or even Christianity 
  cannot be affected by their holy symbols. The power 
  these objects have on a vampire is the vampire’s 
  own knowledge that he is cut off from his God and 
  eternally damned.
  Sunlight
  Sunlight, as mentioned earlier is the great bane of 
  the vampire. It burns their flesh and causes them 
  immense pain and is one of the few methods that 
  can be used to irrevocably destroy one. Even so, 
  vampires in sunlight still have plenty of fighting 
  potential left, although they are generally more 
  interested in fleeing the area.
  Vampires suffer 1D10 Body Points of damage per 
  round of exposure to sunlight, regardless of its 
  intensity. When reduced to -1/2 Body Points through 
  sunlight damage (or immersion damage) the 
  vampire is destroyed, crumbling to dust. A vampire 
  may continue fighting whilst burning, but does so 
  with a penalty equal to one-half of his PSF% in his 
  skills.
  Running Water
  Water is a symbol of life, for all living creatures, 
  including plants, require it to survive. The 
  symbolism of running water is that of growing life 
  and it, like sunlight, is an anathema to the undead 
  vampires, severing their link to the Spirit World. 
  Vampires are not drowning when immersed, they 
  are being burnt by the water, but without the fire 
  and smoke  that happens with exposure to sunlight. 
  They still develop the burns and sores associated 
  with fire.
  Vampires suffer 1D10 Body Points of damage per 
  round of immersion in running water, so long as 
  the vampire is completely immersed in it. When 
  reduced to -1/2 Body Points through immersion 
  damage (or sunlight damage) the vampire is 
  destroyed, turning to dust and dissolving in the 
  water. A vampire may continue fighting whilst 
  ‘drowning’, but does so with a penalty equal to one-
  half of his PSF% in his skills.
  Staking & Decapitation
  By tradition a stake will render a vampire inert so 
  long as it is constructed from hawthorn, Actually 
  the stake can be made from any wood but must be 
  thrust through the heart. 
  The heart is a fairly small object within the chest, 
  is protected by the rib cage, and contrary to some 
  people’s belief lies in the centre of the chest, not on 
  the left-hand side.
  Once the stake enters the heart, and an untipped 
  arrow can be used as a substitute, the vampire is 
  made completely inert, unable to use his powers, nor 
  move or speak. His thralls, however, remain under 
  his control and even without orders will strive to 
  defend their master from death.
  A blessed sword, and only a sword, can also be 
  used to pierce the heart and cause paralysis so long 
  as it is of at least +4 quality or higher. The sword 
  must remain in the vampire’s body until the corpse 
  is burnt, which often damages the sword beyond 
  repair as well.
  Targeting the heart specifically incurs a -75% penalty 
  to simulate the moving limbs, twisting of the torso 
  and so on in a combat situation.
  Once the vampire has been staked, his head can 
  be removed and the body burnt. This will ensure 
  certain and irrevocable death for the undead. It must 
  be noted that removing the stake before decapitation 
  will cause the vampire to reanimate immediately, 
  with its full powers restored. Likewise, after the 
  beast has had its head removed it must still be burnt 
  with haste or it can be reattached and the beast 
  brought back to unlife.
  To do so, the head must be placed back on the 
  vampire’s neck and ten pints of blood used to 
  coat the body. An eleventh pint must be fed to the 
  vampire, who then awakens with his powers intact 
  but with only minimal health (regardless of his 
  previous level). He may take many months to regain 
  his full strength, but at least he still has existence.
  Once the head is placed back on the vampire’s 
  shoulders, he reawakens with only 1 Body Point 
  (regardless of his previous level before decapitation).
  
  49
  Vampire Character 
  Generation
  Although C&S contains rules for generating 
  Vampiric characters, the rules in this supplement 
  take precedence over those in the main rules. These 
  rules contain several new Vampiric Powers.
  In general, creating a vampire character is no 
  different to creating a normal C&S character. 
  Attributes must be chosen, default skills assigned, 
  and family background determined as normal. 
  1D100% Vampiric 
  Age Years
  Power 
  Points 
  ML 
  Additional 
  Experience 
  Point 
  Cost
  01-45 
  10 
  10 
  1 
  +1000 
  0
  46-55 
  20 
  15 
  2 
  +2000 
  10
  56-59 
  30 
  20 
  3 
  +3000 
  15
  60-71 
  40 
  25 
  4 
  +4000 
  20
  72-81 
  50 
  30 
  5 
  +5000 
  25
  82-87 
  60 
  40 
  6 
  +6000 
  30
  88-91 
  70 
  50 
  7 
  +7000 
  35
  92-95 
  80 
  60 
  8 
  +8000 
  40
  96-98 
  90 
  75 
  9 
  +9,000
  50
  99-100 
  100 
  90 
  10 
  +10,000 
  60
  Table - Vampiric Age
  Even vocations do not change (unless otherwise 
  mentioned in the main text). What does change 
  is how the vampire gains experience points as a 
  starting character and what special abilities he has. 
  These are shown in the following tables.
  Firstly, all vampires must determine their age, as 
  shown on the Table - Vampiric Age to determine 
  the length of time they have been a vampire. It is 
  important to note that if you are using the points 
  system you do not roll but must instead pay the 
  points cost. Only those using the random system 
  may roll. From this table the player will be able to 
  see how many Power Points the character has to 
  spend on Vampiric Powers and how many bonus 
  starting experience points are gained. This table does 
  not replace the usual age table, it supplements it 
  (hence the reason the experience is presented as an 
  additional award).
  All vampires are, by nature, Poorly Aspected so you 
  do not roll on the table, nor do you gain points for 
  being of this Aspect and possess Nightvision. .
  No power requires any Fatigue to activate, although 
  each power can only be used a number of times per 
  night (or day) equal to the vampire’s ML, save those 
  which are a permanent ability or skill bonus, which 
  naturally apply constantly. Each power may only be 
  purchased once, but can be improved with age if a 
  character pays double the point difference.
  Power 1
  Power Point 
  Cost
  Power1
  Power Point 
  Cost
  Accelerated Healing
  5 / 10 / 20
  Enthrallment
  10
  Agility
  5 / 10 / 20
  Eternal Life
  5 / 10
  Causing Blights & Crop Failures
  15
  Flight
  10
  Causing Plagues & Epidemics
  25
  Improved Senses
  10
  Control of Animals
  10
  Misting or Vaporising
  15
  Control of the Elements
  5 / 10 / 20
  Scale Walls
  5
  Create Other Vampires
  5 / 10
  Strength
  5 / 10 / 20
  Drain Life Force
  5
  Summon Animals
  5
  Endurance
  5 / 10 / 20
  Transformation
  5 / 10 / 20
  1  Each Vampiric Powers may only be purchased once
  Table - Vampiric Power Cost
  
  50
  Description of Vampiric Powers
  Accelerated Healing 
  Many vampiric species can heal at supernatural 
  rates. For 5 Power Points the vampire can heal 5 
  Body Points per hour that he sleeps in his coffin. 
  For 10 Power Points he can heal 1 Body Point per 
  five minutes, so long as he is inactive. For 20 Power 
  Points he can heal 1 Body Point per combat round, 
  whether active or inactive.
  Agility 
  Supernatural speed Is also linked to several vampire 
  species. The amount the vampire's Agility increases 
  by is dependent on the number of Power Points he 
  spends. Five Power Points gains him +2, 10 Power 
  Points gains +4 and 20 Power Points gains +8.
  Causing Blights & Crop Failures 
  The presence of the vampire acts as a blight on 
  crops, causing them to fail. Similar to the Plant spell 
  Blight/Wither, the vampire reduces the fruit or crop 
  yield of any orchards or fields within a radius of 1 
  x ML miles by one-tenth per month that he stays 
  within that area.
  Causing Plagues & Epidemics 
  This is one of the vilest powers attributed to 
  vampires. Those undead with this power are 
  harbingers of death on a large scale. For every 
  month within a settlement there is a cumulative 
  chance equal to his ML, as a percentage, of an 
  outbreak of a virulent disease. The Gamesmaster 
  should work with the player to determine the exact 
  disease. The vampire is immune to all diseases as a 
  side effect of this power. 
  Control of Animals 
  The vampire gains +20 PSF% to the skills Calm 
  & Attract Animals and Intention of Animals. He 
  also gains a power similar to the Command spells 
  Command Animals, except that his effective 
  Targeting TSC% is that of his Calm & Attract 
  Animals. The duration of the power is 1 day x ML 
  and the power becomes permanent if the vampire 
  rolls a Critical Success on his activation roll. The 
  number of animals that can be controlled is equal to 
  his 1 x ML for large creatures and 4 x ML for small 
  creatures. Vampires with the Summon Animals 
  power gain a further +10% to TSC% with the skill.
  Control the Elements 
  One of the most powerful abilities known amongst 
  vampires, it gives access to the majority of Basic 
  Magick - Air spells and the Vampire learns the 
  Method of Magick with a +20 PSF% and uses the 
  method for casting and targeting. The vampire gains 
  the powers shown in Table Vampiric Powers Control 
  the Elements, based on his ML 
  ML
  Power Available
  1
  Breeze, Still Light Winds
  2
  Fog & Mist
  3
  Rain, Still the Winds, Winds
  4
  Northwind, Southwind
  5
  Calm the Gales, Gale Force Winds, Heavy Rains
  6
  Weather Play
  7
  Torrential Rains
  8
  Calm the Hurricane, Hurricane Force Winds
  9
  Changeable Weather
  10
  Tornado
  Table - Vampiric Powers Control the Elements
  Create Other Vampires 
  Not every species of vampire has the ability to 
  recreate and even then, those species that do 
  propagate have different methods. For 5 Power 
  Points, if the vampire drains a victim to the point 
  of death they arise within three nights as a bestial 
  vampire (a slave vampire under the control of the 
  vampire (as per the Command spell Enthral). A 
  vampire may control 10 x ML bestial vampires. 
  For 10 Power Points, the vampire can feed the nearly 
  dead victim some of his own blood, creating a full 
  vampire capable of learning powers as it ages. Such 
  a vampire is an independent entity not under the 
  control of its sire.
  Drain Life Force 
  An insidious power, the deathly cold grip of the 
  vampire drains 1D10 + ML Fatigue Points from any 
  exposed flesh he touches. The Fatigue Points are 
  not given to the vampire. Once all Fatigue has been 
  drained the victim loses Body Points at the same 
  rate.
  
  51
  Endurance 
  Many species of vampire are renowned for their 
  ability to withstand large amounts of damage. The 
  amount the vampire's Constitution increases by is 
  dependent on the number of points he spends on 
  the power. 5 Power Points gains him +2 to CON, 10 
  Power Points gains +4 to CON and 20 Power Points 
  gains +8 to CON. 
  Enthralment 
  One of the better known vampiric powers, this acts 
  exactly as tlhe Command Spell Enthral in all ways. 
  The effective PSF% is equal to his Charm skill PSF%. 
  The vampire selects 1/2 D10 (rounded up) of the 
  following skills and gains a permanent bonus of 10% 
  to his PSF% for each skill selected. 
  He may choose from the following Charismatic 
  skills: Bargaining, Begging, Charm, Con, Diplomacy 
  & Politics, Intimidation. Leadership and Oratory; or 
  the Noble skill of Courtly Love. 
  Any enthralled victims can be contacted by the 
  vampire using Mind Speech.
  Eternal Life
  Eternal life is not guaranteed to all species of 
  vampires. For 5 Power Points the vampire ages only 
  one-tenth the rate of a normal human.
  He also gains a bonus of 3% + 1D10% to his TSC% 
  when making a Resist Infection, Resist Poison or 
  Resist Drugs roll.  For 10 Power Points, he gains true 
  immortality as far as ageing goes and grants the 
  vampire a bonus of 6% + 2D10% to his TSC% when 
  making a Resist Infection, Resist Poison or Resist 
  Drugs roll. 
  Note: if his CON ends up with 99% resistance he 
  becomes virtually immune to all natural diseases 
  and poisons!.
  Without this power the vampire ages normally and 
  can be affected by diseases and poisons.
  Flight 
  This is the power of flight without having to 
  change into an animal form. The power is as per the 
  Transcendental spell Flight. However, the vampire 
  can fly for 1 hour x ML, rather than the duration 
  listed under the spell description.
  Improved Senses
  The vampire gains a bonus of +25% to his PSF% in 
  Alertness: Sight and Alertness: Sound.
  Misting or Vaporising
  As per the Transmutation spell Gaseous Form, the 
  vampire can assume the form of mist or vapour. 
  All notes under the spell description apply to the 
  vampire. No roll is required.
  Scale Walls
  The vampire gains the ability to climb sheer surfaces 
  far better than a human and gains a bonus of +25% 
  to his PSF% in Climbing. He also cannot roll a 
  Critical Failure, this will always counts as a normal 
  failure. 
  Strength
  Many species of vampire are renowned for their 
  superhuman strength. The amount the vampire's 
  Strength increases by is dependent on the number of 
  points he spends on the power. 5 Power Points gains 
  him +2 to STR. 10 Power Points gains +4 to STR and 
  20 Power Points gains +8 to STR.
  Summon Animals
  The vampire gains the ability to summon beasts, 
  although there is no guarantee that they will obey 
  his commands. The vampire gains the powers of 
  the Summoning spells Summon Small Animal and 
  Summon Large Animals. His effective PSF% is that 
  of his Calm & Attract Animals (as applicable). If he 
  also has Control of Animals power he gains +10% to 
  Calm & Attract Animals and Intention of Animals. 
  Transformation
  As per the Transmutation spell Shape Shift, the 
  vampire can assume the form of a creature other 
  than a humanoid. The ML of the vampire for this 
  power is based on the points he spends to buy the 
  power 5 Power Points gives ML 4, 10 Power Points 
  gives ML 7, and 20 Power Points gives ML 10. The 
  power lasts for 1 hour x ML.  No roll is required to 
  Transform.
  
  52
  Experience & the Powers
  Vampires, like other sentient beings, can improve 
  themselves as they age, not only in their skills 
  but also their vampiric powers. When wishing to 
  learn or improve skills vampires use the standard 
  methods as presented in the main rules. However, 
  when purchasing vampiric powers, the vampire 
  must spend experience points at the rate of 1000 exp 
  per single Vampire Power Point he wishes to gain. 
  The vampire may store these points until he can 
  learn a new power, or he may wait and spend them 
  in one lump. A vampire may convert no more than 
  5000 experience points in this manner per year of  
  campaign time.
  To improve an existing power the vampire must 
  pay not the difference in cost between the new level 
  and the old, but as if he were buying the new level 
  altogether. This represents the difficulty in achieving 
  the higher powers (and acts as a game balance to 
  stop vampiric characters taking over the game).
  Playing A Vampire
  So, you’ve read the rules and notes on being a 
  vampire and you want to play one. First ask yourself 
  why. If you want to play one simply to be more 
  powerful than the other players in your group then 
  think again. A vampire is very tough, and possesses,  
  a vast array of special powers that can destroy 
  entire adventuring groups. But he also has severe 
  penalties, such as his vulnerability to sunlight and 
  holy items, his lack of shadow, his inability to enter 
  buildings unless invited by the owner (and how 
  many barkeeps actually invite people into their 
  establishment?), and, of course, their blood drinking 
  habits. Most players prefer their characters to walk 
  around in daylight and actually meet interesting 
  people, rather than skulk around at night avoiding 
  detection and attacking innocents. 
  Vampires are also inherently evil creatures that 
  exist to cause suffering to others and who feed from 
  others of their own species (or any other sentient 
  species come to that).
  So why do we have vampires as characters then? 
  Firstly, there is always the option of having a player 
  vampire and his thralls, although not every player 
  will want to be completely under another’s control 
  and it does require a large amount of maturity from 
  the vampire’s player.
  Secondly, there is the role-playing element involved 
  with playing a vampire. Maybe your character 
  does want to regain his humanity and atone for his 
  sins. In this case maybe the Church has given him 
  a huge quest to complete and the other players are 
  his ‘guards’ or travelling companions. Naturally we 
  must feed, but at least they can control him if he 
  goes too far. Or maybe he can walk around in full 
  daylight and only feeds when he has to, at night 
  and far away from the others, who he stays with 
  for protection and, if necessary, a quick snack if 
  things get desperate. Do not just play a mindless 
  thug. Build your vampire with a lot of thought as to 
  how he will interact with the mortal characters in 
  the group. And remember, the majority of common 
  citizens will not tolerate a vampire in their mists.
  Bestiary
  The vampire in the C&S Core Rules Bestiary 
  Chapter can still be used by the Gamemaster. When 
  he wants a standard vampiric opponent he simply 
  uses either the Vampire or Vampire King statistics 
  from the book. Of course, a better option, especially 
  if the Gamemaster wants the vampire to be a unique 
  foe with powers that surprise the players, then he 
  would be better designing them as a character and 
  then converting them to a vampire, buying powers 
  based on their age as a vampire.
  Bestial Vampire
  The bestial vampire is not a full vampire per se, lacking many of the special powers that make their masters 
  so fearsome in combat. They are little more than beasts, possessing a cunning intellect but little in the way of 
  actual intelligence. They know how to feed and how to use subtle plans to lure prey, normally stray children, 
  away from any guardians. Bestial vampires suffer from all the usual vampiric strengths (claws, enhanced 
  protection from normal weapons, , Nightvision, etc.) and weaknesses (sunlight, holy items, etc.) and possess 
  only slightly higher strength and endurance as a bonus. They cannot learn any vampiric powers, nor do they 
  have any of the usual powers found in the C&S Core Rules Bestiary Chapter
  Creature Type
  Weight
  Ht
  F
  B
  BAP
  DT/ 
  Sprint
  Attack (PSF%) + Base Damage
  MR Dodge 
  (40+)
  Stam  
  (40+)
  Will 
   (40+)
  Hon
  Bestial Vampire
  150 lbs
  6’ 31 45
  17
  10’/20’
  Lgt. Bite (23) 5P; Med Claws (30) 12S
  10
  10
  30
  15
  85
  
  53
  New Vocation & Sample Non-Player 
  Characters
  This chapter details a new vocation, one that 
  specialises in hunting lycanthropes and vampires, 
  and two sample characters, a lycanthrope and 
  a vampire. The characters can be easily inserted 
  into any existing game with a few changes to the 
  background notes.
  Monster Hunter
  Monster Hunters are not common men who have 
  taken up hunting extremely dangerous monsters for 
  the fun or profit of it. Nor are they warriors with a 
  side-line business. All monster hunters are members 
  of the Church, although not necessarily ordained 
  members. They have pledged an oath to seek out 
  and destroy abominations that do not fit God’s plans 
  of Creation (at least as the Church sees it). 
  They are not scholars - they have access to those 
  through the Church - but are the Church’s strong 
  arm.
  Characters must possess a Spirit of 15+ to qualify as 
  a Monster Hunter. They begin play with 25 x Social 
  Status in pennies (modified by Status Within Family 
  as normal).
  Monster Hunter  
  Vocational Skills
  Monster Hunter  
  Secondary Skills
  Any Athletic Skills
  Any 2 Charismatic Skills
  Any Combat Skills  (except K-Only)
  Faith
  Lore of the Dead
  Magical Beast Lore 
  Magical & Enchanted Race Lore
  Any Charismatic Skills
  Any Lore Historical
  Any 4 Thievish Skills
  First Aid
  Any background skills
  Initial Number of Combat Skills       5
  
  54
  Giles ‘the Black’ of Winchester
  32-year old Mercenary Captain and ‘made’ wereboar
  Giles of Winchester was born into a military 
  background. His father was also a mercenary captain 
  and taught his son the arts of war from an early age, 
  hoping he would one day replace him. Giles began 
  his career as a cavalryman in his father’s company, 
  ‘The Silver Dogs’, soon becoming a sergeant through 
  his own abilities. He also had a nasty side to him 
  that loved the brutality of war and few prisoners 
  survived a night at the hand of Giles and his most 
  trusted aides.
  One day whilst hunting boar Giles came across 
  a particularly large member of the species and 
  engaged it in hand-to-hand combat to prove his 
  mettle. Although he won, it was at great cost, for the 
  boar was a wereboar and Giles became infected with 
  lycanthropy. Rather than stop his career, it drove 
  him on further. His bloodlust was harder to satisfy 
  and Giles began torturing men of his own company 
  who disobeyed his orders. His father tried to bring 
  him back into line but he was murdered by Giles, 
  who then devoured him. 
  Afterwards 
  Giles assumed 
  command of 
  the company, 
  following the 
  removal of his 
  father’s loyal 
  lieutenants.
  Giles now 
  runs a smaller 
  company of 
  mercenaries 
  known as ‘The 
  Bloody Tusk’, 
  whose emblem 
  is a boar’s head 
  with blood-
  stained tusks. 
  His, and their, reputation is as hard fighters but 
  with a penchant for excessive use of force and for 
  torturing their prisoners to death. Even so, such men 
  will always find a home somewhere so long as wars 
  need to be fought. He has been a wereboar for 9 
  years now.
  Social Status 19 
  4th Level
  Height 
  5’ 8” 
  Weight 195 lbs
  Body 
  40 
  Fatigue 52
  LCAP 
  298 lbs 
  CCAP 149 lbs
  BAP 
  17 
  Honour: 130
  Wereboar Abilities (apply to beast or man-
  beast form only): Nightvision; Berserk Frenzy; 
  Magic Resistance 15; +25% Alertness: Sight & 
  Alertness: Sound TSC%; Regenerate 2 Body 
  per round; Natural Armour 6C, 10C, 4P, 6M, 3E
  Attributes 
  Human 
  Man-Boar
  Strength 
  18 AR 85% 
  23 AR 96%
  Constitution 
  18 AR 85% 
  21 AR 92%
  Dexterity 
  17AR 82%
  Intellect 
  13 AR 70% 
  6 AR 40%
  Wisdom 
  14 AR 73%
  Discipline 
  16 AR 79%
  Bardic Voice 
  13 AR 70%
  Appearance 
  13 AR 70%
  Spirit 
  11 AR 62%
  Giles normally caries a longsword (+3 
  quality) and wears a simple chainmail 
  hauberk (+2 quality).
  Description
  lvl
  BCS
  Human 
  PSF%
  Human 
  TSC%
  Man-
  Beast 
  PSF%
  Man-
  Beast 
  TSC%
  Alertness:Sight
  1
  07%
  3%
  10%
  3%
  35%
  Alertness: Sound
  1
  07%
  3%
  10%
  3%
  35%
  Battlefield Tactics (S)
  2
  20%
  14%
  34%
  6%
  26%
  Brawl (V)
  2
  50%
  18%
  68%
  26%
  76%
  Cavalry Lance (V)
  1
  20%
  13%
  33%
  13%
  33%
  Conditioning (V)
  4
  --
  --
  --
  --
  --
  Dodge (M)
  3
  60%
  17%
  77%
  17%
  77%
  Endurance (V)
  4
  --
  --
  --
  --
  --
  First Aid
  0
  50%
  6%
  56%
  0%
  50%
  Greatsword (M)
  3
  40%
  21%
  61%
  35%
  75%
  Heavy Shield (M)
  4
  50%
  24%
  74%
  32%
  82%
  Leadership (S)
  3
  30%
  15%
  45%
  15%
  45%
  Local Geographic Lore
  0
  60%
  2%
  62%
  -8%
  52%
  Mounted Combat (M)
  4
  40%
  22%
  62%
  NA
  NA
  Ride: Horse (M)
  3
  60%
  19%
  79%
  NA
  NA
  Ride: Warhorse (S)
  4
  20%
  22%
  42%
  NA
  NA
  Slashing Sword (M)
  4
  50%
  24%
  74%
  32%
  82%
  Stamina
  2
  40%
  18%
  58%
  32%
  71%
  Wear Heavy Armour (V)
  --
  --
  --
  --
  --
  --
  Wear Light Armour (V)
  --
  --
  --
  --
  --
  --
  Willpower
  0
  40%
  8%
  48%
  8%
  48%
  
  55
  Nicola Davenport
  68-year old vampire (50 years as a vampire); former 
  priest’s daughter
  This is an age before the Church forbade its priests 
  to marry and Nicola Davenport was the eldest 
  daughter of the priest of a small village parish. 
  While her father was relatively wealthy compared 
  to many of the parishioners, Nicola dreamed of 
  marrying a knight and living like a queen. Sadly fate 
  had made her rather plain, a fact the village girls 
  took great pains to bring to her attention whenever 
  she lorded over them.
  Frustrated, she turned her attention to her father’s 
  library, where she discovered a book on the dark 
  arts. Although the book itself held no direct means 
  of achieving beauty, it did point her towards a 
  possible means. Ignoring the warnings, she left 
  home one day to visit an old tower that stood in the 
  local woods. The tower had a sinister reputation but 
  that suited her purpose fine. The owner of the tower, 
  a vampire of some age, was amused by her pathetic 
  pleadings for beauty and gave her what she wanted, 
  but without first telling her of the terrible price she 
  must pay.
  Now Nicola Davenport is a vampire, an outcast 
  from her village and terrified of her father’s faith. 
  She has achieved the beauty she so deeply desired 
  but not her dreams of becoming a knight’s wife, 
  for her curse causes her to feed from her would-be 
  suitors. Such is the price of the sin of vanity.
  Social Status 19 
  3rd Level
  Height 5’ 3” 
   
  Weight 132 lbs
  Body 31 
   
  Fatigue 22
  LCAP 111 lbs  
  CCAP 56 lbs
  BAP 14 (+3) 
   
  Honour: 25
  Vampiric Powers Nightvision [0]; Claws & Fangs [0]; 
  Limited Damage Resistance [0]; Enthrallment [10]; Seductive 
  Appearance [20]. Effective ML 5
  Attributes
  Strength 
  10 AR 58%
  Constitution 
  9 AR 54%
  Dexterity 
  13 AR 70%
  Intellect 
  15 AR 76%
  Wisdom 
  16 AR 79%
  Discipline 
  13 AR 70%
  Bardic Voice 
  16 AR 79%
  Appearance 
  20 AR 90%
  Sprit 
  8 AR 50%
  Description
  lvl
  BCS
  PSF%
  TSC%
  Alertness: Sight
  0
  07
  0
  07
  Alertness: Sound
  0
  07
  0
  07
  Brawling
  2
  40
  6
  46
  Charm (M)
  3
  40
  29
  69
  Clothes: Sewing & Knitting
  2
  50
  8
  58
  Courtly Love (M)
  3
  40
  25
  65
  Courtly Manners (M)
  3
  40
  15
  55
  Diplomacy & Politics (M)
  3
  40
  26
  66
  First Aid
  1
  50
  7
  57
  Heraldry
  2
  40
  14
  54
  Knife & Dagger Fighting
  2
  40
  8
  48
  Local Geographic Lore
  2
  60
  12
  72
  Local History & Legends 
  Lore
  2
  60
  12
  72
  Lore of the Dead (M)
  3
  50
  15
  65
  Read/Write Latin
  1
  50
  14
  64
  Read/Write Own
  1
  60
  14
  74
  Ride: Horse
  1
  40
  5
  45
  Speak Latin
  3
  50
  38
  88
  Stamina
  0
  40
  -2
  38
  Willpower
  2
  40
  8
  48
  Skills
  
  56
  References
  Although there are many films and books that 
  contain werewolves and vampires, the few that are 
  listed below are the ones I consider the best, mainly 
  for their excellent portrayals of the creatures as 
  required for playing the role in an historic setting. 
  Most of the films are rated 18, mainly for their gory 
  content. Both the films and the books are fairly 
  old and may not be available for purchase from 
  anything but second-hand stores or car boot sales.
  Films
  An American Werewolf in London 
  The Howling - (first film only)
  Hammer Horror Films
  Bram Stoker’s Dracula
  Nosferatu
  Salem’s Lot - the TV Mini-Series
  Books
  The Werewolf, by Clemence Housman
  Dracula, by Bram Stoker
  The Keep, by F. Paul Wilson
  Vampire Encyclopaedia, by Matthew Dunson
  Magic Items
  Primer
  Magic items in the Chivalry and Sorcery world are 
  primarily of three types: Everyday, Outstanding and 
  Mythical.
  An everyday item, is the potion or wand, the trinket 
  and token you give to a minion, powders and 
  talismans. These are items that are either one shot, 
  or contain very utilitarian lower level powers. They 
  may have a fixed number of uses and usually are not 
  capable of being recharged, these are simple magical 
  devices.
  An outstanding item is a device of power that has 
  lower level spells, often these are attacking and 
  defensive in nature, though some well known 
  examples have higher level spells of a utilitarian 
  nature for travel and summoning. They tend to be 
  the usual things, staves, crystal balls, winged boots 
  etc.
  Mythical items, are also items of power, but usually 
  have a great deal of age to them. They have most 
  likely been added to over the years, to give them 
  additional capabilities from the original design. 
  These items tend to have an ego attached to 
  them, and often can form another member of the 
  adventuring group; as a personality played by the 
  Gamemaster.
  When designing an item, if it is a simple device 
  that has a simple use, then its form and function 
  are probably all that is required; these types of 
  items are not usually the focus of an adventure. A 
  Gamemaster need not spend much time on their 
  background. However, if the item or items are 
  playing a more important role in the game and will 
  be an adventure focus: perhaps the Mage wants 
  to recreate a variant, or seek out the original from 
  clues he has found in his research; then it is useful 
  to have some knowledge as to the creation methods, 
  the origins and where such things might have once 
  been. 
  To this end we have provided a catalogue of themed 
  magickal items using what we recommend as 
  sufficient ‘detail’ for an interesting power item.
  
  57
  Common Name 
  The name that the items is known by in the modern 
  time of the player characters and in the region they 
  are adventuring in.
  Other Names
  What other names has the item been known by, 
  perhaps regional or time period variations?
  Power level
  What is the number of spells and the total level of 
  spells contained in the item? What is the maximum 
  level of spell? Is this classed as a focus? Does it 
  require nested complex spells?
  Charges
  How many charges does the item have, how many 
  spells can be stored in the item?
  Recharge Rate
  How many charges does the item recover each day?
  Formula for creation
  List and details of the items required and the 
  enchantment method to create the original item.
  Description
  What form does the item take, what does it look 
  like, what adornments does it have, has it suffered 
  damage in its lifetime that gives away its true 
  nature? Is the item obviously magickal or does it 
  have a mundane look to it?
  Powers and activation
  What can the item do, how does it do it and how can 
  the user activate these abilities? Can anyone use the 
  item? Can only those who have a correct method 
  and form use the item? Is the item coded to a certain 
  race or family line? These are some of the questions 
  that should be addressed in this section.
  Original creator
  Who was the first creator of the item? Is this 
  information lost in ancient history? Was the creator 
  even human, perhaps the item is created by other 
  hands: Djinn, Elves, Dwarves or perhaps more 
  demonic magic? Perhaps the item is an artefact and 
  was created by the gods, it first user would be listed 
  here.
  Date of creation
  When was the item originally made, what year or 
  epoch did it come from?
  Number of copies
  Are there other copies out there, is this part of a set 
  or combination item?
  Last know owner and location
  Where do the sages and tomes point to as the last 
  known location and owner?
  Variants
  Are there more modern variants of the item? What 
  can they do that is less or greater than the original? 
  How does one tell a variant from an original? Are 
  there cursed versions?
  Research Notes
  If someone was looking for the item, or looking to 
  make a copy or variant of the item, what resources 
  are out there? This section should have information 
  that gives reading sources, legends, tales of the 
  adventures of one of the users of the item.
  This section is basically where you put hooks to 
  mini-adventures / sidebar games so that the world 
  continues to live though this usually abandoned 
  or trivialised part of the game. The feeling for the 
  player is that their character, has been active and 
  earned his knowledge. The item will have meaning, 
  it will matter, it will be worth making an effort for 
  and cause sadness or trouble if lost or stolen. 
  C&S is about forging bonds that are worth 
  something greater than just wealth.
  For this section I usually run a research session in 
  ‘QuickTime’. Players make fast decisions and things 
  that take weeks happen in moments. Rolls are 
  made where needed and more or less information 
  is gained. At anytime the player mage can call Stop 
  and move into a more normal flow of time when 
  he thinks it’s getting too dangerous or perhaps 
  feels confident to bring in the other players. 
  If time is an issue then, I normally table this part of 
  the game and ask the player if he will be available 
  for a sidebar session; either in person, skype or 
  phone call. This is can be run in ‘Quick Time’ like 
  before or played out as fully as the time allows. 
  Bringing the results to the table taking into account 
  the time that has passed.
  
  58
  Body of Silver
  Other Names 
  Bane Oil, Tinsel Rub
  Power level
  This is a simple item with a single spell
  Charges 
  Each vial will hold 8 uses of the body oil
  Recharge Rate
  None - Consumable
  Formula for creation
  Materials Required:
  Silver, Moonstone, Aconite (also known as 
  monkshood or wolfsbane), Myrrh, Tears of a 
  Lycanthrope, Fur of a Lycanthrope, Teeth of the 
  wolf, the boar, the rat and the bear, a garnet. Then a 
  clean crystal decanter of good quality
  Construction
  The mage must first purify himself with seven days 
  of water fasting, each day at sunrise, midday and 
  sunset he must bathe and scrub himself clean. This 
  must be timed so that the last day of his cleansing 
  falls on the eve of a full moon, for the next day his 
  work begins.
  All the materials (not the decanter) must already be 
  enchanted to MR 0
  The Myrrh and other fluids are purified using the 
  standard methods of Alchemical purification.
  The other materials are crushed and ground to a 
  powder except for the garnet.
  The ground components and the purified liquids are 
  combined into a clean decanter, while performing a 
  set 3 hour ritual; the mage must be naked and under 
  an unobstructed full moon. The combination of the 
  ground and fluid materials are activated at the end 
  of the ritual by the dropping of the garnet into the 
  decantered oil. 
  The garnet may be reused for other preparations.
  The Spell cast during the ritual is Shower of Stones 
  (Core Rule Book p328 with the noble metal density).
  Consequences 
  If the spell has not been cast by the time the moons 
  sets then the work is ruined. The cleanse must begin 
  again.
  If the ritual is interrupted then not only does the 
  work fail but the caster is in trouble, he has a 
  chance of turning into the very thing he was trying 
  to protect against. Roll a resist disease check. Any 
  failure and he will spend a year and a day as a 
  random werecreature. On a critical failure with his 
  resist disease check he carries the curse permanently 
  or until cured.
  For this reason most mages will perform this ritual 
  out in the wild woods.
  Description
  The oil is a ruddy brown colour and of a loose 
  consistency, in the light the silver shines brightly 
  through the liquid. It has an earthy smell to it.
  Powers & Activation
  The oil is applied to the body liberally and will 
  stay on the body for a number of days equal to the 
  creator’s ML.
  When a person that has been coated in the oil is 
  bitten or clawed by a lycanthrope the magick of the 
  oil will affect the attacker.
  Not only does the oil protect the wearer from being 
  afflicted with lycanthropy from the attack, the 
  attacker takes 15 energy damage with each bite or 
  claw that hits.
  Original creator
  No one knows, it is lost in time. However, most 
  believe that it was a mage whose apprentice turned 
  into a werecreature and was hunting him down. He 
  created the oil as a defence against his attacks.
  Date of creation
  Lost
  Number of copies
  The formula for the oil is common and has been 
  copied and spread across the globe
  Variants:
  None
  Research Notes: None
  
  59
  Gaze Goggles
  Other Names 
  Eyes of Athena (Faern), Shades of Peruser or Show 
  Stoppers
  Power level
  These are a greater magick item with a single high 
  level spell in them
  Charges
  The item functions continuously without the 
  experience of charges. 
  Recharge Rate
  Does not require recharging
  Formula for creation
  No one knows how to make this item, some say that 
  it came from the gods in a time of need
  Description
  This takes the form of a red ribbon of cloth, tattered 
  and stained with the sweat of heroes. Suspended 
  in the cloth are two lenses of smoky coloured glass, 
  placed were the eyes would be. The item is wrapped 
  around the head and worn like a blindfold.
  Powers & Activation
  The one who wears this item is protected from the 
  effects of any gaze attacks or mesmerism relying 
  on sight and cannot be charmed, commanded, 
  suggested or dominated in any way.
  They have a constant True Sight (Core Rule Book 
  page 369).
  There is no activation this is a constant item.
  Original creator
  Unknown but many say that it was the goddess of 
  wisdom herself.
  Date of creation
  Back into the past a few thousand years.
  Number of copies
  None, this is a unique item.
  Last known owner and location
  Deep in the Carlegg mountains there lies the 
  Arthork Tower, the abode of the Mage Couldman, 
  the Leader of the Elder Brotherhood at that time (612 
  AR), a Hex Master of considerable skills. He was 
  known to have been at war with the chaos masters 
  for some time. It was in this year that he fell doing 
  battle with outside evil forces that had been brought 
  against the tower. The fight was gruesome and the 
  Brotherhood and the tower lay in ruins for many 
  centuries. After centuries of plundering by the local 
  tribes of humanoids, the location of the item is hard 
  to fathom.
  Variants
  None known.
  Research Notes
  The Journal of Mage Couldman, held in the 
  library of the Guild of Arcane Lore at the City 
  of Constitution in Anderia. This is the original 
  campaign journal of the Mage.
  Chance to Find: 5% per day searching the library 
  with full access.
  Encryption: The Journal is written in an old dialect 
  of Old Horngolish, and is also in a code that needs 
  to be broken.
  Clues: The journal tells of the last days of the 
  campaign against the masters of Chaos, they had 
  summoned evil creatures from the realm of darkness 
  and chaos and all around the landscape was 
  changing and shifting under their influence. Caves 
  would appear in the mountainside and all manner of 
  unnatural creatures would pour out and attack the 
  Elder Brotherhood mages and their retainers. 
  This fight to find the centre of the chaos lasted 
  several days as the group worked their way up a box 
  canyon in the mountains. All the time things were 
  getting stranger and the troops were suffering from 
  mass hallucinations. 
  During the attacks and subsequent after-effects, the 
  retainers numbers had fallen dramatically either 
  from falling into madness, wounds from the strange 
  creatures or from being lost in the ever changing 
  landscape. At this point the mages themselves were 
  engaged in melee with the creatures. The group 
  knew that they were close to the source of the chaos 
  as the creatures were fewer in numbers but stronger 
  in their attacks.
  
  60
  Night Mantle
  Other Names 
  Batwing, The Dark Cloak, Blackskin
  Power level
  This is an artefact of power 
  Charges 
  The item contains 84 charges
  Recharge Rate
   Recharges at 7 charges per day
  Formula for creation
  Materials Required: 
  Base:   13 lots of Bat Wings; 
  Metal:   Electrum, Gold & Copper
  Gemstone:   Sapphire, Ruby & Opal, Lapis Lazuli
  Wood:   Palm, Sunflower Yew
  Essence:   Horehound, Frankincense & Mint
  Liquid:   Wine, Blood & Tree Sap
  Skin:   Squirrel, Lion & Hare
  Bone:   Bear, Salmon & Dove
  Other:   8 lots of Wolf Sinew
  Construction:
  The Mage seeks out a Diviner or uses the Divination 
  skill himself to determine when the stars are 
  right. On a specific day (as determined by the 
  Gamemaster) the Mage must make a skill roll 
  against each Method of Magick used in the placing 
  of spells into the device. If the roll fails the spells of 
  that method fail until they can be checked on the 
  same day in a year’s time. If all methods fail then the 
  item cannot be used for a year.
  Description
  The mantle is a dark item, those who wear it have 
  a stench about them. It has a collar of lion’s mane 
  fur and the main part is three sections of bat wing 
  leather, split by strips of bear fur, the whole being 
  stitched together with wolf sinew.
  The end of the canyon was shaped like a spade 
  and the walls were red with yellow bands, a water 
  source flowed down its left wall in a trickle of green 
  that slowly lost its colour the further away from 
  the source it flowed. Its source was a cave entrance 
  some 5 feet high and 5 feet wide with the top being 
  a sharp triangle shape. This is where the chaos was 
  most strong.
  The wizards left several retainers on the outside of 
  the cave with the heavy equipment as they entered 
  the cave to do battle with the source of the chaos. Of 
  course they never returned from out of the ground.
  The retainers outside were also slaughtered. 
  The Journal was found washed down the mountain 
  decades later.
  The Journal contains a map that seems to make no 
  sense.
  The Gamemaster should create a Skill Challenge for 
  the research of this and make the Cave of Chaos an 
  adventure where the characters can find the Gaze 
  Goggles and much more. Though this should be a 
  challenge for a high level group.
  
  61
  Powers & Activation
  Activation is through command words that must be 
  successfully researched for each power to be used.
  (JODMIRE) Cloak of Shadows MR 3, p348
  (PEK) Summon Birds of Prey (owls and large 
  vampire bats), MR 2, p384
  (FIGAR) Summon Greater Undead, MR 6, p382
  (SWOOSH) Fly, MR 4, 388
  (KEARGER) Armoured Skin of Guard, MR 4, p 389
  (CODOB) Night Vision Darksight, MR 5, p390
  (BIDE) Mesmerise, MR3, p358
  (ERIM DOJ) Area Darkness, MR 6, p349
  (OU’ DARE) Detect Enemies, MR3, p 367
  Original creator
  The original creator of the item was a northern mage 
  from the land of ice and snow, Kristjan Magnuson. 
  His home was attacked by Vampires and the 
  relentless taking of people over the year almost sent 
  the mage mad. During this time he witnessed many 
  of the Vampires powers and came up with the idea 
  of a cloak to mimic some of their abilities.
  Date of creation
  The year of creation is well known from the writings 
  of the Mage Kristjan Magnuson, 940AR.
  Number of copies
  The Cloak has two copies that are out somewhere 
  in the world. The first copy was made 50 years 
  after the first one went missing and was made by a 
  descendant apprentice of the Mage Kristjan a keen 
  wizard by the name of Sigurður Eloman. This copy 
  remains within the Magnuson mage / apprentice line 
  and currently sits on the shoulders of the 11th Level 
  Mage (necromancer) Gunnar Gunnarson.
  The second copy was made by a female wizard Malja 
  Enderman, who it is said, charmed the formula out 
  of the old and dying mage Sigurður Eloman. She 
  made the cloak and then travelled to Urtind to find 
  training and adventure, having learned much about 
  necromancy from the old wizard.
  Last known owner and location
  The original was lost, along with the mage Kristjan 
  Magnuson, Some say that his research into the 
  undead got him into trouble and was slain by heroes 
  and his corrupt body burnt along with the night 
  mantle. 
  Others say that Kristjan himself became a vampire 
  and had no further use for the item. It is believed 
  that it lies in a chest somewhere in his tower of stone 
  in the land of fire and ice.
  The Second is with Gunnar Gunnarson currently in 
  Sverland.
  The last was seen in Cadanbyrig some 100 or so 
  years ago. It was being worn by a female mage who 
  claimed her name was Maria Enderman, as well as 
  Anita Enderman some 50 years ago. Is this the same 
  person? A relative? Or an apprentice who stole a 
  name?
  Variants
  None
  Research Notes
  There are several avenues of approach to finding the 
  item, or how to create it.
  Find the lost Magnuson and his tower. Find who 
  Enderman was or is. If she had dealing with the 
  guild in Cadanbyrig then there will be records.
  Steal or charm the details from Gunnar.
  Werebane Spear
  Other Names
  Silverslayer, The Moon Punisher, The Fixing Spear
  Power level
  This is a greater magical Device
  Charges
  The item contains 210 charges
  Recharge Rate
  Recharges at 7 charges per day
  Formula for creation
  Materials Required 
  This requires 13 base Material and 8 others
  Base Materials: -
  Haft  
  Elm, silver, wolf bone, boar bone, rat bone, wolf 
  skin, boar skin.  A tincture of Astafoetida, Angelica, 
  Bistort, Aconite (MR 2 herb 1oz).
  
  62
  Spearhead 
  This is crafted from forging together, silver, load 
  stone, gold, Mercury (cinnabar), 2ct of crushed 
  amber, 2 ct of crushed Fire Opal.  A quench of a 
  solution containing the mages own blood, and the 
  blood of wolf bear and rat.
  Method
  The mage needs to gain the serviecs of a craftsman 
  skilled in the art of carving.  Each bone needs to be 
  carved into the form of the relevant beast.  
  The spearhead is crafted by a weaponsmith with a 
  PSF of 50+.  All of the materials for the spearhead are 
  forged together into a spearhead (the enchantment 
  to MR 0 permits some of the materials to be forged).  
  The forging must take place on the night of a full 
  moon, once forged it is quenched. 
   On the night of a new moon the haft is assembled 
  the bone images the Wolf, Boar and Rat are inlaid 
  into the haft. There is a wrapping of Wolf and Boar 
  Skin at the centre of the shaft. The whole wooden 
  shaft is anointed with a tincture of Astafoetida, 
  Angelica, Bistort, Aconite (MR 2 herb 1oz).
  This contains a specific combination spell: -
  Prepare combination > Detect Supernatural > Link > 
  Ward vs Lycanthropes > Link > Create Dragon Fire 
  > Affix Element > Intensify Dragon Fire > Trigger 
  [When a Lycanthrope is wounded with the spear, 
  the fire effects are trigger upon the creature] 
  Dealing 14 Energy Damage in addition to the melee 
  base damage of the boar spear. A spear attack Crit 
  Die 8-10 deals an extra 10 Energy and will burn 
  for 22 minutes causing 10 Energy damage every 15 
  second. This Combination spell is a sorcery of MR 10 
  and 15 FP to cast.
  Description
  This is an old style boar spear, with a silver tip. The 
  wooden haft is made from lighting struck Elm and 
  is inlaid with silver runes and images of Wolf, Boar 
  and Rat.
  Powers and activation
  When the wielder of the spear makes a successful 
  attack with this spear, against a lycanthrope, the 
  stored combination spell is automatically triggers at 
  a cost of 10 charges. When you do so, the triggered 
  spell is activated and the creature is encompassed 
  in Dragon Fire, that burns with a bright silver blue 
  light of intense heat. If the characters attack roll Crit 
  Die was a 8-10 then the intense fire is affixed to the 
  creature for the duration, usually levelling the critter 
  to ash.
  Original creator
  Lost in Time
  Date of creation
  Legends speak of a great hero named Sgarfred from 
  the bitter north probably Svermark. Legands of 
  his deeds in those frozen realms certainly include 
  him using the Moon Punisher and are our earliest 
  records.
  Number of copies
  Number of original copoies is unknown.
  Only two other variants of the spear are known to 
  exist, one is in the stores of the Guild of Esoteric 
  Lore in Cadanbyrig. The other has been rumoured 
  to be included in the horde of the Dragon Ashgrond 
  the Red.
  Last know owner and location
  One old version of this spear is know to be in the 
  hands of the Mountain Troll Queen Greattle in the 
  Lands to the West of Frostland in Svermark. The 
  spear was orginally a family heirloom of Dawn of 
  Snow, but the spear was lost to the troll in Dawns’ 
  last great battle with Queen Greattle.
  Variants
  Variants exist with different animal motiffs and they 
  affect those Lycanthrope creatures instead.
  Research Notes
  Dawn of Snow’s family archive is thought to have 
  details about the spear. The Guildhall of the the 
  Guild of Esoteric Law in Cadanbyrig has a codex 
  detailing the Dragon Ashgrond and his Lair.
  
  63
  Secret Societies
  Primer
  A collective. They call themselves many things: 
  Society, Organisation, Cult, Cabal etc. Many operate 
  out in the open and garner people with promises 
  of power or redemption from some perceived 
  punishment. Others however, operate in the 
  shadows.
  There are two primary reasons a collective will chose 
  to operate in secret. They are doing wrong as judged 
  by their society, or they feel that their society is not 
  ready to have what the society seeks or has.
  The social status, race or bloodline of those involved 
  in such collectives can vary wildly and be almost 
  anywhere on the scale. There are no limits to where 
  a secret society might be hiding: within the kings 
  court, inside the clergy, a guild or even the already 
  secretive thieves guild and arcane guild.
  As with Magick Items above it is important to give 
  these collectives proper treatment in your game. 
  Should a player get rumour of one of these that they 
  would like to join or destroy then it must be made 
  important, it must be earned. In accomplishing 
  joining or routing out the collective the player 
  should feel their achievement.
  We have given some themed examples here so that 
  a Gamemaster can see how to develop there own 
  collectives either secret or open. As always this is 
  about making things feel important to the players, 
  the people and the philosophy of the game.  The 
  rewards and sacrifice should be something they 
  really want and have worked for.
  A group is represented by a pyramid (as shown on 
  following page).  Each level of the pyramid must 
  be walked using influence, to skip a tier might be 
  quicker but the walk to the top may come with 
  some bitter resentments and long term enemies for 
  stepping over them on your way into or up the social 
  tree.
  Remember always, as a Gamemaster, things are 
  under your control. These society details, indeed 
  anything in this or other books, are starting points; 
  suggestions of how things might be. Please take 
  them and be creative with them, use them as they 
  were intended, as a flame to ignite your imagination.  
  If you do not like something, do not use it, if you 
  want to change some sections, be free and creative 
  with your changes. We only ask that whatever 
  changes you make, make sure that they are 
  interesting and fun.
  Common Name 
  The name that the organisation is known by in the 
  modern time of the player characters and in the 
  region they are adventuring in.
  Other Names 
  What other names has the organisation been known 
  by, perhaps regional or time period variations?
  Date of creation
  When was the collective formed? What year or 
  epoch did it come from?
  Creation / Foundation
  Who, how and why was the collective was created? 
  This could be three listing, the truth, the myth and 
  what the group want people to believe.
  Aims & Goals
  What are the aims and goals of the collective?
  
  64
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  dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit 
  lobortis nisl ut aliquip ex ea commodo consequat. Duis autem vel eum iriure dolor in hendrerit in vulputate velit esse 
  molestie consequat, vel illum dolore eu feugiat nulla facilisis at vero eros et accumsan et iusto odio dignissim qui 
  blandit praesent luptatum zzril delenit augue duis dolore te feugait nulla facilisi.
  Lorem ipsum dolor sit amet, cons ectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet 
  dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit 
  lobortis nisl ut aliquip ex ea commodo consequat.
  Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet 
  dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit 
  lobortis nisl ut aliquip ex ea commodo consequat. Duis autem vel eum iriure dolor in hendrerit in vulputate velit esse 
  molestie consequat, vel illum dolore eu feugiat nulla facilisis at vero eros et accumsan et iusto odio dignissim qui 
  blandit praesent luptatum zzril delenit augue duis dolore te feugait nulla facilisi.
  Lorem ipsum dolor sit amet, cons ectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet 
  dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit 
  lobortis nisl ut aliquip ex ea commodo consequat.
  Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet 
  dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit 
  lobortis nisl ut aliquip ex ea commodo consequat. Duis autem vel eum iriure dolor in hendrerit in vulputate velit esse 
  molestie consequat, vel illum dolore eu feugiat nulla facilisis at vero eros et accumsan et iusto odio dignissim qui 
  blandit praesent luptatum zzril delenit augue duis dolore te feugait nulla facilisi.
  Lorem ipsum dolor sit amet, cons ectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet 
  dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit 
  lobortis nisl ut aliquip ex ea commodo consequat.
  Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet 
  dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit 
  lobortis nisl ut aliquip ex ea commodo consequat. Duis autem vel eum iriure dolor in hendrerit in vulputate velit esse 
  molestie consequat, vel illum dolore eu feugiat nulla facilisis at vero eros et accumsan et iusto odio dignissim qui 
  blandit praesent luptatum zzril delenit augue duis dolore te feugait nulla facilisi.
  Lorem ipsum dolor sit amet, cons ectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet 
  dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit 
  THE BUCK
  Everything stops here. The Buck has 
  fingers in all of the pies of the 
  collective. Not much goes on that the 
  Buck hasn’t signed off on, authorised 
  or directly ordered to happen. When 
  things go badly, it’s usually the 
  Bucks head that rolls down the street.
  THE GATEKEEPER
  This is the person who insulates the 
  Buck from the whining of his lessers 
  and also protects him when tough 
  decisions have to be made and the Buck 
  needs to have distance or deniability.
  OFFENSIVE DECISION MAKERS
  When someone needs to be dealt with in 
  a way that would expose the 
  collective, or lead to some form of 
  investigation this is the person who 
  brings the offensive section of the 
  collective to bear on the subject
  DEFENSIVE DECISION MAKERS
  Seeking out spies, protection of the 
  Gatekeeper and the Buck. They have the 
  ultimate responsibility for the 
  workers of the Collective.
  OFFENSIVE LEADERS
  When word comes down that action needs 
  to be taken, these are the tier that 
  gets the job done. Of all the members 
  of the collective these have the most 
  blood on their hands
  DEFENSIVE LEADERS
  Often paranoid and always inquisitive 
  they are on the lookout for those who 
  are malconents or outsiders who are 
  acting against the interests of the 
  collective in some way. They are the 
  police force of the Collective.
  WORKER LEADERS
  These are the collectives quality 
  control people. They keep a close eye 
  on the Drones to make sure their work 
  doesn’t suffer and they are not 
  overspending or extending where they 
  have no right to
  OFFENSIVE DRONES
  These are ordinary workers who have 
  some ability to knock heads or make 
  vocal attacks on other groups or 
  persons.
  DEFENSIVE DRONES
  These are ordinary memeber workers who 
  always have their ears to the ground, 
  they are chatty and affable but always 
  reporting the news they gather upwards 
  in the collective.
  GATHERER DRONES
  All Collectives have the need for 
  things, be they people or materials or 
  information. These are the boots on 
  the ground that bring into the 
  collective the items that are needed.
  WORKER DRONES
  These keep their heads down, they just 
  want to do the best work they can. 
  They are often pulled into one of the 
  other Drone boxes either Defensive or 
  Offensive when an need arises.
  Organisational Chart
  The Outline for a Collective
  When you are designing your own collective use this basic 
  heirarchial tree as a starting point. You can add other levels, or 
  take them away. You may need to add in other leader types for 
  instance. The Buck and the Gatekeeper are usually singualr, 
  however you might have shared power at these elvels and need to 
  list two or more.
  
  65
  Distinguished Members
  A list showing the name, vocation, ExL, Social 
  Status, Collective Standing should be done for the 
  main members of the organisation. So the Buck and 
  the Gatekeeper at a minimum and a few leaders if 
  possible.
  Number of Chapters
  How many of the collective are out there, are they all 
  friends or perhaps all is not bliss within the overall 
  organisation?  Do they have substantial holdings or 
  are they scattered and not well organised? 
  Joining
  So you want to join...
  What is the process for joining, are people chosen, 
  do they apply and have to take a test, can only 
  certain types be members?
  History / Research
  If someone was looking for the society, collective, 
  organisation, what resources are out there? This 
  section should have information that provides 
  reading sources, legends, tales of the adventures of 
  one of the members of the group.
  Allies:
  The name of one or more of the collectives allies, 
  perhaps with an adventure hook or short story to 
  highlight the cooperation between the two groups.
  Rivals: 
  The name of one or more of the collectives rivals or 
  full on enemies, perhaps with an adventure hook or 
  short story to highlight the hostility between the two 
  groups.
  Position in Collective
  ExL of 
  Person
  Drones
  2
  Leaders
  4
  Decision Makers
  6
  Gatekeepers
  8
   Buck
  12
  Power level
  This gives the average experience level for members 
  at the various levels.This will give you an idea of 
  how the player’s character will rate in competition 
  with the collective.
  Experience
  Organisations can have experience, this is a measure 
  of the group’s ability to respond to events. It should 
  be about 10% of the total experience of the Buck. It 
  can be used by the Gamemaster to have members 
  turn up when required, equipment or knowledge 
  that is needed already at hand.
  Recharge Rate
  How many experience points the collective regains 
  each year
  Description
  What form does the collective take, what does its 
  Headquarters look like, where is it located, has 
  it suffered damage in its lifetime that gives away 
  its true nature. Is the collective magickal or is it 
  mundane.
  Powers
  What can the collective do, how does it do it and 
  how can the members call to activate these abilities? 
  Can anyone call on the collective? Can only those 
  who have a correct secret symbol or pass-phrase use 
  the collective? Is the organisation part of a certain 
  race or family line? These are some of the questions 
  that should be addressed in this section 
  
  66
  The HellSong Society
  Other Names 
  The Stake House, The Pullers, Torpmasters
  Date of Creation
  480 AR
  Creation / Foundation
  Founded by Hellman and Songson. In an old 
  caravan they came up with the HellSong society. 
  They knew that they needed each other to be 
  effective against the vampire menace, they decided 
  to recruit throughout the lands others who were 
  fighters of sturdy mind and those of education who 
  knew how to research and see the signs.
  Aims & Goals
  The Hellsong Society has as its primary goal the 
  destruction of Vampires everywhere and to find and 
  destroy the Duke. 
  Its secondary goal is to free those who have had 
  their minds touched by the powers of the vampire 
  from the control of their masters.
  Thirdly it has the goal of recruiting those who are 
  best suited to fight the menace of vampires to their 
  cause and arm them with the correct knowledge and 
  tools.
  Lastly, a sub-group have begun to leave the 
  vampires alive, pulling their fangs and performing a 
  ritual to stop them growing again. The Vampire dies 
  a slow and agonising death from starvation.
  Power level
  Experience
  13,000 Exp
  Recharge Rate
  1,000 Exp per year
  Description
  The HellSong Society has its headquarters in the 
  city of Solda, it is a villa in the shape of a cross and 
  is well fortified. Inside, it is a training ground, the 
  fighting arm of the society against the vampires; 
  both physical training and also mental training 
  take place here. Inside the villa, it has been set up 
  with many traps and divine rituals, to stop the 
  headquarters being infiltrated by servants of the 
  vampires and, of course, against attacks by vampires 
  themselves.
  In other areas, the HellSong use large wooden 
  caravans, as their roaming meeting places, much as 
  did their original founders all those years ago.
  Powers
  When joining the society, the member is given 
  instruction over a period of three months in the lore 
  of vampires and gets training in methods of resisting 
  the mind control of their enemy.
  +1 Level in Lore of the Dead
  +1 Level in Willpower
  In addition, they are sent on their way to hunt 
  vampires with a talisman that has the Ward against 
  Undead within it. This Ward’s power varies 
  dramatically based upon what level the member 
  is. Those starting out get a very basic ward (20 
  PSF% in the Lesser Ward against Undead). Later as 
  they collect vampire kills, they are awarded more 
  powerful talismans and the PSF% increases. Its level 
  is very dependant upon where in the world the 
  member is located. The society is strongest in the 
  south east and gets weaker the further north and 
  west one travelled.
  Distinguished Members
  The Buck: William Abernath 13th Level Priest of the 
  Church of Urto, Located in Solda but originally from 
  Cadanbyrig
  Position in Collective
  ExL of 
  Person
  Drones
  2
  Leaders
  6
  Decision Makers
  10
  Gatekeepers
  10
  Buck
  13
  
  67
  The Gatekeeper: Angelica Wanston 10th Level 
  Warrior, she was recruited after having been bitten 
  and mind controlled by a vampire. She seems to be 
  somewhat more resistant to their mind control and 
  has been left with supernatural strength (STR 25).
  Offensive Decision Maker: Nathan Bore 11th Level 
  Warrior, a veteran of the Vampire Wars of 590 AR 
  when the vampire lords decided to make as many 
  vampires as they could and command them to attack 
  the HellSong headquarters. He has seen terrible 
  things and while his mind is strong against the 
  will of the Vampire, he seems to have lost his own 
  humanity in his struggles.
  Defensive Decision Maker: Magus Arturio 10th 
  Level Elelmentalist – Fire, he has great knowledge of 
  the Lore of the Dead and is dedicated to keeping the 
  headquarters and any of its members intact. He uses 
  his magickal fire to great use in making magickal 
  items for the members to use in raids and, of course, 
  protecting the headquarters.
  Number of Chapters
  The Society has two chapters for each country, each 
  chapter is a large roaming wooden caravan, with 
  all the equipment needed to fight the vampires. 
  One of the caravans is specialised in the use of 
  martial powers and the other is specialised in the 
  use of knowledge, magick and religion against the 
  vampires. Once a threat has been spotted, if it is a 
  weak lone vampire, they will deal with it directly. 
  If however, it is a master vampire controlling other 
  vampires and many human minds, then they come 
  together to fight.
  Joining
  Joining, is usually a matter of having had one’s life 
  touched by a vampire in some way. The Society 
  seeks out those who have had and survived 
  encounters with the vampire kind. It seems that 
  those who have been bitten or had their minds 
  touched by vampires and then survived, and shaken 
  off the influence, are more resistant to their powers.
  A person must go through a complete magickal 
  scrying for influence and also a thorough divine 
  blessing. This makes sure that the person has 
  no residual influences from their contact with a 
  vampire. They also swear the HellSong oath upon a 
  holy item. If they pass these trials then their training 
  begins at the headquarters in Solda.
  History / Research
  In the year 350 AR, from a distant land, there came a 
  most powerful vampire they called the Duke, his age 
  stretched back into ancient memory and his powers 
  and control over the creatures of the night became 
  legendary amongst his own kind. Other vampires, 
  flocked to him as his ancient blood called to them. 
  His invasion started in the south east and slowly but 
  surely his control moved North and Westwards, into 
  other Kingdoms.
  Before his arrival, the vampires that inhabited the 
  lands were feral, taking lives here and there, leaving 
  the drained bodies of their victims wherever they 
  fell. These feral vampires, were easy to deal with and 
  most were slain or forced to live off animals out in 
  the wilderness, occasionally feeling brave enough to 
  feed upon a peasant here and there. 
  The Duke however, changed all of this. His powers 
  and the call to the feral Vampires made him a more 
  organised threat. Now, they were turning more 
  and more of the populace into their kind - vampire. 
  Often, they would drink from their victims and 
  leave them alive, somewhere between life and un-
  death, they easily fell under the mind influence of 
  their new master, who promised them wealth and 
  powers and eventually perpetual existence like his 
  own.
  In the year 480 AR, everyone in towns and cities 
  was paranoid, rightly so, about being bitten by a 
  vampire. The garlic, holy symbols and holy water, 
  was on everyone’s buying list, to protect themselves. 
  One man, Chriton Hellman, was at the front-line of 
  the battle against this new threat. He had knowledge 
  of the vampires and their weaknesses and had been 
  fighting them alone for some time. He was old 
  though and had suffered too many close calls, due 
  to his age slowing him down. His wits were still as 
  keen as ever.
  At the same time, with no training and just brutal 
  power of arms and his father’s heirloom magickal 
  sword a young man, called Alan Songson, was 
  fighting the new threat too. His battles, were fraught 
  with different dangers than the clever Hellman, it 
  was Songson’s danger of rushing in, not knowing 
  the weaknesses and strengths of his enemies, that 
  was his failing.
  It was late in the year; the nights were long and 
  even the days were dark and dismal enough for the 
  stronger vampires to wander around during the day. 
  
  68
  Unbeknownst to each other, Hellman and Songson 
  were both tracking the same vampire, a powerful 
  day-walker, who had been terrorising the town of 
  Cadsburgh, in the Carlegg Mountains. When the 
  sun broke through the clouds and darkness, they 
  knew that the vampire would retreat to its lair. They 
  made their move on the tower separately but found 
  themselves face to face.
  At first, each thought that the other was a puppet 
  sentinel, left by the vampire to protect it while it 
  slept. After several awkward moments, they finally 
  realised that their goals were aligned.
  Bloody and weary, they left the tower and headed 
  back to the sanctuary of Hellman’s wagon. A large 
  wooden caravan, he had fitted out with all of the 
  needed equipment to destroy vampires. In here, 
  they drank together and came up with the HellSong 
  society.
  Allies
  The River Folk of Urtind: 
  These roaming, highly spiritual and suspicious 
  people are a great ally to the HellSong Society. 
  They have their eyes and ears open to any stories 
  from the places they visit and are a good source of 
  information and movement for coordinating attacks. 
  Anyone who carries a talisman of the HellSong 
  society, can gain transport, healing, food and safe 
  shelter from the River Folk.
  The River Folk of Urtind Adventure Hook: 
  A dirty and unkempt man enters the tavern, looking 
  around, he spots you; touching his chest with two 
  fingers he gives you the sign to let you know that he 
  is a riverman. He approaches and begs to be heard 
  in private. He tells you of a young female, the next 
  village up from the town you are in. She has begun 
  to hiss at the sunlight and does nothing her parents 
  tell her to. Her father is Harrow Ulma, the Knight of 
  the manor. The road through the village is important 
  to trade travel. It has a single inn there ‘The Cats 
  Meow’ and the young lady Dorthia Ulma has taken 
  to spending the nights there being very seductive 
  and asking many probing questions. As per the 
  Societies oath, it is your duty to try to free this lady 
  from the control of these evil powers.
  The young lady is having blood taken from her, 
  each night just after the sun goes down. Her mind, 
  is being controlled by her new master, who is using 
  her to find out the movements of the wealthy and 
  influential along the road. 
  Her master, wants to turn someone of import. He 
  has yet to make a choice on who to take, so if the 
  characters move quickly, they could stop his plan 
  and maybe save a young soul and gain a recruit to 
  the HellSong Society.
  Rivals
  The Red Banner: 
  This is a collective of men and women, who while 
  free of the supernatural influence of the vampires, 
  have been seduced by the thought of having powers 
  and eternal un-life. Either through seduction, clever 
  manipulation or monetary rewards their members 
  serve the aims and goals of the Duke. It is essential 
  for the Duke to have a human force who can 
  move around and be unseen servants. Some have 
  been given gifts, such as supernatural strength, 
  or the ability to move at incredible speed or sense 
  the future. If they do not do the bidding of their 
  master these powers are taken away, the owner 
  then suffering a debilitating and painful flu like 
  withdrawal lasting a couple of weeks.
  The Red Banner Adventure Hook: 
  A known puppet you have been following has been 
  having many liaisons with someone who is far out 
  of his social status. The puppet is a young master 
  Karlan Brae, in the town he is a tailor, nothing 
  noteworthy about him, however your talisman gets 
  heavy whenever he is around, so you know that he 
  has been controlled somehow by a vampire. He is 
  meeting at regular intervals with the Lady Everam, 
  wife of the Earl of the area and a powerful figure. 
  At first you thought that perhaps the meeting was 
  something to do with fitting of a garment; however, 
  the meetings are long and he takes no items with 
  him. The meetings are stealthy and at night.
  Is this a love tryst? Bribery? Some other natural 
  secret perhaps? Or, is the wife of the Earl, maybe 
  even the Earl himself, under the Red Banner.
  
  69
  Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet 
  dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit 
  lobortis nisl ut aliquip ex ea commodo consequat. Duis autem vel eum iriure dolor in hendrerit in vulputate velit esse 
  molestie consequat, vel illum dolore eu feugiat nulla facilisis at vero eros et accumsan et iusto odio dignissim qui 
  blandit praesent luptatum zzril delenit augue duis dolore te feugait nulla facilisi.
  Lorem ipsum dolor sit amet, cons ectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet 
  dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit 
  lobortis nisl ut aliquip ex ea commodo consequat.
  Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet 
  dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit 
  lobortis nisl ut aliquip ex ea commodo consequat. Duis autem vel eum iriure dolor in hendrerit in vulputate velit esse 
  molestie consequat, vel illum dolore eu feugiat nulla facilisis at vero eros et accumsan et iusto odio dignissim qui 
  blandit praesent luptatum zzril delenit augue duis dolore te feugait nulla facilisi.
  Lorem ipsum dolor sit amet, cons ectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet 
  dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit 
  lobortis nisl ut aliquip ex ea commodo consequat.
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  THE BUCK
  William Abernath 13th Lvl Priest of 
  the Church of Urto, located in Solda 
  but orginally from Cadanbyrig. He 
  likes to be very hands on with the 
  research and oversees many of the 
  assaults on vampire strongholds.
  THE GATEKEEPER
  Angelica Wanston 10th Lvl warrior, she 
  was recruited after having been bitten 
  and mind controlled by a vampire. Shee 
  seems to be somewhat more resistant to 
  their mind control and has been left 
  with supernatural strength. (STR 25)
  OFFENSIVE DECISION MAKERS
  Nathan Bore 11th Lvl warrior, a veteran of the vampire 
  wars of 590AR when the vampire lords decided to make as 
  many vampires as they could and command them to attack 
  the Hellsong HQ. He has seen terrible things and while 
  his mind is strong against the will of the vampires, he 
  seems to have lost his own humanity in his struggles.
  DEFENSIVE DECISION MAKERS
  Magus Arturio 10th Lvl Elementalist - Fire, he has a 
  great knowledge of the Lore of the Dead and is 
  dedicated to keeping the HQ and any of its memebers 
  intact. He uses his magickal fire to great use in 
  making mgicak items for the members to uses in raids 
  and of course in protection of the HQ
  OFFENSIVE LEADERS
  Magus Filio Bluff 6 Lvl Elementalist
  Father Animus Fad 5th Lvl Priest
  Sir Redmand Arch 6th Lvl Holy Knight.
  DEFENSIVE LEADERS
  Master William Green 7th Lvl Thief
  Master Pensiva Tab 6th Lvl Alchemist
  Sir Roger Boar 6th Lvl Knight
  WORKER LEADERS
  Hellian Danger 7th Lvl Assasssin
  Master William Troth 5th Level 
  Merchant Adventurer
  Master Gideon Wolf 6th Level Merchant 
  Adventurer - Guild Syndic
  OFFENSIVE DRONES
  2nd Lvl with many varied vocations, 
  scattered across the lands
  DEFENSIVE DRONES
  2nd Lvl with many varied vocations, 
  scattered across the lands
  GATHERER DRONES
  2nd Lvl with many varied vocations, 
  scattered across the lands
  WORKER DRONES
  2nd Lvl with many varied vocations, 
  scattered across the lands
  The Outline for 
  The HellSong Society
  Headquartered in the city of Solda
  Inside the villa, it has been set up with many traps and divine 
  rituals, to stop the headquarters being inﬁltrated by servants of the 
  vampires and, of course, against attacks by vampires themselves. 
  HellSong use large wooden caravans, as their roaming meeting 
  places, much as did their original founders all those years ago.
  
  70
  The Roar
  Other Names 
  Date of creation
  500AR
  Creation / Foundation
  The Society’s foundation seems to be of divine 
  order, the first member of the Roar was a knight of 
  a fighting order, Sir Oswald Wickham, a person of 
  great spirit and much holiness. His life had been 
  pure and true since being born, joining a fighting 
  order and living, what he felt in his heart, was 
  everything he ever wanted. While out gathering 
  wood for a camp-fire, he wandered far from the rest 
  of the men and into an area of the woods that was 
  held to be the bounds of a werebear. Instinctively, 
  Sir Oswald attacked the bear, he was brave and 
  valiant and fought the bear with all of his might and 
  faith. He was soon losing the fight and realised this 
  was no ordinary bear, despair began to set in as his 
  wounds started to rob him of consciousness. 
  When he awoke, he was shocked, he thought that 
  he would be welcomed by angels, for he was sure 
  he was going to die. However, for some reason, the 
  supernatural bear had left him alive. He walked 
  back to the road, only to find that his companions 
  had gone and the camp looked long abandoned. He 
  must have lain in the woods for days.
  It was in the next few months that he knew he had 
  been infected with lycanthropy. He was now a 
  werebear, he was transforming each full moon. With 
  each turn, his location changed. With each change of 
  location, he felt he was getting closer to something.
  After four months, he awoke with a young female 
  next to him, she too had been changed, Kara Devon 
  was in training for the priesthood and she too had 
  led a pure and exemplary life. Over the next several 
  years the group began to grow and slowly coalesce 
  into the collective.
  Once the group numbered twelve no more joined 
  their numbers, however, upon the next change, 
  they were given a mission, a strange voice spoke to 
  them, it was distant and commanding as though it 
  had some sort of control over them. The missions 
  they received, were all about routing out nests of 
  wererats, wereboars and werewolves and destroying 
  them. When one of their number falls, they change 
  their location and are met with another werebear, 
  always a young person of a pure life.
  Aims and Goals
  Follow the missions given to them by the strange 
  controlling voice
  Change locations to meet up with new members
  Lead a pure and holy life
  Do good, leave a place more pure than when they 
  arrived.
  Power level
  7th ExL for all
  Experience
  11,200 Exp
  Recharge Rate
  1,200 per year
  Description
  The twelve members are always together and to the 
  casual observer, they seem to be a mercenary unit of 
  especially holy nature. They travel under a banner of 
  green with the head of a bear roaring. They are well 
  equipped and even when they are not following a 
  mission from the strange voice, they travel the lands 
  trying to bring law and peace to where good folk are 
  under threat. As such, they have no headquarters 
  and they are funded by the church and the wealth of 
  the members who have been taken to the call of the 
  Roar.
  Powers
  Lycanthrope Werebears
  Distinguished Members
  There does not appear to be a hierarchy to the 
  group once a mission has been given, although in 
  everyday matters the leadership is clearly from the 
  oldest of members and flows down. Each member is 
  distinguished in their own way and they hail from 
  the many corners of the world.
  Sir Oswald Wickham 12th Level Holy Knight
  Lady Kara Devon 11th Level Priest
  Adrian Moore 10th Level Forester (primitive talent)
  Sir John of Lorde 9th Level Holy Knight
  
  71
  Sir William of Eyeham 9th Level Holy Warrior
  Father Anderon of Sorver 8th Level Priest
  Jack Lowdon 7th Level Holy Warrior
  Iskabell Tamra 6th Level Druid
  Sir Vance Epre 5th Level Holy Knight
  Ibbadon ibn Almare 5th Level Holy Knight
  Trizen of Pardore 4th Level Priest
  Kantra um Tare 4th Level Forester
  Joining
  There is no joining, you are called. Only those who 
  are young and have led an exemplary and wholly 
  pure life are called.
  History / Research
  Over the years since their foundation, the group 
  have travelled in just about every country, doing 
  mighty and great deeds of good. Each time however, 
  they leave with sudden mass murder of ordinary 
  folk. The group makes every effort to keep their 
  true nature unknown to the public, though there 
  are several churches and bishops, who know of the 
  group’s true nature. These holy dignitaries, believe 
  that the voice that these holy warriors are hearing, 
  is the voice of a divine messenger. It is clear that 
  The Roar, are a force for good, even though they can 
  leave many bodies in the wake of their missions. 
  Over the years, they have managed to leave quite a 
  trail, and a good researcher could easily put things 
  together; after all, how many times are twelve bears 
  seen together in the woodlands, followed by many 
  deaths. An investigation into the bodies left behind 
  by a competent researcher, would reveal their 
  infliction with lycanthropy.
  This has led to some legends referring to the group 
  being evil, for if you did not know that those dead 
  left behind were evil lycanthropes, you would 
  just see local men and woman who have been 
  slaughtered en mass. 
  It could be therefore, that research into this group 
  shows it as an evil society of mass murderers. Only 
  once the research becomes in-depth, would it tie to 
  the Knights and priests. Only then, would their holy 
  nature and the nature of their foe’s become known.
  Allies
  The Fresheners
  Organised and founded by the Right Reverend Lord 
  Bishop Thomas Audilay BIF: 94 8th Level Priest from 
  the City of Hope in Anderia, he reports in secret on 
  the matter to Caltanovar Wolarty in Constitution. He 
  knows and approves of the missions and mundane 
  moves of The Roar. He has given them aide in 
  money and spiritual assistance whenever they have 
  called for it. The Bishop has set up a small society 
  of priests, who he has brought into his trust on this 
  matter. They are scattered around the Kingdom of 
  Anderia and have the task of aiding The Roar should 
  they come to their town.
  The Fresheners Adventure Hook: 
  The characters have been told of the town of 
  Lowlake, a town of some 2,200 souls, Their Liege 
  lord Sir Robert Davenport 5th level Knight, has called 
  in a favour from one of the characters father’s and 
  asked for help. This lakeside settlement of wattle 
  and daub thatched hovels, hides a deadly secret, it 
  has become infected with lycanthropy. There is a 
  significant threat from a family of four werewolves 
  who have recently moved into the area. 
  They live out in the woods, however at night, when 
  they are hungry and the moon has taken them, they 
  come and kill with wild abandon. Even the towns 
  most excellent bowmen, with their re-curve bows, 
  have been unable to stop them and attempts at 
  trying to find their home in the woods has failed. 
  It is believed, that they have some well-hidden 
  underground den. 
  The Local Priest, Aden Muller 1st Level Priest, is 
  in the know as to how to treat such supernatural 
  things, he is a Freshener of the Bishop and has 
  already called in The Roar. The characters come to 
  investigate, only to come face to face with The Roar. 
  Do they team up against the threat? If they do then 
  they quickly discover that the family is an extended 
  one and they fight more than four werewolves.
  
  72
  Rivals
  The Black Paw
  They portray themselves as a travelling group of 
  entertainers; however, they are far more than this. 
  They are the werewolf equivalent of The Roar. Some 
  years after the actions of The Roar had reached many 
  of the werewolf community, the Black Paw began. 
  Their troupe number somewhere in the region of 20 
  werewolves.  The number tends to fluctuate as some 
  pups come and go, werewolves die in action or some 
  new pups come to life.
  The Black Paw travel the countryside tracking down 
  The Roar and acting in opposition to them. They use 
  all manner of actions, not just frontal assaults: they 
  will murder, leaving evidence that The Roar were 
  responsible for the deaths, leave rumours of evil 
  doings, use their shows to portray them in the worst 
  possible light.
  As they travel, putting on shows for city, town and 
  village alike, they do what werewolves do, they hunt 
  and kill. Of course The Black Paw do not go by that 
  name as a troupe of entertainers they are known as 
  ‘The Dog & Pony Show’
  The Black paw Adventure Hook: 
  Both The Roar and The Black Paw are in town at 
  the same time as the adventuring group. Things are 
  going as one would expect. The ‘Dog & Pony’ are 
  doing some wicked caricatures of The Roar, having 
  them painted in a most evil light. The Roar are 
  trying to hunt down werewolves not knowing that 
  the actions were those of the Entertainer troupe. In 
  the middle of this are your group of players.
  Murder, intrigue, loyalty, holy quandaries and more, 
  are all things that get thrown into the mix here. Do 
  the group pick a side to support, do they mistakenly 
  aid the werewolves?
  The See of Brown
  Other Names
  The Rivermen, The Rafters, Water Gypsies
  Date of creation
  300AR
  Creation / Foundation
  When one says wererat, one instinctively gags and 
  thinks of the black hybrid – human rat, with beady 
  red eyes, stinking of the sewer, glowering at you 
  with sharp needle like teeth. One thinks of disease, 
  robbery, murder and plague. 
  All these are true; however, they are true of the city 
  and town wererats, the black rats.
  The See of Brown are a disperse Kingdom of Brown 
  wererats, they live out in the riverside area of 
  the lands and use barges and rafts to traverse the 
  waterways. 
  From a family group, to a collective the brown rats 
  knew that they were different to the black one’s. 
  After long centuries of striving and living in small 
  family groups, they slowly formed their own 
  kingdom.
  Aims and Goals
  Brown rats, do not fight and kill other brown rats!
  The riversides, the wildlife and its ecology are to be 
  looked after and protected.
  City and town rats are to be putdown like the rabid 
  mistake they are!
  Humans are misguided, they are wasteful, filled 
  with hate and desire to step over their own kind, 
  they need to be helped to see the true way of living 
  in harmony with each other and the natural world.
  Provide intelligence and aide to those who would 
  fight against evil were-creatures, undead and 
  humans who destroy the natural world.
  Remain secret as to the nature of their lycanthropy, 
  only revealing themselves as such to save the life of 
  rmen or goodly human.
  
  73
  Power level
  Distinguished Members
  The See of Brown has stolen the feudal hierarchy 
  for their structure, with the king at the top and 
  dukes and earls and barons beneath him. These 
  titles however, unlike the human world are not 
  hereditary, they are elected from the wererats who 
  live in the area to be governed, the King being 
  elected from those barons, earls and dukes.
  King Rolo Element 15th Level Beggar, Lake Carlegg 
  raft
  Otto Sweet ‘The Gate Keeper’ 9th Level Druid, Lake 
  Carlegg raft
  Duchess Misso Falarn 10th Level Forester, Gargel 
  River, Anderia
  Baron Donal of Lorn 7th Level Cutpurse, The River 
  Dan, Danford in Urtind
  Joining
  Yes, these are wererats, and you would think that 
  to be part of The See of Brown you would need to 
  be a wererat, well, while that is true, the See are not 
  only Brown wererats. They also take in those of the 
  humans world who have reformed themselves into 
  what humans were meant to be.
  If you are a Druid, Shaman, Witch perhaps a thief 
  or a Forester and have saved the life of a Riverman, 
  shown that you care about the wilds and are 
  committed to the lifestyle, you can swear fealty 
  to the King of the See of the Brown. You will be 
  watched and suspect for some time, given only the 
  smallest morsel of what the See are about, but over 
  time, with trust developed, there is no reason that a 
  reformed human could not hold an elected position 
  within the See.
  It is unlikely that a human would be told about their 
  state of lycanthropy, it is more likely that the human 
  has found out about their secret and has been given 
  a choice.
  History / Research
  With much of the See of Brown’s actions and history 
  being kept through oral traditions, song and story, it 
  is hard to get a clear picture of their history. To the 
  outsider they are scruffy Rivermen who can be seen 
  bartering for things or scavenging the streets and 
  midden tips. To the merchants of the towns they are 
  an invaluable resource to move goods around the 
  lands. 
  Position in Collective
  ExL of 
  Person
  Drones
  1
  Leaders
  3
  Decision Makers
  10
  Gatekeepers
  9
  Buck
  15
  Experience
  15,000 Exp
  Recharge Rate
  1,500 per year
  Description
  The See of Brown are all over the land, wherever 
  there are rivers and lakes. They work in their human 
  forms as transporters of goods and citizens along 
  the many tributaries of the great rivers. They live in 
  ornate river barges or lake rafts; these are decorated 
  with bright and vivid paintings. The King of the See 
  of Brown lives upon a large raft on Lake Carlegg, 
  it moves around often moored just off the shore of 
  some place where he needs to be seen or act.
  The city and townsfolk see the Rivermen as thieves 
  and strange folk who practice odd magicks. They are 
  generally distrusted and shunned by the civilised 
  society. 
  The Rivermen come into towns to barter for things 
  they can not make, usual metalwork goods, like 
  buckets, knives etc. They also like to repurpose 
  things, so they can be seen turning over rubbish 
  tips to see what has been thrown away. They trade 
  things like painting, scrimshaw work in wood, bone 
  or ivory. The brown wererats seem to have a talent 
  for fine detailed work.
  Powers
  Lycanthrope wererats
  
  74
  To the thieves of the towns and cities, they are 
  strange guardians of the sewers who save them from 
  the black wererats they encounter down in the dark.
  To the scholar they are an enigma. A known 
  unknown. Their existence is known, but nothing of 
  them is certain.
  The only real action that can be placed was the Rat 
  Wars in Cadanbyrig of 480 AR. It was a hot and 
  steamy summer; the world of the black rats has 
  dried up. They collected together into a sizeable 
  force and came up through the sewers to attack and 
  raid the streets and shops of the city. Everyone was 
  in uproar; fights were going on in the street with rats 
  and wererats taking folk down into the darkness.
  That first month, many were killed and others who 
  thought they had survived fell to disease, having 
  contracted Vile’s disease from the rats. Mobs were 
  formed to patrol the sewer entrances, to try to stop 
  the outpouring of this black menace. Thieves who 
  knew the tunnels, were given amnesty for their 
  crimes, if they helped to take the fight to the enemy. 
  In that second month the humans managed to inflict 
  casualties upon the wererats, but they were making 
  more wererats and still they came out of the sewers. 
  Looking for food, wealth and water.
  The third month was the hottest and driest of them 
  all with temperatures soaring and the rivers the 
  lowest ever seen. Into the battle came the Rivermen, 
  the See of Brown. They battled alongside their 
  human allies, as humans. They battled alongside 
  the thieves of the sewers as Brown Wererats. There 
  were many cases where humans, in error killed a 
  brown rat, for they did not know better. The Brown’s 
  mourned their loss but did not blame the humans 
  for these killings.
  It was the intervention of the See of Brown that 
  saved the city from becoming a black wererat 
  stronghold. However, even now the sewers are a 
  domain for the black wererat.
  Allies
  The Thieves Guild of the Cities
  Thieves Guild Adventure Hook: While the Thieves 
  guilds of the cities know of the See of Brown, 
  their perspective is that of friendly wererats, who 
  are brown in colour. They do not know of the 
  connection to the wererats and their human-side as 
  the rivermen and lake rafters.
  One of your players who has a thief character who is 
  in the guild of a city, is down in the sewers. He will 
  be attacked by a black wererat. As he fights for his 
  life, he has a brown come to his rescue. After saving 
  the character’s life he will plead with the character 
  to help him. He knows where the black wererats are 
  laired and needs help to wipe them out and rid the 
  city of their menace. He fears that it will take more 
  than just the two of them and some magickal and 
  divine support would be useful. 
  The Blacks are held up in a sewer terminus by the 
  east gate, where an overflow leads out to join a small 
  spring. Their numbers and strength will depend 
  upon your group. An interesting twist in the story 
  could be who one of the black wererats is in their 
  human life, perhaps someone the characters have 
  met before, perhaps someone of importance in the 
  city. Wererats are notorious thieves, there could 
  be a large amount of treasure they have collected, 
  perhaps a magickal weapon or armour even. Maybe 
  the wererat recognises the characters and after 
  things look bad decides to give up and run, turning 
  into human form just as he escapes to the surface. A 
  follow up adventure could be curing this person of 
  his affliction.
  After the combat, the brown wererat will be grateful, 
  he might share some token that will give the group 
  favour with the See of Brown, perhaps passage with 
  the Riverman.
  Rivals
  The Snouters
  Every wererat family in the city will have a group 
  that are call the snouters. These are the toughest 
  of the wererats, those who are capable of taking 
  the battle to the See of Brown. Generally, a black 
  wererat will be cautious, preferring a fight that is in 
  his favour with terrain, darkness or numbers. The 
  snouters go against this trend and will take a fight 
  to the Thieves of the city or if the Rivermen are in 
  the area they will do commando missions to sink 
  barges and tear apart rafts. The skilled amongst the 
  Snouters will even set traps in the middens that the 
  brown like to scavenge from.
  The Snouters Adventure Hook: The characters 
  have taken passage on a river boat to the city, as 
  they approach their barge starts to sink, the barge 
  lilting to one side and water flowing over the sides. 
  As things turn from bad to worse, several black 
  wererats leap over the side and begin their attack. 
  
  75
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  dolore magna aliquam erat volutpat. Ut wisi enim ad minim veniam, quis nostrud exerci tation ullamcorper suscipit 
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  THE BUCK
  King Rolo Element 15th Lvl Beggar,re-
  sides on the lake Carlegg rafy. A 
  think gaunt man who has kind eyes. He 
  has been elected king and serves his 
  people with honour and pride. Unlike 
  the last king, he has pushed for peace 
  and coexistance.
  THE GATEKEEPER
  Otto Sweet 9th Lvl Druid, he resides 
  on the raft of lake Carlegg. A tall 
  man with an excellent sense of dress 
  and style. While he serves the king as 
  Gatekeeper, he dose not agree with his 
  policies. He secretly plots against 
  the king with the offensive Leaders.
  OFFENSIVE DECISION MAKERS
  Duchess Misso Falarn 10th Lvl Forester, she resides on 
  the banks of the Gargel River in Anderia. She is a 
  cunning old lady who has lost none of her prowess in 
  battle and has a fine tuned sese in the wild. She has 
  come to see that the offensive leader have been acting 
  out. She has set up ‘The Whiskers’ a task force to 
  investigate what is going on.
  DEFENSIVE DECISION MAKERS
  Magus Arturio 10th Lvl Elementalist - Fire, he has a 
  great knowledge of the Lore of the Dead and is 
  dedicated to keeping the HQ and any of its memebers 
  intact. He uses his magickal fire to great use in 
  making mgicak items for the members to uses in raids 
  and of course in protection of the HQ
  OFFENSIVE LEADERS
  Baron Donal of Lorn 7th Lvl Cutpurse
  The River Dan, Danford in Urtind
  DEFENSIVE LEADERS
  Juto Wen 3rd Lvl Beggar, Hope, Anderia
  Harold Burn 3rd Lvl Cutpurse, 
  Cadanbyrig, Urtind
  Wnedy Gort 3rd Lvl Begger, 
  Constitution, Anderia
  WORKER LEADERS
  Baron Misval 3rd Level Forester, 
  Urtind
  Baron Arcovan 3rd Lvl Druid
  Baron Sitoban 3rd Lvl Beggar
  OFFENSIVE DRONES
  1st Lvl Thieves in various towns, 
  cities and riverside settlements 
  everywhere.
  DEFENSIVE DRONES
  1st Lvl Foresters or Druids in various 
  towns, cities and riverside 
  settlements everywhere.
  GATHERER DRONES
  1st Lvl in various towns, cities and 
  riverside settlements everywhere.
  WORKER DRONES
  2nd Lvl Beggars in various towns, 
  cities and riverside settlements 
  everywhere.
  The Outline for 
  The See of Brown
  The See of Brown are all over the land
  Wherever there are rivers and lakes. They work in their human 
  forms as transporters of goods and citizens along the many 
  tributaries of the great rivers. They live in ornate river barges or 
  lake rafts; these are decorated with bright and vivid paintings. The 
  King of the See of Brown lives upon a large raft on Lake Carlegg.
  
  76
  This could lead to one of the characters becoming 
  infected. It could be that the Rivermen having 
  fought alongside the characters and judging them 
  fair and honest, decide to bring them into their 
  confidence and ask for their help in destroying the 
  black wererats.
  Of course the Rivermen have to protect their secret 
  of being wererats too. This will make for some 
  interesting scenes as you, the Gamemaster try to 
  have the story come together without letting the 
  characters know that the rivermen are the See of 
  Brown. 
  What happens if they find out? What do the See of 
  Brown do to keep their secret, are the characters 
  now fair game? Is this a new battle against their once 
  allies.
  The Embedded One’s
  Other Names
  The Nasties, The Freakshow, The Dark Tide
  Date of creation
  500 AR
  Creation / Foundation
  While such goals and actions as the Embedded 
  One’s aspire to have been going on for much longer 
  than the official founding date of 500 AR it is the 
  battles in the streets of the cities and towns of the 
  world that truly mark their foundation. Those dark 
  summer months when undead roamed the streets 
  at night, doing all manner of evil upon the common 
  folk living there. This caused the Guild Master of 
  Arcane Lore to mark them as outcast from the guild 
  and put a continual war upon any who were found 
  to have joined their society.
  Since then many of the Embedded One’s have fallen 
  in battles, many have been recruited to take their 
  place. The quest for knowledge of life and death, 
  especially that space between the two states is a 
  powerful one. Necromancer mages are a passionate 
  group, the call for knowledge is stronger in these 
  mages than almost any other. It is easy for the 
  Embedded One’s to attract new members from this 
  pool of wizards.
  Aims and Goals
  Develop new spells and magickal items that will 
  shed light upon the spaces between life and death
  Remain secret from the Guild of Arcane lore
  Never act to stall the studies of a fellow Embedded 
  Necromancer
  Do not engage in war with wizards of the guild, flee.
  Live with those who exist between life and death so 
  that your knowledge will one day be complete.
  Power level
  Position in Collective
  ExL of 
  Person
  Drones
  1
  Leaders
  2
  Decision Makers
  4
  Gatekeepers
  8
  Buck
  14
  Experience
  14,500 Exp
  Recharge Rate
  1,500 per year
  Description
  The Embedded One’s do not have a headquarters 
  and meetings of all of the members are rare as 
  they are so dedicated to their studies it is hard for 
  them to leave the hive of undead, they are living 
  with. Their structure is a simple one, the Buck is the 
  longest serving member of the group. Any contact 
  or meetings are arranged at his request. All of the 
  members have a great respect for the Buck, his word 
  is pretty much the final law for them.
  As of today, the group have over 40 members 
  across the civilised lands, with communication 
  between them rare, they meet once a year to discuss 
  their achievements and brag upon the topic of 
  necromancy. The place and the date of the meetings 
  are random and chosen by the elder.
  
  77
  Powers
  Necromancer Mages
  Distinguished Members
  It must be understood that some of the members of 
  the Embedded One’s are members of the Guild of 
  Arcane Lore, they have kept their Embedded lives  
  secret, never revealing their new and unique spells 
  and items to anyone other than a member of their 
  secret society. However, some, like Pop, cannot 
  show their face anywhere that a chantry house of the 
  guild exists, for he is pretty much considered guild 
  enemy number two.
  Grand Master Nathan ‘Pop’ Popadopalus 14th Level 
  Necromancer, resides in the tower of Misery in the 
  Carlegg Mountains.
  Because of the war that goes on between the Guild of 
  Arcane Lore and the Embedded One’s the turnover 
  of mages at the lowest levels is high. Life expectancy 
  is short unless one is cunning and clever at hiding 
  their membership.
  Magus Rook 8th Level Necromancer, lives in the 
  small town of Evenlight in Anderia. He passes 
  himself off as an ordinary person of the town. He 
  works as the local grave digger and works hard to 
  keep his true identity secret. The town has a nearby 
  chomp of ghouls in an abandoned croft, he likes 
  to spend his spare time living there with them. He 
  is acting as Gatekeeper for the Buck, though it is a 
  much more relaxed post than that of other societes 
  Gatekeepers. His job is mostly to be a sacrificial 
  goat, to protect Pop and the secrets of the Embedded 
  One’s
  Joining
  If one is outspoken about their subject at the guild 
  moots, then one might get the tap on the shoulder. 
  If one is curious and starts to look into the society 
  then one might get the tap on the shoulder. If one 
  has come up with a new necromantic spell, then one 
  might get the tap on the shoulder.
  Joining the Embedded One’s is by invitation, it is for 
  those necromantic mages who want to move beyond 
  the usual teachings of their master. The petitioner 
  is warned of the dangers of joining, they are told of 
  the miseries and loneliness that they will undergo 
  in their searchers. They are also told of the wonders 
  of the other realms and ideas they will potentially 
  unlock in their studies. 
  If they agree then they are sworn in, at an oath 
  swearing ceremony where the oath is enforced by 
  magickal means. 
  Once sworn in they get to meet Pop and he informs 
  them of their duties and how they can get in touch 
  with each other using magickal spells.
  History / Research
  Many years before the foundation of The Embedded 
  One’s a Mage of some experience realised that his 
  studies would only ever proceed so far with the 
  methods of current thinking. Andolar Buff was a 
  Necromancer, fascinated with life and death and 
  that part that lies in between. The routes of study 
  for this method were capture, dissection and study 
  in the lab. Andolar thought that this was a limited 
  way of thinking. He developed spells that would 
  mask his living presence from the undead he wished 
  to study, at first this was in the form of field trips 
  into vampire nests. A few weeks, then a couple of 
  months. Soon his trips had expanded to a chomp 
  of ghouls (a chomp is a group of ghouls of four or 
  more). 
  After several years his knowledge of the undead 
  and the spells he had created were beginning to 
  get noticed in the magickal circles of necromantic 
  studies. He attracted the attention of several younger 
  necromancers who wanted to step up against their 
  peers. They came to him and asked to learn his new 
  masking spells and his methods for living amongst 
  the intelligent undead. Andolar was about the 
  knowledge, the understanding and, he believed that 
  mankind should know these things, it should be 
  understood so as to help men move forward in their 
  thinking about life and death. He therefore shared 
  his secrets.
  Now even the incorporeal undead could be watched 
  and have every moment of their otherworldly 
  existence monitored. Items were created to make 
  the move over to their world and make sure that the 
  mage was kept in that realm with little or no effort 
  on their part. Finally, the connection between life 
  and death could be studied.
  The group of mages worked together, developing far 
  beyond the basic levels initially created by Andolar. 
  It was in the month of the new year of 500 AR that 
  the group and its practices were labelled as ‘Deviant’ 
  by the Guild Master of the Arcane. Outlawing 
  the embedding of a mage into the un-life of the 
  intelligent undead.
  
  78
  The Mages were outraged, they appealed and long 
  debates were undertaken of the moral and magickal 
  right and wrong of their action. In frustration, 
  the group turned to magickal violence. First it 
  was a standard magickal conflict, but then the 
  necromancers used the best tools they had at their 
  disposal, the undead that they had been living with.
  The battles with the necromancers and the undead 
  took place in the open spaces outside of towns 
  and cities, at first. Soon it was clear the Guild and 
  its wizards were winning the war; their greater 
  numbers and more general application of magick 
  giving them a large advantage. 
  A few of the younger wizards, those who had spent 
  the formative years amongst the undead with their 
  masters, decided to take the fight to the arcane 
  guild houses themselves. In the towns and cities, a 
  terrible blight of undead occurred in the summer 
  months of 500 AR. The action was intense but brief, 
  the guild rolled out the Grand Masters and all of the 
  power of the magickal artefacts at their disposal to 
  fight this menace. In the span of six weeks, all of the 
  necromancers were defeated.
  Well, almost. Several lived to tell the tale and 
  keep the organisation going. Their group now 
  had a name, The Embedded One’s. They were still 
  outlawed from guild society and new mages joining 
  the Guild now have to swear to act against such 
  necromancers whenever they can.
  Allies
  The Order of Chaos, Guild Enemy Number One
  An order of mages who have had their minds 
  altered by channelling powerful summoning rituals. 
  They are crazy for sure, though within the chaos 
  roiling around in their minds they have banded 
  together into a group whose goal is complete and 
  total anarchy. They justify this to their minions as 
  ‘Freedom First’ - their war cry. The Order is directly 
  opposed by the Elder Brotherhood, a collection of 
  twelve of the highest-ranking mages of the Guild of 
  Arcane lore.
  The Order of Chaos liked the way that the 
  Embedded One’s took the fight to the streets of the 
  cities and towns of the civilised world, throwing 
  undead into the streets, tickled their crazy minds. 
  Since that action there has been a sort of working 
  trust between the two groups.
  The Order of Chaos Adventure Hook: 
  The small town around Redford Abbey in Anderia 
  has of late been the home of a chomp of ghouls, the 
  locals in the surrounding fief are afraid to leave their 
  houses at night. Livestock have been taken and evil 
  undead have been seen in the towns streets at night. 
  The local Abbey has called for help.
  The Priest in your group has been called to Redford 
  Abbey to assist in ridding the town of a grave threat. 
  With the rest of your adventuring group you travel 
  to the town, make the acquaintance of the Abbot and 
  in doing some searching and research you find that 
  the abandoned copse to the northeast of the town 
  once housed a slaughterhouse for the area. Strange 
  noises and even torchlight have been seen there over 
  the last couple of years.
  When the group investigate, they of course end up 
  fighting ghouls, but also an Embedded Necromancer 
  of an appropriate level to challenge the players. 
  This Necromancer however, has been given a 
  dimensional creature as a guard by the Order of 
  Chaos. This is the apprentice of Magus Rook from 
  Evenlight.
  The Slaughterhouse
  Most of the upper level was robbed out for the stone 
  many years ago, some of the structure remains 
  at waist height. It has fieldstone pens where the 
  animals for slaughter were once kept. The centre of 
  the place is dominated by the knocking stone, where 
  the animals were killed. There is a large hole in the 
  floor where the blood used to run down. Tied to the 
  knocking stone is a rope, that leads down into the 
  stinky dark hole.
  The ghouls and Magus Brick, have settled in the 
  lower area, a stone under croft, where the blood 
  from the animals used to run of,f through an old 
  natural water tunnel to a stream. It is here that the 
  ghouls bring their victims to eat. Bones are strewn 
  everywhere and the smell of decay fills the air; the 
  sight of Magus Brick is such that he would be easily 
  mistaken for one of the ghouls. 
  There is another exit from the caverns, a tunnel that 
  leads back over a mile towards the town and the 
  Abbey; it is an old tunnel, now thick with black mud 
  and disease.
  There could be other threats to the group here, it is 
  up to you to expand, make as much or as little of this 
  adventure hook as you like. Your cavern map can be 
  a beginning to an underworld exploration.
  
  79
  Honour: 48
  Magus Brick of Avenar
  (4th Level Human Mage)
  STR 
  09 (54%) INT 
  17 (82%) 
  APP 
  12 (66%)
  CON 
  10 (58%) WIS 
  17 (82%) 
  BV 
  16 (79%)
  DEX 
  12 (66%)  DISC 14 (73%)  SPR 
  9 (54%)
  AGL  
  11 (62%) FER 
  16 (79%) 
  CHA 
  12 (66%)
  Height 5 8” 
   
  BAP 
  14
  Weight 150 lbs  
  BOD 
  35
   
   
   
  FAT 
  28
  BIF 
  36 
   
  DT 
  5’
  BMR 
  0% 
   
  SPRINT 8’
  PMF 
  67 
  ML 4
   
   
   
  Magick  
  Lvl 
  PSF% 
  TSC%
  Necromancer 
  5 
  52% 
  62%
  Arcane  
  4 
  37% 
  47%
  Command 
  3 
  29% 
  49%
  Illusion  
  2 
  36% 
  46%
  Summoning 
  2 
  36% 
  56%
   
  Combat  Skills 
  Dmg 
  PSF% 
  TSC%
  Staff 
   
  7C 
  30% 
  60%
  Dodge  
  0 
  15% 
  55%
  Stamina  
  0 
  20% 
  60%
  Will 
   
  0 
  20% 
  60%
  Spells
  Dazzle MR 1, p347 (Focus)
  Shadow Cast MR 2, p348
  Necromantic Cloak MR 2, p346 (Focus)
  Arcane Shield MR 5, p346 (Focus)
  Shadow Arrows MR 2, p352 
  Shadow Bolt MR 4, p352 (Focus)
  Sleep MR 1, p353
  Area Sleep MR 3, p353
  Hold Undead MR 4 p357
  Command Lesser Undead MR 6, p360
  Blurred Image MR 1, p371
  Summon Ghoul MR 5, p382
  Simple Focus (Ebony wood wand, tipped with Jet and bone 
  inlay along its length) Charges: 12 / 4 per week
  Gives +7% to method PSF% FAT cost -2 +5% to targeting. 
  Stored spell listed as (Focus) can be cast as cantrip with no 
  FAT cost for the cost of 1 charge per MR
  Description: He has been with the ghouls for two years now. 
  Before his arrival they were calm and were happy to feast on 
  the odd passer-by and forester who wandered into their area. 
  Now he has shown them how to get to the town and they like 
  the greater bounty there.
  Necromantic cloak is the same as the spell Arcane 
  cloak, however it is MR 2 and only works against 
  undead creatures.
  
  80
  Honour: 29
  Dimensional Abomination
  Height 7’ 
   
  BAP 
  17
  Weight 330 lbs  
  BOD 
  66
   
   
   
  FAT 
  44
   
   
   
  DT 
  8
  BMR 
  0 
   
  SPRINT 14
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Flurry of Tentacles 15C 
  41% 
  71%
  M Beak  
  10S 
  20% 
  60%
  Dodge  
  - 
  0% 
  40%
  Stamina  
  - 
  56% 
  96%
  Will 
   
  - 
  15% 
  55%
  Stealth  
  - 
  45% 
  75%
  Armour - Hide ( 5 / 7 / 4 / 5 / 6 )
  Flurry of Tentacles +1 Crit Die, 7 Bash
  The beak carries an hallucinogenic toxin that acts much the 
  same as ‘Offends Thee’ A powerful hallucinogenic agent 
  Vector................................................................Open Wound
  Onset ..........................................................................10 min
  Damage ........................................................... 9 Body / Turn
  Duration .................................................................... 3 Turns
  Description
  A purple and black floating squid like creature, larger than 
  a man. It has two large dead shark like eyes and can see 
  easily in the darkness. It recoils from light and will never be 
  encountered in the daylight hours, even on a dark overcast 
  day.
  This is a floating horror, equipped with a dozen or more 7 
  foot long tentacles that drape down to the floor. They are 
  lined with griping suckers and are meant to hold on and 
  crush the life out of their prey. Once slain the Abomination 
  moves in to devour with their cruel beak.
  If they get a hold with their tentacles (STR 17AR 82%), then 
  they often peck with the beak, knowing that if they retreat 
  the toxins might just finish off what they started.
  Honour: 14 Each
  GHOULS - (4)
  Height 5’10” 
   
  BAP 
  14
  Weight 170 lbs  
  BOD 
  49
   
   
   
  FAT 
  32
   
   
   
  DT 
  5
  BMR 
  10 
   
  SPRINT 10
   
   
   
  Relevant Skills 
   
  Dmg 
  PSF% 
  TSC%
  M Bite   
   
  10S 
  16% 
  56%
  M Claws  
   
  11S 
  20% 
  60%
  Dodge  
   
  - 
  17% 
  57%
  Stamina  
   
  - 
  20% 
  60%
  Will 
   
   
  - 
  17% 
  57%
  Armour - Hide ( 1 / 0 / 1 / 1 / 3 )
  Ghouls stink of the grave, most animals will refuse to go 
  near them, and anyone adventurous enough to enter the 
  ghouls presence (10’ radius, more downwind, less upwind 
  depending on wind speed) must make a stamina –10 roll or 
  be at a –20 PSF% penalty to all actions due to the stench.  
  The stench leaves a foul decaying taste in the mouth 
  for the remainder of the day but has no additional effect.  
  Any wounds inflicted by the ghoul have a 30% chance of 
  becoming infected (80% chance with a critical hit) unless the 
  wound is successfully cauterised within 4 rounds; infected 
  wounds require a stamina roll each day to see if the wound 
  heals normally for that day, a failed roll leads to the loss of 
  one point of body as the infection spreads, a critical failure 
  causes 1D10 points of body damage.
  
  81
  Rivals
  The Ascendancy Initiative
  This is a select group of fighting priests within 
  the Church of Urto who have taken oaths to serve 
  Romulda. It is their belief that within the undead 
  creatures there is the crushed and subdued souls of 
  the original living beings. Their souls, they believe, 
  are being over ridden by the spirit of an evil entity. 
  The host spirit being tortured and drained for 
  information and its holy power being used to drive 
  the invading entities powers.
  The Ascendancy Initiative, are out and about 
  searching for the undead and performing rituals 
  to release the invading spirit, letting the host spirit 
  finally be released to go be at its final resting place.
  Needless to say, this activity is a dangerous one. 
  Destroying the undead creature, only make things 
  worse, they say; for when you destroy an undead 
  creature, you have only destroyed the host spirit 
  and its remains. The evil spirit departing the host, 
  can easily flee to find another body to inhabit. For a 
  true and holy ending, the evil spirit must be ritually 
  removed from the body.
  To this group of priests, necromancy is all about 
  crushing the spirit of the host and placing an evil 
  spirit into the body. Even calling back a spirit from 
  rest, as the evil spirit cannot animate alone.
  Even those undead who are incorporeal they see as 
  save worthy using their rituals. Most of these Priests 
  will have the Necromancer Mode and Necromantic 
  Summoning spells as well as Necromantic 
  Command Spells.
  The group always work in teams. The teams will 
  consist of an Ordained Priest who is pure of heart, 
  an Ordained Priest who has made a sacrifice and 
  learned the necromantic spells the group needs. A 
  knight of a fighting order who has been chosen for 
  the calling to the Initiative. This will usually be a 
  knight who has had some tragedy in his family with 
  undead involvement. It is easy to recruit a knight 
  whose mother, brother sister was turned. Finally a 
  graver robber (Thief Burglar) who has repented his 
  evil ways and now serves the church.
  Are the Ascendancy Initiative correct in their beliefs? 
  Does the host spirit survive in some subdued 
  form? Can holy ritual destruction of the evil spirit 
  controlling the undead be banished to release the 
  host to their final resting?
  To the fanatic and ultra faithful, your questioning of 
  their beliefs is irrelevant. Your understanding and 
  belief is not required for them to follow their truth.
  While the Ascendancy Initiative is frowned upon 
  by the church elders, it is allowed to continue and 
  seen as a training ground, if a real all hands on deck 
  apocalypse is at hand, then the Initiative will be a 
  wonderful asset to have around.
  The Ascendancy Initiative Adventure Hook:
  Perhaps someone, that one of your characters cares 
  about is being used by a vampire, the local priest 
  has heard of the Initiative and calls them in to help. 
  However, they tell the group that their, “ritual will 
  free the relative of the influence and let them go be at 
  rest”. How does the character react to having their 
  loved ones killed? Is there another way? What will 
  the arguments be like over this matter with the 
  Initiative’s team. Now they are there they might 
  very well insist, for the good of all, using canon laws 
  against the family to get them to accept their rituals. 
  Could the relative be freed if the controlling vampire 
  is destroyed. Maybe such an idea would appease the 
  Initiative team for a while, maybe it works. Perhaps 
  after everything they try to recruit one of the 
  characters into the Initiative as an agent abroad. 
  The Guild of Arcane Lore
  These are the main enemy of the Embedded One’s, 
  details of the guild will be fully explored in another, 
  upcoming module.
  The Guild if Arcane Lore Adventure Hook: 
  A senior wizard of the guild, maybe even an Elder 
  Brother, comes to the mage of the group and tells 
  him that a local Barrow has suddenly become active, 
  they believe that it is the work of the Embedded 
  One’s. He calls upon the service oath of the wizard 
  to aid in taking down the outcasts and destroying 
  the wights that live there. 
  However, perhaps the intention of this high level 
  guild wizard is to capture the Embedded One’s. He 
  wants to learn some of the necromantic secrets by 
  torturing him. This way he can get their spells and 
  secrets without himself having to do the hard and 
  dirty work. 
  Perhaps, he has intentions upon a certain magick 
  item, that his research has revealed is buried within 
  the barrow. Perhaps, there is no Embedded One, the 
  whole thing a ruse to give him bodies to use, to get 
  the magick item he wanted all along.
  
  82
  Honour: 56 Each
  Wights (6)
  Height 5’ 9” 
   
  BAP 
  12
  Weight 160 lbs  
  BOD 
  48
   
   
   
  FAT 
  31
   
   
   
  DT 
  10’
  BMR 
  0% 
   
  SPRINT 20’
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  M Claws  
  13S 
  25% 
  65%
  Dodge  
  0 
  20% 
  60%
  Stamina  
  0 
  35% 
  75%
  Will 
   
  0 
  40% 
  80%
  Longsword 
  11S 
  28% 
  68%
  Armour - none
  The have innate magick powers (PMF 37, ML 3, PSF 36%) 
  and have access to Basic Magick Air - Fog and Mist, all 
  Command spells that relate to illusions and fear to MR 2. 
  They can see in darkness. (See Chivalry & Sorcery 5th 
  p555)
  If you decide that there is in fact an Embedded Mage 
  coordinating everything you could use the stat block 
  for Magus Brick on page 77 or make up another 
  NPC with full stats as per a character, this way if he 
  survives he could become an ongoing menace to the 
  group.
  Perhaps one of the items the wizard is after is one of 
  the items that has been detailed in this supplement. 
  Most likely he would be seeking the Gaze Goggles, 
  but the Night Mantle is also a good fit for a wizard 
  who is dancing on the edge of what is considered 
  respectable.
  As always, please be free to add or subtract from 
  any of the narrative as fits with your vision of the 
  world. The Barrow could contain many tricks and 
  traps as befitting the barrow of a king. Other undead 
  creature may be serving the wights.
  Perhaps the king of the Barrows is in fact a Wraith 
  who has been awoken by the Embedded One and 
  is not very happy about it. However, the spells 
  the Embedded one is using are stopping him from 
  taking his wrath out on the wizard. Given no other 
  targets he and his wights have been out raiding and 
  making havoc.
  If the King is given a chance to return to his slumber 
  he will take it, preferably with the option of slaying 
  the insolent cur who had the audacity to awaken 
  him.
  There could be more role playing solutions to the 
  adventure rather than ripping through the undead 
  in an extended fight to the kings tomb. Perhaps 
  talking might give up another option? What would 
  the instigating wizard think though, taking a 
  peaceful route would mean he would not get his 
  magick item.
  This has many levels a clever Gamemaster could 
  explore. As well as the barrow, the larger area 
  around and the people living in it should be thought 
  of too. After all whatever happens it is usually the 
  common folk who end up suffering and dying.
  They might not like the idea of wizards and 
  adventurers in the area, they might decide it is all 
  their fault and start to take their grievances up with 
  the party.
  Honour: 63 Each
  Wraith
  Height     6’ 
   
  BAP 
  19
  Weight     n/a 
   
  BOD 
  -
   
   
   
  FAT 
  60
   
   
   
  DT (Fly) 10’/30’
  BMR 
  0% 
   
  SPRINT (Fly) 20’/60’
   
   
   
  Relevant Skills 
  Dmg 
  PSF% 
  TSC%
  Touch   
  crit x3 
  30% 
  60%
  Dodge  
  0 
  33% 
  73%
  Stamina  
  0 
  27% 
  67%
  Will 
   
  0 
  43% 
  83%
  No Armour 
  Each touch hit ignores armour.  
  It also drains 1 FP at the end of each round from every living 
  creature within 50 feet. 
  See Chivalry & Sorcery 5th Edition Bestiary section p555 
  for all its special abilities.
  The included map has locations listed, it has been left purposely not 
  described leaving the details of the contents of the room and chambers 
  and traps to the game master.
  
  83
  Honour: 113
  Dean of Cultar
  2nd Level Forester Vampire
  Vocation: Forester  Age: 20 Horoscope: Well Aspected Leo
  Father’s Social Status: Landless Knight (29) Height: 5’7” 
  Build: 9 Wt: 264 lb
  Hair: Blonde Eyes: Blue Complexion: Fair
  BOD: 52   FAT: 33 LCAP: 384 lb CCAP: 182 lb
  BAP: 13 Jump: 8’
  STR 
  16 (79%) INT 
  12 (66%) 
  APP 
  11 (62%)
  CON 
  17 (82%) WIS 
  12 (66%) 
  BV 
  12 (66%)
  DEX 
  15 (76%) DISC 
  11 (62%) 
  SPR 
  10 (58%)
  AGL  
  16 (79%) FER  
  12 (66%) 
  CHA 
  11 (79%)
   
   
   
  DT 
  5
  BMR 
  15 
   
  SPRINT 8
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  3% 
  8%
  Alertness-Sound  
  3% 
  8%
  Stamina  
   
  9% 
  49%
  Dodge  
   
  11% 
  51%
  Will Power 
   
  5% 
  45%
  Language(Own) 
   
  4% 
  64%
  Faith 
   
   
  0 
  20%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Calm & Attract Small An 
  29% 
  76%
  Intention of Animals 
  29% 
  76%
  Knife Fighting 
   
  33% 
  73%
  Slashing Swords  
  8% 
  38%
  Courtly Manners  
  23% 
  63%
  Archery  
   
  30% 
  50%
  Local Geography  
  28% 
  88%
  Regional National Geo 
  15% 
  65%
  Herbalism 
   
  15% 
  45%
  Blending in Surrounding 
  40% 
  70%
  Covering Tracks  
  30% 
  60%
  Foresters Stealth  
  31% 
  61%
  Tracking Prey 
   
  31% 
  61%
  Axes 
   
   
  11% 
  41%
  Cooking  
   
  5% 
  45%
  Wear Light Armour
  Wear Heavy Armour
  Maille Hauberk (9 / 9 / 8 / 9 / 7)
  Weapons
  Longbow 30% PSF% 50 TSC%
  Base Damage +14M 
  Range (crit), S:20’ (+2) M:40’(-2)  L:125’ (-6) EX: 250’ (-12)
  Axe 11 PSF% 41 TSC%
  Damage 16S Crit +1 Bash 7
  Dagger 33 PSF% 73 TSC% 
  Damage 6P
  Naturally Charismatic
  The NPC enjoys a bonus of 10% to all success chances 
  when using or countering any Charismatic skill.
   Vampire Age: 40 Power Points: 25 EML: 4
  Powers
  True Eternal Life: 10
  True immortality as far as ageing goes and grants the 
  vampire a bonus of 6% + 2D10% to his TSC% when 
  making a Resist Infection, Resist Poison or Resist Drugs 
  roll.
  Control of Animals: 10 
  The vampire gains +15% to Calm & Attract Small Animals 
  and Intention of Animals, and +10% to Calm & Attract 
  Large Animals He also gains a power similar to the 
  Command spells Command Animals, except that his 
  effective PSF% is that of his Calm & Attract Small Animals 
  or Large Animals (as applicable)
  Transformation: 5
  As per the Transmutation spell Shape Shift, the vampire 
  can assume the form of a creature other than a humanoid. 
  The ML of the vampire for this power is based on the points 
  he spends to buy the power 5 Power Points gives ML 4
  Dean is a vampire who has made a home for himself 
  on the outskirts of the town of Boslon in Anderia. He 
  has been fighting with the loss of his humanity for 
  many of the years he has been a vampire. His master 
  slain, his early years were horrific to him, consisting of 
  draining the life of any travellers who came through 
  the paths in his woodland.
  Now he is the subject of study from a member of the 
  Ascendancy Initiative. The burning questions for the 
  father is: how has he held on to his humanity? How 
  long can he keep it for? Is this person really Dean of 
  Cultar or the evil spirit using its knowledge of the host 
  in a new and cunning way.
  Dean now only feeds on the life of those about to die, 
  animals in a pinch and criminals. He guides people 
  through the woods for a few pennies, the light there 
  is dark enough for him to walk around. Of late it has 
  been getting more and more tempting to dine upon 
  them. He has taken to travelling and spending nights 
  at the inns and taverns.
  
  84
  
  85
  
  86
  Honour: 46
  Farther Shenton Lymes
  2nd Level Ordained Priest
  Vocation: Priest  Age: 21 Horoscope: Well Aspected Cancer
  Father’s Social Status: Landless Knight (29) Height: 5’8” 
  Build: 8 Wt: 150 lb
  Hair: Blonde Eyes: Blue Complexion: Fair
  BOD: 38   FAT: 28 LCAP: 105 lb CCAP: 52 lb
  BAP: 15 Jump: 8’
  STR 
  09 (54%) INT 
  20 (90%) 
  APP 
  17 (82%)
  CON 
  14 (73%) WIS 
  20 (90%) 
  BV 
  10 (58%)
  DEX 
  12 (66%) DISC 
  14 (73%) 
  SPR 
  17 (82%)
  AGL  
  12 (66%) FER  
  17 (82%) 
  CHA 
  14 (73%)
  PFF: 41  
   
  DT 
  5
  BMR 
  0 
   
  SPRINT 8
  Base Skills 
   
  PSF% 
  TSC%
  Alertness-Sight 
   
  0% 
  5%
  Alertness-Sound  
  0% 
  5%
  Stamina  
   
  0% 
  41%
  Dodge  
   
  11% 
  51%
  Will Power 
   
  25% 
  45%
  Language(Own) 
   
  4% 
  64%
  Faith 
   
   
  49% 
  69%
  Relevant Skills 
   
  PSF% 
  TSC% 
  Local Geography  
  28% 
  88%
  Regional National Geo 
  15% 
  65%
  Herbalism 
   
  15% 
  45%
  Cooking  
   
  5% 
  45%
  World History & Legend 
  13% 
  43%
  Lore of Correspondences 
  23% 
  43%
  Sing 
   
   
  38% 
  68%
  Pharmacology & Medicine 49% 
  79%
  Meditation 
   
  31% 
  71%
  He wears a blessed holy symbol of Romulda
  Clerical Acts of Faith 
  PFF 5 Blessing 
  PFF 5 Common Prayer
  PFF 5 Prayer for Forgiveness
  PFF 5 Prayer for Guidance
  PFF 5 Prayer for Insight
  PFF 5 Prayer for Luck
  PFF 5 Prayer for Protection
  PFF 5 Prayer for Skill or Craft
  PFF 5 Prayer for Strength
  PFF 10 Courage of the Righteous
  PFF 10 Bless Item
  PFF 10 Bury the Dead
  PFF 20 Sanctification
  PFF 20 Holy Barrier of Guard
  PFF 25 Prayer to Smite the Godless
  PFF 25 Prayer for Strength of the Righteous
  PFF 25 Prayer to Detect Magickal Forces
  PFF 30 Prayer to Find the Open Way
  PFF 30 Prayer to Recognise Evil
  PFF 35 Ritual: Remove Curse
  PFF 40 Prayer to Smite the Godless 2
  Bless Item
  Cost: .........................................................-3 FP from Priest
  This empowers a priest to Bless a religious object. The AoF 
  takes 1 minute to perform and gives the following benefits: 
  • A supernatural being requires a Willpower roll - PFF of the 
  priest to pick up a Blessed Item. Increases one’s PFF by 
  +5% when performing an AoF. Only one Blessed Item may 
  give such benefits at a time.
  Sanctification
  Cost: ........................................................-3 FP from Priest
  This enables a priest to sanctify Holy Water: 1 pint x Faith 
  skill level per week. The AoF takes 1 hour to perform. He 
  will use ¼ oz of Holy Water to perform Blessings etc. Holy 
  Water burns a demonic Spirit, Undead, Faerie or other 
  supernatural being of Evil nature on contact and causes 7 + 
  Crit Die of burn damage. A Willpower roll - PFF of the cleric 
  is made to avoid fleeing.
  The Vampire Dean, has been included so that a player 
  can use the detail to play a vampire and another 
  player can play the Priest of the Ascendancy Initiative. 
  The idea is that between them and the Gamemaster 
  they can explore the slow and steady loss of humanity, 
  the priest’s research into the affliction and his attempts 
  to cure the host spirit. 
  The consequences of being close to a vampire and 
  becoming a friend could be an interesting game with 
  a just two players. This could be a cat and mouse 
  situation, where one players tries to keep ahead of the 
  other. 
  Does the vampire con the priest or does the priest out 
  con the vampire.
  Ultimately will the priest be accused of being nothing 
  better than the Embedded One’s they swore to fight?
  How things end up is down to you and your players, 
  it is an advanced game that explores some interesting 
  but dark themes. While it could be a rewarding role 
  playing experience the Gamemaster must stay on top 
  of the game and make sure things stay fair and also 
  that the competition is squarely in the role playing 
  world.
  
  87
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  THE BUCK
  Grand Master Nathan ‘Pop’ Popadopalus, 
  14th Lvl Necromancer, resides in the 
  tower of misery in the Carlegg Mnts.
  THE GATEKEEPER
  Magus Rook 8th Lvl Necromancer, the 
  Small town of Evenlight in Anderia
  OFFENSIVE DECISION MAKERS
  Degarlo Miffan, 4th Lvl Necromancer, Solda
  Sestand Anderon, 4th Lvl Necromancer, Duchy of Maks
  DEFENSIVE DECISION MAKERS
  Preston Aimes, 5th Lvl Necromancer, Milithar
  OFFENSIVE LEADERS
  2nd Lvl Necromancers. Their names 
  change often due to attrition of 
  numbers.
  DEFENSIVE LEADERS
  2nd Lvl Necromancers. Their names 
  change often due to attrition of 
  numbers.
  WORKER LEADERS
  2nd Lvl Necromancers. Their names 
  change often due to attrition of 
  numbers.
  OFFENSIVE DRONES
  1st Lvl Necromancers. Their names 
  change often due to attrition of 
  numbers.
  DEFENSIVE DRONES
  1st Lvl Necromancers. Their names 
  change often due to attrition of 
  numbers.
  GATHERER DRONES
  1st Lvl Necromancers. Their names 
  change often due to attrition of 
  numbers.
  WORKER DRONES
  1st Lvl Necromancers. Their names 
  change often due to attrition of 
  numbers.
  The Outline for 
  The Embedded One’s
  The Embedded One’s do not have a headquarters 
  Meetings of all of the members are rare as they are so dedicated to 
  their studies it is hard for them to leave the hive of undead, they 
  are living with. Their structure is a simple one, the Buck is the 
  longest serving member of the group. Any contact or meetings are 
  arranged at his request. 
  
  BGD3200
  Nightwalkers
  Racial Supplement
  For those that dare to wander the lands at night they must 
  be on their guard, for violent creatures stalk the shadows.
  In this supplement we bring to you expanded rules allowing your 
  players to create Lycanthrope and Vampire Player Characters.  
  With information on character design, their social hierarchies, 
  with a selection of magick items and rules for creating societies 
  and cults, with some sample groups, each with adventure hooks 
  and a couple of mini adventures.
  Bring another facet to your Chivalry & Sorcery 5th edition 
  game with this supplement and welcome the night and all 
  its creatures.
  
SOURCE: textdata/thevault/Chivalry & Sorcery (osr)/Chivalry & Sorcery 5e/Chivalry & Sorcery 5e - Nightwalkers.pdf