TEXT: A Hero Plus Supplement For the
  BLOODSUCKER
  RAMPAGE
  Vampires in the HERO System
  HHERO
  SYSTEM
  S I X T H  E D I T I O N
  
  HERO System™® is DOJ, Inc.’s trademark for its roleplaying system.
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  Produced and distributed by DOJ, Inc. d/b/a Hero Games.
  Stock Number: DOJHERO-HPA31
  http://www.herogames.com/
  AUTHOR
  Steven S. Long
  EDITING AND DEVELOPMENT
  Steven S. Long
  LAYOUT AND GRAPHIC DESIGN
  Bill “SparkleBunny” Keyes
  BLOODSUCKER
  RAMPAGE
  Vampires in the HERO System
  10¢
  30x
  A Hero Plus Supplement For the
  HHERO
  SYSTEM
  S I X T H  E D I T I O N
  CONTENTS
  THE STANDARD VAMPIRE ..................................... 4
  VARIANT VAMPIRES .............................................. 9
  BESTIAL VAMPIRE ............................................... 9
  VAMPIRES FROM OTHER LANDS ........................ 12
  ASANBOSAM .................................................... 12
  BAOBHAN SITH ................................................. 14
  CHIANG-SHIH ................................................... 16
  LANGSUIR ........................................................ 18
  LOANGO .......................................................... 20
  PENANGGALAN ................................................ 22
  SUNDAL BOLONG  ............................................ 22
  UPIR ................................................................ 24
  VRYKOLAKAS ................................................... 27
  BIBLIOGRAPHY ................................................... 28
  
  Bloodsucker Rampage 
  3
  ENTER FREELY, OF 
  YOUR OWN WILL
  I
  n fiction and folklore, few monsters are 
  as popular as the vampire. No matter 
  what the time and place, it seems you 
  can find a legend or story of a blood-
  drinking monster that preys upon mortal 
  men by night. Bloodsucker Rampage is a 
  review of some of the different types of 
  vampires and vampire-like monsters found 
  around the world.
  HERO PLUS 
  ADVENTURES
  Bloodsucker Rampage 
  is one of Hero Games’s 
  Hero Plus Adventures, a 
  series of short, no-frills, 
  inexpensive adventures 
  in PDF format. Hero Plus 
  Adventures are designed 
  to provide roughly one 
  game session’s worth of 
  entertainment, though 
  some of them (such as 
  this one) are a gaming 
  resource more than a 
  specific adventure per 
  se.
  PRINTING
  The general state-
  ment on the credits 
  page notwithstanding, 
  DOJ, Inc. grants each 
  purchaser of Blood-
  sucker Rampage 
  permission to make one 
  (1) printed copy of this 
  document.
  “One thing about 
  living in Santa 
  Carla I never could 
  stomach, all the 
  damn vampires.” 
  - Grandpa (Bernard 
  Hughes), The Lost Boys
  
  4 n 
   
  THE STANDARD VAMPIRE
  The typical European vampire, the one well-
  known to nearly everyone from Dracula and 
  countless movies, can be found in nearly every 
  gaming genre in some form or other.
  Ecology:  Vampires are a powerful form of 
  undead. Necromancers create some with spells, 
  but most are “born” when an existing vampire 
  drains a victim’s blood and then forces the victim 
  to drink some of the vampire’s own blood. That 
  creates a “lesser vampire,” without the ability to 
  sire progeny of its own. Lesser vampires become 
  greater vampires by acquiring power and experi-
  ence on their own, or sometimes upon the death 
  of their sire.
  Vampires survive by drinking the blood of 
  the living. Typically they need at least one adult 
  human’s worth of blood per week (more when 
  they’re younger, less when they’re older), though 
  they can substitute less tasty animal blood if they 
  must.
  Personality/Motivation:  Vampires are thoroughly 
  wicked. They exist only to satisfy their perverse 
  and deadly appetites, and gladly toy with humans 
  and meddle in human affairs purely for the joy 
  of causing misery, despair, and havoc. But each 
  vampire is an individual, with his own approach 
  to evil; a few are even said to be kindhearted and 
  gentle instead.
  Powers/Tactics:  Vampires possess a plethora 
  of powers and abilities, making them the ideal 
  predator. Most obvious are their fangs and claws, 
  backed by their immense strength, but they 
  possess many other weapons as well. For one, they 
  have hypnotic gazes, which they use to render 
  prey helpless so they can feed. For another, they 
  can assume three forms — bat, wolf, and mist — 
  and use them to approach by stealth or escape 
  a dangerous foe. Third, they can summon and 
  control wolves, bats, and rats to aid them. Fourth, 
  they can only be slain if run through the heart 
  with a wooden stake, or if their bodies are utterly 
  destroyed; otherwise they soon return from the 
  dead again. (In some regions vampires are said to 
  have other powers as well, such as the ability to 
  become invisible or to control the weather.)
  But traditional vampires have a number of 
  severe weaknesses. First, they suffer horrendous 
  burns if they touch, or are touched by, holy objects 
  or places. Second, sunlight burns and destroys 
  them; each day they must sleep in a coffin filled 
  with earth from their grave (or, in the case of 
  more powerful vampires, anywhere out of the 
  sunlight). Third, they cannot cross running water 
  (except via a bridge), and take extra damage from 
  water-based attacks. Fourth, they cannot enter 
  a dwelling unless invited in by someone inside. 
  Fifth, garlic repels them. On the other hand, some 
  types of vampires, including many depicted in 
  modern Urban Fantasy stories, don’t suffer from 
  these weaknesses (or possess less severe versions 
  of them).
  OPTIONS
  Cost Power
  +5 
  Bestial Fangs:  
  Increase 
  Fangs to 
  HKA 1d6
  
  Bloodsucker Rampage 
  5
  LESSER VAMPIRE
  Val Char Cost Roll Notes
  25 STR 
  15 14- Lift 800 kg; 5d6 HTH damage [2]
  16 DEX 
  12 12-
  15 CON 
  5 12-
  13 INT 
  3 12- PER Roll 12-
  14 EGO 
  4 12-
  15 PRE 
  5 12- PRE Attack:  3d6
  6 
  OCV 
  15
  6 
  DCV 
  15
  5 
  OMCV 
  6
  5 
  DMCV 
  6
  4 
  SPD 
  20  
  Phases:  3, 6, 9, 12
  8 
  PD 
  6  
  Total:  8 PD (3 rPD)
  4 
  ED 
  2  
  Total:  4 ED (1 rED)
  8 
  REC 
  4
  30 END 
  2
  12 BODY 
  2
  32 STUN 
  6 Total Characteristics Cost:  128
  Movement: 
  Running: 
  14m
  Cost Powers 
  END
  10 
  Fangs:  HKA ½d6 
  1
  Penetrating (+½); No STR Bonus (-½)
  30 
  Drink Blood:  RKA 1d6 
  0
  NND (defense is not having blood, or protective skin 
  or equipment too thick to bite through; +1), Does 
  BODY (+1), Constant (+½), Reduced Endurance (0 
  END; +½); No Range (-½), Fangs Must Do BODY First 
  (-½)
  10 
  Claws:  HKA ½d6 (2d6+1 with STR) 
  1
  47 
  Hypnotic Gaze:  Mind Control 8d6 
  0
  Telepathic (+¼),  Reduced Endurance (0 END; +½); 
  Eye Contact Required (-½)
  60 
  Undead Body:  Physical and Energy Damage Reduction, 
  Resistant, 50% 
  0
  2 
  Undead Body:  Resistant (+½) for 3 PD/1 ED 
  0
  24 
  Hard To Slay:  Regeneration (3 BODY per Day), Resurrec-
  tion (others can stop resurrection by burning the  
  body, driving a stake through the vampire’s heart, 
  or cutting off its head and filling its mouth with holy 
  wafers) 
  0
  [m]Resurrection Only (-½)
  37 
  Undead Vitality:  Life Support:  Total (except Diminished 
  Eating; including Longevity:  Immortality) 
  0
  2 
  Swift:  Running +2m (14m total) 
  1
  5 
  Vampire’s Eyes:  Nightvision 
  0
  27 
  Mist Form:  Desolidification (affected by wind, heat, or 
  cold) 
  4
  Cannot Pass Through Solid Objects (-½)
  30 
  Wolf And Bat Forms:  Multiform (assume wolf or bat form 
  built on up to 125 Total Points) 
  0
   
  Skills
  8 
  +1 HTH
  20 
  Skills and Talents (abilities and interests in life)
  3 
  Climbing 13-
  5 
  Stealth 13-
  Total Powers & Skills Cost:  320
  Total Cost:  448
  175 Matching Complications (50)
  5 
  Dependence:  must sleep each night in a coffin 
  containing earth from its gravesite (or any cemetery, if 
  inapplicable) or suffer Weakness (Uncommon, Difficult 
  to obtain)
  15 
  Distinctive Features:  No Reflection (Not Concealable; 
  Causes Major Reaction)
  20 
  Enraged:  at the sight or smell of blood (Common), go 
  11-, recover 11-
  0 
  Physical Complication:  Human Size
  20 
  Psychological Complication:  Cannot Enter A Dwelling 
  Without Invitation (Common, Total)
  20 
  Psychological Complication:  Aversion To Garlic 
  (Common, Total)
  15 
  Psychological Complication:  Must Obey Sire’s Orders 
  (Common, Strong)
  15 
  Psychological Complication:  Will Only Cross Running 
  Water Via Bridges (Uncommon, Total)
  10 
  Psychological Complication:  Considers Humanity Cattle 
  (Common, Moderate)
  25 
  Susceptibility:  to holy objects and places, takes 2d6 per 
  Phase is in contact with them (Common)
  35 
  Susceptibility:  to direct sunlight, takes 2d6 per Segment 
  (Very Common)
  10 
  Vulnerability:  2 x STUN from Water Attacks (Uncommon)
  10 
  Vulnerability:  2 x BODY from Water Attacks (Uncommon)
  Total Complications Points:  50
  Experience Points:  273
  Campaign Use:  These vampires represent the 
  stereotypical European vampire as depicted in 
  countless movies, novels, television shows, and 
  comic books. However, vampires and vampire-
  like monsters exist all over the world, with a 
  bewildering variety of powers, weaknesses, and 
  customs. In Europe alone, dozens of variations 
  exist! With a little research, you can find ways to 
  customize or adapt these character sheets to create 
  many different types of monsters. And if that’s 
  not enough to whet your appetite for the blood-
  suckers, there are dozens of roleplaying games, 
  novels, movies, and television shows with their 
  own take on vampires that you can draw upon 
  for inspiration (typically these are Urban Fantasy 
  stories set in the modern world).
  Appearance:  Vampires look like normal human 
  beings, with pale skin and dark hair. Some dress at 
  the height of fashion; others favor a punk or goth 
  look. Only when they allow their fangs and claws 
  to grow is it obvious they’re not human. Some, 
  mostly lesser vampires, have a bestial or quasi-
  bestial look at all times.
  
  6 n 
   
  GREATER VAMPIRE
  Val Char Cost Roll Notes
  30 STR 
  20 15- Lift 1,600 kg; 6d6 HTH damage [3]
  20 DEX 
  20 13-
  20 CON 
  10 13-
  20 INT 
  10 13- PER Roll 13-
  20 EGO 
  10 13-
  25 PRE 
  15 14- PRE Attack:  5d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  7 
  OMCV 12
  7 
  DMCV 12
  5 
  SPD 
  30 Phases:  3, 5, 8, 10, 12
  12 PD 
  10 Total:  12 PD (4 rPD)
  6 
  ED 
  4 Total:  6 ED (2 rED)
  10 REC 
  6
  40 END 
  4
  18 BODY 
  8
  50 STUN 
  15 Total Characteristics Cost:  216
  Movement: 
  Running: 
  18m
  Cost Powers 
  END
  10 
  Fangs:  HKA ½d6 
  1
  Penetrating (+½); No STR Bonus (-½)
  30 
  Drink Blood:  RKA 1d6 
  0
  NND (defense is not having blood, or protective skin 
  or equipment too thick to bite through; +1), Does 
  BODY (+1), Constant (+½), Reduced Endurance (0 
  END; +½); No Range (-½), Fangs Must Do BODY First 
  (-½)
  47 
  Create Vampire:  Severe Transform 10d6 (humans into 
  lesser vampires, heals back through special exorc-
  isms and holy rituals) 
  0
  Reduced Endurance (0 END; +½); Extra Time 
  (minimum of 1 Turn, and often longer; -1¼), No 
  Range (-½), Must Drain All But 1 BODY Of Victim’s 
  Blood With Drink Blood, Then Have Him Drink ½d6 
  BODY’s Worth Of Vampire’s Blood (-1), All Or Nothing 
  (-½), Limited Target (humans; -½)
  10 
  Claws:  HKA ½d6 (2½d6 with STR) 
  1
  52 
  Hypnotic Gaze:  Mind Control 12d6 
  0
  Telepathic (+¼),  Reduced Endurance (0 END; +½); 
  Eye Contact Required (-½)
  60 
  Undead Body:  Physical and Energy Damage Reduction, 
  Resistant, 50% 
  0
  3 
  Undead Body:  Resistant (+½) for 4 PD/2 ED 
  0
  24 
  Hard To Slay:  Regeneration (3 BODY per Day), Resurrec-
  tion (others can stop resurrection by burning the  
  body, driving a stake through the vampire’s heart, 
  or cutting off its head and filling its mouth with holy 
  wafers) 
  0
  Resurrection Only (-½)
  37 
  Undead Vitality:  Life Support:  Total (except Diminished 
  Eating; including Longevity:  Immortality) 
  0
  6 
  Swift:  Running +6m (18m total) 
  1
  6 
  Vampire’s Senses:  +2 PER with all Sense Groups 
  0
  5 
  Vampire’s Eyes:  Nightvision 
  0
  27 
  Mist Form:  Desolidification (affected by wind, heat, or 
  cold) 
  4
  Cannot Pass Through Solid Objects (-½)
  35 
  Wolf And Bat Forms:  Multiform (assume a wolf or bat 
  form built on up to 150 Total Points) 
  0
  57 
  Call Dark Creatures:  Summon up to 16 wolves, rats, 
  or bats built on up to 110 Total Points 
  0
  Expanded Class (+¼), Slavishly Devoted (+1), 
  Reduced Endurance (0 END; +½); Arrive Under Own 
  Power (-½), Summoned Being Must Inhabit Locale 
  (-½)
   
  Skills
  24 
  +3 HTH
  40 
  Skills and Talents (abilities and interests in life, or learned 
  since undeath)
  3 
  Charm 14-
  7 
  Climbing 16-
  7 
  Stealth 15-
  Total Powers & Skills Cost:  490
  Total Cost:  706
  175 Matching Complications (50)
  15 
  Distinctive Features:  No Reflection (Not Concealable; 
  Causes Major Reaction)
  0 
  Physical Complication:  Human Size
  20 
  Psychological Complication:  Cannot Enter A Dwelling 
  Without Invitation (Common, Total)
  20 
  Psychological Complication:  Aversion To Garlic 
  (Common, Total)
  15 
  Psychological Complication:  Will Only Cross Running 
  Water Via Bridges (Uncommon, Total)
  10 
  Psychological Complication:  Considers Humanity Cattle 
  (Common, Moderate)
  25 
  Susceptibility:  to holy objects and places, takes 2d6 per 
  Phase is in contact with them (Common)
  35 
  Susceptibility:  to direct sunlight, takes 2d6 per Segment 
  (Very Common)
  10 
  Vulnerability:  2 x STUN from Water Attacks (Uncommon)
  10 
  Vulnerability:  2 x BODY from Water Attacks (Uncommon)
  Total Complications Points:  50
  Experience Points:  531
  
  Bloodsucker Rampage 
  7
  THE DHAMPIR 
  According to the folklore of certain European 
  peoples, including the Slavonic Gypsies, vampires 
  can sire children on human women (or sometimes, 
  only with his widow). The resulting offspring, 
  usually male, is known as a dhampir (or some-
  times a vampir, vampijerovic, or lampijerovic, or if 
  female a dhampiresa or vampuiera).
  Dhampirs possess special powers that make 
  them particularly effective vampire hunters. 
  First, they’re very strong, swift, and agile (in 
  HERO System terms, a Dhampir Template would 
  have +10 STR, +8 DEX, +5 CON, +2 OCV, +2 
  DCV, +2 SPD, +2 PD, and +2 ED). Second, they 
  can perceive vampires for what they are, even 
  those that can become invisible (Detect Vampire 
  (INT Roll +3) (no Sense Group), Discriminatory, 
  Range, Sense, Targeting). In some cases it’s said 
  that a dhampir can permanently kill vampires 
  in ways that normal humans cannot (such as by 
  shooting them with bullets). To simulate this, add 
  Limitations to the vampire’s Damage Reduction 
  that it doesn’t work against dhampir-caused 
  damage (-¼), and add “or takes any damage 
  from a dhampir” to the conditions that prevent 
  Resurrection.
  Dhampirs always have dark black hair. According 
  to some legends they do not cast a shadow (a 
  Distinctive Feature). Sometimes his nose, eyes, 
  ears, and/or teeth are larger than normal, or he’s 
  simply very ugly (perhaps with a snub nose like a 
  bat). According to some legend, his body is soft, 
  even jellylike (you can represent this by buying 
  Contortionist on a 14- or better roll). Some stories 
  even claim that dhampirs must drink blood, but try 
  to limit themselves to animals so that they don’t 
  become evil and monstrous like their fathers.
  OPTIONS
  Cost Power
  var 
  Remove, or reduce the effect of, one or more 
  Complications
  60 
  Control The Weather:  Change Environment 
  (+/-10 Temperature Levels; see Cham-
  pions Powers, pages 364-65, for more 
  information), Varying Combat Effects, 
  Area Of Effect (16m Radius; +¾), Varying 
  Effect (+1), MegaArea (1m = 1 km broad 
  and wide; +1); Can Only Alter Existing 
  Weather, Not Create Weather (-¼), Extra 
  Time (time required depends on the 
  severity of the change in the weather 
  the character wants to create, but 
  minimum of 1 Minute; -1½), No Range 
  (-½), Requires A Weather Control Roll (-1 
  per 20 Active Points; -¼) plus Power:  
  Weather Control 20-
  20 
  Become Invisible:  Invisibility to Sight Group
  
  8 n 
   
  BESTIAL VAMPIRE
  Val Char Cost Roll Notes
  35 STR 
  25 16- Lift 3,200 kg; 7d6 HTH damage [3]
  20 DEX 
  20 13-
  23 CON 
  13 14-
  15 INT 
  5 12- PER Roll 12-
  20 EGO 
  10 13-
  25 PRE 
  15 14- PRE Attack:  5d6
  8 
  OCV 
  25
  7 
  DCV 
  20
  3 
  OMCV 
  0
  7 
  DMCV 12
  5 
  SPD 
  30  
  Phases:  3, 5, 8, 10, 12
  12 PD 
  10  
  Total:  12 PD (4 rPD)
  6 
  ED 
  4  
  Total:  6 ED (2 rED)
  10 REC 
  6
  40 END 
  4
  20 BODY 10
  50 STUN 
  15 Total Characteristics Cost:  224
  Movement: 
  Running: 
  18m
   
  Leaping: 
  12m
  Cost Powers 
  END
  10 
  Fangs:  HKA ½d6 (3d6 with STR) 
  1
  15 
  Claws:  HKA 1d6 (3d6+1 with STR) 
  1
  60 
  Undead Body:  Physical and Energy Damage Reduction, 
  Resistant, 50% 
  0
  3 
  Undead Body:  Resistant (+½) for 4 PD/2 ED 
  0
  24 
  Hard To Slay:  Regeneration (3 BODY per Day), 
  Resurrection (others can stop resurrection by  
  burning the body, driving a stake through the 
  vampire’s heart, or cutting off its head and filling  
  its mouth with holy wafers) 
  0
  Resurrection Only (-½)
  37 
  Undead Vitality:  Life Support:  Total (except Diminished 
  Eating; including Longevity:  Immortality) 
  0
  6 
  Swift:  Running +6m (18m total) 
  1
  4 
  Strong Leaper:  Leaping +8m (12m forward, 6m 
  upward) 
  1
  12 
  Vampire’s Senses:  +4 PER with all Sense Groups 
  0
  5 
  Vampire’s Eyes:  Nightvision 
  0
   
  Skills
  24 
  +3 HTH
  15 
  Skills and Talents (abilities and interests in life, or learned 
  since undeath)
  7 
  Climbing 16-
  7 
  Stealth 15-
  Total Powers & Skills Cost:  229
  Total Cost:  453
  175 Matching Complications (50)
  15 
  Distinctive Features:  No Reflection (Not Concealable; 
  Causes Major Reaction)
  35 
  Enraged:  Berserk in combat (Very Common), go 11-, 
  recover 11-
  0 
  Physical Complication:  Human Size
  20 
  Psychological Complication:  Bloodlust (Very Common, 
  Strong)
  20 
  Psychological Complication:  Cannot Enter A Dwelling 
  Without Invitation (Common, Total)
  20 
  Psychological Complication:  Aversion To Garlic 
  (Common, Total)
  15 
  Psychological Complication:  Will Only Cross Running 
  Water Via Bridges (Uncommon, Total)
  25 
  Susceptibility:  to holy objects and places, takes 2d6 per 
  Phase is in contact with them (Common)
  35 
  Susceptibility:  to direct sunlight, takes 2d6 per Segment 
  (Very Common)
  10 
  Vulnerability:  2 x STUN from Water Attacks (Uncommon)
  10 
  Vulnerability:  2 x BODY from Water Attacks (Uncommon)
  Total Complications Points:  50
  Experience Points:  278
  
  Bloodsucker Rampage 
  9
  VARIANT VAMPIRES
  The two character sheets above represent the 
  “typical” vampire, but there are plenty of ways 
  you can customize them to create other types of 
  vampires. Two common examples are the bestial 
  vampire and the realistic vampire.
  Bestial Vampire
  Description:  The Bestial Vampire is most often 
  found in modern horror movies and comics. 
  Unlike the traditional vampire, who’s usually 
  handsome, debonair, and even charming, the 
  Bestial Vampire is an ugly, vicious killer whose 
  monstrous appearance mirrors the evil in its 
  heart. Although the Bestial Vampire may look 
  like a normal human being when it’s in control 
  of itself, when its bloodlust takes over it becomes 
  a horrible creature. Its jaw distends, becoming 
  prognathous and filled with sharp fangs. Its fingers 
  and fingernails lengthen, becoming cruel claws. Its 
  back hunches; sometimes it sprouts batlike wings 
  from its shoulderblades or under its arms. Its eyes 
  bulge, often changing to a horrid color (such as 
  blood red or an evil green). Its hair becomes wild 
  and shaggy, like a beast’s.
  The Bestial Vampire’s abilities are also different 
  from a traditional vampire’s. It is even stronger 
  than a regular vampire, and its claws and teeth 
  are powerful HKAs that it uses to rip its victims 
  to pieces, instead of simply biting their necks 
  and sipping their blood (because of this, a Bestial 
  Vampire’s attacks may at first be mistaken for 
  those of a werewolf or serial killer). Since its 
  victims never remain whole once it’s done with 
  them, they can’t return to “life” as lesser vampires; 
  there simply isn’t enough of them left.
  In some depictions, the Bestial Vampire retains 
  the traditional vampire’s shapechanging abili-
  ties, but usually not its control over animals or 
  weather; it normally has the traditional vampire’s 
  defenses, weaknesses, and Susceptibilities. It 
  has some additional Complications of its own:  
  Psychological Complication: Bloodlust and 
  Berserk in combat.
  Not all Bestial Vampires are a separate 
  “species.” Some traditional vampires have a 
  “bestial vampire” Multiform. When they’re 
  confronted with holy items or sunlight, when 
  they’ve been badly injured, or when they become 
  Berserk or Enraged, these vampires revert from 
  their “civilized” form to a bestial form. To reflect 
  this, give the vampire a Multiform, an Accidental 
  Change Complication, and an appropriate Berserk 
  or Enraged.
  OPTIONS
  Cost Power
  8 
  Batwings:  Flight 12m; Restrainable (-½)
  27 
  Mist Form:  Desolidification (affected by 
  wind, heat, or cold)
  Cannot Pass Through Solid Objects (-½)
  35 
  Wolf And Bat Forms:  Multiform (assume 
  150-point wolf or bat form)
  57 
  Call Dark Creatures:  Summon up to 16 
  110-point wolves, rats, or bats
  Expanded Class (+¼), Slavishly Devoted 
  (+1), Reduced Endurance (0 END; 
  +½); Arrive Under Own Power (-½), 
  Summoned Being Must Inhabit Locale 
  (-½)
  
  10 n 
   
  Realistic Vampire
  Description:  The Realistic Vampire is a staple of 
  much modern vampire fiction. Unlike Dracula, 
  with his fantastic powers, the Realistic Vampire 
  is a lot more down-to-earth, both in his abilities 
  and his limitations. A Realistic Vampire doesn’t 
  possess most of the traditional vampire’s powers 
  (for example, shapechanging, control of animals 
  and weather, and the ability to command lesser 
  vampires). The Realistic Vampire usually retains 
  the vampire’s incredible strength and functional 
  immortality, and sometimes his ability to create 
  other vampires and his hypnotic powers as well.
  On the other hand, the Realistic Vampire also 
  lacks many of the traditional vampire’s Complica-
  tions:  the fear of fire and holy items; the need 
  to sleep on earth from its grave; the aversion to 
  garlic and running water; the inability to enter a 
  dwelling unless invited; the lack of a reflection; the 
  Susceptibility to running water and holy objects. 
  The Realistic Vampire still has to drink blood; a 
  few of them are averse to sunlight and/or holy 
  objects.
  Psychologically, Realistic Vampires usually fall 
  into one of two camps. The first, usually encoun-
  tered in the role of villain, shares the traditional 
  vampire’s attitude towards humanity:  it considers 
  them its cattle, to be preyed upon as it sees fit. 
  The other, often found taking the part of hero or 
  anti-hero, is a tortured soul who tries to retain 
  as much of his humanity as possible. A tortured 
  soul, he does his best to refrain from drinking 
  blood (either giving in only when his hunger 
  becomes undeniable, or only feeding when he has 
  a “deserving” victim to sink his fangs into). He 
  often tries to maintain relationships with ordinary 
  humans, though inevitably his condition makes 
  this difficult.
  The big advantage to being a Realistic Vampire 
  (especially for a PC vampire) is the ability to 
  act like a normal human — a Realistic Vampire 
  can have a job, eat normal food if necessary, and 
  interact with human beings socially. As long as the 
  Realistic Vampire protects his secret and ensures 
  a regular supply of blood, he can do whatever he 
  wants.
  The origins of Realistic Vampires differ greatly 
  from those of traditional vampires. Realistic 
  vampirism may be the result of a virus of some 
  sort or a disease of the blood; Realistic Vampires 
  may even be an entirely separate species (aliens? 
  demons?) which views mankind as food.
  THE TECHNOVAMPIRE
  A variant form of the Realistic Vampire is the 
  Technovampire, a creature of modern science 
  and technology. His vampirism has been created 
  in a lab with genetic alterations, special surgery 
  and serums, implanted technology, and the like. 
  Sometimes the traditional vampire’s exotic abilities 
  are simulated with high-tech gadgets. Depending 
  upon how he was created, the Technovampire 
  may have some traditional vampire weaknesses 
  (such as aversion to sunlight), but will lack many 
  of them.
  Although the Technovampire has a lot in 
  common with the Realistic Vampire, the two are 
  also very different. For one thing, science can 
  supply the Technovampire with abilities the Real-
  istic Vampire lacks. For another, their attitudes 
  and actions are often completely opposite:  many 
  Realistic Vampires are careful, cautious predators 
  who are completely accustomed to their “lifestyle” 
  and act accordingly; the Technovampire is more 
  likely to be a rampaging monster created to serve 
  the whims of its “father.”
  “You will, I trust, excuse 
  me if I do not join you. 
  But I have already dined, 
  and I never drink... wine.“
  - Bram Stoker’s Dracula
  
  Bloodsucker Rampage 
  11
  REALISTIC VAMPIRE
  Val Char Cost Roll Notes
  25 STR 
  15 14- Lift 800 kg; 5d6 HTH damage [2]
  18 DEX 
  16 13-
  20 CON 
  10 13-
  20 INT 
  10 13- PER Roll 13-
  18 EGO 
  8 13-
  25 PRE 
  15 14- PRE Attack:  5d6
  6 
  OCV 
  15
  6 
  DCV 
  15
  3 
  OMCV 
  0
  7 
  DMCV 12
  5 
  SPD 
  30  
  Phases:  3, 5, 8, 10, 12
  10 PD 
  8  
  Total:  10 PD (2 rPD)
  6 
  ED 
  4  
  Total:  6 ED (2 rED)
  10 REC 
  6
  40 END 
  4
  15 BODY 
  5
  50 STUN 
  15 Total Characteristics Cost:  188
  Movement: 
  Running: 
  16m
  Cost Powers 
  END
  7 
  Fangs:  HKA ½d6 
  1
  No STR Bonus (-½)
  30 
  Drink Blood:  RKA 1d6 
  0
  NND (defense is not having blood, or protective skin 
  or equipment too thick to bite through; +1), Does 
  BODY (+1), Constant (+½), Reduced Endurance (0 
  END; +½); No Range (-½), Fangs Must Do BODY First 
  (-½)
  60 
  Undead Body:  Physical and Energy Damage Reduction, 
  Resistant, 50% 
  0
  2 
  Undead Body:  Resistant (+½) for 2 PD/2 ED 
  0
  37 
  Undead Vitality:  Life Support:  Total (except Diminished 
  Eating; including Longevity:  Immortality) 
  0
  4 
  Swift:  Running +4m (16m total) 
  1
  6 
  Vampire’s Senses:  +2 PER with all Sense Groups 
  0
  5 
  Vampire’s Eyes:  Nightvision 
  0
   
  Skills
  24 
  +3 HTH
  40 
  Skills and Talents (abilities and interests in life, or learned 
  since undeath)
  3 
  Charm 14-
  7 
  Climbing 16-
  7 
  Stealth 15-
  Total Powers & Skills Cost:  232
  Total Cost:  420
  175 Matching Complications (50)
  0 
  Physical Complication:  Human Size
  10 
  Hunted:  enemy werewolf clans, or vampire hunters, or 
  someone else who takes this guy seriously (Infre-
  quently, As Pow)
  15 
  Psychological Complication:  Considers Humanity Cattle 
  or Tortured By His Condition And Tries To Retain His 
  Humanity (Common, Strong)
  Total Complications Points:  25
  Experience Points:  245
  OPTIONS
  Cost Power
  47 
  Create Vampire:  Severe Transform 10d6 (humans 
  into lesser vampires, heals back through special 
  exorcisms and holy rituals), Reduced Endurance 
  (0 END; +½); Extra Time (minimum of 1 Turn, and 
  often longer; -1¼), No Range (-½), Must Drain All 
  But 1 BODY Of Victim’s Blood With Drink Blood, 
  Then Have Him Drink ½d6 BODY’s Worth Of 
  Vampire’s Blood (-1), All Or Nothing (-½), Limited 
  Target (humans; -½)
  52 
  Hypnotic Gaze:  Mind Control 12d6, Telepathic (+¼),  
  Reduced Endurance (0 END; +½); Eye Contact 
  Required (-½)
  24 
  Hard To Slay:  Regeneration (3 BODY per Day), Resur-
  rection (others can stop resurrection by burning 
  the body, driving a stake through the vampire’s 
  heart, or cutting off its head and filling its mouth 
  with holy wafers); Resurrection Only (-½)
  (15) 
  Distinctive Features:  No Reflection (Not Conceal-
  able; Causes Major Reaction)
  (35) 
  Susceptibility:  to direct sunlight, takes 2d6 per 
  Segment (Very Common)
  (25) 
  Susceptibility:  to holy objects and places, takes 2d6 
  per Phase is in contact with them (Common)
  “Now you know 
  what we are, now 
  you know what you 
  are. You'll never 
  grow old, Michael, 
  and you'll never die. 
  But you must feed!”
  - David (Kiefer Sutherland), 
  The Lost Boys
  
  12 n 
   
  VAMPIRES FROM 
  OTHER LANDS
  The following are a few examples of vampires 
  and vampire-like monsters from around the 
  world. These particular creatures were selected 
  from the great number of vampire-like monsters 
  in world legend mainly on the basis of their simi-
  larity to Transylvanian vampires (for example, the 
  fact that they suck blood, cannot abide sunlight, 
  and so forth) and their “playability.”
  ASANBOSAM
  Origin:  Africa (mainly among the Ashanti in West 
  Africa)
  Other Names:  Asanbonsam
  Ecology:  The asanbosam is a vampire known to 
  the Ashanti and other people of West Africa in the 
  Ghana, Ivory Coast, and Togo region. It lives in 
  the trees of jungle and forest, and in place of feet it 
  has iron hooks. It hunts in two ways, though only 
  at night because sunlight causes it great pain. First, 
  it dangles head-down from its hooks, waiting 
  to snatch up anyone foolish enough to be in the 
  jungle after dark, haul them into the treetops, 
  and devour them. Second, it can sink its hooks 
  into someone and use them to drain his blood. 
  (According to some legends, when doing this 
  the asanbosam targets the victim’s thumb, which 
  entails a -10 OCV penalty that it’s skilled enough 
  to avoid.)
  Victims of asanbosam attacks report that 
  unlike most species of vampire, the asanbosam 
  breeds normally:  there are female and child 
  asanbosam as well as adult males, though they’re 
  proportionately weaker.
  Personality/Motivation:  Typical vampiric 
  motivations.
  Powers/Tactics:  The asanbosam has the great 
  strength and toughness typical of vampires 
  (though it’s not as powerful as a traditional 
  European vampire). It attacks with its iron teeth or 
  hook-feet (the latter prevent it from running very 
  quickly, though it will sometimes pursue a victim 
  on the ground if it thinks the victim can’t outrun 
  it). Killing an asanbosam is difficult because it 
  heals rapidly; the only way to permanently slay it 
  is for an attacker (most effectively, a priest or holy 
  man) to injure it with spells or objects that do 
  Holy damage. 
  Some legends claim that the asanbosam has a 
  snake for a tail. If so this gives it yet another way 
  to grab its victims; possibly the snake’s bite could 
  be venomous as well. Another “power” sometimes 
  attributed to the asanbosam is that if anyone even 
  mentions its name, he and everyone around him 
  suffers bad luck.
  Campaign Use:  A related type of monster is the 
  sasanbonsam, which is basically similar to the 
  asanbosam but looks more bat-like and has enor-
  mous bat-wings sprouting from its shoulderblades 
  that allow it to fly.
  Appearance:  An asanbosam looks more or less 
  like an ordinary person... except for its iron teeth, 
  hook feet, and obvious malevolence.
  But first, on earth as 
  Vampire sent, 
  Thy corpse shall from its 
  tomb be rent: 
  Then ghastly haunt thy 
  native place, 
  And suck the blood of all 
  thy race; 
  There from thy daughter, 
  sister, wife, 
  At midnight drain the stream 
  of life; 
  Yet loathe the banquet which 
  perforce 
  Must feed thy livid living 
  corpse. 
  Thy victims are they yet 
  expire 
  Shall know the demon for 
  their sire, 
  As cursing thee, thou cursing 
  them, 
  Thy flowers withered on the 
  stem.
  - Lord Byron, Giaour
  
  Bloodsucker Rampage 
  13
  ASANBOSAM
  Val Char Cost Roll Notes
  25 STR 
  15 14- Lift 800 kg; 5d6 HTH damage [2]
  18 DEX 
  16 13-
  20 CON 
  10 13-
  15 INT 
  5 12- PER Roll 12-
  15 EGO 
  5 12-
  25 PRE 
  15 14- PRE Attack:  5d6
  6 
  OCV 
  15
  6 
  DCV 
  15
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  4 
  SPD 
  20 Phases:  3, 6, 9, 12
  8 
  PD 
  6 Total:  8 PD (3 rPD)
  8 
  ED 
  6 Total:  8 ED (3 rED)
  8 
  REC 
  4
  40 END 
  4
  15 BODY 
  5
  36 STUN 
  8 Total Characteristics Cost:  155
  Movement: 
  Running: 
  4m
  Swinging: 
  4m
  Cost Powers 
  END
  15 
  Hook Feet:  HKA 1d6 (2½6 with STR) 
  1
  10 
  Iron Teeth:  HKA ½d6 (2d6+1 with STR) 
  1
  30 
  Drink Blood Through Its Hooks:  RKA 1d6 
  0
  NND (defense is not having blood, or protective skin 
  or equipment too thick to bite through; +1), Does 
  BODY (+1), Constant (+½), Reduced Endurance (0 
  END; +½); No Range (-½), Hook Feet Must Do BODY 
  First (-½)
  3 
  Asanbosam Toughness:  Resistant (+½) for 3 PD/3 ED 0
  29 
  Hard To Slay:  Regeneration (1 BODY per Turn), Resur-
  rection (others can stop resurrection by doing Holy 
  damage to the body or putting holy objects on it) 
  0
  Does Not Work On Holy Damage (see text; -¼)
  -8 
  Hooks For Feet:  Running -8m (4m total)
  2 
  Hooks For Feet:  Swinging 4m 
  1
  5 
  Asanbosam’s Eyes:  Nightvision 
  0
   
  Skills
  8 
  +1 HTH
  5 
  Stealth 14-
  Total Powers & Skills Cost:  99
  Total Cost:  254
  175 Matching Complications (50)
  0 
  Physical Limitation:  Human Size
  10 
  Psychological Complication:  Considers Humanity Cattle 
  (Common, Moderate)
  25 
  Susceptibility:  to holy objects and places, takes 2d6 per 
  Phase is in contact with them (Common)
  35 
  Susceptibility:  to direct sunlight, takes 2d6 per Segment 
  (Very Common)
  Total Complications Points:  50
  Experience Points:  79
  OPTIONS
  Cost Power
  12 
  Snake For A Tail:  Extra Limb (1), Inherent (+¼); 
  Limited Manipulation (-¼) plus HKA ½d6 (fangs); 
  No STR Bonus (-½)
  20 
  Targeting The Thumb:  Targeting Skill Levels:  +10 
  OCV to hit the victim’s Thumb with Hook Feet and 
  Drink Blood Through Its Hooks
  10 
  Sasanbonsam:  Flight 15m; Restrainable (-½)
  Sic Gorgiamus Allos Subjectatos Nunc.
  “We gladly feast on those who would subdue us.”
  - Addams Family Credo
  
  14 n 
   
  A baobhan sith can assume the form of a raven, 
  and often uses this power to escape pursuit, hide, 
  or follow potential prey.
  Campaign Use:  A baobhan sith makes an ideal 
  adversary for a game with a lot of social aspects. 
  Just move the baobhan sith out of the wilderness 
  and into the king’s court — or, say, a coffee shop 
  in an Urban Fantasy setting — and let her wreak 
  her havoc.
  Appearance:  The baobhan sith usually resembles 
  a beautiful maiden, and though she has deer’s 
  hooves for feet she hides them beneath her long 
  white or green dress.
  BAOBHAN SITH
  Origin:  Scotland
  Other Names:  Baoban Sith, Bavanshee, Boabhan 
  Sith
  Ecology:  An evil faerie akin both to vampires and 
  succubi, the baobhan sith (baa-van shee) subsists 
  on human blood, preferably taken from a hand-
  some young man. They typically live in the wilds 
  and attack young shepherds and huntsmen out on 
  the moors.
  Personality/Motivation:  Baobhan sith are thor-
  oughly evil and cruel. They prey on humans the 
  way humans prey on wild game.
  Powers/Tactics:  The baobhan sith has the power 
  to leech the blood from a man by touch (she has 
  to be able to touch her skin with his). She prefers 
  to do this with a kiss, but other touches, such as 
  through dancing, work perfectly well. With her 
  beauty she tempts men to dance with her and 
  kiss her... and as he does, she drinks his blood! 
  An observant onlooker may be able to see tiny 
  drops of blood fall to the ground around her, thus 
  revealing her for what she is.
  
  Bloodsucker Rampage 
  15
  BAOBHAN SITH
  Val Char Cost Roll Notes
  5 
  STR 
  -5 10- Lift 50 kg; 1d6 HTH damage [1]
  15 DEX 
  15 12-
  10 CON 
  0 11-
  18 INT 
  8 13- PER Roll 13-
  15 EGO 
  10 12-
  20 PRE 
  10 13- PRE Attack:  4d6
  5 
  OCV 
  10
  5 
  DCV 
  10
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  3 
  SPD 
  10 Phases:  4, 8, 12
  5 
  PD 
  3 Total:  5 PD (5 rPD)
  5 
  ED 
  3 Total:  5 ED (5 rED)
  4 
  REC 
  0
  20 END 
  0
  10 BODY 
  0
  20 STUN 
  0 Total Characteristics Cost:  80
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  8 
  Blood-Drinking Touch:  RKA 1 point 
  0
  NND (defense is not having blood; +1), Does BODY 
  (+1), Constant (+½), Reduced Endurance (0 END; 
  +½); No Range (-½), Skin-To-Skin Contact Required 
  (-1)
  5 
  Faerie Form:  Resistant (+½) for 5 PD/5 ED 
  0
  7 
  Faerie Form:  Physical Damage Reduction, Resistant, 25% 
  0
  Does Not Work Against Iron Attacks (-1)
  15 
  Faerie Form:  Energy Damage Reduction, Resistant, 25% 0
  10 
  Faerie Mind:  Mental Defense (10 points) 
  0
  10 
  Faerie Form:  Power Defense (10 points) 
  0
  40 
  Faerie Nature:  Life Support (Total, including Longevity:  
  Immortality) 
  0
  10 
  Raven Form:  Multiform (assume 50-point raven form; see 
  HSB 430) 
  0
   
  Talents
  6 
  Striking Appearance +2/+2d6
   
  Skills
  5 
  Charm 14-
  3 
  Concealment 13-
  3 
  Conversation 13-
  3 
  High Society 14-
  5 
  AK: local area where the faerie lives 15-
  3 
  KS: Legends And Lore 13-
  3 
  Stealth 13-
  Total Powers & Skills Cost:  136
  Total Cost:  216
  175 Matching Complications (50)
  10 
  Distinctive Feature:  deer’s hooves for feet (Easily 
  Concealed; Causes Major Reaction)
  20 
  Psychological Complication:  Malicious Faerie Nature 
  (Very Common, Strong)
  20 
  Susceptibility:  takes 2d6 per Turn from iron (Common)
  20 
  Susceptibility:  takes 2d6 per Turn from salt (Common)
  Total Complications Points:  50
  Experience Points:  41
  Owen: Are you a vampire? 
  Abby: I need blood to live. 
  Owen: But how old are 
  you, really? 
  Abby: Twelve. But... I’ve been 
  twelve for a very long 
  time.
                  - Let Me In
  
  16 n 
   
  CHIANG-SHIH
  Origin:  China
  Other Names:  Ch’ing-Shih, His-hsue-k’uei, Jiang-
  shi, Kiang-shi, Kyonshi, Kyuketsuki (in Japan), 
  Qing-shi
  Ecology:  A chiang-shih is created when a corpse 
  is animated by its p’oh, or inferior soul. The p’oh 
  remains in the body of the deceased while the han 
  (or superior soul) continues to the afterlife, and as 
  a result the corpse becomes a vampire and preys 
  on the living. A chiang-shih can be created when 
  a person dies by drowning, hanging, suicide, or 
  suffocation. The p’oh can also possess someone 
  who dies unexpectedly, or who hasn’t been buried 
  yet. Finally, allowing an animal (such as a cat) 
  to leap over a corpse can also cause it to rise as a 
  chiang-shih.
  Personality/Motivation:  The chiang-shih is 
  typically compelled by strong homicidal urges, 
  causing it to attack any living people it encounters. 
  Certain chiang-shih also demonstrate a powerful 
  sex drive, leading the vampire to assault and rape 
  women (or men) before drinking their blood. If 
  the chiang-shih was created due to being improp-
  erly buried (or not buried at all) then it most likely 
  directs its anger at close relatives and other family 
  members.
  Powers/Tactics:  A corpse risen as a chiang-shih 
  has a number of powers. It’s mostly invulner-
  able, although fire or bullets can kill it. Many 
  chiang-shih demonstrate the ability to fly and to 
  transform into wolves. They dislike loud noises; 
  a loud crash of thunder can kill one. The chiang-
  shih is only active at night, and can’t cross running 
  water. Iron filings, red peas, and rice can be used 
  to create effective barriers the vampire can’t cross, 
  while garlic automatically causes a chiang-shih to 
  flee. Salt dissolves a chiang-shih.
  Chiang-shih prefer to attack by surprise and 
  ambush, especially since if they have no powers 
  other then their great strength and long claws. A 
  chiang-shih tends to be very violent in combat, 
  often ripping its victims limb from limb. But their 
  viciousness can be used against them, as shown 
  in the folktale “The Resuscitated Corpse,” where a 
  charging chiang-shih is tricked into impaling its 
  claws into a willow tree, trapping it until dawn.
  It’s said some chiang-shih have more powers 
  than those listed. Some are believed to have a 
  poisonous (or icy) breath capable of killing anyone 
  they breathe on. Other chiang-shih can become 
  insubstantial, appearing as a glowing blue ball 
  surrounded by a chill mist. Finally, it’s said rice 
  (and other grains or seeds) not only can be used to 
  create an impassible barrier to a Chinese vampire, 
  but some chiang-shih must stop and count each 
  and every grain thrown into its path, possibly 
  “trapping” it there until the sun rises and kills it.
  Campaign Use:  The chiang-shih is an interesting 
  vampire that can quite easily throw a party of 
  unsuspecting PCs for a loop. Unlike the stereo-
  typical cinematic Western vampire, the chiang-
  shih isn’t harmed by being staked through the 
  heart and normally isn’t troubled by exposure to 
  sunlight. It can go where it pleases, not requiring 
  an invitation to enter a dwelling. It doesn’t even 
  need to remain in its coffin, although burying a 
  Chinese vampire in a proper grave can keep it 
  from rising.
  This characte sheet represents only a basic 
  chiang-shih. For campaign use, you may want to 
  increase the chiang-shih’s DEX, BODY, INT, and 
  SPD, add some Martial Arts, and perhaps give it 
  more relevant Skills and abilities retained from 
  its former life (such as Weapon Familiarities). To 
  further confuse the PCs, consider using some of 
  the optional powers and Complications, especially 
  if they’ve encountered more than one chiang-shih 
  and feel they have a good understanding of the 
  vampire’s habits.
  Appearance:  A chiang-shih can have many forms, 
  depending upon how long it’s existed as a vampire. 
  Normally a chiang-shih appears exactly as it 
  looked when it died and is not instantly recog-
  nizable for what it is. The chiang-shih can also 
  assume a more horrific form, with a green glowing 
  body, serrated teeth, and long claws. Older, more 
  powerful, chiang-shih develop a thick covering of 
  long white hair. Depending on how long it’s been 
  dead, a chiang-shih may wear rich robes, simple 
  funeral clothing, or nothing at all.
  OPTIONS
  Cost Power
  37 
  Assume Human Form:  Shape Shift (Sight, 
  Touch, Hearing, and Smell/Taste Groups), 
  Makeover, Reduced Endurance (0 END; +½)
  5 
  Can Smell Your Breath:  Targeting for Normal 
  Smell
  40 
  Glowing Ball Of Blue Light:  Desolidification 
  (affected by fire, light, and sonic attacks)
  6 
  Leap Great Distances:  Leaping +12m (or 
  more)
  42 
  Poisonous Breath:  RKA 1d6, NND (defense is 
  Life Support [Self-Contained Breathing or 
  appropriate Immunity]; +1), Does BODY 
  (+1), Reduced Endurance (0 END; +½); 
  Limited Range (4m; -¼)
  (15) 
  Physical Complication:  Poor Eyesight, suffers 
  -3 to all Sight PER Rolls except in dim light 
  or at night (Infrequently, Greatly Impairing
  (15) 
  Psychological Complication:  Compelled To 
  Count Rice/Seed Grains Found In Its Path 
  (Uncommon, Total)
  (25) 
  Susceptibility:  to sunlight, 1d6 BODY per 
  Phase (Very Common)
  (20) 
  Vulnerability:  2 x BODY from Fire (Common)
  (20) 
  Vulnerability:  2 x STUN from Fire (Common)
  HOPPING 
  VAMPIRES
  China is the land of 
  hopping vampires. Why 
  they hop is unknown, 
  although some theories 
  say it might be due to 
  the custom of burying 
  the dead in a standing 
  position, or because the 
  burial clothing would 
  effectively bind the legs. 
  Others claim it’s because 
  of the onset of rigor 
  mortis (which keeps the 
  leg joints from working) 
  or due to the vampire 
  being rejected by the 
  Earth.
  The chiang-shih 
  presented here doesn’t 
  hop, as the sources 
  referenced never 
  mentioned hopping as 
  part of Chinese vampire 
  lore. However, hopping 
  vampires are extremely 
  common in Hong Kong 
  horror/martial arts 
  cinema. Anyone running 
  Ninja Hero or Pulp Hero 
  adventures set in China 
  might want to use a 
  hopping vampire instead 
  of the more agile version 
  presented here. To trans-
  form a chiang-shih into 
  a hopping vampire, make 
  these changes:  increase 
  the STR to 35 or 40 and 
  CON to 30, decrease DEX 
  to around 12, and raise 
  the vampire’s defenses 
  (both PD, ED, and Resis-
  tant (+½)). Remove its 
  Flight and Running and 
  reduce its Leaping to 2m.
  A hopping vampire 
  usually wears clothing 
  of the Ching Dynasty and 
  has greenish skin, red 
  eyes, yellowed fangs, and 
  long claws.
  
  Bloodsucker Rampage 
  17
  CHIANG-SHIH
  Val CHA Cost Roll Notes
  30 STR 
  20 15- Lift 1,600 kg; 6d6 HTH damage [3]
  15 DEX 
  10 12-
  25 CON 
  15 13- 
  10 INT 
  0 11- PER Roll 11-
  20 EGO 
  10 11-
  20 PRE 
  10 13- PRE Attack:  4d6
  6 
  OCV 
  15
  5 
  DCV 
  10
  3 
  OMCV 
  0
  6 
  DMCV 
  9
  3 
  SPD 
  10  
  Phases:  4, 8, 12
  12 PD 
  6  
  Total:  12 PD (6 rPD)
  12 ED 
  7  
  Total:  12 ED (6 rED)
  12 REC 
  2
  50 END 
  6
  10 BODY 
  0
  40 STUN 
  10 Total Characteristics Cost:  140
  Movement: 
  Running: 
  12m
   
  Flight: 
  24m
  Cost Powers 
  END
  25 
  Claws: HKA 1½d6 (3½d6 with STR) 
  2
  15 
  Bite:  HKA 1d6 
  0
  Reduced Endurance (0 END; +½); No STR Bonus 
  (-½)
  30 
  Blood Drain:  RKA 1d6 
  0
  NND (defense is not having blood or protective skin or 
  equipment too thick to bite through; +1), Does BODY 
  (+1), Constant (+½), Reduced Endurance (0 END; 
  +½); No Range (-½), Bite Must Do BODY First (-½)
  24 
  Fly On The Winds:  Flight 24m 
  2
  6 
  Undead Body:  Resistant (+½) for 6 PD/6 ED 
  0
  40 
  Undead Body:  Physical Damage Reduction, Resistant, 
  75% 
  0
  Not Versus Bullets (-½)
  40 
  Undead Body:  Energy Damage Reduction, Resistant, 75% 
  0
  Does Not Work Against Fire (-½)
  15 
  Undead Body:  Does Not Bleed 
  0
  37 
  Undead Vitality:  Life Support:  Total (except Diminished 
  Eating, but including Longevity:  Immortality) 
  0
  30 
  Shape Shifting:  Multiform (assume 150-point wolf form) 0
  5 
  Chiang-Shih Eyes:  Nightvision 
  0
   
  Skills
  16 
  +2 HTH
  3 
  Climbing 12-
  5 
  Shadowing 12-
  3 
  Stealth 12-
  3 
  Tracking 11-
  20 
  Various Skills representing the chiang-shih’s abilities and 
  interests when alive
  Total Powers & Skills Cost:  317
  Total Cost:  457
  175 Matching Complications (50)
  30 
  Enraged:  in combat (Very Common), go 11-, recover 8-
  15 
  Physical Complication:  cannot cross a line of iron 
  filings, red peas, rice, or running water (Infrequently, 
  Fully Impairing)
  0 
  Physical Complication:  Human Size
  20 
  Physical Complication:  repulsed by the presence of 
  garlic (Frequently, Fully Impairing)
  15 
  Psychological Complication:  Strong Sexual Desires And 
  Urges (Common, Strong)
  15 
  Psychological Complication:  Vicious And Bloodthirsty 
  (Common, Strong)
  25 
  Susceptibility:  to salt, 1d6 per Segment (Common)
  15 
  Susceptibility:  to thunder and similar loud noises, 3d6 
  BODY Instantly (Uncommon)
  Total Complications Points:  50
  Experience Points:  282
  
  18 n 
   
  LANGSUIR
  Origin:  Malaysia
  Ecology:  A langsuir (or langsuyar) is the ghost 
  of a woman who has either died a virgin, died 
  during childbirth, or died within 40 days of giving 
  birth. Having a stillborn child can also create a 
  langsuir; the child’s ghost becomes a pontianak. 
  Rising from the grave, the langsuir flies among the 
  trees, drinking the blood of infants and children, 
  stealing fish from fishermen, and seducing men to 
  emasculate them.
  A woman can be prevented from rising as a 
  langsuir by nailing her hair to the floor of her 
  coffin. A more extreme method calls for placing 
  glass beads in the corpse’s mouth (to prevent 
  screaming), placing eggs under the arms, and 
  pushing pins through the palms of the hands. A 
  man who encounters an active langsuir can save 
  himself and cure the woman of her condition by 
  cutting off the woman’s hair and fingernails and 
  stuffing them in the hole (or mouth) found in the 
  back of the woman’s neck (used by the langsuir to 
  drink blood). If this is done, the langsuir becomes 
  a normal woman; she can marry and have 
  children. However, care must be taken at village 
  dances, lest the langsuir join in, revert to her 
  undead form, and fly off into the jungle. Women 
  sacrifice chickens at the riverside to langsuir to 
  appease the fiends and keep themselves (and their 
  children) safe.
  Personality/Motivation:  A langsuir is driven by 
  two strong emotions — a lust for blood (taken 
  from the children denied to her) and a hatred for 
  men.
  Powers/Tactics:  A langsuir often lurks in the 
  forests, and when men enter the woods she 
  seduces them with their unearthly beauty. Once 
  she has a man in her embrace, she uses her sharp, 
  claw-like nails to rip his genitals from his body. 
  (Some langsuirs also have the power to imitate 
  the cry of a lost child, the better to lure victims 
  to them.) Langsuirs also drink the blood of small 
  children and can cause any woman they see to 
  suffer a miscarriage with just a glance.
  Campaign Use:  The original langsuir was a 
  woman driven mad by the knowledge her child 
  had been stillborn. Later, the langsuir become 
  a more general blood-drinker and eater of flesh 
  (with a fondness for fish). You can use the langsuir 
  as a classic vampire, a form of ghoul, or as a ghost 
  in need of being put to rest.
  Appearance:  A langsuir is a woman of unearthly 
  beauty. She has long black hair that falls to her 
  ankles (hiding a hole in the back of her neck that 
  she uses to drink blood) and long fingernails. 
  Traditionally, the langsuir wears a green robe, but 
  sometimes she appears naked, with wild black hair 
  and blood flowing from her open womb.
  WHAT’S IN 
  A NAME?
  In Java and Sumatra, 
  the langsuir is called 
  a pontianak, while in 
  certain parts of Malaysia 
  the woman is called a 
  pontianak and the child is 
  known as a langsuir.
  
  Bloodsucker Rampage 
  19
  LANGSUIR
  Val Char Cost Roll Notes
  8 
  STR 
  -2 11- Lift 75 kg; 1½d6 HTH damage [1]
  16 DEX 
  12 12-
  13 CON 
  3 12-
  10 INT 
  0 11- PER Roll 11-
  15 EGO 
  5 12-
  15 PRE 
  5 12- PRE Attack:  3d6
  6 
  OCV 
  15
  5 
  DCV 
  10
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  3 
  SPD 
  10  
  Phases:  4, 8, 12
  4 
  PD 
  2  
  Total:  4 PD (0 rPD)
  4 
  ED 
  2  
  Total:  4 ED (0 rED)
  5 
  REC 
  1
  25 END 
  1
  10 BODY 
  0
  20 STUN 
  0 Total Characteristics Cost:  60
  Movement: 
  Running: 
  12m
   
  Flight: 
  24m
  Cost Powers 
  END
  5 
  Bite:  HKA 1 point (½d6 with STR) 
  1
  8 
  Claws:  HKA ½d6 (1d6 with STR) 
  1
  Reduced Penetration (-¼)
  30 
  Drink Blood:  RKA 1d6 
  0
  NND (defense is not having blood or protective skin 
  or equipment too thick to bite through; +1), Does 
  BODY (+1), Constant (+½), Reduced Endurance (0 
  END; +½); No Range (-½), Bite Must Do BODY First 
  (-½)
  40 
  Cause Miscarriage:  Minor Transform 10d6 (pregnant 
  female to non-pregnant female, heals back through 
  restorative magics) 
  0
  Line Of Sight (+½), Reduced Endurance (0 END; 
  +½); Limited Target (pregnant human females; -1), 
  All-Or-Nothing (-½)
  4 
  Ngilai:  +10 PRE 
  0
  Only For Fear-Based Presence Attacks (-1), Incanta-
  tions (must wail; -¼)
  24 
  Taking To The Air:  Flight 24m 
  2
  37 
  Undead Vitality:  Life Support:  Total (except for Diminished 
  Eating, but including Longevity:  Immortality) 
  0
   
  Talents
  9 
  Striking Appearance +3/+3d6
   
  Skills
  6 
  +1 with Agility Skills
  3 
  Charm 12-
  3 
  Climbing 12-
  3 
  Shadowing 11-
  3 
  Stealth 12-
  1 
  Survival (Tropical Forests) 11-
  3 
  Tracking 11-
  Total Powers & Skills Cost:  179
  Total Cost:  239
  175 Matching Complications (50)
  15 
  Physical Complication:  can be “cured” by cutting her 
  hair and nails and stuffing them in the hole in the 
  langsuir’s neck (Infrequently, Fully Impairing)
  0 
  Physical Complication:  Human Size
  15 
  Psychological Complication:  Lust For Blood (Common, 
  Strong)
  15 
  Psychological Complication:  Hates Men (Common, 
  Strong)
  Total Complications Points:  45
  Experience Points:  69
  OPTIONS
  Cost Power
  17 
  Imitate The Cry Of A Lost Child:  Hearing Group 
  Images, -4 to PER Rolls, Line Of Sight (+½), 
  Reduced Endurance (0 END; +½); Set Effect 
  (sounds like a baby’s cry; -1)
  
  20 n 
   
  LOANGO
  Origin:  Africa
  Ecology:  A loango is a type of African 
  vampire, a sorcerer who arises from 
  the grave after death and drinks the 
  blood of the living. Like the traditional 
  European vampire it can only be active 
  at night, for sunlight kills it.
  Personality/Motivation:  Typical 
  vampire motivations.
  Powers/Tactics:  The loango’s STR 
  varies with the phase of the moon. 
  It has just 25 STR during a crescent 
  moon or new moon. At half moon 
  that increases to 30 STR, at gibbous 
  moon to 35 STR, and to a full 40 STR 
  at full moon. It also has the power to 
  transform itself into a bat.
  Appearance:  The loango looks like an 
  ordinary, if emaciated, person... until 
  one gets close enough to notice its 
  fangs and the slightly bat-like cast to 
  its features.
  LOANGO
  Val Char Cost Roll Notes
  25 STR 
  15 14- Lift 800 kg; 5d6 HTH damage [2]
  20 DEX 
  20 13-
  20 CON 
  10 13-
  18 INT 
  8 13- PER Roll 13-
  16 EGO 
  6 12-
  25 PRE 
  15 14- PRE Attack:  5d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  4 
  SPD 
  20  
  Phases:  3, 6, 9, 12
  10 PD 
  8  
  Total:  12 PD (3 rPD)
  8 
  ED 
  6  
  Total:  6 ED (3 rED)
  10 REC 
  6
  40 END 
  4
  15 BODY 
  5
  44 STUN 
  12 Total Characteristics Cost:  181
  Movement: 
  Running: 
  18m
  Cost Powers 
  END
  3 
  Strength Of The Moon:  +5 STR 
  1
  Only Applies At Half, Gibbous, Or Full Moon (-½)
  2 
  Strength Of The Moon:  +5 STR 
  1
  Only Applies At Gibbous Or Full Moon (-1)
  2 
  Strength Of The Moon:  +5 STR 
  1
  Only Applies At Full Moon (-2)
  10 
  Fangs:  HKA ½d6 
  1
  Penetrating (+½); No STR Bonus (-½)
  30 
  Drink Blood:  RKA 1d6 
  0
  NND (defense is not having blood, or protective skin 
  or equipment too thick to bite through; +1), Does 
  BODY (+1), Constant (+½), Reduced Endurance (0 
  END; +½); No Range (-½), Fangs Must Do BODY First 
  (-½)
  30 
  Undead Body:  Physical and Energy Damage Reduction, 
  Resistant, 25% 
  0
  3 
  Undead Body:  Resistant (+½) for 3 PD/3 ED 
  0
  24 
  Hard To Slay:  Regeneration (3 BODY per Day), Resurrec-
  tion (others can stop resurrection by burning the body 
  at night when there’s no moon, or by nailing it to the 
  ground with an iron nail) 
  0
  Resurrection Only (-½)
  37 
  Undead Vitality:  Life Support:  Total (except Diminished 
  Eating; including Longevity:  Immortality) 
  0
  6 
  Swift:  Running +6m (18m total) 
  1
  6 
  Loango’s Senses:  +2 PER with all Sense Groups 
  0
  5 
  Loango’s Eyes:  Nightvision 
  0
  24 
  Bat Form:  Multiform (assume a bat form built on up to 
  120 Total Points) 
  0
   
  Skills
  24 
  +3 HTH
  40 
  Skills and Talents (abilities and interests in life, or learned 
  since undeath)
  3 
  Charm 14-
  7 
  Climbing 16-
  7 
  Stealth 15-
  Total Powers & Skills Cost:  263
  Total Cost:  444
  175 Matching Complications (50)
  0 
  Physical Complication:  Human Size
  10 
  Psychological Complication:  Considers Humanity Cattle 
  (Common, Moderate)
  35 
  Susceptibility:  to direct sunlight, takes 2d6 per Segment 
  (Very Common)
  Total Complications Points:  45
  Experience Points:  274
  
  Bloodsucker Rampage 
  21
  PENANGGALAN
  Val Char Cost Roll Notes
  1 
  STR 
  -9 9- 
  Lift 8 kg; 0d6 HTH damage [1]
  14 DEX 
  8 12-
  13 CON 
  3 12-
  13 INT 
  3 12- PER Roll 12-
  15 EGO 
  5 12-
  20 PRE 
  10 13- PRE Attack:  4d6
  5 
  OCV 
  10
  9 
  DCV 
  30
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  3 
  SPD 
  10  
  Phases:  4, 8, 12
  4 
  PD 
  2  
  Total:  5 PD (0 rPD)
  4 
  ED 
  2  
  Total:  4 ED (0 rED)
  6 
  REC 
  2
  25 END 
  1
  3 
  BODY 
  -7
  20 STUN 
  0 Total Characteristics Cost:  76
  Movement: 
  Running: 
  0m
   
  Flight: 
  24m
   
  Swimming: 
  0m
  Cost Powers 
  END
  5 
  Bite:  HKA 1 point (1 point with STR) 
  1
  30 
  Drink Blood:  RKA 1d6 
  0
  NND (defense is not having blood or protective skin or 
  equipment too thick to bite through; +1), Does BODY 
  (+1), Constant (+½), Reduced Endurance (0 END; 
  +½); No Range (-½), Bite Must Do BODY First (-½)
  13 
  Dripping Blood Causes Disease And Sores:  Drain CON 
  1d6 
  0
  Delayed Return Rate (points return at a rate of 5 per 
  Week; +2½), NND (defense is Life Support [appro-
  priate Immunity]; +1), Area Of Effect (Trail Nonselec-
  tive, see APG 135; +¾), Personal Immunity (+¼), 
  Reduced Endurance (0 END; +½); Damage Over 
  Time (5 damage increments, one per day for 5 days, 
  defense only applies once, cannot be used again on 
  same victim until all increments accrue; -3), Can Only 
  Affect Targets Actually Flown Over (-½), Linked (to 
  Flight; -0)
  10 
  Horrific Appearance  PRE +20 
  0
  Only For Fear-Based Presence Attacks (-1)
  24 
  Taking To The Air:  Flight 24m 
  0
  Reduced Endurance (0 END; +½); Restrainable (-½)
  -12 
  Only Flies:  Running -12m (0m total)
  -2 
  Only Flies:  Swimming -4m
  5 
  Can See In The Dark:  Nightvision 
  0
   
  Skills
  2 
  KS: Arcane And Occult Lore 11-
  3 
  Stealth 12-
  1 
  Survival (Tropical Forests) 12-
  Total Powers & Skills Cost:  79
  Total Cost:  155
  175 Matching Complications (50)
  15 
  Physical Complication:  Diminutive (.5 m, +12m KB) 
  (Frequently, Slightly Impairing)
  20 
  Physical Complication:  Very Limited Manipulation 
  (Frequently, Greatly Impairing)
  15 
  Psychological Complication:  Lusts After The Blood Of 
  Children And Pregnant Women (Common, Strong)
  Total Complications Points:  50
  Experience Points:  0
  
  22 n 
   
  OPTIONS
  Cost Power
  7 
  Indonesian Penanggalan’s Animal Forms: Multiform 
  (assume 35-point bird or mouse form; Costs 
  Endurance (to change form; -½)
  (5) 
  Distinctive Features:  faint smell of vinegar (Easily 
  Concealed; Causes Major Reaction [suspicion 
  and fear])
  penanggalan
  Origin:  Malaysia 
  Ecology:  A penanggalan (“the one who pulls out”) 
  is a form of witch who goes forth at night to drink 
  the blood of young children or of women who’ve 
  just given birth. She hunts by laying down on the 
  ground, separating her head and viscera from her 
  body, and sending the head-and-viscera flying off 
  into the night in search of a victim. (This character 
  sheet is for the head alone, which is the true part 
  of the monster; most of the listed abilities aren’t 
  usable when the monster’s head’s attached to her 
  body.)
  A penanggalan may have to soak her blood-
  swollen innards in a vat of vinegar before she’s 
  able to rejoin her head to her body. In this case 
  the presence of large quantities of vinegar in her 
  home, or a faint smell of vinegar to her (possibly a 
  Distinctive Feature) may give her away.
  Personality/Motivation:  For the most part, a 
  penanggalan acts like any normal woman, at least 
  during the day (though she may be a malicious, 
  spiteful person, or a sorceress). When night falls 
  her hunger for blood takes over, and she quickly 
  hides her body before sending her head off to find 
  prey.
  Powers/Tactics:  A penanggalan gains her ability 
  to separate her head from her body either through 
  the use of magic or by promising herself to a 
  demon of the underworld. In her normal human 
  form she typically has no special powers or abili-
  ties. Her head, once separated, can fly, deliver a 
  painful bite, and drink blood. In addition, the 
  head of a penanggalan drips blood and other 
  fluids constantly, and anyone hit by one of these 
  drops falls gravely ill or suffers from appalling 
  sores.
  Since the penanggalan’s intestines and other 
  internal organs hang from her head as she flies, 
  she must take care to not entangle the dangling 
  viscera while flying. To defend themselves from 
  attacks by penanggalan, villagers hang branches 
  of thorny jeruju (thistle) over their doors and 
  windows to catch and entangle the entrails of a 
  penanggalan so they can kill her when the sun 
  rises. The Indonesian penanggalan, who flies using 
  either her ears or lungs, can change into a bird or a 
  mouse to enter a home.
  Campaign Use:  A flying penanggalan has 
  to be one of the most disgusting creatures a 
  party of adventurers could ever encounter. 
  The mere sight of a flying head is bad 
  enough, but the mass of trailing innards 
  dripping blood and fluids should make even 
  the hardiest heroes pause. Malaysian myth 
  isn’t clear on what, if any, additional powers 
  the head might have. You could extrapolate 
  additional powers if you wish, such as drip-
  ping caustic stomach acid (1 point RKA, 
  Linked to the Cause Disease power) or wrap-
  ping the entrails around a foe (an Entangle 
  or strangulation HKA). If the human form has 
  learned to separate her head through the use of 
  magic, then perhaps she knows additional spells 
  (in which case you should buy the penanggalan 
  “form” as a type of Projection; see sidebar).
  Appearance:  During the day, a penanggalan looks 
  like a normal human woman. At night, when it 
  shows its true self, the penanggalan is a woman’s 
  head trailing her digestive tract, intestines, and 
  other internal organs, all of which drip blood and 
  other fluids.
  SUNDAL BOLONG 
  Origin:  Malaysia 
  Ecology:  The sundal bolong (literally, “hollowed 
  bitch” or “prostitute with a hole in her”) is a form 
  of Javanese vampire. She’s created when a woman 
  commits suicide after being raped. Rising from 
  the dead, the sundal bolong preys on young men, 
  luring them into the forest where she drinks their 
  blood and/or castrates them.
  Personality/Motivation:  The sundal bolong is 
  primarily driven by a desire to drink the blood of 
  men in an effort to get revenge for being raped. 
  A few sundal bolong revel in causing pain and 
  suffering, and torture their victims before killing 
  them
  Powers/Tactics:  A sundal bolong lurks near 
  the edge of the forest trying to catch the eye of 
  any young man who passes. She lures her victim 
  deeper into the woods, promising him sexual 
  favors or just a better glimpse of her nude body. 
  Once she has the man in her embrace she turns 
  on him, drinking his blood until he dies. Some 
  men she simply frightens into running away, and 
  some she castrates instead of killing. A particularly 
  cruel sundal bolong may inflict a terrible wasting 
  disease on strong warriors to weaken them, or 
  slash her victim with her claws, and leave them 
  stranded alone in the jungle.
  Campaign Use:  Unlike some similar Asian 
  monsters, the sundal bolong cannot be cured of 
  her condition. You can use the sundal bolong as 
  a form of vampire, or possibly as the basis for an 
  extended adventure in which the PCs look for the 
  man (or men) responsible for raping her in the 
  first place.
  BECOMING A 
  PENANGGALAN
  The character sheet listed 
  here is just for the flying 
  head and not for the 
  penanggalan’s combined 
  body. Add the following 
  power to any character 
  to represent the ability to 
  become a penanggalan.
  Head Separation:  
  Desolidification, 
  Projection (see APG 
  92; +0), Merging 
  (+0), Reduced Endur-
  ance (0 END; +½) 
  (60 Active Points); 
  Can Only Project At 
  Night (-¼), Cannot 
  Pass Through Solid 
  Objects (-½), Does 
  Not Protect Against 
  Damage (-1), Feed-
  back From Host Body 
  (-1), Must Return To 
  Physical Body (both 
  die if haven’t recom-
  bined by sunrise; -½). 
  Total cost:  14 points.
  
  Bloodsucker Rampage 
  23
  SUNDAL BOLONG
  Val Char Cost Roll Notes
  8 
  STR 
  -2 11- Lift 75 kg; 1½d6 HTH damage [1]
  15 DEX 
  10 12-
  13 CON 
  3 12-
  10 INT 
  0 11- PER Roll 11-
  15 EGO 
  5 12-
  20 PRE 
  10 13- PRE Attack:  4d6
  5 
  OCV 
  10
  5 
  DCV 
  10
  3 
  OMCV 
  0
  5 
  DMCV 
  6
  3 
  SPD 
  10  
  Phases:  4, 8, 12
  4 
  PD 
  2  
  Total:  4 PD (4 rPD)
  4 
  ED 
  2  
  Total:  4 ED (4 rED)
  5 
  REC 
  1
  25 END 
  1
  10 BODY 
  0
  20 STUN 
  0 Total Characteristics Cost:  68
  Movement: 
  Running: 
  12m
  Cost Powers 
  END
  5 
  Bite:  HKA 1 point (½d6 with STR) 
  1
  30 
  Drink Blood:  RKA 1d6 
  0
  NND (defense is not having blood or protective skin or 
  equipment too thick to bite through; +1), Does BODY 
  (+1), Constant (+½), Reduced Endurance (0 END; 
  +½); No Range (-½), Bite Must Do BODY First (-½)
  4 
  Undead Vitality:  Resistant (+½) for 4 PD/4 ED 
  0
  37 
  Undead Vitality:  Life Support:  Total (except for Diminished 
  Eating; including Longevity:  Immortality) 
  0
   
  Skills
  8 
  +2 HTH
  3 
  +1 with Shadowing, Stealth, Tracking
  5 
  Charm 14-
  3 
  Climbing 12-
  3 
  Shadowing 11-
  3 
  Stealth 12-
  1 
  Survival (Tropical Forests) 11-
  3 
  Tracking 11-
  Total Powers & Skills Cost:  105
  Total Cost:  173
  175 Matching Complications (50)
  15 
  Distinctive Features:  Ravishing Beauty (Concealable 
  With Difficulty; Causes Major Reaction [lust])
  0 
  Physical Complication:  Human Size
  15 
  Psychological Complication:  Hates Men (Common, 
  Strong)
  Total Complications Points:  30
  Experience Points:  18
  OPTIONS
  Cost Power
  5 
  Terrifying Appearance:  PRE +10; Only For Fear-Based 
  Presence Attacks (-1)
  12 
  Claws:  HKA 1d6 (1d6+1 with STR); Reduced Penetration 
  (-¼)
  8 
  Curse Of Wasting:  Drain STR and CON 1d6, Expanded 
  Effect (two Characteristics simultaneously; +½), 
  Delayed Recovery Rate (points return at the rate of 5 
  per Year; +3); Extra Time (Full Phase; -½), Damage 
  Over Time (3 damage increments, one per day for 3 
  days, defense only applies once, cannot be used again 
  on same victim until all increments accrue; -4), Limited 
  Range (10m; -¼)
  Appearance:  A sundal bolong looks like a woman 
  of incredible beauty... with a hideous hole in her 
  back. She may dress all in white, or go about 
  completely nude, but in either case her black hair 
  falls well past her waist, hiding the hole in her 
  back.
  
  24 n 
   
  Upir
  Origin:  Slavic lands/Russia 
  Other Names:  Opir, Upier, Upior, 
  Upyr 
  Ecology:  The upir, a Slavic/Russian 
  vampire, is similar in most respects to 
  the Transylvanian vampire. Instead of 
  having fangs, it drinks blood through 
  its sharp, barbed tongue. It often starts 
  by drinking the blood of the youngest 
  children in a family, then proceeding 
  to older children and finally the 
  parents. Some types of upir also like to 
  eat fish.
  An upir must sleep in its coffin, 
  which according to some stories is 
  filled with blood. It may only be active 
  from noon until midnight. It can only 
  be destroyed if it is burned, beheaded 
  with a gravedigger’s shovel, or staked 
  through the heart with a single blow 
  (if the first blow fails to slay it, the upir 
  awakens and the impaler suffers 3d6 
  Killing Damage... and of course is then 
  attacked by the upir). Some reports 
  claim that when an upir is properly 
  staked, the vast quantities of blood 
  inside him literally explode outward, 
  showering anyone nearby.
  To prevent someone from 
  becoming an upir, bury him face-
  down with a cross made of willow 
  placed beneath his chest, chin, or 
  armpits.
  UPIR
  Val Char Cost Roll Notes
  30 STR 
  20 15- Lift 1,600 kg; 6d6 HTH damage [3]
  20 DEX 
  20 13-
  20 CON 
  10 13-
  20 INT 
  10 13- PER Roll 13-
  20 EGO 
  10 13-
  25 PRE 
  15 14- PRE Attack:  5d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  7 
  OMCV 12
  7 
  DMCV 12
  5 
  SPD 
  30 Phases:  3, 5, 8, 10, 12
  12 PD 
  10 Total:  12 PD (4 rPD)
  6 
  ED 
  4 Total:  6 ED (2 rED)
  10 REC 
  6
  40 END 
  4
  18 BODY 
  8
  50 STUN 
  15 Total Characteristics Cost:  226
  Movement: 
  Running: 
  18m
  Cost Powers 
  END
  20 
  Claws Like Steel:  HKA 1d6+1 (3d6+1 with STR) 
  2
  10 
  Teeth Like Steel:  HKA ½d6 (2½d6 with STR) 
  1
  5 
  Barbed Tongue:  HKA 1 point 
  1
  Penetrating (+½); No STR Bonus (-½)
  30 
  Drink Blood:  RKA 1d6 
  0
  NND (defense is not having blood, or protective skin 
  or equipment too thick to bite through; +1), Does 
  BODY (+1), Constant (+½), Reduced Endurance (0 
  END; +½); No Range (-½), Barbed Tongue Must Do 
  BODY First (-½)
  27 
  Failing To Kill It Can Be Deadly:  RKA 3d6, Trigger (when 
  someone tries to stake the upir through the heart and 
  fails to do so with a single blow, activating Trigger 
  takes no time; +½); Can Only Target Failed Killer (-1), 
  No Range (-½)
  60 
  Undead Body:  Physical and Energy Damage Reduction, 
  Resistant, 50% 
  0
  3 
  Undead Body:  Resistant (+½) for 4 PD/2 ED 
  0
  24 
  Hard To Slay:  Regeneration (3 BODY per Day), Resurrec-
  tion (others can stop resurrection by burning the body, 
  beheading the upir with a gravedigger’s shovel, or 
  staking the upir through the heart with a single blow) 0
  Resurrection Only (-½)
  37 
  Undead Vitality:  Life Support:  Total (except Diminished 
  Eating; including Longevity:  Immortality) 
  0
  6 
  Swift:  Running +6m (18m total) 
  1
  6 
  Vampire’s Senses:  +2 PER with all Sense Groups 
  0
  5 
  Vampire’s Eyes:  Nightvision 
  0
  27 
  Mist Form:  Desolidification (affected by wind, heat, or 
  cold) 
  4
  Cannot Pass Through Solid Objects (-½)
  30 
  Upir Forms:  Multiform (assume the shape of a cat, dog, 
  toad, or bloodsucking insect built on up to 100 Total 
  Points) 
  0
   
  Skills
  24 
  +3 HTH
  40 
  Skills and Talents (abilities and interests in life, or learned 
  since undeath)
  3 
  Charm 14-
  7 
  Climbing 16-
  7 
  Stealth 15-
  Total Powers & Skills Cost:  371
  Total Cost:  597
  175 Matching Complications (50)
  0 
  Physical Complication:  Human Size
  25 
  Physical Complication:  can only be active from noon 
  to midnight, must sleep in its coffin at other times 
  (Frequently, Fully Impairing)
  20 
  Psychological Complication:  Cannot Enter A Dwelling 
  Without Invitation (Common, Total)
  10 
  Psychological Complication:  Considers Humanity Cattle 
  (Common, Moderate)
  25 
  Susceptibility:  to holy objects and places, takes 2d6 per 
  Phase is in contact with them (Common)
  Total Complications Points:  50
  Experience Points:  422
  
  Bloodsucker Rampage 
  25
  Personality/Motivation:  Traditional vampiric 
  motivations.
  Powers/Tactics:  An upir’s claws and teeth are like 
  steel. Sometimes its hands are numb from the cold 
  of the grave, so it uses its teeth to gnaw through 
  doors, walls, and other obstacles. It can take the 
  shape of a cat, dog, toad, or bloodsucking insect.
  One possible way of fighting an upir is to 
  scatter salt on the floor. The upir then tracks the 
  salt back to its grave, where the living can find and 
  destroy it.
  Campaign Use:  According to some legends, a 
  character can become immune to an upir’s attacks 
  by consuming blood bread — bread made by 
  mixing flour with a vampire’s blood.
  Appearance:  An upir resembles a traditional 
  European vampire, though it lacks fangs.
  vrykolakas
  Origin:  Greece 
  Other Names:  Brucolocas, Katakhanas (Crete), 
  Vroukalakas, Vurvulakas 
  Ecology:  The vrykolakas is the vampire of Greece. 
  One is created when a demonic spirit possesses a 
  human corpse. Not just any body will do, though. 
  Certain types of people are more likely to become 
  a vrykolakas:  those who’ve been excommunicated 
  or were not given proper funeral rites; those who 
  die unbaptised; those who’ve led immoral and 
  evil lives or used black magic; and murder victims 
  whose death has gone unavenged. Some legends 
  also claim that eating the meat of a sheep slain by 
  a wolf can cause a person to become a vrykolakas.
  A vrykolakas lives off of the fear it creates in 
  its victims. Its mere presence, or just seeing it, 
  is enough to make some people die of fright. A 
  vrykolakas often selects its victims by going from 
  door to door in its old village and knocking once 
  — it kills anyone who answers its knock by the 
  next night (thus, people in an area haunted by a 
  vrykolakas usually wait for a second knock before 
  answering the door, since vrykolakoi are impatient 
  and won’t wait to knock again). The vrykolakas 
  kills these victims by suffocating them with its 
  great weight and terrible presence while they 
  sleep; the victim becomes a vrykolakas himself. 
  However, killing a vrykolakas causes any vryko-
  lakoi it’s created to die as well.
  Some vrykolakoi have the more mundane 
  thirst for blood found in the traditional vampire. 
  They go abroad at night, using their claws and 
  fangs to bite and rend anyone they find.
  The vrykolakas goes through an unusual 
  “maturation” period. When it first rises from the 
  dead, its acts are mainly mischievous. However, 
  the longer it’s allowed to exist, the more vicious 
  and horrifying it becomes. By eighty days after 
  its death, it’s extremely powerful and evil. This 
  character sheet represents an “average” vrykolakas; 
  for one more than eighty days old the GM should 
  increase the Active Points in its Characteristics 
  and Powers by 10-50% each.
  The vrykolakas is not disturbed by sunlight 
  the way traditional European vampires are. It 
  prefers the nighttime, but it can go abroad by day, 
  becoming more and more likely to do so the older 
  and more powerful it becomes.
  There are two ways to destroy a vrykolakas:  its 
  body can be burned; or a special exorcism can be 
  performed over its grave or body. According to 
  some legends the best day to destroy it is Saturday, 
  since on that day it must rest in its grave.
  Personality/Motivation:  Like most other 
  vampires, the vrykolakas is evil and horror 
  personified. It exists to plague and feed upon the 
  living, and yearns to spread as much fear and 
  despair as possible.
  Powers/Tactics:  The vrykolakas relies on its supe-
  rior STR and SPD in combat. Unlike a traditional 
  European vampire it doesn’t usually require blood 
  to survive, so it has no compunctions about 
  using its great muscles to tear a human in two. If 
  confronted, it fights to the death.
  According to some legends, some vrykolakoi 
  have the power to raise the dead from their graves 
  and send them to feast on the living. Vrykolakoi 
  from the island of Santorini, which is said to be 
  rife with them, have this power. (However, the 
  inhabitants of Santorini are experts at dealing with 
  vrykolakoi, due to long and extensive experience.)
  Characters will rarely, if ever, encounter more 
  than one vrykolakas at once. The creature seems to 
  dislike the company of others of its kind as much 
  as it hates the living.
  Campaign Use:  According to some legends there’s 
  an even fiercer type of vrykolakas called the 
  vrykolatios; is has ghoul-like habits and abilities in 
  addition to those of a standard vrykolakas.
  Appearance:  The vrykolakas is a human corpse 
  which is extremely large and heavy. Its flesh looks 
  swollen, taut, and hard, sometimes so much so 
  that it would seem impossible for the vrykolakas 
  to flex its arms and legs. Some people report that 
  its skin gives off a sound like a drum when struck. 
  Sometimes its skin has a ruddy look, especially 
  if the vrykolakas is the sort that likes to consume 
  blood and has recently done so.
  
  26 n 
   
  VRYKOLAKAS
  Val Char Cost Roll Notes
  30 STR 
  20 15- Lift 1,600 kg; 6d6 HTH damage [3]
  20 DEX 
  20 13-
  25 CON 
  15 14-
  13 INT 
  3 12- PER Roll 12-
  14 EGO 
  4 12-
  30 PRE 
  20 15- PRE Attack:  6d6
  7 
  OCV 
  20
  7 
  DCV 
  20
  3 
  OMCV 
  0
  6 
  DMCV 
  9
  5 
  SPD 
  30 Phases:  3, 5, 8, 10, 12
  12 PD 
  10 Total:  20 PD (8 rPD)
  10 ED 
  8 Total:  18 ED (8 rED)
  12 REC 
  8
  50 END 
  6
  20 BODY 10
  50 STUN 
  15 Total Characteristics Cost:  218
  Movement: 
  Running: 
  24m
  Cost Powers 
  END
  10 
  Fangs And Claws:  HKA 1 point (2d6+1 with STR), Alter-
  able Origin Point (HKA can be either fangs or claws) 1
  270 Just To Look At Him Brings Death:  RKA 6d6 
  0
  [m]Area Of Effect (“Sight Range” Radius, see text; +1), NND 
  (defense is having been blessed by a priest within the 
  past hour; +1), Does BODY (+1), Line Of Sight (+½), 
  Personal Immunity (+¼), Constant (+½), Persistent 
  (+¼), Reduced Endurance (0 END; +½); Always On 
  (-½), No Range (-½)
  10 
  Death By Suffocation:  Change Environment (suffoca-
  tion; see APG 83), Reduced Endurance (0 END; +½); 
  Gestures (must sit on victim throughout; -½), No 
  Range (-½), Only Works On Sleeping Victims (-1)
  47 
  Create Vrykolakas:  Severe Transform 10d6 (humans into 
  vrykolakoi, heals back through special exorcisms and 
  holy rituals) 
  0
  [m]Reduced Endurance (0 END; +½); All Or Nothing (-½), Extra 
  Time (minimum of 1 Turn, and often longer; -1¼), 
  Limited Target (humans; -½), No Range (-½), Only 
  Works On Victims Killed By Suffocation (-1)
  24 
  Undead Body:  Resistant Protection (8 PD/8 ED) 
  0
  37 
  Undead Vitality:  Life Support:  Total (except Diminished 
  Eating; including Longevity:  Immortality) 
  0
  32 
  Hard To Slay:  Regeneration (2 BODY per Turn) 
  0
  12 
  Swift:  Running +12m (24m total) 
  1
  5 
  Vrykolakas Eyes:  Nightvision 
  0
   
  Skills
  2 
  AK: the local area 11-
  3 
  Stealth 13-
  Total Powers & Skills Cost:  452
  Total Cost:  670
  175 Matching Complications (50)
  10 
  Hunted:  vampire hunters (Frequently, Less Pow, Kill)
  0 
  Physical Complication:  Human Size
  15 
  Psychological Complication:  Impatient; Won’t Keep 
  Pursuing Victims Who Don’t Fall For Its Initial Tricks/
  Attack (Common, Strong)
  10 
  Psychological Complication:  Considers Humanity Cattle 
  (Common, Moderate)
  25 
  Susceptibility:  to holy objects and places, takes 2d6 per 
  Phase is in contact with them (Common)
  Total Complications Points:  50
  Experience Points:  495
  OPTIONS
  Cost Power
  44 
  Raise Undead Servants:  Summon up to 16 zombies 
  built on 176 Total Points (see HSB 296), Slavishly 
  Loyal (+1); Extra Time (1 Minute; -1½)
  (20) Physical Complication:  must rest in its grave on 
  Saturday (Infrequently, Fully Impairing)
  
  Bloodsucker Rampage 
  27
  BIBLIOGRAPHY
  Bunson, Matthew. The Vampire Encyclopedia
  Masters, Anthony. A Natural History Of The 
  Vampire.
  McNally, Raymond. A Clutch Of Vampires.
  McNally, Raymond, and Radu Florescu. In Search 
  Of Dracula.
  Summers, Montague. The Vampire In Lore And 
  Legend (also published under the title The Vampire 
  In Europe)
  Wright, Dudley. The Book Of Vampires
  "I never knew what life 
  was until it ran out in a 
  red gush over my lips, my 
  hands!" 
  -Anne Rice, Interview with the Vampire
  
SOURCE: textdata/thevault/Hero Games/6th Edition/DOJHERO HPA31 - Bloodsucker Rampage.pdf