TEXT: “What manner of man is this, or what manner of creature is it in the sem-
  blance of man?” —Bram Stoker, Dracula
  This appendix expands on the Guide to Vampires. See Appendix 1 for details 
  concerning Bloodline Talents and how they work.
  Talents
  Bloodline: Báthory
  Unique; Only available at character creation
  Prerequisites: None
  Once boasting grand dukes, princes, and kings in their number, the Hungarian fam-
  ily has withered almost to the point of extinction since the 17th century. The Báthory 
  name still exists in isolated branches of the familial line, but the family has no grand 
  titles or estates. Indeed, few modern descendants are even aware of their ancestors’ 
  former status or the (heavily diluted) royal blood that flows in their veins. Members of 
  the family are renowned for their strong, some might say domineering, personalities.
  Benefit: The globetrotter begins play with one Level in Intimidation. They 
  also gain a +1 Charisma bonus when dealing with people. The latter stacks with 
  the Attractive Talent, should the globetrotter elect to take that Talent. These are 
  in addition to the regular four 0-level Skills and two 0-level Resources all char-
  acters receive.
  Normal: Your character receives no additional free Skills or Resources.
  Bloodline: Murray
  Unique; Only available at character creation
  Prerequisites: None
  This branch of the Murray line has always been a respectable member of the 
  middle-class. Historically of Irish and Scots descent, scions include solid, if rather 
  dull, professions, such as clerks and schoolmistresses.
  Benefit: The globetrotter begins play with Bureaucracy 0 and Diplomacy 0. 
  The character also starts with Contacts 1 in one of the following groups—Equip-
  ping, Financial, Legal, or Transport. These are in addition to the regular four 
  0-level Skills and two 0-level Resources all characters receive.
  Normal: Your character receives no additional free Skills or Resources.
  Bloodline: Renfield
  Unique; Only available at character creation
  Prerequisites: Cannot have Willpower 3 or higher during character generation
  The Renfield family has been widely regarded as “mostly dependable but lacking 
  in spine.” They, and families like them, have served the growing needs of the British 
  Empire without ever distinguishing themselves. Many have taken up careers in bank-
  ing, colonialism, law, and politics, where they have proven adept organizers.
  Benefit: The globetrotter begins play with two from Academics: Law 0, Bureaucracy 
  0, or Expeditions 0. The character also starts with Contacts 1 in one of the following 
  groups—Equipping, Financial, Legal, Politics, or Transport. These are in addition to 
  the regular four 0-level Skills and two 0-level Resources all characters receive.
  Normal: Your character receives no additional free Skills or Resources.
  Bloodline: Van Helsing
  Unique; Only available at character creation
  Prerequisites: None
  While the Van Helsings did little that would earn their name a place in the 
  
                         
  Author: Paul Wade-Williams
  Editing: Anthony Boyd
  Graphic Design: Robin Elliott
  Appendix 2:
  Guide to 
  Vampires
  www.tripleacegames.com
  Permission is granted to print this ebook. No site licence is given.
  This game uses the Ubiquity Roleplaying System, 
  developed by Exile Game Studio (www.exilegames.com). 
  Ubiquity Roleplaying System, Exile Game Studio, and all 
  associated logos and trademarks are copyright, Exile Game 
  Studio, LLC. Used with permission.
  ©2018 Triple Ace Games. Leagues of Gothic Horror 
  and all related marks and logos are trademarks of Triple 
  Ace Games. All Rights Reserved.
  
  2
  annals of history, they were quick to welcome the light 
  of the Age of Reason into their minds. Elders in the 
  family instill in their children the ideas of free thinking, 
  liberalism, and tolerance. Many have gone on to become 
  respected alienists, doctors, philosophers, or scientists.
  Benefit: The globetrotter begins play with Academics: 
  Philosophy 0 and Alienism 0. The character also starts 
  with Contacts 1 in one of the following groups—Aca-
  demia, Church, Mysticism, or Science. These are in ad-
  dition to the regular four 0-level Skills and two 0-level 
  Resources all characters receive.
  Normal: Your character receives no additional free 
  Skills or Resources.
  Zoophagous Healing
  Unique
  Prerequisites: One or more Corruption Flaws
  Whether it is because of a weird metabolism or surviv-
  ing a vampire attack, blood most definitely is the life for 
  the globetrotter.
  Benefit: Each day they eat at least a meal’s worth of live 
  animals (insects, fish, birds, or mammals), the character 
  makes a Body x 2 roll. Each rolled success heals one point 
  of nonlethal damage, or converts a point of lethal damage 
  into nonlethal. Nonlethal damage is always healed before 
  lethal, representing easing the shock and trauma of the 
  wounded person. The globetrotter benefits from their zo-
  ophagy only one in any 24 hour period. Eating live insects 
  and grubs may be considered normal in some cultures, 
  but not in the West. The character’s gross appetite results 
  in them gaining the Repulsive Flaw in many cultures.
  Normal: Your character gains no healing benefit from 
  eating live animals.
  Skeletons in the Closet
  Báthory
  The Báthory family was at its height during the tur-
  bulent 15th and 16th centuries. Torture and brutality 
  were part of everyday life, but the Báthorys seemed to 
  enjoy it rather more than their peers. The most notable 
  member of the family was a woman—Elizabeth Báthory 
  (see Guide to Vampires)—a deranged serial killer who 
  bathed in the blood of her victims in the belief that it 
  would give her eternal youth.
  Corruption: Male members of the line gain the Sadism 
  Flaw. Female globetrotters gain the Obsession: Maintaining 
  a Youthful Appearance Flaw. These are permanent, even if 
  the globetrotter removes all their Corruption points.
  Murray
  As much as they pride themselves on their respectabil-
  ity, the Murray line has had a handful of wayward sons and 
  daughters. Their names, and the strange fates that befell 
  them, have been quietly pruned from the family tree.
  Corruption: The globetrotter gains the Weirdness 
  Magnet Flaw. This is permanent, even if the globetrotter 
  removes all their Corruption points.
  Renfield
  Never possessed of the strongest wills, the Renfield 
  family is prone to sudden and prolonged nervous hyste-
  ria and bouts of insanity. 
  Corruption: The globetrotter gains the Highly Strung 
  Flaw. This is permanent, even if the globetrotter removes 
  all their Corruption points.
  Van Helsing
  The Light of Reason blinded some Van Helsings, turn-
  ing them into radicals prepared to take any measures to 
  achieve their goals. Their blood soon awakens in mem-
  bers of the family who stray too far from the light.
  Corruption: The globetrotter gains the Righteous 
  Flaw. This is permanent, even if the globetrotter removes 
  all their Corruption points.
  Occult Relics
  Blood Grenade
  Artifact 3
  Leagues: Ghost Club, Golden Circle, Holy Brother-
  hood, Ministry of Unusual affairs, Vengeants’ Guild
  A vampire’s blood may fizzle in sunlight or in con-
  tact with a holy object, but it otherwise acts as normal 
  blood. Mixed with specific quantities of garlic essence, 
  holy water, and silver filings, it explodes when exposed 
  to sunlight.
  Damage depends on the strength of the sunlight at 
  the time of detonation. Blinding light causes 8L, bright 
  light 4L, and glare just 2L (see Visibility in Leagues of 
  Adventure). As an explosive, those caught in the blast 
  radius defend only with their Passive Defense.
  A batch, which requires procuring a pint of vampire 
  blood, contains five doses, each of which is good for a 
  single use.
  Enhancements: Increased Area of Effect: 5 feet (+2 
  Enhancements), Special: Damage based on sunlight (+4 
  Enhancements)
  Bloodfang Dagger
  Unique Artifact 3
  Depending on who one asks, the Bloodfang Dagger 
  has a vampire’s incisor inside the guard, was owned by 
  a bloodthirsty Transylvanian prince, or was forged in the 
  fires of Hell. The hilt is a small glass vial. Whatever its 
  true origin, it is both a boon and bane to its possessor. 
  Leagues of Gothic Horror
                                        
  
  
  The blade is not only razor sharp, but also drinks 
  blood. Whenever it is used to inflict lethal wounds on a 
  person, blood accumulates in the hilt at the rate of one 
  drop per lethal wound. When 10 drops are collected, the 
  container is full.
  By unscrewing the pommel, the vial can be removed 
  and unstoppered. Drinking the entire contents allows 
  the imbiber to make a Body x 2 roll. Each rolled success 
  heals one point of nonlethal damage, or converts a point 
  of lethal damage into nonlethal. Nonlethal damage is al-
  ways healed before lethal, representing easing the shock 
  and trauma of the wounded person.
  The Dagger craves human blood. Through a form of 
  minor possession, it encourages its owner to engage in 
  violence to sate its bloody appetite.
  Enhancements: Increased Damage: +2L (+2 En-
  hancements), Special: Healing (+6 Enhancements)
  Limitations: Flaw: Belligerent (–2 Enhancements)
  Master Coffin
  Artifact 1
  Leagues: —
  The Ghost Club is fully aware that many Western vam-
  pires are forced to sleep in coffins lined with the soil of 
  their homeland. What these brave vampire hunters do not 
  yet suspect is that some coffins provide their undead oc-
  cupants with enhanced powers of regeneration. Whether 
  these Master Coffins, as vampires refer to them, are en-
  chanted through dark rites or are imbued with power only 
  after long centuries of use is something vampires intend 
  never to reveal to mortals (including their guardians).
  These potent relics vary in style from simple wooden 
  caskets to ornately carved marble vessels. It does not 
  necessarily follow that a vampire’s Master Coffin is its 
  most ornate or securely guarded—a plain coffin is likely 
  to attract less attention, as does a lair with few or no 
  guardians. A Master Coffin must bear the name of its 
  owner—this may be rudely scratched or a decorated 
  plaque. Unlike a standard coffin, it must be lined with 
  soil—without this the coffin grants no benefits.
  When resting in its Master Coffin, the vampire treats 
  its Body as being two points higher, but only for the pur-
  poses of regeneration. A Master Coffin functions only for 
  its owner. Similarly, no vampire may have more than one 
  Master Coffin at any one time.
  Enhancements: Increased Attribute: +2 Body (+2 
  Enhancements)*
  * Only for the purposes of regeneration rolls.
  Diabolical Powers
  Animate Gargoyle
  Whether flanking iron gates or leering down from 
  castle battlements, many vampire lairs are notable for 
  their gargoyles. In most cases they are grotesque but 
  mundane statues. The vampire can animate a number 
  of individual gargoyles equal to its Charisma rating once 
  per night from nearby structures. The constructs are 
  completely beholden to the vampire for the remainder 
  of the combat or scene, after which they depart.
  Aura of Fear
  Prerequisite: Patron 1.
  While most vampires are terrifying to look at and 
  some can project horrifying illusions, a small few radiate 
  a constant aura of fear. Their minions are immune to this, 
  though they still cower and cringe at their master’s feet.
  Any character closing to within 5 feet of the vampire 
  must make a reflexive Willpower x 2 roll (Difficulty to the 
  vampire’s Charisma rating) or suffer a penalty to all rolls 
  equal to the fiend’s Patron Level until they withdraw 
  from the fiend’s presence.
  Caustic Blood
  The blood running through the vampire’s veins is 
  highly caustic. Whenever a struck with a weapon, even if 
  the blow inflicts no actual damage, some of the vampire’s 
  blood sprays out. Living creatures within 5 feet of the 
  bloodsucker must make a reflexive Dexterity x 2 roll. The 
  Difficulty is equal to the number of wounds the injury 
  would inflict in normal circumstances. Characters who 
  fail suffer 2L caustic damage.
  Example: Anthony is engaged in melee with a com-
  mon vampire when Louis shoots at the fiend with a pistol. 
  Louis scores enough successes to inflict 4 lethal wounds. 
  Although the vampire ignores the damage (it still suffers 
  both knockback and stun), its blood sprays forth. An-
  thony must make a Dexterity x 2 roll at Difficulty 4 to 
  avoid being splattered with caustic vampire blood!
  Reduced Feeding
  A standard vampire must consume a pint of human 
  blood or two pints of animal blood each night or suffer 
  a nonlethal wound. A fiend with this ability can endure 
  long periods without the need to feed. This is determined 
  by its Follower, Ally, or Patron Level, as shown below.
  Patron Level
  Period
  0
  Three days
  1
  One week
  2
  One month
  3
  Six months
  4
  One year
  5
  One decade
  Suppress Nature
  The vampire can appear to be a normal person, even 
  to magic and mentalism. The fiend can flush its veins 
  Appendix 2: Guide to Vampires
                                                     
  
  Leagues of Gothic Horror
  
  with blood to produce a healthy tone, warm skin, and 
  even a steady heartbeat. It may still have bad breath, as 
  that is hardly restricted to the undead. It cannot have the 
  Signs of Evil weakness, though.
  Weaknesses
  Power of the Lord Modifiers
  As written, it does not matter whether a globetrot-
  ter creates a cross using his index fingers or presents 
  a blessed relic venerated by generations of the faithful. 
  Although the faith of the wielder is more important than 
  the object itself, the latter does have an affect.
  Symbol
  Modifier
  Makeshift symbol (incl. fingers)
  –2
  Makeshift silver symbol (e.g., a cross 
  formed by two silver candlesticks)
  –1
  Ordinary symbol
  0
  Silver symbol
  +2
  Blessed symbol (one considered a relic by 
  the Church)
  +4
  Catalog of Fiends
  Child Vampire
  Literal children of the night, child vampires are the 
  young victims of vampirism. No matter the length of time 
  they have been undead, these vicious creatures are for-
  ever trapped in their immature bodies. The Ghost Club 
  categorizes child vampires as either feral or urbane.
  Child Vampire, Feral
  Individually, feral child vampires are weaker than 
  ordinary vampires. Like wolves, though, these predatory 
  fiends hunt in packs. As with lupines, they are led by an 
  alpha, a stronger vampire. This creature may be their sire 
  or simply a more powerful specimen able to impose its 
  will on them. Either way, it should be treated as a Patron 
  1. Still feral, it cannot have an Intelligence rating higher 
  than 1.
  Lurking on the fringes of civilization or haunting iso-
  lated stretches of well-traveled roads, they rise from their 
  graves at night to hunt and feast.
  Follower 1
  Archetype: Undead; Motivation: Survival; Style: 1
  Primary Attributes: Body 3, Dexterity 2, Strength 2, 
  Charisma 2, Intelligence 1, Willpower 2
  Secondary Attributes: Size –1, Move 4, Perception 3, 
  Initiative 3, Defense 6, Stun 3, Health 4*, Horror 4
  Skills: Athletics 4, Brawl 4, Intimidation 4, Stealth 4**, 
  Survival 4
  Talents: Flurry (Can make two attacks each at –2)
  Resources: None
  Vampire Powers: Regeneration (Body x 2 roll each day 
  to heal wounds), Wall Walking (Can crawl up walls at half 
  its Move rating)
  Vampire Weaknesses: Decapitation/Piercing the Heart 
  (Instantly slain if damage exceeds its Body rating), Garlic 
  Aversion (–2 to all rolls to affect someone wearing garlic), 
  Power of the Lord (Susceptible to holy objects), Sunlight 
  Weakness (Suffers lethal damage from sunlight)
  Flaws: Thirst for Blood (+1 Style point when its unholy 
  appetite reveals its true nature or causes it problems)
  Weapons: Bite 4L***, Claws 4L
  Child Vampire, Urbane
  Urbane child vampires are solitary hunters usually 
  found close to civilization. Although they have an almost 
  angelic quality about their appearance, their souls are 
  black as pitch. Urbane child vampires use trickery to lure 
  victims into their clutches. Often they claim to be lost 
  or abandoned, thus playing on sympathy. Other times 
  they use verbal trickery to isolate prey from their com-
  rades, calling out in familiar voices and asking for help. 
  Although physically weak, once they have their victim 
  alone they attack with great confidence.
  Patron 1
  Archetype: Undead; Motivation: Survival; Style: 1
  Primary Attributes: Body 2, Dexterity 2, Strength 2, 
  Charisma 5, Intelligence 2, Willpower 3
  Secondary Attributes: Size –1, Move 4, Perception 5, 
  Initiative 4, Defense 5, Stun 2, Health 4*, Horror —/4
  Skills: Athletics 5, Brawl 7, Con 7 (Lies 8, Tricks 8), Em-
  pathy 5, Stealth 4**, Survival 4
  Talents: Attractive (+1 Charisma rating when dealing 
  with people), Bold Attack (Uses Charisma with Brawl)
  Resources: None
  Vampire Powers: Mimic Voice, Regeneration (Body x 2 
  roll each day to heal wounds), Throw Voice
  Vampire Weaknesses: As above
  Flaws: Thirst for Blood (+1 Style point when its unholy 
  appetite reveals its true nature or causes it problems)
  Weapons: Bite 7L***, Claws 7L
  * Vampires are immune to lethal and nonlethal dam-
  age except from drowning, fire, holy objects, or sunlight. 
  Vampires are subject to knockback, knockdown, and 
  stun from any form of damage, even if it inflicts no 
  actual injury.
  ** Child vampires have a +1 Size bonus to Stealth.
  *** If the vampire scores 3+ successes on its bite attack, 
  it has latched onto its victim’s neck. Until the vampire 
  ceases feeding voluntarily or is forcibly removed (as 
  per ending a grapple), the victim takes automatic le-
  thal damage equal to the fiend’s Strength rating each 
  round.
                                                   
  
SOURCE: textdata/thevault/Triple Ace Games/Leagues of Gothic Horror/Appendix 2 - Guide to Vampires [2018].pdf