Vampires are malevolent creatures of the Nameless God, driven by an unquenchable thirst-less for the blood than for the sikaryan (life force) of their victims, for the causative and essential quality of a vampire is lack of life force: he is an emptied vessel, striving in vain to to be filled again. In terms of rules, vampires stand between misdeeds and demons: the Nameless One was able to show the vampires a demonic invulnerability that is not found in any other physical being. The Twelve Gods countered this with an eternal curse, the so-called vulnerabilities, which can lead to the instant annihilation of a vampire. In any case, vampires are treated as bosses and are always worthy of an adventure of their own. Each vampire is unique and has different strengths and weaknesses depending on their background and beliefs. The most powerful agents of the Nameless One are also known as archvampires. But vampires are also suitable for tragic figures and as the subject of extensive superstition. Vampires don't have souls. They cast no shadows and cannot be seen in mirrors (including on water and ice reflections). A vampire's particular vulnerabilities - particularly special attacks that result in instant annihilation - are at the discretion of the master. Basically, the vampire rises with the same body and mind that he possessed while alive. There are also some special properties. In terms of rules, a vampire, like all creatures that create culture, is measured with level, magic resistance, good (and bad) properties and all other values. The values given below only indicate the change in the body after its elevation.
CR+5 AG+5 ST+5 LP * AR * Damage usual armament MP+2 END infinite MR+20 Sneak +5
* A vampire's life energy reflects the state of his body. It can never be regenerated. The stolen foreign life energy is given in brackets. A sleeping vampire loses 1 LP per month, an active vampire d6/2 LP per week. If the stolen LP drop to 0, the vampire becomes a lesser vampire. The body regenerates normal damage immediately: the weapon penetrates undead flesh with little resistance, but the wound closes immediately without blood flowing. The pain is limited. Poisons and diseases have no effect. Against magic weapons an additional AR+20, against weapons made of magic metals an AR from 15 (Mindorium) to 5 (Endurium). A vampire can sense the approach of a living creature to a number of steps: 1 step per life point. A vampire's bite attacks are resolved using the grapple rules. After a successful attack, the vampire chokes its victim, rolls AT-2 vs PA+2, then deals 1d6 damage vs endurance increases, then continues with AT-3 vs PA+3, etc. When the victim becomes incapacitated (endurance drops to 5 or below), the vampire can begin stealing the sikaryan. The starting value of the sikaryan corresponds to the life energy. Regardless of the mode of transmission, a vampire robs its victim of 1d20 normal (non-permanent) life energy per 10 rounds of combat. The loss to sikaryan is independently set at 1d20 per 10 combat rounds. The lost life energy regenerates according to normal rules. The lost sikaryan will not regenerate. When LE drops to 0, the victim is dead. When sikaryan drops to 0, the victim becomes a vampire. To 'stake' a defense-ready vampire, you must succeed at an AT+8 (with pointed weapons) and a ST+5 test. If the vampire succeeds in an unarmed PA, it takes only basic damage. Of course, he can also parry with a weapon.