The King is Dead: The Rest of the Neo-Gothic Society
Sir Samael Cain Wolfgang von Rickard
A brutal soldier who distinguished himself in the Colonial
Wars of the last few decades, Sir Kane exhibits a demeanor far more typical of
his bloodline than the foppish Count Ranulf.
Sir Kane despises the count as a weakling and resents his presence in
the inner council; to Sir Kane’s mind, the council should contain one of each
bloodline and no more (and certainly no bastards like Gilliam Blutig). Needless to say, this inflexibility is
contrary to Schreiber’s intent and so he uses Sir Kane as an assassin for now,
waiting for the day the reckless brute gets himself killed.
Young Vampire Brute
Motivation: Revel
in his brute strength.
Attributes:
Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Fighting
d12, Gambling d6, Intimidation d10, Knowledge (Battle) d4, Notice d6, Persuasion d4, Riding d10,
Shooting d8, Stealth d4, Streetwise d6, Taunt 10, Throwing d6.
Charisma: -4 Pace: 6 Parry: 8 Toughness: 10
Hindrances: Bloodthirsty,
Overconfident, Vengeful (Major).
Edges: Berserk, Brawny,
Command, Frenzy.
Equipment: d100 reichsmarks in coins and jewelry, cavalry saber (Str+1d6), uniform.
Special Abilities:
- Claws: Str+d4.
- Fangs: Str+d6. Target must be grappled or immobile.
- Gift of the Blood: Vampires of Prince Rickard’s bloodline gain the Berserk Edge for free.
- Invulnerability: Vampires can only be harmed by their Weaknesses. They may be Shaken by other attacks, but never wounded.
- Low Light Vision: Ignores penalties for Dim and Dark lighting.
- Quick: Vampires discard initiative cards of 5 or less.
- Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; immune to disease and poison unless ingested through blood.
- Weakness (Beheading, Stake Through the Heart): A vampire hit with a beheading stroke from a cutting weapon or stabbed through the heart (-4) must make a Vigor roll versus the damage. If successful, it takes damage normally. If it fails, it becomes an inanimate corpse until its head is reattached or the stake is removed. It may be destroyed by conventional means while in this state.
- Weakness (Garlic): Vampires suffer a –2 penalty to Fighting attacks against anyone who carries garlic (or has eaten so much of it that the odor exudes from their skin). It should also be noted that they cannot cross a threshold or windowsill warded with garlic.
- Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to sunlight. After that they suffer 2d10 damage per round. Armor does not protect.
- Weakness (Unwelcome Guest): Vampires cannot enter a home unless invited or the dwelling is owned by another undead.
Grafin Clarimond Erzebeta Russell von Rot
There are only perhaps two score female vampires in all of Malleus and Grafin Clarimond is one of the dozen or so given the gift in the last century. While she took her baptismal name from the famed exile Countess Erzebet Battory just as so many other of the silly, pretty things men have raised up to immortality in the last few decades, Grafin Clarimond is possibly unique in having won her immortality by her own hand. While merely a human woman, she dedicated herself to studying the art of sorcery until she was able to master her own vampire husband's will. She arranged for his will to be changed in her favor, was given the Gift by his own hand, and then "persuaded" him to stay out too late one night. She distrusts Schreiber and despises the two von Rickards, but she is flattered by Blutig's attentions.
Young Vampire Sorceress
Motivation: Wreak
vengeance on the world.
Attributes:
Agility d6, Smarts d10, Spirit d10, Strength d10, Vigor d10
Skills: Fighting
d4, Gambling d6, Intimidation d10, Investigation d8, Knowledge (Occult) d10,
Notice d8, Persuasion d10, Riding d4, Spellcasting d10, Stealth d8, Streetwise
d6, Taunt 10.
Charisma: +3 (+7)
Pace: 6 Parry: 4 Toughness: 9
Hindrances: Mean, Outsider, Vengeful (Major).
Edges: AB: Magic,
Noble, Strong Willed, Tower of Will, Very Attractive.
Equipment: 2d1000
reichsmarks in jewelry, bejeweled quizzing glass (+2 Intimidate), bejeweled dagger
(Str+d4), exquisite clothes (+1 Charisma).
Special Abilities:
- AB: Magic: Power points – 10; powers – boost/lower trait, mind reading, puppet.
- Claws: Str+d4.
- Fangs: Str+d6. Target must be grappled or immobile.
- Gift of the Blood: Vampires of Prince Wilhelm’s bloodline gain the Attractive Edge for free.
- Invulnerability: Vampires can only be harmed by their Weaknesses. They may be Shaken by other attacks, but never wounded.
- Low Light Vision: Ignores penalties for Dim and Dark lighting.
- Quick: Vampires discard initiative cards of 5 or less.
- Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; immune to disease and poison unless ingested through blood.
- Weakness (Beheading, Stake Through the Heart): A vampire hit with a beheading stroke from a cutting weapon or stabbed through the heart (-4) must make a Vigor roll versus the damage. If successful, it takes damage normally. If it fails, it becomes an inanimate corpse until its head is reattached or the stake is removed. It may be destroyed by conventional means while in this state.
- Weakness (Garlic): Vampires suffer a –2 penalty to Fighting attacks against anyone who carries garlic (or has eaten so much of it that the odor exudes from their skin). It should also be noted that they cannot cross a threshold or windowsill warded with garlic.
- Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to sunlight. After that they suffer 2d10 damage per round. Armor does not protect.
- Weakness (Unwelcome Guest): Vampires cannot enter a home unless invited or the dwelling is owned by another undead.
Gilliam Blutig, bastard von Ruprecht
Once upon a time, there was a young firebrand who preached equality and love and beauty, who then he caught the eye of a debauched vampire, was given the Gift of Sathaniel during a drunken orgy, and promptly forgot his humanistic ideals in favor of a more practical creed of self-advancement. Gilliam Blutig still believes in beauty, but it's the beauty of the moon not the sun. He still believes in love, but it's the love of the swordsman for his blade. He still believes in equality, but only for those who seize it. He now acts as the Society's poet laureate and writes their Old Gothic-infused screeds. He idolizes Schreiber and Grafin Calrimond, fears Sir Samael, and has a begrudging admiration for Count Ranulf's education and taste.
Young Vampire Poet
Motivation: Set the world on fire with his words.
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d10, Vigor d10
Skills: Gambling d4, Intimidation d6, Investigation d10, Knowledge (Occult) d8, Knowledge (Profession - Poet) d12, Notice d6, Persuasion d10, Riding d4, Stealth d6, Streetwise d8, Taunt d6, Throwing d4.
Charisma: +2 (+4) Pace: 6 Parry: 2 Toughness: 9
Hindrances: Clueless, Outsider, Vengeful (Major).
Edges: Alertness, Attractive, Charismatic.
Equipment: 2d12 reichsmarks, ink, paper, quills.
Special Abilities:
- Change in the Blood (Flight): Bastard vampires from outside of proper bloodlines often develop unusual powers. Gilliam has grow black-feathered wings and fly at a Pace of 12 with a Climb of 2.
- Claws: Str+d4.
- Fangs: Str+d6. Target must be grappled or immobile.
- Gift of the Blood: Vampires of Prince Ruprecht’s bloodline gain the Alertness Edge for free.
- Invulnerability: Vampires can only be harmed by their Weaknesses. They may be Shaken by other attacks, but never wounded.
- Low Light Vision: Ignores penalties for Dim and Dark lighting.
- Quick: Vampires discard initiative cards of 5 or less.
- Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; immune to disease and poison unless ingested through blood.
- Weakness (Beheading, Stake Through the Heart): A vampire hit with a beheading stroke from a cutting weapon or stabbed through the heart (-4) must make a Vigor roll versus the damage. If successful, it takes damage normally. If it fails, it becomes an inanimate corpse until its head is reattached or the stake is removed. It may be destroyed by conventional means while in this state.
- Weakness (Garlic): Vampires suffer a –2 penalty to Fighting attacks against anyone who carries garlic (or has eaten so much of it that the odor exudes from their skin). It should also be noted that they cannot cross a threshold or windowsill warded with garlic.
- Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to sunlight. After that they suffer 2d10 damage per round. Armor does not protect.
- Weakness (Unwelcome Guest): Vampires cannot enter a home unless invited or the dwelling is owned by another undead.
Count Ranulf Barbatos Neuerwald von Rickard
Feckless, spendthrift, and vain, Count Ranulf would never have gotten entry into the inner circle of the Neo-Gothic Society if it wasn’t for two things: he has a title (and all that goes with it) and he got that title by murdering his brothers and father after being passed over for the Gift until much later in life than most dampyres. As much as Schreiber hates to admit it, this dissipated fop with the middle-aged face has actually lived by the code of savage nobility the Society advocates. Unfortunately for their long-term plans (but luckily for everyone else), Count Ranulf is far more interested in debauchery than politics.
Young Vampire Rake
Motivation: Enjoy the immortality he was denied so long, but preserve his secret.
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d8, Vigor d12
Skills: Fighting d6, Gambling d10, Intimidation d6, Notice d8, Persuasion d10, Riding d8, Shooting d6, Stealth d10, Streetwise d10, Taunt d8, Throwing d4.
Charisma: +3 Pace: 6 Parry: 5 (6 with smallsword) Toughness: 10
Hindrances: Habit (Minor, sex addict), Vengeful (Major).
Edges: Berserk, Charismatic, Noble.
Equipment: 2d100 reichsmarks in jewelry, 2d1000 reichsmarks in assorted coins and IOUs, bejeweled quizzing glass (+2 Intimidate), bejeweled smallsword (Str+d4, +1 Parry), fine clothes OR naked with a whip (Str+d4-2, +2 to hit).
Special Abilities:
- Claws: Str+d4.
- Fangs: Str+d6. Target must be grappled or immobile.
- Gift of the Blood: Vampires of Prince Rickard’s bloodline gain the Berserk Edge for free.
- Invulnerability: Vampires can only be harmed by their Weaknesses. They may be Shaken by other attacks, but never wounded.
- Low Light Vision: Ignores penalties for Dim and Dark lighting.
- Quick: Vampires discard initiative cards of 5 or less.
- Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; immune to disease and poison unless ingested through blood.
- Weakness (Beheading, Stake Through the Heart): A vampire hit with a beheading stroke from a cutting weapon or stabbed through the heart (-4) must make a Vigor roll versus the damage. If successful, it takes damage normally. If it fails, it becomes an inanimate corpse until its head is reattached or the stake is removed. It may be destroyed by conventional means while in this state.
- Weakness (Garlic): Vampires suffer a –2 penalty to Fighting attacks against anyone who carries garlic (or has eaten so much of it that the odor exudes from their skin). It should also be noted that they cannot cross a threshold or windowsill warded with garlic.
- Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to sunlight. After that they suffer 2d10 damage per round. Armor does not protect.
- Weakness (Unwelcome Guest): Vampires cannot enter a home unless invited or the dwelling is owned by another undead.
Whip
A flexible length of braided cloth, knotted rope, or leather, the whip is primarily an instrument of intimidation rather than an effective weapon; only the cat o' nine tails used to flog sailors is really notable for inflicting injuries. Using a whip is effectively a touch attack and so all whips grant a +2 bonus to hit. The addition of metal barbs or beads to the end of a whip can transform it into a deadly weapon, but even so most have great difficulty cutting anything except flesh. Whips have a negative armor-piercing rating reflecting the fact that even the flimsiest of armor is highly effective against their stings.
- Small Whip (riding crop, silk lash): Str+d4-2, cost $25 - $100, weight 1 lb, +2 to hit, +1 to Intimidation & Riding, AP -2.
- Large Whip (bullwhip, coachwhip): Str+d4, cost $25, weight 1 lb, +2 to hit, +1 to Driving & Intimidation, AP -2.
- Military Cat O'Nine Tails: Str+d4+2, cost N/A (assembled on site by the sailor or soldier who will be punished by it), weight 1lb, +2 to hit, +2 to Intimidation, AP -2.
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