GENERIC ROLE-PLAYING GAME CHARACTERS

VAMPIRE

Val	Char	Cost	Roll	Notes
20	STR	5*	13-	Lift 400 kg; 4d6 HTH [2]
15	DEX	15	12-	OCV:  5/DCV:  5
15	CON	10	12-
13	BODY	6	12-
13	INT	3	12-	PER Roll:  12- (15-)
15	EGO	10	12-	ECV:  5
18	PRE	8	13-	PRE Attack:  3½d6
14	COM	2	11-
10	PD	6		Total:  10 PD (5 rPD)
10	ED	7		Total:  10 ED (5 rED)
4	SPD	15		Phases:  3, 6, 9, 12
7	REC
30	END
35	STUN	3		Total Characteristic Cost:  95

Movement:	Running:	3”/6”/12”
		Leaping:	3”/6”/12”
		Swimming:	1”/2”/4”

Cost    Powers & Skills
30	Undead Toughness:  Damage Reduction, 50%, Resistant, Physical and Energy; STUN Only (-½), Not 
	Versus Aggravated Damage (-½)
3	Fortitude:  Damage Resistance (5 PD/ 5 ED); Half Value versus Aggravated Damage (-½)
24	Immortality:  Life Support (No Need to Breathe, No Need to Eat, Immortal, Safe in: Radiation, Heat, Cold)
13	Biological Protection:  Life Support (Immune to All Diseases and Poisons); Not versus Ingested Blood (-½)
1	Healing Aggravated Damage:  Healing 1d6, Can Heal Limbs; Self Only (-½), Extra Time: 1 Day (-4), 
	Aggravated Damage Only (-½), Increased Endurance (10x END, -4), END 10
6	Recovering from Torpor: Healing 1d6, Reduced Endurance (0 END, +½), Persistent (+½); Self Only (-½), 
	Extra Time: 1 Year (-6), Side Effects: Drain END Reserve 1d6, Recover 5 Points/Month (-1), 
	Resurrection Only (-½), Does Not Work if Blood Pool END Reserve is Empty (-¼)
5	Night Sense:  Darkvision
27	Frenzy:  +5 CON, +5 EGO, +20 STUN; Only when Enraged (-½)

	Feeding
2	The Kiss:  HKA 1 Pip; Must Follow Grab (-½), STR Does Not Add (-½), END 1
19	Ecstasy:  Entangle 3d6, 3 DEF, Takes No Damage From Physical Attacks (+¼), Works Against EGO, Not STR (+¼), 
	Invisible Power Effects (Hearing Group; +¼); Entangle fades at 1 BODY/Phase after Bite is Disengaged (-½), Fangs Must do BODY Damage or Penetrate Skin (-½), No Range (-½), Half Effectiveness against Other
	Kindred (-¼), END 5
12	Licking Wounds Closed:  Healing 3d6; Only to Close Fang Wounds (-1½), END 3

	Blood Powers
8	Potence:  +5 STR* (already figured in), Leaping +3” (6” Total), END 1
10	Blood Pool:  Endurance Reserve (80 END, 5 REC); Only Recover when Feeding (-½)
17	Physical Prowess Boosts:  Boost STR, CON, or DEX 4d6 (One at a Time, +¼); Self Only (-½), END 2
24	Auspex Heightened Senses:  +3 PER Rolls; Nonpersistent (-¼), Side Effects (2d6 Flash vs. All Sense 
	Groups upon Encountering Sensory Overload, -¼) plus Danger Sense 13- (Sense, Out of Combat); 
	Nonpersistent (-¼)
18	Dominate:  Mind Control 8d6; Clear, One-Word Commands (-½), Eye Contact Required (-½), Does Not 
	Provide Mental Awareness (-¼), END 4
8	Living Appearance: Shapeshift to Normal “Living” Appearance (Sight, Hearing, and Touch Groups), 
	Costs END Only To Change Shape (+¼); Increased Endurance (4x END, -1½), END 8
7	Blood Bond:  Major Transform 2d6 (Person to Slavishly Devoted Servant), Works against EGO not 
	BODY (+0), Partial Transform (+½); Gradual Effect: 1 Day (-1¾), Extra Time: 1 Turn (-1¼), 
	No Range (-½), Target Must Ingest Vampire's Blood on Three Separate Occasions (-½), Increased 
	Endurance (2x END, -½), END 8
9	The Embrace:  Summon 350-point Vampire; Extra Time: 1 Day (-4), Bulky Expendable OAF (Person) (-1¾), 
	Summoned Vampire is Disoriented and Weak for 1-2 Weeks (-1), Gestures (Drink Person to Negative 
	BODY, then Feed Some Blood Back to Person, -¼), END 7

	Skills
3	High Society 13-
1	KS: Mesopotamian Culture 8-
3	Magic (Thaumaturgy) 12-
3	Seduction 13-
2	WF: Handguns, Swords

Total Powers & Skill Cost:  275
Total Cost:  350

250+   Disadvantages
5	Distinctive Features:  Vampire (Easily Concealable)
20	Enraged:  Berserk when Blood Pool Below 10 END (Common), go 8-, rec 14-
5	Physical Limitation:  Cannot Heal BODY Normally (Infrequently, Slightly)
10	Physical Limitation:  Costs 10 Blood Pool END to Rise Each Night (Frequently, Slightly)
10	Physical Limitation:  Immobilized by Wooden Weapon through Heart (Infrequently, Greatly)
10	Susceptibility:  Blood Pool Going Empty (Uncommon), STUN and BODY, 1d6 per Day
40	Susceptibility:  Sunlight, 1d6 STUN and BODY per Turn (Very Common)

Total Disadvantage Points:  350

Personality/Motivation: It’s all about the feedings. When Vampire is hungry (the Blood Pool is low), his instincts drive him to eat. When he’s had his fill of blood, he’s also filled with a melancholy sadness that gnaws at his empty soul. Apparently, it sucks being dead and “living” forever.

Powers/Tactics: Vampire is undead. As such, he’s very hard to hurt without resorting to attacks from silver and wooden weapons.

He survives by drinking the blood of the living. By drinking blood, he fills his “blood pool,” which powers various special abilities that he has. He can increase his physical prowess, appear to be a living human, heighten his awareness of his surroundings, and command those who look into his eyes.


Blaster | Brick | Cleric (Human) | Dragon | Elder Worm | Fighter (Dwarf) | Giant Ape | Martial Artist | Mentalist | Mummy | Robot | Thief (Halfling) | Vampire | Werewolf | Wizard (Elf) | Wraith

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