Vampire Fledgling
Humanoid, Vampire, Undead, Any Race; Minor
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 40 | Hit Points | 25 | Combat | 60 |
| Endurance | 50 | Wound Thr. | 13 | Magic | 40 |
| Agility | 50 | Magicka | 35 | Evade | 50 |
| Intelligence | 35 | Stamina | 5 | Observe | 60 |
| Willpower | 40 | Initiative | +13 | Stealth | 60 |
| Perception | 50 | Action Pts. | 3 | Knowledge | 40 |
| Personality | 30 | Speed | 14m | Social | 40 |
| Morale | 50 | Size | Std. | Physical | 50 |
Weapons & Armor
- • Claws: 1d4; Slashing, Magic; 1m Reach
- • Fangs: 1d6; Splitting, Magic, Feed; 1m Reach
- Has one of:
- • Steel Broadsword: 1d8+1; Slashing; Reach 2m, 1H
- • Steel War Axe: 1d8+1; Splitting, Unwieldy; Reach 2m, 1H
- • Steel Mace: 1d8+1; Crushing, Unwieldy; Reach 2m, 1H
- Also has:
- • Full Leather Armor: AR 3 / 1 Fire; Medium
- • Cloth Cloak: Used to conceal themselves from natural
- daylight.
- Encountering Vampire Fledglings
- Often panicked or near-feral, Vampire Fledglings are mortals v
- unfortunate, or fortunate, enough to have recently succumbed v
- to a vampiric disease. Many are created unintentionally by more t
- powerful vampires in the rare instances that their prey survives r
- and, in these cases, they are often maddened or panicked. m
- Fledglings lack the grace and tact that their more experienced l
- kin possess and are more likely to savagely quench their thirst a
- for blood. They also lack a full grasp of their newfound powers a
- and are unable to call upon the more powerful abilities that
- vampirism grants them.
- L
- •
- Vampire
- Possessed of an insatiable thirst for blood, these cursed undead oft
- use guile, trickery, and foul magicks to sustain themselves.
Encountering Vampire Fledgling
s Grâce the target as long as the conditions are met, in which case they regain the target’s remaining HP. Doing so costs 2 AP and the vampire cannot take actions until their AP is refreshed. • Exsanguinate (2 AP): The vampire can use their fangs to Coup de Grâce the target as long as the conditions are met, in which case they regain the target’s remaining HP. After doing so, the vampire loses any remaining AP for the round. Traits • Sun-Scarred (2): Any damage inflicted on a character with this trait after mitigation by an attack that counts as sunlight is increased by 2 before calculating the effects of the damage. If this character is exposed to normal sunlight they lose 1 SP each hour. Cloud cover or other such weather halves the rate of SP loss. The character must spend an hour in a dark place before they can remove levels of fatigue/regain SP lost in this manner. • Dawn-Cursed (1): While in direct sunlight, the character suffers 1 damage per round which ignores all damage miti- gation. If the character covers themselves completely with clothing and a hood with sufficient coverage, this damage is reduced to 1 per hour in the sunlight. • Dark Sight • Weakness (Fire, 2) • Resist Normal Weapons (2) • Undead • Diseased (-20, Vampiric Strain) Spells • Frost Bite 3: 7 MP; 1d8 Frost; Attack, Overload (+WpB to Damage), Melee (1m) Variant: Bloodkin Vampire Fledgling Choose a Bloodline from the Rules Compendium. Bloodkin Vampire Fledglings gain a passive ability from the chosen bloodline. 151 Vampire Fledglings are often the servants of more powerful ampires, serving a GM as a step-up in difficulty from the ampire thrall they may also be in control of. In this context, hey may be desperate to prove themselves to their master and eckless in their attacks against adventurers. Other Fledglings ay stalk the streets of the town or city they call home at night, ooking for their next victim. The savaged corpses of the slain re all they leave behind to be found when the sun rises, offering n inquisitive party a potential mystery to solve. oot A Character can make a +0 Alchemy test to harvest a portion of “Vampire Fledgling Dust”, which is a Rare Illusion or Restoration Ingredient, chosen when the vampire dust is used. • Bat Form (1 AP + 1 SP): As a Secondary Action, the Vampire gains the Flyer (10) trait, changes their size to Tiny (-20 to en hit by larger characters or at range), and reduces their max HP to 5. This effect ends after 3 rounds unless the character