Copy of Warhammer Fantasy - Vampire Counts WIP

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|Warhammer Fantasy: The Vampire Counts| "I say you can find out the servants of Death by their marks. No man is born so unnatural that his body does not revolt at the foul pollution of Undead blood. And by these marks you can tell them: by the fangs of the predator, for their thirst for blood is like that of a foul beast; by their porcelain white skin, cold to the touch and unnatural to the eye; the glow of their eyes, behind which lives the terrible Hunger. These are the marks of the blackest evil. These are the marks of the Vampire..." Johann van Hal, the Witch Hunter General.

Transcript of Copy of Warhammer Fantasy - Vampire Counts WIP

|Warhammer Fantasy: The Vampire Counts|

"I say you can find out the servants of Death by their marks. No man is born so unnatural thathis body does not revolt at the foul pollution of Undead blood. And by these marks you can tellthem: by the fangs of the predator, for their thirst for blood is like that of a foul beast; by theirporcelain white skin, cold to the touch and unnatural to the eye; the glow of their eyes, behindwhich lives the terrible Hunger. These are the marks of the blackest evil. These are the marks

of the Vampire..."—Johann van Hal, the Witch Hunter General.

Vampire. A word that inspires fear and hatred in the hearts of mortals. A word that sparks torch-litriots and violent hunts, and the blessed hunters and priests of Sigmar sallying to the field. Unholy

and ancient beings that have ascended beyond the mortal coil, filled with dark ambitions and darkermagic that defiles the dead to raise as puppets and slaves. And yet none can say for certain where

the children of night were first spawned.

It all began in Nehekhara. Prince Nagash, reduced to Priest Nagash. Firstborn son of his kinglyfather, a child rendered unto the Mortuary Cult. In boiling resentment and burning ambition, heripped the secrets of Dhar from the dark elves; In mad genius, he twisted Dhar and the Lore of

Nehekhara, creating the foul dark magicks of Necromancy, one bearing the formula for the Elixir ofLife. With swollen pride and blind greed, he usurped the throne of Khemri and created the BlackPyramid. And in broken shame, he fled from the desert kingdom as the Army of the Seven Kings

ousted him from control.

And by his cunning will, his acolytes continued his dark work. The Elixir of Life, made flawed anddiscordant. The High Priest and The Queen of Lahmia, together drank it. From them, and the court

of Lahmia, did the first vampires rise.

From that cursed city of Lahmia, where the children of the night first drank lifeblood and learned oftheir unholy strength, five legacies and bloodlines grew forth. The seductive and manipulative

Lahmians, born of Neferata the first vampire; Necrarchs, scions of W’soran and maniacal scholarsof the depths of necromancy and dark magic; Blood Dragons, fallen knights and martial paragons

turned by Abhorash the Blade Eternal; Strigoi, the feral remnants of Ushoran’s failed city of Strigos;And the aristocratic Von Carsteins, with a history lost to time and a careful sword, and unaware of

how old Vladimir truly was.

Since the days of Nagash, the vampires have spread across the world. In the Badlands, Ushoran triedto create an empire of the damned - Only to be razed by the Greenskins, after being picked to shreds

by the servants of The Lahmian Sisters. To the far north and many years later, the lord Vlad vonCarstein rose as count of Sylvania, and his heirs have since tried to conquer the Empire of Man over

the course of the next five-hundred years. The Lahmians have grown as a sisterhood, controllingnumerous kingdoms and duchies through seduction and magical charm. The Blood Dragons have

nearly brought the hallowed realm of Bretonnia to fall several times over. And it is as one of thechildren of blood, one of the Vampire Counts, that you shall walk as for a length of ten years on this

earth.

+1000CP, to cultivate your power and raise your undead armies!

DEATH TO THE LIVING!

|Location & Era|"It was a dreadful place; a land perpetually shrouded in gloom and mist, where abandoned castlesglared down like hungry ogres on the dismal roads; where sullen villagers, some bearing obvious

stigmata of mutation, mumbled dark warnings against going abroad by night; and where, one evening,a red-eyed, pale-faced nobleman studied us hungrily through the curtained window of his night-black

coach, for all the world like a Bretonnian epicure inspecting his next meal... Of all the awful lands that Ihad then journeyed through, I have no hesitation in saying that Sylvania was easily the most dire."

—From My Travels With Gotrek, Vol. IV, by Felix Jaeger. Altdorf Press, 2505

For the most part, the lands of Sylvania - on the eastern fringe of the Empire, on the slopes of theWorld’s Edge Mountains - are where vampire-kind is most often found. Here, with a land so taintedby dark magic and necromancy, and a populace of frightened peasants and hopeless mutants, thevampire can find themselves a comfortable existence. But there are other places where the deadwalk without danger from mortals.

● The Silver Pinnacle: Deep in the World’s Edge Mountains lies the Silver Pinnacle, a formerbastion of dwarven power and a now-empty mine complex that once ripped bright,beautiful silver from the earth. Now the Pinnacle is the heart of the Lahmian Sisterhood,reforged and rebuilt into a copy of distant Lahmia, and the heart of Queen Neferata’s power.The First Vampire rests here in a cold and idle malaise, taken by the ennui of an eternalexistence, and the Sisterhood works as her ever-outstretched hands to manipulate thehearts of mortals.

● Mousillon: The poorest and most accursed of the Bretonnian duchies, whose lords fell preyto the bloody promise of power that vampirism gave. The land is made of treacherous hillsand deadly swamps, with the black touch of Dhar seeping deep into the soil. Here, the deadwalk freely - even those zombies and skeletons without a controlling necromancer orvampire are sustained by the lands of Mousillon, endlessly committing to the last commandtheir master gave. From such a concentration of Dhar, one can easily find vampiric nobilityand bloodstained monsters lurking amongst the deformed, wretched peasantry.

These are simply a few of the places Vampires can be found to lurk. If instead you already know thisland, and know a location you would prefer to arrive in, you can ignore the options given andselect for yourself.

As well, there is a point in time when you must decide to arrive into this world. Ordinarily, I woulddrop you into the year 2505 IC - when a certain member of the Von Carstein bloodline isresurrected, and when clashes between the vampiric and the mortal would begin to escalate oncemore for the next decade. However, if you find that does not exactly suit your tastes, there areseveral other time periods in which the children of the night have been prominent.

● The Rise of Mourkain (-1151 IC): Nagash has been slain by King Alcadizaar of Khemri. TheNehekharan liege fell dead at shore of Blind River, to be discovered by a human tribe in theBadlands. Their leader, the charismatic shaman Kadon, would give Alcadizaar a barrow…And take up Nagash’s Crown of Sorcery, which had been clutched in the king’s hand. In thatinstant, he becomes haunted and bewitched by the fragment of Nagash’s spirit, and his

noble soul corrupted. The city of Mourkain would be born soon after, with the Cult of Nagashand the necromantic arts playing centerpiece. The first of the Strigoi bloodline, Ushoran,would also play a part here in seeing Mourkain rise up into the Strygos Empire.

● The Impending Darkness (2000 IC): Mordheim, capital of the Ostermark region andgrowing hive of scum and ill means, was just obliterated by a gargantuan meteorite made ofpurest Warpstone. Vladimir von Carstein, recently ascending to Sylvania’s throne as Count,immediately sends war parties of newly-turned vampires and undead minions toMordheim’s ruins to gather the chaotic mineral. He has plans for that Warpstone - plans forthe Book of Nagash in his keep.

Regardless, should you have another point in time you’d like to arrive in, the choice is yours.The only restriction is anything before -1650 or -1590 IC; As the first is when Neferata andW’soran secure the Book of Nagash containing the formula for the Elixir of Life; And the second iswhen the two secure control over Lahmia. It is uncertain when in that window between the twoyears that Neferata began expanding her vampiric court.

|The Legacy of Blood|"This land is my home, my birthright. The wind and rain are my allies. The trees and stones

are my foot soldiers. The very earth will rise up against you should you try to take it from me.And my people will feast on your bones."

—Mannfred von Carstein, the Lord of Sylvania.

<INSERT FLUFF BLURB HERE LATER. BLOODLINES / ORIGINS GIVE 50% DISCOUNT ONSKILLS & ABILITIES AND ON RELEVANT ITEMS, WITH 100 CP STUFF GETTING FREE.>

The Vampiric Bloodlines: These Bloodlines were created by the first five originalVampires, their ideals and truths passing down through the Blood Kiss along with theirunholy strengths. Those vampires, in turn, granted ascension to their favored mortals andtaught them the ways of their dark patron. This process has gone on for thousands of years,creating entire vampiric societies and cultures beholden to their progenitor’s ideals.

But this is not always the case. Many vampires can be found taking their own road,mingling with other bloodlines in the process. Over time, this has diluted the vampiricblood - creating strains of vampires with mixed capabilities and traits. With such a myriadand mixed breed, those who hunt the vampiric find themselves often on the back foot.

● VON CARSTEIN (Free): Oft considered the greatest enemies of mankind, thechildren of Vladimir Von Carstein rule the dreary lands of Sylvania. They are thearistocrats and princes of the night, obsessed with lordship and ruling over theirlessers in a show of dominance, with every Von Carstein convinced that they are themost worthy to rule. But with this obsession comes its boons, for the Carsteins arekeenly interested in the intricacies of civilization and development, becominghighly-effective patrons and lords. Their desires to secure influence and power alsomean that frequently, they become invested in the arts and scholarly pursuits,creating great works themselves or supporting those in their fields with generouspatronage. Their mastery of the dark arts, while nowhere close to the potency anddegree of the Necrarch bloodline, still leave many others in the dust. Above all else,Von Carsteins place monumental weight on the value of their words, and will go togreat lengths to prove that their word means exactly what they say it does. Fear theVon Carstein who swears an oath of vengeance and hatred, for that pursuer will huntyou to the ends of the earth and beyond.

● BLOOD DRAGON (Free): The single obsession of the Blood Dragon vampires is thatof mastery of battle. Not of becoming a great general and leader of armies, but ofbecoming the strongest creature to exist. Their progenitor and the greatest amongthem, Abhorash, began their martial tradition in full as he struck down a mature reddragon, and drank deep of its blood. After this deed was fulfilled, the blood he haddrank purged his body of the vampiric weaknesses - the sun held no danger for him,

and silver was simply like any other metal. Since then, the lone wolves of thevampiric bloodlines have sought only the strongest foes to drink of their venousbounty, and seek to master their freakish strength and skill of weaponry. With thismartial tradition comes a strange system of honor and valor: The Blood Dragons,while frowning at the idea of mercy, will often refrain from attacking those who areweaker than themselves, and are not interested in indiscriminate slaughter. If awarrior has the potential for great strength, a Blood Dragon will spare them - achance to let that one’s power become greater, so that their blood is sweeter whentheir death comes. For a Blood Dragon, possessions can be lost and nations razed;But true power will always be that held in your own hands.

● LAHMIAN (Free): The Lahmian Sisterhood lives directly amongst the cattle ofmankind, hiding in plain sight. Seductresses and spymasters, the Lahmians cancharm and pull the strings of their prey to gain willing sources of blood with but afew words. The majority of Lahmian vampires are female, the better to charm andseduce nobles and kings. However, there do exist the odd masculine examples,although you will find few loyal to the Sisterhood as a male Lahmian will hold littleto no power or prestige in the Silver Pinnacle. Indeed, not all Lahmians are loyal toQueen Neferata either - Many of their kind abandon the Queen’s eternal war againstthe other bloodlines to pursue their own interests and goals, or even simply settlingdown after finding love in a mortal’s arms. The Lahmians are the silent but deadlyrulers of the night, and many a hunting party has found themselves divided andconquered as their members were pulled and seduced by one of the temptresses.Always be on your guard.

● NECRARCH (Free): Whilst all vampires can use the powers of dark magic andNecromancy, none will ever reach the level of mastery that lies at the claws of aNecrarch vampire. Solitary hermits and tower-dwelling eccentrics, Necrarchssequester themselves away for decades on end as they pursue both the mastery oftheir foul magicks, and more traditional forms of learning such as philosophy,alchemy, and engineering. Contrary to their progenitor’s loyalty to Nagash, theNecrarchs instead take after W’soran’s pupil, Melkhior; Paranoid to a fault, refusingto share their knowledge with anyone else and jealously guarding their laboratoriesand libraries; And cutthroat, backstabbing their own pupils and mortal servants foranother test subject or removing a rival in a heartbeat. With those and theirreclusive, solitary lives, there exist few Necrarchs. A boon to the world of mortals, forthe most-sorcerous of the vampires endlessly seek to create a world wherein life isforever snuffed out, ruled by the eternal dead.

● STRIGOI (+200 CP): A more wretched existence has not been seen in the vampiricbloodlines. Descended from fallen Ushoran, the Strigoi vampires exemplify the mostferal and bloodthirsty nature of the undead. While other vampires sit atop their

ivory towers and grand castles, Strigoi skulk in damp caverns and moulderingcatacombs, violently murdering anything that trespasses. Once, the Strigos Empirestood head and shoulders above the societies that vampirekind had created, eachStrigoi vampire was a king in their own right in those blessed days. Each Strigoi,even those newly born, are haunted by the memories of Mourkain at its peak - andcursed by its fall. The greenskins, the kingdoms and tribes manipulated by the snakeNeferata, and the other bloodlines all picked the Strigos Empire to shreds, and in asingle century kings had been turned into feral dogs. The Strigoi are hated by theentire world, including their own kind, and the world hated by them in turn. Bychoosing this bloodline, you are disadvantaged in many ways - turned into a hulkingmonster with no kin or servants to turn to. But the Strigoi are not without their ownstrengths, and even now many of these would-be “Ghoul Kings” are gathering theirown armies of the dead. Mourkain will never be, and they are nought but patheticoutcasts now. But the feral dogs, cursed by fate, will tear down everything that theirabusers and foes have built, and drag the world down into the pits of despair thatthey have dwelt in for millennia.

● LESSER VAMPIRE (Free): As stated before, many vampires have left the confiningmindsets and organizations of their predecessors, seeking their own fortuneselsewhere. This has led to a general diluting and mixing of the vampiric bloodlines,leading to many of these “lesser vampires” having bloodline powers and weaknessesfrom segments of the previous five. But where you might not have the resources ofthe Lahmians, or the infernal strength of the Blood Dragons… You also havesubstantially more freedom in your own goals and obsessions. You receive +Xpoints in the Gifts section to customize your vampiric capabilities.

● FIRST OF THE BLOODLINE (400 CP): But I see you were never one intended tofollow another’s path, or be beholden to a bloodline’s legacy. The original five… Isnow the original six. You are one of the first vampires, like Neferata, Ushoran,W’soran, Abhorash, and Vashanesh. The progenitor to a vampiric bloodline, whosefangs and black magic will taint the world for eons to come. You receive +X pointsin the Gifts section, to customize both your own vampiric capabilities, andthose of your fledglings that will soon follow.

NECROMANCER (+100 CP): Not all amongst the factions of undead are vampiric, for thearts of Necromancy are attractive to those who practice the magical arts. Some are taken byvampires as pupils, only to be enslaved in their coven and used to fuel twisted rituals andsummonings. Others wish to punish their abusers and persecutors, only to damn their ownsouls in the process. Others still have the need to escape death’s inevitability, and savethemselves from Morr’s dark realm. Regardless, the Necromancer walks a path ofinevitability - for either madness or death awaits the end of his road.

HIGHER UNDEAD (+200 CP): Many of the undead soldiers in a necromantic army aresoulless puppets, whose strings are pulled through dark magic and calculation. On a rareoccasion however, a creature’s soul is ripped away from the afterlife, and forced to manifeston the world once more. On even rarer occasions these forms of undeath persist after theirnecromancer’s death, sometimes even with the monster in question slaughtering thespellcaster. These creatures, these ‘higher undead,’ have full mental faculties - whether theyare spiritual apparitions or trapped in their rotten flesh and bone. Select your form ofHigher Undead below:

● BANSHEE: To the dwarves, they are Freezing Shrieks. To the Bretonnians, they arethe Wailing Hags. As one of the Tomb Banshees, in life you were a powerful femalespellcaster of humanity - perhaps a Prophetess of Bretonnia or a Wizard of theEmpire of Man, or even a Witch of no recognized nation. Regardless of your walk oflife, your wicked existence leads to a moment of fear at the precipice of death - fearof the punishment that awaited beyond the threshold. That fear kept you from thepeace of the grave, and now you live as a spectral monstrosity. Though you lack themagic you had in life, you have obtained the horrific scream of the Banshee. Thosewith iron wills and stout resolve can resist the mind-rending shrieks of the Banshee;Those who fail see their eardrums and eyes rupturing, their minds seized by terrorand their hearts stopping from the cold grip of fear. A single banshee can send anentire column of knights toppling from their horses, lifeless and their faces frozen ingrimaces of panic and terror. As well, as a spectral being, your ectoplasmic shell canonly be harmed by the weaves of enemy spellcasters and the bite of enchantedweapons. Mandatory gender swap to Female.

● BLOOD FOREST: Arboreonecromancy is a field of wizardry with so-little practicethat many will never even know it exists in their lifetime. Which makes yourexistence stranger still. An artifact was hewed and carved by one Archmage Sycano,the “Daemon Carpenter of Estalia.” This ‘Living Deadwood Staff,’ the apex of his craft,would use necromancy to twist and invigorate dead trees and plant life into avampiric monstrosity dubbed a ‘Blood Forest.’ You are… To put it bluntly. A primeexample of the Blood Forest yourself - A massive, ancient, and vampiric tree, given amind and a will by some insane and absolutely stupid arboreonecromancer.

● HEXWRAITH: A mortal being, you are not, and the damned souls of the mortalrealm shall taste your scytheblade. You are one of the dreaded Reaper Knights of theUnderworld, a wraith-like skeletal creature wrapped in decaying robes andbandages, riding astride the incorporeal skeleton of a horse. As one of the huntsmenof the Death Gods, be they Morr, Usirian, or one of the others, your scythe leaves nophysical damage, merely phasing through plated armor such as gromril: Insteadyour attacks cleave unto the victim’s soul, cutting at it until their soul is severed from

their body and absorbed by your ghostly essence as sustenance. With yourincorporeal steed, the two of you are immune to physical strikes made by mundaneand unenchanted weapons, and are capable of great speeds phasing through allobstacles in your path. You came to the mortal planes on the night of Hexensnacht,tearing your way from the bowels of the Underworld to hunt the sinful and damnedfor their delicious souls. Be warned that Hexwraiths can be bound by the magicks ofNecromancy, and your ilk are a great prize to any Vampire or Necromancer.

● SIMULACRA: Sculpted in the image of Morr, Usirian, Morai-Heg, and other deities ofdeath and creatures that roam the lands beyond death, statues such as these aretypically placed upon barrows and graves. Their duties, enchanted as they are, are toawaken when the resting places under their watchful eye are desecrated and slay theintruder. You, like countless others, were originally a Simulacra built for this purpose- now haunted by the spirits of the dead used by either Heinrich Kemmler or someother enterprising necromancer. An undead construct, now used to wage war uponthe living and the dead alike. Or you were - it appears the magic shackling you hasbeen severed. Now you are merely a several-hundred-pound stone statue animatedby necromancy, freakishly durable and strong, while mysteriously silent.

● WIGHT KING: In life, you were a legend. A warlord, king, or mighty chieftain to rulethe lands about you and dominated your foes on the field of battle. In death, youwere put to rest in a grand tomb or barrow. Buried with your finest treasures in life,and your bondsmen, most loyal soldiers, and slaves entombed with you to serve inthe lands of the dead. And now in undeath, you stand mighty but changed - a WightKing of enduring power and dignity, even in your decaying and skeletal form. Mostexamples of a Wight King are those shackled to a Necromancer or Vampire, such as‘Lord Krell’ or ‘Sir Corbinian.’ But you awaken from your tomb or barrow of yourown will, your resting place having grown into such a beacon of Dark Magic to forceyou from slumber by its potency and depth. So suffused with the energy of yourrebirth are you that any weapon you clutch gleams with its baleful energy, draininglife from flesh and cutting through armor as if it never existed. To stand in yourpresence is an act of heroic willpower, something many a mortal soldier will neverbe able to accomplish. And what flesh and bone remains to be broken has becomeiron-hard from your necromantic state, the dark magicks that infuse your existencerepairing what remains and leaving you as difficult to put down as a Vampire Count.

● WRAITH (+100): In life, you were a necromancer. You plumbed the depths ofknowledge and capability that Necromancy and Dark Magic had to offer, anddiscovered a method of immortality: Lichdom. But when you nearly acquired thateternal existence, you stumbled at the very last step. Your failure cost you dearly, foryou are now a Wraith: Unable to wield the magicks you had in life, your physicalform now rotted to dust, and your mind consumed and dominated by insanity and

an unceasing, unrelenting hatred for all that is living. The only boons that make upfor all that you have lost both mentally and magically are that you are ethereal - andthus immune to mundane and unenchanted weaponry, while being able to phasethrough the material realm - and your visage has become truly horrifying to mortalmen.

● ZOMBIE DRAGON (500 CP): Let it not be said that necromancers were a humblelot. Yet not even the most arrogant and insane of the lot would try to shackle adragon’s soul to their control; The Zombie Dragons one sees employed in themightiest of undead armies are but puppeted husks. And here we see the primeexample of why you don’t try to do just that: You are a zombified dragon, whatspecies and age matters not anymore. The remains of the necromancer who had theaudacity to claim your soul for his own are hanging lifelessly from your jaws, whichstill bear the razor-sharp teeth capable of gnashing through an armored knight andhis horse in a single bite. Your claws, dripping with your own viscera and rot, canstill cleave through ranks of infantrymen and armored warriors with ease. Instead ofyour mighty flame or burst of starlight that was your breath weapon in life, you nowbear a pestilential gas that melts flesh from bone in seconds, and corrodes finegromril and enchanted steel into useless scrap. Wreathed in a fog of rot and decay,with swarms of bloodthirsty flies weaving through your bones to bite and drain yourenemies in the fray, you are a testament to the power and unholy majesty ofUndeath.

○ Be warned, however: Your existence is the only one of its kind in thisworld, as all other Zombie Dragons are soulless puppets. Should thosegoodly heroes and armies of order learn of your existence, you will behunted. And should the lords of darkness and the children of bloodlearn of you, they will seek to dominate and enslave you. As well, you donot benefit from the +200 CP that other Higher Undead are guaranteedto receive.

|The Blood Kiss|Only available to those who selected Vampiric Bloodlines.

"Let us not be foolish here and talk as if to children. It is painful, incredibly so. The flesh tears,the blood gushes forth, the pain is like a blow to the head, knocking one senseless. One feels

one’s very life is draining away, and with that comes panic and terror. But pain and terror canbe weathered and controlled. And what in this world worth having does not come with a price

of pain or suffering?."—Lady Ariette von Carstein

To be of the Vampiric lineages is to be gifted some of the most wondrous powers and skillsseen upon this mortal plane. The boons of Vampirism are great, with many an eager mortalslave serving purely for the hope of being given that sweet Kiss. As one of the anointed, oneof the dark masters of the night hours, you received the following Gifts regardless of your

chosen Bloodline:

● Vampiric Durability: The skin of a vampire is often compared to a suit of armor,

remaining unblemished even as mundane swords and axes smack against it whilearrows and bullets plink and crack away. It is not invincible, however: The bite ofmagically-touched weaponry, such as a Runefang, can still pierce you as they wouldany mortal man’s flesh. As well, the repeated bite of many weapons at once, such asbeing surrounded by a platoon of Greatswords, can eventually chisel through yourmarble hide.

● Vampiric Regeneration: The body of a child of night seems flawless for a reason;

Their wounds knit up much faster than that of a mortal body, leaving no scars evenon jagged and seemingly-fatal wounds that they received days ago. A vampire mayeven regrow severed limbs, although this process takes weeks on end. However, awarning: The wounds inflicted by flames, weapons wrought of silver, and prolongedexposure to the sun will take months to heal properly. Sometimes, such woundswon’t even mend all the way, leaving scars and marks on otherwise perfect form.

● Vampiric Physique: On being turned, your body went through some severe

changes, to put it bluntly. Your strength, speed, and physical ability haveskyrocketed: Even as a fledgeling, you can throw grown men like ragdolls, rip andtear through chainmail, and can run fast enough to outpace horse-drawn carts andcarriages at full pace. As you grow older, your vampiric powers will steadily increase- Elder Vampires being a force that only the most elite of armies and heroes canthink of trying to contend with in a physical exchange.

● Vampiric Senses: Your sense of taste, smell, touch, sight, and hearing are vast

orders of magnitude greater than those of your mortal prey, rivaling those ofelvenkind: Hearing the panicked whimper of a victim from leagues and leagues

away; Able to smell the dim musk of fear he has left behind, even after a day ofpouring rain; Sharp-eyed to see his traces and tracks even through a stagnantriverbed or over flat and stone-ridden ground; Such a sensitive touch that you canfeel the approach of your hunters disturbing the air from feet away; And such apowerful sense of taste that your tongue can pick up spilled blood from leagues off.

● Vampiric Sustenance: As immortal, undead beings, Vampires no longer need to

fuel their bodies with food and drink like the mortal races. Instead, the blood of Manis what fuels a Vampire’s body and slakes their thirst, ensuring their powerful formsresist the flow of time. A Count requires only a cup of blood to reliably survive, andthe older one gets the longer they can go between feedings.

○ Fangs: To aid in their hunt for blood are the most iconic signs of vampirism:

Horrifically sharp fangs that can cut through flesh more easily than any blade,becoming a kind of deadly weapon in its own right. So deadly are theVampire’s fangs that some Counts have even used them in combat, brazenlyfeeding on enemy combatants. Your teeth can be sheathed into the upperreaches of your mouth, to more easily conceal yourself amongst humanity.

● Insignificant Form: You can take the shape of a small animal, such as that of a bat,

cat, or rat. This creature is unmistakable as a member of its species, allowing for agreat degree of stealth and subterfuge. Although you lack much of your offensivecapability in this form, you will find that it maintains your durability and defensiveattributes: No becoming an accidental victim of trodding feet as a rat, as the casemay be.

Alas, despite their perfections, the Vampires are not without their weaknesses. Indeed, eachbloodline has its own flaws and maledictions - and every Vampire to ever walk the world

has all of the following Weaknesses that they must contend with to survive, with oneexception. Lesser Vampires, as a result of their muddled bloodline and heritage, make upfor some of their lacking vampiric strength and power-base by only having two (2) of the

Weaknesses below:

● The Hateful Sun: The rays of the sun, soaring down from the sky, are the most

well-known weakness to vampiric individuals. However, legends exaggerate itslightly: The sun will not turn a vampire to cinders on first exposure, as is believed.Instead the first few hours of exposure to the blinding light of the sky leave avampire feeling ill, weakened, and nauseous, their skin burning and smoking everyminute they remain exposed. Their unlife burning away, prolonged exposure tosunlight will see a vampire disintegrate into a pile of ash. All is not lost however:Anything that can shield the vampire’s body from those hateful sunbeams willprotect them from its burning touch. Cloaks with long, covering hoods; Their bodies

wrapped head-to-tie in bindings and bandages; A sky shrouded by thick rainclouds,whether conjured or naturally forming; Sheltering indoors until the night hours;Even the shadows cast by buildings, mountains, and thick forests can protect avampire from the spiteful solar entity in the sky.

● The Sting of Silver: Even more than the hateful sun, the Vampire fears silver. A

silver blade is the time-honoured weapon of the vampire-hunter, for it bites deeppast a bloodsucker’s normally-resistant skin. More than enchanted or blessedweaponry, Silver stings the blood, burns the skin, carves open wounds that heal soslowly as to remain for months. Silver is one of those few materials that can leavepermanent scars and disfigurements on a vampire’s flesh, and the fear of an assassinwith silvered weapons is near-always present.

● The Dreadful Thirst: While the blood of mortals is the sole sustenance for one of

the midnight aristocracy, there is a darker tint to that sanguine thirst. The taste ofblood is an eternal lust, always wearing at the mind of a Vampire. The freshly-turnedthralls and fledgelings are almost always driven mad by it, going to beastly means toslake their thirst every day; Even those eldest vampires, several of whom havepracticed discipline and tempered their bodies and minds to only need to Feed onceevery few years, still feel the unholy Thirst for that crimson, life-giving fluid. Thelonger a vampire goes without feeding, the physically weaker they get until they canno longer even hold up their bodies, and the more deranged their already-twistedminds become. Even a small cup or pint of blood, however, is enough to soothe themore debilitating aspects of the Thirst.

● Witchbane & Daemonsroot: The legend of Garlic is an amusing one to the court

of the night. However, there do exist herbs that have come to offer substantialprotection against the undead lords. The small white flowers of Witchbane, and thetangled barbs of Daemonsroot, offer defense to those houses that allow them togrow along their walls and entryways. The presence of such plantlife causes a sharp,aching pain in a Vampire’s musculature and skin - Not enough to be fatal orpermanently scarring, but unpleasant and debilitating. Oils and weapon-coatingsmade from these two herbs can also give an enterprising vampire-hunter an edgeagainst you in battle.

● Faith: The power of religion and priests can create a force against the creatures of

Chaos and the Aethyr, but it has also come to bear a weapon against the VampireCounts. The stronger and more devout the faith, the more power its wielder canbring to bear against a Vampire. But the faith of its holder is what holds true powerhere: A devout and true priestess of Shallya can bless blades to act like silver againstyour undead flesh, and a Temple of Sigmar whose congregation is zealous in theirfaith will act as an unassailable wall to a Child of the Night. But a vampire hunter

who has no faith in the holy symbol in his hand will find it offering no protection,and a Garden of Morr ran with no devout conclave will offer no obstacle.

● Water: Just as the sun has turned its back on the Vampire, so has another giver of

life. The streams and rivers feeding the lands of the Old World, and the greatsalt-soaked oceans, reject the bloodthirsty undead. Vampires who attempt to wade,ford, or swim through bodies of water wider than a yard across are scorched andweakened by the life-giving liquids. However, this does not stop other methods oftraveling past: Bridges, rowboats or sailing vessels, flying or leaping over suchbodies of water, or being carried across such as on a skeletal steed. Exposure torunning water over a prolonged time, much like exposure to the sun’s rays, caneventually destroy a vampire’s body.

Beyond those qualities innate to all Vampires, both beneficial and detrimental, allBloodlines have a variety of wondrous and unholy powers, and painfully decimating

weaknesses. Those with an established bloodline, such as Von Carstein, Blood Dragon,Lahmian, Necrarch, and Strigoi, will receive noted vampiric powers and weaknesses forfree, and may purchase other noted powers at a discount. Lesser Vampires instead have

+X CP as a stipend for this section, and First of the Bloodline receive +X CP.

|Bloodline Powers|Defy the Dawn (50 CP - Free Von Carstein): Those of Vlad von Carstein’s progeny vary in

their strength of body and of will. But you number amongst the best of them, for your will isstrong enough to defy the sun’s spiteful rays for a time. Every day, with a show of yourwillpower, you can endure an hour’s time under the sun’s bombardment and suffer no illeffects or slow incineration. This hour begins when you first step into the harsh daylight,freezes whenever you take even momentary shelter or reprieve in the shade and darkness,resets after a day’s time.

By paying an additional 100 CP, you instead will receive complete immunity to thesun’s rays, walking in it without any consequence or worrying for the hands of a tickingclock.

Transfix (50 CP - Free Von Carstein, Lahmian): A vampire’s visage is a work of art, and iffocused any hapless mortal can become transfixed by the deep, entrancing pools of aVampire’s eyes. At will, you can cause your eyes to possess this hypnotizing beauty, and anyvictims who make eye contact with you will be frozen in place, mentally drowning in yourbeautiful eyes. Whilst they are frozen, you are free to do as you will - hack them down, feedfrom them, anything you wish so long as you maintain that petrifying gaze. Be warned

however, as mortals strong of will can break free with little effort, and anything thatinterrupts your transfixing gaze will free your victim from its grasp.

Corrupted Innocence (50 CP - Free Lahmian): The Lahmian vampires have mastered theart of vulnerability. At will, your vampiric influence bends the minds and vision of thosearound you: Your appearance and demeanor changing in their eyes to something moreinnocent, more pure and wholesome, less like a sinister vampire and more like a pitiablevictim of circumstance. Such a shift fools all but the most canny and astute of vampirehunters, although appearing to be such an innocent sweetheart does little to those whohave witnessed your bloodthirst, or who care not for such beings to begin with.

Deathsight (50 CP - Free Necrarch): Much like those Amethyst Magisters andNecromancers who learn the spell of the same name, you innately have the Deathsight. Youcan see spirits and souls that normally would be invisible to the naked eye of mortal beings.

Iron Sinews (50 CP - Free Blood Dragon, Strigoi): You are much stronger, physically, thanvampires of a similar age to you. A Lahmian or Von Carstein can send a man flying over astone wall. You can smash through that wall, breaking its foundation and mortaring in theprocess. As you age, even the thick metal layers of an Imperial Steam Tank are shredded byyour strikes.

Doom Rider

Ghoulkin (50 CP - Free

Death Incarnate

Carrier (100 CP): Disgusting, but inevitable. The indiscretions of feeding have causedmany vampiric lineages to become infected with horrific contagion. The dead flesh does notpropagate such a disease, but its living victims will often survive a feeding only to die inagony from buboes and plague. An effective tool, if slightly vulgar. Select a Disease from thelist ( https://warhammerfantasy.fandom.com/wiki/Disease ), and so long as it is notexplicitly stated to come from Nurgle or one of his daemons exclusively, that pathogen willbe inflicted with every bite and claw of your unfortunate victim.

If you happen to be aligned with Nurgle in some fashion, perhaps in a previousincarnation that the Plaguefather remembers, then that latter point is revoked.

Formshift (100 CP - See Below): As noted above, vampires are capable of transformingfrom their perfected human forms into a more subdued animal form, such as a black cat,

squeaking bat, or stealthy rat. However, there are some vampiric lines capable of other,deadlier transformations still. This option can be purchased multiple times, each timepicking one of the transformations below:

● Bat (Free Strigoi): With a flex of will, you transform into a monstrous Vampire Bat,with a wingspan stretching up to fifteen feet and a body the size of a large dog. Yourfangs are well suited for slicing open skin and flesh, and you make no sound as youflap through the night sky. While transformed, all items carried on your person areabsorbed into your form, reappearing when you transform back; As well, you retainall of your normal wits and intellect, as well as your ability to use magic (howeverunfortunately, any damage to your body is also retained as a Vampire Bat).

● Ethereal Mist (Free Lahmian, Von Carstein): Once per day, you can reduce yourbody and everything it is carrying, wearing, or holding) to a thin vapour. The mist isentirely magical and under your control, moving unnaturally to your whims. Whilstin this state, you are insubstantial and weightless, can pass through and hide withinsolid objects, take no damage from the sun’s rays, and can only be damaged bymagical means. However, it requires a flex of will to coalesce your body into solidityonce more: A distraction or moment of wavering will leave you mist-ified until a fewhours have passed to try again.

● Swarm: Select from the following: Beetles, Flies, Ravens, or Cockroaches. Finished?At will, you may assume the form of a swarm of the creature you chose. Whilst inthis form, attacking is difficult, but you will also not be injured - stomping on yourconstituent roaches or swatting flies will cause you pain and discomfort, but you willremain unwounded and ‘alive.’ Your swarm can move through any space that evenone of your constituent creatures could fit through, and you may remain in this formfor as long as your magical power can allot for (with a minimum of one minute).Once you revert to your normal shape, you may not disperse into a swarm againuntil the next sunset. As well, unfortunately, your equipment does not join you whenyou disperse into the swarm - you’ll need to find some way of retrieving it shouldyour erstwhile hunters take the loot.

● Wolf (Free Von Carstein, Blood Dragon): You may transform into a Doom Wolf, amuch bulkier and savage form of the undead Dire Wolf that can turn a shamblingpack of the lesser undead into a true pack of midnight predators. While transformed,all items on your person are absorbed into your form, reappearing when you changeback. As well, you retain full control of your mental faculties as a Doom Wolf; Theunfortunate trade-off is that whatever Dire Wolves you may have influenced whiletransformed will lose their pack-cohesion on turning back into a vampire.

Unholy Regeneration (100 CP - Free Blood Dragon, Strigoi): Vampiric regeneration isalready potent and dangerous, but this is even more ludicrous. The wounds caused by lucky

mundane weapons will regenerate within minutes, while missing limbs and grievousinjuries take mere days to mend themselves. Unfortunately, this regeneration won’t beenough to fully deal with silvered weapons and similar weaknesses.

Hulking Abomination (100 CP - Free Strigoi): The Strigoi vampires, utterly inhuman intheir appearance, are infamous for specific members of their bloodline being enormous.These abominations of the Strigoi breed, of which you are one of them, standhead-and-shoulders above all other vampires and humans. You gain however much heightis necessary to bring you up to ten-feet-tall, and gain the muscle and mass befitting thatnew towering visage.

Summon Creatures of the Night (100 CP - Free Von Carstein): With a long, drawn outscream into the night sky, you are guaranteed an answer. Once per battle, you may howl,summoning a swarm of various beasts and dark creatures to your aid. Loping Dire Wolves,their rotting corpses rising from the loam to answer your call; Swarms of bats, both of theblood-sucking Vampire Bat variety, as well as the enlarged and gore-crazed Fell Bat.

The amount of Creatures of the Night called into battle is based largely on yourpower as a vampire. Fledgelings will see maybe a small pack of Dire Wolves and a singleswarm of bats coming to their aid; A vampire on the level of Mannfred von Carstein, on theother hand, sees an army of these creatures rising out of the darkness at their beck and call.

Summon Vermin (100 CP - Free Strigoi): With a throaty hiss, the wretched vermin of theshadows answer your call. Once per battle, you may call a swarm of bats, rats, and othersmall verminous creatures into the fray. On an occasion you may even see savage, dog-sizedGiant Rats and Vampire Bats join your beckoned verminous allies.

The size and density of the swarm called to your aid depends largely on your ownpersonal power as a vampire. A fledgeling may see enough rats to overtake a single manfilter into a brawl, aided by three or four giant rats if they’re lucky; A more powerful Lord,on the other end of the scale, may witness a horrific tide of squeaking rats fly to theircalling, able to overtake a company of Reiksguard Knights and their horses.

Blood-Sated (100 CP): Some vampires find that even before they develop the disciplineand tenacity to go for long periods without draining blood, that they can last for longer thantheir peers. This power enables you to double the length of time you can go withoutfeeding, and lets you resist those grisly urges more easily. Where one of your kin could goseven days without feeding, and then have to wrestle with his thirst every day past thatwindow, you could go two weeks, and only have to wrestle with your own thirsts everyother day hence.

Call Forth the Thunder (200 CP - Free Von Carstein): Wet and Dreary Sylvania is notnaturally such a dank and dismal land - or maybe it is, and history has simply beenrewritten. Regardless, once per day you may rend your unholy might upon the open sky.Even should the heavens be completely blue and quiet, a terrible storm will be pulled intobeing - its winds and crashing lightning making flight for all but the mightiest of wingedcreatures impossible, and shielding all Vampires from the sun’s rays.

The storm will dissipate should you fall - Otherwise, it will last for a length of timeequal to your magical might. A fledgeling Von Carstein could make a quick rainstorm thatlasts all of an hour or two, while a truly mighty lord like Vlad or Mannfred may conjure upthunderstorms that last for days.

Quickblooded Reflexes (200 CP - Free Lahmian): Normal vampires are a force worthy offear, their speed and dexterity making them outpace horse-drawn carriages. But thisrepresents a level beyond that, leaving a Vampire capable of dodging dawi gunfire orsnatching an wood elf arrow mid-flight, and outpacing a charging warhorse with a fullsprint.

Aethyric Cipher

Blood Burst

Curse of the Revenant

Psychic Drain (200 CP): You feast on more than just blood, are sustained by more than theliquid of life. Your presence is like a circling drain on the minds of the living around you,leeching on their emotions and willpower. It sustains you about half as effectively as blood,but requires little to no effort on your part to feed.

Waterwalker

Unholy Cynosure

Wellspring of Dhar (300 CP - Free Necrarch): So corrupted and filth-ridden is your soulnow that you’ve become an innate, walking pool of True Dhar; Dark magic in its purestform, ensuring you can draw upon its power with wicked ease. Even in worlds where theWinds of Magic do not blow, would not condense, tangle, stagnate, and coagulate into theaethyric sludge of dark magic, your personal ‘wellspring’ will always be restoring itself asyou draw upon it.

A Bloodline From Beyond (300 CP): Oh. I see that you are, in fact, already a blessed childof the night sky. And I trust that you, like any other noble-blooded vampire, would like toensure your bloodline's potency in these dark days. I understand completely: By purchasingthis, any vampiric bloodline you already hold from another world is used as the beneficiaryfor any Gifts or Weaknesses from the Blood Kiss section. Should you be one of the VonCarstein, Necrarch, Lahmian, Blood Dragon, or Strigoi bloodlines, their inherent Gifts andWeaknesses will be automatically merged into your existing Bloodline.

Please note again that even with your otherworldly vampiric heritage, anyWeaknesses either chosen for extra sectional CP or foisted by default will be a presentconcern for the duration of your stay in this world. After your time is up, any measures youhave on hand for dealing with a given Demerit, such as weakness to the sun's rays, will beeffective once more.

|Bloodline Weaknesses|Take as many of these as you like, but be aware. Points gained from selecting bloodline

weaknesses can only be spent on gaining bloodline powers. Should a Bloodline be listednext to a Weakness, they can be considered to bear it for no additional benefit.

Tears of the Innocent (+50): A rare few vampires cannot bear even the sight of the tearsof their victims should they be innocent and virtuous. Their tears burn and scathe, theirblood inedible and foul to a vampire’s tongue. Now though such an occurrence will likely berare in this world, you and your blood-sucking progeny will be cursed as such to never beable to feed on the blood of such rare and pure beings.

Luckily, crime and corruption run rampant throughout all walks of life.

No Reflection Nor Shadow (+50 - Mandatory Von Carstein): Vampiric vanity considersthis curse to be the most cruel of all, even if its evidence is rare and circumstantial. A cruelirony of the universe that the world’s most beautiful predators will never gaze upon theirvisage. You are one of the vampiric strains who casts no shadow even when lit by candleand false light, and you bear no reflection even in polished brass or clear water. Thisweakness does you no harm, but is the surest sign of a vampire’s existence that everyhunter with their mettle carries a hand-mirror, and the truly paranoid constantly dart forreflective and shined surfaces.

The Scent of Garlic (+50 - Mandatory Von Carstein, Lahmian): Now I know what you’rethinking. Garlic, of all things. GARLIC, when it should be nothing but a fairy tale or oldwives’ myth, like when I laid out the innate aversion to Witchbane and Daemonsroot. Allfolk tales have a root in truth, and that truth is unfortunate - some vampires, of which you

are considered one of them, are stricken and vulnerable by such common plants as Garlicand its ilk. The exposure to Garlic and similar plants is the same as that of Daemonsroot andWitchbane, remarkably enough.

The Melancholy of Age (+50): For many vampires and their fledglings, their minds werenot built for the long unlives of the eternal being. As the centuries pass, cracks and fracturesin their psyche begin to form slowly and inexorably, the gnawing of Dark Magic beginning towear at their stability. It starts with the small eccentricities and oddities, before the unlivingmind begins to break down with insanity and derangement, exacerbated by the blackmagicks animating their form. The longer you live, unless you should find a way to stave offthe melancholia of aging, the more the vampire’s curse wears at your mind.

The Threshold Denies (+100 - Mandatory Necrarch): A strange malady to manybrethren of the night, but one consistent enough to be marked by both vampires and theirhunters. You will not be able to enter any sort of structure that is not owned by you, itsdoors and windows blocked off as if by an invisible barrier. Only by being invited in by thatstructure’s denizens will you be able to enter and exit freely.

Mortuary Residue (+100): Some vampires have a strange set of weaknesses, it turns out.One that is both esoteric, and yet sensible once thought is given. The leavings and residuesof those who attend to corpses and their peaceful burial can drive away an undeadpresence, forming wards and barriers that prevent their passing and induce panicked flight.Sawdust from the construction of coffins, embalming fluids and preservatives, and aromaticherbs to prevent putrefaction odors; All these residues and leftovers of the mortuarysciences can bar your path and throw your mind into a terror-driven flurry.

The Beast Returned (+100 - Mandatory Strigoi, Blood Dragon): The urge to sup on life’scrimson liquid is forever within the soul of each and every vampire. But with you andothers like you, that bloodlust is strong; Even reminiscent of that bestial hunger thatclaimed you on first feeding. Every time you feel the hunger pangs now, it will be anexercise of will to avoid descending into that feral state.

A Visage Most Foul (+100 - Mandatory Strigoi, Necrarch): All those mentions ofbeautiful vampires and their enchanting eyes and their perfect faces fall flat when onecomes to mention of two particular bloodlines (and those who have their traits). The Strigoiand Necrarch vampires (and now you) are so utterly, horrifically hideous that their truenature is obvious to all but the most uneducated of idiotic peasants. A glimpse of your facewill send the commonfolk screaming to the hills, make holy men curse and pray forsalvation, and bring witch-hunters out of the woodwork like ticks to an exposed deer flank.

Staked Through The Heart (+100 - Mandatory Lahmian): A stake through the heart istraumatic enough to any living creature. But if the stake be fashioned from Ash, Hawthorn,or Rosewood, you’ll find no better weapon against such a Vampire. Should a stake of one ofthose three woods be impaled into a vampire’s heart, they will be paralyzed - still unliving,but unable to move.

Warpstone (+100): Ah, Warpstone. Wyrdstone. The green, crystallized essence of Chaos. Itis a powerful reagent for many Necromantic rituals, magnifying dark magic through itsradiating presence. Yet for many of the Children of Blood, it is also a loathsome substancewhose presence resonates and corrupts the Dhar that keeps their eternal bodies intact,warping their body, corrupted soul, and mind even after an hour of exposure. Even simplybeing touched by warpstone-saturated groundwater can turn a coffin-sleeping vampire intoa savage, mindless creature known as a Vargheist within days.

Critical Blow to the Mind (+100): Although the vampires no longer fear death of naturalcauses, the end of their un-life remains a terrible fear at the heart of many lineages, andtheir natural foes can bring with them a creeping terror. For such bloodlines, theirwillpower wavers, and insane desperation and cowardice strikes fast and hot when theytake any sort of damage from their foul foes: The scorching rays of sunlight; The sting ofweaponry both silver-lined or holy blessed; For some even the painful tongues of fire bringon this horrified madness.

Stubborn Gromril and Blessed Ithilmar (+100/+200): A peculiar weakness somevampires bear, the touch of metals only borne in the blessed island of Ulthuan or the deepwarrens of the Karaz-Ankor. The touch of Dwarven Gromril acts like Silver to unholy flesh,cleaving it with nary a hint of resistance and leaving eternal scars on. With Ithilmar, thesilvery steel of the High Elves, each blow that strikes against a Vampire’s porcelain skin willspontaneously combust and burn.

Choose one (or both!) of these worked metals to be your anathema, and be wary.Elven warriors and dwarven defenders work to root out vampiric corruption wherever itappears.

The Lick of Fire (+200): Ah, fire. Possibly the greatest ally of all sapient beings. Forging oftools and armaments, preparation of food, warming of bodies in the dead of winter, andscorching their enemies. Unfortunately, the living dead are considered the enemies of allliving mortals; You, like many other children of the night, are particularly vulnerable to thepurifying flame. Whether the fire is magical or not, your flesh will ignite and burn like driedtinder or dust once it catches alight. The wounds from flame will regenerate, but oh so

agonizingly slow - and the scars will burn even should you regenerate fully from the bitingred hound of mankind’s hearth.

Counting The Anything (+200): Some vampires have been discovered to have anobsession with counting. Now you have this unfortunate, and mildly humiliating, weakness:Any time you are confronted with a large number of various small objects, such as piles ofpoppy seeds, lengths of string, or stacks of coins, you will have to exert nigh-titanicwillpower to prevent yourself from obsessively counting every. Single. Piece. Of whatever itis that caught your eye. Even should you manage to avoid going count-crazy, so long as thatcount-demanding object is anywhere near your vision or you are made aware of it, you willhave to fight the urge to start counting. Be careful: Once you start counting, you won’t stop,and if something interrupts the counting process - like those piles of poppy seeds beingscattered or the coins being stolen? You’ll have to start from the beginning.

|Knowledge of The Grave|<insert blurb here later. Freebies are free, discounts are 50% off>

The Noble Corpse (100 CP - Free Von Carstein):Loyalty of The Lowborn (200 CP - Von Carstein):Stormy Bonds Everlasting (300 CP - Von Carstein):??? (400 CP - Von Carstein):Ambitions of a Bloodstained Empire (500 CP - Von Carstein):

Mysterious & Bloodied Warrior (100 CP - Free Blood Dragon):Unholy Chivalrous Might (200 CP - Blood Dragon):Upon that Steed Rode Bloody Death (300 CP - Blood Dragon):The Honor of A Damned Soul (400 CP - Blood Dragon):The Blade Immortal, The Dragon’s Scion (500 CP - Blood Dragon):

Beautiful Death (100 CP - Free Lahmian):“To My Unchanging Lady” (200 CP - Lahmian):A Court of Fools at Her Heels (300 CP - Lahmian):The Queen of Mysteries (400 CP - Lahmian):Orchestrations of The Silver Pinnacle (500 CP - Lahmian):

Twisted & Cursed Scholar (100 CP - Free Necrarch):An Ancient Horror Arisen (200 CP - Necrarch):One’s Twisted Devotion to Knowledge (300 CP - Necrarch):Hellish Apprenticeship, Rewarded or Denied (400 CP - Necrarch):Seeker of The Age of A Thousand Thrones (500 CP - Necrarch):

Skulking and Wretched Flesh (100 CP - Free Strigoi):Descendants of Mourkain Bound (200 - Strigoi):Princely Black Enigma (300 CP - Strigoi): They look at you, and expect nothing but abeast. They hear your voice and think of a wild animal or homeless vagrant. But a Strigoican be just as cunning or compassionate as any other living being; Even if the majority ofthe Ghoul-Kings prefer to claw out existences in filth and crypt-dust, you can rise out of thesewage and claim a position of rulership.

With the determination to not make the mistakes of previous vampiric tyrants, youhave learned a few unrelated skills that weave together for the purposes of a ruler. The first,the ability to expertly weave romanticized tales and rumors of yourself, especially thosethat masquerade your less savory traits as compelling flaws and hiding grisly truths behindflowery prose; The second, the skills to manipulate and direct the flow of information to

and out of your territories, controlling what your subjects learn from the outside andmanipulating what outsiders hear of you and your lands. And the third, and arguably mostimportant: The knowledge and charisma to earn the trust and loyalty of your followers andcitizens, even if you are one of the hateful undead.Beastly Spite of Ages (400 CP - Strigoi):King of a Ghoulish Court (500 CP - Strigoi):

The Forsaken Fledgeling (100 CP - Free Lesser Vampire):Thrall Without A Mentor (200 CP - Lesser Vampire):The Mongrel’s Will to Live (300 CP - Lesser Vampire):Disregard the Landed Titles (400 CP - Lesser Vampire):The Pauper Prince Seeks A Crown (500 CP - Lesser Vampire):

Nehekharan Nobility (100 CP - Free First of the Bloodline):Remnant of The Time of Legends (200 CP - First of the Bloodline):Reclamation of One’s Power & Glory (300 CP - First of the Bloodline):??? (400 CP - First of the Bloodline):Eternal Ruler ‘Pon a Throne of Corpses (500 CP - First of the Bloodline):

Self-Damned Soul (100 CP - Free Necromancer):The Art of The Madman (200 CP - Necromancer):Daemon Carpenter’s Twist (300 CP - Necromancer): Arboreonecromancy - a field ofNecromancy that few explore, and fewer stick to, as the vast majority of Necromancerssimply turn back to raising swarms of Skeletons and Zombies. Yet you decided to cling tothe art of using Dark Magic to twist trees and plant life into unliving monstrosities, makingyou knowledgeable in the art of Necromantic Botany. And with this knowledge came insightand a distinct talent.

You know the arts of Arboreonecromancy, and have gained a talent much like theDaemon Carpenter of Estalia, and a man from an ancient empire lost to sand. With studyand research, you can figure out how to bend Necromancy’s corpse-manipulating powers toenslaving things beyond mortal humanoids and beasts. Even those creatures that could beconsidered undying or immortal might one day be shackled by chains of dark magic.He That Brings Dread and Woe (400 CP - Necromancer):The Pinnacle of Death, The Skeleton King (500 CP - Necromancer):

Cairn-Wrought Existence (100 CP - Free Higher Undead):A Haunted Husk Reborn (200 CP - Higher Undead):An Ancient Will Awoken (300 CP - Higher Undead):Cursed Awakening, Time and Again (400 CP - Higher Undead):

The Life We Cannot Reclaim (500 CP - Higher Undead):

|General Skills & Abilities|Maybe stipend for this section depending on how many perks i end up with

Prolly not tho

Lores of The Grave Mounds (Free for All Vampires and Necromancer - Special):The crux of why the vampires, the necromancers, and the greater hordes of undead

exist. That foul black magic made from the unification of the Lore of Nehekhara, and theweaving of Dhar perfected by the Dark Elves of Naggaroth. Every vampire, even thosefreshly turned into thirsting thralls, knows how to cast magic. Every necromancer pursuesit. And now, you have become quite adept at its wielding.

Vampires receive a free magical Lore from the following three: First is Necromancy,otherwise referred to as the “Lore of the Vampires”; The second is the Lore of Death,manipulation of the Amethyst Wind; The third, the misty incantations of the Lore ofShadows, drawing on Ulgu’s power over unseen plots and illusions.

Necromancers receive a free magical Lore from either Necromancy or the Lore ofDeath, although as you study the secrets of the grave you will find that the differencesbetween either begin to slowly fade. For both Necromancers and Vampires, theiradditional Lore(s) may be purchased for 100 CP per.

Higher Undead may also purchase these Lores for 100 CP a piece, but will not beable to truly wield or practice their magicks until after their duration in this world isfinished.

The Bodies Begin To Pile Up+Upgraded Form: “FIND ME GRAVE MOUNDS!”

Abominable Lichecraft & Wizardry+Upgraded Form: The Scavenger’s Construction

I… Need… More… Power…The True Form Unleashed - Varghulf’s HungerBlood & Coin, Like Two Flowing RiversA Strange Tide of Fate - Lore of The DeepCoastal PredatorAdmiral of an Unholy FleetA Lord Who Rules Upon The Waves

|Bloodied Treasures|<insert blurb here later. Freebies are free, discounts are 50% off>

Holy fuck why are items always so hard

Von Carstein Items:-Charm of Steed Summoning (Nyklaus Charm)-Armor of Templehof-Sylvanian Courtiers

+Upgrade Option: Sylvanian Township (+Lair integration option)-Blood Chalice of Bathori-The Carstein Ring

Blood Dragon Items:-Armor of Blood

+small surcharge to get similar armor for steed-Walach Harkon’s Blood Chalice, NOT Isabella’s Blood Chalice

+Upgrade Option: The False Grail, comes with free Dark Lady-Warrior’s Invitation-Cursed Pennant of Mousillon (or city of your choice)-Dreadlance-Order of Blood Knights (+Lair integration, upgraded with The False Grail)

Lahmian Items:-Crimson Gem of Lahmia-Asp Bow and Dagger of Jet-The Portrait(s) of Lady Zmada-Swains

+Upgrade Option: Harem (+Lair integration)-Book of social connections an shiet?

+social bond to start over in society even if a vampire, Genevieve Dieudonne

Necrarch Items:-Circlet of Rathek +-Standard of Hellish Vigour-Black Cloak of Lahmia-Unholy Labratory-Library-Butchershop (+Lair Integration)-Ancient Nehekharan Scrolls-fuck this doesn’t feel like enough

Strigoi Items:FUCK YALL GOT NOTHIN-Strigany / Gypsy Wagons (+Lair integration)-Crypts & Tunnels-CRYPTS & TUNNELS

Lesser Vampire ItemsfuckItem discounts i guess?

First of Bloodline ItemsFUCK

Necromancer Items:-The Family Corpse Cart-Cloak of Mists & Shadow-Cursed Book-Skull Staff

Higher Undead:-Ancient Armor / Armor of the Barrows-Black Axe (or similar Weapon)-Buried Servants? (+Lair integration somehow?)-maybe one of the other banners

Undiscounted / Mixed Discount Items-The Armory of Night - tl;dr every sword tied to the vampires and necromancers in somefashion here. Discounted to relevant Bloodlines and Origins

-Blood Drinker / Wailing Blade (Gee Vlad, why 2 sword)-Sword of Unholy Power-Skabscrath-Chaos Tomb Blade-Frostblade-Sword of Kings-Sword of Waldenhof-Crimson Blade of Harkon-Chaos Runesword-Painbringer

-Something equivalent for Banners and/or Staves, probably?

-Lair Purchase (Note: Comes with customization)-Ship Purchase (Note: Comes with customization)

Note: Options to combine both.-War Machines & Vehicles

-Black Coach-Coven Throne-Mortis Engine

-Buying individual Books of Nagash is one thing I want to do. However, only six of them areproperly named.

|Demerits & Flaws|"They cannot outrun me for long. The sun will see to that."

—Anonymous Vampire Hunter.The ambition of the Midnight Aristocrat is predictably greater than its confines.

Very well. You can get some extra Points for your use above. However, they will come withsome unfortunate consequences.

Hunters in the Night (Variable): Among the many herds of sheep that call themselves

Men, there exist those among their number that rise up to fight the wolves. These “vampirehunters” come from all walks of life, with one unifying purpose: Each of them has sufferedat the hands of a Vampire or the Counts of Sylvania, or has borne witness to the sufferingthat the blood-drinkers and necromancy has brought onto the world. One will pursue youto the ends of the earth now, and will seek any means necessary to end your existence -sacrificing themselves in the process if the need is great.

Should you be one of the Necromancers or a form of Higher Undead, your Hunter inthe Night will take a less vampire-focused form, but still remain experienced in the slayingof undead and focused on your demise.

This Demerit has a variable level of points it may grant, based on the level youchoose below:

● +200 CP: The hunter pursuing you is of tough mettle and stringy gristle. He hasstaked a few vampires in his time, and maneuvered around undead entities such asWights and Banshees. There is still much for this hunter to learn, however, and anydeviation from recorded knowledge of the vampiric bloodlines and unholy texts maybe enough to secure an advantage.

● +300 CP: Now we have entered the realm of experts, such as Hertwig Teichmann.This vampire hunter is a true threat to you now, an entity who has slaughtered manyvampires in his long life and knows the ins-and-outs of bringing justice to themurderous aristocrats. Any weaknesses and strengths of yours that this hunter isunaware of, they will very quickly deduce in their investigations.

● +400 CP: They know not only the ins and outs and intricacies of vampire-slaying,but this blessed hunter has acquired knowledge of your true nature as a walker ofrealms. To even begin striving for your demise, believing you to be the greatestthreat to the Empire’s existence that has ever walked the earth, this hunter hasacquired a vast and supernatural boon. Perhaps he walks with the blessings ofSigmar, Ulric, Myrmidia, or any other holy deity of mankind, a holy warrior that willscour armies of the dead in a fortnight; Maybe he has brokered an unholy union withone of the foul Chaos Gods, sacrificing and damning his immortal soul for the chanceto save his people from your foul claws. Regardless, he is learning all that you may

bring to bear, and quests to find any method or advantage to slay you where youstand.

INSERT NEW DRAWBACK HERE LATER● +200 CP: Your hunter is well-connected to individuals of high worth. They have

magisters within the Amethyst College able to come to their aid in defeatingnecromantic monstrosities, and can contact priests and orders within the Cult ofMorr for matters of the dead. Your hunter’s resources are strong, but not vast.

● +300 CP: The hunter is a paragon of his blessed trade, and is a treasured ally ofmany organizations. In his hunt for your head, he will call upon covens of Amethystwizards, experts of Cessationary Thaumaturgy; He will sound the horn, calling forthorders of vampire-hunting warriors such as the Knights of Morr, The Fellowship ofthe Shroud, or The High & Chivalric Order of Deserved Rest. It is not just a motleycrew hunting you now. If given time to negotiate and network, this hunter will raisearmies for the sole purpose of ensuring your death.

If you are instead a Higher Undead or Necromancer, the context will remain the same butyour hunter’s nature changes. Perhaps they’re one of the Witch Hunters of Sigmar’s blessedchurch? A Black Knight of Morr

Insanity of the Walking Dead (+100): The Children of the Night are not of sound mind

at the best of times, as their essence is now sustained by both draining the blood of theliving and corruptive, dark magicks. So it comes to no surprise that amongst the midnightaristocracy, some minds go over the edge into full-blown unhinged derangements.

Select from the following list. In exchange for being granted a certain amount ofChoice Points, you will become afflicted with the detailed bout of insanity. You may take thisdrawback multiple times, but cannot pick the same bout of brain problems each time.

1. BLASPHEMOUS RAGE2. EXQUISITE AGONIES3. FIREBUG4. GODLY CONVICTION5. HEART OF MELANCHOLY6. LOST HEART7. PROFANE PERSECUTIONS8. PURSUED PERFECTION9. STEEPED IN DEATH10.VENOMOUS THOUGHTS11.LAUGHTER OF DESPAIR12.DESPERATE & DOOMED13.KNIVES OF MEMORY

14.WHEEL OF DREAD & PLEASURE