Once again this is aligned to WFRP and some conversion will be necessary: VAMPIRES By Stewart N. Thorpe (high_druid@juno.com) Copyright 1997 More writings of Stewart N. Thorpe can be found at http://www.chez.com/stonecircle/ The Vampire's Bite The vampire's procreation bite takes three consecutive nights to successfully create another vampire. When the vampire comes back again, the victim they will be utmost passive to the vampire. The victim will neither resist nor cry out, but they will only act frightened. This results from the strange spell that this bite casts over the victim. And may only be broken if the vampire is prevented from delivering a consecutive bite. If the vampire is stopped from a continuing bite they will be forced to start the whole process over again. Take note that vampires are very persistent, so persistent in fact, that it is legendary. See Vampiric Procreation in the rulebook on page 251 for more details. The memories of their encounters with the vampire are blocked out from their conscious mind altogether. However, if they are put under *Hypnotism* and asked a question pertaining to something to the period when the vampire was with them will cause there memories to stir and they will confirm all what happened. When they wake up they are still totally ignorant of what they spoke just seconds ago. The victim during this procreation process will be plagued whenever they sleep by foul nightmares of bats, wolves, coffins, darkness, graveyards and/or a feeling of a presence of evil. These nightmares are so terrifying that each time the victim has one of them they will gain one insanity point. Any mental illnesses developed during this period involving [partly or fully] insanity points from the vampire nightmares will always be one of a phobia of bats, wolves, scotophobia or of coffins and graveyards. The victim will not know why as they never remember what happens in these nightmares. The only thing they will ever remember is the feeling of absolute fear. If one of these nightmares by the power of *hypnotism* is brought up to the hypnotized victim's mind they will gain an insanity point because they re-experience the nightmares. What they say out loud during a hypnotic trance will be hard to put together and they will sweat, jerk, and scream more then talk. After the trance, they will have the look of pure fear that will fade seconds later. As always they will not remember anything whatsoever. A person who has been bitten by a vampire in this way and escaped from being turned into a vampire develop a 'sixth sense' whenever the vampire is around 100 meters away, they can also sense when the vampire is getting closer. Because of this, many survivors of such vampiric bites become vampire hunters who also seek out necromancers and cultists of Khaine and are basically specialized witch hunters. The New Unborn The vampiric 'new born' or more accurately 'unborn' awake in the mind of savage hunger and confusion. Their memories of their human life is clouded and pushed back into the deepest corners of their minds. There beginning victims are usually close friends and family. The reasons for this vary. Sometimes it is a distant but unmovable human emotion of shame of what they have become and attempt to reduce this shame by eliminating those that would make them feel ashamed. Or it could be that they view them as easy prey to begin with since it is easier to lure a close friend or family member to a corner then a total stranger. Beginning victims will also frequently be rivals they had during their human life. The vampiric unborn will not automatically be able to cast spells. Of which they will gain spell abilities gradually over the months [GM's desecration, roughly a level every two months]. Once a vampire has reached the 3rd and 4th spell level they become exceedingly more distant and more independent of their vampiric 'parent'. Eventually, the vampire will more then likely set out and claim their own personal 'hunting grounds'. Few vampires ever maintain relationships with one another as most of the time they treat non 'parent' vampires with hostility. They treat their vampiric 'parent' with respect but indifference nevertheless. The Vampiric Sleep Vampires sleep during the daylight hours and may not operate properly during the daylight hours. If they are awakened during the day, they will be in a *drowsy* state. And will immediately deal with what has awakened them and go right back to sleep. A vampire must make a WP test for every 1D6 minutes to stay awake. They can not however stay awake for more then an hour in these conditions and will fall into a coma like sleep. Quiet sounds won't wake them up, a loud noise or if they are touched will wake them up. Soil From it's Native Land A vampire may only sleep on soil from the country it was born in as a human. If the land they were born in isn't a country then the geographic region they are in [like the land between two such and such rivers]. They cannot sleep on foreign soil, if their soil is 'contaminated' with holy water it is effectively 'destroyed' as a source to sleep on. And if a vampire cannot fall asleep they will be destroyed by the day's first minutes. Before this happens the vampire in a display of hatred and rage will go in an attacking frenzy killing everything living as possible. For this reason, smart vampires carry enough soil for three coffins while traveling in foreign lands. Methods of Destroying a Vampire Most of these ways are not new ways, just new methods of the ways stated on page 251 in the rulebook but were not stated: If a vampire swallows [willingly or unwillingly] water or garlic it will cause 2D3 points of damage and cause the vampire to vomit up blood [more then their night's feeding and more] causing a loss of 10 magic points. They will also be in terrible pain and are treated as prone targets for 1D3 rounds which afterwards all their characteristics and tests have a penalty of 5% until the next night. If they swallow holy water or a symbol of a non-evil non-chaotic deity there body will catch on fire and be treated as an *inflammable target* initially causing 2D3 wounds. If this symbol was of Morr it causes an additional 1D3 wounds. This will ultimately destroy the vampire if the fire doesn't die off by itself as they cannot immerse themselves in water or wash themselves [as it is considered water in motion] since that will destroy them. A person who eats lots of garlic [25 encumbrances worth or more] will have an aura of a meter that will act as a repellent as long as they have the garlic breath. Vampiric Cults Just like in the real world, the WFRP world has it's share of vampire wanna-be freaks. But unlike in our world, vampires in the WFRP world are a very real thing and are hunted down by witch hunters and bounty hunters. Because this is the case and also that they worship Khaine vampiric cults don't advertise their lifestyles and keep a low profile. Another note for vampiric cults is that they nearly all follow Khaine- lord of murder and the undead. They are treated as normal Khainite cultists although because of their practices and way of life they are a sect of the main Khainite branch of religion. This sect is known as the Bloodhood, and about 5% of the Church of Khaine are part of the Bloodhood. The Bloodhood members avoid daylight as much as possible and live in the shadows and the dark, preferring to sleep during the day and be active during the night. They have gruesome vampiric rituals and usually travel in groups of four or five. Because of their way of life their skins are abnormally pale and they live a lifestyle away from the civilized part of society. They are only active during the night and many jobs are unavailable to them, except for a number of rogue careers such as footpads, grave robbers, rat catchers, smugglers, general thieves, and burglars. Bloodhood members also tend to be very gothic because of their lifestyle and ultimate goal- to die and become a real vampire. However, this case is very rare and one must be more then dedicated to Khaine. The chance of getting such a blessing is getting a 1 on a D1000. When a Bloodhood cultist awakes as a vampire they will also have the benefits of having full vampiric status automatically and have an entire vampiric cult to serve them. Some non-Khainite vampires ally themselves with this Khaine sect to become influential and powerful leaders with petty mortals bringing victims for them to feed on. Every Bloodhood member will always obey a vampire leader to the last word no matter what it is. Disobedience is not appreciated in the eyes of Khaine. Bloodhood clerics may buy Night Vision once every level, and may roll skills also on the rogue skill chart.