Type: Undead; Size: Medium (1x1)
HP: 23
SP: 64 (1d10+7 Stamina Regen)
MP: 41
Resolve: 37
Sanity: 41
Physical Defense: 33; Mental Defense: 28; Bodily Defense: 31
(Armor Defense Points)
Head: 70, Body: 120, Arms: 90, Legs: 90
Speed: 10 sq. (Land)
Reach: 1 sq.
Bite: +26 to-hit (3d4+6 slashing and piercing damage); Deadly, Blood Drain
Physique (9): Power: 6, Health: 8, Stamina: 7
Dexterity (9): Precision: 6, Agility: 6, Reaction: 6
Intellect (9): Reason: 6, Language: 6, Math: 6
Wisdom (9): Drive: 6, Intuition: 6, Common Sense: 6
Charisma (9): Rhetoric: 8 (Primary), Voice: 7, Beauty: 9 (Secondary)
Brawling (Experienced) +26
Spellcasting (Experienced) +28
The is an example spell the vampire can cast. They typically learn 2 - 4 Religious or Preternaturalist spells as well, and vampires learning Pain magic isn't unheard of either.
Blood Blast | MP: 7
Damage: 4d8+8 | Range: Close (6 sq.) | Duration: Instantaneous | Time: Standard (Costs 5 Stamina)
Description: A condensed blast of coagulated blood is shot forth, dealing water damage to the opponent.
Blood Drain: Vampires drain blood on their bite attacks, sucking the very life essence from targets in order to satiate their appetite. So long as they continue to feed, they avoid the risk of succumbing to Nosferatism, the process by which a vampire has gone completely insane with bloodlust due to neglecting their hunger. Their bite attacks recover 1d4 Hit Points if they hit a creature which possesses blood with the bite, and doing so reduces their Hunger by 1. A vampire's maximum Hunger is equal to their Intellect, and if it exceeds their Intellect they become a Nosferatu.
Unholy Durability: So long as the vampire's Hunger is below half of their Intellect attribute, they possess Regeneration 10 (Silver). If it is at half or above, this is instead Regeneration 5 (Silver).
Create Spawn: Creating spawn is the process in which vampires spread their unholy disease, choosing to infect the individual so that when they succumb to the disease (or other means) they will rise as a new vampire. Vampires created in this way use the Vampirism talent tree instead of using this creature entry.
Curse of Vampirism: Vampires are naturally weak to the sunlight. If a vampire comes in contact with sunlight they are immediately slain and reduced to a pile of ash. If slain in this way, they revive in 24 hours if sunlight is no longer touching their ash pile, and when revived in this manner they start at 1 Hit Point and their Hunger is equal to 2 below their Intellect or their original Hunger if it was higher than this. In order to ensure total destruction, the ash pile must be doused with holy water.
In addition to their weakness to sunlight; vampires cannot enter homes without the permission of the owner, and are revulsed by holy symbols and the odor of garlic. These do not harm the vampire outright, but instead cause intense discomfort and inflict Illness at Low Intensity if they're forced to stay near them.
Immersion within running water is treated as being immersed in acid for a vampire.
Finally, driving a wooden stake through a vampire's heart will kill it temporarily - causing them to revert to a skeletal form. Until the wooden stake is removed (or rots away naturally) the vampire will remain in this state indefinitely. Once removed, the vampire reforms completely after 24 hours.
Full-fledged vampires (slightly different from those merely acquiring the Vampirism talent tree)