The VampierJager are a group based in Sylvania, but they travel the world trying to rid it of the vampire race. Every member of this group of vampire hunters has one thing in common; they are all part vampire. Every now and then a vampire falls in love with a local girl, The couple have a "liaison" and the VampierJager is the result. During childbirth the mother always dies, leaving the child an orphan. These children are always given to the group to raise and train. These children do not show any signs of being vampires until they are about 16 years of age, then they gain un-natural speed and agility. The vampierJager are immune to most of the banes that work against full vampires; sunlight, garlic and running water. Anyone will die if you put a stake through their chest. With time and training the children become a force to contend with.
Battel Level | Gold | Title | Move | Ws | BS | S | Damage Dice | T | Wounds | Initiative | A | Pin | Luck | Willpower | Skills |
1 | 0 | Novice | 5 | 3 | 6+ | 3 | 1d6 | 3 | 1d6+7 | 6 | 1 | 3+ | 0 | 3 | 0 |
None
Sword (Dam+S)
None
VampierJagers cannot handle too much alcohol as they have very thin, vampire tainted blood. This means that if they try to drink any form of alcohol they gain an extra -1I and -1WS
The VampierJager are trained to a high level with weapons and armour, therefore they can use anything that the barbarian can use.
The VampierJager may visit any settlement location that a Barbarian can visit (including the pit fighter's school) as well as the VampierJager Safehouse. In the Alehouse he subtracts two from the roll as Vampires and part Vampires do not have the right body chemistry to handle alcohol too well.
Any uneventful day truly is an uneventful day.
Many people cannot, or will not see the difference between the VampierJagers and the evil, bloodsucking monsers that they are related to. With this in mind there are safehouses dotted around the Old World to offer protection and support to these dedicated hunters in their quests. While the hunters are within the safehouse settlement events are ignored. Unfortunately this includes the good ones and stops the hunters from purchasing any equipment other than that offered by the hunter's guild. No-one else is allowed withni the walls of the safehouse because the elders want what they do kept secret from outsiders.
While within the safehouse you may purchase any of the following equipment.
Item | Cost | Stock | Rules | ||||||||||
Stake | 500 | 6 | The vampierJager must
trade in all of his attacks to use the stake. The stake
is driven straight into the chest of the vampire. Roll on
the table below. While using the stake the hunter is at
-2T and the target monster is at +2 to hit him because of
the all-out attack the hunter takes.
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Garlic cloves | 50 | 4 | Vampires are at -1 to hit you as they try to avoid the toxic fumes - worn around your neck | ||||||||||
Garlic bombs | 150 | 7 | The garlic bomb is treated as a fire bomb but it only affects vampires. Any vampire covered my the explosion is at -3I, -1M, -2WS and may not cast any spells this turn as it chokes on the poisonous fumes. |
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
rolls on advancement table | 0 | 3 | 3 | 2 | 3 | 2 | 3 | 2 | 3 | 2 |
Each time your character gies up a level you gain a certain number of rolls on this table. It will tell you what you gain that time.
D6 | |
1 | 3 rolls on the skill table |
2 | 1 roll on the skills table |
3 | 2 training points |
4 | 3 training points |
5 | 4 training points |
6 | 1 roll on the skills table and 5 training points |
Battle Level | Gold | Title | Move | Ws | BS | S | DD | T | Wds | I | A | Pin | Luck | WP | Skills |
1 | 0 | Novice | 5 | 3 | 6+ | 3 | 1d6 | 3 | 1d6+7 | 8 | 1 | 3+ | 0 | 3 | 0 |
Cost to increase by one | - | * | 2 | 3 | 4 | 6 | 4 | 3 per D6 | 2 | 4 | 4 | 5 | 3 | * |
If the VampierJager
ever has more than two "vampire" attributes per level
then he has finally become that which he hates so much.
If this occurs you have two choices.
1. you hand him over to the GM to use as an NPC. If you do this
the rest of the party must try to find you for their next quest
and put you out of your misery as it is what you have made them
promise to do.
OR
2. you carry on playing your character but you change him to be a
vampire character of the same level. You keep all your equipment
and skills that you have earnt up to now, but your stats change
to that of the vampire character and from now on you use the
vampire advancement system. With option two you must hide the
fact that you have become a vampire from the rest of the party,
otherwise they will turn on you. If they ever find out you must
fight it out to the death there and then.
Roll D66 on the following table. Unless stated otherwise, if the VampierJager gains a skill, spell or ability he already has, roll again.
11 |
Vampire - Flight |
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12 |
Vampire - Transfixing Stare |
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13 |
Sure handed |
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14 |
Frenzy |
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15 |
Blade master |
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16 |
Connoisseur |
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21 |
Vampire - Regeneration |
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22 |
Awareness Awareness' Skill means that you have an natural instinct to know what is coming up. Roll a D6:
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23 |
Vampire - ShadowFast |
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24 |
Vampire - Fangs |
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25 |
Run |
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26 |
Reaction Strike |
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31 |
Cry of vengeance |
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32 |
Vampire - Mantle of Darkness |
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33 |
Vampire - Cannibalism |
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34 |
Brute strength |
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35 |
Doom strike |
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36 |
Parry |
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41 |
Vampire - Drain Life This spell drains the life force out of nearby Monsters. Roll 1D3 for the radius of the spell. All Monsters within the radius of the spell's effect from the VampierJager suffer unmodified Wounds stated on the following table if they roll less than 4 on 1D6.
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42 |
Ignore fear Your Warrior is largely unaffected by Fear and Terror. His ultimate wish is to die fighting a Terrible Monster, so he is often quite cheerful about the prospect of fighting such a beast. Your Warrior has the following modifiers to any Fear and Terror rolls:
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43 |
Weapon lord |
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44 |
Endure |
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45 |
The oneness |
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46 |
Awareness |
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51 |
Agility |
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52 |
Quickening |
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53 |
Vampire - Hypnotic Gaze |
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54 |
Vampire Witch Flight |
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55 |
Vampire Blood Lust |
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56 |
Whirling deth |
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61 |
Vampire - Vanhel's Danse Macabre The VampierJager gains a certain number of extra Attacks this turn, as stated on the table below.
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62 |
Charge |
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63 |
Night vision |
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64 |
Blood Fever |
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65 |
Endure changes |
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66 |
Vampire - Curse of Years |