VampierJager

By Paul Smith

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.

Starting character

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

Armour

None

Weapons

Sword (Dam+S)

Equipment

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.

Settlements

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.

VampierJager Safehouse

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.
D6  
1 Oooops you missed - miss your next turn
2-3 Damn ..it's heart isn't where it should be! - Nothing happens
4-5 Pierced, but in the wrong place - The vampire takes damage as if the stake was a sword.
6 Hit it's foul heart - The vampire has one more round of combat in which it gains frenzy. After that it dies, regardless of how many wounds it has left.
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.

Advancement

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

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 *
* = can not be modified with training points

Skills

 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
The VampierJager has the ability to defy gravity. He may add +1 to his movement characteristic and may automatically break from Pinning. In addition, he will never be affected by pits and holes, and does not have to roll on any tables when rolling a 1 in the Chasm of Despair, etc.

12

Vampire - Transfixing Stare
The VampierJager can look deeply into the eyes of his enemy and confound him with magical images in his mind. A single Monster can be hit automatically if the Warrior can roll 6 on a D6. This ability can be used once per turn. The effects of the Transfixing Stare last for one turn.

13

Sure handed
Your character may now wield two weapons at the same time. This allows you to add +1 to your attacks. You must declare what attack is from what weapon before declaring damage.

14

Frenzy
Once per turn you may rol to see if you go frenzy. On a 5+ you gain double attacks. On a one you make an attack against the nearest friendly model by mistake..oops

15

Blade master
Once per turn the Warrior may use this skill too disarm any adjacent Monster that carries a weapon. This counts as one of the Warrior's attacks. The Warrior must declare that he is doing so before he rolls to hit. If the attack hits, the Monster is disarmed - all normal attacks against the Monster receive a +1 modifier to hit as it cannot defend itself as well without its weapon. Furthermore the Monster will make no attacks in the next Monster Phase as it has to spend the rest of the round recovering its weapon. 

16

Connoisseur
The VampierJager is a lover of the finer things in life. Fine wines, food and women. He must pay 20 gold per day in every Settlement (including Villages) or else he will leave immediately.

21

Vampire - Regeneration
The VampierJager has been gifted with the ability to heal his own Wounds. At the end of every turn, the VampierJager gains 1 Wound. This ability may be gained more than once in a VampierJager's career. TheVampierJager does not gain a Wound if he is on zero Wounds.

22

Awareness
Awareness' Skill means that you have an natural instinct to know what is coming up. Roll a D6:

1

You can't see the next event card.

2-4

You can see the next event card.

6

You can see the next two event cards.

23

Vampire - ShadowFast
The VampierJager is so fast in combat that he is a blur to all the other Warriors. At the start of every Warrior's Phase, roll 1D6. On a roll of 4+, the VampierJager can make his attacks first, regardless of initiative.

24

Vampire - Fangs
Sharp, poisonous fangs protrude from the VampierJager's mouth. He gains an extra Attack at -1 to Hit, +1 Strength. Any Wounds caused are added to the VampierJager's current total. These Wounds can not take him above his Permanent Wounds total.

25

Run
You may double your movement for one turn, but you may not do anything else.

26

Reaction Strike
This skill allows the VampierJager to make one single attack on any Monster as it is placed on the board next to him. This blow may not cause Death Blows. The VampierJager can not use this skill if the Monster he wishes to attack has ambushed him.

31

Cry of vengeance
Every attack the Warrior makes this turn which hits causes triple damage. However, if he misses, then the Monster he was attacking makes an immediate Reaction Strike attack, resolved just like the skill Reaction Strike.
He may try this once per adventure.

32

Vampire - Mantle of Darkness
The VampierJager has the ability to cloak himself in a shield of blackness once per Battle-Level per adventure. All Monsters are at -1 to Hit the VampierJager. In addition, all Monsters are at -1 Attacks when attacking the VampierJager. A Monster can never have less than 1 Attack because of the Mantle. The Mantle lasts until the start of the following Warrior's Phase.

33

Vampire - Cannibalism
Not only does the VampierJager begin to crave blood, but it has a fetish for flesh as well. Instead of making a Death Blow when a Monster is killed in one hit, roll 1D6. On a roll of 1 to 2, the VampierJager gives up his Death Blow and any further attacks that turn to feed on the flesh of his victim. He may immediately gain 1D6 Wounds. Monsters gain +2 To Hit the VampierJager during the monster's Phase. If the score is 3+, the VampierJager may continue his Death Blow as usual. If this kills another Monster, make another roll, etc.

34

Brute strength
Flexing every muscle you possess you slam into your opponent, pushing him backwards. This skill allows your Warrior to attempt to shove a Monster out of his way. 
Roll 1d6 and add your Warrior's Strength. If the total is less than that or equal to the Monster's Strength it is too big to move and your Warrior fails. If the total is greater than the Monster's Strength it is pushed back into any one of the squares that is unoccupied (your choice). Having pushed his foe back, your Warrior moves into the square that was occupied by the Monster and may make his normal attacks

35

Doom strike
This skill allows you to add +3 to all of your Warrior's to hit rolls for one turn.
This skill can be used once per adventure

36

Parry
The VampierJager has the speed to block incoming blows. Each attack that hits him he may block on a 5+ if he is using a sword and a 4+ if he is using a staff.

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.

Level

Wounds caused

tracker

1

hunter

1

slayer

1D3

MasterJage      

1D6

Any Wounds suffered are added onto the Vampire's current total. The Vampire can not gain more Wounds than he has Permanent Wounds in this fashion.

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:

Battle-Level

Fear

Terror

2-3

+1

+1

4-6

+2

+1

7-9

+2

+2

10

+3

+2

43

Weapon lord
The Warrior may attempt to use this skill once per turn. He may choose one of the following benefits:
   +1 Attacks this turn
   +1 to all to hit rolls this turn
   +1 Strength dice for resolving damage this turn.

44

Endure
This skill allows the VampierJager to ignore the effects of a single blow that would have otherwise killed him. It may be used once per adventure.

45

The oneness
when this warrior has a bow, he may shoot a number of times equal to his number of attacks.

46

Awareness
when monsters are first placed, roll a d6: on a 5+ the warriors go first even if the enemy ambushes automatically.

51

Agility
The VampierJager has amazing reactions and co-ordination. Once per adventure, he may dodge a single attack that he does not wish to take damage from. In addition, the VampierJager gains +1 Movement. This skill may be gained more than once.

52

Quickening
Your character gains +1I and +1M permanently

53

Vampire - Hypnotic Gaze
The VampierJager has the power to confuse and addle his opponents mind. Once per turn, the VampierJager may attempt to hypnotize an adjacent Monster. Roll 1D6. On a roll of 6, the Monster loses 1D6 Attacks. This ability may be gained more than once during a Vampire's career.

54

Vampire Witch Flight
This spell allows the VampierJager to teleport to any square in the dungeon that has already been explored. Remember the rules for being Lost in the Dark, though. A novice can not cast this spell until he has gone up a Battle-Level.

55

Vampire Blood Lust
The vampierJager suffers an uncontrollable urge to kill and to blood let. When a combat has just finished, and before the Warriors get treasure for the battle, the Vampire must try and stop his killing spree. Roll 1D6. On a roll of 1 or 2, the Vampire must immediately move towards the closest Warrior and make a single attack with his current weapon against him, in an effort to continue the blood letting. After the attack is resolved, roll another dice. If this, too, comes up with a 1 or a 2, make a further attack. Keep making attacks until the Blood Lust wears off.
If the Vampire kills his current target, he will move onto the next Warrior.

56

Whirling deth
In a corridor or doorway, no Monster may pass the Warrior whilst he uses this skill, whether they are flying Monsters or even Monsters who are never pinned. They must kill him in order to stop his whirling blade.

61

Vampire - Vanhel's Danse Macabre
The VampierJager gains a certain number of extra Attacks this turn, as stated on the table below.

Level

Extra Attacks

tracker

1

hunter

2

slayer

3

masterJager      

4

62

Charge
If you move at least 4 squares in a straight line towards a monster before attacking him, your first hand to hand attack in the same turn causes double damage and knocks the monster over. Treat it as being prone for one turn.

63

Night vision
Like the creatures of the wild, your senses are keen and perceptive, even beyond those of the Wood Elves. Your Warrior is capable of seeing even in the dark, capable of exploring and fighting even without the Barbarian's lantern.

64

Blood Fever
This skill allows the VampierJager to trade in all his Attacks each turn for a single blood-fever attack. Make a normal attack. If the VampierJager hits its target and kills it with that one blow, he may step forward and, if this takes him into contact with another Monster, he may attack it as well. This process continues until the VampierJager fails to kill his opponent.

65

Endure changes
When calculating the number of vampire attributes you may treat your level as one higher than it is.
/This skill may be gained more than once.

66

Vampire - Curse of Years
The power of this spell prevents a novice from casting it. He must go up a Battle-Level before he can use this spell. Roll 1D6 for each Monster on the same board section as the VampierJager. If the dice scores a 6, the Monster has aged to the point of death. Remove the Monster from the board. No gold or treasure is gained for any Monsters killed in this way.
After every casting of this spell, the VampierJager must lose 1D6 Wounds with no modifiers