Vampire
Undead Elite
Zombies and skeletons at least know they're dead. Vampires haven't figured it out yet. They're baffled and hurt to be abandoned by people who have long since passed away. They struggle to understand new words and customs. They look in the mirror and find nobody there. Thus, they turn to being cruel as a way to cope with lingering in a living world that has moved on.
Over the centuries that they live, vampires undergo metamorphosis into single-minded predators. They evolve (remarkably quickly, given evolution's normal timescale) to hunt humanoids. If they still look like a mortal being, it is only because of mimicry—like how certain parasitic species of ants invade other hives by looking like their hosts.
Attributes: Swords 4 | Pentacles 4 | Cups 4 | Wands 4
Health/Defense: 7/2
Likes: Blood (especially that of virgins), Giving Long Soliloquies, Playing With Its Food, Nocturnal Predators, Counting Things (actually quite obsessive-compulsive)
Hates: Sunlight, Fresh Herbs, Running Water, Religious Iconography (naturally blasphemous)
Notes
- Breathless and Ageless.
The vampire does not age or breathe. (They do have other physical processes, however. They both sleep and can be poisoned.)
- Feed.
If an Attack action actually Wounds a condition or talent (instead of Notching armor or a shield), the vampire can discard any card to quickly feed on the blood drawn. This Heals the vampire.
- Invulnerable.
The vampire ignores all damage except from silver weapons, magic, and fire. This ability is negated by the presence of wholesome herbs (such as garlic) or sunlight.
Lesser dooms
- Call Bats.
Play a lesser doom card to summon a cloud of bats. The card played is the bat's Initiative. A cloud of bats has the stats of a HD 2/0 beast minion. If the bats are active, the GM draws +2 Challenge cards at the beginning of a round.
- Supernatural Grace.
A vampire may have as many Dodge cards facedown at a time as they wish. As normal, the vampire still only plays one card per turn. The vampire may decide which Dodge card to use to counter a particular Attack, however only one Dodge card may be used per Attack.
- Supernatural Speed.
Discard as many lesser doom cards as you wish, Moving 1 zone per card. This does not count towards the one card per turn limit.
Greater dooms
- Bat Form.
Play a greater doom card to take the shape of a monstrous bat. While in this form, the vampire can fly 1 zone as a Move action.
- Mesmerize.
When the vampire Attacks, discard a greater doom card to attempt to mesmerize the target instead of dealing damage. If successful, the target is Controlled—they immediately perform the commanded action. The total value for the Controlled action is equal to the value of the lesser doom card used to Attack.
- This only works on creatures looking in the vampire's eyes. An adventurer can try and avoid the vampire's gaze to avoid this ability. The player must specifically state they are not looking at the vampire's eyes, however actions they take while avoiding the vampire's gaze (such as Attacking the vampire) suffer disfavor.
- Mist Form.
Play a greater doom card to take the shape of an intangible mist. While in mist form, physical objects pass harmlessly through the vampire.