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  A WARHAMMER FANTASY ROLEPLAY 4th EDITION UNOFFICIAL SUPPLEMENT 
   
  
  Introduction 
  Greetings, lords of the night! I bid thee velcome to mine castle! Within this unofficial 
  rules supplement you will find the rules necessary to play Vampires in Warhammer 
  Fantasy Roleplay 4th edition. Rules for both creating characters starting as vampires and 
  existing characters being unlucky enough to receive the blood kiss during an ongoing 
  campaign! Aristocracy of the Night will largely be a fanmade adaptation and update of the 
  2nd edition supplement ”Nights Dark Masters” and base its rules and fluff interpretations 
  on that. As such this supplement will include rules for the five renowned vampiric 
  bloodlines in the Old World; Von Carstein, Lahmia, Blood Dragon, Necrarch and Strigoi 
  as well as a sixth ’bloodline’ in the form of vampires who belong to neither. This 
  supplement is then intended to play either the undead masters of the night as they scheme 
  and bicker to put the Old World under their dark rule. Or playing one of those unlucky 
  vampire hunters who have been cursed with vampirism as the ultimate act of revenge by 
  their chosen quarry. To use this you will need a copy of the Warhammer Fantasy Roleplay 
  4th edition Rulebook as the rules are intended as a supplement to those presented in the 
  core rulebook. Furthermore it is intentionally left sparse in fluff. As there is little reason 
  to repeat more than what is necessary to play vampires. Chances are if you are reading 
  this you already know more than enough about vampires than what 
  is presented here. However, some further reading will be suggested 
  to inspire your own path of darkness. 
  Night’s Dark Masters: As this supplement is largely a fan update 
  of it, it is strongly suggested you read the definitive Vampire 
  supplement for Warhammer Fantasy Roleplay 2nd edition. 
  The Armybooks: No knowledge of the vampires of Warhammer 
  would be complete without the Armybooks! However, since this 
  book still uses the bloodlines it shows preferences to the 6th 
  edition armybook over the 7th and 8th editions. 
  Black Library vampire novels: There is plenty of them, I 
  haven’t read nearly all of them but you should definitely check 
  them out for inspiration. 
  Bram Stokers Dracula: No vampire supplement would be 
  complete without recommending Dracula. Though other gothic 
  vampire novels are also very fitting to read. I would also 
  recommend Coppolas movie as it is very influential on the 
  Warhammer Fantasy vampire aesthetic. 
  Nosferatu: The silent movie and the 1970 remake. Both 
  great inspirations for these bloodsucking monsters. 
   
   
  
  THE BLOOD KISS 
  Creating Vampire characters 
  Creating a vampire character as a fresh character 
  follows the standard method from the Warhammer Fantasy 4th ed Rulebook. Roll or pick 
  which bloodline your character belongs to and you can gain bonus xp as normal.  
  Vampire Skills, Talents & Traits: 
  To represent the ancient nature of many vampires, Vampire player characters may choose 
  3 Skills to gain 10 Advances each and 3 skills to gain 6 Advances each. 
  Skills: See individual Bloodlines. 
  Talents: Frightening 2, see individual Bloodlines for additional talents 
  Traits: Bite+3, Blood Gifts, Night Vision, Vampire, Vampires Curse  
  RANDOM VAMPIRE BLOODLINE TABLE 
  1d100 
  Bloodline 
  01-30 
  Von Carstein 
  31-60 
  Lahmian 
  61-70 
  Blood Dragon 
  71-80 
  Necrarch 
  81-90 
  Strigoi 
  91-100 
  Independent 
  VAMPIRE ATTRIBUTES TABLE 
   
   
  Von Carstein 
   
  Lahmian 
  Blood 
  Dragon 
   
  Necrarch 
   
  Strigoi 
   
  Independent 
  Weapon Skill 2d10+50 
  2d10+40 
  2d10+50 
  2d10+30 
  2d10+40 
  2d10+30 
  Ballistic Skill 2d10+20 
  2d10+20 
  2d10+20 
  2d10+20 
  2d10+20 
  2d10+20 
  Strength 
  2d10+40 
  2d10+40 
  2d10+40 
  2d10+40 
  2d10+50 
  2d10+30 
  Toughness 
  2d10+40 
  2d10+40 
  2d10+40 
  2d10+40 
  2d10+40 
  2d10+30 
  Initiative 
  2d10+40 
  2d10+50 
  2d10+40 
  2d10+40 
  2d10+40 
  2d10+30 
  Agility 
  2d10+40 
  2d10+40 
  2d10+40 
  2d10+20 
  2d10+50 
  2d10+30 
  Dexterity 
  2d10+40 
  2d10+40 
  2d10+40 
  2d10+40 
  2d10+40 
  2d10+30 
  Intelligence 
  2d10+20 
  2d10+20 
  2d10+20 
  2d10+50 
  2d10+20 
  2d10+20 
  Willpower 
  2d10+50 
  2d10+50 
  2d10+50 
  2d10+50 
  2d10+40 
  2d10+40 
  Fellowship 
  2d10+30 
  2d10+40 
  2d10+20 
  2d10+10 
  2d10+10 
  2d10+20 
  Wounds 
  SB+(2xTB) 
  +WPB 
  SB+(2xTB) 
  +WPB 
  SB+(2xTB) 
  +WPB 
  SB+(2xTB) 
  +WPB 
  SB+(2xTB) 
  +WPB 
  SB+(2xTB) 
  +WPB 
  Fate 
  0 
  0 
  0 
  0 
  0 
  0 
  Resilience 
  3 
  3 
  3 
  3 
  3 
  3 
  Extra Points 
  1 
  1 
  1 
  1 
  1 
  1 
  Movement 
  6 
  6 
  6 
  6 
  6 
  5 
  
  New Trait: Blood Gifts 
  The blood of Vampires contain more than just 
  strength and hunger. The skills and powers of the 
  First Children are passed down into each generation 
  and ancient magial ability in all of their descendants. 
  Blood Gifts encompass the various powers a mortal 
  gains upon transforming into a Vampire. Some blood 
  gifts are associated with or unique to some bloodlines 
  and manifest most strongly among them. However 
  the bloodlines have been muddled since the time of 
  the first seven Vampires and certain traits can thus 
  manifest in unexpected places. 
  As a Vampire character grows more powerful, he acquires new Blood Gifts. Blood Gifts 
  can be bought as talents. Blood Gifts associated with your bloodline cost 400xp and 
  Blood Gifts not associated with your bloodline cost 800xp. You may only purchase as 
  many Blood Gifts equal to your Willpower Bonus in number. You may at most only 
  acquire two Blood Gifts that negate a Weakness from the Vampires Curse trait. See 
  Weaknesses for details. 
  All Vampires start with the following Blood Gifts: Blood Drain, 
  Natural Necromancer 
   
  Bloodline Starting Bloodgifts 
  Von Carstein: Pass for Human, Blood Gift (Any Von Carstein) 
  Lahmian: Pass for Human, Blood Gift (Any Lahmian) 
  Blood Dragon: Pass for Human, Blood Gift (Any Blood Dragon) 
  Necrarch: Terror 1, Blood Gift (Any Necrarch) 
  Strigoi: Monster Manifest, Blood Gift (Any Strigoi) 
  Independent: Mixed Blood, Blood Gift (Any one)  
  New Trait: Vampire 
  The character is a descendant of one of the First Children, the undead lords of the night. 
  Unless they have the Pass for Human blood gift their appearance as a fanged undead 
  monster is visible for all to see. Their maws distended with hideous fangs, visages twisted 
  into monstrous reflections of humanity, their fingers having extended into hard claws and 
  their bodies taking on the appearance of the walking corpses that they are. No matter 
  their exact form, the vampire is obviously not a living, breathing human. As undead, 
  Vampires have no need for the prerequisites of life and neither need food, nor drink (save 
  blood), nor air to breathe. They do not suffer the effects of exposure and are immune to 
  the following Conditions: Fatigued, Poisoned, Unconscious. Vampires are also affected by all 
  abilities that affect Undead only. If a vampire suffers a number of Critical Wounds equal 
  to or greater than their Toughness Bonus and have 0 wounds, or die from a Bleeding 
  Condition, they suffer the Torpor Condition. 
   
  But what about Vampiric? 
  As you might notice vampires in this 
  supplement do not follow the rules 
  in the Warhammer Fantasy 4th ed. 
  Rulebook Bestiary. This is because 
  this supplement intends to give 
  more in depth rules for being a 
  vampire than the basic rules for 
  using them as opponents supplied in 
  the rulebook. 
  
  New Trait: Vampires Curse 
  Vampirism is a great boon, but also has a deal of 
  weaknesses brought on by an ancient curse of 
  the Great Necromancer himself. There are 
  common vulnerabilities, but some variety exists. 
  Unless otherwise stated, Vampires have the 
  following six weaknesses: No Reflection, 
  Daemonsroot and Witchbane, Religious 
  Symbols, Running Water, Silver and Sunlight. 
  See Weaknesses for details. 
  New Condition: Torpor 
  Whenever a Vampire becomes wounded enough 
  that they would die, they instead enter a deathless slumber known as torpor. Their bodies 
  shriveling and revealing their true corpselike nature as the vampire for all intents and 
  purposes, dies. A vampire can remain in torpor indefinitely until either awakened or 
  destroyed. With a successful Challenging Lore (Necromancy) test a vampire can be 
  awakened from Torpor, by feeding the torpid vampire an amount of blood equal to an 
  adult human over the course of a single night. The next night the vampire awakens, 
  recovering from all Critical wounds but only regaining TB wounds as they awaken in a 
  weakened state. A vampire cannot suffer from the Torpor condition if they would die from 
  Critical Wounds that cause decapitation, dying from the effects of an Ablaze condition or 
  dying from exposure to one of their Weaknesses. See Weaknesses for details. 
  Bleeding & Feeding 
  Vampires must drink blood to maintain their unholy existences. With a successful Bite 
  attack (see Blood Drain) they feed upon their victim and drain them of blood. If this 
  occurs during combat or is otherwise resisted, the victim loses 1d10 points from their 
  Strength characteristic as well as any wounds rolled normally. If the victims strength 
  reaches 0 from such an attack, the character is killed. If the victim survives, they regain 
  their Strength at 1 point per hour. 
  Those who have fallen under the sway of the Vampire may offer their blood willingly, 
  allowing the vampire to feed with more control. In such a case, the Vampire rolls 2d10 
  and chooses which result to inflict. This controlled feeding does a maximum of one 
  wound in damage, but resolve a Bite attack normally to see how much blood the Vampire 
  sates their hunger with. However, if the Vampire rolls doubles on his roll for Strength 
  drained, their natural bloodlust causes them to lose themselves in the feeding and they 
  drain the sum of two dice in strength. 
  Whether bled willingly or unwillingly, those drained are effectively Stinking Drunk for one 
  hour afterwards and similarly do not remember the attack clearly or at all. Anyone having 
  their Strength drained below 10, must make a Willpower test or gain a Trauma 
  psychological trait. Vampires also gain the Fear 3 trait whilst feeding if they did not have 
  it before. 
  
  Vampires need a regular supply of fresh Human blood to stay alive. However, only the 
  youngest need to feed every day. It takes discipline and resolve to control the hunger for 
  blood and the oldest most powerful Vampires can master their impulses. Young 
  Vampires, called Thralls, need to feed every Toughness bonus days and mature Vampires 
  only need to feed every Toughness bonus weeks. The most ancient of Vampires only 
  need to feed every Toughness bonus months, but these are unsuitable as player 
  characters. Vampire characters created with the standard character creation are 
  automatically assumed to be mature vampires, existing characters recieving the Blood 
  Kiss are automatically Thralls.  
  Once the respite has passed, the Vampire feel the hunger come upon them. The need to 
  drink blood is a much stronger urge than the mortal need for food and drink and resisting 
  it is a testament to the strong wills of Vampires. To abstain from feeding for a longer 
  period, the Vampire must succeed on a Difficult (-10) Cool Test and if they succeed 
  they can ignore their hunger for an additional hour (day, week or month). For each time 
  the Vampire abstains from feeding the Cool test increases in difficult with one step to a 
  maximum of -50. If they fail their Cool test, they are overcome by their hunger and must 
  immediately seek out a victim. 
  Not feeding is not only difficult to resist, but dangerous to a vampires health. For each 
  successful period of abstaining, the Vampire loses 1d10 points of Strength. They also lose 
  this Strength if they fail the test and cannot find enough blood to sate them. Usually 
  blood from one adult human is enough. If the Vampire fails the Cool test to abstain by 3 
  Success levels or more, they are reduced to a feral state and enter Frenzy and must feed 
  immediately or lose Strength every hour. This state also occurs if the Vampires Strength 
  drops below 10 due to continued abstinence. If the Vampire finds a victim, their Strength 
  returns at 10 points per Blood Drain attack. Should the Vampires Strength reach 0, they 
  enter Torpor.  
  A Vampires hunger is sated if they have drained a full adult humans worth of blood in 
  Wounds (approx 10-12 on average) with Blood Drain attacks and many vampires feed on 
  multiple victims to avoid piling up corpses and maintain herds of willing ’bloodswain’ as a 
  regular food supply.  
  Healing the Vampire 
  As they are not alive vampires do not benefit from the usage of the Heal skill or Surgery 
  skill to regain wounds or heal critical wounds. Vampires can only use the Heal skill to 
  remove Bleeding conditions. Instead to recover wounds and remove critical wounds 
  Vampires need to drink blood. It can either drink blood directly from a victim with a 
  successful Bite attack and heals as many wounds as the victim looses and automatically 
  remove any Bleeding conditions and if the Vampire kills its victim by draining it of blood 
  the Vampire completely heals one Critical wound. Drinking blood that is not fresh from a 
  victim (such as blood poured from a bottle into a glass) only heals an amount of wounds 
  equal to the Vampires Willpower Bonus per day and cannot heal Critical wounds.  
   
   
  
  Becoming a Vampire 
  Some of those who hunt or otherwise invoke the ire of the night’s dark masters are given 
  the Blood Kiss as a form of ironic torture. To a Vampire, few things are as amusing as 
  turning someone who hates vampires with all their being into a vampire. Their suffering 
  in their new condition almost as sweet as blood itself.  
  These rules are intended for those characters who started out as ordinary mortals and 
  have lived through several adventures and career levels meeting a sticky end at the hands 
  of a Vampire. Only to wake up in a cold crypt, with no heartbeat and a bestial thirst for 
  blood… 
  To become a Vampire your character must:  
  1. Die by having their blood drained by a vampire and then receive the Blood Kiss by the 
  same vampire. How the Blood Kiss actually works is never truly elaborated upon (briefly 
  mentioned in Nights Dark Masters p. 35) but it involves some form of exchange of 
  blood. It is ultimately up to the GM to decide how the Blood kiss is performed. 
  2. Be human. Elven and Dwarven vampires are only rumours and speculation and in this 
  supplement they’re assumed to be nothing more then that and that only humans can be 
  turned into vampires. 
  Once they have been turned by the Blood Kiss, your character immediately gains the 
  following talents and traits: Bite+3, Blood Gifts, Frightening 2, Night 
  Vision, Vampire, Vampires Curse and they belong to the same Vampiric 
  Bloodline as the vampire who sired them through the Blood Kiss and 
  gain the starting Blood Gifts of the bloodline they now have become 
  part of. 
  Characters who were turned by the Blood Kiss will also receive 
  bonuses to their attributes depending on the Bloodline who they 
  belong to. Refer to the Bloodline page for the particular changes 
  they undergo. 
   
   
  
  THE BLOODLINES 
  In the days of ancient Nehekhara, the first vampires 
  were born. The Queen of Lahmia, the beautiful and 
  cunning Neferata desired eternal life and tried to copy 
  the Elixir of Life that Nagash invented and 
  succeeded… Partially. She and all those that drank of 
  the elixir became eternally youthful and immortal but 
  the flawed elixir gave them an unending thirst for 
  human blood to sustain their now unholy existences. 
  Nagash eventually learned of this and made the 
  vampires his captains in the war against Nehekhara, the 
  dread lords of his hosts of undead. But, they failed in 
  their task and nearly all of them were destroyed. The 
  seven vampires that survived, including Neferata the 
  first vampire, fled across all corners of the world to 
  avoid destruction and damnation at the hands of the 
  Nehekharans. For this betrayal and failure, Nagash 
  cursed them with the weaknesses we know vampires 
  have today. Most notably to sunlight, silver and 
  running water. Over time the first children sired new 
  vampires and these became the bloodlines. Taking on the traits of their vampiric fathers 
  and mothers in darkness and becoming extended families defined by shared traits and 
  strengths passed on from sire to childe until we have the bloodlines as we know them 
  today: The aristocratic and lordly Von Carsteins of Sylvania, the seductive and secretive 
  Lahmians, the martial and chivalrous Blood Dragons, the sorcerous and decayed 
  Necrarchs, the monstrous and skulking Strigoi. Sixth and no true bloodline, we have 
  those called Independents. Usually vampires who have rejected their bloodlines or who 
  have no clear line of descent, as they manifest blood gifts of several bloodlines or just 
  those shared between all of the descendants of the first children. 
  The following pages include the rules of the individual Bloodlines, their brief descriptions 
  and what characterizes them and those Blood Gifts unique to their bloodline and the 
  characteristic changes applied to characters who have been given the Blood Kiss. 
   
   
  
   
  VON CARSTEIN 
  The archetypical vampires of the Old World. The Von Carstein are the true aristocrats of 
  the night and seek to take over the Empire as its unliving lords and once almost 
  succeeded in the Vampire Wars 
  Von Carstein Skills & Talents 
  Skills: Charm, Cool, Channeling (Dhar), Evaluate, Gossip, Melee (Basic), Melee 
  (Fencing), Intimidate, Leadership, Lore (Von Carstein), Lore (Necromancy), Language 
  (Magick) 
  Talents: Arcane Magic (Necromancy), Attractive or Warrior Born, Commanding 
  Presence, Noble Blood, Read/Write 
  Blood Gifts: Call forth Thunder, Dark Majesty, Defy the Dawn, Ethereal Mist, Persistent 
  Image, Silvered Blood, Summon Wolves, Transfixing Gaze, Walking Death, Wolf Form 
  LAHMIAN 
  Seductive and alluring, the Lahmian sisterhood are the daughters of Neferata, the first 
  vampire, secretly ruling mortal nations as a shepherd rules his herd. 
  Lahmian Skills & Talents 
  Skills: Bribery, Charm, Cool, Channeling (Dhar), Entertain (Any), Gossip, Melee 
  (Fencing), Intuition, Lore (Lahmian Sisterhood), Lore (Necromancy), Language (Magick), 
  Sleight of Hand  
  Talents: Arcane Magic (Necromancy), Attractive, Cat-tongued or Gregarious, 
  Read/Write, Schemer 
  Blood Gifts: Aethyric Cipher, Corrupted Innocence, Defy the Dawn, Domination, 
  Ethereal Mist, Familiar Form, Noble Blood, Quick Blood, Transfixing Gaze, Unhallowed 
  Soul 
   
  BLOODLINES BLOOD KISS ATTRIBUTE BONUS 
   
  Von 
  Carstein 
   
  Lahmia 
  Blood 
  Dragon 
   
  Necrarch 
   
  Strigoi 
   
  Independent 
  Weapon Skill +10 
  +10 
  +20 
  +10 
  +10 
  +10 
  Ballistic Skill - 
  - 
  - 
  - 
  - 
  - 
  Strength 
  +20 
  +10 
  +20 
  +10 
  +20 
  +10 
  Toughness 
  +10 
  +10 
  +10 
  +10 
  +10 
  +10 
  Initiative 
  +10 
  +10 
  +10 
  +10 
  +10 
  +10 
  Agility 
  +10 
  +10 
  +10 
  - 
  +20 
  +10 
  Dexterity 
  +10 
  +10 
  +10 
  +10 
  +10 
  +10 
  Intelligence 
  - 
  - 
  - 
  +20 
  +10 
  - 
  Willpower 
  +20 
  +20 
  +10 
  +20 
  +10 
  +20 
  Fellowship 
  +10 
  +20 
  +10 
  -20 
  -20 
  +10 
  Wounds 
  - 
  - 
  - 
  - 
  - 
  - 
  Fate 
  -1 
  -1 
  -1 
  -1 
  -1 
  -1 
  Resilience 
  +1 
  +1 
  +1 
  +1 
  +1 
  +1 
  Extra points 
  - 
  - 
  - 
  - 
   
  - 
  Movement 
  +2 
  +2 
  +2 
  +2 
  +2 
  +1 
  
  BLOOD DRAGON 
  The knights of darkness and the descendants of noble Abhorash. The chivalrous Blood 
  Dragons are the foremost warriors among the children of the night. 
  Blood Dragon Skills & Talents 
  Skills: Athletics, Cool, Channeling (Dhar), Melee (Basic), Melee (Cavalry), Melee (Any), 
  Intimidate, Leadership, Lore (Blood Dragon), Lore (Necromancy), Language (Magick), 
  Ride (Horse) 
  Talents: Arcane Magic (Necromancy), Combat Aware, Combat Master, Warrior Born, 
  Read/Write  
  Blood Gifts: Blademaster, Furious Charge, Iron Sinews, Piercing Strike, Quickblood, 
  Terrible Blows, Unhallowed Soul, Unholy Regeneration, Waterwalker, Wolf Form 
  NECRARCH 
  The descendants of W’soran, whom the Necrarchs revere as the father of vampires. 
  Peerless necromancers and twisted scientists whom find new ways to create unliving 
  abominations. 
  Necrarch Skills & Talents 
  Skills: Cool, Channeling (Dhar), Evaluate, Melee (Basic), Language (Classical), Language 
  (Nehekharan), Language (Magick), Lore(Any), Lore (Necrarch), Lore (Necromancy), 
  Research, Trade (Apothecary or Embalmer) 
  Talents: Aethyric Attunement, Arcane Magic (Necromancy), Detect Artefact, 
  Read/Write, Second Sight  
  Blood Gifts: Blood-sated, Dark majesty, Deathsight, Defy the Dawn, Mastery over Flesh, 
  Nehekharan Scrolls, Noble Blood, Silvered Blood, Summon Ancients, Wellspring of Dhar 
  Necrarch vampires cannot gain the Pass for Human Blood Gift. 
  STRIGOI 
  Accursed and bitter. The bestial Strigoi once ruled a mighty kingdom, but were 
  overthrown by the Lahmians. Now their courts are filled with ghouls and their kingdoms 
  forgotten graveyards and crypts. 
  Strigoi Skills & Talents 
  Skills: Athletics, Climb, Cool, Channeling (Dhar), Melee (Brawling), Intimidate, Lore 
  (Strigoi), Lore (Necromancy), Language (Magick), Stealth (Rural), Outdoor Survival, 
  Perception  
  Talents: Arcane Magic (Necromancy), Warrior Born, Rover, Read/Write, Scale Sheer 
  Surface 
  Blood Gifts: Bat Form, Blood-sated, Curse of the Revenant, Iron Sinews, Monster 
  Manifest, Summon Ghouls, Summon Vermin, Unhallowed Soul, Walking Death, 
  Waterwalker 
  Strigoi vampires cannot gain the Pass for Human Blood Gift. 
    
  
  INDEPENDENT 
  The mongrel children of the vampires. Born from no clear bloodline, they can manifest 
  the powers of nearly all of them. Minor bloodlines or those that have rejected their 
  bloodlines are also counted here, even if they do not have mixed bloodlines. 
  Independent Skills & Talents 
  Skills: Athletics, Charm, Cool, Channeling (Dhar), Evaluate, Gossip, Melee (Basic), 
  Language (Magick), Language (Any), Lore (Vampires), Stealth (Any), Ranged (Any) 
  Talents: Alley Cat or Rover, Arcane Magic (Necromancy), Frenzy, Read/Write, Nose for 
  Trouble 
  Blood Gifts: Mixed Blood 
  BLOOD GIFTS 
  As mentioned, Blood Gifts are the powers inherent to vampiric blood passed down from 
  the First Children to their unliving descendants today. This list encompasses Blood Gifts 
  converted from Night’s Dark Masters and new ones made for this supplement.  
  Aethyric Cypher 
  Your natural mastery over the Winds of Magic allows you to cloak and dissipate the 
  Aethyric distortions around you. Those with the Second Sight talent observing you must 
  succeed on an Opposed Willpower test and pass with at least one success level in order 
  to detect anything unusual about you. You are also immune to Daemonsroot, Witchbane, 
  and any other similar wards. 
  Bat Form 
  As your movement, you may transform into a Vampire Bat. You gain the characteristics, 
  talents and traits of your new form, thought you retain your own Intelligence, Willpower, 
  Wounds as well all of your own skills, talents and traits. All weapons, armour and 
  trappings that you wear or carry are absorbed into your new form and reappear when you 
  regain your normal form. You can remain in your new form for as long as you wish. 
  Changing back to your Vampire form costs a second turns movement. You may use this 
  trait as often as you wish. 
  Vampire Bat 
  M: 2 WS: 35 BS: - S: 35 T: 30 I: * Ag: 35 Dex: - Int: * WP: * Fel: * W: * 
  Skills: Dodge, Perception 20 
  Talents: Strike Mighty Blow 
  Traits: Dark Vision, Fly 100, Fear 2, Weapon (Teeth)+8 
  Blademaster 
  You are a master of every style and variation of hand-to-hand combat, enabling you to 
  predict every action your opponent you will take. You gain the Champion creature trait. 
   
   
  
  Blood Drain 
  You can drink blood with successful Bite 
  attacks when a victim is grappled and regain 
  wounds from it (see Healing the Vampire).  
  Blood-Sated 
  You may abstain from drinking blood for 
  twice the standard period (see Bleeding & 
  Feeding). Once beyond this limit, you must 
  make a Willpower test to resist every second 
  interval. 
  Call Forth Thunder 
  Once per day as an action, you may call 
  forth a huge and terrible storm, even from a completely blue and quiet sky. The storm 
  makes flying impossible and all Ballistic skill tests take a -10 penalty. The storm protects 
  all Vampires within a mile of you from sun damage. If you are killed, the storm quiets 
  immediately. Otherwise, it lasts for a number of hours equal to your Willpower Bonus. 
  Carrier 
  Your indiscretions about feeding have infected you with a horrid contagion. You gain the 
  Infected creature trait.  
  Corrupted Innocence 
  You are either so exquisitely beautiful or so obviously vulnerable it is absolutely 
  unconscionable to strike at you. You gain the Distracting creature trait. 
  Curse of the Revenant 
  You have such a terrible burning desire to keep living that you can defy death. All Critical 
  Hits dealt to you have their rolls reduced by -20 to a minimum of 1. 
  Dark Majesty 
  You are such a powerful figure that you can command mighty armies of the Undead. You 
  may control a number of creatures with the Undead Trait equal to your Willpower 
  characteristic+30 at any one time. 
  Deathsight 
  You can see spirits and souls that are normally invisible to the naked eye. When living 
  beings die you can see their souls leaving their bodies. 
   
   
   
  
  Defy the Dawn 
  Your will is so strong, you can overcome even the terrible power of the sun. If you pass a 
  Willpower test, you can walk in the sun without taking any damage or penalties. You must 
  pass another test after each hour of exposure, at a cumulative -10 penalty per hour spent 
  in the sun. Failure indicates your characteristics halve and you begin to take damage for 
  every minute of exposure, as normal. If this power is chosen a second time, you obtain 
  complete immunity to damage from the sun and you may walk in it without any 
  consequence. 
  Domination 
  You can force weak-willed mortals to obey your every command. As an Action, you may 
  use this power on any Human, Dwarf, Elf, Halfling, Orc, Skaven, Beastman, Goblin or 
  similar creatures you can clearly see within 6 yards. If you succeed on an Opposed 
  Fellowship/Willpower test you gain complete control over your target and can compel 
  him to do anything you wish (this is a free action). After 1d10 rounds, the victim may 
  attempt another opposed test to break free. You may end the effect any time as a free 
  action. This ability cannot be used in combat, as the mind is too alert for danger. If you 
  attack the dominated target, its effects immediately end. 
  Ethereal Mist 
  Once per day, as an Action, you can reduce your body (and all carried, worn, or held 
  items) to vapour. The mist is entirely magical, under your control and does not behave 
  according to nature. Whilst in this state you gain the Ethereal and Fly (10) Creature traits. 
  After 1d10 hours, you may make a Willpower test. Success means your body coalesces, if 
  the test fails, you must wait another 1d10 hours before trying again. Whilst in mist form, 
  you do not truly world and are beyond all but magical effects. Vampires often use this 
  power to fae their deaths, allowing them time to regroup and return for their vengeance. 
  Familiar Form 
  As your Movement, you may transform into any small animal of your choice. You gain 
  the characteristics, talents and traits of your new form, thought you retain your own 
  Intelligence, Willpower, Wounds as well all of your own skills, talents and traits. All 
  weapons, armour and trappings that you wear or carry are absorbed into your new form 
  and reappear when you regain your normal form. You can remain in your new form for 
  as long as you wish. Changing back to your Vampire form costs a second turns 
  movement. You may use this trait as often as you wish. 
  Familiar 
  M: 6 WS: 20 BS: - S: 10 T: 10 I: * Ag: 38 Dex: - Int: * WP: * Fel: * W: * 
  Skills: Climb, Stealth (Any), Perception 20, Swim 
  Talents: Alley Cat, Flee! 
  Traits: Night vision, Weapon (Teeth)+4 
   
  
  Furious Charge 
  Whilst charging, you attack at the precise moment 
  to produce the most devastating effect, driving 
  your weapon through your foe’s defences. If you 
  succeed on a Melee test as part of a Charge, you 
  ignore your opponents armour. 
  Host 
  Your body is host to a colony of vile insects and 
  worms. They crawl through the rotten flesh of your 
  body, feasting on the blood you ingest and the 
  slippery flesh of your innards. Whenever you lose 2 
  or more Wounds from a single attack, your body 
  haemorrhages a stream of biting beetles, scurrying 
  roaches, and undulating worms. Witnessing this 
  unexpected development is enough to drive right-
  thinking people mad. The first time a mortal 
  witnesses such an expulsion, you have the Terror 2 
  trait. After 1 round, the generous vermin use their 
  own excreta to seal the wound. 
  Iron Sinews 
  You grow to huge proportions, gaining an ungodly strength. Making your attacks 
  incredibly difficult to parry. Your opponents suffer a -30 penalty to opposing your melee 
  attacks. 
  Mastery Over Flesh 
  You are naturally gifted at manipulating and controlling the flesh of the dead. When 
  casting a necromancy spell that raises, manipulates or heals an undead creature you gain 
  +2 SL on the casting test. 
  Mixed Blood 
  You are of a mongrel bloodline and the abilities of several of the First Children flow in 
  your veins, though with lesser potency than their pureblooded descendants. All Blood 
  Gifts cost 600xp to acquire rather than their normal costs for you.  
  Monster Manifest 
  Even compared to other Vampires your monstrous nature is abhorrent, a brutal reminder 
  of the beast that dwells within all Vampires regardless of their pretenses. You gain the 
  Weapon (Claws)+5 trait and your Bite trait increases to Bite+4 representing the bestial 
  and monstrous form Strigoi vampires have been reduced to. 
  Only Strigoi Vampires can take this Blood Gift. 
  
  Monstrous Mass 
  Over the ages, you have grown to huge proportions, 
  flesh and sinew building over and over itself. As a 
  result, blows that would fell a normal creature are 
  often nothing but a scratch to you. When an 
  opponent inflicts a critical hit on you, he rolls twice 
  on the Critical table and takes the lowest roll. 
  Natural Necromancer 
  You can control the Undead just as necromancers do. 
  If you have the Arcane Magic (Necromancy) talent, 
  you never gain any side-effects from using 
  Necromancy spells. 
  Noble Blood 
  You can trace your legacy directly back to the warrior-
  priests of Nehekhara. The range of your command 
  over Undead extends to 200 yards. 
  Nehekharan Scrolls 
  You have preserved some of the ancient lore of the 
  Land of the Dead. Select one spell from the Lore of 
  Necromancy or the Lore of Death. You may now cast this spell as if it were part of your 
  spell list. You gain an additional spell every time you gain this trait. 
  Pass for Human 
  You can retract your claws and fangs and soften your features, enabling you to appear 
  human. In this form, you lose any Fear and Terror traits if you have them. Switching back 
  and forth between appearing Human is a free action. 
  Persistent Image 
  The light of the sun has not rejected you. Your image is reflected in mirrors and any other 
  reflective surface. You also cast a normal shadow from the sun or any other light source. 
  Piercing Strike 
  Whenever you attack with a weapon, you put the full force of your might behind the 
  swing, delivering gruesome injuries. If you inflict a critical hit, you may roll twice on the 
  Critical table and take the higher result. 
   
   
   
  
  Psychic Drain 
  It is not enough to sip the blood of your victims; your 
  Undead forms requires far more energy to sustain itself. 
  You become an emotional sink, draining the will and 
  emotion from living creatures around you. All living 
  creatures within 8 yards must succeed on Willpower 
  tests each round or take a cumulative -10 to all 
  characteristics. You cannot reduce any of an opponent’s 
  characteristics below 1. These penalties fade at a rate of 
  10 points each hour the Character is removed from you. 
  Quickblood 
  You are so fast you can dodge a shot fired from a pistol 
  or snatch an arrow out of the air. You may use your 
  Dodge skill to avoid ranged attacks. 
  Ravenous 
  The scent of blood is enough to drive you into a mad 
  frenzy. You may enter a Frenzy if you are within 16 
  yards of a bleeding creature. 
  Scent Blood 
  You have the uncanny ability to smell the blood of living creatures within 16 yards. 
  Stealth tests made to hide from you automatically fail, as do spells that obscure a mortal’s 
  presence from sight. You can pinpoint the presence of any living creature within range of 
  this trait. 
  Silvered Blood 
  Through some twist of magic, the argent metal already courses in your veins. Rather than 
  weakening your flesh, the presence of silver in your body makes you immune to its 
  dreadful effects. Silvered weapons behave as normal weapons when used on this 
  Vampire. 
  Stench 
  You exude the particularly loathsome stench of a charnel house. All living creatures 
  within 6 yards of you become sick by your stink. They take a -10 penalty to all tests whilst 
  they remain within the range of your stench and for 1d5 rounds thereafter. Creative 
  characters can circumvent your odour, such as by using soaked rag wrapped around their 
  mouth and the like. 
  Summon Ancients 
  You can sense the remains of long-dead warriors and call them to fight on your behalf. 
  When casting Raise Dead or Reanimate you summon SL additional creatures. 
  
  Summon Ghouls 
  Once per day, as your Action, you may 
  summon Ghouls to attack your enemies. 
  You summon an amount equal to your 
  Fellowship Bonus+1d10 and roll 1d10+1 
  to determine the amount of rounds it 
  takes for them to appear. When the 
  Ghouls appear, they act on your Initiative 
  and they obey all of your commands. 
  Refer to the WFRP 4e Rulebook Bestiary 
  for Ghoul statistics. The Ghouls wander 
  off after a number of hours equal to your 
  Fellowship bonus. This power assumes 
  there are Ghouls nearby. If it is 
  impossible for Ghouls to be anywhere in 
  the vicinity, then you may not use this 
  Blood Gift. 
  Summon Vermin 
  Once per day, as your Action, you may 
  call forth a tide of bats, rats, or other tiny 
  creatures to attack your enemies. 
  Alternatively, a crowd of giant vermin 
  such as Vampire Bats or Giant Rats may be summoned. You summon Fellowship 
  Bonus+1d10 creatures with the Swarm creature trait and roll 1d10+1 to determine the 
  amount of rounds it takes for them to appear. When the Vermin appear, they act on your 
  Initiative and they obey all of your commands. Refer to the WFRP 4e Rulebook Bestiary 
  for statistics. These creatures are real, not summoned from the Aethyr, and must be 
  found naturally in the environment where this power is used. The creatures disperse after 
  a number of hours equal to your Fellowship bonus. 
  Summon Wolves 
  Once per day, as your Action, you may summon Wolves to attack your enemies. You 
  summon an amount equal to your Fellowship Bonus+1d10 and roll 1d10+1 to determine 
  the amount of rounds it takes for them to appear. When the Wolves appear, they act on 
  your Initiative and they obey all of your commands. Refer to the WFRP 4e Rulebook 
  Bestiary for statistics. These creatures are real, not summoned from the Aethyr, and must 
  be found naturally in the environment where this power is used. The creatures disperse 
  after a number of hours equal to your Fellowship bonus. 
   
  
  Swarm Form 
  As your Movement, you may assume the form of a swarm 
  of beetles, flies, ravens, bats, or cockroaches (choose one 
  when you gain this trait). Whilst in this form, you may not 
  attack nor may you be injured – stomping on your 
  constituent roaches is definitely uncomfortable, or even 
  painful, but not lethal as you are Undead after all. Your 
  swarm from can move through any space that one of your 
  constituent creatures could fir through. You may remain in 
  this form for a number of minutes equal to your 
  Willpower bonus. Once you revert to your normal form (a 
  free action), you may not use this trait until the next 
  sunset. 
  Terrible Blows 
  Your great strength and incredible speed allows you to rain 
  blows of terrifying force on your enemies. All your attacks 
  gain the Impact quality. If your weapons already possess the 
  Impact quality, you do an additional +4 damage instead. 
  Transfixing Gaze 
  You can immobilize your opponents with nothing more than a gaze. This requires an 
  Action and may be used on any victim within 6 yards. This power functions as the 
  Petrifying Gaze creature trait, but it does not turn its victims into stone and only functions 
  for as long as the Vampire looks at their victim. 
  Unhallowed Soul 
  You are truly cognizant of your freedom from the spiritual realm, and thus, you fear no 
  God or Daemon. You are immune to the repulsing powers of places or objects of faith, 
  including those of the Chaos Gods. Magical weapons (including those blessed by someone 
  with Divine magic)and objects retain their effectiveness, however. 
  Unholy Regeneration 
  Your wounds heal at a startling rate. You gain the Regenerate creature trait. Wounds caused 
  by silver weapons are not recovered by this trait.  
  Walking Death 
  Your presence is so terrifying that your opponents flee before you. You gain the Terror 1 
  trait. You can gain this multiple times to gain the Terror trait to a maximum of Willpower 
  bonus/2 
   
   
  
  Waterwalker 
  Your will is so strong you may overrule the curse on your blood. If you make a successful 
  Willpower test, you may cross running water without taking any damage or penalty. You 
  must re-roll for each new body of water or for every hundred yards of travel. If this 
  power is gained a second time, you gain complete immunity from this aspect of the curse 
  and may cross any body of water of any size without any negative effects. 
  Wellspring of Dhar 
  Your soul is so corrupted with dark magic that it has become a natural pool of True Dhar. 
  All wizards within 24 yards (including yourself) add your Willpower bonus/2 SL to your 
  casting test. Anyone within range casting a spell from another Lore follows the rules as if 
  they Channeling Dhar (Enemy in Shadows Companion, p. 78). You may be affected by 
  multiple instances of this trait at a time. This is one reason Necrarch Vampires take 
  apprentices. You may suppress and reactivate this ability as a free action. 
  Wings 
  A pair of leathery wings tears free from your back. Riddled with crimson veins, they are 
  nearly impossible to conceal – not that I matters much to you. You gain the Fly 30 
  creature trait. 
  Wolf Form 
  As your movement, you may transform into a Doom Wolf (Dire Wolf without Construct, 
  see WFRP 4e Bestiary for statistics). You gain the characteristics, talents and traits of 
  your new form, thought you retain your own Intelligence, Willpower, Wounds 
  as well all of your own skills, talents and traits. All weapons, armour and 
  trappings that you wear or carry are absorbed into your new form 
  and reappear when you regain your normal form. You can 
  remain in your new form for as long as you wish. Changing 
  back to your Vampire form costs a second turns 
  movement. You may use this trait as often as you wish. 
  
  WEAKNESSES 
  All Vampires suffers from the Blood Curse place upon them by Nagash for their failure 
  in the wars against Nehekhara. As stated in the Vampires Curse trait the common traits 
  are; No Reflection, Daemonsroot and Witchbane, Religious Symbols, Running Water, 
  Silver and Sunlight. With the GM’s permission, you may change three of these 
  weaknesses to another weakness from the following list, certain Weaknesses are more 
  typical of certain Bloodlines for instance and should be used to personalise your Vampire 
  as a character, not powergaming. The Blood Curse lists six curses from Nagash and a 
  Vampire can never have less than six. You can only reduce the amount of weaknesses you 
  have by Blood Gifts (see Blood Gifts trait). 
  Barriers 
  This Vampire cannot enter any other structure not owned by him unless he is first 
  invited. Once the Vampire is invited, he may enter and exit freely. The Necrarchs typically 
  have this vulnerability. 
  Counting 
  These Vampires have a curious obsession with counting. Whenever confronted with a 
  number of small objects, such as poppy seeds, coins, or pieces of string, the Vampire 
  must succeed on a Challenging (-10) Cool test or count the objects – an act that usually 
  takes 1d10 minutes. If the Vampire succeeds on the test, he takes a -10 penalty to all tests 
  whilst uncounted objects remain in view. 
  Daemonsroot and Witchbane 
  Some Vampires are repelled by Daemonsroot and Witchbane. Vampires with this 
  vulnerability must succeed on a Cool test to come within 2 yards of these herbs. 
  Fire 
  A few Vampires are vulnerablte to purifying flame. These Vampires cannot use their 
  Toughness bonus to reduce damage from fire (magical or otherwise). 
  Garlic 
  Many Vampires have an unusual weakness for rare roots and plants, as can be seen with 
  Daemonsroot and Witchbane. A few are saddled with vulnerabilities to more common 
  plants such as garlic. Such Vampires take a -20 penalty to all tests whilst within 6 yards of 
  this substance. 
  Gromril 
  The touch of Dwarfen Gromril is anathema to some Vampires. Whenever such Vampires 
  are injured by Gromril weapons, they may not use their Toughness bonus to reduce the 
  damage. 
   
  
  Ithilmar 
  The silvery steel of the Elves is said to hold uncanny magical power. Whilst much of this 
  material is used for armour and decorative items, the Elves are famed for their potent 
  weapons wrought this ore. Should the Vampire lose at least 1 wound from an attack made 
  with a weapon forged from Ithilmar, the Vampire must succeed on a Challening (-10) 
  Athletics test or suffer an Ablaze condition.  
  No Reflection 
  Many Vampires are cursed, so they can never behold their visage in the surface of a 
  mirror or in a shadow cast by the moonlight. Mirrors or other reflective surfaces do not 
  show the appearances of these Vampires. 
  Religious Symbols 
  The power of belief is quite strong in the Old World, and mortals who present icons and 
  symbols of their Gods can sometimes repel Vampires. A Vampire that is vulnerable to 
  such items must succeed on a Cool test to close within 2 yards of a person presenting a 
  religious symbol. As well, they must succeed on a Hard (-20) Cool test to enter a temple 
  or grasp a religious icon. The GM may modify this test depending on the strength of faith 
  of the temple’s believes or the icon’s wielder. 
  Sawdust 
  A few Vampires can be repelled by the accoutrements of those who handle corpses, such 
  as sawdust or embalming fluid. A Vampire with this vulnerability must make a test against 
  Terror when he comes in contact with these substances. 
  Silver 
  The mere touch of silver burns the flesh of Vampires with this weakness. If the Vampire 
  loses at least 1 wound from a silvered weapon, he automatically loses 3 more, ignoring 
  armour and Toughness bonus. 
  Stakes 
  Plunging a stake through the heart of any creature is traumatic enough, but when used 
  against Vampires with this weakness, any attack with a stake is enough to drive these 
  creatures away. The stake must be fashioned from a special wood, such as ash, hawthorn, 
  or rosewood. If the Vampire is struck by such a stake and takes at least 1 wound, the 
  Vampire is immobilised until the stake is removed (an Action). Whilst immobile, the 
  Vampire may not take any Movement actions. 
   
   
  
  Sunlight 
  A Vampire in direct sunlight halves all characteristics (rounded down) and suffers 1 
  wound per minute of exposure, regardless of Toughness bonus or armour. If a Vampire is 
  reduced to 0 wounds this way, they die, set ablaze by the suns light. This penalty does not 
  occur if the day is significantly overcast (80% or more cloud cover), but a Vampire 
  walking outside on such a day must roll 1d10 every hour. On a roll of 1-2, the sky clears 
  enough to cause him damage. Each round, a Vampire remains in direct sunlight, he must 
  succeed on a Difficult Athletics (-10) test or gain an Ablaze condition. 
  Tears 
  A rare few Vampires cannot suffer the tears of a virtuous mortal, and therefore, they 
  never feed on innocents, preferring instead to feed on the corrupt, the vicious, or 
  criminal. These Vampires often pose a number of questions to their victims to assess the 
  quality of their mortals before attacking. 
  Running Water 
  Some Vampires are unable to cross running water, receiving grievous damage if they 
  attempt it. For the purpose of this curse, the water must be at least a yard across, a foot 
  deep, and have a current. Simply splashing a Vampire with water is not enough, nor is 
  rain, or dumping a bucket of water on a Vampire’s head. Attempting to cross such a body 
  deals 1d10 wounds of damage per round spent 
  in or on the water, regardless of Toughness 
  bonus or armour. If the Vampire is reduced 
  to 0 wounds, they die, dissolving like a 
  rapidly decomposing corpse in the water. 
  Flying, jumping, or riding or using a vehicle 
  or vessel to cross negates these penalties, as 
  does using a bridge.  
   
   
  
  ARMOURY OF THE DEAD 
  No lord of the night would find themselves without suitable 
  arms and armour to establish their dominion of the damned 
  and the Von Carstein who play at being the true lords of 
  Sylvania in particular dress the part. 
  When they do not have any need to blend in with ordinary 
  mortals, vampires have a distinct style to their armour, 
  emphasizing their heritage and nature as undead lords. 
  The Von Carsteins and Blood Dragons in particular 
  have distinct styles to their armour and weapons 
  which can only have grown from the tastes and 
  preferences of an unliving creature.  
  Fashion wise, vampires wear only the finest of 
  evening wear that allows them to blend in with the 
  humans around them. The Lahmians in 
  particularly are adept at this deadly mimicry, 
  whereas the Von Carsteins wear the garb 
  of Sylvanian nobility, which favours 
  styles closer to the 17th and 18th century 
  compared to the 15th-16th century styles 
  of the rest of the Empire. The Necrarch 
  tend to favour simple robes as they are far 
  too busy with their magical research to care 
  about petty nonsense such as fashion and the 
  Strigoi generally wear rags, tatters and crude furs. 
   
   
  
  VAMPIRE WEAPONS  
  Weapon 
  Price 
  Enc 
  Availability 
  Reach/Range 
  Damage 
  Qualities and Flaws 
  BASIC 
  Frostblade 
  *** 
  1 
  Exotic 
  Average 
  SB+5 
  Chill Grasp*, Magical 
  Blood Drinker 
  *** 
  1 
  Exotic 
  Average 
  SB+5 
  Vampiric**, Magical 
  Tomb Blade 
  *** 
  1 
  Exotic 
  Average 
  SB+5 
  Raise Dead***, Magical 
  BOW 
  Asp Bow 
  *** 
  3 
  Exotic 
  100 
  SB+5 
  Damaging, Precise. 
  Serpent Bite****, 
  Magical 
  *May use the Chill Grasp creature trait. 
  **May use the Vampiric creature trait with a successful attack 
  ***Victims slain by this weapon return to life as a Zombie under the Vampires control. 
  ****On a successful attack, the Asp Bow inflicts SL/2 Poisoned conditions. 
   
  Vampire Weapons 
  The following listed weapons have no price, as they are strange and terrifying magical 
  artifacts whose procurement is not gained by buying them from a shop or a smith. How 
  one acquires them is up to the GM, but it should be an effort suitable to the weapon 
  itself. 
  Frostblade 
  The blade of blue ice-steel is bound with such deadly spells that its touch will suck the soul out of its 
  victim’s body and freeze their heart. 
  Blood Drinker 
  Every time the bearer of this heinous sword kills a living creature the blood splattered on the blade is 
  absorbed and the life force of the victim is used to revitalize its Undead bearer. 
  Tomb Blade 
  This evil weapon entraps the souls of those it cleaves, binding their husks in servitude to the blade’s 
  master. 
  Asp Bow 
  Exhumed from the sands of Khemri, this weapon found its way to the halls of Queen Neferata. Its 
  arrows are like poisonous serpents which eagerly seek their target’s heart. 
   
  VAMPIRE ARMOUR 
  Armour 
  Price 
  Enc 
  Availability Penalty 
  APs 
  Locations 
  Qualities and Flaws 
  SOFT LEATHER 
  Sylvanian 
  Longcoat 
  15/- 
  1 
  Scarce 
  - 
  1 
  Body, Arms, 
  Legs 
  - 
  PLATE 
  Blood 
  Dragon Plate 
  Armour 
  *** 
  7 
  Exotic 
  -20 Perception 
  -20 Stealth 
  4 
  All 
  Impenetrable, 
  Weakpoints 
  
  Vampire Armour 
  Sylvanian Longcoat 
  A common garment in Sylvania. It protects against weather, wind and is very stylish. The 
  longcoats worn by peasants are often simple and worn leather affairs whereas the ones 
  worn by the aristocracy are dramatic black leather and red velvet affairs, with gilded 
  buttons, gold thread and similar such extravagant decorations. 
  Blood Dragon plate armour 
  A heavy suit of plate armour forged in Blood Keep and lacquered the deep blood red 
  colour of the heraldry of the knights of Blood Keep. It is the distinctive armour worn by 
  vampires of the Blood Dragon bloodline and is far too heavy to be comfortable for 
  ordinary mortals, but not for the inhumanly strong, which allows. 
  Miscellaneous 
  Dramatic Cape 
  The ultimate in evening fashion, the black cloth and red velvet, high collared evening cape 
  is a favorite of vampires across the Old World. 
  
  Acknowledgements 
  This is a fan made supplement and in no way endorsed by Games Workshop or Cubicle 7 
  all art belong to their respective artists etc. With that out of the way, credits should be 
  given to the anons over at /wfg/ for giving feedback, ideas and suggestions for the 
  various bits of the supplement. Credit also goes to Chris MacLean for the Flammable 
  trait, taken from Unofficial Bestiary 2. 
   
  Thanks for reading, I hope you’ve enjoyed the fan material in the supplement and that it’s 
  given you the proper bloodsucker experience! 
   
  - Naggaroth Anon 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  For questions, email me at naggarothanon@gmail.com 
   
   
   
   
   
   
   
   
   
  Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2018. Warhammer Fantasy Roleplay 4th 
  Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy 
  Battles, the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, 
  weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably 
  registered around the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are 
  trademarks of Cubicle 7 Entertainment Limited. All rights reserved. 
  
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