TEXT: Samurai Vampires 
  When Amatarasu, spirit of the sun, separated the world of light from darkness, and created the 
  realm of Japan, its shadow was caste into the darkness of the world bellow. In a world of 
  sunless night that never ends, empires of shadows rise across the fiefs and islands japan. The 
  aristocrats of the shadow world, the samurai vampires, rule the lands. This is the early Sengoku 
  period, in a parallel world of darkness and monsters. 
   
  Samurai Vampires 
  Regeneration 1 
  Drain d-6 
  2 vampire powers 
  1 samurai gear 
  Horse 
   
  Werewolf bandits 
  Regeneration 3 
  Feed 2D-6 
  1 werewolf power 
   
  3 bandit gear  
   
  Shade Ninja 
  Enhanced stealth skill 
  Shadow teleport 
  1 ninja power 
  2 ninja gear 
   
  Wondering Daemon                          
  Extra health 
  Extra damage 
  1 daemon power 
  Horse 
  2 bandit gear  
   
  Ama Mystics 
  Water breathing 
  Ama future sight 
  1 mystic gear 
   
  Hero Pirate 
  1 Hero Power 
  2 gear any 
  2 Pirate gear 
   
  For more advanced users, it is possible to mix and match monster types and jobs. An 
  experienced player can take the racial features (the top stack) and merge them with the job 
  features (the lower stack) as long as they never take job features from multiple jobs, or racial 
  features. From multiple races.  
   
  Stats: all characters have the following stats: 
  Power: for strength, used against armor for melee attacks.  
  Speed: for movement (un-mounted) and used against armor for ranged attacks 
  Mind: for mystic attacks and defenses 
  Armor: for melee and ranged defenses 
  Body: X2 for health 
  Spirit: For power points 
  Everyone starts out with three in each of these categories. When they make their character, 
  they distribute 8 more. Then they choose and record their features and powers.  
  Powers: Regeneration: you regain that much health each turn. Drain: when you hit with a 
  melee attack without using the weapon, you deal this much extra damage and gain this much 
  life. Feed: when you reducer a target to 0 health you regain this much health. Shadow Teleport: 
  you can teleport half as far as you could move in shadows for 3 power points. Extra Health: you 
  have triple Body health instead of double.  Enhanced Stealth: you roll the best two of three d-
  6’s for stealth. Extra Damage: you add one half body when you decide melee damage. Water 
  Breathing: you can breathe under water. You can move your full speed instead of half in water. 
  Ama future sight: the GM tells you a prophecy for 5 power points. Vampire powers: Fly: you 
  ignore terrain and water when you move. Leap: you may move two more spaces when you end 
  
  in a melee attack (un-mounted). Mind control: you spend 4 power points per round to use the 
  body of a bite victim. Bat Form: you spend 6 points to become a cloud of bats, you do half 
  damage, ignore water and terrain, and have double armor, but your gear doesn’t count any 
  more. Hypnosis: you spend 5 points to do a mind attack, the victim can’t act next turn. 
  Werewolf powers: Hunger: the first time you attack in a fight you do double damage. Frenzy: 
  very turn you feed, you take half damage until it’s your turn again. Rend: if you hit a target 
  twice in a row in melee without a weapon, you do double damage on the second attack. Ninja 
  powers: ninja leap: you may move two more spaces which ignore terrain and water, if you 
  don’t attack when you land. Ninja Throw: you make an unarmed ranged attack on all enemies 
  within 2 spaces of you.  Ninja roll: once per fight you take half damage and move 2 spaces. Hero 
  powers: destiny: you can reroll one roll per fight. Charisma: you can spend 5 points to make a 
  mind attack on all enemies within 2 squares, all the ones you hit can’t attack you next turn. 
  Inspire: you use your turn to inspire, all your allies can reroll one roll before it’s your turn again. 
  Daemon Powers: Horror claws: roll the best two of three d-6’s for unarmed attacks. Daemon 
  senses: +2 to speed when deciding turn order, and +1 mind defense and armor. Terrible Power: 
  +4 power points. Tenacious: you reroll ones on attacks.  
  Gear: Weapons: Sword: +1 to armor and power in melee. [Bandit, pirate.] Axe +2 power in 
  melee. [Bandit, pirate.] Spear: you can make melee attacks one space away. [bandit] bow: you 
  can make ranged attacks four squares away instead of two. [bandit] Dagger: +2 to attacks in 
  melee. [Bandit, pirate, ninja] Pistol: +1 die with ranged attack. [pirate] blunderbuss: plus one 
  die for ranged damage. [pirate] Naginata: you can make melee attacks one space away, +1 
  power. Ninjato: +1 die for attacks in melee.[ninja] Shurikens: +2 speed for attacks and damage. 
  [ninja] smoke bombs: make a mind attack against all enemies within 2 spaces, you are hidden 
  from all the ones you hit. [ninja] Diasho: +1 to armor and +2 power in melee. [Samurai], Daikyu: 
  you can make ranged attacks 4 away instead of 2 and once you can add half power to decide 
  damage. [samurai] Horses: Power 4 Speed 8 Mind 1 Armor 2 Body 6 Spirit 1. You can ride the 
  horse. It can fight in melee.  
   
  Skills: stealth and perception: when a character wishes to use stealth, they roll 2 d-6’s, and the 
  opposing side may have the two nearest characters attempt a perception, two more d-6’s. 
  Whoever has the heights result is the victor. Stealth victors are unseen, and automatically roll a 
  6 on one d-6 for attacking unsuspecting foes. Stealth cannot be used mounted.  
   
  Combat: the whole point of the Sengoku period was the attempted conquest of provinces of 
  japan by warlords. This happened in the shadow realm as well, but it was cooler because of the 
  monsters. Build a fighting group of players or non-player characters on one side: vampire 
  daimios, bandit soldiers, pirate mercenaries, whatever is the most fun. The GM will build an 
  opposing army, and the two will fight. Rolls are made with two D-6’s. Battle starts when each 
  group rolls a speed to decide the order in which the characters act. They move first, until all of 
  moved. Then they attack, in the same order, until they have all attack, or use their powers.  To 
  the victor goes the province, and the power. When they hit, they deal d-6 damage plus the 
  amount they surpassed the defense attribute by. Which of the factions will unify the nightmare 
  dimio? Who will conquer the land without the rising sun?  
  
SOURCE: textdata/thevault/Other (Unique) Systems/Top Secret Games Two Page Tabletops/Samurai Vampires.pdf