Ghoul
Alignment: Evil or anarchist, but most are extremely evil (diabolic and miscreant) and radiate supernatural evil. The best alignment possible is anarchist; the wild ones are too savage and aggressive to fight the desire for blood. Player characters who are wild vampires and not completely evil are still crazed and animalistic. Wild vampires of all alignments
are easily provoked, attack when made angry (regardless of the consequences), fly into berserker rages and tend to be cruel. Furthermore, they love the taste of human blood and feast regularly.
Attributes: I.Q. 2D6+1, M.E. 2D6+4, M.A. 2D6+2, P.S. 4D6+20, P.P. 3D6+14, P.E. 3D6+18, P.B. 1D6+2, Spd. 3D6+10
Size and Weight: Varies, generally human.
S.D.C./Hit Points: 2D4xlO Hit Points. See Vampire Powers
Section.
Horror Factor: 12,
B.P.P.: 3D6 + 1D6 per level
Natural Abilities: Nightvision, see Vampire Powers Section.
Combat: Five hand to hand attacks per melee. For any vampire that has one wild vampire companion, they lose one attack per melee, and the Master Vampire doesn’t need to spend a full attack commanding his Ghouls. If the Master has more than one wild vampire companion, he must spend his attacks commanding them, much like Obey (greater).
Damage: Vampires are considered to have supernatural strength. See the Supernatural Strength Damage Table to determine the damage it inflicts in hand to hand combat. The vampire’s killing bite is 5D6 plus P.S. bonus. This damage affects other vampires; this means one vampire can feed on another, although their regenerative powers make killing difficult.
Bonuses: In addition to attribute bonuses, +2 to save vs horror factor, +5 on initiative, impervious to all forms of psionic and magic sleeps and paralysis, and +1 to save vs magic or
psionic mind control.
Magic and Psionic Powers: All Magical and Psionic abilities are forgotten upon creation. Learns all vampire base psionics. Characters may pick one additional spell or psionic ability every level.
Average Life Span: Presumed to be immortal.
Experience Level: Hound Table
Vulnerabilities/Penalties: See the Vampire Powers Section.
R.C.C. Skills: The Wild Vampire retains few of the skills or memories from his former life. Skills progress as normal; no skill bonuses apply. Starts with six skills from the following areas. New Skills for player characters: Tracking: Humanoids (10%), Tracking: Blood (+20%), One new skill can be selected at levels two, four, six, eight, eleven and fourteen. The available skill categories are limited to: Physical, Communication, Domestic, Piloting, Technical, Rogue, and Wilderness.
Weapons: For the most part, wild vampires lack the patience to
use technology and will rather stalk and kill a victim with his
bare hands/fangs.
