Child of Darkness.pub - Warhammer Quest

Vampires cast Spells exactly the way a Ranger does. ..... While traveling a Blood Moon rises and as the Warriors drift off to sleep they have the most ... road, the Child of Darkness smells the sent of death, decay and sickness on the winds and ...
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Child of Darkness by Bane and Oracle The Vampire comes from the lands of darkness. Sylvania, The Lands of the Blood Dragons, and the Silver Spire itself, all these places harbour the Children of Darkness. This is a reluctant Hero, changed by their Sire against their will, but chosen for their special qualities that will strengthen the Children of Darkness. Rebelling against their Sire, the Hero goes out into the world and tries to deal with their new existence. The Lands of Sylvania are in the east of the Empire, ruled by the dark aristocracy of the Von Carsteins. The Blood Dragons are an order of former Imperial Knights whose dark castle and lands are ruled with an iron fist. The Lahmians are ruled by their beautiful and seductive matriarch of the Silver Spire. All Vampire share, to a greater or lesser extent, an evil born strength and some magical abilities. Some are martially inclined, like the Blood Dragons, some are more inclined to the legendary mystical powers, like the Lahmians. Some Vampires have a little of both, like the Von Carsteins. Vampires seen outside their respective realms are looking for a way to deal with the Dark Hunger. This quest usually takes them into the deep places of the world to seek some magical artefact to sate their Hunger. In the Warhammer Quest Game, you are one of these Vampires, either a Von Carstein, a Blood Dragon or a Lahmian. You now wish to test your skills and recover any lost items to aid in your struggle against the Dark Hunger. Encountering a band of warriors, you join them in their quest for adventure, wealth and glory.

Starting as a Child of Darkness The profile of the Children of Darkness are as follows: Von Carstein

Blood Dragon

Lahmian

1D6+8

1D6+10

1D6+7

Movement

4

4

5

Weapon Skill

4

5

3

Ballistic Skill

5+

6+

4+

Strength

4

4(5)

4

4(5)

4(5)

4

Initiative

4

4

6

Attacks

1

1

1

Pinning

4+

5+

3+

Wounds

Toughness

Wounds Each Vampire starts with differing Wounds as shown above. When rolling for Wounds you can re-roll a 1, accepting the second roll, even if it is a 1! Blood Dragons re-roll 1’s and 2’s. Equipment A Von Carstein starts with a Seal of the Von Carsteins. The Blood Dragon starts with the

Shield of the Bloody Templars. The Lahmian starts with the Ruby Amulet. These are all Special Items with rules below. Weapons The Von Carstein starts with a sword. It does 1D6 plus strength in damage (1D6+4). The Blood Dragon starts with a longsword (no to hit penalty). It does 1D6 plus 1 plus strength in damage (1D6+5). The Lahmian starts with a sword. It does 1D6 plus strength in damage (1D6+4). The Lahmian also starts with 1d6 Blood Vipers. These are used just like thrown weapons, they are +1 to hit and cause 1D6 unmodified Wounds to the target. The Blood Vipers are used up whether the Lahmian hits or misses. Armour The Von Carstein starts with light armor (+1 Toughness). The Blood Dragon starts with light armor (+1 Toughness). The Lahmian starts with no armor. Pinning The Von Carstein escapes pinning on a roll of 4+. The Blood Dragon unpins on a roll of 5+. The Lahmian unpins on a roll of 3+. Spells Vampire spells are merely powers that some Vampires have. They are referred to as Spells here for game ease and balance as the mechanics are the same. Von Carstein Vampires start with the Voice of Command. The Blood Dragon do not start with mystical abilities. The Lahmian Vampire starts with both the Charming Smile and Beguiling Stare spells. Vampires cast Spells exactly the way a Ranger does. Consult the following chart for details: The Rolled on Power Phase

D6 Score to cast each Spell

1

6

2

5

3

4

4

3

5

2

6

2

Children of Darkness Special Rules and Items Before leaving their various homes each Vampire has a Magic Item, as follows: Von Carstein: Seal of the Von Carsteins This Seal shows the Vampires family crest of the Von Carsteins. It allows the Vampire to get a re-roll for one spell casting attempt and one melee attack, once each per adventure. Blood Dragon: Shield of the Bloody Templar This shield sometimes spits blood when struck at, blinding foes. This shield allows the Blood Dragon to ignore one blow per adventure, after damage is rolled.

Lahmian: Ruby Amulet This Amulet glitters and is distracting to look at. One enemy is –1 to hit against the Lahmian, usable once per turn.

Bloodlust

All Children of Darkness suffer from the Thirst, or as some call it, Bloodlust. Without sating this need, they have a chance to lose control (see Healing and Feeding Rules below for more details on how to control Bloodlust). Every time a 1 is rolled in the Power Phase, roll a Willpower check for the Vampire, take this check at the end of the round in the Exploration Phase. A Success means the Vampire maintains control and place a Control Counter next to your character. A Control Counter gives you a cumulative –1 to your next Willpower checks for Bloodlust. Failure means the Vampire has fell victim to their Bloodlust. Remove your Control Counters and then choose the Warrior nearest your character. This Warrior loses 1 Wound with no modifier from the Vampires feeding (this will of course reveal to the other Warriors the true nature of the Vampire if they don’t already know). The Vampire gains no benefit from this feeding, it merely sates the Bloodlust temporarily.

Healing and Feeding Rules

Vampires cannot heal in the normal fashion. Though spells and healing potions have their normal effect on Vampires, Rations of all kinds and Bandages cannot heal them. Instead, they use blood as the way to close their Wounds. Note: if a Vampire is reduced to 0 Wounds, any adjacent Warrior may lose 1D6 Wounds to bring the Vampire to 1 Wound. Each Vampire attains blood in a different fashion with different effects, as follows: Von Carstein The Von Carsteins get their blood from their special location: The Black Market. From the Black Market the Von Carstein can attain Blood Potions. Though not as easy or as cheap as the other ways to get blood, it also involves no risk. Blood Potions to a Vampire act as regular Healing Potions (1D6 Wounds recovered when consumed). These also can sublimate the Bloodlust disadvantage on the round the Blood Potion is consumed. This basically acts as if the Vampire had passed their Willpower check and they lose any Control Counters they may have acquired up to this point. For more details on the Blood Potions, see the Von Carsteins special location The Black Market detailed below. Blood Dragon The Blood Dragons attain blood through the slaying of foes. This may reveal what he truly is to the rest of the Warriors, he may need to think of a good excuse as to why he is covering himself with his foes blood or drinking sanguine humors (hey, barbarians do this all the time, so…)! The Blood Dragon heals 1 Wound for every 100 gold that a creature is worth (round up, not counting Undead or Daemons). Taking blood in this fashion can sublimate the Bloodlust disadvantage for that round, and for each Wound healed by the Blood Dragon, he loses 1 Control Counter. Blood Dragons have a harder time then most keeping their Bloodlust in check. Lahmian The Lahmians attain blood by acquiring a Donor, or as others put it, a Swain. Swains are those who have fallen for the Lahmians charm and now follow her willingly, or have agreed to be the Lahmians partner for cooperative purposes. Swains are one of the Warriors, chosen voluntarily to play as such. The Lahmian may heal a number of Wounds equal to the amount the Swain wishes to give up as long as the Lahmian is adjacent to the Swain. Taking blood in this fashion can sublimate the Bloodlust disadvantage for one round. For every two blood points taken, the Lahmian can remove 1 Control Counter. The Swain gets a mixed blessing from his status (and the disadvantage of giving up wounds). The Swain is at –1 Initiative while under the Lahmians influence due to his lethargy from being somewhat anemic all the time. Also, the Swain gains +1 Toughness from his occasional consumption of the Lahmians potent blood.

These bonuses last as long as the Lahmian keeps The Warrior in question as her Swain. The Lahmian also gains other benefits from her Swain depending on his race, check the Blood Assimilation Section below for details. Lahmians only choose elves or humans as their Swains.

Children of Darkness and Equipment The Von Carstein may use any type of melee weapon and armor (but no shield), the only missile weapons he may use is the pistol crossbow and the throwing axe. The Blood Dragon may never use any missile weapons, but may use any melee weapons and any armor or shield. The Lahmian may use any missile weapon except for throwing axes, throwing stars, spears or firearms. They may never wear any armor and may only use one handed swords or daggers. The Von Carsteins may use any type of item that can be used by the Wizard or the Barbarian. The Blood Dragon may use any item that can be used by the Barbarian or the Dwarf. The Lahmian can use any item that can be used by the Wizard or the Elf.

Children of Darkness and Settlements The Alehouse

Children of Darkness really have no reason to go to the Alehouse though they are still able. Perhaps they are there to find a willing victim for a night of feasting and revelry, or perhaps they simply miss the nights they spent drinking with their friends as a mortal, but whatever the reason, one of the following almost always happens to a Child of Darkness when they feel the nostalgic urge to enter the doors of the alehouse. Roll 1D6 and reference the chart below for your results: 1

2 3

4 5

Seeing a likely party to your night of revelry, you saunter over and begin chatting to them. Unbeknownst to you, this is another creature of the night, one far more powerful than you. Tonight you become THEIR toy. They test the limits of your pain and pleasure threshold and find the limit and take you far beyond it. Though you enjoyed the night, mostly, you went farther than you should and you are –1 Toughness for the next adventure. You hunt for a “friend” all night long but the cutest one in the bar is a dwarven bar maid. You are out 1D6 x 50 gold, buying ale to keep up the illusion of normality and you come home angry and frustrated. You sit quietly in the corner of the alehouse “nursing” a pint of ale until a beautiful woman comes sauntering in like a Halfling’s Lunch Box with legs. She sees you and immediately comes over, intrigued by the Dark and Brooding stranger in the corner. She smiles and asks to join you. Of course, you extend the invitation. You eventually make your way up to your room, with a well sauced and touchy-feely companion. You are just about to have your first drink of heaven when the maids brothers burst through the door and bust up your little party. You bribe the five large corn fed farm boys 2D6 x 20 gold to “forget” the incident. Realizing that this alehouse will never accommodate your need for “companionship” you decide to join in the other forms of festivities provided here. Simply Enjoying the company here as you once did, you end the night quietly. You sign up for the pit fights, sure that these mere mortals can not defeat you. You may bet up to 200 gold with 1D6 other contestants matching your bet, and agreeing that to the winner goes the spoils.

Roll 1D6: 1

6

Tonight is just not your night. You lose in the first round and are forced to watch as the mere mortals finish the fight and the winner takes in all the gold. 2-3 You make it to the last round, but find you are in a stalemate. The bar barian you are facing seems possessed with Khorne’s own strength of arms. You throw up your hands in frustration as does he. You split the pot in half, and spend most of it on rounds for the bar. You walk away with the 200 you started with, and a new friend. 4-6 This is your night my friend. You easily defeat the mortals who dared to pit their strength against the might of a Child of Darkness. You walk away with the entire pile of gold, laughing about the foolishness of your opponents and with a willing bar wench under one arm. In your search for a midnight snack you find a great Barbarian warrior who passes out due to too much grog. You feast and find your inner power swelled from the fine, if crude, meal. You are +1 Toughness for the next adventure.

The Temple

The Child of Darkness may not set foot in the Temple of Sigmar for obvious reasons. You know, bursting into a cleansing holy flame, and all that…

The Wizards Guild

The Child of Darkness isn’t foolish enough to attempt to enter the Wizards Guild, his blood being the chief component in many of their spells and experiments. So unless you intend to donate your organs to science, don’t try it.

The Animal Trainer

The Vampire can only purchase a warhorse, for other and lesser creatures sense his otherworldliness and shy from it. A warhorse is the only animal with the nerve to serve a Child of Darkness. And, no, a Child of Darkness with NOT buy a cart.

Special Locations Von Carsteins: The Black Market With his contacts throughout the World, the Von Carstein may attempt to find the Black Market within the city. This is found like a normal Special location. Upon finding this location, the Von Carstein may attempt to purchase some items from his homeland, Sylvania. Equipment 1D6 Blood Potions

Stock Cost (Buy) Cost (Sell)

Special Rules

7

100

n/a

Heal 1D6 Wounds (Child of Darkness only)

Unholy Relic

10

500

100

Re-roll one damage roll per adventure

Articulated Plate

13

5000

1000

+3 Toughness, no Movement penalties

Silken Wardrobe

9

1000

350

+1 to all Stock Rolls, and you’re hot!

Bone Talisman

7

800

250

Pass one failed Initiative check, once per adventure

Signet Ring

10

600

150

Re-roll one failed unpin roll, once per adventure.

Black Amulet

10

1000

350

Replenish luck whenever enter a Settlement or a Dungeon.

When in the Black Market it is possible for the Von Carstein to get news, orders, and general information from home. Roll below on the Rumor Chart to see what the Child of Darkness finds from his rumor mongering: 1-2 3-4 5 6

You receive a letter from your Sire telling of the small events happening at home. After a lengthy discourse on his latest hunting trip, you realize that there is no pertinent information to be gleaned from this missive. You catch a snippets of story being traded by two of the merchants in the Black Mar ket. It tells of a small cache of gold left behind by their last Dark Master. In the next adventure’s Objective Room you know where to find a horde of 3D6 x 100 gold. While sharing a warm glass of the newest vintage from Araby, called The Harems Gold, an old friend tells you of an artefact of great power his Sire had to leave behind on one of his adventures. In the next Objective Room gain an extra Treasure card. You handily stop a thief from stealing one of the Black Marketers blind. They let all of the other merchants know of your glorious deed. On your next trip to the Black Market all items are half cost.

Blood Dragon: The Castle of the Bloody Templars The Order of The Blood Dragons exists throughout the Empire. The Blood Dragon may attempt to go to such a place, this so found like a normal Special Location. Upon Arriving, the Lord of the Castle will wish to test the mettle of the Blood Dragon. Roll on the following Table to find the results of the Contest, with the following bonuses for rank: Childe +0, Thrall +0, Vampire +1, Vampire Lord +2: 1 2 3-4 5

6

The Lord of the Castle is unimpressed and wonders how you ever came into the Order with such lack luster combat skills. He has you thrown out of the Castle. You are –1 Toughness for the next adventure for the sound thrashing you took. With little effort, the Lord of the Castle casts you down in the middle of the fight and tells you to come back tomorrow when you are ready to fight. Laughing and shaming you, he has you removed from the Castle. You may try to come back here tomorrow. You do not defeat the Lord, but make a good showing. He allows you in with no disad vantage. After a long time of battling the Lord, you overthrow him and he is at your mercy, he congratulates you on becoming a fine warrior and invites you to his table for this eve nings Feast. Many of the finest maidens are brought forth for your consumption, strengthening your powers. Gain +1 on the Blood Dragon Shrine Table below. You take down the Lord with a few easy strikes. He is so impressed with you that he allows you to feed off of his personal stock of humans. The Lords throng of Feast Women is quite extraordinary. Their potent blood empowers you with +1 Toughness for the Next adventure. You also get the benefits of Result 5 on this Table.

After entering the Lords Castle, every Blood Dragon must go to the Blood Shrine and make an offering and pray to the Bloodlines founder. This costs 1D6x100 gold to do so. After making the donation the Blood Dragon then prays in hopes of communing with his mighty grand Sire. Roll 1D6 and consult the Blood Dragon Shrine Table Below: 1 2 3 4

The Grand Sire is disappointed with you and draws away some of his great power from your form. You lose –1 Wound permanently and are in quite a lot of pain. You hear the Grand Sire laughing at you while you pray. Humiliated as he draws some power from you because you are undeserving, you leave, dejected. -1 Toughness for the next adventure. Dark Power seethes and leaves your form in your attempt at communion. Angered at your failure, you leave. You are down 1D6 Wounds for the next adventure. You feel Strength entering your form as you meet with moderate success. One of your

5 6

rolls next adventure can be made into a 6 even after you fail the roll. The Grand Sire turns his gaze to you, and great power is granted to you temporarily. You may re-roll one attack roll per turn on the next adventure. Sensing your power, the Grand Sire gives over some of his great strength to you. You gain +1 Permanent Wound as well as 1D6 Blood Potions

You may also ask for aid in acquiring better armour from the Lord. Roll 1D6 and add your Rank, if the result is 7 or better, your request is granted and you receive 1,000 gold for the purchase of better armour. This armour must be for you, not to give to another, and the gold can only be used to purchase armour, otherwise the money is wasted. The Silver Conclave The Lahmians sometimes gather in the cities of the Empire to exchange news and items. This is found exactly like a Special Location, save that an 8+ is needed to find one. Once a Conclave is found, the Lahmian may buy a few things that come from the Silver Spire. Equipment Blood Vipers

Stock Cost (Buy) Cost (Sell)

Special Rules

7

50

n/a

1D6 Unmodified Wounds to target

Kehmrian Ring

10

1000

n/a

+1 to spell casting roll. (Lahmian only)

Viper Tiara

10

500

100

+1 Toughness

9

300

50

+1 Toughness

12

650

150

+1 Movement

8

100

25

Does 1D3 unmodified wounds when applied to a weapon

10

50

n/a

Gives a Swain one extra Luck. Use then discard.

Kehmrian Clothes Snakeskin boots Snake Venom Ruby Collar

While participating in the Silver Conclave a Lahmian has a chance to gain news from the Silver Spire and the lands abroad. Roll 1D6 on the following table for her results: 1

2 3

4

5

While gossiping with her sisters the Child of Darkness fails to notice one of the other Lahmians taking and unhealthy interest in her Swain. During the festivities the Elder Lahmian feeds from the Swain without permission. The Swain is –1D6 Wound for the next adventure. And most likely expects the Lahmian to find a way to fix it, too. The Lahmian’s Sire is in disfavor with the Silver Spire, unbeknownst to her. Upon in troducing herself as the childe of so-and-so, she is promptly thrown out. She may try to come in again tomorrow, hoping that her Sire has rectified the situation. The Lahmian is allowed to enter and given no more notice, as she is not important enough to make a fuss over. This may frustrate her to no end, being the most beauti ful woman present, obliviously, but at least she is in. She learns nothing of import, though she is happy to be allowed to shop. After a long shopping spree, the Lahmian settles down for a nice warm glass of San guine Blush with her compatriots. While enjoying the sweat taste of youth, she re cieves a letter from her Sire. The letter details the location of a small cache of gold left behind in a previous encounter of hers. She wishes it to be gifted to you. In the next Objective Room the Lahmian can retrieve 1D6 x 100 gold. While communing with the spirits of the dead during the Silver Conclave, the Lahmian is visited by a vision of an item of great power. The vision gives the Lahmian a perfect idea of where to find this artefact. In the next Objective Room, the Lahmian is over

6

come with vestiges of this awesome vision and finds the artefact. Draw another Objective Room Treasure card. During the nights feasting and revelry all of the Lahmians are visited by a vision of Lahmia herself. Upon seeing the value of the Vampire, Lahmia grants you her blessing. Gain +1 Permanent Wound.

Children of Darkness Hazard Table Modifications The following are the modifications to the Hazard Table modifications for all Children of Darkness: 13

Chapel

The Warriors come across a small Chapel in the woods. The Child of Darkness knows that he is not welcome in the chapel so remains out side. While the Vampire awaits his pious friends he receives a powerful vision from the land he/she calls home. The Master of Darkness he/ she serves has gained an artefact of great power and has gifted their followers with the following, roll 1D6: 1-3 You are too insignificant a follower to be gifted. 4-6 You have served your Master well. You are gifted with +1 to your Control Roll. This is a permanent +1 to your roll. Only attainable once, afterward gain +1 Starting Wound. 22

The Blood Moon

While traveling a Blood Moon rises and as the Warriors drift off to sleep they have the most vivid dreams and omens. Everyone must roll 1D6: 1 The omen is one of bad fortune for the Warrior. The Masters of Darkness are upset with him, for some reason. Perhaps all his “good doing” has upset one of their plans or he has slain to many of the Minions of Darkness. But either way, the Powers of Chaos are angered. The Warrior is –1 Willpower and all Fear and Terror checks for the next adventure due to the power of this evil vision. 2-3 The omen is not meant for this Warrior. Your dreams are normal and peaceful. 4-5 The omen is one of good fortune for the Warrior. The Fortunes are pleased with the Warrior and will grant him a minor boon for his good deeds. During the next adventure you are granted the ability to change fate in a minor fashion. The Warrior may re-roll any one missed attack, parry or dodge roll. 6 Your dreams are visited by visions of glory on the field of battle and you are granted a major boon from the gods. Your Warrior has one extra Luck Point for the coming adventure. 23

Plague

The Warriors must pass through a village to reach their destination. As you walk down the road, the Child of Darkness smells the sent of death, decay and sickness on the winds and realizes the town is in the grip of the plague. He advises that you go around the town. It will add another week of travel to your road, but you will avoid being trapped in a town drowning in death. If the Warriors choose to go to the village anyway, they resolve this per the normal “Plague” in the Adventure Book. If they choose to avoid the village, roll one extra week’s event.

32

Famine

During your travels you come across a land suffering from famine and drought. Seeing the state of the villagers, noting their paleness and lack of motivation the Child of Darkness realizes that these lands have become the chosen hunting grounds for one cursed as themselves, but who has given themselves to the Bloodlust. Roll 1D6 on the following chart for results: 1-2

6

Being the Hero you are trying to become, you and the other Warriors set off to stop the vile Vampire who is draining these lands of life. However, you find that that Child of Darkness is much more than you can handle. He throws you out of his lands and each Warrior must pay 1D6 x 50 gold to keep their heads, though you all vow to redeem these lands at a later date. The Warriors all give the peasants 100 gold to relocate from this cursed land. You set off to free the peasants from their Evil Overlord. Not expecting this daytime attack, you find the villain a slumber in his crypt. You and the other Warriors dispatch the fiend easily and find his horde of gold and gems. Each Warrior receives 150 gold in gems and cash. Same as the results for 4-5, but in addition you find his stash of 1D6 Blood potions.

46

Ambush

3 4-5

Smelling the blood of your Goblin and Spider Foes, you gain +1 on the Ambush table. 55

Wagon Train

Upon agreeing to go with the Wagon Train you have a nice long “chat” with the leader of the caravan. He decides that you are much more of a benefit to his train than they to you. Your cost are turned to profit, as he hires you as Guards. He pays each of the Warriors 1D6 x 10 gold for their protection. 65

Glorious Weather

You continue on your journey back to civilization when the weather becomes glorious, well to everyone but you. Hating the golden sunshine and soft sunlit fields the Child of Darkness becomes surly and griping. In order to shut up the Child of Darkness, the rest of the party decides not to lollygag and redouble their efforts to get back to civilization. Cut one week from your travel time.

Children of Darkness Settlement Events Table Modifications The following are modifications to the Settlement Events table for the Child of Darkness: 11

Thrown Out

Your Warriors activities and behavior gain the attention of the Town Guards and they attempt to throw him out of town. As they put their grubby little peasant hands on you, your true nature comes to the for. As you tell them of your great battles and lineage the fools cower and you are allowed to go on your way. 14

Good Deed

Across the street from your hotel you see an old crone in an upstairs window shouting that thieves are robbing her of all her worldly goods. Being the true Child of Darkness you are, you

don’t bother to take care of it yourself. You call the Town Guards and let them handle the “peasants”. They find the thieves who would have jumped you for your gold. In reward for your “good deed” the Guards give you some of the thieves wrongly earned gold, a total of 1D6 x 20 gold. 26

Betrothed

Due to a case of mistaken identity, a group of angry peasants insist that you are the betrothed of their relation. Knowing full well that you are not this person you are content to let the peasants yell for a small time. But then they cross the line. Pulling a knife on you they insist that you will marry their ugly relation on the morrow. Not having any of this you say you will not do so unless you may speak to this relation before the ceremony. They agree. You have a good long talk with the poor soul they intend for you to marry. As you are left alone to talk, you tell the poor peasant of the family curse you suffer from. How you have been married five times already and all of your spouses have died from horrible circumstances. Like your last beloved, ripped to bits by ravaging undead in your homeland of Sylvania. They run from the room, screaming and afraid. They convince their relatives that they have the wrong person and they plague you no more. 31

Drugged

Visiting a local hostelry in a rather seedy area, your Warrior partakes of a busty maiden who has consumed a curiously strong drink offered at the bar. After one tasty drink of the wench the Child of Darkness feels the effects of the liquid she imbibed. Roll 1D6 on the following: 1-3 4-6

33

She was drugged! Next time you should be a little more discerning of who you con sume for dinner. You are –1 Toughness for the next adventure. Wow, that drink was strong. You feel it’s effects, even “watered” down in her blood. You wake hungering for another taste, and with a pounding headache. Honest Days Work

A local merchant tries to hire you for an honest days work. You laugh at him all the way down the street, back to your hotel. Where you tell your friends the funny story of the foolish haggler. 35

Duel

Resolve as normal, except for result 1, which is resolved as follows: Stabbing you through the heart with his metal blade, you laugh in his face and pull the sword from your body. The Child of Darkness walks away, chuckling about their “flesh wound”. 44

Illness

Being a Child of Darkness, you are immune to the ills that plague the peasants of this town. 45

Pet Dog

Your Warrior is plagued by a stupid mongrel dog, who constantly follows you and barks, growls and otherwise makes a nuisance of himself. The dogs odd behavior catches the attention of the Witch Hunters. You lose one day, hiding from the bothersome Hunters.

51

Crime

Resolve as normal, however, if the other Warriors will or cannot pay, go to event 64, Witchcraft. 54

Beggars

Your Child of Darkness is assaulted by beggars and being the cold hearted creature he is, he soundly thrashes the leader of the rabble. You take their earnings in payment for the annoyance they have caused. Gain 1D6 x 10 gold. 55

Debt

Since your Warrior has been alive a LONG time, you resolve this event as follows: Instead of paying a mere 1D6 x 20 gold, you must pay 2D6 x 50 gold. Next time, keep up with your paperwork! 61

Temple Donation

The Child of Darkness will NEVER enter the temple, cleansing holy fire and all that. Instead, resolve as an Uneventful Day on the chart below. 64

Blood sucking Fiend!!

The local Witch Hunters accuse you of being a blood sucking fiend, go figure, and you are chased about by an angry mob (with that stupid damn dog, too)! Roll 1D6 on the following table for your results: 1 2-4 5-6

You are forced to run out of town, in order to avoid the Witch Hunters aforementioned “cleansing holy flame”. Pelted with rotten fruit the Warrior is forced to await his companions on the outside of the town perimeter. Your companions see your plight and cause a distraction for you. You narrowly avoid the authorities and must hide out for 1D3 days, waiting for the ruckus to settle down. You may not visit any other locations during this time. Luckily for you, the head Witch Hunter is easily swayed by your arguments and “charms”. He tells the mob they are mistaken and chagrinned at their mistake they pay you for the embarrassment, gain 100 gold.

Uneventful Days

Children of Darkness rarely have uneventful days, being, oh I don’t know, CHILDREN OF DARKNESS! Roll 1D6 on the following chart for results: 1

2

The Child of Darkness is confronted by the local Priest of Sigmar, who is well aware of what you truly are. After a brief but brutal battle, you go your separate ways, him having punished you to the best of his ability. You are –1 Toughness for the next adventure. You receive a missive from your Sire. Your Sire requires that you send some item of worth from the lands of Araby that you can acquire only in the lands of the Empire. After spending an inordinate amount of time searching for her “sugared dates and plums” for your Sires latest paramour, you finally come across them. They are incredibly expensive, however, costing you 1D6 x 100 gold. You then send them to your Sire, hoping they ask one of your siblings for these expensive candies next time.

3-4 5

6

Lucky for you, it really is an uneventful day. You come across a fellow Child of Darkness. The two of you spend the night wining and dining, in your fashion. Your night is one of great revelry, as you come across your own kind rarely. When you awake, you are refreshed as you have not been in many months. Gain +1 Initiative for the next adventure. While looking through a curio shop you see an ancient text written in the ancient lan guage of your homeland. You take it to the owner of the shop, who gives it to you in order to get the cursed thing from his shop. After much time spent reading and trans lating you realize it is an instruction manual of some sort. During the next adventure your healing method is improved. For every wound you should have healed (from po tion, feeding, etc.) gain two.

Children of Darkness and Training Each Child of Darkness trains at their special location. However, this takes only three days as they sup on a special vessel of blood gifted from their line progenitor. Training is different for each type of Child, see the list below for results. Von Carsteins roll 2D6, Blood Dragons roll 2D6 + 4, while Lahmians roll 2D6-4. Each skill or spell can only be acquired once.

Skills/Spells Lists -2 Dark Beauty (Spell) This Turn, 1D3 enemies are –1 to hit, all Warriors are +1 to hit (Swain is +1 strength as well). -1 Quick Blood (Skill) The Vampire gets the Dodge skill of 5+. 0 Charming Smile (Spell) One Model (friend or foe) makes a free attack on another Model of the Vampires Choice (the Swain is +1 to hit with this spell affecting him). 1 Speed of the Night (Skill) The Vampire my now make as many attacks with a missile weapon as they have Attacks in their profile. 2 Lost Innocence (Skill) As Reaction Strike, the Vampire makes one immediate free attack when monsters are placed. 3 Domination (Spell) One Monster adjacent to the Vampire is auto hit for this Turn. 4 Hearts Blood Theft (Spell-Lahmian) Cruel Irony (Skill-Von Carstein) Hearts Blood Theft: One Monster adjacent to the Vampire loses 1D6 Wounds unmodified. Cruel Irony: Once per Turn, one monster adjacent to the Vampire suffers –2 Toughness. 5 Dark Knowledge (Skill) All the Vampires Spells are –1 to be dispelled. 6 Beguiling Stare (Spell) One Monster adjacent to the Vampire loses One Attack. 7 Eyes of Night (Skill) The Vampire is immune to Alone in the Dark, as they can see quite well in the blackness.

8 Progenitors Blood (Skill) The Vampire is +1 to all casting and damage Rolls (The Blood Dragon is +1 to hit and Damage Rolls). 9 Grey Mist (Spell) All Monsters attacking the Vampire are –1 to hit. 10 Voice of Command (Spell) The Vampire may Move one Monster anywhere he wishes, up to its full movement allowance, and it ignores pinning. 11 Blood Drinker (Skill) The Vampire heals a number of Wounds equal to the number of creatures he kills, usable once per Board Section for one Turn (doesn’t work against Daemons or Undead). 12 Unholy Strength (Skill) The Vampire now causes +2 Damage in melee. 13 Master Strike (Skill) The Vampire now causes an extra 1D6 Wounds when he rolls a 6 to hit. 14 Blademaster (Skill) One Monster loses One Attack that is adjacent to the Vampire, once per Turn. 15 Red Fury (Skill) The Vampire gains +1 Attack. 16 Fell Swordsman (Spell) The Vampire re-rolls all damage rolls for this Turn, taking the best of the two results.

Spell casting

Each Vampire can only cast a certain number of spells per turn. It works as follows: The Von Carstein and the Lahmian can cast a number of spells per turn equal to their rank. The Blood Dragon can cast a number of spells per turn equal to rank, minus one.

Blood Assimilation

Each Vampire upon attaining Rank 2 and Higher learn how to use the blood they get to greater effect. This works as follows: Von Carstein: They learn how to glean more from Blood Potions. When they consume one they gain their rank in extra Wounds (thus, they get 1D6+2 if they are rank two for example). Blood Dragon: Each Creature the Blood Dragon slays gives him one extra wound per kill. Lahmian: The Female Vampire knows how to get more potency out of her Swains blood. If her Swain is human, she may decide at the time of feeding to only take two wounds from him, this will give her 1D6 Wounds, which is determined at the end of the Turn. If her Swain is an Elf, she may decide to take only one Wound which can be used two ways: she may get 1D3 Wounds at the end of the Turn, or she may add +1 to her spell cast roll. This must be decided before any dice are rolled.

Gender of the Children of Darkness

Von Carsteins may be of either gender, Blood Dragons are always male, Lahmians are female.

Children Children of Darkness of Darkness andRoleplaying SearchingModifiers for Artefacts When finding a Magic Item, the Vampire should roll 1D6, if a ‘6’ is the result, then the item in question is actually one of the lost Artefacts of the Vampires. Roll 1D6 on the following appropriate tables below to see what has actually been found, usable by Vampire only: Weapons: -1: Blade of the Cold Grave: This blade ignores armor, in addition, any creature wounded by this blade must make a Toughness test, failure means they take an additional 1D6 unmodified Wounds. 500 GC. -2: Blade of the Tomb: Once per turn, when this sword kills a creature, the wielder may immediately make another free Attack, doing the exact same damage as was done to the previous creature. 500 GC. -3: Sword of the Black Crusade (Blood Dragon only): On an Attack roll of 6+, the Vampire gains one extra Attack, this ability may only be used once per turn. 400 GC. -4: Sylvanian Sword of Dominion (Von Carstein only): The wielder of this sword may once per turn, make a Monster –1 to hit and +1 to be hit. 600 GC. -5: Asp Sword (Lahmian only) : Each Wounding hit done by this Sword lowers the Monsters Toughness by –1 till the next Warriors Phase. 600 GC. -6: Sword of Unholy Power: For each Monster killed by this Sword, the Vampire gets a +1 on their next spell cast attempt. 1000 GC. Armor: -1: Bracer of Obsidian: The bearer gets a 6+ save against Spells and Magic Weapons. 400 GC. -2: Helm of Wailing (Lahmian can’t use this): Give +1 Toughness and +1 to Fear and Terror tests. 500 GC. -3: Armour of Souls (Lahmian can’t use this): Gives +2 Toughness. The wearer may sacrifice one Attack to give one enemy –1 to hit, usable once per turn. 800 GC. -4: Garments of Darkness (Lahmian only): Wearer gains +1 Toughness and is ignored by Monsters when they are first placed on a roll of ‘6’ on 1D6. 750 GC. -5: Sylvanian Cursed Shield (Von Carstein only): Bearer gains +1 Toughness, any Monster striking the bearer takes a –1 to hit for the rest of the combat, this effect is cumulative, but Monsters still always hit on a ‘6’. 1000 GC. -6: Armour of the Fallen (Blood Dragon only): Gives bearer nothing at first, every time an enemy is killed roll 1D6, on a 4+ the armor gains +1 Toughness for the rest of the combat, to a maximum of +4 Toughness. 1000 GC. Magic Items: -1: Ring of Night: Bearer gain 6+ save against Spells and Magic Weapons. 500 GC. -2: Periapt of Shadow: For each Spell the Vampire opts not to attempt to cast, he gains a +1 to cast a Spell this turn. 500 GC. -3: Lahmian Ring (Lahmian only): Choose another Warrior to auto unpin for one turn, usable once per combat. Gain +1 Wound from healing for free when feeding from a Swain. 750 GC. -4: Kehmrian Jewelry (Lahmian only): Add +1 to cast a Spell by the Vampire. 750 GC. -5: Ring of Doom (Blood Dragon only): One Monster Must attack the bearer of this ring, ignoring all others, but is –1 to hit. Usable once per Combat. 600 GC. -6: Ring of the Carsteins (Von Carstein only): Wearer gains Regenerate (1) and Magic Resistance 5+. 1500 GC.

Action

Von Carstein

Blood Dragon

Lahmian

0

+2

-2

+1

-1

+2

Climb on Shoulders

0

-1

+1

Climb Wall

0

-1

-1

Construction

-1

-1

-1

Crawl

0

-2

-2

Difficult Shot

0

-1

+1

Disarm Enemy

+1

0

-1

Distract Enemy

0

+1

+2

Duck

0

0

+1

Fight Defensively

-

-

-

Hide

0

-1

0

Hold Door

0

+1

-1

+1

-1

+1

0

0

0

Interrogate

+2

+2

+2

Jump

+1

+1

+1

0

+1

-1

+1

+1

+1

Lift Trap Door

0

+2

-2

Listen At Door

0

-2

+2

Loosen/Tie Bonds

0

0

0

Make Bandages

-1

-1

-1

Make Rope

0

0

0

Move Heavy Objects

0

+2

-2

Pick Lock

-3

-3

-3

Play Dead

+3

+3

+3

Read

+1

0

+2

Search Object

+1

0

+2

Search Room

0

+1

0

Start Fire

-5

-5

-5

Stun Enemy

0

+1

-1

+1

-1

+1

-

-

-

+1

-2

+2

Wait/Interrupt

-

-

-

Wedge Door

0

+1

-1

Barge Aside Bluff Enemies

Identify Improvise Weapon

Kick Over Leap

Swing on Rope Take Cover Understand Speech

Children of Darkness Battle Table Von Carstein Battle Table: Gold

Title

WS

BS

Str

Dam Dice

T

Wnds

I

A

Luck

WP

P

Skill

1

0

Childe

4

5+

4

1

4

1D6+8

4

1

0

4

4+

0

2

2000

Thrall

4

5+

4

1

4

2D6+8

5

1

0

5

4+

1

3

4000

Thrall

5

5+

5

1

4

2D6+8

5

2

0

5

3+

2

4

8000

Thrall

5

4+

5

1

5

3D6+8

5

2

1

5

3+

3

5

12000

Vampire

6

4+

5

2

5

4D6+8

5

2

1

5

3+

4

6

18000

Vampire

6

4+

5

2

5

4D6+8

6

3

1

5

3+

5

7

24000

Vampire

6

4+

5

2

5

5D6+8

6

3

1

6

3+

6

8

32000

Vampire

7

3+

5

2

5

6D6+8

6

4

1

6

3+

6

9

45000

Vampire Lord

7

3+

5

3

5

7D6+8

7

4

2

7

3+

7

10

50000

Vampire Lord

7

3+

5

3

5

8D6+8

7

4

2

7

3+

8

Battle Level

Blood Dragon Battle Table: Battle Level

Gold

Title

WS

BS

Str

Dam Dice

T

Wnds

I

A

Luck

WP

P

Skill

1

0

Childe

5

6+

4

1

4

1D6+10

4

1

0

4

5+

0

2

2000

Thrall

6

6+

4

1

4

2D6+10

4

2

0

4

5+

1

3

4000

Thrall

6

6+

5

1

5

3D6+10

4

2

1

4

5+

2

4

8000

Thrall

6

5+

5

1

5

4D6+10

5

2

1

5

5+

3

5

12000

Vampire

7

5+

5

2

5

5D6+10

5

3

2

5

5+

4

6

18000

Vampire

7

5+

5

2

5

6D6+10

5

3

2

5

4+

4

7

24000

Vampire

7

5+

5

2

5

7D6+10

6

3

2

5

4+

5

8

32000

Vampire

8

5+

5

2

5

8D6+10

6

4

3

5

4+

5

9

45000

Vampire Lord

8

4+

5

3

5

9D6+10

7

4

3

6

4+

6

10

50000

Vampire Lord

8

4+

5

3

5

10D6+10

7

4

3

7

4+

7

Lahmian Battle Table: Battle Level

Gold

Title

WS

BS

Str

Dam Dice

T

Wnds

I

A

Luck

WP

P

Skill

1

0

Childe

3

4+

4

1

4

1D6+7

6

1

0

4

3+

0

2

2000

Thrall

4

4+

4

1

4

2D6+7

6

2

1

4

3+

1

3

4000

Thrall

4

4+

4

1

4

2D6+7

7

2

1

5

3+

2

4

8000

Thrall

4

3+

5

1

4

3D6+7

7

2

2

5

2+

3

5

12000

Vampire

4

3+

5

2

5

3D6+7

8

2

2

6

2+

4

6

18000

Vampire

5

3+

5

2

5

4D6+7

8

3

2

6

2+

4

7

24000

Vampire

5

2+

5

2

5

5D6+7

8

3

3

6

2+

5

8

32000

Vampire

6

2+

5

2

5

6D6+7

9

3

3

7

1+

6

9

45000

Vampire Lord

6

2+

5

3

5

7D6+7

9

4

4

7

1+

7

10

50000

Vampire Lord

6

1+

5

3

5

7D6+7

9

4

4

7

1+

7

This class is intended for free use. The ideas and originations upon which the class is constructed is from Games Workshop. This class in no way challenges Games Workshop upon which the foundations of the class were made.