The Necroscope series – Rules for the Wamphyri
Necroscope, Wamphyri & eBranch Rules
This page provides some RPG rules for Brian Lumley’s creation: the Wampyhri. Vampires of the worst kind, they are hideously evil and nowhere near as angst-ridden as their Anne Rice counterparts…
These creatures pop up (or slither up!) in various forms throughout his Necroscope series, and the perfect nemesis for a group in a modern setting, especially espionage games. Given the pathogenic nature of Wamphyri vampirism, they also provide an alternative to zombie-style RPGs, in the vein (so to speak) of Resident Evil.
As well as the Wamphyri, the books describe the most secret organisation of the UK Security Services: Ebranch. As well as being the first line of psychic defence for the UK, they are also the foremost adversaries of the Wamphyri and are adept vampire-hunters.
I chose the Call of Cthulhu RPG rules as Lumley’s work also features in the Cthulhu Mythos.
Throughout the Necroscope series a number of psychic powers are mentioned (not described here):
- Evil Eye
- Guardian Angel
- Mistweaver (Wamphyri only)
The phrase “Wamphyri” covers a number of varieties of vampire. The true Vampire itself is an 18″-long grey-green parasite similar to a corrugated leech. It instinctively tries to acquire a host and can show considerable cunning and intelligence. Vampire tenacity is legendary.
* A Vampire regenerates 1 HP a round unless the wound is caused by UV light, silver or fire.
- Av. Damage Bonus: -1D6
- Weapons: Bite 35%, damage 1d4 first round, blood drain thereafter.
- Skills: Hide 30%
- Sanity Loss: 0/1D6 to see a vampire in leech form. 1D4/1d8 to be attacked.
When the Vampire enters a host, either through the form of an egg or by force they become Wamphyri.
Vampires can be divided into four different categories and have the statistics given below .
- The Leech: the actual Vampire itself, an eighteen-inch symbiote that requires a host (see above).
- The Thrall: a mortal (human, wolf, bat, etc) that has been bitten or otherwise infected with the vampire spore (through saliva, blood or other bodily fluids). Although stronger and tougher than they were as mortals, they are nowhere near as powerful as the Lieutenants and Wamphyri themselves.
- The Lieutenant is a vampire who is older, and much stronger and tougher than common thralls, infused with more vampire essence. They have been known to manifest their own leech over time, becoming wamphyri themselves.
- The Wamphyri themselves are humans bonded with a Leech symbiote. They are considered to be “Great” Vampires (the true Wamphyri “Lords” and “Ladies”).
As Host +2**
As Host +2**
* A thrall regenerates 1 HP a round unless the wound is caused by UV light, silver or fire.** A Lieutenant or Wamphyri regenerates 2 HP a round unless the wound was caused by UV light, silver or fire.
- Av. Damage Bonus: as host.
- Weapons: Bite 35%, damage 1d6 first round, blood drain thereafter.
- Skills: As host
- Spells: As host + other psychic powers
- Sanity Loss: 0/1D3 to see a vampire feeding. 1D4/1d10 to be attacked or face an enraged Lieutenant or Wamphyri.
- Lost in America – a journey through the dustbowl of 1930s America leads to an infected Vampire town.
- Shooting the Past – a Nazi war criminal dies but leaves a legacy behind.
- Hunters Moon – fun in the Roman sewers with vampire proto-flesh.
- Synchronicity 2 – as above, but a whole Scottish island is one entity
- Blood-dimmed Tide – a cruise ship is taken over by a Wamphyri lady.
Necroscope ® is a registered trademark of Brian Lumley.