Gargoyle Variants


The following modifications are applied to the base Gargoyle profile on page 72 of Savage Foes of North America.

Gurgoyle: Climbing d6, Toughness 12 (3), Size +2, and doesn't possess the Flight ability.

Gargoyle Lord: Smarts d6, Strength 12+4, Intimidation d8, Toughness 14 (3), and Size +4. Has Arcane Background (Super Powers), with 25 PPE and the armor and smite powers (stone form, activated simultaneously without penalty, but ground and flying Pace are reduced by two when active), as well as bolt (fire breath) and invisibility, all at d8.

Gargoyle Mage: Smarts d6, Toughness 14 (3), and Size +4. Has Arcane Background (Magic) with Spellcasting d8, 30 PPE, and the following powers: barrier, boost trait (Survival and Tracking only), burrow, elemental manipulation (earth only), entangle, obscure, stun, and telekinesis (only affects stones). All powers must have an earth or stone trapping.

Gargoylite: Agility d10, Strength d12, no Intimidation, Lockpicking d8, Stealth d10, Survival d6, Toughness 9 (3), Flying Pace 10 with a d6 running die, Size -1, and doesn't possess the Fear ability or a tail attack. Has Arcane Background (Super Powers) identical to the Gargoyle Lord, but with only 20 PPE.

Contributed by: Sitting Duck
Original Source: Conversion Book 1

Vampire Variants


The following modifications are applied to the Wild Vampire profile on page 77 of Savage Foes of North America.

Secondary Vampire: Smarts and Spirit d8, Intimidation and Psionics d8, Shooting d6 (optional), Major Psionic, 20 ISP, and Spirit roll for the Turn ability is at -2 (with the victim becoming a secondary vampire on a critical failure).

Secondary Vampire, Pack Leader: As above, as well as Wild Card status and Command plus one Leadership Edge of choice (effective only on thralls and Extra vampires).

Master Vampire: Wild Card status, Smarts d10, Spirit d12, Intimidation and Taunt d8, Psionics d10, Shooting d6 (optional), Major and Master Psionic, Command plus two Leadership Edges of choice (effective only on thralls and non-master vampires), Rapid Recharge, 30 ISP, and Spirit roll for the Turn ability is at -4 (with the victim becoming a secondary vampire).

Contributed by: Sitting Duck
Original Source: World Book 1: Vampire Kingdoms