• This forum is strictly intended to be used by members of the VS Battles wiki. Please only register if you have an autoconfirmed account there, as otherwise your registration will be rejected. If you have already registered once, do not do so again, and contact Antvasima if you encounter any problems.

    For instructions regarding the exact procedure to sign up to this forum, please click here.
  • We need Patreon donations for this forum to have all of its running costs financially secured.

    Community members who help us out will receive badges that give them several different benefits, including the removal of all advertisements in this forum, but donations from non-members are also extremely appreciated.

    Please click here for further information, or here to directly visit our Patreon donations page.
  • Please click here for information about a large petition to help children in need.

Potential vampiric additions to Warhammer Fantasy (Vampire Counts page blueprints)

Making a page for the Vampire Counts faction and members, and I make the basic building blocks for their pages. Open to feedback, since I might need it.

~

Abhorash

Quote:

{{Quote|"There is said to be a monastery, somewhere in the Grey Mountains, where Gilles Le Breton has decided to make his stand, I had it from the mouth of one who rides with us now - a mad creature, whom your folk knew as the Red Duke. In that place, it is said that your king fights beside a knight garbed in crimson, in defence of what remains of your people,"

"A red knight... He is one of your kind. Like... the Duke. Like you."

"No, Not like that sad, mad warrior or like me. Abhorash is the best of us."|Vlad von Carstein and Duke Jerrod of Asareux regarding Abhorash}}

==Summary==

The most legendary of all Blood Dragons was and is their first master, the Dragon Slayer, the Scourge of the Greenskins, the Blade Immortal, the Lord of Blood, Abhorash the Great, Abhorash the Wanderer, Abhorash the Master. But his location is unknown. Some say he wandered north, deep into the Chaos Wastes, or east into the land of the Giants to seek out even greater conquests. Others say he followed the path of Sigmar and became a God; others say he still walks amongst their ranks in the disguise of a young thrall, watching for the most worthy amongst them. Still, others think of the tales of other Dragon slayers, like the mighty Gilles le Breton and Lord Amara of Hoeth, and wonder how many faces their master might wear in a life as long as his. Whatever the case, none have seen or spoken to him in centuries, and his location and his plans remain mysterious.

==Powers and Stats==

'''[[Tiering System|Tier]]:''' '''High 6-C'''

'''Name:''' Abhorash, the Dragon Slayer, Scourge of the Greenskins, Blade Immortal, Lord of Blood, Abhorash the Great, Abhorash the Wanderer, Abhorash the Master

'''Origin:''' Warhammer Fantasy

'''Age:''' Several millennia old

'''Gender:''' Male

'''Classification:''' Vampire Lord (Blood Dragon), King's Champion (formerly)

'''Powers and Abilities''': Superhuman Physical Characteristics, Enhanced Senses (Vampiric senses are far beyond that of mortal creatures and can see perfectly in the dark, on top of having developed Witchsight), Immortality (Types 1, 3, 5 and 7. Vampires are Undead creatures and cannot die traditionally, instead when their body dies, they still live on and are fully aware of their surroundings, but unable to do anything), Regeneration (Mid. Lesser vampires have survived and regenerated from nearly any of their weaknesses outside of heart destruction (albeit at an obviously slower rate). As a Vampire Lord, Abhorash's regeneration should scale above theirs) Self-Sustenance (Type 1, 2 and 3; via being undead), Accelerated Development (Vampires become faster and stronger as they age), Corruption (Type 2, via the Blood Kiss), Aethyr Manipulation (Lore of Undeath), Necromancy (Able to perform necromantic rituals), Weapon Mastery (via Dread Knight, Blademaster and Might of Arms), Berserk Mode (via Red Fury), Empathetic Manipulation (via Honour or Death), Statistics Amplification (via Iron Sinews, Heart Piercing and Piercing Strike), limited Durability Negation (via Master Strike), Shapeshifting (via Wolf Form), Enhanced Regeneration (via Unholy Regeneration), limited Supernatural Willpower (Was able to control his urge to consume blood for several days until it overwhelmed him), Resistance to Disease Manipulation (Undead are incapable of catching diseases), Immunity to Soul Manipulation (Vampire's souls are converted into Dhar which is what fuels their powers and transformation)

'''[[Attack Potency]]:''' '''Large Island level''' (One of the mightiest, if not the mightiest, Vampire Lords to ever exist. Fought evenly with Gilles le Breton.)

'''[[Speed]]:''' '''Supersonic''' (Can outrun musket fire), Massively Hypersonic reaction speed (Scaling from Vampires/Mages that can react to lightning attacks)

'''[[Lifting Strength]]:''' '''Class 100''' (Scaling to Malekith)

'''[[Striking Strength]]:''' '''Large Island Class'''

'''[[Durability]]:''' '''Large Island level'''

'''[[Stamina]]:''' Infinite (Like other undead in Warhammer Fantasy, they are completely tireless)

'''[[Range]]:''' Standard Melee Range, Extended Melee Range w/ weapons

'''[[Standard Equipment]]:''' Sword, Khopesh

'''[[Intelligence]]:''' Above Average normally (Was able to stay alive for several thousands of years feeding on only powerful monsters and skilled fighters. Predicted that Lahmia's citizens and neighbouring kingdoms would turn against Lahmia due to the vampiric corruption in Neferata's court, which came to pass.). Combat Genius (One of the greatest warriors throughout the Old World, capable of single-handedly slaughtering hundreds of warriors in battle and deflecting more then dozens of incoming arrows. At the Siege of Lahmia, he and four of his closest warriors held the line against a coalition of several kingdoms long enough for the defenders of the city to flee.)

'''Weaknesses''': The inability to cross running water (negated by Waterwalker), the inability to cast a reflection or shadow, the urge to drink blood (cured after defeating a dragon and drinking its blood), vulnerability to sunlight, weakness to certain herbs and symbols of faith (negated by Unhallowed Soul), and a weakness towards silver.

'''Notable Attacks/Techniques''':
<tab> Blood Dragons
'''Archetypical Powers''':

'''The Martialle''':

*'''Dread Knight''': There are armour-clad Vampire Knights in the world, pursuing their martial glories with deathless vigour. This Vampire has followed the path of the warrior to its ultimate conclusion, taking up arms in dark mockery of a knightly vow. Most famous are the Blood Dragons, but not all the deadly horsemen of the Old World were trained within Blood Keep.

*'''Red Fury''': The Vampire enters the melee as he has always done in centuries past with a savage and unstoppable bloodlust. He won't stop until all his enemies lie dead on the ground. This trait is especially well represented amongst Blood Dragons.

'''Non-Archetypical Powers''':

*'''Honour or Death''': Many mortal champions regret their rash pride after the valiant challenge they issued is accepted by a creature whose eyes are the eyes of death itself. This power is especially common amongst Blood Dragons and Von Carsteins.

*'''Iron Sinews''': After death the Vampire's muscles grow far greater than they ever could have been in his mortal life. The Vampire becomes a beast of pure muscular power. This trait is especially common amongst Strigoi and Blood Dragons.

*'''Master Strike''': So strong is the lord of the night, that a well-placed blow from his sword can bring low, sever a limb or decapitate the toughest opponents. This trait is especially common amongst Blood Dragons.

*'''Quickblood''': Is it possible to dart aside and avoid a cannon ball? Is it possible to grab an arrow in fight with one's hand? It certainly is for these Vampires. The sword-strikes of even the most skilful men are but clumsy and childlike before the preternatural speed of the Vampire. This trait is especially well represented amongst Lahmians and Blood Dragons.

*'''Unhallowed Soul''': You are truly cognisant of your freedom from the spiritual realm, and thus, you fear no God or Daemon. You are immune to the repulsing powers of places or objects of faith, including those of the Chaos Gods. This trait is especially well represented amongst Blood Dragons, Lahmians, and Strigoi.

*'''Waterwalker''': Your will is so strong you may overrule the curse on your blood and cross running water with immense effort. This trait is especially well represented amongst Blood Dragons and Strigoi.

*'''Wolf Form''': The Vampire can change his shape to that of a wolf. This trait is especially common in Blood Dragons and Von Carsteins.

'''Blood Dragon Bloodline Powers''':

*'''Blademaster''': Trained by the best swordsmen of different periods and cultures, a Blood Dragon Vampire can easily deflect the blows from his puny enemies.

*'''Doomrider''': A knight and his horse share a very strong bond – so strong that sometimes it can continue even after death.

*'''Heart Piercing''': Using a combination of great strength and amazing speed, it is easy for the Vampire to create a gap in his opponent's guard.

*'''Might of Arms''': The Vampire has trained for centuries in the use of his favourite weapons, acquiring a skill that is rarely matched, even by the best of mortals.

*'''Piercing Strike''': Whenever you attack with a weapon, you put the full force of your might behind the swing, delivering gruesome injuries.

*'''Warrior Pride''': A Blood Dragon High Lord will be buried with his finest and most precious suit of armour.

*'''Strength of Steel''': Such is the Vampire's martial prowess that he is able to strike at the precise moment when it will cause the most carnage. Further, a true knight will never abandon his armour and sometimes the steel skin becomes part of his own body.

*'''Terrible Blows''': Your great strength and incredible speed allows you to rain blows of terrifying force on your enemies.

*'''Unholy Regeneration''': Your wounds heal at a startling rate.


==Others==

'''Notable Victories:'''

'''Notable Losses:'''

'''Inconclusive Matches:'''


~

Luthor Harkon

Quote: "From a dark place I came, and to darker places still I travel, dear heart. Wyrm-midden and filth my crib, man-flesh and dead-thing my down. To the coast of far away I sailed, to delve in dusty place. Not for glimmer, nor spark, but for Lizard-wyrd parchment and age-crusted name. Secrets and lies, from the birth of time, so all that is hidden be mine, my dear.
Slime-thing lovers call sailors to salty death in my name. With a touch, he rises once more, brine-blood vigour her delight. Her kiss is clammy little death. Her song calls men from every land, and my servants walk the land of swamp, doing death for all time.
Lizard-stone tumble, and dead grey-meat my supper, the names of the Eldest spill from my lips, my love. Axlotl. The City of Lizard no more. Its secret places, secrets abhorred.
But now High-Lizard cares. Cares to curse. Curse him thrice in payment shall I.
Now strangers heed the song of the Brine-Maid, and glimmer they seek as all Men may. Multitudes and legions land on sacred shore and make for Lizard-home. I shall steer them to riches beyond dreaming and do mischief to High-Lizard Lordling a-plenty.
Mine emissaries make gifts to greedsome strangers, the skulls of the unliving carry soul-scum skimmings, brine-song echoing still. These they accept, for bauble and toy is all. In doing acceptance they make abasement, for debt is eternal, beyond mortal-man's ken.
Now Lizard-things tremble, and stranger wreaks mischief across the land of the Eldest. Glimmer-greed grips the hearts of some, while others seek words, and others seek blood.
Who prevails, I care not. I shall endure. Lizard-thing shall die, and green-flesh shall wither. The Names of the Eldest shall be mine, and all dead-things whisper my name, my love." - Luthor Harkon

==Summary==

Luthor Harkon, born Lutr of the Lahmian Harkoni tribe, was the self-styled Arch-Grand Commodore and Pirate King of the Vampire Coast, leader of the Zombie Pirates and one the Dark Lords of Nagash, feared as the Mortarch of the Abyss.

Lutr was born as a member of the Harkoni, a tribe of hillmen that lived near Lahmia a millennium before the birth of Sigmar. He had a military career in that city, and eventually was appointed leader of Lahmia's harbour guard by Abhorash himself. Meanwhile, his relative Walak led the palace guard. Presumably, it was Abhorash or Walak who gave Lutr the Blood Kiss of vampirism, although he appears to have never had a relationship with the Order of the Blood Dragon or its ideals, and no memory was left of his heritage when he reappeared centuries later as a Vampire.

==Powers and Stats==
Tier: High 8-C

Name: Luthor Harkon, Lutr (formerly), Arch-Grand Commodore and Pirate King of the Vampire Coast, Mortarch of the Abyss

Origin: Warhammer Fantasy

Age: Approximately thirty-five hundred years by the End Times (-1030 IC)

Gender: Male

Classification: Vampire Lord, Arch-Grand Commodore, Pirate King

Powers and Abilities: Superhuman Physical Characteristics, Weapon Mastery, Enhanced Senses (Vampiric senses are far beyond that of mortal creatures and can see perfectly in the dark, on top of having developed Witchsight), Immortality (Types 1, 3, 5 and 7. Vampires are Undead creatures and cannot die traditionally, instead when their body dies, they still live on and are fully aware of their surroundings, but unable to do anything), Regeneration (Mid normally. Lesser vampires have survived and regenerated from nearly any of their weaknesses outside of heart destruction (albeit at an obviously slower rate). As a Vampire Count and with Unholy Regeneration, Luthor's regeneration should scale above theirs) Self-Sustenance (Type 1, 2 and 3; via being undead), Accelerated Development (Vampires become faster and stronger as they age), Corruption (Type 2, via the Blood Kiss), Necromancy (Should be able to perform necromantic rituals), Rage Power (via Red Fury and Mad), limited Durability Negation (via Master Strike), Shapeshifting (via Wolf Form), Curse Manipulation (Invoked an enchantment to throw ships in the Great Ocean off-course), Statistics Amplification (via Piercing Strike), Power Nullification Aura and Resistance to Aethyr Manipulation (via Magical Void. After surviving the Lizardmen's glyph trap, Luthor gained a resistance to the Winds of Magic), Disease Manipulation, Deconstruction and Poison Manipulation. Immunity to Soul Manipulation (Vampire's souls are converted into Dhar which is what fuels their powers and transformation)

Attack Potency: Large Building level+ (Comparable to other Vampire Lords, one of whom achieved this feat. Cut down several daemons during the End Times while he was crippled and missing a hand.)

Speed: Supersonic (Is comparable to Vampires who can outrun musket fire) with '''Massively Hypersonic''' Combat speeds and reactions (Scales to other characters that can react and keep up with Lightning

Lifting Strength: Class 100 (Should be comparable to Malekith, who lifted a dragon who was comparable in size to a Castle Gatehouse)

Striking Strength: Large Buidling Class+

Durability: Large Building level+. Immortality and regeneration make him difficult to kill.

Stamina: Infinite (Like other undead in Warhammer Fantasy, he is completely tireless)

Range: Standard melee range, Extended melee range w/ cutlass, hundreds of meters w/ firearms, further w/ powers.

Standard Equipment: Cutlass and brace of pistols

Intelligence: Above Average (Created his own army undead armies and led them on several successful victories against the Lizardmen in Lustria. Despite this, his sanity has been severally damaged, which can result in unpredictable, yet sporadic decision-making)

Standard Tactics: Luthor's many personalities continually bicker and rage within the walls of his psyche, and his actions are guided by whichever is in ascendance. If no single personality is dominant, Harkon remains almost motionless as the battle within his mind rages. This can result in Luthor being driven by his more lucid traits, but more often can lead to the more, well, extreme characters surfacing. In addition, when Luthor is severely wounded and the strain is too much for the dominant personality another, stronger, facet of himself takes over and continues the fight.
  • Brainlock: Luthor's personalities fight amongst themselves, leaving him dazed and confused.
  • Mad: A completely unhinged character from the deepest depths of Luthor's mind has surfaced and gained control of his actions.
  • Bad: Perhaps an understatement, as this is Luthor's 'core' personality, but at least this one is fairly rational.
  • Dangerous to Know: A steely and determinedly ruthless portion of Luthor's soul has clawed its way into the light of day.
Weaknesses: The inability to cross running water (negated by Waterwalker), the inability to cast a reflection or shadow, the urge to drink blood, vulnerability to sunlight, weakness to certain herbs, and a weakness towards silver. His personality fractured into a dozen different facets which battle for dominance within his mind, and his actions guided by whichever is in ascendance. If no single personality is dominant, Harkon remains almost motionless as the battle within his mind rages.

Archetypical Powers:

The Martialle:
  • Dread Knight: There are armour-clad Vampire Knights in the world, pursuing their martial glories with deathless vigour. This Vampire has followed the path of the warrior to its ultimate conclusion, taking up arms in dark mockery of a knightly vow. Most famous are the Blood Dragons, but not all the deadly horsemen of the Old World were trained within Blood Keep.
  • Red Fury: The Vampire enters the melee as he has always done in centuries past with a savage and unstoppable bloodlust. He won't stop until all his enemies lie dead on the ground. This trait is especially well represented amongst Blood Dragons.
'''Non-Archetypical Powers''':
  • Honour or Death: Many mortal champions regret their rash pride after the valiant challenge they issued is accepted by a creature whose eyes are the eyes of death itself. This power is especially common amongst Blood Dragons and Von Carsteins.
  • Iron Sinews: After death the Vampire's muscles grow far greater than they ever could have been in his mortal life. The Vampire becomes a beast of pure muscular power. This trait is especially common amongst Strigoi and Blood Dragons.''':
  • Master Strike: So strong is the lord of the night, that a well-placed blow from his sword can bring low, sever a limb or decapitate the toughest opponents. This trait is especially common amongst Blood Dragons.
  • Quickblood: Is it possible to dart aside and avoid a cannon ball? Is it possible to grab an arrow in fight with one's hand? It certainly is for these Vampires. The sword-strikes of even the most skilful men are but clumsy and childlike before the preternatural speed of the Vampire. This trait is especially well represented amongst Lahmians and Blood Dragons.
  • Unhallowed Soul: You are truly cognisant of your freedom from the spiritual realm, and thus, you fear no God or Daemon. You are immune to the repulsing powers of places or objects of faith, including those of the Chaos Gods. This trait is especially well represented amongst Blood Dragons, Lahmians, and Strigoi.
  • Waterwalker: Your will is so strong you may overrule the curse on your blood and cross running water with immense effort. This trait is especially well represented amongst Blood Dragons and Strigoi.
  • Wolf Form: The Vampire can change his shape to that of a wolf. This trait is especially common in Blood Dragons and Von Carsteins.
Blood Dragon Bloodline Powers:
  • Blademaster: Trained by the best swordsmen of different periods and cultures, a Blood Dragon Vampire can easily deflect the blows from his puny enemies.
  • Doomrider: A knight and his horse share a very strong bond – so strong that sometimes it can continue even after death.
  • Heart Piercing: Using a combination of great strength and amazing speed, it is easy for the Vampire to create a gap in his opponent's guard.
  • Might of Arms: The Vampire has trained for centuries in the use of his favourite weapons, acquiring a skill that is rarely matched, even by the best of mortals.
  • Piercing Strike: Whenever you attack with a weapon, you put the full force of your might behind the swing, delivering gruesome injuries.
  • Warrior Pride: A Blood Dragon High Lord will be buried with his finest and most precious suit of armour.
  • Strength of Steel: Such is the Vampire's martial prowess that he is able to strike at the precise moment when it will cause the most carnage. Further, a true knight will never abandon his armour and sometimes the steel skin becomes part of his own body.
  • Terrible Blows: Your great strength and incredible speed allows you to rain blows of terrifying force on your enemies.
  • Unholy Regeneration: Your wounds heal at a startling rate.
Magical Void: The catastrophic results of Luthor's great experiment severed him from the Winds of Magic. As such, and unlike other Vampires, beyond his power to control his undead hordes, he has no magical abilities. However, Luthor's unusual condition means that he emanates a peculiar anti-magic field.

~

Vlad von Carstein (Now a page: https://vsbattles.fandom.com/wiki/Vlad_von_Carstein)

Quote: "Surrender and serve me in life, or die and slave for me in death." Vladimir von Carstein, Count of Sylvania.


==Summary==

Vlad von Carstein, known in his former life as Vashanesh of Nehekhara, was the first Vampire Count of Sylvania, and the founder of the Von Carstein bloodline. He was dreaded by many as the monster that brought darkness upon the lands of Sylvania after his marriage to Isabella von Drak, daughter of the late Imperial Count Otto von Drak. His bid for power, and the desire to rule the whole Empire as his own has ensured the total collapse of the Imperial province, as well as to herald the beginning of the first of the Vampire Wars from 2010 IC and onwards.

Though his death signalled the end of the gruelling conflict in 2051 IC, the lands of Sylvania have been forever cursed with the powers of the undead, becoming breeding grounds for a multitude of necromancers, vampires, and other dark creatures. As the years went by, the land was forever shunned by the other Imperial provinces, and every century or two another one of Vlad's own bloodline would rise up and challenge the Empire in hopes of achieving that which Vlad could not. (Credit to the Warhammer Fantasy Wiki for the summary)


==Powers and Stats==

Tier: High 8-C

Name
: Vladimir von Carstein, Count of Sylvania, Vlad von Carstein, Vashanesh (formerly)

Origin: Warhammer Fantasy

Age: Unknown

Gender: Male

Classification: Vampire Count, Count of Sylvania

Powers and Abilities: Superhuman Physical Characteristics, Immortality (Types 1 and 7. 3 and 4 w/ the Carstein Ring), Self-Sustenance (Type 1, 2 and 3; via being undead), Social Influencing (Convinced Otto, Von Drak Counts of Sylvania, into marrying his daughter and heir to him, which allowed Vlad to become the Count of Sylvania), Necromancy (Should be able to perform necromantic rituals), Forcefield Creation, Regeneration and Resurrection w/ the Carstein Ring (If a Vampire of the Von Carstein bloodline were to wear this ring, they become magically armoured and able to quickly regenerate wounds dealt unto them. If the wearer is killed, he returns to un-life at dusk, completely healed.), Blood and Life-Force Absorption and Healing w/ the Blood Drinker (Every time the bearer of this heinous sword kills a living creature the blood splattered on the blade is absorbed and the life force of the victim is used to revitalise its Undead bearer), Weather Manipulation w/ Call Winds, Summoning (Can summon wolves and bats to aid him), Shapeshifting w/ Bat Form, Mist Form and Wolf Form, Empathic Manipulation w/ Transfix, Aura w/ Unbending Willpower, Aura of Dark Majesty and Walking Death (Capable of inducing fear and awe)

Attack Potency: Large Building level+ (Comparable to Vampire Lords, one of whom achieved this feat.)

Speed: Supersonic (Is comparable to Vampires who can outrun musket fire) with Massively Hypersonic Combat speeds and reactions (Scales to other characters that can react and keep up with Lightning)

Lifting Strength: Class 100 (Should be comparable to Malekith, who lifted a dragon who was comparable in size to a Castle Gatehouse)

Striking Strength: Large Building Class+

Durability
: Large Building level+, higher w/ the Carstein Ring

Stamina: Infinite (Like other undead in Warhammer Fantasy, he is completely tireless)

Range: Standard melee range physically, Extended melee range w/ the Blood drinker, further w/ powers

Standard Equipment:
  • Blood Drinker (Magical Sword) - When this sword draws blood, the life force of the victim is used to revitalise the blade's master.
  • Carstein Ring (Magical Ring) - This ancient heirloom of the twisted house of Sylvania makes the Vampire carrying it almost impossible to kill.
Intelligence: High (Led a vast Undead army against The Empire in The First Vampire Wars, achieving many victories against The Empire up until his defeat at Altdorf. Was successful in creating an Undead kingdom within the borders of the The Empire)

Weaknesses: The inability to cross running water, the inability to cast a reflection or shadow (negated by Persistent Image), the urge to drink blood, vulnerability to sunlight (negated by Defy the Dawn), weakness to certain herbs, and a weakness towards silver.

Notable Attacks/Techniques:
Archetypical Powers
The Courtly:
  • Aura of Dark Majesty: The very greatest of Vampires project an aura of utter supremacy and poise that induces fear and awe in even the proudest of beings. To be in the presence of this Vampire is to truly know your own lowly place in the world. As they are the most authoritative of the Vampires, this trait is especially common amongst the von Carsteins, the best generals among their kind, but can also be found in Necrarchs.
  • Walking Death: So powerful is the unholy presence of the Vampire that mere mortals are forced to flee in dread and terror. This trait is especially common amongst Strigoi and von Carsteins.
Non-Archetypical Powers:
  • Bat Form: Wrapping the power of darkness around him, the Vampire metamorphises into a giant bat. This power is especially common amongst Strigoi and Von Carsteins.
  • Defy the Dawn: Your will is so strong, you can overcome even the terrible power of the sun. This trait is especially common amongst Lahmians, Necrarchs, and Von Carsteins.
  • Honour or Death: Many mortal champions regret their rash pride after the valiant challenge they issued is accepted by a creature whose eyes are the eyes of death itself. This power is especially common amongst Blood Dragons and Von Carsteins.
  • Mist Form: Some Vampires can change their shape to a whirl of mist. The mist is entirely magical, under their control, and does not behave according to nature. This trait is especially well represented amongst Lahmians and Von Carsteins.
  • Transfix: The Vampire is so beautiful that a mere mortal's will to fight immediately disappears before her. The eyes of the Vampire are two deep pits where a mortal can find his doom. The unfortunate victims can do nothing but stare entranced and helpless at the deadly hunter preparing to strike. This power is especially common amongst Lahmians and Von Carsteins.
  • Unbending Willpower: Some of these immortal hunters have crossed the oceans of time, commanded armies and ruled kingdoms in their everlasting undeath. There are few creatures that can avoid being overcome with awe and falling to their knees before them and the obedience they obtain from their servants is absolute. This power is especially common in Necrarchs and Von Carsteins.
  • Wolf Form: The Vampire can change his shape to that of a wolf. This trait is especially common in Blood Dragons and Von Carsteins.
Von Carstein Bloodline Abilities:
  • Call Winds: The anger of a von Carstein is so powerful that even the sky reflects it. You may call forth a huge and terrible storm, even from a completely blue and quiet sky.
  • Persistent Image: The light of the sun has not rejected you. Your image is reflected in mirrors and any other reflective surface. You also cast a normal shadow from the sun or any other light source.
  • Pure Blood: The ring of Vlad von Carstein is the ancient inheritance of the noblest of the Vampire bloodlines. Only they have the right to wear this holy relic, which is charged with the power to restore and resurrect a destroyed Vampire's body.
  • Summon Bats: The Vampire produces a bestial howl that awakens dark creatures and beckons them to his aid.
  • Summon Wolves: These beasts are slaves to the implacable will of the von Carstein blood.
 
Last edited:
This is a good start, but there is definitely a lot more for this, he'd be 7-B for one as he has fought a great number of greater daemons and comparable foes, by virtue of being a vampire, he'd have mid regeneration as he can regenerate from anything that doesn't cover the general vampiric weaknesses and even then, lesser vampires have survived and regenerated from nearly any of their weaknesses outside of heart destruction ( albeit at an obviously slower rate) With the von Carstein ring, he'd have Mid-High, via regenerating from being ashes on a number of occasions and at one point straight up being turned into a blood mist, he'd also have Aethyr Manipulation, specifically Lore of Shadows, and Lore of Vampires and Undeath (possibly other lores but i cant remember off the top of my head) This is a good start tho
 
Sweet, thanks for the info.

About his Aethyr, I remember that he had copies of the Liber Mortis and the Nine Books of Nagash (which were taken from his corpse after Altdorf), so would that mean anything? (possibly might give him Lore of Death, but that's just me)
 
Last edited:
yes and no, it's why he's so powerful in terms of his magic, but that's about it, and because they aren't the true books of nagash merely copies of them, you can't argue that he scales to their level of power just that he'd have the knowledge from within them
 
Did some more research on him, some other things i forgot about is, his sword not only instantly drains the blood from his victim but also transforms them into a zombie that serves him as well in the lore, he should also be able to use the Lore of Death in Aethyr Manipulation too, as well as theoretically Battle Magic and Petty Magic too as it's something all spellcasters can use but at the same time, i'm unsure if vampires count traditionally as normal spellcasters, he should also have immunity to Soul Manipulation as vampire's souls are converted into Dhar which is what fuels their powers and transformation.

There is a also a thing for Warhammer vampires, where they can't actually die conventionally, where even when their body dies, they still live on and are fully aware of their surroundings, just can't do anything, it's utterly non-combat applicable tho, as they can only be brought back from this through outside help (like dripping blood into their mouths or using certain spells or rituals) so i have no idea what we would put it as
 
Right, the Lores and Soul Immunity have been added. So the Blood Drinker would have Corruption (most likely Type 2)

Yeah, seems like a very shitty non-applicable Type 5 Immortality (tbf, it is Warhammer), but I can add this.

Quick question: Would have vampires in general have Type 2 Corruption or something similar because of the Blood Kiss or not?
 
I think I'll just turn this into a page thread for Vampire Counts in general, that way it saves me time and lessens the threads I watch. That being said, Luthor Harkon is now in the works.
 
Awesome!! Keep in touch for any in depth stuff for him if needed, you know where to find me. What you have so far is already great
 
Last edited:
Back
Top