Adapting Vampire Hunter D into the Cepheus Engine (a 2D6 2D6-based open-tabletop sci-fi RPG system) is a natural fit. Hideyuki Kikuchi’s world combines far-future post-apocalyptic technology, bio-engineering, cybernetics, and gothic horror—the exact intersection of Cepheus Engine’s high-tech sci-fi rules and grit.
Character Profile: D (Dhampir Hunter)
D is a half-vampire (Dhampir) wandering the Frontier in the year 12,090 AD. He possesses superhuman reflexes, immense endurance, and a sentient left hand hosting a ancient symbiont parasite.
Universal Personality Profile (UPP)
UPP: EGEAB5
| Characteristic | Score | Modifier | Notes |
| STR | 14 | +2 | Transhuman Dhampir strength |
| DEX | 16 | +3 | Superhuman speed and precision |
| END | 15 | +3 | Incredible resilience and fast healing |
| INT | 12 | +2 | Centuries of tactical acumen |
| EDU | 10 | +1 | Knowledge of ancient tech and Nobility lore |
| SOC | 05 | -1 | Feared outrider; societal outcast |
Skill Roster
Melee (Blade)-4: Master swordsman capable of deflecting bullets and slicing through bio-armor.
Athletics-3: Feats of extraordinary jumping, agility, and balance.
Recon-3: Master tracker of Nobles, mutated beasts, and cybernetic abominations.
Stealth-3: Moves silently through shadows and dodges target-tracking sensors.
Survival-3: Expert navigator of radioactive wasteland Frontiers.
Gun Combat (Pistol/Projectile)-2: Skilled with high-velocity needle weapons and firearms.
Riding (Cybernetics)-2: Expert control of high-horsepower robotic steeds.
Medical / Xenology-1: Deep understanding of Vampire biology and mutant anatomy.
Unique Dhampir Traits
- Sun Sickness: D suffers a -2 penalty to all physical characteristic checks when directly exposed to intense sunlight unless fully covered in his high-tech armored cloak.
- Vampire Blood Regeneration: D recovers 1 point of lost END or STR per hour automatically. If buried in soil for 8 hours, he recovers from critical injuries or fatal damage.
- Thermal/Darkvision: Can see across the infrared and light-starved spectrum up to 100 meters without gear.
Left Hand Parasite (Symbiont)
The face embedded in D's left palm is treated as a Bio-Tech Cybernetic Symbiont with its own intelligence (INT 14, EDU 12) and independent actions per round.
Symbiont Capabilities:
Elemental Absorption: The Left Hand can inhale and consume fire, water, wind, or energy attacks once per combat turn, neutralizing up to
4d6incoming damage.Resuscitation: If D reaches 0 END, the Left Hand can consume soil/elements to revive D back to 1 END instantly (once per day).
Psionic & Magic Detection: Functions as a continuous sensor scanning for Nobles, illusion fields, and psionic activity within 1 kilometer.
Signature Gear & Weapons
| Item | Range | Damage | Special Traits |
| Monomolecular Longsword | Melee | 3d6+5 | AP 6 (Armor Piercing), ignores standard parry rules |
| Wood-Needle Sidearm | 15m | 2d6 | AP 2, wooden projectiles bypass Vampire anti-ballistic fields |
| Armored Gothic Cloak | — | Armor +4 | Kevlar/Bio-mesh weave; UV/Thermal regulation |
| Cybernetic Steed | Vehicle | 120 km/h | Robotic horse with all-terrain sensors and internal fuel cell |
In the world of Vampire Hunter D, the Nobles (vampiric aristocracy) combine terrifying psionic and biological superpowers with far-future super-technology. Meanwhile, the wilderness of the Frontier is overrun by mutated bio-weapons and cybernetic predators left over from the Nobility’s height of power.
Here are complete Cepheus Engine stat blocks, traits, and combat profiles for Noble Vampires and iconic Cybernetic Wilderness Monsters.
1. The Noble Vampire (Greater Vampire Lord)
Nobles are not merely undead; they are master bio-engineers, psionics, and aristocrats who ruled the world for millennia. A single Noble can easily wipe out an entire squad of armed hunters.
Stat Block & Traits
UPP:
FFFFFF(STR 15, DEX 15, END 15, INT 15, EDU 15, SOC 15)Armor: Armor 8 (Personal Force-Field / Super-Dense Cellular Structure)
Life Support / Stamina Points: 45 HP total pool
Movement: 18 m (Inhuman Speed)
Skill Roster
Melee (Blade/Unarmed)-4
Gun Combat-3
Recon-3
Persuade-4
Science (Genetics/Cybernetics)-4
Psionics-4
Special Abilities & Traits
Mist Form: As a minor action, the Noble can dissolve into an invulnerable mist for up to 10 minutes. Ignores all non-magical/non-energy physical attacks.
Hypnotic Gaze (Psionic Attack): Range 10m. Target must make an INT/END Check (DM -3) or fall under total mind control for 1d6 hours.
Regeneration: Recovers 3 points of damage per round unless damage was inflicted by wood, concentrated UV light, or monomolecular weapons to the heart.
Sunlight Vulnerability: Direct sunlight inflicts 2d6 damage per round, bypassing all armor, and reduces physical traits to 6 (+0).
Weapons & Gear
Vampiric Fangs / Claws: Melee,
2d6+3damage, AP 3. On a successful hit that deals damage, the Noble drains 1d6 END to heal itself.Ancient High-Tech Rapier / Needle-Sword: Melee,
3d6+3damage, AP 5.
2. Cybernetic Saber-Fang Wolf (Frontier Predator)
These cyborg beasts were created by the Nobility as perimeter guardians and now pack-hunt along the trade routes of the Frontier. They mix mechanical endurance with animal instincts.
Stat Block & Traits
UPP:
C8A200(STR 12, DEX 8, END 10, INT 2, EDU 0, SOC 0)Armor: Armor 6 (Cybernetic Plating)
Movement: 24 m (Sprint capability up to 45 km/h)
Skill Roster
Athletics-3
Melee (Natural Weapons)-3
Recon (Sensors)-3
Stealth-2
Special Abilities & Traits
Optics & Thermal Sensors: Night Vision, Infrared, and Motion Tracking up to 250m. Ignores darkness or smoke penalties.
Pack Tactics: Gain +1 DM to hit for every ally adjacent to the target (up to +3 max).
Cybernetic Core: Immune to fear, moral failure, poison, and biological disease.
Weapons & Gear
Monofilament Fangs: Melee,
3d6damage, AP 4.Mounted Laser Needle (Shoulder-Rig): Range 50m,
2d6+2damage, AP 2.
3. The Chimerical Mantis-Cyborg (Mutant Abomination)
Twisted bio-engineered hybrids featuring armored chitin, titanium-scythe limbs, and thermal cloaking technology. They ambush lone travelers from the ruined canopy of dead forests.
Stat Block & Traits
UPP:
EFA300(STR 14, DEX 15, END 10, INT 3, EDU 0, SOC 0)Armor: Armor 4 (Bio-Chitin)
Movement: 15 m / Flying 20 m
Skill Roster
Stealth-4
Melee (Scythes)-3
Athletics-3
Recon-2
Special Abilities & Traits
Active Optical Camouflage: When stationary or moving slowly, tests to detect the Mantis suffer a -4 DM.
Pounce Attack: If attacking from stealth, the Mantis makes a free surprise attack dealing double damage on a successful strike.
Weapons & Gear
Vibro-Scythe Arms: Melee,
3d6+4damage, AP 6.Acid Arc Spray: Range 10m (Cone),
2d6splash damage (corrodes 1 point of target's Armor per round until washed off).
Encounter Building Quick-Reference
| Threat Level | Encounter Composition | Recommended Party Level |
| Moderate | 3x Cybernetic Saber-Fang Wolves | 3–4 Hunters (Standard Gear) |
| Hard | 1x Chimerical Mantis-Cyborg + 2x Cyber-Wolves | 4 Experienced Hunters |
| Deadly / Boss | 1x Noble Vampire + 2x Elite Cyborg Guards | High-Tech Party or Dhampir |
In the year 12,090 AD, transportation ranges from ancient cybernetic fauna to massive anti-gravity dreadnoughts. In the Cepheus Engine, vehicles use standard stat blocks covering Tech Level (TL), Speed, Skill requirements, Armor, Hull/Structure integrity, and specialized subsystem hardpoints.
Here are official Cepheus Engine vehicle entries for D’s Cybernetic Steed, a Noble Sky-Galleon, and a Frontier Land-Cruiser.
1. D's Cybernetic Steed (Cybernetic Mount)
D’s mount is a high-horsepower robotic equine featuring an internal multi-fuel power core, synthetic muscle fiber, and sensory arrays that allow it to traverse impassable post-apocalyptic terrain at high speeds.
Vehicle Stat Block
TL: 15 (Ancient Nobility Bio-Tech)
Type: Cybernetic Mount / Legged Vehicle
Skill: Riding (Cybernetic) or Drive (Legged)
Speed: 140 km/h (Cruising) / 200 km/h (Sprint)
Crew: 1 Rider + 1 Passenger
Armor: 8 (Reinforced Synth-Fiber & Chitin Plating)
Hull / Structure Points: 12 / 12
Cargo: 50 kg (Saddlebags/Gear straps)
Vehicle Subsystems & Traits
Synthetic Endurance: Does not require sleep, water, or organic food. Runs on an internal nuclear cell lasting 10 years before requiring fuel re-enrichment.
All-Terrain Neural Actuators: Ignores movement penalties for rough wasteland, rubble, or muddy terrain. Can jump gaps up to 10 meters across.
Auto-Pilot / Autonomous Defense: Has an onboard AI (
INT 4,DEX 10). When D dismounts, the steed can guard an area or fight independently using its Kick attack.
Weapons
Hydraulic Hoof Kick: Melee, Damage
3d6, AP 2.
2. Noble Sky-Galleon (Anti-Gravity Airship)
Floating leviathans used by the Vampire Aristocracy. Blending gothic ornamentation (candelabras, gargoyles, obsidian halls) with far-future anti-gravity (grav-flyer) engines and particle weaponry, these vessels serve as mobile castles.
Vehicle Stat Block
TL: 16+ (Nobility Relic Technology)
Type: Grav-Vessel / Airship
Skill: Flyer (Grav) or Pilot
Speed: 300 km/h (Atmospheric Cruising) / 600 km/h (Max Flight)
Crew: 1 Pilot, 2 Gunners, Commander, plus accommodation for up to 20 Nobles & Servants
Armor: 18 (Gothic Ultra-Dense Hull & Anti-Ballistic Forcefield)
Hull / Structure Points: 120 / 120
Cargo: 50 Tons
Vehicle Subsystems & Traits
Anti-Gravity Thruster Grid: Can hover silently in place indefinitely and operate at high altitudes without atmospheric drag penalties.
Anti-Optical Cloaking Shield: When active, tests to visually or electronically detect the Sky-Galleon suffer a -5 DM.
Environmental Protection (Cooled Chambers): Features sealed, UV-shielded interior chambers allowing Nobles to rest during daylight hours without exposure.
Weapon Hardpoints
Dual Heavy Plasma Cannon Turret (Dorsal):
Range: Long (1,000m)
Damage:
6d6+10, AP 12 (Blast Radius 10m)
Particle Beam Sponson (Broadside - Left & Right):
Range: Medium (500m)
Damage:
5d6, AP 8
3. Frontier Land-Cruiser (Armored Tread/Wheel Hauler)
Heavy armored land vehicles used by Frontier towns, merchant guilds, and elite Vampire Hunters to travel safely through beast-infested badlands. They act as rolling fortified bases.
Vehicle Stat Block
TL: 10 (Post-Apocalyptic Frontier Tech)
Type: Heavy Wheel / Tracked Land Vehicle
Skill: Drive (Tracked or Wheeled)
Speed: 70 km/h (Road) / 45 km/h (Off-Road)
Crew: 1 Driver, 1 Navigator, 2 Turret Gunners + Space for 8 Passengers
Armor: 12 (Sloped Steel & Composites)
Hull / Structure Points: 45 / 45
Cargo: 10 Tons
Vehicle Subsystems & Traits
Reinforced Cowcatcher Ram: Deals double collision damage when ramming creatures or smaller ground vehicles without taking structural damage.
All-Spectrum Floodlight Array: Blasts 300 meters of intense UV light in a front cone to repel or disorient low-tier vampiric beasts and nocturnal mutants.
Enclosed Life Support: Sealed cabin against biological weapons, acidic fog, and radioactive fallout.
Weapon Hardpoints
Heavy Autocannon (Roof Ring-Mount):
Range: Long (800m)
Damage:
4d6, AP 6 (Auto-fire option)
Pintle-Mounted Needle Gun (Passenger Hatch):
Range: Medium (300m)
Damage:
2d6+2, AP 2 (Wood or Silver tipped ammo)
Vehicle Chase & Combat Rules Quick-Reference
When running high-speed mounted or vehicular chases across the Frontier in Cepheus Engine:
Initiative: Determined by
DriveorFlyerskill check + Vehicle Speed Bonus.Evasive Maneuvers: The driver can spend a Minor Action to take Evasive Action, applying their Skill DM as a negative modifier to incoming attack rolls against the vehicle.
Critical Hits: If a single attack penetrates armor and deals >10 damage to Hull/Structure, roll 2d6 on the Critical Damage Table:
| Roll (2d6) | Effect |
| 2-4 | Weapon Disabled: One random turret or mount is knocked offline. |
| 5-7 | Maneuver Damage: Speed reduced by 50%; drive checks suffer -2 DM. |
| 8-10 | System Failure: Sensors, Forcefield, or AI systems go down. |
| 11+ | Power Core Breach: Vehicle immobilizes; explodes in 1d3 turns. |
In the Vampire Hunter D universe, the Nobility do not distinguish between advanced science and sorcery—their Blood Magic is a blend of far-future genetic engineering, nano-cellular manipulation, and reality-bending Psionics.
For the Cepheus Engine, these abilities operate as a specialized Noble Psionic Power Category, utilizing a Psi Point (PSP) Pool derived from the Noble’s physical and mental characteristics.
1. The Noble Psi Point Pool & Casting Rules
A Noble’s maximum Psi Point Pool is calculated at character creation or NPC statting:
Casting Test: To activate any Blood Magic or Psionic ability, the Noble makes a Psionics Skill Check:
$$\text{2d6} + \text{Psionics Skill} + \text{INT/DEX DM} \ge 8$$Blood Sacrifice (Emergency PSP): If a Noble runs out of Psi Points, they can spend 1 Point of END or STR as a free action to gain 2 Psi Points instantly.
Vampiric Drain: Successful bite attacks on organic targets restore Psi Points equal to half the END damage dealt.
2. Psionic Power Disciplines
Telekinesis & Kinetic Manipulation
Nobles can manipulate matter at a molecular level, deflecting bullets or ripping armored vehicles apart with a gesture.
| Ability | PSP Cost | Difficulty | Description |
| Deflection Shield | 2 PSP | Average (8+) | Reaction. Adds a +3 DM to AC/Armor against incoming projectile or melee attacks for 1 round. |
| Kinetic Crush | 3 PSP | Difficult (10+) | Action. Range 20m. Deals 3d6 AP 4 force damage to a target, ignoring standard armor. Target must pass STR Check or be knocked prone. |
| Blade-Catch | 1 PSP | Average (8+) | Reaction. Allows the Noble to stop a monomolecular sword or melee attack mid-air using pure force of mind. |
Telepathy & Mind Dominance
The Nobility built their empire on fear and hypnotic command. Their telepathy bypasses standard human mental defenses.
| Ability | PSP Cost | Difficulty | Description |
| Gaze of Domination | 3 PSP | Very Difficult (12+) | Action. Target within 10m must pass an INT/END Check (DM -3) or fall under complete hypnotic control for 1d6 hours. |
| Sensory Illusion | 2 PSP | Average (8+) | Action. Projects optical, auditory, and thermal illusions in a 10m radius. Fools both biological eyes and electronic sensors. |
| Terror Projection | 2 PSP | Average (8+) | Action. Cone 15m. All targets in range must make a Morale Check (DM -2) or flee in panic for 1d6 rounds. |
3. Vampire Nobility Blood Magic (Bio-Sorcery)
Blood Magic requires the expenditure of PSP and biological activation (often involving the Noble's own blood or ambient organic matter).
- Blood Weapons: Spent blood hardens into razor-sharp, molecularly dense blades.
- Mist Manipulation: Controlling moisture, fog, and weather patterns across localized areas.
- Flesh Sculpting: Altering cellular structures on contact.
Bio-Sorcery Spells
1. Crimson Blade (Blood Shaping)
PSP Cost: 2 PSP + 2 END Damage (Self)
Duration: 1 Combat Scene
Effect: The Noble cuts their hand and solidifies their blood into a crimson monomolecular weapon. Counts as a sword dealing
3d6+3damage, AP 6. It bypasses energy shields and cannot be disarmed.
2. Mist-Form Evasion (Cellular Dissolution)
PSP Cost: 4 PSP
Duration:
1d6RoundsEffect: The Noble’s cellular mass instantly vaporizes into a dense fog. While in mist form:
Immune to all non-energy physical weapons, bullets, and falling damage.
Can pass through keyholes, air vents, and tiny cracks.
Cannot make physical attacks, but can use Telepathic Psionic powers.
3. Weather Dominance (Macro-Bio-Magic)
PSP Cost: 8 PSP
Preparation: 1 Minute Ritual
Effect: Alters local weather conditions in a 5-kilometer radius for
2d6hours. The Noble can generate torrential rain, thick smog, lightning strikes, or block out direct sunlight with dense cloud cover (eliminating their Sunlight Vulnerability trait while active).
4. Countermeasures & Anti-Magic
Hunters, Dhampirs, and rival Nobles have developed distinct defenses against Blood Magic and Psionics:
Bio-Tech Psi-Dampeners: TL 14+ helmets or cybernetic implants that grant +3 DM on all saving throws against mental dominance and telepathy.
Pure Silver / Micro-UV Round Coatings: Weapons treated with UV-emitting nodes disrupt a Noble's Psi Point concentration. A hit dealing damage forces the Noble to make an immediate END Check (8+) or lose
1d6current Psi Points.