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VAMPIRE

A Spirit Animating An Undead Body

The apex of human existence is the vampire—the sublime, immortal union of spirit and flesh. Mortals are merely flawed reflections of this perfection, suitable only for recruitment into the ranks of the eternal, or fed upon as chattel.

When you play a Vampire, you earn xp when you display your dominance or slay without mercy. You transcend the mortal world. Your concerns and needs eclipse all others.

To which worthy enterprise shall you commit your immortal effort?

FEEDING

You now have one vice: life essence, consumed from a living human. Use a downtime activity to Hunt prey and indulge your vice. Also, when you feed, mark four ticks on your healing clock. This is the only way you can heal. How do you feed? What telltale sign do you leave on your victims?

STARTING ACTIONS

O Hunt
O Prowl O Skirmish
O Attune
O Command
O Sway

When you transfer your character to the Vampire playbook, add all of your current action ratings to the ratings on the Vampire playbook. You may not have an action rating greater than 4.

You keep any ghost special abilities from your previous playbook. Ghost Mind, Ghost Voice, etc. You lose all other special abilities. You start with the first trait on your Vampire playbook: Undead. You may also choose one more Vampire trait.

Strictures

Whenever you gain a new Vampire trait (not including your first one, Undead), add a stricture:

Slumber: In downtime, you must spend one activity resting in a dark, silent place (or else suffer 3 stress).

Forbidden: You cannot enter a private residence without permission from the owner.

Repelled: Spiritbane charms can hold you at bay. (Take 2 stress to resist the repulsion.)

Bestial: When you suffer physical harm or overindulge your vice, your body twists into a horrific bestial form until you next feed without overindulging.

Bound: Your spirit must remain in this body, or be destroyed.

Dark Servants

(You start with two if a new character)

  • Rutherford, a butler.
  • Lylandra, a consort.
  • Kira, a bodyguard.
  • Otto, a coachman.
  • Edrik, an envoy.

VAMPIRE TRAITS

VAMPIRE ITEMS


Strange Forces Playbooks


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