Vampire.pdf

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crew
name
look
heritage:
akoros—the dagger isles
background:
academic—labor—law
iruvia—severos—skovlan—tycheros
trade—military—noble—underworld
Your
vice
is life essence, consumed from a living human. Use 1 downtime activity to
hunt
prey
and indulge your
vice.
Also, when you feed, erase all level 1 harm and mark 4 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?
stress
harm
3
2
1
ghost special abilities
(from original playbook)
trauma
cold—haunted—obsessed—paranoid
ruthless—secretive—unstable—vicious
healing
need
project clock
help
-1d
less
effect
vampire
vampire traits
A spirit animating
an undead body
spirit playbook
stash
coin
alias
playbook
insight
armor uses
armor
heavy
special
Undead:
You are a spirit which animates an undead body. Your trauma
is maxed out. Choose four trauma conditions which reflect your vampiric
nature. Arcane attacks are
potent
against you. If you suffer fatal harm
or trauma, your undead spirit is overwhelmed. You take level 3 harm:
"Incapacitated" until you feed enough to recover. If you suffer arcane
harm while in this state, you are destroyed utterly. Your XP tracks are
longer (you now advance more slowly). You have more stress boxes.
Terrible Power:
Take
1 stress
to perform a feat of superhuman
strength or speed (run faster than a carriage, break stone with bare
hands, leap onto the roof of a building, etc.).
This factors into effect.
Arcane Sight:
Take
1 stress
to sense beyond human limits. "Hear"
a subject's true thoughts or feelings, see in pitch darkness, sense the
presence of invisible things, intuit the location of a hidden object, etc.
A
Void in the Echo:
You are invisible to spirits and may not be
harmed by them. Take
2 stress
to cause living things to avert their
gaze and fail to observe you for a few moments.
Dark Talent:
Choose Insight, Prowess, or Resolve. Your max rating
for actions under that attribute becomes 5. When you take this ability,
add +1 dot to the resistance rating of the attribute you've chosen.
Sinister Guile:
During
downtime,
choose one: Get a free additional
downtime activity, or take
+1d
to all downtime activity rolls.
Veteran:
Choose a special ability from another source.
       
     
dark servants
(You start with two)
items
load
prowess
hunt
study
survey
tinker
finesse
prowl
skirmish
wreck
attune
command
consort
sway
+
2 stress) -or- accept a
devil's bargain.
push yourself
(take
resolve
bonus die
strictures
When you gain a new vampire trait
(except veteran), 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.
Rutherford, a butler.
Lylandra, a consort.
Kira,
a bodyguard.
Otto, a coachman.
Edrik, an envoy.
xp
Fine
clothes and accoutrements
Fine
personal weapon
Fine
shadow cloak
Demonbane charm
Spiritbane charm
Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or
an attribute) or 2xp if that item occured multiple times.
You displayed your dominance or slayed without mercy.
You expressed your beliefs, drives, heritage, or background.
You struggled with issues from your vice, traumas, or strictures during the session.
3
light
5
normal
heavy
6
Blade or Two
A
Throwing Knives
Pistol
2
nd
Pistol
A
A
A Large Weapon
Unusual Weapon
An
Armor
+Heavy
Burglary Tools
Climbing Gear
Arcane Implements
Documents
Subterfuge Supplies
Tinkering Tools
teamwork
Assist
a teammate
Lead a
group action
Protect
a teammate
Set up
a teammate
planning
&
load
Choose a plan, provide the
detail.
Choose your
load
limit for the operation.
Occult:
Arcane power
Social:
Connection
Transport:
Route
gather information
What do they intend to do?
How can I get them to [X]?
What are they really feeling?
What should I lookout for?
Where's the weakness here?
How can I find [X]?
What's really going on here?
Assault:
Point of attack
Deception:
Method
Stealth:
Entry point
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