Races of Madrigal
Many distinct races dwell in the lands of Aerune. Members of the many races exist in most civilized kingdoms, although old prejudiced and oppressive law can still make life difficult for folk in some of the less enlightened kingdoms. The concept of racial kingdom faded in ancient days, and now most kingdoms have a wide mix of races.
Willful and determined, humans are the most numerous of the races. You folk tend to be highly adaptable and creative. Humans are numerous in all cultures and kingdoms. Their personality and disposition varies greatly with country and culture. Humans have no racial make-up requirements.
Choose one advantage: Defiant, Determined, or Energetic
It is said that the nobles of Vellingrim will sometimes bind themselves to demons. True or not, you have been bound to a demon, and that demon attempts to manipulate and corrupt you. Perhaps you spent time, willingly or unwillingly, in Vellingrim. Perhaps you were exposed to some strange magic in the presence of a noble of Vellingrim. Perhaps you were subjected to the mysterious ritual of some dark cult. Whatever the reason, something is inside you and you have begun to manifest signs of demonic power.
Playing a Demonbound character means struggling against the demon inside. To prevent it from consuming you (and losing your character in the process) you will need to remain virtuous. By the time the game starts you already know that succumbing to Hubris weakens your will and gives power to the demon inside you. In other words, if your character becomes evil then the demon will take over and you will, in essence, become an NPC.
Demonbound always have at least two physical manifestations of the demonic heritage. You can choose whichever two you please, as long as the manifestation is somewhat difficult to hide. Possible Manifestations include red skin or red face markings, demonic horns, a clawed hand, a demonic tail, one hoof, or even small wings if they are deemed safe. Other feature are possible if they are approved by plot.
If you don’t like plot messing with you, being temporarily controlled by plot, or role playing some kind of alternate persona if your demon becomes, for a time, strong enough to influence you then this might not be a good race for you.
Costuming: Choose at least two from the following: red skin, red infernal markings on the face and other exposed skin, one demon claw, one demonic hoof, a demonic tail, demonic horns, small demon wings that are deemed safe, other plot approved demon themed costuming. Optional: You can have more than two demonic manifestations.
Choose one: Clawed, Elemental Resilience, Firestarter, or Intimidating
Close to Corruption, Demonic Spirit
The Elven people were once, it is claimed, closer to what historians have said is their Faerie roots. Even today, your graceful and pointed ears belie that notion. If the Elven people once heard the song of Faerie, however, that music was silenced when the gates to Faerie were destroyed and the Fading quietly stole the heritage of your people.
The Elves were profoundly affected by the Fading, when – in a single night – all the elves from each of the ancient Elven kingdoms simply disappeared, leaving those lands and forests empty. The proud halls of the Elves of Light, the shadowed towers of the Elves of Darkness, and even the ancient forest homes of the Elves of Nature suddenly stood empty, leaving the wanderers, diplomats, and adventures behind.
Left without kingdoms of their own, and feeling that the song of Faerie was suddenly silenced, the elves of old became lost. Some sought new beginnings in other lands, living mixed lives with many other races. Even the marks of light, darkness, and nature faded. Many elves searched the world for any remaining signs of Faerie, and came to form Houses in the presence of the remaining Faerie Lords. Some even fell to despair, and suffered darker fates.
You are one of the Faded Elves. You no longer hear the song of Faerie, and any remaining vestiges of its power have left you. Although you have pointed ears like others of your kind, and a graceful curve to your eyes, you do not show any other signs of Faerie power. You are a wanderer and a survivalist, and your life as an outcast and survivor has made you quick and cunning.
Costuming: Pointed ears. Optional: A colored eye design that sweeps off the eye.
Choose one advantage: Determined, Elusive, or Willful
When the song of Faerie faded your ancestors and kin traveled to the land now called Winterwold, and sought out the Spire of Ice. That monolith has infused your people with its cold and ice, and your heritage has been changed by it. You have pointed ears and graceful, curved eyes. Your skin is frosted with icy sparkles, and your lips are white, or a very light and pale blue or violet. Many of your kind also have a similar color around the eyes. Some Snowcrown Elves have white or gray hair.
Costuming: Pointed ears, frosted lips and eyes. Optional: Frosted skin, ice colored swirled markings, white or gray hair.
Choose one advantage: Elusive, Elemental Resistance, or Winter Born
When the song of Faerie was silenced, the Lady Eranthis called to your ancestors and led them to the lands now called the Silken Call. The last Spider Sylph, Lady Eranthis has showed you the great Web and you are touched by it. The web has marked you, both physically and spiritually.
Costuming: Pointed ears, a spider web pattern over at least one fourth of the face. Optional: Black, gray or purple lips, a similar dark eye design that sweeps off the eye. Purple sparkles. Many Webwork elves wear translucent lace or web veils when they travel in unfamiliar company or territory.
Choose one advantage: Elusive, Poison Eater, or Web Weaver
Your kin are bolstered by the presence of The Verdant Lord, an ancient tree spirit who once walked both the Faerie realm and the Weald. Your nature has been changed by his presence, and you are much closer to the forests of the world than your kin. After the Fading your ancestors traveled into the deepest forests and wildest places following rumors and clues that led to the Verdant Lord’s clearing where he slept. He has sustained your kin, generation after generation, since that time.
Your kin are champions of the natural world. The Verdant Lord can feel the pain of the forests and natural places of the world, and as such many of your kin feel it is their place to protect those places. As your folk have served the Verdant Lord your features have grown more wild and forest like. Some of you have only a hint of the forest in your hair and features. Others have become much like the forest, with leaves in your hair, leaf like patterns on your skin, green features, and even areas of bark showing.
Costuming: Pointed ears, a green vine pattern on at least one fourth of your face, your hair has leaves. Optional: Green lips, a green eye design that sweeps off the eye, leaf markings on your face.
Choose one advantage: Elusive, Forest Walker, or Life Giving
After the Fading, some elves succumbed to despair and threw themselves into the sea. These elves did not truly die, however, but instead the drowned elves were found by something else. Changed by the swirling depths of the sea, these wicked elves now bear a great hatred for other Gifted Races. Players cannot be drowned elves.
PCs cannot be Drowned Elves
Once almost fully elemental, the Eurvein in modern days retains only a small amount of that elemental power. The destruction and collapse of their underground Roots drove them forever to the surface. Each generation has seen less elemental influence. Each Eurvein has only a Core of elemental power. This is represented by a wide vein of color, at least two inches in width, starting at the hairline and falling down the face and onto the neck. The strip is a webwork of elemental veins connecting crystals that show the Eurvein’s elemental nature.
Costuming: Choose Air, Earth, Fire or Water. The element you choose makes up you Core. The color of the elemental core that shows on your face should reflect the element you chose. Air is white or light blue, sometimes with jagged lines of pale yellow, with clear or gold gems. Earth is gray or brown, sometimes with metallic streaks and metallic gems, or gems of amber or cinnamon. Fire is red and orange and yellow, with gems of fiery color. Water is blue and green, with gems of similar color, or rarely the gems have an appearance like a pearl from the sea. Optional: Eurvein can choose to use glitter instead of affixed gems. Eurvein can also use a partial mask if they wish to decorate it. Rarely an Eurvein will have an alternate pattern on their face to represent their Core so long as the look is approved by plot.
- Air: Choose one advantage: Elemental Resistance, Elusive, or Shocking
- Earth: Choose one advantage: Clawed, Elemental Resistance, or Resilient
- Fire: Choose one advantage: Elemental Resistance, Energetic, or Firestarter
- Water: Choose one advantage: Elemental Resistance, Elusive, or Life Giving
The Korred left the Faerie realm in ages past, and your kin have been roaming the land, drinking, and causing trouble ever since. Your folk tend to be wanderers, moving from place to place. Korred seem most often at home in rural areas near natural places, but perhaps you are an exception. When the world was a bit younger, the Korred felt the gates to the Faerie realm closing. You feared your kin would fade from the world. Feeling their vitality failing, the Korred journeyed to find the last Faerie Lords to save them.
Korred of Spring
Some Korred traveled deep into the forest to seek aid or advice from an ancient Faerie Lord called the Lord of Thorns. The Korred elders remembered the ancient ways and gained entry into a legendary site known only as the Root Maze. Rather than finding the Lord of Thorns on a throne of roots as was foretold, they found him gravely wounded in body and spirit. Before the Korred could learn what had caused such a terrible attack, the Thorn Lord used the last of his power and with his dying breath bolstered the Korred with the power of Weald.
The Korred of Spring have not squandered the gift of the Lord of Thorns. They have thrived from his gift, and the power of the forests themselves course through their veins.
Costuming: Faerie horns which can be satyr like, deer like, or larger. Pointed ears, wild hair with leaves entwined. Optional: Green swirls or warpaint, green lips, green hair. Some Korred embrace the thorns of their namesake lord, and have vines with thorns entwined in their hair, or as a crown, or even extended from their wild fingers a long claws.
Choose one advantage: Energetic, Forest Walker, or Life Giving,
Korred of Autumn
Not all Korred gained strength from the Weald. Some looked away from the Root Maze and the Faerie Lord who slept there, and instead used rhyme and song to awake the Goblin King from his visions and his curses. They came before that strange being and asked that he open the Faerie Gates before they faded from the world. The Goblin King shook his head sadly and told them it was not within his power to do so. The Goblin King would not, however, let the Korred fade away. Instead he bid the Korred to drink from the remaining power of the ruined pool he guarded. And so the Korred drank the last magic from the Well of Souls, before it faded forever, and became infused with the power of Gloaming.
The Korred of Autumn are sustained by Gloaming, but the Goblin King’s gift has a price. They do not simply witness death when it happens around them. They feel it. They feel the spirits slipping away, and have visions and dreams of the deaths they see for days or weeks after. The visions of deaths of those important to them might last for years. Each Korred of Autumn reacts to this differently; some become withdrawn, but many have developed a jaded and perhaps sardonic outlook because of it.
Costuming: Faerie horns, sometimes black, which can be satyr like, deer like, or larger. Black lips. Optional: Some Korred still have pointed ears, but some do not; their Faerie nature has fled from them entirely. Korred of the Black often have dark, exaggerated lashes. Some show dark color over the eyes as well. Some Korred have a glittery sheen of purple or some other dark color. They tend to wear black, and also tend to favor the fancy dress of the Highborn Faerie Lords and Ladies of old.
Choose one advantage: Determined, Feed on Fear, or Willful
Your people are tusked, rough skinned warriors and raiders that dwell at the fringes of Aerune. You are warriors, and hunters, and sometimes you are raiders if times demand it. You have been called savage, honorable, fierce, and a number of other names and titles; some deserved, some not.
Your people follow a philosophy that you call Ahzrahn, which translates to “Forward, not backward.” This concept has a number of applications in society, philosophy, and tactics. Your kin believe they should always look forward, and not regret or dwell on the past. It is important to let the past go and concentrate on the future, and looking at what has passed is only useful if the lessons will inform future decisions. This concept permeates the orc culture, and has a number of applications.
With Ahzrahn, holding grudges is wasteful. If an Orc is wronged they will and should seek restitution. An Orc’s honor, after all, is important. Once the matter is dealt with, however, then the matter is dropped. Likewise, Orcs find regret wasteful. While it is wise to look for ways to improve, empty regret serves no one.
Orcs also value victory greatly, and if a victory is achieved it seems useless to Orcs to argue about the details. While failure is certainly questioned, victory is celebrated. It’s not so much that the ends justify the means; a victory must be honorable to be worthy. If an honorable victory is achieved, however, details are washed away. If an Orc, as an example, seizes victory they are celebrated even if they disobeyed a leader to do so. The concept of “Seize Victory” is an important tenet, and it has both led Orcs to stunning wins and sometimes to crushing defeats. If you go against the command of a warlord in an attempt to “seize victory” you do so with the understanding that if it doesn’t turn out well you shouldn’t survive the outcome.
You people also share the belief that a warrior is measured by their enemy. This idea that the honor of a warrior and their enemy is entwined is important to your kin. As such, honoring the enemy is an important facet of your own honor. Trivializing an honorable enemy is also insulting those who fight against them. A worthy foe makes a worthy warrior, and a lesser foe means victory is hollow. Those who insult your enemies rob you of true honor in victory against them. As such, your kin can find insult in words that marginalize your enemy.
You dwell far in the north, and you have embraced the cold, the ice, and the harsh blizzards of Winterwold. When you first arrived your Shamans called to the Spire of Ice and you drank deep from its magic. Now that monolith is denied to you, at least while the truce with the other races stands.
Costuming: You have lower tusks that protrude from your mouth, and your skin is either gray or pale green. You face is accented with a darker gray or green wear wrinkles might be. Some of your kin have dark gray skin and wear lighter war paint, and some of your kin have light gray or green skin and wear darker war paint. Optional: Some orcs have ridges and other misshapen features represented by prosthetics or masks.
Choose one advantage: Rip Free, Willful, or Winter Born
You dwell far to the south, in the barren badlands called the Five Scars. You raid north into the desert ruins to take food, water and valuables from treasure seekers. You also raid in the far northern kingdoms when the Shamans hear the call of the Searing Way, and those gates of fire open to lands far away; lands ripe with food, water, and other valuables.
Costuming: You have lower tusks that protrude from your mouth. Your skin is tan with brown wrinkles, or dark green with black wrinkles. War paint is common, and gold jewelry taken from the ruins, treasure seekers, or raids with a further reach is a sign of strength. Optional: Some orcs have ridges and other misshapen features represented by prosthetics or masks.
Choose one advantage: Defiant, Intimidating, or Resilient
You take the form of one mammal or avian animal from the natural world. You are a shifter, and you can spend time in animal form, or you might also take a form that is almost human. Your face shows a distinctive and unique red mark that is visible and consistent in both human and animal form. Some Shoathri are in animal form most of the time, while others tend to take animal form when they become angered or agitated. In the past the Shoathri were considered a savage race, and some kingdoms have even treated them as little more than property. While many Shoathri follow the Pale, or become Shaman and live in the wilderness, others have embraced civilization and fight this perception that they are savage or less civilized than other races. When you are ready to change forms, you will become agitated and feel the need to be alone. You will transform during this restless state. You have the Beast trait while you are in your animal form.
Costuming: Both your forms have a distinctive and easily seen red marking on your face. The mark remains the same in both forms. When you change to animal form you create an animal like appearance with makeup, prosthetics, a mask, or a combination of these. Exposed skin should also be animal like. Optional: You may have a tail, horns, and similar costuming additions as appropriate for your chosen animal.
Your animal lineage comes from an animal that hunts prey to survive. Your natural instinct is to stalk prey, and you can be, if you are not careful, the most savage of the Shoathri. Your civilized self, if you embrace that aspect, constantly resists aggressively pursue what it wants, whether the urge is the basic need to hunt for food, or some stronger emotion that you want to satisfy.
Choose one advantage: Clawed, Defiant, or Energetic
Your animal lineage comes from an animal that moves quickly and uses evasion to survive. Your natural instinct is to constantly want to move from place to place, looking for safe havens in which to find food. You are watchful, and your civilized self constantly resists the urge to be wary and move about.
Choose one advantage: Elusive, Energetic, or Life Giving
Your lineage is that of an animal that scavenges for food and objects, and evades danger using cunning. Your natural instinct is to examine things and figure them out, always trying to open things to see if food is inside. Your civilized self constantly resists the urge to take things, open things, and figure out the secrets of objects you find.
Choose one advantage: Clawed, Determined, or Poison Eater
Your people dwell in the high mountains, though sometimes they descend into the kingdoms below if they have some business with the lowlanders, or they are just bored and looking to cause trouble. You have large, over-sized lower tusks protruding out and large horns. The horns of your people vary wildly in size. Many trolls feel that the best horns are large horns that curve and sweep back off the forehead. If any troll ever purchased the Highborn header a thousand of your brethren would storm down from the mountains and drag the drunken sot away to be kicked and beaten until the rampant violence had restored them to their senses. There are probably other skills you would pick on a troll for learning but sometimes your kin do things like that just to be stubborn.
Your kin are the most magnificent of the troll folk, and it is well known that you are stronger than your Mountain Troll kin. The skin of your Stone Troll kin is stone gray with deep highlights. Some Stone Trolls have stone like cracks running up the neck or from the jaw line or down from the forehead.
Costuming: Required: Large horns, lower tusks, gray skin with black wrinkles. You may use gray stone like patterns on your face rather than full gray coverage. Optional: Some trolls have darker beast-like noses or lips. Some have stone-like cracks running along their faces.
Choose one advantage: Elemental Resistance, Resilient, or Rip Free
Your kin are the most magnificent of the troll folk, and it is well known that you are stronger than your Stone Troll kin. The skin of your Mountain Troll kin is tan with deep brown highlights. Some Mountain Trolls have stone like cracks running up the neck or from the jaw line or down from the forehead.
Costuming: Required: Large horns, lower tusks, tan skin with brown wrinkles. You may use tan highlights on your face rather than full tan coverage. Optional: Some trolls have darker beast-like noses or lips.
Choose one advantage: Intimidating, Resilient, or Rip Free
You have been tainted by Malediction, and although you have thrown off that taint, the Foul has left its mark on you. Your horrific existence is the price you have paid for escaping the madness of true undeath. You are neither living nor dead. The Undying are created when humans are tainted with Maledictionand have somehow escaped their eventual fate. Perhaps you willingly allowed a vampire to feed on you in the presence of the Foul. Perhaps you were slain by the undead and carried their taint with you when you passed through the Gate of Death. Perhaps you were infected by the Fever of the Foul. Regardless, you have become one of the Undying. Although you were cured, or somehow fought off the taint of Malediction, it has left its mark upon you. During the day you appear to be human, but when night falls you take on an undead appearance that shows your true nature.
You take the appearance of an undead with dark rings around your eyes and blackened lips. While many Ghul simply have pale skin, some Ghul have become pallid white or gray and have rotting skin. Many Ghuls are clawed.
No Metabolism. Choose one advantage: Clawed, Corrupted Rage, or Intimidating
(You may only use advantages at night while you are in Undying form.)
Close to Corruption, Undead Spirit
You form at night becomes almost incorporeal. The color washes from your clothes. You either become entirely white, like a spectre, or entirely black like a wraith. When night comes and you transform the armor and weapons you carry become ghost-like as well.
No Metabolism. Choose two advantages: Clawed, Corrupted Rage, Feed on Fear, Ghostly, or Intimidating
(You may only use advantages at night while you are in Undying form.)
Close to Corruption. In Undying Form: Non-Corporeal, Susceptible to Light, Undead Spirit
Your transformation into a vampire of Malediction has been interrupted or somehow forestalled. Although you look human during the day, you must travel hooded. If direct sunlight touches any part of your skin, you are weakened and strickened by its touch. You are forever cloaked against the rays of the sun. At night your transformation is less noticeable than other Undying. You grow fangs, certainly, but you can pass as human if others do not observe your fangs. You hunger for the blood of the Gifted races, but you must take it only after a ritual of purification, and if you take it unwillingly you will become tainted with Malediction and succumb to that madness and violent nature.
Choose two advantages: Corrupted Rage, Elusive, Feed on Fear, Intimidating, or Willful
(You may only use advantages at night while you are in Undying form.)
Close to Corruption, Hunger for Blood, Undead Spirit
Your body was once an unliving effigy; an inanimate form with a humanoid shape that was awoken, and somehow gained consciousness and purpose. You became infused with Chimera as a result. During the day you appear as a human. Night, however, reveals your true form, and your human façade fades away as your constructed form comes forth.
Your form is that of a porcelain figure, like a doll or statuette. You are entirely white, although you wear clothing as would one who is truly alive. Some of the Alabaster have painted decorations on an otherwise white face. Alabaster Grotesque most often come from Dremasque.
Costuming: During the day you appear as human, except you have faint white cracks on your face and neck. At night your face and other visible skin becomes pure white, either by using make up or wearing a mask. Optional: You have decoration on your face or hands as well, either lines that show joints, paint like a doll, or both. Some Grotesque have fainted gray cracks. We encourage creative costuming for this race when it takes full Grotesque form.
No Metabolism. Choose one advantage: Feed on Fear, Intimidating, or Repairable
Chimerical, Susceptible to Despair
You were a scarecrow or other cloth, stuffed effigy. You are made of course cloth stuffed with straw. At night your face shows the stitching and whatever decoration was painted upon your form. Harvest Grotesque comes from many lands.
Costuming: During the day you appear as human, except you have tan or brown cracks on your face and neck. At night your face and other visible skin becomes tan or brown like a scarecrow, either by using make up or wearing a mask. Optional: Straw pokes out of your sleeves and neck. Your face is painted like a scarecrow. We encourage creative costuming for this race when it takes full Grotesque form.
No Metabolism. Choose one advantage: Feed on Fear, Elusive, or Forest Walker
Chimeral, Susceptible to Fire
You were a metal statue, construct, or even a suit of armor that somehow gained free will. You are metallic. At night, when your true nature is revealed, you appear to be metallic. People can see your joints and rivets. Forged Grotesque most often come from Coalmire, although rarely one of the guardians of the Free City of Ket will gain free will.
Costuming: During the day you appear as human, except you have metallic cracks on your face and neck. At night your face and other visible skin becomes metallic, either by using make up or wearing a mask or full helmet. Optional: Rivets, joint lines, armor protrusions. We encourage creative costuming for this race when it takes full Grotesque form.
No Metabolism. Choose one advantage: Energetic, Repairable, Resilient, or Shocking
Chimeral, Susceptible to Rust
You may grow and retract claws in both hands with which you may attack and parry. You may fight with a claw in each hand at the same time, but you may not fight with claws and other weapons or a shield. You may use one long claw and one medium claw. If you have another ability that also allows you to use claws, you may instead fight with two long claws. The time it takes to prepare the claws or put them away is the time it takes to grow or retract the claws.
If you are struck by an effect with the Malediction trait you may choose to call out “Reduce to Frenzy” to negate the attack and allow the Malediction to cast you into a mindless rage.
Once per long rest, call out “Resist” to negate one Mental attack.
Once per event when one of your skills or spells is negated by a called defense you may choose to use this skill instead of exhausting attributes for that ability. Call out “Imbue by Determination” instead of exhausting attributes for a skill negated by a defense.
Once per long rest, call out “Resist” to negate one Elemental attack.
Once per long rest, call out “Purge” to end one Paralyze, Root, or Slow effect delivered by a melee, missile, or packet attack.
Once per event you may re-use a skill that is “once per long rest” or “once per short rest” that you have already used. You must still pay attribute costs.
Feed on Fear
Each time you make an attack with the Fear trait and the target role plays the effect (and doesn’t negate it with a defense) call out “Heal to Self.”
Once per long rest, call out “4 Damage by Fire” and make a melee, missile, or packet attack to burn your foes.
Twice per event, if you are touching a tree that is too wide to place your hands around while touching fingers and thumbs, Refresh one point of Earth or Water.
Once per short rest, call out “Purge” to end one Physical effect.
Once per long rest, call out “Agony by Fear” and make a melee, missile, or packet attack to unnerve your foe.
Twice per long rest, call out “Heal 2 by Weald” and make a packet attack to heal an ally.
Once per short rest, call out “Resist” to negate one Metabolic attack.
Once per short rest, call out “Resist” to negate a Poison attack and then call out “Heal 2 to Self” as the toxin heals you.
If you receive a Repair Armor effect delivered as a melee, packet, or touch attack you can treat some or all of those points as healing. You can choose to convert one or more points of a Repair Armor effect to a Heal effect. If you are unconscious the first point of Repair Armor must be used to restore you to 1 Vitality. This skill does not work when you spend Focus time to refresh your armor points; only when an ability with a Repair Armor effect is delivered by melee, packet, or touch.
Once per long rest, call out “Resist” to negate one attack with a Physical trait.
Once per long rest, call out “Purge” to end one Physical effect.
Once per long rest, call out “4 Damage by Lightning” and make a melee, missile, or packet attack to electrocute your foes.
Spend 10 seconds of focus, unweaving webs around the recipient, and call out
“Cure Web” to free them of a web effect. This ability requires a free hand.
Once per long rest, call out “Purge” to end one Mental effect.
Once per short rest, call out “Resist” to negate a Cold or Ice attack and then call out “Heal 2 to Self” as the cold or ice heals you.
You gain the Beast trait. You are considered by some evil folk to be less than human.
Your form is sustained by the magic of Chimera. You have the Chimera trait.
Close to Corruption
You are more susceptible to Malediction. If you end the event with the Malediction trait bad things might happen. You are required to send a separate message to plot if this occurs.
You have the Demon trait. You are not affected by beneficial effects with the “to Demon” trait if they are delivered as a “By My Voice” attack.
As someone tainted with Demonic power, some folk have an unreasoning hatred of you.
You are constantly tempted by the demonic voice inside you. If you ever fully give in you could become evil and your character could become an NPC.
You seethe with elemental power. You have the Elemental trait.
Even though the gates have closed, you still have the blood of the Fae. You have the Faerie trait.
Hunger for Blood
Although you can eat food for pleasure, you do not gain sustenance from it. You do not pay maintenance. You start the event with one point of Void already exhausted. Once per event, you may perform your feeding ritual to restore this exhausted Void point.
To perform your feeding ritual, you must have a willing victim who will allow you to drink their blood. You spend one minute of Focus performing a Ritual of Purification to cleanse the feeding area of Malediction. This ritual will require a chalice, cup, or goblet and props to mark off a circle where the Purification has occurred. When complete, you Focus for 10 seconds to role playing the feeding. This involves role playing drawing blood from the wrist into the purified vessel, calling out “Waste Void by Blood” to drain the victim, and role playing drinking the contents. The process will restore one point of Void.
If you ever drink the blood of an unwilling victim, or feed off a willing victim without the Ritual of Purification, you will gain the Malediction trait. An Undying Vampyr must be careful, for feeding in the presence of a plot creature that seethes with Malediction, even after the Ritual of Purification, can taint both the Undying and the victim. Being tainted by Malediction for too long will drive you to Hubris and madness, and can lead to a loss of your character.
(As a reminder, the exhausted Void point does not affect the number of times you may refresh your attributes. That is based on your maximum Void.)
When night falls and you take your Undying form, you become spectral. Your form and all items you are carrying become slightly out of phase. During this time moving objects becomes harder. You can only use weapons and armor you were carrying or wearing when you transformed. You cannot move the bodies of other characters.
You cannot move game objects that are less than a foot in length, such as treasure, puzzles, written props, and the like. You cannot loot corpses or pick up treasure in the form of coins or tags. You cannot carry plot items such as boxes of food, weapons, or written text props.
You can still use spells and skills like First Aid on other characters. You can move doors, furniture, blankets, and similar non-game objects in the environment. You can move food and drink. You can open chests, but you cannot take anything small inside them.
Susceptible to Despair
Whenever you are hit with an attack with the Despair trait you take “1 Damage by Will” as an additional effect.
Susceptible to Fire
Whenever you are hit with an attack with the Fire trait you take “1 Damage by Fire” as an additional effect.
Susceptible to Light
Whenever you are hit with an attack with the Light trait you take “1 Damage by Light” as an additional effect.
Susceptible to Rust
Whenever you are hit with an attack with the Water trait you take “1 Damage by Rust” as an additional effect.
You have the Undead trait. You are not affected by beneficial effects with the “to Undead” trait if they are delivered as a “By My Voice” attack.
As someone with an undead taint, some folk have an unreasoning hatred of you. Your undead nature sometimes makes it harder for you to remain Virtuous.