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Ex Sanguine 1.4

This document provides an overview of the exsanguine roleplaying game system. It describes how attributes, skills, dice rolls, tasks, time, combat, and experience work. The game focuses on roleplaying as vampiric creatures and involves violent and disturbing content. Character generation and advancement relies on accumulating experience points through gameplay sessions to improve skills and stability over time. Combat revolves around a player having one slow action and one fast action per round to attack, defend, move, or use skills and reactions.

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0% found this document useful (0 votes)
210 views49 pages

Ex Sanguine 1.4

This document provides an overview of the exsanguine roleplaying game system. It describes how attributes, skills, dice rolls, tasks, time, combat, and experience work. The game focuses on roleplaying as vampiric creatures and involves violent and disturbing content. Character generation and advancement relies on accumulating experience points through gameplay sessions to improve skills and stability over time. Combat revolves around a player having one slow action and one fast action per round to attack, defend, move, or use skills and reactions.

Uploaded by

cimota
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 49

g u i n e

ex s a n

MATURE
CONTENT
WITHIN LateGaming
How The System Works 3
Combat 6
Damage 13
Weapons and Equipment 21
Creating your Character 24
Becoming a Vampir 30
Vampir Culture 36
The Vampir Conspiracy and Vampir Society 37
Vampir Origins 38
Vampir Hunters 38
The Ex Sanguine Testament - Starter 39
The Ex Sanguine Testament 40
Other Supernaturals 41
Mythology 42
Media to be consumed 45
Year Zero Engine Free Tabletop License (v 1.00) 46

exsanguine is a game of roleplaying horrible vampiric beasts from humanity's mythology. As such, it
involves violence, bloodletting and other distasteful activities.

exanguine is copyright © 2024 Late Gaming - http;//lategaming.com

Writer: Matt Johnston

This game is not af liated with, sponsored, or endorsed by Fria Ligan AB. The Year Zero Engine System
Reference Document is used under Fria Ligan AB's Free Tabletop License.
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How The System Works
Most PCs will have attributes and skill which work on this scale

Rating Attribute Meaning Skill Meaning Dice


V Supernatural Superhuman d20
A Extraordinary Elite d12
B Above Average Veteran d10
C Average Experienced d8
D Below Average Novice d6

Dice rolls for PCs then means taking the appropriate attribute and skill and
rolling both dice. For example, if a PC has Mobility B and Sidearms C, they
roll d10 and d6 for their attempt to shoot a pistol. Each result over 6 is a
success. A d6 and d8 are only capable of 1 success. Both d10 and d12 are
capable of two successes. A d20 is capable of up to 4 successes.

Roll Result
1-5 Failure
6-9 1 Success
10-15 2 Successes
16-19 3 Successes
20 4 Successes

Di culty of Tasks
The base di culty in the game is a 6 on a dice roll meaning a single success.
This can be altered by Modi ers. Perhaps a -2 or -1 on a dice roll to show
that the Task is intricate or involved. Or a +1 or +2 to the task to show the
task is simple.

Tasks may also require additional successes. This is to indicate that the Task
results are usually only available to trained (or very lucky) people. Note that
most humans will only be capable of 2 successes and even the best can
only achieve 4.

Time
Time in this game is described in three ways

Round 5-10 seconds used for Combat or Short Tasks


Stretch 5-10 minutes used for Tasks
Shift 5-10 hours used for Long Tasks or Travel
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Successes
Once you have counted the successes from the dice, the Referee must
compare this to the number of successes they have decided is necessary for
the task. Most actions only require 1 success but particularly di cult tasks,
or tasks which are longer than a few seconds may require additional
successes.

Any additional successes over the di culty may be applied to a number of


di erent e ects.

1. Extra Damage (in Combat)


2. Extra Depth (Extended Successes, useful for non-combat rolls)
3. With Haste (A success spent on Speed will reduce the time by half)
4. With Stealth (a success spent on Stealth will be performed quieter)
5. Wider E ect (A success spent on Wider E ect extends the e ect of
the action to a wider audience. This might be Commanding or
Persuading a larger group
6. Defence Reactions (see Combat later)
7. Bonus (or Ammo) Dice. (Spare successes on a roll may be used to
add extra d6 dice on a di erent roll.

e.g. Lucius has Agility A (d12) and Movement B (d10) and lucks out on his
MOBILITY roll to throw a stone at a guard.. Four successes! A stone does 1
damage but Crits on a 3. He spends 2 successes to get a Critical on the
guard and the third success to buy the With Stealth quality. The Guard drops
silently.

Specialties and Success Enhancement


Specialties on skills may provide a +1 modi er to the base dice or may
provide a Success Enhancement. This means the normal roll proceeds and if
it succeeds, the +1 is taken as an extra Success instead.

e.g. Lucius has been tasked with Hunting for food. He has INT C and
Survival C. He has the Hunter specialty, but rather than improve his chances
of success, he decides to save it as a Success Enhancement. He rolls 2d8
and gets a 6 and a 4! 1 success! Using his Success Enhancement he
increases it to 2 Successes. The Referee says he has found a likely source of
food...
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Pushing Rolls
If a roll is a failure, there is usually the option to Push the roll. This comes
with the added issue of Complications. Any dice which are not 1 or 6+ must
be re-rolled. If any 1s are present in the Pushed roll (including those from the
rst roll) then a Complication occurs. It should be apparent that rolling two 1s
on your base dice means no push is possible.

Sample Complications
On a STR or AGI roll, the complication may be 1 Damage for each 1 on the
dice. This is applied directly to STR or AGI.
On an INT or EMP roll, the complication may be taking 1 Stress for each 1 on
the dice. This is applied directly to INT or EMP.
When using an item, the Referee may require a Reliability roll or the item
breaks.
If trying to be Quiet, the complication means that not only was it not quiet,
but an enemy heard.
When trying repair something, it means the device breaks further or the tools
break.

Experience
Most roleplaying games have an experience point system which has the
e ect of showing how slowly skills have developed before character
generation and how rapidly they increase during play.

This is also used to increase Stability.

Player characters will receive 1 point per session. To increase a skill requires
time and experience.

To gain a new skill (d6), requires 12 experience points and 12 Shifts


dedicated to training and practice.

To increase a skill from d6 to d8, requires 16 experience points and 16 Shifts


dedicated to training and practice.

To increase a skill from d8 to d10 requires 20 experience points and 20 Shifts


dedicated to training and practice.

To increase from d10 to d12 requires 24 experience points and 24 Shifts


dedicated to training and experience.
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Combat
Everyone can do two things within a single round; these are known as the
Slow Action and the Fast Action. A Slow Action can be turned into a Fast
Action (meaning the player gets two Fast Actions). A Reaction (such as to an
attack) is a Fast Action that occurs out of turn sequence, but the player must
have a Fast Action available that turn.

Slow Actions include:


Any type of attack*
Any type of movement while prone
Climb or jump
Reload a weapon (unless using the Reloader Specialty)
Most skills used, e.g. Persuasion, Medical Aid

Fast Actions include:


Aiming a weapon
Any Defensive action or reaction
Taking an aimed shot*
Movement while standing up
Stand up from prone
Take cover
Change weapons
Pick up an object

*if a player has declared their Fast Action in the previous round is to Aim,
they may take the shot in the following turn as their Fast Action as long as
they are not attacked in the interim.
Initiative
Fighting others always starts with Initiative. This decides who goes rst.

This starts with the roll of dice.

First Round
In the rst round of combat, every player should roll their Stability. Highest
rolls go rst, but anyone rolling 1-5 misses the opportunity to act in the rst
round. Anyone who can act, should declare they actions and make their rolls.
This roll cannot be Pushed but anyone with the Combat Awareness specialty
can roll twice and choose which result they want.

Second Round and subsequent rounds.


Everyone gets a chance again to act, those with highest Stability go rst. In
the event of a tie, the highest INT goes rst. If that's still a tie, the highest
AGI. In the event this is still a tie, resolve actions as if they are simultaneous.

If a player takes damage in a round before their turn, they need to succeed
on a Stability roll or they lose their turn.

Ambush and Surprise


If one side of a con ict is Surprised (such as in an ambush) then all of their
Initiative Stability rolls are at -1. Anyone who drops lower than a D for the
round can’t act at all. They will have to wait until the next round so they can
act as normal in their turn.
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Range
All actions within combat are counted in 10m hexes (or zones). If you are in
the same hex as an opponent, you may engage them in Melee combat. If
you have ranged weapons, you can engage any enemy you can see, subject
to range modi ers for the weapon.

Each weapon has a range (in 10m hexes). This is the Short Range of the
weapon and commonly incurs no penalty. Medium Range is twice Short
Range (2*SR). Long Range is twice Medium Range (4*SR). Extreme Range is
twice Long Range (8*SR).

Short Range No Modi er


Medium Range -1
Long Range -2
Extreme Range -3

The Referee may decide if a longer range can be achievable and, separately,
e ective. They should also use their discretion (and if necessary a map) to
decide whether something is possible.

Conversely, shooting at people who are at Point Blank range (in the same
hex) may incur a penalty. Pistols and Sub-machine-guns get a -1, Ri es and
other long-arms get a -2.
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Attacking
On their turn, characters may make an attack, as long as they are within
range (or appropriate range modi ers are used), they have the ammunition if
making a ranged attack, and have enough actions and are not otherwise
engaged.

The following modi ers apply:

Close Combat Modifiers


Attacker prone -2
Target prone +2
Target defenceless +3 (or automatic)
Aimed blow -2
Diving blow +2 (requires both actions)

Ranged Combat Modifiers


Quick Shot (no aim) -1/-2
Fast Action Aim -
Slow Action Aim +1/+2

Point Blank -1/-2 depending on weapon


Short Range No Modi er
Medium Range -1
Long Range -2
Extreme Range -3

Target is prone -1
Target in Cover -1 for 25% / -2 for 50% / -3 for 75%
Large (or Monstrous) Target +2
Small Target -2
Target is Moving -1
Target in Flight -2

Dim Light -1
Darkness -2
Heavy Rain or Wind -2
Dense Smoke -3
Called Shot -2 (and choose location)
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Defense
If you have a Fast or Slow Action available, you can choose to Defend
against any incoming attack you’re aware of. With most ranged attacks, the
target is not aware. Defences may be

Parry/Block - the defender must make a Successful attack with an


appropriate method (for example, you can block a punch with a unarmed
block, but blocking a sword with an unarmed strike is not advised) and score
equal or more successes than the attacker.
Dodge - you can choose to dodge any close combat or ranged attack that
you are aware of. Roll Mobility and each success reduces the attackers
successes by one.
Disarm - you can choose to disarm an armed melee opponent but you must
have enough successes to reduce the attack to zero and have one more to
perform the disarm. If you fail to achieve a disarm, the attack proceeds as if
you didn’t react to it. If your enemy has a spare action, they can attempt to
block the disarm.
Counterattack - your defence roll must be enough to overcome the attack
and score an additional success to land your counterattack, doing normal
damage. If your enemy has a spare action, they can attempt to block the
counterattack.

Spare successes can be used to power Defence reactions in the same turn.

Cover
Cover may be 25%, 50%, 75% or 100% (complete). The roll to hit is
compromised by modi ers as a result. It is possible to shoot through the
cover and hope that the damage done will pierce the cover and therefore
ignore the penalties.

The Referee may assign 1-3 points of Armour as a result of the cover
material.

Light Brush/Thin wood 1


Plasterboard/thin sheet metal 2
Brick/Tree trunk 3
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Automatic Fire
Some rearms are capable of repeated or sustained re. The player may re
additional shots from their weapon up to the weapons listed ROF. This is
resolved as a normal attack roll except that each additional shot adds an
“Ammo Dice”. This is a d6 which increases the chance of getting a hit but
each number on the dice also lists the number of bullets used. They can
provide extra successes - but the Base Dice (Attribute & Skill) must still
succeed.

Example: Peter shoots his Assault Ri e at a Vampir. The ROF for his weapon
is 3. He can add up to 3 Ammo dice to his roll. Peter has Agility A and
Ranged Combat C but he also has the Ri eman specialty. He roll d12, d10
and three d6 (his Ammo dice), getting 8, 4, 3, 4, 6 consecutively. His 8 on his
d12 Base dice indicates a hit! Any additional 6 or higher counts as a success
to he scored 2 successes against the enemy. However he used 13 rounds
(the 3, 4, 6 on his Ammo Dice) to do it.

This mechanism is designed to provide a simple way of counting bullets.

Suppression
Firearms can also cause Suppression on targets. If you are hit by enemy re
- even if no damage was done because of Armour or Cover, you may be
Suppressed. You must make an immediate Stability roll. This roll cannot be
Pushed. If you fail, you are Suppressed, you are forced to drop prone, take 1
point of Stress and lose both actions next turn. The following turn you may
recover unless you are suppressed again.

Reloading
This is a Fast Action on a successful Ranged Combat roll, otherwise this is a
Slow Action. If the Ranged Combat roll fails, it can be Pushed. If it still fails, a
Mishap occurs - perhaps the magazine drops or the bullets fall.

Overwatch
If the declaration of Overwatch (Slow Aim) has been made, a shot may be
taken as a Fast Action during any point in the turn - even if it isn’t the players
turn. You will lose your Overwatch if you are attacked or suppressed.
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Explosions
Explosions are rated from A to D, where A is the most powerful - this is
known as the Blast Intensity. This e ect is within the same hex as the
explosive. Each hex away from the epicentre of the blast reduces the e ect
by 1 level. Once it reduced beyond D, the explosion has no further e ect.

When it explodes, roll two dice of the Blast Intensity. Any success causes
damage and additional successes cause additional damage. Anyone caught
in the blast area, even if they are not hit, must immediately make a Stability
roll or be Suppressed. Only cover may protect from this. If the target is
already prone, the Blast Intensity is reduced by 1 step.
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Damage
Each weapon has a damage rating which is applied on a successful hit.

Damage is reduced by any armour the target may be wearing. Any additional
success may increase the damage caused. If the damage reaches the
Critical threshold of the attack, a Critical injury occurs.

All attacks have a location which is assigned randomly unless this is a Called
Shot

Roll Location
1 Legs
2-4 Torso
5 Arms
6 Head

When resolving armour, make sure the location has the appropriate armour
modi er (for example, ak vests only protect the Torso, helmets only protect
the Head). Sometimes an armour modi er is a + (meaning that the armour is
more e ective) but usually it’s a negative which means the Armour reduces
damage received (and therefore reduces the chance for a Critical).

Combat Examples

Peter attempts to shoot a bow at a target. He has Agility C and Ranged


Combat B and no appropriate specialties. He rolls d10 and d8 getting one
success. He does the normal damage for an arrow (1).

Peter attempts to punch a panicked bystander. He has Strength C and Close


Combat B and the Brawler specialty. He rolls 2d10 for his attack getting a 7
and a 10. That’s three successes! Unarmed damage is 1 but he takes both
extra successes for extra damage, scoring 3 points. Critical for a punch is 4
points however.

Peter rolls to shoot a crazed Vampir Familiar. The Familiar is moving so the
Referee imposes a -1 Modi er for the roll. Peter has Agility A and Ranged
Combat C and also has the Ri eman specialty. His player rolls a D10 (for the
-1) and a d8 getting 6, 4 resulting in 1 Success. He retained his Ri eman
specialty for a Success Enhancement, giving him 2 Successes. His weapon
does 2 damage and critical threshold of 3, so he applies the extra successes
to damage.
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Taking Damage
Each point of damage comes o an attribute - providing a -1 for each
point Remember most humans will have d6-d8 in their Physical attributes
and really tough ones will have d12. If either of your physical attributes are
both reduced to below d6, you are Incapacitated. If both are reduced below
d6, you are dying and now have to make Death Saves.

In a round, if you take damage and have not already had your action for this
round, you must make a Stability roll or lose your action.

If you are Incapacitated, you are mostly incapable of action (and unable to
make any rolls). The victim can crawl and mumble but their perception will be
limited by the pain and shock.

An Incapacitated target can be brought to their senses in two ways:

1. A Successful Medical Aid roll will restore attributes equal to the


number of successes.
2. Waiting a Shift (5-10 hours), heals back up to 1 level of an attribute.

Each Shift spend resting or sleeping after that, they will heal 1 level on their
lowest Attribute. This assumes they are not disturbed, attacked, and are not
dehydrated, starving or otherwise su ering.

For example: Peter was reduced to STR 0 and AGI d6 by an attack. If he


takes one more point of damage (applied to his AGI), he will be dying. But
right now he's incapacitated until he receives assistance or heals back 1
level on his STR in a Shift.

For example: While incapacitated, Peter is again struck, reducing his AGI to
0. He's now dying and must make an immediate Death Save (Stamina roll). If
he fails, he dies. If he succeeds, he survives for this scene, but he must
make another death save at the end of the next Stretch (5-10 minutes). If he
succeeds at that, he must make another at the end of the next Shift (5-10
hours). If he succeeds at that one, he is no longer dying as he will have
healed 1 level.
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Critical Injuries
Hit points (and their loss) represent fatigue, bruising, esh wounds and shock
but when the injury caused by a single attack exceeds the Critical threshold
of a weapon, a Critical injury is caused.

When a Critical Injury is caused, roll d66 on the table below.

D66 Injury Lethal E ects Time Healing


Limit Time
11 Winded No - None -
12 Stunned No - None -
13 Crippling Pain No - None -
14 Sprained ankle No Mobility -1 and movement is a slow action until a Healing roll is made. None -
15 Blood in eyes No Recon and Ranged Combat −2 until a Healing roll is made. None -
16 Concussion No Mobility -1 None D6
21 Severed ear No Recon -1 None D6
22 Broken toes No Movement becomes a slow action. None D6
23 Broken hand No Hand cannot be used. None D6
24 Knocked out teeth No Persuasion −1 None D6
25 Impaled thigh No Movement becomes a slow action None 2d6
26 Slashed shoulder No Arm cannot be used. None D6
31 Broken nose No Persuasion and Recon -1 None D6
32 Crotch hit No One point of damage for every Mobility or Melee roll made None D6
33 Broken ribs No Mobility and Recon −1 None 2d6
34 Gouged eye No Ranged Combat and Recon −1 None 2d6
35 Busted kneecap No Movement becomes a slow action. None 2d6
36 Broken arm No Arm cannot be used. None 2d6
41 Broken leg No Movement becomes a slow action. None 2d6
42 Crushed foot No Movement becomes a slow action. None 3d6
43 Crushed elbow No Arm cannot be used. None 3d6
44 Punctured lung Yes Stamina and Mobility -2 Shift D6
45 Bleeding gut Yes One point of damage for every Mobility or Melee roll made. Shift D6
46 Ruptured intestines Yes Infection with intensity D Shift D6
51 Busted kidney Yes Mobility -2 and movement is a slow action Day 2d6
52 Severed arm artery Yes Arm cannot be used Stretch D6
53 Severed leg artery Yes Movement becomes a slow action Stretch D6
54 Severed arm Yes Arm cannot be used Shift -
55 Severed leg Yes Movement becomes a slow action Shift -
56 Cracked spine Yes Paralyzed from the neck down unless Medical Aid roll is made in time. None 3d6
61 Ruptured jugular Yes Stamina -1 Round 2d6
62 Ruptured aorta Yes Stamina -2 Round 3d6
63 Disemboweled Yes Instant death. - -
64 Crushed skull Yes Instant death. - -
65 Pierced head Yes Instant death. - -
66 Impaled heart Yes Instant death. - -
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Critical Injuries listed as Lethal cause a Death Save - a Stamina roll after the
time period of the Injury has passed (Round, Stretch, Shift). If the Death Save
fails, the character dies. If they survive then they must make another death
save when the listed time (the injury period) has passed again.

Stabilising the Critical Injury requires a Medical Aid roll. This takes the same
amount of time as the injury period. If the roll is a success, the time limit is
improved one category (Round becomes Stretch, Stretch becomes Shift). If
the injury period is increased beyond Shift, no more Death Saves are
required. The Medical Aid roll can be made multiple times, limited by the
Injury period, but each requires a Death Save.

Stress
Stressful experiences such as being attacked or witnessing something
horrible can temporarily put you out of action or cause long term mental
injury.

You gain Stress from

• Pushing an INT or EMP roll, gaining 1 Stress for every 1 on the dice.
• Witnessing or experiencing a stressful situation, for example

• Getting hit by an attack 1


• Seeing a lethal critical injury on an ally 2
• Witnessing a massacre or torture 3

Each point of Stress reduces INT or EMP temporarily. If either INT or EMP
are reduced below d6, you are Broken by Stress. You may cower or run for
cover but you cannot make any meaningful actions or roll for any skills.
Vampirs who are Broken by Stress will ee or hide.

Care
A Broken target can be brought to their senses in two ways:

• A Successful Command roll will restore Hit Points equal to the number of
successes.
• Waiting a Shift (5-10 hours), heals back up to 1 point.

If not Traumatised they heal 1 point per Shift of Rest or Sleeping. This rate
can be increased by a Medical Aid or Persuasion roll from another player
once per shift, which restores Attribute points equal to the Successes rolled.
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During this Care period if the Roll is successful, the player can opt to SWAP
a rank in EMP and CUF. For instance, Peter has EMP C and Stability C.
During some counselling he decides to drop his Stability to D and raise EMP
to B. The counselling has made him more empathic and sensitive at the cost
of his resistance to shocks.

Trauma
The net time they sleep, the player must make a EMP or Stability roll. Failure
indicates the character gaining a trauma from the table below. This trauma
can be healed by someone with a successful Medical Aid or Persuasion roll.

If they succeed, the player can make another Stability or EMP roll, and if that
succeeds, the trauma is cured. Only one attempt can be made and then a
Healing Time (in Shifts) must be waited out before another can be made.

D66 Trauma E ect Healing


Time

11-16 Trembling Modi er −1 on all Agility-based rolls D6

21 White Hair None Permanent

22-24 Anxious Modi er −1 on all Intelligence-based rolls. D6

25-31 Sullen Modi er −1 on all Empathy-based rolls. D6

32-35 Nightmares Make a Stability roll every shift spent sleeping. Failure means that the sleep D6
doesn’t count.

36-41 Nocturnal You can only sleep during the light part of the day. 2d6

42-43 Phobic You are terri ed by something related to what broke you. You 2d6
suffer one point of stress each round within Short range of the object of your
phobia.

44-45 Alcoholic You must drink alcohol every day, or suffer one point of stress 3d6

46-51 Claustrophobic Every stretch in a con ned environment, you suffer one point of stress 2d6

52 Mythomaniac You cannot stop yourself from lying about everything. The effect needs to be 2d6
roleplayed.

53-54 Paranoia You are certain that someone is out to get you. The effect needs to be 2d6
roleplayed.

55 Delusion You are totally convinced of something that is totally untrue, for example that 3d6
a certain color or item does not exist.

56 Hallucinations Make a Stability roll every Shift. If you fail, you suffer a powerful 3d6
hallucination. The Referee determines the details.

61-62 Altered Your personality is altered in a fundamental way. Determine how together Permanent
personality with the Referee. The effect should be roleplayed.

63 Amnesia You lose all memory, and cannot recollect who you or the other PCs are. The D6
effect should be roleplayed.

64-65 Catatonic You stare blankly into oblivion, and do not respond to any stimuli. D6

66 Heart attack Your heart stops, and you die of pure fright. -
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Other Sources of Harm

Infection and Poison


If you su er 1 point of damage from a source that may be infected or
poisoned, you must be attended by a Medical Aid roll by someone who
knows of the infection or poison.

Poisons and infections have an Intensity (A-D) which cause injury. The
normal type of poison (with lethality) forces the player to make an Opposed
Roll against Stamina. If they fail, they take 1 point of damage to Hit Points
until they are Incapacitated. Once incapacitated, they make another Stamina
roll against the Poison intensity and if they fail, they die. Without an antidote,
they will be forced to make another Death Save every Stretch (5-10 minutes).

Some poisons don’t kill you, they just cause Paralysis or Unconsciousness. If
the opposed roll fails, the e ect is received.

Infection operates the same way except they can make a Stamina roll every
Day and if they pass, the infection passes and the character is no longer
sick. Antibiotics add a +2 to this roll.

Vampirs are not a ected by poisons. The physiological processes needed for
poisons to act are simply not present.

Cold
When the cold is bitter and you don’t have adequate clothes or shelter (GM’s
discretion), you must roll for Stamina at regular intervals. The colder it is, the
more frequently you need to roll. A chilly Fall day requires a roll per day – in
winter, you might have to roll once every shift or even every stretch in
extreme conditions. Extra protection, like a blanket, can give a bonus to your
roll.

If you fail, you become hypothermic and su er one point of damage and one
point of stress. You also cannot heal naturally. You must keep rolling for
Stamina at the same interval, su ering more damage and stress each time
you fail. If you are incapacitated while hypothermic, you die the next time
you need to roll. Only after you have warmed up, if only by a camp re, are
you able to heal again.
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Starvation
You must eat a ration of food at least once every day. After a day without
food, you starve. When starving, you don’t heal damage normally. You heal
stress normally. You also su er one point of physical or mental per week. If
you are broken while Starving, you die after another week without food. As
soon as you have eaten, you are no longer starving.

Vampirs are not a ected by Starvation in the same way. They do not require
human food, but instead can survive for long periods as long as they have
Sanguis. Once reduced to 0 Sanguis, a Vampir is now Starving and will su er
the e ects of Starvation. They can remove this e ect this by feeding on
human blood. As they have to spend Sanguis regularly to continue living,
they are at risk of Dementation.

Dehydration
You must drink a ration of water every day. After a day without water, you
become dehydrated. While dehydrated you cannot heal damage in any way
but may heal stress. You take 1 point of physical or mental attribute damage
every day and if you are incapacitated, you die after one more day without
water. As soon as you drink, you are no longer dehydrated.

Vampirs do not get dehydrated in the same way though their bodily uids
can evaporate.

Sleep Deprivation
You need to sleep for at least one shift each day. After one day without
sleep, you cannot heal stress. If you are Broken by stress while sleep
deprived, you collapse and sleep for at least one shift, and are unable to
wake up during that time. As soon as you have slept for at least a shift, you
are no longer sleep deprived.

Vampirs do not need to sleep, but must spend a Shift lying in the darkness
on a bed sprinkled with the soil of their homeland. Failure to do so causes 1
Stress.

Drowning
Unless speci cally mentioned, all player characters can swim. In rough seas
or when in water for extended periods of time, players need to make a
Mobility roll to stay a oat with failure meaning they sink. Every turn under the
water requires a Stamina roll or 1 point of damage will be incurred. If the
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player character is incapacitated while in the water (due to drowning or other
damage), they will need to make an immediate Death Save every round or
they drown. After a Stretch underwater and incapacitated, the character
dies. Only by being brought to shore before this time, and a successful
Medical Aid roll will permit recovery.

Vampirs do not drown.

Fire
Fire, like poisons and explosions, is rated in Intensity A-D and two base dice
of the intensity are rolled. For every success rolled by the Fire, one point of
damage is taken. This happens every turn unless the re is doused (requiring
a Mobility roll opposed by the Fire Intensity). Using a blanket gives a +1
modi er to your roll.

Vampirs are severely a ected by re, treating it as if it is 1 level higher in


intensity.

Sunlight

Humans are mostly una ected by sunlight but it greatly a ects Vampirs.
Each Round in direct sunlight causes Fire damage at the following intensity.

Morning Intensity B
Noon Intensity A
Afternoon Intensity B
Twilight Intensity C

Cloud and Winter reduce the e ect by 1 level.


Blankets or other coverings reduce the e ect by 2 levels if completely
covered. If only partially covered, it will reduce by only 1 level.

Sunlight damage will reduce in intensity every turn if the Vampir gets into
share at a rate of 1 level per turn.

For example, Lucius is exposed to the sun at Noon during the summer with
no protection. This turn he is attacked by Intensity A sunshine. The Referee
rolls 2d12. Even if he is in cover next turn, he will receive sunshine damage
of 2d10. This reduces on the third turn to 2d8. And nally on the fourth turn
to 2d6. This would potentially be enough to turn him to ashes within a
minute.
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Weapons and Equipment

Weapons List

Weapon REL ROF Damage Crit Blast Range Mag Armour Weight Price
Unarmed 5 1 1 4 - - - +3 - -
Bottle 1 1 1 2 - - - +3 0.25 -
Knife 5 1 2 3 - - - +1 0.25 5
Club 5 1 2 4 - - - +2 1 1
Sword 5 1 3 4 - - - +1 1 20
Wooden Stake 5 § 3 3 - - - -1 1 10
Axe 5 1 3 3 - - - +1 1 30
Spear 5 1 3 4 - 1 - 0 2 50
Rock 5 1 1 3 - 1 - +2 0.5 -
Sling 5 1 1 3 - 2 - +2 0.5 20
Bow 5 1 1 2 - 4 1 +1 1 150
Crossbow 5 1 2 3 - 4 1 0 1 200
Pistol 5 2 1 2 - 2 15 +1 0.5 100
Ri e 5 1 3 4 - 10 5 0 1 250
Shotgun 5 1 3 4 - 2 5 +1 1 200
Assault Ri e 5 3 2 3 - 5 30 0 1 400
Machine Gun 5 6 2 3 - 6 200 0 2 1000
Heavy Machine Gun 5 4 3 4 - 15 100 0 7 2000
Antitank Weapon 5 1 6 3 C 3 1 -1 1 100
Grenade 5 1 2 3 C 3 1 0 0.25 30
Molotov cocktail 2 - - - Fire C 2 1 1 1 15
Grenade Launcher 5 1 3 3 D 5 1 0 1 250

Armour

Armour Type Location Protection Weight Price

Steel Helmet Head 1 1 25

Kevlar Helmet Head 1 0.5 100

Steel Plate Torso 2 3 300

Flak Jacket Torso 1 1 150


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Equipment

Each character can carry up to their Strength dice size in weight. For
example, STR dice of B, the dice is d10, so the dice size is 10. They can
therefore carry 10 kgs of items without being encumbered.

Remember to include Armour and Weapons in this calculation.

Item Cost Weight Details

Backpack 1 Doubles the amount you can carry (STR size * 2)

Binoculars 0.5 +1 to Recon involving sight

Camera 1 Takes and stores pictures.

Camping Equipment 6 A 2 man tent, cooking equipment

Candles 0.25 6 candles, each lasting 2 hours

Climbing Equipment 5 Rope, harness and karabiners for 1 person

Day Ration, Food 0.25 A minimum day ration of food

Day Ration, Water 2 A minimum day ration of water

First Aid Kit 0.5 Adds +1 to Medical Aid

Fishing Equipment 1 Rod, tackle for 1 person

Flashlight 0.25 Provides 4 hours of light

Fuel Can 10 Holds fuel

Gas Mask 0.5 Provides up to 8 hours of protection from gas attacks

Hunting Gear 1 Snares and wire.

Medical Bag 1 Adds +1 to Medical Aid, also has drugs, antibiotics

NBC Suit 1 Protection from chemical and nerve agents

Radio 1 Allows remote communication, range 2 km

Rope 1 100 metres of rope

Shovel 1 Easier to dig a hole

Telescope 0.25 +1 to Recon involving sight

Tools, Electrical 0.5 +1 to Tech tasks involving electrics

Tools, Generic 1 +1 to tech tasks


Encumbrance
The easiest way to deal with Encumbrance is to in ict a -1 to Mobility and
then AGI for every multiple of their STR dice size or part thereof in Kgs
carried.

e.g
Carrying 30 Kgs (a common backpack) would be a -2 for someone with STR
B. Carrying 50 Kgs would be a -4. Carrying 30 Kgs would be a -4 for
someone with STR D.

When AGI is reduced to below D, the PC cannot move with that weight.

Money
Vampirs will seldom have normal jobs so they may struggle to pay for things.
Banks are seldom open during the day so it can be challenging for a Vampir
to buy things. Those without a home won't be able to get their own bank or
credit cards.

Unless the Referee has a plan for this, make it always about the cash they
have to hand. How they get cash is going to be up to them.
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Creating your Character

Create Characters
This system will allow the creation of human and Vampir characters through
a simple two-stage archetype system. First, create the human and then
apply the Vampir archetype.

For human characters, use this table:

Rating Attribute Meaning Skill Meaning


A Extraordinary Elite
B Above Average Veteran
C Average Experienced
D Below Average Novice

First, choose your characters age as this will help to determine attributes and
skills. All attributes start at C, you may make as many increases to the
attributes as listed in the table below. Plus you can gain an extra increase by
decreasing one attribute from C to D.

Age Group Attributes Skills Specialties

16-35 1 1x B, 2x C, 3x D 1
36-55 3 1x B, 2x C, 5x D 2
56+ 2 1x B, 3x C, 5x D 3

Attributes
The Attributes are:
• STR - Strength - ability to lift loads, general tness, resist harm and endure
pain
• AGI - Agility - ability to move your body, a measure of speed and ne
motor skills
• INT - Intelligence - a degree of perception, mental quickness and intuition
• EMP - Empathy - charisma, empathy and emotional stability

How many levels you have in Physical Attributes indicates how resistant you
are to physical harm. How many levels you have in Mental Attributes
indicates how resistant you are to mental shocks.
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Stability
This is a measure of the characters mental stability

Unless detailed elsewhere, Stability starts at D. Characters may improve this


at the start of the game by exchanging a rank with a main Attribute, allowing
them to start at C.

Any time a character is surprised, at the start of any combat or if they


experience something that would shake them to their core, they make a
Stability roll. This roll may not be Pushed.

Failure means they have succumbed to their panic or anxiety and their
actions may be curtailed.

Success means they have pushed through their natural reaction and are able
to act normally.

Skills
The Skills are:

Close Combat - the ability to ght with sts, knives, swords, clubs, and
spears. Each extra success on the roll can increase damage.

Force - the ability to apply strength e ectively, used for lifting and carrying.

Stamina - increased tness and resistance to harm. Used to resist poisons


and infections and also survive critical injuries and resist death.

Driving - use to operate vehicles - from motorcycles to planes. Some


specialties my be needed to operate particularly complex vehicles.

Mobility - used to jump, climb, run or throw. A measure of how skilled you
are at using your body to move in terms of speed or precision of movement.

Ranged Combat - used to shoot pistols, bows and ri es. Specialties give
extra bonuses for using the speci c type of weapon. Each extra success can
cause extra damage.

Recon - used for perception, sneaking, and avoiding detection by other


means. It's usually an Opposed roll against your enemy's Recon, most
Successes wins the match.
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Survival - knowing how to nd shelter, food and clean water. Also, how to
trap game, follow a track of an animal and knowing which parts to eat and
which to avoid.

Tech - a measure of the scienti c and technical mind. Used for repairing
items, jury rigging a x, scavenging useful parts and building new things
from scratch.

Command - a measure of leadership and force of personality. A good leader


is able to convince others to follow where they don't want to go.

Medical Aid - the ability to apply aid to a wounded comrade (or even
yourself). Useful to save lives, help other back on their feet, apply
appropriate treatments.

Persuade - used to reach your goals without violence or intimidation. Can


improve a bargaining position, help for a better deal or tell a lie.

Specialties
Specialties are extra bonuses or access to restricted knowledge which is
much more specialised than the main skills. For the most part, Specialties
provide a +1 modi er to the dice roll (turning a C, into a B, for instance). A
player may opt to have their speciality as an Enhancement instead. They
forego the bonus during the roll in order to get an extra Success. The original
roll still needs to succeed.

For example: Leda has Agility A (d12) and Movement B (d10) also has the
Pitcher specialty. She foregoes the +1 (which would have meant turning his
d10 into a d12) and chooses an Enhancement instead. She rolls to throw a
stone at a guard.. Two successes! A stone does 1 damage but Crits on a 3.
She spends her 1 extra success and adds her +1 Enhancement from the
Pitcher speciality to get a Critical on the guard.

Skill Specialty Bene t

Close Combat Brawler +1 to Unarmed attacks, or using improvised weapons (bottle, rock)

Melee +1 to Melee attacks using weapons in Close Combat

Killer You know where to strike to make your enemy fall and not get up. Ever. When your
enemy sustains a critical injury you may roll twice and choose the result you want.

Martial Artist Choose one of the following


• the PC may choose the critical check threshold reduction from 4 to 3
• the PC may choose to apply 1 hex knockback for any attack which achieves a critical
rather than a critical roll (with threshold 4)
• The PC may choose to knock the opponent to the ground.
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Skill Specialty Bene t

Force Mule +1 to carrying items for long periods

Brute +1 to using strength to crush or hurt an opponent while grappling

Breaker +1 to breaking things whether that's doors or objects

Stamina Builder +1 to all rolls involving building or repairing a structure

Mule Increases your encumbrance limit by 50% and doubles backpack allowance

Ranger +1 resistance to physical exertion/environmental hazards; cold, thirst, or hypothermia.

Resistance +1 resistance to interrogation, Psy Ops, torture or intimidation.

Driving Biker +1 to driving all bicycles and motorbikes. Includes basic maintenance and the ability to
ride with no hands or perform wheelies!

Helm get a +1 to Driving rolls including motorboats and sailboats. You cannot drive a vessel
under sail without this. Includes knowledge of knots, protocols and maintenance.

Pilot get a +1 to Driving rolls involving xed wing and rotary wing aircraft. You cannot drive
xed wing or rotary wing aircraft without this speciality.

Driver +1 to driving all wheeled vehicles except motorcycles. With this specialty, simple
manoeuvres such as hand-brake turns or donuts do not require a roll.

Mobility Diver +1 Mobility when swimming or in the water. This includes the use of SCUBA gear. PCs
without the speciality cannot operate SCUBA equipment.

Mountaineer +1 to Mobility when climbing, rappelling, and tying knots. Some more sophisticated
knots and equipment may be unavailable to use without this speciality

Pitcher +1 to Mobility for throwing, from knives to spears to grenades.

Rider provides a +1 to Mobility rolls for riding horses and negates the penalty for shooting
from horseback. RAW, it is a -2 for one handed rearms and -3 for two handed rearms
(and bows).

Runner +1 to Mobility checks for Running. While running, the Speciality also allows the
automatic success of a single check for Stamina,

Ranged Combat Archer +1 to Ranged Combat for using bows and crossbows. Includes knowledge of stringing
and etching.

Reloader +1 to Ranged Combat checks when trying to reload rearms as a Fast Action

Ri eman +! to Ranged Combat for ri es, assault ri es, sub machine guns and shotguns. This
includes cleaning and maintenance.

Sidearms +1 to Ranged Combat for revolvers and automatic pistols.

Sniper +1 to Ranged Combat for ring sniper ri es and hunting ri es. Includes the care and
xing of long scopes.

Recon Awareness Can always roll Stability twice for initiative.

Historian When arriving at a new location, the Referee should tell you if something signi cant
happened here in the past.

In ltrator +1 to Recon rolls when trying to remain undetected. Provides an additional -1 to enemy
Recon rolls if the PC is in place, well camou aged and does not move.

Intelligence Roll Recon when you spot enemy troops, Success indicating a good handle on
numbers, ghting strength and origin.

Investigator Roll Recon when you spend a Stretch investigating a scene. Each success should result
in a clue from the Referee until no more clues remain.

Scout +1 for Recon when trying to spot others and avoid ambushes. A spare Success may
also be used to perform a free Fast Action in the event of an ambush.

Survival Cook Provides an additional ration of food when applied to the results of hunting, shing,
foraging or trading.
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Skill Specialty Bene t

Farmer +1 to rolls for Farming. Provides the knowledge of when to plant and what to plant.

Forager +1 for Foraging rolls - involving nuts, fruit, fungi and other naturally found foods

Navigator +1 for Navigation in the wild without maps or compass. +2 if you have a map or
compass.

Hunter +1 for Hunting rolls which includes tracking and laying snares.

Scrounger +1 to rolls involving nding scraps to scrounge. Each Success increases quantity or
rarity of the items.

Tech Blacksmith +1 to Tech rolls for metalwork including casting, forging, smelting and metals recovery
from scrap. Doubles metal output when applied to results of Scrounging or Trading

Chemist +1 for working with chemicals, including identifying them or synthesising them (for
example, alcohol from grain)

Combat Engineer +1 to Tech for building bridges or walls for defensive purposes. Also helps when
demolishing them.

Communications this provides a +1 for Tech rolls and provides knowledge of signal boosting and morse
code or encryption equipment. Without this speciality, sophisticated encryption
technology cannot be used.

Computers this provides +1 when making Tech rolls involving computers. This does not include the
ability to programme computers in any meaningful way

Electrician this provides +1 when making Tech rolls with electrical systems. This includes the
knowledge of AC and DC systems and the dangers.

Gunsmith this provides +1 to tech rolls when building or repairing guns and ammunition. This
includes the knowledge of loads and payloads.

Improvised Provides +1 to tech when constructing improvised weaponry and explosives. This
Munitions includes the safe handling of gunpowder or fuses and explosives.

Locksmith this provides a +1 to Tech rolls for opening locks and safes. Only PCs with this specialty
can even attempt to open a safe.

Mechanic This provides +1 to Tech rolls when repairing mechanical systems. This includes the
knowledge to notice when things are wrong (adding to Recon).

Scientist this provides the PC with a general smattering of almost every science. If the PC
chooses a speci c science, they get +2 rather than the normal +1.

Command Intimidate +1 to using coercion and threats to get what you want.

Leader +1 to inspire others to follow you or understand what motivates people. Provides a +1
to a CUF roll if using Unit Morale.

Tactician On a success, the Referee must tell you the most likely tactic of a known enemy force.
The intelligence must be accurate but can change with justi cation.

Medical Aid Combat Medic +1 when assisting someone who is incapacitated. This does not help with Critical
Injuries but can contribute to death saves.

Counselor +1 when trying to assist another with mental health di culties and stress.

Field Surgeon +1 to Medical Aid when treating Critical Injuries.

General +1 to Medical Aid when treating disease or poison. Includes the ability to safely identity
Practitioner and prescribe drugs.

Veterinarian +1 when dealing with the medical issues of animals. This may, at times, be applied to
humans at Referee discretion.

Persuasion Linguist Adds a single language at Fluency. Future languages can be added as Specialties at
half-cost.

Musician Able to play a single instrument comprehensively. Future instruments can be added as
Specialties at half-cost.
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Skill Specialty Bene t

Interrogator +1 to convince someone to tell you secrets.

Pro ler On a success, the Referee must tell you what the targets most likely move will be. Each
additional success gives an extra d6 for attempts to Persuade or Intimidate.

Psy Ops +1 to Persuade when trying to lie or gaslight others. On a Failed roll, the disposition of
the target turns for the worse. On a Failed Push, they may become violent.

Teacher +1 when teaching or training others. Also reduces the cost of learning Specialties by 1
point for the student.

Trader +1 to Persuade when buying or selling. Extra Successes can reduce the buy cost by
20% or increase the sale cost by 20%

Unaligned Occult Can be used with INT but often rolled by itself, provides knowledge of occult things
such as the habits of Vampirs.

Hardened You don’t take any stress from seeing another person hurt or killed.

Ultimate Sacri ce You can sacri ce points of health or stress to get extra d6s on a roll. These act like
Ammo dice. They can provide additional successes.

Focused Once per session you can choose to ignore any penalties due to stress, distraction
(noise, light, explosions). If there are no distractions you get a +1 on your chosen
activity.

Indomitable If reduced to 0 in an attribute, you can immediately take 1 stress point and gain 1
physical attribute back.
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Becoming a Vampir
There are three types of Vampiric character that are available for players. The
Referee should decide what is applicable for the Testament they wish to
direct.

The Vampiric Rite


This is a secret rite passed through Vampir lineages. People who are killed
by a vampir don't automatically become a vampir. It requires more e ort on
the part of the Vampir.

The rst part of the Rite involves the "victim" drinking the Vampirs blood
(expending 1 Sanguis). This creates a Familiar. This process takes 1 turn.

The second part of the Rite involves a Vampir draining the blood of the
human to incapacitation and then replacing it with pre-prepared Sanguis,
point for point. The Vampir venom starts the process of killing the human
(they expend the Sanguis healing to full health) and end up with 0 Sanguis.
The host Vampir may donate more. This process takes a Stretch. The newly
created Vampir end will be dormant for a further Stretch.

Familiars
Familiars are living persons who have, through the rst part of the Vampiric
Rite, gained some vampiric abilities. They still heal naturally and need to eat
and drink like humans. They are what people encounter when they nd
Vampirs for the rst time. They're e ectively immortal, can be stronger and
faster than humans and often wear the trappings of vampirism.

If they consume Sanguis once a year, they do not age, and they may spend a
maximum of 1 Sanguis to provide a +1 to any Physical attribute for a scene.
This lasts only for a maximum of 1 Stretch (5-10 minutes). A Familiar can
only hold 1 Sanguis at any time and they do not have to get it from a Vampir.

Familiars often wish to become full Vampirs. Familiars are physically alive -
they have a pulse, they age normally (when not possessing Sanguis).

Familiars are created as normal human characters but can use these Familiar
abilities.
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Fiends
The di erence between a Familiar and a Fiend is considerable. Fiends are
the rst conversion to a full Vampir through the full Vampiric Rite. They can
expend multiple Sanguis in a single turn to boost their Physical attributes
until they run out.

They require Sanguis to continue their unnatural life, expending 1 Sanguis on


the rst day of the New Moon to continue living. If a Fiend has 0 Sanguis on
the day of the New Moon, they must immediately become Demented and will
attack the rst living creature (including Familiars or animals) they see.
Fiends can hold up to 10 Sanguis in their bodies.

After feeding (whether Demented or not), Fiends enter Delirium where they
cannot act until they make a successful Stability roll. During this period they
are defenceless. Delirium lasts for a Stretch.

Fiends are full Vampirs. They are physically dead and usually slightly grayish
in pallor. They heal rapidly by expending Sanguis (1 point per attribute level)
and they heal a Critical with 1 Sanguis as well.

They do not have a pulse and do not need to breathe. They gain a certain
ushing in their body (resembling living creatures within 1 Stretch of having
fed. If incapacitated, they appear dead. If killed, they quickly turn to ashes
within a Stretch.

Fiends receive 1 free increase to their Physical attributes (to the maximum of
V) making them stronger, faster or harder to kill than normal humans. They
may sacri ce this to receive 1 Dark Gift (see Dark Gifts for more).

Elders
Elders are seasoned Vampirs who have had a longer time as a Vampir. They
must spend 1 Sanguis every Saturday (the Sabbath) to continue their
existence or become Demented and attack the rst living humans they see.
Elders have the ability to expend Sanguis to boost their physical attributes.
They can hold up to 10 Sanguis within their bodies.

Elders never win the rst initiative due to Languor. This is a type of
oppressive listlessness which means they are slow to respond to activity.
After the rst turn, they may act normally.

Elders receive 1 free increase to their Physical abilities plus an extra increase
per 100 years of their vampiric existence (to a maximum of V). Therefore a
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player who has been a Vampir for more than 200 years will have 3 increases
to their Physical attributes (and be subsequently stronger, faster and harder
to kill). Elders also receive 2 extra skill increases plus 1 per 100 years.

Elders receive 1 Dark Gift plus another for every 100 years of vampiric
existence. See the Dark Gift list for more.

Elders heal just like Fiends - 1 Sanguis per level and 1 for each Critical. If
incapacitated, Elders will decay to ash within a Stretch. They can be
resurrected fully through the pouring of 1 Sanguis upon their ashes. If the
Ashes are incomplete, the resurrection will be incomplete and they will need
to spend more Sanguis to heal fully. Only 10% of the Ashes need to be
present to permit a full resurrection and, no, they cannot divide their ashes
into 10 and create 10 clones.

Sanguis
This represents the fuel that keeps Vampirs existing. A human produces
enough fresh blood in their system to provide a Vampir with 1 Sanguis per
level of STR or AGI. Once the victim is reduced to 0 STR/AGI, they are
incapacitated. Once they are reduced to 0 STR and 0 AGI, they are dying
and must make Death Saves.

A Vampir ( end or elder) can store up to 10 Sanguis within their body. They
may also extract Sanguis from humans and store it in 'blood bags' for later,
each bag taking a Stretch to ll. It takes 1 turn for a Vampir to consume a
blood bag containing 1 Sanguis.

Feeding
Vampirs do not need to kill humans to feed, but they may choose to. A
human which has been incapacitated by a Vampir will take a full month to
recover and will, for the rst couple of weeks, be a icted with weakness and
illness, sore bones, headaches and general u-like symptoms. Vampirs need
to either nd willing donors or overpower their victims (a grapple or Force is
enough).

Contrary to the myths, Vampirs do not bite their victims but rather use tools -
blades, needles and special sharpened thimbles are a rm favourite. Each
feed takes at least 1 Stretch (5-10 minutes) per Sanguis.
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Dementation
The state of being Demented is when the Vampir is gripped by Hunger. At
this point, nothing will stop them from attacking the nearest living creature.
They will attack and attempt to feed immediately. They will continue to feed
until the victim is at 0 STR and 0 AGI (containing no more Sanguis). However
they will only receive half of the Sanguis expected due to their demented
attack. The rst Sanguis extracted is discarded and only the second counts
and this continues for every 2 points.

Non-Human Food
Humans provide the most e ective blood. Animals may be consumed also
but animal blood can never provide extra Sanguis for healing or special
abilities. Just survival.

Dark Gifts
Not every Vampir has them, but they become more common as Vampirs age.
Each gift has two levels, a lesser and a greater and each level costs 1 Gift -
Dark Gifts are usually possessed by Elder Vampirs but Fiends may have
them as well. A Fiend can gain more Dark Gifts through story related events -
the discovery of relics, the consumption of Elder blood, the ful lment of
prophecy.

To activate a Dark Gift costs 1 Sanguis. There's no cost di erence between


Lesser and Greater versions.

Fascinatio
Fascinatio is the ability to distract and confuse, to disguise themselves or
even disappear. It's responsible for beliefs that Vampirs can transform their
bodies into mist or bats.

Lesser Fascinatio permits the Vampir to a ect a single sense in a single,


discrete way. They can create sounds, shine a ickering light, create a
pleasing or disgusting odour, induce a slight vibration, create a chill or hot
ush or even induce brief feelings of nausea.

Greater Fascinatio creates a full multi-sensory experience in the mind of the


target. The Vampir can disguise themselves or even become invisible to the
target. They will implant an experience the target will swear is real.
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Imperium
Imperium is the ability to enthral and enslave others.
Lesser Imperium requires eye contact but while the Gift is in force, the
target must make a Stability roll to resist. If they fail, they are unable to take
other actions. If they succeed, they are able to move and act but cannot
break eye contact.

Greater Imperium allows for the utter domination of the mind. The target
must make a Stability check with success indicating they have resisted
control for this turn. Failure means they are dominated and must act
according to the telepathic wishes of the Vampir.

Velocitas
This gives the Vampir predator increased speed, providing additional actions
and movement.

Lesser Velocitas permits the Vampir extra actions. The Vampir must make a
successful Mobility roll, and if so they get extra actions in that turn. Each
success represents an extra Fast Action or two successes indicate a Slow
Action.

Greater Velocitas allows the Vampir to move faster than the eye can follow.
A Mobility roll and they can move a number of zones in their Fast Action
equal to the Successes rolled. While moving they cannot be targeted. When
they stop, they still have their Slow action.

Atrocitas
The might and bestiality of the Vampir is terrifying to behold, with reports of
them having the strength of ten men not to be underestimated.

Lesser Atrocitas permits the Vampir to perform an inhuman act of Strength,


something so utterly remarkable that it belies the humanity of the Vampir.
This could be ipping a car, kicking a steel door o its hinges, bending the
barrel of a ri e or even stopping something beyond the possibilities of
physics.

Greater Atrocitas introduces the ferocity of the Vampir. Each attack the
Vampir commits carries an automatic Critical. If the attack is good enough to
cause a Critical, then two Criticals are rolled and both in icted on the target.
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Vampir Immortality
To be immortal is to feel every day with the same combination of urgency as
humans but with the knowledge there is time. This develops into a sense of
ennui with the present and a predilection for procrastination. If you have
measured your life in centuries (or intend to), what does it mean to be in a
hurry?

Vampirs do not die in the traditional sense, In theory any Vampir can be
resurrected using their ashes and blood.

Vampirs do not age in the traditional sense. They remain the same age
though their hair and nails grow. Their bodies remain at room temperature
(meaning they can be challenging to track using thermal imaging). They do
not sweat nor do they present any odour.

The older a Vampir gets, the more rari ed their appearance. Their esh
develops the appearance of leather or marble as their humanity is further
discarded. They may adopt make-up to appear more human.

Vampirs accumulate knowledge and abilities over their long years. They may
have access to memories which are important in a Testament. No Vampir
can claim total and perfect recall,

Vampirs often su er from languor. This is particularly evident in Elders who


may be slow to react initially. Their complacency and succumbing to ennui
means they frequently underestimate opponents.
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Vampir Culture
There are several subcultures within the Vampir demesne. Each depends on
a historical divide and a particular outlook on their existence. All Vampirs are
territorial, like most predators.

Drifters
Drifters tend to be solitary or in small groups. They don't have a secured
home, but they still maintain a 'dirt bed', sometimes a sprinkling of dirt on
the oor of their car or motorhome. They often have a couple of familiars in
their group to handle protection duties while they sleep during the day.

By necessity, Drifters spend their time in the present. They are concerned
with survival, with their next meal and where to sleep securely with the
coming dawn. This may include any Vampir who doesn't have a permanent
home.

Nobilis
The aristocratic nobles of the Vampir culture have managed to maintain
some sort of ancestral home (even it's stolen) and usually have secured a
crypt to sleep in. They are more likely to use familiars and often have
signi cant wealth.

Nobilis are often preoccupied with the past. They work on the maintenance
of their home, spending time looking for and curating their modern
descendants and holding onto the domain they feel is theirs. They are
covetous of their hunting grounds and resistant to change.

Architects
They would never identify as such but these are modern Vampirs - those
who have embraced the modern world. They may sleep within special
sleeping bags impregnated with the dirt of their homeland, easily portable
and hard to discover.

They are keen to use their knowledge and power to gain more knowledge
and in uence - starting companies and planning for the future. They invest
heavily in science and technology.
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The Vampir Conspiracy and Vampir Society
The rst thing is that there is no centralised Vampir conspiracy. As the Apex
Predator on Earth, Vampirs do not feel the need to group together in a
council to decide how to run society. Their society is brought together by
necessity.

The Architects among Vampirs would be the closest thing to conspirators.


They will invest heavily to nd cures for blood diseases which seems
humanitarian until you realise they're securing their food supply. They will be
involved in bioengineering programs to create humans with fewer morbidities
and curing diabetes or other congenital and lifestyle diseases. They're very
clear about their preference for "free range" humans but they'll accept
battery-farmed humanity if that's the only alternative.

They will be involved in big businesses related to climate change to discover


the circumstances where they might introduce permanent cloud cover or
even an eternal night (or nuclear winter) which would lessen their
vulnerabilities.

They'll promote fantastic conspiracies on the internet to distract from their


mundane activities. Lurid stories mask the truth. And because of their Dark
Gifts, they can discover not only what you want but what you'd sacri ce to
get it.

They're not above using the lure of eternal life to demand obedience from
Familiars or even those who just see their existence as exotic.

The Cult of Blood is one example - it's a relatively easy to nd group of


Familiars who have all experienced Sanguis and had a taste of immortality.
To the inexperienced Hunter, this may be the only experience of Vampirism
they have found; people who drink blood and do not age.

Each coven within the Cult of Blood may not even have a real Vampir (Fiend
or Elder) associated with them. They may have experienced the rst Rite and
then been released into the world believing they are true Vampirs.
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Vampir Origins
It's not known where the rst Vampir came from but what is clear is that it's
not science that fuels them. They

It is likely that they are the only proof of the supernatural that anyone will
have. They may even be responsible for the faith in other religions, appearing
as mythological monsters in the past (Lamashtu, Lilitu, Dhampir, Striges,
Draugr, Vryolakas, Ramanga, Cihuateteo, Mandurugo, Jiangshi) and being so
prevalent it leads to the belief that these are a worldwide phenomenon.

Their supernatural predilections certainly hint at ancient origins - possibly


linked to certain religious beliefs. The Referee should be clear however that
religion came from vampirism, not the other way round.

Feel free to access whatever legends and mythology you like to populate the
story. Vampirs are accomplished liars and will always use misdirection to
reduce exposure.

Vampir Hunters
As can be seen, it would be entirely appropriate to play Vampir Hunters
though they'd probably be outmatched by the average Vampir pretty quickly.
It wouldn't be ridiculous to have them play Familiars or even Fiends who had
been transformed against their will.

Hunters will have some of the same issues as Vampirs. How to pay the bills,
how to arm themselves and protect themselves and how to stay o the radar
of the authorities.

There is no secret conspiracy of vampir hunters. They are similar to Drifters.


They move around in small groups and are frequently outmatched by the
Vampirs they hunt. Most of them will have had a Vampir experience that
haunts them.
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The Ex Sanguine Testament - Starter
The Referee and the Players should start with a Session Zero.

1. Decide what sort of Testament this will be. Drifter, Nobilis, Architect
2. There should be a frank discussion about who are the good and who are
the bad. Vampir games are about playing monsters who drink blood.
That implies coercion, violence, consent issues. It's been shown that
games like this lean quickly into Edgelord Murderhobo territory.
3. Decide what level of Exposure is going to be used. Exposure is the term
used for how much blood and violence there will be in the game. We
would encourage the use of Lines and Veils and also the X-Card in an
exsanguine game.
4. Prepare the game with all of this in mind.

For example:

The Referee, Mark is planning on running an exsanguine Testament for his


players Bill, Aaron and Amy. They've decided on an Architects game. The
Referee agrees that their main business can be a commercial blood bank
where they employ nurses to extract Sanguis into blood bags. Their main
worry is how to nance this - for which they turn to crime, using their abilities
and Dark Gifts to nance their shady blood bank.

Bill is the most squeamish of the trio and would prefer that 'feeding' is
abstracted as much as possible. Hence the blood bank - he doesn't mind
hoodwinking people but he's opposed to direct violence (for blood, he
seems less concerned about violence for cold, hard cash).

Aaron is the least concerned of the trio - he's ne with being a dark hunter of
the night, isn't that interested in the blood bank as a concept but much
happier to hunt for himself. His aim in the game is being the top hunter.

Amy is more interested in playing a "dark superhero" game. She's keen on


developing Dark Gifts and pushing the other players to in ict crime and
violence on those who o end her personal moral code. She sees the blood
bank as being an almost "guilt free" way of powering her superhuman
abilities.
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The Ex Sanguine Testament
While Drifters are involved with kidnapping people on small scales and the
Nobilis are hiding in their mansions, the Architects are moving on their big
plans.

• Creating a nuclear winter because they want the sun to be less of a


danger
• Setting up a human blood substitute ostensibly for medical services
(removing the need for human donors) but really about securing a basic
food source should humans destroy themselves.
• Selective breeding for humans to help create better bloodlines.

Players have the option of being recruited for these 'causes' or being in
opposition to them. They can also be aware of them but not working for or
against.

Drifter groups are more likely to avoid con icts. Nobilis vampirs may present
an opportunity for a safe haven. (See the sample character, Lucius, below).

Hunters
Players may also come against Hunters. Hunters will be much like any other
character but with the stated aim of seeing every Vampir reduced to ash.
Hunters may be rapidly created using online chargen tools (such as https://
de-fenestra.com/t2k/pc_generator_4e.html - just change Heavy Weapons to
Force and CUF to Stability - this could also be used to rapidly create PCs,
just add the Vampir archetype).
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Other Supernaturals
There may be other things in the world that the PCs may encounter.
Werewolves, psychics, even spirits and faeries.

Sorcerers
The Vampir are generally aware of those who can summon and bind the
spirits of the dead to do their bidding. Sorcerers do not trust Vampirs but
Vampirs are able to learn to perform their sorcery.

Werewolves
These fearsome animalistic humans are often a physical match for Vampirs
even if they are not possessed of long life. Some can even transform into
animals. Werewolf blood is highly prized.

Faeries
Vampirs are generally unaware of the machinations of Faeries but those that
do know something warn to avoid them as they can in ict the Final Death
upon Vampirs.

The Reanimated
Di erent to Vampirs, magic and science can breathe life back into dead esh
which is unsettling to many Vampirs. Encounters are infrequent but allegedly
they do not "taste good".

Ghosts
Vampirs are uncomfortable with the concept of ghosts as they wonder where
their spirit goes when they are reduced to Ashes (it does not appear as a
Ghost). Vampirs are very physical creatures unlike Ghosts.
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Mytholog
Vampirs are vulnerable to mythology (being a creature of myth themselves).

They encourage the mythology when it serves to obfuscate their presence or


their vulnerabilities. Vampirs are not bothered by garlic or holy water but they
may react to them for the sake of theatrics and misdirection. They're not
particularly attracted to black leather and goth accoutrements but if it
provides for misdirection, why not use it. The savvy Vampir may gather a
circle of Familiars to feed from in an emergency who will, in return for
Sanguinus and the promise of eternal youth, bring other hangers-on
attracted to the edgy mythology of Vampirism who will also serve as
sustenance for their Fiend or Elder.

Vampirs dream of a place where the sun does not curse them. The
enveloping of the Earth in a nuclear winter doesn't interest them because
they want it all. That doesn't mean they wouldn't consider nuclear
proliferation and war a viable outcome if it didn't endanger their food supply.

In their ages old mythology, gleaned through encounters with the Faeries
and from hoarding old times, they learn of faraway places where the sun
shines but does not burn (like Malperdys) where a Vampir can again
experience a sunrise without it inducing all-consuming panic.

Vampirs do wonder where they came from. Some may claim to be the apex
predator on the planet while others suspect their condition to be a magical
disease. The rst recorded Vampir was Jure Grando, from the last 16th
Century who allegedly was both a Vampir and a Sorceror from the Istrian
peninsula. His life (and unlife) were chronicled in a work on Divine, Natural
and Diabolic Mysteries (by the revolutionary and sorceror, Johann Joseph
von Goerres) in 1855.

Whatever the true origins of Vampirs, across a thousand cultures and


millennia of history, the reality is they exist and they are preoccupied with the
same questions that plague humanity; why and how.
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Sample Vampir: Lucius of Ferenc
Sample Hunter: Jana Nemeth,
History childhood/upbringing: remote wilderness area, joined the military
as enlisted reconnaissance, stayed in that eld for entire career, was still on
active duty when her entire unit was massacred by a Drifter group.

Appearance vulpine features; short; heavyset


Personality Traits bold; terse; uncooperative
Strength A (d12)
Close Combat -
Force -
Stamina C (d8)
Agility B (d10)
Driving -
Mobility C (d8)
Ranged Combat C (d8)
Insight C (d8)
Recon C (d8)
Survival C (d8)
Tech -
Empathy C (d8)
Command -
Medical Aid -
Persuade -

Specialties: Combat Awareness, Ri eman, Forager, Sniper


Stability A (d12)

Languages Czech (native), English (conversational), Italian (basic)

Equipment

Kevlar helmet, Kevlar vest


Primary Weapon vz.58m 3 reloads (30 rounds of 7.62x39mm each)
Secondary Weapon(s) 2 fragmentation grenades, 1 irritant gas grenade
1 directional mine
Personal medkit
Strobe beacon
20m roll of 100mph tape
Bottle of holy water
Bible
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Media to be consumed
It would be a good idea to consume as much relevant media as possible, so
here are our recommendations

Movies

Near Dark
A group of Drifters pick the wrong new recruit.

Dracula
The classic Nobilis vampir.

Dracula A.D. 1972


A 'contemporary' (for the time) take on the vampir story.

The Lost Boys


A group of Drifters led by a Nobilis take on a small family.

Bram Stokers Dracula


A Nobilis attempts to move to England. It doesn't work out.

Interview with the Vampire


The antics of Nobilis Elder Vampirs as they attempt to move with the times.

Blade
The vampir hunter comes up against a power struggle between Nobilis and
Architect vampirs.

30 Days of Night
A large clan of Drifters nd a possible feast north of the Arctic Circle

Twilight (series)
Nobilis elder vampirs maintaining their ef hunt children.

Let The Right One In


A Drifter vampir makes an unlikely friend.

Television

Ultraviolet
A very gritty British take on Architect Vampirs and their adversaries.
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Year ero Engine Free Tabletop License (v 1.00)
Z
Fascinatio

Imperium

Velocitas

Atrocitas
Fascinatio

Imperium

Velocitas

Atrocitas
Other Games by us...

De Occulta is a sister game to Ex Sanguine dealing with the magic and secret rituals of
Occultists. Occultists bind spirits to their will and collect ancient spells and relics,
greedily hiding them from the world. Their magic holds the secret to creating spirits,
reanimating the dead and experiencing other planes of existence. They form part of a
Dark Urban Fantasy Universe in the making.

Silver Haired Sentinels: Roleplaying in the Retirement Age is a rules-light TTRPG about
retired superheroes. Using a supersample d6 pool resolution system, loaded with
samples of play and detailing powers resized for heroes past their prime, it focuses on
the narrative while still allowing for epic ghts and opportunities for the hero to give
their last, best measure in the ght against injustice and overreach by active and
retired supervillains and overzealous elderly residential care professionals. With original
human-sourced art by Tichimidi and Andressa Fernanda.

Through Free League Workshop on DriveThruRPG, two genre-bending tangents for


Twilight:2000. The rst, bringing ZOMBI to the war torn theatre of operations,
introduces the players to fast and slow zombies and the fungal bio weapon which
caused it all and accelerated the collapse. The second, bringing the paranoid world
of The 23rd Letter as military combatants in the third world war, allows players to
be fragile psychics in a world that cannot tolerate weakness. The book includes
rules for zombies (new critical and attack tables) as well as for psychic powers
(telepathy, mind control, telekinesis, re starting, healing and psychometry). Works
with the YEAR ZERO ENGINE

Now available through the Free League Workshop, four mysteries for Twilight:
2000 referees who want something mysterious in their game. Ready to slot into an
existing campaign or you can use the places (and maps) provided.
This expands the environment of post-apocalyptic Europe from military missions
and bleak survival to mystery, conspiracy and mythology. From the fertility gods of
old, to a modern curse, from a lost child to revenge beyond the grave. In the lonely
forests, there are things that move unbidden and mysteries that should remain
mysteries. Scenarios and encounters can be used for any modern day mystery
game. Designed for use with the YEAR ZERO ENGINE.

Nor Gloom of Night is a post-apocalyptic setting of hope made for your favourite
modern RPG. Become a horse-riding agent of the Reformation States twenty years
after the fall of the United States of America. The dangers out there are many; from
self-proclaimed warlords to diseases long thought eradicated by modern medicine,
from the people themselves to the harsh winters of the North West of North
America.
You, and your compatriots, as Greycaps, are the line drawn between the rebirth of
civilisation and the fall into a dark age. It’s up to you to uphold the ideals of the
past and propel us into the future.

Zombi is a roleplaying game set in the world of the Zombi. The Dead walk the
lands, killing and eating the living. Society has fallen and the only thing left now is
to break out, nd an island somewhere, live a little…before then end. But there
must be more than just static and deserted cities out there? Sometimes you hear
the radio talk for a while, sometimes you see lights in the sky and they remind you
that even as the streets are haunted with shambling, rotting monsters, humanity is
out there waiting for a chance to reclaim everything.

Testament & Creed is a description of the last days of Earth. The game begins with
the world ending. It doesn’t end in a day but rather over a period of time. Devils
and angels walk the Earth picking out the last of the virtuous and the damned and
helping or hindering where they can. People will not see winged beings plucking
people from the street but they will notice people going missing and the world
being seemingly populated by strangers.
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