Vileborn Quickstart en
Vileborn Quickstart en
       QUICKSTART
             EMBRAC E              YOUR          DA R K NE S S
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2
    Table of contents
1   INTRO - THE END AND THE BEGINNING............... 7
    The setting in a few pages
                                                                                            3
                                  B E F O R E Y O U S TA R T
              About this
              Quickstart
    Welcome to Lex Umbræ, an introductory adventure for Vileborn.
    After a quick presentation of the game setting, you will embark on an
    adventure that will teach you how to play step by step!
4   Intro
                             What is Vileborn?
 It is a role-playing game   Vileborn is a collaborative storytelling game. It's
                             perfect for those who enjoy role-playing games with
                             intuitive yet deep rules systems. Despite its dark
                             themes, Vileborn isn't necessarily about a descent
                             into corruption. Instead, it's a game about characters
                             exploring their darker sides to discover, for better or
                             worse, their true selves and what sets them apart.
     It is a game because    There are rules to follow; though they are few and
                             straightforward. You’ll refer to your character sheet,
                             which describes the character you embody, and roll
                             dice to determine the outcomes of important actions
                             in the story.
It is role-playing because   As you play, you'll step into the shoes of the
                             protagonists of this story. You'll adopt their
                             perspectives, make decisions on their behalf, develop
                             their personalities, define their goals, and describe
                             their actions.
  It's the game for you if   You enjoy nobledark coming-of-age novels. You love
                             adventurous, character-focused RPGs. You want to
                             narrate memorable stories with your fellow players,
                             without pressure and anxiety about your performance.
                                                                                 Intro   5
                                                INTRODUCTION
                    A perfect
                      storm
                                     Egas Empire,
                          Year 1498 of the Redeemer calendar.
         Five years have passed since darkness shrouded the skies above Egas,
         plunging the Empire into an unprecedented crisis. Temperatures are
       plummeting, food is scarce, and the reviled roam freely. Vampires, fallen,
         shapeshifters — every creature of darkness has crawled out of its lair,
                 eager to seize power in these days of waning sunlight.
          You are vileborn: half human, half reviled. Mere children when your
       corrupted heritage manifested itself, your lives were irrevocably changed,
       tearing you from those you loved. The Luminarian Church, the Empire's
         spiritual guide, now fuels a wave of moral fervor, inciting the world to
                      hunt and persecute you in the name of faith.
          Desperate for a weapon in the war against the reviled, the Empress of
       Egas defied the Church and issued the Lex Umbræ, a decree conscripting
       all vileborn into the Order of Dusk — an ancient society sworn to protect
                                       the Empire.
                  You are the first vileborn enlisted into the Order of Dusk.
            You stand at the center of a growing rift between Church and Empire.
                You are at odds with your nature, feared and despised by all.
                 What will you do with the darkness that dwells within you?
8   Intro
      LEX UMBRÆ
   Imperial decree of mercy for the Vileborn
                                                        Intro   9
10   Intro
                                 WHO YOU ARE
                Vileborn
                     Young adults with a dark heritage,
                in a world that both despises and needs you.
TOUCHED BY DARKNESS
Your dark heritage awakened with the advent of the darkness, granting
you mysterious powers and overwhelming urges. Each of you experiences
something different: a thirst for blood, an affinity for the realm of the dead, a
feral urge to hunt, or a connection to the shadows. While many claim to know
your true nature, the origins of the vileborn remain a mystery; it's up to you to
uncover the truth.
A NECESSARY EVIL
The Empire offers you immunity in exchange for lifelong service among the
ranks of the Order of Dusk, a society with a long history of devotion to the
Luminarian Church and the protection of the Empire. You are given this
choice solely because you are deemed a powerful weapon in the war against
the reviled.
A shattered world, fractured families where you don’t belong, mentors who
seek to mold you to their will, and dark urges that both tempt and terrify
you. These elements create good hooks for exploring generational conflict and
weaving tales of personal growth and self-discovery.
                                                                             Intro   11
                                     WHERE YOU ARE
        Into darkness
                            A world ravaged by a crisis
                that the adults around you are powerless to confront.
12   Intro
Intro   13
     THE PILLARS OF VILEBORN                CHANGE
     Change, Conflict, and Adventure:       The world has changed,
     these three pillars form the           whether you like it or not:
     vibrant core of Vileborn. Keep         shape it with your choices!
     them in mind and follow the rules      Your dark heritage has awakened:
     to unlock the full potential of this   dare to explore its depths! The
     game!                                  balance of power teeters on the
                                            brink: test its limits!
14   Intro
CONFLICT                                 ADVENTURE
The threat of the reviled grows          Accomplish memorable feats,
ever stronger. The Order of Dusk,        confront terrifying threats, and
devoted to the Church yet serving        ultimately forge your own truth,
the Empire, is torn by internal          defying the constraints imposed
tensions after enlisting vileborn like   upon you. Create unique bonds,
you. Your dark heritage both tempts      surpass your limits, and find out
and frightens you. Bring these           who you truly are.
conflicts into play!
                                                                        Intro   15
ADVENTURE
Lex umbræ
“We will not defeat darkness by welcoming its temptations.
The vileborn should not be allowed in the Order!”
- Enlightened Mother of the Order of Dusk
                                     P R E PA R AT I O N
                    Pick your
                       Role
                          One of you will play the Darkness,
                         everybody else will play a Vileborn.
18   Preparation
IF YOU PLAY A VILEBORN
The complete Vileborn rulebook will enable you to create unique Vileborn
characters tailored to your preferences. To facilitate learning, this adventure
includes four pre-generated Vileborn character sheets optimized for learning
how to play one step at a time.
                                                                    Preparation   19
                     “The whole gang feared her! She was
                   a wild, rough, furious, lunatic beast.”
                   - Confession of Seràf, an outlaw
20   Preparation
                              CLAWSHROUDER
              Celene
             Cervantes
                    “Learn to hunt or prepare to run.”
BACKGROUND
Celene grew up among outlaws. Her character was forged by hardship,
and she learned to never show weakness. She's fiercely loyal to her gang and
determined to confront the horrors of the unforgiving world that raised her.
DARK HERITAGE
Celene is a Clawshrouder. Since the advent of darkness, she has grappled
with a nightly urge to hunt. Her sense of smell has sharpened, her body has
become more resilient, and the predator within her constantly yearns for fresh
prey.
                                                                   Preparation   21
                                     BLOODSINGER
               Raphaël de
               Normante
                                  “All ends in blood.”
     BACKGROUND
     Raphaël hails from nobility. Firstborn of the Duke of Normante, he has
     learned to wield authority and shield himself from his cold and ruthless father.
     Raphaël’s bravery and conflictual relationship with his father have often gotten
     him into trouble.
     DARK HERITAGE
     Raphaël is a Bloodsinger. Since the advent of darkness, the scent of human
     blood both intoxicates and lures him. He possesses preternatural charisma
     and can unleash the power within his own blood, even at the risk of his human
     body.
22   Preparation
“I hand over to you my firstborn: a stupid,
spoiled, blood-sucking parasite.”
- Excerpt from a letter by the Duke of Normante
                                                  Preparation   23
                     “A true devotee… and an unholy
                   monster corrupted by the shadows.”
                     - Excerpt from the diaries
                         of Mother Aléne
24   Preparation
                              SHADOWDANCER
             Lucien
            Delacroix
                    “Every shadow is born out of light.”
BACKGROUND
Lucien grew up surrounded by believers. The rigor of a life dedicated
to faith and the study of sacred texts sharpened his mind and strengthened
his resolve. Among the Luminarian Church's followers, Lucien is the most
unlikely, and undoubtedly the most feared and despised.
DARK HERITAGE
Lucien is a Shadowdancer. For him, shadows are living entities: he can
communicate with them, shape them, and he understands their icy coldness
and devouring hunger. Terror accompanies Lucien's every step, both the fear
he instills in others and what he feels for himself.
                                                                  Preparation   25
                                     GHOSTWALKER
                     Thalia
                   Seulefille
                           “Death is a door to another life.”
     BACKGROUND
     Thalia grew up as an orphan. She relied solely on her resourcefulness to
     survive on the streets of Arenbourg. A life of hardship forged her character,
     making her far stronger than she appears.
     DARK HERITAGE
     Thalia is a Ghostwalker. Since the advent of darkness, the veil between life
     and death has thinned for Thalia. She can commune with the afterlife and
     summon spirits into the world of the living — but this has made her indifferent
     to the value of life.
26   Preparation
“I am glad that wretched jinx is gone.
She looked like a dead woman walking.”
- A resident of Arenbourg
                                         Preparation   27
                                   W H AT Y O U W I L L P L AY
                  Lex Umbræ
                  An adventure designed to be played in two sessions.
     FIRST SESSION
     While playing this session, you will familiarize yourself with the basics of the
     game. You will follow a narrative optimized to introduce the rules step by step.
     This session is suitable for an introductory one shot and includes the first four
     scenes of the adventure:
     SECOND SESSION
     This session will allow you to put into practice what you have previously learned
     and to delve deeper into some advanced rules. It includes the
     last three scenes of the adventure:
28   Preparation
THE CHARACTER SHEET
This is a preview of the character sheets that you will learn to use
throughout the adventure. Around the image of each Vileborn you will find
their approaches (top), personality (left), and training (right). To
the far left are conditions and wounds; to the far right are background,
motives, and resources. At the bottom you can find their dark heritage,
gifts, and urges.
                                                             Preparation    29
                                        SCENE ONE
                 Prologue
                              Find out how to face a test.
     Our story begins on a bleak afternoon: the sky is a bruised tapestry of dark
     clouds, oppressed by the encroaching darkness. Igritte, the Warden of Dusk
     who recruited you less than a week ago, appears troubled. “We’ll have to
     make do,” she says, looking at the abandoned hunting hut you stumbled upon
     in the woods.
     They are pursuing you, you're certain: men and women consumed by hatred
     for your kind, zealots driven by religious fervor, determined to purge Egas of
     your existence. The light is fading, and time is running out.
     Now ask each Vileborn to describe themselves as they dismount from Igritte’s
     cart. You have just set up a scene! After listening to your players’ answers, read
     aloud or paraphrase:
     “Help me secure this place,” Igritte orders, running a hand along the rotting
     wooden walls of the building. “Cover our tracks, bolster our defenses, and
     set some traps if necessary. Avoid using your gifts; they'll only attract more
     darkness and piss off the assholes chasing us. I'd rather deter them than fight
     them head-on."
Darkness , ask each Vileborn what they do to help Igritte. It's time for a test!
30   Prologue
                                    Tests
      Tests are used to determine if a Vileborn succeeds in their goals
               and whether they encounter complications.
                      Vileborn , when you face a test:
                                          1
   Describe how you act and choose the most suitable approach among
      force, willpower, influence, reason, precision, and subterfuge.
    “I try to create a false trail to lead them away from us: I use Subterfuge!”
                                          2
             Roll 1 to 3 dice of the size of your chosen approach.
     1 base die granted by the approach, +1 die if you use your personality,
                          +1 die if you use your training.
“The results of the dice roll are 2 and 5. I keep the 5, which equals the difficulty.”
                                          4
   If the result is above the difficulty target, you will narrate a success.
           If it is below, the Darkness will narrate a complication.
                        If it is equal, you will both narrate.
            “I create a false trail, which leads away towards the woods.”
              “In doing so, you notice strange claw marks: mark fear.”
                                                                            Prologue     31
     1   Choosing the approach
          Vileborn , on your character sheet, you will find six approaches, each
         associated with a different die size (d6, d8, or d10) that represents your
         aptitude for that way of acting. When you face a test, choose the approach
         that is most consistent with the action you described.
         h   Force: when you impose yourself violently and give your all.
         h   Willpower: when you summon your inner strength and push yourself
             over the limit.
         h   Influence: when you resort to words and the ability to persuade.
         h   Reason: when you use logic, knowledge, and analysis.
         h   Precision: when you act carefully or meticulously.
         h   Subterfuge: when you bypass the rules and play dirty.
         For example, observing an opponent to find their weak spot is a reason test,
         while reaching an agreement with a dignitary by conversing with her is an
         influence test.
32       Prologue
2   Personality and Training
     Vileborn , on your character sheet, under the approaches, you will find
    some keywords: those on the left describe your personality, those on the
    right your training.
    During a fight, you want to pick up your opponent and slam them violently
    against the wall. You are Shrewd, Cold, and Unsettling. None of these words
    is related to what you are doing, so you cannot bring your personality into
    play. You are trained to Hide, Hunt, and Brawl. Brawl is related to what you
    are doing, so you can use your training.
    When you face a test, you are the one to choose whether a word is related to
    it or not. Don’t be afraid to describe actions that align with your personality
    and training whenever you can. At the same time, don’t overdo it: rolling
    lots of dice is less important than playing in a way that is relevant to the
    development of the story.
                                                                         Prologue     33
     3   Setting the difficulty
         Darkness , set the difficulty of a test based on how it is described, on the
         context in which it happens, and on any suggestions you find in the manual.
         h 4 if it’s easy.
         h 5 if it’s normal.
         h 6 if it’s difficult.
         h 7 if it’s very difficult.
         Opening a rudimentary lock is easy (4), breaking into the front door of a
         house is normal (5), unlocking a safety box is difficult (6), breaking into a
         vault is very difficult (7).
         If you believe that a test is impossible, don't hesitate to say so. This allows
         Vileborn to adapt the narrative and adjust their goals accordingly.
34       Prologue
NARRATING A COMPLICATION                                      Each Vileborn has the
 Darkness , use complications to liven up the story,       last word when narrating
without ever invalidating the successes previously             successes, while the
obtained during tests. You can play a complication                Darkness has final
in three ways:                                             authority when narrating
                                                         complications. However,
h Impose a condition choosing among anger,                 you can always help each
  exhaustion, shame, fear, and insecurity. The                  other out. When you
  effects of the conditions are listed on the                narrate the outcomes of
  Vileborn character sheets, and it is up to the           a test, feel free to ask for
  players to keep track of them.                            help and to accept ideas
h Inflict a wound. A wound can represent a                from anyone in the group.
  physical, social, or emotional trauma. If a Vileborn
  has already suffered 3 wounds and receives a
  fourth one, they are out of play (you’ll see what
  that means on page 53).
h Enliven the scene, by narrating unwelcome
  developments, plot twists, or long-term
  consequences. This option has no mechanical
  effects, but is useful to develop the story.
                                                                     Prologue         35
     Concluding the scene
     Darkness , if at least two Vileborn got a success in the previous test, they
     will be able to throw their pursuers off track. Read aloud or paraphrase:
     As darkness envelops the forest, you hear hurried footsteps approaching the
     hunting hut. "Those bastards got away," a frustrated voice whispers.
     "Hey, what's that?" someone shouts from a distance. At first, you fear you’ve
     been discovered, but then you hear alarmed cries and, peering through the
     boarded-up windows, you see the group fleeing in terror.
     A sudden chill fills the air, and sinister hisses echo outside. The reviled have
     arrived, but they've been diverted, chasing your pursuers instead. You are
     safe, at least for tonight.
     As darkness envelops the forest, you realize that you have left too many
     tracks: “Come out, you wicked bastards!” a voice shouts, “or we will burn this
     shack to the ground!”
     Then, a sudden chill fills the air, and sinister hisses echo outside. “Reviled!
     Run!” the pursuers scream. You hear wet and revolting sounds, punctuated
     by the screams of your pursuers and the terrified neighing of the horse you'd
     hidden in the barn.
     Igritte grits her teeth, a mix of anger and guilt flashing in her eyes, but she
     gestures for you not to intervene. The reviled have come and while you’re safe
     for now, they’ve butchered your pursuers and your horse.
36   Prologue
This is an example of how the outcome of a test can influence the narrative
in the short, medium, and long term. Traveling with or without a horse, being
chased or not, could lead to your story developing in completely different ways.
                                                                     Scena uno     37
                                       SCENE TWO
          On the Road
                   Define personality, training, and motives.
     After a night spent at the hunting hut, Igritte guides you toward Mont
     Aurelie, the renowned fortress city and home of the Order of Dusk. Together,
     you traverse barren plains, somber woods, and crumbling villages.
     As you gaze upon the enduring scars that darkness has inflicted on these
     lands, your thoughts turn to the past you are leaving behind. Each step takes
     you further away from home and the life you’ve lived so far.
     Vileborn , it is time to find out something more about you! The time has
     come to define your aspirations, discover your duty, and enrich your
     personality and training.
                                 PLAYING IGRITTE
                   Igritte behaves like an older sister, strict but fair.
     For most members of the Order, the vileborn are something to be despised,
     or exploited at best. But not for Igritte: she is a righteous but not a moralist
     Warden, gifted with a genuine and biting humor. She treats the characters
     fairly, without prejudice and never condescending. She is sorry that they were
     forced to enlist, but she sees enormous potential in them and wants to help
     them develop it.
38   On the road
Motives
Vileborn , aspiration and duty are motives that push you to give your
best and help you get through difficult times. The two may be compatible, or
diverge.
ASPIRATION
Aspiration represents your personal goal. If it is related to the situation you are
facing, you can bring it into play and mark it to instantly heal a wound.
DUTY
Duty represents the task that the Order asks you to complete. If it is related to
the situation you are facing, you can bring it into play and mark it to instantly
heal a condition.
My duty is to “Kill the Beast of Arenbourg”. I must go into its den, but I am
marked by fear. I mark the box next to my duty, remove the condition
fear, and enter the lair.
                                                                      On the road     39
                    Raphaël de Normante
                    You were born among the comforts of court life. Your father
                    disowned you when he discovered your dark heritage.
                    Thalia Seulefille
                    You grew up on the muddy streets of Arenbourg.
                    Yours was a life of sacrifice and expedients.
40   On the road
Lucien Delacroix
You spent your childhood in the rigor of a Luminarian monastery.
They tried to exorcise the shadow that lives inside you.
Celene Cervantes
You have lived a life of poaching. On your worst days
you struggled to tell a deer from a human.
                                                               On the road       41
     Narrating the journey
     Vileborn , now that you have explored who you are, briefly describe how you
     behave during the journey; what is your attitude and your way of acting. If you
     wish, share what you have written on your character sheet.
      Darkness , after each Vileborn has updated their character sheet and shared
     the information they wish, read aloud or paraphrase:
     Under a sky heavy with dark clouds, you finally reach Mont Aurelie, the
     fortress city of the Order of Dusk. Perched atop a rock in the middle of a
     frozen lake, it looms over you like a promise.
     Igritte guides you through the citadel's narrow streets, where the eyes of
     inhabitants and fellow recruits fall upon you: some curious, some wary, and
     others filled with disdain.
     After ascending the citadel, Igritte pauses before the imposing cathedral
     dedicated to Saint Aurélie. "I hate to be the bearer of bad news," she
     says with a wistful smile, "but there's no time for a well-deserved rest
     or nourishment. You will face your ordeal immediately, where it will be
     determined if you are worthy of joining the Order of Dusk." Her gaze is
     clouded with guilt as she leans in to whisper: “If you have questions to ask
     me, ask them now. Once you enter, I won't be able to help you.”
      Darkness , if the Vileborn ask questions, use the information that you will
     find on the next page to answer. There is no need to list everything on the
     page, only share details when the Vileborn are curious.
42   On the road
THREE AUTHORITIES WILL BE PRESENT AT THE TEST
h The Enlightened Mother, the spiritual guide of the Order who thinks
  that admitting vileborn into its ranks is an insult to the faith.
h The Imperial Envoy, sent by the Empress to ensure that each vileborn is
  trained swiftly and with the best resources.
h The Grand Master, the highest-ranking member in the Order: he is a just
  and wise veteran, intent on reconciling the differences between Church
  and Empire.
Igritte casts an oblique glance at you. “Your dark heritage is your most
powerful weapon,” she tells you. “Make use of it, for this test will be as
merciless as the reviled we will train you to hunt.” After that, she guides you
inside the cathedral.
This is an important moment! Before playing the next scene, it's time to
find out what happens when darkness comes into play and how your dark
heritages work.
                                                                         On the road      43
     When darkness comes into play
     Darkness, when a Vileborn interacts with the darkness, you will have to roll a
     special die that will make everything more dangerous and interesting. It is the
     only d12 of the whole game, and it's called the darkness die. Roll the darkness
     die when:
     h A Vileborn faces a test in which they explore their dark heritage (you
       will find more details in the next few pages).
     h A Vileborn faces a test in which they interact with a reviled or with the
       darkness in any of its forms.
     h The manual explicitly states to do so.
     With your success, your Silversteel blade tears through the Shapeshifter’s
     flesh, but the darkness die just rolled a 6! A sound halfway between a scream
     and a growl comes out of its throat: pass a normal (5) willpower test or
     mark the condition fear.
44   Darkness
IMPROVISING THE RESULTS OF THE DARKNESS DIE
Darkness, during the game you may decide to roll the darkness die without
explicit instructions from the manual. These are exceptions, in which you
decide to improvise based on your sensibility and what is happening in the
scene.
In these cases, simply compare the result of the darkness die to an imaginary
intensity scale. The more powerful the darkness, the more likely the darkness
die will generate a single complication that you will narrate in addition to
the result of the dice rolled by the Vileborn.
You reckon the echoes of darkness to be weak, so the darkness die will create a
complication with a result of 9 or more. The Vileborn rolls a 5, a success
and a complication. The darkness die rolls a 10, a complication. The
Vileborn imposes their will on the echoes, which fall silent. However, with two
complications, they suffer fear and insecurity. The memories now press at
the edge of their mind: was holding the sword a wise idea?
                                                                     Darkness     45
     Dark Heritages
      Vileborn, your dark heritage describes your connection to darkness. It
     is located in the bottom part of your character sheet, under the character’s
     portrait.
46   Darkness
Gifts
Vileborn, gifts are aspects of your dark heritage that you have already
explored and mastered. Each gift grants you a unique power, which you can
activate by marking the box under its title.
Activating a gift never requires a test: just mark the box under the gift to
instantly activate its effects (you can also do it while you are facing a test).
Each gift has a positive effect and a small negative effect, which makes it
interesting and multifaceted.
One of Raphaël’s gifts is that he can hear a subject’s heartbeat and deduce
whether they are telling the truth. However, focusing on the blood distracts
him: as long as the gift is marked, Raphaël has a -1 modifier on precision
test die rolls. A small price to pay for such an advantage.
Urges
At the bottom of your character sheet, you will find an urge: an impulse that
you feel growing inside you when you mark the boxes of your dark heritage
or your gifts. As you add marks, narrate how you feel your urge becoming
stronger: playing out this aspect of yourself will greatly enrich the story.
When you give in to your urge, clear all the marks on your dark heritage
and gifts. Succumbing to your urge should always be a dramatic moment of
strong inner conflict.
Raphaël has marked all the boxes above the description of his dark
heritage and one of the boxes of his gifts: the thirst screams inside him.
Drinking human blood would placate his urge and allow him to clear all
marks, but he is disgusted by the idea of giving in to his bloodthirst.
                                                                         Darkness   47
                                     SCENE THREE
                         Ordeal
                 Face a challenge and use your dark heritage.
     The austere Cathedral of Mont Aurelie is dimly lit by the filtered light of rose
     windows and flickering candles, the air heavy with incense. Igritte steps to the
     side, as three figures who radiate authority loom over you.
     In the center, the Grand Master of the Order calmly observes you. He looks
     like a veteran soldier, wise and stern. His scars hint at a bloody past, while
     his dominant position underscores that he is the highest authority here.
     A step below and to his right stands the Enlightened Mother of the Order,
     silent as a secret. Her white robes and golden mask, in which you see your
     own distorted reflection, create an unsettling aura. Her posture exudes an air
     of unwavering judgment.
     On the opposite side, the Imperial Envoy stands level with the Enlightened
     Mother, his eyes fixed on her with the cunning of a fox. His ornate attire
     seems out of place in this stark setting. He embodies imperial power and the
     Lex Umbræ.
     Darkness , tell the group that the Grand Master thanks each of them for
     being there after the long journey, and asks them to introduce themselves.
     As each Vileborn speaks, have the Enlightened Mother interject during the
     conversation. The Enlightened Mother believes that the presence of the
     Vileborn within the Order is an insult to the precepts of the Luminarian
     Church, which preaches a total rejection of any form of darkness.
48   Ordeal
Whenever she has the opportunity, the Enlightened Mother will press the
Vileborn by asking how they plan to serve the Order, given that their own
presence is an insult to its traditions. Listen to their answers and let them face
tests to make their opinion count. If you find it interesting, have the Imperial
Envoy intervene in their defense with some unfortunate expressions, such as:
“Enlightened Mother, even worthless creatures like these can serve a higher
purpose!” then read:
The Grand Master impatiently raises a hand: "We have talked enough, the
time has come for you to face your initiation.” His gaze guides you towards
Igritte, who now stands before you, her eyes as cold as the steel of the sword
she holds in her hand.
                                                                            Ordeal   49
     Challenges
      Darkness , a challenge is a situation
     that requires more than one success to be
     resolved. Challenges help you focus your
     attention on important elements of the story.
     Read the challenge that the Vileborn will have
     to face in this scene; below you will find all the
     instructions to put it into play.
50   Ordeal
                       CHALLENGE / CLAWSHROUDER
                     Igritte
         Standing up to Igritte long enough to pass the initiation
                         requires 5 successes.
DESCRIPTION
h Facing Igritte is difficult (6), dissuading her from fighting is impossible.
h On the 3rd success, Igritte reveals herself as a vileborn and transforms
  into a creature halfway between a woman and a panther; fighting against
  her now becomes very difficult (7) and every test against her will now
  include darkness.
COMPLICATIONS
h Igritte hits you with her sword or claws; mark a wound.
h You see a homicidal light in Igritte’s eyes; mark fear.
h Igritte chases you as fast as a snake; mark exhaustion.
h The gaze of the Enlightened Mother weighs on you; mark shame.
h The Imperial Envoy applauds with amusement; mark anger.
DARKNESS DIE
Roll the d12 for each test after Igritte has transformed. If you roll 6+,
invent a complication or play out one of the following:
6+ A sound halfway between a scream and a growl comes out of Igritte's
    throat; all of you must pass a normal (5) willpower test or mark fear.
9+ Igritte throws you with astonishing force against one of your companions;
    you hear your bones creak and you both mark a wound.
12 Igritte is crushing you in her jaws; mark a wound. Furthermore, you
    cannot move unless you pass a difficult (6) test to free yourself.
                                                                         Ordeal   51
     How to narrate a challenge
     Darkness , below you will find some advice on how to run a challenge.
     Let’s say that you are narrating a challenge where the Vileborn are trying to
     bypass guards to sneak into an enemy fortress.
52   Ordeal
Out of play
Vileborn , when you face challenges and                   In Vileborn, your fate
dangerous situations, you might suffer multiple            cannot be sealed by an
wounds or the same condition multiple times.                    unlucky dice roll.
h If you suffer a condition that has been
   marked previously, mark a wound instead.             In coming-of-age novels,
h If you have already suffered three wounds              the death of a character
   and suffer another, mark the fourth box in the          is a defining moment,
   wounds section and go out of play.                  which marks the story in a
                                                                    dramatic way.
GOING OUT OF PLAY
Vileborn , when you mark the fourth box in the           The complete rulebook
wounds section, you go out of play. When you               will equip you with all
are out of play, you lose the ability to act, face        the tools and guidance
tests, and, more generally, influence the scene.        necessary to develop and
                                                         close your narrative arc.
Narratively speaking, being out of play is serious
but not definitive, like losing consciousness, being
thrown out of a noble hall, or becoming isolated
from the rest of the group due to a collapse.
RETURNING TO PLAY
 Vileborn , you return to play when the scene
concludes, or if another Vileborn rolls a success
to bring you back into play. When you return to
play, clear the out of play box, but keep all other
conditions and wounds you have suffered.
                                                                   Ordeal        53
                                      SCENE FOUR
                 Sacrament
                                 Learn what reverie is.
     The Grand Master raises a hand and says: "That will be enough." Igritte
     immediately restrains her fury; she approaches him and kneels meekly,
     despite her monstrous appearance.
     The Grand Master raises a hand and says: "That will be enough." Igritte
     immediately restrains her fury, moving away from you.
     The Grand Master produces an ornate pipe, lights the wick, and ignites it. A
     plume of dark smoke unfurls, carrying a scent of iron, aromatic herbs, and
     dark chocolate.
     He offers the pipe to Igritte, who inhales deeply. Incredibly, you see her return
     to a human form and her wounds heal with unnatural speed.
     Turning to you, the Grand Master explains: "This is reverie, the most
     important sacrament for the Wardens of Dusk. It allows us to heal every
     ailment and it keeps the darkness at bay." He then offers you the pipe.
54   Sacrament
Consuming Reverie
Vileborn , when you consume reverie, you instantly
clear all marks from your gifts and your dark
heritage; furthermore, you heal all wounds you
have suffered.
But is Reverie really the answer or is it just a palliative? What are its side
effects? You will answer this question in the future.
This is a great time to conclude the first game session! You have
familiarized yourself with all the basic rules and all the key elements of
the setting. If you wish, play the following scenes in a second session, so
you can further experience what you have learned so far and explore the
game system more in depth!
                                                                          Sacrament   55
                                        SCENE FIVE
                       Training
                Discover something about your training and forge bonds.
      The days following your initiation are a blur, so intense that they pass in a
      flash, yet so brutal that they feel like stretching on for weeks. The life you
      left behind fades into a distant memory, replaced by this intense and all-
      consuming new normality.
      The recurring topic in every lesson is the reviled: how to defend against them,
      hunt them, and kill them. You quickly learn that combat prowess alone is not
      enough to defeat them.
      The list of your duties is impressive. Endless study sessions in the most diverse
      fields alternate with bloody training in sword fighting.
56   Training
With dismay, you realize that the human recruits of the Order see the
grueling training regimen you endure not as hardship, but as privilege.
Fueled by reverie, the Order subjects you to a pace that would shatter
ordinary people. This constant use of the sacrament is only allowed to you,
perhaps because the Empress ordered you to be trained quickly, or perhaps
because the Order wants to prevent you from giving in to your urges.
Whatever the reason, all this breeds resentment, not camaraderie.
During the lessons, you are strictly forbidden from using your gifts, and the
older recruits relish the opportunity to humiliate you, picking on you harshly.
Officially, this restriction is meant to teach you all the aspects of a Warden's
training, but you suspect that there is something else beneath the surface.
Your mentors, for all their skill, harbor deep-seated prejudices. In their eyes,
you are but a reflection of the very creatures you are being trained to destroy.
                                                                        Training   57
      Closing the scene
      Darkness , read aloud or paraphrase:
      Igritte is the only one who seems to truly understand you. She doesn't
      interfere with your lessons, but she follows every aspect of your training,
      advising and supporting you.
      She spends time with you each day after the last meal, teaching you how to
      cope with your nature and how to explore your dark heritage. She candidly
      admits she doesn't have all the answers you need, but she's happy to share
      what she has learned.
      Under her tutelage, your skills sharpen, and you begin to function as a team.
      Over time, the ties between you strengthen, and you realize that you are
      becoming a cohesive group.
      Vileborn , the adventures you will experience together will forge bonds
      between you. The complete rulebook will delve deeper into the many ways
      you can interact besides regular tests: helping each other, competing,
      collaborating towards a common goal, and even fighting each other.
      Your bonds of affinity and rivalry will grant you advantages when you
      interact with each other, giving you feedback on how your relationships will
      evolve over time. This quickstart will not explore this aspect in detail, but the
      complete rulebook will provide you with the tools to do so.
      For now, simply describe whether you feel affinity or rivalry towards another
      Vileborn, and how you behave towards them.
58   Training
     Vileborn is a game
  inspired by coming-of-
   age hero tales: for this
    reason, the first act of
   your story takes place
       in a school setting.
          Training         59
                                        SCENE SIX
                           On the
                            Hunt
                   Put into practice what you have learned so far.
     Bastien had been granted a single night's leave for a hunting trip, but two days
     have passed and he has not yet returned. Soon the Order will send someone to
     search for him, and Igritte fears the dire consequences that await Bastien if he
     really tried to abandon Mont Aurelie: the penalty for desertion is death.
     Igritte will provide a brief description of Bastien: red hair, a scar over one
     eye, and a swallow tattooed on his shoulder. His difficult character drew
     him to a group of disreputable cadets: questioning them could reveal useful
     information.
60   On the Hunt
Bastien’s secret
 Darkness , Bastien harbors a secret: just like the protagonists of our story, he
is a vileborn. His dark heritage connects him with the fae and goblins; he is a
Fateweaver.
He can bend fortune to his will, weave fleeting illusions, and even shapeshift
into small creatures for brief periods.
Bastien has kept his nature secret his entire life, but the arrival of Igritte and the
Vileborn at Mont Aurelie was too much for him. Terrified of being discovered,
Bastien has fled.
                                                                         On the Hunt     61
     Narrating the investigation
     Darkness , as the Vileborn investigate, subtly weave in hints that might reveal
     Bastien's motives for fleeing the Order.
     Draw inspiration from the following leads, selecting those that best suit your
     narrative. Discovering Bastien's whereabouts requires 3 to 5 successes, but
     feel free to adjust this number based on the desired pace of the investigation.
     GATHERING CLUES
     h Bastien's fellow recruits, if questioned, will try to hinder the
       investigation. With the right pressure, a recruit named Lisanne will admit
       to having feigned illness at Bastien's request, to leave him alone during the
       hunting trip. Questioning Bastien's friends directly is difficult (6), but
       eavesdropping on their conversations is easy (4).
     h Bastien’s mentors are annoyed by his indolence and his reliance on
       natural talent and blatant luck, rather than hard work and discipline.
       Obtaining this information is easy (4).
     h Investigating Bastien's room will reveal the charred remnants of a
       handwritten note, resembling a scribbled map, in the fireplace. Finding the
       note is normal (5).
     h The quartermaster of Mont Aurelie, if questioned about the supplies
       for the hunting trip, will admit to providing Bastien with extra food at his
       request, due to his fondness for the boy. Convincing the quartermaster to
       confess is easy (4).
     h The Order's official records concerning Bastien mention Morsellet, a
       village two days' walk from Mont Aurelie, where Bastien once resided.
       Accessing the records through official channels is very difficult (7), but
       asking Igritte for help makes it easy (4).
62   On the hunt
THE SOLUTION TO THE ENIGMA
 Darkness , when the Vileborn have gathered enough clues, have Lisanne
intervene. The young recruit is in love with Bastien and is the only one who
knows about his vileborn nature. Lisanne wants to protect Bastien at all costs;
recognizing the Vileborn's determination to find him, she decides to confess
and ask for their help.
Lisanne will reveal that Bastien is a vileborn and that he went to Morsellet in
search of a way to escape the Order forever. She will implore the Vileborn to
reach Bastien and retrieve something from him that will convince the Order
that he has been killed. Even though they are condemned to remain in the
Order, Bastien deserves a chance at life.
If they tell Igritte everything they have discovered, she will ask them to go
to Morsellet to persuade Bastien to abandon his suicidal plan and return to
the Order. Should he return to Mont Aurelie and confess his vileborn nature,
Igritte can invoke the Lex Umbraæ to protect him and train him, just like she is
doing with the group.
                                                                     On the hunt   63
                                       SCENE SEVEN
                          Reviled
                      Face a reviled and conclude this adventure.
      As you set foot in Morsellet, you immediately understand that something has
      gone terribly wrong. The terrified screams of the villagers guide you towards
      the center of the village, running through alleyways slick with mud and lined
      with houses made of wood and slate.
      Reaching the village square, you are faced with a nightmarish scene: a
      gnarled tree in the center of the square writhes disturbingly, as if breathing.
      Beside it, a young woman whose body seems to have been ravaged by crows is
      floating a few meters above the ground.
      Her body bears the gruesome marks of a cruel lynching and her neck is
      grotesquely twisted; yet her face is contorted into a macabre rictus, her eyes
      emanating a cold, murderous light.
      Bastien stands before her, his back to you. Before you can intervene, you see
      the woman's hand slash through the air, as one of the branches of the tree
      twists and hurls itself towards one of the villagers. Bastien instinctively lunges
      forward, shielding the villager with his own body; he is slammed by the
      branch with such violence that he falls unconscious.
Vileborn , you are about to face a reviled for the first time!
64   Reviled
The horrors of Morsellet
Despite what people like to believe, it is often the worst of
human nature that fuels darkness. This is especially true for the
Fallen, spirits tormented by unresolved grievances, unavenged
wrongs, and unfulfilled debts. The Vileborn are now facing a
Revenant: a Fallen that has clawed its way back into its own
corpse, driven by a burning need for revenge.
The Vileborn are free to choose what to do. Should they engage
the Revenant in combat, offer no guidance. However, if they
decide to investigate the root of her rage and the events that led
to her tragic end, allow this narrative thread to unfurl during
the challenge. Marielle's brother is present in the square,
concealed behind a stack of firewood. Communicating with the
Revenant requires tests and could generate complications,
just like fighting it. Her fury is immense, and her thirst for
revenge will be unleashed on anyone who crosses her path.
                                                                     Reviled   65
                                 C H A L L E N G E / FA L L E N
                     Revenant
         Revenants are spirits that return to inhabit their corpses, looking for
                  revenge. Defeating them requires 6 successes.
      DESCRIPTION
      h Facing the Revenant is difficult (6) and always involves darkness.
      h On the 2nd success, the Revenant becomes intangible. Physically
        interacting with her becomes impossible, dark heritages still work.
      h Using Saltpeter against the Revenant is easy (4) and forces her back into
        a tangible form.
      h If the Revenant gets her revenge, she vanishes instantly.
      COMPLICATIONS
      h The Revenant's spectral hands pass through you; mark a wound.
      h You experience someone else’s memory, the feeling of a noose tightening
        around your neck; mark fear.
      h The Revenant drains part of your life force; mark exhaustion.
      DARKNESS DIE
      Roll the d12 for each test against the Revenant. If you roll 6+, invent a
      complication of your choice or play out one of the following:
      6+ The Revenant floods your mind with images of her lynching; pass a
         normal (5) willpower test or mark insecurity.
      8+ The Revenant’s rage infuses the nearby tree, causing its branches to lash
         out at you; pass a difficult (6) test or mark a wound.
     11+ The Revenant forces you to relive the agony of her lynching, inflicting
         grievous wounds on your flesh; everyone suffers a wound. Pass a normal
         (5) willpower test or also mark fear.
66   Reviled
Reviled   67
      Closing the scene
      Darkness , read aloud or paraphrase:
      The specter of the Witch of Morsellet dissolves before your eyes, leaving
      you facing Bastien. Though conscious, he is unable to move, his fate resting
      entirely in your hands.
      Bastien looks at you furtively, tears of frustration streaming down his face.
      In his eyes you glimpse the pain of a life marked by difficult choices, spent
      searching for the lesser evil.
      Through clenched teeth, he pleads: “Don’t you see? They’ll send us to our
      deaths! The Order doesn't care about us, no one does! They know about you,
      but not about me... I beg you, let me go."
      You now face a choice: will you bring Bastien back to the Order or let him go?
      You could even decide to run away with him. Make your decision and narrate
      the end of this adventure together!
      To help you develop the epilogue of the story, consider these guiding
      questions:
68   Reviled
You have completed
Lex Umbræ!
This adventure has come to an end, but an            Vileborn delves into
even greater one has just begun! If you wish,     the blurred lines between
take a moment to reflect on your experience.           monster and human,
                                                   exploring the monstrous
How did you find the game? Which aspects                        within us all.
intrigued you the most?
                                                 Darkness mirrors our own
To experience the rules step by step, you         complexities, and Egas, a
played a very guided adventure. The complete       world painted in shades
rulebook, however, will allow you to tell your      of gray, challenges our
own story, create your own Vileborn, and see     understanding of morality.
them grow and evolve.
                                                 The vileborn embody the
Train with the Order of Dusk, learn from your        turmoil of adolescence:
mentors, treasure what they can teach you, but    its temptations, fears, and
don’t be afraid to question their perspective.   beauty. This is where your
                                                          adventure begins!
Venture into the world of Egas, investigate
the true nature of darkness, and experience a
journey of growth and discovery.
                                                              Reviled        69
PREVIEW
In the
complete
rulebook
                                      CHARACTERS
       A coming-of-
         age story
     Backgrounds and dark heritages will provide you with inspiration
     to create multifaceted Vileborn, each with a unique story to tell, untapped
     potential to unleash, and inner conflicts to resolve.
     BACKGROUNDS
     Backgrounds speak of your past. Each one suggests something about
     your roots, giving you unique ways to approach challenges and providing
     intriguing stimuli to develop your Vileborn's psychology, intertwining with
     your dark heritage.
     DARK HERITAGES
     There are seven dark heritages. You have already played four, one has been
     briefly introduced, and the remaining two will be revealed later. Each dark
     heritage is more than a mere collection of powers and abilities; it represents
     our darkest impulses and offers a way to explore them throughout the game.
     GROWTH
     Adventures in Vileborn are transformative journeys of growth. In the
     complete rulebook, you will learn how to refine your approaches, evolve
     your personality and training, and most importantly, delve into your
     dark heritage, discover new gifts, and embrace your own darkness.
72   Preview
Preview   73
74   Preview
                                    STORIES
        A three-act
         Structure
Like many coming-of-age stories, Vileborn unfolds in three acts that can be
played in a variable number of sessions, at your discretion: in the first act you
recount your training, in the second you claim your independence, and in the
third you conclude the story.
THE ORDER
The first act chronicles your training with the Order of Dusk. Navigate the
complexities of your relationships with mentors and fellow recruits, learn to
confront the reviled, and question the Order's stringent rules.
THE HUNT
The second act leads you to explore the perilous world of Egas. Whether
you have become a Warden or have chosen to abandon the Order, you will
embark on a treacherous journey, fighting against the threat of the reviled.
THE DARKNESS
The third act marks the conclusion of your story. You will resolve the
narrative threads woven throughout the previous acts and, if you wish, uncover
the origins of the encroaching darkness and seek ways to confront it. Above all,
this act marks the end of your personal development arc.
                                                                           Preview   75
                                     CHALLENGES
                   Fearsome
                    Enemies
     The challenges you face will give your campaign a unique flavor. Each type
     of reviled presents a distinct narrative thread that you can explore to your
     liking.
76   Preview
Preview   77
                                        CREDITS
                       The Team
                        A GAME BY CLAUDIO PUSTORINO
                             Game Design: Claudio Pustorino
                       Writing: Claudio Pustorino, Stefano Mancuso
                             Illustrations: Cecilia Gordigiani
                              Logo and Icons: Fabio Frencl Jr
                                Layout: Claudio Pustorino
                          English Translation: Camilla Zamboni
                                 Editing: William Niebling
                        Editorial Director: Federico Corbetta Caci
                                       Playtesting:
          Hjalmar Hach, Lorenzo Silva, Davide Amici, Alice Luidelli, Claudio
         Serena, Daniele Sarti, Federica "River" Morbio, Hyre Barbiero, Matteo
         Mantovanelli, Michele Massei, Giacomo Ienco, Samuele Vitaglione and
          Francesca Bacci, Mari, JohnPreest, Konisette, Marco Zannoni, Luca
                   Zannoni, Damiano Ceroni, Tommaso Ortolani.
                                                            d6                     WILLPOWER                                             PRECISION                  d6
                                                                                                      INFLUENCE          REASON
CONDITIONS                                                                             d6                                                    d8                                                                 BACKGROUND
Anger                                                                                                   d10                  d8                                                                            You are of noble birth
-1 to reason, precision, and subterfuge rolls                                                                                                                                                            You can mark anger to get
Exhaustion                                                                                                                                                                                                  an influence success
-1 to force, willpower, and influence rolls            Refined                                                                                                      Fencing
Shame
You cannot use your personality
                                                                                                                                                                                                                      MOTIVES
Fear                                                                                                                                                                                                                  Aspiration
You cannot use your training
PERSONALITY
                                                                                                                                                         TRAINING
Insecurity                                          Brave                                                                                                             Etiquette                          Mark it to heal a wound
You cannot use your motives
                                                                                                                                                                                                                            Duty
                                                                                                                                                                                                                 RESOURCES
                                                                                                                                                                                                          A Normante signet ring
Out of play                                                                                                                                                                                    When conversing with military and
You cannot act nor face tests                                                                                                                                                                high-ranking people, you roll with +1
DARK HERITAGE
                                                                                                           Bloodsinger
                                    GIFT                                                                                                                                                     GIFT
                        A heartbeat from the truth                                    Mark your dark heritage and face a test that involves                                           Power of blood
                                                                                      darkness to explore the mysterious powers that it grants.
                     Mark this gift to sense a target’s                                 The darkness die creates a complication if you roll                                        Mark this gift to become
                     heartbeat. For this scene you can                                   9+ with one mark, 6+ with two, and 3+ with three.                                     incredibly strong for a moment.
                      discern if they’re being truthful.                                                                                                                          You get a force success.
                                                                                    Examples: Unleash the power of your blood, affect the emotions in
                    However, the rushing blood distracts                                those around you, control the flow of blood around you.                               However, you put your heart under
                     you. Apply -1 to precision rolls                                                                                                                           duress. Roll 1d6; If you roll 1,
                      as long as this gift is marked.                                                                                                                              you suffer exhaustion.
                                                                                                                  URGE
                                                                                                You yearn to drink human blood.
                                                                               When you do so, remove all marks from dark heritage and gifts.
                                                                             B LOOD SINGER
                                                      Raphaël de
                                                      Normante
                                                           You were born among the comforts of court life.
                                                  Your father disowned you when he discovered your dark heritage.
PERSONALITY
                                                                                                                                                   TRAINING
                                                   Good-
Insecurity                                                                                                                                                         Hunting                            Mark it to heal a wound
                                                  hearted
You cannot use your motives
                                                                                                                                                                                                                         Duty
                                                                                                                                                                                                             RESOURCES
                                                                                                                                                                                              A dagger made of Silversteel
Out of play                                                                                                                                                                             When using it to wound Shapeshifters
You cannot act nor face tests                                                                                                                                                            or Clawshrouders, you roll with +1
DARK HERITAGE
                                                                                                     Clawshrouder
                                    GIFT                                                                                                                                                GIFT
                                Beast form                                         Mark your dark heritage and face a test that involves                                          Danger sense
                                                                                   darkness to explore the mysterious powers that it grants.
                      You grow fangs and claws. Apply                                The darkness die creates a complication if you roll                               You smell any threats nearby. You get
                      +1 to force rolls and ignore any                                9+ with one mark, 6+ with two, and 3+ with three.                              a clue as to their nature, and you can tell
                     exhaustion effects for this scene.                                                                                                                          if they are reviled.
                                                                                 Examples: Awaken the ancient predator inside you, connect with
                   However, you risk being overcome by                              nature, push your senses and your muscles over the edge.                          However, your hunting instinct awakes.
                     your hunting instinct. Roll 1d6;                                                                                                                 Apply -1 to reason rolls as long as this
                      if you roll 1, you suffer anger.                                                                                                                           gift is marked.
                                                                                                              URGE
                                                                                             You yearn to hunt human beings.
                                                                            When you do so, remove all marks from dark heritage and gifts.
                                                                    C L AWSHOUD ER
                                                  Celene
                                                 Cervantes
                                                     You have lived a life of poaching. On your
                                               worst days, you struggled to tell a deer from a human.
                                                            d6                      WILLPOWER                                           PRECISION               d8
                                                                                                    INFLUENCE           REASON
CONDITIONS                                                                            d10                                                  d6                                                                   BACKGROUND
Anger                                                                                                   d8                   d8                                                                  You were raised among believers
-1 to reason, precision, and subterfuge rolls                                                                                                                                                           You can mark shame to get
Exhaustion                                                                                                                                                                                                   a willpower success
-1 to force, willpower, and influence rolls                                                                                                                      Sacred
                                                      Honest
                                                                                                                                                                scripture
Shame
You cannot use your personality
                                                                                                                                                                                                                      MOTIVES
Fear                                                                                                                                                                                                                  Aspiration
You cannot use your training
PERSONALITY
                                                                                                                                                     TRAINING
Insecurity                                        Intense                                                                                                         Frightening                            Mark it to heal a wound
You cannot use your motives
                                                                                                                                                                                                                           Duty
                                                                                                                                                                                                                RESOURCES
                                                                                                                                                                                                         A Luminarian pendant
Out of play                                                                                                                                                                                 When interacting with Luminarian
You cannot act nor face tests                                                                                                                                                                       believers, you roll with +1
DARK HERITAGE
                                                                                                       Shadowdancer
                                    GIFT                                                                                                                                                  GIFT
                                 Icy blood                                            Mark your dark heritage and face a test that involves                                       Cloak of shadows
                                                                                      darkness to explore the mysterious powers that it grants.
                   Your shadow devours your emotions.                                   The darkness die creates a complication if you roll                                 Shroud a target in shadows,
                    Remove two conditions and apply                                      9+ with one mark, 6+ with two, and 3+ with three.                              concealing them from sight until they
                     +1 to reason rolls for this scene.                                                                                                                    draw attention to themselves.
                                                                                      Examples: Give life and texture to your shadow, explore the
                    However, a deep chill pervades you.                              non-places hidden in the shadows, weave shadows around you.                            However, the shadows are hungry.
                      You cannot use your motives                                                                                                                                Roll 1d6; if you roll 1,
                      as long as this gift is marked.                                                                                                                         the target suffers a wound.
                                                                                                                 URGE
                                                                                                 You yearn to terrorize people.
                                                                               When you do so, remove all marks from dark heritage and gifts.
                                                          SHA D OWDANC ER
                                        Lucien
                                       Delacroix
                                      You spent your childhood in the rigor of a Luminarian
                                  monastery. They tried to exorcise the shadow that lives inside you.
                                                            d6                      WILLPOWER                                           PRECISION                  d8
                                                                                                     INFLUENCE          REASON
CONDITIONS                                                                             d8                                                  d8                                                                     BACKGROUND
Anger                                                                                                   d6                   d8                                                                               You were an orphan
-1 to reason, precision, and subterfuge rolls                                                                                                                                                               You can mark fear to get
Exhaustion                                                                                                                                                                                                    a subterfuge success
-1 to force, willpower, and influence rolls                                                                                                                        Sneaking
                                                      Shrewd
                                                                                                                                                                   through
Shame
You cannot use your personality                                                                                                                                                                                         MOTIVES
Fear                                                                                                                                                                                                                    Aspiration
You cannot use your training
PERSONALITY
                                                                                                                                                        TRAINING
Insecurity                                      Indifferent                                                                                                         Suckerpunch                           Mark it to heal a wound
You cannot use your motives
                                                                                                                                                                                                                              Duty
                                                                                                                                                                                                                      RESOURCES
                                                                                                                                                                                                               A bag of Saltpeter
Out of play                                                                                                                                                                                              If you pass an easy test,
You cannot act nor face tests                                                                                                                                                                 you can force a Fallen to materialize
DARK HERITAGE
                                                                                                         Ghostwalker
                                    GIFT                                                                                                                                                    GIFT
                                Pale whispers                                         Mark your dark heritage and face a test that involves                                             Poltergeist
                                                                                      darkness to explore the mysterious powers that it grants.
                         Ask a question to a ghost,                                     The darkness die creates a complication if you roll                              Materialize a ghost. Until you act again,
                    they are bound to answer truthfully                                  9+ with one mark, 6+ with two, and 3+ with three.                                it disrupts or pushes a target of your
                                                                                                                                                                                   choice a few meters.
                                                                                      Examples: Tear down the veil between the world of the living
                   However, you look pale and unsettling.                          and the dead, become immaterial for a moment, connect with ghosts                        However, you expose yourself to
                    Apply -1 to influence rolls as long                                                                                                                    the agony of the ghost you evoked.
                         as this gift is marked.                                                                                                                          Roll 1d6; if you roll 1, you suffer fear.
                                                                                                                 URGE
                                                                                              You feel the urge to obey the spirits.
                                                                               When you do so, remove all marks from dark heritage and gifts.
                                                                   GHOSTWAL KER
                                                  Thalia
                                                Seulefille
                                                 You grew up on the muddy streets of Arenbourg.
                                                   Yours was a life of sacrifice and expedients.
Tests                                                                                                                          Vileborn
Ask for a test in uncertain and interesting                                                                  Roll the darkness die when the Vileborn face tests
situations. Choose the difficulty based                                                                          in order to explore their dark heritages.
on what was described, what is happening
in the scene, and the suggestions in the
rulebook.
•    Easy: 4
•    Normal: 5
•    Difficult: 6
•    Very difficult: 7
•    Impossible: you cannot get
     a success