Cursed Legacies

Forsaken Creatures

Characters can become Vampires, Werewolves, or Gaals. These entities are accursed creatures that live a forsaken life, limited by their new nature. However, they can tap into supernatural powers as they grow in experience.

Note: Vampires, Werewolves, and Gaals are treated as Cursed Legacies that require Skill Points to unlock new abilities when they Level Up.


Vampire

A Vampire is an immortal creature that sustains its existence by feeding on the life essence, typically blood, of the living.

Weaknesses

  • Blood Thirst: Vampires must consume blood daily.

    • 24 hours without feeding → -1 Grit Level

    • 48 hours without feeding → -2 Grit Levels

    • 72 hours without feeding → Death

  • Residence: Cannot enter a residence without invitation. Suffer -1 Grit Level while inside uninvited.

  • Sunlight: Must make a Withering Roll every hour under sunlight.

  • Gritless: Vampires remain at Prime Grit regardless of Grit Points.

List of Abilities

  • Vampirism

  • Bat Form

  • Regeneration

  • Wallcrawling

  • Enhanced Senses

  • Glamour

  • Enhanced Speed

  • Nightvision

  • Fly

  • Mist Form


Vampirism

  • Risk: 1

  • Type: Action

  • Effect: Bite attack that drains Grit on a Critical (17/11/10). Extra Grit lasts for one battle.

Bat Form

  • Risk: 1

  • Type: Action or Reaction

  • Effect: When dropping to Frail Grit, transform into 1D10 bats and flee the battlefield.

Regeneration

  • Risk:

  • Type: Active

  • Effect: All injuries regenerate within 1D10 days, including amputations.

Wallcrawling

  • Risk:

  • Type: Active

  • Effect: Can climb any surface with normal movement.

Enhanced Senses

  • Risk:

  • Type: Active

  • Effect: Gain +1 Perception permanently.

Glamour

  • Risk: 5

  • Type: Action

  • Effect: Control a humanoid target’s next Action (must overcome Vigor, target within Perception).

Enhanced Speed

  • Risk:

  • Type: Active

  • Effect: Gain +1 Mobility permanently.

Nightvision

  • Risk:

  • Type: Active

  • Effect: Gain Nightvision permanently.

Fly

  • Risk: 9

  • Type: Action (Active)

  • Effect: Fly with regular speed. Heavy Risk during combat.

Mist Form

  • Risk:

  • Type: Special

  • Effect:

    • Upon death, assume Mist form and return to coffin within 24 hours (unless destroyed).

    • If possessing Regeneration, healing begins automatically; otherwise remains Broken.

    • Can also assume Mist form once per 24 hours to pass through walls.


Werewolf

Werewolves are humans cursed with a dual nature, transforming into powerful and savage wolf-like creatures, usually under the moon’s presence.

Transformation

Werewolves can transform at any time under moonlight. During a Full Moon, transformation is forced and uncontrollable (GM’s decision).
While transformed:

  • Gain +50 Grit

  • Perform 3 Actions per Round

  • Gain Bite and Claw Special Actions (see Book of Monsters)

  • Additional abilities must be unlocked normally

List of Abilities

  1. Silver Armor

  2. Scent

  3. Enhanced Senses

  4. Wolf Form

  5. Enhanced Speed

  6. Nightvision

  7. Enhanced Strength

  8. Leap

  9. Enhanced Fortitude

  10. Wallcrawling


Silver Armor

  • Risk:

  • Type: Active

  • Effect: Immune to Critical attacks from non-silver weapons.

Scent

  • Risk:

  • Type: Active

  • Effect: Detect invisible characters by scent at all times.

Enhanced Senses

  • Risk:

  • Type: Active

  • Effect: Gain +1 Perception permanently.

Wolf Form

  • Risk: 3

  • Type: Action (Active)

  • Effect: Assume wolf form.

Enhanced Speed

  • Risk:

  • Type: Active

  • Effect: Gain +1 Mobility permanently.

Nightvision

  • Risk:

  • Type: Active

  • Effect: Gain Nightvision permanently.

Enhanced Strength

  • Risk:

  • Type: Active

  • Effect: Gain +1 Threat permanently.

Leap

  • Risk: 1

  • Type: Action

  • Effect: Jump a number of Tiles equal to your Mobility Points.

Enhanced Fortitude

  • Risk:

  • Type: Active

  • Effect: Gain +1 Vigor permanently.

Wallcrawling

  • Risk:

  • Type: Active

  • Effect: Can climb any surface with regular movement.


Gaal

Gaals are individuals who have experienced death and resurrection for unknown reasons. They exist between life and death until their purpose is fulfilled.

  • Gritless: Always remain at Prime Grit regardless of Grit Points.

  • Death Ignorance: When reduced to 0 Grit, continue functioning for 1D10 Rounds.

List of Abilities

  • Speak With Dead

  • Spectral Strike

  • Blur

  • Etherealness

  • Limited Immortality


Speak With Dead

  • Risk:

  • Effect: Communicate with a dead target for 1D20 minutes (once per 24 hours).

Spectral Strike

  • Risk: 1

  • Type: Action

  • Effect: Telekinetic attack dealing Damage at range (within Perception). Does not use a weapon.

Blur

  • Risk: 5

  • Type: Action (Active)

  • Effect: Becomes blurry, inflicting -1 penalty to all Ranged Attacks targeting them.

Etherealness

  • Risk: 5

  • Type: Action or Reaction

  • Effect: Enter ethereal state:

    • Immune to non-magical physical attacks

    • Can pass through solid surfaces

    • Can fly while ethereal

    • Lasts 1 battle (Action) or momentarily (Reaction)

Limited Immortality

  • Risk:

  • Type: Active

  • Effect:

    • Cannot die permanently until purpose is fulfilled (GM’s discretion).

    • After death, resurrect in 1D20 hours.

    • May resurrect up to five times after gaining this ability.