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Embraced and Forsaken Characters


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I've noticed a very distinctive lacking of Vampires and Werewolves in the world of Malifaux. If by chance or choice I don't know. Either way, I have decided to reprimand this with a few hours worth of work (and many hours worth of thought).

Embraced Fated Characters

            The world of Malifaux is a strange, horrible, wonderful place. Today’s focus will be upon the Quarantine Zone and its inhabitants. Zombies and various forms of spirits are all common things to see as a deranged Resurrectionist’s plaything. But hidden away from the eyes of the general populace (even by Quarantine Zone standards) is a man by the name of Irwin Malice. Irwin is a Resurrectionist like no other, he isn’t interested in creating a zombie army, or bringing back a fallen loved one. Irwin became a Resurrectionist by other means. Irwin became a Resurrectionist because of a curse that was passed onto him by another like him. The curse that was passed onto him is often referred to as “The Mark of Cain” by others like him. Yes, Irwin is a vampire. Now onto the rules!

Playing an Embraced

            An Embraced Fated has little difference from a Stitched Fated. The difference here is that the Fated in question isn’t a zombie, ghost, or some form of Resurrectionist experiment gone horribly wrong (or right in the eyes of some). The Fated is undead because of The Mark of Cain, something that forever brands the character as a vampire. To create an Embraced character, use the Cross Roads Tarot (Fated Almanac), and draw an additional card. This additional card represents your character’s sire and who he was, use the station list to determine who your sire is, (Example: Sire card 13R means that the sire had a connection to the Ortegas while a 7C means your sire was some sort of outlaw.)

Another method of becoming an Embraced is the following Supernatural Disease which can be spread by the servants of Cain.

Mark of Cain Value & Symptoms

·         0: None: Not marked.

·         1-4: Sun Sensitive: The character suffers from an inexplicable sensitivity to light, sunlight in particular. The character suffers [-] to all flips taken in direct sunlight or extremely bright light. Protection such as an umbrella or other form of shade is enough to protect the character from these effects.

·         4-8: Blood Thirsty: The character begins to develop an unusual taste for blood, literally. This can usually be ignored, but eventually, the thirstiness will overcome this character’s willpower. Whenever a Living character dies or gains the “Bleeding Out” condition within 10 yards of this character, this character must make a willpower check with a TN of 4 + the value of this character’s MoC condition. If the character fails, they must immediately move their full Walk value (in yards) towards the bleeding/dead character.

·         9-12: Mostly Dead: There isn’t much keeping this character from their grave. Their complexion becomes very pale, the thirstiness constantly growing, it’s hard to take this any more. This character gains the Undead characteristic in addition to any other they already have.

·         13+: Embraced: It’s too late. The character’s transformation is complete. At this stage there is no going back. The character loses their Living characteristic and becomes an Embraced character.

Treating the Mark of Cain requires a TN:14 doctor challenge. Any character with the Exorcist Advanced Pursuit (Under Quarantine) may use their necromancy skill instead.

Embraced Rules

-Any character who begins the game Embraced must have their defining suit be Crows.

-Any Embraced character who doesn‘t drink at least 1 pint of blood every day gains the following condition: ‘‘Parched+1: This character subtracts -1 from all of her Physical and Mental Aspects, to a minimum of -5. If all of the character’s physical and mental aspects are at -5, she dies from thirst.

Any Embraced character can lower the value of this condition by 1 simply by drinking a pint of blood. If an Embraced would die from their Parched condition, they instead gain the following condition “Rampaging: This character must kill the closest Living creature by any means necessary. Every time this character kills a living character (and consumes a lot of its blood), they lower the value of their Parched condition by one. For the duration of Rampaging, this character ignores the negative effects of their Parched condition. This condition ends when their Parched value is 0.

-During Dramatic Time, at the start of their turn, any Embraced character in direct sunlight must make a TN:12 Resilience check or gain Burning+3. If the Embraced character passes their Sunlight check, they gain the following condition instead “Smoking+1: This character suffers a -3 penalty to Sunlight checks for every stack of Smoking they have. Outside of Dramatic Time, either assume the Embraced has enough cover to travel place to place, or slip into Dramatic Time to track Sun damage. Embraced characters also suffer from Sun Sensitivity which is noted above.

-Embraced characters are immune to all mundane diseases except for Messel Infection (Into The Bayou). Embraced characters are also immune to The Mark of Cain.

-For all intents and purposes, Embraced characters count as Stitched characters. Stitched characters however, do NOT count as Embraced characters.

-Embraced characters have access to the following weapon:

 

Vampiric Fangs

Range: 1

Damage: 0/1/1

Skill: Grappling

Special: Refreshing

Refreshing: After damaging, this character drinks half a pint of blood.

If you are playing without Into The Steam, have the Vampiric Fangs be a melee weapon instead of grappling.

 

Embraced General Talents

 

Bacterial Formations: Requirements: Embraced, Resilience -1 or lower

Despite appearances, this character still has quite a bit of infectious bacteria all over their body. This character’s Vampiric Bite gains the following trigger: C Bacterial Formations: After damaging, the target gains Poison+1 for every C in the final duel total.

 

Sharpened Teeth: Requirements: Embraced

By some means or another, this character’s teeth are considerably sharper than most even among the Embraced. This character’s Vampiric Teeth now deals 1/2/2 damage.

 

Sun Resistance: Requirements: Embraced, Resilience 2 or higher

Most of the Embraced die shortly after stepping into the Sun, but this character has a few moments before the burning starts. During the first round of dramatic time this character spends in the sun, no Sunlight check needs to be made.

 

No Reflection: Requirements: Embraced

For whatever reason, this character cannot be seen in any mirror. People often associate this with soullessness but in reality, it’s just a really weird curse. This character can not be seen in mirrors or any reflection. They cannot be seen magically by means such as the divination magia.

 

Superhuman Speed: Requirements: Embraced, Speed 3 or higher.

In life character was rather fast, now it’s possible for this character to be mistaken for a lightning bolt. During Dramatic Time, this character may discard a card to gain +4 Walk and +4 charge for 2 rounds.

 

Superhuman Strength: Requirements: Embraced, Strength 3 or higher

This character was strong before, but now this character is capable of bending metal bars. During Dramatic Time, this character may discard a card to gain +3 strength.

 

Working Irises: Requirements: Embraced

This character’s eyes are functioning properly once more, or perhaps they never stopped working. This character no longer suffers from Sun Sensitivity.

 

 

 

 

So far i haven't started on the Forsaken characters, but i also want to add some more talents if i can think of any and I also want to add an Advanced Pursuit: Servant of Cain.

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Alright, I have worked for a while to produce an advanced pursuit for Embraced characters. I'll likely start work on Forsaken (werewolf) characters soon. But for now, allow me to present the Servants of Cain.

                                                                        Advanced Pursuit: Servant of Cain

Requirements: Embraced, The Embraced must perform a task for another Servant of Cain to prove their devotion to their dark creator (this typically involves siring someone or doing something else vampire-y)

Servants of Cain:

The Servants of Cain are vampires who have been bestowed powers from Cain as a reward for their devotion. This typically grants the Embraced in question the power to bestow the Mark of Cain without the need for an extremely complicated ritual. Other mysterious powers are often bestowed, but the exact nature of these effects are unknown.

1: Yes, Sire

2: What Ever You Say…

3: Herd

4: Domination

5: The Demon Within

Yes, Sire

The Embraced has been granted the power to sire other human beings. This can be done with relative ease for the necromantically adept. This character may now sire other humans by draining them of all of their blood, and then having them drink yours. Once this is done, this character must make a Necromancy check with a TN equal to the target’s Rank value + resilience. If this character succeeds, the target is successfully revived and gains the following condition: “Mark of Cain+1: Increase the value of this condition by 1 at midnight.”

Whatever You Say…

The Embraced now has a strange supernatural connection with the people they sired. This character may order a character they sired as a (0) action.

Herd

The Embraced has attracted a herd of mortals that they can use as blood vessels. Quite often, the Herd of people are a special kind of crazy that enjoy having their blood drained, although it is entirely possible that the people there are NOT action of their own free will. This character may have a herd of mortal blood vessels that the character can drain blood from at almost anytime. The character may have a number of people in their herd equal to their completed steps in the Servant of Cain advanced pursuit.

Domination

The Embraced has discovered the power of sheer willpower and what it can do to others. This character gains the following Manifested Power:

Domination:

Acting Value: Tenacity + Necromancy

AP: 1

TN: 5M

Resist: Willpower

Range: 8

Effect: A Living or Undead target gains the following condition. “Dominated: This character is paralyzed for 2 rounds or until the person who applied this condition chooses to end it.

The Demon Within

This character has become a creature of the night, a being of terror, and a true monster within Malifaux. This character gains 1 of the 3 following characteristics: Beast, Nightmare, or Nephilim

Edited by Steamtastic Vagabond
Formatting/Spelling
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  • 2 weeks later...

I have finally gotten around to it, I now proudly present: The Forsaken Fated.

 

Forsaken Characters

 

            Within the deepest depths of the Malifaux wilderness; twisted feral animals run rampant. Many people are aware of the Twisted animals that inhabit the Northern Hills, but no-one knows the truth about the Twisted people of the Northern Hills. These people are often referred to as the Forsaken, the people who have been damned by the horrible natural forces in Malifaux. The Forsaken have been influenced by the power that lurks within Malifaux’s twin moons Delios and Illios. People have tried to harness to powers that may lurk within the twin moons, but it ended in a catastrophe. Rather than controlling the power, they were afflicted with a lycanthropic curse. Again, ONTO THE RULES.

Playing a Forsaken

 

A Forsaken character has little difference from a standard living Fated, with the exception of the fact they have access to the power of the twin moons. To create a Forsaken, simply use the same methods as creating a vampire, except the extra card represents your character’s Illios Wolf sire rather than a vampire sire.

Another method of becoming an Forsaken is the following Supernatural Disease which can be spread by Illios Wolves.

Lycanthropy Value and Symptoms

·         0: None: Not infected

·         1-4: Silver Sensitivity: While silver is nice and all, there’s something that this character SIMPLY CANNOT STAND ABOUT GODDAMNED SILVER! While in direct contact with silver, this character suffers -2 on all flips.

·         5-8: Claustrophobe: Something about the walls and ceiling of a building, it just makes this character feel extremely uncomfortable. Looking out a window, this character feels a sense of imprisonment, like they need to be on the other side of the window. Every hour spent indoors, this character must pass a TN:8 centering check or gain the following condition: “Claustrophobia+1: This character suffers -1 to her final duel totals. For every 10 minutes spent outside, reduce the value of this condition by 1.” If this character is indoors against their will (imprisonment for example), inflict Claustrophobia+2 instead.

·         9-12: Lunar Blackouts: The twin moons of Malifaux: Delios and Illios, begin to cause unusual effects on this character. After Illios rises, this character must pass a TN:8 centering check or forget everything that happens after Illios rises the following morning. People would often associate this behaviour with “gremlin like drinking habits”.

·         13: Forsaken: The curse of Illios and Delios has finalized its grasp on this character. This character becomes a Forsaken Fated character.

 

 

Forsaken Rules

-Any character who begins the game Forsaken must have their defining suit be Rams.

-Whenever a Forsaken character is damaged with a silver weapon, the damage flip gains :+fate:+fate and if the Black Joker comes up, replace with another card. Forsaken characters also suffer from Silver Sensitivity as noted above.

-Whenever Illios rises, the Forsaken must pass a TN:12 centering check or transform into an Illios Wolf, notes for Illios Wolves are noted below. Whilst in human form, this character must pass this check again every hour to avoid transforming.

Illios Wolf Form:

·         This character gains +2 Might, Speed, and Tenacity.

·         This character loses -2 Charm, Grace, and Intellect.

·         This character increases their height value by 1.

·         This character gains the Beast Characteristic.

·         This character gains the following ability: “Rampaging: This character must kill the closest Living character, after that’s done, this character moves onto the next.

·         This character cannot use any equipment they own, they however gain the following weapon:

Seven Inch Claws

Acting Value: Melee + Might

Range: 2

:melee

Resist: Defense

Damage: 2/3/5

Special: This weapon’s acting value cannot be exchanged for any other skill or aspect by any means.

 

Ill be working on general talents and perhaps an advanced pursuit sometime reletively soon, till then, enjoy this.

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Iirc there was a decision way back to not do Vampire, Werewolf or pirate models. Guess they wanted to avoid cliche stereotypes. Also c.l.o.w.n.s because I think Nathan is scared of them or something?

But we got pirates with Zipp (sky pirates). Werewolves with Ferdinand Vogel (a dapper werewolf lawyer) and Bultungin (East African Werehyenas). We got a c.l.o.w.n in Dark Carnival.

That just leaves Vampires. Nephilim have a few Vampiric qualities, and Lelu heal by drinking blood, but I don't think there's a proper Vampire yet.

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59 minutes ago, -Loki- said:

Iirc there was a decision way back to not do Vampire, Werewolf or pirate models. Guess they wanted to avoid cliche stereotypes. Also c.l.o.w.n.s because I think Nathan is scared of them or something?

But we got pirates with Zipp (sky pirates). Werewolves with Ferdinand Vogel (a dapper werewolf lawyer) and Bultungin (East African Werehyenas). We got a c.l.o.w.n in Dark Carnival.

That just leaves Vampires. Nephilim have a few Vampiric qualities, and Lelu heal by drinking blood, but I don't think there's a proper Vampire yet.

I'm just starting a game of Vampire the Masquerade and then the the idea to create world of darkness Fated came to mind.

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  • 3 months later...
On 6/13/2017 at 9:17 AM, Steamtastic Vagabond said:

I'm just starting a game of Vampire the Masquerade and then the the idea to create world of darkness Fated came to mind.

Late to the party here but all I can think of is starting up a V:tM game and a few sessions in some Malkavian has a crazy nightmare about this strange place where magic runs wild and vampires never existed, then you restart the session when everyone gets sucked into the dream and has to redo their characters as Fated. 

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