The
Crawlspace Vampire
Of
course a wooden stake through any vampire's shriveled, black-tissued
heart does 8 Damage cards automatically-- the three extra cards work
against the All-In Hand.
Infant
Of
course this creature starts out as a dead body. If it's a Character,
the Player must first Draw within two of the dead character's Luck to
arise from the dead. This draw takes place on every turn throughout
the relevant game session.
When
the vampire arises, it has a second card added to its Charm. This
Charm bonus will most often used in convincing others around it, that
he or she isn't the most horrifying thing that anyone in the room has
ever seen. It must consume the life blood of a nearby cast member,
supporting or starring, or suffer one Damage card per hour of its new
existence. If the Hunger causes five Damage cards, the infant vampire
dies again. The All-In Hand may still bring it back, and the cycle
starts again.
Once
the infant vampire has killed, its Hunger dies down to one Damage
card per day. It will take one Damage from every minute of sunlight
that touches its skin without an All-In Hand. A Holy Symbol of any
sort will do two Damage cards once per viewing. Garlic and holy
water, will negate any Charm success that the Actor has achieved in
fooling others that it isn't a vampire.
The
infant vampire will require a Nerve Draw at 1 to disobey whatever
entity that “sired“ it. By sired, I mean killed the person that
it once was.
Toddler
This
vampire has been able to refuse its maker, its sire, if you will. At
this stage, the Hunger still causes one Damage card per day. For
each day's Damage all the creature's Charm Draws will be at that
many cards disadvantage. The toddler is able to resist
the effects of garlic and Holy water with a successful Draw at 2 on
its own Charm.
This
vampire is able to pick which STAT it will lay its extra card at
sunrise for the following sunrise, the start of its next day.
Adolescent
Throughout
the years, the vampire will only age in years as many minutes as it
is exposed to sunlight. The hunger will subside to a Damage point per month. This is only after a century of essentially not aging, though. The
vampire is usually very well-read and quite learned about things by this point in time.
This century plus of life marks its development into being an
adolescent of the undead species. On top of that for every new
vampire that it sires, it gets a Fame card when that infant is within
a day's horse ride away.
This
vampire can withstand a day's worth of sunlight for every cast
member, supporting or starring, that it is able to kill during the
course of play. It will never be an adult until its maker is dead
though.
Adult
At
the death of a vampire's sire, it becomes an adult, whenever it occurs, except when for infants. An infant will
become a toddler if its maker is killed before it matures to a
toddler.
An
adult vampire gets Fame cards for each of its “children” within
thirty miles of itself. It can walk in daylight for three days after
it has drained a cast member of his or her life force, but only when
wearing sunglasses. It will age normally while in sunlight. If it
doesn't wear sunglasses it ages one year per minute. When it hits 90
years old or so, it takes one Damage card per minute afterward.
Mature
When
an adult vampire kills another adult of its ilk, it becomes mature.
At this point, it is no longer adversely affected by sunlight at all.
It does require an Open Draw to determine however many kills per
month (King=One..Queen=Thirteen, Joker=Fifty), extras allowed, to not
fall into a Hunger coma. Once in a coma, it is old and shriveled,
unable to add its extra Card to its Charm ever again.
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