Professional Documents
Culture Documents
MORTALS HORRORS
let’s begin play………….. 15 horrors…………......…………… 43
trappings & details..…. 17 gothic themes…………....... 44
feeding & enthralling….. 45
PROFESSIONS vampyres……………………..… 46
professions….….........…… 20 vampyre queen/king….…. 47
academic.…….….........……. 21 other vampyres……........... 48
agrarian.…….….........……… 22 bones crack…....................... 49
aristocrat.…….….........……. 23 phantoms.……...............…… 50
occultist….……...........……. 24 daemons.……...............………. 51
physician...…………………... 25 drudges………………………..….. 52
scientist……..……….........… 26
soldier………..……….........… 27 END
vagabond.…..………............ 28 acknowledgements.....…… 53
vessel .………..……….........… 29 mortal sheet…...............…... 54
INTRODUCTION
3
HOW TO PLAY
4
Night Mother Describes the world to the players,
voicing side characters and horrors.
When risky situations arise, they tell
players which Virtue applies to the
situation. Then players draw cards to
randomly determine the outcome.
5
A 2 3 K
❤ ◆ ♠ ♣
❤ ◆ ♠ ♣
A 2 3 K
Bonuses and special abilities can give you +1 to your next draw
too. That means draw +1 card. You get an extra chance.
While your Virtue Score decides how many cards you draw,
drawing two of a kind grants you an additional draw for free.
That’s it! That’s the game’s main mechanic for everything.
Setting Tables
You can create a random setting here. Draw 3 cards. Their rank
(A-K) and suit (Heart-Joker) will add a random date and climate.
7
MESSING THE SETTING
Remember: these rules can fit any continent or era. This text
assumes a 15th - 19th century world, but make your story fit
your table. Some ways to augment things further:
⇀ Add figures from your favorite gothic stories. In fact,
most are in the public domain. Have at it.
⇀ Slap gothic themes onto a modern setting. Just like:
Suspiria (1977), The Shining (1980), Coraline (2002),
or Resident Evil: Village (2021).
⇀ Add fantastic elements like magic or steampunk
technology to your everyday world. Like: Castlevania.
ROLEPLAYING TOOLS
Horrific and sensitive elements are bound to enter your story.
We’re here to feel chills down their spines — but only for fun.
Never forget why we’re here.
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VIRTUES
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BRILLIANCE
You won’t last long without learning from your
mistakes. Use Brilliance for wisdom, keen senses,
and strategizing new courses of action. When you
use Brilliance, it might be an Action below or
something similar. You can also change your
approach anytime if you think another Virtue can
fit better. Discuss with the Night Mother anytime.
10
ELEGANCE
Elegance is key to convincing and understanding
individuals. When used against other Mortals: on a
Failure, they get +1 on their next draw if they refuse
to grant you anything; otherwise, they get +1 if they
do it. When you use Elegance, it might be an Action
below or something similar. You can also change
your approach anytime if you think another Virtue
can fit better. Discuss it with the Night Mother.
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ALACRITY
Courage, patience, and willpower can overcome all
odds. Use Alacrity to act with swiftness, bravery,
focus… or when no other Virtues seem to apply. You
can also change your approach anytime if you think
another Virtue can fit better. Discuss with the
Night Mother anytime.
12
FEROCITY
Prowess and animal instinct are within us all. Use
Ferocity to inflict or prevent harm on someone with
ruthlessness and skill. When you use Ferocity, it
might be an Action below or something similar. You
can also change your approach anytime if you think
another Virtue can fit better. Discuss it with the
Night Mother anytime.
13
MORTALS
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LET’S BEGIN PLAY
Welcome, everyone! The first step to Mark of Dracula is
creating our world together.
15
When everyone’s finished, introduce your characters to
each other! Reveal the locations you’ve built.
16
TRAPPINGS
For your items, draw two cards. Write down 3-4 entries to keep.
The Night Mother might ask why you have what you have.
If they do, say what you want. Or just say “Who knows?”
(2. a connection)
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(3. a figure)
Ace. … The jewelry maker for a cult-like religious sect.
2. … A beautiful stranger from the high-class side of town.
3. … A business broker with an unscrupulous past.
4. … A commissioner from the mayor’s office.
5. … The recruiter for a secret society of wealthy elites.
6. … A street kid from a clandestine gang of criminals.
7. … The east side’s roughest deputy constable.
8. … Head librarian of the town Apothecary society.
9. … A doctor in charge of outlandish illnesses.
10. … The outcast of town, who knows impossible things.
J-K. …Their (draw another: 1. a relation).
(4. an oddity)
Ace. … And a horror is awakened within the mausoleum.”
2. … They are lost deep in the shadowy castle.”
3. … Afterward, their fortune was stolen away from them.”
4. … While a string of frightening illnesses arises in town.”
5. … And a shattered man arrives, telling his haunting tale.”
6. … And soon, everyone was gone. Not a soul in sight.”
7. … And yet it feels like someone is watching. Always.”
8. … And a ghostly vessel arrives. No crew. Only vermin.”
9. … The cemetery is desecrated. Every grave unearthed.”
10. … And the herds arrive each night, howling and crying.”
J. … The town’s livestock are being attacked nightly now.”
Q. … The people don’t go out at night. They’re too afraid.”
K. … One name is uttered that quiets the room in fear.”
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PROFESSIONS
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ACADEMIC
Knowledge is your weapon. It’s your virtue and your vice.
Brilliance 3 Alacrity 2
Elegance 2 Ferocity 1
Virtues. Write your stats. Add +1 to any two now (max 4).
Harm. Your Max Harm is always double your Ferocity.
21
AGRARIAN
Hard work. It fuels the world. It keeps you alive.
Brilliance 2 Alacrity 3
Elegance 1 Ferocity 2
Virtues. Write your stats. Add +1 to any two now (max 4).
Harm. Your Max Harm is always double your Ferocity.
22
ARISTOCRAT
Noble and reputable. You fought for a place on top.
Brilliance 1 Alacrity 2
Elegance 3 Ferocity 2
Virtues. Write your stats. Add +1 to any two now (max 4).
Harm. Your Max Harm is always double your Ferocity.
23
OCCULTIST
You’ve ventured out and deep. You’ve seen far too much.
Haunt. Pick one now. While in your Haunt or a place
reminiscent, +1 draws when you delve deeper or explore.
Brilliance 2 Alacrity 2
Elegance 1 Ferocity 3
Virtues. Write your stats. Add +1 to any two now (max 4).
Harm. Your Max Harm is always double your Ferocity.
24
PHYSICIAN
You heal others. And strike down what ails them.
Brilliance 2 Alacrity 3
Elegance 2 Ferocity 1
Virtues. Write your stats. Add +1 to any two now (max 4).
Harm. Your Max Harm is always double your Ferocity.
25
SCIENTIST
Pursuit of the unknown apalls others. You, it emboldens.
Brilliance 3 Alacrity 2
Elegance 1 Ferocity 2
Virtues. Write your stats. Add +1 to any two now (max 4).
Harm. Your Max Harm is always double your Ferocity.
26
SOLDIER
Others tell tales of battle. You’ve seen it. You’ve lived it.
Brilliance 1 Alacrity 2
Elegance 2 Ferocity 3
Virtues. Write your stats. Add +1 to any two now (max 4).
Harm. Your Max Harm is always double your Ferocity.
27
VAGABOND
Accused? Exiled? Alone? No matter. You’ll always survive.
Haunt. Pick one now. Your home is far gone now.
Brilliance 2 Alacrity 3
Elegance 1 Ferocity 2
Virtues. Write your stats. Add +1 to any two now (max 4).
Harm. Your Max Harm is always double your Ferocity.
28
VESSEL
The darkness always chooses you.
Haunt. Pick one now. While in your Haunt or a place
reminiscent, get +1 draws to blend in or hide.
Brilliance 2 Alacrity 3
Elegance 3 Ferocity 1
Virtues. Write your stats. Add +1 to any one now (max 4).
Harm. Your Max Harm is always double your Alacrity.
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HAUNTS
30
WAYFARE
The journey is your home. With ships and trains and
carriages, the age of global travel is well upon us. You’ve
travelled far and wide to arrive here. Now, for business or
for pleasure?
31
CASTLE
The ancestral gothic. Too far from any town for help to
arrive, this ancient home holds a bleak, beautiful interior.
Every part is dusty and ornate. Every part echoes the
violent eras of history. A labyrinth of unused rooms and
catacombs.
Castle Goings-On.
Red Ace. Rats multiply in the basement levels; will bite if angered
Red 2. One of the family paintings has changed — you swear it
Red 3. The crucifixes are all remove; later found in a pile outside
Red 4. An ally is found near-dead in the attic; they left weeks ago
Red 5. Travellers have disappeared on the road from here to town
Red 6. Flickering blue flames can be seen in the forest at midnight
Red 7. A lizard-like silhouette climbs the castle walls one night
Red 8. Fifty coffins of dirt arrive at the castle by an unknown party
Red 9. Storm-muddied roads; it is impossible to leave the estate
Red 10. The estate’s owners were meant to arrive three weeks ago
Red Jack. A demonic silhouette entered your room late last night
Red Queen. A flock of bird-like creatures flew past, all screeching
Red King. A visitor arrives; their family member’s death led here
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CITY
Trading posts and port towns grow into a metropolis.
The streets grow claustrophobic. The eyes grow eternal.
Industry, culture, and the law are everywhere here. But it
only brings complacency. People are weakest when they
think they’re safe.
City Goings-On.
Red Ace. Constant howls of wind; storms and fog are rampant
Red 2. Every street lantern douses at the strike of midnight
Red 3. Storm clouds blotting out the sun; it’s perpetual twilight
Red 4. The industry district’s workers are disappearing at night
Red 5. Bats infest attic levels of the upperclass estates district
Red 6. Vicious pack of wolves attacked market district merchants
Red 7. A beastly man was spotted wandering around the hedges
Red 8. Enraged creatures gather closer and closer to the city now
Red 9. The mayor’s child was kidnapped by an unknown woman
Red 10. An elderly lady describes a beast “in the shape of a man”
Red Jack. Deep catacombs are discovered under the old estates
Red Queen. The city’s river system has turned a deep blood red
Red King. A man thought dead stood up and left the hospital
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TOWNSHIP
All the village cottages. Those hamlets focus mostly on
agriculture and livestock. And they know they’re secluded.
Exposed. There’s always rumors. Of a beast slithering out
of the wood. Or howls coming from the estate up the hill…
The villagers have learned to fear the night.
Town Goings-On.
Red Ace. Constant howls of wind. Storms and fog are rampant
Red 2. A debaucherous carnival continues through the week
Red 3. A caravan of nomads and traders have arrived in town
Red 4. Wealthy families arrive here to their summer homes
Red 5. Villagers have disappeared; others hide in their homes
Red 6. Talk of vicious animal attacks; the details make little sense
Red 7. An impossible creature sighted by the banks after midnight
Red 8. Roads are too muddied for travel; beast tracks everywhere
Red 9. Distant howls of a lost voice; you’ve all heard it by now
Red 10. The ancestral family hasn’t left their estate in decades
Red Jack. The mausoleum goes up in flames; this was no accident
Red Queen. A pool of blood fills the road; “what animal was this?”
Red King. Something stolen; a summons to the outskirts of town
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NIGHT MOTHER
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NIGHT MOTHER
Welcome, Night Mother.
Your job in Mark of Dracula is play the horrors, voice NPC’s
and describe the environments. Fill the Mortals’ lives with
exciting obstacles. Don’t worry about how you’ll get them
into the belly of the beast now. This will come on its own.
Ask the Mortals what they want to do. Use the Haunts and
your own inspirations to surround them with larger than life
buildings and cities. Give them side characters to get to know.
Then make their careers, families, and responsibilities lead
them to treacherous locations where the dangers will arise…
You’re the players’ window into the world. You can create
suspense by using questions. Throw a high-stakes question
into the Mortal’s mind… Will it eat me? What is coming?
What is he here to do? Is there a way out of here?
And you lengthen the time it takes for them to get their
answers. Build their anticipation. Then throw sudden
surprises. Eventually give them relief. Once they can breathe
for a while: it gives them enough time to think they’re safe…
Now that the players have their Mortals and setting, you
know what they hold dear. Follow these threads. Pursue
what’s fun about their city, status, careers, etc… Make the
world seem real by helping them seek out what they want —
then reveal dark evils that put these desires in jeopardy!
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ACT THREE: Final battle against the central horror!
Create a climactic battle in which the central horror takes one
final grab at what they want. Why did they do all this? Let them
fight for it. The outcome of this battle decides the story’s end.
Use the Haunts, Horrors, or below tables to add random details.
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HORRORS
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GOTHIC HORRORS
Horrors tie your story together by a thread of deep emotions.
Add whatever scares and Drudges you like to make the Mortals’
lives more interesting — but in the end the villain of the story
must have a face.
○ Let the players explore worlds, relationships, environs,
and careers as long as they like.
○ Once you reveal the true Horror of the story there
should be a point of recognition (“Oh, so that’s what
this story is about.”) If not, really show their power.
○ And even better, all those seemingly innocuous things
you introduced to the Mortals’ lives give you:
■ Assets to put in jeopardy so the players care
(like a marriage, sibling, or favorite tea shop).
Give the players something things to protect.
■ Sources of fiction to draw scares, tools and
conflicts from later (like a business rival,
family secret, city guard, or castle catacombs)
○ You can plan all this in advance or have them in your
back pocket for later.
REMEMBER
● Bring the Mortals together across all different areas
and social systems.
● Monsters are emotional echoes. Tie them to
someone’s past (and grief, guilt, anger, fear, or shame).
● Never give a clear answer what’s “real” and what’s not.
● If the roll fails, the situation still changes.
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WHEN PRESENTING A THREAT
Telegraph the severity of what’s coming. The tension comes
from seeing horrible things coming before they do.
Don’t give problems a specific answer. Let players be original.
Give the Mortals useful tools. Give them characters and places
to go for information. Let them put together their own plan.
The weaknesses on the following pages aren’t gospel. They’re
weapons the Mortals can learn about and acquire. The players
probably know the tropes already.
The fun for you will come with turning these creature stats
into people. And locking the Mortals in their castle.
If you plan encounters, don’t marry them to locations. Then,
when the time is right, kick off your next interaction.
ENTHRALLING
My worst fear is the idea that monsters can turn you into
something terrible you never wanted to be.
If a Mortal is bitten by the beast, a toxin transfers:
➢ It’ll slowly poison or kill the human.
➢ If they drink blood of the beast who bit them,
transfiguration takes place.
➢ Draw two cards and add them together. A-K is 1-13.
➢ Transfiguration lasts for this amount of hours — and
it’s agony the whole time.
➢ If they can last the process and no antidote intervenes,
transfiguration completes. They’re no longer Mortal.
➢ But antidotes do exist. The players can find ways to
interrupt.
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VAMPYRES
They used to be everything. Demons. Spirits. Undead. Those
corrupted by power. Make your vampyres all of these and
more. When a Mortal stares one down, they should know
they’re out of their bounds. Even if they hack against the
beast’s flesh, nothing will kill it. Make it seem impossible.
List of Weaknesses.
For a vampyre, Mortals must exploit 3 weaknesses (or even 4 on
occasion) simultaneously to kill them. This is an arduous and
lengthy process. And if done incorrectly: the creature cannot die.
Even if incapacitated, it will always re-awaken.
■ Head severed from the body ( for at least 120 seconds)
■ Ingested or exposed to garlic (disorients)
■ Body lit on fire (it will spread quickly)
■ Staked in the heart (with sharpened wood or silver)
■ Skin exposed to direct sunlight (begins to heat and smoke)
46 ■ Religious object pressed to skin (if the holder believes)
Vampyre king or queen.
The greatest vampyres have used their centuries to build whole
empires. They’re always in a place of power and respect.
To make a vampyre king/queen, follow the steps at left and
name them Dracula, Carmella, Vladimir, Princess Calliope,
Brunhilda, Hieronymus, Zaharus, or something else.
■ Give them a Haunt to rule over as their domain.
■ Everyone there has heard of them and has heard stories.
■ Give them at least a handful of vampyric thralls who
love them, fear them, OR follow them.
■ As Mortals go from place to place, lay echoes of the
creature’s history and find beasts they’ve given birth to.
■ Give them a true desire like smiting heretics, being in
control, devouring, hoarding, wasteful extravagance, or
love. They’ll use near-infinite resources to pursue this.
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Full-blood.
Spies, soldiers, and advisors in high positions. If they’re doing
their job right, no one will know they’re hiding amongst us.
For the vampyre of many centuries, everything they do is part
of a deadly game of political influence and power.
To make a full-blood vampyre, follow the usual steps and name
them Esparanza, Galvan, Hakeem, Marius, or something else.
■ Give them a Haunt they frequent and complex plans.
■ It’s those plans (not their vampyrism) that have eaten
them alive. They’ve become a grisly obsession.
■ Give them a past life they can’t leave behind.
Vampyric Brood.
When someone’s soul is destroyed… they still try to live the life
they led. They’ll never accept it. And why should they?
To make a vampyre brood, follow the usual steps and name
them Helena, Rafael, something else, or name them nothing.
■ A human was recently shaped into a monster. Now they
unwittingly create more monsters wherever they go.
■ If the brood poses as human, they’ll be tragically
convincing. They’ll probably try to escape themselves.
■ If the brood shows what they are, it’s controllable. Their
true form is more like a gargoyle or nosferatus. The
monster’s appetite can’t be sated. They destroy
everything that matters.
Nosferatus.
If a brood is too young to face what they’ve become, then a
nosferatus may be too old. Their humanity has been stripped
away by the centuries.
To make a nosferatus, follow the usual steps and name them
Aegon, Dominica, Romulus, Lilith, Agamemnon, Balthazar,
Ophelia, something else or nothing at all.
■ They’ll never be seen during the day, even inside.
■ They feed to go on living. And live only to feed. They
have forgotten everything else.
■ All resources they have amassed are only for this.
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BONES CRACK
When human intellect and the best of beastly brutality mix,
an apex predator is born. Anyone infected by a lycanthrope’s
curse will become a wolf each night. Or sometimes forever.
List of Weaknesses.
For a werewolf, each weakness exploited brings them closer to
death (usually 2 or 3 to destroy them). Light of the full-moon
strengthens them, lowering the likelihood of their death. But it
also makes them even more uncontrollable.
■ Pierced by silver blade or edge (wound takes a long time to
close, causing constant trail of blood)
■ Staked in the heart (with sharpened wood)
■ Shot by silver bullets (even if bullets are removed)
■ Ingested/exposure to wolfsbane (returns to human form)
■ Creature is unconscious (returns to human form) 49
PHANTOM FORMS
Spirits are not evil. Even the human-shape ghosts are likely
living out lingering emotions from their now lost life.
List of Weaknesses. Non-malicious ghosts can be dissipated
or banished far quite easily. However, they often have secrets
or advantages to offer the Mortals. They might even hate
other Horrors more than the Mortals do. Salt or iron can repel
ghosts. But for greater effect, destroy haunted objects or
resolve an injustice they have emotional ties to.
Spirits.
Unlike residual, intelligent spirits have thoughts and goals.
They chose not to ascend to other existences or were forced to
because of a great injustice. They are tied to an emotion.
To make an intelligent, make one or more of these true:
■ They have a Haunt or personal object they inhabit (like
a cauldron, mirror, toy, knife, necklace or clothing)
■ They only body-less balls of light.
■ They only show up certain times of night or when a
message must be delivered.
Liches.
A dead body can become a vessel for evil magics. If it does, it
becomes a pale white wraith and walks the earth to feed on
souls. Centuries of the crimes of liches were unjustly blamed
on witches. That’s ironic, as mystic beings are their favorite
thing to devour. Every witch knows this truth.
To make a lich, make one or more of the following true.
■ They met an unjust death, vowing to take on evil
powers to return and enact vengeance.
■ They have a modern descendent who looks identical.
■ They’re awakened by something the Mortals did.
■ They can slowly regain their body by devouring blood
or souls. This effectively returns them to cursed life.
■ A horrible curse lingers, hexing those they hate.
■ They can call frightening illusions into minds.
■ They can corrupt thoughts and souls of the weak.
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DAEMONS
Some beasts aren’t human and they never were. They can’t be
understood by our lens. Our world is really theirs. Those who
wait to devour you. Or worse, corrupt you into one of them.
Gargoyles.
They freeze in place during the day. With stone skin and
dragon wings, gargoyles love to blend in with masonry. These
devils have no human form and no need for humans.
To make gargoyle, make one or more of the following true.
■ They’re a messenger of hell. They come with a gift or a
mission to fulfill.
■ They devour imps and smaller evils.
■ They’re really souls trapped here by the deeds of others.
■ They have a Haunt where they wander or protect.
For a weakness, gargoyles can’t move under direct sunlight.
Their stone form can easily be shattered. But they probably
wouldn’t attack humans at all. The best exploit is to entice
with something better (like making a deal, eating a creature).
Servants of Hell.
Let’s make a deal. When a devil comes up from hell, it can
only remain temporarily. So they need humans to do their
bidding or become their vessels.
To make a demon, make one or more of the following true.
■ They’re mindless hellhounds here to destroy
something and then retreat back to their hell.
■ They make a horribly delicious offer to a Mortal.
■ They can only walk the earth at specific time of night.
■ They take a Drudge shape. Roll now.
For a weakness, demons love to meddle. The greatest
satisfaction Mortals can get will be from banishing them to
hell or outsmarting them before their plans come to fruition.
Exorcism and holy water work exceptionally well if the user
believes or tries to. And lines of salt or fire can trap them too.
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DRUDGES
Every monstrosity has drudgeries they don’t want to do, and
ways they can create or enthrall servants to do it for them.
Give major Horrors a few drudges. They act as both very real
dangers and portends for worse dangers to come. They help
build tension long before the central horror arrives. And lastly,
they prove how powerful the central horror is.
Drudge spark
Clue Form Danger
Ace. Behemoth Batwings Assimilating
2. Bone showing Cat Becoming you
3. Climbing Child Corrupting allies
4. Corpse-like Deer antlers Child-abducting
5. Demon horns Fishman Devouring
6. Fluttering Gator Disorienting
7. Glowing eye Goat Imprisoning
8. Man-shaped Hound Infecting
9. Many legged Monkey Mind-stealing
10. Phantom Moth Soul-drinking
Jack. Rat tail Plague of rats Taking over area
Queen. Shadowy Raven Trapping here
King. Tattered clothes Voice Valuable-stealing
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Acknowledgements
Written and designed by Marc Strocks.
You can find more of my work at it:
https://mstrocks.itch.io/ and https://twitter.com/spacesibling
Safety Tools found earlier in the work are based on Lines and
Veils by Ron Edwards and the X-Card by John Stavropoulos.
Find more ttrpg tools: https://twitter.com/TTRPGSafetyKit
Thank you to all 131 backers who brought this project to life!
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Name Pronouns
Trappings.
Abilities.
Haunt.
Name.
Connection.