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SOLO VAMPIRIC ROLEPLAYING

v3
inspired by the world of
Vampire: the Requiem
Vampire: the Masquerade
Vampire: the Masquerade — Bloodlines

based on the rules of


Ironsworn
Starforged Reference Guide
(all found in www.ironsworn.com and licensed under the cc by 4.0 license by author
Shawn Tomkin)

pictures by
Aleksey Danilov, Aleksandar Pasaric, Alina Vilchenko, Almighty Shilref, Anni Roenkae, Artem Makarov, Berk
Aktas, Brenda Timmermans, Cottonbro Studio, Craig Adderley, David Lyutov, Elijah O'Donnell,
Elina Sazonova, Eloy Ediansyah, Engin Akuyrt, Erik Karits, Erik Mclean, Faruk Tokluoğlu, Faizi Ali, Freepik,
Fxquadro, Huy Phan, Itzyphoto, Jonathan Alexis, Junior Teixeira, Kei Scampa, Ketut Subiyanto, Khoa Võ,
Lexi Lauwe, Lil Artsy, Losa Fotios, Maria Luiza Melo, Maria Varshavskaya, Mario Cuadros, Maurício Mascaro,
Mikhail Nilov, Mikoto.raw, Myco Libot, Myicahel Tamburini, Natacha Panassol, Nikita Skripnik,
Ozan Çulha, Paul Volkmer, Pawel, Pierre Blaché, Racool Studio, Ron Lach, Ruslan Cəfərzadə, Ryangs,
Sandro Tavares, Svetlana Sudarynya, Teksomolika, thanhhoa tran, Tomas Anunziata, Umar Mukhtar,
Wendy Wei, Yuri Manei, Zhang Kaiyv, Zetong Li.

helped by
Wolfcanic (playtest)
ruan.oliver (general feedback)
u/Rolletariat (feedback on negative focus rules)
pommesflasche.itch.io (feedback on writing and rules explanation)
all the awesome folks who gave me inspiration at Itch.io

Elegy is a Miracle M game licensed under the cc by 4.0 license.

Thank you!
Moro de Oliveira (Miracle M)
www.miraclem.itch.io/elegy
moro9495@gmail.com
u/miraclem

v3
Contents
CHAPTER I: CHAPTER V:
INTRODUCTION NPCS
Welcome 5 NPCs 87
Fiction & Rules 5 Mortals 90
Elegies 5 Average Vampires 92
Your vampire 6 Olympus 94
Agorean Movement 96
CHAPTER II: Circle of Circe 100
YOUR CHARACTER Epitaph Order 102
Name 9 Crystal Compass 104
Stats 9 Varou 107
Assets 9 Lycanthropes 109
List of assets 12 Beast People 111
Background Connections 28 Mortal Threats 112
Condition Meters 28
Creation Summary 29 CHAPTER VI:
GAMEPLAY IN DEPTH
CHAPTER III: The First Session 115
PLAYING THE GAME Fiction and Mechanics 122
The Flow of Play 31 Quests 129
The Action Roll 31
Progress tracks 37 CHAPTER VII:
Harm, stress and hunger 40 ORACLES
Using oracles 42 Names 133
Other Characters 43 General 134
Multiplayer 43 Characters 135
Optional Rule: Moves 44 Story 136
Ambience 139
CHAPTER IV: Location 141
YOUR WORLD
Basic setting 59
Your Truths 62
Lineages 76
The City of Santa Maria 79
CHAPTER I:

INTRODUCTION
Chapter I: Introduction ELEGY

Welcome Fiction & Rules


Elegy is a solo role playing game Elegy uses various mechanics, such
about being a vampire and surviv- as rolling dice and managing the
ing the big city nights while you hide stats and resources on your charac-
your nature from mortals and prey ter sheet, but is also heavily reliant
on them to satiate your relentless on the fiction, which is the imag-
hunger. ined characters, situations, and
You will hunt for blood to keep your places within your game. You will
vicious fury at bay, play your role in play from the perspective of your
maintaining the secrecy of the vam- character and interpret actions and
pire society, gamble what’s left of events in a way that is consistent
your humanity and fight the deadly with the dramatic, fictional reality
creatures that stand in your way. you have forged for your story and
your world.
To play it, you create your vampire,
make some decisions about the
world you inhabit, and set the sto- Elegies
ry in motion. When you encounter
An elegy is a type of song that ex-
something dangerous or uncertain,
presses sorrow, lamentation, or
your choices and the dice determine
mourning for the death of individ-
the outcome.
uals, groups of people, or even ab-
Unlike other traditional role playing stract concepts. In vampire society,
games, no GM is necessary. You por- it can also mean a special demon-
tray a lone character in a dangerous stration of profound respect. To sing
world. A session can be as long as an elegy means to promise to accom-
you like, from a few minutes to a few plish something in dedication to a
hours. person or ideal.
What you’ll need The act is a reverence to the eternal
grief born from the certain demise
Š Two ten-sided dice (d10).
of every soul that leaves a vampire
Š A character sheet.
behind; a vow vampires make each
Š Counters for marking status
other, or themselves, over their own
tracks on your character sheet
mourning.
(paper clips, beads, coins, etc.)
The biggest ordeal a vampire faces
might be not the insatiable hunger,

5
ELEGY Chapter I: Introduction

the deadly sunlight, or blending in You are the protagonist in a rich sto-
among mortals, but the eternal grief ry. You have hopes and fears, virtues
she feels for her life, now lost forever. and failings. Not only that, but you
A whole world of relationships, plans, have a history. You are, or were, part
and dreams was killed, and its place of a community. This is the fiction
seized by the obligation to the Façade of your character.
and the nature of a monster. To vam- Consider a few of these details as you
pires, death is truer than life, and create your character, but don’t sweat
grief is eternal, and that’s why they it. You’ll evolve it through play. At the
swear on theirs. start of your game, put your charac-
ter on stage to see what happens. Fill
Your vampire in the blanks—for your character
and your world—as you go.
A creature of the night Be Awesome
Most people live out their lives obliv- Your character is highly competent.
ious to the unnatural powers that You’re intelligent, apt, and driven.
surround them after dark, but you You can count on yourself to survive
are different. You were turned into the night. When you sing an elegy,
a vampire and thrown into a life of you mean it. You are not without
secrets, danger, shadows, and blood your limitations. You’ll face hard-
deep inside the heart of your city. ship. You’ll make bad decisions. You
Before you jump into the mechanics will fail. Overcoming those failures,
of your character, consider her mo- pushing on, is what makes you the
tivations, interests, skills, personali- cool predator you are.
ty, and weaknesses. It’s fine to start
with one or two ideas about your Be Who You Want
background and goals. You can flesh You can envision your character how-
out your character as you play. ever you like, unbound by geography,
lineage, sexual orientation, and gen-
Your sheet der. Your character can be inspired
You use your character sheet to track directly by a real-world or historical
your stats, abilities, overall condi- culture, or you might weave a blend of
tion, and progress in your quests cultural influences into your concept.
and bonds. However, your character
is more than these mechanical bits.

6
Chapter I: Introduction ELEGY

7
CHAPTER II:

YOUR
CHARACTER
Chapter II: Your Character ELEGY

Name Assets
You have a name. Perhaps vampire Assets represent your abilities, back-
historians will treat it with high es- ground, skills, traits, and resources.
teem someday. When you create your character, you
pick three assets.
Stats Assets may grant three different
types of advantages:
There are five stats. Each is given a
Š A bonus to a stat on action rolls
value from 5 to 7. When you roll dice,
Š Special abilities and fictional
you usually compare them to one stat
opportunities
— the situation will tell you which
Š Using one stat in place of
one, or give you a choice. To start, ar-
another on a roll
range these bonuses across your five
stats in any order: 7, 6, 6, 5, 5. Acquiring assets
Š Force: Physical strength, As you form bonds and conclude
endurance, and aggressiveness. quests, you gain experience. For a
Š Dexterity: Quickness, agility few experience points, you can pur-
and coordination. chase a new asset or buy a new abili-
Š Glamour: Charisma, influence ty on an asset you already own.
and charm.
Always consider the narrative jus-
Š Intellect: Expertise, knowledge
tification when you add an asset to
and observation.
your character. What have you done
Š Heart: Empathy and willpower.
to gain these abilities? How have your
goals changed to support this new fo-
If you're looking for musical inspiration cus? Make your selection meaningful
for your character creation process, in the context of your story.
check out the official Elegy spotify Power assets are assets are vampiric
playlist, Songs to create vampires to abilities that are developed by vam-
pires while they sleep.
Nature assets can only be chosen
during character creation.
Ritual assets are sorcery rites that can
only be learned from very powerful
vampires.

9
ELEGY Chapter II: Your Character

Assets cost 3 xp to buy and 2 xp to Š Empath: Empathy and people-


upgrade. When you upgrade an reading skills.
existing asset, do it in whatever or- Š Fame: A cult celebrity status.
der you like; you can buy the third Š Familiar: Power. Turn dead
ability before the second one, for animals into familiars.
example. Š Fierce: Bare-handed fighting
Just notice your setting affects which skills.
assets are available in your game (see Š Gunslinger: Shooting skills.
Truths). For example, you cannot Š Ghost Whisperer:
choose a ritual asset if your game Communicate with ghosts.
doesn't feature vampiric magic. Š Heart breaker: Seduction and
glamour skills.
Š Acute Senses: Power. Š Home Invader: Larceny and
Supernatural boost to senses. security skills.
Š Agility: Power. Supernatural Š Horrendous: Nature.
boost to agility. A monstrous, atrocious
Š Animal Drinker: Nature. appearance.
Ability to drink from animals. Š Hunting Field: A favorite place
Š Articulate: Ability to use your to hunt.
intellect to persuade others. Š Hypnosis: Power. Subdue
Š Artist: Talent and affinity for others’ will and manipulate
performance and art. them with words.
Š Awe: Power. Radiate an aura of Š Illusion: Power. Project things
majesty. that aren’t there.
Š Bagger: Access to and storage of Š Lair: A comfortable place to
blood bags. hide and sleep.
Š Blood Alchemy: Power. Š Lore Keeper: Research skills
Turn blood into dangerous and affinity for knowledge.
substances. Š Lunacy: Power. Make people
Š Buff: Power. Supernatural boost lose touch with reality.
to strength and stamina. Š Magnetism: Power.
Š Cutthroat: Skill with bladed Supernatural boost to charisma.
weapons. Š Mannequin: A mortal devoted
Š Decay: Power. Weaken and to giving blood to you.
destroy bodies. Š Marked: You are hunted by a
Š Driver: Driving skills. power or authority.

10
Chapter II: Your Character ELEGY

Š Mutation: Power. Transform the Š Weak Blood: Nature. You look


substance of your body. human and daylight doesn’t
Š Path of the Demon: Ritual. harm you, but you have no
Rites of cruelty. fangs.
Š Path of the Eye: Ritual. Rites of Š Weather Command: Power.
insight. Control weather.
Š Path of the Guardian: Ritual. Š Wilderness: Power.
Rites of protection. Supernatural affinity with
Š Path of the Pursuer: Ritual. beasts.
Rites of hunting.
Š Path of Radiance: Ritual. Rites Narrative
of sunlight adaptability. Requirements
Š Path of the Spider: Ritual. Rites Narrative circumstances may force
of curses and fatality. you into situations where you can’t
Š Path of the Tongue: Ritual. leverage a key asset, making your
Rites of communication. adventure more challenging and
Š Picky Taste: Nature. Craving for dramatic. Before you act using an as-
a specific kind of blood. set, take a moment to ensure you are
Š Reanimation: Power. Reanimate properly positioned and equipped
dead bodies. to use those abilities.
Š Resilient: Self wound healing
skills. Equipment
Š Seer: Insight and intuition. In Elegy, you won’t worry too much
Š Shadow Touch: Power. Control about equipment. You are dressed
and manipulate shadows. and equipped appropriately to your
Š Sixth Sense: Power. Pick up vision for your character. Make
psychic impressions from your note of any important possessions
surroundings. or items you start with. These are
Š Stalker: Stealth and stalking things that might impact the narra-
skills. tive, or provide texture to your char-
Š Technomancy: Power. Magically acter’s background. They don’t offer
interact with electronic devices. mechanical bonuses unless they are
Š Terror: Power. Exude a represented by an asset; for exam-
disturbing aura. ple, when you possess a blade and
Š Veil: Power. Turn invisible or the Cutthroat asset.
magically disguise yourself.

11
ELEGY Chapter II: Your Character

List of assets
Acute Senses Animal Drinker
8 Power, intellect. When you try to 8 Nature. Unlike most vampires,
notice or find something with you are able to feed on the blood
your senses, you may sacrifice of animals. Big animals (large
blood (1-5) to gain an equal dog, cow) don’t need to be killed
amount of bonus on your roll. to feed you, but small ones (bat,
The blood you spend to activate rat) do, and these restore only 1
this power counts to the bonus. blood.
Q When you do it, you may lose 1 Q You instinctively know how
more blood to re-roll any dice. beasts behave. When you act
Q Take +2 focus on a hit. based on your knowledge of
animals, add +1 and take +1 focus
Agility on a hit.
8 Power, dexterity. When you Q If the body of an animal has
perform a feat of supernatural blood in it, you can feed on its
agility, coordination or speed, flesh instead of only drinking
you may sacrifice blood (1-5) to blood. When you do it, restore
gain an equal bonus on your +1 blood.
roll. The blood you spend to
activate this power counts to the Articulate
bonus. 8 You have a witty and charming
Q When you do it, you may lose 1 way with words. When you roll to
more blood to re-roll any dice. persuade or socialize in a situation
Q Take +2 focus on a hit. that requires +glamour, you may
instead roll +intellect.
Q When you do it, add +1 and take
+1 focus on a hit.
Q Your words are profound and
reach deep within people. When
you roll to persuade or socialize
in a situation that requires
+heart, you may instead roll
+intellect.

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Chapter II: Your Character ELEGY

Artist Awe
8 When you present a work of art 8 Power. You are capable of
you’ve created or perform for an radiating a supernatural aura
audience, roll the adequate stat, of coolness, power and majesty
add +1 and take +2 focus on a hit. that draws undivided attention
On a strong hit, also add +2 (one to you. You gain +1 forward when
time only) if you interact with you act to make an impression on
someone in the audience. your audience.
Q If you drink blood from Q You can project this aura to
someone you performed to or anything, not just yourself.
who has seen your art, restore Q The attention of a crowd is very
full blood. meaningful and important to
Q You can find deep meaning you. When you Awe, you always
within art. When you analyze gain +2 spirit on a strong hit.
a work of art, choose your
approach: Bagger
Š Look for insight: Roll 8 Thanks to contacts in hospitals,
+intellect and add +1. On you can get 2 blood bags per
a hit, envision (or ask the week. When you drink from
oracle for) what helpful truth, one, roll +force. On a strong hit,
concept or idea it revealed to restore 2 blood. On a weak hit or
you, and take +2 focus. a miss, restore only 1.
Š Look for comfort: Roll Q You have the equipment
+heart and add +1. On a and skills needed to collect
hit, envision (or ask the blood. When you take blood
oracle for) what comfort the from a victim (that could be
experience brought to you, hypnotized, dying or willing),
and restore +3 spirit. gain 1 extra blood bag.
Q When you resupply your blood
bag stock from your hospital
contacts, roll a die. On an even
number, you get 3 blood bags.
On an odd, you get 4.

13
ELEGY Chapter II: Your Character

Blood Alchemy Cutthroat


8 Power, force. You can turn your If you wield a bladed weapon...
blood into acid and shed it 8 When you are in position to
through shallow cuts in your attack an unsuspecting foe,
veins. It will corrode most choose one before rolling.
surfaces and destroy small
Š Add +2 and take +1 focus on a hit
items.
Š Inflict +2 harm on a hit
Q You can turn your blood into
a paralyzing poison, which Q When you intimidate someone
can be injected or drunk, that at the point of your blade, or
will affect both mortals and when you rely on your blade
vampires. The victim stays outside of battle, add +1.
immobilized for one scene. Q Once per fight, when you
Q You can heat a mortal’s blood. perform a feint or misdirection,
When you face a foe, you may re-roll any dice and take +1 focus
spend blood and deal equal on a hit.
harm to the blood spent. Decay
Buff 8 Power, force. With the power of
8 Power, force. When you perform your mind, you can engulf a
a feat of supernatural strength, corpse in flames and turn it into
stamina or toughness, you may a pile of dust in a few moments.
sacrifice blood (1-5) to gain an Q You can cripple a foe’s body
equal amount of bonus on your part, weakening it as if it was 100
roll. The blood you spend to old, for one scene. In combat,
activate this power counts to the roll +intellect and deal x2 harm.
bonus. Q You can make living people look
Q When you do it, you may lose 1 dead for one scene. You need
more blood to re-roll any dice. one minute of concentration to
Q Take +2 focus on a hit. perform this.

14
Chapter II: Your Character ELEGY

Driver Fame
8 You have a vehicle. When you 8 People from a specific
drive fast or dangerously, add +1 subculture know and praise
and take +1 focus on a hit. On a you (for your skills, deeds,
strong hit with a match, take +1 looks, etc.). When dealing
focus. with someone who’s already
Q When you roll to maneuver impressed by you, add +1 to
your vehicle and burn focus to all glamour rolls. On the other
improve your result, roll a die. hand, take -1 whenever you need
On a 9, 8 or 0, you don’t have to to remain anonymous or hide
reset your focus. your presence in public settings.
Q When you attempt something Q When you spend time talking to
dangerous by taking a hit or a fan or reflecting on your fame
crashing through an obstacle, to boost your self-confidence,
you may reroll any dice. If you take another +2 spirit on a strong
do, take +1 focus on a hit. hit (+4 instead of +2), or +1 on a
weak hit (+3 instead of +2).
Empath Q When you make a Conclusion
8 When you look into the eyes of Roll to create a bond with
someone and try to read their someone who’s impressed by
intent or emotions, add +1 and you, take +2 focus and reroll any
take +1 focus on a hit. dice.
Q As above, and if you score a
hit as you read them, you may
subtly influence their attitude or
actions, such as making a hostile
being hesitate. Take another
+1 focus. If in a fight, mark
progress.
Q When you attempt to soothe
a being’s distress through
empathy, roll +heart and take +1
focus on a hit.

15
ELEGY Chapter II: Your Character

Familiar Gunslinger
8 Power, intellect. When you drain If you wield a gun...
a small animal (cat, owl, raven, 8 When take a moment to aim
dog…) of its blood and feed him before shooting, choose your
yours, its corpse comes back to approach and add +1.
life as a familiar for one week and
Š Trust your instincts: Roll
efficiently obeys simple, single
+intellect, and take +2 focus on a
word commands.
strong hit.
Q When you use your familiar’s Š Line up your shot: Roll
keen senses to track something +dexterity, and take +1 focus on
or investigate a place, add +1 and a hit.
take +1 focus on a hit.
Q Once per fight, you may take
Q When you fight alongside your extra shots and suffer -2 focus
familiar and score a hit, inflict +1
(decide before rolling). When
harm or take +1 focus.
you do, re-roll any dice. On a hit,
Fierce inflict +2 harm and take +1 focus.
8 When you attack using your Q When you intimidate or
sharp teeth and claws as a persuade someone while armed,
weapon, you may add +2. If you add +1 and take +1 focus on a hit.
do (decide before rolling), inflict
+1 harm on a strong hit and count
a weak hit as a miss.
Q When you do it and score a hit
against a mortal, you also gain +1
blood. On a match, gain +3.
Q When you attempt to feed on
someone by assaulting them
with brute force, or when you try
to disarm, trip, shove, grapple,
or stun your foe, add +1 and take
+1 focus on a hit.

16
Chapter II: Your Character ELEGY

Ghost whisperer Heart breaker


8 You are able to communicate 8 When you act by being
with the dead. When you seductive, add +2. On a
approach a corpse, you may strong hit with a match, your
talk to their spirit for up to one charm creates an unexpected
scene as if it was a living person. opportunity; take the value of
They may share information or your glamour as +focus.
insight, but spirits often speak Q When you charm your way out
in cryptic ways. of a situation and burn focus to
Q You may command a ghost gain a strong hit, take +1 focus
to do as you say. Roll +force. after you reset. If you envision
On a strong hit, they will obey how this momentary success
three orders. On a weak hit, leaves you fated for future
they obey one. On a miss, they trouble, gain 1 xp.
don’t. Ghosts can move objects, Q When you feed from someone
manipulate electronic devices, you seduced, you gain other +2
and speak to people. blood (restoring +4 in total).
Q You don’t need the corpse of
someone to talk to their ghost. Home invader
Once per session, you may call 8 When you break into a protected
one ghost from the underworld area or hack a secure system,
and speak with them just as if add +1 and take +1 focus on a hit.
their body was lying in front of On a strong hit with a match,
you. access is easier than expected;
take another +1 focus.
Q When hunting or feeding inside
the place you are invading, re-
roll any dice.
Q When you search a secure
area after any kind of useful
information with observation,
you may re-roll any dice.

17
ELEGY Chapter II: Your Character

Horrendous Hypnosis
8 Nature. Vampirism turned your 8 Power, glamour. When you meet
body into an atrocious version a victim in the eyes, you may
of what it was in life. Your give it a simple command that
glamour is reduced by 1, but you will be obeyed instantly (“leave”,
gain +1 and take +1 focus on a hit “follow”, “grab”) unless it’s harmful
when you intimidate, scare, hide or impossible (“die”, “fly”). The
or sneak. victim goes into a trance until right
Q You relish the repulse you after the action, and won’t recall
inspire in others. When you the incident.
scare or intimidate based on Q Your command can be complex
your looks, take +1 spirit on a (“take this car and drive to this
hit, and +3 on a match. address at this time this day
Q Your lonely existence gave you of the month”) and have an
deep insight into the human activation trigger (“...when you
soul. When you attempt to read hear the word Genesis”).
someone’s true intentions or Q You may give a suggestion
feelings, re-roll any dice. that reshapes the memories
of the victims (“You couldn’t
Hunting field be in the crime scene because
8 You have a favorite place to last Saturday morning at 8am
hunt (a building, a square, a you went to the grocery store
small park, a shop). When you to buy milk and eggs to bake a
attempt to feed within it, add +1 cake”). The more detailed the
and take +1 focus on a hit. suggestion is, the more effective.
Q When you attempt to hide,
sneak or observe someone or
something within your hunting
field, add +1 and take +1 focus on
a hit.
Q When you spend time and relax
in your hunting field to recover
spirit, gain +2 spirit (+4 total).

18
Chapter II: Your Character ELEGY

Illusion Q Your lair is full of useful stuff.


When you search for an useful
8 Power, glamour. For one scene,
object or tool inside it, add +1
you can conjure a static illusion
and take +1 focus on a hit.
that has no actual solid presence
and confuses one sense (a Lore keeper
stench, a sound, a tattoo, etc.). 8 When you make a Conclusion
Q Your illusions may appeal to all Roll to finish a quest to recover
senses (you can make a cup of valuable knowledge or an
hot water feel like a glass of cool extraordinary relic, take +2
champagne). focus. You may re-roll any dice.
Q You can create illusions with Q When you conduct extended
motion (person, running water, research or study, re-roll any
living being, fire). dice. On a match, you piece
Lair together an extraordinary or
harrowing new theory; envision
8 You have your own place to the nature of this revelation and
sleep. It’s not much, but it beats take +1 forward if you act on it.
abandoned buildings. Whenever
Q When you recall esoteric
you awaken after spending a day
knowledge to your advantage,
resting in your lair, roll +heart.
add +1. On a hit, envision the
On a hit, gain +1 spirit. On a
obscure but helpful fact, theory,
match, also gain +1 health.
or technique you put to use, and
Q Your lair is very presentable. take +1 focus.
When you attempt to bring a
victim to it, add +1 and take +1
focus on a hit.

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ELEGY Chapter II: Your Character

Lunacy Mannequin
8 Power, glamour. You are able 8 You have a reliable source of
to heighten or dull someone’s blood in a mortal fascinated by
current emotions (turn mild you. They swore to keep your
irritation into violent rage, or secret and be readily available
obsession into disinterest). whenever you are hungry. If
Q You can disturb someone’s they die and you want another
senses with flashes of content of mannequin, you have to pick
their unconscious that will make this asset again from the start,
them lose touch with reality for but you may buy it for 1 xp.
one minute. Q Your mannequin trusts you way
Q You can make your victim more than they should. When
mistake theirs or others’ you gather info about the mortal
identity. For example, you can world by speaking to your
make someone think they’re mannequin, you may re-roll any
Napoleon, or think her wife is dice.
secretly an alien in disguise. Q Having a steady source of blood
This effect lasts for one scene. brings you peace of mind. When
you feed from your mannequin,
Magnetism take +1 spirit on a hit, and +2
8 Power, glamour. When you spirit on a match.
impress or attract someone, you
may sacrifice blood (1-5) to gain
an equal amount of bonus on
your roll. The blood you spend
to activate this power counts to
the bonus.
Q When you do it, you may lose 1
more blood to re-roll any dice.
Q Take +2 focus on a hit.

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Chapter II: Your Character ELEGY

Marked Mutation
8 You are hunted by a power or 8 Power, force. You can merge with
authority. When you score a the earth below you for one
weak hit, you may improve scene. You can still feed if blood
the result to a strong hit. If falls into the ground where you
you do, fill one segment of a are. You can also climb walls
four-segment progress track without difficulty.
to represent hunters closing Q In this scene, you can turn into
in. When the track is filled, a an animal (a bat, a wolf, a crow,
notable foe or force has tracked a snake, etc.) for as long, and as
you down. If you overcome many times, as you want.
them or escape, reset the track Q For one scene, you are able to
and gain 1xp. turn your skin into a scaly hide
Q When you act by hiding, that grants you +1 in rolls to
concealing your identity, or defend against damage.
fleeing from a pursuer, add +1
and take +1 focus on a hit.
Q When you finish a quest by
clearing your name or defeating
the power or authority who
marked you as a fugitive, gain
this ability at no cost. You may
then exchange this asset for
another with the same number
of marked abilities.

21
ELEGY Chapter II: Your Character

Path of the Demon Path of the Eye


8 Ritual. When you mix your 8 Ritual. When you place crossed
blood with dirt and allow it to bones and skulls at every
sit for a few hours, you create a entrance of a room (including
poison lethal to mortals. Those windows and other openings)
who consume it will die in their and seal them with a glyph
sleep, peacefully, seemingly drawn in your own blood, you
from natural causes. ensure that every question
Q When you pour a few drops of asked within the room receives a
your blood into a vial of water truthful and immediate answer.
and utter magical words, you Q When you draw a circle in blood
transform the liquid into a drug and walk around it, you are able
capable of incapacitating a to witness events from up to five
vampire for an entire night. The years ago in that area.
drug can be injected or ingested. Q When you mix a drop of your
Q You can extract the soul of blood in a small pool of other
a victim from her body and and utter magic words while
transfer it permanently into one holding the possession of a tar-
of her possessions, transforming get, you are able to hear and see
it into a haunted and cursed the surroundings of the observed
object. When you unite her through the water until you leave.
fresh corpse with a cherished
possession of hers and sing Path of the Guardian
magic words around it, the Ritual. When you draw a circle in
effect is activated. The object blood and chant magic words, the
will interfere negatively on any area will magically repel…
action performed in its vicinity, 8 …mortals and animals.
except for you. Q …supernatural living creatures.
Q …vampires and the undead.
If you possess more than one point
of this asset, you can choose to repel
only certain types of creatures. For
instance, even with points 1 and 2,
you can opt to repel only supernatu-
ral living creatures if desired.

22
Chapter II: Your Character ELEGY

Path of the Pursuer Q When you awaken the powers


of your blood to appear human
8 Ritual. When you let blood flow
while reflecting on a potent
from the palms of your hands,
memory of your mortal past,
you can fashion a whip. When
you extend the effects to 24
employed in combat, treat it as
hours instead of just one scene.
a heavy impact weapon (refer to
Harm on page 40). Path of the Spider
Q When you touch the center of 8 Ritual. When you wash your face
your chest with red-hot metal, it in blood and speak the name
renders your heart impervious of a victim, she will experience
to a stake for one night. Endure intense hunger. A vampire will
2 harm. be induced to starvation, and
Q When you submerge a pebble in will act out of instinct, impulse
blood and recite magical words, and hunger.
you transform the stone into Q When you burn a piece of paper
a tracking device that always marked with your bloody hand
reveals in which direction it print and say the name of a
is. The effect persists until the vampire within a one-kilometer
pebble is destroyed. radius, the victim will lose the
Path of Radiance reanimating power of blood and
turn into a corpse for a whole
8 Ritual. When you extinguish night.
a candle with blood, you are
Q This ceremony is only potent
granted the ability to withstand
against living entities. By burn-
fatigue induced by daylight. You
ing a strand of hair, a nail clip-
can remain awake for an entire
ping, or any other refuse from
day, needing rest only in the
the subject’s body, and uttering
subsequent sunlight.
mystical incantations, a curse
Q When you sleep in a brightly lit is placed that can be activated
location, you can reverse your at will. Upon activation, the
sleep cycle. Now, you awaken victim’s throat splits, and their
at dawn and rest at dusk The bowels forcefully expel from
effects endure until you sleep in their body, leading to almost
a dark place. certain death, even with imme-
diate medical intervention.

23
ELEGY Chapter II: Your Character

Path of the Tongue When you roll to look for a


mortal of your type to feed
8 Ritual. When you inscribe a mes-
from, reroll any dice.
sage in blood on a piece of paper
and utter the recipient’s name, Reanimation
the message manifests before 8 Power, intellect. For one scene,
her. It may appear on any solid you are able to reanimate a dead
surface within their sight (a desk, body and make it perform a
a mirror, another piece of paper) simple function (dig a hole, lift
and vanishes upon being read. heavy objects, walk there).
Q When you meditate silently for 30 Q You can command the corpse to
minutes while repeating the name attack someone or something.
of someone with whom you share When you fight alongside it,
a blood link (or your progenitor) deal +1 harm and gain +1 focus
you can communicate telepathi- on a hit.
cally with her for one scene.
Q You can make the corpse talk
Q When you set fire to the tongue and behave as a very weird
of a victim, you gain the ability human being for one scene.
to comprehend all languages she
knows. This effect is permanent. Resilient
Picky taste 8 When you spend blood to heal
yourself, choose one:
8 Nature. You always crave for the
Š Add +1 and take +1 focus on a hit
same specific type of blood (A-,
Š Gain +1 health on a hit (+3 in
blondes, doctors, leninists, etc.).
total)
Whenever you feed from this
type, always restore full blood. Q You have enough patience and
Whenever you feed from other stamina to take care of whatever
mortals, always gain -1 blood. wound you suffer, as long as you
Q Experience made your stomach have at least a few hours and a
stronger. When feeding from mor- comfortable place. When you
tals that are not your favorite type, burn focus to heal yourself, you
you may suffer -1 spirit instead of don’t need to reset it.
gaining -1 blood. Q You have a high recovery rate.
Q You know your victims’ habits When you feed, you may
like the back of your hand. exchange your gained points of
blood for health.

24
Chapter II: Your Character ELEGY

Seer Sixth Sense


8 Nature. Once per day, you 8 Power, intellect. You can sense
may envision experiencing a the intentions of people around
prophetic dream (ask the oracle you. When you are next to other
for details). If you record the individuals, you can awaken your
answer, and later face a situation powers to ask two of the follow-
which gives truth to the vision, ing questions to the oracle. Then,
take an automatic strong hit (one add +1 and take +1 focus the next
time only) when making acting move related to the answer.
on your foresight. Then, clear the Š Who's the weakest person in
prophecy. Only one prophecy can here?
be active at a time. Š Who's most likely to harm me?
Q When you focus or meditate to Š Who's most likely to give me
gain insight about a place, being, what I want?
or situation, add +1 and take +1 Q You can read people’s thoughts
focus on a hit. and memories. Once per night,
Q When you score a strong hit as you may psychically inspect the
you socialize with a community mind of someone next to you as
or search a place, you may if it were a book.
envision gaining sudden and
Q When you hold an object in your
unbidden insight about the
hands, you are able to pick up
location. If you do, take +2 focus.
psychic impressions from it and
Shadow touch learn who held it last and when
8 Power, dexterity. You can reshape, it was last held.
stretch or overlap shadows, or Stalker
even separate them from their
8 When you attempt to follow
casting bodies. Your manipula-
someone in a crowd without
tion grants them a mystical den-
being noticed, add +1 and take +1
sity that can smother mortals.
focus on a hit.
Q You can create a cloud of pitch-
black darkness that obscures all Q The bonus now applies to any
light and sound. The cloud is just situation, not only crowds.
large enough for you to hide in it. Q When you attempt to eavesdrop
Q The shadows are able to grab or watch someone, add +1 and take
and restrain foes. +1 focus on a hit.

25
ELEGY Chapter II: Your Character

Technomancy Veil
8 Power, intellect. You can cause an 8 Power, dexterity. You can become
electronic device to malfunction invisible for one scene. While
for 1 minute. invisible, when you hide, sneak
Q You can mystically encrypt or ambush someone add +1 and
or decrypt a device’s controls, take +1 focus on a hit.
making it inaccessible for Q When you intentionally drop
everyone else. This also works your veil to reveal yourself for
on media (CD, flash drive). dramatic or surprising effect,
Q Using only words, you can foregoing its further use in this
manipulate an electronic situation, take +2 focus.
device remotely. The device Q Instead of disappearing, you
will obey you even if you don’t alter other people’s perception
understand how it works. Of of you and how they see you.
course, it won’t do something You can appear as someone
it can’t (a 3d printer will “print specific (“Uncle Joe”) or as a
a stake”, but will not “make reflection of subjective concepts
coffee”). that could mean one thing for
each person (“Caring Old Lady”,
Terror “The Woman of Your Dreams”).
8 Power, force. You are able to
exude a deeply unsettling aura
that disturbs those who make
eye contact with you. When
you make a roll to intimidate
someone, you may release this
aura and reroll any dice.
Q Your aura twists the victim’s
mind and cause frightening
hallucinations. Take +2 focus on
a hit.
Q You can project this aura to
anything, not only yourself.

26
Chapter II: Your Character ELEGY

Weak Blood Weather command


8 Nature. Your body reacts 8 Power, force. You can conjure fog.
differently to vampirism. You When you hide or sneak within
can eat, drink water, have sex it, add +1 and take +1 focus on a
and appear human in other hit.
ways without spending blood. Q You can make it rain. When it’s
Daylight does not harm you, but raining and you roll to hide or
you still feel tired during the day sneak, you may reroll any dice.
and must spend 1 blood for each Take +1 focus on a hit.
day (not night) scene you play. Q You can make winds blow.
You have no fangs and must rely When it’s windy and you roll
on sharp objects to draw blood to protect against gunshots,
from your victims. When you you may reroll any dice. Take +1
feed from someone, you always focus on a hit.
lose 1 focus no matter the result
of your roll. Wilderness
Q In some ways, time brought 8 Power, heart. You understand
you even closer to your late beasts and communicate with
humanity and to the mortals them for one scene. You also see
around you. Whenever you clearly in pitch black.
communicate with or read the Q Being close to beasts strengthens
emotions of humans, add +1 and your instincts. When you react
take +1 focus on a hit. or search by using your senses,
Q Your experience with your you may roll +force instead of
distinct nature shaped your +intellect.
presence differently than other Q You can make your blood
vampires. Whenever you hide attract dangerous predators.
your vampiric nature from other When you do it and pour a few
vampires or even mortals, re-roll drops somewhere, beasts will
any dice. immediately follow the smell
and try to devour the blood.

27
ELEGY Chapter II: Your Character

Background Connections
As you build relationships and com- you track progress in a progress track
plete quests in the service of others, that represents the development of
you create connections. your relationship and thrust.
Connections provide narrative tex- You can start your first section with
ture to your world by fleshing out up to three connections, but you
other characters and communities. must start with at least one: your
They give you places to return to, progenitor — the vampire who
and people to reconnect with, when turned you into one.
you don't know what to do. They also For each connection you start with,
provide mechanical benefits in rolls. you mark 1 progress according to
When you establish a new relation- their rank (this will be later ex-
ship with a character in your world, plained in Progress Tracks.

Condition Meters
Your character sheet has three con- focus by 1. Impacts also reduce your
dition meters: health, spirit, and focus reset. If you have one marked
blood. Their values are reduced impact, your focus reset is +1 (in-
when you face hardship, and in- stead of +2). If you have more than
creased when you recover adequate- one marked impact, your focus reset
ly (see Harm, Stress and Hunger). is 0 (instead of +2). Characters begin
They start at +5. with all impacts unchecked.
Š Health represents your physical Misfortunes
condition and stamina. Misfortunes are temporary. They
Š Spirit is your morale and mental last until your character has ade-
state. quate opportunity, resources, and
Š Blood represents how much time to recover.
your hunger for blood is sated.
Š Wounded may be marked when
Impacts you are at 0 health and suffer
harm. You are severely injured.
Impacts represent temporary and
Š Shaken is marked when you are
permanent disadvantages. Each
at 0 spirit and suffer stress. You
marked impact reduces your max
are despairing or distraught.

28
Chapter II: Your Character ELEGY

Š Starving is marked when you and you suffer more harm, you
are at 0 blood and lose blood. die your last death.
You are in a violent, hungry Š Traumatized may be marked
state. You lose 1 point of when you are Shaken, at 0 spirit
glamour and 1 of intellect. and suffers stress. Your experi-
Lasting Effects ences have left you emotionally
or mentally scarred. When this
Lasting effects are permanent. impact is marked, you have
They forever impact your character 0 health and you suffer more
through the focus adjustment and stress, your mind is forever lost.
— more importantly — the narra- Š Sinner may be marked when
tive impact. you are Starving, at 0 blood and
Š Permanently harmed may be spend blood. You get so fren-
marked when you are Wounded, zied, you commit something
at 0 health, and suffer harm. that angers your ruler. Envision
You have suffered a wound that what it is and what she asks
you must reckon with, such as of you in exchange for letting
the loss of an eye or hand, or you live. When this impact is
bear physical scars that are a marked, you have 0 blood and
constant reminder of a harrow- you spend more blood, you lose
ing incident. When this impact complete touch with your hu-
is marked, you have 0 health man side and turn into a beast.

Creation Summary
Work through the following steps in whatever order you prefer.
Š Envision your character. Š Pick three assets (at least 1 power)
Š Choose a name. Š Create up to three background
Š Set your stats by arranging these connections. One must be with
bonuses across your stats in any your progenitor.
order: (7, 6, 6, 5, 5.) Š Set a background elegy, and give
Š Set health, spirit, and blood to +5. it a rank of formidable, extreme
Š Make note of any important or epic. Then, envision your
equipment, weapon, or items. inciting incident and write a
Š Set your focus to +2, your max new elegy.
focus to +10, and your reset to +2.

29
CHAPTER III:

PLAYING
THE GAME
Chapter III: Playing the Game ELEGY

The Flow of Play


Like most RPGs, you play from the right. When you are seeking inspira-
perspective of your character. Your tion or want to put it in the hands
quests, and the characters and situa- of fate, you may ask the oracle.
tions you encounter, will guide the fic- Use yes/no questions and the ran-
tion and the choices you make. When dom prompts to generate interest-
you have questions about what you ing twists and new complications.
find, how other characters in your Above all, if it’s appealing, dramatic
world respond, or what happens and fits the fiction, make it happen.
next, you can go with what feels

The Action Roll


Whenever your character tries to do something dangerous, risky, challeng-
ing or dramatic, you have to make an Action Roll. Envision your approach
and roll 2d10 (two ten-sided dice). Then, compare them to a stat (and other
bonuses sometimes). The situation will tell you what stat to add. The total of
your stat and any adds is your action score.

vs
challenge dice stats bonuses
action score

There are three possible outcomes.


l l Strong Hit: Your action score beats (ties don't count) the value of both chal-
lenge dice. You succeed at what you are trying to do.
l f Weak Hit: Your action score beats only one of the challenge dice. You suc-
ceed, but with a cost or lesser effect.
ff Miss: Your action score doesn’t beat either challenge die. You fail, or must
make serious concessions.

31
ELEGY Chapter III: Playing the Game

START

Envision the Ask and answer


current situation questions about the
and what your world, other characters,
character is and what happens next
doing. (or check the oracle).

When your action or the current situation


triggers a roll, make that roll.

STRONG WEAK MISS


HIT HIT
You've You've made You've failed,
succeeded. progress, or encounter
You are in but aren't in a costly turn
control. control. of events.

What do you What happens


do next? next?

32
Chapter III: Playing the Game ELEGY

How to make an Action Roll


If you act…
Š With stealth, speed, or coordination: Roll +dexterity.
Š With courage, willpower, or empathy: Roll +heart.
Š With aggression, strength, or toughness: Roll +force.
Š With charm, composure, or manipulation: Roll +glamour.
Š With expertise, focus, or observation: Roll +intellect.
And if you are aided by…
Š A useful related asset: consider the bonus it gives you (if any)
Š Someone else: add another +1 to your roll (or +2 if you share a bond).
Then, roll the dice.

l l You succeed. Gain l f You succeed, but f f You fail. Envision


+1 focus, envision the not without trouble. Gain the negative outcomes of
positive consequences of +1 focus, select one fitting your action and select one
your action and choose a benefit and one fitting fitting cost.
fitting benefit. cost.

Benefits Costs
Š Your wounds are healed: gain +2 Š You are harmed or tired: lose
health or clear Wounded impact. health according to the situation
Š You feed: gain +2 blood (+4 if you kill (see Harm)
your victim) or uncheck Starving. Š You are stressed, scared,
Š You're feel calmer and more intimidated or despaired: lose
motivated: gain +2 spirit or clear spirit according to the situation
the Shaken impact. (see Stress)
Š You create or seize an Š You spend blood and get
opportunity: you or an ally gain hungrier: lose 1 blood (see
+2 in the next related Action Roll Hunger)
Š You achieve something cool or Š You are put in disadvantage or
dramatic: gain another +1 focus in trouble: lose 1 focus
Š You harm a foe, develop a connec-
tion or advance in an elegy: mark
progress (see Progress Tracks).

33
ELEGY Chapter III: Playing the Game

Match When you have negative focus, you


must reroll any die that hits a score
If the values on your challenge dice
lower than your focus. For example,
are the same, you’ve rolled a match.
when you make a roll at -3 focus and
You can use a match as a prompt to
score an 8 and an 1, you must reroll
add a twist, create a new complica-
the 1. You only need to do this once
tion, or introduce a new peril:
— if you score an 1 again, count it
l l Introduce an interesting twist as a hit.
or new opportunity.
Using powers
ff Introduce a tough negative out-
come, complication, or danger. Vampires have two innate supernat-
ural abilities: healing their wounds
If you’re not sure what a match
and appearing human for one
means for the current situation,
scene. Besides these, a vampire has
you can ask the oracle. If you’re still
access to powers granted by the pow-
stuck for an idea, move on.
er assets she possesses.
Focus To use a supernatural ability or pow-
Your focus value goes from -6 to +10 er, you make an Action Roll based
and represents your inertia, luck, on the asset's associated stat. When
and confidence. you score a weak hit or a miss, you
are forced to spend 1 blood. When
Burning focus is a way to deliver you score a miss, the power is acti-
a decisive result or avoid failure. vated, but you must select a second
When you have positive focus, after cost.
you make an Action Roll, you may
replace your action score with your Healing
current focus value. When you have a few moments to
After you burn focus, you must reset stay in place, you can focus your
your focus by immediately adjusting inner power to restore health. This
your focus meter to your focus reset situation triggers an Action Roll.
value. The default reset is +2. This On any success, you restore points
value is reduced when you suffer of health or (one or the other) clear
an impact. If you have one impact the Wounded impact.
marked, your focus reset is +1. If you
have more than one impact marked,
your focus reset is 0.

34
Chapter III: Playing the Game ELEGY

Appearing Human New rituals can only be learned


You can focus your inner power to when it makes sense in the story —
give the appearance of life to your like having a mentor or finding in-
undead body for up to a whole structions in a book. This applies to
scene. This way, you are able to trick both entirely new rituals and differ-
other people into believing you are ent versions of the same ritual with-
a mortal. When appearing human, in a specific asset. Most ritual assets
you may talk to people without represent a group of rituals rather
making them suspicious, have in- than just one.In the narrative, the
timate relationships, drink and eat target of a ritual always feels some-
and digest food. thing strange is going on. If she’s a
vampire, she’ll know for sure one
Rituals was cast upon her — even though
Depending on your worldbuilding she can’t tell what it does.
decisions, you may or may not in- To use a supernatural ability or pow-
clude Rituals in your setting. We'll er, you make an Action Roll based
explore this in depth in Chapter IV: on the intelligence stat.
Your World). On a strong hit, the ritual is success-
Rituals involve step-by-step activ- ful.
ities with gestures, words, and ob- On a weak hit it is too, but it con-
jects, activating special and more sumes you: lose 1 point of blood,
specific supernatural powers. Like health or spirit (pick 1).
regular powers from assets, they use
On a miss, roll on the list below.
your life force for their effects, but
they need a more specific setup — 1-20. The ritual has the opposite
one tailored to each ritual. effect
During character creation, you can 21-40. It attracts mortal attention
choose up to three non-power assets, 41-60. It affects a different target
including any ritual assets. Consider 61-80. It has no effect, and you
the impact on your character's story waste or lose resource needed to
when making these choices. How perform it again
did she learn this ritual? Where did 81-00. It has no effect, and it
she find out about it? consumes you: lose 2 point of
blood, health or spirit (pick 1).

35
ELEGY Chapter III: Playing the Game

Tips for Action Rolls taking the lead in a particular scene.


You might serve as the spokesperson
Fiction first, then mechanics
as you persuade someone, for ex-
What are you trying to do? How are ample. Unless an action specifically
you doing it? What complications offers benefits for your allies, any me-
might you face? Envision it. If, after chanical bonus you gain from a hit is
thinking through the fiction, you applied only to the character making
decide you are doing something or the action or Conclusion Roll. For
encountering a situation that is risky, example, if you represent your group
challenging, or dramatic, roll the dice. as you conclude an elegy and score a
Depending on the scale of the cur- strong hit, you take the mechanical
rent action, you might be visualizing reward. Everyone else benefits from
a montage of flashes (a quick hunt to the narrative success.
feed) or the passing of a mere second Allies can contribute to your action
(an intense fight). Always think from by making an Action Roll to help
the standpoint of the fiction, even if you. On a hit, you gain a bonus you
it’s obvious you’ll do. Then, translate can leverage to improve your chance
the fiction into the mechanics of a of success. If more than one ally
roll, and back to the fiction again as does this, bonuses can be stacked.
you play out the result.
When you act for your group and face
Not every action must be rolled a negative outcome, you should apply
Don’t let a session jump from roll to mechanical and narrative costs as ap-
roll without any roleplay, worldbuild- propriate to the current situation.
ing, or storytelling. If you’re doing Make Rolls Matter
something safe and certain, you prob- Let your rolls flow organically out
ably don’t need to roll. If you’d rather of the narrative. Don’t make them
gloss over something, do it. Rolls offer purely for a mechanical benefit
a potential benefit and cost, and it’s without some support in the fiction.
ultimately your decision whether to Don’t repeat a roll trying to get your
risk the roll to gain the reward. desired outcome. A roll, hit or miss,
Making Group Rolls should always result in a change to
the current situation.
When you are adventuring with allies
(other player characters), you will of- For example, you are trying to per-
ten act to resolve a challenge for the suade an influential vampire to agree
group. This represents your character to an alliance. You roleplay how you

36
Chapter III: Playing the Game ELEGY

attempt to reason with her. Then, sequence. For example, in combat,


you make the roll, and fail. She re- you’ll often attack with consecutive
fused. Why? What else do you learn, rolls. That’s fine as long as the rolls
or what do they do to make your sit- don’t get too mechanical. Break up
uation more complex or dangerous? the flow of play with other actions,
Whatever happens, something hap- narrative beats, and events that cause
pens. You shouldn’t try to persuade you to rethink your approach. When
her again unless you bring a new in doubt, follow this guideline: If
approach or leverage to bear. you’ve made the same roll three times
However, there will be times when in a row, switch things up.
you make a roll multiple times in

Progress tracks
A progress track measures your challenges you overcome on
headway against a goal or obstacle, your way to achieving your
including quests, connections, and ultimate goal.
fights. Progress is tracked in three When you create a progress track,
different situations: give the challenge a rank. In increas-
Š Combat: When you face an ing order of severity, the ranks are
enemy in combat, a progress troublesome, dangerous, formidable,
track represents your advantage extreme, and epic.
as you weaken or wound your Progress tracks are drawn as a row
foes in the fight. of ten boxes, which you fill in—or
Š Connection: When you mark—as you make headway to-
establish a new relationship ward a goal. When you initiate a
with a character in your world, challenge, these boxes are empty.
a progress track represents
the development of your
relationship and thrust. Give
them a role: whenever your
connection aids you on an troublesome dangerous
action closely associated with
their role, add +1 and take +1
focus on a hit.
Š Elegy: When you Sing an Elegy, formidable extreme epic
a progress track represents the

37
ELEGY Chapter III: Playing the Game

Marking progress Strong hit


When you make significant prog- Š Combat: You’ve defeated your
ress, fill in the appropriate number enemy, and their fate is in your
of ticks or progress boxes per the hands.
rank of your challenge. Š Connection: You now share a
bond. Give it a title as a trophy,
Š Combat: Mark progress when
mark experience, and pick one:
you harm your foe.
Š Give her a new role
Š Connection: Mark progress
Š When she aids you, add +2
when you: sing or conclude
and gain +1 focus on a hit.
an elegy for them; give them
something of worth; share a Š Elegy: Your quest is complete.
profound moment; leverage Give it a title as a trophy and
their help in desperate mark experience.
circumstances; stand with them Weak Hit
against hardship; or overcome a Š Combat: You achieve your
test of your relationship. objective, but not for free.
Š Elegy: Mark progress when you: Envision an appropriate trouble,
overcome a critical obstacle; disadvantage, or loss that comes
gain meaningful insight; acquire from the situation.
a crucial item or resource; earn Š Connection: You share a bond,
vital support; or defeat a notable but they request something
foe. from you. To mark experience
The Conclusion Roll for this bond, sing an elegy for
them and fulfill it.
When it feels like you’ve made Š Elegy: Your promise is fulfilled,
enough progress to achieve the but there’s more to do. If you sing
objective you’re tracking, you may an elegy to set things right, take
attempt to conclude it. This is a full xp. Otherwise, take -1 xp.
Conclusion Roll. Roll the dice and
compare their value to the number Miss
of filled boxes in the track (ignore Š Combat: You are defeated, or
stats, focus, and bonuses). your objective is lost. Envision
an appropriate, dire outcome.
Š Connection: They reveal a
motivation or background that

38
Chapter III: Playing the Game ELEGY

puts you at odds. If you recommit Dangerous


to this relationship, clear half Š Progress marked: 2 boxes
your progress boxes and raise the Š Elegies: Involving quests with
connection’s rank by one. lots of obstacles
Š Elegy: The goal is lost to you. Š NPCs: Young vampires, capable
Envision an appropriate, dire mortals
outcome. This also happens if Š Experience awarded: 2 points
you abandon an elegy.
Formidable
Experience Š Progress marked: 1 box
When you conclude an elegy or Š Elegies: Complex quests with
create a bond, you gain experience many intimidating obstacles
ponts per the challenge’s rank: Š NPCs: Adult vampires,
Troublesome: 1 xp; Dangerous: 2 dangerous mortals and young
xp; Formidable: 3 xp; Extreme: 4 xp; werewolves
Epic: 5 xp. You gain no experience by Š Experience awarded: 3 points
simply beating foes.
Extreme
You spend earned experience to gain
Š Progress marked: 2 ticks
assets or upgrade those you already
Š Elegies: Overwhelming quests
own. When you upgrade an asset,
of staggering proportions
you may choose the options in what-
Š NPCs: Elder vampires and adult
ever order. In other words, you don't
werewolves
need the second point in an asset to
Š Experience awarded: 4 points
get the third. Assets cost 3 xp to buy
and 2 xp to upgrade. Epic
Š Progress marked: 1 tick
Sample progress tracks Š Elegies: Unlife-defining quests
Troublesome of unknowable scope
Š Progress marked: 3 boxes Š NPCs: Ancient vampires and
Š Elegies: Challenging quests with elder werewolves
few obstacles Š Experience awarded: 5 points
Š NPCs: Newborn vampires and
average humans
Š Experience awarded: 1 point

39
ELEGY Chapter III: Playing the Game

Harm, stress and hunger


Harm Dangerous enemy (takes 2 progress
Harm represents physical damage boxes per harm), you inflict 4 progress
and injuries. How much harm you boxes of harm on a hit.
suffer depends on the situation. When you are at 0 health and suffer
When you face physical injury or harm, you must mark the Wounded
hardship, you reduce your health impact. If this impact is already
track by the amount of harm suf- marked, you must mark Permanently
fered according to the situation or Harmed. If this other impact is al-
the rank of your foe. In combat, you ready marked, you face your final
deal and suffer harm according to death (see Impacts).
the rank of your foe. Each point of To heal yourself, you must acti-
harm you inflict is marked as prog- vate your supernatural powers (see
ress on your foe’s progress track. Healing). You can also clear the
Š Troublesome: suffers 3 boxes Wounded impact by doing so, but you
per harm, deals 1 harm cannot do both in the same roll.
Š Dangerous: 2 boxes per harm,
deals 2 harm Optional Rules
Š Formidable: 1 box per harm, Depending on the decisions you
deals 2 harm make when building your world,
Š Extreme: two tick per harm, (which we will delve into in Chapter
deals 3 harm IV: Your World) you may or may
Š Epic: one tick per harm, deals 3 not include damage by holy water,
harm garlic, etc. If you do so, consider the
When you successfully attack a foe, appropriate optional rule below.
you inflict harm according to what Superstitions
kind of weapon you are using. When you opt to include superstitions
Š 1x harm: Improvised weapons, in your universe, foes who use garlic,
light impact sacred symbols and holy water against
Š 2x harm: Sharp weapons, you in combat are deadlier. When
gunshot, heavy impact, fire they deal damage, you suffer +1 harm.
For example, when you wield a knife In other words, a troublesome foe who
(doubles your harm) and attack a throws holy water at you deals damage
as if it was dangerous.

40
Chapter III: Playing the Game ELEGY

Authentic Faith Respite


Authentic Faith is a true and resilient To recover spirit points or remove
belief in a higher power that you can the Shaken impact (one or the oth-
choose to incorporate in your universe. er), you must make an action roll to
If so, when a foe wield a symbol of a socialize, share intimacy, or find a
higher power they deeply believe in (a moment of peace.
crucifix, for example), she is treated as
she was one rank more powerful. Hunger
Hunger represents how much a
Stress vampire feels the need to feed. They
Stress represents mental burdens always spend 1 blood when scoring a
and trauma. When you face hard- weak hit or miss while trying to:
ships that test your psychological Š Awake each sunset
endurance, reduce your spirit track Š Appear human for a scene
according to the situation. You also Š Use a supernatural power
suffer stress when someone intimi- Š Heal wounds and restore health
dates or frightens you.
The hungrier a vampire is, the closer
Š 1 stress: An unsettling or she is to losing her self-control and
frustrating incident. committing something that threat-
Š 2 stress: A distressing or ens the Façade.
upsetting incident.
Š 3 stress: A horrifying or When you have 0 blood and have
demoralizing incident. to spend more, you must mark the
Š 4 stress: A traumatic or heart- Starving impact. If it is already
rending incident. marked, mark the Sinner one. If you
Š 5 stress: A soul-shattering already marked it, your mind is lost
incident, loss of all hope. forever (see Impacts).

When you're at 0 spirit and suf- Feeding


fers stress, you must mark the To recover spirit blood or remove
Shaken impact. If this impact is the Starving impact (one or the oth-
already marked, you must mark er), you must feed from mortals (or
Traumatized. If this other impact is other sources, if you have adequate
already marked, you face desolation assets).
(see Impacts).

41
ELEGY Chapter III: Playing the Game

Using oracles
Seeking Answers
You can ask the oracle to help guide your game session and trigger ideas when
you need to know what happens next. Its most basic function is to answer a
“yes or no” question. Combined with your own instincts and creativity, this
(and other random prompts) can push your story in surprising and exciting
directions.

Asking the Oracle Yes/No


When you seek to resolve questions, Odds are... Yes on...
discover details in the world, deter-
Almost certain 11 or greater
mine how other characters act, or
Likely 26 or greater
trigger events, you may…
50/50 51 or greater
Š Draw a conclusion: Decide
Unlikely 76 or greater
the answer based on the most
interesting and obvious result. Small chance 91 or greater.
Š Ask a yes/no question: Decide On a match, an extreme result or twist
the odds of a ‘yes’, and roll on has occurred.
the table to the right to check
the answer.
Š Pick two: Envision two options. More Randomness
Rate one as ‘likely’, and roll on
You’ll find a set of random tables
the table to the right to see if it is
in the last chapter. These provide
true. If not, it is the other.
inspirational prompts and random
Š Spark an idea: Brainstorm or
results for common situations. You
use a random prompt.
can also use whatever random gen-
erators you prefer, including those
drawn from another game, online
generators, or visual tools such as
tarot cards.

Trust Your Instincts


These random generators will never
replace your own imagination and

42
Chapter III: Playing the Game ELEGY

intuition. If it’s interesting, dramat- that’s ranked according to the char-


ic, and pushes the story forward, acter’s rank.
make it happen. Too much reliance
on random generators to answer
questions about “what happens
Multiplayer
next” can kill the focus of your game Elegy is primarily a solo game, but
or make it feel disconnected and in- you can play it with more people if
coherent. Keep it moving. you want. There are two modes of
multiplayer:
Other Š Guided: One or more players
Characters take the role of their characters,
the protagonists in your story,
The mechanics of Elegy almost while a gamemaster (GM)
entirely reference your character. moderates the session. The
Other non-player characters (NPCs) GM helps bring the world to
have a single stat (their rank) which life, portrays the characters you
represents how powerful or dan- encounter, and makes decisions
gerous they are. Rank is taken into about the outcome of your
account when you fight or make a actions.
connection with NPCs. Š Cooperative (Co-Op): You
Further, NPCs do not roll dice to and one or more friends play
determine the outcome of their ac- together to overcome challenges
tions. If you have questions about and complete quests. A GM is
an NPC’s motivations or what they not required. The Elegy game
do next, ask the oracle. system will help you explore
the dramatic stories of your
Connections characters and their.
As you explore your world and com- When multiple player characters
plete quests, you create connections share a same objective (a mission,
with people, which represent your for example), they also share the
current relationship. Connections same progress track. You can see
give you advantages for relevant more insights on multiplaying Elegy
rolls when interacting with those in the Gameplay in Depth chapter.
you have connected with. Each con-
nection is tracked in a progress track

43
ELEGY Chapter III: Playing the Game

Optional Rule: Moves


Moves are, essentially, rolls adapted Adventure Moves
for specific narrative situations. You Face danger
can use them, only if you wish, in
place of Action or Conclusion Rolls When you attempt something risky
when situations permit. or react to an imminent threat, en-
vision your action and roll. If you
For instance, if you’re persuading act…
someone, you can either make an
Š With stealth, speed, or
Action Roll and adapt its benefits
coordination: Roll +dexterity.
and costs to the scene or, if you pre-
Š With courage, willpower, or
fer, opt for the Compel move. The
empathy: Roll +heart.
difference lies in the fact that the
Š With aggression, strength, or
Action Roll is a one-size-fits-all tool
toughness: Roll +force.
that can be performed in any context
Š With charm, composure, or
quickly; on the other hand, Compel
manipulation: Roll +glamour.
offers a roll precisely designed for
Š With expertise, focus, or
persuasion contexts, providing you
observation: Roll +intellect.
with more ideas on how to navigate
that specific situation. On a strong hit, you are successful.
Take +1 focus.
When you see a move name Italicized
like this in another move’s descrip- On a weak hit, you succeed, but not
tion, it means you have to make it. without a cost. Pay the Price.
For example, every time you get a On a miss, you fail, or a momentary
miss in a move, you’ll be prompted to success is undermined by a dire turn
Pay the Price. That means that you’ll of events. Pay the Price.
have to make the Pay the Price move.
Another difference in moves is that
marking impacts or progress on a
progress track is dependent on spe-
cific moves now.
When you're prompted to mark
progress, mark it on the track related
to what you’re trying to accomplish
(see Progress Tracks).

44
Chapter III: Playing the Game ELEGY

Secure an advantage On a weak hit, the information pro-


When you assess a situation, make vides new insight, but also compli-
preparations, or attempt to gain cates your quest. Envision what you
leverage, envision your action and discover. Then, take +1 focus.
roll. If you act… On a miss, your investigation un-
Š With stealth, speed, or earths a dire threat or reveals an
coordination: Roll +dexterity. unwelcome truth that undermines
Š With courage, willpower, or your quest. Pay the Price.
empathy: Roll +heart. Aid your ally
Š With aggression, strength, or When you Secure an Advantage in
toughness: Roll +force. direct support of an ally and score
Š With charm, composure, or a hit, they (instead of you) can take
manipulation: Roll +glamour.
the benefits of the move. If you are
Š With expertise, focus, or
in combat and score a strong hit,
observation: Roll +intellect.
you and your ally have initiative.
On a hit, you succeed. On a strong
Compel
hit, take both. On a weak hit,
choose one. When you try to persuade someone
or make them an offer, envision
Š Take +2 focus
your approach. If you…
Š Add +1 on your next roll (not a
Conclusion Roll) Š Charm or lie: Roll +glamour
Š Threaten or incite: Roll +force
On a miss, you fail or your assump-
Š Pacify or encourage: Roll +heart
tions betray you. Pay the Price.
On a strong hit, they’ll do what you
Gather information
want or agree to your conditions.
When you search for clues, conduct Take +1 focus.
an investigation, analyze evidence,
On a weak hit, as above, but their
or do research, roll +intellect.
agreement comes with a demand or
On a strong hit, you discover some- complication. Envision their coun-
thing helpful and specific. The path teroffer.
you must follow or action you must
On a miss, they refuse or make a
take to make progress is made clear.
demand that costs you greatly. Pay
Envision what you learn. Then, take
the Price.
+2 focus.

45
ELEGY Chapter III: Playing the Game

Use power On a miss, the ritual consumes your


When you use your supernatural blood and has undesired conse-
abilities to activate a power, visual- quences. Spend 1 blood roll on the
ize the effects you want to manifest list below:
and roll the stat indicated in its as- 1-20. The ritual has the opposite
set card; if you use them to appear effect
human for a scene (blushing, being 21-40. It attracts mortal attention
able to have sex or consume food), 41-60. It affects a different target
roll +Glamour. 61-80. It has no effect, and you
On a strong hit, the power is activat- waste or lose resource needed to
ed successfully. Take 1 focus. perform it again
81-00. It has no effect, and it
On a weak hit, the power is activat-
consumes you: lose 2 point of
ed successfully, but you get hungri-
blood, health or spirit (pick 1).
er. Spend 1 blood.
Rest
On a miss, you get hungrier and the
power is activated, but not without When you spend the whole day-
consequences. Spend 1 blood and time in deep sleep in a dark place,
Pay the Price. roll +heart or +intellect, whichever
is higher. By default, you need the
Perform ritual Lair asset to have access to a secure
To decide if you want to include rituals place to sleep you can call yours. If
in your setting, see the Rituals Truths. you don’t have it, you must sleep in
When you perform a ritual of abandoned places.
bood magic, envision what to want On a strong hit, you rest well, and
to achieve and how you perform it. get both bonuses below:
Then, roll +intellect. Š Restore 1 health
On a strong hit, the ritual is per- Š Gain +2 focus
formed successfully. Take 1 focus. On a weak hit, you have a regular
On a weak hit, the ritual is per- day of sleep. Pick one of the bonuses
formed successfully, but it consumes above
the blood within you. Spend 1 blood. On a miss, pick one of the options
below. On a match, pick both:
Š You get hungrier: lose 1 blood
Š You don't sleep well: lose 1 focus

46
Chapter III: Playing the Game ELEGY

Advance On a strong hit, you find compan-


When you focus on your skills, ionship or comfort and your spirit
receive training, find inspiration is strengthened. If you are shaken,
or earn a reward, you may spend clear the impact and take +1 spirit.
3 xp to add a new asset, or 2 xp to Otherwise, take +2 spirit.
upgrade one. On a weak hit, as above, but this
The chosen asset must be framed indulgence is fleeting. Envision an
within fiction and make sense in the interruption, complication, or inner
context. For example, if you’re by conflict. Then, lose focus (-1).
yourself without any access to blood On a miss, you take no comfort and
sorcery knowledge, you can’t learn the situation worsens. Pay the Price.
or upgrade a ritual asset.
Feed
Heal
When you attempt to drink blood
When you spend a few seconds in from a living being, envision the
place and use your supernatu- scene. If you act with…
ral abilities to heal yourself, roll
+force. Š …brutality and physically over-
whelm your struggling victim,
On a strong hit, the care is help- roll +force.
ful. If you are wounded, clear the Š …speed or ambush an unsus-
impact and take or give +2 health. pecting victim, roll +dexterity.
Otherwise, take +3 health. Spend 1 Š …charm or seduces your
blood. victim, roll +glamour.
On a weak hit, as above, but the re- Š …somehow manage to get your
covery costs extra time or resources. victim’s consent, roll +heart.
Choose one: lose 2 focus and spend 1 On a strong hit, gain 1 focus and
blood or spend 2 blood. choose one:
On a miss, the aid is ineffective and Š gain 2 blood and keep the victim
the situation worsens. Pay the Price. alive
Respite Š gain 4 blood and kill the victim,
When you socialize, share intima- but lose 3 spirit
cy, or find a moment of peace, roll On a weak hit, do the same as above,
+heart. but lose 1 focus instead of gaining it.
On a miss, you are unable to feed
due to an adversity. Pay the Price.

47
ELEGY Chapter III: Playing the Game

Quest Moves Fulfill your elegy


Sing an elegy When you achieve what you be-
lieve to be the fulfillment of your
When you swear to complete a quest,
promise, roll the challenge dice and
write your elegy and give it a rank.
compare to your progress. Focus is
Then, roll +heart. If you make this
ignored on this roll.
promise to a connection, add +1; if you
share a bond, add +2. On a strong hit, your quest is com-
plete. Mark experience (trouble-
Š On a strong hit, you are
some=1; dangerous=2; formidable=3;
emboldened, and it is clear what
extreme=4; epic=5).
you must do next. Take +2 focus.
Š On a weak hit, you are On a weak hit, there is more to be
determined but begin your done, or you realize the truth of your
quest with more questions than quest. Envision what you discover
answers. Take +1 focus, and (ask the oracle if unsure). Then,
envision what you do to find a mark experience (troublesome=0;
path forward. dangerous=1; formidable=2; ex-
Š On a miss, you must overcome treme=3; epic=4). You may Sing an
a significant obstacle before you Elegy to set things right. If you do,
begin your quest. Envision what add +1.
stands in your way. On a miss, your quest is undone.
Reach a milestone Envision what happens (ask the ora-
cle if unsure), and choose one.
When you make significant prog-
ress in your quest by overcoming a Š You recommit: Clear all but
critical obstacle, solving a complex one filled progress, and raise
mystery, defeating a powerful threat, the quest’s rank by one (if not
gaining vital support, or acquiring a already epic).
crucial item, you may mark progress. Š You give up: Forsake Your Elegy
Š Troublesome quest: Mark 3
boxes.
Š Dangerous quest: Mark 2 boxes.
Š Formidable quest: Mark 1boxes.
Š Extreme quest: Mark 2 ticks.
Š Epic quest: Mark 1 tick.

48
Chapter III: Playing the Game ELEGY

Forsake your elegy Combat Moves


When you renounce your quest, Enter the fray
betray your promise, or the goal
When you initiate combat or are
is lost to you, clear the elegy. Then,
forced into a fight, envision your
envision the impact of this failure
objective and give it a rank. If the
and pick one or more as appropriate
combat includes discrete challeng-
to the nature of the elegy. Any allies
es or phases, set an objective with a
who shared this vow may also envi-
rank for each.
sion a cost.
Then, roll to see if you are in control.
Š You are demoralized or dispirit-
If you are…
ed: Lose spirit according to the
situation (see Stress) Š Facing off against your foe: Roll
Š A connection loses faith: Test +heart
Your Relationship when you next Š In the thick of it at close
interact. quarters: Roll +force
Š Your supernatural abilities Š On the move or preparing to
weaken drastically: Discard a act against an unaware foe: Roll
power asset. +dexterity
Š You must abandon a path or Š Caught in a trap or sizing up the
resource: Discard an asset (not a situation: Roll +intellect
power or nature one). On a strong hit, take 2 focus.
Š Someone else pays a price:
On a weak hit, take 1 focus.
Envision how a person, being, or
community bears the cost of the On a miss, the fight begins with you
failure. in disadvantage. Lose 1 focus.
Š Someone else takes advantage:
Envision how an enemy gains
power.
Š Your reputation suffers: Envision
how this failure marks you.

49
ELEGY Chapter III: Playing the Game

Clash Š You’ll pay for it: An objective


When you fight against a foe at close falls out of reach.
quarters, roll +force; when you ex- Š Others won’t forget: You are
change fire at a distance, roll +dex- marked for vengeance.
terity. On a miss, you have lost this fight.
Š On a strong hit, mark progress Pay the Price.
twice. You overwhelm your foe. Battle
Š On a weak hit, mark progress, When you fight a battle, and it hap-
but you are dealt a counterblow pens in a blur, envision your objec-
or setback. Pay the Price. tive and roll. If you primarily…
Š On a miss, your foe dominates
this exchange. Pay the Price. Š Fight at range or using your
speed or trickery to your
End the fight advantage: Roll +dexterity.
When you make a move to take de- Š Fight depending on your
cisive action, roll the challenge dice courage, leadership, or
and compare to your progress. Focus companions: Roll +heart.
is ignored on this roll. Š Fight in close to overpower
On a strong hit, this foe is no longer your foe: Roll +force.
in the fight. They are killed, out of Š Fight using careful tactics
action, flee, or surrender as appro- to outsmart your foe: Roll
priate to the situation and your in- +intellect.
tent (ask the oracle if unsure). On a strong hit, you achieve your
On a weak hit, as above, but you objective unconditionally. You and
must also choose one. any allies who joined the battle may
take +2 focus.
Š It’s worse than you thought:
Endure Harm. On a weak hit, you achieve your ob-
Š You are overcome: Endure Stress. jective, but not without cost. Pay the
Š Your victory is short-lived: A Price.
new danger or foe appears, or an On a miss, you are defeated or the
existing danger worsens. objective is lost. Pay the Price.
Š You suffer collateral damage:
Something of value is lost or
broken, or someone important
must pay the cost.

50
Chapter III: Playing the Game ELEGY

Connection Moves
Make a connection Test your relationship
When you search out a new rela- When your relationship with a
tionship or give focus to an ex- connection is tested through con-
isting relationship (not an ally or flict, betrayal, or circumstance, roll
companion), roll +heart. +heart. If you share a bond, add +1.
Š On a strong hit, you create a Š On a strong hit, mark progress.
connection. Give them a role Š On a weak hit, mark progress, but
and rank. Whenever your also envision a demand or compli-
connection aids you on a move cation as a fallout of this test.
closely associated with their role, Š On a miss, or if you have no
add +1 and take +1 focus on a hit. interest in maintaining this
Š On a weak hit, as above, but relationship, choose one.
this connection comes with a Š Lose the connection: Envision
complication or cost. Envision how this impacts you and Pay
what they reveal or demand. the Price.
Š On a miss, you don’t make a Š Prove your loyalty: Envision
connection and the situation what you offer or what they
worsens. Pay the Price. demand, and Sing an Elegy
Develop a relationship (formidable or greater) to see it
When a relationship with a con- done. Until you complete the
nection is reinforced by… quest, take no benefit for the
Š accomplishing a mission that connection. If you refuse or fail,
benefits them the connection is permanently
Š seeking their assistance during undone.
dire situations
Š presenting them with a valuable gift
Š sharing a significant moment
Š standing by them in times of
hardship
Š successfully navigating a test of
your relationship
…mark progress according to the
rank of the connection.

51
ELEGY Chapter III: Playing the Game

Form a bond
When your connection with someone is ready to evolve, roll the challenge
dice and compare the result with your progress.
On a strong hit, a bond is estab- On a weak hit, follow the same steps
lished. Earn XP based on the con- as above, but your connection seeks
nection’s rank: troublesome=1 tick; something more first. To form the
dangerous=2 ticks; formidable=1 bond and earn the XP reward, en-
box; extreme=2 boxes; epic=3 boxes. vision the request and fulfill it (or
This reward extends to all allies tied Sing an Elegy to guarantee its com-
to this connection. Additionally, pletion).
pick one: On a miss, they reveal a motivation
Š Reinforce their influence: When or background that introduces ten-
they support you in a move sion. If you decide to maintain this
closely tied to their role, add +2 relationship, roll both challenge
instead of +1. dice, take the lower value, and clear
Š Expand their influence: Grant that number of progress boxes.
them a second role. When they Then, increase the connection’s rank
assist you in a move associated by one (if not already epic).
with either role, add +1 and gain
+1 momentum on a hit.

52
Chapter III: Playing the Game ELEGY

Suffer Moves
Pay the price
When you suffer the outcome of an action, choose one.
Š Make the most obvious negative outcome happen.
Š ask the oracle for inspiration. Interpret the answer as a hardship or
complication appropriate to the situation.
Š Roll on the list below. If the result doesn’t fit the situation, roll again.
1–2. A trusted individual or 33–38. Something of value is lost or
community acts against you destroyed
3–4. An individual or community you 39–44. The ambient introduces a
care about is exposed to danger new hazard
5–7. You encounter signs of a 45–50. A new enemy is revealed
looming threat 51–56. A friend or ally is in harm’s
8–10. You create an opportunity for way (or you are, if alone)
an enemy 57–62. Your supernatural abilities
11–14. You face a tough choice malfunction
15–18. You face the consequences of 63–68. An asset is compromised
an earlier choice 69–74. You waste blood
19–22. A surprising development 75–81. You are harmed
complicates your quest 82–88. You are stressed
23–26. You are separated from 89–95. You are delayed or put at a
something or someone disadvantage
27–32.Your action causes collateral 96–100. Roll twice
damage or has an unintended
effect
Face a setback
When your focus is at its minimum (-6), and you suffer additional -focus,
choose one.
Š Exchange each additional -focus for any combination of -health, -spirit,
or -blood as appropriate to the circumstances.
Š Envision an event or discovery (ask the oracle if unsure) which under-
mines your progress in a current quest, journey, or fight. Then, for each
additional -focus, clear 1 unit of progress on that track per its rank (trou-
blesome=clear 3 progress; dangerous=clear 2 progress; formidable=clear 1
progress; extreme=clear 2 ticks; epic=clear 1 tick).

53
ELEGY Chapter III: Playing the Game

Endure harm Face last death


When you face physical damage, When you are brought to the brink
suffer -health equal to your foe’s of your annihilation, and glimpse
rank or as appropriate to the situa- the world beyond, roll +heart.
tion. If your health is 0, suffer -focus On a strong hit, you are cast back
equal to any remaining -health. into the mortal world.
Then, roll +force. On a weak hit, choose one.
On a strong hit, choose one. Š You die, but not before making
Š Shake it off: If your health is a noble sacrifice. Envision your
greater than 0, suffer -1 focus in final moments.
exchange for +1 health. Š Death desires something of you
Š Embrace the pain: Take +1 focus. in exchange for your unlife.
On a weak hit, you press on. Envision what it wants (ask the
oracle if unsure), and Sing an
On a miss, also suffer -1 focus. If Elegy (formidable or extreme) to
you are at 0 health, you must mark complete that quest. If you fail
wounded or permanently harmed to score a hit when you Sing an
(if currently unmarked) or roll on Elegy , or refuse the quest, you
the following table. are dead. Otherwise, you return
1-10. The harm is mortal. Face Last to the mortal world and are now
Death. cursed. You may only clear the
11-25. You are on the brink of your cursed debility by completing
last death. You need to Heal the quest.
within an hour or two, or Face On a miss, you are destroyed.
Last Death.
26-50. You are unconscious and out
of action. If left alone, you come
back to your senses in an hour or
two. If you are vulnerable to a foe
not inclined to show mercy, Face
Last Death.
51-00. You are battered but still
standing.

54
Chapter III: Playing the Game ELEGY

Endure hunger Face starvation


When you use supernatural pow- When you are brought to the brink
ers or spend blood as a result of the of starvation, roll +intellect.
Pay the Price move, suffer -blood as On a strong hit, you resist and press on.
appropriate to the situation. If your
blood is 0, suffer -focus equal to any On a weak hit, pick one.
remaining -focus. Š Your humanity is devoured, but
Then, roll +intellect. not before remembering a mo-
ment of your mortal life. Envision
On a strong hit, choose one. what flashes behind your eyes.
Š Shake it off: If your blood is Š You get so frenzied, you commit
greater than 0, suffer -1 focus in something that angers your
exchange for +1 blood ruler. Envision what it is.
Š Embrace the monster within: She’ll ask something in return
Take +1 focus of letting you live. When she
On a weak hit, you press on. does, envision the frightening
encounter and Sing an Elegy to
On a miss, also suffer -1 focus. If her (formidable or extreme).
you are at 0 blood, you must mark
starving or sinner (if currently un- On a miss, your hunger destroys
marked) or roll on the following your humanity and you are forever
table. a mindless beast.

1-10. Your hunger consumes you.


Face Starvation.
11-25. You are on the brink of
starvation. You need to Feed
within an hour or two, or Face
Last Death.
26-50. You are unconscious and out
of action. If left alone, you come
back to your senses in an hour or
two. If you are vulnerable to a foe
not inclined to show mercy, Face
Last Death.
51-00. You persevere.

55
ELEGY Chapter III: Playing the Game

Endure stress Face desolation


When you face mental shock or When you are brought to the brink
despair, suffer -spirit equal to your of desolation, roll +heart.
foe’s rank or as appropriate to the On a strong hit, you resist and press
situation (see Stress). If your spirit on.
is 0, suffer -focus equal to any re-
maining -spirit. On a weak hit, choose one.

Then, roll +heart. Š Your spirit or sanity breaks, but


not before you make a noble
On a strong hit, choose one. sacrifice. Envision your final
Š Shake it off: If your spirit is moments.
greater than 0, suffer -1 focus in Š You see a vision of a dreaded
exchange for +1 spirit event coming to pass. Envision
Š Embrace the darkness: Take +1 that dark future (ask the oracle
focus if unsure), and Sing an Elegy
On a weak hit, you press on. (formidable or extreme) to
prevent it. If you fail to score
On a miss, also suffer -1 focus. If a hit when you Sing an Elegy,
you are at 0 spirit, you must mark or refuse the quest, you are
shaken or corrupted (if currently lost. Otherwise, you return
unmarked) or roll on the following to your senses and are now
table. tormented. You may only clear
1-10. You are overwhelmed. Face the tormented debility by
Desolation. completing the quest.
11-25. You give up. Forsake Your Elegy On a miss, you succumb to despair
(if possible, one relevant to your or horror and are lost.
current crisis).
26-50. You are unconscious and out
of action. If left alone, you come
back to your senses in an hour or
two. If you are vulnerable to a foe
not inclined to show mercy, Face
Last Death.
51-00. You persevere.

56
Chapter III: Playing the Game ELEGY

57
CHAPTER IV:

YOUR WORLD
Chapter IV: Your World ELEGY

Basic setting
Vampirism Appearance
Vampirism is a supernatural condi- Although their bodies won’t rot,
tion of unknown origin. Vampires vampires are indistinguishable from
are unliving humans created when corpses. They can, however, assume
a vampire drains a person of blood a human appearance (blush, retract
and then feeds the corpse a few their fangs, warm their body) when-
drops of their own vampiric blood. ever they need, if they spend their
The vampire who turns a mortal blood. This aside, they’re just as di-
into another of her kind is called the verse as living people.
progenitor; while the newborn vam-
pire is called the progeny. The act of Weaknesses
creating another vampire is called Vampires get extremely tired during
embracement. the day. At this time, most of them
sleep. Fire, sunlight and the claws
Blood and fangs of supernatural creatures
Blood is vampire's only nourish- may inflict fatal injuries.
ment. They don't have to (and actu-
ally can't) eat food or drink beverage. The kiss
To feed, most vampires prey on hu- The kiss is how vampires refer to the
mans, although there are those that act of feeding directly from a mor-
drink the blood of animals. tal. Vampires do not need to kill to
Vampires spend blood to awaken ev- get blood. When a mortal is kissed,
ery sunset. They can also do it when they go into an ecstatic trance, and
they activate their special powers, in the end they have no recollection
appear human for some moments of the incident. A vampire closes the
or heal their wounds. bite wounds on the victim’s neck by
simply licking them.
When blood is spent, vampires risk
getting hungry. When they have no Substances
blood in their system, they go into
When a mortal has substances in
an entranced rage until they feed
their blood (alcohol, poison, etc.),
again.
the vampire who drinks from them
will suffer the substance's effects.

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ELEGY Chapter IV: Your World

The Façade deadly to vampires. The main gov-


erning body of the vampiric society
If mortals found out that vampires
is called Olympus.
exist, they would hunt them all
down. To survive, vampires must Progenitor
keep their existence a secret from and Progeny
mortals. The Façade is the set of
Traditionally, the progenitor is ex-
laws that protects this secret. There's
pected to guide and mentor the new
three main laws:
vampire, helping them acclimate to
1. You must hide your vampiric their new existence as a member of
nature from mortals
the vampire society and instructing
2. Creating other vampires is an
them in the laws and customs of
act of great responsibility and
vampire society.
should not be done without the
permission of the queen Progenitors are often responsible for
3. You must not drink the blood of their progeny's actions, especially
other vampires during the early years of the prog-
Breaking these laws is not just a eny's existence. If a progeny causes
crime, but a taboo. Because of that, trouble, the progenitor may face
most vampiric societies and organi- consequences as well.
zations enforce them. The emotional dynamics between
progenitor and progeny can vary
The feudal city widely. Some progenitor-progeny
Vampires organize they society al- relationships are supportive and nur-
most in a feudalistic way, basing turing, while others can be strained
they hierarchy on the city and its or even antagonistic. Betrayals, rival-
ruler, the queen. ries, and conflicts within a vampiric
The queen is the official ruler of a family (a group of vampires created
city. She has advisors and helpers, by the same progenitor) are common.
and divides the city in territories Vampires turn to their progenitors for
among several minor rulers who orientation, but also receive responsi-
have effective rule over their juris- bilities and missions from them.
diction.
Each city is not only independent
from one another, but also geo-
graphically isolated since long trav-
els (specially during the day) can be

60
Chapter IV: Your World ELEGY

Reasons for Š Hunger: Sometimes, an


embracement embracement is accidental
and impulsive, driven by an
An embracement usually (but not
immediate need for blood and
always) happens because of one of
lack of control.
eight reasons:
Š Allure of the Embrace:
Š Survival: The embracement Mortals may actively seek out
happens as a means of survival the embracement, enticed
for an individual who is near by the allure of immortality,
death or facing imminent supernatural abilities, or the
danger. promise of a new existence. This
Š Desire for Progeny: The embrace- can occur willingly or through
ment happens to ensure a legacy. manipulation by a potential
This can be driven by a desire for progenitor.
companionship or loyalty.
Š Political Maneuvering: The Blood linking
embracement grants political When a vampire drinks from an-
influence to the progenitor. The other, she develops a deep, artificial
newborn can be a valuable asset affection called blood link for the
in vampire politics. vampire whose blood was drunk.
Š Philosophical Reasons: The These feelings get stronger with
embracement happens based each drink, and three draughts are
on philosophical beliefs. The enough to produce the deepest ado-
progenitor seeks someone who ration. Mortals and other creatures
aligns with her worldview. are susceptible to the same effects.
Š Cruelty: The embracement
The vampire who drinks from anoth-
is a punishment for a mortal.
er is called the linked. The one who
The progenitor condemns the
is drunk is called the provider. Every
newborn into the vampiric
vampire is linked to her progenitor.
condition for amusement or
manipulation. The linked constantly feels artificial
Š Blood Linking: The desire for love and loyalty, even if simultane-
a blood link, a powerful and ously hating the provider. Many
mystical connection of loyalty progenitors create blood links with
and obedience, can motivate an their children to control them, and
embracement. many queens impose them on crim-
inals.

61
ELEGY Chapter IV: Your World

Breaking the blood link is difficult. Because the gathering of so many


It always lasts one year from the last vampires at the same place might
drink before slowly wearing off. The risk the Façade, the security in a
death of the provider is the only es- Neutral Ground is always rigorously
cape from it. enforced.
Vampires might deliberately share Cities usually have at least one neu-
their blood with each other to rev- tral ground per distric.
el in the addictive properties of the
blood link, sometimes even doing it Elegy
to become immune to other links. No To sing an elegy means to promise to
matter how uncommon this is, it is accomplish something in dedication
frowned upon by most vampires, seen to a person or ideal. It is a reverence
as a twisted and decadent practice. to the grief born from the demise
Blood links have three levels: of every soul that leaves a vampire
behind; a vow vampires make each
Š First Level: You wish to impress, other, or themselves, over their own
be accepted by and be closer to mourning.
your provider.
Š Second Level: You deeply care
about your provider and go out Your Truths
of your way to please or aid her. Truths are the bricks you build your
Š Third Level: You feel a deep emo- unique world with. For each cate-
tional connection, loyalty, and gory in this section, choose one of
dependency, becoming almost the options (or make your own) and
like a slave. You are completely make it true for your vampire world.
immune to the blood link of oth- Your choices set the background and
ers, breaking every lesser blood tone of your stories, and may even
link you might have. inspire different elegies.
Neutral Grounds If you think none of the sample
Neutral Grounds are places chosen truths in a category correspond to
by the queen to act as locations the way you envision your world,
for vampire gatherings and social feel free to adapt them or even create
events. She queen also names a your own.
keeper for each one of them, who
plays the role of manager and host.

62
Chapter IV: Your World ELEGY

History
Vampires inhabit Santa Maria since its early development, which happened…

Q …in the dark ages.


Santa Maria was a crucial trading post situated at the crossroads of major
medieval trade routes. It soon became a hub for commerce and cultural ex-
change, full of prosperity.

Quest starter: Rumors are circulating about an ancient artifact that once be-
longed to a powerful vampire in the Middle Ages, believed to be hidden some-
where in Santa Maria. Retrieving this artifact could earn you the respect of
your elders. What is this artifact? What’s its origin? Where is it said to be? What
guards it?

Q …somewhere between the 16th and the 19th century.


Fueled by the advancements of the Industrial Revolution, Santa Maria be-
came known for its factories and innovations in manufacturing. The city was
pivotal in shaping the era’s economic landscape, drawing a growing popula-
tion seeking employment.

Quest starter: Legend says a gun that belonged to an old ruler in Santa Maria
is being kept in a museum. This gun was used to kill many vampires a few
centuries ago, and it would make a great trophy. Who convinces you to steal it?

Q …at the beginning of the 20th century.


Santa Maria embodied the dynamism of a new era. Positioned as a cultur-
al melting pot, it became a hub for cultural movements, scientific break-
throughs, and the pursuit of new ideas.

Quest starter: It is said that a build]ing designed by a vampire architect at the


turn of the century contains hidden chambers that hold some kind of treasure.
What does this building serve as? Why do you agree to invade and investigate it?

63
ELEGY Chapter IV: Your World

Origins
It is widely accepted that vampirism is…

Q …a genetic mutation, and vampires are their own species.


Ages ago, vampires already believed they were integral to the balance of the
world’s ecosystem, if not in a natural way, in a supernatural one.

Quest starter: A renowned biologist is conducting an experiment on vampire


blood, threatening the Façade. How do you get involved in this situation? How
do you plan to silence her?

Q …a punishment for humanity’s original sins.


The curse unfolded when the first murder occurred, and a higher power con-
demned the killer and her descendants, ensuring they would never again walk
under the sun. This marked the origin of the first vampire.

Quest starter: A cryptic parchment telling the story of the first murder has been
found. It’s in a strange language, and it seems to reveal new details of the story.
How will you translate it? What details are these?

Q …an eternal enigma.


Even the most enlightened vampires harbor conflicting opinions on this mat-
ter. Each individual’s perspective significantly shapes their interpretation,
and there is no definitive answer to this question.

Quest starter: Vampires form a cult around the idea that it’s possible to turn back
into mere humans, but mortal authorities suspect something is not right with
them. Why do you step in this situation?

64
Chapter IV: Your World ELEGY

Superstitions
Q Most of what you heard about vampires is untrue.
They are not deterred by crucifixes, garlic, or holy water, and they can enter
private domains without invitation. Astake through the heart merely para-
lyzes them.

Quest starter: A suspicious mortal is guarding a place with garlic and crosses.
While she is clearly superstitious, she seems to be holding something of importance
within said place. What gives it away? How do you get yourself involved in discov-
ering what it is? What is this place?

Q They reflect the real deal.


They’re not superstitions. Garlic, holy water, crucifixes, and other religious
symbols are actually harmful to vampires. A stake to the heart will kill them,
and they can’t enter a home or private domain if they’re not invited to. This
alternative enables the Superstition optional damage rule in page 40.

Quest starter: Garlic gas was released in the ventilation system of your progeni-
tor. Who is the culprit? Why does she want to harm your progenitor?

Q Religious symbols are dangerous in the hands of actually faithful


people.
Authentic Faith is a supernatural force rooted in sincere, unwavering belief
in a higher power, be it a religious deity or a philosophical concept. Mortals
with Authentic Faith who wield divine symbols are capable of warding off
and even hurting supernatural creatures, particularly vampires. A stake to
the heart will paralyze a vampire. This alternative enables the Authentic Faith
optional damage rule in page 41.

Quest starter: A visiting bishop in Santa Maria plans to bless the water in a
large fountain, transforming it into a potent weapon against your kind. How
will you stop her, considering she always carry with herself a sacred symbol that
can harm you? What symbol is this?

65
ELEGY Chapter IV: Your World

Genealogy
Q Depending on their progenitor, each vampire belongs to one of five
different lineages.
Every vampire is affiliated with one of several “families,” each characterized
by distinct traditions and manifestations of vampirism. Lineages are trans-
mitted when one vampire creates another, with each lineage embodying a
specific archetype of the vampire myth, bestowing unique powers and incli-
nations. Members of a lineage may not necessarily resemble or behave like
each other. This alternative enables the Lineages optional rule in page 76.

Quest starter: A vampire serial killer is targeting victims of a specific lineage.


Which one is it, and why? What compels you to step forward and go after her?

Q All vampires are unique and different from one another.


Vampirism manifests in what seems like a random manner, and each vampire
is a unique entity with its own set of features.

Quest starter: A newborn vampire went missing. You know she had a unique
ability, which should help you track her. What ability is this? Why do you swear
to find the newborn?

Q Vampires inherit one power from their progenitor.


While powers may develop in a more diverse fashion over time, all new vam-
pires begin their undead existence inheriting one special ability from their
progenitor. This ability is random.

Quest starter: Two newborn vampires don’t know where they come from, but
believe their share the same progenitor. What power do they share? Why do you
agree to help? Who is the progenitor?

66
Chapter IV: Your World ELEGY

What Mortals Know


Q While it’s not exactly legal, it’s not uncommon for vampires to have
human allies of some sort.
Having connections with individuals possessing valuable skills or occupying
influential positions is advantageous, whether one is undead or not. However,
it’s crucial to exercise caution. Before disclosing your true nature, ensure that
these individuals have a significant stake in maintaining your secret, that re-
vealing the truth about you won’t be easily believed by others, and that they
don't intend to harm you.

Quest starter: A friendly mortal contact begs you to find her child, who has been
kidnapped. How will you track down the culprits? Where is she? Do you ask
something in return?

Q Secret organizations know vampires exist, and hunters are a threat.


While vampires may go unnoticed by the majority, certain secret societies pos-
sessing occult knowledge remain vigilant. Among them are black ops agencies
dedicated to unveiling the vampiric nature, alongside centuries-old religious
circles committed to eradicating every monstrous entity. Investigators, spies,
vampire hunters, and paramilitary units pose a tangible threat to the vampire
community. This alternative gives access to the Mortal Threats NPCs.

Quest starter: Vampires are being killed in a serial fashion that seems to be the
work of a skilled vampire killer. What’s her modus operandi? How do you intend
to catch her? What’s in it for you?

Q Basically no one knows vampires exist.


Beside mannequins — the human blood bags some vampires have — the
Façade requires absolute secrecy and is enforced in a very efficient way. Those
who know too much are immediately silenced.

Quest starter: Someone took pictures of you while you were feeding. This could
mean a devastating blow to the Façade and a sentence for you. How can you
prevent them from causing this damage? Where can you find the photographer?
Who is behind all this?

67
ELEGY Chapter IV: Your World

The Internet
Q Using the internet is prohibited by law.
In today’s world, no information is truly secure. A single slip, and the Façade
will crumble.

Quest starter: A ghost hunting YouTube show crew just got actual vampire ac-
tivity on camera. What did they capture? How will you protect the Façade from
them?

Q Using the internet is permitted.


As long as you keep your unnatural habits away from social media and use
fake accounts, you may use the internet however you want.

Quest starter: A couple of young vampires share their unlives openly in social
media. Why do you step in to stop them? What’s the last Façade-breaking thing
they tweeted?

Q Vampires have their own network, the umbernet.


Even though regular internet use is prohibited, the umbernet links all major
vampire cities in a secure web, resistant to mortal interference and private.
While it doesn’t encompass all the information available on the internet, its
functionality is similar.

Quest starter: Sensitive documents of one of your acquaintances were leaked


from the umbernet to the internet. How do you intend to investigate this case?
What does she promise you in return for your aid in finding the culprit?

68
Chapter IV: Your World ELEGY

Rebels
Q Plenty of vampires don’t agree totally with the queen, and sometimes
they form groups.
These groups can be united by any social or political idea. The bigger ones
can even have some influence, but they are never powerful enough to actually
challenge the queen.

Quest starter: A small group of vampires is accusing and exposing a corrupt,


bloodthirsty captain they want to take down. Why is taking part in this situa-
tion important to you? Who do you support?

Q Those who don’t agree with the queen’s rule will be silenced or
punished.
The queen’s law is absolute. Any organized political divergence from the tra-
ditions that hold her in power is a threat that must be eliminated.

Quest starter: Your progenitor was accused of conspiring against the queen.
Written evidence that connects her to a radical group was found, but she swears
the letters are forged. Who is the culprit?

Q The Agorean Movement is an independent Faction that questions the


queen’s authority and governs part of Santa Maria.
They advocate for individual freedom and self-governance, and resist the
constraints of the queen’s law. While their ranks include diverse ideologies,
from idealists to nihilists, the common thread among them is a desire to chal-
lenge authority, question ancient traditions, and create a more egalitarian
and liberated existence for vampires. This alternative gives access to the Agorean
Movement NPCs.

Quest starter: A Agorean militant believes her collective’s leader is a spy from the
Olympus. Why does she trust you to uncover her leader’s true colors? What does
this collective fight for?

69
ELEGY Chapter IV: Your World

Blood sorcery
Q The powers of blood don’t manifest themselves through silly rituals
While some individuals may follow peculiar esoteric traditions, the concept
of vampiric blood sorcery is nonexistent in our world. Rituals are not a part
of our reality.

Quest starter: A vampire is conducting mystical ceremonies involving animal


sacrifice. The disappearance of numerous animals are making mortal society
suspicious. How do you make her stop? What is her favorite animal to sacrifice,
and why?

Q Vampires who know blood sorcery rituals are rare, but often powerful
and wise.
They keep out of sight, so their methods stay secret, but they sometimes take
vampires as pupils when they are worthy.

Quest starter: Rumors say there’s an elder in Santa Maria who could teach you
rituals — if you manage to find and convince her. Why are you so eager to be
her apprentice? Where will you start looking for her?

Q The Circle of Circe is a large, influential group of vampire mystics.


They are meticulous in their studies, developing complex rituals, and mas-
tering the manipulation of supernatural forces. Their focus on the arcane arts
gives them a reputation for being scholars and guardians of occult knowledge
within the vampire society. This alternative gives access to the Circle of Circe NPCs.

Quest starter: A bag of werewolf blood has been located in the local medical clinic.
This not only endangers the Façade, as it would make a potent concoction for
rituals, according to the vampire that contacts you. Why are you trusted with
this quest? What do you get in return?

70
Chapter IV: Your World ELEGY

Religion
Q The government has tones of faith.
The most important practices are held in a cult-like fashion, and the queen
and other important figures act as priestesses in these situations. It’s some-
thing purely ceremonial, but it reflects the idea that the queen and her peers
are more than simple vampires.

Quest starter: An important ceremony that will happen soon requires half the
blood of at least 3 mortals. Why does the queen trust you with to collect it?

Q The Epitaph Order is a large and influential religious organization.


On the one hand, faith and religion may be ignored by most vampires. On
the other hand, they unite many vampires under a large group with its own
particular interests. This alternative gives access to the Epitaph Order NPCs.

Quest starter: A local mortal preacher has been saying things that go against the
Epitaph Order’s ideals. What commandment do they inspire humans to break?
Why do you agree to silence her?

Q Almost no undead believes in a bigger power.


A few make prayers and have group meetings, but they have no political in-
fluence.

Quest starter: A vampire who was devoutly religious in life now attends nightly
ceremonies associated with her former faith, drawing the curiosity of mortals
who sense something’s wrong about her. What’s giving away she’s not like them?
How do you prevent her nature from being discovered by others?

71
ELEGY Chapter IV: Your World

Deviance
Q Vampires rarely break the three moral laws buried within their nature.
Everybody has heard of a vampire drinking the blood of another, turning
mortals into vampires without thinking twice, or even revealing their nature
despite the risk, but they’re really abnormal cases.

Quest starter: You hear rumors of a group of vampires killing others to use their
vampiric blood to conduct dark, esoteric rites. What’s their story? What do they
seek through these rites? Why do you swear to stop them?

Q A large group of vampires called the Egregoros rejects the three basic
vampire laws and opposes anyone standing by them.
They embrace a more anarchic and brutal existence, engaging in open warfare
against their enemies and resorting to violence. This alternative gives access to
the Egregoros NPCs.

Quest starter: Rumors say the Egregoros are planning to turn a serial killer into
a vampire in one of their macabre rituals. How will you stop their plans?

Q Vampires who create blood links with others of their kind or even
mortals are common.
They usually do it to establish a relationship of dominance and influence over
the other individual.

Quest starter: A nightclub owner is compelling her human employees to drink


her blood, binding them as servants through blood linking. They exhibit extreme
submissiveness towards her, but tensions arise as they begin to compete for their
employer’s favor. Why do you intervene in this situation?

72
Chapter IV: Your World ELEGY

Werewolves
Q They live in packs within the city and call themselves lycanthropes.
Werewolves are another type of creature that hides in the night. Vampires and
them are not necessarily enemies: sometimes, they cooperate to keep their
existences in the shadows. This alternative gives access to the Lycanthrope NPCs.

Quest starter: A pack of lycanthropes has taken an interest in a particular place,


disrupting the local vampire hierarchy. Why do you involve yourself in this ter-
ritorial dispute?

Q Are a subtype of mindless solitary monsters we call beast people.


Beast people are mortals who turn into mindless monsters when the moon is
full. Some turn into wolf-people, while others assume forms that remember
cats, rats, bears, etc. They’re never organized. This alternative gives access to the
Beast People NPCs.

Quest starter: A werecat is terrorizing an area of Santa Maria and bringing


unwanted attention from mortals. How will you eliminate this threat?

Q Tribes of werewolves habit the wild. They call themselves varou.


They’re almost as numerous as vampires and are organized according to a
complex tribal hierarchy. They seek to defend the natural balance of the uni-
verse against natural and unnatural threats. Because of that, vampires are
their mortal enemies. This alternative gives access to the Varou NPCs.

Quest starter: A varou has been killing vampires that wander through a large
park. Why do you promise to eliminate it or drive it away? What is your plan?

73
ELEGY Chapter IV: Your World

Mortal Magic
Q The Crystal Compass is a global mage organization.
They follow their own individual path into magical enlightenment. This alter-
native gives access to the Crystal Compass NPCs.

Quest starter: Your progenitor suspects a mage from the Crystal Compass is plot-
ting to assassinate her other progeny. What evidence does she have? How will
you stop this assassin?

Q There are a few occultists in Santa Maria.


They’re not that many or that powerful. When they’re organized, they form
small groups. This alternative gives access to the Occultist Mortal NPC.

Quest starter: Occultists are conducting rituals in a beach that belongs to an


elder, attracting mortal attention. What do you get in return for stopping them?
What do their bizarre rituals involve?

Q Human beings have no supernatural power.


Nothing will happen if they try to cast a spell or perform a ritual.

Quest starter: A mortal who claims to be a vampire is being accused of practicing


dark magic by their neighbor. Why do you swear to defuse this situation?

74
Chapter IV: Your World ELEGY

Elegies
The precious promises vampires make one another…

Q …are documents written on paper and marked with a drop of blood.


It can be a letter paper, a notebook page or even a napkin. Regardless of the
material, it is treated as a contract. After singing an elegy, a vampire sheds a
drop of blood on it and hands it to the one to whom she has sworn — or puts
it in a safe place if she made the promise to herself.

Quest starter: Your progenitor writes her elegies in a special paper collection she
owns. However, this collection was unfortunately stolen. What will you do to the
culprit? Why is this collection so important?

Q …are made verbally and contemplated in meditation.


Elegies are crafted like any promise, whether written or spoken. The vampire
who creates one dedicates a few minutes to half an hour in silence and soli-
tude, concentrating on it and visualizing its fulfillment.

Quest starter: While you were meditating on an elegy, the vivid image of a vam-
pire smiling at you suddenly appeared in your mind. What strong emotion did
this make you feel? Why does her appearance evoke in you a desire to discover
who she is?

Q …are sealed by a bloody handshake.


After a vampire sings an elegy to another individual, each one bites her own
palm. They then shake hands, allowing the blood of both to intermingle.
When a vampire sings an elegy for herself, she bites both hands and holds
them together.

Quest starter: According to your progenitor, the mummified hand of an ancient


vampire is somewhere in Santa Maria.

75
ELEGY Chapter IV: Your World

Lineages Adamas Lineage


(The Adamant)
This optional system is used when
you include lineages in your truths The Adamant embody the myth of
(see Genealogy Truths). the aristocratic and power-hungry
vampire. They crave control and in-
When you include lineages in your fluence, and employ their unnatural
game, every vampire belongs to one skills to attain positions of leader-
of several “families” with particular ship, and enforce their will.
traditions and manifestations of
They are able to dominate others
vampirism. Lineages are passed on
physically and mentally, and their
when one vampire creates another.
air of authority attracts generates
Each lineage reflects one archetype respect and fear within their peers.
of the vampire myth, granting them They have impeccable standards
different powers and inclinations. and refined taste, but their hunger
They don’t act, or sometimes even for power sometimes blind them to
look, like each other. the needs and feelings of others, cre-
Creating characters when you play ating rivalries and conflict.
using lineages has a few twists. Š Available powers: Familiar,
Š The first thing you must do is Hypnosis, Magnetism,
select your lineage. Reanimation
Š Each one has access to four (and Š Starting power: Hypnosis
only four) power assets, and one Š Highest stat: Intellect or
of these powers must be chosen glamour
as one of your three starting
assets.
Š Besides, your lineage dictates
which stats can be your highest.
It gives you two options: set one
to +7 and the other to +6.

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Chapter IV: Your World ELEGY

Cassandra Lineage Deimos Lineage


(The Umbra) (The Horrors)
The Umbra embody the myth of the The Horrors embody the myth of the
obscure and mysterious vampire. grotesque and scary vampire.
They are enigmatic, secretive and Their body is hideously deformed,
masters of subtlety, knowledge and and they possess uncanny prowess
stealth. From the hidden corners of in stealth and intimidation. Their
the underworld, they act with strat- powers allow them to blend in any
egy and observation to gather intel- place, often giving them access to the
ligence. darkest secrets of other vampires.
However, due to their atrocious ap-
Their insatiable curiosity and affinity pearance, they must avoid most con-
for secrets drives them to uncover hid- tact with the human world to protect
den or forgotten truths. Cassandras the Façade.
value knowledge and are often schol-
Deimos characters begin with the
ars, serving sometimes as advisors and
Horrendous path as a fourth asset.
spies.
Š Available powers: Blood
Š Available powers: Agility, Alchemy, Decay, Terror, Veil
Shadow Touch, Sixth Sense, Š Starting power: Veil
Technomancy Š Highest stat: Force or intellect
Š Starting power: Sixth Sense Š Starting extra path:
Š Highest stat: Intellect or Horrendous
dexterity

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ELEGY Chapter IV: Your World

Kerberos Lineage Narcissus Lineage


(The Feral) (The Aesthetes)
The Feral embody the myth of the The Aesthetes embody the myth of
primal, animalistic and untamed the seductive and sensual vampire.
vampire. Their eerie presence, manipulation
They have a deep connection to the skills and charm make them irresist-
wild, along with savage and feral in- ible to both mortals and vampires.
stincts. Kerberos possess exceptional Because they also have high esteem
senses, physical prowess, and the abil- for sensual or aesthetic experiences,
ity to transform into predatory beasts. Narcissus can easily pass as human
Their fierce independence, reflect- beings, but at the same time their
ed in a nomadic life style, makes oth- crave for attention and propensity
er vampires fear them. On the other to self-indulgence might put them
hand, their isolation from the cus- in trouble.
toms of the city sometimes discon- Š Available powers: Acute senses,
nect them from the vampiric politics. Awe, Illusion, Lunacy
Š Available powers: Buff, Š Starting power: Awe
Mutation, Weather command, Š Highest stat: Glamour or
Wilderness dexterity
Š Starting power: Mutation
Š Highest stat: Force or heart

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Chapter IV: Your World ELEGY

The City of Santa Maria


Santa Maria is the default setting District, where vampire rivalries
for Elegy. It comes with specific de- simmer beneath the facade of sub-
tails that offer you a quick, rich and urban bliss.
efficient background for your urban The Waterfront District entices
unlife. with its vibrant coastal atmosphere,
Still, you may customize the city of while the Old Town District exudes
your game however you want: add the weight of history and ancient
new districts, places or landmarks, bloodlines.
decide where in the world it's settled, The Industrial District echoes with
replace its name, or even base it on gritty resilience, harboring hidden
a real city. operations and outcast vampires.
Finally, the University District
Welcome to
serves as an intellectual hub, where
Santa Maria
academia and esoteric knowledge
Santa Maria, a city of dark allure and collide.
hidden secrets, stands as a beacon of
Within Santa Maria’s boundar-
intrigue and danger. Nestled within
ies, a world of shadows and power
its borders are six distinct districts,
awaits those who dare to navigate its
each with its own unique flavor and
treacherous streets and unravel its
undercurrents of supernatural power.
enigmatic mysteries.
From the bustling urban center of
Next, you'll see each district in more
Downtown, where mortal and im-
detail, and be presented with a list
mortal life intertwine amidst tow-
of interesting places to visit during
ering skyscrapers, to the tranquil
your unlife and include in your story.
and deceptive calm of the Suburbia

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ELEGY Chapter IV: Your World

Downtown District
The beating heart of Santa Maria. A bustling urban center teeming with life
and commerce. Skyscrapers cast long shadows on the busy streets below and
neon lights illuminate the night as vampires and mortals mingle in the crowd-
ed clubs and bars. The district is a melting pot of cultures, with a diverse array
of businesses, from high-end boutiques to seedy pawn shops.
Š Blue Grove Hotel: an opulent and luxurious 5-star hotel
Š Downtown Cemetery: a tranquil oasis in the midst of the bustling district
Š Downtown Square: an overwhelming mix of commerce and entertainment
Š Gargoyle: b movie-themed alternative bar
Š Night Mare: trendy coworking space, open 24-hours
Š Red Wood Park: complete with a skatepark and sports courts
Š Santa Maria Mall: huge mall featuring a diverse array of shops
Š Santa Maria Observatory: giant glass windows and a great view of the city
Š The Confessional: unholy-themed alternative dance club
Š Unlucky Shot: vibrant, neon-colored, open 24-hours diner

Quest starter: It’s rumored that a local charitable organization in the downtown
is a front for a group of vampire killers. What organization is that? Why are you
involved in eliminating it?

Quest starter: Someone wants to curse someone they hate through a talisman
of bad luck. However, the talisman must make it into the victim’s apartment in
downtown to work. What’s in it for you? What bad luck happens to the victim?

80
Chapter IV: Your World ELEGY

Suburbia District
A tranquil residential area on the outskirts of Santa Maria, the Suburbia
District exudes an eerie sense of calm.
Tree-lined streets wind through neatly manicured gardens and picturesque
homes.
Š Bubble Plex: a multiplex cinema showcasing the latest films
Š Family Bites: a family-friendly diner serving comfort food
Š Machado Bookstore: huge used books store, has a bit of everything
Š Mandala Hollistic Center: a wellness center offering all kinds of treatment
Š Suburbia Animal Hospital: a veterinary hospital providing extensive pet care
Š Suburbia Park: spacious park with playgrounds and walking trails
Š Suburbia Police Station: a community-focused police station
Š Suburbia Sports Center: a facility for various recreational activities
Š Suburbia Tech: a huge tech repair shop
Š Tranquil Trails: a peaceful retirement community for seniors

Quest starter: A precious family heirloom was left behind in a house where a
group of violent thugs live in now. Who is the rightful owner who compels you to
retrieve it? Why do you agree? What is this place?

Quest starter: Rumors of a vampire being sighted outside the houses are spread-
ing through the neighborhoods of the district. How will you stop this sloppy vam-
pire from endangering the Façace?

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ELEGY Chapter IV: Your World

Waterfront District
Located along the picturesque coast, the Waterfront District is a vibrant area,
alive with the sound of crashing waves, the scent of salty sea air and the noise
from the alternative clubs and hipster restaurants.
Being a naval hub, the district also attracts sailors and smugglers.
Š Georgia Beach: large touristic park by the sea
Š If You Say So: 24h diner that serves only the most popular specialties
Š Santa Maria Pier: shops, food stalls and a great view of the ocean
Š Serene Hands Clinic: provides all exams and responds to emergencies
Š The Opium: alternative night club with gothic vibes
Š Thomasina Beach: small, secluded beach with crystalline water
Š Vortex: tattoo studio that attracts both locals and tourists
Š Waterfront Cinema: screens mostly alternative or classic movies
Š Waterfront Gallery: displays works by postmodern Santa Maria artists
Š Witch Mall: religious items and spiritual trinkets for mystical people

Quest starter: A freshly-turned newborn vampire went missing in the waterfront


district. Without any guidance, her existence might jeopardize the Façade. Why
do you promise to find her? Where do you look first?

Quest starter: Surfers are disappearing in the night. Mortal authorities have no
clue what’s going on, but you suspect it’s something done by a vampire. Why are
you willing to catch her?

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Chapter IV: Your World ELEGY

Old Town District


The architecture of this district holds memories of the development of Santa
Maria (see the History Truths). The district teems with the most traditional
libraries, restaurants, touristic attractions and shops in the city,
Š Cielo Library: a huge library in old-style architecture
Š Correa Theatre: where the biggest spectacles and plays happen
Š Crafty Maria Alehouse: a traditional pub with a solid selection of beers
Š Heritage Square: a picturesque plaza featuring historical monuments
Š Old Central Square: a mix of greenery, statues, and shops
Š Old Town Church: a large historical stone cathedral
Š Santa Maria Cemetery: where mortal historical figures are buried
Š Santa Maria Hotel: a century-old hotel that attracts many tourists
Š Santa Maria Museum: recollects the city's rich story since its beginning
Š Santa Maria Public Market: full of shops, restaurants, locals, and tourists

Quest starter: An artwork was stolen from the Santa Maria Museum, and it
might threaten the Façade. How does the object expose the existence of vampires?
Why are you so eager to retrieve it?

Quest starter: Rumors say a famous indie moviemaker in Santa Maria is


writing a film about vampires that is very realistic according to how vampires
actually exist, and it would take place in the old town. They suspect she has an
informant. Why do you step into this situation? Who is the informant? How do
you plan to stop the movie from happening?

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ELEGY Chapter IV: Your World

Industrial District
A gritty and utilitarian area, the Industrial District of Santa Maria is a stark
contrast to the city’s more glamorous locales. Factories, warehouses, and
abandoned industrial sites dominate the landscape, with the constant hum
of machinery providing an industrial symphony over graffiti-covered dilap-
idated walls.
Š Castilla Mall: five stories of entertainment and consumerism
Š Flex Pulse: big gym club that only opens at night
Š Industrial Skate Park: with industrial-inspired ramps and features
Š Iron Vault Industries: the abandoned ruins of an old factory
Š Rosa Clinic: emergency clinic built recently
Š Santa Cheers: old-school gritty pub, complete with slot-machines
Š Scrapyard Salvage: a junkyard full of scraps of old vehicles
Š Simple Life Diner: traditional diner open for 50 years
Š Smart Fill: gas station equipped with a 24-hours convenience store
Š Sound Factory: an electronica nightclub in a huge warehouse

Quest starter: In the industrial district, a vampire was attacked and drained of
half her blood by two other vampires. All she remembers is one of them called the
other “Imalia”. Who are they? Do they have other victims?

Quest starter: A sickness is being spread through a group of people in the indus-
trial district, who all share one trait. Your progenitor suspects it’s the job of a sick
vampire. What do you get in return for stopping the culprit? What kind of people
are being attacked?

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Chapter IV: Your World ELEGY

University District
The intellectual hub of Santa Maria. Prestigious academic institutions, li-
braries, and research centers attract scholars, students, and those seeking en-
lightenment.
Š Brass Star: 24-hour diner/convenience store next to the UFM
Š Green Pines: traditional pub that attracts students
Š Heartbeat: a dance club in the middle of the district
Š Joanne Charity: largest hospital in Santa Maria
Š Kombina: refined gourmet coffee shop
Š University of Santa Maria (USM): a national academic benchmark
Š USM Botanical Garden: visitors explore a colorful plant life in serenity
Š USM Library: a deep well of knowledge, literature, and research
Š USM Science Museum: interactive and immersive displays of curiosity
Š USM Stadium: holds all big sports events in the city

Quest starter: The body of a vampire got into the Joanne Charity hospital’s
morgue. Its examination and publicity will be a powerful blow to the Façade.
Why are you willing to retrieve the body?

Quest starter: A centuries old watch that belonged to an elder vampire is in the
office of a professor in the campus. What’s so special about this watch? What do
you get in return?

85
CHAPTER V:

NPCS
Chapter V: NPCs ELEGY

NPCs
NPCs in your game are characters Rank
other than your own and those of NPCs have a single mechanical at-
fellow players. They can be people, tribute, their rank, which represents
beings, or creatures. You roleplay in- how long it takes to create a bond
teractions and act to influence, aid, with them and how much harm
gain help, or act against them. This they deal and take in combat. They
chapter provides sample NPCs or- are also able to cause harm to your
ganized by category, offering many Spirit (stress) equal to their rank
starting points. Choose what suits when they frighten or demoralize
your version of Santa Maria, consid- you, for example.
ering your Truths. Customize as you
wish, shaping your world according Elevate the rank by one (up to a
to your preferences. maximum of epic) for exceptionally
powerful NPCs. Conversely, lower
Components of an NPC the rank by one (to a minimum of
troublesome) for less formidable ad-
In Elegy gameplay, your charac-
versaries.
ter’s abilities and actions take cen-
ter stage, and NPCs are portrayed Š Traits are the common
through fiction rather than mechan- personality and appearance
ics. They lack stats, assets, or tracks. associated with each NPC
Sample NPCs offer broad details Š Drives are their typical
guiding their power in combat and objectives
social influence. Envision their per- Š Features are the usual tools
sonality and motivations during in- they will use to achieve them,
teractions. If uncertain, consult the including supernatural powers
oracle for characteristics or actions. and combat skills. They also
Then, act accordingly based on your represent what resource or
vision. assistance the character may
offer if, for example, you fulfill
elegies for them or aid them in
accomplishing their objectives.

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ELEGY Chapter V: NPCs

It’s important to note that while Joining forces


these characteristics encapsulate with NPCs
average stereotypes, they do not uni-
When your story involves collaborat-
versally apply over every individual
ing with helper NPCs to surmount
within the diverse Santa Maria.
challenges, it’s crucial to assess their
All NPCs include a quest starter, impact on the narrative and your ac-
which can serve as inspiration for tions. Treat them as characters, not
your elegies. mere numbers, by asking the oracle
about their responses, performance
NPC packs
in challenges, or next actions.
When facing a group of foes, stream-
Transform them into dynamic en-
line progress tracking by combining
tities by assigning personalities,
them into a single progress track
quirks, and motivations. Let them
called a pack. This simplifies the
weave into your story and quests,
process and speeds up the scene.
influencing outcomes for better or
Increase the pack’s rank to reflect worse. However, maintain focus on
their collective ability to deal and your character and allies throughout
withstand harm. For a small pack the narrative.
(around 3 to 5), raise the rank by
one; for a larger pack (approximate- Creating NPCs
ly 6 to 10), increase it by two. Facing Craft NPCs that align with your vi-
more than 10 troublesome or dan- sion of Santa Maria, enhancing your
gerous foes? Group them into small- narrative and enriching your char-
er packs. acter’s adventures. Use the provided
Envision appropriate consequences sample NPCs as a starting point, or
when inflicting harm on the pack create entirely new characters. Since
— wounding, incapacitating, or NPCs lack mechanical details, it’s
driving some foes back. Successfully easy to bring them to life without
ending the fight indicates defeating extensive preparation.
the last opponent or breaking their When engaging in combat with an
fighting spirit. NPC, assign them a rank, and op-
Note that formidable, extreme, tionally note their traits, drives, and
and epic foes must each have their features. Beyond that, their moti-
own progress track and cannot be vations, abilities, and actions are
grouped into a pack. entirely shaped by your storytelling.

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Chapter V: NPCs ELEGY

NPCs can choose to ignore, aid, or Below are the average ranks for vari-
oppose your character. For recurring ous types of NPC.
NPCs, take note of what you learn Š Troublesome: Newborn
about them over time, particularly vampires and average humans. 3
if you share a bond with them. progress/harm. Inflicts 1 harm.
Here are some sample NPCs you Š Dangerous: Young vampires,
may encounter in Santa Maria. They capable mortals. 2 progress per
are categorized into groups, some harm. Inflicts 2 harm.
of which may or may not exist in Š Formidable: Adult vampires,
your universe (refer to Your Truths). dangerous mortals and young
These characters represent common werewolves. 1 progress per harm.
or prominent figures with varying Inflicts 2 harm.
degrees of power and hierarchical Š Extreme: Elder vampires and
influence. When including them in adult werewolves. 2 ticks per
your narrative, you don’t need to lim- harm. Inflicts 3 harm.
it yourself to the sample characteris- Š Epic: Ancient vampires and
tics: you can give a vampire as many elder werewolves. 1 tick/harm.
supernatural abilities as you see fit, Inflicts 3 harm.
for example.

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ELEGY Chapter V: NPCs

Mortals
Common mortal Gangster
Troublesome. Your average person Dangerous. From the street plug to
lives her everyday life oblivious to the boss in his mansion, gangsters
the supernatural forces that sur- are a dangerous source of money,
round them. information or dirty services.
Traits Traits
Š Oblivious look Š Stylish attire
Drives Drives
Š Live everyday life Š Protect domain
Š Have fun in free time Š Stick with gang
Features Š Survive
Š Blood Features
Š Aid of gang
Quest starter: In her masses, a Š Illegal firepower
popular local preacher claims
vampires exist, and even worse, she Quest starter: A big local mob
seems to actually know the truth boss asks you to retrieve a bottle of
about your society. How does she liquid explosive from enemy terri-
know so much? How will you si- tory. What do you get in return?
lence her? Where’s the rival gang’s hideout?

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Chapter V: NPCs ELEGY

Police agent Occultist


Dangerous. Police officers might not Dangerous. Depending on your
know you’re a vampire, but they will Truths, you might include humans
respond with authority when you with supernatural knowledge (see
break the law. Mortal Magic Truths). Occultists
Traits are mortals that wield mystical pow-
ers born from a morbid curiosity
Š Police uniform and the access to mystical books.
Drives They may not be aware that vam-
Š Enforce law pires exist, but they have supernatu-
Š Stop criminals ral ways to defend themselves.
Features Traits
Š Reinforcements Š Disturbed look
Š Potent firepower Drives
Š Discover hidden truths
Quest starter: The police have Š Practice magic
stumbled upon a series of gruesome
Features
murders that match the signature
of a serial killer — and you can Š Ward against undead
tell she is a vampire. To protect the Š Magic firepower
Façade, you must stop the murder- Š Occult knowledge
er and destroy the evidence. What
do you get in return? What is the Quest starter: A mortal secret
murderer’s modus operandi, and society is conducting rituals to
what detail gives away her vam- communicate with ghosts. Any su-
piric nature? pernatural disturbance in human
society could endanger the Façade.
How will you dismantle their op-
erations?

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ELEGY Chapter V: NPCs

Average Vampires
Newborn Young
Troublesome. Vampires with ages Dangerous. Vampires between 100-
ranging from 0-100 years are the 500. While not as powerful as their
least experienced and powerful. elder counterparts, they are still for-
They are still adapting to their vam- midable creatures.
piric nature and face challenges as Traits
they navigate the intricate social
and supernatural aspects of their Š Confident demeanor
existence. Drives
Traits Š Gain influence and recognition
Š Timid Features
Drives Š Advanced training
Š Show worth to elders Š Connections with other young
Š Survive another night vampires

Features
Quest starter: A group of young
Š Weak powers and awkward vampires are exploiting a new-
execution born. Why do you agree to help her
out of this? What dirty work are
Quest starter: The progenitor of they forcing her to do?
a very young newborn vampire is
suddenly missing. What happened
to her?

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Chapter V: NPCs ELEGY

Adult Elder
Formidable. Vampires in the age Extreme. Falling within the range of
range of 500-1500. They have mas- 1500–3000 years of age, Elder vam-
tered many aspects of their vampiric pires are highly experienced, power-
existence and often hold positions of ful and influential.
authority. Traits
Traits Š Commanding and distinguished
Š Mature demeanor appearance
Drives Drives
Š Hold position of authority Š Leave a lasting impact on
Features vampire world
Š Alliances with powerful Features
vampires Š Overwhelming powers
Š Influence over younger vampires Š Influence over powerful
Š Mastered abilities vampires

Quest starter: A certain vampire Quest starter: An elder has learned


was a chef when she was alive. that a museum houses three paint-
Now that she’s gone, her lifelong ings of her, each created centu-
rival has a successful restaurant. ries apart. This has raised some
She wants you to convince its cli- suspicion among mortals. What
ents to leave unfavorable reviews rewards are offered for returning
for this establishment until it faces these artworks?
closure. What’s the incentive for
your involvement?

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ELEGY Chapter V: NPCs

Ancient Olympus
Epic. This category, being 3000 years The Olympus stands as the govern-
or more in age, represent vampires ing body of the vampire society, em-
with extensive experience and pow- phasizing order, hierarchy, and the
er. They have accumulated vast concealment of vampiric existence.
knowledge and supernatural abil- As the self-proclaimed keepers of the
ities. Their existence and skills are Façade, the Olympus seeks to main-
almost mythical. tain the delicate balance between
Traits the undead and mortal worlds. Its
Š Regal air and demeanor strict feudal structure mirrors the
social order of medieval times and
Drives
emphasizes the importance of tradi-
Š Change the course of tion and respect for authority.
history from the shadows
The Olympus operates with a ve-
Features neer of civility and sophistication.
Š Unfathomable powers Diplomacy, political maneuvering,
Š Influence over all vampires and social etiquette are prized skills,
and conflicts are often resolved
Quest starter: An ancient vam- through negotiation rather than
pire, formerly a ruler of empires, open warfare.
entrusts you with the delivery of a Ceremonies within the Olympus
highly confidential letter to a per- are frequently formal and steeped
son you are familiar with. Exercise in tradition. The neutral grounds,
caution, as others may be on the where vampires can gather without
lookout for it. Who is the intended fear of violence, exemplify its com-
recipient of the letter? What is the mitment to structured social inter-
basis for the vampire’s trust in you? actions. These aspects reinforce the
In what secluded location does she sense of unity and loyalty within the
typically reside? group.
These are a few sample vampires
that hold titles within the Olympus.

94
Chapter V: NPCs ELEGY

Queen Captain
Extreme. The queen is the prestigious Extreme. The captain acts as the
ruling authority of the city within ruthless arm of justice within the
the Olympus. She is responsible Olympus. She is appointed by the
for enforcing the Façade, resolving queen and is responsible for inves-
internal disputes and maintaining tigating breaches within her law, as
the traditions of Olympus. In your well as apprehending and punishing
version of Santa Maria, she might violators.
also be a spiritual leader that sym- Traits
bolizes a higher power (see Religion
Truths). Š Intense, intimidating gaze

Traits Drives

Š Impeccable attire Š Uphold my queen’s rules


Š Calculating gaze Š Investigate and eliminate threats
to the Façade
Drives
Features
Š Maintain my power
Š Enforce order and the Façade in Š Enhanced endurance
Santa Maria Š Turns into animals

Features
Quest starter: The captain suspects
Š Absurd wealth a high-profile vampire of breaking
Š Mind control and telepathy the law but lacks concrete evidence.
You are tasked with discreetly gath-
Quest starter: The queen’s manne- ering proof of the vampire’s trans-
quin — a mortal infatuated by her gressions. Why does she give this
who provides her with blood — responsibility to you?
went missing. Why does she choose
you to find her?

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ELEGY Chapter V: NPCs

Queen’s Hand Agorean


Formidable. This trusted advisor Movement
and administrator act as the chief
of staff, overseeing the day-to-day The Agorean Movement is a rebel-
affairs of the queen’s domain. lious group that rejects the rigid
structure of the Olympus. Seeking
Traits to reform the system from with-
Š Formal, but practical, suit in, they challenge the status quo
Drives: through activism and a commit-
ment to diversity.
Š Assist my queen in governing
The movement values individual-
Santa Maria
ity, and their members frequently
Š Supervise administrative affairs
forge their own paths, resisting the
Features: constraints of traditional vampiric
Š My information network society. The Agorean mode of op-
Š Supernatural insight eration focuses on activism, polit-
ical maneuvering, and community
Quest starter: An ambassador building. They use their collective
from the Olympus disappears strength to challenge oppressive
mysteriously. The queen’s hand structures and promote the idea
entrusts you with the mission of that all vampires should have a say
finding her. What happened to in the governance of their society.
her? Instead of elaborate ceremonies,
Agorean members often engage in
open forums and debates to discuss
their vision for a more equitable
vampiric society. Their emphasis is
on open communication and col-
laboration to bring about change
peacefully.
These are a few sample vampires
within the Agorean Movement. To
decide if you want to include this
group in your setting, see the Rebel
Truths.

96
Chapter V: NPCs ELEGY

Director Militant
Formidable. The leader of the Dangerous. The common Agorean
Agorean movement is, in practice, member is a passionate and outspo-
its “queen”. A director lacks the ken advocate who spreads Agorean
strength and respect from the title, ideology. The militant embodies the
yet holds significant responsibilities. voice of dissent and strives to awak-
She is voted by the majority and is en the revolutionary spirit in others.
not necessarily the oldest or most Traits
powerful vampire of the group.
Some directors are motivated by a Š Street-smart clothing
genuine sense of civic duty to the Drives
movement, while others seek power Š Educate younger Kindred about
within the sect, using their position the oppressive nature of the
to acquire favors and influence. Olympus
Traits Š Organize protests
Š Confident demeanor Features
Drives Š Firearm
Š Liberate vampires from the Š Enhanced strength
oppresive Olympus
Š Keep authority Quest starter: You are accused of
killing an Agorean member in
Features
their territory. How do you prove
Š Influence over mortal your innocence to the director?
institutions
Š Magnetic charisma

Quest starter: Someone sent a


mortal with poisoned blood to the
director. After surviving the as-
sassination attempt, she believes
you’re useful in finding the culprit.
Why? What does she promise in
return?

97
ELEGY Chapter V: NPCs

Egregoros support and unity against common


enemies.
The Egregoros stands as a rebellious These are a few sample vampires
group that rejects the norms and within the Egregoros.
conventions of the Olympus. Instead
of concealing their supernatural na- To decide if you want to include
ture, they embrace it unabashedly. this group in your setting, see the
This defiance contributes to their Deviance Truths.
reputation as monstrous and chaot-
High-priestess
ic beings. They also deny the feudal
structure of the Olympus, advocat- Extreme. The High-priestess assumes
ing instead for a more anarchic and the leadership of the Egregoros in
fluid system. While this leads to a Santa Maria, serving as the military,
seemingly chaotic organization, it political, and spiritual head. She
reflects the Egregoros’s commitment commands packs in warfare against
to personal freedom and resistance the Olympus and presides over mys-
against oppressive hierarchies. tical ceremonies.
The Egregoros’s modus operandi Traits
is characterized by aggression and Š Aristocratic air
combat. They revel in their predato- Š Ceremonial attire and dagger
ry instincts, embracing the savagery Drives
inherent in their vampiric nature.
This often manifests in brutal dis- Š Keep Egregoros packs together
plays of violence and a willingness through spiritual guidance
to engage in open warfare. Š Dominate and torture foes
Ceremonies are a crucial aspect of Features
Egregoros culture. They strengthen Š Aura of fear
the bonds within the sect, fostering a Š Assume monster form in
sense of shared purpose and identity. combat
Despite their ferocious reputation,
the Egregoros operates under a code Quest starter: The queen possesses
of loyalty. While they may seem an- an ancient knife significant to the
archic and unrestrained, the group Egregoros story. The high-priestess
places great importance on mutual wants it. What does she promise in
return? What precious stone em-
bellishes the hilt?

98
Chapter V: NPCs ELEGY

Servient Soldier
Dangerous. The leader of an Troublesome. Soldiers are adher-
Egregoros pack commands its sol- ents of Egregoros ideals who have
diers through charisma and fear. demonstrated their commitment
They organize gatherings, assign and strength, having successfully
tasks, and handle logistical matters completed the initiation rites. They
with limited authority. survive in packs led by servients, but
Traits lack in training.
Š Scars Traits
Š Whip with thorns Š Ceremonial markings
Drives Š Simple weapon
Š Pack mentality
Š Glory and recognition
Drives
Features
Š Devotion to the pack and the
Š Enhanced physical strength Egregoros ideals
Š Pack hideout Š Personal advancement within
the Egregoros
Quest starter: A shady servient
Features
asks you to join a closed Egregoros
pack. You suspect something dan- Š Enhanced agility
gerous is brewing. What do you Š Pack hideout
say to him? What do you find out?
Quest starter: A violent Egregoros
soldier has been killing mortals
in your progenitor’s territory. You
must deal with her quickly. What
are her reasons?

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ELEGY Chapter V: NPCs

Circle of Circe Headmaster


The Circle of Circe is a group of Formidable. The headmaster is the
vampires renowned for its tight- pinnacle of leadership within the
ly-knit structure and commitment Circle of Circe, bearing the deepest
to the collective pursuit of occult magical knowledge and the most
knowledge and power. Central to calculating mind.
the Circle’s identity is their blood Traits
sorcery rituals, which allows them Š Cold, analytical stare
to manipulate the mystical forces Š Red glasses
inherent in vampire blood.
Drives
The Circle of Circe is known for its
Š Manipulate inner politics of the
rigid internal structure, resembling
Circle
a pyramid with a council of powerful
Š Expand the limits of magic itself
elders at the top. This hierarchical
organization ensures a disciplined Features
and orderly approach to their pur- Š Mastery of the rarest rituals
suits. Members are bound by an Š Access to secret library
oath, fostering loyalty and a sense of Š Insights into the future
duty to the group as a whole. While
they value their internal discipline, Quest starter: The headmaster is
they also recognize the importance in search of a missing book that
of alliances and diplomatic relations was supposed to be in the library.
within the broader vampire society. What mystical subject does the
These are a few sample vampires book delve into? Where can it be
within the Circle of Circe. found? What reward was promised
To decide if you want to include this to you?
group in your setting, see the Blood
Sorcery Truths.

100
Chapter V: NPCs ELEGY

Initiated Apprentice
Dangerous. The initiated has a few Troublesome. The apprentice was
decades of practice in blood sorcery. recently introduced to the study of
Traits blood sorcery rituals, likely being
turned into a vampire by an elder
Š Circle of Circe tattoo in chest member of the Circle. She lacks
Š Confident look in terms of influence and mystical
Drives power, but not in curiosity.
Š Advance in its training Traits
Š Master skill in rituals Š Attentive eyes
Features Drive
Š Vast knowledge of rituals Š Uncover the mysteries of magic
Š Powers of mental control Š Gain prestige within the circle
Features
Quest starter: An initiated is ac-
cused of hypnotizing humans in Š Basic ritualistic knowledge
plain sight, breaking the Façade. Š Guidance from more
However, she swears she is inno- experienced members
cent. How will you find out the
truth? Quest starter: An apprentice had
her grimoire stolen. Where did she
see it last time? Why do you agree
to help her?

101
ELEGY Chapter V: NPCs

Epitaph Order Hierophant


The Epitaph Order integrates unlife Formidable. The Hierophant wields
with a devout commitment to a vam- both religious authority and social
piric religion called Eudaimonia. influence. Adorned in regal ecclesi-
This syncretic faith combines ele- astical attire, she leads the faithful
ments of religion from all over the into an unlife of penitence and de-
world, and provides a shared moral votion.
framework for vampires. Traits
The order mirrors religious hierar- Š White regal attire
chies, with sacraments reinforcing Š Authoritative presence
members’ commitment. Vampires Drives
in the group see themselves as agents
Š Guide my followers
of divine will, enforcing moral codes
Š Safeguard the order’s doctrines
and maintaining order within vam-
Š Maintain my power
piric society.
Features
Despite a perception of conserva-
tism, their dedication to moral guid- Š Enhanced intuition and
ance influences vampiric society awareness
within the Olympus, aligning with Š Aura of spiritual authority
values of the Façade and political
stability. Quest starter: A hierophant statue
These are a few sample vampires in a temple is desecrated, marked
within the Epitaph Order. with a blood-written message.
What’s the message? Why are you
To decide if you want to include interested in finding the culprit?
this group in your setting, see the
Religion Truths.

102
Chapter V: NPCs ELEGY

Shepherd Lamb
Dangerous. The Shepherd serves as Dangerous. The lamb is a vampire
a spiritual guide and enforcer of the who piously follows the teachings
order’s will in a smaller scale. She of the Epitaph Order at the base of
administers masses, imparts teach- its hierarchy, without necessarily
ings, and ensures adherence to the climbing it. Their existence is dedi-
order’s doctrines, playing a crucial cated to serving the hierophant with
role in maintaining the faith of the unwavering devotion.
collective. Traits
Traits Š Simple gray attire
Š Long, simple black coat Š Air of desperation
Š Air of piety and devotion Drives
Drives Š Follow the word of the order
Š Indoctrinate young vampires Š Deepen my spiritual practice
Š Acquire more prestige within Features
the order
Š Enhanced willpower
Features
Š Endurance through resilience Quest starter: Members of the
Š Aura of charisma order suspect a group of lambs is
following a secret cult of forbidden
Quest starter: A shepherd is ac- knowledge. What do you get in
cused of secretly stealing blood return of discovering who they are
from her followers during their and what they aim?
confessions. What motivates you
to intervene? What truth do you
uncover?

103
ELEGY Chapter V: NPCs

Crystal Compass Sorcerers


Mages of the Crystal Compass are Formidable. Fiercely independent,
humans who have gained access to sorcerers reject authority and follow
magical powers. They wield these their own codes, ranging from strict
powers to manipulate reality, cast discipline to a more reckless life-
spells and tap into the cosmic forces style. While perceived as corrupt,
that shape the world. The study of they can use their powers for both
magical lore, ancient artifacts, and destructive and benevolent purpos-
the personal pursuit of knowledge es. They recognize only themselves
about magical truths are integral to as masters, rejecting external codes
a mage’s journey. of conduct.
Mages often navigate political in- Traits
trigue, mysterious cabals, and secret Š Challenging eyes
societies, all while attempting to Š Paranoid
unravel the deepest secrets of the Drives
universe in a meaningful way. They
Š Follow own path into
may come into conflict with other
enlightment
supernatural entities, not just vam-
Š Oppose the order
pires, as they pursue their magical
goals. Features
These are the average statistics for Š Powers of mind control and
mages from the Crystal Compass. influence
Š Powers of space and
To decide if you want to include this
teleportation
group in your setting, see the Mortal
Magic Truths.
Quest starter: A rogue sorcerer is
wreaking havoc in Santa Maria,
convincing mortals to burn all
their money for “personal devel-
opment.” Why does the Crystal
Compass entrust you with the
mission to stop her, and what’s the
reward?

104
Chapter V: NPCs ELEGY

Sibyls Necromancers
Formidable. Renowned as mercurial Formidable. They are enlightened
diviners and fortune-tellers, sybils about death and its impartiality,
are guided more by emotion than recognizing it as a great equalizer
logic or duty. They possess a natural where both good and wicked indi-
curiosity, but struggle to commit to viduals meet the same fate. Calm
dull or meaningless endeavors. and composed even in the face of
Traits gruesome acts, they have an under-
standing that pain and suffering are
Š Absent-minded transient.
Drives Traits
Š Follow my intuition Š Cold demeanor
Š Fulfill my visions Š Always serious
Features Drives
Š Powers of fate, influencing luck Š Find meaning in death and
and fortune decay
Š Powers of time and prescience
Features
Quest starter: A sibyl receives a Š Powers of death and raising the
vision: she requires a specific com- dead
ponent for her ritual that’s located Š Powers of matter transformation
somewhere in the city. While she
can pinpoint the place, the nature Quest starter: A necromancer
of the component remains un- requires the fresh mortal body of
known. Additionally, she senses a very specific person for an ex-
that the location is guarded by periment. Whom does she aim to
someone; however, she is unaware resurrect as a servant, and what
of their identity. She trusts that is the promised reward for your
you will recognize the thing upon assistance?
sight. What place is it? What do
you encounter there?

105
ELEGY Chapter V: NPCs

Gnostics Witch doctors


Formidable. Committed to man- Formidable. Witch doctors embody
ifesting a higher power’s will on vitality, passion, and vigor. Inclined
Earth, they hold strong convictions, towards powerful emotions and
making them self-assured but po- impulses, their intensity can be so-
tentially arrogant. Gnostics can be cially acceptable if they gain control.
religious and may be driven toward Nature, without moral judgments,
fanaticism. guides their actions, leading to a
Traits reputation for amoral behavior.
Š Air of superiority Traits
Drives Š Laid-back air
Š Reject the physical, embrace the Drives
spiritual Š Accept everything as it is
Š Fulfill the divine will Š Find meaning in loss
Features Features
Š Powers of energy, electricity and Š Powers of life, healing, and
fire vitality
Š Magic armor and firepower Š Powers of communication with
spirits
Quest starter: Rumors circulate
within vampire society that a re- Quest starter: A witch doctor, uti-
cently arrived gnostic in town is lizing her supernatural abilities,
actively tracking you with mali- has been clandestinely healing the
cious intentions. What is her mo- sick on the dark streets of Santa
tivation? And how do you respond Maria. Rumors about her mag-
to this looming threat? ical presence among mortals are
spreading rapidly across the city.
Who tasks you with preventing
her from drawing such attention?
What approach do you plan to
take?

106
Chapter V: NPCs ELEGY

Varou Elder Chief


The varou are lupine creatures with Epic. The elder chief is the revered
a deep connection to the forces of leader of all tribes, appointed by
nature. They are warriors chosen by spirits.
the spirits to safeguard the balance Traits
of the spiritual and physical realms. Š Wise countenance
They belong to tribes, each with Š Adorned with sacred charms.
its unique culture and traditions.
Drives
Vampires are their mortal enemy.
Š Destroy threats to the balance of
Varou possess several forms, includ-
the world
ing the human, wolf, and combat
Š Uphold tribal traditions
form — an in-between state where
they take the shape of large anthro- Features
pomorphic wolves. The spiritual Š Human, combat, and wolf form
bond with totem animals and other Š Heightened senses
spirits is a crucial aspect of varou Š Communicates with spirits
culture. Š Commanding and inspiring
Rites performed by the varou are howl
essential for maintaining spiritual
harmony and drawing upon the Quest starter: The varou elder
power of the spirits. Their society chief asks for a truce with the
is organized into tribes, groups of queen in order to focus their col-
werewolves united by common goals lective power to defend themselves
and a shared totem spirit which against a common threat. What is
guides them. this threat? Why does the werewolf
These are the average statistics for trust you to aid her?
varou.
To decide if you want to include
this group in your setting, see the
Werewolves Truths.

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ELEGY Chapter V: NPCs

Chieftain Shaman
Extreme. The chieftain acts as the Extreme. The shaman is a spiritual
leader of a varou tribe. She is mag- guide among the varou, skilled in
netic and skilled in combat, being communicating with spirits and in-
also the military commander. terpreting mystical signs.
Traits Traits
Š Fierce and determined Š Attire adorned with mystical
countenance symbols
Š Adorned with tribal war paint Š Serene countenance.
Drives: Drives
Š Prove valor in combat Š Keep the tribe united
Š Defend members of my tribe
Features
Š Uphold our tradiitons
Š Human, combat, and wolf form
Features
Š Heightened senses
Š Human, combat, and wolf form Š Prophetical intuition
Š Heightened senses Š Communication with spirits
Š Overwhelming strength
Quest starter: A cursed vampiric
Quest starter: A vampire was talisman is found in varou territo-
spotted skulking within varou ter- ry. Why does the shaman trust you
ritory, leaving only a torn piece of
to locate and neutralize the culprit?
clothing behind. The chieftain be-
lieves that another vampire would
be more adept at tracking her
down. Why does she choose you for
the task? How does she ensure you
won’t betray her trust? What was
the vampire’s purpose in the varou
territory?

108
Chapter V: NPCs ELEGY

Dullclaw
Formidable. The dullclaw is a young Features
and inexperienced varou, learning Š Human, combat, and wolf form
the ways of her tribe. Š Heightened senses
Traits
Š Energetic and curious Quest starter: A dullclaw who is
demeanor. linked to your progenitor by blood
goes missing. What happened to
Drives
her? Why does she have a blood
Š Prove myself worthy link with your progenitor?

Lycanthropes
The Lycanthropes coexist in the city pendently and occasionally engage
alongside vampires. To ensure their in conflicts with each other.
survival, they form small packs and The source of Lycanthropes’ powers
carefully conceal their true nature lies in their blood. Unlike vampires,
from mortals. While they outward- they cannot create others of their
ly appear human, they possess the kind; their existence arises purely by
ability to transform into large biped- chance.
al wolves.
When they transform, Lycanthropes
Their relationship with vampires is sustain themselves by hunting large
complex. Despite not always seeing animals and occasionally humans,
eye to eye, both species acknowledge though they avoid killing people to
a shared characteristic: they are prevent drawing unwanted atten-
supernatural beings with personal tion. The core meaning of their ex-
agendas, compelled to keep their istence is often found in the loyalty
existence hidden from human eyes. to their pack.
Lycanthrope packs often have dis- These are the average statistics for
tinct objectives and varying perspec- Lycanthropes.
tives on their nature. In contrast to
vampires, there is no central govern- To decide if you want to include
ing body; the packs operate inde- this group in your setting, see the
Werewolves Truths.

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ELEGY Chapter V: NPCs

Adult Lycanthrope Young Lycanthrope


Extreme. A seasoned and formida- Formidable. A recently turned for the
ble lycanthrope, experienced in the first time lycanthrope, just adjusting
ways of the hidden society. to the supernatural world.
Traits Traits
Š Quiet, confident demeanor Š Awkward air
Drives Drives
Š Survive in the underworld Š Survive another night
Š Guide younglings Features
Features Š Turn into giant bipedal wolf
Š Turn into giant bipedal wolf Š Overwhelming strength
Š Overwhelming strength Š Enhanced perception
Š Enhanced perception
Quest starter: A young lycanthrope
Quest starter: The leader of a ly- had her necklace stolen by a vam-
canthrope pack is dead, and now pire. Why do you agree to retrieve
two of his followers are fighting for it? Who is the thief? Why does she
its rule. Why do you step into this ask you this favor?
situation? How will you solve this
question?

110
Chapter V: NPCs ELEGY

Beast People
Beast people are cursed individuals To decide if you want to include
with the ability to transform into this group in your setting, see the
large, monstrous animals. While Werewolves Truths.
werewolves are the most common,
other variations such as werecats, Beast person
werebats, werefoxes, wererats, and Formidable.
more also exist. This transformation Traits
occurs when a Beast Person deeply
bites into the flesh of a human but Š Monstrous version of an animal
allows them to survive. Š Doesn’t remember anything
when shapes back to human
However, the drawback is that when form
a beast person assumes their bestial
form, they lose control over their Drives
basic instincts, becoming violent Š Feed and hide
and feral, while suffering absolute Features
amnesia from this period when they
Š Human form and monstrous
go back to their human appearance.
form
This internal struggle often results
Š Enhanced strength
in conflicts within each individual,
as they grapple with an inability to
tame their vicious nature. Quest starter: A werebat has been
spotted in a bustling area of the
For vampires, beast people pose a city, and rumors suggesting it’s
significant challenge. Due to their a vampire are already circulat-
inability to act rationally during ing among mortals. Why do you
transformation, they tend to attract choose to intervene and prevent her
unwanted attention to the supernat- from attracting human attention
ural world. This frequently compels yourself?
vampires to view them as a threat,
leading to efforts to eliminate or
control them.
These are the average statistics for
beast people when they are trans-
formed.

111
ELEGY Chapter V: NPCs

Mortal Threats
Driven by a range of motivations, group hunters pose a unique and
these mortals are relentless in their unpredictable threat to vampires.
pursuit, making the night a perilous These are a few sample average per-
time for vampires. ilous mortals.
Religious organizations view vam- To decide if you want to include
pires as embodiments of evil on this group of NPCs in your setting,
earth and have dedicated centuries see the What Mortals Know Truths.
to hunting them. Armed with an- Also do so to decide if you want to
cient and occult knowledge, these include damage by holy symbols
organizations operate globally un- and such in it. To see the rules for
der the leadership of the church. this kind of damage, see Harm.
Their hunters are marked by fer-
vent faith, wielding sacred symbols, Holy Hunter
blades, and fire. Formidable. This sharp and relentless
Certain intelligence agencies, both foe has access to information about
private and governmental, are also vampiric nature. Maybe they come
cognizant of the existence of vam- from a mysterious society or act
pires. They deploy agents with spe- alone as a vigilante.
cific missions to gather information Traits
on vampires and understand how to
counter or exploit them. Their pri- Š Sacred symbol
mary objective is not always to kill Š Leather clothing
vampires. Drives and goals
Not all hunters are affiliated with Š Hunt down vampire
large organizations. Some operate Š Purify world
independently or in small packs, of- Features
ten unaware of the intricate vampiric
Š Blades and torches
society. Guided by personal vendet-
Š Strengthening potions
tas against the undead, they may
lack awareness of the complexities
within the vampire world. Despite Quest starter: A nightclub owner
their ignorance, these lone or small- is being targeted by a group of holy
hunters. How will you protect her?

112
Chapter V: NPCs ELEGY

Investigator Vigilante
Formidable. These agents come from Dangerous. This desperate mortal is
intelligence organizations that seek led to hunt vampires by a feeling of
to uncover the secrets of vampires. vengeance or personal justice.
They are dispatched with specific Traits
missions and equipped appropri-
ately. Š Shaky

Traits Drives

Š Hi-tech equipment Š Exterminate vampires

Drives Features

Š Complete mission Š Home defense equipment


Š Discover secrets of vampires
Quest starter: A vigilante was de-
Features
tected in your progenitor’s favorite
Š Military tactics and gear feeding place in Santa Maria.
How do you eliminate him? What
Quest starter: You find a lost hi- is this place?
tech vampire locating gadget in
good condition, indicating that a
group of agents was recently here.
How will you eliminate them?
Where did you find the gadget?

113
CHAPTER VI:

GAMEPLAY
IN DEPTH
Chapter VI: Gameplay in Depth ELEGY

The First Session


Character and When choosing your truths, you estab-
world creation lish the following about your universe:
To start your Elegy campaign, ex-
plore your character’s unlife, swear Š Santa Maria is a city that developed
elegies, and navigate the challenges in the 1700s. Since then, vampires
of Santa Maria, follow the steps in have lived in the city under a theo-
this section. Refer to Chapter II: cratic and totalitarian government
Your Character for guidance on Š Vampirism is a genetic mutation.
envisioning your character, setting Along with it, when a vampire
stats, and choosing assets. If playing creates another, she imparts one of
co-op or guided, discuss character her powers to the new vampire
connections with other players. You Š Superstitions are just superstitions,
can shorthand ideas and flesh them and humans do not have access to
out during play. Consider intertwin- magic—neither do vampires
ing world and character creation, as Š Using the internet is allowed, and
setting choices may influence char- it’s possible to have human allies
acter options. For example, if magic Š In your world, there are the
is unknown, you might opt to ignore Egregors and the Lycanthropes
ritual assets. Š When a vampire sings an elegy, she
performs a blood handshake
Establish your world by engaging
in the Your Truths exercise. Review As character creation can start from
the options and make selections, anywhere, you seek inspiration in the
paying attention to quest starters section “Reasons for Embracement.” The
that may inspire background ele- “Survival” option suddenly sparks an
gies or inciting incidents. Decide idea in your head: a mortal on the brink
the starting point for your story by of death transformed to survive along-
examining the districts of the city side her progenitor. This aligns with
of Santa Maria. Collaborate with your truth about vampires being able to
other players to envision the setting. have human allies; your character could
Define basic facts for your world in be a kind of liaison to the mortal world
a few moments, discovering the rest for her progenitor, who grew fond of her.
during play.

115
ELEGY Chapter VI: Gameplay in Depth

To generate more ideas, you glance In multiplayer


over the list of assets or the download- For collaborative world building in
able cards available online. The “Veil” a co-op or guided campaign, work
asset catches your eye: you imagine it through the process with other play-
would be cool to play a stealthy vam- ers. Spend a few minutes outlining
pire, engaging in combat only as a last the basics, or dive deep for an ex-
resort. You decide that this is the power tended session. Leave open ques-
you inherited from your progenitor. tions and spaces to fill in during
Considering she was the trusted play.
human informant for her progenitor, If you’re the Game Master (GM),
you imagine she was a very intelligent, facilitate discussion, contribute to
sensible, and cunning person. Because world building, and take cues from
of this, you assign a score of 7 to her players to shape quests and adver-
intellect and 6 to her glamour. At the saries.
same time, you imagine she could be
someone brave and well-intentioned. Background
Reflecting this, you give another score connections
of 6 to her heart. Write up to three connections for
You realize it would be useful to have yourself (minimum of one). These
an asset that allows you to discern the connections can be with a group or
intentions of others more easily. So, you an individual. Mark one progress in
choose the “Sixth Sense” asset. each connection’s track according to
As you’re not sure what to choose as its rank.
the third asset, you decide to start the In multiplayer, you can use these ini-
game with only two and decide on the tial connections as your relationship
third during gameplay. Similarly, you to other player characters. If you’re
don’t have all the information about playing solo, establish connections
your character’s background, but it’s with other characters through the
developed enough to guide your actions unfolding narrative.
and decisions. The gaps will be filled, If you prefer to dive straight into the
and the mysteries revealed, during action, you can postpone fleshing
gameplay. out the details of your background
To finally decide the name, you check connections for later. “Save” these
the oracle. The dice give you the name connections until you decide to in-
Carol. corporate them into your storyline.

116
Chapter VI: Gameplay in Depth ELEGY

When you eventually introduce a Background elegies


background connection for a char-
When creating your character, cre-
acter or community, mark it. Then,
ate a background elegy that encap-
contemplate how this bond was
sulates a core motivation or ultimate
originally formed and consider its
objective. This elegy is a pivotal
impact on your unfolding narrative.
aspect of your character’s history,
As at least one of your connections whether sung decades ago or arising
must be with your progenitor, you in response to recent events. Write
mark one for her (whom, according to this elegy and designate it with a
the oracle, is named Joanne). For your rank of extreme or epic.
second connection, you decide that Fulfilling this promise won’t come
Carol has a human contact who hap- easily. In the chronology of your
pens to be the best friend she knew in story, it might demand months,
life. Just like with the assets, you choose years, or even decades to witness the
to determine the third background elegy’s realization or abandonment.
connection during gameplay. It’s entirely plausible that your back-
Now, you need to assign a rank to each ground elegy may not experience
connection. To figure out what they are, significant progress in your narra-
you refer to the NPC samples. Since tive, but instead contributes to role-
your best friend is an ordinary human, playing nuances for your character
her rank is Troublesome. Meanwhile, and enriches your worldbuilding.
your progenitor, an adult vampire
Since the early years of your afterlife,
with some influence, is considered
you have aspired to hold a position of
Formidable. You mark 1 progress for
greater influence in society. You decide
each connection you have. This means
to label your background elegy as
1 box for your progenitor and 3 for your
“become the new captain.” Assigning it
best friend. As you begin the game with
an extreme rank, you acknowledge that
a level 1 blood link with your progeni-
this endeavor will take time to mate-
tor, you make a note of it.
rialize, and there is even a possibility
that it may not come to fruition — yet,
that doesn’t matter. As a player, you
believe that this ambitious goal will
place your character in very interesting
situations.

117
ELEGY Chapter VI: Gameplay in Depth

Inciting incident
The inciting incident is the catalyst that thrusts the protagonist into action
at the outset of a story. Everything leading up to this point constitutes the
backstory — the familiar world your character has grown accustomed to. In
Elegy, the inciting incident represents the tipping point that compels you to
embark on a life filled with danger, intrigue, and darkness.

To commence your character’s nar- These guidelines can be applicable


rative, visualize an imminent threat to any elegy, but are particularly
or a compelling need. You can select pertinent to an inciting incident.
a quest starter from chapters IV and Even if the details are not fully
V, discuss it collaboratively at the formed, imagine how the problem
gaming table, or ask the oracle. This can contribute to a compelling nar-
shapes the trajectory of your initial rative filled with drama, conflict,
session and initiates your character’s and unexpected twists.
journey.
How to write a compelling inciting Seeking inspiration, you flip through
incident? the NPCs chapter. In the Egregores
section (included in your world thanks
Š Connect the issue to your to your Truths), you come across the
character’s background and following quest starter under the
motivations Soldier:
Š Ensure it’s unsolvable on its own
Š Add a ticking clock: urgency is "Quest starter: A violent Egregoros
paramount soldier has been killing mortals in
Š Make it a shared elegy in group your progenitor’s territory. You must
play or a threat affecting loved deal with her quickly. What are her
ones in solo. reasons?"
Š Introduce complications As Carol values diplomacy, stealth,
amplifying the urgency. and cunning more than direct combat
Š Act immediately, classifying and violence, navigating this quest
it as troublesome, dangerous, would be interesting. Facing challenges
or formidable. Resolve within is what makes characters compelling,
a session or two to prevent so you decide that this will be your
escalation. inciting incident.

118
Chapter VI: Gameplay in Depth ELEGY

The first scene


When you’re diving into the adventure, you’ve got two ways to kick things off:
the normal world or in media res.
The normal world You decide to spend some time develop-
Start with a prologue that’s all about ing your characters and your version
your character — showing who you of Santa Maria before delving into a
are and how you navigate the world. more dramatic situation. You begin
If you’ve got allies, use this time to with an ordinary night in Carol’s life,
act out your relationships and intro- meeting her best friend in person and
duce everyone’s backgrounds. Your going out to feed. You establish that
inciting incident becomes the event she sleeps in an abandoned building,
or threat you face in your first ses- considering the possibility of gaining
sion. If you’re stuck on where to be- access to a lair (perhaps someday you’ll
gin, use this to jump into the action. acquire it as an Asset). You roleplay
Ask questions about the characters, the scenes, occasionally rolling the dice
the world, and what’s going on right when the situation demands it, such as
now. Draw some conclusions or during the feeding process.
check the oracle. Look for spots in In the midst of the night, Carol receives
the story to kick off a quest. a direct message from her progenitor:
“Meet me. Now.” You recognize this as
a sign of trouble and promptly head
to the rendezvous point to assist your
progenitor, ever ready.

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ELEGY Chapter VI: Gameplay in Depth

In media res Sing an elegy


Latin for “in the middle of things,” To kick off your quest, respond to
start your story at a crucial point. the inciting incident by singing an
The inciting incident is happening elegy. But first, immerse yourself in
right now or is a challenge you’re the story. Picture the scene. Describe
fully aware of and need to deal your words and the act (see Elegies
with. You can kick things off with Truths). This marks a crucial mo-
a high-energy, action-packed scene ment for your character.
as you face the problem head-on.
For an inciting incident, designate
Or set up a scene where you sing an
your new elegy as troublesome, dan-
elegy, then decide what comes next.
gerous, or formidable. If you’re shar-
You visualize the scene where your ing this quest, each player writes the
progenitor imparts instructions to you. elegy, and progress is tracked collec-
You immediately meet her in her office tively.
and observe her indignant visage.
Ever loyal to your progenitor, you
You discern her sense of offense at the
swear to find and apprehend the
invasion and crimes committed by the
culprit. You bite your hand as she bites
Egregors soldier as she narrates the
hers, and you clasp hands. She smiles
situation in more detail.
with her cadaverous eyes at you.
A mortal has died on a beach that
You sing an elegy and write its name
is her private feeding territory, in a
alongside a progress track on your
manner indicative of the Egregors’
sheet. You believe this is a relatively
modus operandi, but attributed to a
straightforward task, but with some
single individual. The police are still
risks. Looking at the Sample Progress
investigating the crime scene, so you
Tracks, you give it a Dangerous rank.
must act more swiftly than they do.

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Chapter VI: Gameplay in Depth ELEGY

Quest plan
Feel free to map out the primary nar- of the crime about the peculiar events.
rative steps in your quest. Identify Perhaps the owners of local shops have
essential information to uncover, witnessed something. Additionally, if
recognize potential allies for assis- the police have been notified of the case,
tance, and pinpoint adversaries to they might possess useful information.
face. Your outline is a guide, offering Next, you need to prepare. Despite your
scene and challenge ideas, with each strong desire to try to persuade your
significant step serving as a chance target with words, you are aware that
to make progress (see Progress Egregors are not as diplomatic as you.
Tracks). However, treat it as a rough, Therefore, you won’t go empty-handed
unreliable plan. or alone; you need a weapon and
If you’re the GM and have challenge at least one companion. After that,
and event ideas, note them down. all you need to do is ensure that the
Yet, avoid locking yourself into a culprit never sets foot in the area again,
rigid path. Whether you’re a GM however you can.
or player, stay receptive to surpris-
es, new concepts, input from fel- STOP THE EGREGORS SOLDIER
low players, and the twists of fate. 1. Find out who the soldier is.
Be ready to discard even the most 2. Acquire firepower.
loosely defined plan. In essence, 3. Find someone to cover me.
play to discover what unfolds. 4. Meet and stop the soldier.

You contemplate the necessary steps to These are four steps, suitable for a
complete your elegy. Clearly, iden- dangerous quest (two checkboxes per
tifying the culprit is a priority. The milestone), but they can evolve, grow in
most practical approach would be to number or even be replaced depending
interrogate the people in the vicinity on where the story takes you.

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ELEGY Chapter VI: Gameplay in Depth

Campaign setup Fiction and


summary Mechanics
1. Create your character (see
Chapter II). Elegy operates as a game, employing
2. Create your world. Establish the mechanics to navigate challenges and
basic truths of your own world situations. Actions are done, dice
(see Your Truths). are rolled, and your character’s stats,
3. Write up to three connections tracks, and assets represent their abil-
to represent your relationship ities. The mechanical outcomes, like
to friends, contacts, or other adjusting your momentum or health
loyalties. You must write at track, add layers to the challenge and
least one connection, which will enjoyment of the game.
be with your progenitor. Mark The fiction, on the other hand,
progress for each. shapes your setting and character.
4. Write your background elegy. It influences your character’s back-
Give it a rank of extreme or epic. ground, personality, motivations,
5. Envision your inciting incident. and the world around them. As you
Decide between a prologue (the play, you take actions through your
normal world), or a beginning character’s imagined perspective.
in the midst of the problem (in The fiction is integral in determin-
media res). Envision the scene. ing what happens next.
6. Sing an elegy. Give it a rank
of troublesome, dangerous, or The dynamic blend of fiction and
formidable. mechanics creates a rich roleplaying
7. Imagine your next moves or experience.
what unfolds next. If it helps,
outline the key milestones in
your adventure. However, be
flexible and play to discover the
unfolding story.

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Chapter VI: Gameplay in Depth ELEGY

Leading and following Finding your balance


with the fiction The emphasis on fiction varies by
In Elegy, a balance of mechanics and situation and pace of play. Entire
fiction is ideal. The fiction sets the scenes, especially interactions with
stage for your rolls. Begin by pictur- characters, can be explored through
ing the situation, considering what’s fiction without engaging in moves.
happening, what you’re attempting, At other times, you might breeze
and the obstacles you face. If the through the fiction for expediency.
fiction prompts it, roll the dice and Use moves to infuse inherent drama
handle the mechanical outcome and uncertainty into character ac-
within the context of the story. tions, always seeking opportunities
Connect any adjustments to your to enrich your world through the
status tracks back to the fiction, fiction.
envisioning their impact. Translate
the result back to the fiction — how
does the situation change?

FICTION MECHANICS FICTION


Envision the Make the roll Apply the
situation and and resolve the outcome to
your intent. outcome. the situation.

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ELEGY Chapter VI: Gameplay in Depth

As a player, you feel the urge to explore ments to overcome challenges in


the nightlife near the sea, so you decide your world. Context and fictional
that your progenitor’s particular area framing replace difficulty ratings.
is a small beach in the Waterfront For instance, facing an elder vampire
District of Santa Maria. You ponder in combat isn’t mechanically dif-
on what the sea means to your charac- ferent from confronting a common
ter. Did she enjoy the beach in life? And thug. The elder’s terrifying nature is
in death, has that changed? conveyed through fiction. In Elegy,
You envision a brief and simple scene dice outcomes are contextualized by
where Carol recalls a memory from the fictional framing, giving depth
adolescence. She’s on the beach with and consequence to your charac-
friends, in the summer, savoring the ter’s actions in the narrative reality
pleasures of youth. Nowadays, much you’ve established.
of her memories have faded away, but
this one, she feels, will endure forever. You need to get to the Waterfront
She hears a ring. The elevator door District, but walking doesn’t make much
opens, and she walks through the hall, sense. Within the fiction, it’s reasonable
leaving her progenitor’s building. to assume that your character has access
to urban transportation and at least
receives resources to cover it from their
Fictional framing
progenitor. If there’s a need to ask for
Elegy doesn’t heavily rely on situa- help, it’s sensible to presume that your
tional mechanics. Instead, details progenitor will assist. After all, the two
are often abstracted and dependent have a cooperative relationship.
on fictional framing. Fictional fram-
Elegy’s rules don’t define mechanical
ing adds texture to your story, de-
details for things like transportation,
termines the things you can or can’t
money, or equipment. Instead, these
do, guides outcomes, and influences
things are woven into the narrative.
the rank of your challenges. NPCs
Although they don’t translate into
lack detailed mechanical attributes,
numbers in your rolls, they add depth
but align with characteristics estab-
and texture to your world.
lished through play.
You decide to call a taxi through an
Elegy doesn’t use detailed me-
app. Since the internet is allowed in
chanics for the difficulty of chal-
your world by its truths, this won’t be a
lenges. Instead, the fictional
problem at all.
framing represents the require-

124
Chapter VI: Gameplay in Depth ELEGY

Zooming in and out


In the role of the storyteller, direc- The taxi arrives, and you enter. You
tor, and editor of your tale, or when visualize Carol looking through the
collaborating with others at the window, noticing the swift passing
table, you wield the power to man- of cars, signs, billboards, and people
age scenes within the vivid fictional outside. However, finding an ordinary
space you’ve created. taxi ride uninteresting, you cut the
Even in time-sensitive scenarios like scene to Carol arriving at her progeni-
combats, you can manipulate the tor’s beach.
focus and flow of time. A single roll Curious about the scene’s atmosphere,
might be a decisive blow or repre- you consult the oracle for Ambience,
sent a flurry of attacks leading to a which responds with, “Rusty bicycles
pivotal moment. Combat isn’t con- lean against rusty chain-link fences.”
fined to discrete rounds; mix it up. This paints an image of an old bike
This ebb and flow defines play. Time rack against a wall, with fishermen,
is fluid, influenced by moves but likely their owners, chatting and
ultimately under your control. If it enjoying beer at a nearby kiosk. As
adds to your story, if it’s captivating, Carol explores, you envision additional
focus on it. If not, abstract it. elements: the beach railing, the sound
of waves, the scent of saltwater, lights
from open shops, restaurants, and
kiosks, and a perimeter marked by a
police line reading “do not cross.”

125
ELEGY Chapter VI: Gameplay in Depth

To avoid drawing attention, you When you activate a power but do not
observe from a distance, assuming score a strong hit, you must spend at
there are a few police officers (roughly least 1 blood. So, that’s your cost; you get
3 or 4, specifics don’t matter) near the hungrier. The benefit is achieving some-
crime scene. You decide to use your thing dramatic: this means you gain
Sixth Sense to identify the person with another +1 focus. Additionally, the asset
the information you need. guarantees +1 and +1 focus on the next
Since this action is either dangerous, roll related to this insight. Your focus
risky, challenging, or dramatic, it score (which starts at 2) is now 4, and so
triggers an Action Roll (see The Action is your blood score (which starts at 5).
Rol). The stat considered for this roll As you used Sixth Sense, it allows you
is Intellect, as stated in the description to pose two of the following questions to
of Sixth Sense. You have a score of 7 the oracle:
in this stat, giving you good chances to
score a hit. Š Who’s the most susceptible person
in here?
You roll a 10 and a 1: a weak hit. Š Who’s most likely to harm me?
That’s +1 focus for you, along with one Š Who’s most likely to give me what I
more benefit and one cost for the action. want?

126
Chapter VI: Gameplay in Depth ELEGY

You decide to ask only the third Simultaneously, for a brief moment,
question, as the others won’t be of help. you feel a sudden thirst for blood. You
You inquire, “Is it a police officer?” to remain composed, mindful that feeding
the oracle, with a 50/50 chance. The time will eventually come.
response is “Yes.” Deciding to strike up a conversation
Returning from the mechanics to with the police officer under the pretext
fiction, you zoom in, visualizing the of being a friend of the victim, simu-
scene. Carol walks until she’s close to lating poignant sorrow, requires two
the mortals gathered around the police mechanical interventions in the fiction:
perimeter, almost touching the yellow
tape. The horror of the scene silences Š An Action Roll to activate your
everyone, occasional murmurs break- human appearance.
ing the stillness. The police officers Š An Action Roll to deceive
converse quietly. the police officer.
You close your eyes for a moment, For both rolls, the stat used is Glamour.
opening them as the image of the police
In the first roll, you roll a 2 and a 3.
officer’s face appears in your mind, as
Compared to your Glamour value of 6,
if you’ve always known her. You see the
this is a strong hit. You effortlessly take
officer conversing with her colleagues.
on a human appearance. You gain +1
Does she seem to be the group’s leader?
focus and decide the benefit of the roll is
The oracle confirms.
to achieve something dramatic, earning
another +1 focus.

127
ELEGY Chapter VI: Gameplay in Depth

In the second roll, you roll a pair of “Ma’am, please.” A tear rolls down her
1s. This time, comparing the values face. She steps over the tape and asks
to your Glamour score of 6 plus the +1 you to follow. You both sit on the beach
granted by your successful Sixth Sense railing, and the other officers seem
roll (7 in total), it’s not only a strong hit unfazed.
but also a match, signifying an excep- As a player, you’re not currently
tionally positive outcome! You pick the interested in creating a long, realistic
benefit of +1 focus and gain another +1 dialogue, so you imagine the scene from
thanks to your previous insight with afar, in fragments, like a montage.
Sixth Sense.
Carol cries. The police officer consoles
In summary, you gain +4 focus points, her. Carol invents lies that suggest she
bringing your total to +8. Your focus knew the victim without needing to use
meter is already almost full! their name. Your performance moves
Returning to the fiction, you visualize the officer, convincing her to break her
the scene. Your canines retract, and the code of ethics. She reveals everything
blood in your body pumps, warming the police know so far: it was a cruel
you to a temperature you’re no longer murder, motivated by unknown causes,
accustomed to. Your eyes gleam, and committed about 3 hours ago. The
your face flushes. primary suspect matches the descrip-
In the next instant, you collapse into tion given by those close to the crime
fake tears. scene—a person in a red coat, shaved
hair, and a white mask.
“Oh my God, I can’t believe it... it’s not
possible...” With this information, you conclude
that the best course of action is to
You sob, stutter, leaving sentences un- inquire about someone with these
finished—an incredible performance. characteristics among other vampires.
The police officer looks at you like a Assuming there’s a Neutral Ground in
mother looks at a child who scraped the Waterfront District, you decide to
their knee. head there.
“Ma’am, I’ll ask you to step back,” she As neither the journey nor the arrival
says. seems narratively interesting, you
You continue to cry. cut the scene and advance in time.
Now, you find yourself sitting at a bar,
prepared to use your Sixth Sense to
discover who there can assist you.

128
Chapter VI: Gameplay in Depth ELEGY

Quests
Managing your quests After advancing further in the story,
Promised quests drive Elegy ad- embodying Carol in another scene, pos-
ventures, starting with your back- ing more questions to the oracle, and
ground elegy and inciting incident executing additional Action Rolls, you
elegy. Progress means overcoming uncover precise information about the
obstacles and facing challenges, culprit. This marks the first significant
with success leading to milestones. step in your quest. Since completing it
signifies a substantial advancement in
Reaching milestones your elegy, you mark progress.
Think of your quest as stones across As the quest is considered dangerous,
water, each a significant step for- you record progress by filling in 2 boxes.
ward — a milestone. Some can be
planned, while others emerge natu-
New quests
rally from the fiction. A milestone
should directly relate to your quest, In the midst of your current quest,
representing a major turning point you’ll come across situations that
that demands effort and sacrifice. open the door to additional elegies.
These new promises may relate to
Marking progress
your existing quests or emerge from
Use the progress track to measure unrelated challenges.
success likelihood when fulfilling
Secondary quests
your elegy. Filled boxes enhance
success chances and reflect fulfilled While on a quest, you might en-
story potential. Higher-ranked el- counter a significant challenge or
egies demand more focus, effort, promise deserving its own elegy—a
and sacrifice. When reaching a mile- secondary quest. Sing an elegy and
stone, mark progress based on the assign a rank. Only when you fulfill
elegy’s rank. this secondary elegy does it contrib-
ute to your main quest’s progress,
allowing you to reach a milestone
and continue.

129
ELEGY Chapter VI: Gameplay in Depth

Unrelated quests The vampire who gave you the rest of


If you lack an elegy, struggle with the information, as per the Traits or-
the next steps, or want to explore a acle, is described as Bold. Considering
new narrative, introduce a problem. the option to invite her to be your part-
Use quest starters or check the ora- ner in diplomacy (and, in the worst-
cle for guidance. case scenario, in combat) when dealing
with the threat from the Egregoros
Delayed quests soldier, you roll the dice. Fortunately,
Sometimes, a quest requires aid you manage to persuade her to join
from an NPC, but they have their you, but she requests something in
own demands. Sing an elegy to sat- return. The oracle indicates her goal
isfy the NPC, allowing you to con- is to “seek a truth,” and the action and
tinue your current quest. This new theme are “interfere” and “betrayal.”
elegy will be addressed later, but The most fitting and intriguing inter-
keep in mind, ignoring a sung elegy pretation you , as the player, arrive at
has dramatic consequences, impact- is that she wants you to uncover wheth-
ing your narrative and reputation. er a certain person she knows is secretly
Intersecting quests a spy for the Egregoros.
If you’re managing two related Accepting the mission, you recognize
quests, occasionally, a milestone there’s no time to waste, but you must
may allow progress on both ele- make the promise now. You both bite
gies simultaneously. However, this your hands and shake hands.
should be a rare occurrence, with
paths intersecting at key moments
rather than every step contributing
to both quests.

130
Chapter VI: Gameplay in Depth ELEGY

Fulfilling your elegy Advancing your


When you believe your quest is end- character
ing, make a Conclusion Roll as the Earn experience points when you
mechanical progress and narrative successfully conclude your elegy
converge. Adjust the pace using or form a bond and spend them on
the progress track, focusing on key assets. Justify your choices with the
objectives and turning points. You fiction, guiding your story toward
don’t have to fill the progress track desired abilities or letting assets
entirely; a weak hit or miss can lead flow naturally from your character’s
to interesting stories and new elegy goals and encounters. Assets can
opportunities. Successfully conclud- even become the focus of a new el-
ing an elegy in service to a person or egy, offering tangible objectives or
community allows you to reroll any rewards.
dice when forging a bond with them.
You envision Carol’s supernatural
A couple of in-game nights later, you abilities strengthening with practice.
complete all the steps of your mission. Acknowledging her growth, you decide
You are ready to inform your progeni- to upgrade her Sixth Sense asset.
tor that everything is done. You vividly
In the next scene, Carol awakens at
visualize the scene where you deliver
sunset, feeling revitalized and empow-
the successful message to your progen-
itor. But is it really a success? Could ered. Pride fills her, but the journey to
some threat come back? Is there nothing prove herself and become captain still
else to be done? Only time will tell. You looms large.
advance the nights in a montage.
To conclude an elegy, you need to make
a Conclusion Roll. The result will
indicate whether the mission was a
success or not. You roll the two dice and
compare the result to the number of
filled boxes on your progress track.
You score a strong hit. That means ev-
erything was a success, and the threat
of that soldier is eliminated. You gain 2
XP, marking 2 circles in your experi-
ence track on your character sheet.

131
CHAPTER VII:

ORACLES

If you prefer online tools to ta-


bles, click or scan the QR code
to the left and access the digital
Elegy charts on Chartopia
Chapter VII: Oracles ELEGY

Names
Female
0. Aaliyah 20. Cecilia 40. Ingrid 60. Malia 80. Salma
1. Aisha 21. Chloe 41. Ivy 61. Mariana 81. Samantha
2. Alicia 22. Cielo 42. Jade 62. Maya 82. Samira
3. Alina 23. Clara 43. Jazmin 63. Mia 83. Sania
4. Amara 24. Diana 44. Jessica 64. Milla 84. Sonja
5. Amaya 25. Eliza 45. Joanne 65. Mira 85. Savannah
6. Amira 26. Elena 46. Jocelyn 66. Miranda 86. Selene
7. Amina 27. Eliana 47. Juliana 67. Molly 87. Seraphina
8. Anaya 28. Emilia 48. Julia 68. Nadia 88. Sienna
9. Aria 29. Emi 49. Katie 69. Naomi 89. Sofia
10. Ava 30. Emma 50. Kiara 70. Natalie 90. Sophie
11. Autumn 31. Eva 51. Kimberly 71. Nora 91. Stella
12. Bailey 32. Farah 52. Laura 72. Noemi 92. Taiara
13. Bella 33. Fatima 53. Layla 73. Nyla 93. Valentina
14. Brooklyn 34. Gabriella 54. Leila 74. Olivia 94. Valerie
15. Bruna 35. Gabrielle 55. Lila 75. Paisley 95. Vivian
16. Camila 36. Gemma 56. Louise 76. Paola 96. Vivianne
17. Carol 37. Giovanna 57. Luna 77. Penelope 97. Yara
18. Catalina 38. Hazel 58. Lyla 78. Priya 98. Zara
19. Celeste 39. Imani 59. Madelin 79. Ruby 99. Zoe

Male
0. Aaron 20. Bradley 40. Edward 60. Jacob 80. Kyle
1. Adam 21. Brandon 41. Elias 61. Jake 81. Landon
2. Adrian 22. Brian 42. Elijah 62. James 82. Leo
3. Alan 23. Caleb 43. Emmanuel 63. Jason 83. Levi
4. Alejandro 24. Cameron 44. Eric 64. Jayden 84. Liam
5. Alex 25. Carlos 45. Ethan 65. Jeremiah 85. Logan
6. Alexander 26. Chase 46. Evan 66. Jeremy 86. Lucas
7. Alexis 27. Christian 47. Gabriel 67. Jesse 87. Luis
8. Allen 28. Christopher 48. Garrett 68. Joel 88. Luke
9. Amari 29. Cody 49. Gavin 69. John 89. Mason
10. Andre 30. Cole 50. Harrison 70. Jonah 90. Matthew
11. Andrew 31. Colin 51. Hector 71. Jonathan 91. Michael
12. Angel 32. Cooper 52. Henry 72. Jordan 92. Nathan
13. Anthony 33. Damian 53. Hunter 73. Joseph 93. Nathaniel
14. Antonio 34. Daniel 54. Ian 74. Joshua 94. Nicholas
15. Arjun 35. David 55. Isaac 75. Julian 95. Noah
16. Asher 36. Devin 56. Isaiah 76. Justin 96. Oliver
17. Austin 37. Diego 57. Ivan 77. Kai 97. Oscar
18. Benjamin 38. Dominic 58. Jack 78. Kaleb 98. Patrick
19. Blake 39. Dylan 59. Jackson 79. Kevin 99. Ryan

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ELEGY Chapter VII: Oracles

General
Action
00-10 20-30 40-50 60-70 80-90
0. Hunt 0. Disguise 0. Obliterate 0. Challenge 0. Dream
1. Feed 1. Ensnare 1. Coerce 1. Grow 1. Believe
2. Stalk 2. Devour 2. Explore 2. Reflect 2. Help
3. Conceal 3. Incite 3. Investigate 3. Question 3. Conquer
4. Deceive 4. Expose 4. Discover 4. Adapt 4. Overcome
5. Ascend 5. Overthrow 5. Engage 5. Thrive 5. Serve
6. Defy 6. Command 6. Connect 6. Transform 6. Protect
7. Reveal 7. Persevere 7. Create 7. Experience 7. Heal
8. Negotiate 8. Interfere 8. Convey 8. Inspire 8. Achieve
9. Empower 9. Frenzy 9. Learn 9. Laugh 9. Support

Descriptors
00-10 20-30 40-50 60-70 80-90
0. Eerie 0. Malevolent 0. Otherworldly 0. Eloquent 0. Vibrant
1. Sinister 1. Hypnotic 1. Pernicious 1. Unearthly 1. Tranquil
2. Haunting 2. Devious 2. Intriguing 2. Grim 2. Lively
3. Supernatural 3. Treacherous 3. Unholy 3. Beautiful 3. Cozy
4. Mysterious 4. Cursed 4. Vampiric 4. Serene 4. Exquisite
5. Seductive 5. Lurking 5. Ephemeral 5. Joyful 5. Harmonious
6. Vicious 6. Macabre 6. Obscure 6. Playful 6. Refreshing
7. Immortal 7. Intense 7. Nefarious 7. Radiant 7. Charming
8. Clandestine 8. Ruthless 8. Evasive 8. Delicate 8. Captivating
9. Elusive 9. Chilling 9. Thrilling 9. Calm 9. Inspiring

Themes
00-10 20-30 40-50 60-70 80-90
0. Secrecy 0. Eternity 0. Rebellion 0. Dominance 0. Schism
1. Intrigue 1. Mortality 1. Justice 1. Veil 1. Depravity
2. Betrayal 2. Obsession 2. Sacrifice 2. Solitude 2. Longing
3. Desperation 3. Suffering 3. Immortality 3. Disguise 3. Friendship
4. Redemption 4. Damnation 4. Awakening 4. Loss 4. Happiness
5. Isolation 5. Salvation 5. Transcendence 5. Paranoia 5. Peace
6. Temptation 6. Torment 6. Conflict 6. Destiny 6. Freedom
7. Anarchy 7. Devotion 7. Regret 7. Chaos 7. Trust
8. Deception 8. Legacy 8. Ambition 8. Guilt 8. Courage
9. Manipulation 9. Despair 9. Fear 9. Melancholy 9. Wisdom

134
Chapter VII: Oracles ELEGY

Characters
Trait
00-10 20-30 40-50 60-70 80-90
0. Addicted 0. Insensitive 0. Determined 0. Driven 0. Loyal
1. Cruel 1. Selfish 1. Intolerant 1. Strong 1. Suspicious
2. Infamous 2. Aggressive 2. Stern 2. Boastful 2. Brave
3. Resourceful 3. Deceitful 3. Anxious 3. Lonely 3. Faithful
4. Adventurous 4. Insightful 4. Stingy 4. Stubborn 4. Manipulative
5. Cunning 5. Sociable 5. Apathetic 5. Envious 5. Talented
6. Influential 6. Ambitious 6. Doomed 6. Loving 6. Careless
7. Secretive 7. Defiant 7. Kind 7. Successful 7. Generous
8. Afflicted 8. Intelligent 8. Stoic 8. Bold 8. Oblivious
9. Dangerous 9. Angry 9. Bitter 9. Experienced 9. Cautious
Occupation
00-10 20-30 40-50 60-70 80-90
0. Police 0. Journalist 0. Plumber 0. Florist 0. Builder
1. Doctor 1. Scientist 1. Detective 1. Realtor 1. Developer
2. Lawyer 2. Pharmacist 2. Salesperson 2. Veterinarian 2. Instructor
3. Nurse 3. Waiter 3. Athlete 3. Counselor 3. Planner
4. Chef 4. Tailor 4. Banker 4. Dancer 4. Cashier
5. Mechanic 5. Musician 5. Pilot 5. Barber 5. Attendant
6. Artist 6. Carpenter 6. Security 6. Therapist 6. Designer
7. Teacher 7. Photographer 7. Driver 7. Taxi Driver 7. Paramedic
8. Librarian 8. Firefighter 8. Writer 8. Barista 8. Performer
9. Actor 9. Farmer 9. Stylist 9. Reception 9. Landscaper
Goal
00-30 40-60 70-90
0. Obtain an object 0. Find a home 0. Enrich themselves
1. Make an agreement 1. Seize power 1. Protect a person
2. Build a relationship 2. Restore a relat. 2. Protect status quo
3. Undermine relationship 3. Create an item 3. Advance status
4. Seek a truth 4. Travel to a place 4. Defend a place
5. Pay a debt 5. Escape from something 5. Avenge a wrong
6. Refute a falsehood 6. Rebel against power 6. Fulfill a duty
7. Harm a rival 7. Collect a debt 7. Gain knowledge
8. Cure an ill 8. Protect a secret 8. Prove worthiness
9. Find a person 9. Spread faith 9. Roll Twice

Initial Disposition
0. Indifferent 3. Suspicious 6. Wanting 9. Hostile
1. Demanding 4. Unfriendly 7. Threatening
2. Friendly 5. Cooperative 8. Curious

135
ELEGY Chapter VII: Oracles

Story
Clues
1-2. Affirms a previously 35-36. Involves a personal 71-72. Connects to a
understood fact or clue item previously unrelated
3-4. Connects to a known 37-38. Involves an enemy or mystery or mission
rumor or scandal rival 73-74. Evokes a vision or
5-6. Connects to a previous- 39-40. Involves a notable prophecy
ly unrelated mystery or mortal 75-76. Affirms a previously
mission 41-42. Involves an unusual understood fact or clue
7-8. Connects to your own ability or power 77-78. Leads to a nearby or
expertise or interests 43-44. Involves someone familiar place
9-10. Contradicts a previ- you trust 79-80. Involves a hidden or
ously understood fact 45-46. Involves something mysterious mortal
or clue rare, expensive, or 81-82. Connects to your own
11-12. Evokes a personal precious expertise or interests
memory 47-48. Leads to a strange or 83-84. Involves a notable
13-14. Evokes a remark- unfamiliar place vampire
able supernatural 49-50. Leads to a hidden or 85-86. Contradicts a
phenomenon forgotten place previously understood
15-16. Evokes a vision or 51-52. Leads to a nearby or fact or clue
prophecy familiar place 87-88. Involves a key or
17-18. Involves a cultural 53-54. Leads to a notable or means of access
touchstone central place 89-90. Evokes a personal
19-20. Involves a hidden or 55-56. Suggests a history of memory
mysterious faction similar incidents 91-92. Leads to a hidden or
21-22. Involves a hidden or 57-58. Suggests a looming forgotten place
mysterious vampire event or deadline 93-94. Suggests a history of
23-24. Involves a key or 59-60. Suggests an imposter similar incidents
means of access or forgery 95-96. Suggests a looming
25-26. Involves a hidden or 61-62. Involves a supernatu- event or deadline
mysterious mortal ral being 97-98. Involves someone you
27-28. Involves a supernatu- 63-64. Evokes a remark- trust
ral being able supernatural 99-00. Involves a cultural
29-30. Involves a notable phenomenon touchstone
faction 65-66. Involves a notable
31-32. Involves a notable faction
vampire 67-68. Connects to a known
33-34. Involves a person rumor or scandal
or faction from your 69-70. Involves a hidden or
background mysterious faction

136
Chapter VII: Oracles ELEGY

Complication
01-03. Supernatural power 34-36. Old enemy resurfaces 67-69. Two seemingly
fails 37-39. Simultaneous unrelated problems are
04-06. Supernatural power problems force a hard shown to be connected
misfires choice 70-72. Undermined by self-
07-09. Debt or promise 40-42. Someone important doubt or vulnerabilities
comes due betrays your trust 73-75. Unexpected enemies
10-12. Enemy reveals 43-45. Someone important is appear
unexpected powers, threatened or endangered 76-78. Urgent message
abilities, or influence 46-48. Someone important distracts you from your
13-15. Enemy reveals their reveals their problematic mission
true agenda or nature secret or history 79-81. You are tracked or
16-18. Enemy unexpectedly 49-51. Something important followed
benefits from your goes missing 82-84. You were diverted
actions 52-54. A supernatural from the true crisis
19-21. Key location is made power is shown to have 85-87. An unexpected ally
inaccessible unexpected consequences appears
22-24. Key location is threat- 55-57. Time pressure 88-90. A hidden treasure or
ened or made unsafe suddenly increases artifact is discovered
25-27. A mortal notices you're 58-60. Trap is sprung 91-93. A long-lost relative or
not human 61-63. True agenda of a friend resurfaces
28-30. You lose control and connection is revealed 94-96. A powerful artifact or
feed on the closest mortal 64-66. Trusted information weapon is revealed
31-33. Objective of a quest is is shown to be false 97-00. Roll twice
not what you assumed

Yes/No Ritual failure


Odds are... Yes on... 1-20. The ritual has the opposite effect
21-40. It attracts mortal attention
Almost certain 11 or greater 41-60. It affects a different target
Likely 26 or greater 61-80. It has no effect, and you waste or lose
resource needed to perform it again
50/50 51 or greater 81-00. It has no effect, and it consumes you: lose
Unlikely 76 or greater 2 point of blood, health or spirit (pick 1).
Small chance 91 or greater. City Events
On a match, an extreme result 1-2. Influential 7-8. Relic is stolen
or twist has occurred. vampire disappears from secure place.
mysteriously. 9-10. Influential vam-
3-4. Mortal witnesses a pire assassinated at
vampire feeding. formal gathering.
5-6. Grisly murders 11-12. Outbreak of
point to vampires. blood-borne illness.

137
ELEGY Chapter VII: Oracles

13-14. Faction stronghold 51-52. A vampire’s progeny 79-80. A powerful psychic


raided by enemies. rebels, gathering their with the ability to nullify
15-16. Betrayal fractures own faction. vampire powers emerges
faction alliances. 53-54. A faction leader is as a threat.
17-18. Vampire mannequin framed for a heinous 81-82. A rogue vampire ini-
is threatened. crime. tiates a series of terrorist
55-56. A rival faction joins attacks, plunging the city
19-20. Ancient vampire into chaos.
wakes from slumber. forces with werewolf
adversaries. 83-84. A powerful vampire
21-22. Corrupt council elder seeks to rewrite the
manipulates vampire 57-58. A vampire hunter
reveals the existence of vampire traditions to
society. suit their desires.
vampire society.
23-24. Mortal cult threatens 85-86. A prominent local
to expose vampires. 59-60. A rogue vampire
initiates a citywide reign politician is found dead
25-26. Faction tensions of terror. with obvious signs of
escalate into conflict. feeding.
61-62. A vampire’s mortal
27-28. Mysterious murders ally is possessed by an 87-88. A mysterious cult
target vampire elite. ancient spirit. emerges, preaching the
29-30. Someone in the existence of supernatural
63-64. A vampire conspiracy beings in the city.
faction ranks is a spy. seeks to control mortal
31-32. Sacred burial ground governments. 89-90. A secret society
desecrated by enemies. of mortal vampire
65-66. A vampire’s mortal enthusiasts discovers
33-34. Ancient manuscripts family is targeted by a the existence of real
hidden in the city hold vengeful adversary. vampires and seeks to
forbidden knowledge. 67-68. A faction leader become their allies.
35-36. Werewolves overrun betrays their allies, 91-92. A group of vampire
vampire territory. forging new alliances. hunters develops a serum
37-38. Betrayal by spy 69-70. A vampire is wrongly that grants temporary
jeopardizes faction. accused of breaking the vampire-like abilities.
39-40. Factions clash over sacred traditions. 93-94. The city's major
limited feeding grounds. 71-72. A supernatural entity library is revealed to
41-42. Faction leader plots demands the sacrifice of house ancient vampire
assassination against an innocent mortal. texts.
rivals. 73-74. A vampire hunter 95-96. A vampire's lair is
43-44. A vampire hunter organization unleashes discovered by a group of
organization infiltrates a deadly ambush on a mortals.
the city. gathering. 97-98. The city's major park
45-46. Façade is breached 75-76. A vampire’s trusted becomes the site of a
at influential mortal advisor betrays them, vampire ritual.
gathering. leading to a personal 99-100. A vampire's lair is
vendetta. compromised by a mole
47-48. A powerful psychic
threatens to expose 77-78. A mortal uprising led within their own faction,
vampire secrets. by a charismatic leader leading to a citywide
threatens to expose the hunt for the traitor.
49-50. Influential vampire vampire community.
challenges queen’s rule.

138
Chapter VII: Oracles ELEGY

Ambience
Streets
1-2. Distant sirens wail 37-38. Forgotten newspapers 71-72. Moonlight filters
through the night. tumble along deserted through gaps in boarded
3-4. Flickering streetlights streets. windows.
create shifting shadows. 39-40. Rats scurry through 73-74. Lingering cigarette
5-6. Rain-soaked streets garbage-filled alleyways. smoke hangs in the
reflect dim lamplights. 41-42. Dilapidated buildings stagnant air.
7-8. Lurking figures linger in creak with unseen 75-76. Eerie silence descends
concealed corners. movement. as footsteps fade.
9-10. Empty alleyways echo 43-44. Low rumbling of 77-78. Vagrants huddle
with whispered secrets. passing subway trains. around a flickering
11-12. Gritty graffiti adorns 45-46. Stray cats dart barrel fire.
decaying brick walls. between crumbling 79-80. Tattered curtains
13-14. Thick fog slithers structures. sway in forgotten
through narrow 47-48. Distant hum of apartment windows.
passages. electrical transformers 81-82. Broken fire hydrants
15-16. Damp air carries a fills the air. ooze water onto cracked
bone-chilling coldness. 49-50. Broken fire escapes pavement.
17-18. Pounding footsteps cling to aging facades. 83-84. Puddles reflect the
reverberate in empty 51-52. Sudden flashes moon’s pale, haunting
alleys. of distant lightning light.
19-20. Abandoned cars sit illuminate silhouettes. 85-86. Chipped statues
motionless along the 53-54. Graffiti-covered stand as forgotten
road. stairwells lead to hidden sentinels.
21-22. Hushed conversations depths. 87-88. The distant hum of
drift from hidden 55-56. Muffled music seeps a malfunctioning air
doorways. through closed basement conditioner.
23-24. Broken glass crunches doors. 89-90. Crumbling stone
under weary footsteps. 57-58. Faint laughter steps lead to subterra-
25-26. Sudden gusts of wind drifts from concealed nean depths.
howl between buildings. speakeasies. 91-92. Vines crawl up
27-28. Flickering neon signs 59-60. Rusty bicycles lean decaying brick facades.
cast an eerie glow. against rusty chain-link 93-94. Faint sirens grow
29-30. Shattered streetlights fences. distant as they fade.
leave patches of 61-62. Looming skyscrapers 95-96. Wandering shadows
darkness. cast long, dark shadows. elongate under dim
31-32. Shadows dance in the 63-64. Discarded needles streetlights.
dimly lit park. litter the dimly lit alleys. 97-98. Broken-down cars
33-34. Fading laughter 65-66. Flickering lamplights rust in desolate parking
echoes in forgotten reveal broken cobble- lots.
playgrounds. stone paths. 99-100. Unmarked door-
35-36. Overflowing dump- 67-68. Shadows twist and ways conceal hidden
sters emanate putrid elongate along deserted nocturnal activities.
odors. sidewalks.
69-70. Stray gusts of wind
rattle loose shutters.

139
ELEGY Chapter VII: Oracles

Indoors
1-2. Flickering fluorescent 37-38. Faint scratching 73-74. Shifting shadows
lights hum softly. sounds behind locked dance on cracked
3-4. Distant echoes reverber- doors. wallpaper.
ate through empty 39-40. A distant clock 75-76. A distant echo of a
hallways. chimes, marking the child’s laughter.
5-6. Dust dances in the passing time. 77-78. The subtle rustle of
beam of a single 41-42. A flickering television tattered theater curtains.
spotlight. broadcasts static-filled 79-80. Broken record
7-8. The scent of dampness images. player spins in eternal
permeates the air. 43-44. The gentle patter repetition.
9-10. Creaking floorboards of rain against cracked 81-82. The hollow echo
echo with every step. windows. of footsteps in empty
11-12. Fading wallpaper peels 45-46. The faint scent of old corridors.
from decaying walls. books lingers in the air. 83-84. Flickering computer
13-14. Flickering candle 47-48. Hushed footsteps screens cast eerie glows.
casts eerie shadows on echo in grand, empty 85-86. The distant hum of
the walls. ballrooms. malfunctioning vending
15-16. The soft crackling of a 49-50. Shuffling sound machines.
dying fireplace. of unseen creatures 87-88. The hushed
17-18. Stale air hangs heavy scurrying. whispers of forgotten
in abandoned rooms. 51-52. The eerie glow of an conversations.
19-20. Dimly lit corridors abandoned operating 89-90. Shattered porcelain
lead to mysterious theater. dolls stare with glassy
chambers. 53-54. Heavy curtains sway eyes.
21-22. Dripping water echoes with a chilling draft. 91-92. Faint cries of pain
in hidden basement 55-56. Faint laughter from hidden torture
depths. from long-forgotten chambers.
23-24. Tattered curtains celebrations. 93-94. Layers of dust
sway in a cold breeze. 57-58. Broken glass cover forgotten antique
25-26. Rustling papers hint crunches under cautious furniture.
at forgotten secrets. footsteps. 95-96. The soft squeak of a
27-28. The soft hiss of steam 59-60. The distant sound of rocking chair’s motion.
pipes fills the silence. a music box melody. 97-98. Ticking clocks mark
29-30. Faint whispers drift 61-62. The flickering glow of the passage of time.
through the empty candlelit séances. 99-100. An old radio plays
library. 63-64. Dust-covered pianos haunting melodies from
31-32. Shattered mirrors hold forgotten melodies. another era.
reflect fragmented 65-66. Clattering keys on old
memories. typewriters resonate.
33-34. The muffled hum 67-68. The gentle rustling of
of malfunctioning moth-eaten curtains.
electronics. 69-70. Lingering scent of
35-36. Old photographs perfume in abandoned
lie scattered on dusty bedrooms.
tabletops. 71-72. Crumbling plaster
falls in whispered
cascades.

140
Chapter VII: Oracles ELEGY

Location
Generic
0. City Hall 27. Arcade 54. Golf Course 77. Paintball Arena
1. Police Station 28. Car Wash 55. Police Academy 78. Farmers Market
2. Public Library 29. Ice Cream Shop 56. Bus Stop 79. Trampoline Park
3. Hospital 30. Bookstore 57. Comedy Club 80. Karaoke Bar
4. Park 31. Yoga Studio 58. Flower Shop 81. Board Game
5. Coffee Shop 32. Music Venue 59. Antique Store Cafe
6. Art Gallery 33. Grocery Store 60. Yoga Studio 82. Comic Book
7. Shopping Mall 34. Park Bench 61. Movie Rental Store
8. Univ. Campus 35. Public Pool Store 83. Furniture Store
9. Cemetery 36. Laundromat 62. Music Store 84. Tailor Shop
10. Nightclub 37. Pharmacy 63. Garden 85. Yoga Studio
11. Movie Theater 38. Hardware Store 64. Pawn Shop 86. Dance Club
12. Restaurant 39. Bike Shop 65. Escape Room 87. Gym
40. Food Truck Park 66. Art Supply Store 88. Skate Shop
13. High School
41. Public Restroom 67. Thrift Store
14. Gym 89. Shooting Range
42. Office Building 68. Dance Studio
15. Train Station 90. Home Decor
43. Beauty Salon 69. Recording
16. Bank Store
44. Gas Station Studio
17. Fire Station 45. Food Court 91. Juice Bar
70. Boxing Gym
18. Museum 46. Library 92. Pottery Studio
71. Hardware Store
19. Sports Stadium 47. Skate Park 72. Brewery 93. Tea House
20. Tattoo Parlor 48. Tennis Court 73. Music School 94. Boxing Studio
21. Yoga Studio 49. Playground 74. Theater 95. Arts Center
22. Bowling Alley 50. Mini Golf Company 96. Go-Kart Track
23. Barbershop Course 75. Retirement 97. Laser Tag Arena
24. Pet Store 51. Car Dealership Home 98. Retro Arcade
25. Farmers Market 52. Bowling Alley 76. Auto Repair 99. Outdoor
26. Secluded beach 53. Dog Park Shop Concert Venue

141
ELEGY Chapter VII: Oracles

Santa Maria Places by District


01-16. Downtown 17-32.Suburbia 33-48. Waterfront
0. Blue Grove Hotel 0. Bubble Plex Cinema 0. Georgia Beach
1. Downtown Cemetery 1. Family Bites diner 1. If You Say So diner
2. Downtown Square 2. Machado Bookstore 2. Santa Maria Pier
3. Gargoyle alternative bar 3. Mandala Hollistic Center 3. Serene Hands Clini
4. Night Mare Coworking 4. Sub. Animal Hospital 4. The Opium night club
5. Red Wood Park 5. Sub. Park 5. Thomasina Beach
6. Santa Maria Mall 6. Sub. Police Station 6. Vortex tattoo studio
7. Santa Maria Observatory 7. Sub. Sports Center 7. Waterfront Cinema
8. The Confessional club 8. Suburbia Tech tech shop 8. Waterfront Art Gallery
9. Unlucky Shot diner 9. Tranquil Trails retirement 9. Witch Mall trinket shop
49-64. Old Town 65-80. Industrial 81-00. University
0. Cielo Library 0. Castilla Mall 0. Brass Star convenience
1. Correa Theatre 1. Flex Pulse gym 1. Green Pines pub
2. Crafty Maria Alehouse 2. Industrial Skate Park 2. Heartbeat dance club
3. Heritage Square 3. Iron Vault Industries ruins 3. Joanne Charity hospital
4. Old Central Square 4. Rosa Clinic 4. Kombina gourmet café
5. Old Town Church 5. Santa Cheers pub 5. University of Santa Maria
6. Santa Maria Cemetery 6. Scrapyard Salvage 6. USM Botanical Garden
7. Santa Maria Hotel 7. Simple Life Diner 7. USM Library
8. Santa Maria Museum 8. Smart Fill gas station 8. USM Science Museum
9. Santa Maria Public Market 9. Sound Factory nightclub 9. USM Stadium

142
name

FOCUS HEALTH

+10 force dexterity intellect glamour heart +5

+9 BONDS ELEGIES +4

+8 +3

+7 +2

+6 +1

+5 +0
SPIRIT
+4
+5
+3
+4
+2 ASSETS
+3
+1
+2
+0
+1
-1
+0
-2 BLOOD

-3 +5
-4 +4
-5 EXPERIENCE +3
-6 +2
MAX
IMPACTS +1
RESET starving shaken wounded
sinner traumatized perm. harmed
+0
FOCUS name looks

+10 background

+9

+8
force dexterity intellect glamour heart
+7
ASSETS
+6

+5

+4

+3 BONDS ELEGIES

+2

+1

+0

-1

-2

-3

-4

-5

-6 IMPACTS EXPERIENCE
wounded
MAX
permanently harmed
RESET starving shaken
sinner traumatized
HEALTH

+5

+4

+3

+2

+1

+0
SPIRIT

+5

+4

+3

+2

+1

+0
BLOOD

+5

+4

+3

+2

+1

+0
Thank you for reading!

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