Professional Documents
Culture Documents
v3
inspired by the world of
Vampire: the Requiem
Vampire: the Masquerade
Vampire: the Masquerade — Bloodlines
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
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
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
A bonus to a stat on action rolls
value from 5 to 7. When you roll dice,
Special abilities and fictional
you usually compare them to one stat
opportunities
— the situation will tell you which
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
Force: Physical strength, As you form bonds and conclude
endurance, and aggressiveness. quests, you gain experience. For a
Dexterity: Quickness, agility few experience points, you can pur-
and coordination. chase a new asset or buy a new abili-
Glamour: Charisma, influence ty on an asset you already own.
and charm.
Always consider the narrative jus-
Intellect: Expertise, knowledge
tification when you add an asset to
and observation.
your character. What have you done
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
10
Chapter II: Your Character ELEGY
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.
12
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
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.
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
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
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 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
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
19
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.
20
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
22
Chapter II: Your Character ELEGY
23
ELEGY Chapter II: Your Character
24
Chapter II: Your Character ELEGY
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
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.
Health represents your physical Misfortunes
condition and stamina. Misfortunes are temporary. They
Spirit is your morale and mental last until your character has ade-
state. quate opportunity, resources, and
Blood represents how much time to recover.
your hunger for blood is sated.
Wounded may be marked when
Impacts you are at 0 health and suffer
harm. You are severely injured.
Impacts represent temporary and
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
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 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- Sinner may be marked when
tive impact. you are Starving, at 0 blood and
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.
Envision your character. Pick three assets (at least 1 power)
Choose a name. Create up to three background
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.) Set a background elegy, and give
Set health, spirit, and blood to +5. it a rank of formidable, extreme
Make note of any important or epic. Then, envision your
equipment, weapon, or items. inciting incident and write a
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
vs
challenge dice stats bonuses
action score
31
ELEGY Chapter III: Playing the Game
START
32
Chapter III: Playing the Game ELEGY
Benefits Costs
Your wounds are healed: gain +2 You are harmed or tired: lose
health or clear Wounded impact. health according to the situation
You feed: gain +2 blood (+4 if you kill (see Harm)
your victim) or uncheck Starving. You are stressed, scared,
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)
You create or seize an You spend blood and get
opportunity: you or an ally gain hungrier: lose 1 blood (see
+2 in the next related Action Roll Hunger)
You achieve something cool or You are put in disadvantage or
dramatic: gain another +1 focus in trouble: lose 1 focus
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
34
Chapter III: Playing the Game ELEGY
35
ELEGY Chapter III: Playing the Game
36
Chapter III: Playing the Game ELEGY
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-
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
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.
Elegy: When you Sing an Elegy, formidable extreme epic
a progress track represents the
37
ELEGY Chapter III: Playing the Game
38
Chapter III: Playing the Game ELEGY
39
ELEGY Chapter III: Playing the Game
40
Chapter III: Playing the Game ELEGY
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.
42
Chapter III: Playing the Game ELEGY
43
ELEGY Chapter III: Playing the Game
44
Chapter III: Playing the Game ELEGY
45
ELEGY Chapter III: Playing the Game
46
Chapter III: Playing the Game ELEGY
47
ELEGY Chapter III: Playing the Game
48
Chapter III: Playing the Game ELEGY
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ELEGY Chapter III: Playing the Game
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.
On a strong hit, you create a On a strong hit, mark progress.
connection. Give them a role 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, On a miss, or if you have no
add +1 and take +1 focus on a hit. interest in maintaining this
On a weak hit, as above, but relationship, choose one.
this connection comes with a Lose the connection: Envision
complication or cost. Envision how this impacts you and Pay
what they reveal or demand. the Price.
On a miss, you don’t make a 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
accomplishing a mission that connection. If you refuse or fail,
benefits them the connection is permanently
seeking their assistance during undone.
dire situations
presenting them with a valuable gift
sharing a significant moment
standing by them in times of
hardship
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
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
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.
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Chapter III: Playing the Game ELEGY
Suffer Moves
Pay the price
When you suffer the outcome of an action, choose one.
Make the most obvious negative outcome happen.
ask the oracle for inspiration. Interpret the answer as a hardship or
complication appropriate to the situation.
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.
Exchange each additional -focus for any combination of -health, -spirit,
or -blood as appropriate to the circumstances.
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).
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ELEGY Chapter III: Playing the Game
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Chapter III: Playing the Game ELEGY
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ELEGY Chapter III: Playing the Game
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Chapter III: Playing the Game ELEGY
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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
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ELEGY Chapter IV: Your World
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Chapter IV: Your World ELEGY
History
Vampires inhabit Santa Maria since its early development, which happened…
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?
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?
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ELEGY Chapter IV: Your World
Origins
It is widely accepted that vampirism is…
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?
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?
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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?
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?
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?
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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 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?
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?
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Chapter IV: Your World ELEGY
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?
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?
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?
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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?
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?
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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.
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?
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?
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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.
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?
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?
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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?
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?
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?
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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.
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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 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?
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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?
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Chapter IV: Your World ELEGY
Elegies
The precious promises vampires make one another…
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?
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?
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ELEGY Chapter IV: Your World
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Chapter IV: Your World ELEGY
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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.
Blue Grove Hotel: an opulent and luxurious 5-star hotel
Downtown Cemetery: a tranquil oasis in the midst of the bustling district
Downtown Square: an overwhelming mix of commerce and entertainment
Gargoyle: b movie-themed alternative bar
Night Mare: trendy coworking space, open 24-hours
Red Wood Park: complete with a skatepark and sports courts
Santa Maria Mall: huge mall featuring a diverse array of shops
Santa Maria Observatory: giant glass windows and a great view of the city
The Confessional: unholy-themed alternative dance club
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?
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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.
Bubble Plex: a multiplex cinema showcasing the latest films
Family Bites: a family-friendly diner serving comfort food
Machado Bookstore: huge used books store, has a bit of everything
Mandala Hollistic Center: a wellness center offering all kinds of treatment
Suburbia Animal Hospital: a veterinary hospital providing extensive pet care
Suburbia Park: spacious park with playgrounds and walking trails
Suburbia Police Station: a community-focused police station
Suburbia Sports Center: a facility for various recreational activities
Suburbia Tech: a huge tech repair shop
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.
Georgia Beach: large touristic park by the sea
If You Say So: 24h diner that serves only the most popular specialties
Santa Maria Pier: shops, food stalls and a great view of the ocean
Serene Hands Clinic: provides all exams and responds to emergencies
The Opium: alternative night club with gothic vibes
Thomasina Beach: small, secluded beach with crystalline water
Vortex: tattoo studio that attracts both locals and tourists
Waterfront Cinema: screens mostly alternative or classic movies
Waterfront Gallery: displays works by postmodern Santa Maria artists
Witch Mall: religious items and spiritual trinkets for mystical people
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
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?
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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.
Castilla Mall: five stories of entertainment and consumerism
Flex Pulse: big gym club that only opens at night
Industrial Skate Park: with industrial-inspired ramps and features
Iron Vault Industries: the abandoned ruins of an old factory
Rosa Clinic: emergency clinic built recently
Santa Cheers: old-school gritty pub, complete with slot-machines
Scrapyard Salvage: a junkyard full of scraps of old vehicles
Simple Life Diner: traditional diner open for 50 years
Smart Fill: gas station equipped with a 24-hours convenience store
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.
Brass Star: 24-hour diner/convenience store next to the UFM
Green Pines: traditional pub that attracts students
Heartbeat: a dance club in the middle of the district
Joanne Charity: largest hospital in Santa Maria
Kombina: refined gourmet coffee shop
University of Santa Maria (USM): a national academic benchmark
USM Botanical Garden: visitors explore a colorful plant life in serenity
USM Library: a deep well of knowledge, literature, and research
USM Science Museum: interactive and immersive displays of curiosity
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?
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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 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 Drives are their typical
guiding their power in combat and objectives
social influence. Envision their per- 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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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 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 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 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 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- 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
Oblivious look Stylish attire
Drives Drives
Live everyday life Protect domain
Have fun in free time Stick with gang
Features Survive
Blood Features
Aid of gang
Quest starter: In her masses, a 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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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 Confident demeanor
existence. Drives
Traits Gain influence and recognition
Timid Features
Drives Advanced training
Show worth to elders Connections with other young
Survive another night vampires
Features
Quest starter: A group of young
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 Commanding and distinguished
Mature demeanor appearance
Drives Drives
Hold position of authority Leave a lasting impact on
Features vampire world
Alliances with powerful Features
vampires Overwhelming powers
Influence over younger vampires Influence over powerful
Mastered abilities vampires
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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
Regal air and demeanor strict feudal structure mirrors the
social order of medieval times and
Drives
emphasizes the importance of tradi-
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.
Unfathomable powers Diplomacy, political maneuvering,
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.
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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). Intense, intimidating gaze
Traits Drives
Features
Quest starter: The captain suspects
Absurd wealth a high-profile vampire of breaking
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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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 Street-smart clothing
genuine sense of civic duty to the Drives
movement, while others seek power Educate younger Kindred about
within the sect, using their position the oppressive nature of the
to acquire favors and influence. Olympus
Traits Organize protests
Confident demeanor Features
Drives Firearm
Liberate vampires from the Enhanced strength
oppresive Olympus
Keep authority Quest starter: You are accused of
killing an Agorean member in
Features
their territory. How do you prove
Influence over mortal your innocence to the director?
institutions
Magnetic charisma
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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.
Scars Traits
Whip with thorns Ceremonial markings
Drives Simple weapon
Pack mentality
Glory and recognition
Drives
Features
Devotion to the pack and the
Enhanced physical strength Egregoros ideals
Pack hideout Personal advancement within
the Egregoros
Quest starter: A shady servient
Features
asks you to join a closed Egregoros
pack. You suspect something dan- Enhanced agility
gerous is brewing. What do you 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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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
Circle of Circe tattoo in chest member of the Circle. She lacks
Confident look in terms of influence and mystical
Drives power, but not in curiosity.
Advance in its training Traits
Master skill in rituals Attentive eyes
Features Drive
Vast knowledge of rituals Uncover the mysteries of magic
Powers of mental control Gain prestige within the circle
Features
Quest starter: An initiated is ac-
cused of hypnotizing humans in Basic ritualistic knowledge
plain sight, breaking the Façade. 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?
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ELEGY Chapter V: NPCs
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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 Simple gray attire
Long, simple black coat Air of desperation
Air of piety and devotion Drives
Drives Follow the word of the order
Indoctrinate young vampires Deepen my spiritual practice
Acquire more prestige within Features
the order
Enhanced willpower
Features
Endurance through resilience Quest starter: Members of the
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?
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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
Absent-minded transient.
Drives Traits
Follow my intuition Cold demeanor
Fulfill my visions Always serious
Features Drives
Powers of fate, influencing luck Find meaning in death and
and fortune decay
Powers of time and prescience
Features
Quest starter: A sibyl receives a Powers of death and raising the
vision: she requires a specific com- dead
ponent for her ritual that’s located 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?
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ELEGY Chapter V: NPCs
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Chapter V: NPCs ELEGY
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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
Fierce and determined Attire adorned with mystical
countenance symbols
Adorned with tribal war paint Serene countenance.
Drives: Drives
Prove valor in combat Keep the tribe united
Defend members of my tribe
Features
Uphold our tradiitons
Human, combat, and wolf form
Features
Heightened senses
Human, combat, and wolf form Prophetical intuition
Heightened senses Communication with spirits
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?
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Chapter V: NPCs ELEGY
Dullclaw
Formidable. The dullclaw is a young Features
and inexperienced varou, learning Human, combat, and wolf form
the ways of her tribe. Heightened senses
Traits
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
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
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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 Monstrous version of an animal
allows them to survive. 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 Feed and hide
and feral, while suffering absolute Features
amnesia from this period when they
Human form and monstrous
go back to their human appearance.
form
This internal struggle often results
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.
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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- Sacred symbol
mary objective is not always to kill Leather clothing
vampires. Drives and goals
Not all hunters are affiliated with Hunt down vampire
large organizations. Some operate Purify world
independently or in small packs, of- Features
ten unaware of the intricate vampiric
Blades and torches
society. Guided by personal vendet-
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?
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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. Shaky
Traits Drives
Drives Features
113
CHAPTER VI:
GAMEPLAY
IN DEPTH
Chapter VI: Gameplay in Depth ELEGY
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ELEGY Chapter VI: Gameplay in Depth
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Chapter VI: Gameplay in Depth ELEGY
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.
118
Chapter VI: Gameplay in Depth ELEGY
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ELEGY Chapter VI: Gameplay in Depth
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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
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Chapter VI: Gameplay in Depth ELEGY
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ELEGY Chapter VI: Gameplay in Depth
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Chapter VI: Gameplay in Depth ELEGY
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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. Who’s the most susceptible person
in here?
You roll a 10 and a 1: a weak hit. Who’s most likely to harm me?
That’s +1 focus for you, along with one Who’s most likely to give me what I
more benefit and one cost for the action. want?
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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 An Action Roll to activate your
everyone, occasional murmurs break- human appearance.
ing the stillness. The police officers 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.
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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.
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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.
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131
CHAPTER VII:
ORACLES
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
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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
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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
137
ELEGY Chapter VII: Oracles
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
142
name
FOCUS HEALTH
+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!