Vrykolakas (10 FP)
From beyond came the wolf, and in its wake followed its disciples as hounds at its heels.
Height: Varies
Weight: Varies
Environment: Any
Population: Anomaly
Speed: 10 ft.
Unarmed Dice: N/A
Entropal Servitor (32 FP): Vrykolakas are manifestations of the Great Wolf’s influence, an undying blight upon reality that seeks to consume and destroy all. In their natural form, they are penumbral wolves, featureless lupin distortions born of entropy and hunger.
Since they have no true substance in themselves, they lack any form to damage or slay. Due to this, they have no Hit Points, rendering them immune to damage.
Undeath (5 FP): Vrykolakas are not living creatures, and are immune to many of the weaknesses of life. They do not need to sleep, but can meditate for an hour to gain the effects of a full rest. They are not affected by toxins, pathogens or other things that wouldn’t logically harm a corpse. Likewise, they are immune to Features that would rely on sexual arousal or similar biological reactions.
Beyond Creation’s Light (4 FP): Vrykolakas are beyond reality, alien to that which is eternally lost to them. Whenever a creature other than the Vrykolakas tries to observe the contents or structure of the Vrykolakas’ mind, the creature fails to understand what they are observing, beyond a general since of the incomprehensible non-existence beyond. After the contact has ended, the creature remembers nothing about the experience except for the vague emotional trauma resulting from it.
In addition, if a perceived environment is within the mind of a Vrykolakas, or formed from it, that environment is completely subject to the Vrykolakas’ will at all times, even if the effect causing it to exist would not otherwise allow thus.
This unknowable nature renders the Vrykolakas immune to effects that would alter, control or similarly tamper with their minds. Because of this, their souls cannot be harmed or destroyed.
If a Vrykolakas is ever destroyed in a reality, they still remain intact beyond and may be summoned back into a reality, whether the same one or not.
Famed Wolf (3 FP): A Vrykolakas may take on a lupin form in addition to their humanoid one. They may return to humanoid form as an action.
As three actions, they can distort their inhabited corpse into the shape of a wolf. While in wolf form, their Unarmed Dice increases by 5 die types (to 2d6 if it is 1d2), they cannot speak or easily communicate and they reduce all Smart Ass based Checks by 1d4.
As an action, they can make minor changes to either of their forms. In human form, they may alter their appearance to gain any lupin traits. In wolf form, they may alter their size up to their maximum size and down to 60 lb. Their wolf form has a maximum weight of 60 lb. For each 6 total FP they possess, this weight doubles.
Ghoulish (2 FP): If a Vrykolakas eats a substantial portion of a creature that hasn’t been cooked or prepared in a similar way, they regain a number of Hit Points equal to the creature’s Hit Points. This feature is treated as having inflicted the creature’s entire Hit Point pool to the creature, even if it is dead. Unless the creature in some way heals this damage (such as by healing itself if still alive or by being returned to life if dead), the Vrykolakas cannot use this feature repeatedly on the same creature.
Possession (2 FP): Despite being disembodied manifestations, Vrykolakas can inhabit discarded flesh as their own.
As twelve actions while touching an empty corpse, a Vrykolakas can possess the corpse. While possessing a corpse, they have the same Height, Weight, Speed, Unarmed Dice and methods of communication the corpse had in life.
In addition, the Game Master may allow any of the corpse’s Features they rule as sufficiently physical to be used.
While inhabiting a corpse, the Vrykolakas is treated as having Hit Points, although being reduced to zero Hit Points only results in them being expelled from the corpse without any lasting effects.
Upon entering a corpse, they have 1 Hit Point. They can increase this to their total through methods that would normally restore Hit Points. Their inhabited bodies, being dead, do not heal through natural, biological, processes.
As three actions, a Vrykolakas can leave a corpse voluntarily. This Feature partially negates Entropal Servitor, Mute and Intangible.
Vital Blight (2 FP): Vrykolakas carry with them the influence of the Great Wolf, its nature drawing all life closer to death. They can spread this influence like a disease, corrupting a creature with a touch.
As an action when making an Unarmed Attack, a Vrykolakas can taint the creature hit with death. After a full rest, the creature must make an Immune Check (1d12 + Bad Ass). The DC is based on them (6 + Smart Ass). If the creature succeeds, it is unaffected. If it fails, it is infected by Vital Blight.
A creature with Vital Blight must make an Immune Check at the end of each full rest. If it fails, its functional Bad Ass is reduced by 1, until it is cured. If it rolls 6 higher than needed to pass the Immune Check, the creature is cured. Any creature that touches a creature with Vital Blight must make an Immune Check or contract Vital Blight as if from the original Vrykolakas.
Since this Feature is still treated as an Unarmed Attack, creatures slain with it are affected by Spiritual Plague, even if they die from the corruption rather than direct attacks.
Spiritual Regeneration (2 FP): Whenever a Vrykolakas finishes a full rest, they gain a number of Hit Points back equal to their Bad Ass + 1d6.
Once they have returned to their maximum Hit Points, their inhabited corpse will return to a flawless state, re-growing lost limbs and undoing all injuries without scars. This includes decomposition a corpse may have had, rendering them indistinguishable from life.
Great Wolf’s Sight (1 FP): As an action, a Vrykolakas can ignite or extinguish the eyes of their inhabited corpse. When ignited, their eyes glow a vibrant red, akin to the light of a blood moon. This glow increases the Check of any creature attempting to spot them by 1d4.
When ignited, they can use their eyes to see beyond the material world. They may make a Sight Check (1d12 + Smart Ass) to attempt to see non-physical aspects of reality.
In addition, when their eyes are ignited, they can see in any level of darkness as if it were fully illuminated. Neither of these benefits function through eye coverings, even those that allow through light such as glasses.
After first igniting the eyes of a specific corpse, that corpses eyes will become a colorless grey once extinguished. This is a permanent physical change to the body, and has no mechanical effects. Outside of a corpse, their eyes are always ignited.
For 1 additional FP, the results of their Sight Checks are increased by 1. This extra cost can be paid repeatedly, increasing Sight Checks by 1 each time.
Apotheosis (0 FP): When a creature would gain the Vrykolakas clan due to in game events, but it either lack sufficient available FP or chooses not to invest it, it may subconsciously choose to sacrifice its existing Features to gain sufficient FP. If the creature has insufficient total FP for the clan, including if it refuses to sacrifice Features, it dies rather than gain the Vrykolakas clan.
The creature can still be returned to life as normal, it returning without any changes to its existing clan. The player determines what decisions a character’s subconscious makes.
Conceived By The Bleakest Womb (0 FP): Despite being dead, the corrupted nature of a Vrykolakas can replace the role of a living body’s ability to reproduce. A Vrykolakas with this feature can sire or bear offspring, depending on current body, with a living creature. Children born from such a union are alive, but corrupted.
Such offspring are born with the Misanthropy Feature, and will return to life three full rests after death with all Features of the Vrykolakas clan. Vrykolakas with this feature can be affected by effects that rely on sexual arousal.
Pain Immunity (0 FP): Vrykolakas cannot feel physical pain.
Spiritual Plague (0 FP): When a Vrykolakas kills a creature with an Unarmed Attack, the creature returns to life three full rests later with all base Features of the Vrykolakas clan.
The new Vrykolakas takes on a degree of personality traits from the Vrykolakas, as if they were new instincts. This makes the new Vrykolakas more inclined to agree and work with them, but it has free will.
Timeless (0 FP): Vrykolakas do not age no matter how much time passes.
Unworldly Nature (0 FP): Vrykolakas do not exist within any reality, but can be drawn into any reality because of it. Even when they have no presence within a reality, they can be manifest through the use of the Great Wolf’s influence.
This can happen as a byproduct of large accumulations of the Great Wolf’s influence, growing to the point the Vrykolakas can manifest.
Alternatively, the influence of the Great Wolf can be manipulated to deliberately call a Vrykolakas into reality. The method used to achieve this varies, and is mostly up to Game Master discretion.
This Feature allows them to return after being burned from existence by Creation’s Light, even if at a lower level.
Lesser Running Water (-2 FP): While outside a body, a Vrykolakas cannot cross running water at all.
Lesser Threshold (-2 FP): A Vrykolakas outside a body cannot cross a threshold without permission. Thresholds exist on the edge of a place seen as a sanctuary from the outside world by one or more creatures, such as a home or church.
If one of the people who sees the place as a sanctuary invites them in, the threshold no longer has any effect on them. They can always sense the exact location of a threshold and whether or not it still affects them.
Wooden Stake (-2 FP): If staked through the heart, something that can be achieved with an Attack adjusted in difficulty by the Game Master, the Vrykolakas becomes unconscious until the stake is removed. This causes no damage, and they have the same number of Hit Points when they awaken, unless they took damage while unconscious.
Mute (-3 FP): Due to not having a physical body, Vrykolakas have no way to communicate with other creatures.
Dead (-6 FP): Vrykolakas function as if dead, lacking many of the protections a living creature has to mystical interference. Any effect that can capture or similarly affect the soul of a dead or dying creature treats them as if they were dead or dying. This allows Features that can capture the soul of a creature that dies within a certain range to capture them as soon as it comes within range.
Being captured does not impede them beyond holding them within whatever vessel was used. Any Feature that can be used outside of a body can be used while captured, potentially resulting in freedom.
Lesser Cleansing Dawn (-6 FP): If outside a body, a Vrykolakas cannot take any action until outside of sunlight, including taking move actions to leave the sunlight.
Note: Daylight qualifies as sunlight, even if the local light source is not named the Sun.
Misanthropy (-6 FP): Born of entropy and animated by the influence of that which prays on realities, Vrykolakas have destruction at the center of their beings. Whenever they kill a creature, they gain a number of Murder Points (MP) equal to the creature’s Smart Ass.
Each full rest, they loose 1 MP. When they have zero MP, they completely loose interest in all goals or behavior other than regaining their MP. This results in a massacre performed to the best of their ability, with no regard for alleys or practicality.
If the Game Master rules that the player is failing to follow this behavior, the Game Master takes control of the character until this has been corrected. Taking control is advised unless the player is confident they can play out such an action. Creatures immune to mental tampering cannot have this Feature.
Note: It is recommended to start off a Vrykolakas with MP at the start of the game. The amount is up to the Game Master, but at least 6 MP is suggested.
Sabbath (-6 FP): Restricted by a higher power that finds it funny, a Vrykolakas cannot function for a single day every seven days. During this long forgotten holiday, they fall unconscious and cannot be awakened until after the period has ended. The Vrykolakas can still be harmed during this period and has no way to defend themselves.
Intangible (-10 FP): Vrykolakas cannot touch or effect physical matter, damage creatures or use Features that would require them to have a physical body. They are still unable to pass through solid objects, even if they cannot apply force to such objects.
Optional Features
Might Of The Great Wolf (12 FP): Some Vrykolakas become directly blessed by the Great Wolf, empowered within the reality they blight. Their Kick Ass, Bad Ass and Smart Ass increases by +1. This cannot raise an Ability Score over 12.
Aura Of Blight (4 FP): The Vrykolakas can project the influence of the Great Wolf into the world around them, corrupting the vital energies of all living beings within that area.
They can use their Vital Blight Feature against all creatures within range, rolling one attack against all Targets. This functions as a normal Unarmed Attack, each creature’s Armor being compared to the Attack individually.
Since this Feature is still treated as an Unarmed Attack, creatures slain with it are affected by Spiritual Plague, even if they die from the corruption rather than direct attacks.
Vampiric (4 FP): A Vrykolakas can steal the life of those who still have it and make it their own. As an attack, they can choose to drink the blood of any creature that could be vaguely argued to have blood, even if it is technically ichor or the like. They regain Hit Points equal to half the damage dealt to the creature.
Death Magic (2 FP): The Vrykolakas can spend MP to perform impossible feats. To do so, the Vrykolakas defines what they want to happen. The Game Master determines the DC and MP cost. The Vrykolakas pays the MP cost and makes a Monstrosity Check (1d12 + Smart Ass). If the check succeeds, the feat happens. Even if it fails, the Vrykolakas still loses the MP.
Note: If the Vrykolakas lacks the Misanthropy Feature, they still gain a number of MP equal to the creature’s Smart Ass whenever they kill a creature. However, they do not loose MP over time.
