Thursday, August 14, 2025

My Mouth is Full of Dust (Class: Rogue)

I found this Cloak and Sword class while browsing some sketchy sites that probably gave me virus or two. Inexplicably from what I can find this class originated from the Horror supplement and has nothing to do with the Sanguine class despite fitting each other quite well.

Vampyr

Start with: Stylish but dated nobleman’s clothes, disguise kit and a rapier.


Spawn of Hell: Your Fertility type is I, and you may not rest on hollowed ground.


Guest of the Court: With a minute of preperation you can appear as a noble of high enough status to be allowed in any court but low enough that he won’t be the center of attention. This noble has +2 reaction with unsuspecting nobles and romantics. On entering this guise, you may choose to appear as either a frightfully handsome gentleman or an eerily beautiful lady, swapping virility and fertility as appropriate. This noble’s skin is so very pale.  This is not your true form.


Guest of the Woods: With a minute of preperation you can appear as a wolf of high enough status to be allowed in any inter-pack gathering but low enough that it won’t be the center of attention. This wolf has +2 reaction with unsuspecting wolves, -2 with peasants and -1 with common soldiers. On entering this guise, you may appear either as an unnervingly quiet stalker or a horrifically large beast, swapping virility and fertility as appropriate. This wolf’s fur is so very dark. This is not your true form.


La Mascarade: While you are in the guise of a guest, you can not be reached in a way that matters. You are immune to fear, Charm, Esprit, Love and death. However, you can mimic those things convincingly if you need to. When you would die, the guise merely gets destroyed and your true form is revealed, leaving you at 1 Elon.


The Reveal: You may sunder your current guise like you would armour, which causes your attacker to be stunned for a round in addition to the normal effects.


Naked Shadow: Your true form is a cloud of sulfurous black particles clumped around a heart with teeth. In this form you can fly as an arrow and fit through any hole your heart can pass through. Against normal weaponry your AC has double the dexterity bonus because they can have effect if they manage to hit your heart, but you take damage as normal when attacked with fire or magic.


Unearthly: Your likeness can never show up correctly in paintings or mirrors. When under a guise you may freely fly as fast as a raven, when out of guise fly as fast as an arrow.


Blood of the Earth: You consume blood instead of food.

  • The average hireling contains 5 rations of blood. Losing 1 tires them; losing 2 exhausts them; and losing 3 or more kills them.

  • Liquid blood rations are fragile and 3x as heavy as normal rations.

  • You can eat normal food (to maintain appearances, or enjoy the flavor), but don't digest it.

Your bite with either your toothed heart or the teeth a guise deals d4 damage, increased by one die size each (d4 → d6 → d8 → d10 → d12) if your target:

  • ...is physically smaller than you.

  • ...is sexually or romantically involved with you.

  • ...is indebted or subservient to you.

  • ...trusts you completely, in this exact moment.

Vampirism is punishable by death, but this rarely applies to the rich and powerful. Maintain plausible deniability, and the Church will leave you alone. Hunt your impoverished kin, and they'll reward you.


Doppleganger: With 10 minutes of preperation you may put on the guise of someone who's blood you have tasted within the last sunset.


Dark Magnetism: When you are touching someone you can take 1 damage to send a particle of your self into them to Charm them. This effect lasts until they next would lose or gain Esprit.


(The difference between Charm and Esprit in Cloak and Sword is rather confusing. But from what I understand it’s meant to be passive where Esprit is active. When you hold Esprit for someone, you're trying to get something from them, whereas when someone Charms you it dulls your mind and makes you more malleable to their suggestions. The most notable difference is that Charm does not lead to romance. Generally speaking Esprit overrides Charm. The only exception I’ve found is the Nothing ability of the Beguine, which I think is an interesting way to represent a mysterious connection to the Divine, even if mechanically it’s a little wonky.)


Loyalties: Willing or unwilling, you are the deniable servant of dark powers. Roll on the table below 1d3 times to see who you are bound to. If you roll the same result twice, that indicates a different NPC who fits that category.

  1. Grendelle Archfiend

  2. Tarnished Angel

  3. Fay Lord

  4. The Order of the Fly

  5. The Scholomance

  6. The Cardinal

Each of these is a Figure of Le Great Game, but you might not know each one. The GM secretly chooses one which of the campaign Figures are your patrons. After the Lions/Foxes/Wolves procedure, your patrons use dead drops or intermediaries to give you a mission and an amount of weeks in which to complete them, unless you are already on a mission. If you succeed in that time you gain a Favor with them, if not then you get an Impatience. 


On the start of each month roll against each patron’s impatience with you. If you roll below the value, then they consider you a liability and discretely tip off vampire hunters to your location.


Favors can be used to cancel out Impatience, a week of help from one of your patrons’s other agents, information or 100 silver.


Sunflower Shells and Cherry Pits: The undigested remains of what you once more. Choose two of these.

  • Gain the Ferocity ability of the Lupe.

  • You may perform one Working from the Magician of your choice, using either the relevant components or by paying 1 Elon.

  • Gain the Association ability of the Noble’s Man.

  • Gain Los Estrallas ability of the Fay.

  • Gain Cruel Barb ability of the Damosel.

  • Gain Excommunicat ability of the Huguenot.

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