Persists (Vampire)

Persists (Vampire)

Draggable: No
Recursions: Custom Antithesia
Recommended Laws: Magic, Negative Physics
Connection: If this is your starting focus, choose one of the following connections.
1: This focus pertains to a specific magic-based recusion, and will not be a starting focus.
2: This will not be a starting focus.
3: This will not be a starting focus.
4: This will not be a starting focus.
Equipment: The vampire may be equipped with light or medium armor, and may appear with a melee weapon, as pertains to the PC type. If equipped with weapons, the vampire will appear with one silver weapon. The vampire's clothing and/or armor will appear in neutral, dark colors, but will appear to be of high quality and detail.
Minor Effect Suggestion: The vampire's bite deliver and extra 2 damage.
Major Effect Suggestion: The vampire's bite delivers an extra 4 damage.

Persists (Vampire): The PC translates as a human undead creature existing within the range of common stereotypes of vampires. Essentially, they will have a corporeal body not exhibiting much, if any, decomposition, clothed in somber grays or black in attire that would be considered luxuriant. The vampire will translate with light armor at most, and whatever melee weapons are logical for the character in a fantasy setting. PC can also bite as a Speed attack for 2 damage and thus siphoning 1 Might for each bite. This attack can only be used on beings with a corporeal fleshy human-like body (not skeletons, animated constructs, robots, e.g.).


  • Tier 1: Unarmed Pummel. PC can do a 4 point unarmed attack as a Speed attack. Can apply effort to attack and/or damage.

  • Tier 2: Magnetism: A successful Intellect attack will influence the target to be on good terms with the PC, and it will thus cease any attacks against the vampire. As a Minor Effect, the target will defend the PC from attackers for a round; as a Major Effect, the target will obey the suggestion (within reason) of the PC for a round. Can apply effort to attack roll. Subsequent attempts to sway the target require another successful Speed attack at one Asset.

  • Tier 3: Revitalize. (3 Intellect). You restore 1d6 + 4 points to either your Speed Pool or your Might Pool. This ability is a difficulty 2 Intellect task. Each additional time you use this ability, the task difficulty increases by one step. The difficulty returns to 2 after you rest for ten hours. Action.

  • Tier 4: Enhanced Bite. A successful Speed attack with the bite becomes a 6 damage attack, and siphons 2 Might to vampire. Same limitations apply as the original bite attack. The vampire’s standard movement becomes long.

  • Tier 5: Scale Walls. A Vampire’s standard movement becomes short on any vertical or inclined surfaces, including ceilings.

  • Tier 6: Misty Escape. The vampire will assume a swirling, hazy form if incapacitated or killed. The vaporous form will travel at a slow speed to a safe location from any likely source of further damage, and will reform into the undead body over the next 1 hour. The PC will still be debilitated.