Fabula Ultima: Vampire

by IronstarEstate

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Vampire

ALSO: Revenant, Warlock, Blood Mage










There is no room for other nightmares while I'm here.

























Vampires are the prototypical monster in the night; silently stalking their prey before striking, with only flashes of their crimson eyes betraying where they are at any given moment. Their mastery over the vitae of others and their own is second to none, allowing them to steal a creature's life force, maintain a reserve of vitality for later use, and even transmute their own vitae into other forms.

Beyond their mastery over the vital forces animating every creature, they also possess the uncanny ability of transformation: traditional vampires generally take on the form of bats as a form of transportation and camouflage, but newer generations have been testing this ability beyond established boundaries.

  • How did you become a vampire? Were you turned accidentally, or are you from a long lineage of proud vampires?
  • How do you feel about your undeath?
  • Do you cling to your humanity, or do you fully accept your monstrous nature? Does your choice affect how you feed?
  • What do your sanguine powers look like?

Vampire Free Benefits

✦ Permanently increase your maximum Hit Points by 5.
✦ Sources that deal dark and poison damage deal 5 less damage against you (minimum of 1), but sources of fire and light damage deal 5 additional damage against you.

Vampire Skills


Siphon Vitality

You may use an action to perform an Opposed [MIG + WLP] Check against a creature you can touch. If you succeed, choose one from the following:

  1. Your target loses [HR] Hit Points and you recover an amount of HP equal to half this HP loss.
  2. Your target suffers dazed, and you may treat your Insight die as one die size higher until they recover from dazed.
  3. As with 2, but with shaken and Willpower.
  4. As with 2, but with slow and Dexterity.
  5. As with 2, but with weak and Might.

Crimson Malediction      [✦5]

Each time you take this Skill, learn one Crimson malediction (see further pages). Maledictions follow the rules for spells except for two things: you spend HP to cast them and, as a general rule, maledictions can be lifted by filling a 4-section Clock.

Customized Curses

Maledictions are meant to represent a curse you bestow on your target; a personalized and potent hex inflicted upon your foes! As such, you should work with your Game Master to determine what actions can be taken to fill in the sections of the Clock tied to lifting your maledictions!


Offensive (🗲) maledictions use [MIG + WLP] for the Magic Check.

Life Well

When you recover Hit Points and the healing exceeds your maximum HP, you may spend Mind Points equal to half the excess healing to store that excess in a Life Well. A Life Well can hold up to your Crisis score in HP and loses all stored HP after you rest. You can do the following with a Life Well:

  • When you take damage, you may choose to mitigate up to all of that damage by spending an equal amount of HP in the Life Well. If you use this during a conflict, you may not use it again until the start of your next turn.
  • When another creature is about to take damage, you may choose to shield them with your Life Well, mitigating up to all of the damage by spending an equal amount of HP in the Life Well. If you use this during a conflict, you may not use it again until the start of your next turn.
  • When you succeed on an Accuracy Check or a Magic Check for an offensive spell, you may spend HP from the Life Well to deal extra damage equal to half the HP spent.
  • You may use an action to siphon from the Life Well, spending HP from it to allow you or an ally you can see to recover HP equal to half the amount spent.
  • You may use HP in the Life Well for other Skills that require you to spend HP.

Sanguine Transmutation [✦5]

During a conflict, you may use an action to spend up to [SL x 10] Hit Points and either recover half the HP lost as Mind Points or recharge 1 Inventory Point for every 20 HP lost.

Nightmare Visage        [✦5]

Together with the rest of your group, design a level 10 beast, demon, monster, or undead creature that will act as your nightmare visage. Your visage retains any Skills you have, uses your initiative score, does not level up, can have up to two basic attacks, and their maximum HP and MP is equal to [(SL x 3) + your maximum HP or MP, respectively]. Your visage can also take the following Skills to gain an extra Skill during creation:

  • Accursed. This form is burdensome to maintain; at the start of your turn or every few minutes if you aren't in a conflict, you lose a Minor amount of MP. If you have no more MP to lose, you start losing a Minor amount of HP instead.
  • Deathrattle. When you are reduced to 0 HP while assuming your visage, all other creatures in the scene take damage equal to two rolls of your visage's base Might die size.
  • Fatal Flaw. When your visage takes light or fire damage, roll a d4. You suffer either (1) dazed, (2) shaken, (3) slow, or (4) weak.
  • Savage. If you didn't deal damage or otherwise harm another creature other than yourself last turn, you must target a random creature within range with one of your attacks, spells, or Skills.

You may use an action and spend HP equal to your Crisis score to assume your visage, using its profile. This transformation lasts until the end of the scene, you use an action to revert back to your normal form, or if you are reduced to 0 HP. If you are reduced to 0 HP while assuming your visage, you do not Surrender or Sacrifice, instead reverting back to your original form with the HP, MP, Attributes, and status effects you had pre-transformation.

Heroic Skills

Penumbral Patrician

Requirements: You must have mastered the Vampire class.


While in heavy shadows or darkness, you recover 5 HP per turn or every few minutes if you aren't in a conflict.

Enduring Wellspring

Requirements: You must have mastered the Vampire class, and must have acquired the Life Well Skill.


Your Life Well loses only half its stored HP after you finish a rest.

Malevolent Maledictions

Requirements: You must have mastered the Vampire class, and must have acquired the Crimson Malediction Skill.


Before you cast a malediction, you may double its HP cost to alter one of the conditions to lift it.


Art credit: Feldarc from Granblue Fantasy by Cygames

Crimson Maledictions

Malediction HP Target Duration
Bond 5 Two allies and/or self Until lifted

You form a blood bond between two beings, tying their fates together. You bind your targets together; when either target takes damage or otherwise loses HP, that HP loss is split evenly between the two of them.


This malediction is lifted when both targets wish it to or before an instance of HP loss that would reduce one of them to 0 HP.

Malediction HP Target Duration
Deprive 🗲 10 x T Up to three creatures Until lifted

You lay waste to your foe's inner workings, denying them any meaningful respite. Your targets cannot recover HP or MP above their Crisis score or half their maximum MP, respectively.


This malediction is lifted when the target heals or restores a total amount of HP or MP equal to their Crisis score or half their maximum MP, respectively, to other creatures, or when they waste three potions trying to restore their HP or MP.

Malediction HP Target Duration
Dissociate 🗲 20 One creature Until lifted

An eerie fog settles on your target's mind, straining their ability to perform magic. Your target must perform a Magic Check with a DL of [your Vampire level + 6] before they cast a spell. If they succeed, the spell is cast normally. If they fail, the spell is wasted unless your target spends double the spell's MP cost to cast it.


This malediction is lifted when the target has either failed or succeeded in casting three spells, respectively.

Malediction HP Target Duration
Entangle 🗲 10 x T Up to three creatures Until lifted

You bind your prey to each other, chaining them to the wills of their fellow captives. Targets cannot leave the scene while another target is still in the scene and is not at 0 HP.


When one target performs an action, all other targets must perform an Opposed [MIG + WLP] check against the first target. If they succeed, they can perform actions as normal. If they fail, they must perform the action the first target performed on their turn, wasting their action if they cannot.


This malediction is lifted when the targets are able to perform actions independently of each other a total of three times, or when only one target is above 0 HP.

Malediction HP Target Duration
Frenzy 🗲 15 One creature Until lifted

You inflict a maddening curse on your target, making their blood boil and vision fill with red. They must take their turn after all other creatures on their side have acted and must attack a random creature in the scene, preferring those it knows is weaker than it.


This malediction is lifted when the target reduces at least 3 creatures to 0 HP or when it recovers at least half its HP or MP in one turn.

Malediction HP Target Duration
Harm 🗲 15 One creature Instantaneous

With a single word, you inflict great agony on your foe. Your target takes [HR + 25] typeless damage.


Opportunity: Your target takes the half the initial damage again at the start of its turn.

Malediction HP Target Duration
Plague 🗲 15 One creature Until lifted

You bestow a malevolent plague on your target, enfeebling them and sapping their vitality. Your target suffers poisoned and takes 3 poison damage at the start of each turn.


This malediction is lifted when the target spends an action to make substantial physical contact with another creature, transferring this malediction to them, or when they have taken poison damage equal to at least their Crisis score.

Malediction HP Target Duration
Reanimate Special One corpse Until lifted

You raise a corpse from death, giving it a gruesome second life with your own vitality. You revive a dead creature by spending HP equal to its Crisis score. If you do not have enough HP to revive a corpse or if the corpse has been revived previously, the malediction fails and you lose HP equal to your Crisis score instead.


The reanimated creature uses the profile it had in life, but changes its Species to undead, has half the maximum HP and MP it had in life, and cannot recover either while reanimated. You may freely give it commands and it will follow them as best as it can.


This malediction is lifted when the reanimated creature drops to 0 HP or when it receives healing three different times.