Chronicles of the Dark Metropolis

: Vampires : Lineages :
: Strigoi : The Frozen Dead :


Originator: Stela Mihai
Lineage Established: 1100 a.d.
Originating Lineage: Lilu
Nicknames: Corpse Walkers, Skin Riders
​
"I am death given form, and death takes what it will."
​
The Strigoi are death incarnate—walking corpses that have crossed the threshold between life and oblivion and returned as something altogether more terrible. Their flesh bears the unmistakable marks of the grave: pale, mottled skin stretched tight over bone, eyes like chips of winter ice, and an aura of bitter cold that follows in their wake. Unlike other vampires who maintain some pretense of humanity, the Strigoi glory in their monstrous nature, feeding with savage brutality that leaves their victims torn and frozen. They do not control death—they ARE death, and their very presence reminds all living things of their inevitable fate.
​
Racial Traits:
-
Wraith Form: Phase partially into the realm of the dead, becoming incorporeal and immune to physical harm
-
Cryokinesis: Channel the cold of the grave, freezing blood in veins and creating weapons of supernatural ice
-
Terror: Radiate an aura of death that triggers primal fear in all living beings, mortal and vampire alike
​
Playing a Strigoi: You are the monster in the group—embrace it. Your very presence should unnerve both players and NPCs alike. You don't hide what you are because you can't; you're obviously dead and terrifying. When you feed, it's brutal and messy, creating problems for the group's secrecy. Consider how you view the living—are they merely prey, or do you retain some twisted affection for what you once were? You might serve as the group's enforcer and source of fear, but your monstrous nature makes you a liability in civilized situations.
Lineage Passive Advantage
True Undeath: Like the undead of eld, these Vampires are truly undead. Their pale skin only shows some sign of life after feeding, where the red blemishes of life are fleeting at best. While they can be defeated by conventional methods, to truly destroy one of these monstrosities would require Sunlight, or Fire. Otherwise, these vampires do not suffer any of the common weaknesses of their race, like the other lineages.
-
The Strigoi have resilient bodies that are capable of mending any injury. When they are killed, they spend time in a Wraith-Like form, while their bodies heal themselves in a very nightmarish manner, with bone, flesh and sinew repairing itself anew.
-
This process takes 1 Full Round in a Combat Encounter.
-
-
They possess a natural disposition toward Cold which renders them immune to Cold Damage from any source.
-
Fire is the only way to truly destroy a Strigoi.
Lineage Passive Disadvantage
True Death: While Strigoi are nigh-on unstoppable in their undeath, the very strength they hold, also becomes their greatest weakness. As fire is the only way to truly destroy a Strigoi, they in turn are vulnerable to the same.
-
The Strigoi is Vulnerable to Fire and takes double damage from Fire from any source.
-
When the Strigoi is destroyed by Fire it counts as 2 Scars as there is no way to repair their bodies, even with Magical Rituals.
-
The Strigoi must spend their “Healing Time” seeking out a new corpse to inhabit.
-
Consult a storyteller to facilitate this process.
-
Lineage Powers
Cold Heart: If the Dragons are the embodiment of Fire, the Strigoi are their polar opposite. Their natural disposition toward cold allows them to utilize the element as a weapon, allowing them to shape frost and ice to their needs. [No Roll Needed for activation of this Ability.]
-
Civilian (1 EP): The Strigoi at this level are able to apply frost to any melee weapon they are carrying at the time.
-
The Weapon deals +1 Physical Damage, and counts as Cold Damage.
-
-
Moderate (2 EP): At this level of Mastery, the Strigoi is able to create Melee Weapons made of Ice and Frost. The weapon is an extension of the Strigoi, and cannot be disarmed.
-
The Weapon now deals +2 Physical Damage and counts as Cold Damage.
-
Successful attacks with this weapon will apply the Disabled condition to the Target.
-
The Vampire must choose to Disable Attack or Movement.
-
-
On Critical Hit, the Vampire gains +1 Edge Point to spend to apply the Frozen condition to their target.
-
This Edge may not be pooled and is lost at the end of turn if not used.
-
-
-
Master (3 EP): This level, the Strigoi is a master of the cold arts of their undeath. Their Cold weapon becomes even more deadly.
-
The Weapon deals +2 Physical Damage and applies the Frozen condition on every successful hit. The Damage dealt counts as Cold Damage.
-
On Critical Hit, the vampire incapacitates the intended target, and gains +1 Edge Point to spend to apply the Frozen Status to a second target.
-
This Edge may not be pooled and is lost at the end of turn if not used.
-
-
Ghostly Drift: As they can rot, some of the Strigoi can release their physical hold on the world for short increments to maintain an incorporeal form. In this form, the Strigoi, is intangible and immune to physical harm, however, their bodies remain vulnerable to harm. [No Roll Necessary to Activate].
-
Civilian (1 EP): The Strigoi abandons their physical form in favor of a Wraith-like visage. In this form, the Strigoi is immune to Physical Attacks. Though no action is needed to abandon or return to one’s body, however, being intangible means they are unable to interact with the physical world.
-
Once per turn, the Strigoi may use an action to “Whip” their body toward their Wraith’s location. This ends the Incorporeal condition. [Roll: Willpower vs DC 10.]
-
On success, gain +1 Edge to use to make a Melee Attack on one target in Range.
-
This Edge may not be pooled and is lost at the end of turn if not used.
-
On Fail: The Body remains where it is.
-
-
-
Moderate (2 EP): At this level, the Strigoi is able to interact with the tangible world. This allows them to attack their enemies and protect their physical bodies after abandoning them.
-
While in Wraith Form, the Vampire may only make Melee Attacks.
-
Melee Attacks in this form deal Spiritual damage.
-
-
Once per turn, the Strigoi may use an action to “Whip” their body toward their Wraith’s location. This ends the Incorporeal condition. [Roll: Willpower vs DC 10.]
-
On success, the body teleports to the Wraith’s location.
-
On Fail: The Body remains where it is.
-
-
-
Master (3 EP): The Strigoi at this level of Mastery becomes a creature of legend; capable of feeding on their enemy’s very essence.
-
While in Wraith Form, the Vampire may make Melee and Ranged Attacks.
-
Melee Attacks in this form deal Spiritual damage and apply Soul-flayed to the target.
-
Ranged Attacks in this from Siphon +2 Essence from the Target, restoring +2 Essence to the Vampire.
-
-
Once per turn, the Strigoi may use an action to “Whip” their body toward their Wraith’s location or themselves to their body. This ends the Incorporeal condition. [Roll: Willpower vs DC 10.]
-
On success, the body teleports to the Wraith’s location, or vice versa.
-
On Fail: The Body remains where it is.
-
-
Mantle of Death: Death, to a Strigoi, is not just a concept or a condition, it is an armor which they may don or doff at will. With this ability, the Strigoi creates a circle of death around a given target which manifests in the form of Black Ice. This Supernatural Ice may protect the target or hinder their enemies. [Rolls vary by Level.]
-
Civilian (1 EP): The Mantle Manifests around the target, rendering them Immobile for 1 Round. The target becomes protected in the Ice for that round, but also unable to act from inside. [This level does not differentiate between ally or enemy.]
-
When the target would take Melee damage, the attacker is dealt +1 Physical Damage instead. This Damage is Cold Damage.
-
If the Attacker botches, the Vampire gains +1 Edge point to spend to apply Frozen condition to the Attacker.
-
This Edge may not be pooled and is lost at the end of turn if not used.
-
-
-
Moderate (2 EP): At this level, the Mantle deals damage +1 Physical Damage once the mantle forms. This Damage is Cold Damage.
-
The Mantle deals Cold Damage to the Target and applies Immobile condition.
-
This condition lasts until the vampire dismisses the Mantle and deals +1 Physical Damage per Round until the condition is dismissed.
-
When the target would take physical damage, the Mantle deals +1 Physical Damage to the remaining enemies. This Damage is Cold Damage.
-
The Target’s allies must roll a Body check to resist the damage. [Roll: Body vs Vampire’s Willpower.]
-
On Success: the Ally avoids the damage.
-
On Fail: The Ally takes the Damage and gains Disabled: Movement Condition for 1 Round.
-
On Botch: the Ally takes the damage and gains the Frozen condition for 1 Round.
-
-
-
Master (3 EP): At Mastery level, the Mantle targets multiple enemies and essentially creates a frozen necropolis.
-
On Activation, all enemies must roll a Body check to resist the effect or gain Frozen condition. [Roll Body vs Vampire’s Willpower]
-
On success: the enemy will avoid the Frozen condition, but impose disadvantage on all actions for the rest of the encounter.
-
On Fail: the enemy will gain Frozen condition and take +2 Physical Damage.
-
On Botch: the enemy is Incapacitated.
-
-