Ashenborn
Born inside The Despair, a mysterious mist that drains all color from the land. Ashenborn permanently lose all pigment, leaving even their blood a shade of grey. They have a deep affinity for alchemy.
Left for the Vultures
Every character in Left for the Vultures belongs to a Breed representing their bloodline. There are 10 playable breeds, each granting benefits applied after all Ashes are spent.
A Breed is chosen at step 2 of character creation. Breed bonuses are applied after every Ash has been spent, and a Breed bonus is the only way to raise an Attribute above 10. A Twice-Blooded character chooses two parent Breeds and takes one benefit from each.
Born inside The Despair, a mysterious mist that drains all color from the land. Ashenborn permanently lose all pigment, leaving even their blood a shade of grey. They have a deep affinity for alchemy.
Said to have a demonic taint in their ancestry. Some have unnaturally deep voices, others strange and unnatural movements. All blackvein have black blood.
A creature created by hags, usually left in place of a stolen baby. Changelings look human but frail and pale, and some sense a touch of evil within them.
Humanoids with a reptilian taint in their ancestry. They may have minor reptilian traits like scaly skin, reptilian eyes, or a forked tongue.
Mysterious people who thrive in darkness. They have pointed ears, skin ranging from light gray to jet black, and almost all have gray, silver, or white hair.
Small, green or jet black-skinned creatures who are very mischievous and known to bring bad luck to those around them.
The most prevalent and common breed. Humans are quick learners and many are born leaders, traits that have made them flourish and the envy of many other breeds.
Muscular, fierce, monstrous humanoids with black, gray, green or red skin. Some orcs have tusks.
The child of two people of different breeds, such as human and elf, gremlin and blackvein, or coldblood and orc. A Twice-Blooded who chooses the unborn breed was once another breed before being given new life.
Creations of dark rituals, alchemy, or Necromancy. Some are undead, brought back to serve a purpose; others are creations of dark science and alchemy.
Every character also chooses a Size. Gremlins may only be Little or Average; all other Breeds may take any size.
| Size | Description | Bonus (choose one) |
|---|---|---|
| Little | Smaller than average, but scrappy and hard to pin down. | +4 max Grit |
| Average | Standard humanoid proportions. | +1 Nimbleness or +1 Composure |
| Big (Tall) | Towering over others, long-limbed and imposing. | +5 Movement or +1 Ferocity |
| Big (Wide) | Broad and thick-set, built like a wall. | +1 Resilience or +1 Ferocity |
They are free, and they stay free. If they have been useful to you, you might consider picking up the full game. Left for the Vultures is made by a small independent team of human artists and writers, and every copy helps us keep making things by hand.
The core book holds the whole game: combat, Magick, conditions, the Fatebinder's guidance for running it, and original hand-made art throughout.
Get the Core Book PDFDigital edition · Deimos Infinitum Publishing, LLC