Unique Mechanics
Stress Level (SL)
Stress Level functions as a variable DC for every roll the player makes. This includes enemy ACs and ability/skill challenge rolls. Your DC for all rolls will be the current Stress Level. I will keep a floating tracker in the game where you can always see the SL and know if you succeed or not. The SL is adjusted based on player actions and at set encounters. For example, rolling a Nat 1, seeing something disturbing, being in the presence of an enemy, or being in total darkness increases the SL. Several factors can decrease the SL: Rolling a Nat 20, enemies rolling a Nat 1, taking a rest and sharing a story from your past, giving in to your Vampirism, and finding a Trinket.
Progressive Vamprism
The PCs have been Cursed with a unique form of Vampirism. It manifests as an intrusive hunger at first, but can be suppressed in its early stage. Every time you feed you:
* Roll 1d6 for a Vampiric Trait and 1d6 for a Vampiric Weakness.
* Gain a d12 Vampiric Hit Die which you roll and immediately add to your current and max hp
* Reduce the SL by 1.
Trinkets
Somehow, items from the Player Character’s past have found their way into the Castle. When a Player Character finds such a Trinket, the Player who found it must describe how this relates to their Character’s past life. Each grants the following to that particular PC:
* Gives a little bit of resolve to that Player Character, healing that character to max hp and granting a 1d6 Trinket Hit Die that is rolled immediately and added to that PC’s maximum HP so long as they possess the Trinket.
* Gives a little bit of hope to the rest of the party, lowering SL by 1.
* Cannot be shared by other PCs, as that particular is tied to the PC who discovered it. When other Trinkets are found, the PCs can determine whose it belongs to before the GM asks that Player
to describe the Trinket. A Player can have as many as they can reasonably carry.
Treasure
Some items are powerful Treasures and are used to escape the Castle in several of the exits. These will be revealed when found, although how they can be used must be figured out by the players.