Vestige Bloodlines

Vestige Bloodlines

"MEMORIA MORIENTES", We Are The Memory of the Dying

Faction Overview

Ideology Fighting to stay human. Prisoners of their own flesh. "One more day before the beast wins."
Territory Nomadic (scattered across badlands, wastelands, cursed forests)
Population ~25,000 across 5 major bloodlines (declining rapidly)
Curse Hereditary Void corruption. Caskets suppress mutations, but suppression has limits.
Casket Dependency Critical: Neural threads suppress both mental degradation AND physical mutation. Disconnection = rapid transformation into Abomination.
Playstyle Mutation swarm, pack tactics, biomass harvesting, bloodline synergies, risk/reward resource management
Complete Deck View Full Vestige Deck (v5.30 with Mutation Strain)

Origins: Year 0 - The Forgotten Villages

When Dr. Nikolas Theslar activated his Engine, evacuation orders spread across the Old World within hours. Major cities emptied. Rural settlements fled. But 47 remote border villages near Sibaria...approximately 60,000 souls...never received the warning. They were forgotten.

By the time these settlements realized the world had ended, the Void had saturated the exclusion zone. Evacuation routes were closed. No rescue came. They heard only silence on the radios, then static, then nothing. The First Pulse hit three days after the Sundering, and the slow death began.

"This is Mayor Fenneth of Wolfhollow. We need evacuation. The sky is wrong. People are sick. Please respond. Anyone. Please." -Last transmission, Year 0 Day 3 (No response ever came)

Within five years, 15,000 had died...organs failing, mutations consuming reason, suicide from despair. The survivors realized three horrifying truths: First, the mutations were hereditary. Second, they would worsen with each generation. Third, there was no cure.

The Five Great Bloodlines

The Void doesn't create...it amplifies what already exists. It latched onto dominant environmental DNA from local predators, blending beast with human. By Year 18, five distinct hereditary strains had stabilized, each named after their origin settlement and dominant trait.

Fenmar Bloodline (Wolf-Blooded)

Origin: Wolfhollow & Fenwood (forested regions) | Population: ~10,000 (40% of Vestige)

The largest and most cohesive bloodline. Fenmar bear lupine traits...wolf ears, tails, digitigrade legs, enhanced senses. They organize into matriarchal packs led by Alphas. Fenmar excel at coordinated pack hunting, gaining damage bonuses when fighting alongside fellow wolves. Their culture revolves around ritual hunts, communal bonds, and mourning ceremonies for those lost to mutation.

Current Leader: Matron Kael Fenmar (37, 4th generation, last stable Alpha). She can disconnect from her Casket for 6 hours maximum before feral transformation begins. Her pack shares neural load via direct linking to extend coherence.

Bloodline Abilities: Pack Instinct (+3 damage with pure Fenmar pack), Moonlit Fury (mobile hunt-and-strike), Alpha's Command (+2 movement to wolves)

Urtok Bloodline (Bear-Kin)

Origin: Ironpeak & Urtok Mines (mountain regions) | Population: ~6,250 (25% of Vestige)

The most solitary bloodline. Urtok possess ursine strength...bear claws, thick fur, massive builds, incredible endurance. They are natural survivors who hoard resources and hibernate through harsh seasons. Urtok excel at tanking damage, gaining Defense bonuses and regeneration when wounded. Their philosophy is pragmatic extinction...believing peaceful fadeout is mercy.

Current Leader: Grendok Urtok "The Sleeper" (64, 3rd generation, oldest living Vestige). He can disconnect for 12-24 hours before involuntary torpor. Once disconnected for 30 hours and suffered permanent bone density damage. "The Casket is an alarm clock that never stops ringing."

Bloodline Abilities: Hibernation Trance (resurrect at low HP), Bear Tank Form (+3 Defense + regenerate), Adaptive Evolution (damage = power)

Vexis Bloodline (Chitin-Bearers)

Origin: Vex Marsh (swamp/alchemical dumping ground) | Population: ~3,750 (15% of Vestige)

The most alien bloodline. Vexis developed chitinous exoskeletons, compound eyes, and arthropod traits from insect DNA. They live in communal nests and practice molt ceremonies (shedding damaged shells). Vexis excel at reactive defense, molting to negate damage and heal wounds. Many consider joining the Emergent Syndicate for controlled evolution.

Current Leader: Hive-Mother Sella Vexis (22, 4th generation, genetic miracle). Can disconnect for 90 minutes maximum. Sleeps inside her Casket with backup power cells. Hears "the voice in the chitin" calling her to join the Emergent Syndicate hive-mind.

Bloodline Abilities: Carapace Molt (negate 5+ damage attacks), Molt reactions, Infinite mutation adaptability

Corvath Bloodline (Raven-Touched)

Origin: Corvath Fields (plains regions) | Population: ~3,000 (12% of Vestige)

The most mobile bloodline. Corvath possess avian traits...raven-like wings (vestigial but functional), keen eyesight, hollow bones. They are nomadic traders and memory keepers who believe in omens and superstition. Corvath excel at hit-and-run tactics, gliding across battlefields and executing wounded prey.

Current Leader: Flockmaster Kirin Corvath (41, 3rd generation, merchant-diplomat). Can disconnect for 4 hours maximum. Lost 18 hours during Church ambush (Year 429), forgot his entire trade network, fingers began fusing. Casket only preserves memories made WHILE connected. His childhood before age 14 is mostly forgotten.

Bloodline Abilities: Omen's Flight (glide 4 hexes + draw cards), Highest mobility, Execute specialist (Scent of Blood)

Serrak Bloodline (Serpent-Scaled)

Origin: Serrak Wastes (desert/former battleground) | Population: ~2,000 (8% of Vestige)

The most secretive bloodline. Serrak developed reptilian traits...serpent scales, forked tongues, heat pits, venom glands. They are assassins and poison specialists who operate through contracts and blood oaths. Serrak excel at control, immobilizing targets and inflicting delayed poison damage.

Current Leader: Unknown (The Silent Coil...rumored 1st generation survivor, never seen). Serrak leadership is shrouded in mystery.

Bloodline Abilities: Serpent's Coil (immobilize + poison), All attacks poison (Serrak form), Control specialist

Core Mechanic: Biomass & Mutation Strain

Critical: The Casket's Limit

Caskets don't just help Vestige fight. Caskets keep them human.

Neural threads suppress both mental degradation AND physical mutation. Every time you spend Biomass, you force a controlled mutation. The Casket can only suppress so much. Push too hard, and the suppression fails. You transform into an Abomination and lose.

Mutation Strain Track (0-30)

Every Biomass spent adds to Mutation Strain. Strain NEVER resets during a mission. Budget carefully. Adaptive Evolution spam will transform you. Bloodline Shift has risks. Conservative play keeps you safe. Aggressive play risks everything.

Biomass Generation & Spending

Typical mission budget: Conservative = 5-8 Biomass spent (0-9 Strain, safe). Aggressive = 10-15 Biomass (10-19 Strain, Unstable but manageable). Desperate = 20-25 Biomass (20-29 Strain, Feral status, win NOW or lose). Never exceed 29 Strain.

Vestige pilots don't win through honor or technology. They win by harvesting the dead, mutating mid-battle, and gambling with their humanity. Every Biomass spent brings them closer to the edge. Every transformation risks losing control. They are not monsters piloting machines. They are people using machines to stay people. And they are losing.

10 Faction Cards (Players Choose 6)

CORE CARD 1

Vestige Heritage

Type: Passive | SP: 0 | Range: N/A

Effect: Passive: When any enemy Casket dies within 3 hexes, gain 1 Biomass token (max 10). Biomass can be spent on Bloodline Shift and Adaptive Evolution. Harvesting requires kills - no passive generation.

(v5.17: Nerfed from 2 Biomass per kill to 1 Biomass per kill to address 82% win rate)

"Our blood remembers. Our hunger never forgets."

CORE CARD 2

Predator's Mark

Type: Gambit | SP: 1 | Range: 6 hexes

Effect: Mark 1 visible enemy as "Prey". Your attacks against Prey deal +2 damage. Track Prey through concealment. When Prey dies, recover 3 cards. Mark lasts until Prey dies or mission ends.

"I smell fear. I follow blood. I do not stop."

CORE CARD 3

Pack Instinct

Type: Passive | SP: 0 | Range: N/A

Effect: Passive: When you attack an enemy adjacent to 1+ Vestige allies, deal +2 damage. If adjacent to 2+ Vestige allies, deal +4 damage instead. Fenmar Bonus: Gain +6 damage if all adjacent allies are also Fenmar bloodline (pure pack).

(Balance Update Oct 19: Doubled from +1/+2/+3 to +2/+4/+6 damage)

"Alone we are prey. Together we are apex."

CORE CARD 4

Bloodline Shift

Type: Utility | SP: 2 Biomass | Range: Self

Effect: Transform into enhanced bloodline form until end of round. Choose based on primary bloodline: Fenmar (+2 movement, Pack bonuses doubled), Urtok (+3 Defense, regenerate 1 card when hit), Vexis (+2 Defense, molt reaction once), Corvath (+3 movement, ignore terrain, glide), Serrak (all attacks inflict poison 2 damage, +1 movement). Add +2 to Mutation Strain track. Warning: Multiple shifts risk Casket suppression failure.

"Flesh is fluid. Blood is law. But the cage has limits."

CORE CARD 5

Alpha's Command

Type: Buff | SP: 2 | Range: 4 hexes

Effect: All allied Vestige Caskets within 4 hexes gain +1 damage and +1 movement until end of round. Fenmar Bonus: Fenmar allies gain +2 movement instead.

"I lead. You follow. We survive."

CORE CARD 6

Feral Rage

Type: Gambit | SP: 0 | Range: Self

Effect: Until end of your turn, your attacks deal +3 damage but you cannot use defense or movement cards. Gain 2 Heat. Pure aggression.

"Reason is weakness. Instinct is truth."

CORE CARD 7

Adaptive Evolution

Type: Reactive | SP: 1 Biomass | Range: Self

Effect: Play when you take damage. Gain 1 mutation counter (+1 damage to all attacks permanently this mission, stacks infinitely). Add +1 to Mutation Strain track. Warning: Spending too much Biomass risks losing control.

"What doesn't kill us makes us deadlier. But also... less human."

CORE CARD 8

Scent of Blood

Type: Passive | SP: 0 | Range: N/A

Effect: Passive: You deal +2 damage to enemies with 15 or fewer cards remaining. Predators finish wounded prey.

"The smell of death. The taste of victory."

CORE CARD 9

Devouring Maw

Type: Attack | SP: 3 | Range: Melee (1 hex)

Effect: Deal 5 damage. If this kills the target, gain 3 Biomass tokens and recover 2 cards from discard pile. Consume the fallen.

"Flesh sustains flesh. Their death is our strength."

CORE CARD 10

Howl of Remembrance

Type: Utility | SP: 1 | Range: 5 hexes

Effect: All allied Vestige Caskets within 5 hexes immediately move up to 2 hexes toward you. Bloodline Bonus: Draw 1 card for each ally that moves (remembering ancestors' tactics). Rally the bloodlines.

"The call of the ancestor. The answer of the heir."

The Extinction Clock - REMOVED

The curse worsens with each generation. Vestige scholars calculate 150 years until total genetic collapse (Year 587)...when the last coherent Vestige becomes a mindless Abomination.

(Balance Update Oct 19: REMOVED - Extinction Clock mechanics removed from gameplay. No more mission-based degeneration timer. Vestige pilots now have stable mutations and don't degenerate during missions. This change improves faction viability and removes the punishing suicide timer that made the faction unplayable.)

Generation Years Mutation Severity Mental State Survivors (Year 437)
1st Generation Year 0-50 Minor (ears, tails, claws) Fully coherent ~200 remain
2nd Generation Year 20-100 Major (wolf heads, fur, digitigrade) Stable, bestial instincts ~8,000 remain
3rd Generation Year 100-300 Severe (extra limbs, partial Abomination) Coherent but volatile ~12,000 remain
4th Generation Year 300-present Borderline Abomination Barely coherent (1 in 10 births stable) ~4,800 remain
5th Generation Predicted future Full Abominations Mindless, feral Predicted 0% survival

Faction Relations

Faction Status Notes
Church of Absolution WAR Church executes Vestige on sight. Taint corruption = sin. Purification crusades.
Elven Verdant Covenant DISTRUSTFUL Elves pity Vestige but can't help. View mutations as unnatural.
Dwarven Forge-Guilds NEUTRAL Dwarves tolerate Vestige if they pay well. Pragmatic trade, no emotion.
The Exchange FRIENDLY Exchange deals with anyone who has coin. Neutrally amoral.
The Ossuarium NEUTRAL Ossuarium study Vestige mutations. Offer dubious "cures" for souls.
The Wyrd Conclave HOSTILE Fae find Vestige "boring." Already cursed, nothing to bargain.
Nomad Collective DISTRUSTFUL Nomads fear Vestige. Superstitious, believe mutations are contagious.
Emergent Syndicate HOSTILE Syndicate views Vestige as "failed prototypes." Random vs controlled evolution.
Crucible Packs NEUTRAL Crucible respect Vestige fighting spirit but pity their "dishonor" (unwilling curse).

Recommended Builds

Fenmar Alpha (Wolf Pack Leader)

Urtok Survivor (Bear Tank)

Corvath Skirmisher (Raven Scout)

Strategy Notes

Strengths: Infinite scaling (Adaptive Evolution + Pack Instinct), aggressive snowball (kills generate Biomass), pack synergies (damage multipliers), bloodline versatility (5 unique playstyles), strong early aggression.

Weaknesses: Biomass-dependent (weak without kills), fragile without transformations, relies on Vestige allies for Pack Instinct, predictable aggression, Church hard-counters (Righteous Fury ignores Defense).

Early Game (Turns 1-3): Prioritize securing first kills for Biomass generation. Use Predator's Mark on high-value targets. Position for Pack Instinct bonuses. Aggressive opening essential...Vestige can't afford slow starts.

Mid Game (Turns 4-6): Bloodline Shift to transform (2 Biomass for enhanced form). Alpha's Command when 2+ allies nearby. Devouring Maw to snowball Biomass economy. Adaptive Evolution to turn damage into permanent power. Scale quickly.

Late Game (Turns 7+): If Adaptive Evolution has +3-4 stacks, dominate battlefield. Scent of Blood executes wounded enemies. Howl of Remembrance rallies scattered pack. Use bloodline-specific ultimates (Hibernation Trance, Omen's Flight, Serpent's Coil) for final push.

"We did not choose this curse. But we choose how we die. Not as victims. As survivors. As the last hunters." -Matron Kael Fenmar, Last Alpha

Schisms & Renegade Bloodlines

The Vestige Bloodlines maintain uneasy alliances between distinct lineages, but internal conflicts have exploded over survival philosophy. These Schisms enable mirror matches...Vestige vs Vestige, survivor vs predator. Both sides pilot mutated Caskets and burn Biomass, but their approach to extinction differs catastrophically.

The Devourers (Renegade Bloodline)

Ideology: Eat other bloodlines to absorb their traits. Evolution through cannibalistic consumption.

Schism Event: The Urtok Massacre of Year 198 - Alpha Predator Gorrath killed and consumed 12 Fenmar rivals, claiming their regeneration abilities through biological absorption. He argued "merging bloodlines accelerates evolution...strongest traits survive in one perfect form." The Bloodlines exiled Devourers for "accelerating extinction" by killing their own endangered species, but Gorrath's followers claim "five weak bloodlines or one perfect hybrid...which survives longer?"

Philosophy:

Visual Distinction: Devourer Caskets are grotesque chimeras...multiple bloodline features grafted together (Fenmar claws + Urtok bulk + Vexis venom), feral brutality, trophy-collection aesthetics. They look like biological nightmares.

Tactical Differences:

Why They Fight the Vestige: Devourers view mainstream Vestige as "clinging to failed diversity." When they clash, it's Darwinian: "You preserve five dying bloodlines out of sentiment. We CREATE one apex predator. Your pity dooms you...our hunger perfects us."

Gameplay Note: Use standard Vestige deck, but roleplay cannibalistic evolution. Devourers spend Biomass aggressively, treat allies as "genetic resources" (flavor only), and embrace being monstrous predators.

The Frozen Lineage (Rival Bloodline)

Ideology: STOP mutating entirely. Preserve "original" bloodlines in perfect ancestral form.

Schism Event: The Purity Extinction of Year 284 - Conservator Matron Lyx refused to let her Pack adapt for 50 years, claiming mutations "corrupt the ancestors' sacred genetics." Her bloodline became evolutionary dead-ends...unable to survive changing environments. All 200 members died from genetic stagnation, but handful of survivors still preach "death with purity beats survival through corruption."

Philosophy:

Visual Distinction: Frozen Caskets are "perfect" and symmetrical...no recent mutations, ancestral colors only, museum-quality preservation aesthetics. They look like living fossils refusing to change.

Tactical Differences:

Why They Fight the Vestige: Frozen view mainstream Vestige as "traitors to ancestral perfection." When they clash, it's ideological: "Every mutation you embrace is another step from what we WERE. We choose extinction as ourselves over survival as monsters. History will judge who was right."

Gameplay Note: Use standard Vestige deck, but roleplay anti-evolution philosophy. Frozen hoard Biomass (flavor: refusing to spend), play defensively, and embrace being tragically doomed purists.

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