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PLAYBOOK: THE VAMP.

Posted by The GMFor group 0
The GM
GM, 8 posts
Sat 11 Jun 2022
at 01:44
  • msg #1

PLAYBOOK: THE VAMP

THE VAMP

Strong, fast, eternal in age, insatiable in hunger, the vampire is a pure, unadulterated predator, a monster, a twisted reflection of the person they once were, doomed to walk the earth and feed their hungers.


LOOK: (pick as many as apply)
• Ambiguous, Female, Male, Neither
• Human, Dwarf, Elf, Half-Elf, Halfling, Gnome, Half-Orc (half-humanoid killer whale)
• Concealing Clothing, Everyday Clothing, Formal Clothing, Outdated Clothing



DEMEANOR (pick one): Antiquated, Feral, Seductive, Volatile

CHARACTER STATS (Add 1 to one of these):
--Blood 1
--Heart 1
--Mind 0
--Spirit -1

STARTING FACTIONS (Add 1 to one of these):
--Mortality 1
--Night 1
--Power -1
--Wild 0

INTRO QUESTIONS
• Who are you?
• How long have you been in the city?
• How do you keep your cravings in check?
• Who turned you?
• What scheme are you invested in now?

GEAR
• A secluded apartment, a nice horse, a high quality pocket crystal ball
• 1 stylish weapon (choose one):
----Sword (3-harm hand messy)
----Bow (2-harm close/far reload)
----Crossbow (2-harm close/far reload)


THE VAMP’S WEB
When someone comes to you to ask for a favor, to look for advice/info, or to threaten your interests, they enter your web and owe you a Debt. When someone is in your web, you gain the following when dealing with them:
• Get +1 ongoing to lend a hand or get in the way of their efforts
• Add this question to figure someone out: “What is your character’s true hunger?”

At the start of a chapter, choose someone in your web and learn a secret about them that they’d rather keep buried.

They leave your web only when they no longer owe you a Debt.

DEBTS:
• Someone makes sure you get fed regularly. You owe them 2 Debts.
• Someone relies on you for their fix. They owe you a Debt.
• Someone bears responsibility for you becoming a vampire. They owe you a Debt.

VAMP MOVES
You start with this move:
--Eternal Hunger: You hunger for human blood, flesh, or emotions, pick one. When you feed, roll with Blood. On a 10+, choose 3. On a 7-9, choose 2:
• You heal 1-harm
• You learn a secret about them
• You take +1 forward
• They don’t die
On a miss, something goes terribly wrong.


And choose two more moves:

--Irresistible: When you persuade an NPC using promises or seduction, treat a 7-9 as a 10+ result. On a miss, your machinations succeed as though you rolled a 7-9, but attract the attention of a rival or enemy.

--Haven: You have a safe place, secure from outside dangers. It has emergency rations, a few ghouls, and an escape vector. When someone willingly comes to your haven, they enter your web.

--Cold-Blooded: When you keep your cool under emotional duress, roll with Blood instead of Spirit.

--Keep Your Friends Close: When you figure someone out by indulging their vices, roll with Blood instead of Mind.

--Put Out the Word: When you cash in a Debt with someone in your web, add this option to the list:
• Put out the word with their Faction that you want something. You get +3 forward to hit the streets with that Faction.


DRAMA MOVES:
»Vamp Corruption Move:
When you feed on an unwilling victim, mark corruption.

»Intimacy Move:
When you share a moment of emotional intimacy with another person (or feed on them), tell them a secret about yourself or owe them a Debt. Either way, they enter your web and owe you a Debt.


»End Move:
When you die or retire your character, name someone in the scene you want dead; your agents and allies relentlessly pursue them.


STANDARD ADVANCES:
Advances available at beginning of play:
• +1 Blood (max +3)
• +1 Heart (max +3)
• +1 Mind (max +3)
• +1 Spirit (max +3)
• A new Vamp move
• A new Vamp move
• A move from another playbook
• A move from another playbook
• Change your Faction


After 5 advances you may select:
• +1 to any stat (max +3)
• +1 any Faction (max +3)
• Erase a scar
• Join or lead a vampire clan
• Erase a corruption advance
• Advance 3 basic moves
• Advance 3 basic moves
• Retire your character to safety
• Change to a new playbook

CORRUPTION ADVANCES
• Take a corruption move
• Take a corruption move
• Take a corruption move
• Take a corruption move from another Archetype
• Retire your character. They may return as a Threat


CORRUPTION MOVES
• True Hunter: Mark corruption when pursuing a human NPC at night. Your prey cannot escape you, no matter where they attempt to flee, and you can prey on them or kill them at will.

• Adaptable Palate: You can feed on any creature, not just humans. Feeding on something wildly different than a human will have unexpected side effects.

• Pull Them Back In: When you cash in your last Debt on someone in your web, mark corruption to keep the Debt and keep them in your web.

• Blood Magic: Choose 2 faerie powers. Mark corruption to use one of these powers.


PLAYING THE VAMP
Seductive, merciless, eternal, hungry. The Vamp is a creature that must feed on humanity to survive. Their web draws in prey, linking them to their assets, minions, and debtors in order to keep their undead hunger satiated.

You are not a noble lord of the night or a beautiful predator. You are a parasite, an unholy tick feasting on the blood of the living to sustain your unlife. There is no grace in what you have to do to feed, no matter how you dress it up. But none of that makes you a monster. There are chances for redemption on the streets, should you lift your head from the trough long enough to look for them. The other characters need your influence and your muscle to get things done, and in return they might help you hold off the darkness for a little longer.

»Notes on Your Moves
Decide what you feed on when you make your character: blood, flesh, or emotions. Not choosing “They don’t die” when you feed on someone means the GM decides their fate. You may only feed on humans, unless you take Adaptable Palate as a corruption advance. Anyone who willingly enters your haven enters your web, but don’t make your web an excuse to avoid taking action in the fiction; it’s not much fun to sit at home while the other players engage the story. And remember that anyone who visits your haven knows where you live…


Indulging someone’s vices to Keep Your Friends Close means offering them something they want, like drugs, sex, gambling, etc. You don’t have to partake, but folks tend to be uncomfortable doing that kind of stuff while someone watches. If someone ends up owing you a Debt as a result of an action that causes them to enter your web, you end up with two Debts. When a character comes to you looking for information, for example, they owe you one Debt
and enter your web; they will end up owing you a second Debt if the information you provide is significant.

When you assign Debts at the start of play, consider selecting an NPC as the person that “bears responsibility for you becoming a vampire,” especially if you’re the oldest character in the game. If you die or retire, you can declare any character-- NPC or PC-- as your end
move target.
This message was last edited by the GM at 12:14, Sat 11 June 2022.
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