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Vampire City PDF
Vampire City PDF
Vampire City PDF
Credits ce
Writing: Angus McNicholl, Jason U. Walla
icholl, Jason U. Wallace
Development: Carsten Damm, Angus McN
Visual Design & Layout: Carsten Damm
van Winch
Editing: Carsten Damm, Aric Wieder, Dono
Dünne, Stacy Frelund,
Playtesters: Tom Aguirre, Jamie Cole, Jörg
e McG rego r, Angu s McN ichol l,
Nata sha Hing tgen , Scot t and Lizzi
eitze r, Jerem iah Schw ennen, Elle Sundar,
Simon Powell, Sarah Schw
ling
Jason U. Wallace, Aric Wieder, Daniel Weß
ks for supporting us!
Based on Western City by Jörg Dünne. Than
by Vagrant Workshop. All
© 2012 Pro-Indie. Licensed and published
book are protected by copyright.
rights reser ved. The contents of this
cate the Appe ndix for personal use only,
Permission granted to dupli
res written permission
Any other reproduction, even in excerpts, requi
by the publisher.
Contents MYTHOLOGY
AND SETTING 22
INTRODUCTION 5
Interpreting
About the Game 6 these Decisions 23
UsING This Book 7 Step One:
What is a Vampire?
GAME MECHANICS 8 23
The Source 23
Character 8
Physiology 24
Abilities 8
Feeding Habits 25
Attributes 8
The Dark Rebirth 25
Skills 9
The Dark Curse 26
Dark Gifts 13
The Dark Gift 27
Crypts 13
Vampiric Death 29
Auctions 13
Special Effects 30
Splitting the Pool 13
Step Two: The World
Vetoes 14
of Vampire City 30
Tests 14
The Setting 30
Fumbles 15
Social Standing 31
When Not to
Vampire Society 32
Use the Dice 15
Places of Importance 32
Using Dark Gifts 15
Presence of Magic 33
Conflicts 16
Protocol 51 34
Death is not Welcome
17
Demon Seed 36
Mobs 17
Immortal Overlords 38
Inanimate Objects 18
Pure Blood 40
Monsters and Villains 18
Regaining Lost PREDATORS
Damage Points 19 AND PREY 42
Patch it Up! 19 Playing Mortals 42
Regenerating Step One: Profession 42
and Feeding 19
Step Two: Attributes 43
Magic 19
Step Three : Skills 44
Using Magic 20
Step Four: A Special Item 4 4
Magic Effects 20
Equipment 45
45 Special Scenes 59
Step Five: Hubris
Activating Hubris Dusk 59
During the Game 45 Midnight 60
Step Six: The Dark Gift 46 Dawn 61
Step Seven : Crypt 46
ADVENTURE
Step Eight: Background 47
POINTS 62
Step Nine: Extra s 48
Adventure
Extras During the Game 49 Point Rewards 62
Relationship Maps 50 Extra of the Night 62
Alternative Rewards 62
PREPARING
A SESSION 51 Spending
AdventurE Points 63
Bidding for Extra s 52
Learning and
Goals of the Night 52 63
Improving Skills
Events of the Night 53 64
Raising Attributes
Creating a Line Gaining New Dark Gifts
of Events 54 64
and Special Items
Bidding for all Scenes 55 64
Tracking Changes
Creating a Season 55
APPENDIX 65
EVENTS Checklists 65
AND SCENES 56
Character Creation 67
Turning an Event
Into a Scene 56 Uses of Blood Tokens
and Symbol s 69
Starting a Scene 57
Character Sheet 70
Getting In 58
EXTRA S SHEETS 71
Getting Out 58
LOCATION SHEETS 72
Ending a Scene 58
Sample Characters 73
Buying Scene Elements 58
EXAMPLE OF PLAY 76
Changing Characters
During a Scene 59
INTRODUCTION
Forewarned is forearmed, know your enemy or it will slay you dead
and feast upon your life blood.
5
connoisseurs with the experience both human and vampires, who
of ages that maneuver through seek to challenge the immortal
the parade of high society, monuments erected in modernis-
gorging themselves on high-class tic garb... there is no rest during
hedonism and innocent blood. the night!
Secret wars wage in the late night
Vampire City is a place of bloody
theatres, ornate graveyards, and
shadows cast over human miser y,
palatial bedrooms. Clan moves
where dread creatures hunt the liv-
against clan, and loyalties are
ing and take their lives to secure their
tried, broken, and exchanged… all
own cursed existence. Vampire City
with a tip of the hat, swish of the
is a place of horror, a place of dark-
cloak, and slice of the dagger. It is
ness, and it will claim you if you don’t
the height of gothic decadence.
watch out!
´´ Our modern age hides a nest of
vampires quietly scheming under
our unknowing eyes. Hiding and
pulling strings, dark forces stay
About the Game
Vampire City aims at capturing
hidden and hunt. Fighting over
the feel of vampires, but one put-
connections, territories, and se-
ting your and your friends in control.
crecy, those few mortals who
The themes and violence can be dark
encounter it all are swept up in
and disturbing, the subject matter
the clandestine battle or swept
mature. The players should agree
under the proverbial rug. The day
on their levels of comfort and work
goes on just as we all know, only
together to frame a world and char-
aspiring servants alluding to the
acters that all can interact with and
corrupt in-fighting boiling over
enjoy. Themes can range from horror
after dusk… but then, very real
to adventure to politics depending
threats lurk in the shadows pry-
on your individual tastes.
ing on the unwary.
Vampire City is a roleplaying game
´´ Darkness no longer haunts the
for three to five players without the
shadows but covers the land in
need for a gamemaster, allowing ev-
a veil of shadow. Our time has
eryone to participate in the same ca-
passed and theirs has begun… the
pacity. By limiting players’ resources,
future, dark and dystopian, where
the game gives everyone a fair share
the vampires have stolen the
of the game time and is a truly col-
reigns of power. Humanity, with
laborative experience.
all its technology and advances,
knows it only exists as food... In such a game, the goals the play-
blood is the currency of the new ers set for their characters become
age. You either ally with the dark- paramount, the only real guides to what
ness, hoping to join it, or fall into everyone is seeking to do. It is up to
complacency and hope to the players to choose their own motiva-
live out another night. tions and goals, and direct the action
But there are those towards those ends. Cooperatively,
dissatisfied with the players provide a basic structure
the situation, for play.
6
There are interesting advantages to next decision or scene is more limited.
such a gamemasterless arrangement This fluid bidding system helps keep
well suited to the vampire genre. While the spotlight moving among all the
respect must be taken to incorporate players.
everyone, there is no intrinsic moti-
vation for a single party or group of
player characters involved, allowing
considerable freedom for individual
UsING This Book
The rules in this book are divided
pursuits. Even antagonistic roles can
into six sections:
be incorporated readily, such as major
villains or even a direct opponent like a Game Mechanics details the various
vampire hunter! As long as the players game mechanics a game of Vampire
can work in an idea, your imagination City involves, explaining how they
is the only limit. work
Vampire City begins a step back Mythology and Setting lets the
from the characters, with the players group create the background for their
themselves conceiving of the setting Vampire City games by selecting from
and even the very nature of vampires a variety of options.
in their game using a simple tic-box
Predators and Prey details how
system. Such details are agreed upon
to create the characters used in the
in advance, as they form a backdrop
game.
and context for the characters each
player will create. This setting can play Preparing a Session details how
an ongoing role in games of Vampire to prepare the game for the night
City as a season, or be decided on and weave a storyline for everyone
afresh on each occasion for play. involved.
To manage the inevitable disagree- Events and Scenes explains how
ments and differences of prefer- these work in a game of Vampire
ence, each player receives a handful City, explaining how they are woven
of blood tokens which can be used together.
to introduce ideas or influence the
Adventure Points covers how Ad-
direction of the game itself, both in
venture Points are awarded and used
development and actual play. While
to improve various abilities.
proposing an era to set the game in
or preparing an individual scene, the Finally, the Appendix offers charac-
players may disagree on how to frame ter, extra, and location sheets, gaming
it. The blood tokens come in here, aids, and an Example of Play.
with those most willing to spill blood
for their side, winning the bidding and Remarks look like this and
right to see their ideas happen. Af- offer hints and advice on using
ter each decision or scene, the tokens the rules.
spent in such auctions are redistribut-
Examples look like this, show-
ed among the players. The player with casing how the rules are applied.
the biggest influence at each junction
is the only one not to get any chips
back so that his influence on the
7
GAME MECHANICS
There is an order to the universe, a divine plan if you will. But, vampires
aren’t part of that plan, they stand apart from the order of the universe,
avoiding the natural laws and the passage of time.
8
Charisma tells how attractive, these are used whenever a character
charming, or worldly your character suffers mental fatigue from psychic
is. This Attribute covers a character’s domination, resisting the effects of
social ability. psychotropic drugs, or even trying
to solve mind-bending puzzles. If a
The Attribute Ranks are:
character loses all his Mind Points he
becomes unconscious or otherwise un-
´´ Rank 1: Abysmal
able to function.
´´ Rank 2: Below average
Social Points are a little more
´´ Rank 3: Human average abstract than either Body or Mind
Points, but they represent the
´´ Rank 4: Above average
character’s ability to resist social
´´ Rank 5: Legendary diplomacy, persuasion, and seduction.
A character with a high Social Points
total is far more difficult to lead
High Attribute ranks don’t neces-
astray. Should the character lose all
sarily mean that a character excels in
his Social Points, he is exhausted and
all areas covered by the Attribute, but
unable to resist any further attempts
there are at least a few areas where
to persuade or coerce him.
the character is strong.
12
Survival (Mind) one can be selected during the next
session of play.
A practiced woodsman, able to light
fires, forage for food, and find or build
shelter from available resources.
Auctions
Auctions and the bidding of blood
Teaching (Charisma) tokens are used in almost every stage
Some people are able to dem - of the game. They ensure everyone
onstrate a particular skill in a way gets an equal share in the story. In
that makes it easier for others to most cases, you will only enter bidding
understand. if two or more players cannot find a
way to make their different ideas hap-
pen together in play.
Throwing (Body)
In an auction, everyone involved
The character has a good aim when
takes turns throwing blood tokens into
throwing things, be they ninja stars or
a pool (also called “the pot”). The play-
valuable vases.
er who drops the most blood tokens
into the pool wins the auction. Players
Dark Gifts may bid until one of them comes out
as the winner. Ties are not possible, if
A Dark Gift allows a vampire to per- a player can’t bid more than his coun-
form a special action. This could be the terpart, he loses the auction.
ability to melt into the earth to sleep
If players want to support each oth-
through the day or the ability to turn
er in their goals, they are free to give
into a bat. Such abilities require no
each other blood tokens, or bid for the
test and work automatically. Others
desired outcome themselves.
might require a mental or social con-
flict to take effect, such as controlling
a potential victim through suggestion
(such Dark Gifts use a relevant Attri-
Splitting the Pool
bute and the vampire’s Profession After each auction the blood pool
Rank to “attack”). must be redistributed back to the play-
ers. The player (or players), who won
the auction never receive blood back,
Crypts that is the cost of enforcing their will
on the game world. The blood pool is
A Crypt is a character’s turf, a place
split evenly between all the other play-
he knows inside and out. A character
ers. If the number of chips in the pool
can only have one Crypt at a time.
doesn’t split up evenly, the remainder
A character gets to roll two extra is left in the pool until after the next
dice for any actions performed in his auction.
Crypt. If for some reason a character
The blood pool can accumulate
needs to change his Crypt (the old one
blood points for reasons other than
is burned out by hunters or the charac-
ter no longer hangs out there) a new
13
auctions. At the end of each scene if signals refusal or objection by throw-
there is blood in the blood pool it is ing a blood token into the pool and
distributed evenly between all players. speaking the key sentence:
As normal, if there are an odd number
“Over my dead body”
of points the excess is left in the pool
until the next split. Ideally, players come up with some
sort of agreement or compromise
So the blood pool is split after each
and continue playing. If they cannot
auction and at the end of each and
agree, an auction is called to settle
every scene.
the dispute and decide how the scene
plays out.
Feasting Upon Your Once someone has successfully
Fellow Players enforced his veto against someone
If a player hoards 12 or more blood else’s description, the vetoed scene
tokens, the others can announce a or description is banned for the du-
feast because they feel too weak and ration of the session and may not be
deprived of their chance to actively reintroduced during this game session
take part in the game. The player with (not even in similar form).
all those blood tokens can try to ex- In Vampire City, it always
plain why he or she needs to save them costs you to enforce your will
so badly (maybe for a huge scene) and against your fellow players.
make the would-be blood suckers That’s no big deal though,
reconsider. since your pool of blood to-
If the hoarder’s explanation isn’t sat- kens will replenish as soon
isfactory, they have one more scene to as you lose an auction or a
spend those blood tokens on narration scene ends.
rights (or just give them away), after
which each blood sucker rolls one die
and takes the number that comes up
in blood tokens from the hoarder. The
player with the fewest blood tokens
Tests
goes first, followed by the second few- If the actions of two characters op-
est, and so on until the bled player’s pose one another, whether in a fight, a
blood tokens run out or everybody got chess match, or while bargaining, a test
their share, whichever comes up first. is the quickest way of determining who
wins a brief contest. Longer Conflicts
15
decided together on which to use in direction the fight takes. In case of a
their Vampire City game. Descriptions tie, the character with the higher Skill
are included with those powers, espe- Rank wins. If that’s another tie, repeat
cially those to be used in combat or in the test between those characters.
conflicts.
Each success deals damage to an
Whenever a vampire needs to roll opponent lowering their appropriate
something for use with their dark gift Points (Body Points lowered in physi-
they use the relevant Attribute and cal combat, Mind Points for psychic or
their Profession Rank as the effective magical confrontations, Social Points
skill. If a certain skill would be involved in negotiations and other social en-
in its use that won’t be covered by counters). Successes may be distrib-
their Profession normally, it could be uted among several opponents, or
argued that such innate abilities would they may be used for blocking dam-
still use their Profession Rank, or it can age. Note that everyone’s successes
just use the relevant Skill Rank if pos- (not just the winner’s) are used to deal
sessed. This can be bid upon at the ta- or prevent damage as that character
ble if it becomes a point of contention. decides.
In melee combat, each character
17
in a fight, a character can take out as to be the amount of damage dealt in
many henchmen as they roll successes. a single blow, so tearing a gun in half
might take a 4, while smashing some
Other players active in a scene
electronics could be a 1 or 2.
can call a mob together by holding a
speech and spending one blood token.
The player must make an Oration Skill
Test (or use a similar ability); with the
Monsters and Villains
number of successes representing the The group may choose to come up
number of people convinced (this is with stronger opponents and special
the size of the mob). monsters, such as elder vampires,
werewolves, or other mythical beasts.
The control over the Mob vanishes
Monsters and villains can have more
at the end of the scene.
Damage Points (as many as 20 in each
category) and more Ranks in their At-
Inanimate Objects tributes (multiple 5’s and more). They
often have a couple of Special Items as
There are times when the characters well as a Hubris and a Crypt. Those that
may want to break an inanimate object are vampires or other mythological or
or barrier. Often this may just be an el- supernatural creatures will likely also
ement of the story where the dice are have one or more Dark Gifts.
put to rest and the most dramatic ren-
They have a Profession (see p.42) at
dering is agreed upon and followed. In
Rank 5 and an additional...
cases where the timing or difficulty
seem to warrant a dice roll, the object
´´ 5 skills at Rank 4,
is given an effective number of Body
Points to represent how much physical ´´ 4 skills at Rank 3 and
punishment it can take before yielding.
´´ 6 skills at Rank 2.
Anyone may propose how many each
object or barrier should have, subject
to others’ suggestions, agreements, If you want to play a monster or vil-
and resorting to an auction if need lain in a scene, you must spend your
be. Once established, the character symbol on it during the Bidding for
rolls a relevant Attribute or Skill Test Extras stage (see p.) or be called on
(Body, Melee, Shooting, etc.) with suc- by the group to fill the role (and ac-
cesses causing damage and reducing cept the call).
the object’s effective Body Points. Watch it with those mon-
When these reach zero the object or sters and villains. Play a cou-
barrier is broken or ineffective, and ple of ordinary sessions first
stops working or allows the character or at least develop some sense
to pass. Typical values for breaking a for the appropriate game bal-
residential door down might be 5, a ance. Overly powerful oppo-
cement wall might be 12, while nents can easily discourage
a window could be 1 or 2. less experienced players.
For breaking small ob-
jects, it often makes
more sense for this
18
Regaining Lost current total above their regular maxi-
mum (see p.42).
20
Any artifacts granting bonuses like a many Body Points it has (by spending
Special Item (see p.44) or having other 1 MP for each Body Point), and also
special properties cost an additional 2 improves its Attributes by spending
MP to create. As long as these aren’t Magic Points. Each Rank has to be
used in combat, such items last for bought separately. Mind and Social
1 day per 1 MP spent (in addition to Points are equal to the appropriate
those for creating it). In combat, such Attribute Ranks.
items last one round per MP spent on
Costs for raising an Attribute are as
duration. Further rituals may add to
follows:
the duration of its existence.
´´ ...to Rank 2: 2 MP
Summoned Creatures ´´ ...to Rank 3: 5 MP
A construct or monster acting inde-
´´ ...to Rank 4: 9 MP
pendently needs Attributes. It starts
with one free rank in Body, Mind, and ´´ ...to Rank 5: 14 MP
Charisma. Its creator determines how
21
MYTHOLOGY
AND SETTING
Know your enemy or you’re going to be dead meat real fast.
This chapter details the first task in the world and vampires by
the Vampire City game: setting the a pre-existing setting, such
stage. Taking the time to set the stage as within the setting of a
like this means that Vampire City is particular book, film or TV
envisioned as being a place that play- series.
ers and their characters can return to
This all has to be hashed
over several sessions of play. Each ses-
out between the players be-
sion building upon the last, introduc-
fore the can make up charac-
ing more characters and locations and
ters. Use the normal bidding
more intricate and involved plotlines.
process (see Auctions, p.13)
Setting up has two parts, defining to establish the facts.
what a vampire is and then, when and
This chapter hosts a few sam-
where the game will be set. Below
ple vampire types and sample set-
these steps are laid out in that order:
tings. You may wish to select some
the nature of vampires first, and the
of these to start playing faster. In ad-
world they live in second. One rea-
dition, there is also a checklist in the
son for this is that the very nature of
Appendix (see p.65) for you to fill out
vampires may determine what settings
and keep on the table to help every-
are appropriate… vampires created
one remember the choices made and
by a bio-engineered disease imply a
their impact on play. This sheet can be
modern or technologically advanced
especially helpful when returning to
timeframe. However, you may find it’s
a setting that the players made in a
easier to determine these at the same
prior session.
time or reverse the order.
These steps are not exhaustive, if Three friends have gotten to-
you want an option that isn’t present- gether to play Vampire City,
ed then simply add it. An alter- Paula, Matt, and John. Before
they begin they have each had
native method is to define
a chance to look through the
rulebook and give some consid-
eration to the kind of vampire
22
game they want to try and cre-
ate. Before entering the creation Traditional Vampires
process Paula brings up the fact While even the traditions regarding
that she would like to play in a vampires are quite varied, the western
setting with ‘traditional’ vam- world has a certain generic, core pic-
pires, and the others agree to
ture of vampires. One can choose such
the basic premise.
a package as standard and address
other vampire and setting mytholo-
Interpreting gies afterwards, or use this merely as
an aid to see what choices might be
these Decisions available or need to be chosen depend-
ing on your preconceptions.
When questions or conflicts about
the nature of vampires or the setting Such vampires must drink blood
itself arise during a game of Vampire (Feeding Habits: Blood Drinker) and
City, a quick discussion and mutu- can’t go out during the day (Dark
ally agreeable verdict should occur. Curse: Nocturnal ) as sunlight kills
Resort to Auctions (see p.13) if dis- them. A bite from these vampires can
agreements persist. It can be helpful turn that person into a vampire (Dark
to write down such in-play decisions Rebirth: Infection), granting a very long
and possibly come back to reconsider life (Dark Gift: Immortality) bound to
them at the end of the session or at the limitations of a vampire.
the beginning of the next. Remember
to be flexible and to keep things fun
even in such circumstances, as others
may not agree with what you see as
The Source
natural or logical consequences of In most vampire stories the creature
earlier decisions. was once a human being that has been
turned after being bitten, but this not
23
Cursed: Vampires of this type are Matt are ready to start throw-
usually created by a powerful curse ing in blood tokens, but John
or blood magic. Those cast out suggests a compromise, that al-
from their faith, excommunicated lows vampires to either be born
for their sins, and cursed to an or created through a contagion.
eternal existence to contemplate Suggesting that it might make
an interesting conflict for their
their crimes.
Vampire City to have those born
Contagion: Vampires are the to the blood look down on the
product of some kind of disease, more common infected. Both
bio-weapon, or other communi- Paula and Matt like this idea and
cable condition by blood. These everyone agrees.
types of vampire are often part
of modern or apocalyptic set-
tings, but not always. It is pos- Physiology
sible to play a game of Vampire
Are vampires alive, dead, or some-
City set in ancient Rome where a
where between the two states? Where
plague is responsible for the rais-
the line is drawn will suggest some
ing of the dead.
possible limits for their dark gifts and
Parasite: Vampires are the their cursed weaknesses.
product of a parasitic infestation,
perhaps by some form of alien Alive: Vampires have a living
using the human body as a host. body and are subject to all the
This could be almost any form of normal things that living bodies
physical infestation from an alien need to do.
parasite that controls the host by
Altered: Vampires are essentially
attaching to the brain stem or a
alive, but their bodies are
symbiont that enhances the host’s
fundamentally different to normal
emotional states without taking
living humans in some way. Perhaps
active control.
they may have massively elevated
Possession: Vampires are the levels of adrenaline in their bodies
product of possession by a leading to rapid respiration
demonic or malefic spirit. The and hotter body temperatures.
Vampire may be a fusion of the Whatever the difference, it will be
human body and the possessing obvious to those who know what
entity, or one side or the other to look for.
may dominate it.
Dead: Vampires do not breathe,
Paula suggests that a ‘Conta- eat, drink, or suffer diseases that
gion’ is the best way to describe affect humans (though they may
how vampires have come in to still carry them). Usually they are
existence, but Matt is already cold to the touch and pale skinned,
di sagreeing and would often with a bluish pallor.
like his vampires to be
‘born’ as vampires. Incorporeal: Vampires are hungry
After some dis- ghosts; they have no real physical
cussion Paula and body, but may manifest a physical/
24
solid semblance. This is more com- teasing various different flavors
mon in Eastern vampire legends. from their victims, manipulating
After a brief discussion Paula, them to feel first one powerful
Matt, and John reach a consen- emotion then another.
sus that vampires in their Vam- Paula and John agree that
pire City game are ‘altered’ ‘blood drinker’ is the feeding
though they appear much like habit they want, but Matt again
traditional vampires with bluish disagrees wanting them to be
pallor and chilled to the touch ‘flesh eaters’ instead. Rather
unless they have recently gorged than start bidding, the group
themselves on blood. again comes to the compromise
that most vampires are blood
drinkers and a few are aberra-
Feeding Habits tions that must also consume the
flesh of their victims.
How do vampires feed and what do
they feed upon. Traditionally, vam-
pires drink blood, but there are other
options.
The Dark Rebirth
Are vampires able to reproduce? Can
Blood Drinker: Vampires are they turn other humans into vampires
blood drinkers, and must consume or transfer their curse from one human
blood on a regular basis in order to the next?
to exist. Some may be restricted in
the types of blood they can ingest, Blood Born: Vampires create
human usually. Some may have other vampires by sharing their
rare pallets and prefer the taste blood. This often requires a victim
of a specific blood type, or from a be drained to the verge of death
specific ethnic group or selected before being given the vampire’s
gender. own blood.
Flesh Eater: The vampire must Infection: Vampirism is a disease
consume its victim. It might that can be transferred by blood
consume every scrap of flesh or (usually with a bite). Usually, the
have a taste for specific organs, victim must be close to death to be
usually the heart, liver, or kidneys. susceptible but powerful vampires
may be so virulent that they must
Life Drinker: The vampire must
kill their victims to prevent them
feed on the life essence of its
from turning.
victim. Perhaps this is the soul or
spirit that it feeds on directly. This No Dark Rebirth: Vampires are
usually causes premature aging of unable to turn humans into new
the victim as side effect. vampires. Perhaps vampires
can only be created through
Psychic Vampire: The vampire
other means; being cursed,
feeds on emotions, usually power-
ful negative emotions like hate or
fear. Others may be connoisseurs,
25
infected with a parasite, human Alien: Vampires are alien crea-
reproduction, or mutated in a tures not of this world, and as
lab. This may also be the case if such are vulnerable to many of the
vampires are solely a separate things we might take for granted.
species. This type of vampire is vulnerable
to magnetic fields and radiation.
Ritual: A vampire is created
Often certain very high or low-
though specific blood rites and
pitched acoustic sounds can be de-
occult knowledge. Participation in
bilitating for them (like the tolling
this rite might be voluntary or it
of a church bell).
might be forced.
Corrupt: Vampires are impure
Spawning: The vampire injects an
creations; they find it difficult
embryo or egg into the victim that
to tolerate the essences of cer-
takes over its host and changes
tain curative herbs and shrubs.
him into a new vampire over a
Garlic and wolfsbane are the best
period of time.
known of these. The smell alone
is said to keep such creatures at
Paula and John immediately bay, but the essence smeared or
agree that they want their set- sprayed onto the skin causes pain-
ting to be ‘blood born’ allowing ful burns on contact.
vampires a great measure of con- Demonic: Vampires are demonic
trol over who they give the gift creatures and as such are
of dark rebirth too. Matt is not vulnerable to the power of faith.
convinced and pushes for ‘infec-
This type of vampire may not set
tion’, unable to persuade him;
foot upon consecrated ground
Paula and John win the bidding
(graveyards and churches). They
and impose their will on their
fear the sign of a holy symbol
Vampire City. Matt collects his
(usually a cross in Western
blood tokens from the pot and
traditions, but this may be prayer
smiles knowing that he can force
through the next thing that he flags or sacred scrolls in an Eastern
wants. setting for example) and may even
be hurt by touching one. Holy
water is like acid to them, and
anyone with true faith can hold
The Dark Curse them at bay.
Mystical: Vampires are creatures
All vampires have weaknesses;
of shadow and darkness. They do
some are more obvious than others.
not cast a shadow of their own,
When choosing vampires’ weaknesses
nor a reflection in glass, mirrors,
try to relate them back to some other
or other means of technological
aspect of the vampires’ being.
surveillance. Video cameras and
the like cannot record their voices
or images.
26
Nocturnal: Vampires are nocturnal Beast Call: The vampire can
and daylight is harmful to them. summon creatures of the night
Skin contact with direct sunlight is (usually bats), and direct them.
painful, and will cause the vampire This may be used to summon mobs
to burst into flame if prolonged. of beasts in combat (see p.17
about Mobs).
Supernatural: Vampires are
supernatural creatures and are Blood Slave: The vampire is able
harmed by the lunar metal (silver). to use his blood to enslave mortals.
Bullets or weapons made of silver These blood slaves are able to use
cause wounds that can only be a single Dark Gift (other than this
healed very slowly. Running water one) that their master possesses.
is often a troubling obstacle to Each time a blood slave is made
these creatures and immersion in the vampire’s player must throw
moving water can be extremely a blood point into the pool. Blood
harmful. Additionally, a vampire Slaves are blessed with health
may not enter a private dwelling and long-life, provided they are
without an explicit invitation. fed occasionally by a vampire,
otherwise they grow weak and die.
27
Earth Sleep: Nocturnal vampires Supernatural Charm: The vampire
can sink into the Earth to rest is possessed of a supernatural
during the day and avoid the glare charm and personal magnetism
of the sun. Alternatively, this gift that makes it easy to manipulate
can be used to hide from others. others. His normal Charisma
Attribute may be raised higher
Fly: The vampire is able to fly and
than the normal limit of 5.
otherwise defy gravity, walking
Starting characters also begin
upon walls or ceilings at will.
with +1 Charisma, and subtract 5
Incorporeal: The vampire is from advancement costs for this
able to dissolve into a fog-like Attribute.
insubstantial cloud and drift
Supernatural Intellect: The
slowly unaffected by wind or
vampire is supernaturally clever,
other elements. This fog is often
and gifted with savant-level
used to pass obstacles that
mental abilities. His normal Mind
otherwise would block their path.
Attribute may be raised higher
In combat, it can be used to flee
than the normal limit of 5. Starting
and dodge physical attacks while
characters also begin with +1 Mind,
being unable to attack. In addition,
and subtract 5 from advancement
reforming leaves them open for
costs for this Attribute.
a sequence, unable to oppose
attack rolls. Supernatural Vigor: The vampire
is supernaturally strong and
Immortality: The vampire is
enduring. His normal Body
immune to the effects of aging,
Attribute may be raised higher
and will live forever unless actually
than the normal limit of 5. Starting
destroyed.
characters also begin with +1 Body,
Mesmerism: The vampire is able and subtract 5 from advancement
to overcome the mortal mind by costs for this Attribute.
making eye contact and giving a
Preternatural Awareness: The
command. This can be resolved as
vampire has acute senses and
a psychic attack, as appropriate.
is able to perceive things that
Shape Shifter: The vampire is able humans do not.
to assume the form traditionally
Resurrection: The vampire is
associated with creatures of the
incredibly difficult to lay to final
night: usually a wolf, a bat, or
rest. This ability returns the
other such creature.
vampire to life, allowing his body
Shroud: The vampire may shroud to reform from burned ashes or
mortal minds and walk unseen decapitated parts to regenerate or
through public spaces. Conflicts to reattach. This ability is a one shot,
find him can be made as opposed once used it is lost, and must be
mental rolls, if necessary. acquired again.
28
Having looked through the little hope of rising again. Alien
list of dark gifts, John proposes
vampires are often unaffected by
that all vampires in their Vam-
religious rites.
pire City should receive the ‘im-
mortality’ gift for free. Paula Stake through the Heart:
and John also agree that ‘day Depending on the mythology a
walker’ should be excluded but stake through the heart might
Matt has been saving his blood kill a vampire or just incapacitate
tokens and easily wins the bid- him. Sometimes that stake must
ding. Together they agree that pin the vampire to the earth in
all the other dark gifts are ac- order to be effective. With an alien
ceptable but that ‘resurrection’ vampire this may kill the host but
should only be available to vil- leave the parasite within capable
lains and monsters. of infecting others or transferring
to a new host.
Sunlight: Nocturnal vampires will
Vampiric Death burst into flames upon prolonged
exposure to sunlight, and this may
It is very hard to permanently kill a be even more rapid or occur with
vampire, but there a few traditional artificial ultraviolet light as well.
ways to do the deed. Careful consider- Other types of vampires will be
ation should be given to their physiol- unaffected.
ogy, though those with living bodies
are usually more easily dealt with than
those that are true walking dead. Matt immediately states that
he thinks ‘decapitation’ and ‘de-
Decapitation: Usually the best struction’ should be acceptable
way to prevent a blood sucker ways to kill a vampire and that
from getting back up again. This ‘last rites’ should do nothing
method is often less effective and a ‘stake through the heart’
should only incapacitate. John
against supernatural vampires
agrees, but Paula is not so sure,
who are capable of resurrecting
pointing out that their vam-
themselves (see above).
pires are altered humans, and
Destruction: Completely essentially alive so that a large
destroying the vampire’s body piece of wood through the chest
by burning it, dissolving it in acid, should be fatal. The others agree
or kicking it into an intake of a with her logic.
jet engine, is usually effective,
but those that are incorporeal or
capable of becoming so can often
avoid this fate.
Last Rites: A vampire laid to rest
on consecrated ground by a priest
who performs the last rites has
29
while John suggests that each
Special Effects vampire could have its own
Once a vampire has been put down way of going out. After some
you need to know how they will go consideration it comes down to
out. Some simply dissolve into a pile of bidding. Paula knows that she
goo. Others explode or implode, while cannot win the bidding against
John and so throws her lot in
some burn to fine ash. A rare few just
with Matt in return for a con-
look like a regular corpse. The means
cession. They strike a bargain;
of killing them should be wrapped up
born vampires ‘ash burn’ while
in their natures and weaknesses, but
infected vampires simply become
additional means may also be decided
‘regular corpses’ and win the bid-
on at this junction. ding easily.
34
Mythology Setting
Information Information
The Source: Parasite The Setting: Historical (early
1950s America)
Physiology: Altered
Social Standing: Hidden (hunted
Feeding Habits: Life Drinker,
by covert government agents or
Psychic Vampire
by those who know the truth)
The Dark Rebirth: Spawning (or
Vampire Society: Blood Packs
Possession if able to take a new
(organized in to nests or hives
host)
which support each other, but in
The Dark Curse: Alien, Nocturnal conflict with rival nests)
The Dark Gift: Day Walker Places of Importance: UFO
(but cannot use other abilities crash site in the desert. Secret
in daylight), Mesmerism, underground bunker linked
Preternatural Awareness, to the city sewers. A Dockside
Resurrection (by parasite taking warehouse where the military
a new host), Supernatural Charm, have storied pieces of the crashed
Supernatural Vigor, Supernatural ship under armed guard.
Intellect
Vampiric Death: Destruction
or killing of the Parasite within
(a stake through the heart can
achieve this result)
Special Effects: Regular Corpse
35
Demon Seed
There are things outside of our ken Over long centuries of neglect, hu-
and beyond our reality that seek entry. manity has lost its way. Forgotten are
They seek to experience existence, to the lessons learned during the Middle
revel in all its experiences and feed Ages when demons were plentiful and
their dark desires and sate their eons plagued the living with calamity and
old hunger. There are few places in the despair. The church and the power
world where demons can breach the of faith were instrumental in turning
defenses long erected to protect real- the tide back then, but man has turned
ity, but there are places where those from pious ways to indulge in hedo-
walls are paper thin and it is in these nism, materialism, and fornication. In
places that a demon can project itself many ways man has started to emu-
across the divide and enter the body late the demons and so allowed the
of a mortal. When they do, there are defenses between worlds to weaken.
consequences.
There is a reckoning coming. There
The city looks like ours, but out there are secret societies that still remem-
the demons play with their meat pup- ber the old lessons, just as there are
pets, hunting human flesh and gorging those who seek to profit from demonic
themselves in the limited time they investments. There are those on both
have before they are sent screaming sides who seek a balance, but the con-
back to their hell. Nobody wants them cept of restraint is not one that sits
within our reality, not us humans, not well with the demons, they serve only
the powers of light, and not even other their own agendas and appetites.
demons.
The good news is that a demon can-
not enter a host that does not willingly
accept it or has not made a pact that
allows the demon to demand posses-
sion as payment. The bad news is that
most acts of possession happen will-
ingly. The dark side of humanity chokes
the city streets with filth. Most street
scum are regular humans, but the se-
rial killers, rapists, and pedophiles are
usually darker beings only clothed in
the flesh of man.
36
Mythology Setting
Information Information
The Source: Possession (only The Setting: Contemporary
possible in places where demons
Social Standing: Hidden
can enter reality)
Vampire Society: No Society
Physiology: Alive
Places of Importance: The tallest
Feeding Habits: Flesh Eater and
skyscraper in the city, designed
Blood Drinker
and built by a tycoon who served
The Dark Rebirth: No Dark the dark powers, now is a conduit
Rebirth to the other side. Sanctuary
Chapel, one of the few truly
The Dark Curse: Demonic
sacred places left in the city. An
The Dark Gift: Blood Slave, asylum of the criminally insane
Mesmerism, Shroud, Preternatural where demons trapped in mortal
Awareness, Incorporeal, Dread flesh are held captive.
Form (their true demonic shape,
all vampire in this setting receive
this gift for free), Immortality,
Supernatural Charm, Supernatural
Vigor, Supernatural Intellect
Vampiric Death: Last Rites only
Special Effects: Claimed
37
IMMORTAL
OVERLORDS
The Biblical End Times must be upon
When night comes we need to fear
us for the dead have risen, but a final
an even greater enemy, the undead
judgment has yet to be handed down.
rise from the crypts of their great
In those first days when they revealed
necropolis and hunt through our
themselves a hushed silence settled
streets, they enter our homes and feed
over the city, the quiet before the
indiscriminately.
storm, the calm before the panic set
in. Some people chose willingly to join The Immortal Overlords for all their
the ranks of the undead, while others personal and supernatural power are
sought to protect themselves. Law and not united, they fight amongst them-
order had broken down completely selves, they wrestle for control of
by the end of that first week and they precious resources, access to blood,
with their ever increasing numbers es- feeding grounds, and ownership of the
tablished control, establishing their best pawns.
own order and their own laws.
Beyond the city little survives… the
With the exception of a favored few, End Times saw to that. Rogue vam-
we have become nothing more than a pires prey on anything they can find
source of food. Property to be owned, and there is little to survive upon. It is
branded and marked like cattle, many better for us to remain in the city and
of us were herded into detention fight to take back what is ours.
camps to prevent a mass exodus from
There is a resistance and we are
the city. But where would we have fled
growing, only through secrecy do we
to? This was a crisis on a global scale,
survive, only through unity can we
they were everywhere.
prevail. We can win this but they have
The only respite we have are the all the advantages, we must keep the
few scant hours of daylight, they faith and turn the tide of darkness.
don’t come out in the day and we are
free of them during this time but not
free from their blood slaves that have
sold their humanity for their favored,
protected status. It is they who police
our streets and come for those they
deem to be troublemakers; they drag
us away to the camps or worse.
38
Mythology Setting
Information Information
The Source: Contagion The Setting: Post Apocalyptic
Physiology: Dead Social Standing: Overlords
Feeding Habits: Blood Drinker Vampire Society: Blood Lines
(some degenerates are also Flesh
Places of Importance: The
Eaters)
Necropolis is a huge Vampire
The Dark Rebirth: Blood Born nest at the heart of the city, well
defended day and night. The
The Dark Curse: Nocturnal;
Wastes are the dead and dry
may also take an extra Dark
wilderness areas surrounding
Curse (Corrupt, Supernatural,
occupied cities, home to a scant
or Unnatural) to gain an extra
few hermits. The Sewers form a
starting Dark Gift
network of tunnels that provide
The Dark Gift: All Vampires are the vampires with a means to
Immortal. They have access to travel during daylight and they
all other Dark Gifts, except Day are a boil with the most obvious
Walker. warfare between hunting
vampires and human resistance
Vampiric Death: Decapitation,
members, leaving bodies
Stake through the Heart,
strewn about their maze-like
Destruction, or Last Rites
passageways.
Special Effects: Dissolve
39
PURE BLOOD
Vampires are just another ethnic mi- Most Vampires have chosen to keep
nority; the recent development of syn- their identities secret, while those who
thetic blood products has eliminated have come out risk discrimination, vi-
the need, but not the desire, to feed olence, and even final death. But as
on humans. When they announced more information enters the public
their existence at a press conference domain it becomes easier to recognize
the world thought it was a hoax, but one of the walking dead. Many people
a press tour and appearances on late are curious about them, others fearful
night talk shows quickly raised their of them, and some are drawn to them
profile. The media storm ignited de- as moths to the flame.
bate about the status of Vampires as
If there is a murder on the street,
dead people; dead people are unable
Vampires are the default suspects. On
to own property and are not recog-
both sides there is suspicion. If there is
nized by the tax system.
a missing person’s case the police im-
Religious feeling stirred swiftly as mediately visit known Vampire crypts.
lobbying groups’ exerted pressure to The vampire community tries to police
recognize the Vampire as a legal entity itself, informally appointing its own
and to demand rights commensurate sheriffs to keep wayward and undesir-
with the rights of a living, breathing able vampiric elements away from the
human being. With these civil rights media spotlight.
issues now bogged down in judicial
wrangling, Vampires have no legal sta-
tus as yet, therefore killing a Vampire
is not murder and a killer cannot be
tried for murder (though desecration
is possible).
This is a time of great change. Many
people have been attracted to Vam-
pires for their mystery, their power,
and not least their immortality. The
rights movement is opposed by the
religious majority who believe that
Vampires are spawned by the devil
and are a physical manifestation of
evil on Earth.
40
Mythology Setting
Information Information
The Source: Born The Setting: Contemporary
Physiology: Dead Social Standing: Citizens (second
class)
Feeding Habits: Blood Drinker
Vampire Society: Immortal
The Dark Rebirth: Blood Born
Society
The Dark Curse: Nocturnal;
Places of Importance: TV Studio
may also take an extra Dark
complex where stories still
Curse (Corrupt, Supernatural
break on vampires. A cathedral,
or Unnatural) to gain an extra
where the core of a particularly
starting Dark Gift
zealous anti-Vampire society
The Dark Gift: All vampires are meets and plans its next moves.
Immortal. They have access to A known vampiric crypt inside a
all other Dark Gifts, except Day major nightclub. A hot spot of
Walker. attraction and suspicion from the
mortal world.
Vampiric Death: Decapitation,
Stake through the Heart, or
Destruction
Special Effects: Regular Corpse
41
PREDATORS AND PREY
There are two kinds of people in this world, the predator and the prey. You
may think that you are one or the other, but the truth is, it’s all a matter of
perspective. From where I’m sitting you look like prey.
Damien Coltrane, City Elder
42
to portray. They come up with abilities vampire will be Louise Nevers,
and traits and find a suitable Profes- a woman who lived during the
sion for their characters. time of the American Civil War
and has survived the cut and
Every mortal in Vampire City makes
thrust of vampire politics ever
a living, or is at least trying to, and all
since. She chooses as her Profes-
vampires were mortals once upon a
sion ‘frontiers woman’ reflecting
time. The way a character does this is
her mortal life as a small holder
called his Profession, and all the tasks on the wild frontier.
a character needs to perform to make
a living are handled by the Profession
entry. Some vampires may have been Step Two:
in that condition for so long that their
lifestyle as a vampire best describes
their Profession, be it Hunter, Seducer,
Attributes
There are two ways of distributing
Aristocrat, and so on.
ranks among your Attributes:
Profession covers all skills and ar-
eas of expertise a player can reason- ´´ One Attribute at three and two at
ably expect from someone working four (3/4/4)
in that profession. A detective, for in-
´´ One Attribute at two, one at
stance, knows how to investigate crime
three, and one at five (2/3/5)
scenes, interview witnesses, piece to-
gether clues, drive a car, and shoot a
gun. A doctor, on the other hand, can Even though that makes ten
diagnose illnesses, set broken bones, points in one case and eleven
dispense medication, determine time in another, it’s not unfair. It’s
of death for a corpse, have a good bed- just a little more costly to
side manner to put people at ease, and take an Attribute at five.
so on.
The Profession is used like a collec- Keep in mind any boosts from the
tion of skills and replaces them. For universal Dark Gifts chosen during
example, a Doctor does not need to the Mythology and Setting stage
have the Medicine skill, he uses his (see p.22).
Profession dice instead.
Main characters start with twice
Vampire City does not feature a their Attribute Rank in each type of
predefined list of Professions, as it’s damage points (see p.8), but extras
easy enough to come up with suit- only have damage points equal to their
able ideas. respective Attribute Ranks.
Main characters and extras both Paul thinks carefully about
have their Profession at Rank 4. her characters Attributes be-
fore taking the second option
Paula wants to play a charac-
(2/3/5). She decides that Lou-
ter that has been a vampire for
ise has needed to depend upon
some time. She decides that her
43
her charisma for her living and Next, assign ranks to the character’s
places 5 into that Attribute. skills to represent their capabilities in
It’s a tough choice but she then each of them.
places 2 in Body and 3 in Mind.
This gives Louise: 4 Body Points, Main characters always have four
6 Mind Points and 10 Social skill ranks in their Profession. Out of
Points, making her physically five other skills they have two are rank
weak but very powerful in so- 3 and three at rank 2 (3/3/2/2/2).
cial situations.
Paula assigns the following
ranks to her character’s skills:
Step Three: History 3, Politics 3, Observation
2, Bluff 2, and Seduce 2.
Skills
The next step details a character’s Step Four:
skills. Characters also know how to
do things that are not related to their
Profession. Everyone has hobbies
A Special Item
Each main character owns a unique
and other activities they are pursu-
Special Item. Whether it’s a blessed
ing, some more arduously, others
water pistol or a skeleton key that
less so. These add more depth and
will open any lock—this Special Item
personality to your character. Each
is of supreme quality (or just plain spe-
character should pick up to five addi-
cial), so that heroes may deduct one
tional skills to round out their abilities
point from the result of a single die
(see p.9 for the list of skills and their
after they’ve made a Skill Test using
descriptions).
the item. For example, using the item
Paula thinks for awhile about allows them to turn a 5 into a 4. The
what skills are already covered Special Item only works on a single,
by her character’s Profession and specific skill.
tries to pick five other skills that
Maybe you want to have a cellar bar,
reasonably represent her other
an old mansion house, or a private
experiences. She chooses ‘His-
booth at the opera. Use your imagi-
tory’ to represent Louise’s long
nation and don’t just go for the advan-
life, ‘Bluff’ and ‘Seduce’ from her
tage a Special Item might give you in
experiences during the civil war
terms of mechanics.
and since, and ‘Observation’ and
‘Politics’ to reflect on her ability Vampires have an extra option here.
to survive the cut and thrust of Instead of taking a Special Item, they
vampire intrigues. can choose an extra dark gift (See Step
7: The Dark Gift, below).
44
that she can use to augment There’s no need to turn your game
her Seduce skill. She writes it in of Vampire City into a Greek tragedy.
is one of her few remaining mor- Hubris should make the characters a
tal possessions and a link to her little more vulnerable, however. In this
mortal past. step, players add more personality to
their character by choosing a Hubris.
Equipment In Vampire City, Hubris is a negative
character trait or flaw that might work
Tracking every little piece of equip- against a hero during the game.
ment is too much hassle for a game of
Here are some examples: Ambi-
Vampire City, since it keeps you from
tious, Bullheaded, Careless, Calcu-
playing. This is why there are no prices
lating, Cocky, Compliant, Cowardly,
or shopping lists. As a rule, characters
Credulous, Destructive, Distrustful,
in Vampire City have everything they
Envious, Gullible, Greedy, Hedonist,
need on them or can obtain it without
Hot-headed, Hyperactive, Inconsider-
difficulty (unless it is unreasonable,
ate, Lazy, Listless, Petty, Obsessed,
or obtaining the item is the focus of a
Over-eager, Proud, Quick to fall in love,
scene or conflict).
Racist, Self-righteous
In some cases, it’s more dra- If you don’t like any of these
matic if you can’t get the item examples, don’t hesitate to
you need right away or if it’s come up with your own. This
more difficult to get it. Such game thrives on creativity
cases should be treated through and you shouldn’t limit your
narrative and become part of the imagination!
story you’re developing.
46
been replaced by a house that woman who had to become self
would have been considered sufficient when her husband was
grand a century ago. The city has called up to fight and never came
encroached over the centuries, home.
so that her crypt is now in one
Her Dark Rebirth came during
of the leafy suburbs.
one of the lean winter months
when she offered charity and
shelter to a runaway soldier.
47
Step Nine: An extra may or may not be a vam-
pire; it is up to the player whether or
Playing an Extra
Extras During In case of player disagreements over
the Game what an extra can or cannot do, you
may hold an auction to settle the dis-
Sometimes you’re wondering as
pute. Whether it’s a mental character-
a player, “Why don’t we have a guy
istic like hot-headedness, or a physical
around who happens to…”
detail like being particularly tall, how
The kind of thinking and the creativ- players add color to their characters
ity behind it gets free rein in Vampire is up to them. They may give an extra
City when players populate the set- one of their Special Items or deter-
ting with exciting extras. Players can mine that the place where he or she
come up with characters at any time is right now is actually their Crypt. Un-
during play. If the other players agree, like traits and skills, Special Items and
the new character can also have some Crypts are not permanently given away
sort of relationship with already estab- and return to the original owner after
lished characters. the session.
49
Relationship Maps If you draw the relationship map by
hand, leave some space to expand it
All characters are connected through later.
relationships that form a complex so-
cial fabric. This fabric can be repre- A relationship map is a great
sented by a relationship map. tool to help understand the so-
cial fabric of your Vampire City
Characters are represented by game at a glance and to remem-
squares, circles, or actual portraits. ber what binds your characters
Connecting lines indicate their re- to each other.
lationships, labeled with a brief de-
scription of their relationship. Some
examples include:
´´ Friend/Lover
´´ Neutral/Army buddies
´´ Friend/Play chess together (may
become an enemy)
´´ Friend/Cheating on … with …
(that’d make two lines then)
´´ Enemy/Being cheated on by …
with … (two lines, again)
´´ Enemy/Hates … because she
killed his dog
PREPARING A SESSION
The light of reason is as dangerous to us as the light of the sun.
We exist on their fears and when they see clearly there is no fear.
Once all the players have Paula, John, and Matt are fi-
their characters, prepare nally ready to begin their unlives
your gaming materials. Each in the Vampire City they have
player gets five blood tokens created. They start by giving a
(you can use any token, but red brief introduction to their char-
glass beads are a good choice) acters and then each of their ex-
and a symbol (any token symbolic of tras. Each of them must now pick
the vampire’s origins would be appro- an acquaintance from amongst
priate). Then, all players should give the other extras.
a short introduction about who their Paula thinks that Louise Nev-
characters are and which extras they ers is most likely acquainted
came up with so that everyone has an with Chris Becket the vampire
idea of what characters are available. wannabe. John has to think for
After the introductions are over, a while before he chooses Lillian
each player chooses an extra other Bell as an acquaintance for Ar-
gus Crane; perhaps it is through
than his own and writes this charac-
him that she was prompted to
ter down as an acquaintance on his
look into certain dealings at the
Character Sheet. This is a person the
bank. Matt wastes no time in
main character happens to know, but is
picking Detective Ben Savage as
not very close to. This gets the various
a potential ally for Justin Cross.
characters more closely intertwined.
Finally, all extras are collected
into a pool—just gather them in the
middle of the table or put them in a
bowl where they await assignment
after bidding.
51
Bidding Goals of
for Extras the Night
Not all extras have to be owned or The Goals of the Night determine
even used in a scene. The players may each character’s reasons to be in
bid for any of the extras characters in Vampire City. Players should note
the pool, provided they want to own their goal for the night on their char-
them for the entire session. The per- acter sheet and keep an eye on it. If a
manent ownership of the extra can player manages to accomplish his or
only be fixed at the bidding before her goal, their character gains an Ad-
the game starts, but means that player venture Point (see p.62). If they don’t,
is the only one who can portray that this might be a good starting point for
character. The pool of blood tokens is a new adventure.
split up right after each auction.
Any characters left in the pool
You should always keep your char-
after this initial bidding can only be
acter’s Goal of the Night in mind when
owned for the duration of a single
you get to the next step, which is to
scene, going back into the pool of
determine the Events of the Night.
extras afterwards.
Choose the Goals of the Night care-
Having made their introduc- fully and don’t make them too diffi-
tions all the extras are placed in cult. Unattainable goals can spoil the
the middle of the table. Now the fun for everybody.
players have an opportunity to
bid for control of the extras for
the whole of the game session. Typical goals for a night may include:
Paula opens the bidding by stat- create a new familiar/ghoul, embar-
ing that she would like to have rass a rival, gain the favor of an elder,
control of Detective Ben Savage, protect a mortal ward, extend your
Matt contests but lets her win hunting grounds, or learn the secrets
the bidding. John takes control of a particular dark gift.
of Obadiah MacNamara without
challenge and also seeks control The group takes a moment to
over Chris Becket, again Matt think then each notes down a
bids against him but pulls out goal for the night on their main
and lets John have control. character’s character sheet,
without telling the others. Pau-
Matt declines to take control la chooses to ‘uncover a secret
of any extras, while Paula con- about a rival’, John chooses to
trols one and John has two. ‘recruit new members to his
cause’; while Matt picks ‘hunt
down and destroy a vampire’.
52
Events of These events are just very brief de-
scriptions consisting of a few words at
53
• Dusk
Creating a • Confrontation over feeding
54
since the best ideas often come up When you’ve reached a finale, pick
spontaneously during play; sponta- a new goal and start another sea-
neous creativity plays a major role in son. You might want to come back to
Vampire City. something that emerged during play
and develop a new goal and timeline
around it. Think of the game as a TV
Creating a Season show or series of movies that you de-
velop yourselves.
A series of interconnected adven-
tures is called a Season. If you want
to play a Season in Vampire City, pick Timeline Example
an overall goal for all your adventures
and develop a timeline, just as you do ´´ The characters must track down a
for a single session. All you need to kidnapped friend
do is to note down a couple of key
´´ The characters are caught
events, which will be the focus of one
between the machinations’ of
session each, so that the story may
two powerful vampires
develop over six to eight sessions un-
til the finale. ´´ A vampire hunter tracks down the
Don’t get into too much de- characters
tail at this stage, since your ´´ The characters must forge an
characters’ success or failure alliance or stand alone
during play will have an impact
on the course of events that ´´ The characters must discover
ultimately calls for a change what the two vampires are
in the timeline. Adjust the fighting over
timeline accordingly, when- ´´ Finale
ever you hit an unexpected
direction during play.
55
EVENTS AND SCENES
It’s a beautiful night to die, but then aren’t they all.
56
compromise or agreement can’t be also be named and written down on
reached in a reasonably short time, Locations sheets (see p.72) to help
an auction should be called to deter- remember for the future, even if the
mine who will frame the scene, and place is made up on the fly in as these
thus whose vision for it will win out. can really draw people into the setting.
Remember the winners should still try
In a general sense, these guidelines
and incorporate others’ wishes and
describe what the scene will be about
make it fun for everyone.
and what direction the story will take.
Note it’s extremely help-
ful when planning a scene to Paula has won the right to
think about what is coming up open the first scene. She begins
next in the Line of Events. This by setting the scene in a barren
way you can pave the way for area that was once a park. The
future happenings, and give sun has not long set leaving a
your fellow players a natural slight glow on the horizon. Many
lead-in to the next scene. of the street lights are out and
the park benches have been van-
dalized with graffiti. This park is
Starting a Scene
not far from Louise Never’s crypt
and it is a place that she regular-
ly haunts, picking off gang mem-
Whoever frames the scene establish- bers. Tonight she is not the only
es some basic ideas about the scene vampire hunting these grounds.
for the other players. The following
questions should be answered: Paula places her own charac-
ter Louse Nevers in the scene,
´´ Lights: Where is the scene set? though she is hunting in the form
of a great wolf. She also places
´´ Camera: Who is in the scene? John’s character, Argus Crain
´´ Action: What are everybody’s in the scene. There are also a
number of potential extras in
initial goals and/or motives?
the form of the local gang.
Paula sets up an altercation
It is very easy for new players in
b e t we e n Lo u i se a n d A rg u s
Vampire City to “over frame,” that is
when they both attempt to
to define what is happening too strict-
take the same victim. Though
ly or to try and place every available
Matt has been left out, he de-
character into the scene. With scene cides to buy himself in and take
framing less is definitely more. Just control of a new extra (which
stick to defining the minimum possible he quickly generates), taking
to get the scene started; if another on the identity of the intended
player isn’t in the scene to begin with victim ‘Franky “Done One” Dun-
they can always buy themselves in with lop’, a local hood.
an appropriate character or buy in and
make up a new extra on the spot. Also,
try and mix up where scenes are held
to keep things interesting. Places can
57
Getting In In addition, if a player does not agree
with what someone else is describing
After the bidding for a scene is over, they can exercise their right to veto
the players who weren’t invited into (see Game Mechanics, p.8), which
the scene may buy themselves in by hopefully leads to a mutually agree-
throwing a blood token into the pool. able compromise, but may be resolved
They can use their main character, an by an auction if necessary.
extra they own, or an extra from the
pool; or they can even create a new
extra (see p.48). If a player wants to be
in, but doesn’t have any blood tokens
Ending a Scene
The scene is ended by the player who
left, a generous fellow player can chip
has won the conflict that has arisen
in for them.
during the scene. This player gets nar-
Someone who has spent all ration rights for ending a scene. If no
his blood tokens has already conflict arises, or one party actually
had some fun, but play nice wants to lose for dramatic reasons, the
and include your friends in the player who framed the scene gets to
game. It pays off for everybody end it.
in the end.
58
Things haven’t gone so well,
the altercation between Louise
and Argus has given their victim
Special Scenes
There are three special scenes in
the chance to escape. In hot pur-
the game, called Dusk, Midnight, and
suit the two vampires know that
Dawn. These come with special rules,
they must bring their prey down
as described below.
before he can reach help. Franky,
in his terror, has already dropped
his gun, Matt describes him rac-
ing across a rickety old bridge in Dusk
the middle of the ruined park. The game starts with the prologue,
Paula, knowing that Louise is called Dusk, during which no char-
‘supernatural’ and cannot cross acters are active by default. Players
running water, she thinks quickly must buy themselves in with one of
before throwing a blood token their available characters if they wish
into the pool. She describes the to. This is a way for players to get into
river choked with garbage, old the right mood and find their way into
shopping carts, and abandoned the game.
household goods and detritus. It
The prologue should build atmo-
has been a long time since water
sphere and draw you into the game.
actually flowed through here.
Try and make it exciting and fun to
In the shape of a wolf she leaps
get everyone ready to start playing.
from one bank to the next easily
By the way, the Dusk scene can be set
outpacing Argus as she gains on
at any time of day, but keep in mind
her prey.
few vampires are active during the
day. The prologue can also be used to
Changing Characters foreshadow the finale of the session.
During a Scene John has been nominated to
Players who would like to switch provide the opening flavor for
characters in the course of a scene the evening’s game. He decides
to foreshadow some of the
describe how and why their previous
events by describing the setting
character leaves the scene. Then they
and a group of hooded men dig-
throw a blood token into the pool to
ging up a fresh grave. As they
activate their new character. Char-
exhume the body it comes to
acters that leave a scene in this way
life, rising from the dead to at-
may not return to the scene. Extras
tack the group. Though one of
go back to the pool or to their play- the men falls, they are able to
ers, while main characters stay with subdue the risen creature, bind-
their players. ing it in chains before hauling the
body away to a waiting van.
59
Midnight Vetoes at Midnight
A player framing his Midnight scene
Midnight is the thickest part of the
does not need to spend a chip to say
night, it is a time of climax, a scene
“Over my dead body” or use any oth-
where a character resolves a plot point
er veto. The other players cannot bid
or defeats a major obstacle to his over-
against his or her will. A player in a
all goals. It is the time when a player
Midnight scene should always be fair,
has the greatest level of control over
however, and listen to the other play-
his character’s scene.
ers in case of disagreement.
Despite the name, there are several
Midnight scenes per session—one per Matt has thrown his symbol
player. A player announces his Mid- in to the pot for the next scene.
night scene by throwing his symbol He composes the scene as the
culmination of Justin’s hunt. He
into the pot. If two players want to
has discovered the lair of the
have their Midnight scene at the same
vampire child and offers John
time, the player whose symbol is first
the role of the child, and Paula
in the pool wins narration rights.
the role of Detective Ben Savage.
When you spend your sym- The scene is set in an abandoned
bol, keep in mind that with pipe works with many crawl
power comes responsibility, spaces and places to hide, but
and the plot needs to remain Justin Cross is confident that he
engaging for all. If someone can stop the monster that wears
feels you’ve been treating the flesh of an innocent girl.
them unfairly, they have a
symbol of their own to pay you Pa u la t ri e s to a d d o t h e r
back later in the game. members of the local police
department to the scene. How-
ever, Matt vetoes “Over my
Once a Midnight scene has started, dead body”, so Detective Sav-
other players cannot actively buy age is off the reservation for
themselves into this scene unless this operation, no backup, and
explicitly invited or allowed in by the no witnesses.
player framing the Midnight scene.
During your Midnight scene, Gaining New Special Items
you’re taking a considerable If a character wants to get another
risk. If you don’t reach your Special Item during the game, the
goal, the symbol is spent and player has to come up with a Midnight
you don’t get those Adventure scene that drives towards a conflict
Points (see p.62). You want to that centers on the Special Item.
build the scene around your
main character and his or her
goals, and don’t want anybody
vetoing or buying scene
elements that you
don’t think fit the
scene.
60
Gaining New Dark Gifts Paula sums up the events of
the night weaving together the
If a character wants to get another plotlines linking the creation
Dark Gift during the game, the play- of a vampire girl with her own
er has to come up with a Midnight character’s dispute over hunting
Scene that drives towards a conflict territory. Argus Crane’s quest
or encounters that centers upon be- for power has been checked,
ing taught, learning, or developing the for now, but the elders are on
desired Dark Gift. If successful in gain- the defensive.
ing it, the character still needs to pay As the sun begins to rise the
the appropriate number of Adventure characters retreat to their vari-
Points (5 AP) after the session ends. ous places of safety. All except
Justin Cross who stands atop a
building watching the sunrise,
Dawn knowing that there are only a
Once everybody has played through few short hours of safety before
the Events of the Night (see p.53), the dark forces are again at work
and the goals of the night have been in the city. He will be ready.
dealt with, it’s time for the epilogue.
The epilogue, called Dawn, provides
closure for the game and should sum
up the most important participants
and events of the game to conclude
with a satisfying ending.
61
ADVENTURE POINTS
If it didn’t kill you, well that’s likely because you killed it first.
You learn that lesson the first time you are left for dead.
Not many people get a second chance.
Justin Cross, Vampire Hunter
62
and added to the award. Therefore, it’s Specializations
only half the fun to reward each other
A character may specialize in a skill
if the pool is empty. Each player may
that falls under his or her Profession
only be awarded one blood token per
for 5 AP. Specialization grants an ad-
player per scene.
ditional die in skill rolls related to this
Vampire City is about having one skill from your professional field.
a good time with your friends. Once a character has learned six of
Use awards to show your these specializations, the Profession
friends how much fun you’re is raised by one Rank, and the special-
having and how much you ap- izations are erased.
preciate their contributions.
Your Profession is an um-
brella term for all the skills
it covers. Since it’s almost
Spending impossible to specialize in
all the aspects of any one
AdventurE Profession, there’s a cap of
six skills here.
Points
Adventure Points are spent by play-
ers at the end of the session, and may
Buying Skills for Extras
be used on their own characters or on Skills for these characters may be
any extra they would like. This gives bought for one blood token each dur-
them a chance to advance and flesh ing play, whether they are for one of
out their own characters and the ex- your own extras or somebody else’s.
tras that make up the supporting cast. Skills for extras may also be purchased
normally at the end of a session, but
require a player to spend his Adven-
Learning and ture Points for him.
Improving Skills If the group wants, players may buy
permanent Special Items or Crypts for
Characters can improve their skills or
them out of the Adventure Points they
learn new ones. The cost is the same
earned. Buying a Special Item or Crypt
for heroes and extras.
for extras costs 4 AP. Anything pur-
chased this way does not disappear
´´ Learning a skill at Rank 2: 1 AP
between sessions. Also, a new Dark
´´ Raising a skill to Rank 3: 3 AP Gift can be bought for an extra who is
a vampire for 6 AP.
´´ Raising a skill to Rank 4: 6 AP
These rules help you to add
´´ Raising a skill to Rank 5: 12 AP more depth to the supporting
cast over the course of your
game. While it may cost you
a couple more blood tokens
63
to flesh out your supporting
cast, that’s bound to pay off Gaining New
in the long run.
Dark Gifts and
Special Items
Raising Attributes Characters must have set up their
Players may choose to raise an At- Goal of the Night and their Midnight
tribute of a hero or extra, but it’s quite scene around gaining a new Dark Gift
an investment. or Special Item through appropriate
means (see p.60). If they succeed in
Costs are as follows:
this, they still need to pay 5 AP at the
end of the session to fully gain the new
´´ Raise Attribute to Rank 2: 5 AP
Dark Gift.
(Only extras can have Attributes
at Rank 1)
´´ Raise Attribute to Rank 3: 10 AP Tracking Changes
´´ Raise Attribute to Rank 4: 15 AP Make sure any changes in their per-
son are included on their Character
´´ Raise Attribute to Rank 5: 20 AP
Sheets, being made into a blood slave
´´ Raise Attribute to Rank 6: 25 AP* or vampire during play is obviously
permanent. They should gain a Dark
´´ Raise Attribute to Rank 7: 30 AP*
Gift from their sire and, if turned into
´´ Raise Attribute to Rank 8: 35 AP* a vampire, appropriate Dark Curses
and a possible change in their Hubris.
*Note: Only vampires (or blood
slaves) with the appropriate Dark Gifts On the back of the Charac-
can purchase Attributes above 5. ter Sheets, note down quirks,
traits, and events and take
some notes after each ses-
That’s a lot of AP to spend sion on what happened to
and that’s on purpose, since slip back into the game more
Attributes cover whole groups easily next time. It’s worth the
of skills. If costs for increas- small effort and speeds things
ing Attributes are halved by up considerably later on.
a Dark Gift, then round down
if need be.
64
APPENDIX
Why the hell would you not want to be a vampire? We are cool, we are trendy,
we can do freaky shit. Stop your screaming, you’re boring me now. Screw
this—you have just been downgraded to dinner!
Feeding Habits
Blood Drinker
Flesh Eater
Psychic Vampire
66
Character
Creation
Step one:
Profession
How does your character earn a
living? After deciding on a vocation,
which represents a collection of skills
Vampire Society they know to accomplish it, heroes
come with 4 Ranks in their chosen
Blood Lines Profession.
Blood Packs
Immortal Society Step Two:
No Society Attributes
__________ The Attributes are: Body, Mind, and
Charisma. The number of ranks in an
Attribute determines how many dice
you roll for a skill check in any of the
Places of Importance skills covered by the Attribute. Heroes
come with…
__________
…one Attribute at three and two
__________
at four (3/4/4)
__________
…one Attribute at two, one at
__________ three, and one at five (2/3/5)
…Body, Mind, and Social Points
equal to twice each respective At-
Presence of Magic tribute rank
__________
__________
__________
67
Step Three: Skills Step Eight:
Pick five Skills not covered by your Background
Profession, two are Rank 3 and three
Who is your character and what
at Rank 2 (3/3/2/2/2).
makes him or her tick? What happened
to him or her in the past? Most impor-
Step Four: tantly, how did he or she become a
vampire or learn about their existence?
A Special Item Write up a brief paragraph addressing
your character’s Background.
Pick a Special Item that allows your
hero to lower the result on one die
by one for one particular skill, or that
adds color to the game (like a night
Step Nine:
club or a safe house). Extras
Create one friend and one foe for
Step Five: Hubris your hero. Extras are a major factor in
making this game fun. Come up with
Pick a Hubris for the character, a only rough sketches at first and leave
fatal flaw or weakness for them. Ex- some room for players to develop
amples: Ambitious, Bullheaded, Care- them as full-fledged personalities
less, Calculating, Cocky, Compliant, later, when they use them in the game.
Cowardly, Credulous, Destructive, If the extra is not a vampire, he skips
Distrustful, Envious, Gullible, Greedy, Steps 6 and 7 above.
Hedonist, Hot-headed, Hyperactive,
Inconsiderate, Lazy, Listless, Petty, ´´ Extras have one of the following
Obsessed, Over-eager, Proud, Quick combinations of Attribute Ranks:
to fall in love, Racist, Self-righteous.
Three Attributes at Rank 3
(3/3/3), or…
Step Six: …one Attribute at Rank 4, one
The Dark Gift at rank 3 and one at rank 1
(1/3/4), or…
Every vampire has a dark gift that
…one Attribute at Rank 4
gives him a supernatural edge over his
and two Attributes at rank 2
prey. See the Mythology and Setting
(2/2/4).
chapter on p.22.
´´ Each extra also has...
68
Uses of Blood Tokens
and Symbols
Blood tokens and symbols can be used for a number of things dur-
ing a game of Vampire City. The following is a list of those uses with
page references to where they are further described.
First, blood tokens can be used in the following ways:
´´ Freely given to any other player for them to use normally (Game
Mechanics, p.8)
´´ Given to others as a reward for good/entertaining roleplaying!
(Events and Scenes, p.56)
´´ Used in bidding in auctions (Game Mechanics, p.8)
´´ Used to veto (Game Mechanics, p.8)
´´ To opt out of a scene that was just framed (see Events and
Scenes, p.56)
´´ To create an extra during play, and use them (Predators and
Prey, p.42 and Events and Scenes, p.56)
´´ Buy a skill for an extra during play (Adventure Points, p.62)
´´ Buy into a scene with a hero or extra (Events and Scenes, p.56)
´´ Switch characters during a scene (Events and Scenes, p.56)
´´ Buy additional facts during a scene (Events and Scenes, p.56)
´´ Regenerate damage (3 Body Points worth), if a vampire (Game
Mechanics, p.8)
´´ To pay for making a mortal into a blood slave (Mythology and
Setting, p.22)
69
Character Sheet __ __ __ __ __ _
Name __ __ __ __ __ __ __ __ __
__ __ __ __ __ _
Player __ __ __ __ __ __ __ __ __
Profession Rank __ __
__ __ _
Name __ __ __ __ __ __ __
l Item
Crypt Specia
__ __ __ __ __ __ __ __ __
__ __ __ __ __ __ _
__ __ __
__ __ __ __ __ __ __ __ __ _
__ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __ _
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __
__ __ __ __
Relationships Foe __ __ __ __ __ __ __ __ __
_
Friend __ __ __ __ __ __ __ __ __ _
__ __ __ __ __ __ __ __ __
Others __ __ __ __ __ __ __ __ __
__ __ __ __ __ _
Goal of th e Day __ __ __ __ __ __ __ __ __
Extra
Extra
Name ___ ___ ___ ___ ___ ___
__
Special Item ___ ___ ___ ___ _
Profession Name ___ ___ ___ ___ ___ ___
___ ___ ___ ___ _ __
Friend Special Item ___ ___ ___ ___ _
___ ___ ___ ___ _
Foe Profession ___ ___ ___ ___ _
___ ___ ___ ___ _
Location Friend ___ ___ ___ ___ _
___ ___ ___ ___ _
Foe ___ ___ ___ ___ _
Attributes Location ___ ___ ___ ___ _
Body ___ _ Body Pts ___ _
Mind ___ _ Mind Pts ___ _
Attributes
Charisma ___ _ Social Pts ___ Body ___ _ Body Pts ___ _
_
Mind ___ _ Mind Pts ___ _
Skill Rank Charism a ___ _ Social Pts ___ _
___ ___ ___ ___ ___ _ ___ _
___ ___ ___ ___ ___ _ Skill Rank
___ _
___ ___ ___ ___ ___ _ ___ ___ ___ ___ ___ _ ___ _
___ _
___ ___ ___ ___ ___ _ ___ ___ ___ ___ ___ _ ___ _
___ _
___ ___ ___ ___ ___ _ ___ ___ ___ ___ ___ _ ___ _
___ _
___ ___ ___ ___ ___ _ ___ ___ ___ ___ ___ _ ___ _
___ _
___ ___ ___ ___ ___ _ ___ ___ ___ ___ ___ _ ___ _
___ _
___ ___ ___ ___ ___ _ ___ _
Notes ___ ___ ___ ___ ___ _ ___ _
___ ___ ___ ___ ___ ___ ___ ___
__
___ ___ ___ ___ ___ ___ ___ ___ Notes
__
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
__ __
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
__ __
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
__ __
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
__ __
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
__ __
___ ___ ___ ___ ___ ___ ___ ___
__
___ ___ ___ ___ ___ ___ ___ ___
__
Location __ __ __ __
Location __ __ __ __
Name _ __ __ __ __
Type _ __ __ __ __
__ __ __ __
Name _ __ __ __ __
Type _ __ __ __ __
__ __ __ __ Brief Description
__ __ __ __
__ __ __ __ __ __ __
Brief Description __ __ __ __ __ __ __
__ __ __ __
__ __ __ __
__ __ __ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __
__ __ __ __
__ __ __ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __
__ __ __ __
__ __ __ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __
__ __ __ __
__ __ __ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __
__ __ __ __
__ __ __ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __
__ __ __ __
__ __ __ __ __ __ __
es
__ __ __ __ __ __ __
__ __ __ __ Distinctive Featur
__ __ __ __
es __ __ __ __ __ __ __
Distinctive Featur __ __ __ __ __ __ __
__ __ __ __
__ __ __ __
__ __ __ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __
__ __ __ __
__ __ __ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __
__ __ __ __
__ __ __ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __
__ __ __ __
__ __ __ __ __ __ __
onships
__ __ __ __ __ __ __
__ __ __ __ People and Relati
__ __ __ __
onships __ __ __ __ __ __ __
People and Relati __ __ __ __ __ __ __
__ __ __ __
__ __ __ __
__ __ __ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __
__ __ __ __
__ __ __ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __
__ __ __ __
__ __ __ __ __ __ __ __ __ __ __
__ __ __ __ __ __ __
__ __ __ __
__ __ __ __ __ __ __
Pl aces
__ __ __ __ __ __ __
__ __ __ __ Relative to Other
__ __ __ _
Places __ __ __ __ __ __ __
Relative to Other __ __ __ __ __ __ __
__ __ __ _
__ __ __ _
__ __ __ __ __ __ __ __ __ __ _
__ __ __ __ __ __ __
__ __ __ _
__ __ __ __ __ __ __
__ __ __ _
__ __ __ __ __ __ __
Sample
Characters
The following characters require
corresponding modern-day Mythol-
ogy and Setting choices, or may need
to be adapted accordingly.
Bruiser
Profession: Street Thug (4) Friend: Garibald
Body: 5 Body Points: 10 Body: 2 Body Points: 2
Mind: 3 Mind Points: 6 Mind: 2 Mind Points: 2
Charisma: 2 Social Points: 4 Charisma: 4 Social Points: 4
Skills: Athletics 3, Endurance 3, Ob- Profession: Mafia Gambler (4)
servation 2, Gambling 2, Strategy 2
Skills: Diplomacy (3), Fashion (2)
Special Item: Extra Dark Gift
Background: Bruiser’s perennial cli-
Hubris: Bloodthirsty ent and friend, makes his living off
gambling and deals made out of Club
Dark Gifts: Dread Form, Claws
Markovic.
Crypt: Gambling Den (Club Markovic)
Background: Runs a gambling den. Foe: Dustin
Likes mafia style high-stakes poker,
Body: 4 Body Points: 4
in the back of the club.
Mind: 3 Mind Points: 3
Charisma: 1 Social Points: 1
Profession: Vampire Hunter (4)
Skills: Medicine (3), Driving (2)
Background: EMT driver turned dedi-
cated vampire hunter, who is trying
to solve the string of violent deaths
that all seem vampire related, that he
thinks are tied to the sleazy Bruiser,
but he can’t prove it yet.
73
Sam
Profession: Investigator (4) Friend: Maureen
Body: 3 Body Points: 6 Body: 2 Body Points: 2
Mind: 4 Mind Points: 8 Mind: 4 Mind Points: 4
Charisma: 4 Social Points: 8 Charisma: 2 Social Points: 2
Skills: Shooting 3, Sciences 3, Driving Profession: Mortician (4)
2, History 2, Survival 2
Skills: Sciences (3), Religion (2)
Special Item: Sherlock Holmes’ Mon-
Background: An old friend of Sam’s
ocle (Observation)
who helps him with cases that involve
Hubris: Wandering Eye, Hopeless dead bodies… which has been on the
Romantic rise since his Dark Rebirth, and does
some unofficial forensic stuff for
Dark Gifts: Mesmerism
him. They have a slight crush on each
Crypt: Small office building other, but haven’t expressed their
feelings yet.
Background: A private investigator
that got too close to a vampire dur-
ing a murder investigation. Now, a Foe: Cpt. Berkley
vampire himself, he tries to keep his
Body: 3 Body Points: 3
sanity and make amends by continuing
to fight crime and solve cases. Mind: 3 Mind Points: 3
Charisma: 3 Social Points: 3
Profession: Police Captain (4)
Skills: Diplomacy (3), Sailing (2)
Background: Breathing down Sam’s
neck more than he likes, Cpt Berkley
is a constant thorn in his side, espe-
cially about touchy investigations and
cover-ups.
74
Prowler
Profession: Park Ranger (4) Friend: Liz Peterson
Body: 4 Body Points: 8 Body: 2 Body Points: 2
Mind: 3 Mind Points: 6 Mind: 2 Mind Points: 2
Charisma: 4 Social Points: 8 Charisma: 4 Social Points: 4
Skills: Melee 3, Brawling 3, Politics 2, Profession: Veterinary (4)
Medicine 2, Diplomacy 2
Skills: Leadership (3), Riding (2)
Special Item: Extra Dark Gift
Background: Rough and tumble girl
Hubris: protective about nature veterinary helping Prowler in protect-
ing animals.
Dark Gifts: Beast Call, Shape Shifter
Crypt: Garden Park in the middle of
town, with a few caves
Foe: Derek Sherk
Body: 2 Body Points: 2
Background: A park ranger from over
a century ago. The city expanded Mind: 2 Mind Points: 2
into his old grounds and he still lives
Charisma: 4 Social Points: 4
there in the caves now, having taken
a turn to be more involved in vampiric Profession: Police Enforcer (4)
politics (now that the world has been
Skills: Politics (3), Haggling (2)
overrun with them.)
Dark Gift: Incorporeal
Background: Vampire contesting
Prowler’s park for his own hunting
grounds.
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Example of Play
We join Paula, John and Matt dur- Detective Savage leads the way as
ing their first session of Vampire City he pushes past some of the uniformed
as they are about to enter the second cops that are standing around. The
scene, “Investigating a Bloody Murder”. scene inside the warehouse is a griz-
zly one. Amidst an area free of pack-
Paula: I framed the last scene, so
ing crates several bodies hang on meat
one of you two should take this one.
hooks. Blood and more is splashed
Matt: Okay I’ll take it. No objections around, in the gloom it’s difficult to
John? see precise details.
John: All yours. Matt: Justin moves slowly about the
scene taking care not to stand in the
Matt: Okay scene two: Investigating
congealing pool, “This isn’t typical be-
a Bloody Murder. The lights come up
havior, too much waste.”
on a warehouse in the harbor district.
The City PD have several cars parked (Matt throws a blood token into the
outside with their lights still flash- pot.) “Detective, can you shine your
ing. One of the uniforms is stretching torch over here.” Justin pulls a pen
“crime scene” warning tape across the from his pocket and nudges something
road and a young rookie is being sick small on the floor, a fang. “Someone
on the sidewalk. left something behind.”
A battered old sedan drives up and Paula: “No they didn’t, that looks
Justin Cross gets out, he has some like it came from one of the victims.”
trouble trying to cross the tape line Detective Savage shines his torch to
but is then waved through when De- illuminate jaws of one of the corpses,
tective Savage recognizes him. “The eye teeth have been pulled, as a
trophy perhaps?”
“Glad you could come Father, crime
scene is held up on another job and John: You just established a fact
I wanted you to see this before they Paula, you need to pay for that.
sta rted bagging ever yt hing u p. I
Paula: Yeah, sorry.
think this falls into your area of spe-
cial interest.” (Paula throws a blood token into the
pot.)
Matt: Okay so that gives us every-
thing? Justin and Savage are in the John: I’m going to buy something in
scene, the objective is to uncover too, there are foot prints in the gore
some clues. John if you want you can and before you can examine them
buy yourself in, perhaps as a cop or a properly there is a shout from one of
reporter on a tip or something. the cops. He drags a hobo out from
behind a row of crates. And I’m buying
John: I’ll wait and see how it plays out.
in as the hobo.
Matt: “Okay Detective, let’s take a
(His blood points go into the pot,
look at what you got.”
and he quickly writes up some details
Paula: “It’s not a pret- for Whiskey Mick.)
ty sight.”
“No, no officers, wasn me, wasn me!”
76
Matt: “Looks like we might have a “Whoever she is, she’s a midget; look
witness.” at that shoe print, looks like a child’s.”
Paula: “Calm down, you got nothing Paula: Well I guess this will fit to-
to worry about if you just tell us what gether well with that scary little girl
you saw.” scene we have coming up later. I think
we can just about wrap this scene up
John: “Wasn me, I never saw nothin. I
then, or are there any other clues you
was just sleepin it off back there, I didn
need to find.
see nothin.”
Matt: Yeah we need something that
Paula: As much as I hate to resort to
is going to point us in the right direc-
it I think it’s time for Detective Ben to
tion to find this creature.
interrogate the witness, who wants to
play good cop, bad cop? Paula: We don’t have to play out
every aspect of the investigation,
Matt: Bad cop, worse cop you mean.
you guys can always make inquires
Paula: Ben has a Charisma of 3 and between scenes so that you work out
interrogation should come under his where to go.
profession as a detective, so I get 3
Matt: True, but I think she will be
dice with 4s counting as successes.
someplace close, perhaps even watch-
The dice hit the table: 1, 3, 5. Two suc-
ing us right now.
cesses, so I reckon our hobo is due us
some answers. John: The crime scene guys are arriv-
ing now, so that will cut your unofficial
John: “Was me that called the cops,
investigation short. Time to move on,
she said it was time, please don hurt me.
you can always come back when the
She said you wouldn hurt me and I’d get
scene has been documented.
my reward if I did good.”
Matt: Let’s have a look at those
footprints, time to buy another fact.
77