Showing posts with label Three Decades in Blood. Show all posts
Showing posts with label Three Decades in Blood. Show all posts

Tuesday, February 26, 2013

Three Decades in Blood: True Blood

True Blood a current HBO series based on Southern Vampire Mysteries novels that has much in common with the vampires presented in Requiem and Masquerade. The largest single difference has more to do with the setting in which they reside namely that this is a blend of horror and supernatural romance where the truth of vampires existence is known and "accepted" by humanity at large. That is to say that there existence afforded the same rights and protections that the rest of the citizens of the US enjoy. Despite a diet of human blood they are able to survive purely on an artificial blood stock something that makes this coexistence possible. Its a creative setting in a post Masquerade, post Buffy, post Millennial look at the vampire legend and is laden with the all the sex and death Alan Ball can bring to the show. It doesn't hurt the series runs in an uncensored format. 


Systems:
Clan
Only Daeva
Blood Potency
Vampires are not subject to the diet restrictions of high Blood Potency.
Predator's Taint
Do not suffer from the effect of Predator's Taint.
The Embrace
Vampires sire exactly as in Vampire the Requiem however the transformation takes 24 hours and requires that the 'maker' bury themselves alongside of the intended vampire, this establishes the deep mystical bond that ties a newly made vampire to its creator.
The Blood
Vampires cannot perform or be subjected to Diablerie. Vinculum does not function among vampires but it does have the first level and second level upon human beings and invariably cause sexual fantasies about the vampire responsible for the Vinculum. Ghouls can only gain access physical disciplines. A human who consumes vampire blood outside of the vampires body becomes a Ghoul although only for the duration of a scene after which they become subject to a random affect of a drug (determined by the Storyteller). For example if Carter downs a Vial of "V" he may experience the dreamy affect of LSD or find himself with a serious case of the munchies. Blood addiction remains the same, however vampires themselves are not subject to it. 
Maker & Progeny
While Blood Ties & Blood Sympathy remains they are only between the Maker and their Progeny. Active use of Blood Sympathy to send strong feelings add a +3 bonus. Treat any command issued by a Maker (ie "As your Maker I command you....") to a Progeny as though the Maker was utilizing Mesmerize and achieved a single success on the roll against the Progeny, this costs a single point of Willpower. At any point the Maker may utilize Summoning to call the Progeny this is rolled as normal but costs only a single point of willpower.
Disciplines
Can utilize Celerity, Vigor, Resilience, Majesty, and Dominate. They begin with a single dot in Auspex(limited to 1), Celerity, Vigor, and Resilience and an additional three points to spread among the rest. They may also purchase the power of Flight (limited by the speed at which they can run) for 16 experience.
Physiology & Torpor 
Vampires do not suffer from Torpor. They may choose to remain awake during the day if they choose with no ill affect. If deprived of sleep during the day they will suffer from a condition known as the Bleeds. The first time a vampire remains awake for a 24 hour period without 'sleep' they lose an additional point of Vitae. This 'bleeding' period is reduced by half each cycle. (ie In addition to the "waking" cost another Vitae point is lost at 24, 36, 42, 45 hours and an additional point every hour after that). A vampire who runs out of Vitae begins to suffer a level of Aggravated damage in place of the Vitae that would normally animate them. This also applies when a vampire runs out of Vitae. 
Sunlight
UV rays are damaging like the rays of the Sun, however they inflict Lethal damage rather than Aggravated.
Final Death
A vampire staked with a wooden implement immediately bursts into a torrent of gore leaving only a pile of offal.
Banes
These can be found in The Danse Macabre and are identical save where changes have been listed below.
Lethal Bindings pg. 197, Silver.
Uninvited pg.195 A character cannot enter into a home unless invited, if uninvited they are immediately forced out as though blown like paper in a strong wind.
Vulnerability pg. 194, UV Lights, use the sunlight chart for determining damage.
Vulnerability, severe pg. 194, Silver. 

Storytelling
The vampires of True Blood are nearly identical to those presented in Masquerade and Requiem, although with the sexual aspects dialed up to 11. Strange Dead Love is a great place to start for constructing stories based on the ideas of supernatural romance and sexuality. A extremely devoted vampire 'fan' could have forged this Daeva bloodline by accident based on her own skewed perceptions about her condition as one of the damned. The setting however, is certainly worth a look. It sets vampires in a neofeudal society dealing with the consequences and difficulties of trying to live out in the open.  Rather than present the fall of the masquerade as an apocalyptic event, as in World of Darkness Mirrors,True Blood could serve as a starting point for running a game about bringing vampires out of the shadows and into the real world. There's certainly parallels between the vampire sects in True Blood and those in the Masquerade. A game could revolve around averting the terrorist plots of the Sabbat (or causing them), erasing evidence showing vampires in a negative light, or lobbying congress to expand the rights of undead Americans.

Equipment
Tru Blood
Durability 1, Size 0, Structure 1, Cost ()
Bottles of Tru Blood provide all the sustenance a vampire could need with none of the enjoyable afterglow. Treat as stored plasma. A vampire has to drink a full 6 pack in order to garnish a single point of Vitae. Further the first time its imbibed the vampire must roll Resolve + Composure and accumulate 3 successes to finish it.
New & Modified Merits
Herd 
In this setting Herd Merit cost is cut in half due to the prevalence of  open vampire bars, clubs, and other establishments.
Relationship (replaced by Ties) 
This Merit functions as per Relationship, see: The Danse Macabre,  but is expanded to include, places and things of extraordinary value or significance in the character's life. Uses of the object do not immediately gain the benefit of Ties (no +5 Axe of my Ancestors) rather action taken to secure, obtain, or protect them do. Objects are limited to something that could reasonably fit within a single room (a car is fine, a battleship is not), and places are limited to small towns, neighborhoods, or buildings (family estate, local cemetery, Hell's Kitchen are acceptable Manhattan or the Rockies is not).
Family (•-••)
Effect: Vampires are not always afforded the opportunity to leave mortal life without leaving mortals behind. Whether every family member who knew the character in life has since expired, or they simply have thought the vampire truly dead they've welcomed her home. Each dot represents the level of interest and willingness to provide support to the Kindred and the ability of the family to do so. One could represent a Kindred who can expect favorable dealings with distant cousins (or generations), three would represent  complete acceptance into the family.
Storytellers are encouraged to come up with reasonable guide lines for how much support the family can provide but a good rule of thumb an equal number of Merit dots can be substituted once per story equal to the rating of Old Family. For example Deborah has returned to her family after ten years of absence (Old Family ) her parents have passed on but her twin's family treat her reasonably well. She loses her haven to a fire and her sister lets her sleep her days away in the basement, as long as she agrees to be locked in (giving her a temporary Haven ).
Drawbacks: Clearly a vampires existence is a dangerous one and a Kindred's family represents a target to the character's enemies. Much like Allies, Family is a two way street, characters who abuse their Family might find them quickly deserting them.

Fangbanger (•••)
Prerequisite: mortal only
Effect: For some mortals the Kiss is more than just an act of feeding its an act of love, lust, and power all at once. Some mortals offer up their blood just for such a thrill over time they gain a certain sensitivity to vampires and resilience to the affects of the Kiss. They gain the benefit of Unseen Sense (vampires), +1 bonus to Resolve + Composure rolls to resist the Kiss should they choose (most don't), they are also treated as having the Quick Healer merit for the purpose of recovering from blood loss from the Kiss.
Drawback: In most mortal communities there are those that are prejudice to those who willing give themselves to vampires. Additionally some vampires view these "wanna be's" with little more than condensation. 


Legally Undead (••)
Effect: Kindred with this Merit have followed all the paperwork and correct documentation to "come out" into mortal society. They are treated largely as having all the same rights and privileges as mortals, so long as they continue to pay their taxes.
Drawback: The transition isn't quiet perfect...yet, Storytellers may add a single complication to any normal bureaucratic related activity (such as a trip to the DMV or a fishing license) and of course like any citizen the character is now subject to the laws of the land.
Tru Blood Junkie (••)
A vampire with this merit loves Tru Blood, for whatever reason the character has been able to overcome the natural distaste for the artificial blood substitute and gets slightly more nourishment than the rest of the damned. Double the Vitae gain from True Blood and ignore the prerequisite aversion roll upon trying it for the first time.

Saturday, December 8, 2012

Three Decades in Blood: Buffy the Vampire Slayer


I was an avid fan of Buffy the Vampire Slayer from its first episode back in 1997, its a series which has had a monumental impact on pop culture and genre shows on television. Joss Whedon took classic mythology of vampires and paired it with his own interesting take on the cosmos, one populated by demons and split across many different dimensions. In Vampire the Requiem the dissolution of morality is paramount to the game. Vampires in Buffy have none, they're walking shells animated by the demonic essence coursing through their veins. The Buffy the Vampire Slayer RPG by eden studios is an excellent game in its own right and has a wonderful section playing in the buffyverse.

Demon Born
Vampires in Buffy are not human, they have vestiges of humanity to be sure quirks of taste, but at best they're a dark reflection of the human they've killed to exist at worst they're amoral agents of evil trying to usher in the end of days.  Some gather in groups or at the foot of a particularly strong vampire, all feel the siren song of hellmouths.

Systems:
Clan
Do not have a Clan
Blood Potency
The maximum limit of a Vampire is 6. Ancient primordial vampires, called the Turok-Han, may have a Blood Potency as high as 8.
The Embrace
Vampires sire exactly as in Vampire the Requiem however the transformation takes 24 hours and usually involves the childe digging themselves out of their own graves.
Ghouls & Blood Ties
The Vampyr cannot create Ghouls or establish Vinculum, does not have any of the advantages of Blood Sympathy, perform or be subjected to Diablerie.
Disciplines
Can utilize Celerity, Vigor, Resilience. They begin with Auspex of 1 and 3 additional points of to spread between those 3 disciplines.  Additional disciplines are purchased individually can be purchased individually at Discipline rating x 14 at Storytellers discretion. 
Physiology & Torpor 
Vampires do not suffer from Torpor save for when they are deprived of blood losing one permanent point from a mental attribute for every 3 months in this condition. Appear as though they had spent a point of blood to achieve the blush of health (with all that implies) they can also become intoxicated through normal consumption of drugs or alcohol. They do not suffer from frenzy.
Monstrous Visage ­­
A vampire’s features shifts whenever she makes use of her fangs, her eyes become yellow and predatory, and her face becomes twisted and bestial, it costs a single willpower to affect this change and the transformation is instantaneous, its lasts for the duration of the scene. Vampires with a Blood Potency of 5 or more can change at will and remain in this state indefinitely, furthermore they gain a permanent -1 to all social rolls related to mortals as they shift closer to the demon within. At Blood Potency of 6 they can no longer return to a human visage and their body warps in some considerable fashion increasing the penalty to -3.
Sunlight
Sunlight exposure should be downgraded. Only Direct Sunlight is ever applied. A vampire may attempt to avoid sunlight exposure (whether through hiding under a blanket, painting a car's window in advance, or diving into shadows) with an exceptional success at a penalty equal to 1 + damage from exposure.
Final Death
A vampire staked by wood immediately meets final death bursting into ash. Signature characters should use the "hard" staking rules on pg.163 of World of Darkness Armory Reloaded, whereas mooks and other minor antagonists should use the "easy" staking presented on the same page.
Vampires cannot be killed by traditional methods (bashing damage, or lethal damage converted to aggravated) if damage reaches 'death' additional points of damage are ignored, the exception being complete destruction (such as by an explosive). They are only vulnerable to death from fire, sunlight, beheading, or holy water.
Banes
These can be found in The Danse Macabre and are identical save where changes have been listed below.
Faded Reflection Pg.193, the reflection is permanently absent.
Repulsion pg. 194, Specifically by religious symbols. The difficulty is equal to 5-Blood Potency, furthermore if physically touched by the object the character takes 1 point of lethal per turn. 
Uninvited pg.195 A character cannot enter into a home unless invited.
Vulnerability, severe pg. 194, Holy Water.
Inevitable Martial Arts Skills
Buffy vampires gain 3 points in any Brawl based Fighting Style Merit.
Morality
Vampyrs do not possess morality, they do possess a virtue but it is a veneer masking the evil within, they gain no mechanical benefit from its use. They gain willpower as normal from the Vice, particularly wicked acts of Vice can refresh a character's Willpower completely.
What about the Soul?
A Vampire who regains there soul immediately gains a Morality score equal to the rating they possessed before the Embrace, they must immediately roll for Degeneration for greatest sin they committed while without. Furthermore this adds a permanent +2 bonus to resist possession as they already possess a demon within.
Storytelling
Vampires of Buffy the Vampire Slayers are not brooding romantics (except the one's with souls) or misunderstood creatures of the night, see: Lie to Me, these are the lowest common denominator of evil. The existence of even a single vampire like this could be a boon to both the Lancea Sanctum and Beliel's Brood. Sanctified would most likely regard these Vampyr as demonic perversions of God's Holy Monsters. The covenant might move to capture one to torture dark magic from it, or to keep it on display as 'proof' of the Devil's work in the world of man.  Beliel's Brood might take them as signs of the apocalypse, messianic beings returned from hell, or just another kindred spirit. To really mix things up instead of strictly relying on disciplines maybe these vampires can garnish vestments from The Inferno or be Possessed in their own right, the result of a Bloodline where the very Vitae is suffused with demonic essence.
Vampire the Masquerade is rife with potential for exploring stories of alternate lines of kindred, perhaps like the Kueijin these vampires descend from a different order all together? And what happens to the fragile peace of the masquerade when a new Sabbat ritual literally vanquishes all the Humanity a vampire has which surely nothing to do with rumors concerning the Baali. Perhaps the Book of Nod is just another lie of Kindred society to disguise the awful truth of what came before them, and what will surely come again.  Another option can be to enmesh these new vampires with the rise of the Fallen or the coming of Gehenna, as the Final Nights approach the Embrace brings about only death and true damnation.

Wednesday, September 19, 2012

Three Decades in Blood: the lost boys

I watched The Lost Boys  again over the weekend, one of the first movies that firmly established the pop culture iconography of vampires. I'm highlighting three pop culture variations on the vampire legend, one from each decade. I've found most of the time its easy to change the setting without a real change to the system of the game. Consider for instance a game of Hunter the Vigil played in the setting of Supernatural. Does the setting differ? Certainly. Is there any need to change the material? Absolutely not, often times its enough to carry over the ideas or themes of a work into your game.  

Lost Boys, for those of you unfamiliar with this 1980s classic, involves a family who moves to the coastal city of Santa Clara only to find the city infested with vampires, you'll find spoilers aplenty.

Disease in the Blood
Vampires in the Lost Boys are usually young and organized along the lines of a family. A brood is traditionally created from the passing of the curse by the head vampire to his or her ‘children’. Here vampires conduct themselves with all the skill and delicacy of an eternal group of teens.

Systems:
Clan
Do not have a Clan
Blood Potency
They have a maximum Blood Potency of 3. A head vampire has a Blood Potency of 3.They are barred from creating ghouls and forming Blood Bonds.
The Embrace
Vampires do not create Sire/Childer in the same fashion the embrace can occur anytime a mortal takes a drink of Vitae (indirectly or otherwise). This costs the head vampire a temporary point of willpower.
Half-vampires
A half-vampire can remain so indefinitely they mechanically resemble ghouls the difference being that they get a single point of Blood Potency and suffer a -1 penalty on all actions while exposed to sunlight. This penalty manifests as generalized exhaustion and discomfort during daylight hours as though from drug use or sickness. They gain 3 dots in disciplines between Potency, Resilience, or Vigor. Upon killing for the first time through feeding they become full vampires, this causes an automatic loss of Humanity and increases their Blood Potency to 2.  This can be reversed by killing the head vampire.
Disciplines
Can utilize Celerity, Vigor, Resilience, Majesty, and Nightmare. 
Flight
These vampires can defy gravity moving as quickly as they can run through flight, it costs a single point of vitae to fly for a scene.
Banes
These can be found in The Danse Macabre and are identical save where changes have been listed below.
Hatred of Beasts pg.193
Repulsion pg. 194, Specifically by religious symbols. The difficulty is equal to 5-Blood Potency, furthermore if physically touched by the object the character takes 1 point of lethal per turn. 
Uninvited pg.195 A character cannot enter into a home unless invited.
Vulnerability, severe pg. 194, Holy Water inflicts aggravated damage on the undead in a fashion similar to fire, with damage increasing for the amount and delivery method.
Monstrous Visage ­­
A vampire’s features shifts whenever she makes use of her fangs, her eyes become yellow and predatory, and her face becomes twisted and bestial, it costs a single willpower to affect this change and the transformation is instantaneous
Sunlight
Sunlight causes one of the lost to literally catch fire and must be put out with a reflexive Dexterity + Composure roll or it continues to burn causing 1 additional point of aggravated damage each turn. A lost boy has the option of sleeping the day away like a bat, simply by anchoring themselves upside down in the dark.
Staking
A vampire staked by wood immediately meets final death.
Final Death
No two vampires die the same; consult this chart when dealing with a vampire’s Final Death. If this gets dull just roll a die for each catagorie.
Roll
Death
Corpse?
System
1
Flail and spasm at the perceived source of the attack in a blind rage before giving up the ghost.
A sorrowful human.
An Additional All Out attack following the attacker’s initiative. All penalties apply normally.
2
Howls an inhuman scream and clawing at its wounds before collapsing like a puppet with its strings cut.
A savage faced vampire body.
Anyone standing within shouting distance suffers a -2 penalty to their next action from the partial deafening.
3
Skin and muscle dissolve away in a nauseating display into mucus like pink sludge.
Only a skeleton with a fanged skull.
Whoever witnesses this disturbing display immediately loses a willpower point from the sheer horror of it.
4
Spontaneously smoking and catching ablaze the vampire begins running in a random direction before crumbling away.
A pile of stinking smoking ashes.
Vampire moves at twice his speed in a random direction anyo ne he crosses must make a reflexive Dex +Athletics or take 3 dice of damage from fire.
5
Gouts of blood shoot out of every wound and orifice showering everything in 3 yards in a tidal wave of blood.
A dry desiccated one as brittle as old paper.
Anyone covered in such a fashion faces a -2 to Speed and a -1 to athletic rolls for the remainder of combat.
6
Joints begin to crack, spark, and smoke sending digits, limbs, and head flying in every direction.
A vivisected electrified mess.
Anyone who dealt the final blow is electrified by the victory regaining a willpower point.
7
The Vampire turns inside out expelling its organs and internal mass from wounds and orifices.
A truly grisly display connected to a bag of skin and bones.
Anyone witnessing this horror first hand has to make a Resolve + Composure roll or flee immediately out of eyesight.
8
A gout of flame spontaneously immolates the vampire in a rush of blinding heat.
A blackened smoldering corpse.
Treat as though a Bonfire with an intensity of a Chemical fire had just begun where the character stood. It reduces intensity by 1 each turn.
9
The Vampire’s head explodes sending blood, brains, and skull in every direction.
A headless one oozing blood from its neck stump.
Anyone within 3 yards takes 3 dice of bashing damage from the bits of skull.
10
Skin begins to shift and bubble, glowing with a palpable and obvious heat, before exploding like a bomb.
Bits and pieces, likely scattered in every direction.
On the next turn the vampire explodes with a blast area of 10 yards inflicting 5 dice of lethal damage with knockdown.

You have no power…
A vampire invited into the home of a mortal may ignore any ill effects of holy water, offensive to animals, or any other advantage which might directly harm or reveal them for what they are while within the home.
Glorious Camp
 In case it needs to be said the Lost Boys is a film that embraces the ridiculous aspects of vampires in pop culture, merging the horror with a liberal amount of humor.  At the same time it is the vampires themselves which act as a metaphor for the culture of the day making them an excellent addition to a New Wave Requiem game. The head vampire Max is a vain early adapter of technology (check out the VHS man) without remorse for his actions, David on the other hand is an androgynous rebel without a cause who spreads his diseased condition, something which ultimately gets him killed I might add.
 As a group they have no respect for the Traditions and certainly would flaunt any sort of authority that attempted to oppose their will on them. On the other hand they could serve to demonstrate the impermanence of even Kindred, by setting them in the modern day, there are certainly not as many small to medium sized towns living in isolation and none are willing to tolerate murder without the intervention of law enforcement.
If they're a bloodline then Daeva or Nosferatu are the best choices for a parent clan. Nosferatu would emphasis the monstrous countenance of vampires. In this case they could appear appear perfectly normal although still exuding a papal aura of menace, until they choose to feed. As Daeva this bloodline might have inexplicably sprung up in the 1980s as vampires came into contact with HIV for the first time. In this case their embrace might be explicitly sexual in nature. 
A family of these vampires would make an excellent source of antagonism in any chronicle on the road. They could serve to provide a foil to a group of vampires divested of their sires. Demonstrating an alternative to the incestuous web of politics and blood that make up a vampire's unlife. In a vampire the masquerade game a prominent Camarilla officer might come to the character's eliciting them to destroy a masquerade violating family of Sabbat. For a one shot the character's could be all half-vampires attempting to cling to their humanity in the face of the overwhelming urge to kill.