Blood Borg - Digi
Blood Borg - Digi
y,
Playtesters and consultants: Will Jobst, Alfred Valle
Marco Serrano, Hunter Nelson, Ryan, Grah am
Gentz, Mickie Ortega, Kev Whaley, Alfred Valley,
Dane McGoldrick, Daniel Menjivar, Jake Hudson
R
ONLY HURTS FO
E...
A LITTLE WHIL
Blood Borg is a tabletop roleplaying
game for 2-5 players and a
T
gamemaster. You are vampires punks,
neighbors in the foul and unfair city of
Scab who, by choice or shit luck, find
themselves on the outskirts of society.
You drink blood and
it tastes fucking
good. Others don’t dare look
you in the eye, leaving you to survive,
thrive, or die in the city’s alleys,
gutters, and unseen inbetweens.
4
THE L
IF
IN RU E
INS
5
By blessing
or curse, your
undead must consume the
blood of living humans. Drinking
from a victim’s veins is the only
momentary relief in your afterlife
of pain. But what a fucking
relief. It’s delicious. Its warmth Each
slides down your cold clammy human tastes unique, seasoned
throat into the pit of your gut, by their memories and emotions.
like touching the grace of god It would be a damn shame to
from your inside. Like delicately leave a flavor untasted. In the
dissolving sugar on your tongue, land of these sheep, you are
blood melts and courses through a wolf. Drain them whenever
your body. It imbues you with you want for any reason: to
intense power and physical gain power, to cause pain, or
satisfaction, blissful yet fleeting. simply for the taste. There is no
You cannot be satiated. shortage of blood to pour in the
city, so have at it.
6
The
public
is blissfully
unaware of
the vampiric infection of their
society. Everything is great, Keep your
there’s nothing to fear. Keep secrets secret,
going to work and loving one as the elders don’t
another, and live a long and tolerate stupidity.
happy life. Trust the system. Though, some see through the
This lie needs maintenance. lie. It doesn’t take a genius to see
Missing persons in record there’s something more happening
numbers, crime scenes in the shadows. Conspiracy
covered up by inept agents of theorists and human purists
“justice”. If anyone cared to meet in hidden cabals to dream
look, they’d see the trails of up plans of spreading the truth
staining fluids, bloodsucking to the masses, working together
byproducts. to end our way of life. No mortal
Cover your tracks, maintain could topple our tower, but their
the lie. Cracks in the lie roots can molder the foundation,
reverberate in panic waves bringing pain and turmoil to street
through the normie population, level blood suckers like you.
threatening the fragile status
quo developed for centuries.
7
THE KNIFE I N Y O U R B A C K
Undeath isn’t easy. It isn’t enough that you feel shame and a
burn on the back of your neck every time you pass a church.
Isn’t enough that you outlive every human you ever loved,
watching them age like milk, dying before you, and being
forgotten to the passage of time. No, you must also deal
with the raw hate of every person you encounter. You don’t
belong here, and everyone knows it on an animal level.
Everybody. Hat
es. You.
You’re an animal,
so society hates You’re a punk, so
you. The clandestine other punks hate
agencies hiding in you. On principle,
Scab’s towers and they do it for fun.
squats despise you
and your kind for the
threat you pose to
humanity as a whole.
And still, there’s one who hates you more than the
rest combined. A hunter who’s marked you for a true
and final death. Homicidal and desperate, a pursuer
who will stop at nothing to end your afterlife by their
hands. Counting your breaths while you slumber,
following the smoke trails from your cigarettes,
watching and waiting for the right moment to
strike. For as long as you live, you will never be safe.
8
Spread the vampire
infection by singing the
Turning Song:
THE
Under pitch black empty skies
The earth expels its ichor
To satiate the sick
In eternity we ride
For crimson deicide
A life long after loss
For a soulless empty cross
No gods,
no masters,
no release,
Only disaster
Forever more
After such recital, the subject
SONG
must ingest the blood of the
performing vampire. The
result is a violent illness
and oblivion, death for all
the world to see. On the
night of the next new moon,
the newly-formed vampire
awakes.
9
tten
poem written by a forgo
The city of Scab is like a ser y is los t in
humor and mi
scholar whose sense of sta l cit y ris ing
n. A coa
decades of mistranslatio
s the cu rse d em pty sky in hubris called
up toward d
for the elite, ancient, an
development. A wonder els e. So me da y,
everyone
powerful, a wasteland for sit e of ou r gra ves
will be the
maybe tomorrow, Scab ,
mb le to ash in the cracks of the sidewalk
as we cru ite
something not qu
our bodies made fuel for
an d gro w.
beautiful to feed on
10
Two thousand years ago, groveling
peasants, lavish queens, and all
in between obsessed over the
coming end of days. Hundreds were
sacrificed to gods that paid no mind,
their blood pooling in mud to simply
dry out in the light of day as the
sky refused to acknowledge those
below.
11
the powers that be
The public sees their beloved political parties ebb and flow in power, but the masters
pulling the puppet strings have been the same for a long time. We call them the Elders.
They fed the social meat grinder for centuries.
The shadows behind the stars, the veiled players of a deadly game of chess in which we
are only pawns. Their true names are hidden or lost to time, but their presence is felt
every day by the vampiric and mundane. Their ageless faces appear in the backgrounds
of newspaper clippings. Their silky voices in infrequent and heavily edited interviews
across the radio. Their cold indifference to the living and dead under their boot
separates the castes. Despite the power coursing from our fangs to our guts, we are
powerless in a system built to damn us from the start.
BLACK MARKET
Gordon and Cole Ragana are the metaphorical queens
of the illicit trade colony in the city. The Raganas know
that you don’t have to work within formal institutions
to find power. No drug is injected, no hit is carried out,
no bullet is fired in Scab that didn’t pass through their
warehouses.
If you hope to survive on the streets, you must cross
paths with one of their dozens of vassals that act as
a buffer between the trash in the gutters and the
Raganas’ thrones of sin and cash.
Face-to-face meetings with the Raganas only
happens if you find yourself too deep in their
debt—they love to personally finish off those
who cross them.
12
THE COUNCIL OF THREE
Every four years, a new mayor rises to make empty promises and pacify the populace,
but they’re just the front for an unchanging regime, going back centuries. The true
powers occasionally change their names, fake their deaths, rearrange their bones, or
otherwise try to obscure identities, but those of us who have lived long enough can
see the obvious truth. The city of Scab is ruled by a vampiric council of three:
13
A ring of skyscrapers that shade The authorities promised a safer
Scab against the sun. The Scab. A plan was devised to build
sunkillers are the saving grace a network of subway rail and
of a city commandeered by the corridors underground, separating
undead. Early vampires were pedestrian and vehicular traffic
doomed to fail, hiding in desolate and coincidentally creating a
villages full of zealots and monster subterranean city network safe for
hunters, but those who lived vampires to travel during the day.
long enough got wise to their All they really wanted to do was
weaknesses. get the poor and desperate out of
their sight.
First, it was the tunnels dug
between landmarks to travel The project was abandoned due to
during daylight. Then the the hazardous excavation of some
privileged, with decades to accrue ancient underground churches
their wealth, bought up land and and temples, leading to an
buildings to negate the need for Escherian maze of tunnels, drains,
invitations to enter. As culture and dead ends.
fermented, humble buildings and
decrepit ancient churches were Take a wrong turn and you
buried by shade-giving towers, tall might end up in a river of shit
enough to cast lengthy shadows heading towards some unmarked
over the sprawl. The elders have processing plant somewhere,
yet to find a way to block the or a run-down enclave seeking
harmful sun at high noon, but that safety from the terrorizing police
is only a problem for the paltry and frenetic scumbags of the
lower vamps who can’t afford to city streets. Regardless of how
live in the sunkillers. much time one spends in the city
sewers, there always seems to
The city, perpetually under be a new cesspool surprise just
construction, is surrounded by a around the next chamber.
ring of protective skyscrapers with
a vast network of subterranean
highways and rails beneath, a
playground for those averse to the
sun.
14
Life in Scab sucks.
Elders proudly stare out of their towers at an urban
wasteland, a symbol of perpetual conquest and calves
upon which to feast, nothing more. They ready their next
steps to break the will of Scab beneath their boots.
15
In Blood Borg, players portray Note; Sheets
dirtbag vampires struggling to Each player needs a character sheet
survive in a city that hates them. from page 114. This allows you to track
Players ask questions of the world individual resources, like money,
and describe their characters blood (p 48), abilities (p 46) and
and how they interact with the inventory.
people, places, and creatures
of this city. One player, called Your pack, or group of players, can
the gamemaster (GM), will be share one Squat sheet from page
in charge of describing the 115. This lets the group track shared
world, creating challenges, and resources like faction standing (p 89),
adjudicates the results of dice rolls downtime progress (p 94), promises
to everyone else. (p 51), and stashed inventory.
Note: Dice Notation
If you plan to GM Blood Borg, this
In these rules, the we’ll use the
rulebook includes everything you
following way to talk about rolling
need to play. Read up on safety
dice: XdY, where X is the number
tools and how to make characters
of dice and Y is the number of faces
(page 17 and 18). Then, take
on that die. So, 2d6 means that you
a look at tests and blood on
should roll two six-sided dice and add
pages 46 and 48. Try using the
the results together.
adventure Raid The Normie
Nightclub on page 110 for your Sometimes, we’ll ask you to roll D66,
first session. which asks you to roll two six-sided
dice, where your leftmost result is the
To play Blood Borg, gather the tens digit and the rightmost result is
following: the singles digit, resulting in a two-
· • 2-6 players including a digit number between 11 and 66.
gamemaster (GM) Sometimes, we’ll ask you to roll a d3,
· • character sheets (p. 114) or other dice that aren’t commonly
available. For example, a d3 can be
· • polyhedral dice, including achieved by rolling d6 and halving the
4, 6, 8, 10, 12, and 20-sided result rounding up.
dice Note: The Dice Chain
· • pencils with erasers The dice chain refers to the standard
· • a healthy dose of bloodlust array of polyhedral dice in a sequence
descending by the number of faces, in
the following order: d20, d12, d10, d8,
d6, and d4. “Moving down the dice chain”
means to grab the next smallest die in
that sequence.
16
Blood Borg uses special tools to Veils are often used to censor
prioritize the comfort of everyone graphic content such as sex
playing. Safety is paramount and or violence that serves some
takes precedence over any aspect purpose in the story but does not
of the game itself. Familiarize need to be described explicitly.
yourself with the following tools: CATS
X-Card, Lines & Veils, and CATS.
The CATS acronym stands for
X-Card Concept, Aim, Tone, and Subject
Write an X on an index card and Matter. Before diving into play,
place it within reach of all players. go over these with each player to
If anyone feels uncomfortable ensure everyone is on board and
with the content happening in the knows what they’re signing up for:
game, simply touch the X-Card. • Concept: Blood Borg is a game
The group should change scenes of vampiric adventure and gutter
immediately, rewind, or stop and punk survival in a magically bleak
discuss. The person who touched urban setting.
the X-Card is not expected to
• Aim: To inspire creativity
explain their reasons. For more
among players. To enable power
about the X-Card (created by John
fantasies in a brutal setting with
Stavropoulos), see http://tinyurl.
interesting characters. To explore
com/x-card-rpg.
and engage in interpersonal
Lines & Veils
drama to further a shared
narrative. To provoke discussion
Before the game begins, players of power structures, anticapitalism,
are encouraged to voice anything and other radical themes.
they don’t want included at all—
these are Lines and should not • Tone: Inspired by punk and
be crossed. Topics established as metal music and 80's action and
Lines can still exist in the world of horror movies, this game rides
your story, but are not explored or the line between strangeness
discussed at all during play. Lines and sincerity. The game often
are often used to avoid offensive becomes violent with themes
content or subjects a player finds of blood, the occult, sacrifice,
upsetting or triggering. Veils are punishment, and oppression
things that players are comfortable heavily present.
including in the story but want • Subject Matter: Religious
to control how overt they are. and ethical conflicts. Subjective
Metaphorically, these events or morality. Drug use and abuse.
topics are hidden behind a veil— Violence, torture, and gore. Power
they happen in the world of the dynamics. Emotional drama. Fear
story but aren’t described in detail. and aspects of horror.
17
You embody the night, a soulless corpse stuffed
with equal parts hate and desperation. You
may not be special to them, in the same way
your next victim is unlikely to be special from
your last or your next, but the blood pours all
the same. Show them what makes you “you” in
the most violent and brutal of ways.
18
The Vampires
There are eight types of
vampires to choose from:
• Bottom Feeder (page
20), a bloodsucking punk
out to punch the world with
the force of all their bottled
up pain and anger.
• Leech (page 22), an aging
wretch seeking something
more ancient and true than
their loosening grip on
humanity.
• New Blood (page 24),
a vampire only recently
turned, with lingering ties to
their human life, for better
or worse.
• Bloodbath (page 26), a
violent freak who relishes
in the draining of blood as
something more spiritual
than mere sustenance.
• Junklord (page 28),
a free-thinker who sees
treasure in another’s trash,
thriving in this garbage-
covered metropolis.
• Black Heart (page 30),
a downtrodden broken
spirit meandering through a
meaningless afterlife since
immortality lost its appeal.
• Dirt (page 32), a
subterranean creature of
the night, torn from their
bestial habitat and thrown
into this city of fresh meat.
• Thrall (page 34), a
human lackey to a higher
vampiric power, still
learning about the undead
underworld but more than
happy to serve.
19
By sharpened tooth
and broken claw, you
find a way to survive
in a world that pleads
for you to fail. You
were nothing in life
and have failed to
become much more
in death, an eternal
undead servant to an Face Warp: Spend 1
blo
ancient bloodthirsty bones and stretch the od to break the
muscles of your face
spirit that will never pass as a stranger, ev to
en to those who know
even hear your name. you well. Your natural
face resets on slumb
The lowest of the er.
castes: a vampire with
no coven, no wealth, Scrying: As an active member of the public,
no hope. but you’ve whether you want to be or not, you sense the
they’re
got something that no goings on of Scab, seeing future events as
one else does: nothing e flat wron g.
likely to happen. 2-in-6 chance you’r
to fucking lose.
(d6)
What aspect of vampire life are you most excited to further indulge in?
1. Avoiding repercussions for breaking society ’s standa rds
2. Tasting fresh hot human blood rolling off your chin
3. Accessing centuries-old mysteries and secrets
4. Networking with powerful masters and arcane instructors
5. Withstanding incredible pain and anger
6. Warring with the mundane powers that be to control the city
d pain
Your interest in blood an
d all con sum ing.
is obsessive an
it abo ut pai n tha t
What is
interests you so? (d6)
ow
1. It’s the only way I kn
to show lov e
um
2. The human sensori
is a puzzle for me to
understand
le
3. Your body is my vehic
to div ini ty
4. The thrill of the kill is
l
the only thing I still fee
5. It’s out of my co ntr ol
and part of me I hate
6. Pain and pleasure are
the music of my body’s
instrument
rumors of
There are countless by humans
ered
your deeds, whisp
m pi re s al ik e. Which one of
and va
tr ue? (d4)
these is actually
th e air of
1. You carry
yo ne yo u’ ve killed,
ever
cr otic breath
giving you a ne
a ve rte bra from
2. You keep
, they stud
each of your kills
your battle jacket
ice to
3. You kill in serv
an an cient
Caligaxus,
rs ty le vi at han
bloodthi
years
asleep for 2000
ec es of
4. You ingest pi ct ims to
brain from yo ur vi
t painful
witness their mos
memories
26
Masochism: You relish
in physical pain, whether
inflicted by or to you. Once
per round, make an extra
attack after taking damage.
28
Scavenger: You make use
of tools that others cannot
fathom. When dumpster diving,
spend 1 blood to get an extra
piece of trash, once per dive.
29
30
Time stretched infinitely in both directions turns your world into a
blur. Day into night into years of nothing but loss. Where others feel
anger and hate towards the world that spurned them, you are left
with only sadness and grief. You feed to survive but pray to an empty
sky for someone to remove you from the mundanity of immortality.
In the meantime, you end the lives of those around you instead.
31
You’re the child of the sewers and
holes beneath. A civilization sprung
up around you while you trudged
through mud. Born and raised in
the forgotten wells of humanity,
away from the eyes of any god
who’d care to look. Now, you
emerge from your animal holes
into the predatory world of modern
society, trading your subterranean
comforts for the blaring noise of
traffic and the glow of the moon. The
city isn’t ready for the feral onslaught
you’re about to bring.
What dragged you out into the modern
world? (d6)
1. The cave-in of your dirt domicile
caused by the big dig
2. Increasing urban sprawl filling
the underground caverns with tar
and toxic fumes
3. A desperate call
from Enoth, an
ancient mole-like
godling worshiped
by underground cults
4. The smell of human
blood above being made
more sweet by their
growing relationship with
sorrow
5. A quest for the Ruschian
Augur, a tectonic tool that
might save your people
6. Revenge on Galloffe, the
aristocrat who banished
your people centuries ago
Start with
• Bonus ability point:
+1 Strength, -1
Toughness
• HP:
Toughness
score + 10
• d20 dollars
• Roll d6 on
the weapon table
(page 44)
33
34
You run with vampires, but you’re not
one of them. In service to a power
beyond your understanding, you champ
at the bit for a taste. You serve your
master, eager to prove your readiness to
consume the life of another.
You still have social ties and To whom do you pledge fealty? It can be
responsibilities in the human world, one of your fellow player characters, or
neglecting them would draw unwanted someone else. (d6)
attention your way and surely put your 1. Sirius, a glowing gorgeous nudist
vampire pack at risk. (d4) rumored to be from another land
1. Standing therapy appointment long lost
Thursday evenings 2. Michael, a fallen angel with
2. Sickly parent requiring medical irreparable wings left to feast on
attention sin
3. Romantic partner who finds your 3. Linae, a commanding voice
increased absence troubling whispered in a dead language in
4. Menial service job you keep to dreams, but she remains unseen
cover your tracks 4. Bulldog, a brutish gangster
draped in chain with high rank
Commune with among the underworld
Master: Through oracle, 5. Periquane, a poetic charmer
automatic writing, or whose lyrical speech and
radio interference, your heartening touch mesmerize you
leige communicates with 6. Malageony, a living flame ever
you from beyond our hopping from trash can to dried
realm, warning of danger leaf who aims to devour this
while occasionally asking whole city
for favors in return.
Blood Curious: You Start with
occasionally drink your • Bonus ability point: +1
own
blood to better underst Presence, -1 Strength
and its
appeal, but you are no • HP: Toughness score + 6
t yet
privy to the true powe
r it holds. • 3d10 x 10 dollars
Take d3 damage when • Roll d12 on the weapon table
using
blood to channel spell (p 44)
zines.
• One random spell zine (p 66)
Note: The Thrall is not yet a true vampire but is no longer pure
human. Playing this part pits you between two opposing worlds and
you’re not entirely welcome in either. As such, getting by as a thrall
is more difficult than the other classes. You rely on the vampires’
powers to survive and are in grave danger without them. Lean into
your fears and weaknesses and make the most of your crawl through
the undead underbelly of Scab. When you die (0HP), you stay dead.
35
1 Deck of oracle cards Hippie crystals
2 Can of spray paint Flip lighter
3 Unholy rosary Busted handheld video game
4 Band’s demo tape 1d6 crudely rolled joints
5 Flask of gasoline Video camera
6 Flashlight & batteries 1d6 roman candles (1d4 x 3 damage)
7 Skateboard Tattoo gun
8 Lock-picking set Urn with relative’s ashes
9 Pet bird Keys to stolen moped
10 Walkie-talkies High-end headphones
11 Trained severed hand Patched denim vest (-d2 armor)
12 Random spell zine (p. 66) Studded leather jacket (-d3 armor)
36
11 LOVER… to be together forever 43 BENEFACTOR…to make sure
12 …when they discovered you pay them back
your infidelity 44 …in exchange for an
13 …who couldn’t bring enormous payment
themselves to dump you 45 …to empower you to take
14 …who still cares for you bigger jobs from them
despite the centuries apart 46 MENTOR…to show you
15 CRIMINAL…to frame you for things they could never
their crimes teach
16 …in a break-in gone very 51 CULTIST…in offering to their
wrong twisted deity
21 PARENT… to preserve the 52 …to recruit you to their
family legacy immortal faith
22 … to punish you forever 53 …to save you from the
23 … to beg for your prophesied end times
forgiveness 54 MAGICIAN… in what turns out
24 … to spare you an untimely to have not been illusion
death 55 ARTIST… to make you their
25 YOUR CHILD… in an act of eternal muse
great defiance 56 …to make you their pièce
26 … to prove their value to de résistance
you 61 LEGEND…to preach their
31 DOCTOR… in a last ditch effort name to all who will listen
32 … in a sick unsanctioned 62 …to tie you into their web
experiment of deception
33 … to use you as a perpetual 63 …to tend to their every
organ donor need, you pissant
34 VAGRANT…in an act of 64 …to grant you the power
desperation necessary to turn the tide
35 …in a gang initiation for their 65 …to have someone to
new vamp friends relate to in their infinite
36 … in exchange for your help solitude
41 PUNK…they don’t even 66 …to ensure a captive
remember doing it audience for the world-
42 …to keep you away from changing act they’re about
becoming a boring normie to perform
37
00-01 Face tattoos 46-47 Compulsive thief
02-03 Spiked hair 48-49 Devoutly faithful
heat
eyes
30-31 Oral fixation 76-77 Never removes necklace
32-33 Always sweaty 78-79 Ghostly pale
94-95 Radiates
92-93 All black
34-35 Loves art 80-81 Nervous laugh
36-37 Hairless 82-83 Lost in dreams
38-39 Blinding migraines 84-85 Surprisingly gentle
40-41 Scarred face 86-87 Rotten stench
42-43 Always hungry 88-89 Face blindness
44-45 Can’t keep secrets 90-91 Terrible posture
39
The apocalypse has come and gone,
but your end is still approaching.
Vampires are marked for a true
death the second their souls leave
their bodies. Every victim you drain
has a loved one out for revenge,
every lover you spurn wants to see
your rotting blood drip from their
fingers, every jerk you kicked out
of the band wants glory, to be the
one other punks fear and admire.
There’s a target on your back and no
shortage of creeps who are ready to
take their shot and bring you down.
A freight train of hate has left the
station and you’re tied to the tracks
waiting for that inevitable collision.
40
How to Kill
A Hunter
(d20>d12>d10>d8>d6>d4)
your
hunter will reveal
1. themself when you are
The Hunter least prepared to put up
appears to test your grit. They feign a fight and they’ll turn you
simple attacks to see your tactics in battle and they back to fucking dust.
promptly leave if you strike them once.
2. They invite you to meetup for coffee to explain face- HP: 16+d10. Evasive:
to-face why they must end your afterlife. Hunters know when a
3. They leave an ominous gift-wrapped package outside battle cannot be won and
your squat. they wait for another day.
4. They came to draw blood. The attack you with non- If they are ever brought
silver weapons to extract a sample and escape as below 6HP, they escape
soon as possible. immediately. On their
5. A mutual acquaintance shows up to warn you of the next appearance, they’re
hunter’s upcoming plans. restored to full health.
6. They leave a message on your squat’s answering
Hunters do not have
machine. It’s confusing to everyone but they leave statted-out weapons or
a personal clue in their speech only you recognize.
easily-deciphered tactics.
7. They are out of control and fight hard. They fight to
They exist only to make
knock out but attempt to escape once they are at
your afterlife a private hell.
10HP or less.
They’re waiting patiently for
8. They appear outside your coffin at next slumber,
the right moment to strike–
reciting some tired poetic monologue about death
you both know it’s coming
to no one.
9. They show off their prowess by leaving a corpse for
and there is nothing you
you to stumble upon in an obvious threat
can do to stop it.
10. They take something personal from you: a prized If your hunter annihilates
possession, a lucky weapon, a limb. your vamp but you want
to keep playing, create a
Drop down to the next die in the chain the character sheet for this
next time you make this roll, keeping track now-triumphant hunter
of which die to roll on the Hunter section of and continue to explore
your character sheet (p 114). Rolling 1 on Scab through their new
d4 means a hunter is right behind you, you perspective.
will not survive to see the next sunrise.
41
Vampires can carry a number of items equal to
Toughness score + 5. Backpacks can hold three extra
items. Every vampire squat can hold as much as you
need.
ENCUMBRANCE
If your inventory is full, you’re encumbered. Physical
ability checks (Strength and Agility) incur +2 difficult
rating (DR) penalty.
42
Change of clothes $15
Fake ID $50
Human meal $5
Bottle of booze $20
Quick lift $8
Skateboard $12
Pet (dog/cat) $30
Pet (rat/bird) $15
Makeup kit $3
Lighter $1
Most books $3-5
Tattoo $60
Meds $35
Fireworks $10
Spray paint $5
Tarot reading $13
Flask $8
Psychedelic poison $22
Coffin $75
Synthetic blood fix $21
Set of dice $2
First aid kit $6
Basic non-power tools $3
Flashlight $5
Cassette player (portable) $15
Tape player (boombox) $40
Backpack $15
Summoning kit $25
Bible $5
43
1. BRASS KNUCKLES d4
2. SHIV d4
DE d4
3. SWITCHBLA
7. GUITAR d6
8. U-LOCK d6
44
9. HAMMER d6 10. CANE d6 11. MACHETE d8
12. CHAIN d8
0
16. TOOTHBLADE d1
20. RIFLE
DR12 Presence
d12 damage fire
manual reload each
45
Abilities
Strength: punch jerks, pick
stuff up, intimidate assholes
Agility: evade attacks,
escape danger, haul ass
Presence: aim weapons,
cast magic, navigate the
city
Toughness: embrace
pain, get high, survive
You can never have more
than +3 or less than -3 in
any ability.
Tests
When what you want
to do is difficult and
the consequences are
interesting, it’s time for an
ability test.
To make an ability test,
roll 1d20 and add the
relevant ability score, then
compare to the difficulty
rating (DR). If you roll
equal or higher than the
DR, you succeed. If not,
things get worse.
46
Advantage &
Disadvantage
In certain circumstances, you
will find yourself with an upper
hand, or (more likely) up against
unfair opposition. The GM will
grant a vampire advantage
DIFFICULTY and disadvantage to your tests
<12: Don’t bother rolling, accordingly.
you can do these things
Advantage: roll 2d20 and take
without trouble, like
the higher result.
opening an unlocked
door, chugging a beer, Disadvantage, roll 2d20 and
climbing a ladder. take the lower result.
12: Normal tasks that might
mess up your plans like
picking a lock, sneaking
past dopey security
guards, or talking down
a friend on a vicious acid
trip.
14: Getting pretty hard,
you better get clever. Every Roll Matter
s
Things like hot-wiring a Regardless of success or failure,
car, draining a human’s every dice roll should change the
blood in plain sight, circumstances for better or worse.
or navigating a sewer Knock furniture over, reveal new paths,
tunnel maze. tear their favorite clothes, discover cool
16: Gonna make you trinkets, summon new enemies, break
sweat, like running with glass, raise hell.
broken legs, negotiating
with a demonic prince, or
escaping the morning’s Get Down With
first rays of sunlight. The Sickness
18+: Intensely difficult Sometimes, a player has an idea so
shit, maybe think again. sick it simply must happen. When
Things like breaking they roll a success, it’s just as sick
out of a First Light cell, as they described. If it’s a failure,
hijacking a speeding the cool thing should happen, with
truck, or pulling a silver some brutal consequences.
blade from your own
back.
47
lood is everything
.
Blood is the how
and the why.
Without it, we’re
corpses rotting
in the forgotten
shadows of gods
long perished, em
aciated heaps of
bones creeping
towards nothing.
RE
ISH t he
warmth.
SAV R
the
taste
CHERISH
THE
P
WER
ish
out
the
PAIN
48
DRAIN
To drink blood, find a suitable target and open
a vein. When you ingest the blood of a living
human, deal d2 damage to your target and
gain that same amount of blood, and regain
d4 HP. Vampires can’t hold more than three
points of blood at a time.
Blood Negative
If you every have less than
0 blood, gain disadvantage
on all checks until you feed
again. Having less than 0
blood happens when you
overspend your blood, or
you are drained by another
vampire.
Cold Blood
Death is a disgusting
infection that is all around
you. Drinking the blood
of the dead poisons a
would-be meal the instant
the soul vacates its fleshy
vessel, tainting the spoils
within and rendering it
powerless.
Non-Human Blood
While undeniably tasty, the
blood of animals or demons
is simply not strong enough
to sate the hunger of your
vampiric curse. The blood
must know sorrow to truly
fulfill your needs.
49
INITIATIVE
VIOLENCEWhen it’s time to hurt each other,
roll 1d6 to determine initiative. Roll it
again at the beginning of each round.
ROUNDS
On a 1-3: Enemies act first Fights happen in rounds, in
On a 4-6: PCs act first which each character can move
and make an action, including
attacking, using a spell zine,
draining blood, or doing
anything that requires a test.
ATTACKS
MELEE *
Test Strength DR12. On hit, roll weapon damage.
RANGED
Test Presence DR12. On hit, roll weapon damage.
When you fail an attack test, you fail to deal
damage and things get worse for you.
*Associated skills can be
substituted with other more
relevant/advantageous skills if you
act cleverly, up to GM discretion.
GM can amend DR as special
circumstances affect difficulty.
DEFENSE
When enemies attack, test
letting a little rage out at
Agility DR12.
the expense of another.
answer. The most direct
and effective means of
making your presence
known in Scab is by
50
ARMOR
Wearing armor, whether
it’s your studded denim Your pack of vamps is a family:
vest, a leather jacket, or whether you hate each other or get
a vampiric spell, reduces along famously, you have a shared
damage based on the type responsibility to help one another
of armor. survive, even if your only goal is self-
preservation. To receive help, you
Tier 1: -d2. Denim, gotta give. Vampires make promises.
cardboard, thickened skin.
HELP
Tier 2: -d3. Leather, wood. When you help a member of your
Tier 3: -d4. Bulletproof pack, add a +1 to their roll. This could
vest, metal, magic. be causing a distraction, giving away
your lucky cigarette, or backing up
MORALE someone’s bold-faced lie.
51
Hit points (HP) measure yo
ur ability
HP
If you’re brought to
0 HP by any of
the following, you di
e forever as
body and soul with
DEATH
ers to ash:
• Direct sunlight • Fire
TRUE
52
Knockout
Party
Total
If every vampire in
your pack is brought
to 0 HP with no one
left to administer
blood, the GM rolls d6
to determine your fate:
1. Wither away for weeks
uncared for like the trash you 4. Wake up to a punk band
are. If you’re knocked out setting up their gear in some
outside, the sun will surely dingy basement where the
cook you to true death. shows about to start.
2. Arise wrapped in silver 5. Awaken in your squat a
chain in a First Light Agency few days later, someone
black site. must’ve dragged you back.
3. Come to weeks later in 6. A nearby vampire sees
front of a church while the your distress and feeds you
drooling priest warns his blood within a few minutes.
congregation about your kind. They expect a favor in return.
Vampires
don’t truly sleep, but instead give their bodies
and minds
SLUMBER
53
Good little blood suckers get rewards. Every
time a vampire completes a difficult task like
winning a competition, rescuing a hostage,
dissolving a rival pack, or anything else the GM
deems worthy, gain d4 max HP and roll d6:
1 Nevermind...
2 3 Blood
(can exceed max)
3 $25
5 +1 Ability Point
54
ENEMIES
hat
s a n d jerks t of you.
t
t i o n o f creep afterlife ou
c e rief
A colle ait to beat th w i th a b ,
can’t w etaile
d . 51)
ed e (p ge
n e m ies ar HP, Moral ith dama ed
E , w
iption ttacks *Mark
descr (p. 51), a l abilities. nd
r ia
Armo and spec ernatural a ecific
,
valu es are sup via the sp
e
i d
enem ly be kille page 52.
o n o n
can ds listed
t h o
me
55
PUNK
Gutter dwellers like you, just meaner and
actually alive.
HP 4, Morale 5, Leather -d2, Shiv d4
Scream: Presence DR10 or your
next attack is at disadvantage
NORMIE
The everyday Scab schmuck who seems to always
be in your way.
HP 5, Morale 3, Knock d2
Hysteric: Yells for help at first
opportunity. 1-in-3 chance more normies
rush in and 1-in-6 chance cops show up.
BEAT COP
Lowest rank of cop, dumbasses on patrol looking for
any excuse to get nasty in the name of “justice”.
HP 7, Morale 2, Uniform -d2, Baton d4+1
Observing Rank: Always first in initiative
unless there are higher ranked cops
around, in which case they act last.
DETECTIVE
Mid-rank cops who wear suits instead of blue shirts and
wield heavier weapons. They stick to office buildings and the
elders’ towers rather than cruise the streets.
HP 11, Morale 5, Padded Suit -d3, Stun gun
d6, on hit Toughness DR14 to tear out the
probes or suffer additional d4 damage each turn.
POLICE CAPTAIN
Highest cop rank, the ones who only get their hands dirty when
absolutely necessary. When they’re involved, you’re in deep shit.
HP 16, Captain’s Jacket -d4, Pistol d10.
Off the Books: Captains will attempt to subdue rather
than kill. If you reach 0 HP, you wake up restrained
somewhere sketchy. d6: sional
1. Unsanctioned prison 4. Church confes
n
2. Walk-in freezer 5. Sanctified coffi
3. Public gallows 6. Fire spit
56
FIRST LIGHT AGENT
Representative of a clandestine anti-vamp operation
that would like to keep this whole undead thing
under control. Hiding in plain sight, disguised as
normies until they witness vampire behavior and
spring into action.
HP 10, Morale 5, Sharpened Last Rites
Crucifix (silver) d6.
Poison Veins: Street agents ingest a
subtle toxin that poisons their blood in case
of vampire feeding. Draining a street agent
results in incurable infection that will kill the
feasting vampire after their next slumber.
UPPER AGENT
The commanding rank of First
Light operating from out of
sight with binoculars and
sniper scopes. Piss off the
wrong people and you’ll get
clipped by a silver bullet you
never saw coming.
HP 8, Morale 7, Flak
Jacket -d4, Sniper
Rifle (silver bullets)
d12, DR14.
Prepared: Despite
how slick you think
you are, the First
Light Agency knows
your tricks and comes
well trained, ignoring
one would-be hit per
round.
57
YOUNGLING* *ONLY KILLED BY SILVER/FIRE/SUN
Recently turned vamps are the worst, no respect for those
that came before. Vampire blood tastes of rot and cigarette
ash, but Younglings will drain you regardless.
HP 9, Morale 8, Slash d4
Dumb Suck: Bite d4, on hit, they projectile
vomit covering any within arms-reach in acidic
bile, doing d4 damage per turn until washed off.
ESTABLISHED VAMPIRE*
Blood suckers who’ve been around the block and are ready
to
rock. Just because you have commonality doesn’t make
you friends.
HP 15, Morale 6, Strike d4.
Some carry a simple weapon, d6:
1-2: Nothing, 3-4: Knife d4, 5: Meathook d6,
6: Wood axe d8.
Charm: Ever pragmatic, they try to sway
you to see their side at every chance.
When desperate, they offer enticing
deals to spare their life, whether or
not they can make good on it.
ANCIENT VAMP*
Centuries-old vampires with the scars to show. Despite
their age, they are quicker and more clever than most.
HP 18, Morale 4, Human Leather Cloak -d2,
Peons: Summon d6 Normies under their
thrall to do battle in their stead whenever
they are not within the safer confines of
their home.
PURE HUNGER*
Enough time spent wandering the
immortal coil drives humanity right from
your body. After eons of hunting, this thing
is neither human nor animal. It’s an impulse
and insanity in a warping corpse out to feast.
HP 23, Morale 10, Scar Tissue -d3,
Masticate d8
Hydra: When Pure Hunger’s skin breaks,
an ossified arm erupts from the wound.
These boney extrusions each have 5 HP
and swipe for d4 damage. They crumble
when the Hunger itself is killed.
58
LYCAN*
Plagued by an altogether different curse, yet you wander the same
night. Lycans come in different animal breeds but appear most
commonly as werewolves. They change shape at will, though under
a full moon they are forced to retain animal form until sunrise.
HP 16, Morale 7 , Haymaker d4+2 (human form),
Shifted Strike d8 (animal form)
Shift: Switching forms restores all HP and replaces
haymaker with shifted strike. Reaching 0 HP in animal
form reverts to human form with d6 HP. Can only shift
one time a day.
PURE WOLF*
When the moon is full and
a lycan is compelled to
transform, they are at their
most bestial and dangerous:
teeth longer, muscles tighter,
keener senses, and thirst for
blood never stronger.
HP 20, Morale 8,
Animal Hide -d2,
Devastate d8
Relentless: When
this creature inflicts
damage, they make
another attack. This
effect stacks.
59
SPECTER
The wail of death without a corpse to feel the pain, a Specter exists
delicately between life and nothingness, holding on in vain to
something long gone.
HP 11, Morale 4, Phase Slap: d8, test Toughness
DR10 or be frightened and unable to attack the
specter for one round.
Phantasmal: Immune to magical attacks and effects.
PSYCHO MAGE
Arcane studies are not for the weak of will or faint of heart. Those who try and
fail to grasp the powers of magic are irreversibly tainted, becoming an emotional
and mystical thunderstorm, striking out with unpredictable blasts of spellcraft.
HP 15, Morale 12, Wraith Husk -d2
Unpredictable: Acts without reason, d8 each turn:
5. Falls into fetal position,
1. Screams obscenities crying curses to the gods,
and runs the other way regains d4 HP
2. Takes a hit of Black 6. Casts silence, cancelling
Fog, causing nightvision, all the sounds and screams
out of body experiences, within a city block for ten
and fear of light minutes
3. Swats with filthy hands 7. Spouts occult doctrine,
at all within range, d4 compelling all who hear to
4. Casts a lightning harm themselves. Presence
strike on all PCs d10, DR10 to avoid, inflicting d4
Presence DR10 to avoid damage on self on failure.
8. Smash with phantasmal
sledgehammer d10
60
STREET WITCH
The skillful few who manage to grasp occult teachings and
not fully succumb to their hypnotizing effects are known
as Street Witches, wielding spells freely and deposing
the mundane that would impede their pursuit for infinite
knowledge.
HP 12+d6, Morale 12, No Armor
Studied: casts the following spells or inflict
curses without the need for printed Spell Zines:
1. Compel: Urge target
to act according to
their will, test Presence
DR12 to resist.
2. Shadow Crawl:
Teleport anywhere
within congruent
shadow.
3. Mouth Sew: Seal
target’s mouth with
spectral stitches
preventing speech or
ingesting blood. Tearing
out does d8 damage.
4. Hover: Force target to
float about the ground,
unable to walk and
must find other ways to
move.
61
DIRE LEECH
Blood meals are so common in Scab that even
the bottom feeders get full. Leeches writhe
through water lines devouring the life of the
city’s plentiful losers, growing to enormous
sizes.
HP 19, Morale 12, No Armor, Suckle
d6, completely drain blood on hit
Offspring: Dire Leeches have an
internal egg sac that protects its
unborn spawn even after the host’s
death. D12 new leeches erupt from a
parent corpse d6 hours after its death.
The chitinous sac is weak to fire.
BONE WORM
These festering grubs eat through any organic material and reside inside bones
made cavernous after ingesting the marrow within, waiting for a would-be
grave robber or cleaner to become their next feast.
HP 6, Morale 12, Acidic Lick d4, test DR12 Toughness or acid
burns skin and exposes bone, which leads to infection.
Infection: The bone worm targets exposed bone and writhes
inside, d10 damage as it eats it way back out. Presence DR14
to avoid. Feeding grants bone worm +d10 HP (can exceed max).
SEWER GATOR
Exotic pets flushed down the toilet when
they grew too unruly and left to endure and
multiply forgotten in subterranean cesspits.
HP 27, Morale 5, Gatorskin -d3,
Chomp d8
Gator Roll: Grabs prey and pulls
underwater to drown or maim, Tests
performed while detained this way are
disadvantaged. Agility DR12 to avoid.
Subaquatic: +4 DR when Sewer
Gator is underwater.
62
ENGORGED RAT
The most populated species in the entire city, you
can’t go a block in Scab without seeing a rat
scrounging for scraps of trash or teaming up to
drag a fresh corpse to their den to pick apart in
safety.
HP 4, Morale 2, Bite d4
Pack Mentality: Never roams alone.
Packs usually consist of families
3-5 members, but numbers grow
exponentially near their homes.
Resourceful: After attacking, rats steal
crap from your bag or pockets, Presence
DR12 to stop them.
CARRION HEAP
Mutating remains of corpses piling up among the sewer’s
sludge and the city’s hate, reaching out to death or salvation and finding nothing.
HP 24, Morale 10, Slop d4
Altered Beast. When the carrion heap misses an attack, it shifts to
a new random shape in an attempt to outmatch its enemies. If all
shapes are used, it reverts to an amorphous pile. d4:
1. Ornis, a flying mess of feathers and 3. Serpent, a coiled length
thin sharp bones. +2 DR to hit while of venomous meat and ichor:
flying, peck d4+1 Impale d6, toughness
2. Friend, nearly indistinguisha ble DR10 or become infected
from one of your pack. Mirrors your (unable to heal until cured)
movement, making boney 4. Ursid, a lumbering hulk
approximatio ns of your weaponry resembling the fabled “bears” of
to perform identical physical generations past. +d10 HP,
attacks every time you attack it Swipe d8, hits throw victim
10 feet away
GUTTERBIRD
Winged vermin who thrive in the filth-rich environments
of alleys and dumpsters populating the city. One of the few
breeds in Scab that lives well in sunlight. The birds spread
infection citywide via the parasitic mites hidden in their
feathers and their post-mortem explosive tendencies.
HP 3, Morale 10, Beak and Talons d4
Hollow Bones: When Gutterbird reaches 0 HP,
it explodes into bone shrapnel in 10 foot radius,
inflicting d6 damage. Agility DR14 to avoid.
63
ZEALOT
Deranged by religious dogma and uninhibited Roll d6:
by their pious mindset, Zealots barely meet the 1-3: It becomes a Specter (p.
minimum criteria of human. Those deemed 60) and continues the fight
sinful by their lords and leaders are targeted 4-5: It finds enlightenment in
for persecution. achieving spiritual release,
HP 7, Morale 6, Cloaked -d2, compelling any nearby zealots
Unholy Crosier d6 to seek death themselves
Acolyte: Obeys commands from any 6: They condemn the violence
nearby occult priest. their living body craved and
Spiritual Amputation: On death, a wish to make it up to you with
zealot’s soul untethers from its body. a favor
OCCULT PRIEST
The damning word of false god made manifest. Pray to
something somewhere that you abide by their archaic
code or be deemed a sinner who must be sacrificed.
Hp 11, Morale 8, Cloaked -d2,
Censer Swing d6, Toughness
DR12 to resist coughing when in
the same room at its pouring thick
black smoke
Devout: invincible while in prayer/
meditation.
Imbued: Their first successful attack
per encounter does 3 additional damage.
THE POSSESSED
The unknowing host of a spectral fiend, a feeble
living shell to the immortal soul of true evil. The
body can be of cop, mage, demon, or anything else,
but most commonly appear as regular humans
hiding in large groups in paranoid attempts to avoid
detection and seek the most valuable host to occupy.
HP 14, Morale 4, Commandeered Flesh
-d2, Spiritual Wallop d6+1
Ethereal Parasite: Possessing spirit
infects anyone with admirable prowess,
including the vampires. Presence DR14
to resist possession. They physically take
over your host body whenever you fail an
ability test and make rash often-violent
decisions. Removed via exorcism.
64
IMP
Skittish servants of hell who like to cause trouble as Imps behave badly, roll d6:
long as they can get away from it. Talk lots of shit but 1-3: Crass jester
don’t like to get hit. 4-5: Sniveling crybaby
HP d6+1, Morale 4, Infernal Leather Skin 6: Tough guy bullshit
-d2, Talon d4, Butterfly Knife d6
Demonic Undying: An imp can be
resurrected to d2 HP by any demonic being
who recites a ritual prayer on their turn.
HELL BEAST
The feral fauna of the demonic
realm. The twisted hybrid of boar,
wolf, beetle, torture, and who knows
what else. They rifle through trash,
feast on rotting corpse flesh, and
otherwise act as untamed animals
would in a city of filth, the
exception being these broken
creatures leave trails of infernal
flame in their hoof prints.
HP 25, Morale 6, Gore d8
Evanesce: Upon death, Hell
Beast dissolves to cinder
and smoke along with any
weapons stuck in its skin or
treasure in its guts.
INFERNAL PRINCE*
Royalty of the underworld who aim to impose their
will on the land of the living. Their status is not
worth much to the mundane citizens of Scab, but
their unrelenting aura of power and hate is still
undeniably felt by all around.
HP 33, Morale 3, Royal Attire -d2, Ornate
Sword d8
Amnesiac: In an effort to protect
both their status and mortality,
their open wounds emit delicate
spores that cause those who
inhale to forget the encounter
ever happened. Toughness
DR17 to resist.
65
For centuries, the history and collected knowledge of
vampires was kept in obscure tomes, their potential
locked in buried coffins, burned away by foolish
ideologues, or otherwise obfuscated from general use.
Only those with the most power and influence could
access the information within, withholding it from
the other turned ones to maintain that influence for
generations. Fuck that.
Now, we share what we learn on a whim, trading a spell for
a smoke or a smile. Knowledge is spread from lowlife to
lowlife through copyscammed pamphlets and hand-scrawled
zines. After all, what fun is an unfair fight?
Spell zines are fragile, printed on the shittiest paper around, the
toner staining your hands as soon as you touch a page.
Random
Spell: d66
Crafting
New Spells
Casting Crafting a new spell zine requires
Spells both creativity and knowledge.
Finding books of vampiric history
To cast a spell, spend the blood cost
along your journey or being taught
in parenthesis next to the spell name.
spells by elder vampires can supply
After channeling the power of a spell
the knowledge, but it’s useless unless
zine, roll d6. On 1, it disintegrates.
it’s in print.
Like all things arcane, there are many
To craft a spell zine, you’ll need some
who abuse their power. 1-in-6 zines
paper, some ink, 3 blood, and at least
are curses in disguise.
an hour under direct moonlight. Keep
it for yourself, give it to a friend, sell it
for drug money–it’s your art, do what
you want with it.
66
1. ECHO (1) 4. QUAKE (2) 7. COMPEL (1)
Perfectly mimic Power surges out The ire in your
the voice of of your body into eyes urges another
someone else or the earth, causing to act according
a sound effect. the ground to to your will.
Anyone who isn’t shake violently in Actions against
looking at your a 30 foot radius their self-interest,
mouth believes it. until you stop it like suicide or
or until someone attacking a friend,
hits you. 1-in-3 can be imbued
2. MAGIC risk of unleashing testing Presence
WEAPON (2) subterranean 12 DR.
Open a wound freaks.
and pour rotten,
coagulated blood
in the shape of a 5. TWIN SOUL (1)
weapon of choice. Your cast
This weapon can’t shadow operates
be dropped or lost. independently
Roll Presence to from your person,
hit, d6 damage following your
(+d4 rotting directions, among
damage to living other things. If
beings). you take damage
Magic weapon or enter pure
dissipates at 0 darkness, it
HP or when you dissipates. 8. DETECT HEART
slumber, draining (1)
your blood to zero. Consume blood
6. SHADOW to hear and see a
CRAWL (1) target’s heartbeat.
In darkness, your This allows
3. PUNISHMENT
movement is alien. you to detect
(2) lies, stress, and
Absorb pain with Teleport anywhere
within congruent follow movement
a toothy grin on through walls or
your face. This shadow. Light ends
this illusion. obstructions.
spell reduces
damage dealt to
you to zero, for
three hits. Any 9. HELLBURST (2)
hit after that does Create a blast of
maximum damage. light or screeching
This effect ends voice, causing
when you slumber. all within range
temporary
blindness or
deafness.
67
10. SHIFT (2) 11. CALL 13.
Take a random WEATHER (2) RETROFUTURE
bestial form, roll Call upon the (3)
d6: forces older than See the strings
1. Bat (HP 4, Flies, vampirism to of time plucked
Deafening create fleeting and and strummed by
Screech) powerful weather. ancient knowledge
2. Raven (HP 6, Must be outside. beyond your
Flies, Beak d6) Roll d4, or test understanding. The
3. Rat (HP 3, Bite Presence DR14 GM offers a vision
d4, Can hide in to choose the of an alternative
shadow) weather. consequence to a
4. Snake (HP 6, 1. Torrential rain recent action (by
Venomous Bite (within 1 mile yourself, friend, or
d4, additional for 1 minute) enemy), you may
d4 damage 2. Hurricane choose to have
each round winds (push that result become
enemy is everything not reality instead.
infected) nailed down
5. Spider (HP 2, in chosen
Small, Casts direction)
web, DR10 to 3. Lightning
stick to target strikes (up
prevents them to 3 targets
from running) within sight,
6. Sludge (HP d8 damage,
3, incoming 2d8 damage to
damage metal) 14. COMMUNE (1)
reduced to 4. Temperature Call to the
1, stinks like swing (+/- lingering spirits
shit) d6x10 degrees of the undead
When your bestial for one hour) for guidance.
form reaches 0 They answer
HP, return to your simple questions.
shitty body with 12. SILENCE (1) Difficult requests
d4 HP. Cancel all the like asking for
sounds and intervention or
screams within requests against
a city block of the undead’s best
yourself for up interest require
to ten minutes. Presence DR13
You may speak test. On failure,
through this they’re pissed you
magical silence. called and give you
misinformation or
omit dangerous
details.
68
15. SILVERTOOTH 20. SUNBEAM (3)
(1) All visible light
Excruciating pain is absorbed into
blooms in your your body, and
mouth as your shoots back out
teeth tremble at your targets.
within your gums. Take d6 damage,
Pulling your fang and for each point
out alchemically of damage, cast
turns the bone a beam of pure
to silver, giving light at an enemy,
you a very small doing d8 damage,
blade that does immolating them
d2 damage but 18. COMPEL on a result of 8.
has the rare FALLEN (3)
power to kill the Embed your
supernatural. will in a corpse, 21. VIOLENT
Fangs lost to this compelling it SPARK (2)
spell regrow in d4 to follow your A sparking charge
hours. command. A arcs between your
corpse possessed fingers seeking
in this way has 8 available tinder
16. INSTILL FEAR HP and the attacks to set ablaze
(1) and weapons it Your attacks
Implant your did in life. Can light things on
target’s greatest be maintained fire. Burning
fear before them in perpetuity combatants
in illusory form. with careful take d6 damage
You see what attention to its every round until
that fear is and decomposition. the flames are
can leverage that extinguished. Spell
knowledge later. lasts for until the
The illusion fades 19. LEECH (2) end of combat.
in d4 minutes. Extract the
blood from a
living creature 22. ASSIMILATE
17. SWAP EYES through an open TEXT (1)
(1) wound or orifice, Touch to instantly
Trade your vision inflicting d4+4 absorb and
with that of damage. Leeching understand a
another within one from non-human complete written
mile radius, seeing animals does not text (book, zine,
through their eyes fill your blood. newspaper, note).
until you end the The smell of blood This includes any
spell. They can see alerts any nearby words obfuscated
through yours, too. undead to their by tears or stains.
presence.
69
23. PAIN 25. SWAP 27. DEATHLY
TRANSPOSITION LOCATIONS (2) RESTORATION (1)
(2) Exchange physical Cast this spell
The pain you’ve places with an on something
felt for decades inanimate object you just killed to
cannot compare you can see. restore all of your
to a momentary To swap with a HP. You may cast
wound. Ignore living and non- this on any still-
damage that consenting person warm corpse to
would come to or animal, test regain d4 HP. You
you and inflict Presence DR12. involuntarily shout
it psychically On failure, you their final dying
on someone or teleport to the thoughts.
something else target location,
that you can see. landing clumsily
This spell can be on top of the being 28. GHOST CAR
used in lieu of you tried to swap (2)
rolling defense with. Summon a spectral
on an incoming vehicle in a shape
attack. of your choosing
26. MENTAL with durability
ATTACK (1) 3. If it reaches
24. BODY Imagine attacking 0 durability,
ABERRATION (1) a target with your it explodes
Free your unclean weapon so vividly and covers all
spirit from the that they feel the passengers in
prison your pain. Roll attack gluey ectoplasm.
physical body as normal, then
to explore the cast this spell
ethereal world. to ignore your 29. COMPEL
For up to an hour, target’s armor and SPEECH (1)
you can explore instead harm them Have your words
the world as an mentally. spoken by a single
undetectable person living or
phantom. You dead within sight.
are unable to They are unaware
physically interact they spoke at all.
with the things
you see and your
body is a limp
mass for the
duration.
70
30. DREAM 32. SIN VISION (1) 34. PAUSE (3)
APPEARANCE (1) You commiserate Time around you
Appear in the with an seems to freeze,
dreams of a single otherworldly truth allowing you
target you have and are granted to manipulate
met. Interact in their sight of circumstances
their subconscious judgment. Until undetected for
however you see the next sunrise, a minute. When
fit. They will not you are able to see normal time
know you were the virtue and sin resumes, you
in control of this of everyone as an are the only
vision and will aura that radiates being aware
assume their from their body, that anything
dream to be just with the noble happened.
that. 1-in-2 chance appearing in placid
they are compelled cool colors and the
or inspired by corrupt in brighter 35. ECTOPLASM
what you did warm tones. The (2)
within. objectivity of Cast a viscous net
this display is of spiritualistic
questionable. webbing over
a 10 foot area.
Those within the
lattice act last
in initiative and
are plagued by
whispers and
visions of long
lost souls of Scab.
Ectoplasm webs
33. STONEFOOT remain until
(1) dissolved by water.
Your center of
31. EVOKE TRUTH gravity drops
(2) to your feet, 36. CANINE
All within earshot allowing you to SCENT (1)
of you (including stay standing Your sense of
yourself) find regardless of smell becomes
it painful to outside forces. even more adept,
lie and feel You cannot walk, allowing you to
compelled to be except for stone follow otherwise
honest. Resisting surfaces, in which unseen trails of
compulsion and case you are scent and seek
telling untruths able to glide as if out targets living,
within range skating. Dissipates dead, or inanimate
inflicts d4 damage on your command with ease.
on liar. or after one hour.
71
Curses can be cast by
the arcane adept, nestled
in a boobytrapped spell
zine, or delivered by the
fates themselves. Each
curse occupies one space
in your inventory for
its duration, potentially
causing encumbrance (p.
42). Curses are healed via
slumber or magical removal.
72
7. DEFINITIVE 11. INSECT 14. SOMETHING
HOST EXPULSION IN YOUR THROAT
Your stomach Your nose, mouth, A tickle or itch
writhes in pain as ears, and any manifests in the
you feel compelled open wounds back of your
to eat living expel dozens of throat, no amount
animals, especially flies, worms, and of clearing seems
domesticated pets. spiders, causing to dislodge or calm
Take d8 damage d6 damage as they it.
every 12 hours trample outward
that you do not towards the
ingest one until nearest source of 15. BLOOD
cured via slumber. food. REPULSION
You are disgusted
by the sight,
8. EARWORM 12. THIRD smell, and taste
A song is stuck PERSON of blood, unable to
in your head, you PERSPECTIVE consume it without
can’t help but sing You float outside throwing up.
it incessantly at of your body,
full volume. watching it act on
impulse without 16. DEATH CHILL
your soul’s control. The cold truth of
9. Presence DR14 the afterlife rattles
UNDERWORLDLY to get it to stop your bones causing
BELCHES doing something you to shiver
The unsettled souls undesirable. You uncontrollably
of the underworld are able to see regardless of
scream out to obstacles and external weather.
you at deafening people for a city Seek warmth as
volumes, blocking block in every soon as you can.
your ability to direction.
hear the speech of
those around you. 17. HOVER
13. CRY BLOOD Gravity loosens its
Gouts of thick, fragile grip as you
10. IDES OF TIME rotting blood pour float a foot off the
Your physical age, out from your ground. You are
once stagnant is tear ducts and roll unable to touch
rapidly accelerated down your face, the ground and
as you instantly pooling at your must find other
gain d20 years. feet. While inedible ways to move.
Your mind does to you and yours,
not change. it does attract
Removing curse nearby predators
does not undo this who simply smell
physical change. blood.
73
18. LOSE YOUR 20. A FIRE INSIDE 22. SURROGATE
NAME A living creature LIMB
Your name is stirs within your Transform a part
forgotten by fragile shell of of your body into
everyone who a body. It claws something weird.
has ever heard it. its way out after
Stories, rumors, or d6 hours. If it Roll 1d4 for the
memories of you emerges, it hates limb:
are wiped from you for bringing 1. Left arm
those who are it to life in this 2. Right arm
not within sight. place. d6: 3. Left leg
Those nearby sort 1. Demonic baby 4. Right leg
of know you but 2. Sentient mass
don’t remember of thorns Roll 1d4 for the
what to call you. 3. Feral pig material:
Removing this 4. Delicate fawn 1. Wooden plank
curse does not 5. Copy of with bent nails
restore the lost yourself 2. Dripping wet
memories. 6. D6 poisonous tentacle
frogs 3. Crystalline
rock candy
4. Feeble length
of chain
23. LOSE
CONTROL OF
HANDS
An otherworldly
force takes control
of your hands,
though you
21. SHATTER maintain control
Your bones of your arms and
19. INSATIABLE instantly splinter, other extremities.
THIRST unable to be set or Presence DR14
You have an cast and rendering to get them to
unquenchable part of you respond to your
desire to drink useless. will, they scratch
(d6, 1-3: water, d6: at you for 2
4-6: alcohol). If 1. Left arm damage on failure.
you go 15 minutes 2. Right arm
without drinking, 3. Left leg
all ability tests are 4. Right leg
at disadvantage 5. Ribs
until your next 6. Neck (full
drink. body paralysis)
74
24. IMMOLATION! 28. CAST 31. MOLT SKIN
Your skin erupts LIGHTNING Your pale skin
in hot white A burst of peels from your
fire, dealing d10 lightning strikes muscle and falls
damage. Your down at you and in flakes to the
clothes and any all others within floor. -2 DR to hit
flammable items 10 feet. Presence while your meat is
you carry are DR10 or take d10 exposed. Regrows
incinerated. damage. Anyone on slumber.
touching metal has
disadvantage.
25. WEAPONS
DISSOLVE
Whatever weapons 29. VOMIT MONEY
you carry dissolve Instantaneously
into a heap of ash hurl d10 dollars
in your hands. in various
coins covered
in stomach bile,
26. CLONE causing d4 damage
BETRAYAL to your esophagus.
A second you This cash throws
appears just any money-hungry
behind you, losers into a
identical in every frenzy.
imaginable way.
Their sole desire
is to destroy your 30. HERETICAL
reputation. SCAR
An obscene symbol
erupts from your
27. BUG MAGNET skin leaving an 32. UNBRIDLED
Insects and unsightly scar, ANGER
arachnids are sure to offend any You are overcome
drawn to you, who see it. Roll d4 with rage and lash
wanting to make for the location: out physically
your flesh their 1. Leg at whomever is
new home. 2. Chest closest to you.
3. Hands Attacks under this
4. Face curse are tested
with advantage.
You are unable
to cast spells or
perform other skill
checks while in
combat encounters
while cursed.
75
33. WITHSTAND 36. LIVING
PAIN STATUE
You are unable to The cells of your
feel physical pain skin grow rigid
and act without and gray as you
considering find yourself
any damaging unable to move.
repercussions to Your brain still
your behavior. All operates as
incoming damage expected and
is increased by 1 you’re able to flick
point, not that you your eyes around
notice. to see, but all
other movement
is stunted.
34. PREHENSILE Any breaks to
TAIL your concrete-
Your tailbone like corpse
shakes and immediately bring
extends as a you to 0 HP.
new appendage
bursts from your
backside. You
can control it as
easily as any of
your other limbs,
but will no doubt
get some strange
looks.
77
VEHICLES
The fastest way between two points is a straight line, but the
quickest way to an early grave is traffic in Scab. Surviving in the
overcrowded streets is the hard part, weaving through pissed off
traffic of truckers, rollerbladers, and everything in between. Roads
twist and stretch through every district of the city like veins in a body
plump with fluid begging to be drained. Traffic acts like the city’s
immune system, purging the meek from its arteries in violent collisions
of me-first mindset.
Most know how to drive a vehicle but few can afford their own. The
privileged who have cars tend to have skilled drivers and don’t need to
know what they’re doing behind the wheel anyway.
DURABILITY
Vehicles have durability ratings, ranging from 1 to 3. The higher the
durability, the more abuse your ride can take. When another driver tries to
cut you off, spin you out, or otherwise get you out of their way by means
of road rage, roll d20 + durability, DR12:
● If you succeed, keep control of your vehicle and continue
on your merry way.
● If you fail, lose one durability.
When your vehicle reaches 0 durability, you are forcefully removed
from the road and your vehicle is busted up, it will require some
extensive repairs before you or anyone else can drive it again.
VEHICLE COMBAT
Passengers can use ranged weapons and spells to attack rival
motorists. Make attacks like normal, the vehicles durability act
as armor ratings. Attacks that deals at least 3 damage after
accounting for armor depletes the target vehicle’s durability by 1.
DURABILITYades, skateboard,
1. Roller bl
pedicab 2. Moped, most regu
lar
bicycle, horse, cle
cars , ta xi, m ot or cy
3. Ambulance,
creeper van, station ity,
wagon, camper ia l ( 3 durabil op car,
Spe c s): C
t o - h it s other s, firetruck
au u
chool b
semi, s
78
PUBLIC TRANSIT
The easiest way to get around Scab is via the
network of city buses and subway trains. They are
somewhat reliable, good enough for some gutter scum who
can’t afford a ride of their own.
A ride costs $5, payable to the conductor when you get on, no transfe
rs.
Pull the cable to get off wherever you need to, tuck and roll if necess
ary.
TRANSIT ROLL
While you’re getting a ride from point a to z, be it by cab, public bus,
friendly ride, or locked in the trunk, there isn’t a lot to do but wait.
To make
a transit roll, a representative of the pack rolls d20 + Presence. Add
+1 for
each bit of prep (looked at a map, got reliable directions, tried to make
this
trip before, etc.). If it’s public transit, add +1 for each vamp that paid.
1-5: The vehicle breaks down, leaving you without a ride and short a few bucks.
79
WALKING
You can always walk across Scab. It’s much slower
than driving or public transit and more dangerous.
That said, sometimes it is your only option. Make a
transit roll (d20 + Presence, +1 for each bit of prep:
80
THE IN-BETWEEN
When traveling, the transit roll can be ignored if the vamps
are willing to bear their scars. Instead of making a transit
roll, roll d20 for a prompt and pick a fellow passenger to
chat with about it. Cross out prompts as you use them,
addressing the next highest unused result when necessary.
1. You drive past a spot you used to hang 11. You pass the site of a past kill, one that
when you were human. What has it become manages to stick in your head no matter
now and how does that disappoint you? how many have followed. What was so
special about this one?
2. Your body stings at the site of a scar
that never healed. How did you get it and 12. You pass by a laborer stapling up want-
what does it remind you of? ed posters for a member of your pack. Who
and what crime are they being accused of?
3. Another group of vamps do drugs and
goof off around a fire, there’s a naive charm 13. A human passenger quietly snores
to it. Recall how you met your fellow vamp, in the seat in front of you, you think you
gain +1 Promise. could get away with a quick snack. Ask
another to create a diversion, both of you
4. You accidentally bite down on your gain d2 blood.
tongue and taste the rotten excuse for
blood that drips out. What do you absolute- 14. You daydream of days long past, your
ly hate about being a vampire? maker and your early days as a vampire
learning the ropes. Recount the story of
5. An ad plays over the radio for an upcom- how you were turned.
ing concert. What obligation do you have
coming up this week that you forgot about 15. A street punk spray paints an anti-vam-
until now? pire tag on the side of a passing building.
In what ways do you still feel stepped on
6. You see another passenger picking despite having more power than most in
a fresh scab that makes your stomach the city?
rumble. Tell a fellow passenger about your
favorite people to eat. 16. Something about your last excursion
doesn’t quite sit right with you. What
7. A glare of artificial light bounces off the anxiety lingers within you and how could
heavily tinted windows of a sunkiller tower, you quell it?
reminding you of their ever-presence. How
do the elders continue to fuck you over? 17. You pass some vamps celebrating a
rare find in a dumpster, their momentary
8. A fight stirs in the streets between two joy reminds you of your own quest. What
rival factions. Which one do you root for? special treasures do you seek?
Gain +1 standing with them, -1 with the
other. 18. The sound of clanking annoys you as
you find someone left a small silver weapon
9. A moment of turbulence causes you to under your chair. Why would you hesitate
grip the armrests tight out of instinct. to take it? Do you keep the weapon?
Despite your pseudo immortality, why are
you still afraid to die? 19. You see a former flame walking the
other direction. What does this reminder of
10. You see some punks crawling out of a love lost make you feel now?
manhole covered in sewage and scurrying
into an alley. What opportunity have you 20. Your vision blacks out as you receive
missed that could’ve got you out of the a message from a voice claiming to be the
gutters? true red god, the bringer of past apoca-
lypse. What do they say that shakes your
beliefs?
81
82
Garbage is what we are and what
we need. Dumpster diving is a
way of life in Scab–we scrounge
by on the castaway waste of the
privileged who are blind to our
strife and to their own excess. Food,
water-stained porno mags, building
materials, shitty movies, and so much
more can be found in the bins if you’re
lucky enough.
Diving a dumpster can be a spur of the
moment hit-and-run or a well-scouted
extraction mission. Your prep work, the
dumpster’s location, and your willingness
to get filthy can all affect the quality of trash
you dig up. You gotta work for the best waste
and there’s no guarantee it’ll be worth it but
we’ve got forever to wander these streets and
it’s something to do.
83
TO DUMPSTER DIVE, roll d10 to see what you find.
If you’ve scouted the dumpster by checking out the location
during open hours or getting reliable intel, roll d20 instead.
After jumping in and mucking around, you can dig deeper for
better shit. TO DIG DEEPER, test Presence DR12:
SUCCESS: add d10 to your dumpster dive roll
MISS: you alert someone nearby (security, hungry
animals, rival divers, or something else)
1. A scum-slurping lurker 14. A signed contract 24. A tapeworm begging
(HP 4, bite d4, poisonous detailing a hit put on your for a new home. Ingesting
[test Toughness DR12, head by an elder vamp allows you to give it X
on failure vomit and lose 15. The empty skull of
blood in exchange for
all stored blood someone you once knew, +X to dice rolls at will.
2. A sopping rotting bag the brain long eaten away It shrivels up and dies
of takeout food regardless of bloodmeals
16. A delicious human in d3 days.
3. Malfunctioning heart somehow still
fireworks, tampering 25. A pair of stylish
beating
causes a fire wayfarer sunglasses
17. A crudely drawn map through which you can see
4. A worn balaclava, it showing the site of an infrared light
smells familiar ancient church beneath
26. A handgun with
5. D6 baby possums, the sewers
serial number filed off
abandoned and hungry 18. A stash bag (DR12 Presence to shoot,
6. A broken table leg, containing a book of d10 damage, d6 bullets)
enchanted matches, ceramic pipe,
27. A winged cloak that
and unrecognizable nugs
7. A tattered spell zine, (random drug, p. 107) allows wearer to become
somewhat legible (½ a brown bat (your HP
chance of curse) 19.The severed jaw of a remains, bite d6, blind, can
werewolf, some meat still fly and use echolocation).
8. A syringe with a between the teeth. Reeks.
little something left in it 28. A tattoo machine
Can be used as a weapon
(random drug, p 107) (d8 damage). with some ink bottles.
9. A bottle of expired
Can be used to imbue a
20. A battery-powered single spell into a target’s
painkillers flashlight that casts with palms after two hours of
10. A tattooed arm the power of the sun excruciating pain, allowing
ripped off a body (burn d6 can incinerate it to be cast without a zine.
handcuffed to nothing. vampires)
29. A working boombox.
Maggots eat the flesh. 21. A pocket compass, The tape deck has the
11. A length of barbed it reliably points in audio diary of an elder
wire just starting to rust the direction of your revealing info they’d likely
12. A cracked compact destination (+1 to transit want kept secret.
mirror, vampire reflection rolls)
30. A trash-covered
inexplicably appears 22. A keeper’s ring, an shrine to the red true god.
within elder vampire artifact that An offering here grants
13. A still-living tarantula allows you to store 2 extra permanent +1 to ability of
in mason jar terrarium, it blood choice.
speaks to you 23. A collapsible sword
blade (d10 damage)
in need of some minor
repairs before it’ll do its job
84
BESPOKE TRASH When diving dumpsters in particular locations, use these 9-13 results
instead of the corresponding entries on the generic trash table.
10. A potted plant, it grows and contracts per your will with a drop of your
toxic blood (-1 HP to feed it)
11. A kid’s spy toy set with binoculars, finger dust print, and UV flashlight
12. A worn coat patched and sewn from remnants, armor -d2
13. A crocheted doll resembling you with a dozen pins stuck in
MALL/DEPARTMENT STORE
85
Everyone in Scab listens to
the radio at all hours of the
day on crumbling boomboxes
and rickety portable tuners.
The DJs are well-trusted for
their taste in music but even
more so for their reports
on the undercity, often in
coded speech to relay info to
Scab’s gangs without alerting
their sponsors.
Callers
out to win back a lost love
12. Thunder roars loudly covering up 42. Humble citizen calling in for a
the noise of the city little personal advice
13. Frost advisory, seek warm shelter 43. Misguided listener trying to
win a call-in contest that
14. Bright light in the sky that hasn’t ended hours ago
yet been identified
44. Stoned-out loser slurring their
15. Tornado warning until further speech
notice
45. Religious zealot spreading a
16. Heavy rain continues, the wet message of hate
amplifies the stink of the gutters
46. Song request from a rival
21. Silence of the LIght “Odyssey” faction intended as a threat
songs
22. Lunar Angst “Damn Damn Damn” 51. “Beg for mercy, let it bleed”
Ominous codes
32. Traffic backup due to rampant acts in studio for a shitty prize
gang activity
62. Commercial for a new
33. Explosion in a sunkiller tower that pharmaceutical drug
can be seen across scab
63. Announcement for an
34. Fluff piece about a citizen’s upcoming punk gig
“extraordinary” pet
64. Interview with an extremely
35. Bounty placed on alleged unfunny “comedian”
“vampires”
65. Signal intrusion by nearby
36. Important (sponsored) pirate radio dj
(propaganda) message by an
elder 66. Test of emergency notification
system
87
Scab is overflowing with bands, gangs,
councils, boards, cliques, and other
power-thirsty groups both arcane
and mundane. The best way to get
ahead in this city is to pool what little
power you have with the bloodsuckers
around you and hope they don’t stab
you in the back on your way up.
A
faction is an organization with
any number of members that aims to affect the
city around them. This can be as mundane as a group of
uppity teenage zinesters warning the public of the growing vampire
menace, as powerful as the shadow government looking out from
skyscraper penthouses at their unknowing subjects dancing beneath their
looming boots, and anything in between.
Factions are defined by their resources, the things that grant them power over
others. Resources include, but aren’t limited to, notable members, special
intelligence, fortified hideouts, and forceful weapons. A faction can have up to
five of these resources.
Between sessions, the GM rolls for each faction’s progress.
Each faction roll begins as a d20, moving down the dice chain
(d20→d12→d10→d8→d6→d4, more on p. 16) for every applicable resource.
If a faction is directly attacking or affecting another faction, go back up
the dice chain a number of spots equal to the target faction’s relevant
resources, but never roll anything higher than d20.
The direct involvement of the players’ faction is always included as a
resource for better or worse.
On a result of 1, 2, or 3, the faction makes progress towards their goals
and has a resounding effect on the city itself. This can involve gaining
territory, destroying rival resources, recruiting new members, gaining
public approval, and more. This intel can be relayed to players next
session via broadcast on WSCB.
88
Standing
The relationship between our +3: The faction loves you and would
vamps and the powers that be back you up in any fight if you
fluctuates and can be a blessing asked.
or a curse at any given moment. +2: They like you alright and they’ll tell
For each faction, the players have you important secrets like where
a standing, a rating between -3 stashes are hidden or what your
and +3 dictated by how well they common enemies are afraid of.
get along, with higher numbers
+1: They’ll help you out if they’re in
representing better relationships.
the area but not going out of their
way, get +1 to aided skill checks.
[There is no zero. There is no such
thing as indifference.]
-1: They’ll interfere with your goals
if they’re nearby, you have
disadvantage on skill checks
against them.
-2: They’ll fuck with you for fun, steal
your stuff, or sabotage your plans
when you’re not paying attention.
-3: They hate your guts and will fight
you on sight.
Gaining Standing
Your group gains +1 standing to a
faction when you rescue one of their
members from imminent demise, aid
one of their plans, harm one of their
rivals, or buy in ($100 per member
per +1).
Losing Standing
You lose 1 when you kill a faction’s
members, sabotage one of their
plans, aid their rivals, owe them
money, or pass a week or more
without helping them. Memory is short
in Scab and popularity is fleeting.
89
4th Street Coven (Crofton)
A loose group of street witches and arcane
enthusiasts who gather in secret meetings to
swap zines, make crafts, make out, and draft
plans to keep the mundane out of the underworld.
Strengths: Magically adept, secretive, crafty
Weaknesses: Naive, socially ostracized, broke
Chameleon (Downtown)
A brutal gang infiltrating systems of power to
take it down from the inside. Consists mostly
of radicalized humans unaware of the mystical
underworld.
Strengths: Access to political power, devout members
Weaknesses: Ignorant to vamps, abide by the law
Shrinekeepers (Greenfaire)
A collection of magical traditionalists who wish
to return to a pre-apocalypse time of mystical
acceptance. They rifle through ruins of past
civilizations in search for unholy tomes and occult
relics to embolden their powers and subjugate
fellow citizens.
Strengths: Collection of arcane instruments, encyclope-
dic knowledge of Scab geography, cross-species alliances
Weaknesses: Won’t work with mundane humans, chip on
their shoulder, deliberately oblivious to above ground
politics
Strength Weakness
1. Stash of powerful weapons Lack of respect
2. Lots of money Spies in their ranks
3. Secret intel on higher powers Internal power struggles
4. Authority's under-the-table approval Obsessed with drugs
5. Charismatic leader Wanted by cops
6. Magically adept Cursed by psycho mage
91
You’re not going to get far in
this city on your own, it only
makes sense to team up with
whatever other undead jerks
you know, pool your resources
and skills, and have a half
decent chance at fighting
back when the establishments
come to put you down.
Some call it a gang, a squad,
a clique, whatever. We call it
a pack, a group of untamed
animals on the hunt. Live
together or die alone.
Your Squat
Your pack lives together in a
makeshift home you crafted out
of something. It isn’t pretty but it
gets the job done. Among a city
overflowing with trash and shit, you
blend in perfectly–most wouldn’t
recognize this as a place to live at all.
Decide or roll what domicile you took
over and made it your own (2d8):
what where
1. Connected dumpsters Black Grove
2. Open floor warehouse Crimson Hills
3. Retail backroom Sextonville
4. Church basement Downtown
5. Septic tank Waterfront Plaza
6. Storage locker Greenfaire
7. Decomissioned bus Crofton
8. Active vet's clinic Nomadic
92
Inventory
You can stash unused weapons, ll stuff from your
You can also se u want to
broken stuff that you’ve been r yo
stash wheneve
meaning to repair, valuable shit pu t up a poster in the
unload it,
you’re trying to hide, or whatever with what's for
neighborhood
at your uch you want
else in infinite supply sale and how m let you know
squat. Write down items you ill
for it, the GM w urative bite
leave in your collective stash on when yo u ge t a fig
your Squat sheet and swap them u do n’ t ha ve to be around
and yo
out with items from your inventory transaction.
to oversee the
whene ver you swing by home.
93
DOWNTIME
All work and no play makes you a dull vamp. When
you pass time in-fiction or it’s been a while since
you’ve picked up your character, pick an activity to
pass your time and roll to see how it changes you.
Long term
These actions take a few tries
but have a big payoff. Long term
activities require multiple successful
rolls based on their listed difficulty.
Vampires in your pack can team up
and accomplish these faster.
4)
ic (Difficulty
n
Scout Locatio y
Study Mag 12). Create (Difficu lty 4) (A gi lit
DR
(Presence ll th e ar ea of
e fo re-cast spe DR12 ). M ap
over,
a never-b y o u w ri te a future heist or ta ke
agic
zine with m rint. Work including risks
and
k y o u p . The GM
and in r ith in
th e G M to craft you rewards w
with this
with o c ia te d will supply you
nd ass
own spell a ollow the information w he n you go
F
blood cost. procedures to act on it.
-p ri n ti n g
zine
to make it
on page 66 ou can use. Gain Ass
something
y (Difficulty 5) (Pre et
se
DR12). Build ne nce
w
weapons, recrui
t
Improve Squat ngth vampires to your
tre pack,
(Difficulty 5) (S ur or otherwise pu
DR10). M ak e yo t in some
m ore work to improve
tle yo
hom e a lit
ne w circumstances to ur
homey with m
rit y, your afterlife that ake
rooms, se cu
co sm etics, much easier.
stor ag e,
.
or whateve se r el
94
Immediate Gratification
I know what I want and I want it now.
High risk, high reward, but resolved real
quick. Pick a task, roll d6 and add +1
for each question you answer “yes” to:
Faith
Ceremony (meditation,
retreat, ritual)
o,
nge (get a tatto • Can you safely get
Cosmetic Cha new outfit) to a holy site without
y,
piercing, surger to suffer for interference?
yo u w ill in g
• Are
fa sh io n? • Have you been consistent
to
the confidence and true in your worship?
• o you have
D
pull it off? 1-3: You feel cleansed of
t it something that was causing
hat you want bu e,
1-3: You get w w ith yo ur st yl you emotional turmoil, what
esh
doesn’t quite m
ith it? was it?
what's wrong w the
e your look but 4-5: Your faith grants you insight
4-5: You upgrad expected, what
an into something important you
cost is higher th se?
ha ve to lo missed, what do you reveal?
did you me
g hot as hell, na 6: Your higher power grants
6: You’re lookin st yl e,
sed by yo ur a blessing in the form of a
someone impres t to do for you?
an lucky item, what is it?
what do they w
95
Black Grove: a cramped residential A
hub that nobody can afford to live in
Crimson Hills: yuppies and
university students presenting a B
model image of the future
Sextonville: an increasingly
desolate neighborhood plagued by C
pollution and boredom
Downtown: shops and sunkillers for D
the city’s elite
Waterfront Plaza: a heavily
censored hub for historical E
appreciation and tourist money
Greenfaire: a malnourished district
barely spared from urban sprawl by its F
recently discovered underground ruins
Crofton: a countercultural
commune attempting to survive the G
near constant onslaught of authority
96
C
A
G
"water"
97
BLACK GROVE A A riverside district well shaded by sunkillers towers
that cast great shadows across the city, and
kept almost-tidy by the Elders’ decree. Buildings
have little space between them, preventing
undesirables from tarnishing the district’s public
visage, though trash quickly piles up in these
cracks, cultivating a rich ecosystem for rats and
Asphalt - One of the insects growing larger each generation.
better coffee shops in the
city. Stays open 24 hours
to appeal to trust fund kids
in the morning and snooty
shoppers in the evening.
There is a near constant
supply of customers
here with extra-sweet
caffeinated blood pumping
fast along bulging arteries
ripe for feeding.
Slice Me Up – A
neighborhood favorite
among late night
drunks, this pizza shop
caters to all tastes
for a price. Employee
turnover is mysteriously
high so they’re always
looking for some help.
EVENTS (d4)
1. A bomb goes off on the floor level of a sunkiller tower.
Among the panic, security guards spot you standing there
and call in your descriptions as suspects.
2. The fight of the century is poised to take place tonight at
Oasis Arena, Duquette vs. Berklee, and tickets are sold out.
3. Sierra Dawn begins running Silver Guard commercials on
WSCB with explicit anti-vamp messaging.
4. A demonic prince in disguise hangs outside the subway
station begging for change and speaking in tongues.
101
WATERFRONT PLAZA E
EVENTS (d4)
1. The Museum is offering
a $1,000 reward for
the return of a missing
Nechrubel Bible, no
questions asked.
2. The pier ferris wheel tips
over, dumbing dozens
of tourists into the chilly
water.
3. A trenchcoated crook
needs your help pulling off
an elaborate tourist heist.
4. A slew of unrecognizable
freaks covered in salt
water and seaweed pull
themselves up on the pier
claiming to be refugees
from another time.
102
GREENFAIRE
Relics of civilizations past still have significant
F gravity here, where government dig projects
have revealed a lost city under our sewers.
The same project, due to utter ineptitude,
also made this area near inhospitable with
frequent gas leaks, earthquakes, and other
subterranean disasters impending.
EVENTS (d4)
1. An earthquake cracks the spire atop Basilisk Temple.
The sun immediately goes dark in the sky and centuries
of screams are released.
2. Your band has a gig at the Black Shadow. You have to
sell at least ten more tickets this afternoon or they won’t
let you play.
3. A group of zealots collects all Memorial Walk pamphlets
for burning, declaring these sites are not ours to see.
4. An ominous voice calls out from the underground,
echoing through sewer chambers and up through the
sidewalk: “the apocalypse is near, repent”.
103
CROFTON G
D20
1. The band you went to 13. Your human crush
see doesn’t show up wants to go to lunch
during daylight
2. The neighborhood all
had the same demonic 14. District is quarantined
nightmare due to breakout of alleged
cannibal attacks
3. An influential witch
on the radio reveals the 15. Cops raid your hideout
truth about vamps looking for drugs and
weapons
4. An old friend wants to
end their afterlife 16. An explosion rocks the
police department and
5. A religious statue in you’re top suspect
center city has allegedly
come to life 17. Earthquake reveals
screams of captured souls
6. Agency sets up a beneath
checkpoint on your
block 18. Your favorite band’s
new tape comes out
7. Punk fest in the tonight, a line forms
sanctified graveyard around the block
tonight, be there or be
square 19. Lust club invites you
to sample their newest
8. Someone you owe offerings
money offers you a rare
but dangerous chance to 20. Your friend’s art is
clear your debt on display downtown
featuring vivid depictions
9. Your pack’s hideout of vampyric activities
is covered in mystical
graffiti
10. Nearby lab offering
big money for
experimental medical
procedure testing
11. The subway is delayed
due to enormous fleshy
creature on the tracks
12. The sun is lingering
in the sky much longer
than expected
106
4d6 side effect
1-in-6 chance
desired Fucked up
effect hallucinations real
form enough to hurt you
source Embolden power (+1
1. Pill Found all over Strength for encounter) Sleep for a week on
comedown
2. Cigarette Onl y the finest dealers Forgo sleep a few days the
Bones go liquid,
3. Mushroom Grows wild in Private consult with return in d6 hours
unbothered corpses dead god
4. Powder Skimmed from sewer Erase a specific memory Uncontrollable crying
slud ge for up to one hour
5. Liquid
Connect mentally to A specter speaks
Synthesized in lab nearby high people
6. Blood through your mouth
Mundane food Relieve all this damn for one hour
magically imbued pain (regain d4 HP) Puke up your guts
(d6 damage)
*drinking
drug s of note
blood from a human on drugs passes both
desired effects and side effects to the feeding vamp.
Bone Dust - The ground bones of a body that has been dead
for exactly 13 days that can be snorted, a depressant that
gives the illusion that the world around you is slowing down.
In reality, you are moving exceptionally fast but too tired to do
anything about it. 1-in-6 chance to inhale a bone splinter that
lodges in the brain and causes instant death.
Black Fog - The essence of night captured in a “disposable”
metal inhaler. Causes nightvision, out of body experiences,
and fear of light.
Graverot - Smoking the roots of trees that grow
in cemeteries allows users to interact with the
dead. Highly addictive.
Stink - A pharmaceutical creation intended to
combat depression, it shows the user how they
will most likely die. Multiple doses show new
death scenarios.
Rumbleshroom - a delicate mushroom
growing on the underbelly of trash-rifling rats
and pigeons. Inhaling the spores allows the
user to communicate with and occasionally
command infected animals.
Hazy Light - A sticky goop activated by the
warmth of direct sunlight and injected in veins,
causing extreme body warmth and a momentary
sense of euphoria. Toxic to vampires.
107
4d6vibe their deal
type gender
1. Human boring normie hates the world
Male
2. vibrant rebel wants to be known
angsty brat seeking a thrill
3. Vampire Female
arcane explorerlooking for love
4.
melancholi c go th
lost something important
5. Werewolf Nonbinary/
le
Nonconforming unpredictab out for blood
6. Demon freak
people of note
Damian King (he/him), a diminutive
metalhead who used to be the singer
of punk icons MITO. Banned from
most spots for getting wasted and
starting fights.
Elizabeth Strangelove (she/her)
aspires to be the next hit WSCB DJ.
A people pleaser, does whatever in Matthias Bloodgood (he/they), a
exchange for some social clout. clueless human who loves vampire
Malik Storm (he/him) was one of culture. They like to wear dark
the gang but sold out hard and is now eyeshadow, plastic fangs, and satin
a filthy cop. Easily swayed by some capes like a naive caricature. More of
cash or the promise of power. a pain than they’re worth.
Ruby Valentine (she/they), Scab’s Nicodemus (they/them), an intrusive
most idolized drag queen. Camp, “journalist” dying to break the case
class, and ass all in one. Universally on the arcane underworld at any
well liked but unrecognizable out of cost. Always carries a clumsy video
drag where she enjoys anonymity. recorder and shoves their gaudy
microphone in the face of passers-by.
Jezebelle (they/them) hops between
shitty part time jobs at various trinket Baby (he/him) dresses up in a diaper
stores and bars dealing magic under with a novelty bottle that reeks of
the counter ‘til they inevitably get alcohol. Lets people on the street to
caught again. Never take sides in debase him in exchange for money.
faction fights, everybody’s money is Everybody knows of Baby, most don’t
green. care for him.
108
d8
1. Sour, of acid and vinegar
2. Sweet, of flat cola and hard candy
3. Savory, of tender meat and heart
4. Salty, of spit and polluted sea
5. Bitter, of earthy green and garbage
6. Fatty, of rich flesh and crude oil
7. Spicy, of numbing and hellfire
8. (roll twice, combine resulting flavors)
4d6
d by higher power
desolate warehouse normal gear mutating beasts owne
1. throws DIY shows, as
k
street-facing normal boring nk
illicit materials citizens a pu
2. storefront
n to those who
skin services loitering punks Sin dethe right phrase
3. shady alley know
dwellers of the
upper restaurant/bar Concealing extremist
4. sunkiller afterlife
activities
levels
residence upper class ns
5. scrapyard pricks Built atop ancient rui
members-only
6. sewer drain not a soul Safe haven for the
club soulless
109
l
ve
on
l- e
si
t
es
f irs e s
of on
a ck in
p s
ra ir e
fo amp
v
The homie Dakota Shreveport is the
best of your vampire squad, keeping
your pack’s squat clean of vermin and
bringing home hot bodies for blood-
drinking after long days of work at
the record store. Lately, he has been
running with a normie named Body, a 5.
non-magical dork who has given you a
bad vibe since day one. Body will come 6.
over to watch VHS tapes in Dakota’s
room but barely says anything and
gives you the side eye when you cross 2.
paths. They’ve been talking all week
about going to this gig at The Spot,
a human hipster club in Sextonville
where vamps are not welcome.
2. Mosh Pit
That’s fine, Dakota can do their own
thing, except they haven’t been home A few dozen attendees vibe and
in a few days and they left their pet dance, most of whom are clearly
cat Thirst alone without a sitter, inebriated. Smells of sweat and
something must be up. Tonight we’re cigarettes. A couple people pass out,
going to the gig to see what Body has some ignored and some taken out to
to say for himself. the Alley (6). When confronted, they
have a thousand-yard stare and don’t
1. Main Entrance seem coherent, spouting off crap
12 Hipsters wait impatiently in about “seeing forever and sucking
line to get into The Spot, a brick infinity.” They insist you gotta get one
building painted white and removed of the specials at the bar.
of character in favor of sterility. An Body, the dude your roomie has
alley on either side hosts a few been screwing, is in the crowd but
cigarette smoking citizens shooting avoiding you. As soon as he notices
the shit and pretending not to smell the party, he sneaks off to the
the rotting trash that litters the basement. If confronted, they are
neighborhood. Two Bouncers watch standoffish, refusing to admit they
the front door, one checking tickets/ even know Dakota. If adequately
ID and the other feigning a security threatened or beaten, he will say
pat-down for entrants’ weapons, they came to the show together and
though you haven’t seen them take introduced him to Bella, the show
anything off the other showgoers yet. promoter, but hasn’t seen him since.
Hipster Bouncer Normie Body
HP: 3, HP: 12, Morale: 8, HP: 5, HP: 14, Morale: 8,
Morale: 0, Slam d6, attacks twice Morale: 3, Slamdance d6
Improvised Toss: DR14 or get Knock d2 Slippery: Attempts
weapon d4-1. thrown 10ft away and escape whenever
take d4 damage. someone misses attack.
110
3.
5. Stage
A SHITTY band called
RADIO/ACTIVE is
4. playing off key and so
slow (and not in the
cool way) synth pop
garbage. You can tell
they are all human
with nothing special
going on. Between
songs, they try to rally
the crowd who mostly
doesn’t care. Long
pregnant pauses
1. before any applause.
After two songs, the
vocalist makes note
3. Bar that the water tastes
Myla Z tends bar, serving like shit and throws a
up hard liquor, beer, and 4. Toilets cup into the crowd.
cocktails. She’s got a
A. Overflowing toilet On stage left, an
feeling you don’t belong
spilling piss and d8 Sewer unguarded concrete
here but will serve you
Crabs. Toilet is clogged stair descends to the
as long as you keep the
with a plastic bag of basement.
money flowing. Myla
doesn’t know Body uppers (snort or swallow
or Dakota, but she pill, double movement 'til 6. Alley Door
figures Bella, the boss sunrise, 1-in-6 overdose: A back entrance free
downstairs, probably immediate 0hp). of security. A covered
does. A plastic placard B. Smells like shit but manhole spews steam
totes a drink special otherwise unnoteworthy. that smells of sulfur. A
called Taste of Death for Graffiti scrawled in the couple blackout punks
$19. Fresh bottles appear stall says “for a bloody lay unconscious in the
in a dumbwaiter behind good time call Body” with alley. They have d6-1
her as she needs them. his phone number. beers left.
Sewer Crab
HP: 2, Morale: 0, Pinch d4
111
1. Common
The concrete ground is
stained with blood and
spilled beer. Exposed
support beams are covered
in posters for past and
future shows, hard to tell
which is which. There's a
staple gun (d4 dmg) and a 1.
tape gun on the ground.
2. Office
Bella Grace is in her
office counting money 2.
and signing contracts.
Hates vamps and can
smell if you are one. The
radio is playing WSCB
loudly with some static.
There's a locked safe
with a pistol and $3d100
cash. A keyring on her
necklace has the safe key
as well as one to unlock
(5) Residence and (6) Bar
Back.
4. Dry Storage
3. Green Room
A bunch of utilities: toilet
D8 groupies (stats as paper, cups, cleaning supplies,
Punks) wait for RADIO/ chains/padlocks, general crap
ACTIVE to get off stage in a mess of shelves.
and do drugs. The band’s
manager Stephan is 5. Residence
pacing around back here Locked studio apartment where
complaining that there’s Bella sleeps. Stained mattress on the
no hot water. There's a ground, pile of clothes in the corner,
bathroom but it’s locked, stereo, not much else. Under the
someones in there for way mattress she keeps $10xd6 cash, a
too long. random spell zine (p 66), and a zine
Inside: three punks having of arcane cocktail recipes including
sex, not interested in The Taste of Death which requires
sharing, will fight if you 4oz of vampire blood mixed with
don’t fuck off. tequila, snot, and a twist of orange.
3. 5.
4.
7. Utility Room
Smells of rot. A couple furnaces and water
heaters lay dormant. Dismembered vampires
are crammed inside, their blood draining
6. Bar Back into waterline and mixed into the drink
Locked alcohol storage. special. Your extremely weakened homie
4 Imps pour drinks from Dakota is inside unable to talk but can be
a clusterfuck of tubes healed at home with some blood and slumber.
hanging from water pipes Breaching this room causes the sprinklers to
along the ceiling and send go off, spraying thick vampire blood in every
them up the dumbwaiter. room of The Spot and alerting everyone of
Sewer grates dump something wrong. The crowd and band all run
spilled alcohol into the city away, the employees all run to the basement
sewers. to put a stop to this. Get out now.
Imp
HP: d6+1, Morale: 6, Infernal Leather
Skin -d2, Talon d4/Butterfly Knife d6
Demonic undying: an imp can be
resurrected to d2HP by any hellion who
performs the spoken ritual on their turn.
113
you
yo
hav
e fe
uh
th l
e a t th ve
lle e ic
a
y
th s a h or c su
ea n ours
e th ng
rt d sew r th
eri e o
es o r ways ug es
CANCEROU f the of h on
yo wai
ur ting
f
S HEART city’ S
s ca
b g
pie ang for
to
dra acned s
r
in
them.