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Blood Apart

Blood Apart is a roleplaying game set in a world of secret vampires navigating power struggles and ethical dilemmas. Players create unique characters and collaboratively build a hidden urban community, focusing on themes of morality, ambition, and survival. The game emphasizes character roles, setting elements, and a non-dice-based system for storytelling and interaction.

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Kaminari
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0% found this document useful (0 votes)
76 views71 pages

Blood Apart

Blood Apart is a roleplaying game set in a world of secret vampires navigating power struggles and ethical dilemmas. Players create unique characters and collaboratively build a hidden urban community, focusing on themes of morality, ambition, and survival. The game emphasizes character roles, setting elements, and a non-dice-based system for storytelling and interaction.

Uploaded by

Kaminari
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Table of Contents

The Overview

Tone & Inspiration

What a Session is Like


Setup
Create Characters
Share the Setting
Create Your Court
The Court Worksheet
Making Moves

Character Roles
The Power Broker
The Sophisticate
The Tempter
The Rabble-Rouser
The Sorcerer
The Silent
The Wildkin
The Visionary
The Unsettling
The Noble

Setting Elements
The Ruler
The Court
The Mortal World
Hunters
The Undercity
Halls of Power
The Unnatural Apart

Advancement

Ending a Game Session

Ending the Game

1
The Overview
Blood Apart​ is a setting of secret vampires, set apart by their
unnatural powers and thirst for blood, coming together to vie
for power, realize their ambitions, and struggle to survive
adjacent to a world they used to be a part of—and may long to
be​ part of, still. It turns out being dead doesn't make you ​not​ a
social creature, and when you're something to the left of
human, it can get pretty lonely, even if everyone else you can
hang out with might be kind of an asshole.

But is anyone really happy here? In this society built on a


foundation of pain and predation, how do you learn to live
with yourself and what you do to survive?

Collaboratively generate a hidden urban community.


Content Warnings: violence, literally predatory behavior,
questionable morality, sexuality.

2
Tone & Inspiration
Blood Apart​ is a game with room for lighthearted moments,
but at its core, it's still concerned with the day-to-day ethical
struggles of the vampiric condition. How much you want to
lean on this—whether it's as an undercurrent, or
front-and-center—is something your group should discuss.

Everyone with an investment in vampires probably has a


favorite piece of media that informs what they love about the
tropes that usually come into play—it could be the struggle
with the morality of their actions, romance over an immortal
lifespan, monsters going up against scarier monsters,
bloodthirsty power politics, high society drama, mystery, or a
combination. Talk with your group about what inspires them
and sparks joy, and what weaknesses you want your vampires
to have.

In general, inspirations that work best for this game will


probably be a mix of gothic horror, modern urban fantasy,
and hardboiled noir.

3
What a Session is Like
Setup
If you've played a roleplaying game before, this might feel
familiar: all the players get together, either at a table or
online, and catch up for a bit and check in with each other.
You'll establish some tools for maintaining trust before you
start to play—​Kienna Shaw's TTRPG Safety Toolkit​ is a great
starting place if you haven't used any specific tools before!
Safety tools help make sure everyone is having a good time,
and also give people the comfort of having a framework to
receive feedback on any new conflict they want to introduce.

If this is your first game in a series, you will each choose a


character role—a template that allows you to create your own
unique main character. You'll also choose a setting element to
steward and advance during play.

You'll all shift between a few different responsibilities: you'll


play your main character, of course, but you'll also be playing
a setting element, and possibly some minor characters to
contribute to the fabric of the world your characters inhabit.

One of you will also be the facilitator; rather than the familiar
game master or storyteller role other games have, the
facilitator is responsible for timekeeping, supplies, and
guiding people through the set-up process. The facilitator can
change from game session to game session.

4
What you'll need:
● These rules
● Character sheets, either printed or in an online
document
● Something to write with, and something to write on
● A way to keep track of tokens

Create Characters
Have someone read the overview aloud, and then go in
order—either around a physical table, or in alphabetical order
by chat group nickname—reading each possible character role.
Have each person read the italicized flavor text from the top of
the sheet aloud, and then have each person choose the one
that speaks to them.

Go down the sheet, circling options in the specified number


that appeal to you; for prompts like name, look & outlook, and
key relationships, if the options aren't speaking to you, you
may write down your own ideas. The relationships speak to
your character's life, but also help flesh out the world your
characters will exist in, so think about what you want to play
with!

When you're finished, go around the group again, and


introduce your character by name and role, and give a
summary of the options you chose, then read aloud the Lure,
so that other players know how to lean into it. Then, ask the
next person in the order the one of the "1 to Ask Next"
questions.

5
If you're meeting in person, give everyone an index card to
fold into a tent, and have everyone write name and pronouns
for their character on it; if you're meeting on a program like
Discord, have everyone change their nicknames for the server.

Share the Setting


Similar to how character roles were read aloud, go through the
order again to read out the italicized section of each setting
element. Of the ones presented, you'll definitely want to have
the Ruler, the Court, and the Mortal World. Talk about if
there's any of the others you'd prefer not to use, and discuss if
there's anything you'd like to add and write up for your
specific game.

After you're settled on which elements will be in play, have


each player choose one to start with that they feel comfortable
playing. Players will pick up additional elements as they
become relevant.

When you're playing a setting element, use the tips on the


sheet to guide what you imagine and narrate. The third tip is
always the same: ask compelling questions and build on the
answers that other people give. Worldbuilding is a
collaborative process here.

When your main character needs to interact with the setting


element you're holding, trade it away to another player, and
pick up what they were holding.

6
Create Your Court
The Court is the center of vampire society, and you'll create
this as a group by circling items on the Court Worksheet (see
next page).

Discuss choices as a group, and circle what inspires you. If you


have ideas for traits that aren't on the list, feel free to write
them down instead, but there should always be the specified
number.

7
The Court Worksheet
Circle 3 Ruler Traits
efficient bureaucrat, parental, intimidating, bloodthirsty, rule
by force, outwardly friendly, richer than god, mysterious
projects, occultist, young upstart, old as balls,
long-established, contentious, controversial, authoritarian,
deeply religious, scientist, disorganized, delegates authority,
supposedly welcomes feedback, distant, shady past, infamous

Name Your Ruler


Shadowman, Dusk, Elvira, Haseul, The First, Ephraim, Bishop
Xu, Luna, Mireille, Mercy, Athena, Waters, Doc
A strange name, a regal name, a unique name, a name for an
entity more than a person, a self-appointed title, a weirdly
plain name, last name only

Circle 3-5 Visuals


seedy, nightclub, goth aesthetics, old and musty, casino,
upscale, bar, greenhouse, antique store, library, private home,
behind the times, seat of power, community center,
warehouse, unassuming, hipster, lounge, music venue, dark,
glittery, loud, animals

Circle 3 Conflicts in the Court


restricted power use, overzealous punishment, territory
disputes, vampire hunters in the area, recent coup, recent
failed​ coup, troublemaking newcomer to town, ruler playing
obvious favorites, party culture, treatment of humans, ill
omens for the future, demon worship, the ruler's religion or

8
lack thereof, vampire-affecting drugs, dealing with rival
supernatural creatures, vigilante justice, sloppy
secret-keeping, vampires running for public office, crew of
violent outsiders rolling through, the apocalypse to come,
treatment of new vampires

9
Making Moves
Moves make up the main actions that your characters will do
in the world; regular moves are things characters might do
habitually, weak moves are actions that might cause conflict
or personal strife that will gain you a token, and strong moves
are actions with potential to change things or get you out of a
spot but cost a token.

Where are the dice, you might ask? There are no dice. The
story emerges from character action, asking each other
questions, and following the table's curiosity.

Setting elements also have moves; these can be made freely.


They do not gain or spend tokens.

10
Character Roles
The character roles for this game are as follows. Generally,
you'll want to have character roles be unique among your
group, so that everyone has their own niche.

11
The Power Broker
You've been raised up to the halls of power—whether because
you scraped and scrabbled and bled to get there, or because
someone saw you and thought you could play the game. You're
no stranger to power—wielding it, being controlled by it, or
both—and now it's in your blood. And whether it's for
yourself or your ideals, you're determined to get what you
want.

The Power Broker is a calculating individual.


Their power is material, social, and contingent.

Name
Liz, John, Skip, Jun, Jae-Seong, Charity, Hiroshi, Ade, Leroy,
Kelila.
a serious name, a prep school name, a name for the image
they curate, a regal name, a brisk name.

Look & Outlook


steely eyes, sharp eyes, cold eyes, thoughtful eyes, appraising
eyes, tired eyes

opportunist, cynic, idealist, pragmatist, fifty-year-planner,


pay it forward, 700 club subscriber

2 Wardrobe Styles
tailored suit, upscale athleisure, business casual, startup chic,
sportcoat and slacks, the steve jobs outfit you know the one,
all black everything, dated businesswear, officewear but make

12
it sexy, obvious brand names, prim and proper, impractical
heels

3 Powers
compulsion, memory-editing, resistant to bullets, resistant to
stabbing, resistant to fire, uncanny charisma, possession, turn
every head, reveal secrets, put to sleep, inspire

3 Advantages
fat stacks of cash, stylish lodgings, a good lawyer, access to
sought-after contraband, friends in high places, a sweet ride
and driver, solid contacts in a field of your choice, a
bodyguard, white collar criminal buddies, technical
knowledge, a concealed gun, specialist knowledge

Decide Who You Were Before You Were This


● an impoverished street kid
● wall street trader at a career dead end
● looking for revenge and how to get it
● working to uncover corruption and got too close
● embezzlement scandal
● highly-trained expert in a particular field
● arm candy to the powerful

2 Key Relationships
my rebellious childe, the elder I feed blood to in exchange for
favors, local crime lord who doesn't know the secrets… yet, my
human ex-boss, a bitter ex, my old business partners, the
mayor, shady contractors

1 to Ask Left
● What did you lose to me, once?

13
● What leverage do I have over you?

Tips
● Make connections and broker deals for future contacts
and favors.
● When someone asks you to do something, always name
your price.
● Make your character fallible and relatable.

Lure
Whenever someone comes to you for the resources and
connections you can leverage on their behalf, they gain a
token.

Strong Moves
● Get out of harm's way.
● Close an important deal in a way favorable to you.
● Use your powers against a more powerful opponent.
● Negotiate calmly and insightfully while under duress.
● Talk your way into the good graces of the more
powerful, or out of their shit list.

● Ask, "​What leverage will it take to get you to do what I


want?​"
● Ask, "​What do you have that I might want?​"

Regular Moves
● Take action, leaving yourself vulnerable.
● Schmooze among the powerful elite.
● Offer experienced advice.
● Use your powers to command and control.
● Appeal to greed.

14
● Ask, "​What are things in demand here?​"

Weak Moves
● Feed via cunning, secretly.
● Feed on someone who knows your true nature.
● Meddle with systems and structures, leaving them
worse than you found them.
● Treat someone like a resource or asset rather than a
person.
● Tolerate great risk for great reward.

● Ask, "​What makes me vulnerable in this situation?​"

15
The Sophisticate
You have an eye for beauty—whether it's in your own work, or
the works of others. Now you're finding there's beauty to be
discovered in blood and death, too. Maybe even the one who
brought you into this world didn’t understand it, but you have
a vision, and you’ll work with all the tools you’re given.

The Sophisticate is a compelling individual.


Their power is artful, social, and inspiring.

Name
Rowena, Alix, Genevieve, Jack, Diego, Iris, Ami, Bella, Ingrid,
Ji-Su, Xiulan, Mÿ, Heaven, Sage, Mindy, Thorn
a romantic name, an elegant name, a name that's an unusual
noun, a statement name, a rare name.

Look & Outlook


dreamy face, gentle face, intense face, thoughtful face,
bodymodded face, excited face

optimistic, inventive, hedonistic, theoretical, in-the-moment,


melancholy

2 Wardrobe Styles
goth looks, painter's coveralls, art teacher eclectic, red carpet,
avant garde, handmade, shabby-chic, niche artist movement,
retro, flashy accessories, up to the moment, trendsetting,
slinky, black turtleneck, rumpled, professorial

16
3 Powers
all eyes on you, impossible grace, unbelievable speed,
terrifying accuracy, perfect charm, see the unseen, emotional
read, astral projection, read history of objects

3 Advantages
artists’ collective, well-to-do buyers, striking looks, fan
following, viral fame, training in function as well as form, a
way behind every velvet rope, a sharp eye for detail, honeyed
voice, lifelike visage, wide range of knowledges, academic
contacts, engineering skill, magnetic personality

Decide Who You Were Before You Were This


● Reclusive renowned artist
● Struggling art grad
● Seduced by beauty
● Art critic with impossibly high standards
● Street busker
● The Eliza Doolittle to someone’s Henry Higgins

2 Key Relationships
a troubled lover, an all-consuming project, a tempestuous ex,
a cadre of hangers-on, a long-suffering gallery curator, your
sarcastic chain-smoking editor, your personal artistic muse, a
beloved pet, your drug dealer.

1 to Ask Left
● What did I scorn you over?
● How did I capture your attention recently?

17
Tips
● Look for the potential beauty and potential ugliness in
every situation and character.
● Develop an idea of an ideal world and pursue it.
● Make your character fallible and relatable.

Lure
Whenever someone is moved or enthralled by your personal
presence, they gain a token.

Strong Moves
● Get out of harm's way.
● Complete or enact a great and arresting work of beauty.
● Use your powers like a hammer rather than as a
delicate brush.
● Defuse a tense situation with beauty or grace.
● Fall out of love.

● Ask, "​How could I make you love me?​"


● Ask, "​Who or what do you secretly love?​"

Regular Moves
● Take action, leaving yourself vulnerable.
● Seek out artistic inspiration.
● Use your powers to enchant and enrapture.
● Consider and improve the form and function of what
surrounds you.
● Appeal to pride.

● Ask, "​What do you long for in your life?​"

18
Weak Moves
● Feed via seduction or charm, secretly.
● Feed on someone who knows your true nature.
● Scorn someone who wants your approval.
● Treat someone like clay to be molded, rather than a
person.
● Fall in love.

● Ask, "​What is ugly about me?​"

19
The Tempter
You're dead, so why hold yourself back from enjoyment? All
that shit you said you'd do when you had security, when you
had a little more money, when you got that promotion—well,
none of that matters now, and you've got eternity, so why not
chase every single thing that makes you feel joy, that makes
you feel a little bit like you belong somewhere?

The Tempter is a chaotic individual.


Their power is social, ephemeral, and magnetic.

Name
Hadassah, Drake, Alaia, Domino, Kallie, Blue, Lex, Gil, Mimi,
Darling, Goldie
a nickname, a hip name, a pseudonym, a high-class name, a
name with mystery to it

Look & Outlook


restless hands, tattooed hands, bejeweled hands, manicured
hands, nail-bitten hands, elegant hands

nihilistic, curious, excitable, cynical, reckless, driven

2 Wardrobe Styles
party couture, always on-trend, sky-high heels, slinky,
sparkly, suave, ravewear, casual chic, streetwear, style blog
feature, fifty dollar t-shirts, bling, body glitter, artsy
understated, a ring for every finger, fake diamonds,
brand-name sneakers, knockoffs, low necklines, hawaiian
prints

20
3 Powers
my ideas sound like great ideas, sharpened sight, tell me how
you really feel, hidden claws, venomous blood, command the
room, entrancement, hide from sight, friend's visage

3 Advantages
an in with every bouncer, expensive drug hookup, party
buddies, a hot car, hot-wiring skills, lockpicks and the will to
use them, a cunningly concealed weapon, passable medic
skills, friends with the bartender, silver tongue, hot looks, a
way to get anything, smuggler's compartment

Decide Who You Were Before You Were This


● Dying in a hospital bed
● Looking for friends in all the wrong college parties
● Overworking yourself to send money home
● Trying to do everything right
● Pining for a love about to leave
● Trying to make it in acting

2 Key Relationships
the sire with blackmail on you, casual fling turned
uncomfortably meaningful, a family member and the
expectations you left behind, increasingly desperate druggie
friend, the mom you're still sending money to, an ex you're
going to destroy, the cop always nipping at your heels

1 to Ask Left
● What vice do I help hook you up with?
● What do you envy about me?

21
Tips
● Think in the here and now, and disregard the future
and potential consequences.
● Develop strong desires and follow them.
● Make your character fallible and relatable.

Lure
Whenever someone cuts loose with you in a way they wouldn't
normally allow themselves, they gain a token.

Strong Moves
● Get out of harm's way.
● Use your powers against a more powerful opponent.
● Learn what someone's biggest vice is.
● Awaken an obsession in someone.
● Wrench yourself away from distraction and enjoyment
prematurely.

● Ask, "​What are you holding back on?​"


● Ask, "​What do I have that you want?​"

Regular Moves
● Take action, leaving yourself vulnerable.
● Use your powers to seduce and cause mayhem.
● Find people and their stories interesting.
● Distract from conflict with something more fun.
● Encourage people toward their desires, especially the
self-destructive ones.
● Appeal via temptation.

● Ask, "​What's in demand here?​"

22
Weak Moves
● Feed via intimacy or vice, secretly.
● Feed on someone who knows your true nature.
● Avoid your problems by creating more problems.
● Treat someone as temporary and disposable, rather
than a person.
● Entangle yourself with someone dangerous.

● Ask, "​What do I mean to you?​"

23
The Rabble-Rouser
They say death is the world's great equalizer, but you know it's
not fair in life or out of it. But while you're here, damned if
you're not going to give as good as you're getting. It's about
time someone did more than just balance the fucking scales,
and if anyone tries to stop you, you'll make them pay for it in
blood.

The Rabble-Rouser is a persuasive individual.


Their power is social, material, and violent.

Name
Jonas, Revolution, Miriam, Minerva, Abdul, Kenji, Eun-ji, Kei,
Sophia, Zhihao, Trouble, Dagger, Butch
a name with a legacy, an idealistic name, a salt of the earth
name, a tough name.

Look & Outlook


scarred hands, calloused hands, dry hands, ink-stained hands,
meaty hands, busy hands

angry at the world, idealist, visionary, philosophical, punk,


anarchist

2 Wardrobe Styles
punk stylings, tweed and elbow patches, artful rips and tears,
old-fashioned glasses, patches and pins, political slogans,
crustpunk, diy, spikes and safety pins, plaid, combat boots,
army surplus gear, a lot of pockets, casual and disreputable,
laid-back cult leader

24
3 Powers
crushing blow, first strike, lightning dodge, uncanny
charisma, inspirational speech, command the room, incredible
lifting strength, distance throw

3 Advantages
extensive book learning, brass knuckles, gift for public
speaking, mutual aid networks, allied street gang, a solid right
or left hook, trustworthy face, an iron will, a cool motorcycle,
favors owed by local government, activist connections,
well-known publications

Decide Who You Were Before You Were This


● Political activist
● Not angry enough about your situation
● Community organizer
● Gang member
● Rising-star politician
● Desperately looking for meaning in life

2 Key Relationships
a cherished mentor, an old and bitter rival, the asshole who
shot you, your crew, on-again-off-again fling, the one person
who makes you lose your composure, local activists trying
their best, the crimelord i owe for help on my last project,
neighborhood punk show attendees, the vampire lawman
you're fucking with

1 to Ask Left
● What have you recently contributed to my cause?
● What did we last argue over?

25
Tips
● Look skeptically at the status quo.
● Dig your heels in with an argument from time to time.
● Make your character fallible and relatable.

Lure
Whenever someone engages with you and your ideals, they
gain a token.

Strong Moves
● Get out of harm's way.
● Use your powers against a more powerful opponent.
● Inspire a crowd to action.
● Get an opponent to back down via intimidation.
● Step back from your anger.

● Ask, "​What can I promise you to make you trust me?​"


● Ask, "​What are you afraid of?​"

Regular Moves
● Take action, leaving yourself vulnerable.
● Use your powers to lead, and to assault power
structures.
● Question authority and rules.
● Seek out aid for ambitious projects.
● Appeal to ideals.

● Ask, "​What are people angry about here?​"


● Ask, "​Who's really in control here?​"

26
Weak Moves
● Feed via charisma or physical prowess, secretly.
● Feed on someone who knows your true nature.
● Lash out in anger or frustration.
● Treat someone like a rhetorical device, rather than a
person.
● Break something irreparably.

● Ask, "​How have I hurt you?​"

27
The Sorcerer
Even among the creatures of the night, your power is rare and
discomfiting, but it hardly bothers you. After all, real power
should rightly be feared, and your ability to command things
beyond the veil or the blood that runs in your veins… even if it
doesn't make you friends, it gets you respect, and power can
be its own reward.

The Sorcerer is a discerning individual.


Their power is methodical, mysterious, and otherworldly.

Name
Ji-Hu, Harry, Minna, Aster, Estelle, Basir, Satomi, Vivek,
Adriano, Chiara, Dorian, Crowley, Domnius
a refined name, a magical name, an obviously false name, a
latin name

Look & Outlook


lanky frame, wizened frame, stout frame, hunched frame,
cloaked frame, graceful frame

ambitious, vicious, mercenary, cynical, rationalist, practical

2 Wardrobe Styles
robe and hood, nutty professor, black suit, crimelord chic,
mysterious sigils, wingtips, old boys' club, businesswear,
spiritualist turban, gauzy layers, funerary clothes, smoking
jacket

28
3 Powers
command the dead, speak with ghosts, secrets in blood, cloak
of shadows, read signs and portents, theft of blood, lordly
command, possess body, hypnotize, read psychic impressions

3 Advantages
academic credentials, religious authority, organized crime
connections, a trusty gun, discreet car and driver, a private
study, library of occult materials, mysterious notes to follow,
commendation from a superior, scientific area of study,
reliable subordinates

Decide Who You Were Before You Were This


● Occult society member
● Working for a shady business
● Adjunct professor
● Tarot aficionado
● Black magic by correspondence course
● Bone jewelry etsy seller

2 Key Relationships
iron-fisted mentor you plan to usurp, skittish lab assistants,
tight-lipped gravedigger, confessing priest who's heard a lot of
weird shit, after-hours checkout librarian, research grad at the
next carrel over, secretive sponsor in the arcane, friendly
bodega shopkeeper from your old neighborhood

1 to Ask Left
● What did you trade to me for my discreet assistance?
● What have I done to earn your distrust?

29
Tips
● Offer good but costly bargains to those who need your
power.
● Know exactly what you would do with power, if you got
it.
● Make your character fallible and relatable.

Lure
Whenever someone tells you a secret that gives you leverage
over them, they gain a token.

Strong Moves
● Get out of harm's way.
● Use your powers against a more powerful opponent.
● Discover a secret of the unnatural world.
● Defy your mentors in your sorcerous craft.
● Compel obedience from those beholden to you.

● Ask, "​What do you desire that I can provide?​"


● Ask, "​What or who are you most strongly beholden to?​"

Regular Moves
● Take action, leaving yourself vulnerable.
● Use your powers to break the laws of nature.
● Seek out solutions by working within your
organization.
● Collect books, tomes, recordings, accounts of the
unknown, secret, and forbidden.
● Immerse yourself in ritual and arcane symbolism.
● Appeal to ambition.

30
● Ask, "​Are you telling the truth?​"

Weak Moves
● Feed via cunning or by leveraging a hold over them,
secretly.
● Feed on someone who knows your true nature.
● Reap the consequences of meddling with dark and
demanding power.
● Treat someone like a tool or sacrifice, rather than a
person.
● Defer to a mentor or superior in your craft.

● Ask, "​What do I owe you?​"

31
The Silent
Your induction into the society of the damned made you, at
the same time, unnervingly good at killing your fellows. And
they know it, too, which makes you always just a little bit the
outsider—even as you're frequently their best tool for weeding
out troublemakers. Maybe you just want to feel like you're
useful. Maybe you have your own reasons. You know you'll
always have blood on your hands, but it feels… right.

The Silent is an efficient individual.


Their power is violent, uncanny, and suspect.

Name
Aquila, Memento, Qamar, An, Saskia, Leah, Trouble, Raven,
Ed, Ramona
a forgettable name, an obvious pseudonym, a name given by
others, an ill-omened name

Look & Outlook


gloved hands, calloused hands, hands that smell like blood,
dirty hands, soft hands, precise hands

efficient, mercenary, practical, businesslike, dutiful, righteous

2 Wardrobe Styles
plain clothes, all black, unassuming, soft-soled shoes, work
boots, coveralls, dress shirts, bodycon, easy-movement,
bodysuit, dancewear, long coat, many pockets, concealing
features, hooded, athleticwear, tracksuit

32
3 Powers
pass unseen, steal face, localized silence, conceal object, strike
first, quick dodge, wall running, theft of blood, blood poison,
vanish from sight, inflict guilt, knowledge from blood

3 Advantages
convenient body disposal, friendly neighbors, knives (infinite),
pistol with silencer, laundromat that doesn't ask questions,
mundane source of income, a favor owed by the ruler, favors
owed by three members of the court, strong computer skills,
paper trail erasure

Decide Who You Were Before You Were This


● Contract killer
● Vampire hunter
● Gig economy worker
● Delivery driver
● Political dissident
● PTA parent

2 Key Relationships
the kill you can't forget, an elder with leverage on you, a
kindly elderly neighbor, the one you let get away secretly, your
dead sister and her killer, the vampire who ruined your
fucking life, someone charming who's asked for your help, a
friend who did you a favor you'll never be able to repay

1 to Ask Left
● Who did you know that I killed?
● What habit of mine do you find unnerving?

33
Tips
● Keep to a strict code, even if you never speak it aloud.
● Don't get angry, get even.
● Make your character fallible and relatable.

Lure
Whenever someone looks to you for dirty work, they gain a
token.

Strong Moves
● Get out of harm's way.
● Use your powers against a more powerful opponent.
● Strike with sudden and terrible violence.
● Refuse dirty work from someone more powerful.
● Kill with precision, but because you think it's right.

● Ask, "​Who do you hate?​"


● Ask, "​What blood is there on your hands?​"

Regular Moves
● Take action, leaving yourself vulnerable.
● Avoid drawing attention to your true self.
● Consider small details and keep track of useful
information.
● Use your powers to isolate and corner.
● Trade favors, but remember they don't trust you.
● Seek out ways to be useful to others.

● Ask, "​What can I use to my advantage?​"

34
Weak Moves
● Feed via stealth or isolation, secretly.
● Feed on someone who knows your true nature.
● Take dirty work you feel uneasy about.
● Treat someone as a mark or a customer, rather than a
person.
● Stake your morals so others don't have to.

● Ask, "​How can I set things right?​"

35
The Wildkin
Vampires are social predators, but the blood in your veins
leans harder on the "predator" than most. To some you might
be a cautionary tale about getting too close to the monster
within, but you gotta figure—at least you’re keeping things
honest. And who doesn’t want to go absolutely fucking feral
from time to time?

The Wildkin is a fierce individual.


Their power is violent, bestial, and personal.

Name
Aritz, Elwood, Dag, Palmer, Pa Roscoe, Connor, Varg, Fahd,
Leander
a gruff name, a short name, a familial name, a natural name.

Look & Outlook


loping frame, powerful frame, stocky frame, sturdy frame,
weathered frame, bent frame

self-sufficient, territorial, simple living,

2 Wardrobe Styles
hunting gear, flannel, hiking boots, camo, simple, well-worn,
practical, motorcycle leathers, ripped shirts and jeans, dated
workwear, thrift store, dirt-streaked, double denim,
traditional dress, threadbare sportcoat, sneakers

36
3 Powers
animal transformation, terrifying claws, brutal fangs, form of
mist, predatory stealth, animal magnetism, you think stabbing
will stop me?, speak with animals, pack leader

3 Advantages
isolated hidey-hole, living off the grid, brass knuckles,
woodsman's skills, animal handling, animalistic senses, catlike
balance, danger sense, blends into a crowd, ordinary income,
booby-trapped apartment, back-alley navigation, urban
wildlife informants

Decide Who You Were Before You Were This


● Park ranger
● Bruiser for hire
● Sovereign citizen
● Urban dumpster-diver
● Living off the land
● Itinerant salesperson

2 Key Relationships
your trusty guard dog, the sire who drops by out of nowhere
once in a blue moon, neighborhood lady who walks her dog at
the same time you get up, store clerk you walk home at night,
blasé late night bodega employee and her cat, nosy upstairs
neighbor

1 to Ask Left
● What did you trade to me for my discreet assistance?
● What have I done to earn your distrust?

37
Tips
● Distrust authority, society, and structure, but know
your place in it.
● Always go for the throat.
● Make your character fallible and relatable.

Lure
Whenever someone backs down from conflict due to your
intimidating physical presence, they gain a token.

Strong Moves
● Get out of harm's way.
● Use your powers against a more powerful opponent.
● Convince someone it's better for them not to fight you.
● Chase down an opponent on the run and subdue them.
● Ask for help.

● Ask, "​What is your weakness?​"

Regular Moves
● Take action, leaving yourself vulnerable.
● Seek out the people and creatures others easily
overlook.
● Use your powers to assert dominance and territory.
● Navigate forsaken and lonely places.
● Appeal to instinct.

● Ask, "​Is this place safe for me?​"


● Ask, "​Whose territory is this?​"

38
Weak Moves
● Feed via violence or animal magnetism, secretly.
● Feed on someone who knows your true nature.
● Go absolutely fucking feral.
● Treat someone like prey, rather than a person.
● Hide your wounds until you can be alone to lick them.

● Ask, "​Why haven't you abandoned me?​"

39
The Visionary
Maybe you always saw things a little differently, or maybe it
was your death and transformation that opened your eyes to
the truths of the world. If that means others don't take you
seriously, that they discount what you say—well, it's not fine,
exactly, but they'll see. Eventually, they'll all see.

The Visionary is an unnerving individual.


Their power is mysterious, incisive, and ephemeral.

Name
Alice, Elspeth, X, Norman, Aynur, Channary, Edmond, Jaci,
Thérèse, Walter, Maud, Jingyi, Ji-Eun
an odd name, an ordinary name, a spooky name, a name that
means something, a mythological name, an old name.

Look & Outlook


wild eyes, dreamy eyes, clouded eyes, gentle eyes, pale eyes,
calculating eyes

detached, live-and-let-live, go-with-the-flow, dictatorial,


philosophical, romantic

2 Wardrobe Styles
halloween costume, real goth hours, tatters and rags but
artful, perfectionist, unassuming, slightly rumpled,
buttoned-up, one button off, dreamy, witchy, formal attire,
hoods and cloaks, all white everything, gothic horror pajamas,
no shoes ever

40
3 Powers
aura reading, conceal object, move unseen, hidden gathering,
mimicry of form, telepathy, astral projection, intensify
emotion, dull emotion, confuse and confound, visions of terror

3 Advantages
a carefully-concealed knife, a hidden haven, unassuming face,
charming manner, perfect memory, hearing the voices of the
dead, alluring voice, occult knowledge, cultish devotees, secret
ways around the city, blackmail on an elder vampire, income
from consulting, acting ability

Decide Who You Were Before You Were This


● Overworked horror novelist
● About to make your society debut
● A young widow or widower
● On the margins of mortal society
● Overeducated filing clerk
● Doing weird art
● Literally haunted

2 Key Relationships
Someone beautiful you can’t forget, a mentor who
understands, dead friend whose voice you still hear, your child
by blood, your priest, chatty used book dealer, lonely veteran
estranged from family, gaggle of goth club kids

1 to Ask Left
● What secret did I learn about you recently?
● Why are you afraid of me?

41
Tips
● Consider the angles no one else is looking at, and call
them out.
● Explore difference and feeling like an outsider, even in
your own community.
● Make your character fallible and relatable.

Lure
Whenever someone takes your insight with skepticism, they
gain a token.

Strong Moves
● Get out of harm's way.
● Learn a hidden and terrible truth.
● Use your powers to unnerve and confuse.
● Defuse a tense situation via misdirection.
● Find your calm in a tense situation.

● Ask, "​What have you done that you're ashamed of?​"


● Ask, "​Who do you trust?​"

Regular Moves
● Take action, leaving yourself vulnerable.
● Avoid attention until you want it.
● Follow curiosity, instinct, or sense of drama.
● Appeal via theatrics.

● Ask, "​What is out of place or unusual here?​"

Weak Moves
● Feed via stealth or misdirection, secretly.

42
● Feed on someone who knows your true nature.
● Express yourself, but poorly.
● Treat someone like an interesting puzzle, rather than a
person.
● Have a breakdown, publicly and obviously.

● Ask, "​What do you really think of me?​"

43
The Unsettling
Monsters your fellows may be, but you're a little more so in
appearance than others—and, whatever you may be on the
inside, most won't see past the façade, whether you're difficult
to look at or just… creepy, somehow. Is it worth trying to show
them any other side of you? Sometimes, it seems satisfying to
lean into the worst they think of you—because it's better than
being pitied, isn't it?

The Unsettling is a creepy individual.


Their power is off-putting, fraught, and bitter.

Name
Tom, Anisha, Duff, Itzal, Merle, Ratface, Mort, Ash, Mel,
Beans
a name without airs, a dark name, an reclaimed insult, a
descriptive name

Look & Outlook


scarred face, asymmetrical face, staring face, expressionless
face, grinning face, toothy face

mournful, optimistic, kindly, combative, vitriolic, grasping

2 Wardrobe Styles
masked, covered in layers, bandages, practical boots, flair for
drama, tattered, well-cared-for formalwear, faded fashion,
post apocalyptic, gas mask, trenchcoat, really big hats, veils,
all lace all the time, unseasonal outerwear, coveralls,
costumery, patched together

44
3 Powers
control vermin, cloak of shadows, disguise face, crushing blow,
summon animals, localized darkness, vanish from sight,
impossible lifting strength, aura of fear

3 Advantages
undercity navigation, street contacts, vermin informants,
strong stomach, secret hiding place, acute hearing, night
vision, iron will, expert craftsperson, computer proficiency,
cryptid knowledge, beautiful voice, notable sire, useful
collection, giant size OR small size

Decide Who You Were Before You Were This


● Envied beauty
● Urban explorer in the sewers
● Trying to hitchhike home
● Beleaguered night-shift worker
● Left at the altar
● On a long course of post-accident physical therapy
● Paranormal romance author

2 Key Relationships
your kindly blind elderly neighbor, a homeless encampment in
the tunnels that you protect, the girl on the street corner you
give your spare change to, your confessing priest, a bunch of
young punks who heckle you, the wary subway attendant, city
planner who keeps people away from your turf

1 to Ask Left
● What unexplained kindness did I do for you recently?
● Why don't you like looking at my face?

45
Tips
● Use what others find alarming and disturbing about
you, and wield it as both shield and weapon.
● Be, underneath it all, as afraid of them as they are of
you.
● Make your character fallible and relatable.

Lure
Whenever someone recoils from your true mien, they gain a
token.

Strong Moves
● Get out of harm's way.
● Use your powers against a more powerful opponent.
● Meet someone's unkindness with disarming
understanding.
● Speak an uncomfortable truth and make others listen
to it.
● Learn someone's dark secret, from the shadows.

● Ask, "​What are you afraid of?​"


● Ask, "​What about you is ugly?​"

Regular Moves
● Take action, leaving yourself vulnerable.
● Use your powers to hide and protect yourself.
● Strike back harder when someone strikes or ridicules
you.
● Navigate abandoned, dark, and lonely places with ease.
● Appeal via looming fear.

46
● Ask, "​What can hurt me here?​"

Weak Moves
● Feed via stealth or intimidation, secretly.
● Feed on someone who knows your true nature.
● Show someone your true face.
● Treat someone like they're from another world, rather
than a person.
● Keep others at arms' length.

● Ask, "​What about me is lovable?​"

47
The Noble
Your initiation into this undead society comes from a noble
lineage of blood and shadow and horror. Respect and fear
follow you through the society of the night—but so do
expectations, both from those around you, and from the elders
of your lineage. Whatever mortal family you left behind was
easy to deal with, in comparison—but you'll make the one you
have now proud. After all, there's no other option.

The Noble is a commanding individual.


Their power is old, eldritch, and complicated.

Name
Augusta, Giuseppe, Marzia, Berthold, Asra, Nyx, Guanyu,
Puteri, Thema
an old name, a distinguished name, a lofty name, a name with
expectations attached

Look & Outlook


stern face, kind face, perfect face, doll-like face, intense face,
sharp-featured face

noblesse oblige, haughty, pious, all for the family, conflicted,


traditionalist

2 Wardrobe Styles
high gothic, intricate lace, dresses with trains, high necks and
collars, ruffled cuffs and cravats, leather harnesses, velvet,
statement jewelry, immaculate suit, high fashion, heeled
boots, cape sleeves, bodysuits and sheer bottoms

48
3 Powers
manipulate and intensify shadow, crushing blow, hardy flesh,
mold flesh, tentacles of shadow, shadow form, blood form,
give command, possess body, warp bone, sharpen senses

3 Advantages
family reputation, old money, family's aid, government
contacts, bolstering conviction, ruler's esteem, car and driver,
secure haven, trusted mentor, area of expertise, strong
composure, halls of power know you, well-spoken, reliable
feeding source

Decide Who You Were Before You Were This


● Merit scholarship student
● Political campaign manager
● Efficient but overlooked civil servant
● Highly successful grant writer
● Non-profit worker
● Self-improvement junkie

2 Key Relationships
sire living vicariously through you, sibling who doesn't
understand why you lost touch, your secretary and confidant,
the prof who hoped you'd go into public interest,
rough-around-the-edges activist from the wrong side of the
tracks, your sire's jealous other childe

1 to Ask Left
● How has my lineage wronged you?
● Why do you owe my lineage, and what do you owe?

49
Tips
● Speak in imperative statements and philosophical
ideas, whether justified or not.
● Sometimes, ask other players whether your family
would approve of your actions.
● Make your character fallible and relatable.

Lure
Whenever someone defers to you due to your station, they
gain a token.

Strong Moves
● Get out of harm's way.
● Use your powers against a more powerful opponent.
● Alter the Court's opinion of something.
● Stand up to your family on a matter.
● Say just the right thing to put someone off balance or
intimidate them.

● Ask, "​How could I make you respect me?​"

Regular Moves
● Take action, leaving yourself vulnerable.
● Work to exceed expectations and fulfill obligations.
● Navigate the halls of power with ease.
● Use your powers to exert control by fear.
● Appeal via established power.

● Ask, "​Who is in control here?​"

50
Weak Moves
● Feed via terror or control, secretly.
● Feed on someone who knows your true nature.
● Tell someone about who you were before.
● Treat someone like a pawn, rather than a person.
● Defer to your family's opinions and mandates.

● Ask, "​What do I matter as an individual?​"

51
Setting Elements
Some examples you can use follow; if there are things you
don't like for your game below, or things you'd like to use that
aren't here, feel free to follow the template to create your own
setting items.

Some setting elements not included here that you might


consider for your game: Secret Infernalists, Occult Masters (if
the Sorcerer is in play), Scarcity, Contagion, Extreme Weather,
A Rival Sect, International Authorities, Your Long Lost
Brother.

If someone at the table has an idea for how to introduce a new


setting element, they may write a sheet and pick it up.
Characters from key relationships and main character
histories can and should be picked up as a part of this.

52
The Ruler
The highest local authority among your kind, whether they
draw their power from physical prowess, connections, wealth,
age, or a combination thereof. As entrenched as they may be,
their power is never undisputed; their Court might be
outwardly loyal, but there's always someone looking for a
weakness and their chance to take the throne.

Circle or Design 2 Desires


security, respect, experimental subjects, complete knowledge
of the city, lost love, a childe's regard, traitors' heads, devotion,
efficiency, pious behavior, control, intel, more territory, more
power, their definition of justice

Tips
● Whatever the exterior, give them steel.
● Show glimpses to evoke sympathy, but only rarely.
● Ask compelling questions and build on the answers that
others give.

Pick Up When
Actions merit reward or punishment, you need to announce a
new threat, a new opportunity is available.

Trade Away When


You are being rewarded or punished, or want to speak with
your ruler about opportunity or trouble.

Moves
● Mete out punishment, to whatever degree is necessary.
● Reward with territory or title.
53
● Announce future threats.
● Offer a great opportunity, with the promise of reward.

After every move, ask: "​What do you do?​"

54
The Court
The vampires of the city as collective entity—a nest of restless,
fanged creatures vying for food, safe haven, and power. And,
when you're immortal, you get bored easily, which leads to
causing problems on purpose just to see what happens. They
can be your best friend or your worst enemy—possibly at the
same time.

Circle or Design 2 Desires


hot gossip, drama, ambition realized, favor from the ruler,
higher position, rivals thwarted, entertainment, a good party

Tips
● Develop strong personalities with individual and
conflicting desires.
● Invoke the weight of public opinion.
● Ask compelling questions and build on the answers that
others give.

Pick Up When
Someone listens for rumors or seeks idle chatter among their
own kind; someone transgresses Court norms.

Trade Away When


You do the above, or the Court remembers you exist.

Moves
● Spread gossip and conjecture.
● Foreshadow future dangers.
● Withdraw or grant favor, where appropriate.
● Introduce a rival.
55
After every move, ask: "​What do you do?​"

56
The Mortal World
This used to be your home, and you can pretend to be part of
it for a little bit at a time… but not forever, because you'll
always have that unshakeable knowledge that these are your
feeding grounds, and these are your prey.

Circle or Design 2 Desires


status quo, normalcy, follow trends, profit, self-preservation,
progress, new technology

Tips
● Give everyone someone who cares about them, and
something they care about.
● Make harm and death matter.
● Ask compelling questions and build on the answers that
others give.

Pick Up When
Characters feel the hunger and go to feed, or when they try to
(re)connect themselves with their humanity.

Trade Away When


You go seeking the above, or a significant mortal relationship
comes looking for your character.

Moves
● Announce future threats.
● Offer an opportunity, with or without a cost.
● Offer a respite from paranoia and hunger.
● Remind characters why they cannot stay here.

57
After every move, ask: "​What do you do?​"

58
Hunters
When the danger presented by your hidden society treads too
close to the notice of mortals—that's when hunters happen.
Those who notice a little too much, those who are harmed by
the predations of creatures of the night or see loved ones
wither away or disappear, those who catch a glimpse of
something strange and thrilling—some of them don't
eventually forget. Some of them pick up weapons, and step out
into the night.

Circle or Design 2 Desires


killing vampires, exposing the supernatural, immortality,
thrills, money, safety, revenge, redemption, justice, truth,
blood for blood, answers

Tips
● Give them a tragic backstory and questionable
methods.
● Hold a mirror up to character actions, with judgment.
● Ask compelling questions and build on the answers that
others give.

Pick Up When
A crime of the Court invites redress, overzealous hunters
intrude on the court, an encounter results in exposure.

Trade Away When


You go after hunters, or they remember you exist.

59
Moves
● Lash out with deadly weaponry and unrestrained
violence.
● Appeal to guilt.
● Demand answers for the unexplainable.
● Kill a minor character.

After every move, ask: "​What do you do?​"

60
The Undercity
The city below is a dark, quiet place, where both vampires
outcast and those seeking a more personal path tend to settle…
as well as stranger things, unnameable things. It's a good place
to hide if you're in trouble from anyone in the city above, but
if you're not a native, you may get more than you bargained
for.

Circle or Design 2 Desires


safety, solitude, trapping prey, ensnare, confuse, unsettle,
community, simpler unlife, basic necessities, expel outsiders,
keep secrets, hide trails

Tips
● Establish a mood of strangeness, claustrophobia, quiet,
uncertainty.
● Allow for the potential of safety and building a haven.
● Ask compelling questions and build on the answers that
others give.

Pick Up When
Someone traverses the tunnels or sewer systems of the city.

Trade Away When


You wish to do the above, or recall memories of the Undercity.

Moves
● Twist and turn, and lose the way.
● Dredge up creatures akin to those from the bottom of
the sea.

61
● Seed a mystery OR answer a question and raise more
about an existing one.

After every move, ask: "​What do you do?​"

62
Halls of Power
As terrifying a creature as you might be—mortal authority has
its own power that it's hard to match. Government, law
enforcement, and religious institutions can accomplish things
quickly and efficiently within their own sphere of influence,
so it pays to play nice, sometimes.

You may want to have a different player represent each realm


of authority, if your game interacts with many.

Circle or Design 2 Desires


respect, bribes, promotion, favors, access to vice, maintaining
a veneer of wholesomeness, consolidation of power,
destruction of enemies, public favor, supporters, contacts,
dirty work done

Tips
● Develop a specific area of competence for each
signature authority.
● Showcase the potential for inhumanity in mundane
authority.
● Ask compelling questions and build on the answers that
others give.

Pick Up When
Authority is on the scene of trouble; characters seek aid from
or control over mortal authorities; trouble is on the horizon.

Trade Away When


You need to deal with the halls of power, or they remember
you exist.
63
Moves
● Introduce an authority figure.
● Foreshadow future dangers.
● Introduce opportunity, with promise of future reward.
● Reward with favors or resources.
● Call down more dangers, when displeased.

After every move, ask: "​What do you do?​"

64
The Unnatural Apart
Might be wizards, werewolves, fae, ghosts, or other, or even a
sect of unallied vampires. Whatever they are, they're both set
apart from the world of humanity but not like you—which
means that a wary peace at best, and terrible war at worst.
Tread carefully.

Circle or Design 2 Desires


defend territory, forbidden secrets, feeding grounds, reshape
the world in their image, eradication of competitors, safety
from enemies, do the bidding of the spirits, complete a terrible
ritual, calm restless dead, establish a base, servants, enthrall
mortals, revenge

Tips
● Describe a distinct and separate inhumanity.
● Make decisions about the ideology of this separate
community and lean on it at every opportunity.
● Ask compelling questions and build on the answers that
others give.

Pick Up When
Their mayhem intrudes upon the court, or characters go
seeking their help.

Trade Away When


You need to deal with the unnatural apart, you intrude upon
their territory, or they remember that you exist.

Moves
● Introduce a strange and alarming power.
65
● Reveal secrets of the world.
● Offer a great opportunity, at a cost either apparent or
not.

After every move, ask: "​What do you do?​"

66
Advancement
If you're playing a long-term game, you'll naturally expect
there to be ways for your characters (and setting elements) to
grow and change. In many games, the degree of change you'd
be afforded would depend on how many experience points
you'd collected through play, but here, it's a little more
flexible.

Change Through Play


If your character gains a new significant relationship or
advantage in play, write down a description of it on your
sheet; you can leverage this in play like anything you circled
on your sheet to start off with. This can be as simple as noting
that you've acquired a tool or important item ("the glock I
keep in my car"), or describing a new skill you've learned
("woodworking for stress relief").

You might also ​change​ the nature of something like a


relationship—for example, "my estranged childe" might
become "the childe I'm trying to prove my good intentions to"
as you develop that connection through play.

Change Through Milestones


When players agree that an arc has come to a resolution, you
may opt to circle a new power on your character sheet, or
write down one from someone else's, with their agreement.

67
Ending a Game Session
At the conclusion of a game session, it's useful to build in time
for players to step back from their characters, talk a little
about what they had fun with, and then chat a bit out of
character about their lives to decompress. Roleplaying as a
character can be emotionally taxing, and, furthermore,
remembering to take time to treat each other not just as
characters but as friends is an important part of why we
people come together to play games.

Ending the Game


If you feel that your characters' stories have come to a
satisfying resolution, or circumstances conspire such that your
group can no longer meet, you may want to or need to end the
game.

When you do so, take time to go around and do a little bit of a


post-mortem; talk about good moments and memories, cool
things characters did, and what you really liked. Thank
everyone for being a part of the game and generally act as fans
of your characters—you've earned it!

68
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