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Basic Rules

Character Creation

  • Choose an Archetype and Allegiance
  • Assign their Vice (Envy, Gluttony, Sloth, Cowardice, Greed, Pride, Lust) and Virtue (Patience, Temperance, Courage, Justice, Faith, Hope, Kindness)
  • Assign their Traits (Set one trait to 3, one trait to 2, and one Trait to 1)
  • Assign their Skills (Set one skill to +4, two skills to +3, three skills to +2, and four skills to +1.)
  • Roll for their Psyche (2d6, take lowest result.)
  • Choose three Memories of their mortal life. (Person, Place, and Ideal)
  • Choose two Oaths (their Archetype’s Original Sin, and one Oath from their Allegiance.)
  • The Basics

    When the outcome of an action is in doubt, the Referee rolls two ten-sided dice (2d10). The result determines the Difficulties of your action. Pick an applicable Trait and roll a number of six-sided dice (d6s) equal to that trait.

    Then, add your current Modifiers (An applicable Skill, followed by your current Psyche modifier) to the result of the highest dice.

    If your roll does not beat either of the two Difficulties, an action Fails. Introduce a Clot to the scene: a complication that prevents you from surmounting the obstacle, or otherwise getting what you wanted.

    If the result of your roll is equal or higher than one of the Difficulties, it’s a Weak Hit. You take what you want, but introduce a Clot to the scene.

    If your result is higher than both Difficulties, it’s a Full Hit. You get what you want, without adding any additional complications or advantages.

    A player’s dice Burns if it shows a 6. Increase your result by 1 degree (a Failure becomes a Weak Hit, a Weak Hit becomes a Full Hit) for each burn. If Burns cause your result to increase above a Full Hit, you get what you want, and then some. Introduce an Advantage to the scene that helps your pack achieve their goals.

    Keeping Time

    A turn begins when a player declares an action and ends when the outcome of that action is resolved.

    Multiple turns comprise a Scene. A Scene ends when the player characters move to a new location, and all powers that last for a Scene end with them.

    Downtime represents the actions characters take between Scenes. At the start of a Downtime period, a vampire can choose:

  • To Follow Leads (Rolling [Insight + Hunting] to unravel mysteries or meet with figures of interest.)
  • To Maintain Connections (Restoring Psyche according to their Virtue and Vice.)
  • To Sate Their Hunger (Restoring Hunger according to their feeding habits.)
  • To Retreat to Their Haunt (Recovering all Wounds.)

    When a session ends, the Night does too. All vampires retreat to their corners of the city before sunrise. Vampires re-enter player control again upon the next Night, and gain 1 Hunger.

    Humors & Psyche

    Vampires have a Psyche rating from 0 to 10 that represents the pull of their blood.

    When a vampire’s Psyche increases above 5, they have Cold Blood. When blood runs Cold, you gain a bonus to rolls that use Smarts and Proficiencies, up to a maximum of +2 at 10 Psyche. As Psyche decreases below 5, a vampire has Hot Blood. When blood runs Hot, you lose the bonus to Smarts and Proficiencies, but gain a bonus to all Instincts, to a bonus of +2 at 0 Psyche.

    Vice & Virtue

    You restore 1 Psyche by engaging with your Virtue. You restore 2 Psyche by engaging with your Vice.

    When you restore Psyche through a Vice, roll d6 equal to your current Hunger rating. On a Weak Hit or higher, someone gets hurt. Describe who your vampire hurts along the way, and how they do it.

    Time & Memory

    Without meaningful Memories of their mortal life, a Vampire quickly loses hold of their Psyche. At character creation, choose three Memories that tether a vampire to their mortal self:

  • A person they knew in life.
  • A place they knew in life.
  • An ideal they held in life.

    Once per Night, a Vampire may draw upon a memory to re-roll a failed skill check. Describe how a skill, lesson, or trait they learned in the Memory gets them out of their current predicament.

    Each time a vampire is incapacitated by Hunger or Wounds, roll d6 equivalent to their highest Trait. On a Weak Hit or higher, the Memory has Faded when the vampire awakens. Lose 1 Psyche on a Full Hit or Higher as the vampire acknowledges the deepening rift between their present and mortal lives.

    If this happens twice to the same Memory, this connection to a vampire’s mortal life is Shattered. Cross it out.

    If all three of a Vampire’s Memories are shattered, their soul is lost, consumed utterly by the demons of the Void. Decide on an appropriate epilogue for their journey through the Night.

    At the cost of 2 Psyche, a vampire with a Shattered memory can maintain their mortal guise by conjuring a Comforting Lie. These fill the void left by the shattered memory, but cannot be used to re-roll failed skill checks.