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Table of Contents
Character Creation
2-3
Magic
Specials Rules
Psychic
Super science
Demon and half-Demon
Vampires
Werewolves
5-7
5
5
5
6
7
Skills
8-11
Science
occult
Contacts
Art
Languages
Doctor
Getting Medieval
Kung-Fu
10
Gun-Fu
10
Thrown
10
Dodge
10
Alchemy
11
Archery
11
Additional Rules
12-16
Fear Checks
What has it got in its pockets?
Fighting and Staying Alive
12
12
12
13
13
13
Calls
13
14
14
14
14
15
15
15
Downtimes and XP
15
16
Character Creation
Each character has 10 Creation Points (CP) to spend
at creation which can buy either a special template,
stats or skills.
Stats
Specials
Stat Name
Stat Description
Strength - (Str)
Special Name
Special Description
Vampire
Werewolf
Witch/Warlock
Skills
Psychic
Slayer
Constitution - (Con)
Dexterity - (Dex)
Willpower - (Will)
Skill Name
Skill Description
Kung Fu
Super Science
Getting
Medieval
Dodge
Demon
Gun Fu
Half Demon
Art
Computer
Doctor
Languages
Occult
Science
Alchemy
Thrown
Archery
Magic
Spells
Magic Addiction
Magic Checks
Most spells can be resisted if you are mentally tough
enough. If you are on the receiving end of a spell with
the phrase magic X in the call you are now involved
in a magic check (congratulations, I guess) compare
your Will stat to the number called (the X) if it is
higher than the called number you resist the spell, call
resist so the caster knows what has happened. If your
Will stats are equal to or lower than the called number
then the incoming magic is too strong for you and you
take the effects of the spell (usually stated before the
Magic X call). Eg. Billy is a competent but not
spectacular warlock (His Will is 3, and he has the
Warlock special), one night he finds himself in a bad
part of town and sees a nasty looking guy with a knife
walking towards him. Fearing for his safety he casts
Bolt of Horus, he calls 3 damage, magic 3 as his
Will is 3, Mr knife only has a will of 1 as hes a lowly
thug, and this is not enough to stop the spell. The bolt
slams home and the thug runs off in a panic.
Later Billy is trying to get home and is still a bit wired
from his previous encounter; he is surprised by a girl
who appears out of nowhere and panics, casting Bolt
of Horus before he thinks. Again he calls 3 damage,
magic 3. Willow is far better at magic than Mr Knife
(her Will stat is 6 because reasons) this is higher than
Billys magic 3 call so she calls resist. The spell
fizzles harmlessly on Willows aura; hopefully shes in
a forgiving mood.
Specials Rules
Psychic
You are a channel for The Powers That Be (TPTB) to
communicate through. This is a great honour however
it comes at a cost. These visions can be disturbing,
traumatic, painful, and almost always come at
inconvenient times. Your visions will be delivered to
you both in downtime and by refs at events, they will
give you some degree of insight into what the Powers
want of you, and hopefully how to go about it, they
will also be open to interpretation. Fortunately, TPTB
have given a bit of a leg up in bearing you visions and
defending yourself. You gain plus one willpower (can
take over max of 4), which will help you resist the
inevitable fear affects your visions will cause.
You also gain telekinesis. With this you may call your
willpower in ranged damage as you force an unseen
psychic punch at your opponent. This does have a cost
however (just like everything from TPTB), each
psychic punch you send causes 1HP of damage to you
and leaves you with a painful headache.
Make no mistake, TPTB do not see you as an ally, you
are an asset, a tool, and failure and incompetence may
well be punished, but you still provide a large asset to
any group you are with.
Super Science
Sometimes madness or eccentricity breeds true
genius, talents beyond the normal and an ability to
construct amazing machines. A super scientist can
build things straight out of sci-fi, lifelike robots,
freeze rays, even machines which manipulate time.
A super scientist will begin each event with a gadget
agreed upon with the Refs. Super science may also
enhance the results of any gadgets constructed at
events, and some items may even need super
science to be constructed at all.
A super scientist is also able to create a blue-print at
an event that would allow themselves or others with
the Science skill to make a gadget relevant to the
plot. It takes 10 minutes to make a blue-print. Upon
completion, see a Ref for the required cog costs, skill
requirements, and any other component
requirements.
Vampires
die as normal.
They is a strong sire bond between a vamp and the
person who turned them, as such if you are made into a
vamp during the course of play the following rules will
apply to you: You will do most things your sire
asks/tells/commands you to, short of killing yourself
for no good reason (this is not an excuse for you sire to
have you fetch and carry drinks all night, unless you
are happy to). You will not attack you sire. You will
not perform actions you believe will place your sire in
danger
Within the bounds of these effects, you are still
yourself however, all be it a demon possessed, blood
thirsty, evil, yourself.
Werewolves
The dangers of fine cutlery
Just as a stake through the heart will mess up a
vamp, the households silverware spells bad news for
werewolves, silver weapons deal double damage
called against werewolves.
Attacks with these weapons should be announced by
calling X silver where X is your normal melee
damage; the werewolf you have struck must apply
appropriate multipliers.
Skills
SCIENCE!
There may be items out there that need repairing; there
may even be things you can build with bits you find.
To achieve these things requires the science skill and
10 mins appropriate role-play. Inform a ref before you
begin such an attempt and the ref will inform you of
the results once you have finished.
Increasing levels of the science skill allow characters
to do more complex things as well
1.
You can interact with objects marked with
green dots and construct gadgets.
Computers
You know your way around a computer pretty well,
youre the person your friends, your mum, basically
most people you know, calls when its doing
something funny. A character with this skill can make
use of computers in game to achieve various results,
from picking up that email from the out of town
Watcher to re-purposing traffic cameras to follow a
target. The level of the characters skill dictates the
extent of what they can achieve.
2.
With appropriate tools a scientist of this lvl
can disassemble objects for components.
3.
After spending ten minutes study a scientist
can work out how a science or super science
gadget works-without needing to be taught.
Cogs, dials and sprockets are tiny items that are
invaluable to a scientist because all devices require a
set amount of pieces to be assembled. Search about
regularly to see what you can find.
Science and super-science gadgets constructed at
events will break down shortly after the end of the
event, they were hastily constructed and just werent
built to last.
1.
You can interact with objects marked with
yellow dots.
2.
You can spend ten minutes on Google fu to
research any given topic.
3.
You can also spend ten minutes role play to
hack into a system.
Occult
Ancient texts contain powerful magics, scrolls of
power sit forgotten on dusty shelves, and those in the
know are constantly seeking them. There will be
BLACK lammied items in the play area which contain
spells which can be learnt, this requires the occult skill
and 10 mins appropriate role-play. Inform a ref before
you begin such an attempt and the ref will inform you
of the results once you have finished.
Whilst learning a spell is the same for anyone with the
occult skill, casting it is a different matter. If the
character that has learned the spell has the
Witch/Warlock special then they may cast the spell
like any of their inherent magic powers so long as they
are holding the spell. If the person who has learnt the
spell does not have this special the item will be
destroyed in the casting.
Some scrolls may contain rituals rather than spells.
Any character with the occult skill can contribute their
level in occult in power towards a ritual, and so
Contacts
You have a link to a person who can get you stuff,
hard to come by stuff, maybe even illegal stuff. When
selecting the contacts skill the player must decide with
the Ref on a particular type of hard to come by item
that their contact can get for them such as ammunition,
alchemical potions, ritual components, fake access
cards and IDs, etc This is the only type of item that
the contact will be able to provide. At the start of each
event a character with this skill will receive a number
of these items which have been provided by their
contact. They will usually receive the characters
contacts skill in D6 of the item, however for some
items this may be modified, eg ammunition will have
the dice result multiplied by an appropriate number
(between 2 and 6, depending on whether you are after
pistol rounds, shotgun shell, military sniper rounds
etc..).
8
Art
Doctor
1.
You can interact with items marked with red
spots
1.
2.
2.
You restore 2 HP per minute of role-played
treatment.
3.
3.
You can use your artistic ability to spend ten
minutes creating geometric patterns on the
ground to reduce the cost of a ritual or
experiment. (Effect based on entertainment
value of the roleplay)
Languages
Getting Medieval (Do you like my new axe?)
1.
3.
2.
You can read all classical languages and can
interact with items with two blue dots.
3.
You can read all dead languages and can
interact with items marked with three blue dots
Kung-Fu
Thrown
1.
2.
A character may call their strength plus one in
unarmed damage.
2.
3.
Plus two unarmed damage-and the fighter can
parry weapons and blows with a bracer.
3.
Plus three damage and the character can call
*stun* along with their damage call on striking
an enemy once per encounter.
Gun-Fu
Dodge
1.
Call dex plus one with a handgun.
2.
Call dex plus two with a shotgun/rifle or
handgun.
3.
You can dual wield handguns and call dex plus
3 with any firearm.
Ranged attacks with guns cannot be dodged or parried
if they succeed in hitting their target. Characters with
this skill begin the game with weapons appropriate to
their skill level and agreed with the head ref, they will
also begin with two full magazines of ammo for each
weapon they begin with.
10
Alchemy
Archery
1.
1.
Can interact with ingredient lammies and can
spend 10 mins rp to make a potion which can
heal 10 HP or equivalent effect.
3.
2.
3.
10 mins rp makes 3 potions or an airborne
potion that would have a mass effect with a
diameter of 10 meters.
Anyone with the skill can freeform potions from
ingredients laying around. Effects contingent on
ingredients, skill and entertainment value of the roleplay.
11
Additional Rules
Fear Checks
12
mins
Characters with DEX 3 reset their dodges every 40
mins
Characters with DEX 4 reset their dodges every 30
mins
Characters with DEX 5 reset their dodges every 20
mins
Characters with DEX 6 reset their dodges every 10
mins
Calls
Special Attack Calls
Some attacks will have effect calls attached. Calls and
their effects are listed below:
Stun- this effect causes a character to role play being
stunned for ten seconds. They can take no aggressive
action during this time.
Disarm- This effect causes the struck character to drop
their weapon. The weapon cannot be recaught as it
falls. If you are wielding two weapons you drop the
weapon in your on hand
Sleep- this effect causes a character to immediately fall
asleep. This sleep is magically in nature and lasts for
10 minutes, during this time the character cannot be
awakened by anything less than recieving damage.
Paralysis- this effect instantly freezes the target in
place for 5 minutes. During this time the character is
aware but unable to move by themselves, they are
however poseable by any character and will remain in
the new pose (please use this fact in a reasonable way
and avoid causing the targeted player discomfort, lest
you find yourself in a similar situation).
Holy- this effect indicates that the damage source is of
a divine nature, this damage will only affect certain
types of creature, the undead for example. Creatures
and characters who are affected by this damage will be
briefed before each game.
Flaming- this effect indicates that the damage source
is burning or heat based, this damage affects most
characters normally (however appropriate roleplay
response is encouraged), however certain types of
creature may take additional effects or damage from
this attack type. Creatures and characters who have
additional effects from this damage will be briefed
before each game.
Cold- this effect indicates that the damage is from an
extremely cold source, this damage affects most
characters normally (however appropriate roleplay
response is encouraged), however certain types of
creature may take additional effects or damage from
this attack type. Creatures and characters who have
additional effects from this damage will be briefed
before each game.
Stake-this effect indicates that the damage is from a
wooden stake, this damage affects most characters
normally (however appropriate roleplay response is
encouraged), however certain types of creature may
take additional effects or damage from this attack type.
Creatures and characters who have additional effects
from this damage will be briefed before each game.
Silver- this effect indicates that the damage is from a
silver weapon, this damage affects most characters
normally (however appropriate roleplay response is
Healing damage
Any character with the doctor skill can treat a
wounded or dying character. You can heal your level
in doctor in HP per minute to a target you role-play
medical treatment on (no treating yourself, tough!).
This roleplay does not need to be continuous stitching
and bandaging of the patient, and can include
monitoring vitals and ensuring the patient rests, thus
allowing you to continue roleplaying with others rather
than spending 20 minutes head down bandaging a
warrior.
Yes, all supernatural specials, even vamps, can be
healed.
No, you cannot spot a vamp or a werewolf while
healing them.
Appropriate healing props are encouraged.
When roleplaying this skill please do not physrep
medical supplies which are adhesive as there are
allergy considerations, and the adhesive can damage
people's props and/or costume.
Once a character is healed, any bandages may be
removed and the physreps re-used for further healing.
All characters will recover their CON in HP by
sleeping overnight.
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Safety Calls
Man Down: If someone is actually hurt, everyone
should shout MAN DOWN at the top of their voices. If
you hear someone shout MAN DOWN, be careful.
Don't rush in and stand on the injured person! Also, try
to make sure a first aider knows about the injury!
Fire: In the highly unlikely event that something
actually catches fire for real you should shout FIRE, If
you hear someone shout FIRE then immediately leave
through the appropriate safe fire exits, a ref or fire
warden will locate the fire and assess and deal with it
appropriately.
Tescos: If a player calls this then they have become
OOC uncomfortable with the situation that they are in.
Players should pause and allow they player whole
made the call to move out of the area, or suggest a way
of continuing the role-play in a way they find
comfortable.
Resistible Calls
As a brief reminder, there are two other calls that will
be commonly used to cause roleplay effects, these are
Magic X and Fear X. If you characters Will is greater
than the number called then your character resists the
effects of the call, in the case of Magic X, the damage,
or in the case of Fear X, the fear effect.
Ref Calls
There are several OOC calls that may be made during
the event; these can be split into ref calls, which tend
to affect the game state or allow the refs to do things,
and safety calls, which inform people about real world
issues that have arisen. Safety calls may be made by
any player, monster, or ref, and should always be
heeded immediately, do not use these calls as a joke.
Ref Calls
Time In: Once time in has been called then if you are
in the IC area you are considered to be IC and should
role-play your character unless you have reason not to
be (Spell effects, being dead, refs, etc....) and are
indicating the fact by raising your hand or wearing a
yellow arm band.
Time Freeze: If you hear time freeze called then you
must freezing in place, close your eyes and wait to be
given further information. This call is used to allow
refs to give players information on an event that has
just occurred which all would be aware of, or for refs
to set up some occurrence which we do not have the
budget, safety, or dark arts to do in real time. One
everything is ready a ref will give a countdown and
call time in, you may then open your eyes and respond
to any information or changes as if they had just
occurred instantaneously.
Time Out: At the end of the evening a ref will call
time out to bring the game to an end, this indicates that
the game is over and will not be restarting that
evening, feel free to relax, de-kit, etc... The battle is all
over, for now.
Cut Scene: All characters are bound in place and can
take no actions other than watching what occurs; this
will often be used to allow refs/monsters to enact a cut
scene that the characters cannot do anything about.
Barrier: Creates an invisible circular barrier at
approximately 10 meters from the source which all
characters cannot cross until the refs inform players
that the barrier has dropped, those inside are trapped
inside, those outside are stuck outside. Melee attacks,
ranged weapon attacks and spells may not pass through
Downtimes and XP
There's no xp system in Tales of the Vampyres. This is
because it lets the team keep an eye on where players
are headed and allows players to introduce new skills
into the system, rather than just buy pre written onesfor example if someone spends a season working as a
joiner- we might write up a 'mr fix it' skill and add it to
the rules and begin writing some plot including it.
While the game is a fledgling we see no reason to not
allow players the chance to shape it. Within reason.
After each event players will have downtimes where
they write in explaining what they're doing over the
months and the plot team will reward them with either
plot/ skill/ attribute or drama point. (Or multiple)
A skill lvl at 2 is college level so may take multiple (23) downtimes or an amazingly written story from the
player; whereas lvl 3 skills would be postdoc level
knowledge-so will take multiple (3-4) down times as
it's years of study.
We are restricting players from taking multiple skills at
max lvl so that players are encouraged to work
together to solve plot
Only a single stat increase may be gained each year as
developing these is a slow process.
Downtimes should be sent to
Haunted.Thunder@gmail.com no later than four weeks
before the next event, to allow time for proper
responses.
Downtimes can be short and sweet if a players time is
limited, however a lengthier downtime, that reads as a
story, may yield more fruitful results than a mere
couple of sentences. If a downtime is not received
from a player, they simply miss out on character
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