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STATS

BLOOD
Representes your fight or flight instinct. How dangerous, quick, and tough you are.
It’s your physical capability and you can bump it with the blood you drink.

Heart
Is your passion and charm and social skills. Your capability to mesmerise and
seduce others, as well as your ability to convince them to your convenience.

Mind
Represents your mental skills and smarts, as well as your perceptional capabilities.
It also represents your quick and critical thinking and how tricky you can be.

WILL
Measures your willpower. Your focus and determination to act under preasure, as
well as your hold on the beast within.

DICE
Whenever you roll for a move, you use two d10 sided dice and add the correspond-
ing stat. On a 15+ you get a full success. On a 10-14 you get a partial or weak
success. And on a 9- you get a fail, the MC will tell you what happens, and you’re
not gonna like it.

THE MASQUERADE POWERED BY THE APOCALYPSE

Kindred is a fan made hack inspired by Vampire: the Masquerade®


and the Apocalypse World engine created by Vincent Baker. Although,
it is mostly a hack of the Urban Shadows role-playing game created by
Andrew Medeiros and Mark Diaz Truman. MIGUEL ANGEL ESPINOZA
BASIC MOVES study them from the shadows or thru a minion’s eyes, e.g. by reports the minion
brings for you to interpret.
Remember also that if you’re studying a vampire from your clan, you get a free
Engage a threat question. You understand their nature as you share the same blood heritage.

When you engage a threat in combat, roll with Blood. On a hit you inflict harm
and they inflict harm, as established. On a 15+, choose 1: Weather the storm
 You inflict terrible harm When you are in trouble and have to weather the storm, roll with Will. On a 15+,
 You take something from them you manage to get thru the trouble. On a 10-14, you flinch, hesitate or stall. You
 Their hit is weak (+2 to soak harm) can mark corruption to get thru, otherwise the MC offers you a worst outcome, a
On a 10-14, choose 1: hard bargain, or an ugly choice.
 You receive a powerful hit (-2 to soak harm)
 You find yourself in a bad spot
This is kind of a catch-all move that helps push the fiction forward in case of
 They stir the beast within you (mark corruption)
uncertainty of what’s going to happen next. However it only triggers when your
character is under pressure of some sort, and needs to get past that pressure.
Engage a threat is triggered when you’re fighting enemies that actually can be a On a 10-14 the MC will tell you what the worst outcome, hard bargain, or ugly
challenge to you—another vampire, a werewolf, a veteran hunter. Most humans are choice is before letting you decide whether to mark corruption or not, so that you
no threat to a vampire, even trained soldiers or police officers. can make an informed decision.

Persuade a fellow kindred Unleash the beast


When you persuade a fellow kindred to get what you want… When you unleash the beast within to get an edge in a charged situation, pay 1
with seduction or promises, roll with Heart Vitae and roll with Will. On a hit choose 1 from the list. On a 10-14, mark
with threats or blackmail, roll with Blood corruption.
with tricks or lies, roll with Mind  Take +2 forward on your next roll.
On a hit, they are convinced. On a 10-14 they ask for a Debt in return. For PCs, if  Extend your senses to supernatural proportions.
they do it, they mark experience.  Avoid suffering Rötschreck.
 Momentarily override a Blood Bond.
This move is triggered only when you are trying to persuade a fellow kindred of
 Temporarily ignore any wound penalties.
equal or lower status. If you want to convince an elder vampire, you’ll have to use
the stand up to an elder vampire move. And as with engage a threat, most mortal You must feed the beast within with vitae to lure it into your control. This is a
humans will be easily beguiled by your vampiric charms, so no need to roll, you just somehow controlled state of frenzy. Although a vampire risks going further down the
seduce or threat and they’ll obey. path of corruption.
When they ask for a Debt, you’ll have to bargain the value of the Dept, depending on The duration of the benefits varies, depending on the fiction. Usually it will be for a
what you’re asking for, there’s no formula here, for someone killing an enemy could whole scene. However in the case of a Blood Bond override, the time is shorter, as the
be a +3 Dept, for others it could just be a +1 Debt. power of the bond is really hard to ignore. A vampire may need to make multiple
uses of this move to keep ignoring a regnant’s influence.
Look into their soul
When you look into someone’s soul by studying them closely, roll with Mind. On a Stand up to an elder vampire
15+, hold 2. On a 10-14, hold 1. As you study them, spend you hold 1-for-1 to ask When you stand up to an elder vampire, roll with Heart. On a hit, they acknow-
their player a question: ledge you, and heed to what you say, for now. On a 10-14, they still listen to you,
 Who’s pulling your character’s strings? but you’ll owe them a +2 Debt. On a 9-, you embarrass yourself and get humiliated
 What’s your character beef with _____? by the elder, lower your Status by 1.
 Where is your character’s true allegiance?
 How can I get your character to _____?
It’s a dangerous thing to stand up to an elder. At best you’ll get with it and they will
 How can I put your character in my Debt?
listen to what you’re saying. On a hit they will take into account your demands or
If they are from your Clan, ask an additional question, even on a miss. concerns and will act in your favor. But most likely will change their mind later.
Owing a Debt to an elder is no pretty thing either, sure most neonates are under the
You’ll need to study the character closely and for a considered amount of time to sway of the elders, but owing a Debt to an elder puts you in the crosshairs.
trigger this ove. However, you don’t have to necessarily interact with them, you can

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