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Insights Skills

Insights are small glimpses and revelations Vampires In order to learn a Skill, the Player simply writes
get while discovering more about their vampirehood. down its name after they have taken an appropriate
If that’s either a good or bad thing, it’s up to them. Insight. Skills can be anything they want, however,
Vampires start with 1 Insight and a Skill/Blood it is best to keep their scope narrow in order to avoid
Spell related to it. overpowered characters.
Torthevic
Once per game session, at any given point a Skill choices must always be approved by the GM.
character may choose to have an Insight (preferably Skill Examples: Sword Fighting, Climbing, Etiquette,
before rolling for an Action they think they could Stealth, Driving, Singing, Cooking…
succeed). Then, their Player must answer a question
about them, write it down and make up a Skill or
Blood Spell related to that Insight. Blood Spells
The maximum number of insights a vampire can In order to learn a Blood Spell, the Player simply
have is 6. Lost Insights due to Going Feral still count writes down its name after they have taken an
towards this limit. appropriate Insight.
Sample Questions (and answers): To cast a Blood Spell, the player must describe an
ϕ Who turned you? (A: Lady Graves, an ancient effect based on its name, then gather and throw:
princess / Skill: Etiquette) ϕ 1 AD for attempting to cast a known spell.
ϕ What names you call upon for occult knowledge? ϕ +1 AD for using appliable magical Gear.
(A: Malphax, the Crow Lord/ Blood Spell: Crow ϕ +1 AD if they take their time to perform a ritual.
Form) plus
ϕ What’s your fashion aesthetic? (A: Grunge/ Skill: ϕ A number of CD determined by the GM
Sad Poetry) depending on the desired magnitude of effect*.
ϕ What did you do for a living before turning? (A: Then resolve casting as a Dangerous Action.
Pretty boring accounting work / Skill: Math) *GMs may also veto unreasonable effects.
ϕ What’s your darkest secret? (A: I deceived a good Example names: Turn to Mist, Telekinesis, Banshee
friend and it has put them in a miserable position Wail, Shadow Form, Darkness, Boil Blood, Scry,
/ Skill: Manipulation) Telepathy…
ϕ What light still remains in you? (A: I still love
all living beings and i’m sorry i can’t control my Gear
hunger / Skill: Empathy)
A note for GMs: Whenever a player reveals an Pick 3 pieces of gear at the start of the game:
insight, ask them to elaborate about it and work Meelee Weapon / Ranged Weapon / Flashlight
towards including their responses into the game. / Holy Symbol / Rope / Bike / Crowbar /
This will give them even more reasons to engage in Lighter / Pack of Cigarettes / Wine / Grimoire
the narrative and be excited. / Swiss Knife / Hair Gel / Sturdy Jacket
What is This? Dangerous Actions Blood
Vampires & Claymores is a game about recently If an Action could potentialy harm a character, Vampires are effectively immortal, however, that
turned vampires discovering themselves while they then the difference between the highest CD and doesn’t mean they can’t bleed.
avoid losing their minds. the highest AD is dealt as damage to the character’s
ϕ Vampires start with 10 Blood.
This game is played as a traditional RPG, in which Blood in case of failure. Ties are still considered
one of the players takes the role of the Game Failures, but no Blood is reduced. ϕ When a vampire reaches 0 Blood they go Feral.
Master (GM) while the others make their in-game ϕ Vampires recover 1d6 Blood when they feed on
characters to inhabit this world. Foes humans. This is the only way to recover Blood.

Basics A Foe is defined 2 stats: Blood and Challenge Dice.


ϕ Vampires lose 1 Blood each morning.
ϕ Vampires are always allowed to spend Blood in
Blood indicates how much damage they can suffer
ϕ The GM describes the world to a handful of before dying (or running away) and CD indicates order to add a bonus to their Highest AD rolled
players, their characters react to the world and their general abilities. Any action taken against an on a basis of 1 for 1.
affect it in return. enemy is rolled against its CD.
ϕ D6s only, but preferably in 2 groups of different Foes usually have 1d6 Blood per CD. Going Feral
colors. Choose a color for the Action Dice (AD)
A Vampire who turns Feral becomes lost in a
and another color for the Challenge Dice (CD). Combat blood seeking frenzy for a whole night. They return
ϕ Players roll all dice (well, if the referee wants to with their Blood full, but they lose one of their
roll the Challenge Dice that’s ok too…). Combat flows as a series of Dangerous Actions, Insights and the Skill/Blood Spell attached to it
however: permanently. A Vampire who loses all their current
Actions ϕ If the highest AD is greater than the highest
Foe’s CD, then the difference is dealt as damage
Insights becomes insane beyond recognition or
salvation and cannot be played anymore.
Whenever a character attemps a risky or dramatic to that Foe’s Blood.
action gather: ϕ If the highest Foe’s CD is greater than the highest
ϕ 1 AD for simply attempting the Action. AD, then the difference is dealt as damage to the
ϕ + 1 AD for having an appropriate Skill. attacking character’s Blood.
ϕ + 1 AD for using appliable Gear. ϕ If it is a Foe that starts the attack, apply the same
and procedure.
ϕ 1 CD for Regular Tasks. Example: A Vampire with the Sword Fighting Skill
ϕ 2 CD for Moderate Tasks. attempts to attack a 2 CD Foe with their Claymore.
ϕ 3 CD (or more) for Formidable Tasks. They roll: 1 AD for attempting the Action + 1 AD
Throw all dice together. for using a weapon in combat + 1 AD because they
ϕ If the highest AD is greater than the highest are skilled in that kind of weapon VERSUS 2 CD,
CD value, the Action succeeds. Otherwise it representing that Foe’s combat abilities.
fails. A Vampire may always spend Blood to The outcome of that roll turns out: Art, layout & words: Torthevic
increase the value of their highest AD (see AD: 1,4,5 and CD: 2,3; This means the character Twitter @verdeamorim
Blood.) deals a total of 2 damage to that Foe’s Blood. Instagram @torthevic

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