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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.