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BloodLite

BloodLite
vampire rpg

Summary
Introduction
Character
Hunger.
Bloodlines
Character Creation
Rules
Consequences
What is RPG?
Supernatural Gifts RPG is a role-playing game, in which
Oaths you create a character based on the
Difficulties rules of the game and then play by
Oracles interpreting him (through narration)
(Dis) Truths in a fictional world, which can be
similar or completely different from
ours. The most widespread way to play
version 1.0
Make by Ruan Silva RPG is in a group, with a
Master/Narrator (the one who builds
the fictional world and obstacles) and
with a group of players (each creating
their character who will interact in the
fictional world, usually of 3 to 6
players). However, this is not the only
way, it is possible to play RPG without
the presence of a Narrator, having
others play as characters or alone.
Introduction
What is BloodLite?
BloodLite is a role-playing game
(RPG) designed to be played solo,
but can be played in a group.
In this game, you will create a
Vampire following the rules and
you will also create the world that
this vampire interacts with, as well
as the conflicts and obstacles that
he will face.
The world in BloodLite is like ours,
but a little darker and more
dangerous, full of supernatural
creatures.

What to do with your


vampire in BloodLite?
The simple - and true - answer is
that you can do whatever you want.
A vampire usually: hunts to feed on
blood: makes and breaks alliances;
deal with conflicts between
humans, between vampires and
between vampires and humans;
hide from hunters; face hunters and
supernatural beings; dominate the
place you live; etc.
What do I need to play?
To play BloodLite, you need this file,
two 10-sided dice (d10) and one 6-
sided dice (d6) - but if you don't
have one, you can find dice rollers
online - and some time in your day
to play.

Atmosphere
The BloodLite game takes place in
our world and in the current era.
However, vampires, creatures of
darkness, live in the shadows and
hidden among us. Vampires are
divided into five bloodlines with
different characteristics. The
lineages are: Dracula, Carmilla,
Nosferatu, Enlightened and Devoid.

Inspirations
This game is inspired by the
Vampire: The Masquerade RPG
franchise and the Ironsworn RPG.
And the starting point was the RPG
Elegy (available at
miraclem.itch.io/elegy) and the idea
of ​making a minimalist version of it.
Characters
Your Character Status
You are a vampire who has 5 In addition to attributes, other
attributes: Strength, Agility, numbers are important for your
Intelligence, Glamor and character, these are the Body and
Conviction. For each of them, Mind values. These Statuses range
indicate a number. You have the from +5 to 0 (zero), increasing and
following numbers to put into decreasing according to your
attributes, the higher the number, actions in the match.
the better you are in that attribute: Body: Represents how much
5,4,4,3,2. physical damage your character can
withstand.
Attributes
Mind: Represents how much mental
Strength: the physical strength
fatigue your character can
that the character possesses.
withstand.
Agility: how much agility and
speed the vampire can act.
Intelligence: reflects the
character's intelligence, to
decipher enemies, perceive Hunger
things and any other cognitive Hunger ranges from 1 to 5 and
action. represents how thirsty for blood the
Glamour: the vampire's capacity vampire is at that moment, its
for social interaction. default is 1, going to zero only
Conviction: determination, how during the scene in which you drain
much you can impose your will. all the blood from a human, killing
them.
Hunger
Hunger Reducing Hunger
Hunger ranges from 1 to 5 and Your Hunger is lessened when you
represents how thirsty for blood the feed on human blood. Roll a d6 to
vampire is at that moment, its know how much hunger you satisfy.
default is 1. When making a roll, If you roll a 5, you have drained
observe your hunger level. almost all of the person's blood and
Every roll where the Attribute is they need medical attention to
equal to or less than the hunger avoid death. If you roll a 6, you
value, you have a chance of having a drained all the blood and killed the
Visceral Hit or a Visceral Miss. person. You can scroll more than
once, for the same feed.

Visceral Hit Visceral Miss


When the Attribute of the roll is When the Attribute of the roll is
equal to or less than your hunger equal to or less than your hunger
and you roll 6 on the Action Die you and you roll 1 on the Action Die. You
have a Visceral Success, this means have a Visceral Error, this means
that you succeed in the intended that you failed in the intended
action, but it is done in a primitive action, and in addition your
and bestial way, since your The primitive and bestial form is
inner beast was exalted in this demonstrated in that situation.
situation.
Willpower Oath
Willpower has a value that varies The Oath is what moves the
from +10 to -6, with a default value character, they are missions/tasks
of +2. It represents the that he needs/wants to carry out.
determination and luck of the You start the game with an Epic or
universe in relation to your Extreme Oath. And also with a
character, it is used in two ways: Problematic or Dangerous.
Positive: When it is positive, you
can use it to cancel a Challenge Die
that has a number equal to or lower Progress
than it. After using it, return to the When you have a Critical Hit and a
default value. Weak Hit you progress in the Oath
Negative: If it is negative, when related to the action taken.
your Action Dice gives the same See Oaths and Difficulties for more
value as it, you must ignore your information.
Action Dice, but interpret the roll
normally, considering the value of
the attributes and the Challenge
Dice.
Bloodlines
The origin of vampires is a mystery, but that of Bloodlines is not so much
so. Throughout the history of humanity, several people were transformed
and some were so exceptional that they managed to alter their blood and
create their own lineage. Each lineage has a Supernatural Gift, a Curse and
a shared unconscious Goal, inherited from the first in the lineage.

Dracula Carmilla
Descendant of the legendary Descendant of the vampire Carmilla
Transylvanian vampire, Count of Karnstein. A charming vampire
Dracula. Found in an isolated castle, who used charm and deception to get
Dracula always had an appreciation what she wanted. Carmilla's
for his possessions and possessions. descendants have an appreciation for
Supernatural Gift: Will Control. art and everything that is beautiful.
Curse: You have an item, a place or Supernatural Gift: Enchanting
even someone that means a lot to you Presence.
and you need to rest at dawn near it. Curse: When you are in an
Goal: Own what your eyes see and environment that you consider ugly
beyond. or repulsive, subtract -1 from your
Action Die result.
Objective: To transform the world
into a beautiful place, although the
meaning of this is dubious.
Nosferatu Enlightened
Descendant of the vampire Some believe that when a fae
Nosferatu. Preferring the shadows descendant was transformed into a
and repulsive in appearance, the vampire, the first of the Enlightened
Nosferatus value gaining knowledge was born. The Illuminated tend to be
and master the art of disguise and in contact with nature and the
illusion. history of people.
Supernatural Gift: Illusion Supernatural Gift: Contract.
Curse: Repulsive Appearance. Curse: When using Supernatural
Objective: Obtain information and Gifts, your eyes glow and your skin
learn more and more about the world takes on a golden hue.
of darkness. Objective: Find Velis, The Golden
Devoid City, paradise of the Fae.
Descendant of an unknown vampire.
Those called the Devoid are seen as
having no bloodlines, some say they
are descendants of the original
vampire, others see them as just a
transformation gone wrong.
Supernatural Gift: Any of the
Previous Gifts.
Curse: Any of the Above
Objective: No objective.
Character
Creation
It may seem like a lot to create a character, but the following step-by-step
guide can make things easier.

Character Step-By-Step City Step-By-Step


1. Set your character's name. 1. Think about the city your
2. Choose the Character's Bloodline. character lives in or is arriving at
3. Write down the Supernatural Gift at the beginning of the story.
of your Lineage and mark 2 2. It could be your city or one you
points in it. Choose another know, want to go to or have been
Supernatural Gift and score 1 to.
point. 3. Don't worry so much about
4. Distribute the following points location accuracy, think more
between the attributes: 5,4,4,3,2. about regions and points of
5. Adjust Willpower to +2, Body and interest in each region.
Mind to +5, and Hunger to 1. 4. Set the initial scene.
6. Choose an Epic/Extreme Oath 5. Start playing.
and a Troublesome/Dangerous
Oath.
Rules
Making Tests
When you are going to do something that has an uncertain outcome or
where failure could have narrative consequences, take a Test.
In the test, you roll your Action Dice which is a d6, and add the value of the
die with the value of the attribute that is compatible with the intended
action, this is your Action Value, it is compared with the values ​of the
Challenge Dice .
Challenge Dice
In addition to the d6, when you make a Test you need to roll two d10s and
then compare the result of each of them as your Test Value.

Challenge Dice Action Dice + Attribute =


Action Value

Critical Hit: When your Action Value is greater than both Challenge Dice.
Choose a Blessing.

Weak Hit: When your Action Value is greater than just one of the Challenge
Dice. Choose a Blessing and a Misfortune.

Miss: When your Action Value is less than both Challenge Dice. Choose a
Misfortune.
Consequences
Each result has different consequences. Observe the result of your test and
choose the consequences based on the following tables. When the
Challenge Dice have equal values ​you choose two Blessings (in case of a
Critical Hit) or two Misfortunes (in case of an Miss).

Blessings Misfortunes
You can heal yourself: recover 3 It's painful: lose Body points
Body points. according to the enemy.
This brings you peace and It's stressful: lose Mind points
motivation: recover 3 Mind according to the enemy.
points. You feel hungry: Your hunger
This can give you an advantage: increases by 1.
gain +2 on your next roll. You are at a disadvantage: lose
This gives you something good or Willpower according to the
dramatic: gain +2 Willpower. situation.
You inflict damage on your
enemy: make corresponding
progress.
Supernatural Gifts
Supernatural Gifts are diverse, each Blood Lineage has its own Gift, but
some are shared. To activate a Gift, roll your Action Die and add the Gift's
level to get its Action Value, for lineage gifts, the starting level is 2, for
shared gifts it is 1. When you score a Critical Hit, you have the gift well
executed, when you have a Weak hit, your gift is well executed but you
gain 1 Hunger, when you have an Miss, your gift fails and you also gain 1
Hunger.

Will Control
Ilussion
You can make someone succumb to
You create an illusion that can hide
your will, as long as it doesn't
you in the shadows or make you
obviously cause them harm.
impersonate someone else.
Speed
Charming Presence It grants you supernatural speed,
People feel enchanted and attracted you can act twice as fast as a normal
to you and will want to please and human and can reach the speed of
protect you, as if that were their will. the fastest felines on earth.

Contract Amnesia
You can make a deal with anyone,
Make someone forget a memory,
simply verbalizing it makes that
whether it's something that
person obligated to comply with that
happened a long time ago or
order or suffer d6 Mind damage.
something that just happened.
Oaths
Each Oath (enemy or mission) has a progress track made up of 10 boxes, to
fill a box you need to have 4 traits in it. When you have a Critical Hit or
Weak Hit you progress in the Oath related to the action taken, the greater
the difficulty of the Oath, the longer it will take to complete it.

Oath Track

Actual Progress
Action Value 3 in case of Ending an Oath

When you believe you have progressed enough on the Progress Track you need
to Finish an Oath, to do this observe how many boxes were filled in that Oath,
this will be your Action Value, then roll two Challenge Dice normally and
interpret the result.
Critical Hit: If the Action Value is greater than both Challenge Dice values, your
Oath is completed successfully.
Weak Hit: If the Action Value is greater than just one Challenge Dice value,
your Oath is completed, but with an unexpected (not necessarily bad)
consequence.
Miss: If the Action Value is less than both Challenge Dice values, your Oath is
not completed and a complication appears, roll 1d6 to find out how many
boxes you lose on the progress track.
Difficulties
Enemies and oaths are divided into the same difficulty, enemies do not
have Body and Mind points, but rather a progress track that evolves based
on their difficulty and also the damage they inflict on your character when
you get a Weak Hit or Miss your rolls against them.

Problemático
Progress: 3 boxes (12 sticks).Oath:
Challenging missions with some
obstacles.Enemies: average people
and recently transformed vampires.
Miss or Weak Hit in combat:
Mind Damage: 0
Body Damage: 1.
Experience gained: 1

Formidable
Progress: 2 boxes (8 sticks).
Oath: Missions with many obstacles
Enemies: average vampires, bandits
and trained humans.
Miss or Weak Hit in combat:
Mind Damage: 1
Body Damage: 2.
Experience gained: 2
Danger Experience
Progress: 1 boxes (4 sticks). For each Oath you complete, be it a
Oath: Complex missions with many mission or an enemy defeated, you
obstacles. acquire experience points, which can
Enemies: veteran vampires, young be used in the following ways.
werewolves, vampire hunters, Increase Attribute: The new
investigators. attribute level x4.
Miss or Weak Hit in combat: Increase Supernatural Gift Level:
Mind Damage: 1 the new level of the Supernatural
Body Damage: 2. Gift x5.
Experience gained: 3
Extreme
Progress: 2 sticks.
Oath: Large missions with surprising
proportions.
Enemies: Ancient vampires and
werewolves.
Miss or Weak Hit in combat:
Mind Damage: 2.
Body Damage: 3.
Experience gained: 4
Epic
Progress: 1 stick.
Oath: Missions of a lifetime, with an
immeasurable dimension.
Enemies: legendary vampires and
veteran werewolves.
Miss or Weak Hit in combat:
Mind Damage: 1
Body Damage: 2.
Experience gained: 5
Oracle
The oracle is for you to have a guide and inspiration when you are playing
without a master or narrator, in it you ask a question and roll the dice to
get the answer, you just roll the dice to get inspiration in a table and
implement elements in a scene.

Oracle Yes or Not Mission Oracle (Verbs)


Ask a yes or no question and then roll If you want inspiration to build a
a d6. mission, roll a d10 to know what you
1-3: no need to do.
4-6: yes 1: Redeem
2: Explore
Oracle AB 3: Protrer
Think of two options A or B and then
4: Defeat
roll the d6.
5: Recover
1-3: Option A
6: Unravel
4-6: Option B
7: Negotiate
8: Hunt
You can find other oracles by
9: Discover
searching for "solo rpg oracle" on
10: Rebuild
Google, there are several on the
internet. I recommend the oracles Oracle ABC
present in Elegy (available at Think of three options A, B or C and
miraclem.itch.io/elegy or at then roll d6.
chartopia.d12dev.com/collection/3 1-2: Option A
541), available for free 3-4: Option B
5-6: Option C
(Dis) Truths
Not all legends about vampires are true, observe some principles of the
world in truth and lies, choose to integrate or not what is uncertain.

Truths Uncertainties
Sunlight destroys the vampire, The city has a representative of
incinerating its flesh. all vampires and all lineages, he
They feed on human blood (few who governs and dictates the
feed on animals). rules in the region, he is called
They unite in groups (most often King (regardless of gender).
among their own lineage). Vampires don't die with a stake
Each Lineage has a through the heart, but instead go
representative in the city, called into Hypnos. Being extremely
the Queen (regardless of gender). vulnerable, only leaving this state
At dawn, the vampire enters a if the stake is removed.
state called Hypnos (a state of
sleep, similar to a coma) and
Lies
leaves this state automatically at
Vampires cannot enter homes
dusk.
without being invited.
Vampires shy away from
religious symbols and garlic.
Vampires don't appear in
mirrors.
BloodLite urban horror rpg
version 1.0
Made by Ruan Silva
user ruan8000 on itch.io License
CC-BY 4.0
+10 NAME:
BLOODLINE:
+9 +5

+8 +4
ATTRIBUTE
Strenght

BODY
+7 +3

+6 +2

+5 Agility
+1

+4
WILLPOWER

0
Intelligence
+3

vampiric urban horror rpg

BloodLite
+2
Glamour
+1

0 Conviction

-1 +5

-2 +4
MYND

-3 +3

HUNGER +2
-4

-5 Supernatural Gift: +1
Supernatural Gift:
-6 Supernatural Gift: 0

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