tale of the vampyres rule book v1.3
DESCRIPTION
this is the latest version of the rulesTRANSCRIPT
V1.3
Rules Created by: Taryn and David Elliott
Players handbook created by: Rob Windon
V1.3
Tales of the Vampyres –Players Guide
1
Table of Contents Character Creation 2-3
Were all drama llamas really 3
Magic 4
Specials Rules 5-7
Psychic 5
Super science 5
Demon and half-Demon 5
Vampires 6-7
Werewolves 7
Slayer 8
Skills 9-12
Science 9
Occult 9
Computers 9
Contacts 9
Art 10
Languages 10
Doctor 10
Getting Medieval 10
Kung-Fu 11
Gun-Fu 11
Thrown 11
Dodge 11
Alchemy 12
Archery 12
Additional Rules 13
Fear Checks 13
Coloured Tags 13
What has it got in its pockets? 13
Fighting and Staying Alive 13
The one second rule 14
Get out the way son!! 14
Hit points and 14
damage calls
Don’t die on me man 14
Healing damage 15
Carrying Unconscious 15
Characters
Calls 15
Special Attack Calls 15
Resistible Calls 16
Ref Calls 16
Safety Calls 17
Downtimes and XP 17
A random few notes 18
2
Character Creation
Each character has 10 Creation Points (CP) to spend
at creation which can buy either a special template,
stats or skills.
Stats Each character start with 1 rank in each stat. Stats can
then be purchased for a cost of one CP per rank to a
human maximum of 4 points
Stat Name Stat Description Strength - (Str) How physically strong you are, Adds to
some damage types
Constitution - (Con) How tough you are, hit points are equal to your Con x 5
Dexterity - (Dex) How nimble you are, Base dodges are equal to your Dex. Adds to some damage types
Willpower - (Will) How much force of will you have, Effects Magic and fear resistance.
Skills
Each character starts with 0 points in each skill. Skills
can be purchased for a cost of one CP per rank up to a
maximum of 3 ranks.
Skill Name Skill Description Kung Fu
Str+Kung Fu = unarmed/claw damage call.
Contacts
Provides you with hard to get equipment and materials
Getting Medieval
Str+1 + Getting Medieval = armed melee damage call. At 2+ may ambi
Dodge
+2 dodges per point.
Gun Fu Dex+Gun Fu = ranged damage. Cannot use guns without this skill.
Art
Can interact with objects with RED tags.
Computer
Can interact with objects with YELLOW tags.
Doctor Can heal Doctor score in HP/min with appropriate RP
Languages
Can interact with objects with BLUE tags.
Occult
Can interact with objects with BLACK tags.
Science
Can interact with objects with GREEN tags.
Alchemy can use herbs to create potions with interesting results.
Thrown Str+Thrown = ranged damage. Cannot use thrown weapons without this skill.
Archery Dex = ranged damage. Reusable ammo.
Specials A special costs three CP and each character may only
have a single special applied. Stat Ranks gained from
special can take a character’s ranks over the human
maximum.
Special Name Special Description Vampire
+2 Str, Dex, and Con. Burns in sunlight, cardboard chest syndrome.
Werewolf
In wolf form +2 Str, Dex, and Con. Cannot use non-combat skills in wolf form.
Witch/Warlock
Has Spells (See Magic section).
Psychic
+1 Will, Telekinesis, and Visions from the refs
Slayer
+3 Str, Dex, and Con, regenerate 1hp/5 min. Only 1 Slayer allowed.
Super Science
Begins each game with a super useful gadget.
Demon
+4 attribute points to spend and a special ability linked to their type.
Half Demon
Half demons may appear human but have a secret ability linked to their type
Every player may only play one special in every three
characters that they play, because there are far more
normal human beings than things that go bump in the
dark. A Player cannot have more than 2 characters at
any one time, and only 1 will be the active character,
generating downtimes etc…
3
The advantages of not being special It should be pretty obvious that specials add more to
stats than 3 points would just buy, so why would you
be normal? Well, two reasons; firstly, many of the
specials have drawbacks, some plainly stated in the
rules and some more hidden, such as how people will
react to you, or the number of people who want you
dead just because of what you are. The second reason
is that any character that begins the game with no
specials has a drama point cap of 5, while specials
have a cap of 3, and characters with no specials will
begin each game with +1 drama point.
We’re all drama llamas really (Drama points)
Role-play is about being dramatic; about the big
moments that would make an audience go wow!
Nowhere is this more relevant than in the Buffy system
(which is based on a TV show, and therefore had an
audience it had to make go wow!). This system
contains a mechanic called Drama Points, these are an
expendable resource which characters generate by
being dramatic. So let’s look at how they are earner
and how they are spent. The refs will always be
carrying a stock of drama point tokens, and can award
these to players. Drama points can be awarded for
things such as:
Quotable Quotes: Those one liners that stick with
you, the perfectly timed witty comeback, etc… No
parroting lines from the show make you own new
lines.
Heroic Acts: Those acts of greatness and risk to the
character that stand out.
There is an upper limit to the number of drama points a
character may have at any one time, this is 3 for
characters who have a special and 5 for characters who
do not. Once you have your shiny drama point, what
can you do with it? Well, almost anything you could
make dramatic actually, here are some examples:
Heroic Feat: You automatically succeed at something
you would otherwise fail at, due to running out of time,
not having the right bits, etc…
I Think I’m OK: instantly heal 50% of the damage
you took in the last encounter as you realise it’s just a
flesh wound and all that blood made it look worse that
it is.
Plot Twist: You just happen to have remembered that
book that has the cipher for the puzzle that’s stumped
you, you didn’t leave that important ritual piece on the
table and start the ritual without it, etc… This is not
guaranteed to work, you must ask a ref and they will
decide whether to allow it.
Act of Will: for 1 drama point you may call “resist” on
one magic effect (spells mostly) which targets you.
Saving Grace: If a machine doesn’t work, or you
cannot find the right components, spending a drama
point may allow you a way around this.
Stitch In Time: If you are missing a piece of the
puzzle, a Drama point may earn you a clue as to where
to look.
Leap of Faith: one drama point can be used to call a
time freeze whereby the character can move five
meters away from the source of impending doom
before calling time in.
I Have a Plan: A super scientist, witch or warlock
could create or copy a fully powered and functioning
blueprint or scroll respectively, or memorise one that
already exists so that they no longer need the physrep.
Drama Point Resurrection: if a character died while
the player still had drama points then it may not be
curtains quite yet for that character, 3Dp will resurrect
them for next game. 2, for second and 1 for the third,
should the player wish to hang onto the character.
This is by no means an exhaustive list, if you think
adding drama to an action would improve the situation,
tell a Ref, spend the point and see what happens. To
preserve the flow of the game, you can spend a Drama
Point even if a Ref isn’t present as long as one is not
immediately required, but see one as soon as possible
after.
4
Magic
Spells
Witches and warlocks have magic (it’s part of the job
description). Characters with the Witch/Warlock
background have access to the following 2 spells:
Shield of Ra: with a wave of your hand you stop
incoming missiles and ranged monster attacks dead in
the air. If you are within one meter of the target, you
may cast this spell to shield another person. As long as
you see it coming you can repel fire from guns, thrown
weapons, monster attacks etc… (please obey rule 7)
Bolt of Horus: magic leaps from your fingers to strike
your foe. At a range of up to 10 meters you may call
“X +1 damage, Magic X” at a single target you
designate by pointing, where X is your will.
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 stat is 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 he’s 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
Billy’s magic 3 call so she calls “resist”. The spell
fizzles harmlessly on Willows aura; hopefully she’s in
a forgiving mood.
Magic Addiction Magic is a drug, it just is, deal with it. Casting too
much of it will lead to addiction, and this has bad
effects. After you cast every 5th spell, you must see a
ref as soon as possible, the ref will inform you of what
happens to you. If a magic user goes 30 mins without
casting a spell they lose a magic addiction effect if
they have any and their spell count resets to zero, if
they have multiple addiction effects they lose the effect
they have had the longest. A character’s WILL
determines how many addiction effects they can
survive at any one time.
5
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.
Demon and half-demon
"There are more things in heaven and earth, Horatio,
than are dreamt of in your philosophy". This also
applies to hell dimensions, alternate dimensions, and
even plain old hell, species of demon are as varied as
they are myriad. However, they all stand out in a
crowd, demons look demonic, without exception.
All demon characters must have a clearly demonic
appearance and will struggle to hide it. Due to the
varied nature of demons the exact appearance and stats
of the character must be agreed with the senior ref, but
the overall benefits and cost will follow these
guidelines:
+4 attribute points, which can take a stat over the
human limit of 4.
A unique power linked to the species and concept of
the character.
A weakness linked to the demon species; this will be a
major weakness which will greatly influence the
character in some way.
A demon maybe also, with agreement from the senior
ref, have a unique kill, this will either increase the
severity of the weakness or add another.
Half-demons have it slightly easier, they can withdraw
their demonic appearance in a manner similar to a
vampire (in fact vampires are just a very common form
of half-demon), however certain situations may force
their demonic appearance to the fore. Similar to
demons they receive a species related ability and
weakness; they do not however receive the stat
bonuses.
Remember not all demons are evil, but they do tend to
be.
6
Vampires
Cardboard Chest Syndrome (Stakes, Vamps,
and My friend Mr Pointy) Everyone knows that the best way to kill a vamp is a
stake through the heart, and the fastest way to a vamps
heart is through their surprisingly flimsy chests. I mean
seriously, a big buff vamp can take a hit from a
moving truck and keep going, but a primary teacher 2
years from retirement hits a vamp in the chest with a
pencil or a blunt tent peg and POOF, no more vamp. If
a vamp character is hit in the chest with a weapon
representing a stake they take 3 times the damage
called, once reduced to -10 HP the vamp is dust.
Should the vamp still be upright after the hit then
clearly the blow only grazed the heart, but still did a
spectacular amount of damage.
Attacks with these weapons should be announced by
calling “X stake” where X is your normal melee
damage, the vampire you have struck must apply
appropriate multipliers.
The same but not equal (Crafted stakes and
hastily made stakes)
Not all stakes are made equal and the quality of a stake
impacts heavily on its durability.
Named stakes (crafted stakes), such as Mr Pointy, are
built with the purpose of being re-useable, they are
made of good quality hard wood with no flaws in it.
These stakes can be used repeatedly to attack with like
any other melee weapon. A ref will inform you if you
have a named stake. Hastily made stakes are a different
matter. Breaking up cheap pine furniture (or even
decent furniture), smashing convenient wooden poles,
etc., leaves you with a stake that is not particularly
tough. A hastily made stake may be used for a single
successful attack (doesn’t miss and isn’t dodged)
before the stake breaks, splinters, crumbles, or
otherwise becomes useless. You may not use this stake
to make any further attacks with and should hand it to
a ref as soon as is reasonable. Any stake that you have
not been told by a ref is a named stake is automatically
considered to be hastily made.
I’ve just got sensitive skin (Vamps and
sunlight)
Sunlight is bad for vamps, plain and simple. Any
Vamp outside in during sunlight hours takes 1 point of
damage per second. Effects may occur which alter this
(up or down), these will be communicated by the refs
should they become relevant.
Vamps take no damage from sunlight while inside, this
is to avoid difficult calls about windows etc...
You’ve got red on you (vamp feeding) Vamps drink blood, it’s what they do. A vampire
character can initiate a feed on any mortal character by
CAREFULLY placing a hand on the mortal characters
shoulder and calling “strength check X” where X is the
vamps strength. As with other checks if the mortals
strength is higher than the called check number they
may say “resist” at which point the vamp character
MUST take their hand of the mortals shoulder and
role-play being pushed away. If the mortals strength is
equal to or lower than the check then the mortal is
considered to be grabbed, no actual grabbing required,
while in this state the two are considered to be locked
in a struggling grapple (it will be useful if the mortal
somehow acknowledges to the vamp that they are
aware they are grabbed), as such neither character may
move or do anything with their hands/arms/legs, as all
are being used to some effect in the grapple. The
mortal may call for help (or hold a casual conversation
if they want to), the vamp may not speak as his/her
mouth is full. Speaking of which….
Once a vamp has successfully “grabbed” a mortal they
may feed, this is done by calling “draining your blood
1, draining your blood 2, draining your blood 3,…..”
for each count the mortal loses 1 HP and the vamp
gains 1 HP until the mortal reaches 0hp and enters the
dying state, at which point the vamp can drain no more
blood.
Attacks will not necessarily cause a vamp to let go of
the mortal, but any vamp who’s lived more than a day
knows that it’s better to lose breakfast that lose your
life.
I’mma make you juuuust like me. (vamps
making vamps) Vamps can turn mortal characters into vamps during
the course of play. To do so a vamp character must
reduce the target character to between 0 and -9 HP, or
“find” a character who is already in that state and
perform 5 mins of appropriate role-play (feeding blood
etc…), during this time the mortal characters death
count is bound to reach max, this is fine. If this is
successfully done then the character has not died (well,
they did, but they didn’t, ahhh you know the deal) but
returns to un-life as a vampire. Both players must find
a ref and the ref will inform the newly made vamp of
their stat alterations and let both players know if any
interesting effects happen due to who did what to who.
If the 5 mins is interrupted before it is over then the
turning was unsuccessful, if the player who was being
7
turned is healed to above 0hp before they reach their
max death count they are fine, if not healed they will
die as normal.
There 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.
Is that Fur coming out of your ears?? (Getting
werewolfed) Lycanthropy is bite transmissible, and a lot easier to
catch than vampirism. However it is also a lot less
obvious to begin with. If you are a werewolf and are
actively trying to turn someone (with or without their
knowledge) speak privately to a ref. If you are on the
receiving end of this or a ref sees that you are bitten by
a werewolf in a combat then they may come to you to
brief you on your new and exciting lunar lifestyle.
Werewolf characters who have bought the trait as a
three point merit may transform into their wolf form
when the moon is full and risen, this will be dictated
by the refs. The refs may also inform a werewolf they
have transformed at other points due to plot or role-
play reasons.
Werewolves are not always blessed with self-control,
however, and those who catch Lycanthropy from
another must spend years in training before they have
full control over their curse. Should a character have
the Werewolf template applied to them as a drawback,
then that characters actions under a full moon may be
directed by a ref.
8
Slayer
"Into every generation a slayer is born: one girl in all
the world, a chosen one. She alone will wield the
strength and skill to fight the vampires, demons, and
the forces of darkness; to stop the spread of their evil
and the swell of their number. She is the Slayer."
Well, the legend say one girl in recent years that’s not
been entirely accurate, Billy and Troy have flown the
flag for gender equality in the most unusual of places,
that of the Slayer.
Everything else hold true though, well apart from that
whole incident were all potentials became the Slayer,
so there wasn’t really just one, but that’s all fixed now.
So now there’s only, well, eeermm…, OK so there’s
three but that’s not the point. What’s important is the
whole destined to battle the forces of darkness.
You are that chosen (OK, one of them), selected by
fate (i.e. The Powers That Be) to battle evil, and
granted superhuman abilities to aid you. Within the
TOTV character base there will only ever be a single
Slayer, if you wish to play the Slayer at some point
you must discuss the request with the senior Ref team.
The Slayer gains far more than any of the other special
character classes, but with this comes an obligation to
be out there finding the things that go bump in the
night and, more importantly, bumping back. A
character with the Slayer special gains +3 in strength,
constitution, and dexterity. They also have
regenerative powers and gain 1 hit point back per 5
minutes when wounded. Finally they gain the Slayers
Sense, an innate ability to sense the presence of
vampires and approximate the number, distance and
direction. When a Slayer can sense vampires a Ref will
inform the Slayer and brief them with relevant
information.
The Slayers heritage is long, tracing back to the First
Slayer, and if appropriate justification and roleplay can
be provided then the Slayer may gain additional effects
or information. If the Slayer wishes to do this they
must consult with a Ref and discuss what they plan to
do and the desired outcome before beginning to allow
the crew time to assess the situation and prepare
appropriate responses. Remember these responses may
not always be purely beneficial.
9
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.
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 gadget works or a
superscientist 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 weren’t
built to last.
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
occult level in power towards a ritual, and so
multiple people can cast a ritual. Some rituals may
require additional power. Power has been known to
solidify and show its face to the world in times of
crisis. If you encounter one of these tiny faces then you
can use this item as one power towards the cost of the
ritual. Search around regularly to see what you can
find.
Increasing levels of the occult skill allow characters
access to greater sources of knowledge as well. At an
occult skill of 2 you have access to a few personal
occult tomes. At an occult skill of 3 you have access to
rare occult books in the De Winter Library.
Computers
You know your way around a computer pretty well,
you’re the person your friends, your mum, basically
most people you know, calls when “it’s 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.
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.
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 character’s
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..).
10
Art You have a keen eye for the aesthetics of the world, an
ability to see form where others do not and skill in
bringing that form out. Characters with this skill may
attempt to solve puzzles and may even be able to
create art items.
Increasing levels of the art skill allow characters to do
more complex things as well.
1. You can interact with items marked with red
spots
2. You can craft simple items using artist tools
after ten minutes roleplay (freeform but for
example well-made stakes or missing puzzle
pieces)
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 ¿Cómo estás? You are fluent in… well not quite over
six million forms of communication, but you can
always get by when you go on holiday. Characters
with this skill can, with ten minutes of appropriate role
play, translate various scripts and scrolls that may be
found throughout the course of an event. inform a Ref
when you wish to begin translating a text, the Ref will
then bring you an english copy of the text, you must
transcribe this so you have an IC copy of the
translation as the Ref will take back the provided
translation once you are done with it.
The level of skill dictates the age of the languages a
character can read:
1. You can read and speak all modern languages
and interact with objects marked with a blue
dot
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
Doctor
“Is there a doctor in the house?” A question you have
mixed feelings about. You have some degree of
training in the proper treatment of injuries, be it a
current first aid certificate, St Johns ambulance
training, being a paramedic, or a fully qualified doctor.
Characters with this skill can treat wounded characters
and recover their hit points.
The level of skill dictates the speed you can restore HP
to a character.
1. You restore 1 HP per minute of role-played
treatment.
2. You restore 2 HP per minute of role-played
treatment.
3. You restore 3 HP per minute of role-played
treatment.
For further rules on who you can treat, and what you
need to do, see the healing section of the combat rules.
Getting Medieval (Do you like my new axe?)
A characters getting medieval skill not only adds to
their damage but also dictates what sizes and
combinations of weapons they may use.
0. May use a short (18” or under) one handed
melee weapon in their main hand to call Str
+1.
1. May use any single-handed weapon up to 42"
in their main hand to call Str +2.
2. May use single-handed weapons (up to 42”) in
either, or both hands to call Str +3.
3. May use single handed weapons (up to 42”) in
either, or both hands, to call Str +4 or a two
handed weapon to call Str +5.
11
Kung-Fu Contrary to what the song claims, not everybody was
in fact Kung-Fu fighting, many were just flailing,
while a small few saw the difference and moved with
true grace, you are among that graceful few and can
actually hold your own while unarmed. Characters
with this skill may make unarmed melee attacks
following the rules in the Combat section.
Increasing levels of the Kung-Fu skill allow characters
to do more complex things as well.
1. A character may call their Str +1 in unarmed
damage.
2. Str +2 damage and the character can parry
weapons and blows with a bracer.
3. Str +3 damage and the character can call
*stun* along with their damage call on striking
an enemy once per encounter.
Gun-Fu Whilst firearms are rare some people know how to use
them. The military man/woman, the shooting club
member, the gun nut, the criminal element. Whatever
your reasons, with this skill you know how to hit a
target smaller than a barn door without risking injuring
yourself. A character requires this skill to use firearms
and their level in this skill indicates both their accuracy
and the types of firearms they are skilled in.
1. Call dex +1 with a handgun. Starts with 1
spring powered NERF pistol as physrep.
2. Call dex +2 with a shotgun/rifle or handgun.
Starts with 1 spring powered NERF pistol or
rifle as physrep.
3. You can dual wield handguns and call dex +3
with any firearm. Starts with 2 NERF
physreps, one of which may be motorised, the
other must be a spring powered pistol.
Ranged attacks with guns cannot be dodged or parried
if they succeed in hitting their target. Characters will
begin with loaded weapons plus two full reloads of
ammo for each weapon they begin with.
There are other downsides to guns however. Guns are
not easy to acquire in the UK and are very illegal in
most circumstances, so they will be hard to get hold of
in downtimes and unless a character has a solid
background reason at generation as to why they would
have a government permit to carry a firearm the
weapon will be unlicensed and illegal. This will have
an impact if the authorities turn up. It may even be that
the gun you have was used in previous crimes you are
unaware of. Also, modern ballistics mean that bullets
can be traced to specific firearms, a potential problem
for all but especially for characters with legal,
government issue, weapons as the ballistic data for
them will already be on file with the owners name.
Access to the higher levels of this skill may be
restricted by the Refs.
Thrown The trick is not in hitting the target, it’s in hitting it
with the right end of the knife, or axe, or whatever else
you’re using. You have mastered this trick and as such
will always have gainful employment in the circus. A
character requires this skill to use a thrown weapon to
any effect and their level in this skill affects both their
damage and their versatility in these weapons.
1. Str +1 with any thrown weapon.
2. Str + 2 with any thrown weapon. You can use
your off hand to dual throw.
3. Str +3 with any thrown weapon. You can use
an approved larp safe thrown stake to call
stake damage on a vampire with a ranged
throw.
Thrown attacks can be dodged or parried if they
succeed in hitting their target.
Dodge
The greatest defence against an attack is to ensure it
doesn’t hit you in the first place, be it the graceful
ballet of the oriental martial artist, the bob and weave
of the boxer, or the terrified flailing dive of the fleeing
geek… all are valid if they work. While a characters
Dex stat provide some dodges from natural talent and
flexibility, the dodge skill represents a level of
training, practice, or personal experience in not being
where the hurt is. Each point in dodge provides +2
dodges to a character up to the usual skill max of level
3 (+6 dodges). The dodge skill does not affect the
recharge rate of a character’s dodges (see Get out the
way son!! in the combat section).
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Alchemy Mystically brewed concoctions or carefully prepared
pharmaceuticals, alchemy allows you to create potions
to aid you and your group in their endeavours.
Healing, poisons, firebombs, all are the produce of
alchemy.
Dorian Fade can teach a character about alchemy
should someone wish to enquire of him in their
downtime. This skill cannot be bought at start up.
Pre req for this skill at least one point in either occult
or science.
Ingredients are required for potions and may be found
around the site in the form of lammies or items marked
with orange dots.
Alchemical mixtures must contain at least two
ingredients but may contain more. Additional
ingredients may improve the effects of the resulting
product.
1. Can use ingredient lammies and items marked
with orange dots, and can spend 10 mins rp to
make a potion that can heal 10 HP or
equivalent effect.
2. 10 mins rp makes 2 potions or a single potion
with higher potential. You can add or remove
effects to potions.
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 this skill may freeform potions from
ingredients lying around. Effects contingent on
ingredients, skill and entertainment value of the role-
play.
Archery
Many great heroes have been skilled with a bow,
Robin Hood, William Tell, That chick from the film
about being hungry. You are trained in this ancient and
noble art of pushing long sticks through people from
far away.
Arrows are a reusable ammo type, after recovering an
arrow you must perform a safety check on it to ensure
it is still in useable condition, if it is you may use the
arrow again. This provides an archer with the
advantage of needing to worry much less about ammo
conservation than someone with a gun.
A character requires this skill to use bows or
crossbows and their level in this skill affects both
damage and additional abilities they may use.
1. Call Dex +1 in damage with a bow.
2. Call Dex +2 in damage with a bow. May also
make a call of disarm once per encounter on a
successful hit.
3. Call Dex +3 in damage with a bow. May use
IC wooden or silver tipped arrows.
13
Additional Rules
Fear Checks
The world is full of scary things, and not everyone is
mentally equipped to deal with them. When a
frightening event occurs a call will be made (usually
by a ref) of “Fear X” as with a magic check if you
have Will greater than the called number you are
unaffected and call “resist”. If your Will is equal to or
lower than the called number you are overcome by fear
and quite frankly freak out, you must spend the next 1
min roleplaying some form of appropriate fear
response (get away, hide, freeze, etc…) after that
minute is up you have calmed down enough to cope (in
some way) with the situation and may act normally.
Coloured Tags
Certain skills allow players to interact with tagged
items or location boxes with specific coloured tags on
them; these will be dotted around and indicate that a
person with the appropriate skill can glean more info
from the situation than the untrained eye can.
If you encounter a box with a coloured tag on it which
your skills allow you to interact with you may open the
box and read the information sheet within, you must
then return to sheet and may not move the box.
If you encounter a lammie or item with coloured spots
on then these spots will be followed by information, if
you have the appropriate skill at a level equal to or
greater than the number of spots of that skills colour
you may read this information, otherwise please try to
ignore this text on the lammie. If you find a tagged
object, you have found it whether or not your character
is able to use it.
What has it got in its pockets? (searching) A downed (on 0hp or below) or unresisting character,
NPC or PC, may be searched to find out what they
have on them. To do this requires both hands to be
free, you must be close enough to the target that you
could touch them (although you should only touch
them if the player to be searched is comfortable with
it) you must then loosely role play searching them for a
count of 10 “searching 1, searching 2, searching 3….”.
At the end of a successful 10 count a searched
individual must hand over all IC items they have about
them to the searching player.
Fighting and Staying Alive Combat Fights happen, such is life.
There may well be moments when a character must
fight to defend themselves, either from supernatural
terrors or from other characters, combat in this system
will be a LARP style with melee weapons represented
by cored foam and latex weapons (LARP weapons)
and firearms represented by NERF guns.
When fighting an opponent in melee combat you must
successfully strike an opponent with an appropriate
LARP safe melee weapon, you must pull your blow so
the it lands with negligible force (remember whilst
your character may be hitting a character or monster,
you are actually hitting one of your friends who is
playing that being, and you don’t want to hurt them).
You must avoid aiming for the head or sensitive parts
of whoever you are fighting and must not thrust with
any cored weapon. You must not strike another
character with the pommel or hilt of your weapon. You
must not grab or trap an opponent’s weapon when they
are wielding it. You must only throw a weapon if it has
no perceptible core and you know the weapon is
approved for throwing by a ref. You must not use
firearm phys-rep as a melee weapon; these are usually
made of hard things and are not safe for melee combat.
Unarmed combat is simulated by GENTLE open
handed touches with the only target area being the
upper arm (shoulder to elbow). You may not kick.
Claw combat must use a relaxed open hand and
horizontal strikes, out to in, with the target areas being
the upper arm (shoulder to elbow), the abdomen
(below the diaphragm to above the pelvis), and the
outside to the upper leg (hip to knee).
Ranged combat is simulated using NERF guns, bows,
or small un-cored LARP safe throwing weapons, with
such attacks wait and see if your attack hits before
calling damage, if you miss with the attack you deal no
damage. You must avoid aiming for the head or
sensitive parts of whoever you are aiming at. Special
care should be taken when using NERF guns at close
range as the darts hurt more up close and there is a
danger of striking your target with the gun at point
blank range. NERF darts must not be modified in any
way.
All weapons must be checked and approved usable (we
don’t use the S word, feel free to ask Dave why in
person) before being allowed in the play area. Small
14
un-cored weapons might be approved usable as thrown
only and not as a melee weapon. Stakes are a slightly
more complex matter, they should be uncored and stab
safe, and are used as a melee weapon primarily. They
can only be thrown if they have been passed as thrown
safe and then only by a character with the thrown skill
at 3. Stakes cannot be used to parry with for safety
reasons, the IC justification being that a small wooden
stick just isn’t up to the job of stopping a sword or the
likes. Special care should be taken when attacking with
stakes to ensure injuries do not occur. All stakes are
subject to weapons check.
The one second rule
You can only call damage once each second.
This rule also applies to all other calls in the game
except RESIST and DODGE.
As part of the play balance of the game, you may only
strike an opponent once per second. You may parry or
feint as fast as you wish, but you must leave one clear
second between each strike. This is called the “one
second rule”.
The one second rule exists to allow you to legitimately
ignore blows that follow each other without drawing
breath. It is not intended to be measured with
stopwatches, rather it is intended to give every player a
reasonable basis for what is an acceptable repetition of
attacks.
While a character with the Getting Medieval skill at 2
or higher may wield two weapons at once, the one
second rule will apply to all your attacks, not one
second per weapon.
The one second rule encompasses magic as well as
other aspects of combat. You cannot fire two pistols at
once, or wield a sword and cast a spell at the same
time because you must leave one clear second between
each call that you make. Any call counts, even one
doing no damage. The only exceptions are the RESIST
and DODGE calls.
Get out the way son!! (Dodges)
Dodges represent your character twisting out of the
way at the last second. A Dodge may be used to negate
all damage and effects from a melee, unarmed or
thrown weapon attack that you see coming and
successfully strikes you, to indicate you have used a
dodge to negate the attack call “dodge”. Attacks with
magic, telekinesis, and firearms cannot be dodged.
Dodges may not be used against firearms or magic
attacks, or against melee or thrown attacks which catch
you by surprise (commonly attacks from behind).
The rate at which a character recovers dodges is
dictated by the characters DEX score, the higher the
DEX the faster the recovery.
At an event, a characters Dexterity determines how
quickly they recuperate after a battle.
Characters with DEX 1 reset their dodges every 60
mins
Characters with DEX 2 reset their dodges every 50
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
Hit points and damage calls
Every character can call their strength +1 as damage
with a short (18 inches or under) melee weapon.
Weapon skills and spells can allow additional damage.
Each character starts the event with a number of hit
points equal to 5 times their Con stat.
If you take damage you are expected to role-play
appropriately, this includes ongoing roleplay of your
injuries (if you are half max hits you should be feeling
pretty rough, under a quarter left? You’re having
trouble keeping upright without the adrenaline of
combat).
When HP reaches 0 you are unconscious but not dying,
however your HP can go into negative numbers, and
that’s where the real trouble starts. Once you HP are
between -1 and-9 you are dying (and still
unconscious). Dying takes 5 minutes, when you start
dying you start a slow count from 0 to 300 by saying
“Dying 1, dying 2, dying 3…” You remain in the
unconscious and dying state until your HP has been
raised to 0 and an unconscious state until your HP are
raised above 0. If you are not healed to 0 HP within
this time your character is dead. If your HP ever
reaches -10 you are instantly dead as your body is
torn/blasted to shreds.
If, when reduced to 0 or less hp, you feel that the area
you are in is not safe for you to lie in (due to
continuing combat, rocks, nettles, etc..) you may
swoon/stagger to a safer area. Please do not abuse this.
After receiving a blow that reduces you to 0 or less hp
you take no further damage from hits until you are
fully on the ground. This is to allow people to move to
safe areas and to lie down safely without being
incidentally reduced to -10 hp and killed.
If you wish to deliver blows to a character who is
down to “finish them off” and reduce them to -10 hp,
please use dramatic swings to make it obvious you are
attempting to execute them.
15
Don’t die on me man (staunching)
A character without the doctor skill may still be of
some use to a dying character. Any character may
attempt to staunch a dying characters wounds, this
requires both hands and most of the staunching
characters concentration. Staunching effectively
doubles the dying characters death count, while you
are staunching a character you take over their death
count for them, from the number they were on, but say
“staunching your wounds 1, staunching your wounds
2, staunching your wounds 3,…..”, this take roughly
twice and long per number to say as the dying count,
thus extending the time a character may remain in this
state. Should the staunch be stopped for some reason
the dying character continues their death count as
normal, from the number you reached.
Characters being staunched may be moved but not by
the staunching character, others must do it.
Characters may be healed and staunched at the same
time, as long as it is by two different characters.
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 with
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 full HP by sleeping
overnight.
Carrying Unconscious Characters
An unconscious character may be moved at walking
speed by any combination of characters whose strength
totals 4 or more. Unconscious characters may never be
moved at more than a walking pace, and players
should take care when doing this (do not carry
players).
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. For the first 10 seconds you cannot be awoken
as the magic/venom/potion courses through your
system, after that it is a natural sleep that lasts up to 10
minutes but during which time you can be awoken
normally.
Knockout- You are out cold, something just hit you so
hard your brain has decided to turn off for a bit. This
lasts 5 minutes, during which time you cannot be
awoken.
Mute X- you cannot speak, or make any noises with
you vocal chords. The X part of the call will be the
duration of the effect, this could be seconds, minutes,
or hours
Blind X- you cannot see anything. The X part of the
call will be the duration of the effect, this could be
seconds or minutes. When roleplaying this effect do
not actually close your eyes unless you are in a
completely safe situation, instead look at the floor so
you can see where you are walking and roleplay
blindness. Remember, safety first.
16
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.
Infernal- this effect indicates that the damage source
is of an infernal nature, this damage will affect most
types of creature, including humans. However
followers of the dark powers may be immune to this
damage type. Creatures and characters who are not
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
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.
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.
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.
17
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.
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 who made
the call to move out of the area, or suggest a way of
continuing the role-play in a way they find
comfortable.
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 ones-
for 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 (2-
3) 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
[email protected] 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
progression for that period, as they come to terms with
the reality of what had happened during the event.
18
A Few Random Notes
Just as in the table-top game, some characters are
White Hats, some Heroes and some are experienced
Heroes. The world is unfair, and some people are more
skilled than others, because they’ve been doing what
they are doing for much longer. For this reason some
characters have been given additional start up points to
reflect their skills.
Props- Player should bring props appropriate to their
skills. Doctors may bring bandages or surgery kits,
Occultists and alchemists may bring generic
paraphernalia, computer geeks may bring laptops,
artists may bring sketchpads or notebooks,etc….
Whilst generic items are acceptable, any item with a
specific/stated impact such as defib paddles,
cryptological software, powdered rhino horn
suspended in monkey blood, etc.. will require an
appropriate contacts skill and ref approval. Do not
assume refs can or will provide the basic generic props
though, please bring your own.
Never be afraid to try a cool idea – Cool ideas often
lead to the greatest moments, and the Refs are
interested in helping you all tell an awesome story. Just
because this rulebook doesn’t explicitly state that a
skill can do a certain thing does not mean it cannot
(within reason). Never be afraid to ask the Refs if you
can do a thing. If you have a plan and it is reasonable
the Refs will usually try and find a way to make it
work.
Story over system - Sometimes a Ref will make a call
or allow an effect that is inconsistent with the rules, or
outright breaks them. This happens when the story
needs a thing to happen but the rules don’t want to let
it. When this occurs the story will win 99% of the
time.
The Ref in charge of actuation loves you, the Ref in
charge of actuation hates you- When players come up
with encounters that we have not written up in the
encounter list but they really want to do it makes us
happy, it means we have engaged players who are
having fun, BUT… this means we suddenly have to
find a time slot, stat and encounter, kit up and brief
monsters, and then set the encounter up for you to go
too. This takes time so pretty please bear with us while
we do this, it may even take an hour or so. We will do
our best to give you a time scale as soon as possible.