Bloodspell
Bloodspell
Bloodspell
acknowledgements
This game would not exist if not for :
Olivia Hill
(who convinced me that I could do this)
Alexa Thomas
(who was interested, and made all the difference)
It's inspired by Interview With The Vampire, by Only Lovers Left Alive, Let The Right One
In, Byzantium, Carmilla; hell, by What We Do In The Shadows. It’s about finding out what
you want to do with forever, and who you want to spend it with, and how you live with
yourself for all that time. It’s built for free-form role-playing - face to face, but also on
forums, text chat, blogging platforms and that sort of thing. It’s designed to tell short
stories with scenes which are pacy and powerful and directed toward an ending, to get
you playing with that vampire character you made up but never seem to do anything
with.And if you want to bolt it onto a bigger role-playing game and use it as a guide or
prompt tool, that should work just fine.
The idea is that you start role-playing with a clear idea of how the play is going to end, and
the act of role-playing isn't focused on simulating exact details but on consequences.
What's the price of getting what you want?
who's in charge?
Whoever has the idea for a particular thing your characters could do together could take
the lead on describing what happens in the world around the characters, and have their
own character take a back seat in the proceedings.
The game may be started by one person, but that doesn’t mean the same person has to be
in the lead the whole way through. If their character could and should step up and be
involved in a particular Moment, or if they’re just not feeling up to it and want to respond
to the world rather than running it for a while, the responsibility could and should be taken
up by someone else.
The point is, “running the game” is everyone’s responsibility. Some people like and thrive
on that responsibility, but in the author’s experience those people are relatively few in
number compared to the people who just want to play. Dividing that responsibility up
between players so they can share the load and do the job results in more games actually
being played, and fewer players sitting around like lemons waiting for games that never
come.
PRINCIPLES
The thing to remember about the classic vampire yarns is that vampires aren’t the
protagonists of those stories. Their names may be on the cover, but they’re not the people
the stories are about. They’re not the people we follow, or come to love, or understand:
they are what menaces, bullies and victimises those people. They are antagonists. They
are non-player characters.
It wasn’t until relatively recently that the vampire was reinvented into someone who could
just be living a life and trying to do something good with it, and became viable as a
protagonist, a playable character, and a person.
Anyway, from a storytelling perspective, the "no such thing as vampires" trope is a
limitation. It lends itself to a particular and finite set of problems, and steers games and
stories in a particular direction. By dispensing with it, Bloodspell is able to bring a different
set of challenges to the fore. Bloodspell isn't about keeping the existence of vampires
secret: it's about making sure people don't freak out when they find there's one living in
the flat next door.
VAMPIRES
Blood, ideally, is taken straight from the vein. Preserved blood - whether that’s
alchemically or medically - is a thing, and they can survive that way, but it’s a bit like living
on black tea and instant noodles. Fine for a couple of weeks if your student loan hasn’t
paid out, but you wouldn’t want to do it forever, and it's probably not good for you.
Biting someone to drink their blood - or, if you want to be civilised, drawing their blood so
you can drink it nicely - isn't exactly commonplace. Some people find it deeply, deeply
erotic and a lot of people find it deeply, deeply disgusting and to do it without their
permission is a violation of their basic humanity. Consent is important.
Fortunately, getting that consent isn’t a total death sentence if the existence of vampires
is an open secret. Have you seen the number of people on Twitter who are after that
vampire sugar daddy to give them the good succ? A world which accepts vampires exist,
on the downlow at least, is a world where some of those pleas might be answered. Good
times for all.
But: vampires live a lot longer than people do. Yes, the best of them build up quite
meaningful associations with ordinary humans, but those associations are always
temporary. To stay sane demands the company of peers - people who are in more or less
the same boat as you, people who Know How It Do Be Sometimes. That means vampires
tend to seek each other out, for good or ill.
For one thing, it means they’ve someone around who understands what it’s like. For
another, it means someone can help them out. Accidents will happen. Mistakes will be
made. Even the most well-intentioned vampires will sooner or later find themselves looking
and feeling like a predator, or standing over a body. For one more thing, it stops them
going off the deep end. Vampires are their own best checks and balances; their survival
depends on them policing their own and not letting anyone decide that actually, consent is
for the living and they should just take what they want and damn the consequences.
Those are the prerequisites, but what else is going on? For instance: what’s the deal
with sunlight? There should probably be one - it’s part of every vampire story worth
hearing - but are we talking "it burns, it burns like hygiene" or "we can move around
and be awake in it but our powers only work at night?"
It can help to think about your favourite vampire media and build from there. It can
also help to think about the kind of story you want to tell and the kind of game you
want to run and what you want to be on and off the table.
For instance, my vampires can see in the dark, but their eyes look strange. They can
learn to travel through and manipulate shadows, turning them into physical presences;
they can control the way their own blood moves and behaves, which helps them heal
faster (and also has cosmetic uses).
They don’t have any sort of mind control or influencing powers that help them eat
blood from people who don’t know about it, because that sort of thing is basically
magical date rape and, besides being generally monstrous and repellent, it's too easy.
None of their supernatural abilities work by day, and they’re sleepy during the daytime,
but the younger ones can handle sunlight well enough to move around in it. They can
taste ordinary food and drink, but not keep very much of it down, and they can have
sex, but it's purely for pleasure: to make a little vampire demands the Bite.
CHARACTERS
How did they find out? Were they told, or did they have
to figure it out? How did it feel to die, and keep on
living? How do they experience their Thirst - physically,
what does it feel like to want exactly one thing that’s
such a pain in the ass to get?
A Moment happens when your character's making some sort of effort to influence the
world. Mostly, vampires are trying to Perceive, Manipulate or Dominate their
environment, so those are the types of Moment you have to choose from.
So at the start of a Moment, you roll two different coloured six-sided dice: one for
Desire, one for Ambition. Roll them both and observe which one's highest This tells you
which of your driving forces - short-term Desire or long-term Ambition - is most at play in
that Moment.
desire ambition
Desire is immediate, primal, Ambition is long-term,
and a little bit savage. It’s sophisticated, elaborate
the need to feed and flout and a little bit pretentious.
5 and flaunt that seems to It’s the longing for a legacy 2
run through every vampire you'll live long enough to
to some extent or another. see.
To work out whether Desire or Ambition is calling the shots, subtract the lower result from
the higher one. 5 Desire minus 2 Ambition leaves you with 3 Desire, for instance.
Then look at the appropriate chart for the Moment at hand to find out how that Moment
resolves, and what the price of that resolution will be.
what it is
During each night of their life, your character will work
up a Thirst, especially if they’ve been in stressful or
challenging situations. Thirst is bad because, as Thirst
builds, it becomes harder and harder to resist, and to
focus on the Moment in hand.
how it works
You start the game with 1 Thirst, and you gain (or lose)
Thirst as a consequence of each Moment.
You add your Thirst to your Desire roll before you work
out whether Desire or Ambition is higher.
nihilism
You’re a beautiful corpse, so you’ll live fast, die never,
and drink heavily. You never add to your Ambition, and
start every Moment with 2 Thirst.
aesthetic
You want to live beautifully, and you want to make art
that lives forever with you. Add +3 to your Ambition
whenever you are making a creative statement,
changing (or showing change to) the world.
legacy
You’re building a family, and an infrastructure that will
provide for them. Add +3 to your Ambition whenever
you are leaving something for those who came after
you, and are in your care.
justice
You’ll live so long that you may actually get to see
things change. Add +3 to your Ambition whenever you
are addressing injustice, putting down oppressors,
ensuring someone gets fair treatment.
security
We keep one another safe, we police our own, we don’t
let anyone bring the world down on us. Add +3 to your
Ambition whenever you are keeping your community in
line, dealing with another vampire’s mess, or handling
the damage someone else’s mistakes have done.
company
Forever is such a long long time to spend alone. Add +3
to your Ambition whenever you’re making a meaningful
connection with someone else - human, vampire,
anyone you like who likes you like you like them.
MOMENTS
what is a moment?
A Moment is like a scene in a film or a chapter in a book; it’s a place and a time in which
something important is happening. Your characters live in the Moment, can be given a
Moment or take a Moment, they can even try to have a Moment. That’s all life is — just a
series of Moments.
At the start of the Moment, decide how your character is approaching the task at hand.
Vampires are generally trying to Perceive, Manipulate, or Dominate. This says nothing
about the actual tone of the Moment; asking questions politely is Perception, but so is an
out and out interrogation.
Then, roll to see how the Moment turns out. This isn’t entirely about success or failure:
it’s also about deciding what the Moment should entail, whether it’s a risky Moment or a
relatively safe one, and what the consequences of the Moment will be. This gives your
role-play some direction, and avoids the meandering that free-form role-play often falls
into. You know how the scene should end: together, you as players figure out how to
get there.
perception
You attempt to understand the Moment and the people in it in more detail,
establishing how you can work to achieve your Drive. This Moment is about
finding things out, laying groundwork, teaching and learning.
questions:
What should I be afraid of?
What stands between me and my Drive?
What advantage do I have right now?
Who is in control here?
What is most valuable here?
manipulation
You exert a subtle influence on others, attempting to steer the Moment
toward your Drive without taking direct control. This Moment is about soft
power, appealing to emotional drives and intuition.
You get what you want from this Moment, but you are
2 OR 3 confronted with temptation along the way. You either gain or
DESIRE
lose 1 Thirst during the Moment.
You get what you want from this Moment, but you have to
4+ put yourself in harm's way. Whatever you have to do to
DESIRE protect yourself and achieve your goals means you gain 2
Thirst.
You get what you want from this Moment, but you come on
1 too strong and risk alienating a friend. You and another
AMBITION
character both gain 1 Thirst.
2+ You come on too strong. You don't get what you want from
AMBITION this Moment, and you gain 3 Thirst as your frustration rises.
domination
You step up and take control of the Moment, exerting yourself physically or
socially, imposing yourself on others to work toward your Drive. This
Moment is about dynamic, decisive action.
1 You get what you want from this Moment, but the risks
DESIRE involved mean you gain 1 Thirst.
You don't get what you want, and the resistance you face
2+ puts you in danger. You gain 3 Thirst.
DESIRE
You get what you want from this Moment, but it's more
2 OR 3 difficult than you anticipated. You either gane or lose 1 Thirst
AMBITION
during the pursuit of your Drive.
4+ You get what you want from this Moment, but not without
AMBITION resistance or danger. You gain 3 Thirst.
YOUR LAST SUNRISE
how you make another vampire
Why are you doing it? Work that out, then roll as normal. Remember, your Drive will
modify the result of your Ambition die and your Thirst will modify the result of your
Desire die, as usual. There are also other modifiers in play, depending on the
circumstances and the history behind your character.
motivations
REVENGE - you will show them the meaning of pain. This is a curse,
and you’re determined to share it. Add 3 to your Desire die if
vampirism is your idea of a punishment.
REGRET - you didn’t mean to take so much blood, but you did, and
now the only way to save them is to make them like you. Double your
Thirst modifier for this roll only, and reset your Thirst to 1 afterwards.
You've made them like you, and they love you for what
2 OR 3 you've done, but the sheen will wear off soon enough. Once
DESIRE they gain their first Thirst, your new friend begins to regret
what you've made them. You will drift apart in time.
dead blood
still tastes sweet
If your vampires can feed on preserved blood forever,
rather than as a temporary solution that’ll make them
sick eventually, that opens up a wealth of different
ethical and personal questions around ways of life.
These questions involve food and food preparation;
they highlight the material realities of consumption and
production and the cultural (or in this case subcultural)
outcomes that exist around those realities.
Maybe the “bigger” die means you roll twice and pick
the highest result, or you could experiment with some of
the other dice out there. Just remember, bigger ranges
of numbers mean more extreme results. If you pick a
four-sided die for Desire and a twelve-sided die for
Ambition then don’t be surprised if you never end up
biting anyone.
Encumbered forever by desire and ambition
Running before time took our dreams away
PINK FLOYD
'HIGH HOPES'
POPPY Z. BRITE
LOST SOULS
p r o p e r g o ffic. itch. i o