DRYH - Vampire: Beast & Blood - Main Page

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CHARACTERS[edit]

Name Control Blood P-Beast Rage Knacks Edges Night Scars
Character 1 3 0 0 0 -

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Character 2 3 0 0 0 -

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Character 3 3 0 0 0 -

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GM: brahnamin Redemption Coins: 0 Loss Coins: 0

Character Template[edit]

Click the title above to access a blank character template.

Character Generation[edit]

Click the title above for detailed character generation rules



METAGAME TOOLS[edit]

Threads[edit]

Recruitment Thread

OOC Thread

IC Thread

Resources[edit]

OROKOS Dice Roller. You are welcome to use any dice roller that indexes and links to your rolls. This one handles the mechanics of DRYH really well.

GRAND CENTRAL ABSENCES STATION If you aren't going to be able to post.

RPG.net BB CODES A handy repository of RPG.net Formatting code.

Don't Rest Your Head PDF Purchase the PDF of Don't Rest Your Head. It was still going for $5 when I posted this link. I do not get any money for promoting this product. This is only posted for your convenience. I am happy to answer any questions that will facilitate you making a character or playing the game if you don't own your own copy.

A summary of the rules hack we are using for this version of DRYH is here on the wiki.

Player/GM Expectations[edit]

A brief outline of my expectations and preferences and what you can expect from me within the framework of this game.



PREMISE[edit]

You are a newly turned vampire. You still possess a tenuous connection to your receding humanity. The world is fading at the edges. But that world still matters to you. And you still have 'some' Control. But the Beast is howling in your Blood. Fighting your control to come out on top, to obliterate your fading humanity. And hunt.

Unlike the Awakened of classic DRYH, you play a character who is already well on their way to becoming a full fledged Nightmare. You still have ties, loves, things you fight for, but you draw on your new nature to survive, and that nature threatens to consume you with every taste of freedom it is given.

Mechanically this is not so different from the Awakened, but by implication, magnitudes of order different.

Vampires[edit]

The bulk of the contests that actually call for dice rolls will be against other supernatural beings or in situations of considerable stress. Compared to mortals, one on one, vampires are faster, stronger, and more cunning. It is nothing for a vampire to pass unseen among mortals or to best one in a fight or a race or most any other contest short of sunbathing.

Typical vampire folklore is bunk. The mirror thing. The stake thing. The garlic thing. The gravedirt thing. Possibly even the Sun thing, but no one knows, because the Netherdark takes all vampires with it with the coming of the sun and does not return them until the sun sets.

How vampires are created, that side of the lore, is mostly up to the individual player as outlined in the 5 Questions. The powers of a vampire are also very much up to the players as they select their Blood Knacks and their Beast Edge.

At start of play, vampire culture will be something of a mystery to the newly turned characters. The hierarchy and inner workings and interactions of vampires a functional secret on which their lives could depend and which they will be expected to quickly figure out.

Feeding[edit]

Feeding deserves its own note. Vampires have to feed like people have to eat. In the normal course of things, feeding does not require the taking of life and vampire thralls and groupies are real things. Only when a vampire Crashes does it require life blood to recover.

The City Slumbering and the Netherdark[edit]

The City Slumbering is essentially as described in classic DRYH. Replacing the Mad City, however, is the Netherdark. In the night hours, you roam the City Slumbering, walking amidst the life you knew, but before the sun can rise, the Netherdark slips over the City Slumbering, obscuring the things you loved and knew, and leaving you alone among the monsters until the sun sets again over the human world you lost.



RULES SUMMARY[edit]