$50 Gift Certificate from DriveThru RPG: Prize #3!

Hey gamers, Tourq here, and it’s time to tell you about one of our prizes for the 2012 SOTY contest.

There have been a couple of things that have helped reinvigorate the gaming industry in the last decade – downloadable gaming products being one of them.  DriveThruRPG is at the top of the list when it comes to downloading RPG ebooks, and for good reason… they have a HUGE selection, fantastic prices, and a very informative and helpful newsletter.  I honestly look forward to the newsletter every week – tons of reviews, new stuff, awesome stuff, free stuff, it’s great!

DriveThruRPG is back again this year to help reward that top gaming blog.  They’ve graciously donated a $50 Gift Certificate to the prize pool!  Thanks, DriveThru!

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Prize #2: Hardcover RPG Books from Voidstar Games!

Hardcovers: $44.99 and $34.99

If there’s just one thing that I like about gaming, it’s great characters and great stories.  Okay, that’s two things.  However, there’s one game out there that really delivers when it comes to great characters and great stories, and that’s FATE.  If you check out our Playing with FATE series, you’ll understand why.

“Strands of Fate contains everything you need to tell stories of adventure, action, horror, and intrigue set in any genre. Whether it’s classic fantasy, urban mystery, dashing super heroes, or far future action, this book is your guide.”

Voidstar Games put out the very well-written Strands of FATE, and then followed it up with the equally deserving Strands of Power.  Power is an incredible addition, making a great game even better.

Hardcover books for both Strands of FATE and Strands of Power have been donated for our 2012 SOTY contest.  I have to give a big thank you to Mike McConnell, not just for supporting the contest, but for creating these two books – they’re a great gaming product, and will make an awesome addition to our contest winner’s  collection.  Thanks Voidstar Games!

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Favorite Site of the Month – March/2012

Here we are again with another installment of finding a great RPG site!

If you’re like me, then you never get tired of reading a variety of gaming blogs… and what a variety there is.  Our favorite site for March is fun for me because they have stuff I’m familiar with, and some very interesting stuff that I’m not familiar with.  A lot of the fun with this site is comes from – I guess you could say – learning something new.

Here’s Jody and Jim:

Our Focus:
We produce Classic Resources for Pen & Paper Role-Playing Games. Here you will find new monsters, spells, Paper Minis, and other things for use with Labyrinth Lord, Mutant Future, Swords & Wizardry (White Box), and other OSR-related RPGs, as well as Newer and More Modern Indie-Games such as Rogue Space. We’ve been experimenting with Savage Worlds and are looking at a number of other RPGs that might be a good fit for some of our settings or critters. We have a lot of stuff that we developed for D&D 3.0/3.5 that we might try to convert over to Pathfinder/3.75, but we’re also hearing good things about FATE and some other systems that we want to try-out first. There’s also Gumshoe and its derivatives to consider. But no matter what newer systems we do decide to support, we expect to keep doing stuff for one or another edition of D&D and/or the retro-clones.

What We Offer:
Monsters, Spells, Magic Items, Scenario Seeds, Paper Miniatures, Random Tables and more. We feature a number of unique settings of our own creation such as the Kalaramar Drifts, Jalamere, Tsan Yian, Aman Utal, and Wermspittle. We also host Bujilli’s Sojourn, a Play-by-Blog RPG that features a weekly episode every Thursday based upon the input of our readers who get to decide what Bujilli does next via their comments on each episode.

Plans For the Future:
We will be releasing a PDF of the Zilgor’s Repose Adventure, which is the first in a series of adventures that take place within the Kalaramar Drifts and points beyond.

Rogue Space has been a lot of fun to build things for, and we are in the process of getting a bunch of new materials ready for the new Rogue Space Quarterly.

We’re putting a lot of work into the on-going development of our Wermspittle setting. We’ll be exploring Wermspittle a bit more in-depth in April as part of the 2012 A-to-Z Challenge. The Red Bestiary is coming together nicely, as is the Grimoire and the Player’s Guide to Wermspittle.

We’re assembling a few compilation PDFs that collect all of the posts regarding certain past projects (Roofcrawling, Low-End Loot Tables, Worldboats, Terminal Grimoire, Ain-4, etc.), each of which will also have some new stuff added-in to make them more useful. There’s a collection of Paper Minis coming together, another set of geomorphs, and some other surprises!

I just keep looking forward to reading more and more of Hereticwerks.  Check em’ out!

Prize #1 for the 2012 RPG SOTY Contest – from Kobold Quarterly

The RPG Site of the Year contest is underway, and it’s time to start announcing the prizes!  We have several sponsors this time around all donating prizes, and right now we’re going to talk about one of them…

If you haven’t heard of Kobold Quarterly (and I’m sure you have), then you’d be missing out.  They’re a great RPG blog and gaming resource, and offer a fantastic print magazine.  In an effort to help  make the 2012 SOTY contest bigger than last year, as well as help reward the hard-working RPG bloggers out there, KQ has donated a very nice set of prizes:

A 1-year print subscription to Kobold Quarterly in the US, or a PDF subscription anywhere in the world. ($30)

A copy of the hardcover book “Complete Kobold Guide to Game Design” by Baur, Stackpole, Cook, Greenwood, etc. ($30)

A copy of the ultra-rare print edition of “Red Eye of Azathoth” for Call of Cthulhu ($100? Depends on whether you are a collector.)

I’d like to give a big thank you to Wolfgang Baur and everyone at Kobold Quarterly for sponsoring the 2012 RPG SOTY contest.  These prizes are sure to make the winning RPG blogger very happy!

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The 2011 SOTY

Favorite Site of the Month – Feb/2012

There are so many gaming blogs out there – it seems like once a day I discover a blog that I’ve never seen before.  To be honest, when I came across The Free RPG Blog, I immediately sat up in my chair and started clicking through the posts.  I mean, for fun I’ve been working on my own role-playing games for years, and here was a blog dedicated to free RPGs!

Here’s Rob:

“The Free RPG Blog champions free roleplaying game materials by reviewing free games, running competitions and offering advice in the form of practical how-to guides. It began because its author, Rob Lang, felt that the world of free RPGs needed a voice and their authors needed support and a pat on the back. The most active free RPG community is 1000 Monkeys, 1000 Typewriters (1KM1KT) where Rob is an Admin (the curator is the mysterious “GLORIOUS BENEFACTOR” Keeton Harrington). The atmosphere of 1KM1KT is friendly and no idea is too stupid.

The blog has just finished a series of How to write a free RPG, which covers everything from inspiration to getting it out there. 2012 will see a backlog of game reviews published and probably another 24 hour RPG competition with Amazon vouchers as a prize. If your game is unfinished, then the best place to go is 1KM1KT. If your game is finished and is online for free, let Rob know – he’d love to have a look.”

Thanks Rob.  Let me dust off my old Nighthaven and completely revamp it all over again!

The Free RPG Blog – check it out!

“I push him over the ledge!” …3D Terrain!

How many times have you been sitting at the table of a role-playing game and thought, “Hey, this is actually pretty freaking cool. I haven’t had this much fun in quite a while”?  It happens from time to time, and hopefully more often than not.

I remember the first time that happened with Dungeons & Dragons 4E.  I built “The Shrine” quite hastily (pictured right) just before our weekly game, and the players had to fight their way up the three open levels to get to the boss at the top.  It had stairs, beams, ledges, and tons of undead.  It was great!  The rules for 4E made it quite clear who could move from here to there, who could see who, and which player characters could be targeted by zombie-slinging-guts from the upper levels.  It was awesome.  No more arguing over the rules, or that pesky player vs. GM perception.

The pinnacle apex of that gaming “Yay!” moment came when a player wanted to knock an undead over the top ledge.  The rules were right there in the book about knocking someone over the ledge, and the player actually tipping the undead miniature over the ledge was pure gold.  That’s when I realized how much fun I was having with D&D 4e, and was finally thankful for the hard work of its developers.

I’m reminded of this gaming session after having read a post over at Blood, Sweat, and Dice.  It reminded me of one of the reasons that I play role-playing games.  Sure, I play because I get to be entertained by a story, I get to be the hero (or the bad guy), I get to smash crap with my hammer, I get to immerse myself in a fantasy world, I get to unleash creative energy, and I get to hang out with great friends, but really, I game for the simple joy of gaming.  It’s those little “ah-ha!” moments, those “yay!” times when it all makes sense, and I don’t care what game it is or time of night (morning?).

I don’t have anything more to say here… not my usual wisened advice, correct opinions, or professional lessons – just this: thanks to all those “yay!” moments when it all came together, thanks to all those writers and developers for creating the games through which to experience those “yay!” moments, and thanks to D&D 4E in particular.  I don’t know if I’ll ever play you again, but you’ll always be (at the least) a fond memory.

Side note: (1) The “Shrine” encounter was stolen from John Lewis (who, I’m sure, ran it better than I did), and (2) I was not being sarcastic in the last paragraph about having “wisened advice, correct opinions, or professional lessons.”  Nope.  Not at all.

For more images and articles on 3D Terrain, click here!

Salistone “Stonie” Andronus, the Tomb-Raiding Wizard – Steal this Character

What do Indiana Jones, Tintin, and a wizard all have in common? Saliston “Stonie” Andronus. That’s what.

What do Indiana Jones, Tintin, and a wizard all have in common?

Salistone “Stonie” Andronus.  That’s what.

Salistone “Stonie” Andronus is not your typical wizard.  In fact, if it weren’t for his trusty wand, you wouldn’t know that he was a spellcaster at all.  Perhaps it’s his leather armor, his short sword, or his unavoidable knack for getting into trouble that pegs him as a wild and aloof adventurer.  Whatever it is, being a wizard is only part of the package.

Growing up, Stonie had a severe case of A.D.D. – he simply couldn’t sit still.  His curious mind just wandered all over.  He’s no elf, but if it weren’t for the magical gift passed down from his elven great-great-great-great-great grandfather, he never would have been accepted into Emberspire’s School of Wizardry.  Of course, his family donating the funds to build the school’s northwest wing didn’t hurt, either.  Unfortunately (fortunately?) for the school, Stonie left after only his first year, as he simply lost interest in his studies.   There was always something else that seemed more fascinating, more exciting – and that draw finally won him over.

Leaving the school was a breath of fresh air, as it freed him to pursue all the things that he found interesting (not to mention that he wasn’t ready to face his family).  He spent the next few years traveling and working, going wherever and doing whatever interested him.  He took all kinds of odd jobs and went all kinds of weird places.  Really, whatever seemed new and exotic, he was all over it.  It wasn’t until  his great uncle went missing that he returned home.

Havlock, his great uncle, had been obsessed with something called “The Well of Night.”  When Stonie returned home and started flipping through his great uncle’s journal, he instantly found his calling without even realizing it.  Stonie took the journal and went looking for his great uncle – his first great adventure.

For the past five years, Stonie has followed many leads and gone on several adventures.  His great uncle has since been presumed dead, but that hasn’t stopped Stonie from trying to figure out this mystery.  Searching for Havlock has put him through many adventures, putting to use all of Stonie’s skills.  This has resulted in him making a name for himself as an investigator, adventurer,  historian, and archaeologist.  Because of that, he’s taken a position on the Assembly of Advisers, not because he wished to be a “hero” (as most others do), but because it opens up doors and resources that can help him solve the mystery of his great uncle, as well as all of the other mysteries he is destined to take on.

As an adventurer, he often gets into all kinds of trouble, though he rarely fights his way out.  Instead, he relies on his skills, his smarts, and his luck to save his butt.  He knows some spells, but he really only considers those to be  tools to help him as an investigating tomb-raider.  He’s curious, loyal, selfless, heroic, and perhaps a little overconfident – really, though, an all-around, fun and thrill-seeking guy.  The glass is always half full, never half empty.  He’s not in it for the money or the treasure, and doesn’t consider himself to be an “adventurer,” but he certainly does live for it.

Artwork from Greywulf, by special request.

Take a Break Sunday: Hot-Ass MMA Fighter Kicks Ass in Spycraft-like Film

Not a mixed-martial arts fan?  Not a problem…

I’ve been following Mixed Martial Arts since the inception of UFC in ’93.  This is when a lot of boxing fans (and non-boxing fans) saw the amazing execution of triangle chokes and ankle locks, and saw them actually working.

In RPGs (like Spycraft) a lot of these moves are used in-game, though seemingly improbable.  Real-world fighting is usually down-and-dirty; most combat moves in RPGs are highly unlikely to be pulled off in reality…

Until you watch this movie… Haywire.

Sure, it’s a movie, but before I realized who was playing the main character, I thought, “Cool!  That chick looks like she actually knows how to fight.  There’s some real strength and technique in there.  Oh, it’s Gina Carano.  Yeah, she could kick my ass with two broken legs.”

So, here you have it.  Gina Carano (MMA superstar) in her first feature film starring role.  The movie is nothing special (covert operative gets double-crossed, yadda-yadda-yadda), but the fight scenes alone will get you pumped.  Surely inspiring for that kick-ass character you’re now going to think up for your game.

Favorite Site of the Month – January / 2012

The Quirky DM has been a guilty pleasure of mine for awhile now (the site, not Quirky).  I simply dig the site’s tone and content.  So, of course it’s only fitting that they’re our favorite site of the month!

Here’s Quirky:

When Tourq told me that he wanted to choose Quirky DM as the site of the month, it was a dream come true. My original scheme was to wait for SOPA to come online and then wait until my blog was the only website available on the internet. Actually being chosen for legitimate reasons was a “Plan B” approach that I never expected to come to fruition. But here I am, which goes to show that Tourq is not only a great blogger who has given me an enormous amount of inspiration, but he’s also totally not above bribes of any kind.

The Quirky DM started up in the summer because my brain was in desperate need of a creative outlet. Our normal gaming group was playing board games for a temporary break. At work, I got stuck on a never ending project in a support role. I had nothing to keep my brain engaged. After watching The Shining and thinking, “Man, that Johnny has got his $&!# together. I need to get myself a typewriter,” I realized it was time to find another way to keep busy.

I had been reading D&D blogs for quite a while and I had my mind blown countless times as ideas came pouring in. Aspects and playing with fate. Three stage bosses. 5×5 adventure plot. The 3 clue mystery. And after a while, I even started coming up with my own ideas. So I wrote them down.

I wrote and I wrote and my gaming group begged me to let them in on what I was doing. (they never asked for anything) After emailing them my ideas, they were extremely supportive. (they never read a word) This was the kind of genius they assured me could not be contained. (I’m now on all of their email spam filters)

And so Quirky DM came to life. All those other bloggers seemed to have such a fun time writing their blogs, I wanted to see what it was like. Whether I had an audience or not was irrelevant. I just needed to flesh out my own ideas and solidify it in my own mind. It would be a great bonus if there was anyone who wanted to read it and give me any feedback. According to many of the emails I received so far, I have a supportive fanbase of Russian women who would love to be my wife and companies that want to sell me, er, enlargement devices.

So what am I writing about? It’s more or less your kitchen sink of D&D blogging. Some of it’s about speeding up combat, because no one has ever talked about that before. Other times, I’m talking about how to run the game better to increase tension, tell better stories or just avoid the situations that really bug me. Some of it is how to house rule the crap out of your game to make it play the way you want, an art that has largely been lost since D&D went to public play. None of it is new ground, but I try to deal with it in new ways. Quirky ways. Ways that at least I’ve never seen done before.

This is an extreme honor for me. I am not only a huge fan of Stuffer Shack, but the other Sites of the Month have been top notch choices; I’m thrilled to be included in their numbers and I have further inspiration in the coming year to push the Quirky DM even farther. Thank you to Tourq for choosing Quirky DM for the Site of the Month for January, and a happy 2012 to everyone out
there.

Thanks bud – keep up the good work!

Vampires in your game, a fleshed out, detailed look…

The following content assumes that your game includes vampires, either as monsters, enemies, or player characters. The aim here is to help give them a more defined position and purpose for both players and GMs, but without including any mechanical stats. Enjoy!

The following content assumes that your game includes vampires, either as monsters, enemies, or player characters.  The aim here is to help give them a more defined position and purpose for both players and GMs, but without including any mechanical stats.  Enjoy!

     “The vampire has a body, and his craving for blood is to obtain sustenance for that body. He is neither dead nor alive, but living in death. He is an abnormality, the androgyny of the phantom world, a pariah even among fiends. How fearful a destiny is that of the vampire who has no rest in the grave, but whose doom it is to come forth and prey upon the living.” – Leipzig, 1760.

“Throughout the whole vast shadowy world of ghosts and demons there is no figure so terrible, so abhorred, yet endowed with such fearful fascination as the vampire, who is neither ghost nor devil, but who partakes of the dark natures, and possesses the mysterious and terrible qualities of both.” – Unknown

Around the vampire have clustered the most somber superstitions, for he is a thing that belongs to no world at all. A exile even among demons, foul are his ravages, – gruesome and seemingly barbaric are the ancient and approved methods by which folk must rid themselves of this hideous pest. Even in this twenty-first century, in the more remote districts of Europe itself, in Transylvania, Slovenia, the isles and mountains of Greece, the peasant will take the law into his own hands and destroy the carrion who, as is yet firmly believed, will issue at night from his unhallowed resting place to spread the infection of vampirism throughout the countryside.

Vampire Creation

Vampires are created through the use of the slow bite.  As the vampire drinks some of the human’s blood, he gives up some of his own life force and transfers it to his victim.  This kills the human, banishes the soul, and creates an undead creature.

Afterward, the person feels sick, as if he had the flu.  He can’t stomach anything, not even water.  Not until he drinks the blood of another will the sickness subside.   Where the blood comes from does not matter.  It could be from his master, another vampire, a human, or even a rat.  The end result is always the same – the glorious satiation that blood provides.

Such bloodlust never fades; it is ever-present in all vampires.  The occasional rush of blood over a vampire’s lips is simply divine.

Master vampires create pureblood vampires for protection.  Purebloods create half-breed vampires in the same way, and many times half-breeds create more half-breeds (also using the slow bite).

 Master Vampire Creation

All pureblood vampires have the ability to become master vampires… they must simply bide their time and play their cards right.  Not until the pureblood vampire has reached a point of maturity (usually several hundred years old) may he attempt such a feat.  This undertaking involves killing several mature purebloods and drinking all of their blood… one pureblood per night, for a full moon’s entire cycle (30 nights).  Each vampire that he kills must be at least a few hundred years mature.

If he is unable to perform this ritual on any given night, the sequence is interrupted, and he must start again at the beginning of the next full moon cycle before he can attempt another ritual.

Being that master vampires are territorial (and that other purebloods prefer ‘life’ over death), this undertaking can be quite dangerous for the prospective pureblood.  When all is said and done, the vampire becomes a master vampire, bathing in Chaos.

Master Vampire

The master vampire is the unrivaled fiend of demons.  No other freely walking demon commands the fear, respect, and disdain as the master vampire.  His is strong and powerful while being elusive and cunning.  Yet, ironically, as commanding as he is, he must rely on his get to safeguard his reign, as great power is not without its costs.

There is no rule concerning when or how often a master vampire will terrorize a countryside or city.  Some go out at night, sometimes every night, and select a single target to prey upon, while most wait to do it once every couple of months.  Still others might go years without terrorizing, only to indulge in a large sadomasochistic rampage involving several ill-fated families.  The general consensus among master vampires is that they hunt rarely, and have their purebloods follow suit.  This ensures a low profile.

Master vampires spend months selecting humans or pets to become pureblood vampires.  The selection is based on the master’s view as to how beneficial of a vampire the human will become.  What kind of role the pureblood will play; his skills, aptitudes, persona, etc. are all part of the selection.  A master vampire wishes to create the most effective group of protectors, and so does not take the matter lightly…  His get has to be perfect.

Pureblood Vampire

     “The quintessential stalker of the night, the pureblood vampire.” 

Purebloods are created by masters and referred to as a master’s get, or following.  They are vampires in every sense of the word, but are bestowed the responsibility of ensuring the survival of the master and of the get itself.  A master can have as his get be anywhere from a few purebloods to over a hundred.

All purebloods are created with an innate sense of loyalty to their master (half-breeds are not always so loyal).  Purebloods understand the need for discipline and organization, and look down on other vampires that do not.  They are the ones that usually end up cleaning the messes that half-breed vampires leave behind.  While it is not impossible for a pureblood to stop respecting his master and move on, it certainly is rare.

Another distinction that purebloods have is that they are always beautiful creatures.  Even if they weren’t so comely as a mortal, their immortal self takes on an assemblage of qualities that always makes others’ heads turn.  Sometimes, this trait is too pronounced, instilling not only fascination, but a fearful fascination as well.  Their superbly elegant grace can, at times, work against them, as some mortals subconsciously become intimidated by the predator’s presence.

Pureblood vampires always feel the drive to hunt humans, but do so very rarely, lest they endanger the get and their master.    They also sometimes choose to avoid confrontation with their enemies for the same reason (to keep a low profile), only attacking them when their territory is encroached upon.

A “get” is a group of pureblood vampires that serve a master vampire, and is divided up into a few groups, or social classes.  Each has their own purpose.

  • Sentry – sentries are expected to learn as much as they can about security and combat, since their duty is to protect the lair from enemies and threats.  They do not normally leave the lair unless special circumstances dictate.
  • Socialite – socialites are responsible for all aspects of contact with others outside of the lair.  They run businesses, take care of legal issues, and otherwise interact with those that need attention (human, demon, or otherwise).
  • Pet – a pet is a human familiar, one that usually serves a socialite.  They are normal people who will do anything to please a vampire, so as to eventually become one.  Pets are used for a number of purposes, mostly when things need to be done during the day, or if the task can have no vampires associated with it.  Many times, a pet is marked with a scar or a tattoo, indicating to other vampires that he is taken.  Not until the pet has proven himself and his loyalty will he be presented to the master, and then turned.  Pets represent the majority of the purebloods’ origins.
  • Nightstalker – sentries that shine past the rest, that excel where others are merely competent, are elevated to the status of nightstalker.  Nightstalkers are the elite that go out on missions to find and kill enemies whom threaten the lair.  Of the purebloods, they are the rarest.

Half-breed Vampire

Sometimes, a pureblood vampire may find himself without a master, and may take it upon himself to start siring others.  However, the result is different from that of the master’s…

When a pureblood performs the slow bite, the end result is a half-breed vampire.  The main difference between the two is that the half-breeds do not have an innate loyalty to the one that sired them; half-breeds only follow those vampires that they fear or respect.  Another difference is that they do not take on the stunning and commanding presence of the pure-bloods (a truth that either satisfies or infuriates more than a few).

Regardless, half-breed vampires relish their new lives.  They feel empowered from day one and quickly integrate into a nest.  It seems that the only rule of half-breeds is to do what you want as long as the nest doesn’t become endangered.

Actually, few half-breeds are created by purebloods, as most are created by other half-breeds.  The only time purebloods sire others is when they try to create their own nest, and that usually only happens when they find themselves without a master.  This undertaking can be dangerous because the nest may get out of control… not something that the pureblood is used to.

When siring others, half-breed vampires do not follow the same lines with regard to the selection process.  They may sire someone based on any number of preferences.  They may even sire their enemies.  This lends itself to the creation of less organized or effective nests.  In addition, the leader of a half-breed nest may change from time to time, as some leaders die or are overthrown.

A “nest” is a group of half-breed vampires that band together, many times under the direction of another half-breed.  It is also divided up into a few groups, but the line between each one is pretty thin.  Nests tend to be less organized and a bit chaotic.

  • Bruiser – such vampires are the bulk of the nest’s fighting force.  There aren’t too many of them (about 10%), but they are incredibly fierce.  Most other half-breeds think that bruisers spend too much time worrying about threats, and in truth, such a station requires dedication far beyond what a typical half-breed is willing to commit to.  Even so, no one disrespects a bruiser, unless they’re hoping for a brutal beating.
  • Raver – the vast majority of half-breeds are ravers.  Such vampires love nothing more than relishing their existence night after night.  If they aren’t hunting, they’re having a good time.  Actually, those two usually go hand-in-hand.
  • Pet – pets are few and far between among the half-breeds.  Most half-breeds simply sire others on a whim.  They often feel that pets are a waste of time; nothing but a bunch of wannabes.  Actual pets of a nest are usually unappreciated, overworked tools, many times killed off anyway.  Only those that are in useful civilian positions or that continuously prove themselves worthy get the respect of the nest.  Such pets are also marked in some way.

Cursed Vampire (PC)

     “How tragic is it for a penitent man, that he be forced to remorse forever?”

A cursed vampire is an unfortunate one, even more so than the fiend he once was.  Some of them live out their existence with the memories of the horrors they have done, while others still have yet to kill.

Regardless of why these unusual vampires have gone vegetarian, they will still always crave the blood of others.  They will always be fearful that, in a moment of weakness, the demon caged inside will emerge to kill an innocent.  Other vampires cannot understand the plight of the cursed, which is why they have given them such a name.

A cursed vampire is always either a pureblood or half-breed.  Regardless of which, he can no longer be a member of his nest or get.  If the others don’t kill him, he’ll certainly be ostracized.  Should he ever associate with a vampire hunter, all ties are severed and he becomes the hunted.

Freeing the Demon

Under times of stress, when angered, when hostile, or when biting someone, the vampire frees the demon.  This involves his fangs growing larger and his irises becoming a different color (player choice).  This is performed as a free action, either voluntarily or otherwise.

Bloodlust

Vampires hunt to drink the blood of others, since they cannot sustain their own.  The blood of the living is the most delectable, while the blood of the dead is the most detestable.  Vampires can sustain themselves on the blood of animals, but such vegetarians will always crave the blood of humans.

For vampires that haven’t consumed any blood recently, they are in danger of going berserk and attacking the nearest human.  This is usually some sort of Willpower roll, and is based off of the Threshold (the longer you go, the more often a roll is required – depending on your game).

Threshold

The longer a vampire goes without drinking blood – the more agitated he becomes.  One’s threshold is the number of nights or weeks that applies to each stage of Bloodlust (based on your game).  So if you go a number of nights or weeks equal to your threshold without drinking blood, you fall to the next lower stage of Bloodlust.

Drinking blood until you recover all stun points, hit points, fatigue points, wounds, etc. will raise your Bloodlust stage up to Tempted or Satiated.

 Satiated

  • You are in full control of the demon and can avoid any temptations involving blood.  When at this stage, you never need to make any sort of roll against Bloodlust roll.  The only way to get to this stage is to drink fresh, flowing human blood.

Tempted

  • While tempted, you still usually remain in control of the demon.  Unless you drink fresh, flowing human blood, you cannot improve beyond this stage.  You can live on other types of blood (like animals), though it will never fully satisfy you.  Your longing for human blood never really seems to go away.

Agitated

  • Your fierce desire for human blood is almost always on your mind.  It’s difficult for you to stay focused.   Mental rolls (like Willpower or Cool) take a penalty, and you might have to make Bloodlust rolls randomly, depending on the situation.

Volatile

  • Drinking blood is pretty much the only thing on your mind.  Little else really matters.  Mental rolls (like Willpower or Cool) take a huge penalty, and you’ll definitely have to make Bloodlust rolls randomly, especially if you bare witness to spilled blood, even if only a single drop.