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The Blood Hack

Written by:

Matthew Skail

Editing and layout:

Thaumiel Nerub

Artwork by:

Joyce Maureira, Luigi Castellani, Thaumiel Nerub (also character


sheet), and Jeff Preston (whose images are used under the
Creative Commons Attribution 3.0 Unported Lisence).
Also Public Domain artwork was used.

Special thanks:

To David Black, for making all the hacks possible.

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Table of contents

CHAPTERS 16 - Critical damage 40 - Gifts of The Blood

6 - What is this 16 - Killing damage 45 - Blood magic

6 - Setting 16 - Powerful opponents 50 - NPCs

6 - The core mechanic 17 - Vehicles

7 – Advantage and 18 - Random encounters TABLES


disadvantage
19 - NPC reactions 8 - Save categories
7 - Usage die
19 - Chases and stunts 9 - Equipment list
7 - Stats
20 - Death and dying 12 - Distances
7 - Class
21 - Healing 13 - NPC HD/Damage
8 - Backgrounds
21 - Experience 18 - Vehicle list
8 - Converting saves
22 - Gaining levels 19 - Reaction table
8 - Buy equipment
22 - Adventurers 20 - Crash table
11 - Encumbrance
22 - Children of The 21 - Out of action
11 - Armour Points Blood
24 - Sunlight/Fire
11 - Time and turns 24 - True death
26 - Vampire Blood Die
12 - Initiative 25 - Vampiric society maximum

12 - Players turn 26 - Blood 30 - Morality

12 – Movement and 27 - Morality 40 - Blood Gifts


distance
31 - Houses of The Blood 40 - Lesser Blood Gifts
13 - NPC hit dice
33 - Anunnaki 42 - Greater Blood Gifts
15 - Combat
35 - Dracul 43 - Elder Blood Gifts
15 - Firearms
37 - Enkidu 46 - Blood magic rituals
16 - Two handed
39 - Lilim 50 - NPCs
weapons

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What is this

The Blood Hack is a traditional roleplaing game played with paper, pencils and dice
where the player characters are all vampires. The Blood Hack is based on The
Black Hack by David Black, which in turn uses that Original 1970s Fantasy
Roleplaying Game as a base. But it adds and takes away elements to make it a
distinct streamlined flavor of the original roleplaying game.

Setting

The basic premise of this game is that the world around us is a far darker and
stranger place than we would ever believe. Supernatural creatures of vast age and
terrible power lurk in the shadows, preying on humanity.

You play one of these creatures, a vampire, a chosen of The Blood, caught in the
macabre dance of their nightly excistence. The mortal world and its restraints are
behind you, but freedom comes at a cost. Now you pray upon those you may have
once loved or acknowledged as equals. What effect does this change have on you
and your actions? Do you cling to your mortality or embrace the monster inside
you?

And vampires aren't alone. The world teems with supernatural beings hiding from
mankind. Many are enemies of The Blood, fighting over scarce resources. But their
greatest foes are also their prey who would rise up and destroy them if they learn
the truth.

Each era brings greater technology and greater danger for The Blood. How long
can they keep the world ignorant before their secrets are exposed?

The core mechanic

Everything a Vampire might possibly attempt that could result in failure is resolved
by testing attribute Stats. In order to successfully test a stat, a player must roll
below it on a d20. Non-Player Creatures (NPCs) don't make tests; a Player
Character (PC) must avoid their attacks by making a test.

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Advantage and disadvantage

A GM may decide that a particluar roll has a higher or lower chance of success than
usual. The GM will ask a player to roll an additional d20 when making the test.
With Advantage the lower result is used and with Disadvantage, the higher. These
modifiers do not stack and Advantage and Disadvantage cancel each other out.

Usage die

Any item listed in the equipment section that has Usage Die is considered a
consumable, limited item. When that item is used the next Minute (turn) its Usage
Die is rolled. If the roll is 1-2 then the usage die is downgraded to the next lower
die in the following chain:

d20 > d12 > d10 > d8 > d6 > d4

when you roll a 1-2 on a d4, the item is expended and the character has no more of
it left.

Stats

Stats are generated with 3d6 in the following order: Dexterity (DEX), Strength
(STR), Constitution (CON), Intelligence (INT), Charisma (CHA), and Wisdom
(WIS). If a stat of 15+ is rolled, the next must be rolled with 2d6+2, then continue
with 3d6 until the end or another 15+ is rolled. Once all Stats are generated 2 may
be swapped around.

Class

There are four (4) class choices for PCs: Annunaki the warlocks, Dracul the
warriors, Enkidu the hunters, Lilim the seducers. Your class determines which
great house you belong to, as well as how much damage you do in combat, your Hit
Points (HP) and your unique abilities.

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Backgrounds

The GM should allow each player to describe their character's background in more
detail, including their family, interests, motives and other important details.

Once per game hour, a PC may make a roll with Advantage if this fits with their
background. A young hactivist vampire might gain Advantage using computers
while an ancient courtly vampire might gain Advantage on a roll to remember
some historical detail.

Converting saves

If you're used to a system that uses saving throws, you should know that The Blood
Hack ignores saves and instead asks the player to roll Stat tests when any spell,
trap, situation or effect would impact them, using the table below as a guide.

Note also the advice in the Powerful Opponents section later.

SAVE CATEGORIES
STR DEX CON
Physical Harm that cannot Physical Harm that can be Poison, Disease or Death.
be dodged. dodged.
INT WIS CHA
Resisting Spells and Magic. Deception and Illusions. Charming effects.

Buy equipment

Every new character starts with 1d6 x CHA x 10 dollars with which to buy their
equipment. They also start with a set of clothes and an one handed weapon of their
choice.

The equipment list can be found on the next page.

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EQUIPMENT LIST
Item Cost Usage Die Notes
Leather Jacket 150 d6 2 Armour Points
Light Armour 250 d6 4 Armour Points
Medium Armour 500 d6 6 Armour Points
Heavy Armour 1,000 d6 8 Armour Points
Full Tactical Combat 10,000 d8 10 Armour Points
Armour
Regular Backpack 20 Carry +2 extra items
Toolkit 100 Specify mechanical,
electronic, woodworking,
etc. +1 to Stat when used
Flashlight 10 d10 Battery powered light
source
Rations 20 d10 One meal for one person
for the day
Fresh Food 10 d4 One meal for one person
for the day
Booze 30 d6 Serves up to six people
Light Pistol 200 d8 Sidearm, Light Pistol, RNG:
Nearby
Heavy Pistol 300 d8 Heavy Pistol, RNG: Nearby
Rifle 500 d10 (Heavy) Carbine Rifle,
RNG: Far Away
Sub Machine Gun 800 d12 (Heavy) Uzi, Mac 11,
Scorpion, Single Shot,
Short Burst, Full Auto
Automatic Rifle 1,000 d12 (Heavy) AR-15, AK 47,
Single Shot, Short Burst,
Full Auto
Shotgun 800 d6 (Heavy) RNG: Nearby, +2
to damage
Light Machine Gun 6,000 d20 (Heavy) Bren, M-60, Single
Shot, Short Burst, Full Auto

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Heavy Machine Gun 12,000 d20 (Heavy) Browning M2,
Minigun, Single Shot, Short
Burst, Full Auto, +2 to-hit
roll and to damage roll
Grenades 200 d6 3d6 damage, effects 1d6
target in Nearby area
Rocket Propelled Grenade 2,000 - (Heavy) Single shot rocket
launcher, RNG: Distant,
explodes effecting Nearby
targets, 2d6 damage
Short Bow 200 d6 (Light) RNG: Nearby
Long Bow 400 d6 (Heavy) RNG: Distant
Crossbow 300 d6 (Light) RNG Distant
Shuriken/Throwing Knife 50/10 d4 RNG: Nearby
Silvered Shuriken 200 d4 RNG: Nearby, Killing
Damage to vampires
Extra Ammo 100 as per weapon Reloads one weapon to full
Usage dice
Silver Bullets 500 always d4 Loads one weapon, inflicts
Killing damage on a
vampire
Knife/Light Club 50 Two attacks
Sai 50 Disarm opponent test
Mace/Short Swords 100 One Handed
Bastard Sword/Battle Axe 250 (Heavy) Two Handed
Katana/Great Sword 500 (Heavy) Two Handed
Pole Arm/Naginata 500 (Heavy) Two Handed
Maul 100 (Heavy) Two Handed
Medi Kit 50 d6 Heals 1d8 damage (one
use on one wound per
hour, does not function on
vampires
Satellite Phone 2,000 d6 Communicates anywhere
on a planet

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Encumbrance

A character can carry a number of item equal to their STR with no issues. Carrying
over this amount means they are encumbered and all Stat Tests are taken with
Disadvantage – you can also only ever move to somewhere Nearby. They simply
cannot carry more than double their STR.

Armour points

Armour provides protection by reducing all incoming damage. Each type will
reduce damage by a limited amount.

Armour Points (AP) are regained after a character rests. Once the player or
monster has used armour to absorb its maximum amount, they are too tired or
wounded to make effective use of it again – they begin taking full damage.

Opponents generally have 1 point of armour for every HD above 1, to figure this
out quickly simply -1 from their HD. They can also carry shields (all to a maximum
of 10 AP). Some monsters have powers like PCs that would allow them greater
armour beyond these free “base” armour. These will be listed in their write ups.

The GM should use this rule with a grain of salt. Normal human NPCs should not
have armour at all unless they wear armour like is available to PCs.

Time and turns

There are 2 important types of tracked time: Moments (rounds) and Minutes
(turns). Moments are used during combat and fast paces scenes of danger and
Minutes are used when exploring and adventuring. A GM may advance the clock as
they need, substituting Hours, Days, or even Months for Minutes should the
adventure require it.

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Initiative

When combat breaks out, everyone must be sorted into an order so they each get
to act and react in turn. Every character tests their DEX, those that succeed, take
their turn before their opponents. They must then act as a group, deciding their
own order for actions. Those that fail their DEX test, go after their opponents.

Players turn

During a player's turn a character may move and perform an action. They could
attack, look for a clue, talk with a NPC, cast a spell, play with a toy, and so on.
Interacting with the world is an action. Often they will test their Stats to determine
the outcome. Some powers provide extra actions.

Movement and distance

Rather than track precise numbers, The Blood Hack uses 4 abstract ranges for
measuring distances: Close, Nearby, Far-Away and Distant. On their turn every PC
and NPC can move somewhere Nearby as part of an action, performing that action
at any stage of the move. They can forgo their action and move somewhere Far-
Away instead. Anything beyond Far-Away can be classified as Distant and would
take 3 moves to get to.

For converting existing movement rates or measures from other games (for spells
or areas of effects) use the following guide:

DISTANCES
Close Nearby Far-Away
0 – 5 ft. 6 – 60 ft. 60 – 120 ft.

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Npc hit dice

Hit Dice(HD) represents an NPC's level and the number of d8 rolled to determine
their Hit Points (HP). All the sample NPCs have an average HP listed, in case you
don't want to roll.

NPC HD DAMAGE
1 d4 (2)
2 d6 (3)
3 d8 (4)
4 d10 (5)
5 d12 (6)
6 d6 + d8 (7)
7 2d8 (8)
8 3d6 (9)
9 2d10 (10)
10 d10 + d12 (11)

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Combat

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When a character attacks a NPC in melee, they must roll below their STR Stat.
When they attack a target at range, they must roll below their DEX Stat. When a
NPC attacks, the character must roll below their STR against a Melee Attack and
DEX against a Ranged Attack to avoid taking damage. A GM will often give the Stat
required for the test.

The damage an attack deals is based on the character's class or the number of HD a
NPC has. To make a Melee Attack an opponent must be Close. Ranged Attacks
against Close opponents are possible, but the defender gains Advantage, as per
the Advantage and disadvantage section.

NPCs deal damage based on their HD, see NPC Hit Dice. If you'd prefer to use the
damage listed in a module or other compatible source that you are using, you can
certainly do that instead. In that case, either roll damage or use the average
damage amount for the dice given.

Firearms

Most characters will only fire one effective shot from a firearm per round.

If the character fires a weapon they are not proficient in, all tests will be made at a
Disadvantage.

It is possible to fire multiple shots with bows, pistols and rifles. This full round
action adds +2 to any dice rolled. More damage is dealt, but it's harder to hit a
target when you are rushing.

Some ranged weapons such as submachine guns, assault rifles, and machine guns
may fire single shot, Short Burst, and Full Auto.

Short bursts are relatively accurate, firing 3-5 bullets at the target. A short burst
adds 2 to the DEX Stat (making it easier to hit the target) and if the target is at
Close Range, they take an additional 1d8 damage from the attack. When shooting
a Short Burst, two usage die rolls are rolled.

Full Auto covers a Nearby area (roughly 10 ft x 10 ft) with a spray of bullets. This
full-round action does an extra d6 damage for every Ammo Usage Die remaining
in the chain, and all Ammo Usage Dice are used for that gun.

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A SMG with d8 Usage Die ammo left in the clip will do an additional 3d6 damage
on full auto, but empty the clip. Characters in the hosed down area must make a
DEX Save to avoid taking damage, they can move one action to cover, but give up
their next action and are considered pinned down.

Two handed weapons

Large, more deadly weapons are handled simply by adding +2 to any dice rolled
with them. They deal additional damage, but are also harder to hit with.

Critical damage

If a player making an attack rolls a 1, they double the result of the damage dice
they roll. If they roll a 20 when avoiding an attack, they take double damage. If they
are using a stake in combat, they can choose to stake their opponent instead of
inflicting double damage.

Killing damage

There is a special kind of damage vampires can suffer from a few specific sources
(fire, silver, sunlight and some magical sources) referred to as Killing Damage.
Killing damage should be tracked separately from normal damage (though both
values should add together for purposes of seeing if a character is Out of Action).
Healing killing damage is much harder as well, as healing sources only recover half
the expected result.

Powerful opponents

For every HD above the character's level, add +1 to every roll the player makes for
any Stat test that would determine the outcome of a conflict between them and
that NPC.

For example a level 2 character defending against a HD 5 NPC attack would add +3
to their roll.

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Vehicles

Vehicles have Hit Points and Armour Points just like characters and opponents.
Unlike living things, these points do not return after a period of rest. Only a trained
professional can fully restore a vehicle to top operating condition.

Operating vehicles is a full action. Firing independent weapons while driving or


piloting a vehicle is done at Disadvantage. Firing hardwired, installed weapons
does not add Disadvantage. Performing stunts, speeding and tricky manouvers
requires a DEX test.

Pedestrians firing at vehicles do so at Advantage, but firing at vehicle from


another vehicle is handled regularly. If a character is firing at a moving vehicle
from a moving vehicle, the attack is rolled at Disadvantage. Characters in moving
vehicle have Advantage to their defense tests.

The driver, pilot or operator of the vehicle makes the defense test unless a
passenger is a target.

If a vehicle loses all of its HP, roll 1d6:


On a 1-2 the vehicle simply stops working and though damaged, may be repaired
later. On a 3-5 the vehicle is also totalled and cannot be slavaged. On a 6 the vehicle
explodes in a fiery wreck (if possible, I mean a cart won't explode, just fall into
kindling).

Treat vehicles like opponents. The GM should have the final say on the availability
of some vehicles on the list. Used vehicles may be purchased for 50-75% of the
listed price. The number in brackets beside seats indicate passengers in what is
usually a cargo area. Speed ranges from very slow to jet speed. Each speed
increment difference is factored into the loss/gain in the chase rules (adding or
subtracting from the target number). Ramming damage is based on the HD of the
vehicle. A vehicle slamming into a target that weighs less takes ¼ of the damage
(round up) they delivered. A vehicle slamming into a target that weighs more takes
½ of the damage (round up) they delivered. A vehicle slamming into a solid object
(like a wall) takes full damage.

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For example, a small car hitting a pedestrian would deliver 1d10 damage (result of
6) and would take ¼ of that itself (2 points). Since the car Armour Points stop the
damage no HP are lost, however the armour is tested with a Usage Die roll (d6 base).
On a 1 or 2 the armour weakens to a d4 Usage Die. When a 1 or 2 is rolled on the d4
the armour cannot protect the vehicle until it is repaired.

VEHICLE LIST
Vehicle Cost HD AP Notes
Bicycle 100 1 (3) 0 Seats 2, very slow
Scooter (Vespa) 1,000 1 (5) 0 Seats 2, slow
Motorcycle 20,000 2 (10) 1 Seats 2, very fast
Small Car 20,000 4 (20) 2 Seats 4, fast
Medium Car 40,000 5 (25) 2 Seats 5, fast
Sports Car 150,000 6 (30) 2 Seats 2, very fast
Luxury Car 80,000 7 (35) 3 Seats 6, fast
SUV 75,000 8 (40) 4 Seats 7, fast
Van 50,000 8 (40) 3 Seats 12, fast
Pickup Truck 40,000 9 (45) 3 Seats 3 (12), fast
Box Truck 80,000 10 (50) 4 Seats 3 (20) fast
Small Helicopter 500,000 8 (40) 2 Seats 4, flight, very
fast

Random encounters

The GM should roll a d8 every 30 minutes of real world play. A result of 1-2 means
the players will encounter a randomly generated NPC or distraction in the
following Minute (turn).

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Npc reactions

Some NPCs will have predetermined personalities and goals that will guide a GM
when choosing their actions and feelings towards the characters. For those that do
not, such as randomly encountered NPCs, make a Reaction roll on the following
table.

Characters may attempt a CHA test (modified by circumstance) to change


reactions to a more favorable one. Vampires use both intimidation and seduction
to manipulate others.

REACTION TABLE
d8 Reaction
1 Flee then roll again.
2 Avoid the PC entirely.
3 Trade with PCs.
4 Give the PCs aid.
5 Mistake the PCs for friends.
6 Trick the PCs (roll again).
7 Call for reinforcements.
8 Capture/still the PCs.

Chases and stunts

Chases and stunts are the same for vehicles as they are for people. These rules
could be modified if a character is chasing down an escaping pedestrian. The
driver rolls Initiative as usual. When a chase begins the GM must declare the
distance between the vehicles (usually 2d4 roll or a base of 5). the characters must
make a DEX test and if they are successful, they gain a number in distance. They
may either add to the number away from the opponent (if they are being chased)
or gain a number closer. If a driver fails a roll, they lose one point. Some vehicles
are faster than others. Faster vehicles add to the difference to their loss/gain
results. Vehicles are listed as follows:

Fast Jet > Jet > Very Fast > Fast > Slow > Very Slow > Running

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When the count reaches 0, the targets are at Close Range (within melee range).
When the counter reaches 10 the target being chased has escaped.

Declaring a Stunt, speeding, or a manouver adds +1 to the die roll. Successful


stunts, speeding and manouvers add 1 point to benefit the stunt driver. Failed
stunts result in loss of control of the vehicle. The vehicle moves straight for 1
Moment and a successful DEX test regainst control. If this roll is failed the vehicle
moves full out in a random direction (where it may run off the road, hit another
car, etc.). if the vehicle hits something consult the crash table.

CRASH TABLE
2d6 Result
2 Screeching tires, slide forward until successful DEX test.
3 Spin out. Car moves in random direction for one moment
and stops suddenly.
4 Dinged. Lose 1 vehicle HP. After Armour.
5 Dented. Lose 1d4 vehicle HP. After Armour.
6 Banged up. Lose 1d6 vehicle HP. After Armour.
7 Smashed. Lose 2d6 vehicle HP. After Armour.
8 Crushed. Lose 2d8 vehicle HP. After Armour.
9 “That didn't sound good!” Vehicle loses 2d8 HP. No Armour.
10 Smash! Bang! Vehicle loses all remaining HP and stops.
Passengers lose 1d6 HP each. No Armour.
11 Boom! Bang! Vehicle loses all remaining HP and flips over.
Passengers lose 2d6 HP each. No Armour.
12 Catastrophic crash. Vehicle destroyed in flames,
passengers OofA.

Death and dying

When a character is reduced to zero Hit Points (HP) they are taken Out of Action
(OofA); they are unconscious and cannot make any actions. When the fight is over
and/or they are out of danger, a PC that was OofA can roll 1d6 on the table in the

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Healing section to see what happens to them. If they survive they gain 1d4 HP.

If the characters lose the fight or are unable to recover the body of a character, all
PCs that are OofA are usually lost.

Healing

The Blood can gain Hit Points several different ways. They can never gain more
than their maximum and can never go below zero.

Vampires heal either by resting during the day (one HD) or by using their blood.
They make a Blood Usage Die roll after taking a round of concentration to heal
one HD worth of damage.

When healing a character who is OofA, just start at zero and count up. That
character is now back on their feet and no longer OofA.

OUT of ACTION
1 KO,d - Just knocked out.
2 Concussed – Disadvantage on all tests for the next hour.
3 Cracked Bones – STR, DEX, and CON are temporarily -2 for the
next night.
4 Crippled – DEX reduced by 2 till the vampire awakens the next
night.
5 Broken – Random Stat reduced by 4 for a week. A full die step of
blood (not a roll) can reduce this penalty by 1 point, but only
once a night.
6 Languor – If the damage that brought you to this point was not
inflicted by a killing source, you enter Languor, the deep sleep
of the dead. You may return to consciousness in a century.
Otherwise you are destroyed.

Experience

The “standard” experience system used by most OSR games and related systems is
not used in The Blood Hack. Instead, for every session/quest/mission/major event
the character survives they gain a level.

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The GM will decide which. It's recommended that this decision remains more or
less a constant throughout the campaign, and a GM should be clear and upfront
with the players so they know where the “goalposts” are.

Gaining levels

When a character levels up, their maximum Hit Points increase by rolling the Hit
Die for the class. Also a player should roll d20 for each Stat. If the result is higher
than the current Stat, that Stat increases by one (1).

Adventurers

The world of The Blood Hack is a dark and decayed one. Monsters prowl the
streets, using and manipuating mortals to their own ends.

Into this dark hell scape come the player characters. New inductees into the world
of The Blood, they must navigate the demands of their new form, their new
masters, and their fellow coven members. Do they surrender to the madness of
their new lives or cling to the familiarity of their old ones, knowing that now they
are the greatest threat to those they once loved? Do they fall into line, obeying the
whims of their elders, or do they rage against the oppressive system and attempt
to tear it down?

Children of the blood

All vampires are different, but they do share common traits and abilities, strengths
and weaknesses. Each vampire player character belongs to one of the four great
houses of The Blood: The Anunnaki, the Dracul, the Enkidu, or the Lilim. Their
common ancestry allows them to share certain abilities from their rebirth, but
after that, they all develop differently.

All vampires can see in the dark. Further, they can track a bleeding creature or a
trail of blood by passing a WIS test with Disadvantage (though if they've tasted
the blood they make the check unmodified).

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Beyond their hunger for blood, vampires neither drink nor eat (and can only
consume mortal food with great difficulty before needing to expel it). They no
longer age physically and upon their change they may actually lose a few years or
even decades of apparent age if they are far from their mortal prime. Whether this
happens or not is never guarenteed, but seems to be some strange cross between
the target's mental image of themselves and a feature of the supernatural blood.

They do not breathe and are immune to poisons and diseases that lack a
supernatural component. They also do not appear in mirrors nor can they be
captured electronically, either visually or audibly. Vampires only text and never
appear on Youtube… which to many younger vampires is the worst part of the
curse of vampirism.

Their bodies are superior to mortals in every way. Damage from blunt force trauma
(fists, clubs, bullets, falls, and even being hit by a vehicle) is halved. They suffer
normal damage from slashing and cutting weapons, as well as the bites of other
vampires and the special attacks of other supernatural creatures.

But even grievous harm such as this is not enough to destroy them. If they are
reducted to 0 HP by such damage and a 6 is rolled on the OofA table, they instead
enter a state of suspended animation known as Languor. In this state they dream
dark dreams but are completely cut off from sensation. Only time, or the blood of a
higher level vampire, can wake them from this state. Most vampires are hesitant to
grant this boon however as their Blood Usage Die is reduced by one step for a full
month due to the amount of energy it requires to awaken a languid vampire.

There is one other quirk that vampires share. If their heart is pierced by a wooden
or iron stake, they will immediately fall to languor. Their body corrupts, taking the
appearance of a desiccated corpse as their blood flees deep into their body in a
vain attempt at reparing the damage. The implement that pierces them must be at
least half an inch in diameter.

Staking a sleeping vampire is easy. The attacker simply needs to succeed at an


attack with Disadvantage. If they fail, they inflict normal damage but fail to pierce
the heart. This will allow a vampire to roll to wake up with Advantage.

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True death

Killing a vampire can be difficult to say the least. Even truly ghastly
dismemberment is not enogh to guarantee a vampire's death. Only sources of
Killing Damage can result in a vampire's ultimate destruction.

Killing damage comes from a few sources. Fire is the most common and it often
causes vampires great fear. A weapon crafted of silver causes Killing Damage,
though it must be pure and completely silver (creating an unwieldy object that is
easily destroyed). The light of the sun will cause Killing Damage to most
vampires. Finally some supernatural means of attacks will also inflict Killing
Damage.

SUNLIGHT
Sunlight Intencity Damage
Indirect and/or 1 pt a moment.
fully covered
Overcast/foggy/ 1d3 pts a moment.
thick clothing
Dusk/dawn/hazy 1d4 pts a moment.
Direct/clear sky 1d6 pts a moment.

FIRE
Fire Size Damage (per moment)
Candle 1
Torch 1d4
Campfire 1d6
Conflagration 1d8
Burning house 1d10

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Vampiric society

All vampires were human once, and as such they feel just as great a need for
companionship as any human. Consequently, most vampires join together in small
groups called covens. Covens generally range from 2-10 members and are similar
to gangs or cults in many ways.

The Coven Master is typically the oldest vampire among them and just as often the
sire of the other coven members. Some covens, especially in these modern nights,
are mixed lineages where allies from different houses have joined together for
survival.

The largest and most powerful coven in any given area is usually seen as the
master of that territory… for as long as they can hold it. As such, it is customary for
wandering covens to seek permission of the coven master of a territory they cross
into. This courtesy is not always acknowledged, sometimes from ignorance and
sometimes deliberate affront.

Since blood is a limited resource and vampires cannot risk over feeding in one
area, only large areas can support more than a single coven. Vast cities such as New
York, Athens, Rome or Baghdad support around ten or twenty covens spread over
their various burrows and districts. Such covens typically exist in a state of
cautious cease-fire, but turf battles are common.

Legends say that once vampire exercised more power over the mortal world, when
cities were small and rulers more centralized. In this modern age, however, such
control is nearly impossible… and far too risky for most covens to even consider
attempting. They may have some blackmail on important people, or dominate a
few well-placed figures to aid them (such as police or journalists), but rarely do
they have much of a network beyond what organized crime groups may have.

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Blood

All vampires drink blood to survive. To remain fresh and functional, they must
consume blood regularly. Usually this is only a mouthful or so at time, but many
vampires drink more because of the intense pleasure they experience while
drinking. A vampire's Morality dectates how often they must feed.

VAMPIRE BLOOD DIE MAXIMUM


Level Blood Die
1-3 1d4
4-6 1d6
7-9 1d8
10 1d10
Vampires can store one Blood Usage Die according to their level (see the table).
Humans have 2 Blood Usage Die steps worth of blood. Large animals (cows and
such) contain a single Blood Usage Die step and smaller animals must be
consumed in droves to even provide a little of blood, on a roll 1-2 of Blood Usage
Die the vampire gains more blood. This isn't because of the volume of fluid but the
life force inherent (or rather, absent) from such creatures.

So long as a vampire has at least one d4 Usage Die in their system, they may
survive on swallows of blood. These cause 1d3 damage to a mortal and cannot kill
regardless of what is rolled (causing them merely to swoon if reduced to 0 HP).
Only a sick or extremely young human could face true danger from such feeding.

If a vampire goes to sleep without feeding at least a swallow of blood that night,
rising will cost them a Blood Usage Die roll. How often Blood Usage Die rolls are
called is dependent on their Morality. If the chararacter is passes two such periods
without losing a step on their Blood Usage Die, the third time they need to make
the roll will result in it automatically decreasing by one step .

If a vampire lose a Blood Usage Die step from powering her abilities, or to heal,
this requires greater feeding to replace. Taking a Blood Usage Die from an animal
kills it and from a human causes them to lose 50% of their HP regardless of how
many they have. If a second Blood Usage Die is taken from the same person they
die.

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Vampires may overfeed if they have the opportunity. Doing so is risky however, and
usually a damning act against their morality. Vampires can increase their Blood
Usage Die by one step over their maximum. They will suffer their HD in damage as
veins swell and burst, dead organs rupture, and skin splits. This damage can only
be healed once the extra blood is used.

The main use of Blood Usage Dice, besides allowing a vampire to continue
existing, is healing their wounds. An action of concentration and a roll of the
Blood Usage Die will heal their HD in damage. When they sleep, they will also
recover a HD worth of damage. Beyond other supernatural powers, these are the
only ways they recover from damage they suffer.

If a vampire is reduced to zero in Blood Usage Dice and is forced to spend one
(say upon awaking), they become ravening beasts. They will attack the first source
of blood they see, regardless of their normal behavior or thought towards the
target. They will do nothing but hunt and kill until they have sated themselves
(brought their Blood Usage Die up to at least 1d6, or 1d4 if that is their limit).
Only then will their rationality return and the horror of their actions undoubtedly
force them to face a Morality check. If such a vampire can be caught or fed mortals
and/or vampire blood, it is possible to return them to sanity without damaging
their morality. If they fail to find blood and again need to use their blood they will
fall to languor.

Morality

All vampires began life as humans and, as such, maintain some semblance of their
mortal beliefs and sense of self. While the requirements of nightly existence as
damned creature drives most vampires to shed their human codes and mores,
some cling to them seeking some solace in remembering they were once better
than they are now.

But these fragile hopes are easy to lose. Whenever a vampire commits a dark act
such as causing wonton harm or murder, they risk losing some of their old self. As
they give in to their vampiric nature more, it grows more powerful but leaves them
also more vulnerable to the banes of vampiric existence.

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Morality is handled with a reverse Usage Die. The more one clings to their
humanity the smaller their die is, and therefore the easier it is to lose. Truly benign
and harmless vampires are exceedingly rare and remaining in that state is
extremely difficult. The temptations and needs of vampiric existence are too great
for most to avoid falling to darker excesses.

Gaining and losing Morality are entirely functions of roleplaying. For a character
to regain lost Morality, they must work hard at seeking to atone for past actions.
They must admit the horror of their past and try to reconnect with humanity. This
is entirely up to the Game Master and the player.

Vampires with 1d4 Morality are extremely rare. They do all they can to avoid
harming others. They rarely feed and when they do they seek to only feed from
animals or willing donors if possible. They avoid theft and attempt to live as much
like a human as possible. They typically cut themselves off from most other
vampires unless they are forced to interact with them as they find the dark politics
of vampiric life are anathema to maintaining their grip on their human selves. It is
easy to slip from this vaunted precipice. Committing nearly any sin or act of cruelty
requires them to make a Morality roll. On a 1 or 2, they slip to the next die size.

Vampires begin the game with a d6 in Morality. At this level, they have a bit of
cruelty in them. They can act aggressively in their own interests even inflicting
harm on others (but not unnecessary kill or torture) to defend themselves but
would hesitate to start a fight. Theft is acceptable, so long as the loss of the item(s)
does not cause undue harm. Worse crimes require a Morality roll. On a 1 or 2, they
slip to the next die size.

Vampires with d8 in Morality are somewhat cold and distant from mortals and
start seeing them more as food than as fellows. This vampire can usually take what
they want without a thought. They can kill in self-defense without blinking an eye.
They are happy to pick a fight (though if it ends in an opponent's death they would
need to make a test). There are many crimes still too vile for them to consider
however, and these would require a Morality roll as described above.

Vampires with a d10 have little use for humans beyond food and play-things.
Killing a mortal for food doesn't cause them to lose any sleep though they may
hesitate to do so in order to prevent arousing suspicion from other humans. Killing
and torture are acceptable “for the greater good”. Beyond this they would need to
pass a Morality roll as described above.

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Vampires with a d12 Morality are monsters. They casually kill and destroy
without a second-thought. They are still guided by enlightened-self-interest
however and obey the laws of their coven as a means of protecting their own
interests if nothing else. They enjoy inflicting terror and pain on their targets and
hold grudges for centuries over the smallest slights. Most ancient vampires are at
this level and it would take some monstrous act to for them to make a Morality
roll.

Vampires with a d20 Morality are beyond monsters. They are horrors feared by
mortals and vampires alike. They think little of the difference between dressing in
a fine suit or the skin of a human victim. Their lairs are furnished with corpses.
They are incapable of interacting with humans in a way that is not terrifying and
emotionally scarring for the person (if they somehow survive). They are only
slightly better when dealing with other vampires. Most vampires who fall to this
level are either powerful or destroyed quickly by their fellows for the risk they
present to all vampires. If a vampire somehow violates even this gross “morality”
with some new and unknown act of evil, they must pass a morality check as
normal. Failure means they become “pure vampires” with no humanity
whatsoever. These creatures are more like intelligent animal predators than
humans (though they may still use their knowledge to avoid danger and traps).
Such a creature is unplayable and becomes a monster under the control of the
Game Master.

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MORALITY
Morality Benefits Weakness
d4 Sunlight inflicts damage once Suffer a -2 to STR tests for combat.
a moment and is not Killing
Damage. Silver does not
inflict Killing damage. Feed
only once a week. Only sleep
4 hours and test WIS with
Advantage to wake if need
be.
d6 Sunlight damage is not None
killing. Feed once every three
nights. Sleep only 6 hours.
Test WIS with Advantage to
wake if need be.
d8 +1 to STR in combat. Test Feed once a night. Sleep 8 hours. Sunlight
WIS to wake if need be. inflicts Killing Damage.
d10 +2 to STR in combat, +1 to all Feed once a night. Sleep 10 hours. Test
damage rolls. WIS to wake if need be. Holy ground and
symbols force them to roll at
Disadvantage in all tasks. All CHA tests
with humans are rolled at Disadvantage.
d12 +2 to STR in combat, +2 to all Sleep 12 hours. Test WIS with
Damage rolls. Disadvantage to wake if need be. Cannot
abide holy symbols or holy ground (roll at
Disadvantage and suffer 1d6 Killing
Damage a moment from contact). Sunlight
inflicts double damage. All CHA tests with
humans are rolled at Disadvantage.
d20 Advantage on all STR tests in Sleep 12 hours. Test WIS with
combat. +3 to Damage rolls. Disadvantage to wake if need be. Must
flee a forcefully presented holy symbol
unless passing a WIS test at
Disadvantage. Suffer otherwie as above.
Silver and sunlight inflict double damage.
They fail all CHA tests with mortals that
are not based around terrorizing them.

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Anunnaki

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Anunnaki

aka Fallen Angels, Warlocks, Devils, etc


The Anunnaki are one of the three elder Houses of the Blood, whose ancient
beginnings are shrouded in the mists of time. They claim that they are descended
from fallen angels or ancient gods, and are the oldest House of the Blood. Whether
that is true or not, they are masters of the arts of dark blood magic. No other house
can hope to match their skill with rituals.

Starting HP: d6+4

HP Per Level: 1d6

Weapons & Armour: Light weapons only, light armour only

Attack Damage: 1d6/1d4 unarmed

Special Features: Gain a +1 to their starting CHA and INT.

When casting Blood Rituals, an Anunnaki may use CHA or INT to determine
whether they succeed at spell casting. See the Blood Magic section.

Anunnaki can cast their level of rituals a night without a need for Blood Usage Die
roll (so a sixth level Annunnaki could cast 2 level 3 rituals without spending any
blood).

Roll with Advantage on INT to avoid the hostile effects of blood rituals.

Anunnaki begin the game with 1d6+2 levels worth of blood rituals known.

Leveling Up: Roll to see if stats increase, roll twice for CHA and INT.

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Dracul

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Dracul

aka Warriors, New Bloods, Killers, etc


The Dracul are the only new greater house to rise and thrive in the last four
thousand years. Whether it was a curse or Vlad Tepes' great evil is unknown, but
upon his death, he awoke as a Progenitor. Quickly spreading his blood among those
few followers who remained loyal or who were useful for him, his bloodline was
large and powerful by the time other vampires encountered it. Though they fought
wars at first with the other lines, eventually the animosity settled and now the
Dracul are regarded as one of the Great Houses. It probably did not hurt that the
Dracul are natural warriors and were often more than a match for their
antagonists.

Starting HP: 1d10+4

HP Per Level: 1d10

Weapons & Armour: Any and all

Attack Damage: 1d8/1d6 unarmed

Special Features: Gain +1 to their starting STR and DEX.

Once per hour, a Dracul may drink a swallow of blood and heal themselves of 1d8
points of damage.

Dracul are potent, regardless of their mortal strength. They posses Might of 1d6 at
start.

Dracul are resilient, regardless of their mortal frailties. They possess Resilience of
3 at start.

Leveling Up: Roll to see if stats increase, roll twice for STR and DEX.

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Enkidu

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Enkidu

aka Beasts, Shapeshifters, Hunters, etc


Before the coming of the Dracul, the Enkidu were the most deadly warriors among
the Blood Houses. Known for their nearness to the beasts, they are masters of the
hunt. Able to shift their forms into various animal forms they inspired many myths
of vampires and demonic animals across the ages. They trace their lineage to
ancient Babylon.

Starting HP: 1d8+4

HP Per Level: 1d8

Weapons & Armour: Any, no heavy armour

Attack Damage: 1d8/1d6 unarmed

Special Features: Gain a +1 to their starting CON and WIS.

Enkidu roll all WIS tests with Advantage when hunting prey, following tracks, or
otherwise surviving in the wilderness.

Enkidu can change into a Totem Shape. This allows them to either turn into a
small, fast animal (or one that can fly) such as black cat or bat, or they can take a
large, deadly animal form such as a wolf or mountain lion. In a small form, they are
fast. When in doubt, a small animal form can always move further than any other
class. Initiative is rolled with Advantage, and they need one less move to get to a
given range in combat. In deadly form they add +1 damage per level to their
unarmed damage roll. They can transform into their Totem Shape once a night for
free. Each subsequent transformation calls for a Blood Usage Die roll. Enkidu
begin the game with a single small form and a single large form.

Enkidu are resilient and possess 3 points of Resilience at start.

Leveling Up: Roll to see if stats increace, roll twice for CON and WIS.

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Lilim

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Lilim

aka Lovers, Succubi, Harpy, etc


Perhaps the only House of Blood that claims a lineage as old as the Anunaki, the
Lilim claim descent from Lilitu. This female demon was the inspiration for the
myth of Lilith and Lilims are often mistaken as descending from that 3 rd century
creation. The Lilim are far more interested in the pursuit of pleasure and hedonism
that the other houses. They are also renowned for their ability to manipulate and
control humans.

Starting HP: 1d6+4

HP Per Level: 1d6

Weapons & Armour: Any weapons, medium armour

Attack Damage: 1d6/1d4 unarmed

Special Features: Gain +1 to their starting CHA and DEX.

Lilim roll CHA tests with Advantage when interacting with mortals. This means
that even the more monstrous Lilim still possess some ability to interact normally
with humans (Advantage cancels Disadvantage as usual).

Lilim can Mesmerize a target by glancing into their eyes. This requires a CHA
check and if successful, the target can do nothing but gaze at the Lilim do long as
they hold the gaze. The Lilim can use this to immediately feed on a victim without
another roll. If they use the delay to attack the target, they automatically gain
Initiative and they attack with Advantage.

When a Lilim feeds on a target during a passionate encounter, they gain 2 Blood
Usage Die steps for every one they take.

Leveling Up: Roll to see if stats increase, roll twice for CHA and DEX.

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Gifts of the blood

One of the most telling qualities of vampires is their various supernatural gifts.
While all members of a Blood House share similar abilities, they can all learn
different gifts which set them apart from each other.

Vampires gain gifts according to the following chart:

BLOOD GIFTS
Level Lesser Greater Elder
1 2 - -
2 3 - -
3 4 - -
4 4 1 -
5 4 2 -
6 5 3 -
7 5 4 -
8 5 4 1
9 6 4 2
10 6 5 3

LESSER BLOOD GIFTS


Alacrity: By making a Blood Usage Die roll, the character can make an extra
attack whenever they attack. This power lasts for one moment. The vampire is
considered Slow for purposes of of chases.
Beast Voice: The vampire can speak to animals and give them commands with
a successful CHA test.
Catfall: The vampire can fall from any distance and take no damage. In
addition they can balance on narrow ledges and surfaces without needing to
make a test to do so.
Claws: The vampire can grow claws. When attacking in unarmed combat, the
character increases their unarmed damage die by one size. In addition, the
character's unarmed combat is considered a magical or supernatural weapon
for purposes of harming such creatures that require them.

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Earth's Rest: Roll the Blood Usage Die and then you can sink into the bare
earth and rest during the day. If the ground the character rests in is disturbed,
the character will return to the surface.
Efficient Digestion: The vampire increases their Blood Usage Die by one
step.
Hover: By making a Blood Usage Die roll, the vampire can fly. They move no
faster than when walking, but they are not limited by ground movement. This
power lasts for an hour before they need to roll their Blood Usage Die to keep
it going again.
Mastery: Vampires often demonstrate an unnatural proficiency with various
tasks. Each time this gift is chosen, the character picks an activity that they
have gained a preternatural mastery over. When performing tasks related to
the mastery the character makes all rolls with Advantage. Examples might
include: singing, hunting, swords, grappling, awareness, stealth, playing
instruments, science, etc.
Memerize: This allows the vampire to hold a target by glancing into their eyes.
This requires a CHA test and if successful, the target can do nothing but gaze at
the character do long a they hold the gaze. The vampire can use this to
immediately feed on a mortal without another roll. If they use the delay to
attack the target, they automatically gain Initiative and they Attack with
Advantage after which the power is broken and cannot be used on the same
target for at least an hour.
Might: The character is tremendously strong. This power grants the character
a d6 Might. Whenever they inflict melee damage, they roll their Might die and
add it to their damage. If a 1 or 2 is rolled, the Might die decreases one level for
the night but will return to full value when they rest for the night or if they
make a Blood Usage Die roll. If the character already has d6 in Might, this
grants d8. Might at d6 means the character is stronger than the strongest
Olympic weightlifter, able to easily lift a motorcycle or shatter a wooden door.
Mystic: The character has learned a smattering of rituals. They know 1d4+1
levels of Rituals from levels 1 or 2 and they can cast 1 level worth of rituals for
free each night. This stacks with any House abilities that are similar.
Resilience: When this power is taken, it grants the vampire 3 points of
Resilience. These points act like armour and stack with worn armour. They
only recover after the vampire rests for the day, or if they take ten minutes and
make a Blood Usage roll, after which the “armour” recovers. If the character
naturally possesses Resilience, this grants them an additional 3 points.
Spider's Cling: The vampire can cling to surfaces and climb them as quickly as
they walk. It does not matter how sheer the surface is or slick, they cling
supernaturally to it.

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Supernatural Senses: The vampire's senses are even greater than normal.
The character has Advantage on all WIS tests to see, hear, or notice things.
Additionally they can see normally invisible things with a normal WIS test.
The Voice: With eye contact the vampire can give a mortal or vampire of equal
or lower HD a command that they must follow. This requires a successful CHA
test by the vampire. If the command is clearly suicidal or against the nature of
the target the roll is made with Disadvantage.
Totem Shape: This allows the character to either turn into a small, fast animal
(or one that can fly) such as a black cat or bat, or they can take a large, deadly
animal form such as a wolf or mountain lion. In a small form, they are fast.
When in doubt, a small animal form can always move further than any other
class. Initiative is rolled with Advantage, and they need one less move to get
to a given range in combat. In deadly form they add +1 damage per level to
their unarmed damage roll. Taking this power once allows the character to
pick either a small form or a large form. It costs a Blood Usage Die roll to
transform. This power may be taken twice, to provide both a small and a large
form.
GREATER BLOOD GIFTS
Call of the Wild: The vampire summons all animals of a specific type within
the area. The animals summoned will obey the character, even if simply
subconsciously, and act to perform the vampire's wishes to the best of their
ability, even allowing themselves to be fed upon.
Flash: The character can move anywhere up to Far-Away in a flash of motion.
This movement is invisible to all without Supernatural Senses. The first time
it is used in a Minute it is free, each additional time after it requires a Blood
Usage Die roll.
Flight: The character can fly by making a Blood Usage Die roll. They travel
twice as fast as they can on the ground combat. Outside of combat they can fly
up to a 100 miles an hour if they take a few Moments picking up speed. This
power lasts for an hour before needing another Blood Usage Die roll.
Master of the Herd: This power allows the vampire to summon any mortal or
vampire whom they have fed from or given blood to (such as those vampires
they have created). They must make a successful CHA test to call the target,
who will then feel compelled to journey at the quickest safe path towards the
vampire. They will not endanger themselves to reach the vampire, but will take
any reasonable route or precaution to reach the character. This power ends at
sunrise and if the target has not reached the vampire, the compulsion is ended.
A failed CHA test means the target cannot be compelled again for the
remaining of the night.
Occultist: The character learns deeper lore about Blood Magic. They instanlty
learn 1d6+2 levels of Blood Rituals and they can cast 2 free levels of Blood
Magic a night. This stacks with Gifts or House abilities.

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Quickness: The character must possess Alacrity to take this ability. It adds
two additional attack actions (for a total of 3 extra) for the moment. As with
the lesser power it still requires a Blood Usage Die roll. The vampire is
considered Very Fast for purpose of chases.
Rippers: The character gains powerful, tearing natural weapon. It increases
their unarmed attack die by one and stacks with Claws (for total of two die
steps).
Shadow Cloack: The vampire becomes invisible to sight. If they attack this
power is negated, but they gain Advantage on the attack.
Subvert the Will: With eye contact, the vampire can implant a suggestion into
a mortal mind, or in the mind of a vampire that is lower level or HD. When the
suggestion is triggered, the target will attempt to carry it out the best of their
ability. This requires a successful CHA test. If the command is clearly suicidal
or against the nature of the target the roll is made with Disadvantage.
Succulent Tastes: The character chooses a specific kind of narrow target (red
heads, police officers, hunters, artists, musicians, etc). When feeding upon
people of that kind, they gain two Blood Usage Dice for every one they drink.
Telepathy: The vampire can communicate with or read minds. This require a
successful INT test, unless the target is willing. The character can
communicate with anyone they can see or anyone they have fed from or given
blood to, regardless of range. Further with a successful INT test they can read
the surface thoughts of a target.
Toughness: The character must possess Resilience to take this ability.
Increases their Resilience value to equal their level (or +3 in the case of the
Enkidu). Once a night, they may refresh their Resilience with ten minutes of
rest. After that, they must make a Blood Usage Die roll as normal.
Valor: The character must possess Might to take this ability. It increases their
Strength die by one size (d6 becomes d8, d8 becomed d10). This level of
strength is sufficient to lift a car or shatter stone.
ELDER BLOOD GIFTS
Form of the Black God: The elder vampire exudes an aura of unmatched
power that permits no refusal. To simply attack the vampire, the character
must fail a CHA test, otherwise they cannot raise a hand against the vampire.
This power is broken for an hour if the vampire attacks the target.
Form of Smoke: The elder vampire can release its physical form, making a
Blood Usage Die roll to turn into a cloud of mist or smoke. It can move as
quickly as the character can walk, and can “crawl” along surfaces (say to flow
into a window). It cannot fly per se, as the smoke sinks to the lowest place, but
contact with a surface allows it to move along them in any direction. While a
cloud of smoke the character is immune to attacks and damage except from
fire, sunlight, or supernatural means, however they are also unable to interact
with this world.

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Iron Mind: The vampire's mind becomes inscrutable. They cannot be
controlled or effected mentally or emotionally by any power, vampiric or
otherwise. Their mind cannot be read unless they allow it, and even then, they
can project the thoughts they desire so the reader only learns what they wish
(the telepath has no way of discerning this).
Marble Skin: The character's skin becomes as hard as stone. They cannot be
staked, except by someone with at least Valor level Strength. Further, they
take half damage from all physical attacks. This doesn't protect them from fire,
sunlight, or supernatural sources of damage.
Pillar of Might: This vampire's strength is tremondous. They can rip open
steel with their bare hands. Such a character has Advantage on all STR tests.
They can lift a truck or a tank with ease. All attacks inflict bonus damage equal
to their level. A character with this ability and the lesser Might or Valor adds
those bonuses as well. Note that such strength is incompatible with normal
weapons. A single strike would shatter a sword or axe, or even a telephone
poll. At this level their strength is so great, it is treated as a supernatural
attack.
Rebuke the Sun: The elder vampire has transformed their nature. Sunlight no
longer inflicts Killing Damage and they only suffer damage from it once every
10 minutes.
Slave the Will: Any target that feeds on the vampire's blood or that the
vampire feeds from can be controlled by the vampire, regardless of distance.
The vampire must succeed on a CHA test to take over the target. Vampires of
higher level than the character are immune to this power. Targets will obey the
vampire's orders subconsciously, receiving their master's desires
telepathically. A target will obey a single command before the vampire must
use the power again. If they fail to use the power on the victim successfully, it
cannot be used again till after sunset.
Whirlwind: This power costs a Blood Usage Die roll to activate. While active,
the character's movements are invisible to onlookers (except those with
Supernatural Senses or those with at least Quickness). For the moment, the
character can move twice as many areas in a round as normal. All attacks
against them by onlookers who cannot follow their movement are made with
Disadvantage. They can attack 2 extra times a moment (and this stacks with
Quickness and other abilities). They also have Advantage on Initiative rolls.
The vampire is considered as fast as Jet Fast for the purpose of chases.

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Blood magic

Blood Magic is a potent but rare source of power used by a handful of vampires.
Most rely on the more common abilities of the blood, but some from more occult
backgrounds learn the darker arts.

Blood Magic can produce numerous effects and the rituals are often tinged by the
user, tweaked and changed by their own belief system and occult lore. But one
consistent element of Blood Magic is that it requires blood to use. Even the
simplest of spells require a dangerous amount of mortal blood. Only true masters
of the occult can lessen this burden, imbuing their own blood with sorcerous
potential that eases the onerous cost of Blood Magic.

Performing a blood magic ritual typically requires a minimum of ten minutes and a
Blood Usage Die roll for every level of the ritual (so performing a 3 rd level ritual
would require 3 Blood Usage Die rolls!). There is no limit to the number of rituals
that a character can perform in a given night other than the time and blood they
have available to them. The character must then pass an INT test, subtracting their
level from double the level of the ritual (so level 1 rituals are 2 difficulty, level 2
rituals are 4, etc) and if the remainder is negative taking it as a penalty. Failure
means the ritual fails and all the resources are wasted.

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While a character can take a blood gift to quickly learn some blood rituals, they can
also be learned in play. Learning a ritual requires one night per level of the ritual.
Each night a Blood Usage Die roll must be made on developing the ritual. At the
end of the learning time, the character can make an INT test to see if they
succeeded in learning the ritual. A failure means they cannot attempt to relearn the
ritual again until they have gained an experience level. A success means they gain
the ritual.

Unless otherwise mentioned, rituals tend to last one hour per level of the ritual.

BLOOD MAGIC RITUALS


Level Ritual
1 Chain the Thrall: The most commonly learned blood ritual is
desired even by those with no interest in the occult. Performing this
ritual empowers the vampire's blood for one hour. When they feed a
Blood Usage roll worth of blood to a mortal, the mortal becomes an
addicted thrall of the vampire. For the next month, the mortal will
obey any commands the vampire gives them and in general behave
like a Renfield. Mortal NPCs gain a HD while under the effect of this
ritual as they gain some of the physical power of the vampire.
1 Child's Call: After performing this ritual, the vampire can mentally
communicate with a single child they have created. The
communication can be two way if the child desires and can last no
more than 10 minutes. There is no limitation on the distance of this
ritual, but if the target is dead or incapacitated, the caster will feel no
connection.
1 Deny the Hunger: After performing this ritual, the caster can delay
their need to feed by one feeding period, useful when moving from a
place of plenty to one scarcity.
1 Know the Soul: The vampire performs this ritual over a sample of
blood or a single target. When they drink the blood they gain
intimate knowledge of the target, learning their true identity,
whether they are a thrall and to whom, any mystical effects in their
blood, and the relative level if the blood is from another vampire.
1 Restore the Reflection: This quaint ritual from a few centuries
previous was a rarely used affectation that hid an unknown side
effect. Vampires who use it in the modern nights discovered that it
also allowed them to appear in cameras, video, and be heard over the
phone. This ritual lasts until sun up.

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1 Shield the Pet: After casting this ritual, the vampire daubs a finger
print of blood on the mortal target. So long as the print (which dries
immediately) remains unwashed, the target exudes a scent that is
unpleasant to all vampires but the ritualist. Other vampires cannot
approach within 10' of the target without passing a CON test with
Disadvantage. Their blood is completely unpalatable for any but the
ritual caster.
1 Stone Heart: This ritual renders the caster's heart as hard as stone
and therefore immune to being staked. It last for 24 hours. The only
downside is that the character becomes cold and emotionless, giving
them Disadvantage on all CHA tests.
2 Armour of Blood: After performing this ritual, the vampire places a
bloody handprint on themselves or another target. That character
immediately gains 2 Armour Points that stacks with normal and
mystical armour sources. A character can only benefit from this ritual
once a night and if the armour is not used by sunrise, it dries and
flakes off.
2 Enchant Vessel: This ritual allows the caster to magically imbue an
object with a blood equal to a single Blood Usage Die step. The
object mut be at least the size of the caster's thumb. At any time
thereafter, the user ritualist can command the object to shed the
blood, allowing them to drink it to replenish their Blood Usage Die
one step greater. A vampire cannot have more vessels at one time
than their own level.
2 Eyes of the Slave: By marking a thrall with blood, the vampire gains
the ability to see, hear, and feel anything the thrall is experiencing for
up to 24 hours. This ritual will even function while the vampire
sleeps during the day, allowing them eyes and ears in the daytime
world.
2 Shield the Lair: By performing this ritual the vampire daubs blood
on all the entrances to their dwelling place. For the next sunrise to
sunset, sunlight cannot enter the dwelling.
3 Boiling Blood: After casting this ritual, the character's hand turns
dark red. If they land a hit on a target with blood inside it, in addition
to whatever damage the attack does, the vampire can roll an INT test
to inflict an additional 1d6 damage per level. On a failed roll, the
target only suffers half of this extra damage. This damage ignores
mundane worn armour. This ritual will only activate successfully
once, after which the blood congeals and sloughs off the character's
hand.

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3 Call the Blood Minion: The ritualist must perform this ritual over a
restrained mortal. After an hour of chanting and carving bloody
marks into the mortal's body, they must plunge a knife into the
victim's heart. They cannot drink any of the victim's blood during this
ritual. If successful, a small, winged creature will claw its way out of
the victim's body. The newly born Blood Minion will serve the
ritualist with complete loyalty as a spy, guardian, ritualist helper
(granting the character a +2 bonus to their INT whenever they
perform a ritual), or even sacrifice itself allowing the character to
absorb its blood for a Blood Usage Die increase. This ritual is a sin
even for d12 Morality characters.
3 Enchanted Stake: The character bathes a wooden stake in their own
blood after carving it by hand. Upon completing this ritual, the stake
absorbs the blood and turns a dark crimson. If used to stake a
vampire, the character can successfully strike the heart on a 1-3
results. This enchantment lasts until the stake has successfully staked
a vampire or exposed to sunlight (which will cause it to burst into
flames).
3 Voice of the Slave: By marking a thrall with a daub of blood on their
throat, the vampire can, at any time, speak through them. This is
typically used in conjuction with Eyes of the Slave allowing vampires
to speak to others through an intermediary. While this ritual is in
effect on a thrall, their presence is subtly disturbing to mortals
around them, resulting in all CHA tests being made with
Disadvantage, thanks to their shadow moving of its own accord, or
their eyes briefly showing the vampire looking through them, or
other weird and strange effects.
4 Birth the Hunter: After completing this ritual, the caster vomit a
dark, winged shape of black blood. Their new “child” will
immediately fly away, seeking the target of the ritual. It can
unerringly locate any target the caster has ever fed or drunk from.
Other targets may or may not be locatable with this ritual (usually
requiring an INT test, probably with Disadvantage), but only targets
the caster peronally knows can be found with this ritual. The hunter
flies at 10 miles an hour per level of the caster. If it reaches the target,
the caster will immediately know where they are and how to reach
them. If it fails to find the target before sunrise, it will burn and the
caster will suffer 2d6 Killing Damage. If the hunter fails, the
character cannot perform the ritual again on the same target until
they have gained a level.

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4 Drink the Memories: The ritualist performs this ritual, gazing in an
empty, blood-stained mirror for an hour. The next being they feed
from, they can make an INT test to gain some of the memories of
their target. Mortal experiences, passwords, location layouts, and
many other details may be gained. If the INT test is failed, the
character still gains memories but they are wild and chaotic, forcing
the vampire to suffer Disadvantage on all mental tests until they
reduce their Blood Usage Die to nothing, or awaken from their next
sleep.
4 Enchant the Razor: The ritualist bathes a cutting weapon in their
own blood and then etches it with potent mystical symbols. After the
hour long process is complete, if the ritual is performed successfully,
the weapon becomes temporarily enchanted. The weapon is
considered magical for purposes of harming incorporeal and ghostly
creatures, as well as beings requiring such weapons to harm. In
addition, it inflicts double damage to all targets.
4 Poison the Cup: The ritualist imbues a liquid with a virulent mystical
poison. If drunk by a mortal, their blood will taint beneath the dark
magic. Through the mortal will feel no ill effects, until a complete
revolution of the moon, if a vampire drinks their blood they will
immediately suffer 1d6 Killing Damage per level of the caster.
5 Read the Entrails: Using the entrails of a mortal whom you ritually
sacrifice, the ritualist can ask 1 yes/no question per level. This is a sin
even for d12 Morality characters.
5 Scribe the Black Circle: This ritual requires an entire night and a
mortal sacrifice. If the ritual is completed successfully, a permanent
magical circle about 10 feet across will be created. Whenever a blood
ritual is performed in the circle, it is treated as one level lower for
purposes of Blood Usage Die rolls. This is a sin even for d12
Morality characters.
5 Wear the Face: The caster must ritually sacrifice and flay a mortal
over the course of a two hour ritual. After its completion, if the ritual
is successfully cast, the character can wear the target's skin. While
wearing the skin, they become the mortal they have sacrificed,
looking, feeling and in all ways able to pass themselves as that
person. They are mortal for most intents and purposes, able to cast a
reflection, use a telephone, and be filmed as well as walk in the
daylight. They do not need to feed on blood (nor does their Blood
Usage Die decrease while wearing the skin) and sleep normally
while the skin is worn. The skin may be worn a number of times
equal to caster's level. However, each time the character uses
vampiric Gift, the skin is damaged and loses one use. A skin may be
worn as long as desired, it is the use of gifts and removal of it that
damages it. This ritual is a sin even for d20 Morality characters.

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Npcs

NPCs with an asterisk* after their name are invisible to mortals, visible to
supernatural creatures. Can appear to mortals if they choose. They do not
automatically appear to mortals when they attack, and their attacks may be
attributed to other causes.

NPCs with their name in bold do double damage to mortals.

NPCs with names that are underlined can drain one HD/level from an mortal every
week by feeding on them. Most supernatural beings can and will feed on mortals,
but the underlined ones especially so. At 0 HD/levels, mortals commit suicide,
wither and die, are taken to an asulym or whatever else seems appropriate to the
GM for the creature and the person in question.

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NPC HD Avg HP Actions, Specials, Notes
Blood Minion 1 4 2 Claws (dmg 1) + 1 Bite (dmg 2), half
damage from non-magic weapons. Can fly.
Mouse/Small Bird 1 1 Only 1 HP. Birds can fly, mice cannot (duh).
Normal Human 1 4 Damage is based on weapon use.
Dog/Cat 1 4 Small domesticated animal.
Newborn Vampire 1 5 Has class abilities of their House, 1d4 Blood
Usage Die, and one Lesser Gift.
Ghoul 2 9 2 claws (dmg 2) + 1 bite (dmg 3) + CON test
or Paralysed (living targets only).
Cops 2 9 Damage and armour based on gear used.
Wererat 3 13 Cannot gain Advantage when attempting to
surprise a Wererat. Double damage from
silver weapons.
Soldier 3 13 Trained combatant. Damage and armour
based on gear used.
Doppleganger 3 13 Change form in a moment, Disadvantage
against magic tests.
Wight 3 13 Can only be hit by magical weapons, or silver
weapons, drain 1 level with hit (living
targets only).
Fledling Vampire 3 13 All normal vampiric abilities, 1d6 Blood
Usage Die, 4 Lesser Gifts.
Fearmonger* 4 32 Make WIS test or paralyzed with fear for 1d2
Moments. Always max HP.
Werewolf 4 18 Attacks twice a Moment. Attacks inflict
Killing Damage. Takes double damage from
silver. All other damage besides silver, fire,
and magical damage regenerates at 3 HP a
Moment. Has a Might of 1d6.
Hunter 4 20 Well versed in tactics against vampires. Uses
weapons and armour, typically heavy gear.
Often armed with silver weapons and stakes.
Some know magic equivalent to a few 1st and
2nd level Blood Rituals but wihout needing
blood.

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Mummy 5 22 Attacks stop healing (living beings only),
immune to normal weapons, half damage
from magic weapons. Double damage from
fire.
Vampire 5 22 All Blood House abilities. 1D6 Blood Usage
Die, 5 Lesser Gifts and 2 Greater Gifts.
Default: Alacrity, Claws, Might, Resilience,
The Voice, Flight, Valor.
Poltergeist* 5 22 Can perform 1d6 attacks per Moment by
throwing around objects.
Space Fungus 5 22 Supernatural fungus from another planet,
steals mortal brains and takes over mortal
bodies. Casts up to level 2 Rituals, or spells
as level 3 Conjurer or Cleric from The Black
Hack. Sometimes chatty, always creepy.
Mage 6 27 Trained in mystic arts. Can cast damaging
hexes for 2d6 damage. Use Gifts and/or
Rituals to mimic 1d10 spells.
Incubus/Succubus* 6 27 2 claws (1d3). Advantage on magic tests,
only affected by magic weapons and
supernatural attacks, level drain (-1) with
kiss (living only). Can use Subvert the Will
once per hour. Casts Blood Rituals up to
level 3. same stats can be used for Leanan
Sidhe.
Banshee* 6 27 Shriek – CON test or paralyzed for 2d6
Moments.
Alpha Werewolf 6 48 Leader of the pack. Attacks 3 times a
Moment, always maximum Hit Points,
inflicts Killing Damage with claws and has a
Might score of 1d8. Takes double damage
from silver. All other damage besides silver,
fire, and magical damage regenerates at 5
HP a moment.
Spectre* 6 27 A person killed by a Spectre will become a
Spectre in 1d6 minutes.
Djinni* 7 31 Can take Gaseous Form, Create Objects,
Create Illusions as action. These spells can
be found in The Black Hack.

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Ghost* 7 31 Corrupting touch: Test CON or lose 1d4 CHA.
Cannot attack a child hiding completely
under a sheet.
Master Vampire 8 36 Old and crafty vampire. All Blood House
abilities. 1D8 Blood Usage Die, 6/5/3 Gifts.
Default: Alacrity, Claws, Mesmerize, Might,
Resilience, The Voice, Valor, Flight,
Subvert the Will, Telepathy, Master of the
Herd, Slave the Will.
Greater Demon 8 36 Sword + Whip. DEX test or be pulled Close
to the demon and burnt for 2d10 Fire
damage. Same stats can be used for angels if
you like!
Shoggath 8 36 Giant gibbering pile of protoplasm. Half
damage from non-spell attacks, including
vampire attacks. Has Disadvantage when
dealing with spells.
Elder Werewolf 8 64 Leader of the tribe. Attacks 4 times a
moment, always maximum Hit Points,
inflicts Killing Damage with claws and has
Might score of 1d10. Takes double damage
from silver. All other damage besides silver,
fire, and magical damage regenerates at 6
HP per moment.
Revenant 8 36 Vengeful spirit returned to unkillable flesh.
Always knows distance to murderers. Has a
Might of 1d10, 3 attacks a Moment, and 16
Armour Points. Heals 3 HP a moment. Can
only be permanently killed by magic.
Archmage 9 40 Arcane attack (damage 2d10). Spells as
Blood Rituals up to level 4, adapted for
human use. (Or spells as level 9 Conjurer or
Cleric from The Black Hack).
Serpent Folk 9 40 On bite, CON test or lost 1d3 CON for venom.
Can appear human. Often leads cults of
unsuspecting humans. Can perform 4th level
Rituals. Possess Alacrity and 1d6 Might.
Wraith* 9 40 On hit, test CON or lose 1d4 CON (living
only).

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Will-O'-The-Wisp* 9 40 Immune to magic! Prefers to lead people into
dangerous terrain instead of fighting.
Qlippoth Daemon* 10 45 Entity of decay and stagnation. Test WIS or
lose 1d4 INT from seeing its metaphysically
twisted body.
Faerie Lord/ 10 45 Casts rituals up to level 5. Vampires need
Goblin King CHA test to affect with spells.
Elder Vampire 10 45 Ancient vampire from another age. All Blood
House abilities. 1d10 Blood Usage Die,
6/4/1 Gifts. Default: Alacrity, Claws,
Mesmerize, Might, Resilience, The Voice,
Valor, Flight, Subvert the Will, Master of
the Herd, Slave the Will, Marble Skin,
Pillar of Might.
Spirit Lord* 10 45 Angel? Demon? God? Hard to say. Can
Subvert the Will and is treated as having
Form of the Black God and Marble Skin.
Only vulnerable to magic and supernatural
attacks.
Undying 13 60 Beyond ancient vampire, maybe even the
first of its house. All Blood House abilities,
1d12 Blood Usage Die, all Blood Rituals, all
vampiric Gifts.

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Ogl

DESIGNATION OF PRODUCT IDENTITY


The names The Black Hack, The Anime Hack, Okum Arts Games, The Kid Hack, The Blood Hack, DYS Games, and any logos and layout
are product identity. The Black Hack logos and name belong to David Black. The Anime Hack name and Okum Arts Games name and logos
belong to David Okum. The Kid Hack, The Blood Hack and DYS Games name and logos belong to Matthew M. Skail
Art by Jeff Preston, used under Creative Commons Attribution 3.0 Unported License.
DESIGNATION OF OPEN GAME CONTENT All rules text and tables are open game content.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative
Material” means copyrighted material including derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may
be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to
the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly
identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos
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designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and
which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a
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“Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this agreement.
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have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
THE BLACK HACK, Copyright 2016, Gold Piece Publications; Author: David Black
THE ANIME HACK, Copyright 2016, David Okum and Okumarts Games; Author: David Okum
THE BLOOD HACK, Copyright 2017, DYS Games; Author: Matthew Skail

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