You are dying. You have been dying forever, just slower than others. You cannot remember a time when you weren't dying, but you know what will make you live forever: connection.
Fading Haloes is a low-mechanic game about vampires, connection, and the nature of immortality. Games take place over one evening in a social environment (nightclub, bar, etc.), focusing on inter-personal relationships, social dynamics, and character-driven roleplay with an undercurrent of plot that reacts to character decisions and how the world is shaped by it.
Here you can find more information about the genre and terminology as we begin releasing the rule set and information about vampire sub-types Spring 2018.
Circle: A group of vampires who have chosen to exist together.
Recognized: The act of joining a Circle, without which a vampire will die.
True Name: The name of the human before they became the vampire, commonly hidden in order to keep the vampire’s free will.
Sacrifice: The act of giving one’s name to an individual who will protect them at the expense of their liberty, often done by young vampires.
Gray Meet: An impartial or called upon meeting place by a group of vampires or Circles.
A LIFE IMMORTAL: vampires in fading haloes
Vampires in Fading Haloes are not affected by their bloodlines, but by the area in which they grew up in. Vampires in the city are different than vampires in rural areas are different from vampires in sea-based regions, and while their societies and structures may be different, they inherently have the same biology: they must drink blood in order to survive, and the only currently known ways to kill them are through the absence of feeding and the absence of being Recognized. Thus, these two points are highly important to a vampire's life in Fading Haloes.
CIRCLES, RECOGNITION, and sacrifice
The term “Recognized” and its meaning is assumed to be a mutation of old human biology, the basis of which is that humanity is inherently social. This has morphed into a much deeper need. A vampire without being Recognized into a Circle and hierarchy will, over time, die. They may die through a loss of sanity which effects their judgment, but there’s also rumor that this has affected their base biology and an unRecognized vampire’s body will essentially expire.
There is a delicate balance to being Recognized, however. While a vampire needs a Circle in order to survive, there is a dangerous opportunity as well -- a True Name. When one becomes a vampire, they choose a new name and identity for themselves, but their true name still has power. A vampire who sacrifices their True Name essentially gives control of themselves to another individual. That vampire will forever be Recognized as they are inherently tied to another, but much of their willpower is handed over to those who know their name. For many vampires who are close to losing themselves -- either to the lack of blood or being unRecognized, often both by being young and inexperienced -- sacrificing their True Name is a way to guarantee safety. It’s not uncommon for more experienced vampires looking to build their Circle to accept the burden of a younger vampire by taking their name. They get something out of it -- a servant, a bodyguard, or even practical things like accountants, employees or just an expansion of their Circle -- and the younger vampire, while often destined to a bound life, has safety.
However dire the term, vampires who Sacrifice themselves to the right Circles can be afforded reliable and powerful positions because they can inherently be trusted by those who they have Sacrificed themselves to. While it’s uncommon, it’s also not rare for Sacrificed vampires to climb the ranks as powerful and recognized individuals in their Circles.
A Circle can be any group of individuals of vampires, often small in rural areas, but usually needing at least three to five; a vampire only Recognized by one individual doesn’t satisfy the need. However, large Circles run the risk of becoming self-destructive, attract outside threats, or run their food sources dry within their territory. Circles create their own hierarchy and vary both by region and type of vampire, depending on necessity and environment.
Vampires are not inherently violent towards each other, but they are fiercely territorial -- whether it’s for their Circle, their territory, or something as simple as relationships they care for. Despite not being prone to violence, a vampire will defend themselves when they feel threatened socially, politically, emotionally, or physically. The way they do so can often vary based on the Circle they’ve crafted. One Circle might prefer physical methods of defend themselves while others prefer quieter, subtle means based on the skill sets of the individual vampires they have Recognized.
Because of this, there is typically an area that’s commonly labeled as a Gray -- the area where vampires can meet and absolve issues or address concerns within territories and Circles. Gray Meets are often called to solve disputes, to discuss mutual problems, or ‘auction’ off those who wish to Sacrifice themselves in order to be Recognized, but they can also be held as a regular conference to mingle Circles in a safe space.
Depending on the region a vampire lives in and the amount of activity, a Grey Meet could be called as often as monthly and infrequently as yearly. For those who do not have a set region that they live in, there is a yearly meet called the Traveling Grey which moves from region to region, and is acknowledged as equally valid to a Grey Meet.
Your game will take place at a Gray Meet, the first to be called in a budding new metropolis, in order to build a new life for yourself and your future Circle.
Want to know more?
Click the blog links below for more
design documents and play information.