VAMPIRES & YOU
Welcome to the first of many inside looks into Fading Haloes, a new parlour LARP produced by Seed & Sword. You can find out more about Fading Haloes by going here. In these blogs, we'll dig into the details of what the game is about as we prepare for the release of the alpha rule set. Today we're going to talk about vampires, and what makes the Vampires in Fading Haloes different from other games you might have played. Please keep in mind that some of these might change or expand as we get closer to the alpha ruleset, but we want to give you a taste of what to expect.
Fading Haloes isn't a game about how old or strong your vampire is; it's about who you are, where you come from, and how those things interact with others to form and break bonds with other vampires. If we were looking at the age-old argument of nature versus nurture, this wouldn't be a case of nurture winning -- instead, it's your nurture effecting your nature. How and where you've grown as a vampire, the environment you've lived in, and your Circle play a huge role on your immortal life and its success.
Character creation in Fading Haloes is broken down by selecting three different attributes: where you've come from, how you've lived, and two core personality traits. The first two provide a few options that gain you boons, negatives, or are completely neutral. The third is more sprawling and can provide you a single roleplay point that may act as beneficial or negative.
A vampire who was reborn and got his footing in the countryside will have a very different experience from a vampire who grew up in the city. These will play a heavy effect in what a vampire can excel in, and what others might be able to do to take advantage of them, both in terms of skills and roleplay. Here are some examples:
- URBAN - Major cities and metropolis sprawls, an urban vampire will gain skills and attributes that will make them more street aware and cunning.
- SUBURBAN - In the shadows of the city, these vampires have had to charm their way through tight-knit communities and social interactions for their own safety, making them adept at speech and manipulation.
- RURAL - Small towns in the middle of nowhere, a vampire can exist for centuries unnoticed; they are difficult to sway and intimidate with a strong clarity of mind.
Similarly, the how of a vampire's existence is also as important and effecting as the where. The community and family (both in life and death) of a vampire play another role in how a vampire plays in Fading Haloes:
- BLUEBLOOD - A rich, affluent background providing greater potential resources, but with less ability to connect intimately with others and form Circles.
- NEEDLESS - Without luxury but also without want; gains no benefits or negatives.
- WRETCHED - A poor background providing little to no potential resources, but with a greater ability to connect intimately with others and form Circles.
Core Traits are mundane sets of knowledge, abilities, or characteristics that a vampire may have developed by means of education, profession, or circumstances of birth and development. They are not applications that require the expenditure of resources - they are instead used by the player to gain access to additional knowledge, or to bypass certain portions of a scenario or scene’s requirements as set out by the storytellers.
Core Traits can and should inform roleplay as well; for example, a vampire with the Occult Skill should be more learned in mythology and magic, and know more about the Forces of Darkness than other vampires without the Core Trait.
You may choose two Core Traits for yourself when you create your character. Additional traits may be gained over the course of a campaign at the storytellers’ discretion, either by being taught, by finding knowledge, or through experiences.
- ATHLETIC: You are more physically adept than most.
- MEDICINE: You understand how to heal the human body, cure sicknesses, and repair wounds.
- RESEARCH: You know how to learn things about the mundane world, using libraries, university study labs, and the Internet.
- STREETWISE: You have connections in the criminal underworld and can find things through illicit channels.
- SOCIALITE: You are have connections among the city elite and can find things through high-powered channels.
- RESOLUTE: You are hardy of mind and unlikely to be swayed or manipulated by mundane means.
- OCCULT: You know much about the supernatural and the Powers of Darkness.
- BURGLARY: You are adept at getting into places where you aren’t wanted.
- BRAWLER: You know how to fight using hand to hand weapons and your body.
- MARKSMAN: You know how to accurately use firearms.
- HACKING: You can use computers to bypass security and find hidden information.
- REPAIR: You can fix machines and small electronic devices.
- RESOURCES: You have access to material wealth in the form of money and assets. Blueblood vampires may take this trait for free in addition to their two starting traits. Wretched vampires may never take this trait.
- DESPERATE: You possess an innate hunger for something and are willing to go deeper and darker than others to acquire it. Wretched vampires may take this trait for free in addition to their two starting traits. Bluebood vampires may never take this trait.
PUTTING IT TOGETHER
The where and how of Fading Haloes can provide you with a couple different bases to play around with before you dive into personality traits and defining features. A Wretched Rural Vampire (Athletic, Marksman) may come from a run-down farm in the middle of the country, but years of hardened fortitude from living and surviving make them a force to be reckoned with in a Circle -- the person who makes a decision and sticks with it, who never backs down and has learned to take advantage of the resources they have from their hard work and country living. A Needless Suburban Vampire (Socialite, Resolute) might not have had a want in the world, but we all know how quickly the rumor mills generate and how those little tight-knit friendships we had as children in the playground can grow into life long problems or successes, even in undeath. These bases can give you a foundation of potentially interesting skills and roleplay for you to form a Circle with a broad number of strengths -- and weaknesses.