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Vampire Apocalypse Roadtrip

vechmaster Aug '16  /  edited Aug '20
The End

Fifteen years ago Compound 13 changed everything. Nobody knew who made it or where it came from, but somehow it was dispersed in major cities all across the world.

In an instant humans were transformed into intelligent bloodsucking Vampires, or into Ghouls; primal flesh-eating psychotics, moving in hordes with no purpose other than to eat and reproduce.

Within the year humanity was pushed to the brink of extinction, Ghouls swarming the planet, and Vampires feeding under cover of night.

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The Lodge

Five years after it all ended, The Hunters Lodge was formed. Initially a small organisation, it rapidly grew and spread across the wasteland. A group that united bountyhunters and badasses under one banner, sending them where they're needed and rewarding their actions. The most badass of the badass being the revered Vampire Hunters; people that not only fought a Vampire and survived, but also killed it.

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The Lost Bunker

Out in the wastes, rumours spread like wildfire. People gossip about a government bunker, one of several constructed. This one never used, having sealed itself automatically and never found nor looted. You can only speculate as to what's inside. Money, weapons, medicine, a way to eliminate the Vampires that plague the world?

Whatever it is, you want it. And so do some of the most dangerous people in the wastes.

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A New Beginning

Gathering a team of fellow Lodge Hunters you all pitch in to purchase a van. You stock up on weapons and ammunition. You plot your route. And the lost bunker is in the forefront of your minds.

All that's left to do is start this Vampire Apocalypse Roadtrip.

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Character Creation

Character creation is fairly standard fabletop CC. However:

- Your first bonus trait is something your character would have learned pre-apocalypse (for younger characters this still applies, a skill akin to something that would have been learned before the apocalypse)
- Your second bonus trait is something your character would have learned post-apocalypse.

You cannot add a new bonus trait when you level up. However every 20XP you gain one trait point to put into the trait of your choosing. Every 10XP you gain an HP or PP point.

In your inventory you also start with two junk-tier weapons of your choosing (since they are essentially fluff, it's best to have at least a ranged and a melee. Since you can't use ranged attacks on an enemy in melee range) and roll 10 dice to determine your starting cash.

Map: cdn.discordapp.com/attachments/744213618207228035/...

===Inventory rules:===

Into your notes, please copy and paste this:

===Equipment:===
Quick Weapon 1:
Quick Weapon 2:
Armour:
Extra Pack:

Tokens:
Thumbs:

===Inventory:==
Slots: x/5+might

===Extra Pack:===

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Explanation:
Your inventory space is governed by how many slots you have. Your calculate your slots by adding your might stat to 5.
All objects take up at least one slot. They take up more slots based upon their size/weight. So for example, a pistol takes up 1 slot, but an assault rifle takes up 2. Furthermore something like a mini generator would take up 4 slots because of its bulk.

Your equipment list shows which items you currently have on you. If an item is equipped, such as armour, you don't list it in your inventory, just in the equip slot. Furthermore, it won't take up inventory slots (although please note down how many slots it would take up, just in case you move the item to your inventory).

Quick Weapons are the two weapons you have to hand, either in a holster or on your shoulder, etc. In combat you can freely switch between your quick weapons. It's important to note, you can still switch to a weapon that is not equipped, however you cannot attack on the same turn. So be sure to equip your preferred weapons.

An extra pack is additional inventory space that you can find or purchase. These have their own slots and usually have specific requirements for the items you can put into them. For example: "Medical pouch: 2 slots, can only be used for healing items"
vechmaster May '19
LODGE ARCHIVES: Weapon and Armour Tiers

Weapons and armour of all sorts can be found in the wastes, each item of varying quality. However, it's possible to generalise the items into four tiers of quality:

- Junk: This tier of items have no bonus at all. They are often improvised, scrap-built or generally extremely low quality and poorly maintained.

- Wasteland: +1 trait, these items are common, often in fairly rough shape they have limited bonuses and have often been repaired with scrap.

- Pristine: +2 trait, these uncommon items are in near-perfect condition. Having obviously been maintained with care they are as powerful and functional as they were when new.

- Hunter: +3 trait, these extremely rare items are in beyond perfect condition, having been modified by the best Hunters in the Lodge they outperform what they were initially created to do and often provide great boons.
vechmaster May '19  /  edited Aug '20
LODGE ARCHIVES: Vampires, Ghouls and Variants

- Vampires: The apex mutant, Vampires are extremely dangerous. Looking the same as humans they are exceptionally intelligent but their predatory nature requires them to drink blood and they will feed often; usually under the cover of darkness. They are stronger, faster and tougher than Humans and possess a healing factor that can restore a severed limb in minutes. They are, however, allergic to gold which burns them and interferes with their healing factor. The only way to kill a Vampire is to destroy their heart.

- Ghouls: Hordes of these mutants swept through the country, tearing through barricades and consuming any human in their path. They are fast and violent, although alone they aren't a considerable threat but should never be underestimated. They seem to construct rudimentary nests in caves and buildings out of sticks and mud to rest in and reproduce asexually via egg-like pods. vignette.wikia.nocookie.net/metro2033/images/8/81/...

-Garghoul: A prime example of what SWORD researchers refer to as "Stage 1 Variance". Formed from additional random mutation, they are produced from regular ghouls. Featuring large powerful wings and digitigrade legs with powerful claws and strong muscles. Garghouls are often lone hunters and are unable to reproduce, but nonetheless are extremely dangerous. Like all Stage 1 Variants they first cropped up five years post-apocalypse. vignette.wikia.nocookie.net/metro2033/images/5/50/...

- Banshee: Featuring long necks and unhinging jaws, Banshees are stage 1 variants. Expanding air pockets in their necks allow them to take deep breaths, and their unhinging jaws allow for a wide variety of sounds to be made. A Banshee isn't much of a threat on its own, but their screech can draw in more Ghouls, and even cause nausea in humans.

- Chupacabra: Another stage 1 variant, these ghouls look gaunt and emaciated; but don't underestimate them. They are exceptionally fast and agile, constantly twitching as they're ready to move they've been known to dodge bullets occasionally and can run down a car on foot. They get their name from their habit of conducting hit and runs on livestock, especially goats and other small animals that they can carry away.

- Lycan: Compound 13 didn't just affect humans. Man's best friend soon turned into our worst nightmare when these Ghoulish hounds chased people down in packs. They are much faster than Ghouls, often traveling alongside hordes in the hopes of finding prey or picking clean carcasses left behind. Lycans are able to hurl a thick, caustic bile so it's recommended that when you see them retching, you get out of the way. i.pinimg.com/originals/79/20/ff/7920ff5549b2436054...

- Yeti: As it turns out, Bears were also affected by Compound 13. The Yeti are generally found in mountainous areas. Paradoxically they have also been known to be seen in forests during the winter when normal bears would be hibernating. Extremely strong and durable, they also possess surprising dexterity with their front paws, often known to pick up people and tear them apart. vignette.wikia.nocookie.net/metro2033/images/0/01/...
vechmaster May '19
LODGE ARCHIVES: Ranks of Badassery

In the Hunters Lodge you actions will feed into your reputation. The more you do for The Lodge and the more badass the things you do, the higher the rank you earn. Admittedly the names for the ranks were initially unofficial, but when the system was made official the names stuck.

- 0: Unranked
- 1: Nooblet
- 2: Raging Anchovy
- 3: Shotgun Weenie
- 4: Competent Lad
- 5: Credible Threat
- 6: Huntsman
- 7: Hunter Killer
- 8: Ultimate Hunter
- 9: Badass
- 10: True Badass
vechmaster May '19  /  edited Aug '20
LODGE ARCHIVES: Factions and Groups

Vampires and Ghouls aren't the only thing to be afraid of in the wasteland. Often times Humans are just as bad. There are many friendly, hostile and neutral groups out there.

- Survivors: They make up the majority of people out in the wastes. Drifting from town to town, or inhabiting said towns. They might be helpful if you ask, but don't expect them to stick their necks out for you. [Neutral]

- Hunters Lodge: Created to vet and manage mercenaries, bounty hunters and vampire hunters in the wastes. The Lodge has grown to be a widespread organisation that distributes contracts and bounties, as well as rewards for dealing with Ghouls and Vampires. [Friendly]

- The Thralls: Burns and scars litter the bodies of these psychotics. The Thralls are a doomsday cultists, worshiping the Vampires and Ghouls and taking it upon themselves to seemingly finish off the last of humankind. They are an aggressive horde that desires chaos and death. [Extremely Hostile]

- Bandits: These survivors have decided to reject society, determined to kill and steal to get whatever they want. Often existing in loosely held together gangs they roam the wastes looking for people they can prey on. [Hostile]

- SWORD: Strategic Weapons, Operations and Research Division. An international organisation from before the apocalypse, they were sent in to try and stop the hordes of Ghouls but failed. Many people hold them responsible for the apocalypse and there are countless conspiracy theories regarding SWORD. What is known, however, is that they can be seen occasionally studying Vampires and Ghouls. Generally they leave other groups alone, but have been known for occasional benevolence/hostility. What they are doing is shrouded in mystery. i.imgur.com/lYsWjDv.png [Neutral]

- Fletchers: Survivalists to their core, Fletchers live by the philosophy that eventually pre-apocalypse technology will break down beyond repair and as such they should learn now how to survive and thrive without it. Some groups are nomadic, whilst others have more permanent settlements. They're accomplished archers and foes to be reckoned with whilst wielding a sword. Fletchers aren't against technology, but you shouldn't expect to find much in their camps. [Neutral]

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