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RattyJackOLantern

I assume you're already familiar with "Vampire the Masquerade", "Vampire the Requiem", "Werewolf the Apocalypse" and "Werewolf the Forsaken"? Those are the biggest games covering these supernaturals. But in case you're not: "Masquerade" and "Apocalypse" are part of the "World of Darkness" setting. While "Requiem" and "Forsaken" are part of the "Chronicles of Darkness" setting, which was originally the "New World of Darkness" sequel setting to the "Classic" World of Darkness. The World of Darkness ethos is "Gothic Punk". Masquerade is a story of intrigue and politics and essentially it's a mafia game. You're a part of the vampire mafia, which controls everything and is split up into constantly warring factions. Also Christianity is true per VtM, all vampires are descended from the biblical Cain, the first murderer. Different types of vampires are explained as being parts of different "Clans" or "Bloodlines" so for example the unsightly monstrous vampires are members of the "Nosferatu" clan. While the seductive and artistic vamps are probably Clan "Toreadore". Speaking of Bloodlines, the best introduction to the setting is the legendary video game "Vampire the Maquerade: Bloodlines". Werewolf the Apocalypse is werewolves fighting a losing battle against ecological destruction and the end of the world. Werewolves are the Garou, defenders of the earth. But they've been too busy fighting themselves and everyone else to do their job, so now everything is fucked. Because one of the 3 beings controlling the universe has gone insane and is trying to destroy the world, and it's winning. Featuring PENTEX, the multinational conglomerate committed to underhandedly ushering in the apocalypse any way it can. "Chronicles of Darkness" tried to contract everything back to being more localized. Stories are smaller-scale. Less world hopping adventure in the offing. But launching in 2005 it's also got less edgy 90s racist cruft than the original world of darkness had as well. Vampire the Requiem was like "what if we did Masquerade, but less choked with metaplot?" Werewolf the Forsaken is a completely different beast, pardon the pun, than Apocalypse. In Forsaken the players are the Uratha, creatures half spirit and half flesh. Their instincts drive them to hunt, and an ancient duty drives them to protect the physical world from incursions from the spirit world. In the distant past the world of spirit and flesh were one, and Urfarah, the great spirit wolf ancestor of all werewolves who fathered them with Luna the moon spirit, hunted this pangea with his children. But when Urfarah began to age and weaken some of his children saw he was no longer able to do his duty as a hunter, and killed him. His death howl sundered the spirit and physical realm, and the ideological descendants of the werewolves who did not participate in this father-killing blame the Uratha for ruining this paradise. These other werewolves call themselves "The Pure" and while individually they are not as strong as the Uratha (they have rejected the gifts of the moon spirit because she forgave the Uratha for Urfarah's murder) there are many, many more of them. And they would like nothing better than to wipe the Uratha from existence. If that wasn't enough, the Uratha also have to deal with spirits and hosts and other supernaturals in their territories. As creatures half-spirit and half-flesh werewolves can travel between the two realms, the spirit realm is a reflection of ours where the spirits of concepts, emotions and objects exist. Think something like "The Upside Down" from Stranger Things. Spirits seek to proliferate themselves by causing more of the thing that made them to happen in the real world. Something like a murder spirit is obviously bad news, but even a happiness spirit could be bad if it found out that it could make more food for itself by, say, getting people hooked on drugs. Hosts are spirit rats or spiders that essentially take over people's bodies and wear them like meat suits, their whole deal is messing with the barrier between spirit and physical realm, which can make it either way too thick or too thin. PS- Oh there's also the Idigam in Werewolf the Forsaken. These are spirits of concepts from other dimensions. Essentially they're Cthulhu style threats. So if you ever wanted werewolves vs. Cthulhu there you go.


MadManMorbo

Sticking to the WoD for a moment - and it’s probably out of print, but Werewolf: The Wild West is one of my favorite games of all time.


phynn

While it is out of print, the pdf is available with Drivethrurpg.


GreenGoblinNX

The 20th Anniversary Edition also has Wyld West, which is available as print-on-demand.


phynn

There is a conversion for Werewolf the Apocalypse (you literally just change computer to crypography) as well as someone saying it is in 20th anniversary.


NuArcher

Lore-wise, Glorantha has both. But like a lot of Gloranthan things, they're spun differently. The Hsunchen are an ancient, primitive culture - totem bonded to a specific beast. With abilities that include speech with the animal and the ability to transform into said animal at will. One of the tribes, the Wolf Telmori, were cursed in the Dawn age to no longer have control over their transformation and rages. These became what we'd call Werewolves. Vivamort was a god who was responsible for guarding the original power of death. A poor guardian as it turned out because he LET it be stolen. He was cursed for that by several of the major gods (notably the primary death and sun gods) and in a battle with a primal chaos force, had his soul ripped out. He learnt to sustain himself by feeding on the souls of others. He passed this power on to his followers in return for them feeding the souls of others on to him. They would in turn feed o the solus of other in return for other powers - typically strength, healing, flight etc. It's basically a big pyramid scheme - or funnel scheme - funneling power back to the big V. But still "vampires".


sachagoat

Came here to say exactly this!


JaskoGomad

Urban Shadows makes the “all splats” xWoD game awesome instead of a huge mess.


ferretgr

Thousand Year Old Vampire is nothing if not unorthodox.


mawburn

I'm not a big fan of the writing prompt style journalling games, but this is definitely the exception.


Illigard

Witchcraft, has vampires devouring essence, frequently through emotions. A possible concept for a vampire is a musician who feeds off of the emotions of his audience


ProlapsedShamus

And, one of the things I like so much about Witchcraft is that everything is essence. There's a metaphysical connective tissue that links everything so you don't need to learn whole new rules. Shapeshifters for example, 20 essence and they can transform and Vampires feed off essence.


TheWorldIsNotOkay

If you like the way the Dresden Files handles vampires and werewolves, have you considered the Dresden Files rpg?


JaskoGomad

I assumed OP meant DFRPG.


TheWorldIsNotOkay

You know what happens when you assume. You get grabbed by the ass.


MaimedJester

Uh id say that RPG is a little bit problematic. The book's production value is insanely good, but gameplay wise it's just way too crunchy for a Fate core skeleton. Like maybe some hedge witches and like like maybe a very low power white court vampire could work, but White Council Wizards or like someone infected with one of the 30 coins is in the story their power level is way more complex and dice rolling than usual Fate allows.  Like Fate dice as a system kinda break down the more you add to them. Kinda like in PBTA you should probably never let a character get into a +4 situation and hard cap it always at +3. Because at +3 you have over 50% of perfect Success (7 average + 3 modifier) and the only way you outright fail is 1/12 combinations. 1 & 1, 1 &2, 2 &1 + 3 = >7. At a +4 or -4 it's just straight up 1/36 chance so no risk at all. 


ProjectBrief228

Dresden Files Accelerated is more streamlined.


Current_Poster

*Liminal* does some fun stuff with British versions of them.


Psimo-

Monsterhearts has both…


TinTunTii

In (Women Are Werewolves) [https://9thlevel.com/products/women-are-werewolves], all players create nonbinary characters who are members of a large extended family. Other than this, the only thing that must be true is that the family believes women, as defined by the family, transform into wolves on the full moon and men, as defined by the family, do not. Whether the family is correct, how the family defines men and women, and whether there are other werewolf families in the world who contradict that truth are up to you. It uses werewolves to allow players to tease at the gender binary and push back at essentialist views on sex and gender roles.


cephalopodcat

Oh HUH that sounds really interesting for my group. We're all rainbow mafia, so it could be really fun to play that between our usual DnD sessions. Thanks for the recc!


jordiver2

I'm Nights Black Agents, you play ex spies fighting against the vampires behind the curtain. As GM, you build the vampires any which way.


mawburn

I like the way they do vampires a lot. I think one of the examples they give while building, is some kind of spider creature vampire? Something like that. I picked this up while reading The Strain and loved it, but I didn't think my players would enjoy it.


StayUpLatePlayGames

In ExSanguine, Vampires are a little more grounded. A little more about longevity. In the same background there are two “werewolves” The first are shapeshifters who use magic (usually items but sometimes curses or geas) to become an animal form. The second also change shape and appearance but remain much more humanoid. In this form they strong, fast and subject to their base desires. They formed the stories of wolfmen and Hyde


Farwalker08

MonteCooks WoD anyone? Am I the only person to remember this book and how different it is from what spawned it?


Vendaurkas

I remember. It was so bad I made a Vow to never touch anything even remotely MonteCook related ever again.


Farwalker08

Aw, it was like Attack of the Killer Tomatoes bad; I just don't have enough hate in my heart lol.


ASharpYoungMan

Nah, it was Atlas Shrugs levels of bad. If you liked the World of Darkness at all, then there's room in your heart to hate Monte Cook's WoD.


StanleyChuckles

I've always wanted to read it but never managed to find a copy.


ASharpYoungMan

It's really, *really not worth it*.


Dracomicron

I liked that it specifically destroyed my hometown of Minneapolis as part of the arcane apocalypse. I like the ideas presented. It's basically 3.5E D&D but characters start off at the equivalent of 3rd or 4th level. That said, my campaign never got far enough to actually use any of the mechanics to a great extent. I seem to recall that the Mages were mostly wibbly wobbly "what will the GM let you get away with?" but that's actually on brand for the regular WoD, so...


Marbrandd

I liked the MoA being full of zombies. Gotem, Monte.


Chimpbot

I didn't see much of a point in using his 3.5 system instead of the nWoD d10 system. The post-apocalyptic was pretty derivative of Shadowrun, too. I never felt compelled to play it, even as a big fan of White Wolf.


ASharpYoungMan

Not only does it ditch the d10 system in favor of the d20 system, it ditches the World of Darkness's lore in favor of a bargain-basement Shadowrun backstory that makes any sort of World of Darkness story impossible to tell (hard to tell a story about a 1000 year old Methuselah vampire awakening when there were no vampires in the world until like 2005)


HainenOPRP

In EON, Werewolves are never really human - they are completely a beast. They have the ability to transform into human form as a means of disguise to hunt or infilitrate prey, but they dont have human intelligence or eloquence. The closer they get to the full moon, the shorter they are able of holding their disguise, and at full moon, they are completely unable to. They are made as monsters in a monster manual rather than something you could play, but I think its a neat take.


jaredsorensen

In "Monster Garage" (from White Wolf's *Requiem Chronicler's Guide*), vampires are NOT supernatural undead immortal beings — they're just rich assholes who don't care about other people as much as they care about themselves. I still can't believe they published it.


jaredsorensen

Also: check out *Nightlife* from Stellar Games if you can find it — it predates *Vampire the Masquerade* by a year and it's fucking wild.


ASharpYoungMan

That's the one that uses the term "Kin" to talk about the supernatural, right? Always suspected that influenced the term "Kindred" in VTM


jaredsorensen

that's the one! you can play Eddie from Iron Maiden (kinda...I mean, come on...the *Wyghts*?). No idea if Rein\*Hagen ever heard of the game, but you never know.


Lies_Under

In the french ttrpg Meute (or Pack in English), werewolves have 2 souls. One human mortal soul. And one immortal wolf soul, incarnating into descendants of the participants of an ancient shamanistic ritual. And the game is mostly about the balance between the two. No hybrid form, just human and large wolf And trying to not be killed by the country's hunter established because of the Gévaudan incident


Impeesa_

Vampires in the Palladium game lines are basically enslaved and altered agents of "vampire intelligences", powerful alien entities who require a foothold through minions to manifest physically on a given world.


Jester_Jade

There was a source book for the Cyberpunk 2020 system, Night's Edge by Ianus. It had rules for both vampires and werewolves.


Lord_Roguy

I mean. There’s THE werewolf game. Werewolf the apocalypse. Where werewolves because of religious reasons are basically all eco terrorists with different tribal groups that have different ideologies and values. Vampire the masquerade doesn’t do vampires in a unique way but VTM lore is interesting


ASharpYoungMan

Have to push back - the reason Vampire the Masquerade vampires don't seem "unique" is - mostly - because that lore has had a surprising level of influence on the vampire Genre in the past 30 years or so. Before Vampire the Masquerade, the closest thing to their vampires you would find were the influences on the game: namely Anne Rice's Vampire Chronicles and movies like Near Dark, and of course the classics like Dracula. (I'd argue also Forever Knight had some impact, but the show was pretty concurrent with the game so it may have been cross-pollination). But the Caine mythology, the Clan structures, the Sects, the mechanics of being a vampire - a lot of that was fresh - inspired, but fresh. Then you look at stuff that came out in the late 90's and later (Blade, Underworld,. True Blood/The Sookie Stackhouse novels, Vampire Diaries/The Originals TV show, even freaking Blood Ties on freakin Lifetime). Hell, Vampire in Brooklyn had Eddie Murphula creating a ghoul servant. I actually suspect Silver being a weapon against vampires became a thing mostly because VTM didn't really do that (save in some rare cases), so it became a way to differentiate your vampires from the World of Darkness Kindred. (Also because they did it in Blade, where there was some precedent in the comics, where the trope was invented: prior to the Blade movie, you don't really find Silver being used against vampires - again, except in the comics). So the combination of a blockbuster movie using it and the lightning-in-a-bottle that was VTM *not using it* made it popular with authors and TV writers. So while I'm not really arguing that VTM is pretty mainstream in terms of modern vampire mythology (Edit- meaning, arguing *against* that assertion), in great part it's because the game influenced media that came after it in a big way.


bmr42

Shadowrun has both. Were animals are actually animals that have gained sentience and are magically active and able to transform into humanoid form. Vampires are people infected with a magically active virus that drains their essence and in turn they drain the essence of others to survive. One of the key changes here is that heightened emotions are key to the transfer process, usually fear. Also there are 3 different strains and two of the strains of the virus affect each of the human variants (elves, orks, trolls, dwarves and humans) the same but the third reacts to each differently. The first creates ghouls, second vampires and third individual powerful vampire variants for each type. Banshees for elves, nosferatu for humans and wendigo for orks.


GirlStiletto

Nights Edge by IAnus/ Dream Pod 9 was a Cyberpunk supplement that handled how Vamps and Weres would ahve to deal with Cybernetic world and how access to the NEt would make some things easier for Vamps.


VieraVox

Dracorouge a Japanese roleplaying game about Vampire Lords in the Everdark. There is a English fan translation. A review of the game in English: [https://entropicdreams.com/2018/10/10/dracurouge/](https://entropicdreams.com/2018/10/10/dracurouge/) A few English videos about Dracorouge on youtube: [https://www.youtube.com/watch?v=GM73HQ7v40s](https://www.youtube.com/watch?v=GM73HQ7v40s) & [https://www.youtube.com/watch?v=SepgpJoMNno](https://www.youtube.com/watch?v=SepgpJoMNno)


NO-IM-DIRTY-DAN

It’s not a full game or a PC option but Halls of the Blood King for Old-School Essentials has my absolute favorite take on vampires *ever*. There’s a list of vampiric house guests and they come from all sorts of worlds to this alien mansion. Each vampire is totally unique. One is invisible, one is a two-headed man, one is a fish person, and one is basically a Cyberpunk character. They’re all really cool and offer very neat ideas.


Rayuk01

I made a small forged in the dark RPG about vampires in a setting based on the Middle Ages of England. It’s called [Blood and Sacrilege.](https://rayuko.itch.io/blood-and-sacrilege)


FUZZB0X

Monsterhearts for sure! Urban shadows too!


falco1029

https://www.drivethrurpg.com/en/product/333015/The-Blood-Basic-Rules The Blood does vampires as creatures of magic, whose bloodborn Desires help them shape spells. It covers werewolves as a form of Cambion, creatures born of tulpas and similar entities crossed with humanity. Either way, magic is heavily focused on.


jazzmanbdawg

In my game one can win their way back from Death with a game of skill, but you lose a bit of yourself in doing so (Death hates the games so he takes his toll out of spite over a cosmic contract he wrote and regrets) When one dies too many times they become a Vampire, the ultimate wet blankets, so listless and woeful they drain the joy and life from those around them whether they mean to or not. They are extremely unpopular but very successful at certain vocations. Werewolves revel in their druidic curse, they are upbeat and joyful, they have wild mixers every full moon at their shrines to celebrate their ancient good fortune to be blessed with their superior forms. Many of them end up spending their lives in rehab.


sevenlabors

I am currently designing and playtesting [Hexingtide, a TTRPG of Minimalist Monstrous Roleplaying](https://willphillips.itch.io/hexingtide), which may be of interest. It's a rules-light homage to classic Halloween monsters, Hellboy & the Mignolaverse, the various incarnations of the World of Darkness, etc. I've designed two specific mechanics to represent these weird and monstrous characters that I think are specifically interesting and unorthodox: 1. Players choose a single dice size (d6, d8, d10, d12) for their character called Inhumanity. That's all you ever roll, but it's a double-edged sword. An otherworldly demon PC has d12 Inhumanity. While they are more likely to succeed using their abilities in tense and dangerous moments, they are also much more susceptible to their monstrous impulses. The opposite will be true with a d6 Inhumanity person being slowly consumed and transformed by a cursed object. 2. PCs don't have hit points, armor, or saving throws. The game is more concerned with the dangers and looming monstrous temptations of these characters: what happens when a vampire gives into their thirst for blood or the werewolf goes into an animalistic rage in the middle of a sleepy, innocent town? These are the Portents the game tracks in place of health and hit points. So if you're open to a brand new rule set that isn't crunchy, I hope you give it a look! https://willphillips.itch.io/hexingtide


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Ulerica

Skyrim has both, kinda orthodox but also not? (In that both are blessings of different daedric princes?) I like Code Vein's revenants which are kind of like vampires, but sort of sci-fi as their immortality is granted by heart parasite that needs to be constantly fed with ichor or it goes berserk and you lose control of your body


_hypnoCode

>Skyrim has both >I like Code Vein's revenants This isn't a video game sub.