Showing posts with label vampires. Show all posts
Showing posts with label vampires. Show all posts

Monday, October 20, 2025

Ecology of Vampires in Sunnydale (Buffy the Vampire Slayer Roleplaying Game)

I was looking in all the wrong books for more information on vampires in the Buffy the Vampire Slayer Roleplaying Game (Buffy) because my copy of Monster Smackdown (MS) was out of place on the bookshelf. It contains some really great, in-depth information on vampires’ behavior in Chapter Two (Die Young, Live Forever, pp. 14-33) that I used to write the following Ecology of Vampires in Sunnydale

I am also using the Angel Roleplaying Game (Angel) and Ghosts of Albion (Ghosts) as corebooks. My take on vampires differs slightly from the one presented in Monster Smackdown and the Buffyverse canon.

Bear in mind that I disallow Charmed One, Slayer, and Promised One (Army of Darkness, p. 39), et.al., because I do not allow “Central Character” Qualities. Unless everyone in the group takes the Quality, at least one PC will be favored over the others, and that does not make for a fair, balanced, or fun game for everyone at the table. If everyone agrees to take the Quality, then I might allow it, but that’s a theoretical. I do allow Slayer-in-Training (Slayer’s Handbook, p. 32). Either way, my campaign fits the “Vampire Hunters” definition given in Monster Smackdown (pp. 32-33) - which is what I am going for. Angel Investigations does exist, but is in Los Angeles.

I am using Influence from the Abomination Codex, p. 25. The Influence Skill (Buffy, p. 55) has been renamed Charm. I have previously published a skill tree of specializations (1-pt. - Military Monster Squad Initiative Handbook PDF, p. 25), which you can find on the Buffy the Vampire Slayer Roleplaying Game Page in the sidebar. I also use both Brawling (WitchCraft PDF, p. 96) and Magic Bolt (Abomination Codex, p. 27), in addition to Kung-Fu and Sports (Throw). 

Finally, I eliminated the Perception stat, as having both it and Notice is redundant. Notice+INT is your Perception (PCN) score. Vampires get Perception bonuses to several senses, so this may be important (although I don’t believe it is directly applicable to the following). This does not change the points totals for Character Types (Angel, p. 22).

Overview

While the existence of bite dens (MS, pp. 23-24) remains something everyone wishes to keep under wraps, the existence of vampires is known to be more than mere rumor - at least by 80% of the Sunnydale populace. Some people refer to this as “Sunnydale’s Open Secret.” This percentage decreases by 5% for every 100 miles away from the Hellmouth one gets. The knowledge of the existence of Slayers, and even other demons, is nowhere near as high. 

Only 1 in 10 people know of Slayers, the Watchers, or anything associated with either; only 2 in 10 know of the existence of other (non-vampire) demons; and only 2 in 10 know of the existence of other Supernatural types, such as Witches, Ghosts, and Werewolves.

This does not mean that people who are far from the Hellmouth are unfamiliar with the concepts of these Supernatural critters, nor even that they do not believe in them. Were they to definitively learn of these creatures’ existence, they might not be surprised, but they are less likely to know that they exist than someone from Sunnydale. Few people are familiar with Slayers or Watchers, or their Lore, even in Sunnydale.

Part of the reason that so few people know about the existence of other demons is that vampires are prolific throughout the region, and other demons are not. One has to go farther toward Los Angeles to encounter a more diverse roster of demons regularly; Sunnydale is primarily a vampire’s playground, and is given a wide berth by many of the other demonic races due to that. Vampires are antisocial by nature, so they don’t get along with much of anyone from any race - not just humans. They barely tolerate one another.

Sunnydale’s large vampire population attracts vampire groupies, wannabes, and bite junkies, who then attract more vampires in a circular ecology the Vampire Lords encourage and exploit. The Hellmouth also (rarely these days) produces even more vampires (and other demons), adding to the Vampire Lords’ recruitment pools.
 

The Vampire Lords

These Vampire Lords (Ghosts, p. 191) have combined their Influence (Abomination Codex PDF, p. 25) into an organization known as The High Council of Vampires, aka the Vampire Covenant, as it known by vampires. They employ their Minions (Angel, p. 191) and the occasional Vampire Mercenary (BtVS Director’s Screen, p. 52) to enforce their edicts across the vampiric arm of the Supernatural Underworld. But the Vampire Lords know their place; their Influence does not extend far into other demonic domains.

The Vampire Lords’ armies are tended to by their Lieutenants (Angel, p. 192), who also provide vital information and act as counsel. At least one representative from a non-vampiric demon race sits on the High Council for Vampires, and a few more have honorary positions. The Council is said to have brokered deals with local police and clergy that have eased living conditions for the Sunnydale Undead, but this might just be a rumor.

The Council has mandated that there be no Siring unless permission is explicitly sought and given. Also, that Sires are responsible for their sirelings and their actions for the first decade of the sirelings’ unlife (-1 Obligation). Although they vie for a more peaceful environment with so many Hunters and Slayers patrolling the region, they do not wish to limit the more savage vampires’ hunting practices - something the Council remains split over how to handle - so there is no edict in place regarding any sort of masquerade like one finds in Vampire: The Masquerade. Opponents of such a thing argue that vampires are already masquerading by hiding their Game Face and not openly slaughtering humans on the street.

The Vampire Council also wants to secure and enforce their territory, including Sunnydale’s cemeteries (Welcome to Sunnydale, p. 39), the docks, and the bus depot. In particular, they are seeking more support for the protection of Supernaturals who frequent these areas from the “rogue” (the Council’s term) Hunters, Untrained Slayers (Tea & Crossbows, pp. 33-34), and Slayers-in-Training that are flooding the region. But the vampires who disagree with the Council’s objectives feel oppressed by their enforcement, and so prefer to take their chances.

One of the reasons for this recent push toward organization is the fallout from the 1990s, when vampires ran roughshod over the town but for the intervention of the Slayer and her allies. As the populace of Sunnydale became more aware of the threat they faced, they began taking stronger precautions. Garlic strands across porches and doors started appearing as a quirky decorating trend, its real purpose obscured. Large silver crosses on necklaces and inset in rings became a popular fashion trend that persists to this day (MS, p. 21; Angel, p. 189). And, after the Slayer disappeared, Vampire Hunters became common.

The Council is an attempt to mitigate the damage, and build a better life for both vampires and humans in Sunnydale. But, whether this is a clever ploy or an earnest attempt is unknown. What the Covenant discusses is not known to the general rabble of Supernaturals or even vampires, specifically - many of whom do not support the Council. The majority only hear about the edicts and mandates as they are handed down. Even the identities of the Vampire Lords that sit on the Council are lost on many, though they may know their names in another context, as most of the existing Vampire Lords are well-known throughout the Supernatural Underworld.

Although the Covenant cares nothing for working with organizations like the Watchers’ Council, the High Council of Witches is another matter - just for one example. And, as the rumors suggest, they remain open to working with local police, clergy, and emergency workers to ensure everyone’s protection and safe passage on the streets of Sunnydale. How they go about doing this is likely to be less than professional, but the Council guarantees that it will be done out of sight.

The Council has also promised to curb the practice of bite dens. They understand the community’s concerns over disease and associated criminal activity, and have their own concerns about unwanted deaths and sirings. They will not end the practice entirely, even if they say they will, but they will follow-through on promises of reform and enforcement. They claim that this will require the cooperation of the police, and possibly local leaders.

Vampire Lords are not encountered randomly, nor on the street. In addition to the security The Council provides them, they also have their own private forces comprising Minions, Lieutenants, and Mercenaries. Vampire Lords include The Master (MS, p. 119-123; Lawyers, Gods, & Money, p. 126) and Dracula (LG&M, pp. 126-127; MS, pp. 90-92). Darla may also be a Vampire Lord, though she operates out of Los Angeles (Buffy, p. 172).
 

The Rabble

The majority of the vampires in and around Sunnydale are not associated with the Council, or anyone else. Sires abandon their sirelings shortly after Turning them. Even those that abide by the Council’s edicts tend to disassociate from their sireling after the first few years of mandatory Siring. Familial-type units may emerge - such as with Drusilla, Angelus, and Spike - but they are uncommon. Tribal clans are equally rare, due to vampires’ Antisocial Impulses and the high value placed on individualism. In many ways, the vampire of the Buffyverse is the ultimate symbol of ever-youthful rebellion, which makes organizing difficult for them. This is one of the reasons so many cooperative attempts to take down the Slayer fail, and so few are launched.

To be sure, vampires like to congregate. They also cooperate to achieve short-term goals. They do not tend to form long-lasting organizations, with a few exceptions (such as those noted in Monster Smackdown). Small hunting parties, and gangs of d10 vampires (as Granite Gang Members - BtVS Director’s Screen, pg. 19), are about the most organized units an Investigator should expect to encounter. These gangs may include one or more Demon Gangstas (Angel, p. 80) in addition to vampires, but this is even rarer (3 in 10 chance).

Welcome to Sunnydale provides a good list of Lairs around the area (pg. 39), but they are not vampire-specific. Directors are encouraged to develop more, as well as place a few bite dens on the map (in run-down areas), featuring vampire NPCs of their own creation or those found in the books. Bear in mind that most Buffyverse vampires prefer to hunt and live alone, or perhaps in pairs. Hunting parties, while uncommon in general, are more common amongst newly-awakened vampires but their members do not necessarily nest together. Vampires of the Buffyverse are largely solitary critters that prefer to congregate, then separate.

All vampires have the abilities detailed in the Buffy and Angel corebooks (Buffy pp. 167-169; Angel, pp. 48, 186-190), and many have Supernatural abilities as detailed in Angel, pp. 49-60 and other books (notably, Ghosts of Albion). Some, like Dracula, also possess Sorcery (Buffy, p. 49, Magic Box) or Innate Magic (Ghosts, p. 48), and have access to spells. These spells should be determined before play begins, although a few spell slots can be left blank to be filled-in later.

Vampires lead lives of extravagance whenever possible but, just like humans, they are limited by their Resources and opportunities, as well as their skills sets and natural ability. Vampires' enhanced Perception is responsible for their heightened emotional states, such as their perpetual bloodlust, as well as their heightened sensations. This compels vampires to seek out ever-increasing levels of physical gratification which results in extreme and reckless behavior. Unfortunately, drugs have no effect on vamps, so they tend to eat their feelings.

Vampires receive at least as much pleasure from feeding as the vessel being fed upon, and likely more. For this reason, all vampires have a -5 Addiction to Blood (Angel, p. 29). They must feed at least once per day (1 full CON point, or about 2-3 LP) or suffer a -1 to WILL. This becomes an additional -1 CON after one week without fresh, human blood (Ghosts, p. 189). This fresh blood cannot be from animals, but may come from certain other races (such as Demons or maybe Trolls).

Most vampires are extremely vain. Although they do what they can, signs of death belie their attempts to disguise their state of unlife. Many bear the stench of death, attract clouds of flies, have a pallor of death, or worse. Vamps spend a lot of time and effort trying to hide these problems, though few go as far as those who learn Semblance of Life (WitchCraft PDF, p. 280). Most affect parfums, lotions, and even smoking habits to combat the odor, and wigs and make-up to fight the appearance of death. See also, Beautician (WitchCraft PDF, p. 95-96) - aka, Wildcard: Fashion (Buffy, p. 94).

Vampires do not receive a ST against beheadings; the Vampire Death Chart on Ghosts of Albion, p.190, is incorrect in that regard.

Random Encounter
1-5 Brand New Vamp (Buffy, p. 169)
6-8 Vampire Minion (Angel, p. 191)
9-0 Vampire Veteran (Angel, p. 191)

Again, Vampire Lords are never randomly encountered. They are incredibly powerful, and hidden behind several layers of security. 
 

Vampires in History

Rumor, superstition, and a warped view of history are common amongst street-level vampires. While vampires as a whole have their own version of events that tends to outstrip what humans know of history, many vampires live a cloistered unlife. Their personal experiences and knowledge of these events often overshadow the reality of how those events unfolded, and their egos do the rest.

For example, it is said among vampires that it was a vamp who killed Duke Ferdinand and set-off World War I, and that the assassination story was a cover-up. It doesn’t really matter if it’s true or not, as it has spread far and wide among vampires over the decades. But, even if there is truth to it, the larger historical events of WWI are more important than the details of vampires somehow being involved. Furthermore, few members of any other race have ever heard this version of events; it is only known to vampires, so its influence and recognition by others is extremely limited.

However, this presumed historical importance is a source of great pride to many vampires. To some, it proves that they shepherd humans in a healthy, symbiotic relationship; to others, it proves vampires’ superiority and mastery over the herd called Mankind. Either way, many hold to this often twisted and myopic view of history, with vampires at the forefront of it all yet never credited for their contributions.

This insertion of vampires into important historical events may be emblematic of a greater need for recognition or belonging, but the fact that vampires have played a far greater role in our history a lot more often, and for a lot longer, than humans realize is inarguable. It is said that vampires predate Mankind, though what they fed upon is unknown. Perhaps history is as the vampires say... but looking for one who would know it is not suggested.

Vampires are also often used as a metaphor for counterculture, so all of this makes perfect sense from any perspective. Their own culture and history is intertwined with that of Mankind’s, which sometimes makes the prouder of the species act-out in defiance. Combine this with a serious bloodlust and you have some truly dangerous vampire “activists” on the streets of Sunnydale, demanding respect and literally thirsting for blood. Among these may be the next Vampire Lord, but most are just street-level demagogues often acting in bad faith.

Still, as noted in Monster Smackdown (p. 30), vampires have their own holidays, beliefs, and society. Vampires even recognize different astrological signs. Although their society intermingles with larger demon society, as well as that of humans’, it is separate from both and remains hidden from them. This bothers these civic-minded vampires.
 

Networking

As noted, vampires do not get along with one another, nor with other races; they are antisocial to a fault. They may form small nests with familial-like ties, but these do not last more than a few decades at most. Usually, the nest is run out of town or hunted to extinction, and the members lose touch while on the run. Larger clans like the kind you see in Vampire: The Masquerade are not possible due to the rebellious nature of vampires in the Buffyverse. The High Council of Vampires is as close to a Masquerade-type clan as any organization has ever come, and a good number of vamps do not support it - instead feeling oppressed by its decrees and enforcement.

Not every vampire knows every other vampire - even if they did, the turnover rate is pretty high in and around Sunnydale, even without a dedicated Slayer. Every vampire knows the Vampire Lords of the region, though; their Status and Renown precede them. The general vampire of Sunnydale is also aware of the High Council of Vampires, which they call the Vampire Covenant. Many do hang-out together, and vampires appear to be social creatures despite their individualistic tendencies. Dedicated vampire bars, separate from dedicated demon bars, dot the landscape (particularly in Los Angeles and Las Vegas), for example, and slave markets exist literally underground in the sewer tunnels and necropolises of wealthier cemeteries.

By and large, which vampires know one another is the same as it is for humans: It depends largely on geography and where they lair, as well as any personal relationships they have with one another (Angel, p. 32) - especially those they may have had in life. Vampires are often solitary or nest in couples; larger clans are rare, and families of five or more are basically non-existent. Anti-Covenant sentiment continues growing, which may culminate in a second or even third Council of Vampires that will butt heads with the original, but these competing Councils won’t last. How long the first Vampire Covenant lasts remains to be seen, and is likely to come down to how heavy-handed the enforcement is.

Supernatural (Vampire) Type characters can have Influence and Contacts like any other [N]PC, and may know the PCs, and/or other Supernatural Types, before play begins. They are technically just as likely to know another Supernatural Type as they are to know another vampire, especially Ghosts and Demons. These are the two Supernaturals vampires are most likely to encounter outside of their own kind.

Aside from the sympathizers, vampires do not hang around humans. Even those who believe the two can live in harmony keep their distance. Humans are thought to betray their masters, and be unpredictable. Vampires also tend to hate humans, and do not see them as equals. 

Those who do not hate them still stay away, as other vampires might see their association as weakness or discriminate against them for their beliefs. One could say that only those vampires with souls associate with humans - and those are rare, indeed.

Keep in mind that it’s silly-easy to become a vampire in Sunnydale and L.A., so take precautions.
 

Anti-Vamp Measures

“No normal untrained human is going to survive a fight with a vampire.” - MS, p. 33.

Some private police forces have Special Forces specifically trained and outfitted to handle vampire-related emergencies. Their team members are outfitted with crossbows, holy water flasks (5B dmg., AoE splash as grenade), Kevlar armor (10[5] AP), d10 stakes, and vampire detection goggles (Slayer’s Handbook, p. 39). Some of the pricier, and generally shadier, ones (1 in 10) have vehicles with mounted Portable Sun Lamps (SH, p. 38) and carry daylight grenades (Military Monster Squad Initiative Handbook, p. 47) instead of holy water flasks. 

These forces vary in size depending on the assumed threat of the situation, but most teams consist of five men (and women), flexing to a maximum of 12 members who occasionally train together. All members of the team have 1+ Tactics.

Team Composition
1-4 Initiative Commando Tough Guy (Buffy, p. 159)
5-6 Former Initiative Agent (Buffy, p. 62)
7-0 Former LAPD (Angel, p. 179)
  +1 Captain (MMSIH, p. 30)

So far, the public police (Buffy, p. 159) have no such anti-demon forces. They mock the private security companies’ Supernatural forces with monikers like "Monster Squad" and "The X-Files," but the majority would prefer to have something similar, if they could answer honestly. Several take precautions of their own, from wearing reinforced Kevlar scarves (keep in mind that Sunnydale is in California) and silver cross necklaces, to carrying water guns filled with holy water. At least they have tasers, although only 1 in 10 knows that they are effective on demons (including vampires).

All police forces are trained not to deal with nor answer questions related to vampires or demons, in general. They have become adept at avoiding the conversation and changing the subject. They do not sneer at those who inquire about the Supernatural, but they do not discuss official police investigations with the general public, either.

Private police forces offer security only; they do not employ detectives or private investigators, nor do they engage in investigations. If these are necessary, the security team usually instructs the victims to call the police. This is often where the PCs get involved.
 

The Initiative

Contrary to popular belief, The Initiative is still active throughout the area, albeit in a decentralized and unorganized fashion. The program, originally thought to be a disaster, was actually successful in seeding Sunnydale’s security forces with Former Initiative Agents (Buffy, pg. 62). Even more have pursued careers as freelance security and Hunters outside of the normal private sector structure. The military believes most would return to active duty if asked, because they maintain good contacts with these agents in the field.

They do not operate in the open as The Initiative, and most have left the military since serving as agents, but they all received the same training and most have experiences with the Supernatural, so many keep in touch with one another and may even operate as a unit for a private police force or hang-out at the same bar, etc. Homegrown, offshoot operations of The Initiative may have taken root, especially among members of the Military community (Angel, p. 32), and they may be training others to fight HSTs.

Like Slayers and vampires, the hatred between Supernaturals and Initiative Agents is palpable. Neither would willingly agree to work with the other for any reason, although situations like Riley’s being compromised (both by falling in love with Buffy then later becoming a bite junkie) can clearly happen. Similar situations include not knowing that the other is a former agent or Supernatural Type; being forced to transport, or being in pursuit of, the Supernatural Type without harming it; and the like. These situations can be played as comedies of errors or something darker - the TV show usually played them for both. Creative solutions can allow these sworn enemies to [be forced to] work together for at least one-shot adventures, if not longer.

Former Initiative Agents carry holy water flasks and prefer electrical weapons (5B damage - MMSIH, p. 40-41), in addition to any weapons they carry for their profession. Some carry high-powered water guns filled with holy water, wear garlic strands as necklaces, and carry silver crosses. All know that demons exist, particularly vampires, and most have hands-on experience with them (usually from their time in The Initiative).

A neighborhood needs to have at least Resources (Well-Off) to afford a private police force. Those with mounted weaponry and other extreme gadgets require the neighborhood to have Resources (Wealthy) or greater. Neighborhoods with fewer Resources are served by public police. 
 
Several of the private security forces with their own anti-demon special response teams are represented by Wolfram & Hart (LG&M - Ch. 3, Wolfram & Hart; Angel, p. 170, 207-211).

Happy Halloween! 🎃

© The Weirding, 2025

Tuesday, October 07, 2025

Buffy the Vampire Slayer vs. Vampire the Masquerade

"Vampires are a sub-variety of demon... not angsty, tormented creatures. Anne Rice fans are bound to be disappointed." 
 - Buffy the Vampire Slayer Roleplaying Game, p.185

I sunk $25 into the Vampire: The Masquerade 5th-Ed. Humble Bundle with the express intention of using it to beef-up my Buffy game. I already have a nice collection of VtM 1st-Ed. books, but I always forget about them because I am no Anne Rice fan. I like the system, and I have nothing against the mechanics, but the lore is overwhelming and suffocates everything else. And the way it is written kills the whole, and I hate to use this word, vibe.

Shadowrun is like this, too. Both of them read like a bad website: Just endless hype, jargon, and buzzwords strung together into semi-coherent sentences. When you. Use broken sentences. To increase. The impact of the wording. Doing it a lot. Lessens. The impact! And? It's hard to read. Just stop doing it.

Anyone who's seen the TV show knows that Buffyspeak can be hard to parse, too. However, it is not as omnipresent in the Buffy RPG as it is in VtM. In fact, Eden did a good job of keeping the mechanics cleanly written and free of Buffyspeak, or any other conceit. What Buffyspeak there is is smoothly incorporated into the mechanics - such as with the Qualities, Jock and Nerd. VtM hails from an era when mechanics and lore were kept separate, and I can't fault it that. I still tend to prefer games that are like this.

You can see this design in many TTRPG from the era, including Call of Cthulhu. Games like Shadowrun and Cyberpunk broke that mold by incorporating their lore into their core mechanics, intertwining them in the writing, and other games followed suit. In most of these other instances, the system mechanics are presented upfront, and the campaign materials are deeper in the book. VtM set the standard for this when they started releasing their sourcebooks: The corebook contained the mechanics and the sourcebooks were the campaign materials that rarely contained any mechanics, and everybody was happy (especially White Wolf).

Buffy the Vampire Slayer Roleplaying Game premiered in 2002, when VtM's first-run was still going pretty strong, but I'll always associate both Vampire and Shadowrun with the 1990s. More than anything, it's the "in-your-face" writing, but both of those games did premiere in or around 1990. I have a lot of criticisms of Buffy RPG - the most important one being that it's not really a game without the Angel RPG - but the writing is pretty good. The only problem I have with it is that it buries mechanics in the text, so finding rules can be challenging (though it has a really good index), but the overall competency and tone of the text is fine.

Vampire constantly interrupts itself with "testimonials" from NPCs you don't know and don't give a shit about. And I can say it like that, because VtM 5e is in love with curse words. That makes it very "adult" (using swear words tells children that you are Old Enough). On another note, using an NPC for lore dumps is twice as boring in print as it is at the table. But, at least they lost that Timothy Bradstreet projector art - that shit used to drive me up a wall! Between the two, and all the sentence fragments, Vampire 1e is so overwrought that it's literally laughable, and basically unintelligible in parts. 

But the real reason I forget that Vampire was ever a thing is because it's 100% fashion over function: All style. The reason I don't fault it the way I do Shadowrun is because Vampire does have some substance - like I say, I like the system. It was one of the first dice pool systems (along with the aforementioned), but their system actually works. Not a fan of dice pools, Vampire handles them about as well as I've ever seen. The system for 1e and 5e are the same if not very similar, at least from what I recall of 1e.

So, despite the fact that it was a good deal, I thought it a decent investment. I can't publish anything I come up with for Buffy, but I guess I could feasibly publish it under Vampire. I can publish my Buffy content here, but it doesn't do it justice because of the limitations of a blog. It screws-up tables, smushes charts, and completely destroys the formatting. But, more than anything, I feel that Buffy the Vampire Slayer's vampires are wan and hollow, and I'd love a little more detail and organization that VtM may provide, so it's an investment in my gaming if nothing else.

I plan on sharing at least some of what I come up with here, but my purpose is to develop the vampire population of Sunnydale into something more than a faceless mob. I don't want moody Goth vamps ennuiing up the place, and I realize that Buffy vamps don't get along well enough to organize and coordinate so they're unlikely to form clans, but they have to be more than just Act One cannon fodder. 

I also realize that Buffy, the TV show, was more Monster-of-the-Week than vampire slaying, and Cinematic UniSystem supports that to the hilt, but with more Fae and Spirit critters than horror beasts. Angel provides all the vampire building information you'll ever need for Cinematic UniSystem, but I'm not making a full-fledged vampire NPC for every encounter. And the books detail how vampires in the Buffyverse operate mechanically, just not much about how they behave. I want less YA angst and a lot more scares.

I mean, the name of the game is Buffy the Vampire Slayer. I want my vamps to really have some teeth! So, I'm thinking that the majority of the vampires in and around the Hellmouth are analogous to the Anarchs, while the elders are more akin to the Camarilla - although neither is a 1:1 comparison. Both Anarch and Camarilla came with the Humble Bundle, so I have access to both.

I also answered the biggest question: Does the population know that vampires exist? Buffy was awarded a trophy by the school for saving them so many times, and the Scooby Gang openly discusses vampires as though they're just a feature of the landscape, but it's terribly inconsistent.

Anyway, I haven't gotten that far into the VtM 5e materials because they're difficult to read, but I think I can lift a few ideas from the materials I got from the Humble Bundle and make my Buffy vamps real, unliving entities in my campaign. It's still a WIP, but I'll publish more on vampires in Sunnydale later this month.

© The Weirding, 2025

Saturday, October 04, 2025

Happy Halloween Season!

Well, I told you there would be more Buffy the Vampire Slayer Roleplaying Game along the way and it's coming this month, as I pulled out the books to adapt some Vampire: The Masquerade material to my chosen forever system for this sort of fare (Cinematic UniSystem). Don't hold me to it because I'm already swamped, so it might be a little late for Halloween proper, but it's coming this here Fall season for sure because I'm in the middle of designing it now.

I got the latest Humble Bundle featuring World of Darkness games, including Vampire, Hunter: The Reckoning, and Werewolf: The Apocalypse. I already have a lot of the 1st-ed. Vampire and Werewolf books in print from the 1990s, but I constantly forget about them because I never played Masquerade all that much. I have some good memories of it, I've always liked the system, and I even got to playtest the LARP shortly before it went on sale back in the late '80s or early '90s at a local con in Memphis, TN, but my main groups played AD&D and Cyberpunk 2013-2020, and did not read Anne Rice books.

Buffy has a bad habit of being limited by the TV series, and that's across the boards. It really would have been a better game had they not had to deal with branding, and hewing so closely to the TV show. To these ends, the vampires (all of the Supernatural Types, actually) are either complex NPCs or faceless, thoughtless mobs for the Slayers to trounce - there's really no in-between. Either way, you have all these undead perpetually living and feeding in the same general area, but they have no organization or seemingly even knowledge of one another's existence. (At least most of the time; when it was convenient to the plot, this changed.)

Angel (the TV show) did a much better job of establishing, and playing with, the larger cast of demons and handling their relationships, both to and with one another. Oddly, Angel's demons were mostly from multiple dimensions and had no real connection to one another, while the overwhelming majority of Buffy's were vampires. So, it's just bad writing from the show that got carried over into the game.

My goal here is to establish some reason for vampires to exist other than to feed, which is about as deep as most of them go on the show; figure out what it is that they do other than feed; establish some sort of factional divisions amongst the throngs of vampires clogging the Hellmouth; and generally give vampires a little more character. For this, I am using Anarch and Camarilla from 5th-Ed., as well as looking at all of the aforementioned WoD games. I don't plan on using this information wholesale, as I don't think it will fit like that - unless maybe I wanted to put together a PC party of vampires (Angel has build-your-own vampire rules), but I don't.

I'm not looking to expand minor vamps into full-fledged VtM characters, just get some ideas of what I can add to set them apart from one another so they at least come across as possibly frightening. When played as presented in Angel, vampires are terrifying and extremely capable, but Slayers as presented can still wipe the floor with them pretty quickly (especially Veteran Slayers). I don't just want to add some HP to them and call it a day; I want the vampires in my BtVS RPG to have some real teeth - and some real legs. As it stands, they're designed to either die right out of the grave, or are destined to be the next Big Bad.

Anyway, I'll try to get that up by Halloween.

© The Weirding, 2025

Monday, October 14, 2024

Fleshing-Out the Vampire for Angel/Buffy the Vampire Slayer RPG

Angel RPG
Angel RPG

The '90s vampire was sensitive, yet soulless. This concept was probably best typified in the 2000s with the Twilight series, however the Buffyverse had already trod that ground in several mediums the decade before. The vampire leads of the Buffyverse swung from one extreme to the other, week to week; they were The Big Bads one week, the wispy, romantic leads the next. After poring over the core Buffy the Vampire Slayer rulesbooks, I managed to draw-up a better package for both types of vamps (good and bad)—one that makes sense, and also defangs the overpowered vampire, whether good or bad.

Firstly, despite the fact that it's a very entertaining show, Buffy fawns over vampires, turning them into superheroes instead of monsters. Unless she dispatches them, in which case, they are rarely much of a threat in the first place. It's a dichotomy which simply does not make sense. This is carried over into the RPG, where vampires as a package (12-15 pts., Core, p.50) receive quite a few bonuses but no drawbacks. To be fair, Angel and Buffy together is the system, as Angel covers a lot of the ground the original BtVS RPG skipped, such as the Drawback: Vulnerability. To be even fairer, almost none of the packages contain Drawbacks, and there was no Package Bonus (I made one, though).

Vampires have a lot of Vulnerabilities that fall under the maximum -5 limit: Vulnerability to sunlight, stakes through the heart, religious symbols, beheading, and the fact that they must be invited into someone's home. They also suffer a -5 Habitual Addiction to Blood, and have Superhuman Form (Dual) for -1. Finally, Vampires receive the +0 Immortal (ARPG, p.52) Advantage. That's a total of -11, making the Vampire package's total cost between 1-4 pts! Now that is pretty scary.

A more replete write-up includes a trip down Emotional and Mental Problems Lane, but I'll save that for another time.

© The Weirding, 2024

Tuesday, January 07, 2020

Wednesday, October 02, 2019

Angel Legacy, vol. 1 - Joss Whedon

Joss Whedon's Angel Legacy, vol. 1
Angel Legacy, vol. 1

Joss Whedon's Angel Legacy, vol. 1 collects many of the rare and hard-to-find early issues from previous publishers.

© The Weirding, 2019

Wednesday, August 21, 2019

Wednesday, July 17, 2019

Tuesday, June 04, 2019

Friday, October 19, 2012

On Vamp - A Review

Vamp is a YA flick from 1985 that is marked by brilliant lighting and decent acting. Grace Jones makes perhaps her most memorable onscreen appearance as the lead vampiress. There is a bit of gore despite its obviously young target audience. The leads are fresh out of highschool and the dialogue is often smartassed.

One of the things I noticed while watching this movie was how it wasn't as tightly controlled as the movies today. The story bounces around, playing between multiple antagonists and moving quickly from set to set. The lighting is truly inspired and drives a lot of the visuals while the music is almost completely forgettable. In fact, Vamp's greatest failing is that it too is very forgettable.

An enjoyable movie, especially for young horror fans, along the lines of Fright Night II.

© C Harris Lynn, 2012

Monday, October 15, 2012

On Buffy the Vampire Slayer (Movie) - A Review

Despite being written by creator, Joss Whedon, Buffy the Vampire Slayer is a very weak feature film. It has hints of the TV series' comedy, but almost none of its wit. Whedon would have been very young at the time, so it's forgivable, but the Buffy the Vampire Slayer movie is a pale imitation of what was to come.

The basic premise is exactly the same: Some chick doesn't know she's destined to be the Slayer, but eventually takes the mantle, and does the best she can. But where the TV show cleverly bounced between drama, horror, and comedy, the movie clunkily bounds between the three and can never seem to make up its mind as to what it wants to be. Kristy Swanson also lacks the charm of Sarah Michelle Gellar.

Buffy the Vampire Slayer has its memorable parts, but it is nothing like the TV series, which really explored everything about the characters and story. It is not even a good introduction to the show, so you can skip it entirely without missing a thing. This is one of those rare cases where the TV series vastly overshadows the original film, and thank God it does!
© C Harris Lynn, 2011

Saturday, October 13, 2012

On Vampires - A Review

Vampires is a French mockumentary in which a film crew follows a "family" of vampires. It is well-made and well-acted but subtitled for the English audience. It introduces a lot of vampiric rules to the movie and delves into vampire community politics on an international scale. It's all interesting enough for a while, but I admit to pausing the movie often while I went to do mundane things.

Largely, Vampires is a character study focusing on the brother, Samson. It manages to make a few sociopolitical points along the way, but it isn't really looking to do that. It's earnest entertainment and it succeeds on that level. I had a few minor grievances with the film but I'd forgotten them by the end.

From someone who isn't just crazy about vampires, this movie is a decent two hours spent.

© C Harris Lynn, 2012