Hollevania 2: Cacophony of the Night

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Premise

In the grim land of DARKSEIGE, where SUN fears to shine and the VAMPIRES rule, growing fat off of the toil and extremely literal BLOOD of oppressed peasants who have never known the warmth of dawn, a FATAL CONFRONTATION approaches, as armies of Light and Dark are set to clash over the fate of that dismal land.

From his DREAD CASTLE, the Lord of Darkness and Blood, the Voivode of Woe, VLADIMIR D. DRACULA watches with a glass of what is probably not wine, marshaling his legions of brigands, bloodsuckers, monsters and demons, as the hour of the FULL MOON approaches and his ritual to finally bring an end to the age of light nears completion.

DRACULA WILL EXTINGUISH THE SUN.

The stakes were never greater, and the odds were never worse, but with the EVIL’s EYES firmly fixed on the war banners of the approaching COALITION, it is now time for these who thrive in peril! The boldest and the most daring!

ADVENTURERS!

Infiltrate DRACULA’S CASTLE, overcome his elite bodyguards, monstrous lieutenants and other trials inside, and finally, make sure the Sun rises again tomorrow by KILLING DRACULA.

Dare you enter… Hollevania?

Characters

Elite and possibly (very) cursed team of adventurers in the land of dark fantasy. Requirements:

  • Wants to kill Dracula
  • Looks like they could do it!

Otherwise, go pursue your heart! You can even be a vampire if you really want to! (power shifts quickly in the Brotherhood)

When creating the character, you get 30 points, to spread between: (all start at 1)

  • Tactical – the stat of (not necessarily physical) action and taking lives, whatever your means. Your HP is double this.
  • Strategic – the stat of investigation, planning and understanding. Can be used to lend dice to others and pull off retroactive “just as planned!” shenanigans.
  • Communication – the stat of establishing bonds and understanding. Can be used to command minions/familiars/etc and also potentially conclude fights non-lethally. You know, if you want.
  • Integrity – the ability to withstand corruption of the DEMON CASTLE and its evil minions. Can also be directly spent to remove negative effects. Negative effects include death.

You also get 1 free reroll per session.

To be clear, Tactical covers both physical and magical action, you just define its flavour. (so you can be a really dumb wizard capable of incredible feats of violence)

Strategic rolls can add dice to Tactical rolls on next turn, on 1-per-success basis, if you want to carefully prepare a backstab or whatnot. (yours or otherwise)

You should also define the following:

  • Your special power/ability/etc! Tied to who you are and the source of your power, it lets you do some unique thing. For example, vampires can regain HP by sucking blood.
  • Your special gear/secret skill/etc! As your personal specialty that you’ve come to rely on, it offers 3 automatic successes for some specific circumstance or action. Some special item or what your character is supposed to be extra good at, essentially.
  • Your trump card! Whatever it is, it’s capable of extreme effects (with the exception of instant victory) at cost of only being usable once a session. Isn’t rolled, it just works.