Smallville RPG: Vampires and Werewolves and Witches, oh my!

I had an idea at one point that I abandoned. I wanted to start a Play-by-Post game using the Smallville RPG ruleset. Except the story would be a lot more similiar to The Vampire Diaries than Smallville. Since I’m not going to use any of this,  I figured that I’d throw it out there for you!


Nestled upon a hill and surrounded by the forests of Oregon is a town named Paradise.  Under a semi-constant blanket of rain clouds and fog, the town appears on the outside to be little more than a humble logging town. Unbeknownst to the passerby and even the majority of citizens there, there has been a centuries-old war being fought over this town by supernatural creatures.

Inside the town lives an unknown number of vampires that prey upon the citizens. They kill them and cover them up, kill them and leave them for the town council to cover up or drain them and wipe their memories of the attack. Some of the more sophisticated vampires have compelled servants that willingly give their blood to their masters. Still others find other ways to survive and stay under the radar.

Also inside the town is a secretive coven of witches who try to stay out of the business of the vampires and lycanthropes, but they are often drawn into the middle of it anyway. What their goals and motivations are exactly, are a complete mystery.

The wood outside the town is infested with lycanthropes that prey on campers, hunters, loggers and transients. Even so, they may arguably be the least savage of the creatures in Paradise, because they honor a centuries-old alliance with the Town Council that forbids them to hunt in town.

The Town Council has sworn to keep the town safe from these creatures and has done so, to some degree, for hundreds of years, although most of this “protection” is little more than covering-up and hiding the truth about the town’s unique citizenry. They go to great lengths and pay great prices in order to keep stories under wraps, even when that means killing innocent people. At the end of the day, the Town Council is just as savage as the monsters they’ve sworn to protect the town from. They also have gifts and secrets of their own.

Welcome to Paradise.

Custom Heritages

Since we wouldn’t be using Kryptonions and Cyborgs, we’ll need something else that describes our types of characters, right?

The Dark Gift (Vampires)

D4: Earn a Plot Point when you choose to attack someone because of your hunger for blood when it would be beneficial not to – OR – when your abilities are Shutdown due to blood starvation or because you’re feeding on animal blood instead of human blood.

D8: Add a d6 to Trouble to Increase your Insecure or Afraid Stress Pool because you are a natural at instilling fear and insecurity.

D12: Spend a Plot Point to Reroll any die in a Test or Contest that includes one of your ability dice, because your long years have made you experienced at using them.

Connected Abilities: Animal Control (Crows, Bats), Body Transformation (Gaseous Form), Dream Manipulation, Mind Control, Super-Strength, Super-Speed, Shapeshifting (Bat), Super Senses (Hearing), Telepathy, Regeneration.

Limits: Sunlight, Garlic, Wood, Blood Starvation

Special: Can’t enter a home unless invited.

The Moon’s Curse (Lycanthrope/Werewolf)

D4: Earn a Plot Point and Add a d6 to Trouble whenever you act aggressively when being calm would be more beneficial.

D8: Add a d10 to Trouble to use a special effect from a Connected Ability, whether you have it or not.

D12: Add a d6 to Trouble to Increase your Injured or Afraid Stress Pool.

Connected Abilities: Animal Control (Wolf), Claws, Super-Strength, Super-Speed, Shapeshifting (Wolf), Super Senses (Smell), Regeneration

Limits: Full Moon, Silver, Wolf’s Bane

Special: Must turn into a werewolf on the night of the full moon.

Magical Legacy (Witches)

D4: Add a d6 to Trouble to Reroll any die due to your magical “luck.”

D8: Add a d10 to Trouble to use a Special Effect from an Ability you do not have, connected or not, because you just happen to have a spell that’ll help.

D12: Add a d10 to Trouble to Reveal that you know a supernatural creature (such as a demon, a ghost or another witch) with information you need.

Connected Abilities: Astral Projection, Blast (Fire), Flight, Illusion, Mind Control, Possession, Precognition, Teleportation, Healing, Telepathy, Telekinesis

Limits: Mute, Binding


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