TEXT: THE VAMPIRE
  URBAN/MODERN/FANTASY
  
  THE VAMPIRE
  When you become a vampire, you gain these Moves. When you next take
  a Move, it must be your Bloodline Move.
  ■ VAMPIRIC ADVANTAGES
  You’re a vampire, with all that entails. You don’t age; you might be returned
  to your prime or ﬁxed at the moment of your death. You have a supernatural
  sense of hearing and smell, especially when it comes to blood and heartbeats.
  You don’t breathe unless you want to. You regenerate, as long as your heart and
  spine are intact and you have a source of blood.
  Your bloodline is determined by that of the vampire who turned you into one
  (ask the GM if you’re not sure which it is). Gain the Signature Move of that
  archetype; if you already had it, roll two signature dice instead of one.
  When you are dying, with your heart and spine intact, roll+Blood held. On a
  10+, you wake up at the next sunset with 1 Blood unless you’re left out in the sun
  or something equally unfortunate happens. On a 7-9, the GM will offer you a
  hard bargain, worse outcome, or ugly choice.
  ■ VAMPIRIC WEAKNESSES (CON)
  You don’t show up in mirrors. Running water makes you sluggish and cold and
  will kill you if you spend too much time in it. Wood weapons and ﬁre hurt you
  as much as they hurt any mortal. And you’re allergic to sunlight and comatose
  (or nearly so) during the day.
  When you are exposed to direct sunlight or ﬁre, roll+CON. On a 10+, you’re
  burned for 1d6 damage. On a 7-9, twice that. Track this damage separately;
  damage from the sun only heals when you spend Blood.
  ■ VAMPIRIC THIRST (BLOOD)
  When you drink the blood of someone who is willing, or helpless to prevent
  it, roll+Blood held (max +3). On a 10+, hold 5 Blood and say if they live or die. On
  a 7-9, hold 3 Blood, and the GM will choose a complication from manifest. You
  can spend 1 Blood to:
  • say if they live or die from the feeding, right now
  • heal up any damage, other than sunlight or ﬁre
  • heal up any damage from sunlight or ﬁre
  • remove a debility
  • add 1 to a Manifest roll
  You can hold 5 Blood safely. You lose one Blood every sunset. When you run
  high or low on Blood, tell the GM; waking up hungry makes you dangerous.
  
  BLOODLINE MOVES
  When you become a vampire, your next Move must be one of these.
  □ CELERITY
  If you’re of the Fast Bloodline, add “be somewhere, within near range that
  you can reach, right now” to the list of things you can spend Blood on.
  □ SPIDER CLIMB
  If you’re of the Genius Bloodline, add “climb a vertical surface like a spider”
  to the list of things you can spend Blood on.
  □ BEND BARS
  If you’re of the Strong Bloodline, add “bend something as hard and thick
  as rebar with your bare hands” to the list of things you can spend Blood
  on.
  □ READ MIND
  If you’re of the Wise Bloodline, add “read a nearby mortal’s thoughts” to
  the list of things you can spend Blood on.
  □ DOMINATE
  If you’re of the Charismatic Bloodline, add “force a mortal in your presence
  to carry out one simple command” to the list of things you can spend Blood
  on.
  □ ALREADY DEAD
  If you’re of the Tough Bloodline, add “shrug off the damage from a single
  hit” to the list of things you can spend Blood on.
  
  FLEDGLING MOVES
  When you can choose a Move and are a vampire, you can choose one of
  these.
  □ VAMP OUT (CON)
  When you let your inner monster out physically, roll+CON. On a 10+, you
  remain in control even as your face warps inhumanly and your hands grow
  sharp claws (hand, messy). On a 7-9, the GM will complicate things.
  □ BLOODBOND (WIS)
  When someone whose blood you have tasted recently drinks your blood,
  roll+WIS. On a 10+, you’re linked together in a two-way empathic blood-
  bond that will last a day or so. On a 7-9, you’re intoxicated for a few hours.
  Spend Blood, no matter how far apart you are, to:
  • communicate telepathically with them for a short time
  • prevent your own strong emotion from being shared or to ignore
  theirs
  • grant them one use of your Bloodline Move
  • heal them for 2d6 damage or one debility
  • overcome a loss of control or similar weakness
  • extend the duration of the bond for another day
  □ TURN MORTAL (WIS)
  When someone whose blood you’ve tasted and who has tasted your blood
  dies, if you’re present, you may choose to roll+WIS. On a 10+, you guide or
  drag them to unlife, and have a bloodbond with them that lasts until one
  of you dies or breaks it. On a 7-9, the bloodbond is a normal one and will
  fade away unless maintained.
  □ FOG THE MIND
  When you feed on someone, you decide how much of the experience they
  remember, and the speciﬁcs of it within the context of a shared intimacy.
  You can manipulate a mortal bondmate in the same way about any expe-
  rience you’ve shared recently (not just feeding) by spending 1 Blood.
  □ TWO BLOODLINES
  Choose a second Bloodline Move; you qualify for it even without the ap-
  propriate bloodline.
  
  MASTER MOVES
  When you can choose a Move from levels 6-10, you can choose from
  these if you are a vampire.
  □ GRACE
  When you roll 12+, you do the thing so well even other supernaturals take
  note; the GM will give you a strong advantage in the ﬁction because of it.
  □ BLOOD FUEL
  Add “give yourself or a bondmate a Strong, Fast, Tough, or Hot die for one
  roll” to the list of things you can purchase with Blood. No one can use
  more than two Signature dice on any given roll, from any source.
  □ COTERIE
  When you have a coterie of vampires – three or more vampires turned
  by you or by a vampire you turned – living in one place with you you no
  longer need to spend Blood to maintain any bloodbonds with them as long
  as they live with you.
  When you order a member of your coterie to do something distasteful,
  dangerous, or against their wishes, roll+Blood held. On a 10+, they do it,
  although they may hold a grudge. On a 7-9, the GM will tell you one or
  more of the following: they argue or stall, subvert your intent, or demand
  a favor or special reward. You can spend one Blood per complication to
  negate it.
  □ CALCULATING
  When you hack and slash and could deal damage, you may opt to spend
  1 Blood and take something (limb, position, held item, etc) from your foe
  instead.
  □ PLAYTHING
  When you use a mind-affecting ability, you can spend 1 Blood to convert
  a miss to a partial. You may also spend 1 Blood to use a power that only
  affects mortals on a fellow vampire.
  □ TERRIFYING
  If you are holding 5 or more Blood, you can use your bloodline Move with-
  out spending any Blood.
  
  MISCELLANEOUS & ADJACENT MOVES
  These Moves are usually granted and lost by circumstance and by ﬁc-
  tion, and are not entirely positive; you should not normally spend a move
  choice on them.
  □ HUMAN SERVANT
  When you fully accept a bloodbond as a mortal, you may spend 2HP to
  choose options from Bloodbond, except ones that extend the duration of
  the bond, with yourself or the vampire as the target.
  You also age much more slowly than a full mortal, are tougher and more
  resilient, and heal faster, even from grievous wounds.
  □ INHUMAN SERVANT
  When you fully accept a bloodbond as a supernatural creature, you may
  spend supernatural hold as if it were Blood to choose options from Blood-
  bond, with yourself or the vampire as the target.
  The vampire adds “trigger any Move you possess” to the options for Blood-
  bond; if they do, you make any rolls, but they make all the choices.
  □ VAMPIRE SURVIVOR
  You once belonged to a vampire. Name what you did for them; you take
  +1 ongoing when performing this service, or when knowing how vampires
  operate is an advantage (+2 against your former master). Choose if you are
  Primed or a Relic.
  Name one vampiric ability that doesn’t work on you, for each you choose:
  your patron wants you back; you took something with you when you left;
  you know something about them that would destroy them.
  □ FAILED TURN
  The Turning was twisted and incomplete, or maybe you’re still in the pro-
  cess of it. You gain Minor Regeneration (but it isn’t pretty), Vampiric Weak-
  nesses, Vampiric Thirst, and your progenitor’s Bloodline Move.
  You may opt to choose Vampire Moves as if you were one, but you aren’t.
  
  □ RELIC
  You’ve been around a while. Tell the GM a modern thing you just can’t wrap your
  head around, and how you compensate for it.
  When you meet someone you used to know, roll+nothing. On a 10+, you remember
  something useful about them and they either don’t remember you or remember
  you fondly. On a 7-9, it’s just something useful.
  □ PRIMED
  When you draw your last breath after tasting the blood of a vampire who
  has tasted your blood ﬁrst, you may come back as a vampire on any result.
  □ WEIRD BLOOD
  A quirk of ancestry or fate gives your blood odd properties. Choose one:
  • you have enough fae blood to intoxicate a vampire, possibly even
  incapacitate or kill one, if they consume enough of it
  • any vampire that can smell your extra delicious blood will prioritize
  drinking it, and, if possible, keeping you as a pet
  • your blood registers as nothing to a vampire and provides no Blood
  Talk to your GM before taking any Moves from this playbook. Be sure you’re
  both on the same page about how vampires ﬁt into the game.
  PRINTING
  This document is laid out using Lora, Montserrat, and Bebas Neue, and
  intended to be printed two pages per side, on letter-sized paper, so you
  can stack it with your base playbook.
  ACKNOWLEDGEMENTS
  This document is part of Urban/Modern/Fantasy, a framework for run-
  ning modern campaigns in Dungeon World.
  Urban/Modern/Fantasy was written by Tam H. The text is licensed under
  Creative Commons 4.0.
  UMF is based on Dungeon World by Sage LaTorra and Adam Koebel, which
  is licensed for use under Creative Commons 3.0.
  Cover art is by Jason Blackeye, from Unsplash.
  
  NOTES
  
  NOTES
  
SOURCE: textdata/thevault/Dungeon World/Urband Modern Fantasy/Urban Modern Fantasy - Vampire v1.pdf