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Fantasy The Blood Moon Rises Handbook

Chordling

Bardbarian, the Divine Chordia of Concordia
Moderator
Cult Handbook
The Game
Every turn counts as one week. A full moon will appear every fourth week. The Blood Moon rises on the sixth full moon.

Turns
Each turn, players must document their cult leader’s Influence Points, Awareness, and Humanity. Players will also perform two actions per turn. You can send spies to other cults to convince their members to defect, unlock cult perks, perform sacrifices, raid a chicken coop, and so on. Actions have quite a bit of liberty!

The Silver Bullet Scouts will also make their own actions.

Full Moon Turns
During the full moon, player characters will attempt to perform their two chosen actions and then be forced to transform into werewolves. Under their transformation, they will have no sense or control over themselves and kill/transform any number of people which will be included in the turn’s summary from the GM. Player characters will automatically transform back into humans the turn following the full moon (provided they have enough humanity) and always assume this form for all other turns not under a full moon. Player characters cannot transform into a werewolf at any other given time.​

Population
This refers to the size of your cult with a numerical value.

Influence Points
The more you have the easier it is to convince people to join your cult. Also lets you unlock stuff.

Awareness
The more you have the more likely your cult will be discovered by the Silver Bullet Scouts.

Humanity
Only applies to werewolves. The more you have the easier it is to transform back into/pass as a regular human after the full moon. Lose all of it and you will remain a permanent werewolf. You will gain one 💀 Negative Trait with each passing turn as a permanent werewolf.

Stress
Only applies to humans. The more you have the worse it gets. You will gain one 💀 Negative Trait with passing turn with 100 stress.
 

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