Something I sent to this game jam to make me write a little. The game is here. You can see many of the last year's entries condensed in that single page, Of course, it is not tested, its written in just a couple of nights as a test, but I'm actually very happy with it. Google's AI helped me with one of the last letters, can you guess which one? Answer in the comments!
EDIT: If you don't want to go through the ItchIo process, just read the game below in text format, I'm gonna copy and paste it here. Download it if you want it optimized for one page.
----------------------------------------------------------------------------------
VS THE VAMPIRE LORDS, by alchemistnocturne.blogspot.com
Roll/Choose a Background:
1-2-3: Vampire Hunter: When the order was disbanded and your leader was captured, he managed to give
you a 12x12 square map: it marks the secret hideout of the Vampire Lord of the East. Many allies died making that map. You start with a sword, a javelin or a bow.
4-5: Retrieved Child: Those bird.masked doctors gave you a catatonia-induced drug and told your parents you had died from the plague. The order rescued you on their way to the vampire's lair.
6: Skeptical peasant: You are too smart to believe in vampires, but had to flee with the party when the king's men mistook you for a member during the raid.
Distribute 1d4, 2d6, and 1d8 between these skills. When playing, a 6 is a full success, a 4 or a 5 you succeed partially or with complications.
Combat: on a 4 or a 5, deal 1 damage. On a 6, deal the weapon's damage (usually 2 to 3). Roll your combat die at the start to find your Maximum Hit Points. If you get 0 HP or less, you are wounded. When on negative HP, roll your combat dice + your current HP and try to reach 1, on a failure you pass
out and will die if abandoned.
Lore: Once per session, decide something that is true in the current place, or put something you want in the map, 1d6 squares away, On a 4-5 the square is randomized.
Item: Produce any item from your backpack. On a 4-5 this skill depletes until next downtime. You can normally carry four objects in your inventory but ignore that limit when you use this skill.
Attitude: Choose, roll or make up your own: 1.Bossy, 2.Angry, 3.Teasing 4.Devoted 5.Meek 6.Emo 7.Pick-me 8.Empathic. If you think your attitude is beneficial to any action (any), you can roll this instead of relying in the GMs fiat.
When you level up, you can change your attitude. Also raise the die size of any attribute, and re-roll your combat die for HP. If the amount is higher, keep the new one.
ARMOR is mostly Roman-Inspired loricas that add 1 to 3 HP. Actually, when in doubt, imagine this game with late roman and post-roman V century aesthetics.
BLOOD is what all vampires crave. Victims do not have to be drained to death, and some vampires feed on the same person many times, but the victim becomes mentally manipulated by the vampire, gets sick and eventually dies unless the vampire gives the victim its own blood (turning them into a vampire) or the vampire attacker is killed.
CAESARS were the governors of the world before the plague. The last caesar is defamed as a madman who spread the plague, but only a few know that he actually tried to expel the Vampire Lords and set the foundation for the Guild of Vampire Hunters. Praying on the secret grave of the last caesar will make you level up at the end of a session.
DOG ROSE can be set on any door or coffin lid to prevent a Vampire from opening it. Garlic flowers and crosses are also strong repellants.
EMPIRICS is the official name for the bird-masked doctors who treat the sick and sicken the healthy. They work directly for vampire handlers.
FOUL demons also exist and manifest as disasters and plague. Vampires have probably a demonic origin.
GUARDSMEN are most often women, due to strong, able men being constantly purged. They are mostly loyal to the king they serve, but are oblivious to the vampire existence. Their classic weapon is the sword. Most peasants will eagerly report any plaguebearer behavior to them.
HETAIRAS are often pretty young girls who were raised and brainwashed by vampire handlers. They travel from town to town singing songs interlaced with vampiric propaganda. The male equivalents are Hetairoi and use to form boy bands.
INITIATIVE is simultaneous, everyone declares their actions and then they happen. When two or more people are involved in a melee against each other, only the biggest roll happens. In case of a tie, they both happen and those involved can attack each other again.
JOURNALS written in the ancient times are now only found in forgotten, ruined enclaves or in the hand of secretive owners, for vampires sought to find and destroy them all. Recovering an old journal will get you a level up.
KINGS are puppets for the vampire lords. They have promised that he will someday become a vampire too if they obey their commands.
LOW LEVEL VAMPIRES do exist, and work for a Vampire Lord master in some way, such as lieutenants, assistants or brides. Their powers and combat prowess are limited. Killing a vampire or thwarting any vampire's plan will make you level up after a session.
MIRRORS are an effective way to detect vampires. Dogs are also detect them very easily, but the tax for having a dog increases every year.
NIGHTFALL is when vampires can freely act and use their powers. Sunlight weakens the vampires, who become letargic and defenseless, so they normally hurry up to their coffins or any other shelter before it. They cannot cross running water either, or a portal into an inhabited place without being invited first.
ONE square travelled takes one day. GM can make up things on the way, but they can't be changed afterwards. Generally, the party must agree an action for the day and another for the night (march, search, rest, socialize, forage...) 1d6-2 lost HP are refillled by resting.
PLAGUE never happened. It is being used for decades as a general method for control, like keeping peasants away from hot squares, attributing rebellions and resistance to alleged “plaguebearers” and justify the acts of the empirics.
QUEEN on the eastern castle is actually an obvious transvestite man. Vampire Lords forced the king to marry him as an act of submission. Anyone pointing at this fact has been accused of plaguebearer to date.
REVELATIONS about the plague, reading old books or defying the impending narrative openly will soon mark you as a plaguebearer and be captured for punishment or execution. Waking up an NPC to these revelations will, however, make you level up at the end of the session.
SHIELDS are commonplace and can be used after you have received an attack, Simply roll your combat die over the enemy's roll. On a tie, the attack hits and the shield breaks.
THREE more lairs exist in the world, and simply finding their placement will earn you a level after that session.
UTENSILS that can be used as weapons deal 2 damage, while proper weapons do 3 but are banned to the
commons under the accusation of being a bandit. Real bandits are extremelly rare, and felony murders are often a discrete way to dispose of a rebel.
VAMPIRE LORDS rule the world unopposed, only rivalled by each other. After centuries of being feared and persecuted, they finally convinced the world that they don't exist. Their powers include summoning storms, vermin, wolves and all kinds of ruin, assuming the shape of enormous dogs or mist, reading the minds of their thralls and controlling them mentally. They can also know things remotelly through bats and other informants. Once you have crossed a Lord, expect them to send constant trouble until you've deceived their radar.
WARS are programmed periodically between kingdoms as a way to purge strong men. In order to dispose of all of them (even the victors) vampires have pushed poisonous weapons into fashion. Some Vampire Lords like to witness battles with their vampiric vassals in disguise, so they can feast on the dying after the carnage.
XYPHOS are legendary two-handed sabers, forged in the times of the Caesars. On a roll of 6 or more, you can make a second attack.
YIELDING destroys the spirit progressivelly. Sometimes, the vampire law has practical benefits, other times,laws such as prima nocte exist to assert dominance and make people defend the new regime through the sunk cost fallacy.
ZEPHYRUS wind strangely blowing in the cold months means you're gonna receive a sign shortly, if you say “tell me, good Zephyrus”, or so the oldest amongst you heard as a kid.