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Moth Children is a vampire game unlike any other.
This 200~ page, square book features a standalone game system of social intrigue and careful planning and manipulation of those around and beneath you. Here's a loose playtest version.
Each year, a door in the world releases a moth. That moth finds a sleeping host and enters the sleeper's mouth, transforming them into a creature that lives in the night and wishes for the sun. But sun is damnation, burning away the host's body, as they are now vampire.
Where do these moths come from? What are they, really?
Moths are a creature unto themselves. It is their will, power, and insatiable lust for light and life that drives the vampire to feed on the living, and to find freedom from the tyranny of the night. Moths want the sun. And so do you.
Moth Children focuses on your new eternity from the start. Over time, your moth will give you another to gift to others to make you a vampire. Then, after so long, another. And another. Who made you? Who gave you strength? That strange new power? Moths can be traded for power, for new abilities, for strengths. Your links to others are what make you in the eternal life of the moth children.
But your moth is also what others desire more than anything. A given moth, a child moth you give freely, is weaker than the one that flutters within your heart. And other vampires know this. The real game, the game of vampires, is acquiring the moths of other vampires. Why? Because your moth wants company in your heart. Because it extends your life span. And because it's rumoured that if you hold one of each kind of moth within your heart, you can walk in the sun once more.
So you play the game.
Vampires are each other's natural enemies, more so than human hunters and other supernal beings. Vampires congregating in any numbers is a breeding ground of contempt and desire. Vampires want the moth within another vampire, no matter their ties, no matter their love. No vampire is immortal, but they can fake it by collecting more and more moths. It calls as much as the blood.
So you must play the game of control and manipulation.
Moth Children functions on a core Wheel system.
You assign scores to each of a set of skill types, and when you wish to act, you merely compare it to the matching skill on the difficulty wheel that the Story Leader has set up for the current play. As you succeed at tasks, should your skill be greater than the skill difficulty, you raise the difficulty for future attempts at that skill. Moth Children is, first and foremost, a game of social graces. In many cases, it may be useful to fail on purpose in order to lower the stakes, and lull opponents into a false sense of security.
Then, you can spend blood, of which you likely have an abundance stocked, to increase your skills beyond mortal means. Your vampiric might can imbue your violence with impossible levels of veracity. Your vampiric grace can help you slip into the darkness with great speed, to slide up a wall, or perhaps even to fly. Your vampiric compulsion can outright command someone to act on your behalf, or you might use it to honey your words and make them more slippery in the minds of those who hear them. You've the tools, so use them.
However, vampires are not limited to their own social prowess. They must keep careful track of their history, and careful control over their mortal servants who they perhaps compel with hypnotism, or threaten into service, or that are made addicted to the blood. Your moth also affords you a unique power, and other moths you acquire over time will grant you newer, stranger powers. However, humans are your most readily available tools to accomplish the greatest goal, acquiring all the moths so you may one day walk in the light again, and perhaps to truly become immortal.
Each moth you acquire grants you new powers, mixing with your moth to accomplish strange new powers or empowering what you already have. Moth synergies grant esoteric powers, and cause many to become connoisseurs of particular breeds. But all who seek moths must beware, some are said to kill those who find them...
Even as you spin your machinations, others covet your heart. Others will come for your moth. That creature that gave you eternal life can be taken away, and your greatest allies are also your greatest threats.
Who are We?
Just me! Little ol' Dane Asmund. I do all the work, sans the fantastic design / art work, such as on the game's cover. I make games because both it's fun and because it's all building to something greater! Every game is another peek into a world I am writing, which will be a greater book later on, but also feed into a series of fiction I am writing.
The money earned on this goes into filling it with more design and art to make it particularly lovely!
Risks and challenges
None. I've made plenty of projects and they release on time-- perhaps a month late at the worst. But regardless, I will complete it! : )Learn about accountability on Kickstarter
- (23 days)