Vampyr
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Vampyr 2 (sequel idea)
By Sputnik
A little stealth-hunting in 1920's New Orleans? An outline here of a Vampyr sequel I'd enjoy playing.
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Synopsis
It's Prohibition era New Orleans during the 1920's, where Reid and Ashbury have arrived seeking cure or the Blood of Hate (one possible ending during Vampyr). However this couple are powerful NPCs encountered late in the sequel.

You play as a young American vampire - a gangster recently 'turned' during smuggling run gone wrong on a dark country back-road. You don't know your maker, and must quickly develop your own dark gifts if you are to survive amongst the factions here who dabble with supernatural here.

The type of ending (Good, Evil or Neutral) will the depend on the factions you opt to do dirty work for. Eventually you must ally just one faction to take down a mighty end-game boss to determine just who acquires the coveted Blood of Hate.
Setting























Red light districts
  • These flourished since the Prohibition laws were largely ignored here New Orleans was then America's theme park for vice tourism. A sleazy but sexy. scene, and dangerous.
  • African-American crime bosses locked in turf wars, ruthless in in their determination to escape the South's entrenched servitude. Perhaps some are willing to negotiate with a powerful vampire? Other could be formidable level-bosses to duel against.

French Heritage
  • Wealthy European eccentrics languishing in the steaming South. clinging to C19th customs
  • Doubtless there's a coven of exiled vampires amongst them. But not necessarily any friend to you. (BTW Napoleon was a man of average height. Do not suggest otherwise!)



















Musical Culture
  • Ragtime, gospel, blues, old-time jazz and bluegrass - a great environmental soundtrack.
  • Mardi Gras Parade- that's gotta be a fun night for dining out!

Black Magic and Religion
  • Voodoo, Santeria and Southern Baptists would each inevitably intersect with any vampire activity in the area: Either in alliance or opposition, or just as opportunists.









Swamplands and the Bayou
  • These outlying areas were ideal for smuggling of liquor into the USA during Prohibition. Gangsters and Mafia were drawn south for a slice of this action. Tasty prey for any vampire happy to get their feet wet.
  • Various lone eccentrics in isolated shacks - some useful, some dangerous, some just weirdos.
  • Wildlife of all kinds for a desperate vampire to feed upon (including nutritious but awkward alligators!)
  • Of course there's always a chance of finding something truly horrific living in the outer swamps. Some mighty un-dead terror, only half-remembered in local Indian mythology.
Hunting with Stealth
Vampiric hunger is a force to be managed carefully in this game
  • A weekly feed of human blood is needed to stay fully functional with all your acquired vampire level-skills intact. Days without a feed will see ability penalties kick in. Starve for weeks and something like 'true death' can end the game for you.
  • The best targets must be pursued stealthily. If you are observed, or leave evidence, you will attract unwanted consequences of one kind or another:
    • Retribution from a local coven of more disciplined vampires determined to keep vampirism a secret from humans
    • Shootouts from local police, pursuing you as an escaped lunatic
    • Lethal attention of a visiting vampire hunter.
    • Premature attention for Reid and Ashbury before you are really strong enough to confront them.
Targets and Tactics:
Prime Cuts
  • Healthy residents are highly nutritious, but well connected in New Orleans community - and their loss is taken badly. Their routines must first be studied to arrange a concealed kill.
  • Various vampire skills of stealth and deception can be employed. But as you get hungrier over a week or so, your skills slip away one-by-one making a safe kill more difficullt.
Rotten Meat
  • Unhealthy targets are easier to pick off unnoticed.
  • Although they can refresh your vampiric skills, something of their disabilites will infect you until you can feed again properly. For example:
    • Drunk will reduce your stealth and co-ordination skills.
    • Depressed homeless person will reduce colour perceptions and peripheral vision
Exotic Treats
  • Certain targets may cause a temporary skills trade-off:
    • A prostitute may increase your charm skills, at the expense of mind-reading (since interpersonal alienation is an occupational hazard).
    • A sneak thief may increase your stealth, but at the risk of freezing with fear during combat.
    • A hulking thug may increase your combat, but reduce your stealth.
Animal Snacks
  • Animals can be drained of blood, but these will not prevent much hunger-weakness or skill-loss, only delay your 'true death'.
  • So a starved-state vampire may become trapped in a wretched backwater, surviving upon swamp toads - too weak to do much else until a better meal stumbles in your way. Likely you'll will have to work your way back up the food chain (rats > opossums > snakes > gators > hillbilly).
Ending(s)
  • Reid and Lady Ashley are likely to be encountered as the game's end-game bosses.
  • Support NPCs might be recruited for this battle from the player's allied faction.
  • The 'type' of ending (good / neutral / evil) would also be contingent upon the goals of the player's chosen faction.

8 Comments
Sputnik  [author] 26 Oct @ 10:56am 
Good idea
americanbazooka 26 Oct @ 9:16am 
With the ways he can turn into a vampire a game with McCullum as the protagonist sounds good
$2 Hero 1 Dec, 2024 @ 12:42pm 
1990's teenage surfer motorcycle vampires. :VSnake:
Penquick 16 Oct, 2024 @ 6:46am 
Sounds lovely
Sputnik  [author] 1 Sep, 2024 @ 10:15pm 
Love that trashcan
Doof 12 Oct, 2023 @ 5:26am 
that is pretty sick man fair play i just wish this game had more attention its one of my favourites and id love a sequel
Sputnik  [author] 1 Sep, 2023 @ 8:23pm 
Thank Galus.
Gaius Fulmen 1 Sep, 2023 @ 8:22pm 
Love the setting concept. Hopefully we'll be able to explore it, someday.