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  by Luciella Elisabeth Scarlett 
  Bronny 
  The Vampire Love Interest 
  
   
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  Introduction 
  Vampires are rare in our world – rare enough to only exist in 
  shadowy corners, whispers and dark legends. The secrecy 
  seems well-suited to those creatures of the night. Most know 
  better than to reveal themselves to their prey, but one 
  particular vampire seems to be oddly taken with you. 
  Which is a pain, if you’re honest. 
  Edgar doesn’t seem to be able to take ‘no’ for an answer, or to 
  realise that you have better things to do with your life than 
  spend it with a creepy old man who only looks seventeen. I 
  mean, appearance aside, he’s older than sliced bread! And he 
  keeps saying things like, “I can’t seem to keep myself away 
  from you” and “you really should stay away from me”. Like, 
  get your shit together, bro, that’s on you, mate. 
  For now, you’re going to have to take matters into your own 
  hands. The bad news is that vampires are quick, powerful and 
  charming. The good news is that they can’t walk around in 
  broad daylight, so Edgar’s only chance to pester you comes at 
  night. The terrible news is that your bratty little sister has 
  already given him an invitation to enter, since he was “sooo 
  dreamy! <3” last time he turned up to bother you. 
  Still, you have some time and a little pocket money, so it’s not 
  like you’re out of options. It’s time to show this jerk who’s boss. 
  How to Play 
  Bronny the Vampire Love Interest is a solo RPG where you play 
  the part of a reluctant heroine Home Alone-ing her way out of 
  a vampire romance. You will need: paper, a pen, a 6-sided die 
  and (optionally) a printed version of the house map and a few 
  small items to use as tokens. 
  The game consists of the following key steps: 
  − 
  Prepare for Edgar’s arrival by setting traps or ambushes. 
  − 
  Check to see if your actions arouse your family’s suspicion. 
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  Determine the events that occur on Edgar’s arrival. 
  − 
  Determine if a game-ending condition has been achieved. If 
  not, then clear up the house and get ready for the next day. 
  Each step, and the conditions to conclude the game, are 
  detailed below. 
  Taking Stock 
  Here’s what you have at your disposal: 
  − 
  A weekly budget of $50 and a nearby supermarket. 
  − 
  Your school friend, Sherry, and her forgery skills. 
  − 
  Your beloved cat, Mixie, who hates your guts. 
  − 
  Your knowledge of vampire weaknesses: garlic, holy water, 
  religious icons, sunlight and getting staked in the heart. 
  − 
  Your knowledge of Edgar’s weaknesses: he is gullible, he 
  loves dramatic entrances, and he thinks you like him. 
  − 
  Whatever is lying around the house. This may include 
  items such as cutlery, knives, sticky tape, pens, paper, 
  towels, bedding, fire pokers, oil and so on. There are also a 
  few toys left over from your younger years which might be 
  useful, such as the remote-controlled truck or water pistols. 
  Sadly, very little garlic and no holy water. Dad’s an atheist. 
  You also know that there are only 4 ways to get into the house 
  without breaking anything: the front door, the back door, your 
  sister’s window (the lock is broken), or the chimney. 
  
   
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  Suspicion 
  It’s best not to get your family involved in this situation. Your 
  dad gets nervous about the idea of blood-sucking monsters 
  hurting his precious daughters, and you don’t want him to 
  overreact and cause mayhem. Worse than that, your younger 
  sister, Allie, adores vampire romance. If she learns the truth, 
  she might just try to take Edgar for herself, and while she’s a 
  pain in the butt, she’s your pain in the butt. Still, the two 
  should be in bed by 11pm. So long as you’re nice and quiet, 
  they shouldn’t notice much. 
  Both your father and sister start with 0 Suspicion. Each time 
  something has the chance to draw their notice, roll 1d6. If the 
  result is 1, choose one family member and increase their 
  Suspicion by 1. If the result is 2, then both family members 
  gain Suspicion, unless only 1 is present. If you pass an evening 
  without drawing suspicion, the next morning you can roll 1d6 
  and reduce a family member’s Suspicion by the result (or split 
  it between the two). Decide what you say or do in order to 
  soothe their fear or douse their excitement. 
  As examples, here are a few things that may draw suspicion: 
  − 
  Seeking help from Allie or your dad, or meddling with their 
  rooms or belongings. 
  − 
  Setting up traps before 11pm. 
  − 
  Causing loud noises at night. 
  − 
  Calling Sherry over more than twice in the week. 
  − 
  Carrying odd-shaped objects into the house. 
  Suspecting characters act accordingly. They are drawn to noise 
  and light and may try to follow you. If you are caught for the 
  same trigger twice, increase Suspicion by 2 points instead of 1. 
  Planning and Prep 
  Write down the details of any traps you set, weapons you have 
  or other preparations you make. If desired, print out a copy of 
  the house map on page 5 or draw your own, and use tokens to 
  show the positions of characters and objects. The more you 
  prepare, the better your chances. Use creativity, but be 
  realistic with the money and time investment and risk for each 
  trap (see “Taking Stock” and “Suspicion”). Once you are 
  finished, proceed to the next stage. 
  Midnight 
  As midnight falls, Edgar arrives with a bouquet of roses. First, 
  roll to see which point of entry he chooses: 
  1. The front door. 
  2. The back door. 
  3. Allie’s window. 
  4. The chimney. 
  5. Knocking on your window and requesting entry, then 
  trying the chimney if you decline. 
  6. An unexpected new approach. Be creative! 
  Edgar follows your scent to find you, unless he is lured 
  elsewhere. For each trap or enemy that he encounters, roll 
  1d6. On a 3-6, he successfully avoids or disarms the threat. On 
  a 1 or 2, he suffers the consequences. Generally, Edgar will 
  press on through 2-3 minor inconveniences, though 1 major 
  trap or foe is enough to send him packing, at least until the 
  next day. Vampires heal annoyingly quickly, though humans 
  do not; if your family wanders at night, roll for them as well. 
  If you do not manage to deter Edgar, he soliloquizes of his love 
  for you for ten minutes, leaves a gift, and then departs. 
  
   
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  Cleaning up the Crime Scene 
  It’s a good idea to clean up after yourself. Roll 1d6 to see how 
  well you do, and treat a 1 or 2 as a failed Suspicion check as 
  above. If Sherry is helping, roll twice and pick the more 
  favourable result, or, if you were overly ambitious with your 
  traps, roll twice and select the less favourable result. 
  Game Endings 
  After each midnight stage, check to see if a game-ending 
  condition has been achieved. If not, rinse and repeat from the 
  preparation stage. If so, then take a moment to write down or 
  imagine the result, or tweet it at the author @luciellaes – don’t 
  worry, she doesn’t bite. 
  Edgar gets the Point 
  If you fend off Edgar on 5 separate days, he finally accepts that 
  his love was not to be, and flies back to his Magpieloft home. 
  Edgar gets the point several times 
  Edgar doesn’t really have hit points per se, but if you hit 
  something enough, it probably dies. I hope you’re happy. 
  Allie’s new Crush 
  If Allie’s Suspicion gets to 5 points, she discovers the truth 
  behind Edgar’s visits. You’ll never hear the end of this one. 
  Dad vs the Damned 
  If your dad’s Suspicion gets to 5 points, he takes matters into 
  his own hands. Restart the game with a weekly budget of 
  $1,000 and your choice of 3 shady underworld associates. 
  Collateral Damage 
  Leaving deadly traps out near your family was a bad idea. 
  Arrested 
  Calling the police may not be a particularly sisterly thing to do, 
  but you can understand why the scene you left might have 
  been upsetting. It’s ok; the cops will surely understand your 
  explanation. What was that explanation again? 
  Something Else…? 
  I’m not here to tell you how to live your life. So long as Edgar’s 
  no longer a threat, everyone’s happy. 
  Final Thoughts 
  Kids, don’t try this at home. Setting deadly traps is probably 
  illegal, and breaking and entering into someone’s home isn’t 
  romantic. You’re allowed to like trashy vampire romances, but 
  you’re also allowed to critically evaluate unhealthy 
  relationship dynamics like breaking and entering. But what do 
  I know? I’m not even straight. Thanks for investing your time 
  into this nonsense, and don’t forget to leave a review. 
  About the Author 
  Luciella Elisabeth Scarlett is an aromantic and asexual author 
  and illustrator based in Melbourne, Australia, who 
  obnoxiously publishes under a name the length of an entire 
  alphabet. Her RPG supplements can be found on 
  dmsguild.com, DriveThruRPG.com and itch.io. You can also 
  follow her on Twitter @luciellaes or at 
  luciellaes.wordpress.com. 
  https://luciellaes.itch.io/ | https://ko-fi.com/luciellaes | 
  https://www.drivethrurpg.com/browse/pub/14049/ | 
  https://www.dmsguild.com/browse.php?author=Luciella%20Elisabet
  h%20Scarlett 
  
   
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SOURCE: textdata/thevault/Collections/Detectives & Crime/Bronny The Vampire Love Interest.pdf