Difference between revisions of "House Rules/Vampire"
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PCs attempting to notice this about a vampire should roll Perception + Alertness, resisted by the vampire's Manipulation + Empathy (or Masquerade at -1 diff). | PCs attempting to notice this about a vampire should roll Perception + Alertness, resisted by the vampire's Manipulation + Empathy (or Masquerade at -1 diff). | ||
* '+rules road auras' applies to the latter, including +1 diff for Path of Enlightenment (treated like Humanity 3 per the above). | * '+rules road auras' applies to the latter, including +1 diff for Path of Enlightenment (treated like Humanity 3 per the above). | ||
− | * '+rules sniping' | + | * '+rules sniping' applies as follows; if the subject is explicitly RPing low humanity traits like excessively pallid skin, corpse-like sunken eyes, or high-point flaws (>2pts) like permanent fangs, they are snipable. |
− | * Other circumstances (such as the countermeasures above) should modify difficulties as appropriate. | + | * When a Vampire botches a carousing roll, they may be sniped, see [[Dramatic_Systems#Carousing]] |
+ | * Other circumstances (such as the countermeasures above) should modify difficulties as appropriate --- if the person has and is using Obfuscate you don't even get a roll unless you can break through their obfuscate actively. | ||
=Blood bonds= | =Blood bonds= | ||
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** Cannot be learned out of clan | ** Cannot be learned out of clan | ||
** Cannot be learned by ghouls without a teacher | ** Cannot be learned by ghouls without a teacher | ||
− | |||
** Any disciplines not listed count as restricted | ** Any disciplines not listed count as restricted | ||
* Additional Discipline merit is only available during chargen. | * Additional Discipline merit is only available during chargen. | ||
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=Discipline clarifications= | =Discipline clarifications= | ||
+ | '''* Character Generation:''' Only Common type disciplines may be purchased with Freebies during character generation. | ||
==Animalism== | ==Animalism== | ||
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==Auspex== | ==Auspex== | ||
Aura Perception (WW2300/150) can detect demon apocalyptic forms on par with other color patterns. | Aura Perception (WW2300/150) can detect demon apocalyptic forms on par with other color patterns. | ||
+ | |||
+ | ==Fortitude== | ||
+ | If the damage roll includes any automatic successes (e.g. Potence), then each dot of Fortitude negates one automatic success, but only leftover Fortitude (if any) is included in the soak roll against non-automatic successes. | ||
==Obfuscate== | ==Obfuscate== | ||
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=Generation= | =Generation= | ||
− | Staff feel that vampires should have a chance to lower their generation via xp. It is up to the individual player to decide on how to rp out this change. Keep in mind that it's a significant faux pas for any vampire to disclose their generation. | + | Staff feel that vampires should have a chance to lower their generation via xp. It is up to the individual player to decide on how to rp out this change. Keep in mind that it's a significant faux pas for any vampire to disclose their generation. This is still Diablerie and you still have all the downsides that that entails |
{| class="wikitable" | {| class="wikitable" | ||
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NPC servants created by a PC using magic (e.g. Ushabti, Bakemono Rite) count as magic items (+rules magical items) instead of Retainers. | NPC servants created by a PC using magic (e.g. Ushabti, Bakemono Rite) count as magic items (+rules magical items) instead of Retainers. | ||
− | == | + | ==Dhampyr / Bakemono Retainers== |
Passive Joss (Dhampyr 54): | Passive Joss (Dhampyr 54): | ||
* When hit for lethal or agg, roll Humanity vs 8. On a success, spend 1 joss, and all damage is prevented by some absurd coincidence. | * When hit for lethal or agg, roll Humanity vs 8. On a success, spend 1 joss, and all damage is prevented by some absurd coincidence. | ||
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* Medium | * Medium | ||
* High-quality equipment | * High-quality equipment | ||
+ | |||
+ | =Kuei-jin= | ||
+ | See [[House Rules/Kuei-jin]] | ||
=Merits/Flaws= | =Merits/Flaws= | ||
+ | * Unbondable merit: See [[#Blood_bonds | Blood bonds]]. | ||
* Precocious merit: Targets one primary ability, or two secondaries, or one primary and a related secondary if both are already at 1+. | * Precocious merit: Targets one primary ability, or two secondaries, or one primary and a related secondary if both are already at 1+. | ||
* Addictive Blood merit: Not limited by clan, but you're automatically risk 3 to anyone who drinks or has drunk from you for the purpose of drinking you to death (diablerie optional). Addictive quality is lost if the blood is magically transformed (e.g. Typhon's Brew) or loses potency (sits outside your body too long). | * Addictive Blood merit: Not limited by clan, but you're automatically risk 3 to anyone who drinks or has drunk from you for the purpose of drinking you to death (diablerie optional). Addictive quality is lost if the blood is magically transformed (e.g. Typhon's Brew) or loses potency (sits outside your body too long). | ||
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=Prestation (Camarilla)= | =Prestation (Camarilla)= | ||
− | * Status Rating begins with Acknowledged, Camarilla positions, and | + | * Status Rating begins with Acknowledged, Camarilla positions, and any Merits/Flaws that affect it as a base. |
− | * | + | |
− | * Kindred agree between themselves on the | + | * '''Credit Rating''' begins at zero and is exchanged through boons; when a favor is rendered, Credit Rating is loaned until the favor is repaid. |
− | * A negative Status Rating carries no explicit penalties, just the lack of social power. | + | ::- Credit Rating can go negative, but cannot outweigh Status Rating. |
+ | ::- Credit Rating does not directly affect Status Rating, but indicates how the use of Status Rating may be affected in practice (if someone feels strongly enough about an issue to call in boons over it). | ||
+ | |||
+ | * Kindred agree between themselves on the Credit Rating value of a boon and the circumstances under which it is considered repaid. | ||
+ | * A negative Status or Credit Rating carries no explicit penalties, just the lack of social power. | ||
* In the case of dispute about whether or not a boon has been repaid, a Harpy can make a judgement about the repayment criteria and potentially dismiss a boon. | * In the case of dispute about whether or not a boon has been repaid, a Harpy can make a judgement about the repayment criteria and potentially dismiss a boon. | ||
* Some decisions will be made by individual vote. The weight of an individual's vote is their Status Rating. | * Some decisions will be made by individual vote. The weight of an individual's vote is their Status Rating. | ||
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When one of these things happens: (VtM 229-230) | When one of these things happens: (VtM 229-230) | ||
* Roll Courage vs appropriate difficulty. | * Roll Courage vs appropriate difficulty. | ||
− | ** Cannot roll more dice than your Humanity. (VtM 134) | + | ** Cannot roll more dice than your Path Rating (Humanity or Path of Enlightenment). (VtM 134) |
* Succeed = Resist Rotschreck for one turn per success. If you accumulate 5+ successes, you're done. | * Succeed = Resist Rotschreck for one turn per success. If you accumulate 5+ successes, you're done. | ||
* Fail = Rotschreck for rest of scene. Spend a Willpower to regain control for one turn. | * Fail = Rotschreck for rest of scene. Spend a Willpower to regain control for one turn. | ||
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Reference: Giovanni 53-54 | Reference: Giovanni 53-54 | ||
+ | =Toreador Clan Weakness= | ||
+ | '''Toreador''': When viewing, hearing, or even smelling something that is truly beautiful (a person, a painting/sculpture, music, sunrise), they must make a Self-Control roll (difficulty 6) or else become entranced by the beauty. While entranced, the Toreador will stand in rapt fascination for a scene or until the beautiful thing is removed. This means they may not defend themselves if attacked, but a wound gives them an opportunity to roll Self-Control again to ‘break the spell’. ''(VTM: Corebook Revised, pg.#77)'' | ||
+ | |||
+ | |||
+ | '''House Rules:''' When a Toreador Vampire comes up something that will trigger their clan weakness, as described in the book, they must ''+roll self-control vs 6''. Things that trigger it include anyone with Appearance 5+, Art (be it painting, sculpture, craft, clothing, music, performance) that is '''7'''+ successes in it's creation. They can spend a willpower for an auto success, but they still need to roll. It will eliminate a botch, but does not completely eliminate the possibility of a failure. | ||
+ | |||
+ | If the Toreador fails the roll, they are not only entranced, but vulnerable to any attacks. To get out of being entranced, either the 'art' must be removed from view or they must suffer a wound of '''''at least 1 level of bashing damage'''''. If they suffer the wound, it gives them a new ''+roll Self-Control vs 6'' again to attempt to escape the entrancement. How removal of the source of fascination is up to your RP, but could include removal of the Toreador from the source. | ||
+ | |||
+ | The Toreador ONLY need to roll IF and ONLY IF the player performing/creating an art rolls or can prove the successes for it as well. | ||
+ | |||
+ | '''Desensitizing:''' After seeing the same PC that is Appearance 5+ or the same piece of (insert name of Art, song, sculpture, etc), at least 2 times, then the Toreador does not have to roll again for it. (It's boring now). | ||
+ | |||
+ | '''Self Creations:''' Entrancement does include the Toreador's own creations. For example, if playing a song that is so beautiful with +7 successes for the performance, the Toreador will become so lost in the music that they are entranced until the song is completed. Their entrancement does not hamper their creativity, they just have lost control of stopping it. This could be a dance, painting, whatever. If it continues to the point of the sun coming up and rolls would be needed to stay awake, then that might break the entrancement. | ||
+ | |||
+ | '''Large events:''' If attending an art exhibit, the roll would be for the whole show, not needed for each individual piece. If attending a concert, same thing, but if there is a super extraordinary performance during it (say most songs are around 7 succcesses, but one is at 11?), then that might justify another roll and is up to the ST for that scene. | ||
+ | |||
+ | '''Rolls:''' When making these rolls, be sure to have someone witness it. +roll/page it to a friend, staff, etc. Someone. | ||
|} | |} |
Latest revision as of 11:33, 2 January 2024
"You are remembered for the rules you break."
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Appearing humanOne of the more low-key down sides of being a vampire is falling into the Uncanny Valley. You still look and move pretty much like a human, but slightly wrong, and mortals may notice (even if only subconsciously). The lower your Humanity, the worse this gets. It's possible to socialize with mortals and still maintain the Masquerade (obviously), but it requires some effort. VtM 134: "Vampires with low Humanity acquire unnatural and disturbing features like sunken eyes, perpetual snarls and bestial countenances." VtM 138-139: "...display certain corpselike features; for instance, their skin is unnaturally cold and ashen, and they do not breathe." Appearing more human for a scene costs (8 minus Humanity) blood points; vampires with Humanity 8+ can do it for free, while vampires on a Path of Enlightenment can't do that at all. VtM 286: "...a Path follower is treated as though he has a Humanity score of 3 when using the rules for interacting with mortals." VtM 136: "Humanity 3-2 ... Vampires at this stage may be physically mistaken for human, but don't count on it." Countermeasures include (but are not limited to):
PCs attempting to notice this about a vampire should roll Perception + Alertness, resisted by the vampire's Manipulation + Empathy (or Masquerade at -1 diff).
Blood bondsBlood bonding a PC requires the vampire to directly provide the blood to a specific victim. There are no mass or accidental blood bonds. The Vampire must be physically present to blood bond a victim. Blood bonds range from 1 to 3. Initiating and increasing a blood bond requires a drop of blood and each must be administered on separate nights. A blood bond provides no powers or ability: just emotional attachment.
A cautionary note to vampires: A level 2 blood bond can get awkward and a level 3 bond can easily become problematic. Level 2 and 3 bonds force the victim to perceive you as playing an important role in their life. People talk about those that play important roles in their lives. When you blood bond someone, ensure you know who their friends are and that those friends won't come back to haunt you.
Immunity by race:
Buying disciplines
DegenerationVampires, ghouls, and mortals have a Humanity rating ('Path Rating' on +sheet). If they do Bad Things, they risk losing Humanity. For convenience, here's a summary of how this works.
The ST should warn you that an action risks Humanity loss, and give you a chance to change your mind. (If there's no ST, go with player consensus.) If you still take the action: (VtM 221)
For Paths of Enlightenment, the Paths list shows where to find your chart. Discipline clarifications* Character Generation: Only Common type disciplines may be purchased with Freebies during character generation. AnimalismFeral Whispers (WW2300/146) can communicate with (but not command) PCs shapeshifted into animal form. AuspexAura Perception (WW2300/150) can detect demon apocalyptic forms on par with other color patterns. FortitudeIf the damage roll includes any automatic successes (e.g. Potence), then each dot of Fortitude negates one automatic success, but only leftover Fortitude (if any) is included in the soak roll against non-automatic successes. Obfuscate
Protean
VicissitudeCan change hair color, on par with skin tone. Thaumaturgy
Missing virtuesIf a vampire power depends on the target's virtue (e.g. Presence 5), but the target doesn't have that virtue:
Frenzy (vampire)If a vampire is sufficiently angered, their inner Beast may take over and send them into frenzy. For convenience, here's a summary of how this works.
* or higher in extreme cases When one of these things happens: (VtM 228)
While in frenzy:
GenerationStaff feel that vampires should have a chance to lower their generation via xp. It is up to the individual player to decide on how to rp out this change. Keep in mind that it's a significant faux pas for any vampire to disclose their generation. This is still Diablerie and you still have all the downsides that that entails
House rule: If a power involves spending more blood than your Generation permits in a single turn, then you can spend the blood over multiple turns (reflex, does not count as an action) and then take an action during the last turn to use the power, unless the power explicitly prohibits this. See Also: +policy Hand Waving Ghoul/Revenant/Dhampir PCsGhoul retainersStandard Ghouls (From WW2300/276)Trusted Valet - Balanced
Ghoul Bodyguard - Protection
Custom GhoulsGhoul Stats can be customized by reallocating Attributes or Abilities. Like those above, no Attributes or Abilities should be above 4. Custom ghouls should be oriented toward serving a distinct role other than the two above: Balanced and Protection. Stat reallocations should clearly support that. NPC servants created by a PC using magic (e.g. Ushabti, Bakemono Rite) count as magic items (+rules magical items) instead of Retainers. Dhampyr / Bakemono RetainersPassive Joss (Dhampyr 54):
Devil Tigers may have bakemono retainers with three power slots, limited to powers from KotE 219-220.
Animal Ghouls (From WW2300/302)Alligator
Bear
Large Bird
Large Dog
Large Horse
All Ghoul notes require approval. Other racesOther types of retainers will generally be allowed if they make IC sense for the PC. Each NPC gets two power slots. Each of the following occupies one slot:
Kuei-jinMerits/Flaws
Prestation (Camarilla)
RotschreckIf a vampire is threatened by sunlight or fire, their inner Beast may take over and send them into Rotschreck ("the Red Fear"). For convenience, here's a summary of how this works.
When one of these things happens: (VtM 229-230)
While in Rotschreck:
Spirit SlavesUsually involves knowing about and threatening one of the ghost's fetters, or knowing about and aiding or impeding its goals. Each individual Spirit Slave costs one or more dots.
Unlike PCs, a Spirit Slave with e.g. Dominate 4 doesn't automatically have Dominate 1-3 as well.
Alternate system for WtO arcanoi
Reference: Giovanni 53-54 Toreador Clan WeaknessToreador: When viewing, hearing, or even smelling something that is truly beautiful (a person, a painting/sculpture, music, sunrise), they must make a Self-Control roll (difficulty 6) or else become entranced by the beauty. While entranced, the Toreador will stand in rapt fascination for a scene or until the beautiful thing is removed. This means they may not defend themselves if attacked, but a wound gives them an opportunity to roll Self-Control again to ‘break the spell’. (VTM: Corebook Revised, pg.#77)
If the Toreador fails the roll, they are not only entranced, but vulnerable to any attacks. To get out of being entranced, either the 'art' must be removed from view or they must suffer a wound of at least 1 level of bashing damage. If they suffer the wound, it gives them a new +roll Self-Control vs 6 again to attempt to escape the entrancement. How removal of the source of fascination is up to your RP, but could include removal of the Toreador from the source. The Toreador ONLY need to roll IF and ONLY IF the player performing/creating an art rolls or can prove the successes for it as well. Desensitizing: After seeing the same PC that is Appearance 5+ or the same piece of (insert name of Art, song, sculpture, etc), at least 2 times, then the Toreador does not have to roll again for it. (It's boring now). Self Creations: Entrancement does include the Toreador's own creations. For example, if playing a song that is so beautiful with +7 successes for the performance, the Toreador will become so lost in the music that they are entranced until the song is completed. Their entrancement does not hamper their creativity, they just have lost control of stopping it. This could be a dance, painting, whatever. If it continues to the point of the sun coming up and rolls would be needed to stay awake, then that might break the entrancement. Large events: If attending an art exhibit, the roll would be for the whole show, not needed for each individual piece. If attending a concert, same thing, but if there is a super extraordinary performance during it (say most songs are around 7 succcesses, but one is at 11?), then that might justify another roll and is up to the ST for that scene. Rolls: When making these rolls, be sure to have someone witness it. +roll/page it to a friend, staff, etc. Someone. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||