Difference between revisions of "House Rules/Vampire"
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** Any disciplines not listed count as restricted | ** Any disciplines not listed count as restricted | ||
* Risen and Kuei-jin are handled separately | * Risen and Kuei-jin are handled separately | ||
+ | |||
+ | =Degeneration= | ||
+ | Vampires, 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. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! If your Humanity is this or higher... | ||
+ | ! ...then you risk Humanity loss for doing this: | ||
+ | |- | ||
+ | | 10 || Selfish thoughts | ||
+ | |- | ||
+ | | 9 || Minor selfish acts | ||
+ | |- | ||
+ | | 8 || Injury to another (accidental or otherwise) | ||
+ | |- | ||
+ | | 7 || Theft | ||
+ | |- | ||
+ | | 6 || Accidental violation (e.g. drinking a vessel dry out of starvation) | ||
+ | |- | ||
+ | | 5 || Intentional property damage | ||
+ | |- | ||
+ | | 4 || Impassioned violation (e.g. manslaughter, killing a vessel in frenzy) | ||
+ | |- | ||
+ | | 3 || Planned violation (e.g. outright murder, savored exsanguination) | ||
+ | |- | ||
+ | | 2 || Casual violation (e.g. thoughtless killing, feeding past satiation) | ||
+ | |- | ||
+ | | 1 || Utter perversion or heinous acts | ||
+ | |} | ||
+ | |||
+ | 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) | ||
+ | * Roll Conscience vs 8. (Difficulty may vary at ST discretion.) | ||
+ | ** Cannot roll more dice than your Humanity. (VtM 134) | ||
+ | ** Some Paths of Enlightenment use Conviction instead. | ||
+ | * Succeed = No change. (You feel remorse, or manage to justify the action.) | ||
+ | * Fail = Lose 1 Humanity. (Submit a +request to have staff update your +sheet.) | ||
+ | * Botch = Also lose 1 Conscience and gain a derangement at ST discretion. | ||
+ | |||
+ | For Paths of Enlightenment, the [[Paths]] list shows where to find your chart. | ||
+ | |||
+ | =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. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Provocation | ||
+ | ! Difficulty | ||
+ | |- | ||
+ | | Smell of blood (when hungry) || 3* | ||
+ | |- | ||
+ | | Sight of blood (when hungry) || 4* | ||
+ | |- | ||
+ | | Being harassed || 4 | ||
+ | |- | ||
+ | | Life-threatening situation || 4 | ||
+ | |- | ||
+ | | Malicious taunts || 4 | ||
+ | |- | ||
+ | | Physical provocation || 6 | ||
+ | |- | ||
+ | | Taste of blood (when hungry) || 6* | ||
+ | |- | ||
+ | | Loved one in danger || 7 | ||
+ | |- | ||
+ | | Outright humiliation || 8 | ||
+ | |- | ||
+ | | Urge to commit blatant evil || (9 - Conscience) | ||
+ | |} | ||
+ | <nowiki>*</nowiki> or higher in extreme cases | ||
+ | |||
+ | When one of these things happens: (VtM 228) | ||
+ | * Roll Self-Control vs appropriate difficulty. | ||
+ | ** Cannot roll more dice than your blood pool. (VtM 134) | ||
+ | ** Cannot roll more dice than your Humanity. (VtM 134 again) | ||
+ | ** Some Paths of Enlightenment use Instinct instead. | ||
+ | * Succeed = Resist frenzy for one turn per success. If you accumulate 5+ successes, you're done. | ||
+ | * Fail = frenzy for rest of scene. | ||
+ | * Botch = Remain in frenzy longer and gain a derangement at ST discretion. (If there's no ST, go with player consensus.) | ||
+ | |||
+ | While in frenzy: | ||
+ | * You go into an emotional rampage, directly pursuing immediate gratification of your immediate desires with no worries of later repercussions. | ||
+ | * You will do anything to sate your hunger or destroy the source of the frenzy, even attack friends, family and lovers (though you usually attack enemies first if they're present). | ||
+ | * You can spend a Willpower to regain control for one action, no longer than one or maybe two turns. | ||
+ | * You do not lose dice due to wound penalties. | ||
+ | * +2 difficulty to Dominate you. | ||
+ | * -2 difficulty for you to resist Dominate. | ||
+ | * You do not need to roll Willpower to act. | ||
+ | * You are immune to Rotschreck. | ||
=Generation= | =Generation= | ||
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** Standard Bat: Shape of the Beast:1 | ** Standard Bat: Shape of the Beast:1 | ||
** Standard Deer: Dexterity:2|Shape of the Beast:1 | ** Standard Deer: Dexterity:2|Shape of the Beast:1 | ||
+ | |||
+ | =Rotschreck= | ||
+ | If 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. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Provocation | ||
+ | ! Difficulty | ||
+ | |- | ||
+ | | Lighting a cigarette || 3 | ||
+ | |- | ||
+ | | Sight of a torch || 5 | ||
+ | |- | ||
+ | | Bonfire || 6 | ||
+ | |- | ||
+ | | Obscured sunlight || 7 | ||
+ | |- | ||
+ | | Being burned || 7 | ||
+ | |- | ||
+ | | Direct sunlight || 8 | ||
+ | |- | ||
+ | | Trapped in burning building || 9 | ||
+ | |} | ||
+ | |||
+ | When one of these things happens: (VtM 229-230) | ||
+ | * Roll Courage vs appropriate difficulty. | ||
+ | ** Cannot roll more dice than your Humanity. (VtM 134) | ||
+ | * 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 action. | ||
+ | * Botch = Remain in Rotschreck longer and gain a derangement at ST discretion. (If there's no ST, go with player consensus.) | ||
+ | |||
+ | While in Rotschreck: | ||
+ | * You flee madly from the danger, directly toward safety. | ||
+ | * If someone tries to restrain you, you attack them as if you were in frenzy. | ||
+ | * You can spend a Willpower to regain control for one turn. | ||
=Thaumaturgy= | =Thaumaturgy= |
Revision as of 20:20, 16 September 2015
"You are remembered for the rules you break."
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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. 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.
See Also: +policy Hand Waving Ghoul 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. Animal Ghouls (From WW2300/302)Alligator
Bear
Large Bird
Large Dog
Large Horse
All Ghoul notes require approval. ObfuscateChanges and clarifications for Obfuscate:
Prestation (Camarilla)
Protean
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:
Thaumaturgy
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