Vampire House Rules
Sat May 06, 2023 12:33 am
Official Vampire Books
• Vampire: The Masquerade 20th Anniversary and all of its supplement books (older versions as well).
• Wraith: The Oblivion 20th Anniversary and all of its supplement books (older versions as well).
Clarifications
• Character creation without an application allows you to create a Camarilla 13th Generation Vampire from one of the following clans: Brujah, Gangrel, Nosferatu, Malkavian, Toreador, Tremere, Ventrue, or Caitiff.
• The lowest Generation available on character creation is 9th.
• Upon character creation, applicants may choose to add one extra Discipline, which can be either In-Clan with the Additional Discipline (5pt. Merit) or Out-of-Clan without it. Please be aware that a secondary path (for Disciplines such as Thaumaturgy, Necromancy, etc...) is also considered an extra Discipline. However, it is crucial to note that the option to apply for an extra Discipline carries high requirements, necessitating a proper portrayal of how the character acquired this additional power.
• Diablerie follows the systems described in The Guide to Tal'Mahe'Ra.
• Tal'Mahe'Ra & Ebony Kingdom characters follow the character-creation rules stated in their own book.
• Common Disciplines are considered: Potence, Celerity, Fortitude, Animalism, Auspex, Dominate, Obfuscate, and Presence.
• Single attacks with a number of damage successes greater than the Vampire's Stamina + 2 will daze the vampire (Fortitude doesn't apply to this count under any circumstance)!
e.g in order to Daze a Vampire with Stamina 4 you must deal at least 7 Health Levels in a single attack.
• Vampires enter Torpor instantly if the amount of damage they take is reducing them below Incapacitated (AKA -1 Health Level).
• The lowest generation that can be accepted upon character creation is 9th, and will only be granted to the most experienced players.
• You may increase Attributes/Abilities/Disciplines up to 5 with Starting Points/Freebies, and up to 3 with Experience. Usage of Experience to purchase further dots requires an elaborate application showing in-game progression and excessive practice of the Discipline in question. This can be also done without applications if all of the sessions were supervised by a Vampire Moderator.
• Caitiffs may only pick 1 Rare-Discipline upon character creation, more than one requires a spectacular background story with a Vampire Moderator's special approval.
• You may only apply for one extra Discipline upon character creation, this Discipline can be either In-Clan with Additional Discipline (5pt. Merit) or simply Out-of-Clan. Extra paths for Disciplines such as Thaumaturgy and Necromancy are counted as an extra Discipline.
• Powers that require Non-Vampire characters to roll a Virtue they don't have will require a Willpower (halved, rounded up) roll instead.
• All long-lasting powers may last up to 3 months.
• Blood Points effect fades at the rating of one level per 12 - Permanent Willpower weeks.
Starting Experience
Vampires, as venerable and skilled beings, possess considerable expertise. Each vampire begins their journey with a specific amount of Experience, tailored to their Generation. Moreover, there is an opportunity to acquire additional Experience by submitting your Character Application. The exact amount of Experience granted will be determined by the Race Moderator who reviews your application, considering the quality of your character's background story and the overall impression made. It's important to note that even characters not subject to the application process (13th Generation and above) can still submit their character's background story to potentially receive extra Experience to bolster their initial progress.
15th Generation: 10 Experience (Up to additional 7 with a story)
14th Generation: 12 Experience (Up to additional 9 with a story)
13th Generation: 15 Experience (Up to additional 15 with a story)
12th Generation: 17 Experience (Up to additional 17 with the story)
11th Generation: 19 Experience (Up to additional 19 with the story)
10th Generation: 21 Experience (Up to additional 21 with the story)
9th Generation: 25 Experience (Up to additional 25 with the story)
Disciplines
Backgrounds
Features
All of the Merits and Flaws available in our game are listed here:
https://docs.google.com/spreadsheets/d/1UofIY4D9DRN7l4F8-KsgnIaGVOi0lzEhqzA7TjPen6g
Particularly long features that require elaborate mechanics will be present down here.
Torpor
In order to make Vampires more playable for the long run, the durations of involuntary-Torpor have been adjusted. The duration of Torpor starts from the end of the scene where your character fell torpid.
This duration may be halved with the green light of the attacker who sent your character into Torpor (This option may be easily overruled by a Vampire Moderator).
Humanity/Path 10: Immediately after the scene
Humanity/Path 9: 15 minutes
Humanity/Path 8: 1 hour
Humanity/Path 7: 3 hours
Humanity/Path 6: 6 hours
Humanity/Path 5: 12 hours
Humanity/Path 4: 36 hours
Humanity/Path 3: 1 week
Humanity/Path 2: 2 weeks
Humanity/Path 1: 1 month
Humanity/Path 0: Never
• Vampire: The Masquerade 20th Anniversary and all of its supplement books (older versions as well).
• Wraith: The Oblivion 20th Anniversary and all of its supplement books (older versions as well).
Clarifications
• Character creation without an application allows you to create a Camarilla 13th Generation Vampire from one of the following clans: Brujah, Gangrel, Nosferatu, Malkavian, Toreador, Tremere, Ventrue, or Caitiff.
• The lowest Generation available on character creation is 9th.
• Upon character creation, applicants may choose to add one extra Discipline, which can be either In-Clan with the Additional Discipline (5pt. Merit) or Out-of-Clan without it. Please be aware that a secondary path (for Disciplines such as Thaumaturgy, Necromancy, etc...) is also considered an extra Discipline. However, it is crucial to note that the option to apply for an extra Discipline carries high requirements, necessitating a proper portrayal of how the character acquired this additional power.
• Diablerie follows the systems described in The Guide to Tal'Mahe'Ra.
• Tal'Mahe'Ra & Ebony Kingdom characters follow the character-creation rules stated in their own book.
• Common Disciplines are considered: Potence, Celerity, Fortitude, Animalism, Auspex, Dominate, Obfuscate, and Presence.
• Single attacks with a number of damage successes greater than the Vampire's Stamina + 2 will daze the vampire (Fortitude doesn't apply to this count under any circumstance)!
e.g in order to Daze a Vampire with Stamina 4 you must deal at least 7 Health Levels in a single attack.
• Vampires enter Torpor instantly if the amount of damage they take is reducing them below Incapacitated (AKA -1 Health Level).
Vampire House Rules
• The lowest generation that can be accepted upon character creation is 9th, and will only be granted to the most experienced players.
• You may increase Attributes/Abilities/Disciplines up to 5 with Starting Points/Freebies, and up to 3 with Experience. Usage of Experience to purchase further dots requires an elaborate application showing in-game progression and excessive practice of the Discipline in question. This can be also done without applications if all of the sessions were supervised by a Vampire Moderator.
• Caitiffs may only pick 1 Rare-Discipline upon character creation, more than one requires a spectacular background story with a Vampire Moderator's special approval.
• You may only apply for one extra Discipline upon character creation, this Discipline can be either In-Clan with Additional Discipline (5pt. Merit) or simply Out-of-Clan. Extra paths for Disciplines such as Thaumaturgy and Necromancy are counted as an extra Discipline.
• Powers that require Non-Vampire characters to roll a Virtue they don't have will require a Willpower (halved, rounded up) roll instead.
• All long-lasting powers may last up to 3 months.
• Blood Points effect fades at the rating of one level per 12 - Permanent Willpower weeks.
Starting Experience
Vampires, as venerable and skilled beings, possess considerable expertise. Each vampire begins their journey with a specific amount of Experience, tailored to their Generation. Moreover, there is an opportunity to acquire additional Experience by submitting your Character Application. The exact amount of Experience granted will be determined by the Race Moderator who reviews your application, considering the quality of your character's background story and the overall impression made. It's important to note that even characters not subject to the application process (13th Generation and above) can still submit their character's background story to potentially receive extra Experience to bolster their initial progress.
15th Generation: 10 Experience (Up to additional 7 with a story)
14th Generation: 12 Experience (Up to additional 9 with a story)
13th Generation: 15 Experience (Up to additional 15 with a story)
12th Generation: 17 Experience (Up to additional 17 with the story)
11th Generation: 19 Experience (Up to additional 19 with the story)
10th Generation: 21 Experience (Up to additional 21 with the story)
9th Generation: 25 Experience (Up to additional 25 with the story)
Disciplines
- Daimoinon:
Conflagration ●●●
The Baali expends the chosen amount of Blood (up to their generational limit) and rolls their Dexterity + Occult at difficulty 6.
This attack can be dodged as usual or blocked with a shield.
The damage roll is equal to the remaining successes of the attacker + Blood Points spent on fueling the power.
Similar to any other flame, this attack bypasses all armor and triggers a Rotschreck check.
Psychomachia ●●●●
After properly knowing the victim's nightmares the Baali may spawn manifestations of the fear in the victim's mind.
The Baali makes a Manipulation + Occult roll against difficulty 7, resisted by a Willpower roll at difficulty of the Baali's Manipulation + Occult rating.
Condemnation ●●●●●
Taking into consideration the fact that this discipline grants its user unlimited opportunities, and the fact that this power is mainly meant to be used by Storytellers; guidelines will be provided here to ensure a fair and balance gameplay.
The Baali must first mumble/speak out their curse then roll their Intelligence + Occult against difficulty of the victim's Willpower.
The accumulated successes must be split between Effect and Duration.
Effects may be purchased multiple times.
Effects Chart:
1 Success: Increased difficulty for an Ability or Virtue / Decreased Attribute, Ability, or Virtue
2 Successes: Increased difficulty for an Attribute
3 Successes: Special Effects (Sterility, Distrust, Melancholy, etc)
Duration Chart:
0 Successes: Remainder of the Night
1 Success: 3 Nights (Players) / 1 Week (NPCs)
2 Successes: 1 Week (Players) / 1 Month (NPCs)
3 Successes: 1 Month (Players) / 1 Year (NPCs)
4 Successes: 3 Months (Players)* / 10 Years (NPCs)
5 Successes: Permanent (NPCs)
* Requires Race Moderator permission if Effect has more than 2 successes.
- Dementation:
Passion ●
Effects with addition or subtraction of two (rather than one) levels of difficulty to specific rolls only occur if 4 or more successes were rolled.
The Haunting ●●
The Haunting with 5+ successes (3 Months or more) requires the permission of a Race Moderator if used on another player (rather than an NPC).
You may willingly drop your successes to 4 in such cases.
Total Insanity ●●●●●
While most long-lasting effects are usually house-ruled, this one remains as it originally is as it can be slowly cured with appropriate treatment and expenditure of Willpower points.
- Dominate:
The Forgetful Mind ●●●
The Forgetful Mind with 5 successes (Reconstruction of entire life periods) requires the supervision of a Race Moderator if used on another player (rather than an NPC).
You may willingly use the effect of 4 successes instead in such cases.
Conditioning ●●●●
Players affected by this power may recover from its influences with one third (1/3) the required time.
e.g: John has Willpower 4, instead of recovering after 5 months (155 days) it will only take him roughly 51 days.
Possession ●●●●●
Supernatural creatures can only be affected if they are blood bonded to the user of this power (Hunters are not Supernatural).
- Obfuscate:
Mask of a Thousand Faces ●●●
The traits involved in the roll of this power are Manipulation + Performance (Acting).
- Obtenebration:
Arms of the Abyss ●●●
- This power is reflexive and allows the user to both summon and attack at the same turn.
- Tentacles must be in a reasonable size, and no, you cannot summon tentacles in somebody's nostrils for fuck sake.
- You may not summon "more" tentacles by using the power again, each attempt will erase all existing tentacles and create new ones.
- Presence:
Entrancement ●●●
Entrancement with 5 successes (1 Year) requires the permission of a Race Moderator if used on another player (rather than an NPC).
You may willingly drop your successes to 4 in such cases.
- Protean:
Eyes of the Beast ●
This power does not allow its user to see through supernatural darkness (including but not limiting to Obtenebration).
Feral Claws ●●
This power is reflexive. While it takes a full turn for the vampire's claws (or tusks) grow to its full size, they may still act during that turn as normal.
(Attacks made during that period are obviously still Bashing)
Shape of the Beast ●●●●
- During the transformation process the vampire may not take any other action, though they may stop the process in the middle and act immediately.
- During transformation the vampire may not access their belongings, though they are magically carried along with them and become available once they transform back.
- Quietus:
The blood used to coated weapons with powers of this discipline will retain its effectiveness only for the remainder of the night.
(You are also required to be able to prove you roleplayed coating your weapon during that night)
Scorpion's Touch ●●
- The Stamina loss takes effect before the damage of the hit is calculated, meaning it's effective right away.
- After successfully hitting (though not necessarily damaging) the opponent with a blood-coated weapon the blood smears over the victim's body and the discipline's power takes effect (Also meaning that the weapon requires re-coating if you desire to use the power again).
Revised Duration Chart:
1 Success: 1 Turn
2 Successes: 1 Scene
3 Successes: 1 Night
4 Successes: 1 Week (Players) / 1 Month (NPCs)
5 Successes: 1 Month (Players) / Permanent (NPCs)
- The Path of Blood:
Blood of Potency ●●●
The lowest generation you can achieve with this power is Generation 4th.
Theft of Vitae ●●●●
- In case the victim is a Vampire the victim loses Blood Points as the caster siphons the blood from them.
- In case the victim is a Vampire and the victim has no Blood Points in their system, Health Levels (Lethal) will be lost instead of Blood Points. While in this scenario, the caster still gets blood points for every Health Level lost as they siphon the life essence out of the victim. (You can't Diablerie this way).
- In case the victim is not a Vampire, Health Levels (Lethal) will be lost for every blood point siphoned by the caster, this damage can not be soaked.
Cauldron of Blood ●●●●●
- This power instantly kills mortal NPCs if successfully casted.
In case of Player VS Player the victim suffers 1 Aggravated per success rolled (ignores armor).
- Touching the victim to activate the power does not require skin-to-skin contact.
- Movement of the Mind:
- At two dots, the thaumaturge can manipulate weapons well enough to use them to attack. Use the initial successes achieved when activating the power as the number of attack successes for the first turn, then roll Melee + Thaumaturgy for subsequent attacks. Using firearms will require a roll of Firearms + Thaumaturgy and the expenditure of a willpower point for subsequent attacks. The effective Strength of the attack is equal to the caster’s Movement of the Mind rating or the firearm's damage rating.
Backgrounds
- Domain:
- Domains purchased on Character Creation can be anywhere within the turf of your Sect but Blueberry. Domains established in Blueberry can be purchased only through in-game progression along with a Race Moderator's approval.
- Pooling this background also requires the permission of a Race Moderator.
- For more information on how Domain affects Hunting rolls, please refer to the Hunting and Feeding guide.
- Generation:
No vampire may start with Generation lower than 9th on Character Creation.
- Herd:
Check the Feeding and Hunting guide for more information on how this Background affects your Hunting rolls.
- Mentor:
Prerequisite: Players who wish to select the Mentor Background must provide a detailed and well-thought-out background story for the relationship with the mentor. This background story should emphasize the mentor's role as a guide, protector, and advisor rather than just a means to gain access to Disciplines.
Limited Disciplines: Gaining access to exclusive Disciplines through the Mentor Background is not guaranteed. The mentor may introduce new Disciplines to the character over time, but this process will be gradual and subject to storytelling events and character development. The availability of specific Disciplines will be determined by the mentor's personality, motivations, and expertise. Some mentors may possess unique Disciplines, while others may focus on different aspects of guidance and support. The true essence of the mentor-protégé relationship lies in the journey of growth and camaraderie, with the acquisition of exclusive Disciplines being a potential but not guaranteed outcome.
Roleplaying Commitment: To gain the benefits of the Mentor Background, players must actively engage in roleplaying interactions with their mentor during the chronicle. These interactions could include seeking advice, fulfilling tasks for the mentor, or participating in missions together. The mentor's aid and guidance should be earned through in-character actions and development.
Risk of Loss: The Mentor Background is not a guarantee, and it is subject to change based on the character's behavior. If the character acts in a way that displeases the mentor or disrespects the relationship, the Storyteller may reduce or even remove the Mentor Background during the chronicle.
Features
All of the Merits and Flaws available in our game are listed here:
https://docs.google.com/spreadsheets/d/1UofIY4D9DRN7l4F8-KsgnIaGVOi0lzEhqzA7TjPen6g
Particularly long features that require elaborate mechanics will be present down here.
- Psychic Leech (5pt. Merit):
- This Merit may only be purchased by veteran Tal'Mahe'Ra vampires, no exceptions whatsoever.
The vampire may leech Willpower out of their victims with their mere gaze. Willpower points taken in this way can be used as Blood Points.
System:
First, the Vampire must establish eye contact with their intended victim, as detailed in Vampire: The Masquerade (VTM) rules regarding eye contact rolls. Once eye contact is established, the Vampire must spend 1 Willpower point and roll their Willpower (the difficulty is the victim's Courage rating).
If the Vampire botches their Willpower roll they may never attempt psychic leeching on that victim again.
This Willpower roll can potentially be resisted by the victim through their own Willpower roll. The difficulty for the victim's roll is determined by the Vampire's Wits + Intimidation rating. Each success on the victim's part negates one of the Vampire's successes. For each success the Vampire achieves on their Willpower roll, they can siphon one Willpower point from the victim to replenish their own reserves.
It's important to note that these siphoned Willpower points are referred to as "Phantom Blood Points." They have a limited duration and will dissipate by the end of the night. Additionally, these Phantom Blood Points still fall under the Vampire's Generational limit and do not contribute to their actual Blood Pool or affect their hunger. The maximum number of Phantom Blood Points a Vampire can hold is half their Willpower rating, rounded down.
Torpor
In order to make Vampires more playable for the long run, the durations of involuntary-Torpor have been adjusted. The duration of Torpor starts from the end of the scene where your character fell torpid.
This duration may be halved with the green light of the attacker who sent your character into Torpor (This option may be easily overruled by a Vampire Moderator).
Humanity/Path 10: Immediately after the scene
Humanity/Path 9: 15 minutes
Humanity/Path 8: 1 hour
Humanity/Path 7: 3 hours
Humanity/Path 6: 6 hours
Humanity/Path 5: 12 hours
Humanity/Path 4: 36 hours
Humanity/Path 3: 1 week
Humanity/Path 2: 2 weeks
Humanity/Path 1: 1 month
Humanity/Path 0: Never
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- MephistoFledglingThe game begins. A pawn is moved.
- Posts : 23
Join date : 2023-07-29
Re: Vampire House Rules
Sat Dec 23, 2023 1:27 pm
Power Adaptations
- Illusion of Perfection (Thaumaturgy Ritual - Rank 3):
- It is the perfect ritual for Vampires deformed in some way or who want to remain hidden. The ritual takes approximatelly 15 minutes to chant and enchant a plain white mask, which is put on at the very end of the ritual. Once complete, the caster looks like an ordinary person, in his mid 20s, with a nondescript face and an average body. The illusion allows the caster to blend easily into crowds. It also changes the caster's face to facilitate escapes. Kindred with Auspex higher than 2 can penetrate this guise and, much to one Tremere's final amazement, so can Lupines with the right gifts.
The ritual lasts for a number of hours equal to the number of successes scored. Botching this roll sets the caster's Appearance to 0 and reflects the curse of the Nosferatu for a number of hours equal to the caster's Willpower rating halved and rounded up.
Reference: Milwaukee by Night, pg. 54
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