Post by Rule Hound on Dec 29, 2016 18:22:29 GMT
Downtimes
All actions must be described in one sentence.
Personal
Each Character gets 3 personal Downtime actions.
Influences-Elite and Underworld reinstated (will be converted on your character sheets).
Each dot gives one influence action of the specified type (Elite or Underworld).
You can spend one influence action to accomplish something of equivalent difficulty to the Elite Actions or Underworld Actions charts on page 510-515
Retainers
** Retainers lvl 3+ will still receive a personal downtime (performed by them with their skills and test pools).
Only retainers provided through purchase of the Retainer background will receive this downtime. Mystical, merit or other psuedo retainers from other backgrounds have their own benefits as listed in the book.
(Haven: Guards. Your guards only work in your Haven and cannot travel with you. If you want underlings who can leave your Haven, consider the Retainer background. p.102)
They can do nothing but guard your haven. However, they may be granted a discipline if you wish to supply them with blood.
Focuses
No where in the book does it say that a focus grants five dots in a skill, only that it adds a +5 to their test pool when using that skill. BUT, since it is possible for a retainer to have the capacity to use disciplines where the results depend upon a skill level, some clarification needs to be made.
A retainer will always get their +5 to their test pool, however the skill level will be treated in the same manner as a Discipline focus.
Discipline Specializations
Vampires, ghouls, and other supernaturals can specialize in a discipline. This allows the NPC to possess a number of dots of that discipline equal to her NPC rating. For example, if our 3-point bartender NPC was a ghoul, she could place one of her specializations into Potence. Doing so gives her access to the first 3 dots of the Potence discipline (Prowess, Might, and Vigor). p. 489
If there is a skill (generally Occult) that is associated with it and that focus is also taken, that skill will be considered to be equal to the level of the retainer (just like with disciplines).
Ghouled Retainers: This costs you 1 blood at the start of game (after feeding) per ghoul (a Haven guard that has a discipline will cost a blood)
Herd
As per book. p.103
Feeding
As per book. p.308
Note: This will be your base pool. We will still do a test. A botch may make it worse and a outright win may make it better. Blood availability and ease of feeding is modified by events happening in the world around. You can always just kidnap some people and drain them but this has the chance of alerting hunters or drawing attention.
Rituals and Powers
If you have a ritual or power that costs blood and is active for game 1 blood will be deducted from your blood pool total for game start.
Blood Traits
Feeding from lesser blood. p. 295
A vampire must consume 2 points of animal blood in order to equal 1 Blood point taken from a living human.
This means that if you drink 2 points of animal blood it takes up 2 spots in your blood pool. And that you have to spend two points of it in order to power a discipline that requires 1 normal point of blood.
ie. You would have to spend 2 animal blood traits to activate Celerity.
Also, first in first out. The order in which you consume some blood is the order in which you spend it.
All actions must be described in one sentence.
Personal
Each Character gets 3 personal Downtime actions.
Influences-Elite and Underworld reinstated (will be converted on your character sheets).
Each dot gives one influence action of the specified type (Elite or Underworld).
You can spend one influence action to accomplish something of equivalent difficulty to the Elite Actions or Underworld Actions charts on page 510-515
Retainers
** Retainers lvl 3+ will still receive a personal downtime (performed by them with their skills and test pools).
Only retainers provided through purchase of the Retainer background will receive this downtime. Mystical, merit or other psuedo retainers from other backgrounds have their own benefits as listed in the book.
(Haven: Guards. Your guards only work in your Haven and cannot travel with you. If you want underlings who can leave your Haven, consider the Retainer background. p.102)
They can do nothing but guard your haven. However, they may be granted a discipline if you wish to supply them with blood.
Focuses
No where in the book does it say that a focus grants five dots in a skill, only that it adds a +5 to their test pool when using that skill. BUT, since it is possible for a retainer to have the capacity to use disciplines where the results depend upon a skill level, some clarification needs to be made.
A retainer will always get their +5 to their test pool, however the skill level will be treated in the same manner as a Discipline focus.
Discipline Specializations
Vampires, ghouls, and other supernaturals can specialize in a discipline. This allows the NPC to possess a number of dots of that discipline equal to her NPC rating. For example, if our 3-point bartender NPC was a ghoul, she could place one of her specializations into Potence. Doing so gives her access to the first 3 dots of the Potence discipline (Prowess, Might, and Vigor). p. 489
If there is a skill (generally Occult) that is associated with it and that focus is also taken, that skill will be considered to be equal to the level of the retainer (just like with disciplines).
Ghouled Retainers: This costs you 1 blood at the start of game (after feeding) per ghoul (a Haven guard that has a discipline will cost a blood)
Herd
As per book. p.103
Feeding
As per book. p.308
Note: This will be your base pool. We will still do a test. A botch may make it worse and a outright win may make it better. Blood availability and ease of feeding is modified by events happening in the world around. You can always just kidnap some people and drain them but this has the chance of alerting hunters or drawing attention.
Rituals and Powers
If you have a ritual or power that costs blood and is active for game 1 blood will be deducted from your blood pool total for game start.
Blood Traits
Feeding from lesser blood. p. 295
A vampire must consume 2 points of animal blood in order to equal 1 Blood point taken from a living human.
This means that if you drink 2 points of animal blood it takes up 2 spots in your blood pool. And that you have to spend two points of it in order to power a discipline that requires 1 normal point of blood.
ie. You would have to spend 2 animal blood traits to activate Celerity.
Also, first in first out. The order in which you consume some blood is the order in which you spend it.