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Post by Rule Hound on Dec 29, 2016 20:31:30 GMT
Pumping Physical Traits with Blood You can raise your physical to your potential max (10 + dots in generation) by spending 1 blood per trait raised. This lasts for 1 scene or combat.
You can raise your traits above your potential max by spending 1 blood per trait. This lasts only for the round in which you spent them.
Frenzy tests We really have not been playing much with this. But, should it come up someone who has 0 beast traits can still be forced to do a check for frenzy as the scene dictates (large fire, low on blood...)
Staking If you have a weapon with the staking quality, you can attempt to stake a vampire. Staking requires you to use the Pierce the Heart combat maneuver. It imposes a -3 penalty to your attack test pool, and a successful hit. The attacker must then win or tie two Simple test in order to successfully stake the vampire.
If successful, the target falls into torpor until the stake is removed. Staked vampires automatically awaken when the stake is removed, unless they are also out of health levels.
NOTE: Fortitude may make it so a Vampire can ignore the damage but it does not prevent a stake, spear or arrow from piercing their body.
There may be situations where it is more difficult to stake an active defender (requiring 3 simples for instance), but it is NEVER easier than two simple tests after damaging a cainite to stake someone.
This may appear to make fortitude unbeatable. Not so.
Remember, high potence applies additional levels of damage per blow. There are certain additives and procedures that can also enhance a stake's effectiveness as can high levels of the appropriate skills.
Individuals with non standard equipment are already aware of their uses, those of you with appropriate lores will be informed if you need to know something special.
The bottom line is that staking is difficult enough to allow a certain level of survivability, but easy enough to allow the possibility of taking down someone "alive". We are trying to build a sense of drama and excitement, not engender a bloodfest.
According to certain versions of the Book of Nod, Brujah and even Caine were both victims of staking. No matter how much fortitude a character has, staking is always a possibility...
Surprise Surprise is a turn on it's own, consisting of only 1 standard action.
1) Surprise Turn - if coordinated anyone who knew the surprise was coming can act with the standard limits of attacks per round. The character that declared the surprise ALWAYS gets a turn then initiative if more than one person could feasibly have acted.
2) New turn. Everyone declare initiative.
Retainers Retainer Backgrounds at lvl 3+ grant 1 downtime action for your retainer.
Burning Wrath p.239 Slight change. Duration scene or combat. Only 1 of your damage is converted to aggravated per hit.
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Post by Rule Hound on Dec 29, 2016 20:38:25 GMT
Militia - background (directly tied to the Stretegos Status - equivalent to ~1/5 of what a city of equivalent value has for forces)
Lvl 1) At this level of Militia you have a small number of local toughs, thugs and basically goons at your disposal. They maintain the "peace" in a few block area around your Haven making it more difficult for some unknown to spend to much time near-by be it spying, poaching or just making trouble. They keep an eye out and report back to you or a designated contact and act as house guards if you are away.
Lvl 2) At 2 levels of Militia you are able to provide yourself more security, you have access to more toughs, highwayman... The protection racket extends to the entire neighborhood where your haven is. When you travel you can leave some to guard your house and also bring some with you as protection of a sort. These individuals are still not particularly well trained but they look tough enough to keep small groups of highway men away and to expedite passage past local constables (better to have them push through then make trouble right?). Your Militia may not be well equipped or trained but they definately discourage attacks on a caravan (allowing you to purchase Commerce/Trade lvl 3).
Lvl 3) You are now able to draw on better trained individuals and considered Military. Caravan guards, ex foot soldiers and so forth. At this point you gain the status Strategos and the ability to mobilize your small band of forces to a task (as per status) but the task must be within your territory or immediately adjacent (spend costs for Strategos are in addition to those required for maintaining a Military force). Also at this level your forces now require better equipment and housing if they are to be effective. You MUST have at least two levels of resources to be able to purchase this level of background and while you maintain it you are considered 1 resources lower. (You may now purchase lvl 4 Commerce/Trade if it is available)
Lvl 4) Your Soldiers are growing in skill and ability. You can now act anywhere within a adjacent Dukedome. You MUST have at least three levels of resources to be able to purchase this level of background and while you maintain it you are considered 1 resources lower. (You may now purchase lvl 5 Commerce/Trade if it is available)
Lvl 5) Impressive. You now have forces enough to split them into the equivalent of two level 4 Military performing 2 lvl 4 blockades, protections, traps or highway robberies or 1 lvl 5 maneuver. You MUST have at least four levels of resources to be able to purchase this level of background and while you maintain it you are considered 1 resources lower. You are no longer restricted to adjacent Dukedoms.
Navy - background (directly tied to the Mariner status) Lvl 1) A level 1 Navy is required to increase your Commerce/Trade influence to level 3. To be able to trade more than locally you need ships or a good force of guards to protect a caravan. You are able to travel longer distances with less risk and not have to necessarily pay someone else for transport. Further you can take one other Cainite and 2 non-Vampires with you.
Lvl 2) A level 2 Navy is required to increase your Commerce/Trade influence to level 4. Your reach is expanding and you are able to access more remote markets and hence more specialized items. When you travel you travel in style. You have enough ships to bring up to 4 other Cainites with you and five non-vampires. Your ships are not the best out there but they are good enough to haul some good amounts of cargo (allowing you to purchase Commerce/Trade lvl 4).
Lvl 3) You now control a small fleet of Vessels. As long as they are not tied up elsewhere you can arrange transport for 10-15 Kindred plus entourages. You gain the Mariner status and through it are able to assign specialized tasks. Also at this level your Fleet/Navy is now of better quality, better sailors and better armed. Unlike Military a Navy pays for itself in year to year expenses however, there are costs associated to building a ship (You may now purchase lvl 5 Commerce/Trade if it is available).
Lvl 4) Your Navy/Fleet is doing great, if they are still available you can now gain access to some of the most elite Commerce/Trade contracts (lvl 5). You can travel widely or offer to transport others widely. You can split your fleet into lvl 3 commerce and lvl 3 Pirate/war/defense allowing multiple options.
Lvl 5) Impressive. Your fleet is one of the more potent on the sea and oceans. You now have Ships enough to split them into the equivalent of two level 4 Navy (when breaking into two level 4 Navy they may NOT be further broken into multiple 3's) performing 2 lvl 4 blockades, protections, Piracy or 1 lvl 5 maneuver. You can send your lvl 5 Navy to distant lands taking more than one year to gain extremely rare and specialty cargo.
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Post by Rule Hound on Dec 29, 2016 20:41:45 GMT
If a Discipline is not available through a allowed clan it is not available to PC characters
The clans in the dark ages are slightly different to those presented in the modern nights. The original thirteen clans still exist, and division of loyalties is very different, as the Camarilla and Sabbat are still over two centuries away. The clans are divided by ideology into a semi-caste structure, being High and Low Clans. While status is the main game mechanic for dividing the two groups, one can expect others to behave a certain way towards you based upon whether you come from a High or Low Clan.
The High Clans are comprised of members of the following clans:
Brujah - They have not yet succumbed to the Beast, and still hold much of their learned and lordly presence.
Cappadocian - The most scholarly of the clans, they also serve as advisors to those in power as they have more interest in death than in worldly things.
Lasombra - Highly positioned in both nobility and the church, the Lasombra rule over those they consider inferior, which is pretty much everyone.
Toreador - They rejoice in beauty and luxury, which alas is rarely free. Fortunately, they somehow manage to keep themselves in money and power.
Tzimisce - No one rules by fear as effectively and efficiently as a Tzimice. Just ask most of Eastern Europe.
Ventrue - As they are considered the noblest (however begrudgingly) of the vampires, their presence in the High Clans is considered a given.
The Low Clans are comprised of members of the following clans:
Assamites - Infamous Diablerists, the Assamites are as feared as they are shunned.
Followers of Set - Blasphemers who reflect their serpentine nature in word and deed.
Gangrel - Pagan barbarians who care little for the civilized world.
Malkavian - Madness is frightening to ordinary mortals. Give it to a vampire and watch the nightmares begin.
Nosferatu - Foul looking creatures of faith. Considered good for information and not much else.
Tremere - Usurpers and traitors. They may not even be real vampires. It is worth noting that in the year 1200 AD, Clan Tremere are still thought of as usurpers; ones who have drained the heart's blood of the Salubri. Thus the Tremere are frowned upon by other clans, their campaign of misinformation against the Salubri not yet having borne fruit.
Specialty Clans and Bloodlines (Available to players with a well written backstory that fits into the larger story as a whole)
Salubri - Who are considered to be "noble" vampires, despite the claims of demon worship.
Gargoyle - Scouts, Warriors and Servants created by the Tremere.
Old Clan Tzimisce - The Dracul are the members of the Tzimisce clan who did not cultivate the use of Vicissitude.
Clans and Bloodlines Not Available Baali Kiasyd Giovanni Caitiff Daughter of Cacophony Ravnos Samedi
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Post by Rule Hound on Dec 29, 2016 20:47:23 GMT
Merits and FlawsNo Technology based Merits or Flaws - Most technology does not exist. No Merits or Flaws from the Camarilla, Sabbat or Anarch sections unless specifically mentioned here. There is no Merit cost for Common or uncommon Clans. The only Merit cost for a Clan is for approved Bloodlines. Morality Paths (3pt merit) - See Roads of Enlightenment section. NO cost for a Road/Path. Burning Wrath (2pt Merit) - SEE BELOW. This has been modified. Efficient Digestion (1pt merit) - This is a limited merit and requires ST approval. Only so many characters can have this. Infernal Power
Archaic (2pt flaw)
Illiterate(1pt flaw) - Everyone is illiterate unless they take linguistics Latin Lesser Generation (1pt Flaw only) - You can only reduce yourself to 10th generation as standard is 9th gen. Thin Blooded (3pt flaw)
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