Xaos
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Post by Xaos on Mar 7, 2018 23:02:53 GMT
This document adds to and modifies options that are available to players and Storytellers. Most of what is found here has been adapted from other editions and versions of Vampire: the Masquerade. Where the house rules and the core rule set conflict then the house rules take precedence. Players should read the parts of the house rules pertaining to their characters. The document is divided into multiple posts as section, shown and linked to on the table of contents below. 1. Characters2. Experience3. Abilities4. Equipment5. Backgrounds6. Clan Merits7. Sects
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Xaos
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Post by Xaos on Mar 7, 2018 23:03:38 GMT
Primary, Secondary, Tertiary Characters: A single player may have up to three player characters (one primary, one secondary, one tertiary) but must conform to these rules regarding them. A primary or secondary character may be a vampire, ghoul, revenant, dhampir or mortal; a tertiary character may be a ghoul, revenant, dhampir or mortal. No two characters run by the same player may be in the same Sect or Clan, nor may more than one hold a chief executive title (Prince, Archbishop, Baron, Dominion, Giovanni Capo, Setite High Priest, etc.). A player may not be Storyteller over one of their own characters. If a secondary or primary slot opens up, a tertiary character can be upgraded by being Embraced. Playing a Mortal: Mortals use the same character creation rules as ghoul and revenant player characters but receive no Disciplines, blood pool, etc. Playing a Dhampir: Historically only heard of in legend and rumor; a surprising number of these half-human offspring of thin-blooded vampires have emerged since the millennium’s turn. A dhampir’s existence is anything but easy as they are often unable to function normally in mortal society and are treated as abominations or curiosities to be captured, studied and experimented upon by vampires. Dhampirs follow the rules for revenants except that they do not have a family line weakness or family Disciplines; they instead purchase Disciplines at 20x current level and can only take Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Presence and Potence (unless they take the Vesitges of Greatness Merit; see the Caitiff entry in the Clan Merits section of this document). Dhampirs, being a very recent phenomenon, cannot take the Age Background (see the Backgrounds section of this document). Stock NPCs: The following system replaces the normal rules for many minor NPCs. A Storyteller can use Stock NPCs to represent characters that don’t merit a full character sheet and players can acquire Stock NPC minions through certain Backgrounds (see the Backgrounds section of this document). Every Stock NPC has a rating from one to five. When called upon to make an Attribute + Ability roll with a Stock NPC, use 2 + half their rating (round up if necessary) as a dice pool. When called upon to make an Attribute or Virtue roll, the NPC rolls two dice; rating five NPC add a third die to this pool. A Stock NPC also has a number of Abilities and/or Attributes in which they specialize; this number is equal to their rating. When using a roll involving a specialized Ability, the NPC gets +2 and 10s count as two successes; a specialized Attributes provide +2 on dice pools that use only that Attribute. Vampire Stock NPCs receive one level of one of their Clan Disciplines and may also specialize in Disciplines. Specializing in a Discipline grants a vampire Stock NPC a number of levels in that Discipline equal to their NPC rating; only in-Clan Disciplines can be so specialized. Other supernatural creatures can be rendered as Stock NPCs as well; they can specialize in the Disciplines given them in chapter nine of the V20 corebook. However, unless otherwise noted, Stock NPC minions of player-characters can only be ghouls or revenants as supernatural options. All Stock NPCs have the basic characteristics of their supernatural type. Ghouls, revenants and dhampir Stock NPCs cannot specialize in Disciplines but still receive their standard Discipline levels. Stock NPCs have Willpower points and a number of health levels between “ok” and “incapacitated” equal to their ratings (count upward from “crippled” for health levels possessed). Stock NPCs’ initiative rating is twice their normal Attribute roll pool; specializations in Dexterity and/or Wits provide +2 each. Assume Humanity 7 for all Stock NPCs unless lower Humanity is desired; stock NPCs may not be on Paths of Enlightenment unless otherwise noted. PCs as NPCs: If a player is inactive or unable to participate but their character is needed for a storyline, a storyteller may use that character as an NPC, or the player may choose another player to run the character as an NPC. Whenever possible a player’s permission and input will be sought first, and the storyteller will strive to keep any impact the story has on the character to a reasonable minimum. A character used in this way is not awarded normal experience for the story but does get 1 XP, which can stack with that month’s floor experience if XP is not earned in any other manner. A player NPCing another player’s character gets this same benefit but the storyteller does not. (See the Experience section of this document) Posting Style Guide: When a story has a Storyteller then that Storyteller will make all dice rolls for that story through the forum’s dice plug-in. In writing posts, players should use language consistent with the uncertainty of their dice rolls when describing their actions. All mechanical explanation of actions and dice rolls should be placed in a spoiler box at the bottom of the post in order to keep them isolated from narrative and in-character text. Even though the Storyteller will be making all rolls, players should be sure to mention the number of dots possessed by a character relevant to the task in a spoiler box, so that the ST doesn’t have to constantly look up character sheets. Storytellers should endeavor to gauge the pace at which a combat is currently running and give players an appropriately proportioned gap between declaration and resolution in which players may abort actions if desired. Unless otherwise noted in the first post, stories are assume to begin on the same date in-game as its thread's first post was made in real life but may proceed at any time pace from there. Secret Boards, In-Character Private Messages, Offsite Play and Infiltrators: Due to the nature of Vampire: the Masquerade, actions kept secret on an out-of-character level are sometimes necessary or desired. The Camarilla, the Sabbat, the Anarchs, the Tal’Mahe’Ra, the Independent Alliance, the loyalist Assamites and the Nosferatu all have secret boards in which to post. Furthermore, if players wish to conduct character actions via PM, they may CC one of the secret PM accounts on the communication. There is one such account for each of the aforementioned groups, and one general account. These can be found through the member list and all have names like “Camarilla Secret PMs.” In order to encourage players and Storytellers to only keep stories out of public view when necessary, secret boards and IC PMs can only give a maximum reward of 2 XP. This cap is raised to 3 for the Tal’Mahe’Ra and Autarkis Nosferatu. Play can also occur through an offsite medium but at present the only officially supported medium is Discord. Information on Discord play and XP rewards can be found in the linked thread. For unsupporeted off-site play, provided the relevant member of the Story Staff is made aware of the events of these sessions (via transcript or some other means) then stories canonical to Oddhaven's plot can take place via Skype, email, Facebook, text message, etc. However, even though they affect the site’s metaplot, such sessions can never give XP. If you wish to play a character infiltrating another Sect, contact a member of the Storytelling Staff. Infiltrator characters cannot infiltrate or be loyal to a Sect to which another of their player’s characters belongs. Infiltrator characters will have two character sheets: a public one which conforms to their cover identity and a private one which will be available only to Storyteller Staff. When interacting with their real Sect, infiltrators will always deal exclusively with that Sect’s ST over PM even if interacting with a PC in that Sect. At present infiltration is being allowed as a trial option and the number of infiltrators allowed will be limited. If playing as an infiltrator, expect a goodly amount of micromanagement from Story Staff on XP expenditures to reduce the chance of your sheet giving you away.
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Xaos
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Post by Xaos on Mar 7, 2018 23:04:33 GMT
Starting Experience: New characters receive sixty experience points and one experience point for every calendar month since August 2018 to spend at the end of character creation. These experience points may allow Path followers to start with a rating higher than five, and can be spent on the Generation and Age Backgrounds (see the Backgrounds section of this document). Write out how these points were spent (along with Freebie Points) when first making a character and post them in the character sheet thread.
Bonus Starting XP: Apply the following XP to your character for the following conditions: has or will have another player character as their Sire (5 XP), begins play as a ghoul, revenant or dhampir (5 XP), begins play as a mortal (10 XP). Conditions can stack where possible, so a mortal character that will eventually be sired by a PC gets 15 bonus XP at character creation.
Earning Experience: Due to the differences between a tabletop game and a forum game, experience rewards work differently than in the normal V20 rules. One experience point is earned by all player characters at the conclusion of a one-off story or chapter of a longer story. One experience point is earned by all player characters when a story or chapter reaches ten pages in length. One experience point is earned by all player characters if their collective goal in the story is accomplished. One experience point is earned by player characters that accomplish a significant personal goal in a story, as determined by the storyteller, at its conclusion. One more can be earned in the same way for an exceptional roleplaying moment. Stories or chapters that do not have a storyteller can only earn the completion and ten pages points. Storytellers also earn the points for completion and ten pages, which can be distributed to any of their characters. Preludes always pay out maximum experience, even without a Storyteller. For information on XP for off-site play see the end section of the post immediately above this one.
Floor Experience: If a character earns no other experience points during a calendar month then they are given one experience point for that month.
Spending Experience: No more than five points of experience can be spent in a calendar month. Purchases of a cost greater than five can be bought over multiple months but either five points or the remaining cost must be paid every month. Keep track of experience gains and expenditures by making new posts in your character sheet thread noting their quantity and origin.
Backgrounds and Experience: Backgrounds can be purchased with experience based on a character’s Age Background (see the Backgrounds section of this document).
Blood Magic Rituals and Experience: Blood Magic Rituals can be bought at 2x ritual level for in-Clan Blood Magic Disciplines and 3x ritual level for out-of-Clan.
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Xaos
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Post by Xaos on Mar 7, 2018 23:05:55 GMT
A list follows which expands on the abilities available in the core rulebook.
Talents:
Grace: The art of appearing smooth, cool and full of aplomb. Possessed by: Elder Kindred, politicians, socialites, media personalities, Toreador Example Specialties: First impressions, gossip, rumor control, schemes, veiled threats and innuendos
Instruction: Teaching in all its permutations. Giving instruction can reduce the experience cost of a purchase by one XP for another player character. To do this is an extended action, the teacher rolls either Intelligence or Manipulation + Instruction once every other post they make in the interaction, when successes equal to the expenditure cost are achieved then instruction is complete. A teacher must possess higher levels in the trait in order to give instruction and gains one XP after successfully instructing. This cannot be done by a character more often than once per calendar month, whether as teacher or student. The effects of multiple months of Instruction cannot be applied to the same expenditure. Characters with the same player may not instruct each other, however, a character may use their Mentor Background to similar effect (see the Backgrounds section of this document). Possessed by: Teachers, drill instructors, wise ones Example Specialties: Dialectics, lore, gifted students, lecture
Intuition: The ineffable knack for knowing something through feel alone. Possessed by: Gamblers, Zen masters, investigators, fortune tellers, bodyguards Example Specialties: Sense lies, gambling, trouble, flashes of inspiration
Masquerade: A talent vampires use to pass as mortal under unusual or prolonged scrutiny; may not be possessed by Path followers or non-vampires. Possessed by: Vampires Example Specialties: Breathing, heartbeat, skin tone and warmth, sleep, reflexes and muscle twitches
Mimicry: Altering one’s voice to imitate other people, affect accents or reproduce other sounds Possessed by: Actors, linguists, sound technicians, pranksters, birdwatchers Example Specialties: Accents, impressions, birds and animals, sound effects
Persuasion: The talent of changing minds through logic or sheer force of personality alone. Possessed by: Con artists, diplomats, executives, lawyers, politicians, salesmen Example Specialties: Fast-talk, negotiation, sales pitches, seduction
Style: Knowing what looks are popular and how to pull them off. Possessed by: Socialites, models, designers, wardrobe staff Example Specialties: Classic, street fashion, haute couture, first impressions
Skills:
Archery: Dex + Archery rolls govern attacks with a crossbow or bow (see the Equipment section of this document). Possessed by: Elder Kindred, hunters, hobby enthusiasts, competitors, traditionalists Example Specialties: Indirect fire, forests, competition, precision shots, hunting
Demolitions: Use this skill to set up, detect, disarm or craft explosives. Possessed by: Bomb squads, combat engineers, miners, special forces, militia members Example Specialties: Disarm, booby traps, demolish, bomb detection, blast analysis
Disguise: A character may alter their appearance with this skill. Disguising as someone specific usually entails a higher difficulty. Possessed by: Entertainers, spies, con artists, F/X technicians Example Specialties: Theater and television, fake wounds and disfigurements, conceal identity, impersonate others
Herbalism: Skill at knowing, finding and processing certain plants into medicinal substances. Possessed by: Folk healers, alchemists, medicine men Example specialties: Salves, tinctures, toxins and poisons, narcotics and hallucinogens
Lip Reading: This skill is used to decipher words based on lip movements. Possessed by: Spies, detectives, hearing-impaired people Example Specialties: Accents, poor lighting, drunks, fast talkers, covert observation
Meditation: Using mental focus, trance and relaxation to produce measurable effects on the character. Once per 24 hour period, a character with this skill may spend an hour meditating and make a Perception or Wits + Meditation roll. Success grants one of the following benefits: regain a spent Willpower point, add your meditation skill dice to your next roll that uses a knowledge, ignore wound penalties equal to the successes rolled for the next twelve hours, add your meditation skill dice to your next virtue or willpower roll. Possessed by: Mystics, New Agers, martial artists, philosophers, Golconda seekers Example Specialties: Transcendence, adverse conditions, calm and centering, problem analysis
Pilot: This skill functions as drive does but for planes, boats, tanks and other vehicles significantly different from an automobile. Possessed by: Professional pilots, police and military personnel, enthusiasts Example Specialties: Combat maneuvers, takeoff/landing/docking, rough weather, tight quarters/low altitude, specific vehicle type, instrument-only operation, racing
Ride: This skill functions as drive does but for animal mounts. Possessed by: Cowboys, enthusiasts, stunt riders, Elder Kindred, rural residents Example Specialties: Bareback, combat, tricks, racing, specific animals
Sleight of Hand: Speed and deftness of the hands that can be used for magic tricks, to cheat at cards and other such feats of fine motor action. Possessed by: Smugglers, stage magicians, habitual cheats Example Specialties: Cards, stage magic, juggle, conceal item
Knowledges:
Area Knowledge: A character with Area Knowledge has useful information on the city, its history, its layout, locations and even some of its secrets. Possessed by: Cops, locals, tour guides, city planners, reporters, street people, Nosferatu Example Specialties: History, geography, culture, sewers
Bureaucracy: Represents knowledge of and familiarity dealing with the minutia of administrative customs, procedures and practices. Possessed by: Bankers, lawyers, office workers, government employees, politicians, journalists Example Specialties: Bribery, red tape, government, police, military, corporate, legal
Cryptography: The knowledge of creating and breaking codes and ciphers. Possessed by: Mathematicians, computer programmers, spies, military intelligence Example Specialties: Data compression, mathematical encryption, alphabetical encryption, radio communications, commercial protocols
Enigmas: Proficiency in solving riddles, puzzles and mysterious occurrences. Possessed by: Sages, philosophy professors, detectives, intelligence analysts, Sudoku enthusiasts, theoretical physicists Example Specialties: Riddles, puzzles, dream interpretation, conspiracies, quantum physics, chaos theory
Linguistics: Academic knowledge of language as a whole and familiarity with specific languages. For each level of this knowledge, a character is fluent in one language beyond their native tongue. A character can attempt to translate a language they are not fluent in with an Intelligence + Linguistics roll. This Ability replaces the Language Merit. Possessed by: Diplomats, travelers, ancient vampires, etymologists, cryptologists Example Specialties: Romance languages, pictograms, idioms, written expression, conversation
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Xaos
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Post by Xaos on Mar 7, 2018 23:07:13 GMT
Below are new types of weapon that can be used in this chronicle and a system for giving weapons and armor distinguishing rule traits. An item cannot have the same trait twice. What equipment and how many equipment traits a character has access to is determined by the Armory Background (see the Backgrounds section of this document).
New Weapon Types:
Bow, Damage 3, Range 35, Rate 1, Capacity 1, Conceal N, Notes: The bow follows the same special rules as the crossbow except for reload time
Quarterstaff, Damage Str + 2 Bashing, Conceal N, Notes: +2 on Sweep maneuver
Brass Knuckles, Damage Str +1 Bashing, Conceal P
Spiked Knuckles, Damage Str + 1 Lethal, Conceal P
Chain, Damage Str + 1 Bashing, Conceal J, Notes: +2 on Sweep maneuver
Whip, Damage Str + 1 Bashing, Conceal J, Notes: A whip attack may deliver the Hold maneuver from up to two meters away
Spear, Damage Str + 2 Lethal, Conceal N, Notes: Spears may make melee attacks from up to three meters away, spear attacks can be used to stake and a spear may be used as a thrown weapon with no penalty for its weight
Greatsword/axe, Damage Str + 4 Lethal, Conceal N, Notes: When wielding a great weapon attacks cannot be split between targets, must be wielded with two hands
Broadsword, Damage Str + 2 Lethal, Conceal T, Notes: May be wielded two-handed for Str + 3 Lethal damage, when doing so attacks cannot be split between targets
Shield, Damage Strength + 2 Bashing, Conceal N, Notes: Adds +1 to non-Aggravated soak pools, only one can be wielded at once
Grenade Weapons: A grenade attack is as a Throw feat; success indicates the grenade lands where intended, failure means the blast radius hits nothing important and a botch hits somewhere disadvantageous. Characters within three meters of the grenade’s impact point must take a reflexive Dex + Athletics roll and beat the number of successes scored by the thrower or take full damage from the grenade. The highest cover rating among the targets in the intended blast radius affects the attack’s difficulty for all targets. Grenade damage can be soaked as per normal rules. Grenades cannot have weapon traits. List of grenade weapons follows.
Molotov Cocktail, Damage 1 Lethal to mortals and Aggravated to vampires, causing also a difficulty seven Rotshreck roll if damaged or difficulty five if in blast radius but succeeded on reflexive roll
Dynamite, Damage 3 Lethal
Flashbang Grenade, Damage 0, targets are blinded for a turn; this effect triggers the light-sensitivity weakness of any Setite who sees the grenade detonate for one turn, even if they succeed on their reflexive roll or are not in the blast radius
Teargas Grenade, Damage 0, targets are dazed
Fragmentation Grenade, Damage 4 Lethal
Concussion Grenade, Damage 4 Bashing, targets that take damage from this grenade suffer knockdown
Incendiary Grenade, Damage 3 Lethal to mortals and Aggravated to vampires, causing also a difficulty seven Rotshreck roll if hit or difficulty five if in blast radius but succeeded on reflexive roll, only one such grenade at a time can be carried by a character
Weapon and Armor traits: Equipment may have special traits depending on the owner’s Armory Background (see the Backgrounds section of this document)
Melee Weapon Traits:
Accurate: +2 accuracy
Armor Piercing: Targets suffer -1 armor die to soak pools on attacks from this weapon
Brutal: +1 damage, one rank less concealable
Cold Iron: Does aggravated damage to cold iron vulnerable supernaturals, such as fae
Deadly: If and when damage successes from this weapon are soaked by an exactly equal number of successes, the target rolling to soak takes one unsoakable damage of the weapon’s damage type
Disabling: +2 on Disarm maneuver
Flaming: This weapon can be ignited as an action in combat. Vampires in striking range of the weapon when it is ignited must succeed at a difficulty five Rotschrek roll. The weapon burns for five turns and does Aggravated damage to vampires and lethal to mortals while doing so. Any vampire struck by the weapon must take a difficulty seven Rotschreck roll. Any vampire who comes within striking range of the weapon while it is lit must make a difficulty five Rotschreck roll. All attack rolls with the weapon are at -2 while it is aflame. Once the fire burns out, it takes a half-hour to re-apply the flammable coating. A character may only have one weapon with this trait on their person at a time.
Impaling: +2 on staking maneuver, can only be applied to spear or stake
Improved Concealment: One rank more concealable
Ornate: The decorative appearance of this weapon makes it less suspicious to authorities
Quick Draw: It is a reflexive action to draw this weapon
Silver: Does aggravated damage to silver vulnerable supernaturals, such as werewolves
Ranged Weapon Traits:
Accurate: +2 accuracy
Armor Piercing Ammo: Targets suffer -1 armor die to soak pools on attacks from this weapon
Brutal: +1 damage, one rank less concealable
Cold Iron Ammo: Does aggravated damage to cold iron vulnerable supernaturals, such as fae
Deadly: If and when damage successes from this weapon are soaked by an exactly equal number of successes, the target rolling to soak takes one unsoakable damage of the weapon’s damage type
Incendiary Rounds: Does aggravated damage to vampires. If fired by a vampire they must make a difficulty four Rotschreck roll; vampires hit by the rounds must make a difficulty seven Rotschreck roll. A character may only carry one clip of such rounds for this weapon at a time.
Impaling: +2 on staking maneuver, can only be applied to bow or crossbow
Improved Concealment: One rank more concealable
Increased Capacity: Ammo capacity is 25% greater than normal (round up if not a whole number, do not include chamber)
Knockback: Targets that take damage from this weapon suffer knockdown
Long Range: Increase range by 25% (round up if not a whole number)
Ornate: The decorative appearance of this weapon makes it less suspicious to authorities
Quick Draw: It is a reflexive action to draw this weapon
Rapid Reload: Reloading this weapon is a reflexive action, cannot be applied to crossbows.
Silver Ammo: Does aggravated damage to silver vulnerable supernaturals, such as werewolves
Armor Traits:
Ballistic: +1 soak vs. ranged and thrown attacks, including aggravated damage
Chest Plate: Immune to staking while armor is worn
Concealable: Armor can be hidden underneath other clothing, must be class three armor or below
Hardened: +1 soak vs. melee attacks, including aggravated damage
HazMat: Protected from environmental hazards such as chemicals and bacteria when worn, cannot be taken with Concealable
Impact Absorption: Immune to knockdown while worn
Rugged: The first time you receive lethal damage in a combat, automatically soak up to two points of that damage
Sturdy: Armor can take one more point of damage than usual before being destroyed.
Tailored: -1 Dex penalty
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Xaos
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Post by Xaos on Mar 7, 2018 23:09:50 GMT
Backgrounds may be purchased with XP at a rate determined by the Age Background (see below). If Backgrounds are damaged in the course of a story the player does not lose those Background points but will have to develop in-game replacements for the damaged ones; the exception to this being Status, which can be lost. The following new and modified backgrounds are in effect.
Age: This background reflects the power and expertise a vampire has cultivated over its existence, and the ravages time has wrought on them. This Background functions similarly to Generation, and takes over from Generation in determining max Discipline rating. All other max trait ratings still rely on Generation. Both Age and Generation can only be purchased with freebie points or starting XP (Age must be the first trait increased by starting experience if it is desired) and must increase narratively otherwise. Ghouls and revenants may also take Age, each level for them increases their blood points pool by one and affects Background costs; the other effects are ignored and this replaces the normal rules for ghouls and age. 0: Fledgling/young Neonate, twenty-five years or less undead, Backgrounds cost 2 XP new and 1x current to improve, +0 XP cost to purchase Combination Disciples, cannot learn 6+ Discipline powers 1: Neonate, between twenty-five and fifty years undead, Backgrounds cost 3XP new and 1x current to improve, +0 XP cost to purchase Combination Disciples, cannot learn 6+ Discipline powers 2: Ancilla, between fifty and one hundred years undead, Backgrounds cost 3 XP new and 2x current to improve, +1 XP cost to purchase Combination Disciples, can learn level six Discipline powers, 3: Mature Ancilla, between one hundred and two hundred years undead, Backgrounds cost 4 XP new and 2x current to improve, +2 XP cost to purchase Combination Disciples, can learn level seven Discipline powers 4: Elder, more than 200 years undead, Backgrounds cost 4 XP new and 3x current to improve, +3 XP cost to purchase Combination Disciples, can learn level eight Discipline powers 5: Methuselah, more than 1000 years old, Backgrounds cost 5 XP new and 4x current to improve, +5 XP cost to purchase Combination Disciples, can learn level nine Discipline powers
Armed Force: This Background gives its owner a number of trained combatants willing to fight for them. The size and prowess of the forces varies based on the Background level, and can represent everything from a street gang to a true military force. Note that, unless the owner also possesses High Influence in either military or police related fields, their forces will be considered quasi-legal at best and may draw governmental attention. Even those with these Influences must tread carefully due to official oversight, however limited. Armed Force can never be higher in rating than either your Resources or Armory Backgrounds. You receive one fighter for every level in the aforementioned three Backgrounds. Fighters are Stock NPCs (see the Characters section of this document) whose ratings are determined by Armed Force level as follows: 1 = 1, 2-3 = 2, 4 = 3, 5 = 4. Fighters are always mortals and are equipped from their associated Armory. Level four of this Background provides combat vehicles such as Humvees, gunboats and technicals; level five provides a transport helicopter and an attack helicopter armed with a machine gun. Treat armed vehicle weapons as assault rifles with the rapid reload trait and fire on Dex + Drive for land vehicles and Dex + Pilot for helicopters and boats.
Armory: Your Armory rating now determines what weapons and armor you have access to and how many traits they can have (see Equipment section of this document for lists of traits and new weapon types). The owner and any of their Stock NPC minions can benefit from the Armory. If a character has level two or greater Armory but does not have High Influence in military, police or other appropriate area, then their Armory may cause trouble with the authorities if discovered. This version of Armory replaces the one found in the Anarchs Unbound sourcebook. 0: All melee weapons, bow, crossbow, Molotov cocktail; no traits 1: Class one armor, light revolver, shotgun, rifle; melee weapons have one trait 2: Class two armor, light pistol, semi-auto shotgun, dynamite; armor has one trait 3: Class three armor, heavy revolver, heavy pistol, flashbang grenade, teargas grenade; ranged weapons have one trait 4: Class four armor, small SMG, fragmentation grenade, concussion grenade; armor and melee weapons have two traits 5: Class five armor, large SMG, assault rifle, incendiary grenade; ranged weapons have two traits
Cult: This Background can be found in Guide to the Tal’Mahe’Ra supplement, pg. 50. But, for those who don’t wish to acquire the supplement just to use this Background, it is reproduced here. Cult acts as a combination of the Allies, Contacts, Herd, High Influence and Low Influence Backgrounds but at one level lower than the Cult Background (to a minimum of one). For example, a character with Cult 3 treats it as 2 in all the aforementioned Backgrounds. Specifics must be provided for Allies, Contacts, High Influence and Low Influence as usual. During character creation, levels in Cult cost 2 freebie points each instead of the usual 1 for Backgrounds. Note that cults can draw unwanted attention from cultists’ friends and family members, the media or the authorities.
Haven: This Background represents special advantages a vampire’s lair possesses and must be taken in conjunction with the Domain Background. Havens take up one or two points of a character’s Domain size, as they choose. Parts of the Domain covered by this area receive the benefit of the Haven effects. Each level of Haven grants one advantage, the same advantage cannot be applied twice. This Background displaces the Communal Haven Background in Anarchs Unbound.
Arcane: This Haven is a location that is shrouded from the senses of observers. Whether due to being built to be undetectable, supernaturally veiled or being just plain non-descript, the Haven is hard to find. +2 difficulty on any rolls made by non-residents to locate the Haven. Cannot be combined with Location advantage (see below).
Guards: Guardians regularly patrol the Haven. Divide five levels of Retainer between as many guardians as desired. Theses guardians do not leave the Haven.
Library: +3 to all rolls involving Knowledges while in the Haven.
Location: The Haven is in a prestigious neighborhood or for some other reason draws fast response from police when invasion or attack is discovered. Alternatively, some other source of relief besides the authorities is likely to respond.
Luxury: Every desire is catered to in elegance within the Haven, +3 to all Social rolls against mortals while in the Haven.
Security: This Haven possesses formidable measures against intrusion; interlopers suffer +1 difficulty to Security and Stealth rolls while in the Haven. Characters with levels in the Larceny Skill and the Haven Background automatically receive this Haven advantage’s benefit.
Size: Your Haven takes up three or four points of Domain size.
Staff: Servants, assistants or other minions that see to their master’s whims; treat staff as mortal, rating 1 Stock NPCs that cannot specialize in combat abilities. Staff does not leave the Haven.
Occult: Arcane sigils and rites of warding protect your Haven from intrusion. Stock NPCs may not enter uninvited nor may they attack it from the outside. Owner must possess levels in the Occult Knowledge to take this trait, even if it is granted for free.
Special Communal Havens: Certain types of communal Haven automatically receive certain advantages provided the Haven is the anchor of pooled Backgrounds and the listed faction loyalties are met.
Elysium: May be bought into by any Camarilla member. No one may spend more points in an Elysium than the Keeper. Characters that have bought into Elysium receive +2 on Status rolls. Grants the Luxury and Location traits.
Nosferatu Warrens: May be bought into by any Nosferatu, regardless of Sect. Grants the Guards and Arcane traits; Guards are usually animals or swarms.
Sabbat Pack Haven: May be bought into by members of the same Sabbat pack. A circle of Blood Brothers may be purchased for the pack as one level five Retainer Background per Brother; a minimum of three Brothers are needed and a maximum of five are allowed. Blood Brothers are 13th Generation. Provides Guards and Occult.
Setite Temple: May be bought into by any Setites within the same Sect. Grants the Occult and Staff traits.
Tremere Chantry: May be bought into by any Tremere within the same Sect. A Gargoyle may be purchased for the Chantry as a level five Retainer Background; this Gargoyle counts as 13th Generation and only one Gargoyle may be purchased. Chantry grants the Occult and Library traits. This replaces the rules for Chantries presented in the Lore of the Clans sourcebook.
Influence: Influence is now divided into two Backgrounds, High Influence and Low Influence. High Influence represents power among respectable, legal groups and institutions. Low Influence is for fringe or illegal allegiances. Pick one specific area of influence for each dot of an Influence Background (for example local police for High and weapon smugglers for Low).
Lore: This Background represents years of research spent, rare texts studied and rumors pursued regarding the supernatural denizens of the World of Darkness. For each level of Lore pick a Clan, Sect, Path of Enlightenment, type of Blood Magic or type of supernatural being; you automatically score three successes on any non-Discipline Occult rolls related to that group. Vampires with the Lore Background automatically have Vampire Lore as a field of specialty.
Mentor: Mentors may roll their Background level in Instruction tests to reduce the cost of an XP expenditure (see Abilities section of this document).
Retainer: Rather than representing a number of Retainers as in the normal rules, each Retainer Background bought represents a mortal, ghoul or revenant Stock NPC with a rating equal to the Background’s levels. Characters with the Ash, Cenotaph, Haunting or Sepulcher Path of Necromancy may purchase wraith Retainers. Alternatively, Retainer can represent a type of animal based on the table below. Animal Retainers are always trained and may be ghouls if desired. See bestiary in the V20 core rulebook for full animal stats. The Retainer Background replaces the Retainers Background in the core rulebook. 1: Small bird, house cat, small dog, rat, spider, swarm of small bugs 2: Large bird, medium dog, small pig, poisonous snake, swarm of large bugs 3: Bobcat, chimpanzee, large pig, small horse, constrictor snake, wolf, swarm of flying bugs 4: Camel, leopard, large dog, large horse, swarm of birds/bats, swarm of rats 5: Alligator, bear, tiger, swarm of large rats, swarm of feral cats
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Xaos
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Post by Xaos on Mar 7, 2018 23:14:28 GMT
The following new Clan Merits are available. Revenants may take Clan Merits associated with their family’s Clan origin. Dhampirs may take Caitiff Merits.
Assamite:
Surprise Attack (1 point): +1 to attack dice pools on targets that you have successfully ambushed.
Awakened Steel (3 points): You have a relic melee weapon that has bound to you through its enchantments. This weapon teleports to your hand from its current location at the cost of one blood point. If the weapon is ever damaged or destroyed it can reform whole in your hand at the cost of one willpower point.
Brujah:
Brotherhood (1 point): +1 on attack dice pools against targets that have previously been attacked by any allied Brujah during the same combat.
Dynamic Personality (5 points): No matter how many levels you possess in the Age Background (see the Backgrounds section of this document), you always pay the lowest XP rates for Backgrounds. This replaces the version of this Merit found in the Lore of the Clans sourcebook.
Followers of Set:
Personal Cult (2 points): Gain five free levels in the Cult Background. (see the Backgrounds section of this document)
Caitiff:
Eclipsed Blood (1 points): You are not limited to Humanity or Path rating in dice pools when active during the day.
Vestiges of Greatness (3 points): A Caitiff must take this Merit in order to learn Clan-specific Disciplines.
Gangrel:
Protean Blood (2 points): Once per hour you can activate the level two, three, four or five Protean Discipline powers without having to spend blood.
Giovanni:
Soldier (1 point): Swap out Potence as an in-Clan Discipline for either Celerity or Fortitude.
Lasombra:
Angelic Visage (2 points): +1 on all non-Discipline related Appearance rolls
Born in Shadow (2 points): May activate the level one or two Obtenebration powers with out spending blood once per combat round.
Shade (1 point): Swap out Dominate as an in-Clan Discipline for Obfuscate.
Malkavian:
Expanded Consciousness (2 points): +1 on all non-Discipline related Mental + Knowledge rolls.
Labyrinthine Mind (3 points): Any who fail a roll on a mind-affecting Discipline against you in which they are the aggressor suffer a Derangement of your choice for the rest of the night. Any who botch such an attempt permanently gain the Derangement.
Nosferatu:
Swarm Lord (2 points): Buying swarms as Retainer Backgrounds costs one less XP than usual, to a minimum of one.
Ravnos:
Escape Artist (1 point): +1 to escape grapple rolls.
Toreador:
Artist’s Blessing (1 point): Your max trait cap for the Craft and Perform abilities is increased by two.
Tremere:
Talisman (3 points): Choose a specific item and a Path of Thaumaturgy; while you carry this item you get +1 on rolls to cast and resist powers of that Path.
Tzimisce:
Blood of Tzimisce (1 point): +2 on attack rolls while in your Haven.
Szlacta (3 points; requires Vicissitude 3): Any ghoul Retainers you possess may be turned into Szlacta through Vicissitude. If opt to do so, the ghoul becomes monstrous in appearance (enough to breach the Masquerade) and bestial in mind (cannot specialize in Mental or Social Attributes) but gains one of the following benefits of your choice: Armored: Can soak lethal damage Overmuscled: Gain Potence 2 Lithe: +2 to Initiative and Dodge rolls, gain Celerity 1 Acid Spit: Can spit acid as a thrown weapon, this acid does two dice of aggravated damage Flying: Gain two levels of the Flight Discipline Multiple Heads: +2 to all attack rolls made as split actions Giant Size: As per the Merit of the same name Blood Bloat: Increase blood pool by two Chameleon Skin: Gain Visceratika 1 Spider Climb: Can adhere to any surface with its limbs
Ventrue:
Aura of Command (2 points): When using Dominate or Presence against a mortal or ghoul, add three automatic successes to your rolled successes.
Paragon (3 points): Choose one of the following benefits: Gain two influences for every level of the High Influence and Low Influence Backgrounds instead of the usual one (see the Backgrounds section of this document) Gain a rating five 13th Generation Ventrue Stock NPC (see the Characters section of this document) under your command; this Ventrue can distribute six levels among the following Backgrounds; High Influence, Low Influence, Contacts, Allies, Resources, Domain, Haven, Herd
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Xaos
Administrator
Posts: 351
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Post by Xaos on Mar 7, 2018 23:15:17 GMT
The following Sects are available to player characters: Camarilla Sabbat Anarch Tal’Mahe’Ra Independent Alliance (new Sect described below) Unaligned/Autarkis (Clans, Bloodlines and individuals that stand outside all Sects)
Titles and prestation from the V20 Companion are in use. Titles cannot be bought as Merits but their point value adds to Status rolls. Titles are categorized here as vital, common or situational. Vital titles will always be used by the Sect in every city where it has a presence. Common titles are used when the Sect’s presence grows large enough to warrant it. Situational titles are only needed in some cities due to specific circumstances or a very large Sect presence. The new titles on pages 32 and 33 of the V20 Companion are used as situational titles by all Sects, except in the Independent Alliance, where several of them have more importance. The Transcendent title can also be applied to characters with a Path rating of 8+ instead of just Golconda disciples.
Sects also give lesser and greater status bans to certain types of members. Lesser bans halve the dice added by Status (but not titles) to rolls; greater bans prevent adding Status (but not title) dice at all.
Different Clans and Bloodlines have varying levels of rarity in the Sects. Common Clans may be part of a Sect for free. Uncommon Clans must spend two freebie points at character creation. Rare must spend three. Any Clan or Bloodline not listed is considered restricted and costs six freebie points to play as part of the Sect.
It is possible to change Sects over the course of play. Doing so grants the Probationary Sect Member Flaw until such a time as an appropriate Sect officer removes it. No freebie points are refunded or charged due to any rarity differences between the old and new Sect.
Camarilla Vital Titles: Prince, Sherriff, Keeper of Elysium, Harpy* (Harpy as Status Monger, pg 19 V20 Companion, is in effect) Common Titles: Primogen, Seneschal, Hound Situational Titles: Scourge, Herald, Whip, Chancellor Storyteller NPC Titles: Justicar, Archon, Alastor, Inner Circle, Dux Bellorum, Imperator Lesser Status Bans: Not a Pillar Clan member, on a Path of Enlightenment, no Boons registered with a Harpy or Chancellor, was a Sabbat member at some point in last ten years, known believer in the Book of Nod, known Golconda seeker Greater Status Bans: Caitiff, known diablerist, Sect member for one year or less Common Clans: Brujah, Caitiff, Malkavian, Nosferatu, Tremere, Toreador, Ventrue Uncommon Clans: Assamite (Viziers only), Gangrel Rare Clans: Daughters of Cacophony, Gargoyles, Lasombra Antitribu, Old Clan Tzimisce, Salubri, Samedi
Sabbat Vital Titles: Ductus, Pack Priest, Abbot (new title 1 point, an Abbot is charged with overseeing their pack’s haven) Common Titles: Archbishop *or* Bishops, Templar/Paladin Situational Titles: Archbishop *and* Bishops Storyteller NPC Titles: Regent, Priscus, Cardinal, Inquisitor Lesser Status Bans: Not on Path of Enlightenment Greater Status Bans: Not in a Pack, Tremere Common Clans: Lasombra, Tzimisce Uncommon Clans: Assamite Antitribu, Brujah Antitribu, Caitiff (Panders), Gangrel Antitribu, Malkavian Antitribu, Nosferatu Antitribu, Toreador Antitribu, Ravnos Antitribu, Serpents of the Light, Ventrue Antitribu Rare Clans: Ahrimanes, Daughters of Cacophony, Gargoyles, Harbingers of Skulls, Kiasyd, Telyavelic Tremere, Tremere Antitribu, Salubri Antitribu, Samedi Special Rules: Sabbat characters do not receive the normal five free Background levels at character creation (they may still spend freebie points and starting XP on Backgrounds). In exchange they receive four free levels of Disciplines instead of the usual three. Revenants that are Stock NPCs in service to a Sabbat PC may be on the same Path of Enlightenment as their associated PC if desired. Oddhaven by Night uses a simplified Vaulderie system; rather than rolling on the chart in the V20 corebook simply assume the Vaulderie acts as a stage two blood bond, all other normal rules and effects apply. New Morality Path: Path of Orion For vampires on the Path of Orion, both one’s human nature and one’s Beast are impediments to progress. The species as a whole will progress, they say, only when vampires accept their purpose as hunters, destroying man and Beast alike. To these individuals, undead existence is a quest to find and overcome the greatest challenges, the most dangerous enemies, and ultimately, themselves. By facing and destroying the strongest combatants, a follower of Orion finds purification. They know that they must not only overcome their own Beasts but also the Beasts of all vampires. [the Path of Orion is originally from the old revised edition sourcebook Chaining the Beast; further description can be found there if desired] Nickname: Stalkers Virtues: Conviction, Instinct Bearing: Fearless. A Stalker is prepared to hunt down the greatest of foes in their personal quest, and will not falter. Bearing modifier applies to Courage rolls and rolls to frighten, deceive, mislead or goad quarry. Hierarchy of Sins 10 Failing to hunt an overwhelmingly powerful foe 9 Failing to hunt werewolves 8 Siring an unworthy childe 7 Failing to hunt a more powerful foe 6 Failing to hunt a high Humanity (8+) vampire 5 Failing to hunt a vampire fallen to the Beast 4 Failing to hunt a Golconda seeker 3 Being led astray by frenzy 2 Cowardice 1 Hunting only prey weaker than yourself
Anarchs Vital Titles: Baron Common Titles: Reeve, Sweeper Situational Titles: Warlord, Coyote Lesser Status Bans: Known diablerist, has blood bond over another, was a Camarilla or Sabbat member at some point in last ten years Greater Status Bans: Refused a Baron’s call to arms at some point in last five years, on Path of Enlightenment, responsible for major Masquerade breach Common Clans: Brujah, Caitiff, Gangrel, Malkavian, Nosferatu Uncommon Clans: Assamite (Warriors only), Toreador, Ventrue Rare Clans: Daughters of Cacophony, Followers of Set, Gargoyles, Lasombra Antitribu, Ravnos, Salubri, Samedi, Tremere, Tzimisce
Tal’Mahe’Ra Vital Titles: Dominion Common Titles: Agent, Shakar Situational Titles: Qadi, Rawi Storyteller NPC Titles: Del’Roh, Seraph, Lich Lesser Status Bans: Record of failure on missions, Embraced outside the Hand, was once a member of the Sabbat’s Black Hand (excludes infiltrators) Greater Status Bans: Was a member of another Sect within the past ten years, unsanctioned diablerist *Any Clans mentioned below with an Antitribu rules variant may be either mainline or Antitribu Common Clans: Assamite (all castes), Nosferatu, Malkavian, Toreador, Ventrue Uncommon Clans: Daughters of Cacophony, Gangrel, Lasombra Antitribu, Old Clan Tzimisce Rare Clans: Ahrimanes, Followers of Set (Tlacique only), Harbingers of Skulls, Lamia, Baali (Molochim only), Nagaraja, Ravnos, Salubri, True Brujah Special Rules: The following benefits and restrictions apply to Tal’Mahe’Ra members at character creation: two free levels of Alternate Identity, three free dots of Generation, a level of Black Hand Membership (applies to the True Black Hand rather than the Sabbat’s Black Hand), cannot raise Herd higher than 2 (even through the Cult Background), must raise Willpower to at least five, may never take Vicissitude, Neonates begin with two free levels of Mentor but cannot take Status and have the Probationary Sect Member Flaw (which provides no freebie points) in the Sect until they prove themselves. Additionally Tal members may never take the following Flaws: Amnesia, Diseased, Fourteenth Generation, Fifteenth Generation, Guilt-Wracked, Impatient, Lazy, Lunacy, Narc, Soft-Hearted, Shy, Stereotype, Sympathizer, Thin Blood, True Faith, Unconvinced, Uppity, Victim of the Masquerade, Weak-Willed.
Unaligned/Autarkis Common Clans: Assamite (Warriors and Sorcerers only), Brujah, Caitiff, Gangrel, Nosferatu, Malkavian Uncommon Clans: Assamite (Viziers only), Daughters of Cacophony, Followers of Set, Gargoyles, Old Clan Tzimisce, Ravnos, Samedi, Toreador, True Brujah, Tzimisce, Ventrue Rare Clans: Ahrimanes, Anda, Harbingers of Skulls, Lhiannan, Nagaraja, Noiad, Salubri
Independent Alliance Traditional Strongholds: Venice, Cairo, Kolkata, Las Vegas The youngest Sect by far, the Independent Alliance emerged out of the turmoil caused by the False Gehenna. Comprised of Clans that had previously been independent of any Sect, they united for the benefits of mutual defense and aid. That being said, the IA is far more confederal in structure than even the Anarchs or Sabbat. There are no executive positions within the Sect, all such power is rested in the Clans themselves. Though they make use of the titles which are universal between Sects (with Consul being of special importance) the actual inter-Clan structure is based primarily on agreements and understanding between the local Clan Elders. There is no Sect-wide equivalent to a Prince, Archbishop, Baron or Dominion among the Alliance; the Giovanni answer to their Capo, the Setites to their High Priest, the Gangrel to the quasi-democracy of their Allthings, the Ravnos rarely answer to anyone and the Clans as a whole ultimately answer to each other. Though some IA domains experiment with new inter-Clan titles, none have ever established an overall Alliance local leader. Another unique aspect of the Alliance is that membership within it is based on corporatist structure rather than the individual citizenship model of other Sects. One is part of the IA because one’s Clan is, not out of personal allegiance to the Sect. Even those few Caitiff found in the Alliance exist as the begrudgingly tolerated bastard offspring of unconcerned Gangrel or debased Ravnos lineages. Member groups of the IA are divided into full members (Gangrel, Giovanni, Ravnos, Setite) and associate members (Lasombra Antitribu, Old Clan Tzimisce, True Brujah). While this distinction actually emerged due to politicking at the second Las Vegas convention, its stated reason is that associated lineages do not control the majority of their Bloodline’s membership and thus only command the loyalty of certain lineages within their group. The Independent Alliance is bound together by the Treaty of Alliance, which is reproduced immediately below this sentence. - The Treaty of Alliance - I. Territory: All territory owned by an Independent Clan, outside their ancestral homelands, shall be considered shared resources, to house and shelter us each within the other, as the local populace so please. II. Consul: In all territories, each Independent Clan shall have a Consul to the others. These Consuls shall bear witness to significant deals, advise, solve disputes and give testimony back to their Clan. The Independent Elders of a territory may name Consuls to rival Sects if they so choose. III. Punishment: No Independent Clan shall deliver Final Death unto a member of another without permission from the accused’s Consul. IV. Protection: All shall go to the aid of the others, in business or in combat, to defend or aggress, to the mutual benefit of all Independent Clans. The Clans shall, to their utmost, protect the Alliance and its territories from mortal awareness or incursion. V. Independence: No Independent shall bow knee, nor join in whole nor in part, nor ally with, nor take positions within rival Sects. Personal alliances, boons and individual agreements not withstanding, none shall affect the part or the whole. No member of the Alliance shall render aid to members of Independent Clans holding title in rival Sects. VI. Religion: There will be no law made within these territories that shall discriminate or limit the free exercise of all forms of worship, sacrifice or the determination of a soul. VII. Accord: Finally, all parties agree to use every exertion to enforce peace and friendship among their Clans. Vital Titles: Consul Common Titles: Warden Situational Titles: Mystic, Headhunter, Eschatologist, Transcendent Lesser Status Bans: Belongs to an associate Clan, given ban by own Clan Greater Status Bans: Caitiff, was a member of another Sect within the past ten years, given ban by own Clan Common Clans: Gangrel, Giovanni, Followers of Set Uncommon Clans: Ravnos Rare Clans: Caitiff, Lasombra Antitribu, Old Clan Tzimisce, True Brujah
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