Ero sivun ”Valaistuksen yöstä moderniin aamunkoittoon” versioiden välillä
(→Crunch) |
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Rivi 119: | Rivi 119: | ||
==Regrets== | ==Regrets== | ||
+ | ===Humanity&Crimes=== | ||
+ | Humanity will degrade if character feel no remorse for her actions. Only crimes up to current level of humanity matter | ||
+ | 6 Theft | ||
+ | 5 Injuring person or livelihood | ||
+ | 4 Accidental violation(feeding vessel dry by accident) | ||
+ | 3 Impassioned violation(manslaughter) | ||
+ | 2 Planned violation(murder) | ||
+ | 1 Casual violation(taking life for convenience) | ||
+ | |||
+ | If humanity drops to 3, character develops derangement of some sort. Malkavians develop derangements more easily, they will develop derangement when humanity drops to 4, and again when it drops to 2(they also develop one when embraced) | ||
+ | |||
+ | ===Remorse=== | ||
+ | Remorse is not something you can just say you do. To get over it, you need mental strength, time and willingness to move forward. But crime you committed will cause harm to you. If you commit crime against your humanity, and say you feel remorse, you assign yourself a harm equal to difference of your level and level which would not consider your crime a crime. For example: if level 6 humanity commits theft, but feels remorse, he should assign 1 harm(R). If instead he would have committed murder he should assign 5 harm(R). If murder was committed by someone with humanity 3, he would need to mark harm as only 2. | ||
+ | |||
+ | Healing this harm will occur only during a sleep. If vampire goes voluntary torpor, all such harm will be healed. | ||
+ | |||
+ | If taking harm is not a option player is willing to do, player may also choose to give vampire a new derangement. This represents how character cannot cope with crime he has committed. | ||
=Clans= | =Clans= |
Versio 2. huhtikuuta 2015 kello 23.07
Sisällysluettelo
Crunch
Keys
Key of Humanity
Special key, to represent characters slowly fading humanity. If there is no rules left to be broken, beast takes control and last shred of humanity is lost. These are beast called wight and will be put down, by mortals or by kindred, no one will miss these things.
1xp: Resist temptation of commiting crime against underlying rules of humanity 3xp: Maintaining humanity leaves you worse of than forgetting those rules, you are harmed Buyoff: Break the rule and feel no remorse
Key of Bloodthirst
1xp: Express lust for warm blood 3xp: Drink blood from human or greater Buyoff: Drink (non-human) animal blood
Key of Sire
1xp: Sire is in the scene 2xp: Sire misuses her powers over childe 5xp: Sire inflicts injuries Buyoff: Assault sire with intent of harming her
Key of Blood bond
1xp: Blood bond affects your actions 3xp: Perform services for the regnant Buyoff: Escape form the regnants grip
Key of Clan
1xp: Express being part of your clan 2xp: Interest of Clan cause problems 5xp: Advance inside clans hierarchy Buyoff: Denounce yourself from politics of the clan
Abilities
Animal Ken (I) Bargaining (I) Charm (I) Craftwork (I) Deceit (I) Music (I) Thievery (I) Vagrancy (I)
Brawl (V) Hard Work (V) Sports (V) Melee (V) Archery (V)
Housework (R) Speak (R) Storytell (R)
Cultural abilities
Noble
Dueling (V) Etiquette (I) History (R) Medicine (R)
Military
Leadeship (I) Combat (V) Tactics (R)
Vampiric abilities
Quell the Beast (?)
Used to resist temptation to succumb to will of the Beast
- Awakening on time of daylight
- Not Feeding when hungry or stopping feeding to prevent murder
- Resisting Rötschreck(Fear of fire)
- Resisting frenzy
Discipline abilities
Unlocking secrets opens mystic abilities for vampires to use, for example Vampiric Strength at 2 and secret of Potence and Celerity gives ability to move at speed of 70km/h and strength comparable to that of two horses. Typically only clan disciplines are available for purchase.
Vampiric Strength(V)
- Potence
1:Strength of two man 2:Strength of two horses 3:Strength of two elephants
- Fortitude
1:Durability of Kindred has increased 2:Skin is strong as crodiles scales 3:Skin is strong as metal. Can even survive moments in sunlight
- Celerity
1:Able to run at speed of 40km/h 2:Able to run at speed of 70km/h 3:Able to run at speed of 130km/h
Vampiric Mind control(R)
- Presence
1:Induce awe or dread 2:Create need to someone to please Kindred 3:Appear as absolute power and authority|Summon
- Dominate
1:Give commands 2:Rewrite memories/make slave 3:Possession
- Obfuscate
1: Hide from sight 2: mask your face | Vanish in front of someone 3: Use your powers to others
- Animalism
1:Speak with animals|summon animals of certain type 2:Make animal to submit|Posses animal 3:Send frenzy of Beast into another person
Vampiric Mysticism(I)
- Protean
1:Can see in dark and may turn hands into claws 2:Melt into earth to rest and ability to shapechange into animal 3:Turn into mist
- Obtenebration
1:Control shadows, even to obscure light sound and heat 2:Summon shadow tentacles to assist you or create temporary shadow objects 3:Transforms into pure shadow
- Auspex
1:Increase senses to superhuman levels or even perceive auras 2:Telepathy, either probe or communicate 3:Travel reality in astral form
Regrets
Humanity&Crimes
Humanity will degrade if character feel no remorse for her actions. Only crimes up to current level of humanity matter
6 Theft 5 Injuring person or livelihood 4 Accidental violation(feeding vessel dry by accident) 3 Impassioned violation(manslaughter) 2 Planned violation(murder) 1 Casual violation(taking life for convenience)
If humanity drops to 3, character develops derangement of some sort. Malkavians develop derangements more easily, they will develop derangement when humanity drops to 4, and again when it drops to 2(they also develop one when embraced)
Remorse
Remorse is not something you can just say you do. To get over it, you need mental strength, time and willingness to move forward. But crime you committed will cause harm to you. If you commit crime against your humanity, and say you feel remorse, you assign yourself a harm equal to difference of your level and level which would not consider your crime a crime. For example: if level 6 humanity commits theft, but feels remorse, he should assign 1 harm(R). If instead he would have committed murder he should assign 5 harm(R). If murder was committed by someone with humanity 3, he would need to mark harm as only 2.
Healing this harm will occur only during a sleep. If vampire goes voluntary torpor, all such harm will be healed.
If taking harm is not a option player is willing to do, player may also choose to give vampire a new derangement. This represents how character cannot cope with crime he has committed.
Clans
Playable clans
Brujah
- Warrior scholars
- Rage
- Celerity, Potence, Presence
Lasombra
- Power in church
- No reflection
- Obternation, Dominate, Potence
Ventrue
- Great kings and lords
- Exclusive feeding
- Dominate, Fortitude, Presence
Malkavian
- Deranged profets
- Mad
- Auspex, Dominate, Obfuscate
Nosferatu
- Worse of than the dead
- Monsterous visage
- Obfuscate, Animalism, Potence
Toreador
- Artist and artisans
- Hypnotized by beauty
- Auspex, Celerity, Presence
Non-playable clans
Chosen non-playable because of themes, you can convince otherwise
Tremere
Ravnos
Assamite
Followers of Set
Tzimisce
- Native Soil for rest
- Vicissitude, Animalism, Auspex
Gangrel
- Forest dwellers
- Animal traits
- Protean, Animalism, Fortitude