Ero sivun ”Valaistuksen yöstä moderniin aamunkoittoon” versioiden välillä
Rivi 189: | Rivi 189: | ||
====Multiple Personalities==== | ====Multiple Personalities==== | ||
+ | Sometime you need someone to blame, rely, hate or fear. | ||
====Nymphomania==== | ====Nymphomania==== |
Versio 3. huhtikuuta 2015 kello 00.48
Sisällysluettelo
- 1 Crunch
- 1.1 Keys
- 1.2 Abilities
- 1.3 Cultural abilities
- 1.4 Vampiric abilities
- 1.5 Regrets
- 1.5.1 Humanity&Crimes
- 1.5.2 Remorse
- 1.5.3 Torpor
- 1.5.4 Derangements
- 1.5.4.1 Bulimia
- 1.5.4.2 Claustrophobia
- 1.5.4.3 Desensitization
- 1.5.4.4 Disassociative Blood-Spending
- 1.5.4.5 Feeding Phobia
- 1.5.4.6 Fugue
- 1.5.4.7 Gluttony
- 1.5.4.8 Hysteria
- 1.5.4.9 Manic-Depression
- 1.5.4.10 Masochism
- 1.5.4.11 Megalomania
- 1.5.4.12 Memory Lapses
- 1.5.4.13 Multiple Personalities
- 1.5.4.14 Nymphomania
- 1.5.4.15 Obsessive/Compulsive
- 1.5.4.16 Overcompensation
- 1.5.4.17 Paranoia
- 1.5.4.18 Phobia
- 1.5.4.19 Power-Object Fixation
- 1.5.4.20 Regression
- 1.5.4.21 Sanguinary Animism
- 1.5.4.22 Schizophrenia
- 1.5.4.23 Self-Annihilation Impulse
- 2 Clans
- 3 Extra material
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.
Torpor
If vampire can't see better day in near future, or wound he has suffered are too great, or vampire is simply riddled with guilt, he succumb into torpor. How long this will last, depends on vampire. Torpor will heal all vampires harm, expect for humanity he has lost. All blood will fade from vampire(so that all pools will be empty on wakening) during a torpor, unless someone keeps vampire fed. Vampire can still rise from this, but it will require time. Legend says that some truly old and powerfull vampires can affect world even when in slumbering in torpor. Closer person is to his human side, less he desires to slumber and rising from torpor is easier.
6 Two weeks 5 One month 4 One year 3 One decade 2 Five decades 1 One century 0 Millenia
Derangements
In so insane world, only insane would remain sane. Wounds to your mind are expected as you struggle to maintain last drops of humanity you have. Here to help player is list of some derangements that Kindred might develop. Key can be developed to fit these
Bulimia
Whenever you overfeed, you can still only fill one pool, as you waste extra blood out of shame. Quelling the Beast has one extra penalty die when feeding.
Claustrophobia
Little misleading, as this is fear to place which has no good way to escape. Character need to Quell the Beast if trying to enter or Beast will start to run. Difficulty depends on how hard it is to escape from place
Desensitization
You cannot feel extreme feelings. You get 1 bonus die to each Quell the beast attempt. Instead of needing one day to use one point from pool to heal mental harm from remorse, you need to use your whole pool, but receive benefit from only one.
Disassociative Blood-Spending
When using points from pool to roll, you also use one point from some other pool. This happens only once a night, as you will be more careful next time, until you again forgot that when sleeping.
Feeding Phobia
Diseases can be scary thing to immortals, as there is long time to suffer from ill effects. Also sometimes whole idea of drinking blood might disgust or fear of unwanted blood bonding. Whatever reason, vampire cannot anymore force himself to feed. As feeding is needed for survival, vampire has only one tool to do it. Let some else to do it, the Beast. Typically the Beast needs to be hungry to start feeding, so this might be hard task. Character need to use Quell the Beast for its opposite function, to draw the Beast out to feed, unless the Beast is already hungry.
Fugue
When facing immense stress, character goes into autopilot that tries to remove stressful element. Resist(R) roll can be used to let character maintain control, 1 gives character sometime to fix situation by himself, 2 lets character to stay in control in stressful situation.
Gluttony
Why would I stop drinking when I'm thirsty. 2 extra penalty die, if trying to feed in a manner that lefts some blood in a victim and some of own pools non-full.
Hysteria
Stress lets the Beast out. You need to try to Quell the Beast when encountering stressful situation
Manic-Depression
When encountering failure, vampire enters into state of depression, followed by manic state. When encountering success, order is reverse. When in depressed, vampire cannot use vigor pool. When manic, 1 extra penalty die for Quell the Beast rolls. These states also are seen in behavior(Manic is upbeat and active, and depressed is opposite).
Masochism
As pain starts feeling better and better as nights go by, you will need to use your mental powers as well as your physical to heal yourself. To heal Vigor harm, you need to use both Vigor and Reason. You also need successful Resist roll to not cause 1 harm(V) to yourself, when in safe, enjoyable situation.
Megalomania
Everyone is beneath you. Some are weaker and some who are undeserving for power they have. Not taking what is "rightfully" yours, causes you a 3 harm(I)
Memory Lapses
Sometimes you forget momentarily crucial information(well, sometimes you forget unimportant information, but that is hardly relevant). It can be for example ability, language, where you put a keys or ever meeting your sire. Game Master chooses appropriate time for such event. Resist(R) can be used to protect your mind for such effects, but it is difficult(2 penalty die). This can happen at most once per session, as vampire is still relatively functional (successfully resisted doesn't count).
Multiple Personalities
Sometime you need someone to blame, rely, hate or fear.
Nymphomania
Obsessive/Compulsive
Overcompensation
Paranoia
Phobia
Power-Object Fixation
Regression
Sanguinary Animism
Schizophrenia
Self-Annihilation Impulse
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