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Versio hetkellä 3. huhtikuuta 2015 kello 00.15 – tehnyt Mr0661 (keskustelu | muokkaukset) (→‎Regrets)
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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.

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

Hysteria

Manic-Depression

Masochism

Megalomania

Memory Lapses

Multiple Personalities

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

Extra material

Character sheet

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