Vampire Rules: Difference between revisions
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'''NOTE:''' This page is a work in progress. | '''NOTE:''' This page is a work in progress. | ||
= Disciplines = | = Disciplines = | ||
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===Combat Maneuvers=== | ===Combat Maneuvers=== | ||
These maneuvers can be purchased with any | These maneuvers can be purchased with any Combat Points points acquired through Brawl, Melee, or Firearms. A character must still meet the requirements to use the maneuver. | ||
<div style="border-bottom:1px dashed #FF8C00;text-align:center"><font style="color:#FF8C00; font-variant:small-caps; font-size:12pt">'''General Combat | <div style="border-bottom:1px dashed #FF8C00;text-align:center"><font style="color:#FF8C00; font-variant:small-caps; font-size:12pt">'''General Combat Styles'''</font></div> | ||
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<div style="border-bottom:1px dashed #FF8C00;text-align:center"><font style="color:#FF8C00; font-variant:small-caps; font-size:12pt">'''Melee Combat | <div style="border-bottom:1px dashed #FF8C00;text-align:center"><font style="color:#FF8C00; font-variant:small-caps; font-size:12pt">'''Melee Combat Styles'''</font></div> | ||
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<div style="border-bottom:1px dashed #FF8C00;text-align:center"><font style="color:#FF8C00; font-variant:small-caps; font-size:12pt">'''Firearms Combat | <div style="border-bottom:1px dashed #FF8C00;text-align:center"><font style="color:#FF8C00; font-variant:small-caps; font-size:12pt">'''Firearms Combat Styles'''</font></div> | ||
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<div style="border-bottom:1px dashed #FF8C00;text-align:center"><font style="color:#FF8C00; font-variant:small-caps; font-size:12pt">'''Brawl Combat | <div style="border-bottom:1px dashed #FF8C00;text-align:center"><font style="color:#FF8C00; font-variant:small-caps; font-size:12pt">'''Brawl Combat Styles'''</font></div> | ||
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away as your Size + Brawl successes in any direction the character prefers. | away as your Size + Brawl successes in any direction the character prefers. | ||
<b>Renzoku-waza "Combination Techniques" (4 Points):</b> The character can attempt multiple | <b>Renzoku-waza "Combination Techniques" (4 Points):</b> The character can attempt multiple shihonage throws per turn, or he can defend with multiple throws using the Aiki maneuver. He may a total additional number of aiki or shihonage throws equal to 1/2 their number of dots in Aikido (rounded up). Each extra action is rolled at a cumulative –2 modifier. Thus, he can attempt one additional aiki or shihonage at Aikido 1 & 2 with a –2 dice modifier, 2 additional aiki or shihonage at Aikido 3 & 4 at –2 then –4 modifier to dice rolls and 3 additional aiki or shihonage at Aikido 5, at –2, –4 and –6 to the dice rolls. The character cannot take any other actions other than Renzoku-waza on their main action and this maneuver cannot be used as part of an extra action granted by Celerity, Rage, etc. | ||
<b>Kokyu-ho “Breath Power” (5 Points):</b> Your character’s throws are so strong that he can either throw someone double the usual distance with his shihonage, or inflict lethal damage with it. Spend one Willpower point per attack. Note that this Willpower expenditure does not add to the attack. | <b>Kokyu-ho “Breath Power” (5 Points):</b> Your character’s throws are so strong that he can either throw someone double the usual distance with his shihonage, or inflict lethal damage with it. Spend one Willpower point per attack. Note that this Willpower expenditure does not add successes to the attack. | ||
|- | |- | ||
|Muy Thai | |Muy Thai | ||
|Strength •••<br> Stamina •••<br> Brawl •• | |Strength •••<br> Stamina •••<br> Brawl •• | ||
|In the West, Muay Thai has only recently grown from a little-known combat sport into a near-mandatory study for serious strikers. In Asia, the style has been famous for longer. Kung fu and karate styles have both tested fighters by sending them against Thai boxers, or nak muay. In some cases, even amateur Muay Thai stylists beat them within an inch of their lives. The art earned a reputation for training powerful, tough fighters. | |In the West, Muay Thai has only recently grown from a little-known combat sport into a near-mandatory study for serious strikers. In Asia, the style has been famous for longer. Kung fu and karate styles have both tested fighters by sending them against Thai boxers, or nak muay. In some cases, even amateur Muay Thai stylists beat them within an inch of their lives. The art earned a reputation for training powerful, tough fighters. | ||
|Cut Kick ( | |<b>Cut Kick (1 Point):</b> Your character knows how to deliver powerful round kicks to her opponent’s legs. When you choose this option, your character inflicts one less point of damage than usual, counted after rolling to see if the attack succeeds. However, each kick reduces the opponent’s Speed by 1/4, down to a minimum of 1/4 speed. If you roll as many successes as the opponent’s Size, he falls prone because he’s been swept by her kick. Her opponent can get back up whenever she has the chance, but character movement only recovers at the end of the combat scene.<br> | ||
Iron Skin ( | <b>Iron Skin (2 Points):</b> Your character has hardened his body to physical blows, allowing him to withstand repeated hits with minimal effect. He has an effective armor trait of 1 against bashing attacks only. | ||
Combination Blows ( | <b>Combination Blows (3 Points):</b> Your character can devastate opponents with a flurry of rapid blows. He can make two Brawl attacks against the same target in a single action. The second attack suffers a -2 dice penalty. Your character cannot dodge any attack in the same turn in which he intends to use this maneuver. | ||
Thai Clinch ( | <b>Thai Clinch (4 Points):</b> Your character grabs an enemy around the head and pulls him into a vicious elbow or knee strike. If you establishing a grappling hold as the first part of using the Combination Blows maneuver and inflict damage as the second move, add your Dexterity to your dice pool to attack. The usual –2 dice penalty for Combination Blows applies to the first grappling attempt, not the following attack. This benefit does not apply if your character has already established a hold or in future attempts to damage an opponent from the same hold, but she can always abandon her current hold and try a new grapple to use the Thai Clinch. | ||
abandon her current hold and try a new grapple to use the Thai Clinch. | |||
Brutal Blow ( | <b>Brutal Blow (5 Points):</b> Your character’s accuracy and power are such that his fists are lethal weapons, able to injure or kill opponents. A brutal blow inflicts Strength + 2 Lethal damage instead of bashing damage. The character must spend 1 Willpower per attack. The character can spend multiple Willpower on attacks but cannot spend it on anything else. Note that this Willpower expenditure does not add successes to the attack. | ||
|- | |- | ||
|MAC (Modern Army Combatives) | |MAC (Modern Army Combatives) | ||
|Dexterity ••<br> | |Strength ••<br> Dexterity ••<br> Stamina ••<br> Brawl •• | ||
| | |The character is trained in Modern Army Combatives, the modern military style of hand-to-hand combat that blends a number of fi ghting styles such as Muay Thai to provide a soldier with an all-round means of unarmed self-defense and defense with short weapons (Brawl and Weaponry Skills) | ||
with the | |<b>Tactician’s Sense (1 Point):</b> The character gauges the body language of combatants in his proximity. In game terms, he can make a Reflexive Wits + Perception roll and gauge the base Initiative scores (before a 1d10 is rolled) of all combatants before a fight starts.<br> | ||
<b>Atemi Attack (2 Points):</b> The human body has a variety of pressure points, any of which can cause an opponent great pain. The trained fighter knows where to strike for maximum effect. When striking with a Brawl or Melee attack, the character may ignore up to 1/2 (rounded up) points of the enemy’s Armor protection per dot in this Fighting Style.<br> | |||
<b>Forearm Choke (3 Points):</b> The character applies pressure to an enemy’s carotid artery in an attempt to knock him out. The character must successfully achieve a Grapple attack. The character may apply the choke hold from the following turn. The hostile may attempt to free himself | |||
on his next action with Strength + Brawl. The foe may resist each turn at a cumulative –1 dice pool penalty. When your character has sustained the choke hold for a number of turns equal to the hostile’s Stamina, the hostile is rendered unconscious, and sustains a single point of bashing damage. The Forearm Choke is useless against creatures that do not need to breathe.<br> | |||
<b>Bullring (4 Points):</b> The character is trained in fighting off multiple opponents simultaneously. When the character uses full defense action, they do not subtract -1 die for the first three dodge actions. In addition, if the character splits their dice to dodge, they gain dice to each dodge roll equal to their dots in this Fighting Style. For example, if a character splits their 8 dice pool into a 3 dice attack, a 3 dice dodge, and a 2 dice dodge, if they had 4 dots in MAC, they would add +4 dice to both those dodges and roll 3 dice to attack, 7 dice to dodge, and 6 dice to dodge. | |||
<b>Lethal Strike (5 Points):</b> The character's hands become deadly weapons when the character spends a Willpower point. A successful Brawl strike delivered in a turn in which he spends Willpower delivers lethal, rather than bashing, damage. The character cannot spend Willpower for anything else if they use it to make their blows lethal. | |||
|- | |- | ||
|Kung Fu | |Kung Fu | ||
|Dexterity •• | |Strength ••, Dexterity ••, Stamina •• and Brawl •• | ||
|Your character is | | Your character is trained in one of the many forms of Kung Fu, conditioning his mind and body for the purposes of focus and self-defense. He | ||
with the | may have begun his training at an early age, following in the footsteps of family or friends, or he may have joined a school as an adult for the purposes of exercise or protection. | ||
|<b>Focused Attack (1 Point):</b> Physical conditioning and accuracy allow your character to deliver blows at vulnerable spots on targets. Penalties to hit specific targets with your Brawl attacks are reduced by one. Even when a specific part of an opponent is not targeted, armor against your character’s Brawl attacks is reduced by one.<br> | |||
<b>Iron Skin (2 Points):</b> Your character has hardened his body to physical blows, allowing him to withstand repeated hits | |||
with minimal effect. He has an effective armor trait of 1 against bashing attacks only.<br> | |||
<b>Defensive Attack (3 Points):</b> Your character has mastered the ability to fight defensively. When using this maneuver, your character gains +2 to his dodges, but any attack he makes suffers a -2 dice penalty. He can move no more than his 1/4 his speed when performing a Defensive Attack.<br> | |||
<b>Rapid Strikes (4 Points):</b> Your character can unleash a storm of blows against an opponent. He may a total additional number of extra brawl attacks equal to 1/2 their number of dots in Kung Fu (rounded up). Each extra action is rolled at a cumulative –2 modifier. Thus, he can attempt one additional brawl attack at Kung Fu 1 & 2 with a –2 dice modifier, 2 additional brawl attacks at Kung Fu 3 & 4 at –2 then –4 modifier to dice rolls and 3 additional brawl attacks at Kung Fu 5, at –2, –4 and –6 to the dice rolls. All attacks must be on the same target. The character cannot take any other actions other than Whirlwind Strike on their main action and this maneuver cannot be used as part of an extra action granted by Celerity, Rage, etc.<br> | |||
<b>Lethal Strike (5 Points):</b> The character's hands become deadly weapons when the character spends a Willpower point. A successful Brawl strike delivered in a turn in which he spends Willpower delivers lethal, rather than bashing, damage. The character cannot spend Willpower for anything else if they use it to make their blows lethal. | |||
|- | |- | ||
|Krav Maga | |Krav Maga | ||
|Dexterity | |Strength ••<br>Dexterity •••<br> Wits •••<br>Brawl ••• | ||
|Your character is a | |Your character practices Krav Maga, and has become competent in an unarmed variant of Defensive Striking. | ||
with the | |<b>Immediate Defense (1 Point):</b> The character has learned to act quickly to neutralize a threat and make a fast escape. She gains a bonus equal to her Initiative equal to her Brawl Skill when fighting armed opponents.<br> | ||
<b>Disarming Defense (2 Points):</b> The character twists her torso out of danger while grabbing her opponent’s wrist and pulling him forward, using her own torso for leverage as she tears his weapon from his hand. The character can now use a Disarm that utilizes the Brawl Skill instead of Melee. If this maneuver is executed in conjunction with a dodge, reduce the opponent's strength rating by 2 for the purposes of determining if they are disarmed. Rather than knocking the weapon away, the character takes the weapon from her opponent and may use it the following turn. | |||
<b>Impenetrable Defense (3 Points):</b> The character knows that offense and defense are one in the same. The character may add his rating in his Brawl Skill to his Dodge against a single incoming attack. The character must expend a Willpower point to perform this maneuver. The character can spend multiple Willpower on didges but cannot spend it on anything else. | |||
<b>The First Moment (4 Points):</b> The character has trained her reaction time to a tenth of a second, acting more by instinct than thought. If the character’s initiative roll results in a tie with another character involved in combat, the character automatically acts before his opponents and allies. Initiative Modifiers are not compared, and initiative is never determined by a roll-off. If two characters possess this maneuver, they act at the same time, each resolving their action as if the other had not yet acted. | |||
<b>Finishing the Fight (5 Points):</b> The character moves defensively but knows when to lash out at an enemy to bring him crashing to the ground. To use this maneuver the character declares one (and only one) dodge in a turn. If the dodge results in their attacker missing them, the character can make an immediate, reflexive counterattack against the opponent. The character can benefit from no other dodges that turn. This maneuver costs the character one Willpower point to enact. | |||
|- | |- | ||
|Judo | |Judo | ||
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==Domain== | ==Domain== | ||
Claimed domain is represented on this [https://www.google.com/maps/d/u/0/edit?hl=en&mid=1O5dpzp4Ytk3aKF_9aHSJ2UmKXA_ICvc&ll=29.743818273966305%2C-95.39583798344935&z=13 map]. When you claim domain be sure to reach out to staff and let them know so it can be added to this map. | |||
{| class="wikitable" | |||
|+ Current Domains Held By Kindred | |||
|- | |||
! Kindred/Position !! Clan !! Domain in City | |||
|- | |||
| Ha-Joon/Prince || Toreador || Theater District<br>Montrose<br>Midtown<br>Fourth Ward<br>River Oaks<br> | |||
|- | |||
| Sonja Ashton/Seneschal || Ventrue || Second Ward<br>Magnolia Park | |||
|- | |||
| Estrella Camden-Pierce/Primogen || Ventrue || Central Business District | |||
|- | |||
| Eddie Dubois/Primogen || Brujah || Port Houston<br>Clinton Park/Pleasantville | |||
|- | |||
| Jason Asano/Primogen || Gangrel || Memorial Park | |||
|- | |||
| Abraham Creed/Sheriff || Brujah || Harrisburg | |||
|} | |||
===Domain Grants=== | |||
Domain is granted in the game by powerful vampires -- either the Prince or Primogen. A player cannot purchase the a domain background either in chargen or in character without it being granted or approved by either the Prince or a Primogen in advance. | |||
The Primogen will receive a pool of Domain points that they can grant, which may vary depending on the whims of the Prince. Some Primogen may get more domain points than others. Once they are given these points, the Primogen can distribute them as they see fit, to themselves, other vampires, or even coteries. The Prince remains the ultimate arbiter if a domain will be granted and while it will not happen often, they can override and deny a domain grant by a Primogen. | |||
For example, if the Primogen of Toreador has been given 9 points of domain. They can reserve 4 domain points for themselves to claim the Museum District. That leaves them 5 points to distribute as they wish. They decide to grant 1 Domain to a Toreador Neonate who wants to open a club. They grant 2 domain to a small, up and coming coterie, and 2 more domain to their Clan Whip. | |||
These same Primogen or Prince can revoke those domain grants to any Kindred who displeases them or does not do a good job holding domain. Remember that it is the Kindred who owns the domain's responsibility to defend that turf and uphold the Traditions within it. Failure to do so can have consequences. No Primogen is required to spend all of their domain grants and they can certainly hold some in reserve to offer as incentives for later. For example, if a Primogen grants a coterie 2 points for domain, if the coterie performs well for them, they could be granted another point of domain as a gift for good service. | |||
Last note, all Domain Grants <b>must be purchased with XP</b>, as Domain Territory background, at the regular cost. So, if a Primogen gives your character 4 domain points, you must spend the XP to purchase Domain Territory 4 to claim that and have a practical mechanical effect in the game. | |||
{| class="wikitable" | |||
|+ Current Domain Grants | |||
|- | |||
! Kindred !! Grant !! Assigned | |||
|- | |||
| Clan Toreador || 16 || 6 | |||
|- | |||
| Clan Ventrue || 9 || 3 | |||
|- | |||
| Clan Brujah|| 11 || 7 | |||
|- | |||
| Clan Gangrel || 7 || 4 | |||
|- | |||
| Clan Tremere || 0 || 0 | |||
|- | |||
| Clan Malkavian || 7 || 0 | |||
|- | |||
| Clan Nosferatu || 8 || 0 | |||
|} | |||
===Domain Territory=== | |||
The Domain background is being split into two backgrounds. One is called: Domain Territory and the other is called Domain Influence. Each represents a different portion of turf or territory that your vampire controls. | |||
Domain Territory represents how much territory your character actually controls. The size of your domain. This has no mechanical benefit but represents the extent you can hold someone responsible for the Second Tradition. This stat follows the regular purchasing rules for backgrounds and generational maximums. The only exception is Domain 6. This can only be purchased by someone with the title of Prince who is recognized by the Inner Council of the Camarilla. | |||
Domain ****** A large swath of the cityscape, such as a downtown. You claim domain over 5 grid spaces.<br> | |||
Domain ***** Several neighborhoods in a city. You claim domain over 2 grid spaces.<br> | |||
Domain ***** A single neighborhood in a city. You claim domain over 1 grid space.<br> | |||
Domain *** Half of a neighborhood in a city. You have domain over 1/2 of a grid space.<br> | |||
Domain ** A subdivision within a neighborhood. You have domain over 3-5 blocks of a grid space.<br> | |||
Domain * A single building or structure, like a bar or warehouse. You have domain over a single structure.<br> | |||
A vampire can control any number of Domains up to their 5 dots. So, if a vampire had Domain 5, they could control a single Domain 5 in two grid spaces or they could elect to have Domain 4 and only control a single grid space but have Domain 1 in a nightclub in another part of the city. They also could claim two subdivisions in two different parts of the city with two Domain 2s, and then a 3rd domain in a warehouse in still another section of the city. | |||
Within this domain, your vampire is lord/lady and master. All must respect and obey the laws that the vampire who owns it sets. Depending on the Prince, vampires may even have the Sixth Tradition within it to those who trespass and disrespect them. Vampires who have extensive territory are generally more respected and held in higher esteem, especially if the territory is particularly valuable. | |||
===Domain Influence=== | |||
TBD | |||
===Coterie Domain=== | |||
Exactly how this works will be covered under Anchors, but coteries will be able to pool both Domain backgrounds to create a single, cohesive domain. Remember though that they are limited in their purchase by their total amount of Domain Territory granted by the Primogen or Prince. For example, a coterie of three Kindred has a total of 4 Domain Territory and 3 Domain Influence between the three of them. If they are granted 2 domain by a Primogen, they can allocate 2 of their Domain Territory to that grant (but no more). They can allocate all of their Domain Influence points as they like to help or hurt allies or intruders to that size 2 domain. | |||
==Retainers== | ==Retainers== |
Latest revision as of 15:49, 10 March 2025
NOTE: This page is a work in progress.
Disciplines
The following are house rules which apply to disciplines in the vampire sphere.
Approved Disciplines
The following is the approved list of disciplines for the game and how difficult they are to learn. See the Learning Disciplines and Combination Disciplines section below for more details on learning.
Common Discipines
• Potence
• Fortitude
• Celerity
Uncommon Disciplines
• Presence
• Dominate
• Obfuscate
• Auspex
• Animalism
Rare Disciplines
• Dementation
• Protean
• Thaumaturgy
• Necromancy
• Obtenebration
• Viccisitude
Unique Disciplines
• Temporis
• Valeren
• Visceratika
• Serpentis
• Quietus
• Abombwe
• Bardo
• Daimoinon
• Flight
• Melpominee
• Mytherceria
• Obeah
• Ogham
• Sanguinus
• Spiritus
• Thanatosis
Approved Combo Disciplines
See Vampire Combination Disciplines.
Celerity
System:Each point of Celerity adds one die to every Dexterity-related dice roll, including initiative during a combat round. In addition, the player can reflexively spend one blood point to gain a number of additional full actions equal to her Celerity rating at the beginning of the relevant turn; this blood spend counts against a vampire's generational maximum per turn. A number of these actions equal to half their Celerity (round up) may be attack actions. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn). All non-dodge actions occur on he vampire's turn in the initiative order. A vampire may reserve their dodge actions for any incoming attacks throughout the turn or choose to take the hit. A vampire may not use their standard (non-Celerity) action during a turn to spend the entire turn defending. Characters can also add their celerity rating to number of yards or meters they can move in a turn. Lastly, by spending one blood, the vampire may multiply their movement speed by 1 + their celerity dots. In combat, this accelerated speed lasts one turn. Otherwise, it lasts the entire scene.
Normally, a character without Celerity must divide their dice if they want to take multiple actions in a single turn, as per p. 248. A character using Celerity performs his extra actions (including full movement) without penalty, gaining a full dice pool for each separate action. The extra actions gained through Celerity may not in turn be split further.
Thaumaturgy
Donning the Mask of Shadows
XXXX
Warding
Thaumaturgists can apply their wards to other locations and objects and the purpose of this post is to outline how exactly that works.
Havens
We won't outline how Chantries (and other such locations) work in terms of defenses as those are already well established, but if a Thaumaturge want to ward a location other than a Chantry, they can do so, but it requires a Level 5 Ritual: Dedicate the Haven (DA V20 p 310). Once that ritual is performed on a location, the following defenses can be applied to that location:
Ward versus Ghouls Ward versus Lupines Ward versus Kindred Ward versus Spirits Ward versus Demons Ward versus Ghosts Defense of the Sacred Haven Animated Assistants Scry the Hearthstone
The dedicated haven access to the wards can then be keyed in one of two methods:
The vampires who wish to bypass the wards can volunteer 1 blood point of their vitae and be present at the time that Dedicate the Haven is cast. This will exempt any vampire who donated blood from the haven defenses (including the caster).
At the time of the dedication of the haven, the caster may set a password that can be spoken and it will drop the warding defenses until the password is spoken again. This method is less secure as if the password is found out by an enemy, they can drop those defenses. The caster can change the password as they wish.
Dedicate the Haven is considered to be permanent, though the caster can disrupt the magic anytime they choose and end the magic. Similarly, if the caster of the ritual meets the final death, the dedication of the haven will also drop as the mystic ties to the magic will be severed.
Warded Items
Thaumaturgists can ward other items for characters. This can include weapons or other items but mostly applies to weapons. The terms for warding a weapon or item is as follows:
The item that you want to ward must be acquired through the +equipreq process. Use that process for acquiring your desired item first.
The character the item is for must donate 1 blood point of their vitae and be present for the ritual casting. The item is then exempt from them and the caster being harmed by it. All other characters will be harmed by holding/wielding the item.
The warding on items lasts for a year and a day. The character with the warded weapon will need to find a Thaumaturgist to rework the item at that time but they will have already been considered to have 'paid for' the item they own.
Costs
The above services can be very powerful and it is rare that a Thaumaturgist does not charge a boon (or some equivalent) to do such things on behalf of another Kindred. Haven defenses can cost a Major Boon, while a weapon is at least a Minor Boon per casting of the ritual. A weapon with multiple minor wards can cost multiple boons.
Also, in cases where vampires have to donate their blood to the sorcerer, it is well-known among vampire circles that more than a few thaumaturgists (Tremere especially) are blood sorcerers and giving your blood to any thaumaturge can be a risky proposition, due to the fact that it inherently has a powerful connection to you and could allow them to do terrible things to a character if they so chose. So, while these magics seem a boon, among some vampiric circles, these kinds of magics are widely distrusted as a double edge sword when it comes to help. This does not even account for the fact that the caster themselves is immune to these defenses and could, in theory, drop those defenses when they chose to do so, without your character even being aware of now being exposed to the world.
Finally, the warding costs Equipment dots in accordance with the following:
The character who will claim the warded item will have to purchase 1 of the Equipment background to account for the cost of 1 ward on the item. These costs must be paid at the time the ritual is cast. Note that this is in addition to any other costs paid to acquire the item.
There is technically no limit on the number of wards that can be placed on one item. However, each ward placed on the item beyond the first will cost an additional dot of Equipment. So a sword with 3 wards would cost Equipment 3 (plus any costs incurred for acquiring the item).
Combat Rules
Combat Conditions
Certain combat maneuvers require and can impose special conditions on PCs. The following rules apply:
Size
Size | Creature |
---|---|
1 | Human infant (up to 1 year old) |
3 | Human child (5 to 7 years old) |
4 | Wolf |
5 | Human |
6 | Gorilla / Glabro Garou |
7 | Grizzly Bear / Crinos Garou |
Stun
Some weapons pack such a wallop that if damage successes inflicted in a single attack equal or exceed the target’s Size, he loses his next action.
Knockout
A single blow delivered to the head (+2 penalty to hit) that equals or exceeds the target’s Size in damage might knock him unconscious. A Stamina roll is made for the victim. If it succeeds, he behaves normally. If it fails, he is unconscious for a number of turns equal to the damage done.
Knockdown
A power, weapon or effect forces a target off his feet. A successful Dexterity + Athletics roll allows him to maintain his footing as a reflexive action. If the roll succeeds, the character behaves normally. If the roll fails, the character is forced to go prone. If he has not performed an action in the turn, he loses his action that turn. He cannot perform any tasks and cannot move that turn; he just hits the ground. He can rise again as an action in a subsequent turn. Or once he lands, he always has the option of remaining prone.
In case of a dramatic failure on the Dexterity + Athletics roll, a character falls hard or at an odd angle and suffers one Health point of bashing damage (which may be absorbed automatically if armor is worn).
Immobilization
When a character is held in a grapple by someone else, they are considered immobilized. Anyone who attacks that PC, can do so at -2 difficulty and the character who is immobilized cannot avoid the attack with a dodge.
Flank / Rear Attacks
Flank and Rear Attacks: Characters attacking targets from the flank gain an additional attack die. Characters attacking from the rear gain two additional attack dice.
Point Blank Ranged Attacks
Point blank ranged attacks can be performed at -2 difficulty.
Targeting
Aiming for a specific location incurs an added difficulty, but can bypass armor or cover, or can result in an increased damage effect. The Storyteller should consider special results beyond a simple increase in damage, depending on the attack and the target.
Target | Difficulty | Damage |
---|---|---|
Medium (limb, briefcase) | 1 | No modifier |
Small (hand, head, cellphone) | 2 | 1 |
Precise (eye, heart, lock) | 3 | 2 |
Prone
Ranged attacks suffer a -2 penalty when the target is prone. A standing attacker who uses a Brawl or Weaponry attack gets a +2 dice bonus to hit a prone target in close combat. If an attacker approaches a prone target such that he is about a yard away (within range to be considered in close combat), and conducts a ranged attack at the target, the attack receives the +2 bonus.
Blind Fighting
Combat Points
Characters who are sufficiently high level in a Brawl, Melee, Firearms, and Martial Arts skill can acquire Combat points that will enable them to purchase combat maneuvers within different combat styles. These skill points can be then used to purchase maneuvers from the chart below. Note that Martial Arts Maneuvers are separate and only Martial Arts skill points can be used to purchase them. There may also be additional requirements to acquire certain maneuvers and those will also be listed with it as well. Combat points can be used to purchase maneuvers in any style that the character qualifies for. The only limitation is that Combat Styles that require specific skills such as Firearms, Melee, or Brawl can only be purchased with Combat Points earned in that skill. For example a character cannot purchase a style that requires Firearms with Brawl Combat points. If a Style does not list a specific combat ability as a requirement then any Combat Points can be used to purchase it.
Skill points are acquired starting at Level 3 of a skill in line with the following chart:
Level 1 Ability - No Points
Level 2 Ability - No Points
Level 3 Ability- +1 Free Combat Point
Level 4 Ability- +1 Free Combat Point
Level 5 Ability: +1 Free Combat Point
Additional Combat Points can be purchased for 5 XP per point.
Note that purchasing a maneuver at a certain level unlocks all the maneuvers beneath it. So, purchasing a 3-point maneuver grants you the level 1 and level 2 maneuvers of that style as well. To acquire the next level of a style, players only have to spend the difference between their current level and the level they wish to purchase. For example, if a player has level 1 of a style and gets 2 more Combat Points, they can spend both of that points to raise their style level to 3 and acquire both the level 2 and 3 maneuvers of that style.
Also, note that combat styles and maneuvers are only available to PCs and cannot be purchased by NPCs.
Combat Maneuvers
These maneuvers can be purchased with any Combat Points points acquired through Brawl, Melee, or Firearms. A character must still meet the requirements to use the maneuver.
Backgrounds
Approved Backgrounds
XXXX
Group Backgrounds
XXXX
Base of Operations
XXXX
Domain
Claimed domain is represented on this map. When you claim domain be sure to reach out to staff and let them know so it can be added to this map.
Kindred/Position | Clan | Domain in City |
---|---|---|
Ha-Joon/Prince | Toreador | Theater District Montrose Midtown Fourth Ward River Oaks |
Sonja Ashton/Seneschal | Ventrue | Second Ward Magnolia Park |
Estrella Camden-Pierce/Primogen | Ventrue | Central Business District |
Eddie Dubois/Primogen | Brujah | Port Houston Clinton Park/Pleasantville |
Jason Asano/Primogen | Gangrel | Memorial Park |
Abraham Creed/Sheriff | Brujah | Harrisburg |
Domain Grants
Domain is granted in the game by powerful vampires -- either the Prince or Primogen. A player cannot purchase the a domain background either in chargen or in character without it being granted or approved by either the Prince or a Primogen in advance.
The Primogen will receive a pool of Domain points that they can grant, which may vary depending on the whims of the Prince. Some Primogen may get more domain points than others. Once they are given these points, the Primogen can distribute them as they see fit, to themselves, other vampires, or even coteries. The Prince remains the ultimate arbiter if a domain will be granted and while it will not happen often, they can override and deny a domain grant by a Primogen.
For example, if the Primogen of Toreador has been given 9 points of domain. They can reserve 4 domain points for themselves to claim the Museum District. That leaves them 5 points to distribute as they wish. They decide to grant 1 Domain to a Toreador Neonate who wants to open a club. They grant 2 domain to a small, up and coming coterie, and 2 more domain to their Clan Whip.
These same Primogen or Prince can revoke those domain grants to any Kindred who displeases them or does not do a good job holding domain. Remember that it is the Kindred who owns the domain's responsibility to defend that turf and uphold the Traditions within it. Failure to do so can have consequences. No Primogen is required to spend all of their domain grants and they can certainly hold some in reserve to offer as incentives for later. For example, if a Primogen grants a coterie 2 points for domain, if the coterie performs well for them, they could be granted another point of domain as a gift for good service.
Last note, all Domain Grants must be purchased with XP, as Domain Territory background, at the regular cost. So, if a Primogen gives your character 4 domain points, you must spend the XP to purchase Domain Territory 4 to claim that and have a practical mechanical effect in the game.
Kindred | Grant | Assigned |
---|---|---|
Clan Toreador | 16 | 6 |
Clan Ventrue | 9 | 3 |
Clan Brujah | 11 | 7 |
Clan Gangrel | 7 | 4 |
Clan Tremere | 0 | 0 |
Clan Malkavian | 7 | 0 |
Clan Nosferatu | 8 | 0 |
Domain Territory
The Domain background is being split into two backgrounds. One is called: Domain Territory and the other is called Domain Influence. Each represents a different portion of turf or territory that your vampire controls.
Domain Territory represents how much territory your character actually controls. The size of your domain. This has no mechanical benefit but represents the extent you can hold someone responsible for the Second Tradition. This stat follows the regular purchasing rules for backgrounds and generational maximums. The only exception is Domain 6. This can only be purchased by someone with the title of Prince who is recognized by the Inner Council of the Camarilla.
Domain ****** A large swath of the cityscape, such as a downtown. You claim domain over 5 grid spaces.
Domain ***** Several neighborhoods in a city. You claim domain over 2 grid spaces.
Domain ***** A single neighborhood in a city. You claim domain over 1 grid space.
Domain *** Half of a neighborhood in a city. You have domain over 1/2 of a grid space.
Domain ** A subdivision within a neighborhood. You have domain over 3-5 blocks of a grid space.
Domain * A single building or structure, like a bar or warehouse. You have domain over a single structure.
A vampire can control any number of Domains up to their 5 dots. So, if a vampire had Domain 5, they could control a single Domain 5 in two grid spaces or they could elect to have Domain 4 and only control a single grid space but have Domain 1 in a nightclub in another part of the city. They also could claim two subdivisions in two different parts of the city with two Domain 2s, and then a 3rd domain in a warehouse in still another section of the city.
Within this domain, your vampire is lord/lady and master. All must respect and obey the laws that the vampire who owns it sets. Depending on the Prince, vampires may even have the Sixth Tradition within it to those who trespass and disrespect them. Vampires who have extensive territory are generally more respected and held in higher esteem, especially if the territory is particularly valuable.
Domain Influence
TBD
Coterie Domain
Exactly how this works will be covered under Anchors, but coteries will be able to pool both Domain backgrounds to create a single, cohesive domain. Remember though that they are limited in their purchase by their total amount of Domain Territory granted by the Primogen or Prince. For example, a coterie of three Kindred has a total of 4 Domain Territory and 3 Domain Influence between the three of them. If they are granted 2 domain by a Primogen, they can allocate 2 of their Domain Territory to that grant (but no more). They can allocate all of their Domain Influence points as they like to help or hurt allies or intruders to that size 2 domain.
Retainers
See rules on Retainers located within the Influence System.
Information Exchange
We are adopting a the Anarch background Information Exchange (page 98 of Anarchs Unbound) for a more general use.
Your PC can qualify for it in two cases:
1. You can justify to staff that you have enough connection to Anarchs (or generate it) to get access to their information exchange network.
2. You are a Nosferatu and this represents your connection to SchreckNet.
We will be scrutinizing level 3+ in the skill and it would require a significant connection to the Anarchs or a Nosferatu of some experience and connections.
The background itself remains largely unchanged in how it works:
INFORMATION EXCHANGE
Characters with this Background may use their network to contact other Kindred in order to learn information about specific vampires, local secrets, domain politics, or general rumors about the movements of other sects. The advantage of the Exchange is that it allows those with it to tap into information sources from a global reach.
Each dot of this Background allows you to ask a single question once every two weeks. The Storyteller determines what amount and quality of information the Exchange can offer at a given time. In some cases, the Kindred who make up the Information Exchange may not possess a given bit of information, or may not know it immediately. For example, the Exchange might know about the Prince of a domain, a number of rumors about her past, and even how to contact her, but it’s unlikely to have a detailed schematic of her haven.
Extremely rare tidbits of lore or information might be known by a member of the Exchange, but could be considered to be too valuable to simply share. There’s no such thing as a free lunch, and brotherhood and reputation can take you only so far. Under such circumstances, Anarchs may attempt a Manipulation + Subterfuge roll to mediate a deal for desired information. Alternatively, the Storyteller may allow you to spend two of your usages of this Background for such rare or sensitive information.
Types of information that can be found via the Information Exchange include:
• General information or rumors about a Kindred, such as contact information, general age, known clan and notable lineage, how long said Kindred has dwelled in a city, political affiliations, general reputation, and generation (or a general estimate, such as neonate, ancilla, or elder).
• Information about specific topics, such as basic and brief overviews on a subject relating to Kindred (What is Thaumaturgy? Who are the Setites? What happens when you diablerize? What does a black crescent moon mean?) or personal characteristics of certain Kindred (Why does Prince Vaclav hate the color yellow?).
• Significant status or events in sect politics (What’s happening with the Movement in a Naples? What is the Sabbat interest in Sao Paolo? Who has the Prince of Chicago placed under blood hunt?).
Spending XP
All XP growth should be submitted via the +xpreq command: +xpreq <stat>/<level>=<cost>.
Please do not use the +xpspend commands on the game to do instant purchases.
XP Chart
Trait | Cost |
---|---|
Attribute | current rating x 4 |
New Ability | 3 |
Ability | current rating x 2 |
New Background | 3 |
Background | current rating x 3 |
Willpower | current rating x 1 |
New Merit | 3 X Merit Value (Chargen only) |
Vampire | Cost |
---|---|
New Discipline | 10 |
New Path (Necromancy or Thaumaturgy) | 7 |
Clan Discipline | current rating x 5 |
Other Discipline | current rating x 7 |
Caitiff Discipline | current rating x 6 |
Secondary Path (Necromancy or Thaumaturgy) | current rating x 4 |
Thaumaturgy Ritual | Current rating x 0 |
Virtue | current rating x 2 |
Humanity or Path of Enlightenment | current rating x 2 |
Learning Times
Disciplines
Path levels and Rituals are considered 'Disciplines' for the purpose of these Wait Times.
In Clan Disciplines:
Level 1 = 1 Week
Level 2 = 2 Weeks
Level 3 = 3 Weeks
Level 4 = 4 Weeks
Level 5 = 5 Weeks
Out of Clan Disciplines:
Level 1 = 2 Weeks
Level 2 = 3 Weeks
Level 3 = 4 Weeks
Level 4 = 5 Weeks
Level 5 = 6 Weeks
Thaumaturgy Rituals
Thaumaturgy rituals count toward your XP 'spend' for learning disciplines even though they cost 0 XP to learn. You can learn either a ritual or a discipline, but not both at the same time
Level 1 = 1 Week
Level 2 = 2 weeks
Level 3 = 3 weeks
Level 4 = 4 Weeks
Level 5 = 5 Weeks
Combination Disciplines
Combination disciplines also count against your learning a discipline. You can learn a discipline, a ritual, or a combination discipline but only one of those.
1-8 XP = 1 Week
9-12 XP = 2 Weeks
13-18 XP = 3 weeks
19-24 XP = 4 Weeks
25-32 XP = 5 Weeks
32+ XP = 6 Weeks
Attributes & Abilities
You should include a write-up in your xqreq for all level 4 and 5 requests that explain roughly what your character is doing or has done to learn that attribute or skill at that level.
Level 1 = 1 Week
Level 2 = 2 Weeks
Level 3 = 3 Weeks
Level 4 = 4 Weeks
Level 5 = 5 Weeks
Backgrounds
All backgrounds levels take 1 Week to learn but must be purchased one level at a time.
For example, a player with Allies 0 can buy Allies 1, waiting 1 week. They can buy Allies 2, waiting another week. They cannot buy Allies 0 - 5 in 1 week. It would take 5 weeks of total wait time (and submissions) to get to Allies 5, from Allies 0.
The only exception to this rule is Retainers and Mentor, who can purchase all their levels at the time they are acquired if the player has sufficient experience to do so. The wait time is a number of weeks equal to the highest level purchased.
For example, if a player wanted to purchase a Level 4 Retainer or Mentor, they would spend 15 XP and have to wait 4 weeks, but they would have a Level 4 background at the end of that time.
Virtues, Path, and Willpower
Submit an +xpreq, but these submissions will require good RP and potentially log justification to get approved. These are fundamental changes to a character's outlook, psyche, morals, and ethics.
Multiple XP Spends
Characters can only submit 1 +xpreq in a specific area at a time.
Those areas are:
- Disciplines (which includes Rituals, Paths, and Combination Disciplines)
- Attributes
- Abilities
- Backgrounds
For example, you can have an xpreq in for a Discipline, a Background, and an Ability, but not 2 Disciplines at the same time. All other stats (Virtues, Willpower, Paths) will be decided upon at the time of submission depending on the stat and justification for the raise.
Learning Disciplines and Combination Disciplines
Discipline learning is determined by the rarity of the discipline. Some disciplines are very easy to learn, and others are so unique that only certain bloodlines can manifest them. Note that PCs can teach these skills, but a PC cannot be taught any non-Clan disciplines by an NPC, even a Mentor.
Common Disciplines
Anyone can learn these disciplines with no additional training.
Uncommon Disciplines
If it's not in-Clan for a character, they can learn if someone with it teaches to them and they drink 1 blood point of their blood once. The character can advance the discipline normally on their own after without instruction or further vitae.
Rare Disciplines
If this is not in-Clan for a character, they can be taught by someone who possesses the discipline and then teaches them. They must also drink 1 blood point of their vitae. Due to the difficulty of learning these disciplines, each additional level a character wishes to purchase they must be instructed and drink an additional blood point. The characters can wait out the blood bond (which takes quite a long time) or they can risk being two or even three-step bound to another vampire.
Unique Disciplines
It is not possible for anyone who is not of a Clan for whom this is an in-Clan discipline to learn these. The powers are proprietary to their blood. Note that anyone who becomes Baali with the Rite of Rite of Apostasy can purchase Daimonion.
Combination Disciplines
We are not allowing Combination Disciplines that are clan-specific to be taught to non-Clan vampires, even with a teacher.
Also, in order to learn a combination, discipline you will either need a PC teacher who owns that discipline, or you can work with staff to purchase the Mentor background, and that NPC can instruct you in Clan secrets and other lore. Combination disciplines are something that is a taught skill more than it is simply being able to manifest it via your blood. NPCs from within the game or in your background are not valid for teaching combination disciplines.
The Price of Power
Learning disciplines and combination disciplines are rarely free. The cost for being taught an Uncommon discipline is often a Minor Boon or similar debt. The cost for a Rare discipline could be as much as a Major Boon for a single level and more boons required for additional advancement. A vampire could even demand a Blood Boon or a Life Boon for learning multiple levels of a Rare discipline. So rare and wonderous are Unique disciplines, that vampires with them might even charge boons to learn what powers they have and to utilize them on the behalf of other Kindred.
Combination Disciplines 15 XP cost and under could go for a Minor Boon but those over 15 XP in cost are sufficiently powerful that a PC could demand a Major Boon to be taught those powers.
Torpor Durations
The following are times for being in torpor based on your humanity or path:
Humanity/Path 10: Twelve hours
Humanity/Path 9: One day
Humanity/Path 8: Three days
Humanity/Path 7: One week
Humanity/Path 6: Two weeks
Humanity/Path 5: Three weeks
Humanity/Path 4: One Month
Humanity/Path 3: One year
Humanity/Path 2: Ten years
Humanity/Path 1: One century
Humanity/Path 0: Five centuries
These weeks are all based on in-game time, which translates to 1 RL week = 1 IC week.
Banality
We have made a decision regarding the banality stat and vampires. Our goal in making this choice was to adjust banality to an appropriate level and the biggest driving factor behind the adjustment was that it appears like age is the major determiner in a vampire's final banality, this representing how their unchanging and immortal natures increasingly make them quite rigid, grounded and banal in thought and action.
Starting banality is fixed by age at the following numbers:
Childe = 4
Neonate = 5
Ancilla = 7
Elder = 9
Characters can request to have their banality lowered or raised by up to 2 points, but 4 is the lowest that a vampire can ever go and 10 is the highest.
A general guide for clans and banality:
Less Banal Clans: Toreador, Kiasyd, Ravnos, Tzimisce (Dark glamour), Malkavian
Average Banality Clans: Gangrel, Brujah, Tremere (static, but magical), Setite
Higher Banality Clans: Ventrue, Giovanni, Nosferatu, Assamite, Lasombra
Banality is not generally dynamic and won't change radically in the course of play, but if you feel there is a reason, submit a request to staff along with reason.
Influence System
See Influence System.
Hunting
The Hunt system is managed by players and as vitae is lost, it can be replaced by using the +hunt command in certain room locations throughout the MUSH.
The system works as follows:
1. Vampires lose 1 vitae per day automatically from the system. Vampires can also lose vitae by spending it with the +lose command.
2. Vampires can go to a to a valid grid space and use the +hunt <style> command to regain their blood.
3. Players can see where is valid to hunt by using the +hunt/where command.
4. Players can see what hunting styles are available in a grid space by typing +hunt/here.
5. All of the hunting styles are:
Ambush: Strength + Stealth
Carousing: Charisma + Etiquette
Coercion: Manipulation + Subterfuge
Seduction: Appearance + Performance
Stalking: Wits + Streetwise
Voluntary: Charisma + Leadership
6. The system will roll your dice and output the result.
7. The difficulty of the roll will vary depending on grid space. The hunting difficulties are not listed in the +hunt/where command.
8. Vampires will gain +1 blood pool per success on the roll. Failures yield no blood. A botch will be reported to the system and require a scene with staff.
9. The Herd background will add +1 die to your hunting pool regardless of the hunting style.
10. Vampires can hunt once every 24 hours.
Notes:
• Potence adds to the Strength + Stealth role for Ambush.