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rules [2021/07/09 21:52]
nybn created
rules [2021/07/11 04:36] (current)
nybn [Homebrewed Combination Disciplines:]
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 ===== Homebrew Merits ===== ===== Homebrew Merits =====
  
-6pt - Daywalker+==== 6pt - Daywalker ==== 
 (Thinblood + 14th Generation or 15th Generation only) (Thinblood + 14th Generation or 15th Generation only)
 For some reason you retain the ability to walk in the day. While in sunlight you cannot use or benefit from disciplines, take damage like a mortal but otherwise retain the coldness and pallor of a vampire. For some reason you retain the ability to walk in the day. While in sunlight you cannot use or benefit from disciplines, take damage like a mortal but otherwise retain the coldness and pallor of a vampire.
  
-4pt - Lifelike+==== 4pt - Lifelike ==== 
 (Thinblood + 14th Generation or 15th Generation only) (Thinblood + 14th Generation or 15th Generation only)
 You retain your heartbeat, can eat food, have normal human skin tone and warmth, can enjoy sexual activities normally (though you remain unable to reproduce) and without a bloody mess and don't cry/sweat blood. All but the most advanced medical inspections reveal nothing out of the ordinary about you. You retain your heartbeat, can eat food, have normal human skin tone and warmth, can enjoy sexual activities normally (though you remain unable to reproduce) and without a bloody mess and don't cry/sweat blood. All but the most advanced medical inspections reveal nothing out of the ordinary about you.
  
-====== Miscellaneous Rules ====== +==== 3-7pts - Golconda Seeker ==== 
-===== Willpower ===== +  
- (WP) has one (1) point of temporary WP restored at 12am UTC on Tuesday and Friday. +(Supernatural Merit)
-There is no Blood Point cost for awakening, but every EXP-giving scene your character participates in requires you to spend 1 BP instead (effectively 2 BP per week max).+
  
-===== Herd Background ===== +You have devoted yourself to attaining Golconda, the supernatural state of enlightenment that allows a kindred to surpass the limitations of their curse. You gain the following benefits associated with the number of pts you spent on this merit. 
-Due to the lessened Blood Point tax for awakening, the Herd background has received a rework. Instead of the benefits as detailed in the V20 core book, herd provides a number of free Blood Points equal to your rating in the background x2 every week.+
  
-====== Rules on Ritual Research ====== +3 pts: In preparation for your journey to enlightenment, you must achieve great study and insight of both yourself and the vampiric condition. You may add two dice to your pool when making a roll to further your study and understanding of Golconda or of yourself 
-These rules apply for any kind of blood sorcery. There is multiple steps to complete to learn rituals. +4 pts: You have taken the first steps towards Golconda, and in doing so have learnt to hold tightly to your morals. All degeneration checks you make are at -2 difficulty, and you gain the benefits of the previous level of this merit. 
- +5 pts: As you climb the path to enlightenment, you've learnt to contain your Bestial urges more easily. The difficulties of all rolls made to resist frenzy are reduced by 1, and you gain all benefits of previous levels of this merit. 
-  - You need access to the ritual you want to learn. This might be achieved in different ways. Pyramid Tremere for example could simply go to their Regent and put in a request to learn a certain ritual. Or you might have to steal tomes containing the ritual you want, get taught by a mentor or similar, buy them from NPCs, or have access to them via curated lists for the Library background, Occult Library or Grand Library (Occult) merits. If none of the above or similar apply to you, your character can spend a week (or one night, though they cannot do anything else but feed during that night then) to research said ritual, rolling an extended roll of ‘Intelligence + Investigation, Difficulty 3 + Ritual Level, needing a number of successes equal to ritual level x5’. +6 pts: As you approach understanding of Golconda, you learn to transcend the needs and desires of the vampiric flesh. Once per week, when you wake for the night, you may choose not to expend any BP. You also gain all benefits of previous levels of this merit. 
-  - Once in possession of the ritual in question, you can either learn it by spending EXP (2x Ritual Level), or you can make another extended roll to learn it without EXP expenditure. This roll is made with ‘Intelligence + Occult, Difficulty 3 + Ritual Level, needing a number of successes equal to ritual level x5 (or x10 if it is ritual from a different school than yours, f.e. wanting to learn a Setite Ritual as a Thaumaturgist. However, you may subtract your character’s total number of dots assigned to all of their blood magic paths from the number of required successes, to a minimum of half the normal number of successes.) +7 pts: You have survived the Suspire and attained Golconda. You gain all benefits of previous levels of this merit, as well as the benefits of Golconda detailed on page 299 of the V20 Core Rulebook.
- +
-===== Blood Sorcery Advancement ===== +
-When you gain a new dot in your primary path, you also gain a new ritual of the new primary path level or lower (f.e. gain dot 3 in primary path and can choose a ritual of lvl 1, 2, or 3). +
- +
-====== Homebrewed Combination Disciplines: ====== +
-===== A seat in your heart ===== +
-(Potence 3, Celerity 2) +
- +
-A discipline created by a Baron who loved to hurl chairs at people. You throw a chair, roll dex + ath diff 9 for each chair leg and on 3 suxx, stake the sucker. +
- +
-Botch - Take 2 bashing damage from hitting yourself with the chair. +
-Fail-  You miss. +
-1 -2 suxx - Deal leathal dam based on a str + melee roll diff 6. +
-3 suxx - Stake that sucker! +
- +
-This power costs 18 experience points to learn. +
- +
-===== Irresistible Voice ===== +
-(Presence 4, Dominate 1) +
- +
-Whenever you activate a Dominate power, you may spend 1 Blood Point in order to bypass the need for eye contact, as your considerable presence and gravitas carry the command through words alone. This does not apply to voices transmitted through electronics, media such as phones, television, apartment door-buzzer speakers, etc. +
-As usual, this doesn't circumvent your target needing to be able to understand your commands. +
- +
-This power costs 20 experience points to learn.+
  
 +You must have a Path rating of 7 or higher and a Conscience or Conviction rating of 4 or higher to take any dots in this merit. If your ratings ever fall below this threshold, you lose all benefits of this merit until they are restored.
 ====== Vitae and the Blood Bond System ====== ====== Vitae and the Blood Bond System ======
 Vitae keeps its bonding properties after it leaves the veins of a Kindred for about 1-2 weeks, provided it has been stored properly. Magical means can potentially preserve the bonding and other properties for longer. Vitae for the purpose of blood sorcery and the Principle of Sympathetic Magic, stays useable for about 4 days after it has left a Kindred’s veins, unless preserved by magical means.  Vitae keeps its bonding properties after it leaves the veins of a Kindred for about 1-2 weeks, provided it has been stored properly. Magical means can potentially preserve the bonding and other properties for longer. Vitae for the purpose of blood sorcery and the Principle of Sympathetic Magic, stays useable for about 4 days after it has left a Kindred’s veins, unless preserved by magical means. 
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 1: There are some things even I won't do. I do not serve. 1: There are some things even I won't do. I do not serve.
 +====== Miscellaneous Rules ======
 +===== Willpower =====
 + (WP) has one (1) point of temporary WP restored at 12am UTC on Tuesday and Friday.
 +There is no Blood Point cost for awakening, but every EXP-giving scene your character participates in requires you to spend 1 BP instead (effectively 2 BP per week max).
 +
 +===== Herd Background =====
 +Due to the lessened Blood Point tax for awakening, the Herd background has received a rework. Instead of the benefits as detailed in the V20 core book, herd provides a number of free Blood Points equal to your rating in the background x2 every week.
 +
 +====== Rules on Ritual Research ======
 +These rules apply for any kind of blood sorcery. There is multiple steps to complete to learn rituals.
 +
 +  - You need access to the ritual you want to learn. This might be achieved in different ways. Pyramid Tremere for example could simply go to their Regent and put in a request to learn a certain ritual. Or you might have to steal tomes containing the ritual you want, get taught by a mentor or similar, buy them from NPCs, or have access to them via curated lists for the Library background, Occult Library or Grand Library (Occult) merits. If none of the above or similar apply to you, your character can spend a week (or one night, though they cannot do anything else but feed during that night then) to research said ritual, rolling an extended roll of ‘Intelligence + Investigation, Difficulty 3 + Ritual Level, needing a number of successes equal to ritual level x5’.
 +  - Once in possession of the ritual in question, you can either learn it by spending EXP (2x Ritual Level), or you can make another extended roll to learn it without EXP expenditure. This roll is made with ‘Intelligence + Occult, Difficulty 3 + Ritual Level, needing a number of successes equal to ritual level x5 (or x10 if it is ritual from a different school than yours, f.e. wanting to learn a Setite Ritual as a Thaumaturgist. However, you may subtract your character’s total number of dots assigned to all of their blood magic paths from the number of required successes, to a minimum of half the normal number of successes.)
 +
 +===== Blood Sorcery Advancement =====
 +When you gain a new dot in your primary path, you also gain a new ritual of the new primary path level or lower (f.e. gain dot 3 in primary path and can choose a ritual of lvl 1, 2, or 3).
 +
 +====== Homebrewed Disciplines and Combination Disciplines ======
 +===== Obeah =====
 +
 +**One Dot - Augury of Sickness**
 +
 +On vampires, a roll of Intelligence+empathy gives one answer regarding their physical condition per success. On any other creature, Intelligence+medicine reveals any illnesses they have, and paths of treatment.
 +
 +*This combines the one dot Sense Vitality with the two dot Augury of Sickness. They were almost redundant.*
 +
 +**Two Dots - Aesthetic Touch**
 +
 +On vampires, this allows then to ignore wound modifiers for one round per success on a Willpower roll. On any mortal creature, this will put them to sleep. On all it acts as an aesthetic, removing pain, and can be used in surgery.
 +
 +*This is the same as the v20 version.*
 +
 +**Three Dots - Corpore Sano**
 +
 +Vampire bodies heal without instruction. On touch, this uses the actor's blood to heal wounds. Lethal can be healed for 1bp, aggravated for 2. On mortals, this can be used for surgery based on the findings of Augury of Sickness. Successes on augury lowers the difficulty for surgery. For surgery, the area or wounds must be touched directly.
 +
 +*This changes healing a vampire to a simple touch so that it could be used in combat. It uses the rules for mortals from Revised.*
 +
 +**Four Dots - Peacemaker**
 +
 +Upon spending two willpower points, those in the nearby area become unable to take violent action. To break this requires a willpower roll, but the distance from the user changes the difficulty. Within 5 meters the difficulty is 8, at 5-10, it is 7, and at 10-15, it is 6. These difficulties can be raised by 1 by spending an additional 2 points of willpower. Frenzy checks become easier to pass by 2. On failure, the opponent can only sit passively, but anyone who is attacked is free to act. This is used in negotiations as well, as it promotes agreement in the moment, though it can often end in buyer's remorse later. It affects everyone in the given area.
 +
 +*This is a 3 dot power from Revised, but with difficulties more defined. It's close to what the four dot power Shepherd's Watch does, but is actually useful.*
 +
 +**Five Dots - Mens Sana**
 +
 +This power purifies the mind. It can provide temporary relief from insanity by spending two blood points and succeeding on an Intelligence+Empathy roll, difficulty 8. By drawing the soul of the target into their third eye, the Salubri can repair a derangement permanently, as well as improve Path or Humanity scores. The Salubri rolls Stamina+Empathy against a difficulty of 12-the subject's current Humanity rating. This provides the target with the opportunity to buy Humanity up to their combined virtue rating. This xp cost can be shared by the Salubri. Finally, by spending a willpower point, a demonic possession can be drawn into the eye for banishment. This requires a contested roll of the Salubri's Humanity versus the opponent's willpower. The winner is the first to achieve 3 net successes. Once success is achieved, the Salubri spends a second willpower point to trap the demon.
 +
 +*This combines Mens Sana and Unburden the Mind. Both are mostly rare cases that involve spiritual degeneration. It also changes the cost of repair to the xp needed to increase it normally.*
 +
 +**Six Dots - Renewed Vigor**
 +
 +The Salubri touches the target and spends
 +a full turn concentrating. The player spends a point of Willpower. At the end of the turn, the target is healed of all damage, including aggravated damage. If the character attempts any other action but the laying of hands during this turn, the Willpower point is lost and
 +no healing occurs. The Salubri can use this power on herself.
 +
 +*This is the six dot discipline from Revised. The other choice, Father's Judgement, which is less powerful, but was too offensive to fit with the theme.*
 +
 +===== A seat in your heart =====
 +(Potence 3, Celerity 2)
 +
 +A discipline created by a Baron who loved to hurl chairs at people. You throw a chair, roll dex + ath diff 9 for each chair leg and on 3 suxx, stake the sucker.
 +
 +Botch - Take 2 bashing damage from hitting yourself with the chair.
 +Fail-  You miss.
 +1 -2 suxx - Deal leathal dam based on a str + melee roll diff 6.
 +3 suxx - Stake that sucker!
 +
 +This power costs 18 experience points to learn.
 +
 +===== Irresistible Voice =====
 +(Presence 4, Dominate 1)
 +
 +Whenever you activate a Dominate power, you may spend 1 Blood Point in order to bypass the need for eye contact, as your considerable presence and gravitas carry the command through words alone. This does not apply to voices transmitted through electronics, media such as phones, television, apartment door-buzzer speakers, etc.
 +As usual, this doesn't circumvent your target needing to be able to understand your commands.
 +
 +This power costs 20 experience points to learn.
 +
 +
  
  
rules.1625885532.txt.gz · Last modified: 2021/07/09 21:52 by nybn