User Tools

Site Tools


rules

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
rules [2021/07/10 04:13]
nybn
rules [2021/07/11 04:36] (current)
nybn [Homebrewed Combination Disciplines:]
Line 204: Line 204:
 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). 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: ======+====== 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 ===== ===== A seat in your heart =====
 (Potence 3, Celerity 2) (Potence 3, Celerity 2)
rules.1625908417.txt.gz · Last modified: 2021/07/10 04:13 by nybn