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PostSubject: Specific Rules   Thu Jan 26, 2017 9:41 pm

Grafting - SUBJECT TO CHANGE

Grafting is the ability to add foreign bodies or even material to your own body. Grafting is possible to do in several steps, according to how high in level you are.

The Practitioner needs at least level 4 Medicine. Level 5 will give more dice.

Vicissitude has obvious advantages when it comes to this, but even so, a determined Vampire can still do some things with determination and skill.

System: The player must expend blood during the procedure, in fact the ordeal of breaking the whole body takes so much strain that a full round of blood is expended, thus it is impossible to use blood for any other reason. Since a full round worth of blood is spent, that means the blood cost will get higher as the generation gets lower. Then the player rolls Stamina + Medicine ( 8 )

The amount of successes will determine what level of grafting is possible.
Botch your attempt leads you to hemorrage massively, each turn hereafter you lose 3 points of blood, until you have succesfully healed from 8-Stamina points of damage. If you only have 1 ponit Stamina then you immediately enter torpor and bleed out, left to the mercy of whoever finds you. At that point you will hopefully have learned your lesson.

Failure: You lose 3 points of blood, and have to give up as your body's vampiric powers are too much to overcome.

1 Success: The user must be grafting living tissue from a mortal body, but it can be an animal or human.

2 Successes: The user can graft dead body parts from a mortal creature.

3 Successes: The user can graft dead materials such as wood, metal or plastic may be successfully implanted, but these are in no way animated they must be joined with existing muscles/nerves to be usable. To succeed with this, an additional roll of Vicissitude + Medicine (10) is needed, a success indicates full use of the body part, failure means it hangs dead, even if it was successfully attached. A shileding plate might still work as intended though.

4 Successes: The user can graft vampiric body parts, which creates a permanent level 1 blood bond to the other Vampire (if they survive the process)

5 Successes: The user can now graft even harmful materials into their body, even magical or supernatural ones. Fae, werewolf, or even foreign objects such as a holy cross. objects must be attached as described at 3 successes. Harmful Materials still retain their harmful effects, and will effectively cancel out whatever is opposing them, or kill the patient. A Holy cross which causes 2 points of aggravated damage would remove 2 points from Fortitude. Lethal components drain Stamina in the same manner. Storyteller is final judge of damage.


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PostSubject: Re: Specific Rules   Thu Jan 26, 2017 9:41 pm

Insanity SUBJECT TO CHANGE

Insanity can be cured via the use of Dementation/Domination and Auspex. Auspex to determine and specify the illness, and Dementation/Domination to revoke them

Auspex level 2 gives -1 difficulty to the roll while level 4 gives -2 to the difficulty.

The healer does not have to have Auspex, but someone else may assist with Auspex at a +1 difficulty.
If nobody can assist then a succesful Psychoanalysis session is necessary for the Dementation/Domination user to perform the change.

Dementation/Domination is needed at level 5

System: Roll Dementation/Domination ( 8 ) at least one success is needed, and for each success one insanity may be removed.

Botch: The particular madness the patient had is now permanent as per the Malkavian flaw, win some lose some.
1 Success: The cure lasts 1 night.
2 Successess: The cure lasts 1 week.
3 Successess: The cure lasts 1 month, and difficulty to remove it on a second attempt is easier by 1 point.
4 Successess: The cure lasts 1 year, and difficulty to remove it on a second attempt is easier by 2 points.
5+ Successess: The cure is permanent, and the patient will never be subject to it ever again.

Malkavian vampires can never be cured of their original madness... (except at perhaps extremely low generations, per ST approval)
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PostSubject: Re: Specific Rules   Fri Feb 03, 2017 1:37 am

True faith - SET RULES

1) Any character with Faith may attempt to ward off vampires by brandishing a holy symbol or uttering prayers. (This is the Hollywood cliche of the vampire being held back by a crucifix.) The person rolls Faith against a difficulty equal to the vampire's Willpower. The number of successes indicates the number of steps backward the vampire is forced to take. If no successes are scored, the vampire need not step back but may not advance. A botch indicates that the vampire may advance unhindered. Further, if the cross, Bible or other symbol is placed against the vampire's body, each success causes an aggravated health level of damage, burning into the flesh.

2) A mortal with a Faith rating of 2 or more may resist vampiric Dominate by spending Willpower (one point typically protects for a few turns)

3) A person with a Faith of 3 or more may sense the presence of a vampire. She need not consciously try to sense a vampire's presence, but must be in peaceful, quiet surroundings - perhaps alone in thought, praying, reading Torah, meditating on the Bible, etc. The person will not sense the vampire's presence if she is preoccupied (e. g, arguing) or in a crowded, noisy place (jostled by a mob, in the midst of a raucous banquet, etc.) This ability need not be infallible; the Storyteller should let the person sense the vampire only when it is dramatically convenient. Note that the person cannot know exactly what she senses through her Faith; all that she will know is that something unclean or evil is nearby.

4) The mortal may not be turned into a ghoul and is unaffected any mind-altering Disciplines like Presence and Obfuscate.

5) The person is so pure, so holy, that she can fill a vampire with self-loathing, disgust, terror, even physical pain. Any vampire hearing the person pray, preach or recite psalms, or being touched by the person, may be forced to flee immediately by any available means. A vampire who is unable to flee is reduced to a gibbering wreck, flailing on the floor and screaming, sobbing or begging forgiveness. To avoid fleeing, the vampire must either expend one Willpower point per turn or must make a Stamina roll each turn (difficulty of 5 + her own Intelligence). That's right - the higher the vampire's Intelligence, the higher the difficulty, because the more tortured and guilty she will feel.


True Faith - Nonstandard rules

Blessing
Faith objects can be used to deal damage as per True faith rating, water that is blessed through true faith has the same damage rating as a held symbol (True faith level in dice = Aggravated damage)

Consecration
Faith can allow the creation of holy objects, that may do as much damage as the True faith level at maximum, this damage is not additive however, but will work in the hands of any other individual as well.

Level 1 detailed.

When a holy person decides to use level 1, they must affect either:

SOUND) Pray loudly from holy scripture (although from memory is perfectly fine)

SIGHT) Display holy symbol

A combination of both yields best results as the vampire who do not notice the Holy effects do not react to them. However, the vampire cannot consciously avoid them, as long as they know they are avoiding holy prayers, the prayers will actually affect them.

There are three results:

Success: indicates how many steps the vampire must step back
Fail: The Vampire cannot step closer
Botch: The Vampire is unhindered.

For success the following apply as well:

1) The Vampire is frozen for three turns, or until damaged.
2) If the Holy person moves closer, the Vampire stands still, so the Hunter may approach the Vampire, but not vice versa
3) The effect wears off immediately once the Holy person gets out of the area, or stops using the power.

For Failure the following applies as well:

1) The Vampire can move freely, as long as they don't move towards the Holy person, an invisible circle around the holy person keeps the Vampire away, if somehow the Vampire is forced within, they suffer Level 5 effects
2) The Vampire suffers penalties against the Holy person, acting against them becomes more difficult, but the level of difficulty is up to the storyteller.

For Botch the following applies as well:

1) The Vampire has automatic initiative to move against the Holy person.


Level 3 detailed.

The Holy person may know specific details if the story benefits from it, for example, not only that 5 evil vampires is in the next room, but perhaps also their:

FEELINGS) The Vampires state of mind.
GENERATION) Or rather power, a powerful Vampire might very well give a stronger response
NATURE) Particularly interesting natures are Monster and Penitent..

However if these work or not is random each time.

Level 4 detailed.

Also grants immunity to Blood bond.
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