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Vampires tend to be solitary creatures but many produce offspring. Most cities have their own rules and regulations. The younger the population, the greater the opportunity to perform acts of cannibalism.
Vampires tend to be solitary creatures but many produce offspring. Most cities have their own rules and regulations. The younger the population, the greater the opportunity to perform acts of cannibalism.
Vampires tend to be solitary creatures but many produce offspring. Most cities have their own rules and regulations. The younger the population, the greater the opportunity to perform acts of cannibalism.
ness. There is no Camarilla or Sabbat. There are no Clans, Bloodlines, or legends of Caine, the Antediluvians or the Book of Nod. Vampires tend to be solitary crea- tures but many produce offspring (for a variety of reasons). Occasionally two or more solitary Vampires may form an un- easy alliance in order to protect their turf. Laws Every city has their own rules and regula- tions. Some are anarchistic wilderlands, others heavily regimented city-states. The laws that most Vampires accept are: Secrecy: Do not let the humans know that they exist. Disputes: Private duels are the safe and honorable way to handle quarrels. Terms of the duel are up to the participants. Cannibalism: Cannibals are des- pised, mostly as being threats to the status quo reign of the Elders. Generally speaking, the younger the Vampire populace, the greater the opportunity to perform acts of cannibalism without fear of repris- al. Status: A delicate balance of pow- er and respect that most Vampires adhere to. Those who choose to ig- nore this system often become so- cial pariahs or are even exiled from the city. Character Creation When creating a character, you should first come up with a basic outline of the characters background and personality. Then, assign ratings to your three Attrib- utes. All Vampire characters possess three Attributes (Physical, Social, Mental) which are ranked by their relative strengths. The strongest, or Primary Attribute receives a rating 5. The Secondary Attribute is given a rating of 3 and the Tertiary (or weakest) Attribute is rated at 1. Next, choose five skills, talents or areas of expertise that coincide with your charac- ters Concept. These are called Concept Traits and are each rated at +2, meaning that theyll add two points to your charac- ters Base. In addition, you can choose two Side Traits which represent either ex- ceptional qualities (beauty, quick reflexes, a calm heart) or outside interests apart from your Concept (for example, an ex- con who became a priest would still know how to pick a lock). If you so choose, you can also take just one Side Trait at +2. Although Side Traits can be "stacked" dur- ing a Test, you can only use one of your Concept Traits at a time. All characters start with three Level 1 Dis- ciplines, which are detailed at the end of this document. Alternately, the player may opt to select the first 2 levels of any one Discipline. Example: I'm going to play Jacob, a 30 year old Catholic priest who was turned into a Vampire back in the early 1990's. Prior to becoming a priest, Jacob served some time in prison for numerous counts of petty larceny. It was there that he found religion. His Base Attributes are going to be ranked in the order of Social / Mental / Physical: 1 Physical Trait 5 Social Traits 3 Mental Traits His 5 Concept Traits are: Perform religious ceremonies +2 Knowledge of the Catholic Church +2 Public Speaking +2 Empathy +2 Speak Latin +2 His 2 Side Traits are: Boxing +1 ( Jacob boxed in school and used his knowledge to defend himself when in jail) Lock-picking +1 (Jacob is an ex- con and used to break into cars and houses to rob them) His 3 Disciplines are: Animalism (Level 1: Feral Whis- pers) Presence (Level 1: Awe/Dread Gaze) Fortitude (Level 1: Endurance) Blood Besides Concept Traits and Side Traits, characters also have another very effec- tive way of increasing their Base scores (albeit temporarily). Vampires can spend ("burn") Blood Points to increase their Physical Attribute, Willpower to increase their Mental Attribute and Status (when dealing with other Vampires) to boost their Social Attribute. Blood Points are represented with red poker chips. White poker chips are used for Willpower and blue chips denote Status. Vampires start with a pool of five Blood Points (unless sired by another character, in that case his pool of Blood is one less) and must spend one Blood Point to awak- en each evening. If a Vampire ever reach- es 0 Blood Points, he will suffer one Dam- age Level for every night he awakes with- out using Blood. A character may elect to stay asleep through the night, in which case he wont lose Blood or take Damage Levels. Characters without Blood Points may not regain Willpower Points. Vampires can use their Blood in a variety of ways: Blood Points can be used to in- crease the total of their Physical Attribute (one Point/+1 increase) Blood Points can be used to heal non-Aggravated Damage (one Point/level of healing) One Blood Point and one Willpower Point can be used to heal one level of Aggravated Damage per night Blood Points can fuel the use of a Discipline (though not all require the expenditure of Blood) Blood Points can be used to feed another Vampire, enthrall a mortal or create a new Vampire Vampires regain Blood Points by consum- ing human or animal blood. Typically, a rat or bird will provide one Blood Point and larger animals will provide up to two Blood Points before expiring. Large mammals (cows, etc.) and humans provide up to three Blood Points before dying of Blood Loss (larger animals do have more blood but it isnt as potent as a humans). Vam- pires can also regain Blood by drinking the blood of a Vampire, although this method is not without its risks. Drinking the blood of the same Vampire on three occasions will cause the character to become en- thralled to their benefactor. Elder Vam- pires (those with more potent blood) can completely restore a younger Vampires pool of Blood Points with but a single drop (in game terms one Blood Point). Once per night, Vampires with Dominate, Morpheus or Presence may gain a single Blood Trait from a human victim without resorting to a hunting challenge. Willpower Player characters start the game with three Willpower Points, represented by white poker chips (Elder Vampires receive five). These can be used to boost your Mental Attribute during a Test and are al- so used to power certain Disciplines. You may also use one point of Willpower dur- ing one Physical Test per night. Willpower can also be used to ignore wound penal- ties for one Test. Willpower is gained far more slowly than Blood Points one Willpower Point is re- gained at the beginning of each game ses- sion. Status Status Points (blue poker chips) are given out according to the characters position within Vampire society. Most Vampires start without Status and must acquire it during the game. Typically, a pool of ten Status Points is distributed amongst high-Status Vampires to disseminate throughout the populace. Those players are free to give out Status to their associates or to those who per- form tasks or favors for them. Status, un- like Blood and Willpower, isnt spent. Vampires can only use up to five Status Points per Test without actually losing any of them. If one chooses to spend more Status, that Vampire must forfeit all Sta- tus he spends past the limit of five. Experience Experience (represented by yellow poker chips) is given out each game to represent the character's growth and experience among the Undead. All characters start the game with one Experience Point (which may be used before the game even begins) and will receive an additional point per game. Extra Experience Points may also be awarded to players exhibiting exceptional role-playing or to those who otherwise contribute to the betterment of the game. Experience may be spent in the following method: 1 Experience Point raises an Attrib- ute score by one point (up to five). 2 Experience Points raises an At- tribute score by one point (past five). 1 Experience Point will add +1 to an existing Side Trait (up to +2) 2 Experience Points will add an ad- ditional Side Trait (must be taught or learned) 1 Experience Point will replenish a lost Willpower Point. 3 Experience Points gives the Vampire an additional Willpower Point (past his or her maximum). 3 Experience Points will give the Vampire a Level One Discipline 6 Experience Points will give the Vampire a Level Two Discipline 9 Experience Points will give the Vampire a Level Three Discipline Example: Jacob, an Elder Vampire with one Childe, starts the game with: 5 Blood Points 5 Willpower Points 10 Status Points One Experience Point His Childe begins the game with: 4 Blood Points 3 Willpower Points 0 Status Points One Experience Point If Jacob gives 2 Status Points to his Childe then his Status drops to 8. If he were to use 7 of his remaining Status Points to win a challenge, he would lose two of them, making his total Status 6. Basic Mechanics Anytime your character does something which cant be role-played (such as firing a gun or jumping a chasm), its called a Test. When making a Test, decide what exactly youre trying to accomplish and what is standing in your way. If that "something" is another character, then that is called an Opposed Test. If the only thing standing in your way is the difficulty of the chosen task, then its called an Un- opposed Test. When dealing with an Unopposed Test, compare the characters total with the tasks difficulty (which can be determined using the following table): Difficulty Base Easy 3 Average 5 Difficult 7 Very Difficult 9 When determining the winner of an Op- posed Test, simply compare the totals of the two opponents. The higher score wins the test (ties always favor the defender). Combat is the most frequently used type of Opposed Test. The general rule is that both parties explain their respective goals. If one character wishes to grab the other and throw him up against a wall (and wins), then she does so. If the character wishes to get away as fast as possible (and wins the Test), then she does so. Damage Levels If the characters goal is to inflict physical damage on the other character (and he wins), then the other character will suffer a wound (possibly more). All characters start the game at the OK Damage Level. This means that he is free of injury and fully capable. If that character suffers one or more wounds, he will begin to suffer Damage Levels and possible deleterious effects. Damage Level Effect OK Unharmed the starting level Bruised The character is winded but suffers no other effects Hurt The character is injured and cannot make use of any Concept Traits Incapacitated The character is unconscious or nearly so. He can only heal his wounds and spend Willpower Dead/Torpor The character, if human, is Dead. If a Vampire reaches this state he will fall into a sleep-like state (called Tor- por) and can only be awak- ened by being fed the Blood of a Vampire. Final Death Vampire can only be killed (Final Death) by receiving 5 Damage Levels of "Aggra- vated Damage" caused by sunlight, fire and certain su- pernatural attacks). Weapons Weapons add to the attacks total (during the Test phase) and sometimes also to the attacks damage. Note that Aggravated Damage will inflict the same penalties as normal Damage (or a combination of the two) but should still be kept track of sepa- rately for healing purposes. Also, incurring five levels of Aggravated Damage will de- stroy a Vampire. Weapon Base Modifier Damage Modifier Damage Type Vampire Teeth +1 None Aggravated Feral Claws +1 +1 Aggravated Punches & Kicks +0 None Non- Aggravated Knives, small fire- arms +1 None Non- Aggravated Swords, large fire- arms +1 +1 Non- Aggravated Fire NA +2 Aggravated Sunlight NA +3 Aggravated Wooden Stake * * Non- Aggravated * A staked Vampire automatically drops to Incapacitated and cannot heal his wounds until the stake is removed. A hammer must be used to drive the stake in (which cannot be done unless the Vampire is asleep or restrained) except if the Vam- pire wielding the stake has Potence (level 2 or higher). Note that Firearms can be used with the Mental Attribute if the character is aiming at his target. Characters may also opt to use Mental (or some combination or aver- age of Physical and Mental) when dueling. This is at the players discretion. Example: Jacob is shot by a Vampire (in- flicting 2 points of damage) which puts him at "Hurt." Then, his attacker slashes him with Feral Claws (causing 2 points of Aggravated damage). If Jacob cant or doesnt heal himself, he will fall into Tor- por and only the Blood of another Vampire will be able to revive him. If Jacob does heal the normal damage, he will still be "Hurt" (from the Feral Claws attack). After suffering 2 levels of Aggravated Damage, Jacob will meet Final Death if he suffers 3 more levels of Aggravated Damage. Mass Combat Vampires are by their nature solitary hunters, but occasionally the need will arise for two or more to cooperate in sub- duing a victim or an opponent. For each additional person assisting the Vampire, he gains a +1 bonus to his Base score, up to his Mental Attribute (so a Vampire with a Mental Attribute of 3 could have no more than three "assistants" and will gain no further benefit from additional help). Cannibalism There is no formal name for the act of kill- ing a Vampire by draining it of its Blood. To do so, the victims entire Blood Pool must be drained (drinking more Blood than your limit will cause you to suffer an equal number of Damage Levels as you vomit up the excess). Then, when the Vampire is drained of Blood, compare Willpower Points. If your Willpower is greater, you will (in essence) drain the Vampires life-force and destroy it (excep- tionally old Vampires will quickly decay or turn to dust). Draining a Vampire takes about a minute for each Blood Point drained and another ten minutes to con- sume its Life-force. If the Vampire was higher Generation, you will gain its Side Traits for the remainder of the evening. If the Vampire was lower Generation, then your Blood Pool is in- creased by one and you gain that Vam- pires Side Traits permanently. Disciplines Animalism: Animalism allows the Vam- pire to communicate with the minds and spirits of common beasts. Level 1. Feral Whispers The Vampire may communicate with any animal, issue it simple commands and converse with it telepathically.
Level 2. The Beckoning The Vampire may call forth a varie- ty of birds, beasts and vermin equal to his Mental Attribute (plus any modifiers from Concept or Side Traits).
Level 3. Transference By spending a Willpower Point and staring into the eyes of an animal, the Vampire is able to transfer his consciousness into that of the beast. The Vampire can perform anything that the animal is capable of doing, as well as travelling out- side during the day. Auspex: Auspex gives the Vampire her powers of extra-sensory perception and acute senses. For some reason, Vampires cannot use this Discipline against their progeny to read their auras, their minds or to detect their presence if hidden through Obfuscation. Level 1. Heightened Senses The Vampires sense have becom- ing supernaturally acute, allowing him to track by scent, see in near- total darkness and hear the beat- ing of a human heart. Those with Heightened Senses are also im- bued with a sixth sense which will alert them to unseen presences and dangers. To use Aura Percep- tion requires an Opposed Mental Test.
Level 2. Aura Perception The Vampire can see the shimmer- ing corona of colors surrounding sentient beings. By examining this aura the Vampire can sense moods and discern truths from falsehoods. She will also be able to discern the individuals true nature. To use Au- ra Perception requires an Opposed Mental Test only if the Vampires target is attempting to mask his or her feelings (such as when telling a lie).
Level 3. Psychometry The Vampire can now gain insight into the nature or history of any- one or anything he touches. After winning a Mental Test, the Vampire may gain an impression of any ob- ject he touches (ask the objects owner one question regarding that object).
Questions about specific individuals may not be asked. So rather than inquire "Did Jacob use this dagger to kill his Sire?" the Psychometrist should ask, "Was this dagger used to kill someone?"
The Vampire can also use this abil- ity on an individual, but must es- tablish skin to skin contact to do so (possibly requiring a Physical Test). Like objects, individuals may not be asked questions about other people.
Psychometry may also be used to learn the relative age of an ob- ject/individual and also the emo- tional state of the person (or if an object, then the emotion most strongly associated with it). Celerity: The three levels of Celerity in- crease the Vampires reaction time and speed. Each level adds +1 to all Physical Tests involving speed and agility. Higher levels of Celerity also enable the Vampire to automatically avoid attacks or engage multiple opponents within the same round. Example: Zachariah (who has Celerity Level 2: Rapidity) is facing two human gang members. Zachariah may spend a Blood Point to pre-empt both their actions and attack them or attack one gang member and automatically dodge any at- tack the other or automatically avoid both their attacks. If Zachariah had Celerity level 3: Fleetness, he would be able to strike one of the humans and still auto- matically avoid both their attacks. Level 1. Alacrity By spending a Blood Point, the Vampire may pre-empt any char- acter that does not possess Alacri- ty.
Level 2. Rapidity By spending a Blood Point, the Vampire may pre-empt any char- acter that does not possess Rapidi- ty. The Vampire may also engage two different enemies within the same round of combat.
Level 3. Fleetness The Vampire may pre-empt anyone without Fleetness by spending one Blood Point. The Vampire can also engage any number of opponents (although he must be within arms length in order to physically attack them). Dominate: The power to bend minds and break wills. Vampires must make eye con- tact with the person they wish to Domi- nate. This ability has no effect on those of lower Generation than the Dominator. Level 1. Command The Vampire can hypnotize her vic- tim and issue them a single com- mand, which must be followed. This Discipline requires a Mental Test.
Level 2. Forgetful Mind The Vampire can re-shape, create or erase memories of past events. This Discipline requires a Mental Test.
Level 3. Possession The Vampire is able to take over the mind and body of an individual if he has more Willpower Points than his victim. This Discipline re- quires a Mental Test. Fortitude: The three levels of Fortitude increase the Vampires physical stamina and resilience. Each level also adds +1 to any Test involving toughness or stamina. Level 1. Endurance The Vampire receives an extra "OK" Damage Level.
Level 2. Resilience The Vampire can spend one Blood Point to change Aggravated dam- age to normal damage.
Level 3. Aegis The Vampire can spend one Blood Point to avoid Final Death for one round or ignore the effects of a single attack. Morpheus: The power over the sleep and dreams of both the Living and Undead. Level 1. Trance The Vampire can cause a mortal to fall fast asleep with but a word. Us- ing this Discipline against a Vam- pire will cause him to become calm and complacent for the duration of the scene (this ability cannot be used to pre-empt an attack). Using Trance requires a Mental Test.
Level 2. Haunting The Vampire is able to insinuate himself into the dreams of others. He may give the victim beautiful dreams or terrifying nightmares which will cause the victim to lose a Willpower Point (either from blissful entrancement or mortal terror). This use of this Discipline requires a Mental Test.
Level 3. Night Caller The Vampire can now cause physi- cal harm to befall his victim through his dreams. The Vampire must spend a Willpower Point and win a Mental Test in order to cause a Damage Level to a human victim (who will wake up to find himself bleeding). Vampiric victims suffer the loss of an additional Blood Point upon waking (or a Damage Level if the Vampire's Blood Pool is depleted). Obfuscation: Using this Discipline, the Vampire can shield his presence others and can even disguise his appearance. Level 1. Unseen Presence The Vampire can cloak his pres- ence from the minds of other be- ings. An Unseen Presence can be detected by someone with Height- ened Senses (though Aura Percep- tion must be used to learn the Un- seen Presences identity) who beats the Obfuscated Vampire in a Mental Test.
Level 2. Mask of 1000 Faces The Vampire can disguise his true appearance by becoming "a face in the crowd." A Masked Vampire can be detected by someone with Heightened Senses (though Aura Perception must be used to learn the characters true identity) who beats the Obfuscated Vampire in a Mental Test.
Level 3. Soul Mask The Vampire can prevent others from detecting his presence or his true nature and can even alter his aura at will. A Soul Masked Vam- pire cannot be detected using Auspex. Potence: The three levels of Potence in- crease the Vampires physical strength. Each level adds +1 to all Physical Tests involving brute strength. Level 1. Might No added bonus, the Vampire is stronger than an Olympic weight- lifter.
Level 2. Vigor The Vampire can do an additional level of Damage in hand-to-hand combat. The Vampire is able to lift a dumpster.
Level 3. Puissance The Vampire can do Aggravated damage with his bare hands. The Vampire can pick up (and throw) automobiles. Presence: The Vampires personal cha- risma is so great that he projects an aura of grace and authority. Level 1. Awe/Dread Gaze The Vampire can call anyone within sight to his side or may instill them with mortal terror as to drive them away. Those who have been called forth will feel awe in the Vampires presence, while those driven off will be unable to approach the Vampire for the rest of the scene. This Discipline requires a Social Test.
Level 2. Summon The Vampire may summon anyone she has met previously to her side. The summoned person will try to get there as quickly as possible and will not consciously know who summoned them or why. This Dis- cipline requires a Social Test.
Level 3. Majesty No one may approach the Vampire with anything less than respect, awe and even reverence while this Discipline is active. One Willpower must be spent to even attempt to attack or otherwise show disre- spect to a Vampire using Majesty. Protean: This Discipline represents the Vampires ability to alter its very shape and substance, allowing it to grow claws, transform into an animal or become a formless vapor. Each Protean Discipline costs 1 Blood Point to use and the effects last until sunrise (unless purposely negat- ed by the Vampire). Level 1. Feral Claws The Vampires fingernails can be- come long and razor-sharp, ena- bling him to inflict grievous wounds upon his victims.
Level 2. Shape of the Beast The Vampire can change her shape to resemble a wolf or bat while still retaining her consciousness and in- tellect. A bat-form gains the ability of flight while a wolf-form enables the Vampire to temporarily possess the Heightened Senses Discipline. Wolf-forms can also inflict Aggra- vated damage.
Level 3. Mist Form The Vampire can transform into a mist-like apparition without form or substance. While in this form the Vampire is immune to fire and only takes one Aggravated wound per round from exposure to sunlight. The Vampire cannot attack or be attacked while in this form. Psychogenesis: The power of mind over matter enables the Vampire to move ob- jects with his mind, speak telepathically or travel the earth without leaving her seat. Level 1. Telekinesis The Vampire may reach out with his mind and move an object through space without physically touching it. The object cannot be heavier than something a normal human could carry in one hand and the object can only move at walk- ing speed.
By expending a Willpower Point, the Vampire can lift a mass equal to its own body weight (including himself, offering a limited form of levitation) or move something through space at running speed (a blade moved at such a speed could be used to slash or stab an oppo- nent).
Level 2. Telepathy The Vampire can now read the minds of those around him and communicate with others without the need for spoken words. By spending a Willpower Point, a Vampire can also "listen in" on a telepathic conversation as long as he is near one of the participants. The Vampire can only use telepa- thy on a number of individuals equal to or less than his Mental At- tribute (so a Vampire with a 1 in his Mental Attribute can only con- verse with one person at a time). To use Telepathy requires an Op- posed Mental Test.
Telepathy may also be used to is- sue commands via Dominate, alt- hough eye contact must still be es- tablished.
Level 3. Astral Projection By spending a Willpower Point, the Vampires spirit may be freed from its body, enabling it to move through space at phenomenal speed. The Astral Spirit is intangi- ble and invisible, save to those with Heightened Senses, and is able to appear as a ghostly appari- tion for ten seconds by spending an additional Willpower Point.
While in this form, the Vampire is immune to all attacks (save from those by another Astral Spirit combat is handled normally except that the Mental Attribute is used and damage is considered Aggra- vated), fire and sunlight (although its body is helpless while the spirit is outside).
Vampires may only use the Disci- plines of Auspex and Psychogene- sis while Astrally Projecting. An Astrally Projecting Vampire will cease to exist if either his spirit or his body reaches Final Death. Translocation: The power to crawl up walls like a spider or travel through the air is the power of Translocation. Level 1. Lizards Gift The Vampire can move along sheer surfaces and even crawl along ceil- ings.
Level 2. Ghost Walk The Vampire is able to pass through any portal (a door or win- dow), even if it locked or barred to prevent entry. The Vampire can Ghost Walk additional persons and objects by spending a Willpower Point and touching or holding them as he uses this Discipline (Vam- pires can only Ghost Walk a num- ber of people/objects up to his Mental Attribute). A portal which has been permanently sealed (or near-permanently by being bricked-up, nailed shut, etc.) can- not be passed through by the Ghost Walker.
Level 3. Levitation The Vampire may effortless float up into the air and with sufficient concentration (spend one Willpow- er Point), may even fly. Credits Rules & Concepts by Jared A. Sorensen Additional Material by Mike Sause Based on Vampire: the Masquerade by Mark Rein*Hagen Special Thanks to: Rebecca Richkus The Marin Masquerade LARP Troupe (Alex, Andy, Arlo, Brendan, Chuck, Eric, Erika, Gabe, JT Kenny, Lisa, Marc, Matt, Sara H and Sarah J)