Tuesday, October 28, 2014

New Combo Power



Prescient Perception
Praestantia 3 and Auspex 2
Cost: 20
With this power, the user is able to continuously see milliseconds into the future, giving them the ability to operate without the need for sight or hearing. When using this ability, the user may use their dots in Praestantia instead of their Perception stat. Using Praestantia in this way, the character may not use Praestantia for the bonus dice it normally grants. If the user is blind or deaf and uses this power they are at +2 to all social roll difficulties due to the character reacting to statements that have yet to be said.

More New Disciplines



Mimir
Cost: 1 Vitae per round
Dice Pool: Each dot of Mimir subtracts one die from all incoming attacks directed at the character, so long as the character is aware of them. Against damage that does not stem from a direct attack (such as a car crash), the vampire enjoys the benefits of armor equal to his dots in Mimir. This Discipline does not protect against the legendary weaknesses of Kindred -- fire or sunlight.
Action: Reflexive

Praestantia
Cost: 1 Vitae per scene
Dice Pool: Praestantia is unlike many other Disciplines in that it is not actively rolled. Rather, it provides a group of benefits, many of which affect other rolls.
When a character has Praestantia active, her dots in Praestantia are added to any Dexterity-based rolls made with the following Skills: Archery, Athletics, Brawl, Dodge, Firearms, Melee, and Stealth. Note that Strength-based rolls with those skills are not enhanced.
Secondly, a character using Praestantia can choose to abort any failed action involving the Praestantia Skills, even if the dice pool was based on Strength. This means that, after rolling, the player can choose to do nothing that turn, rather than deal with the consequences of a failed (or dramatically failed) roll.
Praestantia cannot be invoked more than once per scene. That is, you may not spend a second vitae to double the benefits of Praestantia.
Action: Reflexive

Both disciplines count as being rare for the purposes of creation of EH/Natural Vampires.

Sunday, October 26, 2014

Chalice of Caine


This chalice was found in the sarcophagus of the Niktuku.

Chalice of Caine
This chalice is rumored to be the cup Caine used when embracing his two childer. A small amount of Caine's blood soaked into the metal, imbuing it with abilities that can benefit both mortals and vampires alike.

The chalice is capable of changing a mortal into a kindred, if them consume blood from it. The blood may be theirs, or from some other human. The clan the mortal becomes is random, however, they do not receive that clan's weakness.

The chalice is also capable of empowering the blood of a vampire either temporarily or permanently. The vampire may attempt to empower their blood permanently safely once, every attempt afterword increases the chances of becoming disabled or destroyed.

System: When a mortal wishes to become a vampire, the player rolls 10 dice then subtracts the number of successes from 13 to determine their generation; a botch results in the character becoming 14th generation. When a vampire wishes to increase the power of their blood temporarily the player expends 1 blood and rolls 10 dice, subtracting the number of successes from their generation to a maximum 5th generation; a botch means nothing happens and they may not use the chalice for one full night. To decrease their generation permanently a player expends 1 blood, then rolls 10 dice and subtracts the number of successes from 13. If the resulting number is less than their current generation, the vampire may decrease their generation to resulting number. For the second try and every try after the vampire permanently decreases their blood pool by 2 if the result of the roll is more than their current generation. A botch means that the vampire may not use the chalice ever again to permanently decrease their generation.

New Discipline

Humanitas

* Viage of Life
Effect: This power requires no expenditure of blood or willpower. The power allows the vampire to appear as life like as any other human being. The vampire may turn the power on and off at will.

** Warmth of the Living
Effect: This power requires the expenditure of 1 blood point. Until the vampire sleeps, the vampire produces body heat equivalent to a normal human being. The vampire may end this ability at any time, though they must spend another blood to activate it again. This power is very useful for traveling in freezing weather, since normally a vampire would freeze solid in such weather.

*** Sustenance of Mortals
Effect: Once per day the vampire may consume food and receive actual sustenance from it. The vampire must consume a number of pounds of food equal to their blood potency. If the vampire is of the generational type they must eat a number of pounds equal to 13 minus their generation, with a minimum of 1 pound. The food may be cooked or raw, neither form provides an advantage or disadvantage. After consuming the meal the vampire's body produces 1 blood. The blood created from this food functions exactly as blood taken from a mortal. Any food consumed beyond the requirement has no further effect.

**** Pleasures of the Flesh
Effect: The vampire is capable of enjoying sensations that they once enjoyed in life. Smells, textures, and other sensation the mortal form can experience so now the vampire can as well. This power also allows the vampire to experience new sensations, rather than replays of previous experiences. This ability allows the vampire to once again experience and enjoy sex. All of the vampire's fluids remain blood based as before. This power gives a vampire a connection to mortals allowing them a deeper insight into their behaviors. All social rolls made when interacting with mortals are at a -2 difficulty.

***** Return of the Natural Humors
Effect: The vampire's body produces all the fluids that a mortal body may produce. If the vampire wishes they may produce excrement, at the cost of 1 blood point. The most useful aspect of this power is the capability of being able to breed like a human once again. A male need only expend one blood point to create fertile semen. Fertility for a female is much more involved, at the time of the coupling they must spend a single blood point. The female must then expend 1 blood point per day of the pregnancy on top of the normal blood needed to function throughout the day. The pregnancy lasts for 9 months allowing for the natural birth of the child. The vampire may end the pregnancy at any point. A child produced from a coupling with a mortal produces a dhampir, a child produced from a coupling with another vampire produces a Pure Blood vampire.

***** * Mortal Temperament
Effect: The vampire no longer possess the fears and other emotional difficulties intrinsic to their vampiric condition. The vampire is no longer subject to frenzying of any kind including from being hungry. The vampire no longer fears the sunlight and fire, and can operate during the daytime normally. The vampire is still physically vulnerable to sunlight and fire. With this ability the vampire takes on one of the frailties of mortal beings, the need for sleep. A vampire now requires at least 6 hours of sleep per day, those that forgo sleep receive a cumulative +1 difficulty to all rolls for each day they do not sleep.

***** ** Skin of Man
Effect: The vampire is capable of withstanding the harsh light of the sun, though while being exposed to sunlight they are limited to the actions they may take. While exposed to sunlight the vampire may not use disciplines or expend blood, lest they take damage. For every discipline or point of blood the vampire uses while exposed to sunlight, they take 1 level of unsoakable damage. While in direct sunlight the damage taken is aggravated, while in indirect sunlight the damage taken is lethal. This limitation does not extend to blood used for this discipline as well as this discipline.

External Hemovore Rules

Blood Potency Attribute / Skill /
Discipline Maximum
Max Vitae /
Max Vitae per Turn
Vampires can feed from...
1 5 10 / 1 Animals +
2 5 11 / 1 Animals +
3 5 12 / 1 Humans
4 5 13 / 2 Humans
5 5 14 / 2 Humans
6 6 15 / 3 Humans
7 7 20 / 5 Vampires
8 8 30 / 7 Vampires
9 9 50 / 10 Vampires
10 10 100 / 15 Vampires

When creating a new vampire, a character picks out 3 disciplines to be their Natural Disciplines (A.K.A In Clan). There are three categories of Disciplines from which a character may choose: Common, Uncommon, and Rare. Powers chosen from the Common category come at no cost to the vampire, meaning they only possess the general weaknesses of a vampire. Powers chosen from the Uncommon and Rare come at a cost to the vampire, imparting special weaknesses to the individual; these weaknesses are referred to by vampires as 'Humilities'. Every Uncommon discipline requires the vampire to take a 1 point flaw, with Rares requiring a 2 point flaw. A character may choose any combination of points (ex: someone taking a rare discipline may take a 2 point flaw or two 1 point flaws). A character may take an extra Natural Discipline at the cost of 1 extra point per flaw: Common cost 1 point, Uncommon 2 points, and Rare 3 points or any combination there of. The vampire does not receive the points from these flaws. These flaws are the standard flaws taken from the vampire source material.

Common:
Physical -
Celerity, Fortitude, Pernicis*, Potence
Non-Physical -
Animalism, Auspex, Dominate, and Presence

Uncommon:
Physical -
Purpose*, Salto*, Vamping Out*
Non-Physical -
Chimestry, Dementation, Flight, Melpominee, Mortis, Mythercia, Obeah, Obtenebration, Protean, Quietus, Thanatosis, Thaumaturgy, Valeren

Rare:
Physical -
Tachyus*, Vitality*
Non-Physical -
Caroscapha*, Fascination*, Gangrel Runic Sorcery (Referred to as just Runic Sorcery)*, Illumination*, Memoria*, Necromancy, Psyberpathy*, Tranquillus*, Umbracuro*, Vicissitude, Visceratika.

Any discipline marked with a * can be found on this site at the bottom of the page under New Disciplines: http://www.kismetrose.com/vtm/VampireDisciplines.html

Any discipline not marked with a * can be found on this site:
http://reference.l2fury.com/index.php/Disciplines

Increasing Blood Potency costs Current Lvl x 8

Sunday, October 19, 2014

Sek-Rei Arms

In the intervening years between the time the group entered and left the dead world, Rei worked to expand Sekirei's arms production industry. With the outbreak of the Night War and the disappearance of Sekirei, Rei had to scale down the scope of her operation. Sek-Rei arms supplies the armed forces of numerous nearby city-states. Rei has used the profits from her company to fortify the city and strengthen it's economic position in the area through sponsoring various merchant caravans. 


Sek-Rei Arms SIR – 1 (Standard Issue Rifle)
Damage: 7
Range: 100
Rate: 1/3
Clip: 30 + 1
Conceal: N

Sek-Rei Arms SICA – 1 (Standard Issue Combat Armor)
Bashing: 2
Lethal: 2
Aggravated: 1
Dex Penalty:

Strigoi


The Strigoi are the second most common sight on the night-time battlefields, the most common being the rank and file shovel-heads. Through the lines of information the group has gathered, some insights have been gained about these monsters.
They do not fit into a particular clan, Assamites and other blood-sorcerers state that their blood is a mix of so many clans as to be unidentifiable. Though it is obvious that whatever they are, they lack any shred of humanity they have once had. They operate on a completely bestial set of ethics and morals, breaking all people in the world into three categories: people they eat, people they fear but can kill, and people they fear that are capable of killing them. Their societal structure is broken into pods controlled by an alpha creature. Pods usually contain between three and seven members. The alpha is blood bound to a vampire referred to as Strigoi Master. The master appears to have some form of telepathic communication with the alpha of the group, and seems to be able to command them with absolute control. There have been numerous instances of the master ordering his Strigoi into a situation that is obviously suicidal. The Strigoi in turn entered into the situation without hesitation.
Physically, Strigoi are incredibly strong, swift, and resilient far beyond that of an average vampire. While they are vulnerable to UV light, they show a stronger resilience to it than other members of the seven. Their bodies are covered with bone plates, making them exceptionally resistant to cutting and piercing damage. They possess three digits on their hands and feet, ending in thick claws that they use to efficiently dispatch their prey. Unfortunately, they require nearly five times the amount a normal vampire needs to wake themselves. Usually they are kept in a form of torpor until they are needed, due to their incredible appetite. Their creation and upkeep is very resource intensive, meaning that they tend to be used in smaller numbers.
The tactics used with the Strigoi usually involve numerous waves of shovel-heads to soften a target's defenses, then the Strigoi being used to finish the slaughter. When they are used against Garou, they are used at the front of the line with silver caps on their claws.

Sunday, October 12, 2014

Time keeps on slipping into the future...



Through some sort of 'gut feeling' or power, you all feel time slipping away. Though it appears to flow normally for you, it feels as if it is barreling forward in the world you are from. Any time dependent powers or abilities work normally for you, though if they depend on the outside world they expire quickly.

Lost time is never found again.
- Benjamin Franklin

The Journal of H.H. Holmes






July 20th, 1886
I came into possession of numerous pieces of 'art' after the untimely death of Ellena Timsley. Poor miss Timsley seems to have choked on a piece of chicken during supper, it saved me from the necessity of doing away with her myself. Soon I will be able to leave this abattoir that passes for a city, the proceeds from the art should facilitate my journey west. One piece of art I find particularly fascinating, though the craftsmanship is rather crude.

July 24th, 1886
The statue speaks to me in my dreams, I am nary able to attain more than an hour of rest before it invades. I feel that I am nearing my wits end, for I know it sits in Morpheus' realm laying in wait for my return. Its whispering is incomprehensible, though I feel the intention behind the speech is propositioning in some way.

July 27th, 1886
I understand now, and though it is beyond my own ken, I believe. The statue has told me that it wishes to empower me, to give me the respect and attention I deserve. All I must do is continue my experimentation on the lesser folk in the city, focusing on the fairer sex.

August 3rd, 1886
The statue has directed me in the creation of an item referred to as a phylactery. Using this 'phylactery' I may trap the spirits of my work to empower myself. After the creation of enough of these items, the statue states that I may move on to the next portion of the plan.

August 18th, 1886
I have created enough of these phylacteries for our purposes. I have been able to secure the trust of sad woman who has the gall to refer to herself as a doctor. I was able to secure a lien against all of the fixtures her store, to pay to purchase it, the bank needed little in the way of proof that I owned the store.

Found Amoungst the Rubble


Assassin's Gun
Damage: 8L
Range: 35
Rate: 2
Ammo: 6
Notes: The report of the gun is far louder than it should be, and no means (magical or otherwise) may deaden the sound. The target may not dodge or avoid the shot, and all soak rolls receive +1 difficulty. Line of sight is still required for an attack to be made. 


Aegis Shield
Anyone wielding this shield receives a +10 on all soak rolls against all types of damage even if the source of the damage comes from behind the cover of the shield. The user may attempt to parry with the shield, receiving a +3 bonus to the roll.