Thursday, July 10, 2014

Wheeled Transportation

Transportation in this world is an odd mixture of the past and the future, integrating concepts like the carriage with computer guided navigation. The rich tend to employ self-guided carriages, while the less well-off pilot their own. As for terminology, the self-guided models are referred to as carriages while the human piloted versions are referred to as cars.

Here is an example of a Carriage:

Interior View:


Here are some examples of cars:







Vamping Out

The discipline allows a kindred to let the Beast come closer to the surface, making it easier to channel the blood into physical might. Experienced vampires can surprise elder Kindred with the suddenness of their extra power, though allowing the Beast so near the surface also has its down side.
System:
Vamping out costs two blood points to activate, and the change takes one turn (usually three seconds). A vampire may remain vamped out for one scene, or until the character chooses to return to normal. While vamped out, the character experiences the following benefits and drawbacks:
The vampire's face takes on a more bestial, demonic aspect - a lower brow, feral eyes, and prominent fangs (which cannot be retracted during the power's duration). The vampire's Appearance is accordingly reduced by two, although all Intimidation rolls are made at -2 difficulty.
The Beast is drawn closer to the surface, so that for the duration of the power all rolls to resist frenzy or Rotschreck are made at +2 difficulty.
The real benefit of this power is the extra physical prowess it offers; for each dot of vamping out, a vampire receives two dots to distribute between physical attributes as they choose. These dots are temporary and act in every way as if the vampire had spent blood to enhance their physical attributes, except that all dots are bestowed in the same turn.
Example:
Stu the Nosferatu has Strength 3, Dexterity 4, and Stamina 3, and three dots in Vamping Out. He spends two blood points to activate the power, and after a turn he has become a bestial, demonic creature. Since he has three dots in the discipline, Stu has 6 temporary dots to allocate to his physical attributes as though he had spent blood to enhance them. Thus, he allocates 3 dots to strength, 2 to Dexterity, and 1 to Stamina, instantly giving him the benefit of Strength 6, Dexterity 6, and Stamina 4. He may further improve these scores using the normal rules for spending blood on physical attributes (paying especial attention to the temporary nature of scores more than one over the vampire's generational maximum).

Salto

Salto is a sister discipline to Obfuscate, Obtenebration, and Temporis. It is a discipline that encompasses the understanding and manipulation of space and time. The name itself is derived from Latin, and means 'to leap', for indeed the kindred possessing this discipline seems to be able to leap through space and time in an instant.

Pass Barrier ●
This most basic ability allows the kindred to defeat simple solid barriers by stepping past them in a very limited form of instantaneous teleportation. This is highly limited in several ways. The barrier must be no thicker than the kindred's outstretched arm, it must be composed of some solid material (which may include mystical substances), and the area beyond must be relatively free of obstacles.
If these criteria are met, the kindred can simply 'step' from one side of the barrier to the other in a single action.
System: Perception+Dodge roll, difficulty 6
Cost: 1 Bp
A botch indicates that the kindred is stuck within the barrier. This will automatically cause ten Health Levels of Damage, but some of this may be soaked by Fortitude alone.

Assail ●●
This ability allows the kindred to vastly increase the range and height of her leaps. For a few moments she suspends her relationship to space and gravity in a limited sense. While she can be observed in the process of these leaps, she is no longer subject to the natural laws of physics. She can accelerate or slow ascent and descent, or even pause in mid-leap. Natural forces such as wind and gravity have no effect upon her while in this state. Unnatural forces such as attacks will affect her normally during this action, however.
System: Perception+Athletics roll, difficulty 6
Cost: 1 Bp
Botch or fail: The leap is completely normal.
1 success: Can extend a leap up to twice normal distance.
2 successes: Up to three times normal distance.
3 successes: Up to five times normal distance.
4 successes: up to ten times normal distance.
5 successes: up to twenty times normal distance.

Sidestep ●●●
This ability allows the kindred to avoid encounters or attacks with relative ease. For a few seconds she will seem to be in two places at once, and the intent of her opponent will be focused upon where she was, rather than where she is - which is directly behind her opponent.
If used, Sidestep must be the kindred's first action of any round. If Celerity is also being used, the next actions cannot be attacks, or the effectiveness of Sidestep is negated. If Sidestep is effective, the attention of the opponent is distracted completely by the afterimage of the kindred, rendering any attacks or actions against the kindred ineffective.
This is also a very useful way to avoid persistent attention, although it cannot be used upon anyone that is more then ten feet from the kindred.
System: Perception+Dodge roll, difficulty 6
Cost: 1 Bp
1 success: The afterimage is relatively unconvincing, and the opponent can re-acquire their focus within one turn or action.
2 successes: The afterimage is convincing enough that it may take two actions or turns for the opponent to realize they have been fooled (Unless the actions are attacks, which pass through the afterimage.).
3 successes: The afterimage is completely convincing, the opponent may continue speaking or acting towards the afterimage for a few turns (Unless the actions are attacks, which pass through the afterimage.).
4 successes: The afterimage is completely convincing, the opponent may continue speaking or acting towards the afterimage for several turns (Unless the actions are attacks, which pass through the afterimage.).
5 successes: The afterimage is overwhelmingly convincing, the opponent will convince themselves they are seeing it react appropriately to whatever actions they are taking against it, including attacks, for several turns.

League-Step ●●●●
At this level the kindred can imbue a single step with the ability to traverse great distances. In a single step she can teleport instantaneously significant distances horizontally or vertically.
This action brings with it certain risks, since the kindred may not know the details of where she is going to arrive. While she cannot necessarily appear within a solid object, her attempt will be blocked and repelled by solid objects occupying the space in which she intends to arrive.
System: Perception+Stealth roll, difficulty varies depending on the range desired:
Cost: 1 Bp
Line of sight up to one hundred feet: difficulty 6
Out of sight up to five hundred feet: difficulty 7
Out of sight up to a quarter mile: difficulty 8
Out of sight up to a half mile: difficulty 9
Out of sight up to a mile: difficulty 10

Counter ●●●●●
This is the only truly combative application of Salto. With this the kindred can avoid and counter any physical attack. She will seem to teleport a very short distance to one side or the other from an attack, putting herself in immediate range for a counterattack. The effect of Counter always moves the kindred to the nearest open ground in the vicinity of the attack (which could be detrimental on a ledge or precipice).
When used, Counter must be the kindred's first action of any round, and even without Celerity it allows one response action to be taken.
System: Perception+Brawl roll, difficulty varies with attack type:
Cost: 1 Bp
Normal Brawl or Melee attacks: difficulty 6
Accelerated Brawl or Melee attacks (Celerity): difficulty 7
Non-physical Discipline or Magical attacks: difficulty 8
Firearm attacks: difficulty 9 or 10 depending on handgun or rifle (at close range only)

Bloodworking

Bloodworking

It’s a terrifying thing to see. In the space of a second, a vampire using the Discipline sprouts wickedly sharp, hollow protrusions made of blood, bone and solidified body fat. A fingertip extends into a spike so fast it can punch out an eye; a hand becomes a mass of foot-long blades, skin erupts in rough, jagged plates. And all of this happens in absolute silence, the only sound the grunts of the vampire’s victim as he becomes impaled on what was, less than a second ago, a bare hand, and the sigh as his blood vanishes, sucked into the vampire’s body by countless hungry mouths.

• Fingertongue
The vampire learn first how to create hundreds of tiny, hollow needle-sharp points on their fingers. The little plates that protrude from the vampire’s fingertips (and which look a bit like a flatter, paler barnacle in texture) aren’t big enough to cause damage, but they can pierce skin and suck in blood, meaning that when this power is activated, the vampire can drink through her fingers.
Cost: None
Dice Pool: No roll necessary: this power activates automatically.
In order to drink blood, the character needs to be able to touch and hold her opponent. She can drink through her fingers at the same rate as a vampire with fangs can drink normally – at a rate of one Vitae and or lethal damage per turn. Because the tiny capillaries on her fingertips don’t cause the effects of the Kiss, the vampire may need to grapple her opponent. The site of such a feeding is inhumanly clean. The skin where such a wound is inflicted becomes dry and calloused, drained completely of moisture and slightly flaky and dusty to the touch for a few days afterward. Victims drained completely by a hungry vampire can leave an entire corpse in such a condition, practically mummified by the experience. The vampire can also use the capillaries on her fingers to suck in blood from a container or from a puddle on the ground, again at a rate of one Vitae per turn.

•• Skewer
The Vampire can now grow blades and spikes from her hands and arms, which look like a weird organic collection of stalactites and bony, serrated knives, all melted into one mess of blades and spikes.
Cost: 1 Vitae
Dice Pool: Stamina + Bloodworking
When activated, the blades remain on the character’s hand for the rest of the scene or until canceled. The skewer does Strength +1 Lethal for every success in the activation roll, or Strength +1 Aggravated for every two successes. The character uses Strength + Brawl to attack with the blades and spikes. Because the blades grow from the muscles surrounding the character’s fingers, the character has difficulty manipulating objects with his hands. While these spikes are extended, he suffers a -2 penalty to all Dexterity-based dice pools involving handling or controlling things manually. Really fine manipulation (on a level with sewing or setting a watch, for example) is impossible. If the character spends an extra Vitae in the same turn that he activates this power, he can use it in conjunction with the level 1 power, meaning that the blades can suck in the blood of the victim with every successful attack at a rate of 1 vitae per hit. This hurts the one being drained. A lot.

••• Bloodshell
Bloody, bubbling ichor bursts through the vampire’s skin and congeals into a hideous, thorny shell. This is practically impossible to hide (and it completely ruins tight clothing).
Cost: Two Vitae
Dice Pool: Stamina + Bloodworking
The armor created by this power lasts for the rest of the scene. It grants 1 point of armor per success against Lethal and 1 armor against Aggravated damage per two successes.

•••• Fleshdart
The vampire grows a vicious-looking spike of blood, bone and stale, solidified fat in the palm of his hand, which he can eject with lethal force.
Cost: One Vitae
Dice Pool: Stamina + Bloodworking.
For every success in the activation roll, the vampire creates 1 dart. The dart counts as a normal thrown attack. The dart does Strength +2 Aggravated damage. Its max range is equal to the character’s Strength + Dexterity + Athletics in yards. The attack uses the dice pool of Dexterity +Athletics.

••••• Erupting Quills
The vampire’s entire body explodes into an array of blades and spikes, some of which leave her body altogether, like a porcupine’s quills. The power shreds her clothes but impales anyone and everyone around her within range.
Cost: Two Vitae
Dice Pool: Strength + Brawl + Bloodworking
Roll Results:
Botch: The blades erupt inwards, causing three Health points of aggravated damage to the character.
Failure: The points of Vitae are spent, but apart from a rippling under the skin, nothing happens.
Success: Everyone within a 1 yard for every point of strength the vampire possesses takes points of Aggravated damage for every success the player rolled. The explosion of blades is so fast, it gives no chance of using Dodge, although armor protects against the assault as if it were a close combat attack.

Powers and Disciplines

I'm including some possible powers our players can develop over time. I am willing to work with any player to come up with powers they would like their characters to have. I am not terribly experienced with the powers of Werewolves and Changelings, so I do not have some ready examples at this point; however, let me know if you want to create some with me. So gimme an e-mail and let me know what you folks want!