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Vampire Homebrew basics

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Laylyn
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https://whitewolf.fandom.com/wiki/Potence

Potence

Potence is the Discipline that endows vampires with physical vigor and preternatural strength. Vampires with the Potence Discipline possess physical prowess beyond mortal bounds.

Overview

Vampires that master the Potence Discipline possess physical strength beyond mortal bounds. This Discipline is responsible for the legends of vampires possessing the strength of 10 men. Potence allows vampires to leap great distances, lift massive weights, and strike opponents with terrifying force.

Even the lowest ranks of this power gift the Kindred with physical might beyond mortal bounds. More powerful immortals have been known to leap so far they seem to be flying, throw or toss cars aside like tin cans, and punch through concrete as if it were cardboard. In the Dark Ages, vampire nobles have been known to break open fortress gates with their bare hands and cut war horses in two with one stroke of a greatsword.

Members of Clans Brujah, Lasombra, Giovanni, and Nosferatu are naturally gifted with this Discipline, although almost every clan finds some use for it, and members of other Clans often make a point to find someone who can teach them the awesome power of Potence. Each dot grants an automatic success on any rolls involving Strength, and does not require activation. It is also a fairly common discipline among ghouls.

Potence's aspect in the curse of vampirism is that a vampire slowly unlearns to be gentle. Those who rely too much on Potence begin to show complete disregard for what they perceive as the weakness of others, putting all their strength in any physical action, regardless how mundane it is.[1]

Official Abilities

Prior to V5, there were no individual powers for Potence until level 6. At that point, characters would choose to gain additional automatic successes to Strength or choose a unique power. Included below are the official powers described in supplements for Vampire: The Masquerade and Dark Ages: Vampire. Sources are described below in the order they were printed.

 

 

There is nothing listed above costs Blood Points to use.   In this version, each dot provides one automatic success per dot in Potence.

 

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Laylyn
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https://whitewolf.fandom.com/wiki/Presence_(VTM)

Presence (VTM)

Presence is the Discipline of supernatural allure and emotional manipulation which allows Kindred to attract, sway, and control crowds.

Overview

Presence softened God's curse upon Cainites in that it makes the vampire become the center of attention. Either be fascinating, seducing, or intimidating those in close vicinity. Regular users of Presence find themselves attracting beneficial attention easily, sometimes activating the discipline without conscious efforts.[1]

This discipline is fairly common among vampires, especially within the Camarilla, both because of its versatility and because of its subtlety. Many Presence powers can be used upon large groups of people at once and transcend virtually all boundaries of gender, race, religion, class, and supernatural status. Though Presence can be resisted through force of will and by ignoring the user, most do not realize when it is being used upon them.

Official Abilities

Included below are the official powers described in supplements for Vampire: The Masquerade and Dark Ages: Vampire. Sources are described below in the order they were printed.

Interestingly enough, in Vampire: The Masquerade - Bloodlines, Presence is a progressive Discipline like Celerity or Potence. It has no individual powers, just one effect which grows in strength. Higher levels do, however, occasionally open additional options in dialogue.

Standard Powers

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet [1]
    • Awe: Awe is simple but solid. Once the vampire employs this power, those who are near him or her either want to be closer to him or her or shudder in fear. It is an immediate and intense attraction, but temporal and not so overpowering that those afflicted lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Victims will remember how they felt, though, and this will affect their reactions should they ever encounter the vampire again. Awe is extremely useful in mass communication. It does not matter what is said – the hearts of those affected will lean towards the user's opinion.  (Charisma + Performance)
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet [2]
    • Dread Gaze: This power engenders unbearable terror in its victims. Dread Gaze, like the legendary hypnotism of the cobra, stupefies the victim into madness, immobility, or reckless flight. To use this power, the vampire merely shows the mark of Caine upon him or her – bearing claws and teeth, hissing loudly and with malice. Any vampire can do this, but students of this Discipline are more insanely terrifying than mere sight can explain.  (Charisma + Intimidation)
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet [3]
    • Entrancement: The Kindred makes someone obsessively want to please them.  (Appearance + Empathy)
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet [4]
    • Summon: The Kindred compels someone to come to them immediately.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet [5]
    • Majesty: The Kindred appears as a figure of absolute power and authority. Where a charismatic, skilled vampire with Awe [1] may impress at a street corner, or drink undisturbed in a back alley, the power of Majesty [5] can influence an area of effect like a small concert hall or theater full of people.  Enemy must make a Courage roll against the user's Charisma + Intimidation as the difficulty.

 

There is nothing listed above costs Blood Points to use. 

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Laylyn
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https://whitewolf.fandom.com/wiki/Protean_(VTM)

Protean

Protean is a Discipline that gives vampires the ability to change form, from growing feral claws to evaporating into a cloud of mist.

Overview

Protean is part of God's curse upon Caine in the aspect that it peels away the facade of humanity every vampire has to uphold, revealing the Beast within his soul.[1] Advanced users sometimes find their bodies shifting without their consent, reacting directly to their emotions, bringing them into embarrassing situations.[2]

Protean is the signature Discipline of the Gangrel, and many of its powers are geared towards surviving in the wild or evoking the strengths of natural predators. It is also used by the Ministry to take on the shape or characteristics of snakes, as they once did using Serpentis; as well as the Tzimisce, which in concert with Dominate is used to enable their terrible art of fleshcrafting known as Vicissitude.

Official Abilities

Included below are the official powers described in supplements for Vampire: The Masquerade and Dark Ages: Vampire. Sources are described below in the order they were printed.

Standard Powers (Classic)

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet [1]
    • Eyes of the Beast: See in the dark. Usage of the power turns the eyes into a glowing red
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet [2]
    • Feral Claws: Turn one's hands into dangerous claws.  1 Blood Point, claws do aggravated damage Strength +1
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet [3]
    • Earth Meld: Melt into the earth to hide and rest.   1 Blood Point
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet [4]
    • Shape of the Beast: Transform into two types of animals.   1 Blood Point
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet [5]
    • Mist Form/Body of Spirit: Turn yourself into mist.   1 Blood Point

 

 

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Laylyn
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https://whitewolf.fandom.com/wiki/Thaumaturgy_(VTM)

Thaumaturgy

Thaumaturgy is the closely guarded form of blood magic practiced by the vampiric clan Tremere.

Overview

Created by exhaustive research and extensive experimentation, Thaumaturgy utilizes the principles of Hermetic magic used by House Tremere when it was still a cabal of mages, adapted to be fueled by the inherent magical power of Vitae rather than Quintessence. While it is certainly powerful and versatile, it is organized very differently to the Spheres; Thaumaturgy is largely unknown to mages, and universally distrusted and reviled by those who have encountered it.

Thaumaturgy uses a system of paths and rituals to focus the thaumaturge's will. Paths are learned expressions of thaumaturgical principles developed into reliable, repeatable effects. Unlike the "natural" powers of Disciplines, however, thaumaturges must concentrate their will, forcing the power of their blood to unnatural ends. If their concentration is not complete, if they falter, then the magic will fail, and in extreme cases such failure can have a lasting effect on the thaumaturge, draining their mental resources. It was not always so, however; before the Final Nights, paths were less difficult to use and did not carry the possibility of harm to the thaumaturge.

Rituals, by contrast, are elaborate, sophisticated and codified instructions for producing set magical effects. Rituals vary in complexity, and require varying levels of thaumaturgical knowledge to complete successfully. They often require the trappings of Hermetic magic – circles drawn in chalk, locks of the victim's hair, meditation, chanting ancient words of power, and the like. Rituals can take hours, days or even months to perform, but - if successfully completed - will always produce the same result. They can be incredibly powerful, particularly when senior thaumaturges join forces; it was a thaumaturgical ritual that cursed the entire Assamite clan.

Among the Camarilla, all practitioners of blood magic are sometimes lumped together as a generic "thaumaturgists".[1] While other traditions chafe at this misnomer, it shows the long-lasting effect of the Tremere on blood magic in general, since they have worked hard to incorporate most forms of pre-existing blood magic into their hermetic system.

Adept thaumaturges have sometimes been diagnosed with Thaumaturgical Glossolalia, a mental derangement that stems from over-expenditure and heavy reliance on Thaumaturgy. Afflicted persons under stress speak only in thaumaturgical symbology, but often the mind of the individual seems to shift into a different state of thought – almost like magical aphasia. The afflicted rarely has any idea they are doing anything unusual, and sometimes become unable to translate more mundane language.[2]

Paths

Thaumaturgy has a large number of paths; though it is not the oldest tradition of blood magic, the Tremere were magical scholars long before they were vampires, and toil ceaselessly to push their studies ever further. Many paths were once known by names which reflected the Tremere's previous magical heritage.

Alchemy

Source[1]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Simple changes to an object's form
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Complex changes to an object's form
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Complicated changes to an object's form
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Small changes in atomic number
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Major changes in atomic number

Biothaumaturgy

Source[2]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet
    • Thaumaturgical Forensics: Gain information from a tissue sample
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet
    • Animal Experimentation (Pre-revised): Can alter life forms less complex than a human
    • Thaumaturgical Surgery (Revised): Convert a level of damage to a lesser form
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet
    • Thaumaturgical Surgery (Pre-revised): Repair damage to all sorts of creatures, including supernatural ones
    • Lesser Animation (Revised): Animate dead plants or small animals that will follow instructions
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet
    • Human Experimentation (Pre-revised): As Animal Experimentation, except works on humans
    • Greater Animation (Revised): As Lesser Animation, except works on large animals and humans
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet
    • Supernatural Experimentation (Pre-revised): As Human Experimentation, except works on supernatural creatures as well
    • Cognizant Construction (Revised): Grant an animated creature rudimentary intelligence

Elemental Mastery

Known in the Dark Ages as Rego Elementum, this path grants control over and affinity with inanimate objects.[3]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Elemental Strength: Draw greater strength and resilience from the earth.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Wooden Tongues: Speak with the spirit of an inanimate object.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Animate the Unmoving: Cause an object to move within the limits of its form.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Elemental Form: The caster transforms into an inanimate object.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Summon Elemental: Conjure and possibly command a spirit of one of the classical elements.

Faux Path

Source[4]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Hello, Goodbye: Temporarily cause listeners to believe a true statement to be false
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Disciplinary Identification: Recognize what Disciplines are or have been used
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Thaumaturgical Nomenclature: Identify what Thaumaturgy powers and rituals are being used
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Ritual Madness: Give a target the sensation of a particular Thaumaturgical power or ritual without actually inducing the effect
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Sanguinary Affection: Produce an illusion that gives the effect of a particular Discipline power

Focused Mind

Source[5]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Readiness: Gain a dice pool to add to Wits-related rolls or initiative
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Centering: Cause a subject to ignore any effect that reduces dice pools; grant bonus to resist Frenzy
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet One-Tracked Mind: Make a subject unable to split perform multiple actions
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Dual Thought: Take an extra mental action per round, including another Discipline use
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Perfect Clarity: Reduce the difficulty of all actions, become immune to Frenzy, and become resistant to mental influence

Gift of Morpheus

Source[6]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Cause Sleep: Force a single target to become drowsy or sleep, opposed to the target's Willpower. Spend Willpower to affect supernaturals
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Mass Slumber: Affect multiple targets with Cause Sleep against a flat difficulty
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Enchanted Slumber: Force a target to sleep until a trigger event. Spend Willpower to affect vampires. Multiple successes extend sleep up to a year
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Dreamscape: The vampire may project her own image into a dream, but has no control over the dream other than by her own actions within it. The vampire must have a belonging of the victim to use this power
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Master of Dreams: The vampire may start changing the target’s dreams, once she has entered them by using Dreamscape. If the target is a vampire, a Willpower point must also be spent. Once this power has been used, the target may also change her dreams with resistance rolls, and both characters may act in the dream as if they were awake. If either character dies in this dream, the character also dies for real

Green Path

Grants control over and communion with plants.[7]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Herbal Wisdom : Communicate with the spirit of a plant
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Speed the Seed's Passing: Cause a plant to quickly grow or decay
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Dance of Vines: Animate vegetation to fight or perform tasks
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Verdant Haven: Create a physical and mystical shelter of branches, leaves and vines
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Awaken the Forest Giants: Briefly animate an entire tree

Geomancy Path

Blessings and cursings.[8]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Resistance to magic
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Social attributes
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Physical attributes
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Talents
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Any attribute or ability

Hands of Destruction

Usually practiced by members of the Sabbat, this path is rumored to have demonic origins. It grants various destructive powers, most of which require physical touch.[9]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Decay: Cause an inanimate object to age years in seconds
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Gnarl Wood: Ruin an object of wood with a look
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Acidic Touch: Secrete a powerful viscous acid which affects metal, wood, and living tissue
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Atrophy: Cause a victim's limb to wither
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Turn to Dust: Cause a living person to age years in seconds

Hearth Path

Source[10]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Guest's Herald: Create a small effect that goes off whenever someone passes through a entryway
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Master's Order: Know where all things that belong to you in your haven are located
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Rhyme of Discord: Anyone else who comes into your haven becomes disoriented and cannot remember what they find there
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Temportal: Teleport from one of your haven's doorways to another
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet The Cauldron's Rede: Speak to items in your haven about events that have occurred there

Lure of Flames

This path, known as Rego Ignem or Creatio Ignis in the Dark Ages, creates unnatural flames, which some believe are conjured from Hell. Rather than distinct powers, each level of mastery allows the practitioner to summon larger and more dangerous flames.[11]

Power of the Mirror

Source[12]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Mirror Forge: Allows you to see through a reflective surface you created
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Reality of Reflection: Allows you to alter small details of reflections in a reflective surface you created
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Mastery of Reflection: Allows you to completely alter reflections in a reflective surface you created, or use certain Disciplines (Auspex, Dominate, Presence, Animalism) through it
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet The Thousand Eyes: Allows you to use the previous powers through any reflective surface
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Mirror Prison: Trap a victim within a reflective surface for an indefinite period of time

Mastery of the Mortal Shell

Source[13]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Vertigo: Cause a target to be disoriented and dizzy
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Contortion: Make a victim's limb constrict and become useless
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Seizure: Cause a victim's body writhe and tighten uncontrollably
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Body Failure: As Seizure, but more powerful
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Marionette: Force a target's body to move and act as you desire

Movement of the Mind

This path grants the practitioner the power of telekinesis, allowing them to move matter at a distance - at first as though they were using their hands, and, at higher levels, allowing flight and levitation. It was known in the Dark Ages as Rego Motus. Modern versions of the path do not have distinct powers; instead, higher levels of mastery simply increase the mass a thaumaturge can affect (though level three is required for flight, and level four for throwing objects). Older versions have the following - more strictly defined - powers.[14]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Force Bolt: Cause a target to fall down losing his next action or can shunt an object of 100 lbs or less toward or away.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Manipulate: Allows you to lift and handle an object that you would with one hand, TV remote, handgun, a lever, et al.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Flight: Allows the caster the ability to hoist a person or the caster into the air and can move them at walking speed.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Repulse: As with force bolt but objects with much more weight and more than one.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Control: Force a target's body to move as you desire or you can heft up to a single ton.

Neptune's Might

Originally called Rego Aquam in the Dark Ages, Neptune's Might grants a practitioner control over bodies of standing water, plus some other water-related powers.[15]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Eyes of the Sea: See what has transpired on, in or around a still body of water
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Prison of Water: Use a large body of water to bind a target
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet
    • Dehydrate (Pre-revised): Remotely drain water from a victim
    • Blood to Water (Revised): Turn a subject's blood (or possibly another liquid) into water
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Flowing Wall: Create a barrier of water nearly impervious to all beings
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet
    • Blood to Water (Pre-revised): Turn a subject's blood into water, some other liquids as well
    • Dehydrate (Revised): Remotely drain water from a victim

Oneiromancy

Source[16]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Portents: Receive visions after waking that allegorically refer to future events of one's life
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Foresee: As Portents, but works on another individual
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Dreamspeak: Send messages to someone through their dreams
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Augury: Gain answers to questions from another person's dreams
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Reveal the Heart's Dreams: Learn what someone most desires and fears from their dreams

Path of Blood

Usually the first path taught to neonates among the Tremere.[17]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet A Taste For Blood : Gather a variety of information from a blood sample
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Blood Rage: Force a target to expend their vitae to raise Attributes
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Blood of Potency: Temporarily lower your generation
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Theft of Vitae: Steal blood from a target at a distance
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Cauldron of Blood: Cause a victim's blood to burn them from within

Bloodlines

The powers available in Vampire: The Masquerade - Bloodlines.

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Blood Strike: A projectile will strike your victim, and may return with stolen blood
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Purge: Nearby enemies will vomit blood, causing damage
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Blood Shield: A damage-absorbing shield surrounds the caster
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Blood Salvo: As Blood Strike, but affecting multiple targets
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Blood Boil: The target's blood is heated to a boil, causing them to explode and damaging nearby targets

Path of the Blood's Curse

Source[18]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Ravages of the Beast : Cause a target to Frenzy
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Weight of the Sun: Make a vampire feel the effects of being awake during the day
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Abated Tooth: Prevent a vampire's fangs from extending
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Treacherous Bonds: Temporarily corrupt a blood bond, turning love to hate
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet The Withering of Ages: Cause a vampire to decay to their true age

Path of Conjuring

The practitioner can create objects (or even living things) from nothing. Such objects are generic, with repeated patterns or a uniform appearance, and have no flaws. Unless a caster is sufficiently skilled, conjured objects cease to exist without continued concentration.[19]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Summon the Simplest Form: Temporarily conjure a very simple object (single material, no moving parts)
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Permanency: Conjured objects may be given permanent existence
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Magic of the Smith: Conjure a complex object (multiple materials, moving parts)
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Reverse Conjuration: Banish objects conjured with this path
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Power Over Life: Temporarily conjure a living (though mindless) being

Path of Corruption

Source[20]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet
    • Contradict : Make someone change their mind on a course of action
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet
    • Disfigurement (Pre-revised): Change the appearance of someone, making more or less attractive
    • Subvert (Revised): Cause a victim to act on their dark impulses
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet
    • Change Mind (Pre-revised): Give someone a new Demeanor
    • Dissociate (Revised): Make someone become distant from others for a time
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet
    • Cripple (Pre-revised): Paralyze someone's legs
    • Addiction (Revised): Cause a victim to be psychologically dependent on a particular sensation
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet
    • Corrupt Soul (Pre-revised): Give someone a new Nature
    • Dependence (Revised): Temporarily bind someone to you

Path of Curses

Source[21]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Stigma : Make an individual suffer socially for an evening
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Malady: Curse a victim with an illness, reducing their Physical Attributes
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Pariah: Make others see the target as their worst enemy
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Corrupt Body: Temporarily reduce one of the target's Physical Attributes
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Fall from Grace: A victim gains a botch die to all actions

Path of the Father's Vengeance

Source[22]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Zillah's Litany : Discover blood bonds and Vinculi the target has
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet The Crone's Pride: Reduce a victim's Appearance to zero for the night
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Feast of Ashes: Force a vampire to only be able to gain sustenance from ash for a time, and be limited in how they may use Blood Points gained from it
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Uriel's Disfavor: Make all light uncomfortable and harmful to the vampire
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Valediction: Temporarily undo any change in generation from diablerie

Path of the Levinbolt

Source[23]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Spark : Generate a small electrical discharge
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Illuminate: Generate enough energy to charge a small device or produce light
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Power Array: Discharge or absorb a greater amount of energy
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Zeus' Fury: Build up energy and direct it as arcs of lightning
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Eye of the Storm: Become charged with an incredible amount of electricity

Path of Mars

Source[24]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Warcry: Temporarily increase one's Courage and Willpower
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Strike True: A single melee attack automatically succeeds with one success
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Wind Dance: If not attacking, you can dodge many times without penalty
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Fearless Heart: All your Physical Attributes raise by one
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Comrades at Arms: Use Path of Mars powers on others

Path of Mercury

Source[25]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Teleport 10 yards
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Teleport 50 yards
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Teleport 500 yards
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Teleport 5 miles
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet teleport 500 miles

Path of Shadowcrafting

Source[26]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Out Light : Make lights darker or extinguish
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Shadow Taunt: Make a shadow mimic your movements
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Coruscating Shadow: Cause shadow to cover you, making you harder to be seen
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Night's Veil: Extend a shadow so that it creates an area of night in daylight
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Abyssal Pact: Summon an abyssal shadow that attacks or counters Obtenebration

Path of Technomancy

Source[27]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Analyze: Learn how a device works
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Burnout: Cause a machine to malfunction
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Encrypt/Decrypt: Cause a device to only work for you
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Remote Access: Operate a machine remotely
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Telecommute: Project your mind into the global telecommunication network

Path of Transmutation

Source[28]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Fortify the Solid Form: Make an object stronger
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Crystallize the Liquid Form: Transform a liquid into solid form
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Liquefy the Solid Form: Cause an object to soften and melt for a scene
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Gaol: Turn air into an indestructible block
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Ghost Wall: Turn an object into a gaseous mist

Path of Warding

Source[29]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Bar the Common Passage: Block an door and get alerted if something breaks the ward
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Glyph of Scrying: Create a glyph to monitor its surrounding area
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Runes of Power: Ward an object with a rune, that deals aggravated damage to everyone who touches it
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Glyph of Enlightenment: Create a glyph for scrying, communication and transmitting thaumaturgical powers
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Secure the Sacred Domain: Seal off an entire castle for one night

Perdo Magica

This path has no powers of its own; instead, it allows the user to counter other magic.[30]

Prey on the Soul's Fear

Source[31]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Startle the Superstitious Mind: Create such fear that a mortal or vampire is rooted to the spot where he stands
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Rout the Charging Hordes: Cause a number of people to flee from you
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Wrath of God: Cause a victim to witness his particular version of hell
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet The Inner Demon: Confront somebody with his darkest fears
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Demonic Horde: Create horrific images and implant them in your victims mind

Rego Magica

This path has no powers of its own; instead, it allows the user to create new paths.[32]

Rego Mentem

This path is the pagan version of the infernal Rego Manes. It does not have individual powers at each level. Instead, each level allows the user to summon stronger nature spirits, and to inflict more damage upon any spirit.[33]

Soul of the Serpent

Source[34]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Serpentine Sense : See in the dark
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Scaleskin: Get a smooth and scaly skin, allowing for greater flexibility on land and considerable freedom of movement through water
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Venom Curse: Transform your vitae into a deadly poison capable of blinding the eyes of nearby opponents, like that of a spitting cobra
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Touch of Typhon: Transform forearm into a venomous asp
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Form of The Hydra: Transform your body into a writhing mass of vipers

Spirit Manipulation

Source[35]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Hermetic Sight : See into the spirit world
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Astral Chant: Be able to communicate with all spirits
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Voice of Command: Force a spirit to obey your commands
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Entrap Ephemera: Bind a spirit into an object to create a fetish
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Duality: Exist in both the material and spiritual world

Spirit Thaumaturgy

Source[36]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Evil Eye : Inflict botched dice on your victim
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Spirit Sight: See and speak with spirits
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Spirit Slave: Demand a service of a spirit
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Fetishes: Force a spirit to inhabit an object
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Journey: Leave your body, using Willpower you can roll to temporarily take control of another magical being

Transitus Velociter

This path does not have individual powers at each level. Instead, each level allows you to increase the speed of larger groups of mortal, vampires and mounts for several hours.[37]

Video Pellis

This path is the pagan version of the infernal Video Nefas.[38]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet See the Unseen : Gaze into the spirit world
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Learn the Heart's Pain: look into someone’s heart and determine what grieves him the most
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Seize the Moment : Reach into the mind of your victim and draw forth his memories and thoughts
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Casting the Bones: Part the mists of time and gaze into the future
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Recall the Bloody Deed: Raise a Spectre of vengeance to uncover past misdeeds

Vine of Dionysus

Source[39]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Methyskein : Make a victim slightly drunk
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Omophagy: Cause a victim to be ravenously hungry
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Hamartia: Give a target feelings of euphoria
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Enthousiasmos: Cause multiple victims to enter a passive state of happiness
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Oinos Aimatos: Imbue your vitae with the effect of Enthousiasmos

Weather Control

Source[40]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Control fog
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Control rain
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Control wind
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Control storm
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Control lightning

 

 

Each is Cast by spending 1 blood point and making a Willpower roll against the difficulty of the Power's level +3. 

 

Rituals are also listed here:

https://whitewolf.fandom.com/wiki/List_of_Thaumaturgy_Rituals

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https://whitewolf.fandom.com/wiki/Vicissitude

Vicissitude

Vicissitude is the trademark Discipline of Clan Tzimisce, it is widely known as their art of flesh and bone shaping.

Overview

One of the most horrifying powers available to Cainites, Vicissitude is the signature power of the Tzimisce and is almost unknown outside of the clan. With it an experienced crafter can sculpt the flesh and bone of a subject, making them a creature of alien beauty or gnarling them into a deformed monstrosity. Tzimisce use Vicissitude on themselves extensively, altering their appearances with their mood or changing their bodies to be as vile as their souls.

Vicissitude is similar in some respects to Protean, but springs from a much darker source. Whereas Protean merely enables a Cainite to emulate God's creatures, this twisted power allows a Tzimisce to defile and deform those creatures or him/herself for all manner of perverse ends. The most beautiful maiden or noble stallion can, with but a knead of the fingers or a flick of the wrist, be reduced to a hideous freak or a blob of deliquescent pus. The Fiends have certainly used Vicissitude's more grotesque side effects to cement their infamous reputation.

Note that while this Discipline permits powerful and horrific effects, the wielder must obtain skin-to-skin contact and must often physically sculpt the desired result. This even applies to the use of the power on oneself. Tzimisce skilled in Vicissitude are often inhumanely beautiful; those less skilled are simply inhuman.

Outside of Thaumaturgy, Vicissitude is the most versatile of the Disciplines, and is often used in tandem with extensive ghouling. Tzimisce tend to deform their servants into war-forms szlachta, which are optimized for combat through extensive bone plating, spiked forearms and other modifications. True masters of fleshcrafting are capable of fusing multiple victims together into mammoth killing machines known as vozhd, but such creations are incredibly rare. Vicissitude was also used to create the Blood Brothers bloodline, and their Discipline Sanguinus is a derivation of the Tzimisce art. While its effects are normally permanent, vampires of lower generation can heal fleshcrafting transformations over time. Likewise, the Clan Curse of the Nosferatu cannot be removed through use of Vicissitude.

The nature of Vicissitude is shrouded in mystery, with even the most elder Fiends only speculating as to its origins and true potential. More than just a Discipline, it seems to act as a virus that "infects" others through transmission of blood. It is assumed to be invented by the Tzimisce Antediluvian, with some speculating that Vicissitude itself is an extension of the Elder Tzimisce and that it continues to learn and experiment through those that fleshcraft. The Tzimisce themselves view the control over physical forms granted by the Discipline as proof of their superiority over mortals who are slaves to their bodies. Practitioners of the Path of Metamorphosis go a step further and consider Vicissitude the path to achieve individual evolution and transcendence through a somewhat scientific approach of research and experimentation. Voices in the Shadow Crusade believe that Vicissitude is instead connected to the Iryi Aretstikapha, who dwells in the qlippothic shells of anti-being and who reaches into the material world through the use of the discipline.

God's curse is reflected in Vicissitude in that it replaces the ability to nurture and care with the ability to rend and corrupt. Advanced users find that the discipline develops a certain degree of independent existence: Spontaneous flesh- and bone-crafting effects manifest from time to time, usually as a response to outside stimuli. A threatened Tzimisce might find herself growing claws, while one caressing a favored servant might find herself altering said servant to be more beautiful.

Official Abilities

Included below are the official powers described in supplements for Vampire: The Masquerade and Dark Ages: Vampire. Sources are described below in the order they were printed.

Standard Powers

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet [1]
    • Malleable Visage: A vampire with this power may alter their bodily parameters: height, build, voice, facial features, and skin tone, among other things. Such changes are cosmetic and minor in scope. They might, for example, resume their mortal coloration; make themselves resemble a Moor, Viking, or Saracen, or even copy the form of a web-fingered naiad or faerie noble.  (Intelligence + Body Craft)
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet [2]
    • Fleshcraft: Alter muscle, fat, and cartilage.  (Dexterity + Body Craft)
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet [3]
    • Bone Craft: Alter bone.  (Strength + Body Craft)
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet [4]
    • Horrid Form: Transform into the war-form zulo; the transformation takes 2 turns to complete.  2 Blood Points
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet [5]
    • Bloodform : Instantly transform into a pool of sentient vitae.       2 Blood Points 

 

 

 

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https://whitewolf.fandom.com/wiki/Armory_(Background)

Armoryis a Background in the Storyteller System.

Overview

Your character has managed to amass a functional armory along with the ability to maintain all of the weapons within it. Each level of the Armory Background yields access to more potent weapons (along with proper ammunition) and the resources to properly maintain and clean them.

The scope of this Background varies a bit by region, as weapons-control laws differ. What an American can buy in a department store, for example, might be the sole domain of the military in Eastern Europe and available only via the black market in Brazil; players who wish to invest dots in Armory should consult with their Storytellers to determine how it will work in the chronicle’s locality.

The Storyteller may require you to invest a few points in another Background (such as certain types of Influence or legal or military Allies) to prevent the Armory’s confiscation by the authorities. An Armory can vanish in a fraction of the time it took to amass it, especially if it ends up on the news or video-sharing sites with footage of a VAMPIRE BLOOD GANG MASSACRE down by the warehouses.

Trait Rating

Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet You have an excellent starter armory that includes many legal weapons commonly available on the street, as relevant to your regional culture.

Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet You have access to enough legal weaponry to outfit a street gang of 10.

Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet You could start your own small militia. In addition, you can outfit five individuals with weaponry that exists in a legal gray area for the region, which most civilians would have a difficult time obtaining.

Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet You have an armory appropriate to a SWAT team in a major city, including some military-grade hardware. You have enough gear to outfit a 10-man team with advanced weaponry, which is a cut above that provided by the lesser levels of this Background. Be careful where you use it, because without other appropriate Backgrounds, you may find yourself under official scrutiny for possessing illegal weaponry.

Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Your armory is the envy of paramilitary forces around the world. You have the tools to clean and repair almost any personal weapon manufactured in the world. You have access to a significant quantity of weapons that are illegal in most countries, and enough of them to field your own platoon. If this Armory were discovered by authorities, your Anarch would be a pile of greasy ash.

 

 

 

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https://whitewolf.fandom.com/wiki/Fame

Fame is one of the common Backgrounds in Classic World of Darkness games. Fame is the most addictive drug as well as the most fashionable religion in the 21st Century. People who are famous are those who have obtained some form of social significance or recognition in the public domain, often at the cost of their humility. By virtue of the ‘freedom of opportunity’ policy of American society, as well as the luck and competence of the individual, fame can be attained by many means; one can land a lead role in a particularly successful or high-budget movie, one can ‘make a scene’ and gain some notoriety, one can found or join a band and land a record deal, or one can become involved in the political processes and, if he has the necessary contacts and resources, become either a well-liked or deeply-despised manipulator of public opinion, just to name a few examples. Fame can also be inherited by being either born or adopted into a significant or otherwise publically recognized (or despised) family. One can also capitalize on humanity’s obsession with righteousness and bravery and earn fame through acts of heroism and sacrifice, provided that one survives the ordeal and if such actions are considered important or noble enough to make it to the public eye (assuming they go public at all).

Reduces Hunting difficulties by one for each dot in Fame, all the way to -5 difficulty.  May reduce some social difficulties.  Increases difficulty in trying to not be seen, unless hidden by supernatural means.  In the end, this trait may help or hinder enemies or the character depending on the situation. 

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https://whitewolf.fandom.com/wiki/Haven_(VTM)

A haven is the residence and intimate domain of a vampire, where they slumber during the day and may labor during the waking night.

Overview

By necessity, havens generally are secret locations or at least highly secure (ideally both), otherwise the vampire runs the risk of exposure or destruction at the hands of witch-hunters or rivals – or, worse still, the resident might become the victim of diablerie. Many vampires keep their ghouls or other retainers close by, to watch over their slumber, especially if other Kindred know the site to be a vampire's haven.

In Vampire: the Masquerade, havens are not normally directly represented via game mechanics. The nature of a vampire's haven is usually assumed to be representative of his Resources, Domain, Status, and other social traits. The haven may represented by a traditional one-to-five-dot Background (as depicted in the book Havens of the Damned), or may be represented or modified by certain Merits if using the optional system of Merits and Flaws.

Unusual Havens

  • Chantries - The strongholds, libraries, and occult workshops of the Tremere. Not all chantries serve as regular havens for the Warlocks who are headquartered there; some will instead spend their days in personal havens nearby. The notable exception is the chantry's Regent, who will almost always dwell in the most secure portion of the chantry's heart; the same holds true for any higher-ranking members of the clan's Pyramid. Likewise, the Gargoyle slaves who still serve the Tremere will rarely make their havens beyond the chantry's walls unless specifically stationed elsewhere.
  • Communal havens - A haven shared collectively by a pack of Sabbat Cainites. A coven, or founded pack, holds a permanent haven in their city, as opposed to the nomadic packs that hold no fixed residence. Some larger cities, such as Montréal, hold communal havens expansive and secure enough to simultaneously shelter multiple packs – or even all of the city's Cainites.
  • Highway Havens - Portable havens, ranging from RVs to sleeping bags. The term is often used ironically, as many "highway havens" aren't havens by any sense of the term except in the sense that they provide some reliable cover from the sun. These are most often used by mobile neonates with meager Resources to call upon, namely Anarchs.
  • Labyrinths - Sprawling underground havens, named for the Labyrinth at Knossos that was built by King Minos (who may himself have been a Toreador). Such labyrinths have become increasingly less common since the Dark Ages, as the modern world has less free space underground to build such elaborate personal havens, thanks both to the increasing Kindred population and to the expansion of underground train and sewage systems. Thus, in modern nights, the labyrinth has been largely supplanted by – or made synonymous with – the proliferation of warrens (see below).
  • Temples - Group havens of religious sects of vampires, such as the Followers of Set, the recently-vanished Children of Osiris, vampire faiths like the Cainite Heresy or the Bahari, or other, more obscure blood cults . As with chantries, those who worship here will often have primary residences elsewhere, though this was rarely the case with the obscure Children of Osiris.
  • Warrens - The havens and domain of a city's Nosferatu, which are often linked to one another via tunnels and catacombs known only to the Sewer Rats themselves. Warrens are often home to spawning pools, where vitae is pooled and Animalism utilized to create grotesquely overgrown, fiercely loyal ghoul guardians from subterranean animals – or from animals that are not traditionally found beneath the city streets, such as crocodiles. A city's warrens will sometimes be referred to collectively as the "Nosferatu Kingdom"

Notable Havens

 

 

 

 

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https://whitewolf.fandom.com/wiki/Herd

herd is a group of mortals whose members allow a certain vampire to feed upon them.

Overview

The exact nature of any given herd varies from vampire to vampire, but whatever the circumstances, these mortals relish the ecstasy of the vampire's "kiss". Some vampires foster cults around themselves, setting themselves up as a god to be worshiped or placated with a tribute of blood. Such cults are rarer in the modern era than they once were, when death cults and mystery cults (like that of Mithras in Vampire: the Masquerade lore) could draw mortals into their clutches with relative ease. Others use connections within the medical community to gain access to easy sources of blood, and so on. In the modern nights, many herds draw from the throng of blood dolls that accumulate in the wake of Kindred activity.

While having a herd can be a great benefit to a vampire, providing easy access to food and freeing up his nights for more pressing matters, it is sometimes a weakness. Herds need to be protected from rival vampires, and their members are useful for little other than serving as a vessel for blood. Occasionally, a mortal from a herd might prove themselves worthy of becoming a ghoul or even of the Embrace, but most Kindred consider them sources of food and nothing more.

System

By default, it is assumed that all members of a vampire's herd are standard mortals, although some might be (or might have once been) wholly unexceptional ghouls; in Vampire: the Requiem, these ghouls would almost certainly be suffering from blood addiction.

In Vampire: the Masquerade, Herd is a Background; in Vampire: the Requiem, Herd is a Merit. Any members of a herd that happened to be exceptional would be mechanically treated as Retainers or even Allies, even if they would be considered part of their master's herd by their master or other Kindred.

 

This trait adds dice to hunting.   It can take a normal character to 15 dice.

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Resource 5 bestowing a list $30,000 per month stipend each due to 1993 rates of the US household median income of 31,241.00. http://www.census.gov/hhes/www/income/data/incpovhlth/1993/tableh3.html    

The 2021 US household median income is $69,717.   https://www.deptofnumbers.com/income/us/   

As a matter of Homebrew: Past 2021 Resources 5 would be:

● low disposable income: $1,000 a month and approximately $30,000 worth of assets, if liquidated (thus removing the resources background).
●● moderate disposable income: $2,000 a month and approximately $120,000 worth of assets, if liquidated (thus removing the resources background).
●●● significant disposable income: $5,000 a month and approximately$600,000 worth of assets, if liquidated (thus removing the resources background).
●●●● substantial disposable income: $18,500 a month and approximately $1,500,000 worth of assets, if liquidated (thus removing the resources background).
●●●●● significant wealth: $69,717 a month and approximately $14,000,000 worth of assets, if liquidated (thus removing the resources background).

Further, as a house rule, any character taking this background is assumed to have 1 year worth of disposable savings at the monthly rate above.

 

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