The origins of the bloodline that calls itself Orpheans is uncertain. The members of the line will swear that the line is ancient, taking their name from the legendary poet and performer of Thrace. They point to famous, and infamous, broods and Kindred choral coteries throughout history, such as the victorian Daughters of Cacophony, as proof of their existence and impact on Kindred society. However, many of these claims are disputed and the use of signature devotions, rather than a clear dedicated discipline, means it is virtually impossible to verify that the Orpheans are not simply building on the legacies of other groups. To cloud the situation even further, all of those known to claim the Orphean bloodline in modern times draw their lineage through a single shadowy progenitor known to have been active in the Paris Opera in the 1830s and 40s. This operatic phantom, while known to the Kindred of the city, was intensely reclusive and disappeared sometime in the late 1900s.
Showing posts with label Discipline. Show all posts
Showing posts with label Discipline. Show all posts
Tuesday, January 5, 2016
Thursday, November 5, 2015
New Devotion: Puissance (nWOD VTR LARP)
By combining their supernatural vigor with unyielding resilience
the power of a vampire’s strikes shifts from inhuman to downright unearthly. Able to strike with enough force to batter apart even the most
stalwart defenses, an individual able to bring their unearthly might to bear becomes a truly unstoppable force.
Cost: 1 Willpower. Before activating this power the kindred must have their Vigor and Resilience active; this power builds upon the foundation of their supernatural strength and endurance. If either of those powers are deactivated for any reason this power is also deactivated.
Action: Reflexive
Upon activation of this power the vampire's form undergoes a subtle transformation. Imbued with the unholy strength of their Vitae, their Brawl and Melee attacks deal aggravated damage. While the character's body has been hardened to withstand the massive forces being inflicted weapons cannot be constructed to do so and suffer an equal amount of damage, quickly being destroyed.
This power remains active until the end of the scene unless Vigor, Resilience, or this power itself are ended prematurely.
This power costs 30 experience points to learn.
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Thursday, October 1, 2015
House Rules: Humanity Penalties (nWoD VtR LARP)
Social Penalty rather than Cap when dealing with mortals;
The penalty a vampire experiences is 10 minus their own
Humanity. Thus a vampire with 7 Humanity would have a -3 penalty to Socialize,
Persuasion, and Empathy against mortals. This still represents the growing
ascendancy of a beast in low-Humanity vampires, and the resulting discomfort in
mortals, but does so equally for vampires with both low and high social skills
and abilities.
Starting Blood
At the start of play draw a card, that is how many Blood
points your character was down from max when they went to sleep for the day. To
rise that night a vampire must spend an amount of blood equal to 10 minus their
Humanity.
Rising With Insufficient Vitae
A character may suffer three points of bashing damage per
point of blood they do not spend to rise. Thus a character requiring three
points of blood to rise one night may take 9 points of bashing damage to expend
no blood to rise for whatever reason. Alternately, the character could suffer 6
bashing damage and spend 1 point of Vitae, suffer 3 bashing damage and spend 2
points of Vitae, or simply spend the 3 Vitae.
Coil of Blood
Characters with the Blood Seeps Slowly power benefit by
adding the character’s Resolve to their Humanity rating when calculating the
amount of blood needed to rise. A character with Blood Seeps Slowly and a
Resolve + Humanity of greater than 10 may actually have more blood than they drew (but not more than their full blood pool) because of their reduced blood usage.
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