Showing posts with label Vitae. Show all posts
Showing posts with label Vitae. Show all posts

Tuesday, December 22, 2015

New Devotion: Blood of the Wild (nWOD VTR)

Blood of the Wild
(Animalism •••, Protean •••)
Action: Reflexive.
Cost: 1 Willpower
Duration: 1 Scene
As a Gangrel learns how to shift into a beast, body and soul, they learn how to reshape of themselves to  gain power from the Vitae they take from such creatures.
No matter what the vampire’s Blood Potency is, she can take sustenance from animals and humans while this power is active.
This power costs 21 experience points to learn.

Thursday, December 17, 2015

New Devotions: Ventrue Way of the Autarch (nWOD VTR)

The Way of the Autarch is sometimes referred to as the Path of Blood and is, like the Way of the Martinet and the Way of the Tyrant, focused on dominance through the direct imposition of one's will upon others. Due to the use of Vitae as a focus for the vampiric Beast, these powers are sometimes mistaken for Cruac or other forms of blood magic.

Tuesday, December 15, 2015

New Devotions: Ventrue Way of the Tyrant (nWOD VTR)

Like the Way of the Martinet, the Way of the Tyrant is an outwardly focused collection of powers seeking to brutally subjugate the will of those the Ventrue would control. However, while the Martinet bends the will of the subject to obedience, the Tyrant wholly crushes it, replacing it with their own.

Thursday, December 10, 2015

New Devotions: Ventrue Way of the Martinet (nWOD VTR)

Where the Way of the Philosopher King and the Way of the Warlord are inwardly focused, the Way of the Martinet is the first of the outwardly focused paths. These powers are designed to ensnare their victims and bring them deeply under the control of their new master. Those subject to these powers find themselves trapped within cages of their own thoughts, where every disobedience is punished and any yielding makes them more deeply ensnared in their obedience.

Tuesday, December 8, 2015

New Devotions: Ventrue Way of the Warlord (nWOD VTR)

Like the Way of the Philosopher King, this collection is self-focused. Unlike the Way of the Philosopher King, the Way of the Warlord risks control for greater resources and embraces the power of raw physicality. Where the Philosopher King is the refined nobility of contemplation, the Warlord is the unfettered might of wrath.

Thursday, December 3, 2015

New Devotions: Ventrue Way of the Philosopher King (nWOD VTR)

The greatest strength of rulership is to use every tool to its utmost. The ancient and lordly have always had a love of beasts of all types. However, for the greatest among them, power over these creatures was neither an enjoyable excess nor demonstration of the abundance of their power. While their country cousins or classical forebears might enjoy running with the beasts, all Kindred can, at the height of their strength, move more swiftly, powerfully, and tirelessly than a team of horses. How, then, have the rightful lords of the night used their power over beasts to bolster their claim to dominion? By deep reflection and fuller understanding than their lessers.
While the simplest student of Animalism can see its immediate and dramatic effects on the beasts of the field and birds of the air, a true student of the art sees that all of its powers are rooted in a synthesis and symbiosis with the Kindred's own Beast and that of those around them. Any question of this must be set aside by those who reach the advanced levels of the discipline and discover that, at its fullest flowering, the discipline no longer applies at all to the lesser animals they might once have thought they were directly controlling.
Once this understanding is reached, that the power of Animalism is truly power over the lower (animal) mind, present in all creatures new avenues of exploration become available, especially through the blending of this power with the Clan's signature control over the higher mind.
These collections of Devotions have been divided into different groups, or Ways, by the scholars of the Clan. Each group is collected by their overarching theme, and a Ventrue who finds one power in a Way useful is likely to be interested in others from that group. However, these are not Disciplines, and there is no strict hierarchy to what powers can be learned in what order, nor is there a limitation to how many Ways a student can learn powers from.

The Way of the Philosopher King is sometimes referred to as the "Royal Road." Focused on dominion over self, this Way provides greater inner resources, and ability to martial those resources, in their struggle to gain ascendancy.

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.
Prerequisite: Vigor •••••, Resilience•••••
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.
Dice Pool: This power requires no roll to activate.
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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