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 VtR. Show all posts
Showing posts with label VtR. Show all posts
Tuesday, January 5, 2016
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.
(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.
Tuesday, November 10, 2015
House Rule: Goal Based Experience (nWoD VtR LARP)
Experience is gained through setting and meeting goals. You
must speak with the storyteller, setting a goal to be met, and turn in one or
more Willpower. The storyteller will determine the difficulty of the goal as
Easy (able to be accomplished within a night), Medium (able to be accomplished
within a month or so), or Hard (more than a couple moths of play, if at all
possible). These difficulties are worth 3, 7, or 12 experience, respectively, multiplied by the amount of Willpower spent. If you wish, you can instead agree
on an appropriate reward when setting the goal rather than simply getting free
experience. Rewards may have a base value of 5, 10, or 15 experience. The
Storyteller will note the appropriate information and give you an item card
with a reference for the goal. When a player turns in that item card with and
can demonstrate that the goal has been met their character gets the experience
or reward associated with the goal.
~~*~~
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.
~~*~~
Thursday, October 15, 2015
House Rule; Random Starting Willpower (nWoD VtR LARP)
At the start of play draw a card, that is how many Willpower
points your character was down from max when they went to sleep for the day.
Generally you get one point back for sleeping. A character may add their
Haven(Size) rating to their initial Willpower or use a point of Resources to
gain a point of Willpower (as Herd is used to gain Vitae).
~~*~~
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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