Berlin by Night

After the fall of the wall... Bleigh!

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rules:start [2015/11/28 20:12]
Brend [Anachronism (2 point flaw)]
rules:start [2016/07/24 13:03] (current)
Mercury
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   * [[rules:#​Backgrounds]]   * [[rules:#​Backgrounds]]
   * [[rules:#​Rituals]]   * [[rules:#​Rituals]]
-  * [[rules:#Drugs]]+  * [[rules:Humanity]] 
 + 
 +  * [[rules:​Path of Conjuring]]
  
  
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 Content from other source books may only be used after discussion with the group. Content from other source books may only be used after discussion with the group.
 +
  
 ===== Dice Mechanics ===== ===== Dice Mechanics =====
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 > Dice coming up with a natural 1 do not count as -1 success. All difficulties are increased by +1 from the normal difficulty mentioned in the book. > Dice coming up with a natural 1 do not count as -1 success. All difficulties are increased by +1 from the normal difficulty mentioned in the book.
 +
 +
 ===== Hunting ===== ===== Hunting =====
  
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 > While skipping time, normal vitae consumption rules apply. It is not possible to Hunt during a time skip, but a time skip can be interrupted when deemed necessary. > While skipping time, normal vitae consumption rules apply. It is not possible to Hunt during a time skip, but a time skip can be interrupted when deemed necessary.
 +
 +
 +===== Blood Bond =====
 +
 +The book is ambiguous on the matter of fading blood bonds. The following house rules are in force:
 +
 +<block quote>
 +  * Blood Bond 1: Fades away naturally in about 1 month
 +  * Blood Bond 2: Fades away naturally in about (8 - Willpower) months, with a minimum of 3 months
 +  * Blood Bond 3: Does not fade away naturally. The Blood bond can be broken after (12 - Willpower) months, with a minimum of 6. Breaking a bloodbond requires physical and emotional distance from the domitor.
 +</​block>​
 +
 +
 +===== Items and Substances =====
 +
 +==== MDMA/XTC ====
 +
 +The vampire feels that all is right and good with the world, as well as emotional closeness to others, and common everyday things may seem to be abnormally beautiful or interesting. Difficulties of frenzy rolls are decreased by one, due to the calming effect of the drug. He gains two extra dice in Empathy. He gains the Toreador clan weakness, Toreador vampires raise difficulty by 2. These effects last for two hours.
 +
 +
 ===== Disciplines ===== ===== Disciplines =====
  
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 //See [[Meditate]].//​ //See [[Meditate]].//​
 +
 +==== Thaumaturgy,​ Path of Conjuring ====
 +
 +We have created guidelines for what can and can't be done with the Thaumaturgical Path of Conjuring.
 +
 +//See [[Path of Conjuring]].//​
 +
 +==== True Faith ====
 +
 +We have introduced a new discipline to emulate the supernatural effects of true faith mysticism.
 +
 +//See [[True Faith]].//
 ===== Backgrounds ===== ===== Backgrounds =====
  
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 Bonus experience earmarked for use in buying backgrounds can be handed out at the storyteller'​s discretion. Bonus experience earmarked for use in buying backgrounds can be handed out at the storyteller'​s discretion.
 </​block>​ </​block>​
-==== Resources ==== 
- 
-Despite the historical use of the Deutsche Mark in 1991 Berlin, we will use the Euro currency. To allow for simpler estimations of the worth of money, we have corrected the amounts mentioned in the Resources background. This correction takes into account the publication date of the source book (1998), corrects for changes in purchasing power over the years (including inflation) and converts the amounts from USD to EUR. 
- 
-After correction and rounding for readability,​ the resource ratings listing becomes: 
- 
-<block quote> 
-:1/0: **Small savings**: a small apartment and maybe a motorcycle. If liquidated, you would have about €1,200 in cash. Allowance of €600 a month.\\ 
-:2/0: **Middle class**: an apartment or condominium. If liquidated, you would have at least €9,300 in cash. Allowance of €1,400 a month.\\ 
-:3/0: **Large savings**: a homeowner or someone with some equity. If liquidated, you would have at least €58,000 in cash. Allowance of €3,500 a month.\\ 
-:4/0: **Well-off**:​ a member of the upper class. You own a very large house, or perhaps a dilapidated mansion. If liquidated, you would have at least €580,000 in cash. Allowance of €10,500 a month.\\ 
-:5/0: **Ridiculously affluent**: a multimillionaire. Your haven is limited by little save your imagination. If liquidated, you would have at least €5,​800,​000 in cash. Allowance of €35,000 a month. ​ 
-</​block>​ 
- 
  
 +===== =====
 +{{section>​resources&​firstseconly&​noeditbtn&​nofooter}}
 +{{section>​influence&​firstseconly&​noeditbtn&​nofooter}}
 ==== Herd ==== ==== Herd ====
  
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 +===== Merits & Flaws =====
 +
 +==== Anachronism ====
 +
 +
 +The original mechanic mentioned in this flaw's source does not work with our new dice mechanic. Because of this we have rewritten the flaw.
 +
 +<block quote>
 +//(2 point flaw)//
 +
 +You have been a vampire for some time, and are unable (or unwilling) to keep up with the changing times. your attempts.
 +
 +Whenever you have to deal with technology from a later period than your own breathing days, you take a +2 to the difficulty. If the difficulty is above 10, you cannot use the technology at all. Example: Osric, a fifth-century Goth by birth, has this Flaw and is attempting to deal with a computer. Osric now has an increased difficulty when determining the outcome of his attempt to make the infernal machine cooperate. ​
 +
 +Note that characters with this Flaw will generally have been vampires for longer than the 50 years suggested in Vampire, so Storytellers should decide whether or not to allow this Flaw in their chronicles.
 +</​block>​
 ===== Rituals ===== ===== Rituals =====
  
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 **System**: The thaumaturge must have a mental picture of or know the name of her prey. The individual'​s wake glows witha brightness dependent on how long it has been since he passed tha way - old tracks burn less brightly, while fresh tracksblaze. **System**: The thaumaturge must have a mental picture of or know the name of her prey. The individual'​s wake glows witha brightness dependent on how long it has been since he passed tha way - old tracks burn less brightly, while fresh tracksblaze.
  
-===== Drugs ===== 
- 
-FIXME unapproved proposal, based on https://​www.erowid.org/​chemicals/​mdma/​mdma_faq.shtml#​effects 
- 
-**MDMA/​XTC**:​ The vampire feels that all is right and good with the world, as well as emotional closeness to others, and common everyday things may seem to be abnormally beautiful or interesting. Difficulties of frenzy rolls are decreased by one, due to the calming effect of the drug. He gains two extra dice in Empathy. He gains the Toreador clan weakness, Toreador vampires raise difficulty by 2. These effects last for two hours. 
- 
-===== Anachronism (2 point flaw) ===== 
- 
-RULE PROPOSAL, NOT DEFINITIVE OR APPROVED YET 
- 
-**Original Text:**// You have been a vampire for some time, and are unable (or unwilling) to keep up with the changing times. your attempts. 
- 
-An Intelligence roll is needed whenever you have to deal with something from a later period than your own breathing days. If the roll is failed, total the net failures and use this total as a negative modifier to your attempts. Example: Osric, a fifth-century Goth by birth, has this Flaw and is attempting to deal with a computer. His Intelligence roll results in two net failures. Osric now has a two-dice penalty when determining the outcome of his attempt to make the infernal machine cooperate. ​ 
- 
-Note that characters with this Flaw will generally have been vampires for longer than the 50 years suggested in Vampire, so Storytellers should decide whether or not to allow this Flaw in their chronicles.//​ 
- 
-**OOC note:** This roll does not work with the current dice mechanic, as you can only have 1 failure. In theory you can look at the number of failing dice, but this is 100% guaranteed to be equal to Intelligence. 
- 
-**Proposed Mechanic (version 1):** Whenever you have to deal with technology from a later period than your own breathing days, you take a +2 to the difficulty. If the difficulty is above 10, you cannot use the technology at all. 
- 
-**Proposed Mechanic (version 2):** Whenever you have to deal with technology from a later period than your own breathing days, roll an Intelligence check. If you fail, you cannot use the technology. 
- 
-===== Touch of Frost (1 point flaw) ===== 
- 
-RULE PROPOSAL, NOT DEFINITIVE OR APPROVED YET 
- 
-**Original Text:**// Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you are made of ice. (Flaw description)//​ 
- 
-AND 
  
-//A vampire who lacks this Discipline or the Skill of Animal Ken is repellent to animals. Beasts grow distinctly agitated in the presence of such a Kindred, often to the point of fleeing from or attacking the vampire. In contrast, Kindred with Animalism present a soothing aspect to lower creatures - indeed, animals are often attracted to them. (Animalism description) //+===== Personality Archetypes: Nature and Demeanor =====
  
-**OOC note:** This makes flaw should make Animal Ken more difficult to use as animals have a stronger dislike of your unnatural state+==== Balancer ====
  
-**Proposed Mechanic (version A):** A vampire with Animal Ken or Animalism who has the Touch of Frost flaw continues ​to be repellent to animals+The Balancer looks for compromise whenever she is caught between conflicting interests. These can be her own interests, those of her clan, her coterie, her Prince, ​or any other person or organisation that the Balancer cares to remain in good standing with. To the Balancer the best result is that which all parties find acceptable.
  
-When encountering animalsthe Vampire can make an Appearance + Animal Ken check to overcome the repellent effect temporarily. If the check fails, the repellent effect continues and no retry is possible for the remainder of the sceneIf the check is botched, ​the animal will attack immediately.+  * Regain a point of Willpower whenever a conflict of interest you are directly involved in is resolved in a way that leaves all relevant parties contentthough not necessarily exuberantwith the outcomeParties whose opinion does not matter to the Balancer are not considered relevant.
  
-When building a longer duration relationship with an animal, such as when keeping a pet, the Vampire needs to make an additional check based on Charisma + Animal Ken (if they genuinely care for the animal) or Manipulation + Animal Ken (if they merely intend to use the animal). On a botch, the animal attacks. Though it is possible to try again, the difficulty increases by one for each failure.+==== Insecure ====
  
-**Proposed Mechanic (version B):** A vampire with Animal Ken or Animalism who has the Touch of Frost flaw continues ​to be repellent ​to animals+An Insecure person believes that they are inferior ​to others, a failure and generally a worthless person. Whatever accomplishment they make is not due to their own input, but due to others or simple luck, whatever failures they endure are entirely of their own making. Insecure people often need constant confirmation from others
  
-By spending 1 blood, the vampire can suppress this effect for the duration of a scene. By spending 1 will power, the vampire can suppress the effect with a single animal (usually ​future pet of some sort) permanently.+  * Regain ​point of Willpower whenever your belief in your own inferiority is confirmed by others.
rules/start.1448737962.txt.gz · Last modified: 2015/11/28 20:12 by Brend