Title: Vampire the Requim
Description: White Wolf's new World of Darkness
Orgaloth - January 24, 2006 01:38 AM (GMT)
Hey all. I'm going to teach interested parties about White Wolf's new Vampire game. I also might teach their new werewolf one too.
I'll go through Character Creation, once I know that there are some people interested.
Darth Windu - January 24, 2006 12:04 PM (GMT)
I'm interested, I've never heard of NWoD.
Orgaloth - January 24, 2006 01:24 PM (GMT)
NWoD stands for New World of Darkness. I've been playing since 1st edition back in 1992. They have recently redone their whole product line and so the old world of darkness is no more, the New World of Darkness is all you'll be able to buy (brand new that is. You should be able to get second hand OWoD).
NEW KID - February 16, 2006 09:04 PM (GMT)
NEW KID - February 18, 2006 11:31 PM (GMT)
Orgaloth - February 19, 2006 02:00 AM (GMT)
I'm going to finish the character creation, so probably next weekend. If you already know character creation, then stat up and send it in, with a history.
jamfke - February 19, 2006 05:30 AM (GMT)
Are there any major differences between New and Old WoD? I have the Masquerade books.
Orgaloth - March 4, 2006 03:11 AM (GMT)
Ok here's the Character creation for Vampire.
The first thing to come up with is a character concept. Always one of the hardest things in my book. For the example we'll have a cop that's been embraced (ie turned into a vampire). Next you work out your Virtue and Vice. You choose from the seven deadly sins and the seven heavenly Virtues. So envy, gluttony, greed, lust, pride, sloth and wrath and the virtues of charity, faith, fortitude, hope, justice and prudence.
Our cop will take Justice as he believes in the due process, and Pride as he believes as a cop he can do no wrong.
The next thing is to assign your Attributes. You have 9 attributes. They broken down into 3 catagories. Physical, Mental and Social. WW uses a dot system for their games. Each attribute, skill, power ect has a dot rating from 0-5. 0 is unskilled, whilst a 5 is maximum human potential.
Attributes are broken down into 3 Attributes. Physical are Strength, Dexterity and Stamina. The Strength attribute is used for brawling and melee attacks, plus the obvious feats of strength.
Dexterity is used to help determine in you get hit, plus for firearms and throwing challenges
Stamina is used to determine health.
Mental Attributes are broken into Intelligence, Wits and Resolve. Intelligence is pretty obvious. Wits is also used to determine your defence, plus whether you get surprised. Resolve is your characters conviction.
Social Attributes are broken into Presence, Manipulation and Composure. Presence determines how much attention your character draws. Manipulation is how easily you can get others to do what you want, and Composure how well you hold yourself together under pressure.
Now, out of these attributes you have to choose which is your Primary, Secondary and tertiary. To your Primary stats, you receive 5 dots to spread amongst them, your secondary get 4 and your tertiary gets 3. Now the first dot in every attribute is free. To pay for the 5th dot you have to use 2 of your free dots.
Orgaloth - March 12, 2006 04:28 AM (GMT)
Emotional and sensual, the Daeva cultivate both desire among their prey and physical perfection among themselves. Sexual predators and sensual hedonists alike populate the ranks of the clan. Succubus sires look for some combination of charm, culture, seductiveness, desire to achieve, passion and physical beauty. Many Daeva Embrace mortals to whom they have become attached, but this attachment almost invariably proves false, a mixture of lust and simple hunger. Few relationships are as euphoric as those between a Daeva and a newly Embraced childe, and few grow cold as swiftly.
Disciplines: Daeva are masters of Majesty, the vampiric Discipline of lust and want. Their blood also favors the inhuman grace and power of the Disciplines of Celerity and Vigor.
Weakness: The Daeva’s cursed blood enslaves them to darker passions. Any time a Daeva has an opportunity to indulge her Vice but does not do so, she loses two points of Willpower.
Orgaloth - March 12, 2006 04:30 AM (GMT)
Secretive and wise, the Mekhet are masters of all things hidden. They hunt from the shadows, preying secretly on victims and unlocking secrets that no one should know. The only common thread linking Mekhet is an affinity for the night itself or some metaphorical darkness, such as a pained soul or a thirst for knowledge. Mekhet are tutored intensely by their sires so that they understand the nature of the clan and its duties. Some prefer to let their progeny discover the Kindred world on their own, but not even these sires stray so far that they can’t watch a protégé’s progress.
Clan Disciplines: Mekhet master Auspex, the Discipline of preternatural perception, gaining insights that make them particularly dangerous to Kindred. While they reveal others secrets, the Mekhet keep their own, and they have an affinity for Obfuscate, the Discipline of concealment. Finally, they move with the blinding speed of Celerity, as quick as they are deadly.
Weakness: As creatures of darkness, the Mekhet suffer certain banes of vampiric existence more acutely than their fellow Kindred do. Whenever Mekhet suffer damage from sunlight or fire, they take an additional point of aggravated damage from that source.
Orgaloth - March 12, 2006 04:30 AM (GMT)
Stealthy and disturbing, the Nosferatu wield fear itself like a hunter’s blade. Their very presence unnerves people, whether by physical ugliness, foul stench or nebulous personal malignance. Nosferatu come from society’s castoffs, such as the homeless, the mentally ill and criminals. Haunts tend to be self-reliant individuals who actually manage their new condition.
Clan Disciplines: Nosferatu are masters of Nightmare, the vampiric Discipline of terror and phobia.
Their weakness tends to make them rely on Obfuscate to counter their appearances when necessary. Their bodies are also able to utilize Vigor, a blood-granted supernatural strength.
Weakness: Nosferatu are cursed to be social pariahs, and their very presence is uncomfortable for others. This manifests in a myriad of ways, ranging from clear physical deformity to an indefinable aura of menace, passing through such things as a charnel odor or the undeniable manner of a predator. With regard to dice pools based on Presence or Manipulation Attributes in social situations, the 10-again rule does not apply.
Orgaloth - March 12, 2006 04:31 AM (GMT)
Primal and savage, the Gangrel hunt in the untamed places and show no mercy. Gangrel can come from nearly any former life, but all Savages possess a strong survival instinct. Gangrel loathe personal weakness and admire those whose greatest strengths are those of the self – self-awareness, self-confidence and self-reliance.
Disciplines: Masters of the vampiric Discipline of Protean, Gangrel let their bestial nature affect their very shape, becoming wolves, bats or the very mist on the night air. Their blood also grants them an aptitude with their bestial brethren (in the form of the Discipline of Animalism), and the supernatural toughness of Resilience.
Weakness: The Gangrel's blood curses them with a potent bestial instinct that sometimes makes it difficult for them to think clearly. Gangrel suffer a loss of the 10-again rule with regard to dice pools based on Intelligence and Wits Attributes.
Orgaloth - March 12, 2006 04:32 AM (GMT)
Regal, commanding and aristocratic, the Ventrue are the harsh lords of the Danse Macabre. The Ventrue most often come from the closest the modern world comes to feudal nobility: the ranks of professionals, the cream of high society, the scions of old money or political dynasties. As new professions and new forms of power arise, the Ventrue bring them into the clan. Through whatever means necessary, the Ventrue rise to the top of the undead heap.
Clan Disciplines: The Ventrue master Dominate, the Discipline of mental subjugation. Their strength is not diminished on beasts, as they exert themselves with the power of Animalism over lesser creatures. And as Lords must be fit enough to resist challengers, their undead bodies are gifted with Resilience.
Weakness: Power corrupts, and among the Ventrue, even the thirst for power can corrode an ambitious Kindred's moral bearings. Over time, a Ventrue's mind becomes fragile. Therefore, Ventrue characters are more prone to gaining derangements when they suffer a loss of Humanity.
Orgaloth - March 12, 2006 04:34 AM (GMT)
Now onto Convenants
The Invictus is the landed aristocracy of the Damned. An elitist organization at its core, the Invictus teaches that power is everything and those who gain power deserve it most: those with the greatest skill, the greatest ambition, and overall, the greatest claim to leadership. The Invictus appeals far more to elder Kindred than to neonates, and the covenant believes that age and experience are worth far more than anything youth might offer. The so-called First Estate claims to have created most of the common titles and ranks in the modern nights, especially the title of Prince. The Invictus clearly thinks in terms of aristocracy, and like any aristocracy, it suffers in disorder. Therefore, the Invictus strives to maintain order among the Damned and seeks to uphold the laws of the Kindred to the fullest extent. The most frightening aspect of the Invictus is that the covenant might be right: If they don’t hold the power of the Kindred, then who will? Perhaps the long history of Invictus tyranny exists because it’s the only way to rule the Damned.
Benefit: Members of the Invictus benefit from their league of friends and the resources of the group as a whole. This allows players of Invictus characters to purchase the Herd, Mentor, Resources and Retainer Merits for substantially fewer experience points than players of other Kindred do. This means they are half price.
Orgaloth - March 12, 2006 04:35 AM (GMT)
The Carthian Movement
The Carthian Movement is the most modern of the vampiric covenants, seeking to uproot tradition and create a more egalitarian system for vampiric rule. Carthians are full of ideas, fiery and passionate about their beliefs for Kindred self-rule. Few of them think about why the current status quo has lasted for as long as it has. Instead, they are eager to challenge it, fervent to accomplish something positive in the dark world of the Kindred. The Carthian Movement mostly comprises neonates and they tend to be wary of the elders of their kind. The older a vampire becomes, the more stagnant and callous he becomes to the world around it. The Movement has still had success in some areas, however, and has grown support by being patient and playing the political games that it must. Passion and unity are the weapons of the Carthian Movement.
Benefit: As a shared network of idealists, the Carthians find it much easier to advance their position in mortal society. As a result, it is much cheaper for players of Carthian characters to purchase the Allies, Contacts, Haven, and Herd Merits with experience points. again these merits are half price.
Orgaloth - March 12, 2006 04:35 AM (GMT)
The Circle of the Crone
The Circle is a secretive and mystic group of Kindred, holding its own belief about vampiric nature and even its own Discipline. The so-called Acolytes believe that vampires make up a natural part of the world and can learn, grow, and find enlightenment instead of wallowing in the guilt-ridden angst of other groups, which focus on penance. Therefore, members of the Circle of the Crone often find themselves dismissed as political outcasts and heretics of vampiric existence, especially by the more religious Kindred. The Circle believes that creation is power. Vampires must face their static condition and overcome it by creating and cultivating whatever they can. Acolytes also cherish testing themselves, believing that only by overcoming their physical, mental and spiritual limitations can they become something more than creatures of the night. This belief can also lead to persecution, as their strange rituals of testing can seem barbaric and even unholy to some Kindred.
Benefit: Members of the Circle of the Crone may learn Cruác. This Discipline is a form of blood sorcery based on pagan rituals and observances
Orgaloth - March 12, 2006 04:40 AM (GMT)
The Lancea Sanctum
The Lancea Sanctum is the religious and moral backbone of the Kindred, as well as the covenant of self-appointed priests and inquisitors of the Damned. Universally respected and feared, the covenant constantly seeks to oversee the religious existence of all Kindred, if not to rule them outright. Believing themselves to be the chosen of God, Kindred of the Lancea Sanctum follows The Testament of Longinus, a collection of writings made by the centurion who pierced Christ’s side and was turned into a vampire. The Sanctified believe that his divine transformation gave purpose to the existence of the Damned and a new purpose for the undead.
The Lancea Sanctum seeks to convert those that it can, and uses conversion as an alternative to conflict, not wanting to cut down a potential brother or sister. The Sanctified also accomplish this by offering spiritual guidance wherever possible, offering themselves as priests and advisors to all of the Damned, and a Bishop or Archbishop often closely follows an Invictus Prince.
Benefit: Members of the Lancea Sanctum have access to a special Discipline, Theban Sorcery. Theban Sorcery is a type of blood magic capable of leveling curses of seemingly Biblical origin.
Orgaloth - March 12, 2006 04:51 AM (GMT)
The Ordo Dracul
The Ordo Dracul claims to follow the teachings of Vlad Tepes, Dracula himself. Dracula claimed to have no sire,
struck by God with undeath for his abuse of faith.
The Dragons, as they are known, comprise one of the youngest major factions of the society of the Damned.
Their supposed founder has not been seen in over a century, and his absence further brings the Ordo Dracul into question with some Kindred.
The Order teaches that nothing is permanent, that even vampirism can be overcome. The Dragons have developed a number of supernatural paths that lessen the effects of the Curse, paths they call the Coils of the Dragon.
Although there is no evidence of any Kindred fully escaping the Requiem through the Dragons' rites, the Order's beliefs still attract Kindred of all types and ages into its ranks. All are welcome, so that their knowledge and experiences of the vampiric condition can be shared.
This growing pool of knowledge is one of the Dragons' goals -
the more they know of the Curse, the better they can act against it.
Orgaloth - March 12, 2006 05:12 AM (GMT)
Skills are broken down in to three different catagories, Mental, Physical and Social. This is just like choosing your attributes, except that you get 11/7/4. You also get 3 free specialisations. You have to have at least one dot in the skill to place a spec in it. Below are the skills
Orgaloth - March 12, 2006 05:40 AM (GMT)
Merits now. These help define your character. At creation you get 7points in merits to play with. Now you can use 3 of these points to raise your Blood Potency up one point, or you can use 6 of these points to raise your Blood Potency up by 2 points. Here is a list of merits, those with numbers next to their name, is how many points they cost. Thos with * can only be brought at character creation.
Brawling Dodge (1)
*Common Sense (1)
Danger Sense (2)
Direction Sense (1)
*Eidetic Memory (2)
* Encyclopedic Knowledge (4)
Fast Reflexes (1-2)
Fighting Finesse (2)
Fighting: 2 Weapons
Fighting: Kung Fu
Fleet of Foot (1-3)
Hollistic Awareness (3)
Iron Stamina (1-3)
Iron Stomach (2)
Medatitve Mind (1)
Natural Immunity (1)
Quick Draw (1)
Quick Healer (3)
Striking Looks (2/4)
Strong Back (1)
Strong Lungs (3)
Stunt Driver (3)
Toxin Resistance (2)
Weaponry Dodge (1)
Orgaloth - March 12, 2006 05:45 AM (GMT)
Here is a small list of the more common disciplines. At Creation you get to place 3 points in to your CLAN/Covenant disciplines.
Animalism Feral Whispers
Animalism Call of the Wild
Animalism Subsume the Lesser Spirit
Animalism Leashing the Beast
Auspex Heightened Senses
Auspex Aura Perception
Auspex The Spirit's Touch
Auspex Twilight Projection
Dominate The Forgetful Mind
Nightmar Monsterous Countenance
Nightmare Eye of the Beast
Nightmare Shatter the Mind
Nightmare Mortal Fear
Obfuscate Touch of Shadow
Obfuscate Mask of Tranquility
Obfuscate Cloak of Night
Obfuscate The Familiar Stranger
Obfuscate Cloak the Gathering
Protean Aspect of the Predator
Protean Haven of Soil
Protean Claws of the Wild
Protean Shape of the Beast
Protean Body of Spirit
Orgaloth - March 12, 2006 05:56 AM (GMT)
Blood Potency is like generation in the old World of Darkness. The higher your Blood Potency the more powerful the vampire. Here is a breakdown of the Blood Potency table. At the lower levels you can be sustained on Animal/human/vampire blood, but as you raise in Potency, you slowly loose the ability to feed on the lower life forms. So by the time you reach BP 7 you can only feed on Vampire blood.
Blood Potency Attribute/Skill/ Max Vitae/ Max Vitae per Turn Vampires can
Discipline Maximum Feed from…
0 5 0 0
1 5 10 1 Animals
2 5 11 1 Animals
3 5 12 1 Humans
4 5 13 2 Humans
5 5 14 2 Humans
6 6 15 3 Humans
7 7 20 5 Vampire
8 8 30 7 Vampire
9 9 50 10 Vampire
10 10 100 15 Vampire
Orgaloth - March 12, 2006 06:01 AM (GMT)
Now the Covenants of the Circle of the Crone, Lancea Sanctum and the Ordo Dracul each have their own special powers, Cruac, Theban sorcery and Coils of the dragon respectively. Now I can't find decent write ups on them. Theban Sorcery is similiar to the old Tremere Thaumaturgy, as is Cruac. The Coils are the Ordo's way of Transcending. They repress the various natural flaws of the Vampire.
Orgaloth - March 12, 2006 06:08 AM (GMT)
Theban Sorcery is the (supposedly) holy Discipline taught exclusively to the members of the Lancea Sanctum, and it echoes the angry and vengeful God of the Old Testament. A closely guarded secret among the Sanctified, Theban Sorcery involves a number of miraculous rituals that the sect claims was taught by an avatar of God. Any Kindred who wishes to learn Theban Sorcery must have at least one dot in the Covenant Status (Lancea Sanctum) Merit.
A character has a score for Theban Sorcery, just like any other Discipline, but the score determines the maximum level of rituals instead of granting a specific power. A ritual is gained for free when the character increases her Theban Sorcery score, but they must be purchased with experience points afterward. Rituals always cost a single point of Willpower to cast along with the expenditure of other component materials, called offerings. Each ritual has a unique set of offerings.
Orgaloth - March 12, 2006 06:14 AM (GMT)
Here is a link to a review of the Vampire The Requiem book. It may give you a little more insight into what I have posted here.http://www.rpg.net/reviews/archive/10/10631.phtml
Orgaloth - March 12, 2006 11:38 AM (GMT)
Willpower. This is worked out by adding your Resolve and Composure together. You can never get a willpower higher ten this total, without raising either of these attributes. Willpower can be used for a number of things, but mainly it will be used to add a +3 to a die roll which indicates that your character is concentrating on the action.
Orgaloth - March 12, 2006 11:41 AM (GMT)
Humanity. This trait indicates how 'human' your character is. Most humans are at 7, and hence this is what vampire PCs start at. There is an optional rule where you can exchange a point of humanity for 5xp, up to a maxium of 10xp.
Orgaloth - March 13, 2006 02:52 AM (GMT)
Speed. Your characters speed is the sum of your size (5) plus your Dexterity plus Strength.
Health is the sum of your Size (5) plus Stamina.
Size is 5, unless you take the Giant merit, then it is 6
Flaws are things to help flesh out your character. You receive nothing for taking them, they are just a roleplaying aide.
Your defense is the lower of either your Wits of Dexterity. Various armours and cover will give you bonuses.
Orgaloth - March 13, 2006 03:11 AM (GMT)
Ok I don't know how I could have forgotten this. Every clan has a favoured Attribute You get a free dot in one of them.
Daeva = Dexterity or Manipulation
Gangrel = Composure or Stamina
Mekhet = Intelligence or Wits
Nosferatu = Composure or Strength
Ventrue = Presence or Resolve
Orgaloth - March 21, 2006 01:16 PM (GMT)
Here is a breakdown of a City's heirarchy.
The Prince: The head honcho. The vampire in charge. This is usually the toughest, smartest and the biggest badass. Usually. It’s not always so. Sometimes they are just the smartest, or just the toughest, but these Princes don’t last long. Princes normally rule their city with absolute power, but some are just figureheads.
The Seneschal: The Princes right hand. When the Prince isn’t around, the Seneschal steps in. He’s usually responsible for the night to night running of the city.
The Herald: Very simply the Princes mouthpiece. When the Prince wants to announce something, the Herald will make sure you hear it.
The Primogen: These Kindred speak for the benefit of their Covenant and serve as the Prince’s advisors. If united, they can topple Princes, and in some cases they rule from behind the scenes. For the most part a Primogen is an elder.
The Priscus: is the informal head of a specific clan. Generally it just happens to be the one vampire that keeps speaking up on matters for their clan, other times they are forced into the position. It has no actual standing in the court, but most Princes will listen to what a Priscus has to say.
The Whip: This is the 2IC of the Primogen, although they generally won’t be asked to sit on the Primogen council with their Primogen can’t make the meeting. Some Priscus have Whips as well.
The Harpy: this is a very powerful position. The Harpy can make or break a vampire’s standing in a city. Although a Prince’s Harpy has more power then the Primogen’s Harpy, you don’t want to cross either. They officially represent a who’s in and who’s out, and what positions and opinions are popular this season. A well known Harpy can sway public opinion faster with a biting comment then some Princes can with a solid decree.
The Sheriff: The police investigator, enforcer, and inquisitor, the sheriff is responsible for enforcing the Princes Laws and dictates, for brining outlaws before the Prince for judgement and for carrying out sentences.
The Hound: Simply put, the muscle of the Prince. If the Sheriff is a policeman, the Hound is an assassin or leg-breaker. He doesn’t investigate or question, he just punishes. Sometimes the role of Sheriff and Hound are merged into one position.
The Master of Elysium: A combination of Master of Ceremonies and groundskeeper. This fellow maintains the Elysium’s. He is also entrusted in enforcing the law of non-violence on Elysiae, and will work with the Sheriff and hound to help in this endeavour.