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Pages: (2) 1 [2]  ( Go to first unread post )

 Vampire the Requim, White Wolf's new World of Darkness
Orgaloth
Posted: Mar 11 2006, 10:35 PM


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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


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 11 2006, 10:40 PM


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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.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 11 2006, 10:51 PM


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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.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 11 2006, 11:12 PM


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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

Mental
(-3 unskilled)
Academics_________
Computer_________
Crafts___________
Investigation_______
Medicine_________
Occult__________
Politics_________
Science_________
Physical
(-1 unskilled)
Athletics_________
Brawl____________
Drive___________
Firearms_________
Larceny__________
Stealth__________
Survival_________
Weaponry_________
Social
(-1 unskilled)
Animal Ken_______
Empathy_________
Expression________
Intimidation_______
Persuasion________
Socialize_________
Streetwise_________
Subterfuge________


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 11 2006, 11:40 PM


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Joined: 17-September 05



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.

Merits
Allies-Bureaucracy
Allies-Church
Allies-Finance
Allies-High Society
Allies-Industry
Allies-Legal
Allies-Media
Allies-Medical
Allies-Occult
Allies-Police
Allies-Politics
Allies-Street
Allies-Underworld
Allies-Transport
Allies-University
*Ambidextrous (3)
Barfly (1)
Brawling Dodge (1)
*Common Sense (1)
Contacts
Danger Sense (2)
Direction Sense (1)
Disarm (2)
*Eidetic Memory (2)
* Encyclopedic Knowledge (4)
Fame (1-3)
Familiar-Twilight (3)
Familiar-Embodied (4)
Fast Reflexes (1-2)
Fighting Finesse (2)
Fighting: 2 Weapons
Fighting: Boxing
Fighting: Kung Fu
Fleet of Foot (1-3)
*Giant (4)
Gunslinger (3)
Haven-Location
Haven-Size
Haven-Security
Herd
Hollistic Awareness (3)
Inspiring (4)
Iron Stamina (1-3)
Iron Stomach (2)
Language (1)
Medatitve Mind (1)
Mentor
Natural Immunity (1)
Quick Draw (1)
Quick Healer (3)
Resources
Retainer
Status: City
Status: Clan
Status: Covenant
Status: Other
Striking Looks (2/4)
Strong Back (1)
Strong Lungs (3)
Stunt Driver (3)
Toxin Resistance (2)
Weaponry Dodge (1)


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 11 2006, 11:45 PM


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Joined: 17-September 05



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 Obedience
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 Telepathy
Auspex Twilight Projection

Dominate Command
Dominate Mesmerize
Dominate The Forgetful Mind
Dominate Conditioning
Dominate Possession

Majesty Awe
Majesty Revelation
Majesty Entrancement
Majesty Summoning
Majesty Sovereignty

Nightmar Monsterous Countenance
Nightmare Dread
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


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 11 2006, 11:56 PM


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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


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 12 2006, 12:01 AM


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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.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 12 2006, 12:08 AM


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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.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 12 2006, 12:14 AM


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Joined: 17-September 05



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


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 12 2006, 05:38 AM


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Joined: 17-September 05



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.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 12 2006, 05:41 AM


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Group: Mad Mods
Posts: 1,333
Member No.: 5
Joined: 17-September 05



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.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 12 2006, 08:52 PM


Brown Coat Rebel Mod
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Group: Mad Mods
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Member No.: 5
Joined: 17-September 05



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.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 12 2006, 09:11 PM


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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


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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Orgaloth
Posted: Mar 21 2006, 07:16 AM


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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.


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Uh...had a slight weapons malfunction. But, uh, everything's perfectly all right now. We're fine. We're all fine here, now, thank you. How are you?
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