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Predator Type (VTM)
Frightful Beast Brujah - 5 Points Your Beast is exceptionally difficult to control, flying to Frenzy over not only hunger and anger, but also Fear. When you consume this type of blood, once per night, you may regain a point of Willpower. The Aura Fantastique Kiasyd - 3 Points You give off an unbreakable sense of the supernatural and esoteric. This basically gives you a free pass for any "oddities" that come as part of the package; of course your boyfriend is a Faerie, and of course you study Blood Magic.
It would be strange if you didn't; you strike everyone as someone who should naturally come with a long list of unsurprising surprises.
This only covers the whimsical, the relatively harmless and unusual, such as "Bellatrix uses Chimerstry and talks about her adventures with Changelings and Mages" or "Lestrange studies Demonology with a passion and has written in a non-infernalist way about the Baali, the Fallen and Infernal Spirits", but does not extend to the truly alarming or malevolent, such as "Bellatrix has black veins in her aura, has a harem of Werewolves in her service and offers up the blood of the innocent to Bulgroth the Unclean One".
Messy Eater Nagaraja - 2 Points You eat quickly enough, but you make such a show of it. Maybe you enjoyed it at first and it became a habit you just can't avoid, or maybe you lack the finesse necessary to dine "politely". Whatever the reason, when you feed on flesh you make a lot of noise, you bare your teeth so that they are incredibly obvious to an observer, and you release a shower of "juices" when you take your bites and tear out your mouthfuls.
This can result in anything from unwanted attention to mild embarrassment, depending on the nature of ones company. Tags: None. Assamite Rootstock Assamite 3 pt merit Sometimes, if an Assamite sire spends little to no time training a childe in the ways of the clan, such as with Sabbat shovelheads, the childe will have only the most tenuous of connections with the Blood of Haqim. Such childer are hypothesized by the Sorcerer caste to be a throwback to the earliest nights of the clan, before the various curses were levied.
Rootstocks have the clan disciplines of Auspex, Celerity, and Obfuscate. In addition, they suffer from the Incomplete Understanding flaw regarding Clan Assamite.
Brainwashed 1 pt flaw Some sires, fearing apostasy from their childer, go to great lengths to force loyalty to the ideals of Alamut. During the childe's apprenticeship she is treated to intense psychological pressure to join the Path of Blood, but has not yet done so. She is on another Path, usually with a low Humanity, but may never spend experience to improve any Path other than the Path of Blood.
Expert 5 point merit Your sire picked you because you were incredibly gifted in one field, such as Academics, Science, Survival, or Firearms. She was not mistaken. You are very simply the best at what you do, and the blood of Haqim you carry is happy to help.
Choose any one ability at character creation and you may spend blood to increase that ability temporarily in the same manner as blood-buffing physical attributes.Clan is a term used by vampires to describe the major groups of Cainites who share common characteristics passed on by the blood.
There are 13 known clans, each of which was reputedly founded by an Antediluviana member of the Third Generation. The clans are distinguished by their Antediluvian founders. Kindred society generally acknowledges 13 clans tonight, though some may have been lost to history, some may exist in secrecy, and some may never have been known.
Like all bloodlineseach clan has greater familiarity with a set of three Disciplinesa clan weakness largely unique to its members, and various stereotypes attributed to it as a result of a tendency to Embrace individuals with certain characteristics. The clans are generally differentiated and set above bloodlines by their greater number and influence throughout the world, identification with an Antediluvian progenitor, a history that reputedly extends back to the Second Cityand clan weaknesses that were said to be handed down by Caine himself.
Very few non - vampires recognize the differences that set apart members of each clan and may in fact consider all vampires to be roughly the same as they all share a common ancestor Caine.
The majority of Cainites take the divisions and lineage in general quite seriously, particularly the elders and those who know their complete lineage. During the Dark Ages, the High Clans and Low Clans marked the upper and bottom rungs of vampiric society, with one's ancestry greatly influencing the possibility for advancement and respect.
Centuries later, these class divisions would be abandoned for the division of sects between the CamarillaSabbatand independent clans. Each clan has its own organization and culture that is considered important by its members, and though individuals are rarely willing to make any self-sacrifice for their clanmates, a general sense of understanding often elicits some preference for those of similar blood.
Likewise, since vampires of any particular clan are often grouped together for political means, such as representation among the primogen of a city, they may work together and present a unified front out of necessity. Such appearances almost always mask internal conflicts, however, and it is considered incredibly naive to treat all individuals of a clan the same. From the Dark Medieval into the modern nightsthe thirteen recognized clans are:.
There is some ambiguity in the standards that determine clanhood. Two of the above lineages, the Giovanni and Tremere, are actually recent replacements, having begun as bloodlines of established clans and risen to clan status within the last millennium after mostly wiping out Clan Cappadocian and Clan Salubrirespectively. Even though members of these fallen clans may yet survive, with their numbers so small and their Antediluvians destroyed, they have been relegated to bloodline status, particularly as knowledge of their existence is gradually forgotten.
On the other hand, several clans have held onto their positions despite the fact that their Antediluvians are believed to be dead.
Likewise, the Ravnos are nearly extinct following the destruction of their progenitor during the Week of Nightmaresbut they are still considered a clan though some speculate that another bloodline will rise to take their place.
Caitiff is the most common term used by kindred to describe a vampire of unknown clan, or of no clan at all. They are typically of high generationwhere Caine's blood is too diluted to pass on any consistent characteristics.
The clanless have no inherent clan society, support, or even characteristics; they are like orphans among the great families of vampires. The Caitiff have no inherent clan weakness, but no inherent disciplines as well.
Not every Cainite belongs to a sect nor swears fealty to a clan, PrinceBishopor other such entity. These Autarkis often lead solitary unlives not unlike hermits or outcasts.
In some cases, an Autarkis is beneath notice, in other cases, the Autarkis is simply too powerful or otherwise ungovernable for the local sect to bring under its sway. Vampire: The Masquerade clans. Sign In Don't have an account? Start a Wiki. Do you like this video? Contents [ show ]. Categories :. Cancel Save.Discipline is a term used by vampires to describe their supernatural powers.
The coinage of the term Disciplines is credited to the Cainite scholar known as Trimeggian through his Encyclopaedia Haemovoria - and although not every vampire will necessarily use it, this denomination has become quite popular among kindred society. The origin of the vampiric powers modernly known as Disciplines is unknown, however, but many believe they are gifts from Caine or Lilithand a few Antediluvians are thought to have invented unique Disciplines that have been passed down through their childer ; others believe them to be inborn powers inherent to the undead body.
Aside from their inherent immortal condition and the ability to use vitae to regenerate wounds and improve their strength, dexterity and stamina, proficience in a Discipline gives the vampire additional supernatural abilities of great strategic value.
There are seventeen " main " Disciplines that are well known and relatively common, but there are also a variety of much rarer Disciplines which are unique to particular clans or are practiced by bloodlines and Thin-Blooded vampires. Training in each of the Disciplines provides the Cainite with several related powers such as superhuman speed, strength, resilience, command over animals, shapeshifting abilities, sensory powers, the ability to dominate the minds of other creatures and many more.
Every clan has three inherent Disciplines which they pick up more readily and do not require training to learn. Many clans also have signature Disciplines that are not widely known outside of their clan and are sometimes carefully guarded, though this varies from clan to clan. Unique Disciplines are not common in the Camarillawhich is largely a revisionist history issue; Camarilla vampires are the default characters for VTM and most of their Disciplines are classic vampiric powers.
Conversely, the Sabbat and independent clans have powers which are not part of traditional vampire literature and were introduced later. Individual bloodlines including the antitribu have their own "in-clan" Disciplines, but those are too numerous to list here; additionally, many bloodlines' Disciplines have changes over the course of the game's various editions.
Combination Disciplines break from the typical chains of separate powers and combine two or three Disciplines of various levels to create one specialized power. They are fairly rare and typically must be taught by someone who already knows the power, but are popular because they often add versatility to Disciplines a character possesses or address unique situations.
In Vampire: The Eternal StruggleDisciplines are separated into two levels: the Basic level denoted with a square symbol and the Superior level denoted with a diamond, or technically, a square rotated 45 degrees.
The individual powers are the same, but with two different levels of ability. In Mind's Eye Theatrethe LARP rules, Disciplines are separated into three levels: the Basic level equivalent to levels 1 and 2 of the Storyteller Systemthe Intermediate level equivalent to levels 3 and 4 of Storytellerand the Advanced level equivalent to level 5 in Storyteller. In the tabletop Storyteller System, Disciplines are separated into five dots. An optional system provides Elder Discipline Powers of 6 to 10 dots for more ancient vampires.
Finally, VTM : Vampire: The Masquerade - Redemption uses a system where you can assign up to five dots in skill into any of the individual powers. So, assuming a Discipline like Protean which may have five powers in the Storyteller system, in Redemptioneach of those five powers may themselves be rated from one to five, providing a potential 25 dots to assign into Protean.
This Wiki will default to the Storyteller System presentation as the most common middle-of-the-road approach. The majority of Disciplines consist of a sequence of powers which begin at a one-dot power and rise to a five-dot power. Discipline progression is fixed: every character who learns Auspex 2 learns the same power, cannot obtain it until they possess Auspex 1, and must learn it before gaining Auspex 3. The exceptions to this sequence are the various forms of blood sorcerysuch as Thaumaturgy and Necromancy.
These Disciplines consist of a main track that governs the maximum level of paths and rituals. However, each path is individually learned in the same manner as any other five-dot Discipline: one cannot learn the second level of the Path of Blood without first learning the first level. Three Disciplines — CelerityFortitudeand Potence — are commonly called the Physical Disciplines because they directly enhance a vampire's physical abilities.
Dots up to five in these Disciplines do not provide new powers like the other disciplines do. Instead, every new level is a steady increase in one specific capacity: Celerity increases the number of extra actions a character can take per round by spending blood and, in 20th Anniversaryincreases dexterity ; Fortitude adds dice to resist damage; and Potence grants automatic successes to feats of strength.
At the Storyteller's discretion the Physical Disciplines may be learned by all Cainites without training. Cainites of seventh or lower generation may learn Elder Discipline Powers of six to ten dots, with the maximum rating of a Discipline restricted to 13 minus their generation.
At such levels the potency of Discipline powers increase greatly, and characters no longer must follow a uniform progression but can choose from a variety of powers available at any one level or even invent their own powers that suit their tactics. Advanced Disciplines provide elders a great advantage over higher generation Cainites, but also lure younger vampires to commit diablerie.
Sign In Don't have an account? Start a Wiki.Mythic +23 Cathedral of Eternal Night with Naesam - Double 973 Sith Lords!
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V5 - Merits and Flaws question. Posts Latest Activity. Page of 1. Filtered by:. V5 - Merits and Flaws questionAM. So in V5 you take up to 7 merits and at least 2 flaws. Any merits of the 7 you don't spend you can then take with you into the Coterie, for shared things. Ok, so far, so good. What we have not found yet though is this: Is there any incentive given by the book to take more than the minimum 2 flaws? Roleplay, Story, rounding out characters or "it makes sense" are all nice answers, but most of the flaws actually have quite an impact on the mechanics side of things, so I'm wondering if there's any mechanical benefit to balance that out?
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Good question. I hadn't thought of that. It's not explicitly clear from the text. Advantages cost 3xp per dot, after the first 7 free levels. Advantages and Flaws are handled together in V5, with Flaws just being negative Advantages. So, I would rule that extra flaws, above and beyond the two required, give an extra 3xp per level of flaw.
I'm not sure if I would allow the "required two" to be bought off at chagen with six xp, though. I'm also not sure about buying off Flaws, for 3xp per level, in the course of play.
I would probably allow it, if it fits the story. With the obvious exception of those flaws tied to a clan bane, like the Nosferatu. Since, we're on the topic, I have an additional question. I'm not sure whether flaws tied to Backgrounds are allowed as part of the "two required" flaws. I'm guessing "No Haven" or "Stalkers" would be okay, but would something like the "Creepy" modifier on a Haven you purchase count?Running a mythic game has many similarities to running other games.
The PCs still go on adventures, fight monsters, discover treasure, and gain experience. The difference is that mythic games have an added level of drama, theater, and tension. Of course, there are also splendorous rewards for the bold mythic adventurer see Mythic Magic Items. This section gives guidelines for running a mythic campaign, including a discussion of what makes a game mythic, types of mythic games, rules for adjudicating the difficulty of encounters, and guidelines for advancing play and fulfilling trials.
For a game to feel mythic, it must evoke wonder and awe in the GM and the players. It represents a power shrouded in mystery and beyond the reach of mortals. A mythic atmosphere involves legends coming to life, and the characters will have a part to play in shaping these myths. Running a mythic game requires more than just allowing the players to have mythic power and face off against mythic foes.
While that is certainly part of it, creating a mythic atmosphere is just as important. The world itself and the structure of the story need to change to make room for the mythic to exist alongside the normal. Contrasting the mythic with the normal world is crucial to conveying an atmosphere of legend and mystery.
For example, a flying castle with a 1,foot-tall tower at its heart, drifting through the air on a thunderous storm cloud, is certainly a dramatic sight, but only when compared to the pastoral farmland and grime-covered town in its shadow. Picture the same floating castle in a world of towering volcanoes, and foot-tall fortresses and the castle just becomes another extreme element in a world of extremes.
Inserting contrasting mythic elements is easy, since the world already has a specific feel. Making your game mythic simply requires you to push beyond the boundaries of the setting, identifying hidden places where mythic elements have always dwelled, waiting to be discovered. The mythic rules can be used in a number of ways to add truly fantastic elements to your game, from simply including a mythic foe at the end of an adventure to allowing the PCs to play mythic characters for their entire adventuring careers, taking on other mythic foes and rivaling the power of the gods.
The following types of scale are provided to give GMs an easy guideline for incorporating mythic rules into their games.
Rare : At this scale, mythic creatures live only in remote parts of the world, content to be bygones of a lost age. People speak of them in stories, but none have actually encountered them.
The PCs are not themselves mythic in this type of campaign, but throughout their travels, they may be up against a mythic creature at the conclusion of a noteworthy quest.
Alternatively, a mythic creature might be forced into the world to terrorize the land, driving the PCs to find a way to deal with such a powerful threat. Limited : At the limited scale, the PCs get a taste of mythic power through some extraordinary event, albeit only for a short time.
For the duration of an adventure or short campaign arc, they can wield this power to further their goals. Perhaps their power will return at a later date—possibly even regularly according to some mysterious cycle, allowing them to plan out when they take on more difficult challenges coinciding with their resurgence of power.
Uncommon : Mythic creatures and characters are uncommon in this scale of game, but not wholly resigned to the whispers of legend.
The PCs also get mythic power, but their advancement in tier is slow. The GM can control this by limiting the number of trials that are presented. Likewise, mythic foes are still not pervasive, but are found with some regularity—leading secret cabals, harassing quiet villages on the edge of civilization, and dwelling in the dark places of the world. Common : In the common scale, mythic characters and monsters are an everyday part of life.
Nobles, priests, and other powerful people call upon the PCs for help against those dangerous monsters and villains others are powerless to fight. In this type of campaign, the PCs begin play with mythic power and see it grow as they gain levels, roughly at the rate of one mythic tier per two character levels.
Campaigns and adventures come in many forms, taking shape organically with the whims of the players and the needs of the Gamemasterbut the key to running a successful mythic campaign or adventure involves a little more planning. The following structure is a guide to help GMs in planning out their mythic experience, regardless of length. This formula can work for a single session, where the PCs gain mythic power at the beginning and lose it by the end. Or you can apply it to an entire campaign, where the PCs gain mythic power early on and retire after of dozens of adventures.
Many mythic stories follow a common narrative structure see The Monomyth sidebar. This structure is divided into five parts: the contact, the awakening, the journey, the return, and the life after. In the contact, the PCs encounter a threat too great for them to handle.Let me preface this article by acknowledging that there are going to be some number of readers who find the entire concept of focusing on mechanics when creating a character to be offensive in some way.
And they will be absolutely correct in the general notion that story and concept come first. But I still think that this sort of examination can be helpful. In general, this sort of guidance is agnostic to character concept — there is no inherent conflict between character competence and character concept. And, all other things being equal, I think most players want to be able to pull off awesome things at some point, even in a chronicle that is mostly drenched in angst.
If you were rolling one die, you would succeed at a task half the time. Challenging tasks e. In V20 you would succeed, and the question would be by how much.
In V5 the question is whether you can succeed at all. The relatively bad odds can be significantly mitigated by the three-die re-roll for spending a Willpower. Note that this is less useful if your Storyteller has you roll a lot — most characters will only get 3 or so Willpower to spend per session. With a big dice pool, if you are failing you probably have the full three bad dice to re-roll and only need another It makes even trying a little scary.
I, personally, am inclined to spread dots all over the place, making a relatively well-rounded character. But, of course, that has no mechanical meaning. Your Storyteller may or may not have you rolling dice at Elysium, but they will certainly have you rolling dice if you get in a running gun battle.
A central thing to remember about combat is that there are no half-measures. If you want your character to be able to hold their own in combat, real investment in one of those is recommended. Strength is the most likely component of this, because it can be used for anything but small melee weapons.
Significantly, there are no disciplines that directly help win these rolls although mental disciplines might be able to befuddle opponents. In particular, note that Potence does exactly nothing to help win combat rolls.
An average or slightly above average human dot Attribute with real experience with a weapon dot Skill will be rolling dice on a combat roll. This relative equality is furthered by the changes in the blood surge rules.
The inherent advantage of being a vampire is toughness — vampires take superficial damage from guns and melee weapons, while mortals take aggravated damage. Dodging is generally a poor tactic in combat.Site Navigation Recent changes Join the site! Flaws under the "general" category may be taken by any character from any sphere. Though you do not forget such things as Knowledges or Skills, you do forget names, addresses, and when you last ate.
In order to remember anything more than your own name and the location of your haven, you need to make a Wits roll or, as a last resort, spend a Willpower point. Addiction 3pt Flaw You suffer from an addiction to a substance, which must now be present in the blood you drink.
This can be alcohol, nicotine, hard drugs or simply adrenaline. This substance always impairs you in some fashion. Addictions to inconsequential substances will not be allowed.
This includes the popular "Addiction to Nicotine" for Kindred, as most of the adverse effects of Nicotine do not affect creatures that don't breathe or have blood circulation. You feel dead and listless otherwise. This is a very dangerous habit.
It can only be overcome with long therapy and friends to help you quit cold turkey. Adolescent 1pt Flaw You were chosen very early in your life. This age difference will cause people to react to you differently. The older Chosen may not take you seriously.
She's just a kid! Airhead 1pt Flaw You're so wrapped up in your own little world, you don't have a clue about reality! Perhaps you retreat into yourself because you're afraid or avoiding a problem, but more likely, you simply arenot using your gray cells.
Maybe you fall in and out of conversations and spout non sequitors. Whatever the case, people snicker at you behind your back. Allergic pt Flaw You are allergic to some substance, in a manner not unlike mortal allergies. However, you do not get hives or sneeze, but are actually incapacitated y your reaction. If the substance was in the blood you drank, the reaction will be very strong, though touch along is enough to disturb you. If it was in the blood, you will have five fewer dice on all your Dice Pools for 10 minutes.
Amnesia 2pt Flaw You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may someday come back to haunt you. Over the course of the chronicle, you and your character will slowly discover them.
Arrogant 1pt Flaw Whether or not you actually think you're better than others, those around you consistently feel that you have a 'holier than thou' attitude. You may phrase things sarcastically too often, or you may really believe that you are holier than most of those you interact with. Artificially Aged 2pt Flaw You have been fleshcrafted to look like an adult, although true maturity is still some time in your future.
Although you can pass as older than you actually feel, you have difficulty dealing with complex situations.
You must subtract one die from all Social Dice Pools that involve subtlety or sophistication. Bad Liar 1pt Flaw You have tremendous trouble lying. The spontaneous excuses that you come up with are usually unbelievably elaborate or easily refuted with the bare modicum of research.
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