Rule Alterations

    I will be running this era differently from the classic ways that White-Wolf normally subscribes to. There are no clans, none of the major metaplot that is commonly associated with their world of darkness has occured. For the world history of their world pick up a cheap book that generally explains all the events that have happened in the world, that is the history this game will generally be subscribing to. This does not mean that vampires have been completely removed from history, there have been instances where elder creatures have influenced the ways that the world has evolved. Not everything has been recorded in our history texts...

Vampiric Creation
    Vampires are created by taking a single point of blood each night for a week from a person. They must visit the victim once a night, and at the conclusion of this the victim must make a stamina roll, difficult 2 + the vampires generation. They must get one more success than the vampires generation score to NOT turn into a creature of the night.

Character Creation Rules
    When a new character players receive a total of 400xp to spend at character creation. This is used in place of the standard points used when creating a character. Characters may have only three disciplines (ie Fortitude, Obfuscate, and Potence); it is possible to gain the ability to learn an additional discipline for every two centuries of unlife that the character has seen, which requires the purchase of two levels of generation. Additionally, one of the disciplines taken must be a physical discipline (ie Celerity, Fortitude, Potence), and if Thaumaturgy, Necromancy, Obtenebration, Serpentis, Chimestry, Dementation, Protean, Quietus, or Vicissitude cost two discipline slots. One of the disciplines taken must be the same as the sire.

Experience Costs
Ability/Attribute/etc.
Initial Cost
Multiplier
Attributes
N/A
Next level x4
Abilities
3
x2
Backgrounds
3
x1
Disciplines
10
x6
Virtues
N/A
Next level x2
Humanity
N/A
Next level x1
Willpower
N/A
Next level x2
Merits
Freebie cost x3
N/A
Flaws
Receive freebie costx2
N/A
"Clan" Weaknesses
Receive 10 experience
points; not all flaws
appropriate
N/A


New Generation Rules
    Each level of generation requires an expenditure of 20 xp. In addition, as each level of generation represents a century of unlife, and during those years characters are likely to have seen and performed things that have scarred their immortal souls, they lose on point of either consciousness or humanity.

Lore
    Taking the lore background gives the character knowledge about a given topic. Every point taken gives three centuries of knowledge surrounding the topic chosen. This history must be taken as a "clump," that is the years given by each point of lore cannot be broken up. This means that a character with one point of lore cannot have their character knowledgable about the years 1600-1625, and the rest being 500-675; the years must be in series. Were two seperate points of lore about the same topic taken (ie the player has chosen two points of Vampire Lore) then the character could be knowledgeable about the years 500-800 as well as 1500-1800.

New Die Pool Rules
    When rolling dice examine the total number of dice that can be rolled and roll them, at the difficulty set by the storyteller. Then, examine the skill that was related to this roll. That is the number of dice that can count towards the number of successes. If the character lacks the related skill then they can only score a lone success, baring 10s. Each 10 can be counted above the maximum number of successes the character can have for a given roll.
    Example: Dante is in a fight for his life against Van Helsing, a wise and deadly hunter of the undead. Van Helsing draws his pistol and fires at Dante. When Van Helsing examines his character sheet, he sees that he has a dexterity rating of 3 and a firearms rating of 2.He rolls a 5,6,7,8,8, but only two of these count towards the successes because Van Helsing has a mere firearms rating of 2.
    Dante attempts to dive out of the way of Van Helsing's shot, and prepares to roll his dexterity+dodge pool. He has a dexterity rating of 3 and no dodge skill, and the storyteller sets the difficulty at 7. Dante rolls his 3 dice, resulting in a 7, 10, and 10. This means that he has 3 successes, despite not having a rating in the skill.

Botching
    1s are always paired with the highest die rolls, causing them to be considered negated. If there are ones left over after successes have been negated a botch has been made. This means that the character will suffer some sort of negative consequence.
    Example: Tom's character Jerimiah has been attending a ball for the past several hours, and now wants to try and get some information concerning the actions of Van Helsing out of the hostess, Mina Harker. His character approaches her and makes some small talk, trying to convince her that he is "on her side." To determine the success of this the storyteller asks Tom to roll his charisma+subterfuge ratings, at a difficulty of 7. His charisma is 3 and subterfuge is 3, so he rolls six dice, which come up 1,1,1,4,5,7. He pairs up the ones with the rolls that would have been a success, and determines that he has botched. This causes Mina to realize exactly what he is up to, while simutaneously intriguing her as to why Jeremy wants to gain her trust...

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