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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