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Final Point Spread |
This is an overall section on
how to use this very broad sections of character
creation. Willpower, Humanity, Paths, Blood
Pool, and Health are within.
NOTE: I do not believe in the rules
used in 3rd Edition. I do not like the storyline
either, but I do not use ANYTHING 3rd Edition on this
page. So, if you need that information, I
apologize, but I cannot help you.
If anyone sees anything that I have
missed, or made a mistake on, please E-mail
me immediately so that I can correct the mistakes
immediately. Thank you, and enjoy. |
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This is another long section, but it
is the last tough part of the character
creation. After this, the rest is a
cakewalk. Just follow these
sections by clicking on the intrapage links below.
Have fun!
Willpower |
Willpower measures how
capable a character is at overcoming
the urges and desires that may tempt
him. However, unlike other
Traits, it is not something you roll
(at least not often); Willpower is
something you use up. When you
use a point of Willpower, you remove
it from the character's Willpower
Pool, not from the Willpower
Rating. The rating stays
constant, while the Pool gets used up.
During character creation,
Willpower is equal to your Courage
rating (see the section labeled
"Advantages," specifically
the area of Virtues, to learn more
about that). You can increase
this rating by spending Freebie
Points, which is HIGHLY recommended.
Willpower from the Pool goes up and
down a great deal during the
story. It decreases by one every
time the player uses a Willpower point
to do something extraordinary, such as
to retain self-control or gain an
automatic success. Eventually,
the character will have no Willpower
left and will no longer be able to
exert himself the way he once
did. The character is mentally
exhausted and can't rouse himself
enough to give a damn; he's expended
all his Willpower.
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Weak |
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Timid |
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Unassertive |
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Diffident |
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Certain |
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Confident |
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Strong |
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Controlled |
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Iron-willed |
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Unshakable |
Using Willpower
Willpower is one of
the most active Traits in Vampire: The
Masquerade, simply because there are
so many different ways to employ,
regain and change it. Willpower
is such a focus of the game that you
will be paying a lot of attention to
it, so you had better understand the
following rules.
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A Willpower point
can be used to give you one
automatic success in an
action. Only one point of
Willpower can be used in this way
on a single turn, but it gives you
a single guaranteed success.
In this fashion it is possible to
succeed automatically in any
simple action, simply by
concentrating. For extended
rolls, the extra success can make
the critical decision between
success and failure. There
are some situations in which the
Storyteller may not allow such a
use of Willpower. Only
vampires may use Willpower in this
way.
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On some occasions,
the Storyteller may tell you that
your character does something
because of instinct, primal urge
or gut reaction. You can use
a point of Willpower to avoid this
and do as you place.
However, the feeling might return
and another Willpower point might
be required. Sometimes it
will return more times than you
have Willpower, while other times
you may completely overcome the
urge.
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When one of your
Derangements (should you have one)
is about to cause you to take a
course of action you do not
prefer, a Willpower point can be
used to control yourself.
However, each time you attempt to
overcome the Derangement, another
Willpower point must be
spent. Eventually, if enough
Willpower points are spent, the
Derangement is overcome
permanently (at least for the time
being). This is the only way
Derangements can be overcome,
though this is not effective on a
Malkavian's initial Derangement.
Willpower can only be
permanently increased by the
expenditure of experience points, but
the Willpower Pool can go through
enormous changes during a story.
Recovering
Willpower
A character recovers
his Willpower Pool whenever he is able
to rest or gets a chance to restore
his self-confidence. It is up to
the Storyteller to decide when and how
a character recovers Willpower.
Listed below are the
three different ways in which a
character can regain Willpower.
This does not have anything to do with
the Willpower rating, which can only
increase with experience, but instead
the Willpower Pool.
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At the end of the
story (not just the gaming
session, but the entire
storyline), characters retain all
of their Willpower, up to the
Willpower rating.
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You achieve some
special success during the story
that the Storyteller judges would
cause the character to recover his
self-confidence (and thus all or
some of his Willpower). This
is totally optional.
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You fulfill some
criterion of the character's
chosen Archetype (specifically,
the Nature of your character),
thus regaining from one to three
Willpower points, subject to
Storyteller judgment. This
must be achieved through role-playing,
and approved by the Storyteller.
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Humanity |
Humanity is a measure
of how much of your character's mortal
nature remains despite the curse of
vampirism. Humanity influences
how well your character is able to
resist all his newly unearthed urges
and instincts.
During character creation,
your Humanity is equal to the sum of
your Conscience + Self Control rating
(see the section labeled
"Advantages," specifically
the area of Virtues, to learn more
about that). This rating can be
increased by spending Freebie Points.
The most important Trait your
character can have, if they are
Camarilla, is Humanity, for as it
drops, so does the character's
connection to his human nature.
For Sabbat, this is sometimes
considered a hindrance, sometimes just
a vague annoyance. A character
with no rating in Humanity must either
choose a path that will control their
actions in this manner (as many Sabbat
do), or will become a totally in human
monster and is no longer under the
control of the player.
There are many reasons a Camarilla
character would want to keep their
Humanity. For instance, you
cannot roll more dice in any Empathy
roll than you have as a Humanity
rating. The less Humanity you
have, the deeper you sleep, and the
more difficult it is for you to wake
up in an emergency. You also
tend to go into a frenzy more often in
a stressful situation, as you find it
difficult to control your primal
instincts when you are in
danger. The actions you take
when in frenzy could lead to lose even
more Humanity. Also, anyone with
less than a seven in Humanity can be
sensed by a Werewolf as having an evil
taint on them (and, considering most
Werewolves will kill a vampire on
site, and even three Kindred on one
Werewolf can easily result in all
three Kindred meeting the final death,
it is best to try to pretend not to be
one and hope they go away).
This Trait can be seen as what
separates a vampire from a
human. Vampires with high
Humanity are the most human, while
those with low Humanity are the least
(a desirable thing to Sabbat).
Of course, it's not always so clean
and cut as that. Many humans
have low Humanity, such as sadistic
killers and child molesters. So
it is possible for a vampire to be
more human than some humans, in that
respect.
Effects of
Humanity
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To a large extent,
Humanity determines how human
vampires appear and how easily
they can pass for human in the
general populace. The less
Humanity a character possesses,
the more bestial he appears.
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Vampires tend to
sleep very deeply, and, even if
there is danger, can be difficult
to wake up. During the day,
especially after being awakened,
you cannot roll more dice on ANY
roll for ANY reason than your
character's rating in Humanity.
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Humanity directly
affects Virtue rolls when you
attempt to resist going into
Frenzy. You cannot roll more
dice than your character's
Humanity. Therefore, as you
sink into the abyss of bestiality,
you can not long resist the call
of the Beast. As Humanity is
lost, the character inches slowly
closer to the day when he loses
all self-control.
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The length of time
spent in topor is also directly
affected by the Humanity
rating. The lower the
character's Humanity, the longer
he remains in topor.
Regaining
Humanity
Players can raise
Humanity as well, but only after
prolonged an consistent artistic or aesthetically-based
behavior. A player may spend
experience points to raise Humanity
only after his character has done a
"good deed." The
Storyteller, as always, is the final
adjudicator of when this occurs.
As the Storyteller, be
very strict about how characters can
regain Humanity. Remember that
over the course of the chronicle, the
characters should slowly lose more and
more Humanity. Preserving the
status quo should be difficult enough
for a character, and actually gaining
Humanity should be next to impossible.
You may wish to make
Humanity gain a specific reward for a
particularly vigorous story in which
there was no real or practical reward
offered or given. Only the
rescue of some unfortunate or the persistent
search for some kernel of truth or
goodness will be enough to gain new
Humanity. Even then the gain
doesn't have to be certain; you could
require a Virtue roll to gain the
point.
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The
Paths of Enlightenment |
The battle with the Beast is
a lost cause for many Kindred. Over
time, the Beast begins to exert a hold that
the undead cannot hope to shake until,
finally, the vampire becomes a vile creature
of raw, evil passion. Some vampires,
however, avoid this fate. Even as
their Humanity slips away, they find
something else to hold onto, something else
that keeps the ravenous Beast in check.
The Sabbat has come to call these
philosophies the Paths of Enlightenment, but
they existed well before the birth of that
Sect. These strict codes define every
aspect of their devotees' existences.
Kindred on the Paths become fanatics, and
fanatics they must be lest the lose any
measure of self-control and free will.
The Paths are rare outside the Sabbat, and
finding someone to initiate one is extremely
difficult.
A vampire can only follow one Path at a
time, and must begin this journey before the
Beast takes control. The few vampires
who develop this sort of self-discipline
begin when they still have two or three
points of Humanity. They will
generally have another vampire begin their
instruction, and will develop one point in
their chosen Path (at a cost of five
experience points). From then on,
additional points cost the current level
multiplied by 2.
While each Path may have similarities to
other Paths, each is distinct. The
moral codes may contain some of the same
values, but the importance is not on which
moral traits are of value, but how much they
are valued. While these may seem like
only minor differences, keep in mind that
many major religions are only slightly
different from one another in their moral
teachings. Each Path is based upon a
distinct foundation, but they all represent
methods by which a vampire can transcend
mortal morality and spirituality.
Listed below are some of the basic
Paths. The first seven (though not all
are listed yet, just two) are the Paths
common to the Sabbat, while the others can
be used by most others, unless limited
otherwise. Click on the individual
paths to learn more about them.
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Path of Caine |
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Path of Honorable Accord |
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Path of Conjuring |
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Path of Humanity |
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Path of Paradox |
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Path of Typhon |
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Path Rolls
The morals the followers of each Path
hold are defined by each Path's Hierarchy of
Sins. Each of these sins has a
relative importance level, and can be from
minor sins to deadly sins. The Path
roll is basically the same as a Humanity
roll. Whenever the character does
something he would consider morally wrong,
he must make a Path roll based upon her
score in the Path. This should be
handled in the same manner Humanity rolls
are handled. If a character ever loses
all her points in the Path, the Beast takes
over and the Storyteller runs the character.
Using Paths
Storytellers need to consider carefully
the effect the Paths can have on their
chronicles before allowing characters to
develop them. If players know they
will never lose their characters to the
Beast, a chronicle can rapidly lose one of
its most interesting aspects.
On the other hand, adding the Paths gives
a whole new dimension to the game, as
players begin to explore some of the most
extreme manifestations of the vampiric
condition. Storytellers should
strictly monitor adherence to the
Paths. These are not easy avenues to
follow and, if a character loses their way,
Storytellers should be fully prepared to
have them fall to the beast.
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Blood
Pool |
This is simply a
measure of how much blood a vampire has in
its system. The Blood Pool can be
empty, which simply means that the character
has used up all available blood in his body
system. He will then lose a Health
Level the next time the rules require him to
lose a Blood Point (such as when a night
passes). In other words, when the
Blood Pool is empty, the character may not
use Blood Points (obviously).
Blood Pool is an important factor in all
Self-Control rolls. You may never roll
more dice on any roll involving the
Self-Control Trait than you currently have
as a score in your Blood Pool. Thus if
you only have three Blood Points left, you
can only roll three dice to avoid going into
a frenzy, even if your Self-Control is
four. This reflects the negative
effect hunger has on Self-Control.
Some Kindred of earlier generations will
have Blood Pools larger than 10 Blood
Points. here is a chart of all the
Blood Point Size for each Generation, as
well as the number of Blood Points they can
use per Turn:
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Blood Points
Usable Per Turn |
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Third |
Unknown |
Unknown |
Fourth |
50 |
10 |
Fifth |
40 |
8 |
Sixth |
30 |
6 |
Seventh |
20 |
5 |
Eighth |
15 |
3 |
Ninth |
14 |
2 |
Tenth |
13 |
1 |
Eleventh |
12 |
1 |
Twelfth |
11 |
1 |
Thirteenth
thru Fifteenth |
10 |
1 |
Using Blood Pool
Every night of existence uses up one
Blood Point (scratch it off after a day of
sleep). However, characters can decide
to use Blood Points for other
purposes. THe number of Blood Points a
character can use per turn is determined by
his Generation, though the effect is
cumulative over a number of turns (see the
above chart).
- One Blood Point can be spent to
restore one Health Level, but only if
the character is at rest and is not
active. It takes one turn to heal
one Health Level.
- One Blood Point can add one point to a
specific Physical Attribute (see
"Attributes"). The
player must announce the expenditure of
a Blood Point, and for the remainder of
the scene, she gains one extra
die. Only one Blood Point can be
used per turn, but the effects
accumulate over a number of turns as
more Blood Points are used. After
three turns and three Blood Points, a
character could have +2 to Strength and
+1 to Dexterity. Of course,
Kindred of lower generations can often
spend more blood in a turn.
- A vampire can give a portion of her
Blood Pool to another, thus enabling him
to restore Health Levels or take special
actions. This necessitates the
slashing open of an artery and letting
the other character drink from it.
Some characters may frenzy and attempt
to drink more than they should, so this
action can be somewhat dangerous.
Additionally, if this is the third time
someone has drunk a certain Kindred's
blood, the recipient will become Blood
Bound to the donor unless he is already
currently Blood Bound to another
vampire.
When a character drinks the blood of an
animal or human, he gains nourishment... the
blood essential for a vampire to live.
This is described in the game as Blood
Points. If a character has 10 Blood
Points, more depending on Generation, he is
full and cannot benefit from drinking
more. If a vampire drinks all of a
person's blood, that person will die.
If more than half is drunk, the person will
need to be hospitalized and will perhaps die
(mortals drop one Health level for every
Blood Point lost). If characters do
not want to risk losing Humanity, they'd
better learn to control themselves.
Gaining Blood Pool
When a vampire drinks the blood of a
human or an animal, she is able to add blood
to her Blood Pool. Up to three Blood
Points can be drained in one turn. The
shorter the turn, the less leisurely the
character is taking the sustenance.
Many Kindred drink very slowly so as to eke
more pleasure out of the experience.
It is impossible to take more than three
Blood Points in three seconds (the shortest
an action turn gets).
Once a human is bitten, he no longer
resists the attack of the vampire and indeed
becomes a fill partner in the ecstasy.
Thus, the vampire need not fear the victim
once the teeth have sunk in. In the
cases of exceptionally strong-willed
individuals (9+ Willpower), resistance may
continue, but eventually even they are drawn
into the seduction of the Kiss. Some
mortals, given the opportunity, learn to
enjoy the Kiss and may develop a lust for
it.
If a vampire drinks more than half of a
victim's Blood Pool, that person's life is
in serious danger, and some sort of
treatment is usually necessary to ensure the
victim's survival. If more than
three-fourths of a victim's blood is taken,
immediate hospitalization is required or the
vessel will surely die.
A wounded character usually has less
blood than normal. Assume that a
normal-sized human has one fewer Blood
Points for every level of wounds.
Vampires do not lose blood to wounds in this
way. Assume humans regain one Blood
Point a day if they do not have a full
supply of blood. While some animals
may have much more blood than a human by
volume, it is far less nourishing and
therefore is worth less in Blood Points.
Old blood is never as potent as fresh
blood, unless it is extraordinarily potent,
e.g. the blood of an elder, in which case it
will maintain its vitality for some time.
If a vampire drinks the blood of an
Ancient, each point taken may be worth two
Blood Points or more. Therefore, it is
possible to gain a tremendous amount of
Blood Points by feeding from such a
creature. Elders are able to
concentrate the blood they drink, thereby
increasing their effective Blood
Pools. Each "point" of their
Blood Pools is therefore worth 1/10 of their
total Blood Pools.
Essentially, elders have much larger
Blood Pools than other vampires, although
they are not physically larger. They
are able to contain the blood only because
they are able to concentrate it. Thus,
if another vampire drank that blood, he
would receive a highly concentrated dose
(which often has special properties as
well). The blood of a Werewolf is also
more concentrated, equaling THREE blood
points to one.
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Health |
This is a measure of
how hale and hearty a character
is. There are various levels of
injury, and each applies a different
penalty to the person so
injured. A character who is
Hurt, -1, would have one less die to
roll on all his rolls, while a
character who is Crippled, -5, would
have five less dice to roll. If
that leaves the player with no dice to
roll, then the character cannot take
that action.
The chart below lists all of the
Health Levels.
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Bruised |
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Character
is only bruised and has no
action penalties. |
Hurt |
-1 |
Character
is only mildly hurt; movement
isn't hindered. |
Injured |
-1 |
Minor
injuries; little hindrance to
movement. |
Wounded |
-2 |
Character
cannot run, but can still walk. |
Mauled |
-2 |
Character
is badly injured and can only
hobble about. |
Crippled |
-5 |
Character
is severely injured and can only
crawl. |
Incapacitated |
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Character
is completely incapable of
movement. |
A vampire who is Incapacitated can
take no action whatsoever. He is
immobilized and the only action he can
perform is to heal himself using Blood
Points or swallow blood that is
offered to him. A mortal who
reaches this state is very close to
death; if he loses one more Health
Level, he dies. If a vampire
sustains an aggravated wound at the
Incapacitated level, he dies the Final
Death as well. |
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