Difference between revisions of "Vampire/Rules"

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The following is a list of the house rules as expressed within +rules in game.
+
#REDIRECT [[House_Rules/Vampire]]
Back to [[Vampire]]
 
==Blood Bond==
 
*Blood bonding a PC requires the vampire to directly provide the blood to a specific victim. There are no mass or accidental blood bonds. The Vampire must be physically present to blood bond a victim.
 
*Blood bonds range from 1 to 3. Initiating and increasing a blood bond requires a drop of blood and each must be administered on separate nights. A blood bond provides no powers or ability: just emotional attachment.
 
**A level 1 bond inspires friendliness. The victim will look upon you favorably and hear what you have to say. They might want to hang out in the future but they're not going to go out of their way for you. If you act creepy, a level 1 bond is not going to compel someone to get into your car.
 
** A level 2 bond inspires strong positive feelings. The victim would want to date you if it were an option. Like an ally, they're willing to occasionally accept a moderate inconvenience for your benefit. They still have their own life and responsibilities and they won't drop everything for you. They think of you often and look forward to seeing you.
 
** A level 3 bond inspires obsession. The victim has great difficulty not thinking about you. They will take risks with their responsibilities to make you happy. If shunned, they will likely have an extreme reaction ranging from despondency to violence. Long-standing level 3 bonds in a negative relationship have resulted in the suicide of the victim and/or the final death of the vampire.
 
*A cautionary note to vampires: A level 2 blood bond can get awkward and a level 3 bond can easily become problematic. Level 2 and 3 bonds force the victim to perceive you as playing an important role in their life. People talk about those that play important roles in their lives. When you blood bond someone, ensure you know who their friends are and that those friends won't come back to haunt you.
 
 
 
==Generation==
 
On City of Hope staff feel that vampires should have a chance to lower their generation via xp. It is up to the individual player to decide on how to rp out this change. Keep in mind that it's a significant faux pas for any vampire to disclose their generation.
 
 
 
* Generation 12:  10 XP
 
* Generation 11:  15 XP
 
* Generation 10:  20 XP
 
* Generation 9:  30 XP
 
* Generation 8:  40 XP
 
 
 
==Obfuscate==
 
Changes and clarifications for Obfuscate:
 
* At CGen, Gargoyles can opt to swap Fortitude, Potence, or Visceretaco for Obfuscate as in-clan.
 
* Obfuscate 1 + Stealth is sufficient to travel unnoticed at night.
 
* Obfuscate 2 or higher is required to travel in the presence of people.
 
 
 
==Ghouls==
 
It is recommended (but not required) that Ghoul PCs have an off-stage, statless NPC domitor.
 
*Discipline level is limited by Domitor (Background) regardless of PC or NPC domitor (WW2021/71).
 
** Domitor (Background):0-3: Each discipline is limited to 1 dot
 
** Domitor (Background):4:  Each discipline is limited to 2 dots
 
** Domitor (Background):5:  Each discipline is limited to 3 dots
 
** Domitor (Background) can be purchased like any other background.
 
*** Upon becoming a ghoul (Cgen or IC), the Ghoul gets Potence:1, and 1 dot of an in-clan discipline.
 
*** All ghouls must have Clan set on their sheet.
 
*** All ghouls must have Domitor set on their sheet. This may be set to NPC.
 
*** Ghouls may not have Thaumaturgy.
 
*** Disciplines are retained when a Ghoul is embraced.
 
*However, if the Ghoul has dots in a restricted discipline and Clan changes, those dots must be moved into a Common or clan-appropriate Proprietary or Restricted discipline.
 
** e.g. Bob is a Ghoul of Clan:Samedi with Thanatosis:2. Through a cruel twist of fate he's embraced Clan:Toreador. Bob must remove his Thanatosis:2 and take a discipline like Celerity:2 or Obfuscate:2
 
** If Bob were embraced into Clan:Followers of Set, he would be able to take Serpentis:2
 
 
 
==Prestation==
 
* Status Rating begins with Acknowledged, Camarilla positions, and the Status background as a base.
 
* Status is exchanged through boons; when a favor is rendered, status is loaned until the favor is repaid.
 
* Kindred agree between themselves on the Status Rating value of a boon and the circumstances under which it is considered repaid.
 
* A negative Status Rating carries no explicit penalties, just the lack of social power.
 
* In the case of dispute about whether or not a boon has been repaid, a Harpy can make a judgement about the repayment criteria and potentially dismiss a boon.
 
** Some decisions will be made by individual vote. The weight of an individual's vote is their Status Rating.
 
** Some decisions will be made by clan vote. The Primogen casts a vote that is the sum of the status of the clan members, including those with negative status.
 
* Many cultural decisions tend to be made by status such as preference for appointments, etc.
 
* Status Rating can be committed by certain member of the court to temporarily nullify the status of others:
 
** The 'victim's' status is nullified as long as the enactor's status is committed.
 
** The Prince can negate status at a 3:1 ratio for any member of court.
 
** The Seneschal and Harpy can negate status at a 2:1 ratio for any member of court.
 
** A Primogen can negate status at a 1:1 ratio for members of their own clan.
 
* No kindred may owe another kindred more than their base status.
 
 
 
==Ghoul Retainers==
 
*Trusted Valet - Balanced
 
Attributes:  Strength: 2, Dexterity 3, Stamina 2, Charisma 3, Manipulation 3, Appearance 4, Perception 3, Intelligence 3, Wits 3
 
Abilities:  Academics: 2, Alertness 2, Computer 1, Crafts 2, Dodge 2, Drive 2, Empathy 3, Etiquette 4, Finance 2, Firearms 2, Leadership 2, Linguistics 1, Medicine 2, Melee 1, Occult 1, Subterfuge 3
 
Disciplines: Potence 1
 
Misc:        Humanity 7, Willpower 4, Mid-size Sedan, Light Pistol (+equip/db 18)
 
 
 
*Ghoul Bodyguard - Protection
 
Attributes:  Strength: 4, Dexterity 4, Stamina 4, Charisma 2, Manipulation 2, Appearance 2, Perception 4, Intelligence 2, Wits 3
 
Abilities:  Alertness 4, Athletics 2, Brawl 4, Dodge 3, Drive 2, Firearms 4, Intimidation 3, Investigation 2, Medicine 1, Melee 3, Occult 1, Stealth 3, Streetwise 2
 
Disciplines: Potence 1, Fortitude 1
 
Misc:        Humanity 5, Willpower 5, Heavy Pistol (+equip/db 4), Pump Shotgun (+equip/db 9)
 
 
 
*Custom Ghouls
 
 
 
Ghoul Stats can be customized by reallocating Attributes or Abilities. Like those above, no Attributes or Abilities should be above 4. Custom ghouls should be oriented toward serving a distinct role other than the two above: Balanced and Protection. Stat reallocations should clearly support that.
 
 
 
*Animal Ghouls (From WW2300/302)
 
 
 
'''Alligator''':
 
Attributes: Strength: 4, Dexterity: 2, Stamina: 4
 
Abilities: Alertness: 2, Athletics: 2, Brawl: 2, Stealth: 3
 
Disciplines: Potence 1
 
Misc: Blood: 5, Willpower: 3, Health Levels: OKx3, -1x3, -2, -5, Incap
 
Combat: Bite for 7L, Tail Slap for 6B, Soak 1 B/L
 
Notes: Must be hidden outside of sewers
 
 
 
'''Bear''':
 
Attributes: Strength: 5, Dexterity: 2, Stamina: 5
 
Abilities: Alertness: 3, Brawl: 3, Intimidation: 2, Stealth: 1
 
Disciplines: Potence 1
 
Misc: Blood: 5, Willpower: 4, Health Levels: OKx3, -1x3, -3x2, -5, Incap
 
Combat: Claw for 7L, Bite for 5L
 
Notes: Must be hidden outside of forest
 
 
 
'''Large Bird''':
 
Attributes: Strength: 2, Dexterity: 3, Stamina: 3
 
Abilities: Alertness: 3, Athletics: 2, Brawl: 2, Dodge 2, Empathy: 4, Intimidation: 3, Stealth: 2
 
Disciplines: Potence 1
 
Misc: Blood: 1/2, Willpower: 3, Health Levels: OK, -1x2, -2, -5
 
Combat: Claw for 2L
 
 
 
'''Large Dog''':
 
Attributes: Strength: 4, Dexterity: 3, Stamina: 3
 
Abilities: Alertness: 3, Athletics: 2, Brawl: 3, Dodge 3, Empathy: 2, Intimidation: 3, Stealth: 2
 
Disciplines: Potence 1
 
Misc: Blood: 2, Willpower: 5, Health Levels: OK, -1x2, -2x2, -5
 
Combat: Claw for 4L, Bite for 5L
 
 
 
'''Large Horse''':
 
Attributes: Strength: 6, Dexterity: 2, Stamina: 5
 
Abilities: Alertness: 3, Athletics: 2, Brawl: 3, Empathy: 2, Intimidation: 2
 
Disciplines: Potence 1, Celerity 1
 
Misc: Blood: 4, Willpower: 5, Health Levels: OKx2, -1x2, -2x2, -5
 
Combat: Trample/Kick 7B, Bite 3L
 
Notes: Not street-legal.
 
 
 
 
 
All Ghoul notes require approval.
 
 
 
==Disciplines==
 
*Protean: Shape of the Beast (WW2352/67) is permissible for Gangrel. Gangrel must submit a +request to have the custome forms set and they may be set only once. To +prove the Agg and other implications that aren't simple stat modifications, +prove/eff here|<player>=Shape of the beast/1
 
**Standard Wolf: Strength:1|Dexterity:2|Stamina:2|Shape of the Beast:1
 
**Standard Bear: Strength:3|Stamina:2|Shape of the Beast:1
 
**Standard Bat: Shape of the Beast:1
 
**Standard Deer: Dexterity:2|Shape of the Beast:1
 

Latest revision as of 21:43, 15 June 2020