A Play-by-Post set around Cleveland's transformation into the Demon city Kalktatus.


    Documented House Rules

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    James
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    Documented House Rules

    Post by James on Mon Jun 30, 2014 7:18 pm

    Generation and Blood Potency

    In Vampire: The Masquerade, a Lick's Blood pool and Stat maximums are set by the number of points she spends on the "Generation" background. Originally, the only way for a Vampire to bring himself closer to Cain was via acts of Diablerie, the forbidden Ameranth.

    I am replacing this system with a Hybrid system that combines the best parts of Vampire: the Masquerade and Vampire: the Requiem.

    A Kindred's Blood pool and Stat Maximums are determined by a new stat: Blood Potency, which begins at 1 for each new character and can be increased at character creation by 1 point for each dot of the Generation Background that they purchase. Blood Potency can thereafter be raised via Experience points at a rate of 5 x New rating.



    Effects of Blood Potency

    Blood PotencyMax Trait RatingBlood Pool Max/Blood per TurnFeeding Limitations
    10950/10Vampires
    9840/8Vampires
    8730/6Live Humans
    7620/4Humans
    6515/3Humans
    5514/3Humans
    4513/2Live Animals
    3512/2Animals
    2511/1Animals+
    1510/1Animals+
    XP cost = 5 x New Rating



    Extended Rules

    A vampire's Blood Potency is assumed to increase by one every 50 years or so, greater in times of turmoil. In torpor, however, it decreases by one every 25 years. As a Vampire Ages, blood requirements grow ever more refined and hard to fulfill. Eventually, a vampire's blood becomes so potent that he is unable to find regular prey and falls into Torpor. While in Torpor, a thinning of the blood occurs, and the Kindred experiences fevered dreams and a general distortion of the mind. When Blood Potency decreases (through torpor, for example), any traits that exceed the character's new capacity disappear. If Blood Potency increases again during the chronicle so that a character could once again gain access to them, the player must spend experience points a second time to "re-learn" what was lost.


    Last edited by James on Mon Jun 30, 2014 10:15 pm; edited 3 times in total
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    James
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    Re: Documented House Rules

    Post by James on Mon Jun 30, 2014 7:27 pm

    Celerity

    With the change to Generation/Blood Potency allowing Players to raise their Blood Points per turn limit, I am removing Celerity's ability to bypass normal Blood limits.
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    James
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    Re: Documented House Rules

    Post by James on Mon Jun 30, 2014 8:33 pm

    Experience Costs

    I give out more experience than is normally appropriate. To balance this out all experience costs that are listed as "X times Current Rating" are now going to cost "X times New Rating."

    For Example, If a Malkavian has 3 dots in Demontate (a Clan Discipline), it would normally cost 15 XP to raise it to the 4th dot (5X3). It will now cost 20 for the 4th dot (5x4).

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