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#1

Steigerungstabelle & FAQ

in >> Regelfragen und FAQ << 04.03.2016 20:10
von Steiner | 4 Beiträge

Experience Costs (Quelle: V20)

New Ability 3
New Discipline 10
New Path (Necromancy or Thaumaturgy) 7

Attribute current rating x 4
Ability current rating x 2

Clan Discipline current rating x 5*
Other Discipline current rating x 7*

Secondary Path (Necromancy or Thaumaturgy) current rating x 4
Virtue current rating x 2**

Humanity or Path of Enlightenment current rating x 2

Willpower current rating

* Caitiff have no Clan-based Disciplines, just as they have no Clan. For them, the cost of raising all
Disciplines is the current rating x 6. This is both the curse and the blessing of being Clanless.
** Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity,
Path, Willpower).

zuletzt bearbeitet 04.03.2016 21:18 | nach oben springen

#2

RE: Steigerungstabelle

in >> Regelfragen und FAQ << 04.03.2016 20:14
von Admin | 316 Beiträge

Poisons and Drugs (Quelle: V20, Revised 3rd)
As undead, vampires have little fear of conventional poisons. However, they may succumb to poisons or drugs contained within the bloodstream of their victims. Indeed, certain vampires actively seek out victims under the influence of alcohol or drugs to receive a vicarious buzz. Following are some examples of what might happen if a vampire were to drink the blood of a poisoned or drugged victim. A vampire with low Willpower (4 or less) and/or an appropriate Nature (Bon Vivant, Child) might risk addiction to a certain substance, but this is unlikely. In general, the effects of most drugs on vampires are far less than their effects on humans.

• Alcohol:
The vampire subtracts one from Dexterity and Intelligence dice pools for every two drinks’ worth of alcohol in his victims’ blood. This effect fades at the rate of one die per hour, as the alcohol purges itself from the bloodstream.

• Cocaine/meth/speed:
Vampires with the Celerity Discipline gain an extra level of the Discipline for (10 minus Stamina) minutes after drinking. Difficulties to resist or control frenzy are increased by one.

• Hallucinogens:
The vampire lowers all dice pools by one to three (inability to concentrate). He suffers effects similar to the Level Two Dementation power The Haunting. Depending on the precise nature of the “trip,” he may gain extra dice in one particular Ability (such as Awareness) or find his Auspex Discipline raised by a dot or more. The effects last for (8 minus Stamina) hours.

• Heroin/morphine/barbiturates:
The vampire subtracts two from Dexterity and all Ability dice pools for (10 minus Stamina) minutes, and experiences a dreamlike state for (12 minus Stamina) hours. Difficulties of frenzy rolls are decreased by one.

• Marijuana:
The vampire experiences a slightly altered perception of time, as well as a one-die reduction to Perception dice pools. Difficulties of frenzy rolls are decreased by one, due to the calming effect of the drug. The effects last for about half an hour.

• Poison:
The vampire subtracts one from all dice pools and takes from one to three levels of lethal damage per scene or even turn, depending on the intensity of the poison. Few poisons have any real effect on the undead, and most inflict a fixed maximum amount of damage before wearing off. The vampire may purge the blood at his normal expenditure rate, and the effects heal automatically within minutes to hours after purging the blood.

• Salmonella (food poisoning):
The vampire becomes nauseated, unable to consume more blood (roll Stamina, difficulty 6, to overcome), and suffers one health level of bashing damage. The effects last about a day.

zuletzt bearbeitet 04.03.2016 20:17 | nach oben springen

#3

RE: Steigerungstabelle

in >> Regelfragen und FAQ << 04.03.2016 20:15
von Admin | 316 Beiträge

Falling damage (Quelle: 3rd Edition Revised S.39)

Even vampires can suffer great damage from falling significant distances. The Storyteller rolls one die of bashing damage
for every 10 feet (rounded down)
that your character falls before hitting something solid.
Falling damage may be soaked normally. Landing on sharp objects can change the damage from bashing to lethal at the
Storyteller's discretion.

If your character plummets 30 meters or more, she reaches terminal velocity. The damage effect reaches a maximum of 10
dice at this point, and it is considered lethal damage. Additionally, any armor your character wears in a terminal-velocity fall
functions at only half its rating (rounded down)
, since it's not designed for this sort of punishment.

zuletzt bearbeitet 04.03.2016 20:24 | nach oben springen

#4

RE: Steigerungstabelle

in >> Regelfragen und FAQ << 04.03.2016 20:20
von Admin | 316 Beiträge

Having sex & Appearing more human (V20)

Though most vampires (with the exception of Nosferatu) appear much as they did in life, they still display certain corpselike features; for example, their
skin is unnaturally cold and grows more ashen with age, and they do not breathe.

By spending a variable number of blood points, a vampire may will himself to appear more human for a scene: flushing his skin, drawing breath, even becoming capable of engaging in sexual intercourse (this last, while helpful in certain types of feeding, in no way means that the vampire may inseminate a mortal or become pregnant; a corpse is still a corpse, after all).

Performing these actions for a scene requires an expenditure of blood points equal to (8 minus Humanity); thus, Kindred with Humanity
ratings of 8 or higher may accomplish these feats automatically,
while vampires with low Humanity find the process exceedingly arduous.

Only vampires with Humanity may use blood in this manner; vampires on a Path have forsaken their human sides entirely.

zuletzt bearbeitet 05.03.2016 02:54 | nach oben springen

#5

RE: Steigerungstabelle

in >> Regelfragen und FAQ << 05.03.2016 02:57
von Admin | 316 Beiträge

Initiative
Dex+ Wits+ 1w10

Alternativ
Dex+Wits+6

Movement:
Characters may choose to walk, jog, or run. If walking, a character moves at seven yards/ meters per turn. If jogging, a character moves at (12 + Dexterity) yards/meters per turn. If all-out running, a character moves at (20 + [3 x Dexterity]) yards/meters per turn. Characters may move at up to half maximum running speed, then subsequently attack or perform another action; see p. 274 for particulars. Characters may also wish to move while taking another action. This is possible, but each yard or meter moved subtracts one from the other action’s dice pool. Note that injured characters (p. 282) cannot move at maximum speed.

Lifting/Breaking [Strength]:
The following chart provides the minimum Strength needed to deadlift various weights or break objects without a die roll.
Characters of lower Strength may roll to affect heavier weights than their Strength ratings allow for. The roll is made not with Strength, but with Willpower, and is difficulty 9. Each success advances the character by one level on the chart.



zuletzt bearbeitet 23.02.2017 10:34 | nach oben springen

#6

RE: Steigerungstabelle

in >> Regelfragen und FAQ << 10.04.2016 22:33
von Admin | 316 Beiträge

Breaking Free from the kiss
Once the Kindred breaks her vessel's skin with her fangs, that vessel no longer resists the vampire (if he did in the first place...). Indeed, the ecstasy caused by the vampire's bite is called the Kiss, and it engenders as much exquisite, subtly painful pleasure in vampires as it does in mortals. Exceptionally strong-willed mortals (9+ Willpower) may continue to resist, but even these vessels eventually succumb to the pleasure. Some Kindred and kine even develop lusts for the Kiss and actively seek out those who will drink their blood.

Note: While Kindred find the Kiss pleasurable, they may resist it more readily than mortals can. Any Kindred, regardless of Willpower, may make a Self-Control roll (difficulty 8) to avoid succumbing to the Kiss. This enables vampiric victims of diablerie to have a chance at fighting back.

Bloodpool and Regeneration
Wounded characters typically have less blood than health characters. Assume that a normal-sized human has one fewer blood point in his system for each health level of damage he currently suffers. Mortals regain one blood point per day (unless, of course, they are infused with vitae from some other source)

zuletzt bearbeitet 10.04.2016 22:37 | nach oben springen

#7

RE: Steigerungstabelle

in >> Regelfragen und FAQ << 16.04.2016 22:58
von Admin | 316 Beiträge



Hierarchy of sins (Path of Humanity)





STOP, Torpor time!





Rötschreck


zuletzt bearbeitet 16.04.2016 23:06 | nach oben springen

#8

RE: Steigerungstabelle

in >> Regelfragen und FAQ << 16.04.2016 23:04
von Admin | 316 Beiträge


Vehikel Geschwindigkeit- und Manöverschwierigkeit


zuletzt bearbeitet 16.04.2016 23:06 | nach oben springen



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