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LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe


Gehenna.

Long was it whispered on the lips and in the torpid dreams of the undead - a dread promise of their own grandsires awakening to feast upon their descendants. For ages, even as the Kindred races warred amongst themselves and manipulated each other in the Jyhad, they feared the eventuality of the awakening of the 12 Antedeluvians of old - and prophecy spoke that the time would come that the red star would shine in the sky, and herald the death of the Vampires.
And, as the year 2000 approached, the signs pointed towards the millenium bringing Gehenna with it, and the war between the Camarilla and the Sabbat, the two great sects of the Kindred, reached a fevered pitch.

Then the millenium came. And it went. And nothing happened. No red star. No Antedeluvians, no Time of Thin Blood, No Week of Nightmares, No Gehenna.
And the world of the undead paused, in anticipation.

Fourteen years have passed. The signs of Gehenna, what little there were, and the timeline of the prophecy they promised, have faded. Many among the Sabbat, the supposed Sword of Caine, for want of a great, apocalyptic battle to fight, broke the bonds of Vaulderie and left, many for the Camarilla. The swell of young vampires allowed the Anarch Crusade to recruit, and, in the chaos, split formally from the Ivory Tower and avoid the floundering Sabbat. Many Covenants, small groups out for themselves or tied to one Sect or the other, have become more open in membership. And Clans that once considered themselves stalwartly members of one sect, or out for their own interests, have cast unnecessary allegiances to the wayside.

The Jyhad has all but fallen silent. It is the perfect time for a group of young Kindred to carve a name for themselves in their own Requiems - but the Danse Macabre remains as deadly as ever, and a society of monsters without an endgoal is undergoing a dangerous revolution that threatens to spiral completely out of control. And even now, dark and terrible things still lurk in the darkness, waiting to be discovered.


------------

So welcome to the World of Darkness, where you’ll be playing a young vampire in post-Gehenna Upstate New York (at least to start), trying to navigate a Requiem in a world in upheaval. I’ll be your host this evening.

A quick Q&A about the setting though, because it requires explanation.

Q: So what rules set is this? Masquerade? Requiem? 20th Anniversary? God Machine?
A: It’s Requiem with the Strix Chronicle/God Machine stuff, with some rules tinkering. Oh, and with the Masquerade setting wedged into it to make it fit.

Q: Wait, so are there 13 clans or 5? How many sects are there? Why did you mention Sects and Covenants?
A: There’s 12 Clans, 3 Sects, and 9 Covenants, in the post below this one I’ll have a more in-depths analysis of what each clan does and what they can do.

Q: Hey can I play X Bloodline from Y Book with Z Discipline?
A: For the purposes of this Chronicle, I am avoiding Bloodlines, so no.

Q: What do I need to do to make a character?
A: For the most part, you’ll follow the standard rules as outlined in either Vampire: the Requiem or more accurately in Blood and Smoke: The Strix Chronicle. Only differences is I want to stick to the standard 7 virtue/vice structure from vanilla Requiem for my own sanity. Post the character using sheetgen or mythmakers or what have you, or just in the thread. I would recommend leaving an Aspiration or two blank so they can relate to fellow coterie-mates, and answer the questions listed in Blood and Smoke under Climbing the Ladder on page 282. Please also let me know what personal preference for Sect you have (between Anarch, Camarilla, and Sabbat - I’ll go over the mechanical differences in the second post). The most votes for a specific Sect between chosen apps will decide where you guys all start out, but don’t feel pressured to vote with the herd or that you won’t get picked if you vote for a different Sect than the majority - I’ll be selecting characters based on concept, not on Sect choice.

You may also want to have access to various other books, depending on what you want to play - ask me what’s up and I’ll be able to provide it to you. Off the top of the head, for mechanics (that I’m not going to list here), you’ll want Ancient Bloodlines, the Lords of the Damned, Bloodlines: the Hidden, and the Vampire Translation Guide.

Other Stuffs
I’m findable on IRC for questions when I’m not at work, in #verumaeternus. I do have PMs too, so feel free to ask questions there, or in the thread here, and they’ll get answered.

Because I forgot to mention it earlier, this will be a PbP.

I’m thinking two weeks for recruitment given the relative complexity of what I’m doing here, so a tentative recruitment closing date of June 2nd, though that may be shortened or lengthened depending on interest.

I am also going to crib Beats based on recent nWoD games - they’ll work as in the book, with the additions/changes of beats for posts detailing excellent RPing, meaningful interactions, and significant acts of character development. Instead of a free beat at the end of a session, you get one for consistent posting throughout each week. Also, your thoughts on the Group Beats rule: (everyone's beats go into single pot, which get distributed after some significant downtime), to encourage the group to help each other realize each other Aspirations and otherwise work together (even in an OOC sense) to get Beats.

And of course, if there’s something I didn’t cover, just ask and I’ll see what I can do.

Oh lord, I put a whole lot of information in too many posts. Mea culpa, lots of information to re-present.

Apps Submitted/Status

Josef bugman: Alistair Erikson

Soonmot: Ricky Fry

Bouquet: Loren Ainslie Chancellor

Valhawk: Leo Jansen

Zephonith: Amber Holloway

TehWarsmith: Alicia Bedford

Roland Jones: Roshan

Epicurius: Bob Scott

SECT VOTES
Anarch: 1
Camarilla: 4
Sabbat: 0

LifeGetsWorser fucked around with this message at 05:07 on Jun 2, 2014

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LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Mechanical/Settings Changes

The Clans

The twelve clans listed are a combination of clans from Masquerade and Requiem, or sometimes both. Certain clans that existed in Masquerade are replaced by clans that might've been considered "precursor" bloodlines, and a couple of them have been removed wholesale. For the most part, to find the things you're looking for, if they're not here, check Covenants.
In addition, Auspex is the purview of the Mekhet clan, and is not a common discipline. Clans in Verum Aeternus each have a proprietary Discipline that other Clans do not have easy access to. As such, a few Disciplines (primarily amongst the oWoD Clans) needed adjustment. You will find the adjusted Disciplines below. One of the new "Common" Disciplines is Praestantia, which was originally listed in the Vampire: the Requiem supplement VII. This has been updated to be more in line with the Strix Chronicle Rules.

Clans in Verum Aeternus always suffer from their clan weakness, regardless of their level of Humanity.

Assamite (Favored Attributes: Dexterity/Wits) (Celerity, Obfuscate, Quietus)
Assamites are more susceptible to blood addiction. In Requiem terms, Assamites do not receive the +1 bonus to resist drinking Vitae even if they do successfully deny it once (see p. 158 of Vampire: The Requiem for systems for Blood Addiction). In addition, Assamites start play with a mild blood addiction, and therefore suffer a –1 to the Resolve + Composure roll to avoid drinking Kindred blood when given the chance. While it is possible for an Assamite to score the exceptional success necessary to avoid blood addiction, it isn’t likely, and falling into torpor becomes his only real recourse. That assumes, of course, that the Assamite wants to lose the addiction, rather than reveling in it.

Cappadocian (Favored Attributes: Resolve/Strength) (Mortis, Praestantia,Vigor)
Owing to their pre-occupation and experimentation with death and decay, the immortality of the Cappadocian clan is imperfect. As they age and their Blood strengthens, so too does it rot their physical forms. No Cappadocian can ever spend a Vitae to mimic the signs of life (see “Counterfeiting Life”, page 156 of Vampire: the Requiem). Additionally, a Cappadocian Kindred receives a penalty on all social interactions equal to their Blood Potency rating. This manifests as literal decay and rot, making elder and more potent Cappadocians absolutely ghastly to be around, and encouraging many elders to sleep away their power in torpor in exchange for a reprieve from their putrefaction. This weakness can reduce a Cappadocian’s dice pool to a minimum of their Stamina.

Daeva (Favored Attributes: Dexterity/Manipulation) (Celerity, Majesty, Vigor)
Perhaps out of some deep longing for the true passions they lost after the Embrace, the Daeva have difficulty steeling themselves against the hedonism they allow themselves as members of the Damned. Any time a Daeva has an opportunity to indulge her Vice but does not do so, she loses two points of Willpower (as opposed to gaining one by partaking in its pleasures). This weakness only pertains to the Kindred’s actual Vice, any similar opportunities for Willpower granted to the character from their Path or other sources are not affected.

Gangrel (Favored Attributes: Composure/Stamina) (Animalism, Protean, Resilience)
As befits their sobriquet, the Gangrel are more closely tied to their Beasts than are other Kindred. The more they feel the call of the Beast, the more bestial they become, and the more their minds become those of less principled animals. With regard to dice pools based on Intelligence and Wits Attributes, the 10-again rule does not apply. Additionally, any 1’s that come up on a roll subtract from successes. (The latter part of the weakness does not affect dramatic-failure rules.) This weakness does not apply to dice pools involving perception or reaction to surprise (see p. 151 of the World of Darkness Rulebook), or to the Resolve Attribute.

Lasombra (Favored Attributes: Composure/Wits) (Celerity, Obtenebration, Vigor)
Lasombra cannot cast reflections, even the blurry ones that most Kindred do (see p. 169 of Vampire: The Requiem), and cannot alter this condition with Willpower. As creatures of inherent wickedness (some would claim that they are soulless), the Lasombra have a more difficult time maintaining their Humanity in the face of their damnation. Any time a Lasombra must make a Breaking Point test to avoid losing Humanity, they take a -1 penalty on the dice roll, subject to other modifiers.

Malkavian (Favored Attributes: Manipulation/Intelligence) (Dementation, Obfuscate, Praestantia)
All Malkavians have a severe derangement (of the player’s choice) that they cannot overcome, as it is a facet of their existence. The Malkavian cannot spend Willpower in opposition to behavioral patterns that are triggered by their derangement. At the storyteller's option, the Malkavian may begin with a fitting condition (such as Delusional or Madness) in lieu of an actual derangement. That Condition may never be Resolved and the Malkavian will gain no Beats from their Condition.

Mekhet (Favored Attributes: Intelligence/Wits) (Auspex, Celerity, Obfuscate)
As creatures of darkness even more sensitive to light than most of the Damned, the Mekhet suffer certain banes of vampiric existence more acutely than do their fellow Kindred. Whenever Mekhet suffer damage from sunlight or fire, they take an additional point of aggravated damage from that source (see p. 172 for more on sunlight and fire damage). They are also sensitive to light, and subtract one from all dice pools while in bright light (spot lights, strobes, etc.).

Nosferatu (Favored Attributes: Composure/Strength) (Nightmare, Obfuscate, Vigor)
All Nosferatu are repulsive or at the very least uncomfortable to be around. The cause need not be a physical deformity. A palpable aura of menace, a charnel odor or the undeniable manner of a predator is just as compelling as a twisted body. With regard to dice pools based on Presence or Manipulation Attributes in social situations, the 10-again rule does not apply. Additionally, any 1’s that come up on a roll are subtracted from successes. (This latter part of the weakness does not affect dramatic failure rules.) This weakness does not apply to dice pools that involve the Intimidation Skill, or to the Composure Attribute.

Ravnos (Favored Attributes: Manipulation/Dexterity) (Animalism, Chimerstry, Resilience)
The Ravnos weakness compels them to indulge in some form of trickery or deceit. Whenever the opportunity arises to do so, the player must roll Resolve + Composure –1 for every night in which the character has not indulged or else succumb to the temptation.

Salubri (Favored Attributes: Presence/Stamina) (Praestantia, Resilience, Valeren)
As creatures of noble bearing, the Salubri cannot refuse to aid someone in genuine need without paying a stiff price. If she does refuse or is rendered unable of assisting the person in need, the Salubri’s player loses two dice from all pools to reflect how badly the character has been shaken by their moral failing. This penalty persists until the character somehow makes restitutions for her error, or until the end of the night. Please note that this weakness requires the Salubri to make an effort to help based on their own judgement, and not necessarily to obey the mandates of the one requiring need.

Tzimisce (Favored Attributes: Resolve/Stamina) (Animalism, Praestantia, Vicissitude)
Tzimisce are refined, inhuman creatures of the old world, but centuries of experimentation has left their lineage slightly unstable. At character creation, a Tzimisce's player must choose one Bane (see page 108 of Blood and Smoke) for the character to suffer from, in addition to the three they may gain over the course of gameplay. Unlike those Banes, the bane the Tzimisce begins with offers the vampire no protection from Breaking Points (nor does it cause the -1 penalty to detachment rolls).

Ventrue (Favored Attributes: Presence/Resolve) (Animalism, Dominate, Resilience)
The Ventrue are confident. Why wouldn’t they be? They’re clearly superior. This attitude frequently causes Lords conflict, as they treat all those around them as objects. When creating a Ventrue, apply his first Touchstone to his seventh dot of Humanity. This means his first Humanity loss will also detach that Touchstone as the bane takes effect. Further Touchstones may fill his sixth through second dots.

Sects

The Sects in Verum Aeternus are the major political-societal entities in the vampiric world. They are generally opposed to one another and constantly vying for dominance in various locations.

You need to have at least 1 level of the merit Status (the sect in question) to qualify for the mechanical benefits of the Sect.

The Anarch Crusade: The Anarch Crusade is, as always, the bastion of young vampires who chafe at the rule structure of the Camarilla as much as they chafe at the inhumanity of the Sabbat but who understand the importance of community (the importance is not getting your face caved in by elders). Since the Time of Thin Blood and the Final Nights seem to have passed, and more new Kindred are being created as a result, the membership of the Anarchs seems to have swelled. Of course, since the Anarchs have never really been good at internal security, any number of vampires with Anarch Status may actually be agents for another Sect. The Anarchs have pulled away from the Camarilla to a sufficient extent as to be considered a separate Sect entirely - more of a Crusade than a Movement at this point, though they are by far the least of them in power if not in numbers. (An Anarch Vampire's Blood Potency counts as 1 less for the purposes of determining what types of Blood they can feed on. For example, an Anarch with Blood Potency 3 may feed on animals, humans, and vampires. A vampire of another sect with Blood Potency 3 may not feed on animals.)

The Camarilla: The Camarilla is experiencing a boom in membership, since the Sabbat’s main recruiting thrust was that the Ivory Tower was the plaything of the elders. Since Gehenna never happened as prophesied, many who decided that the Sword of Caine was full of it and not for them have joined with the Camarilla. The Camarilla has tried to be diligent in screening new members, but since their previous policy was inclusionist to the point of claiming all Vampires were already part of the Camarilla, that has lead to them needing to screen people mostly after they’ve already “joined”, so some double-agents do persist. (Camarilla vampires can purchase the Herd and Contacts merits at half cost. Camarilla vampires can spend a permanent willpower dot to permanently affix their image to a specific recorded medium, such as a photograph or security camera, and such preserved images do not display the general blurriness).

The Sabbat: The Sabbat suffered when Gehenna didn’t happen, and a good number of the Sect have left for less inhuman ports. Many outside the sect and a few inside posit that the only Final Nights occurring at this point are those of the Sword of Caine, but there are still enough to be a thorn in the side of the Camarilla, who are now dealing as well with lobbying from Covenants who previously kept their philosophies to the Sword as well as the Anarch’s recent breakaway from the Camarilla proper. Those within the Sabbat are clearly concerned with recent developments, but hardliners and opportunists both refuse to let go and seek to strengthen the Sect and themselves. Others simply remember that older vampires don’t think in years or decades but in centuries and millennia, and aren’t so sure that Gehenna isn’t still going to happen. (The Sabbat can choose from the following Paths of Enlightenment: Path of the Beast, Path of Caine, Path of Cathari, Path of Death and the Soul, Path of Honorable Accord, Path of Night, Path of Orion, Path of Power and the Inner Voice, and may learn Sabbat Ritae)

LifeGetsWorser fucked around with this message at 17:51 on Jun 1, 2014

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Covenants

Some of the Covenants were Clans in the Old World of Darkness. I felt that they better fit the structure of a Covenant in Verum Aeternus than that of a Clan.

Covenants are large groups of Kindred, less influential and powerful than Sects but far more numerous than a simple coterie. Covenants exist on an international level, though some have little to no presence in specific regions. Covenants may exist for political, spiritual, or martial reasons, or a combination of those.

The Covenants known to be active(and their mechanical benefits) are as follows:

The Black Hand - The Black Hand was once a secretive necromantic cult, and, more recently, the secret police of the Sabbat. While the vast bulk of the Covenant remains in that role, an appreciable number have begun to branch out, and recruit, outside of the Sword. Regardless of their affiliation, all members of the Black Hand can learn Kindred Vodoun (as detailed in Ancient Bloodlines).

The Carthian Movement - It was a Premier of the Carthian Movment that spearheaded would would become known as the modern Anarch Crusade. However, the movement is nothing if not fluid and has kept it’s influence in the Camarilla and spread it more recently to the Sabbat as well. Members of the Carthian Movement can purchase Carthian Laws

The Circle of the Crone - An ancient series of cults in reverence to various mother-progenitors, the Circle has perhaps the greatest organized existence in the Cult of Lilith, or Bahari, in the Sabbat. Regardless, Crones can pop up anywhere, and are prone towards a tenacious adaptability wherever they go. Members of the Circle of the Crone can learn Cruac.

The Followers of Set - Originally, the Followers of Set were a fanatical cult of Mekhet based upon worship of the Mekhet Antedeluvian of the same name. They have remained much the same in recent nights, though a number of non-Mekhet kindred have made the group less exclusive. Setites can be taught the prayers of Akhu.

The Giovanni Family - A traitorous, lecherous, splinter cell of Cappadocians, the Giovanni family nearly succeeded in eradicating those of the Clan who would not swear to the family. With the resurgence of the Cappadocian clan proper, the Giovanni have allowed some from outside the blood to “marry in”, increasing their numbers and diversifying an already potent, if maligned, Covenant. Members of the Giovanni family know of the ways of Necromancy.

House Tremere - At the height of the dark ages, the mortal mage Tremere succeeded in being embraced to a Salubri sire - he then set about hunting down and diablerizing Salout, the founder of the line. With experimentation upon Gangrel, Nosferatu, and Tzimisce victims, he was able to unearth the Covenant's proprietary Thaumaturgy blood magic, and as part of joining the nascent Camarilla, succeeded in enslaving a number of Assamites. To this day, most Salubri members of the Camarilla are members of House Tremere, whether they wish to be or not.

The Invictus - The Invictus brags that it has been the guiding hand of the Camarilla since before the birth of the Sect, and also that it will outlive the Ivory Tower by eons. Never one to let potential power pass them by, the Invictus exist in every Sect, angling to seize total control whenever possible. Members of the Invictus can learn Invictus Oaths.

The Lancea et Sanctum - In light of recent events, most Covenants have sought, and found, membership in every Sect. The Lance is different - for they have always been in every Sect. All vampires should know the testament of Longinus, and so there must be the Lance in every corner. Members of the Lancea et Sanctum can learn Theban Sorcery.

The Ordo Dracul - Purportedly founded by the legendary Tzimisce Vlades Tepes, this Covenant’s methods of strengthening oneself to avoid weakness has gained traction with Kindred of all lines and affiliations over the years. While the Ordo as a whole has maintained it’s staunch neutrality for nearly the entirety of it’s existence, various members have found themselves in all sorts of situations that make that...difficult. The Defiant of the Ordo Dracul may develop Coils and Scales of the Dragon.

Disciplines and Blood Magic

Praestantia
To be undead is to be beyond the physical limitations of the human body. Kindred who master the Disciplines of Celerity, Vigor, and Resilience often do so by forgetting the barriers under which they labored while living. But there is another, subtler element of physical accomplishment, another path a Kindred may master.
The Greeks might call it epidexiotitia; a modern neurologist would call it “kinesthetic sense.” It is an instinctive ability to comprehend and calculate the position of one’s body in relation to other nearby objects. Someone with poor kinesthetic sense is not going to be able to hit a fastball, no matter how strong or how swift he is. Someone with excellent kinesthetic sense can make a casual three-point swish.
The Discipline called Praestantia is an inhuman amplification of that instinctive feeling for distance, location, and movement. Not only are Kindred who know Praestantia able to perceive bodies in space with superhuman acuity, they also are able to control their own movements with equivalent control.
Praestantia doesn’t help a vampire shrug off bullets, outrun motorcycles, or flip over dumpsters, but it does allow her an endless series of “lucky shots” and “near misses”.
Cost: None or 1 Vitae per action
Dice Pool: Praestantia is unlike many other Disciplines in that it is not actively rolled. Rather, it provides a group of benefits, many of which affect other rolls.
Action: None (for persistent effects) or Reflexive (for active effects)
Duration: Permanent (for persistent effects) or one turn (for active effects)
Like other physical Disciplines, Praestantia has two kinds of effects: persistent and active. Persistent effects are always on, and have no cost. Active effects are reflexive and cost one Vitae per effect.

Persistent: A character's dots in Praestantia are added to any Dexterity-based rolls made with the following Skills: Athletics, Brawl, Firearms, Stealth, and Weaponry. Note that Strength-based rolls with those skills are not enhanced.
Secondly, a character using Praestantia can choose to abort any failed action involving the Praestantia Skills, even if the dice pool was based on Strength. This means that, after rolling, the player can choose to do nothing that turn, rather than deal with the consequences of a failed (or dramatically failed) roll. This is a benefit of the Beast’s insight, as it’s senses are as enhanced as the character’s.
For example, if a Kindred is using Praestantia to jump a chasm between two tall buildings, the player can roll and see if he makes it. If he succeeds, fine. If he fails, he can abort, halt at the edge, and take no action. Similarly, if the character is going to throw a hatchet at someone, the player can roll, see the failure and choose to keep hold of the weapon rather than throw it, miss, and lose the hatchet.

Active:
• When a character with this Discipline active takes the Dodge action (as described on p. 156 of the World of Darkness Rulebook) his Praestantia is added to his Defense score in addition to any other Defense improvements. However, this doesn’t offer any bonus to threats that disregard Defense, such as firearms attacks.
• A character with active Praestantia may focus their inhuman insight into more tangible effects, providing active defenses against attempts to confuse or confound their senses. A character with active Praestantia may add her rating in the Discipline to attempts to defend against Chimerstry, Obfuscate, or similar Disciplines. Active (not passive) Praestantia will serve as a trigger to roll defense versus these effects.

Old World Blood Magic:

This all tends to work basically the same: Akhu, Necromancy, and Thaumaturgy are a series of paths with associated rituals. When a character learns their first level of Path magic, they gain the first level of their primary path (Serpentis for Akhu, Sepulchre for Necromancy, and Blood for Thaumaturgy). Raising this Path costs 4 experience points. The character can learn other Paths, but secondary Paths can never exceed the primary Path’s rating. Secondary Paths cost 3 to raise.

The system to use any Path power is as follows:
Cost: 1 Vitae
Dice Pool: Presence + Intelligence + Akhu or Wits + Composure + Necromancy or Resolve + Occult + Thaumaturgy (rating in primary Path) – level of power being attempted
Action: Instant
Roll Results:
Dramatic Failure: The character loses a dot of Willpower as the magic takes a toll on her mind.
Failure: The effect does not happen, and the Vitae point is still spent.
Success: The effect happens as described in the text.
Exceptional Success: Extra successes are usually their own reward. In some cases, an exceptional success indicates an increased duration or effect as appropriate.

Obviously, this denotes that Serpentis has been folded in to become the primary path of Serpentis.

Rituals:
Rituals in path magic work much like the rites of Cruac or Theban Sorcery. The vampire must have the correct Discipline at the correct level to learn a Ritual of that level and cost 4 experience to raise.

Cost: 1 Willpower
Dice Pool: Presence + Persuasion + Akhu or Wits + Occult + Necromancy or Resolve + Intelligence + Thaumaturgy (rating in primary Path)
Action: Extended. The number of successes required to activate a ritual is equal to the level of the ritual (so a level-three ritual requires three successes to enact). Each roll represents one turn of ritual casting. Note also that each point of damage suffered in a turn is a penalty to the next casting roll made for the character. If a character fails to complete the ritual in time (such as by being sent into torpor before accumulating enough successes) or decides to cancel the ritual before garnering enough successes to activate, the effect simply fails.
Roll Results:
Dramatic Failure: The ritual fails in some spectacular fashion. A ritual intended to damage a subject inflicts its damage upon the caster, for example, while a ritual designed to store Vitae in an object depletes the caster of some amount of his own.
Failure: No successes are added to the total.
Success:The ritual takes place as described.
Exceptional Success: The ritual takes place as described. In many cases, extra successes are their own reward, causing additional damage or conferring extra duration or capacity.

Disciplines should otherwise be considered to be at their most recent Requiem printing when available (ie - Strix Chronicle for most things.) Dementation and Obtenebration have versions in Requiem books (Lords of the Damned and Bloodlines: the Hidden, respectively), and the rest can be found in the translation guide.

Mortis and Valaren had to be converted wholesale, which I've done but I don't have a lot of room, so ask me about those if you want to play a Cappadocian or a Salubri.

LifeGetsWorser fucked around with this message at 03:43 on May 20, 2014

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Reserved for Requests!

Requests:

New Merit: Path of Enlightenment (• to •••••)
This Merit is only available to Vampires.
For each dot in this Merit, the Kindred receives a bonus on Breaking Point rolls when acting in accordance with their Path (Path structures are listed below). The roll is equal to half the rating in the Merit, rounded up (so +1 at • and ••, +2 at ••• and ••••, and +3 at •••••). Furthermore, at rating ••• and up, the Ethics of your Path are treated as an additional Vice for the purpose of regaining Willpower. At Path •••••, the Ethics of the Path are also treated as an additional Virtue for the purposes of regaining Willpower.
However, adopting such an inhuman mindset is not without cost. For each dot in this Merit, your maximum Humanity is reduced by 1 (this coexists with, rather than stacks with, Cruac, so that only the highest rating applies. For instance, a Vampire with Path of Lilith ••• and Cruac ••• has a maximum humanity of ••••• ••, not ••••). Enlightenment is dangerous, as a Vampire still takes all penalties for losing Humanity, though they may always add their Path rating as a bonus to any tests required.

As it would take way too much room, suffice to say that any path of Enlightenment is ok so long as you've a reason to have it - but truncate the hierarchy of sins to 5 levels (ie, level 1 and 2 makes level 1 of the merit, 3 and 4 makes level 2, and so on).

Mortis

This Discipline was developed by the Cappadocians in an attempt to uncover the secrets of death. It seeks to explore many aspects of death, from outright cheating it, to causing it with a single touch. Rumor has it that masters of Mortis are able to defy death itself. Practitioners of Mortis are often consumed with all aspects of death and the afterlife.

•Masque of Death
This power allows the vampire or chosen subject to assume a visage of death. Flesh becomes taut and sallow, and joints grow rigid and stiff. Assuming the appearance of a corpse can be quite useful - if a hunter searches a mortuary for a vampire, he would be likely to ignore one under the effects of this power. The Discipline may also be used as a dreadful curse, causing another to appear as the walking dead.
Cost: 1 Vitae
Dice Pool: None (or Stamina + Medicine + Mortis - the victim’s Stamina if used on another).
Action: Instant. The character must touch their subject in order to use this power on them.
Roll Results
Dramatic Failure: The power fails and the vampire cannot attempt to use this power on the subject until the following sunset. The Vitae the vampire spent to power the Discipline is wasted.
Failure: The vampire fails to cloak the subject under an auspice of death, and the Vitae spent is wasted. The user may attempt the power again the following round by spending another Vitae.
Success: The Masque of Death is assumed, and lasts for the remainder of the scene. Characters under the influence of this power assume a pale, sallow, corpse-like appearance and lose the 10-again rule in regards to Social dice pools, and any 1s that come up subtract from successes. Vampires under this power’s effects also lose the ability to spend a Vitae to mimic the signs of life (see “Counterfeiting Life”, page 156 of Vampire: the Requiem). A vampire under the effects of this power may recover from this power as if he was healing from lethal damage.
Exceptional Success: The power lasts for the remainder of the night.

Suggested Modifiers
Modifier Situation
— The power is used on another Kindred.
-1 The power is used on a Ghoul.
-2 The power is used on a mortal.
-4 The power is used on another supernatural creature.
+1 to +5 The subject of the power is suffering from injury. Each missing health level is an additional +1 to the dice roll.

••Blight
This power allows the character to cause rapid aging in an opponent. The victim begins to suffer the effects of old age; skin becomes pallid and thin, bones become brittle, and the victim may even begin to experience advanced effects of arthritis or other ailments of the elderly.
Cost: 1 Willpower point, 1 Vitae.
Dice Pool: Manipulation + Medicine + Mortis - the victim’s Stamina. The character must touch their subject in order to use this power on them.
Action: Instant
Roll Results
Dramatic Failure: The vampire using the power experiences a backlash of necrotic energy and suffers the ill effects of this power instead of their intended victim, losing the 10-again rule on all Physical Attributes for the remainder of the night.
Failure: The Blight fails to take root in the victim. The Cappadocian may try again with another expenditure of Willpower and Vitae in following rounds.
Success: The victim suffers from the vampire’s Blight. The victim loses the 10-again rule in regards to Physical Attributes for the remainder of the scene, as their bones and muscles weaken and advanced age sets in. Any 1s that come up on Physical dice pools during this time subtract from successes. Even Kindred are not immune to this power’s effects, physically appearing to rot in a manner similar to the Cappadocian weakness.
A mortal who undertakes strenuous activity while under the effects of this power risks heart failure. For each round the mortal maintains such activity, she must make a Stamina roll or suffer a heart attack.
Exceptional Success: The victim also suffers from a -1 penalty on all physical actions as the Blight settles deep in their bones, though a vampiric victim can still spend blood to enhance their physical attributes, as normal.

Suggested Modifiers
Modifier Situation
— The victim is mortal
-1 The victim is a ghoul
-2 The victim is a vampire
+1 The victim currently suffers from a minor ailment (a fever, the flu)
+2 The victim currently suffers from a major ailment (dysentery, cholera)
+3 The victim currently suffers from a terminal ailment (late-stage cancer, HIV)

•••Awaken
A character who possesses this power can pry himself from death’s grip. The character can awaken himself or another vampire who is in torpor.
Cost: 2 Willpower
Dice Pool: Resolve + Occult + Mortis - the Subject’s Blood Potency. The vampire must be touching the vampire he wishes to Awaken.
Action: Extended. Each roll represents an hour’s worth of concentration. The character must gather a number of successes equal to 10-the subject’s Humanity.
Roll Results
Dramatic Failure: The subject’s torpid self refuses to be roused, and no further attempts to awaken the vampire can be made by the user of this power.
Failure: The vampire fails to garner any appreciable success towards rousing the subject for that hour. Another hour must be spent in concentration before the next attempt can be made.
Success: The vampire makes headway towards rousing the subject. Once the correct number of successes have been made, the subject rises from torpor. If the subject fell into torpor as a result of hunger, they awaken with 1 Vitae in their system.
Exceptional Success: Extra successes are their own reward.

Suggested Modifiers
Modifier Situation
-5 The vampire is trying to Awaken himself
+3 The character possesses a Blood Tie to the vampire he is trying to awaken.

••••Black Death
By touching an individual, the character can cause the victim to experience an early death (or, in the case of vampires, to enter torpor). The victim, if mortal, begins to exhibit signs of the Bubonic Plague: sunken and blackened eyes, swollen lymphs and a sickly pallor of the skin. Within one day, all bodily functions cease. Kindred victims of this power enter torpor within the same timeframe.
Cost: 2 Willpower, 1 Vitae.
Dice Pool: Stamina + Occult + Mortis - the target’s Stamina+Blood Potency. The vampire must touch their intended victim to use this power.
Action: Instant
Roll Results
Dramatic Failure: The power backlashes violently and the user must immediately roll to avoid entering Torpor, as described below. The intended target is immune to further uses of Black Death by the user for the rest of the night.
Failure: The power fails to strike the intended victim. The vampire may attempt again on the next round by spending more Willpower and touching their target again.
Success: The vampire curses the target with a virulent (though not contagious) strain of the Bubonic Plague. Mortal victims will die within the next day if they don’t seek immediate medical attention, and vampires must resist the call of Torpor by rolling their Humanity immediately. If the target fails this roll they will awaken at the end of the scene.
Exceptional Success: The Plague is merciless. Mortal victims die immediately, and vampiric victims who fail their roll to resist Torpor remain insensate for the remainder of the night.

Suggested Modifiers
Modifier Situation
+1 The vampire has a Blood Tie to his victim.
-2 The vampire has a Blood Bond to his victim.
+2 The victim has a Blood Bond to the vampire.
+1 to +3 The victim is already suffering from an illness.

•••••Death’s Whisper
For a brief time the character sloughs off his own Damnation. While the character is under the influence of this power he is not affected by any of the traditional banes against vampires. His body is not burned by sunlight or fire, he craves no blood, and the Beast is silent. However, the cost is high - the character loses all access to his vampiric abilities. He cannot manipulate his own Vitae, and his Disciplines are beyond his grasp. But while he is no longer undead, neither is he truly alive, and only his own frail Morality serves to animate him.
Cost: 2 Vitae.
Dice Pool: None
Action: Instant
While under the effects of Death’s Whisper, the user of this power no longer counts as a vampire. He breathes and eats, and he does not suffer from the Predator’s Taint or trigger the Predator’s Taint in others. He heals in the same fashion as a mortal, and has none of the vulnerabilities or powers of the vampiric condition. However, as he is experiencing only a simulacra of life, his maximum dice pool for any action is his own Humanity rating (his Path offers no assistance, though he must still follow its tenets.) The vampire is still subject to any Blood Bonds he may have fallen under before the power came into effect, and Blood Bonds he may have imposed on others are still effective, though he cannot create new Blood Bonds. The effects of Death’s Whisper last for one scene.

The Path of Night
Sins of the Path
• Repenting your behavior, Accepting the superiority of another
•• Aiding another, Intentional or impassioned killing
••• Bowing to another Kindred’s will, Accidental killing
•••• Asking aid of another, Failing to be innovative in your depredations
••••• Acting in the interests of another, Killing a mortal for food
Ethics of the Path
Leave no being untouched by one’s taint. All beings must experience the touch of evil. The weak must be destroyed. The strong must be destroyed or corrupted. Those too strong or peripheral to be destroyed or corrupted must at least be scarred in passing.
Tempt and horrify those around one’s self. The weak will fall, while the strong will be tempered by the test. Vampires, as creatures of life and death, have been sent as emissaries from the other side. It is their duty to break down the physical and spiritual resolve of all whom they come in contact. Nihilists, however, recognise that some beings are fated to serve other powers than those of evil. If it is clear that a being is as spiritually pure (or simply different) as the vampire is corrupt, it is part of the natural order to allow that being to be what it is. Nihilists are also soldiers of darkness. Just because a foe is respected doesn’t mean it can’t be destroyed.
Inspire others to accept their inner darkness. As emissaries, nihilists are “PR agents” of evil. Every being turned to its own darkness is another soldier in the great cosmic struggle between light and shadow.
Experience every sensation possible, and then some. Just as a master craftsperson must be familiar with all his tools, so must a master of evil understand all mediums in which he can work. Even “good” or “pure” sensations must be experienced. It is easier to work against a noble victim when one has knowledge of nobility, a pure victim when one understands purity, a loving victim when one understands love.
Death is a means, not an end. A vampire has died, true, but has not experienced the entirety of what lies beyond death. It is not one’s place to meddle with the planes beyond. If it were, a vampire would not have been sent back to the living world. Since it is one’s lot to scourge this world, not the next, victims must be kept in a vampire’s sphere of influence as long as possible. A dead victim is beyond one’s reach. A living victim may experience evil in all its manifestations.
Vampires, as souls damned by God, fulfill their purpose by preying on mortals. Few things are more horrifying than the idea of being eaten. For this reason alone, vampires must prey on mortals. Though the undead must spread as much evil as possible in the living world, it is sometimes their duty to act as shepherds, sending a soul to its final reward (or preferably to perdition).

New Merit: Malkavian Time (• to •••••) You may roll Wits+Malkavian Time to broadcast a deranged message to one other Malkavian that you are aware of within your current city. Success indicates that they receive your message. The storyteller may also give you occasional visions (potentially true, potentially not), with effects concurrent to your rating in this Merit. You can always sense the presence of other Malkavians in your immediate presence who possess this Merit.

Valeren
Valeren is the path of the warrior, a Discipline of righteous wrath, originally developed by the demon-slayers and questing knights of the Salubri. Practitioners walk the road of the crusader, tempering themselves against the Beast’s feral nature and refusing to bow to other Kindred.
Valeren teaches skills for identifying the strength of others and either bolstering it or eroding it. At higher levels, a master of Valeren becomes a juggernaut himself, and elder Salubri are fearsome combatants.

•Sense Vitality
The vampire can feel the flow of a subject’s life force after touching him. Sense Vitality may be used to determine how much damage a person can withstand before death, which can also be useful in sizing up a potential opponent. It can also aid in medical diagnosis or feeding, as it can reveal infections or diseases.
Cost: None
Dice Pool: Intelligence + Medicine + Valeren. The vampire must touch his target.
Action: Instant
Roll Results
Dramatic Failure:The vampire receives erroneous or contradictory results, as determined by the Storyteller. A target may appear to have less Vitae in their system then is truthful, or more. A healthy target may appear to be ill, or an injured target may appear to be fine. Someone of weak constitution may appear to be far more hearty than they really are. A vampire may read as a human or a ghoul.
Failure: The vampire fails to garner any useful information about the subject’s physical condition, but may roll again on the next round to gain more information so long as they are still touching the target.
Success: For every success on the roll, the vampire learns one piece of information about the subject. The player can choose what information they want to know about, and the storyteller can feel free to suggest something relevant that the vampire may have also noticed.
• The vampire can determine what sort of creature he is touching; whether they are mortal, a ghoul, a vampire, or some other form of creature (or if the subject doesn’t actually exist).
• The vampire can determine what current or total number of Health Levels the subject possess (each piece of information requires one success)
• The vampire can determine the current number of points in the target’s Vitae Pool (if a vampire), or how much Blood is left in the target’s system (if mortal). This number will be the same regardless of the type of creature that the subject is, so most Salubri will determine that first.
• The vampire can determine if the subject is suffering from any sort of diseases or foreign substance in their bloodstream.
Exceptional Success: In addition to being able to determine more about their subject, the vampire also receives a limited form of “aftersight”, where by they can determine to a limited extent how the subject came to be in their current condition. For each success beyond 4, the vampire can ask the Storyteller one question about how the subject came to be in their current condition; ie, the vampire might ask “Are his wounds aggravated?” or “What was his cause of death?” and expect a reasonable answer; but he can’t pick specific names or faces out of this flash of insight, so a question like “What does the man who stabbed him look like?” would be invalid.
Suggested Modifiers
Modifier Situation
-1 The vampire has never encountered this type of creature before
+1 The vampire has examined the same subject before
-3 The creature has a substance or disease in his system that the vampire has never encountered
+3 The vampire has a Blood Tie to this creature

••Anesthetic Touch
This power may be used to block a subject’s pain from wounds or disease, or to put a mortal target to sleep. As with Sense Vitality, physical contact is required to anaesthetize someone.
Cost: 1 Vitae
Dice Pool: Presence + Medicine + Valeren - the target’s Willpower, if they resist. The vampire must touch their target to use this power.
Action: Instant
Roll Results
Dramatic Failure: The power has the opposite effect as intended. A target who is supposed to be able to ignore their wounds instead suffers twice the normal wound penalties that would be otherwise suffering for the next hour. A target who would normally be rendered unconscious instead suffers a bout of insomnia for the next 24 hours and loses a Willpower point for their trouble. The target is immune to further attempts by the vampire to use Anesthetic Touch for the remainder of the night.
Failure: The power fails to take effect. The vampire may try again on the next round by spending another Vitae if they are still touching their target.
Success: There are two different effects that this power may take.
The first effect renders the subject numb for 1 hour per success. During this time the subject does not suffer from wound penalties, but also suffers a -1 penalty on all rolls requiring Wits as their sense of touch is muted and they feel drugged.
The second effect renders the subject unconscious. In the case of mortals, they fall asleep for five to ten hours - whatever their normal sleep cycle is, and regain one Willpower point on awakening. He sleeps peacefully and does not suffer nightmares or the effects of any derangements while asleep. He may be awakened normally (or violently).
Vampires can be rendered numb, as with the first effect, but are immune to the second effect of the power.
Exceptional Success: No additional effect.

•••Burning Touch
The vampire touches his subject, shocking her with a searing pain. This power causes no actual damage to the subject, though prolonged exposure to this unnatural pain sometimes leaves victims traumatized. The Salubri use this power to extract information from their enemies, and also sometimes to cause additional pain to someone before delivering true Final Death.
Cost: 1 or more Vitae (see text)
Dice Pool: None, but the vampire must touch his victim.
Action: Instant
For every Vitae spent, the vampire imposes a -2 penalty to all of their victim’s dice pools. Penalties fade at the rate of 1 per round. For example, if a Salubri grabs a ghoul and spends two blood to inflict the Burning Touch, the Ghoul would suffer a -4 penalty on the first round. The round afterwards, the penalty would be -3, then -2, and etc. The Salubri could touch the ghoul again and spend more Vitae to impose greater penalties.

••••Armor of Fury
The lessons of Valeren turn inward as the vampire progresses, and in the crusades that the Salubri are prone to undertaking few powers see as much use as this one. The vampire invoking this power is surrounded by a shining halo reminiscent of crimson mail. The phantom armor created by this ability protects the vampire against most sources of physical injury; it also keeps him or her from entering Rötschreck due to an ongoing battle, when such a frenzy of fear would lead him into greater danger. Many envy the Salubri for this ability, and it would make for a powerful bargaining chip, if so many Salubri were not loathe to teach it to potential foes.
Cost: 1 Vitae
Dice Pool: Stamina + Survival + Valeren
Action: Reflexive
Roll Results
Dramatic Failure: The vampire’s Beast reacts poorly to being used for such a purpose, and the Vitae spent is wasted. In addition, the Vampire must immediately roll to resist Rötschreck for whipping up his Beast.
Failure: The power fails and the vitae is wasted.
Success:The vampire is suffused with an angry red glow (which is an obvious violation of the Masquerade to any who care about such things), and he gains an additional point of Armor per success. This armor supplements, rather than replaces, any armor the Kindred may already be wearing, making him particularly difficult to harm.
Exceptional Success: The vampire is also steeled against Rötschreck, gaining +1 dice per every success past the fourth to resist a fear frenzy owing to the horrors of combat.
The effects of Armor of Fury last for the remainder of the scene.

•••••Vengeance of Samiel
By invoking the names of mighty warriors of nights past, the vampire strikes his foe with inhuman force and accuracy. This power causes the Kindred’s eyes to glow with a baleful redness. Some vampires choose instead close their eyes, signifying their disdain for their foes and horrifying them at the same time.
Cost: 3 Vitae
Dice Pool: None
Action: Reflexive
The next single attack made by the vampire automatically hits the target as mystic forces guide the blow. Attacks made in this manner may not be dodged (they ignore the target’s Defense). The blow strikes as if the vampire had succeeded with every die in his dice pool, and deals an additional 2 damage on top of any other modifiers. The additional damage may go over the standard maximum of damage. This power may only be used once per turn (if possible, given the cost in Vitae), and only when the vampire’s sole action is the attack. Additionally, this power does not work for ranged weapons, only attacks made in melee are affected.

Self-Focus
Sins of the Path
• Being a slave; submitting to the blood bond or a boon, Frenzying
•• Not meditating regularly, Restraining the Beast when it must be freed
••• Struggling with one’s self, Seeking to control others
•••• Relying on others, Not treating others as you wish to be treated
••••• Laziness – mental or physical, Overconfidence
Ethics of the Path
Live in the moment, with no thought to what has been or what is to come. Neither can be affected.
Know one's self, intellect and Beast utterly. The visceral and intellectual are equal parts of vampiric nature
Do not mourn those who fall to one's predation, provided such predation occurs at the correct time and place. When hungry, feed. When threatened, kill. To mourn suggests that the tao is wrong
Do not be overconfident. The overconfident do not know their limits. But equally, do not underestimate one's self
Judge others (and one's self) by what they do and how they do it, not by their words
A being is responsible to itself and only to itself, not others

LifeGetsWorser fucked around with this message at 14:03 on May 22, 2014

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Ha, awesome, glad to be of service.

I've updated a couple things with more information since I'm not being distracted by work at the moment. Also, I am currently lurking in #verumaeternus to answer any questions.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe

Cabbit posted:

All the best oWoD characters I ever played were mentally unwell in some capacity, so maybe I'll make a Malk. On that subject: I thought Derangements weren't a thing any more in GMC, mechanically?

That may be true! Use the Requiem versions - such that Malkavians can exist.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Surely can - look up.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Two dots in retainer should be fine, depending on how useful you want the dog ghoul to be. But no problem with it as far as I can see.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe

Josef bugman posted:


Here are my initial stats, will have a more full write up tomorrow.

And as a quick question the "Climb the ladder" section, should I scan a page of all the things written, or is it something we are all going to have to do on IRC at some point?

To answer your question - you can either PM me, post it in thread, or shoot it to me on IRC, I am not picky.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
#verumaeternus

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Right, yes, that.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Cool, keep 'em coming.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe

Epicurius posted:

If this is the old setting, shouldn't the Daeva be House Toreador?

I could have done Brujah and Toreador, or I could just do what Requiem did and use the Daeva. I went with the Daeva for the sake of unique discipline-ness and because you can do brujah or toreador ideas conceptually with either.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Ask and you shall receive Bouquet, check the requests post.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
So because there's been a fair bit of interest on the two clans, let me go into how the changes affected The Cappadocians/Giovanni and the Salubri/Tremere (and to a lesser extent - Mekhet/Followers of Set).

As the prime example, let's talk about the Salubri first. In the oWoD timeline, Tremere wanted to live forever, so he tracked down a Tzimisce and stole immortality from him, then realized that A: his magic wasn't working and B: he and his followers weren't going to be strong enough to take down a pissed off Vampire Clan and the Mage Tradition he backstabbed to get there, so he had to make a desperate gambit - he hunted down an antedeluvian and diablerized them - specifically Salout, the progenitor of the Salubri and in theory the kindest of the 13.
Now, this pissed off the Salubri something fierce, but, having eaten an antedeluvian, he was strong enough and, being young and a mage in his breathing days, innovative enough to reshape the vast majority of the clan away from the long suffering paladin image towards the scheming warlock image, and managed to make his own kind of magic, Thaumaturgy, work using vampiric power.
If that wasn't enough, he was able to convince the vast majority of princes in the middle ages that it turned out the Salubri were really demon worshipping soul-eaters, and not the people hunting down those very guys (which they were in the process of doing), and when the first Anarch Revolt happened and failed, he used Thaumaturgy to curse the Assamite clan, making vampiric vitae poisonous to them - which was a big deal since the Assamites have a thing where they like diablerizing their kills. This pissed off the Assamites a bunch, but it also enamored the nascent Camarilla to the Tremere, and they became one of the founding Clans of the institution.

A short while later Augustus Giovanni, a talented mortal necromancer, was brought into the Cappadocian clan for his insights. The problem with Giovanni was that he was roughly as ambitious and innovative, if in a more narrow fashion, as Tremere was, so he took it upon himself to repeat the process - he hunted down the Cappadocian founder and ate him, and remade the clan in his own image, renaming them the Giovanni. Except Augustus wasn't interested in demonizing the Cappadocians he didn't personally create or recruit - he just decided to have them all killed, like a proper mobster. Since he hadn't done any propagandizing, and Necromancy is even more creepy than Thaumaturgy, his Clan wasn't invited to play in the Camarilla or the Sabbat when the Sabbat came into existence. Not that he cared, particularly.

The problem with both of these Clans is they did it during the dark ages (closer to the Renaissance for Augustus, but still). The issue there is that it's really hard to track down every single member of a clan you're looking to exterminate, and in neither case did they actually get them all. The Salubri had only 7 guys left - the seven who were thought of to be a bunch of wackjobs by the rest of the Clan - the rest of the Clan that got hunted down by the Tremere, mind you. The reason those 7 were thought to be so weird is that they had this peculiar habit of reaching Golconda, finding a childe, and then having the child diablerize them and go look for Golconda themselves. Eventually, one of them embraced someone who wasn't down with that program and he decided instead to aggressively Embrace - after joining the Sabbat, to try and strike back at the Tremere.
Meanwhile, things went even more sideways for the Cappadocians - the handful of surviving elders who escaped the Giovanni's initial purge locked themselves in a cave in Europe bordering the realm of the dead, where they went crazy over the next millenium and a half. When they decided enough research had been done and they wanted to get their revenge on, they joined up with the Sabbat as well, calling themselves the Harbingers of Skulls. The Sabbat, of course, always outnumbered by the Camarilla, was happy to have both of these groups on their side.

Now, the reason why I'm giving the history lesson is that things didn't work quite that way in my reimagined hodgepodge. It's close, but a basic tenant of Requiem that I'm cribbing is that while Clans may express certain differences along family lines - you can't change the basic tenant of your curse - your weakness can't go from needing to help people out to nothing (in the case of the Tremere), nor can it go from being pale and corpse like, to it really hurting when you bite someone (in the case of the Giovanni). You also can't lose your clan disciplines or mix them up - they're part of what you are. Now, while Covenants come and go (it's rare, but it happens. See the Legion of the Dead in Requiem for Rome), and even Sects can crumble, Clans are forever (mostly - the Julii and the Ventrue have a lot more in common than the Ventrue will ever admit to or remember). So, just because Tremere and Augustus tried to purge everyone not directly in their bloodline, that didn't stop them from being Salubri or Cappadocian, respectively.
See, really what the two usurpers did was create Covenants. It was mostly a matter of academics for a while, since they had purged the non-conformists and were denying access to those who weren't members of their Clan. But, just like in the oWoD, they didn't get everyone, and eventually the non-conformists came back - but regardless of whatever fancy names they called themselves, they were still Cappadocians, or Salubri, the entire time. That's not something that changed, nor is it something that can change. And, given the current upheaval of Kindred society, the Tremere and Giovanni covenants have been forced to adapt or die, they've needed to let others in, in greater numbers than they ever have before, because the other covenants are doing it, and crossing sect lines, and if they hadn't, the Tremere and Giovanni would cease to exist.

This brings me to the Followers of Set, and the reason why I included them and the Mekhet here. You see, unlike the other two examples, the Followers of Set have always been Mekhet. They accept and believe, wholeheartedly, that the Mekhet founder is Set, and the Setites have always been around, the vast bulk of the Clan, doing the good work of their master.
Every so often a Mekhet would slip through the cracks - not surprising given the subtlety of the Clan or their penchant for ferreting out secrets, but general Kindred sentiment has, for a long time been that a Mekhet is a Setite and a Setite is a Mekhet. (Vampires are kind of big on stereotyping, and unlike many Mekhet, Setites are more prone to being noticed, if not seen directly, so a stereotype developed). But, they didn't have nearly as big of a stranglehold on their blood that the Tremere and Giovanni ever had on theirs, so it wasn't impossible for Mekhet to belong to other Covenants, even since antiquity.
But, much like the Tremere and Giovanni, they have been forced to become a bit more accepting of other Clans to avoid being marginalized - the fact of the matter was though, that the Followers have always been a bit more cosmopolitan than they seem to be on the outside - it's the sort of secret that just happened - Torpor can confuse a Kindred's memories, and the Followers don't refer to themselves as Mekhet (or Nosferatu or Ravnos or what have you) traditionally, they just call themselves the Followers of Set.

So this was a bunch of rambling, but hopefully it cleared up some stuff about the way I re-classified things.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
:golfclap:

I like this, you get a good sense of Alistair and it gives me plenty to fill in the blanks with.

Yes, head's up for anyone struggling with that ladder - pick one question from each category like Josef did and just provide a brief summation - I don't need 24 short stories for every app.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe

TehWarsmith posted:

Hmmmmm. I've still never gotten a chance to play Vampire and I would love to at least app for this. I probably need books though, especially the translation guide. How can I get in touch with you for them? (I don't have PMs.)

Right now though I'm thinking about either a vicious criminal who was embraced by a Salubri and is torn between his "innate nobility", his supernatural Beast, and his human one, or a Ventrue or Toreador schoolteacher turning the campus into the beginning of her power base.

If you need assistance with acquiring reading material, look for me on IRC if you don't have PMs.

Only thing is Toreador = Daeva, but that's fine conceptually either way.

EDIT: I mean later for IRC, I'm at work right now and don't have access.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Since I'm getting some submissions, I updated the bottom of the first post with links directly to them and their status, mostly for my own sanity.

If I'm wrong about something regarding these apps, let me know.

EDIT: Oh, new page. I'll repost that information here, too.

Apps Submitted/Status

Josef bugman: Alistair Erikson

Soonmot: Ricky Fry

Bouquet: Loren Ainslie Chancellor

Valhawk: Leo Jansen

Zephonith: Amber Holloway

TehWarsmith: Alicia Bedford

Roland Jones: Roshan

Epicurius: Bob Scott

SECT VOTES
Anarch: 1
Camarilla: 4
Sabbat: 0

LifeGetsWorser fucked around with this message at 05:07 on Jun 2, 2014

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
After I've made my picks, we'll do the 12th step together, yes.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
You can get an xp for every step you answer - I'm only requiring one question from each step answered though, so as to not bog things down too much.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe

Josef bugman posted:


Blood Ritual- (need confirmation if it is okay to devise my own)
Follow the money
Successes required- 5
Reagents- Bone of a hoofed animal, preferably skull. One Iron coin. One Vitae.
Grants the owner of the property the bone is kept in the ability to know (to within mile) where the person holding the coin is.
The coin need not be accepted by the person in order for this effect to work.
After one month the effect fades and the coin becomes ordinary.
For additional successes reduce the area of knowledge by one order of magnitude.


Ok, I think I know what you're going for here, and luckily there is a way supported by the rules to get ritual-like effects that aren't a specific blood sorcery, so what we're going to have a crash course on is Threnodies, from Blood Sorcery.

Threnodies are merits, but their requirements are Discipline levels. They're sort of...sub Disciplines, ways to alter the standard effects of a Discipline power and make them do things they're not supposed to do, generally by manipulating your own Beast in specific ways.

There are two parts you need to perform a Threnody - a Sacrifice and a Song. The Sacrifice is something the caster of the Threnody is giving up for the duration of the effect. The Song is what you use to draw out your Beast to do what you want it to do. The roll used for the effect is always your Blood Potency + The Discipline's level. Since what you're describing is kind of a reversal of the Spirit's Touch (ie, instead of getting the psychometry of the object, you're getting the senses of the person who is holding the object), I'd put Follow the Money as a *** Merit, but it would require Auspex 3 to obtain.

The other option there is the the sample Rank 1 Auspex Threnody, Farseeing. It allows you to ride the senses of the target, however, the Sacrifice there is to lose your own version of that sense for as long as your borrowing the other one. The way it works is, say you want to be able to see through someone else's eyes - well, you'd have to feed them your own eyes (this is less permanently a concern for a Kindred, but still kind of gruesome). However you're not actually harming that person (beyond being kind of squicky at them). So that's also an option.

If you think Threnodies work for what you're going for, we can work on the specifics of Follow the Money if you like that effect (I think it's pretty neat) and stat it up as one. If you're angling for something else, we might be able to do something with it (like a Sabbat Ignoblis Ritae - which reminds me, when I get home tonight I need to put down Sabbat Ritae for you guys to look at).

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Closing date is thus far unchanged, yes.

And what Roland said re: Brujah. You want one, run a Daeva.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe

Good work, your sheet and vote for sect has been added.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
I have no problem with using stuff from other sources so long as it's not ridiculous. Occultation is fine.

LifeGetsWorser fucked around with this message at 15:19 on May 31, 2014

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Just a quick reminder guys: Recruitment Closes Tomorrow. So anyone who had shown interest but hasn't submitted anything yet, you have until the end of the night, Monday, to post something (or at least part of something).

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Alright, ladies and gentlemen, kindred of all ages - I've reviewed your submissions, and one thing I can say is I really like all of them. Eight is a hard number to cut down to 6, because it leaves out two very well written applications.

Thankfully, some of you reminded me of another option. I had contingency plans in place regardless of what sect was voted upon (yes, even Sabbat, though no one wanted to play that game), and with each potential plot running on a 4-6 player theory, eight submissions gives me a chance to run two plots, and not have to cut anybody.

As such, I'll be running two games - which may be complete insanity, but we'll try it anyway - one Anarch, one Camarilla. To make things simpler, I'll go ahead and place people in groups based on what was mentioned in your submissions/where I think your character would fit best if you didn't imply a specific Sect (and to make it even (and interesting) I'm going to place a Camarilla sympathizer with the Anarchs don't hate me TehWarsmith). Please note the gifts of the ST - you get 1 free Status in your assigned sect, so if you had one already, that means two, etc. Congratulations to everyone for making this too hard a choice for me to make, ha!

Without further adieu:

Anarchs:
Soonmot: Ricky Fry
Valhawk: Leo Jansen
Zephonith: Amber Holloway
TehWarsmith: Alicia Bedford

Camarilla:
Josef bugman: Alistair Erikson
Bouquet: Loren Ainslie Chancellor
Roland Jones: Roshan
Epicurius: Bob Scott

So remember, you get a point of Status in your Sect - we're not playing an autarkis/learn about it later game, at least for the big 3.

Secondly, step 12 in Climbing the Ladder. You have three coterie mates each, and I want to know how you guys ended up running together. So, let's give it to the end of the week - if you haven't finished your ladders, do so by then, and then I want to know how it is you all know each other (in each group, though cross-pollination can also happen, at least a bit). Use NPCs, past experiences, whatever. If you need an NPC, let me know, I have a stable of them. I would also like you to each describe what it is you do for your Sect, at least in a general sense. More specifics about the City, Rochester, New York, will come in the days ahead.

Ok, so, once again, congratulations to everybody! Once we've got relationships nailed down between the direct coterie mates and I have a sense of how everyone operates, I'll post the game threads and we'll be on.

Oh and also, we'll run the group Beats since those who answered that question were down for it. So keep that in mind as well.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
You are welcome to use whichever one suits your fancy, though firearms can probably apply just fine.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
The Baron and his "Small Council", Rumors now included.

Malcolm Abbot - Lasombra, Carthian, Baron of the Rochester Anarchs Possibly a big Game of Thrones fan, Baron Abbot is the childe of a Sabbat Cainite - he claims he was shovel-headed, but he had enough sense of self to get out of dodge when the sword started crumbling a couple years back. Since then, he's poured most of his efforts into pulling the local Anarch Crusade together - and he's quickly risen through the ranks and garned quite a bit of a following, especially after the final death of the previous Baron, at which point Malcolm was voted to the post nearly unanimously. He and his coterie, mentioned below, are largely credited with the final break-away from the Ivory Tower, at least upstate, though for now he hasn't pushed for anything big now that Anarch independence has been achieved.
Erri Gurewitch - Tzimisce, Invictus. It's rumored that Erri's been with Malcolm since the beginning of their Requiems, but being a more law and order sort, she gravitated towards the Invictus while Malcolm took up with the Carthians. Still, Erri was happy to come with Malcolm to the Anarchs, as despite her Clan, the Tzimisce tends to blanch slightly at some of the more savage aspects of Sabbat behavior. Despite being Abbot's oldest friend, Erri seems to be somewhat on the sidelines of the Baron's Crusade - her more moderate voice frequently rejected in favor of more radical ideas. Still, Erri continues to funnel Invictus manpower and resources into Malcolm's projects, maybe hoping he'll wake up one of these nights.
Nina Derbyshire - Ventrue, House Tremere. Nina "Derbyshire" was never a fan of Ventrue politicking or the made up genealogy nonsense. She claims she was Embraced as a mistake (her sire's), and joined the Pyramid as another mistake (her own). She took the name Derbyshire as a giant middle finger to the overblown pomposity of both groups. Despite all this, she's a shrewd ally and clever blood mage, and Abbot owes her his unlife more than once.
Takashi Giovanni - Nosferatu, Giovanni Family. The first thing you notice about Takashi is that a storm cloud always seems to be figuratively hanging over him. The second is that he smells like fresh, wet, overturned earth...literally. It's public knowledge that the rest of the Small Council isn't fond of the Giovanni, but Baron Abbot keeps him around so he must hit it off with the Keeper somehow. Takashi's a decent enough Necromancer, but where Malcolm's really been using him is his connections - even more so than Gurewitch, Takashi's offered him bodies (probably not living ones though) and money (probably dirtier than what Invictus favors can garner). Despite the sources of these offerings, they come more frequently and in greater number than the Tzimisce's assistance, so Takashi seems set to usurp Erri's position. No wonder she doesn't like him.
Noel Quijano - Ravnos, Carthian Premier. Noel's the one who introduced Malcolm to the Carthian Movement, and the one who introduced him to the Anarch Crusade. Despite being powerful enough on her own to claim the Premiership of the local Carthians, she defers to Abbot's judgement when it comes to the Crusade, having been heard to state that he knows how to "think on a bigger scale than [her]". Noel's kind of a scary bitch, as she's displayed abilities far beyond what a Ravnos ancilla should know, though how much of that is Chimerstry and how much is actual knowledge is uncertain. Still, she's not someone you want to tangle with if you can help it, and the rest of the Small Council seems to know that as well.

LifeGetsWorser fucked around with this message at 19:24 on Jun 6, 2014

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Anarchs! You have a thread here

Camarilla! Continue to work on that prologue!

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Two presents for team Camarilla today.

First of all, Camarilla movers and shakers (filtered through rumors, of course):

Arlen Gustavus is the Prince of Rochester. Though, if you ask the Anarchs or the Sabbat, they'll tell him he's just some puffed up rear end in a top hat. And if you ask a lot of the Camarilla, he's a puppet to the Primogen council. Still not wise to say it to his face though, as Arlen is a Tremere of no small skill, and a Salubri besides. He does allow the council to the the lead in night-to-night affairs, however.

Salome Lendl is the Salubri Primogen, and a powerful blood sorceress. She is whispered to be the power behind the throne, the true ruler of the Camarilla of Rochester, and she doesn't do much to dissuade other Kindred of that notion. Known to be a firebrand and zealot, she advocates nothing less than the extermination of all unrepentant vampires, whether they belong to the Sabbat or not.

James Preston Lusk is the Ventrue Primogen, and a powerful figure in the local Invictus. While the majority of the Primogen Council got there by virtue of being members of House Tremere, Lusk got there on his own, without any blood sorcery, which should say something about how influential he can be. He has his obvious disagreements with the Tremere, but he continues to funnel resources into their little war, regardless.

Grandmother Atropos is the Nosferatu Primogen. Also called the Wicked Witch, she earned her nickname through her mastery of Thaumaturgy as well as through her vicious efficiency. Used to be the Sheriff of Syracuse before she was promoted and moved to Rochester - she has, for whatever reason, toned down her tendency to torture and kill those who displease her.

Karina Adelaide, the Gangrel Primogen, is an old coterie-mate of the Prince. She isn't a Tremere herself, and it's rumored she got the position through her connections with Gustavus. She's a bit younger than the other Primogen, as well, so a lot of people see her as a relatively weak choice, but no other Gangrel seem to want to try and take the job from her.

Ignatius Schmidt is the Tzimisce Primogen, and if that seems odd, it makes sense that he hasn't had the position for very long. While he's never claimed to be Sabbat, a number of Fiends left the Sword and joined the Tower - which meant the seat needed to be created. A member of the Ordo Dracul, Schmidt encourages the majority of Camarilla Tzimisce to join the Dragons as well, given their tendencies to experiment on themselves and others. Schmidt is a moderate, as opposed to Primogen Lendl - and he would much rather encourage members of the Sabbat to abandon that Sect than kill them all.

Cyril is the Malkavian Primogen. No one is really sure why, since he seems to have something approximating Senile Dementia. He's a member of the Giovanni Family too, so none of the other Primogen are especially fond of him. Still, the Malkavians of Rochester don't seem keen on taking the position away from him for whatever reason, so there he sits, bumbling his way through his Requiem.

Miranda Salvatori is the Daeva Primogen. She's a Tremere, and she's the youngest of the Primogen in Rochester, also the youngest Warlock to be of any real consequence. It's common knowledge that she's thirsty for anything that would move her out of the shadows of the other Primogen in the city.

The Sheriff is a Cappadocian by the name of Estelle. It's rumored that she's a convert from the Sabbat, though no one is really sure if that's true, or if she claims membership with any Covenant. What young Kindred do know about her is not to gently caress up and let her hear about it, because she's sufficiently powerful enough to come at you when you least expect it - in your Haven during the day, for instance. Thankfully, it's also known she's plenty busy on a nightly basis, hunting down Sabbat, and will generally let minor infractions slide for the sake of convenience.

Secondly, you drat dirty Cammies have a thread! Post away!

Oh and I forgot and epicurius reminded me - all the Camarilla kids get a free dot in Status (Camarilla) as well. Sorry I forgot.

LifeGetsWorser fucked around with this message at 04:57 on Jun 13, 2014

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
A couple of things: First of all, I've added a (highly stereotypical and sure to have a ton of exceptions for Rochester) census of the clans by the numbers of each sect in the second post of each IC thread.

Secondly, there's a Sabbat recruitment thread, as the days of the forum being offline requires me to appease my need to run elfgames about vampires with a greater sacrifice of my sanity. Tell your kids, tell your wives, feel free to apply if you want to, though I can't promise I will necessarily pick you out of other people (since you've already got a PC in my world and all).

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
There are a number of potential causes to smell like death - none of them are good though.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Valhawk - it is not Big Jim.

Zephonith - You did not frenzy despite your hunger, so good on you. (I rolled for it)

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Being sick sucks. Take all the time you need.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
So, a new trait people seem to want to consider, given the multitudes of Status and leading to a question of "why do I want/need all these statuses?"

We'll call it Local Influence. This is a derived trait, you won't put points into it directly. Instead, it is going to be a combination of things:

Your City Status will convert on a 1:1 ratio (every point in city status is a point in Influence).

Your Sect/Covenant/Clan statuses will convert on a 2:1 ratio (maybe 3:1 if everything looks too big) (every other point in those statuses is a point in Influence.

Influence can be rolled to get stuff or do things if needed, even if the composed merits would not apply in that situation (for example: if the Prince wanted to get something from a Sabbat Pack, he could roll his Influence rather than his Camarilla Status to see something get done, though probably indirectly)

This is what we call a rule in the "early alpha" phase. I haven't decided if it's got good numbers yet. But I will take a look. Chime in with any thoughts.

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
I know there's a few more people interested, so we'll give them some more time.

If not, well, I'll work something out. I do definitely want your character to be a part of stuff (and you as well, obviously).

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
It's likely those rules won't matter after my next post. But that will have to wait until later today!

LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
Ok, I've put a post up (for the anarchs, still waiting for the Cam kids to stop chatting), but, fyi, going to be out of town this weekend, so, keep talking to each other if you're in a position to do so. I'll be back sunday evening, most likely.

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LifeGetsWorser
Oct 23, 2010

Me "IRL" :smug:
Fun Shoe
First of all: No problem Josef, take your time!

Secondly: I am back. However my phone irc client is misbehaving badly and I'm at work, so, I won't be directly available until later. 'Til then, PM me or post here.

Thirdly: There's an Anarch post. Cam kids - if you want to move the scene forward, let me know and I'll send you all to the morgue!

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