Tag: Mechanics

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  • Character Creation

    h4. 1. Create a concept Start with a concept of who you want your character to be. A concept can be as simple as one or two words or as elaborate as a couple sentences. Keep it simple and build up from there. Without this foundation, the rest of …

  • 1D10 LARP System

    *For Veterans:* For those who've played in the one-die system before, the important notes are that we've decided to limit the extra roll from 10-, 9-, and 8-again to one, and scrapped any special botching systems you may be familiar with. Full details …

  • Merits

    h2. World of Darkness Core Merits h3. Mental Merits _pg. 108_ *Danger Sense* * Rating: 2 * Prerequisites: None * Bonus: ** + 2 to Wits + Composure rolls to detect ambushes. *Encyclopedic Knowledge* * Rating: 4 * Prerequisites: None * …

  • Celerity

    Cost: 1 Vitae Action: Reflexive Duration: 1 scene Effects (once activated only): Passive: Subtracts your Celerity rating in dice from all attacks against you as long as you are capable of movement. Stacks with Defense and Armour, does not degrade …

  • Animalism

    Animalism is the ability to speak with, summon, and command the beasts of the night - working up from mortal animals to the Beasts of Vampires. * *Feral Whispers:* Communicate with an animal, limited only by their unsophisicated mode of thought. ** …

  • Dominate

    Dominate, the Clan Discipline of the lordly Ventrue, allows a Kindred to force mortals or Kindred to obey his commands. Unless otherwise mentioned, these powers require some form of eye contact and for the target to hear (and understand) the order(s) …

  • Obfuscate

    Obfuscate allows a Kindred to conceal or disguise themselves by confusing the perceptions of those watching them. As such, the power has absolutely no effect on electronic or other inanimate recordings, though those directly affected by the power will …

  • Resilience

    Cost: 1 Vitae Action: Reflexive Duration: 1 scene Effects (once activated only): Passively adds your dots of Resilience to your Stamina for the scene. This power can only be activated once per scene. Unlike most effects that grant additional …

  • Vigor

    Cost: 1 Vitae Action: Reflexive Duration: 1 scene Effects (once activated only): Passively adds your dots of Vigor to your Strength for the scene. This can allow you to achieve feats of superhuman strength. As an exception to above, Vigor dots …

  • Majesty

    Majesty, the clan specialty of the Daeva, is often compared to Dominate due to its similar role (a discipline useful for shaping the actions of mortal and Kindred alike), but is a generally subtler art - manipulating the emotions of your target, as …

  • Nightmare

    Nightmare is the Nosferatu's clan power to weaken their foe's resolve through fear - with greater mastery of it allowing more direct attacks using terror. The Nosferatu clan weakness never applies to activating any level of this discipline. * * …

  • Protean

    Protean is the Gangrel art of shape-shifting, source of vampiric myths of claws and wolves. It also offers unparalleled safety for the Kindred caught outside of a city. * *Unmarked Grave:* Allows the Kindred to sink safely into soil (or, with effort, …

  • Auspex

    Auspex is the Mekhet's signature discipline - mastery of inhuman perceptive ability, ranging from a superior ability to read a situation to projecting one's mind out into the world. When testing to see if you bypass Obfuscate, roll Wits + …

  • Specializations

    Specializations are a way to indicate further knowledge, study, or natural talent within a skill. You may have multiple specializations for a particular skill, but they never stack (you can only apply one to any particular roll). A specialization …

  • Humanity

    All vampires must deal with conflict between Humanity and the Beast. A vampire's distance from the Beast is measured by their Humanity rating, from 1 to 10. Any vampire whose Humanity drops to 0 loses control to the Beast, becoming a draugr (and an NPC). …

  • Experience

    XP Costs are as follows: [[Attributes]]: 5x new rating. [[Skills]]: 3x new rating. [[Specializations]]: 3 XP. [[Merits]]: 2x new rating. [[Disciplines]]: 5x new rating in-clan, 7x new rating for out-of-clan and Covenant specialties. New …

  • The Vampiric State

    Vampires in Requiem are both similar and different from vampires in Masquerade. While both are blood-drinking corpses vulnerable to fire and sunlight, driven by an inhuman [[The Beast and Frenzy | Beast]] while fighting to retain their [[Humanity]], there …

  • The Beast and Frenzy

    *The Beast and Frenzy* Every vampire has, in the back of their head, a ravening, inhuman monster - the Beast. The Beast is often described as the fight-or-flight instinct given power and form, and under certain circumstances it will attempt to take …

  • Blood, Vitae, and Wounds

    *Blood/Vitae* Vitae - the "blood" in a vampire's system - is incredibly powerful, and only becomes more so as a vampire ages (and gains [[Blood Potency]]). It is required to activate many vampiric [[Disciplines]], and has a number of independent uses all …

  • Vitae Addiction

    Vitae Addiction is a very dangerous condition that any being which ingests Vitae risks (mortal, animal, or vampire). Every time something takes in Vitae, it must make a Resolve + Composure test to avoid addiction. Modifiers: Bloodline Adoption …

  • Grappling

    As it's a slightly complicated combat subsystem, here are the full grappling rules: To initiate a grapple, you make a normal *Strength + Brawl – target's Defense* attack roll, with only one success needed. Once you have "hit" with your attack, you and …