Tale Weaver's Vampire: The Masquerade OOC Board


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Tale_Weaver

First Post
Blood Bonding

BLOOD ADDICTION
Vitae may look and smell like blood, but Vitae certainly doesn’t taste like blood — stolen life is the ultimate forbidden fruit, the sweetest taste that any human or vampire has ever experienced. It is also incredibly addictive.
Every time a creature drinks a vampire’s blood, the drinker must make a Will save (DC 10 + the vampire’s Constitution modifier). If he fails, he is one step closer to blood addiction and takes a –4 penalty on future saves against this addiction. When the penalty reaches –20, the drinker is addicted and no longer wants to resist the thirst for Vitae. Addicted humans often become obsessed with drinking normal blood, though it gives them no benefit and does not slake the thirst. They often grow obsessively dependent on the vampire who supplies their addiction, willing to do anything for another fi x. Addicted vampires may become so desperate
as to wound themselves and lick their own Vitae (this act does
not diminish their supply, and it only reinforces the addiction).
Some turn to preying on other vampires. A creature who makes his Will save resists the temptation and reduces his penalty by 4 (from –16 to –12, for example). If an addicted creature reduces his penalty to 0 in this way, he is
no longer addicted. Likewise, each month in which the creature does not taste Vitae reduces the penalty by 4. Some extremely powerful vampires can gain sustenance only by drinking the blood of other vampires, but they do not become addicted to it like lesser creatures. Killing the vampire immediatly ends the "blood bond".
 






Tale_Weaver

First Post
Making Saving Throws

Every once in awhile I'll ask you to make a saving throw in the form of a Fortitude, Reflex, or Will save. These can be found on your character sheet under your stats. You are looking for the number in the left most box. You roll 1d20 on invisible castle and add that number to it. So you would type in 1d20+x (x being your bonus). You'll also see that I give these saving throws a challenge rating (like DC15). What that means is that you make the saving throw if you can roll higher than a 15.

I might also do stat checks, like a roll of strength to see if you can lift something heavy. For that you roll 1d20 and add whatever your modfier for that stat is (the modifier is to the right of the stat on your sheet).
 

izillama

First Post
Hey everyone, I just wanted to clear something up about Clover.

Clover has two modes of thought: internal and external.

I write external thoughts like normal speech:
Cover rolled her eyes, "OMG, you're all idiots."
This is said out loud and heard by all.

But internal thoughts are written like this:
Clover rolled her eyes, 'OMG, they're all idiots.'
These are thoughts that can't be heard and I basically just use for dramatic effect.

Anyway, I just didn't want to confuse you all and hope that it clears things up. ^.^
 

Tale_Weaver

First Post
Humanity

Humanity is a measure of how closely a vampire clings to the morality and values of her life as a mortal human being, and consequently how well they are able to resist the urges of the Beast. It runs on a score of 1-10, 10 being the highest.


Since every Kindred was a human before their Embrace, their most natural response in resisting the Beast's feral, predatory nature is to cling to their humanity. This is generally represented by the strength of their conscience and self-control, virtues common to Kindred and mortals alike.
A Kindred's humanity has a direct effect on the strength of the vampiric curse; those who lose ground to the Beast and lose their humanity find it more difficult to interact with mortals, to be active during daylight hours, and to awaken from long periods of torpor.



Humanity is universally adopted by the vampires of the Camarilla, but even among the Sabbat it is the "natural" and most common way of dealing with the Beast. Some vampires however reject the mores of mortal existence and adopt an alien Path of Enlightenment, in which they learn or construct a wholly different standard of morality. These often incorporate different virtues - conviction instead of conscience, and instinct instead of self-control - and establish a very different relationship with the Beast. Replacing the morality of one's human life is a daunting task, not to be taken lightly, and generally impossible without the tutition of one who already follows the alternate path.



Here is a quick rundown of how your character's personality is effected by humanity scores.


10-8: You are one holy :):):):)! Characters with humanity of 10 are practically saints and must do everything they can to keep from tarnishing their little halo. Unfortunately only 1 in 10 vampires can ever maintain scores this high.



7: Most humans fall in this category. You can be a little selfish sometimes but overall you are still good at heart.


6-5: Hey, sometimes people die! Vampires that fall within this range don't go out of their way to hurt people but they don't feel bad if they kill someone while feeding.


4: Sometimes people HAVE to die! Vampires who have a score of 4 simply don't care at all weather they kill, steal, or destroy things. You are losing the battle with the beast. Most elder vampires fall in this category if they haven't adopted another path.


3-2: Vampires who are this far gone begin to not even look human anymore. Most have sunken shadowy eyes and almost claws for fingernails. They kill, torture, and mutilate and they get sheer pleasure while doing it. Most vampires don't stay in this category for long as their fall into becoming just "the beast" is inevitable.


1: While you can still control your character at this point, there is little a vampire in this category won't do.



0: Must eat, must sleep, must kill..vampires who have a humanity of 0 cannot be controled by a player and get taken over by the storyteller and "the beast" controls them completely.
 

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