House
Rules
We follow
the Vampire The Masquerade 3rd Edition and other White Wolf
rules and systems as much as possible, but as with every
VTM campaign, through trial and error, we have deviated
from the rules on certain White Wolf systems.
Final
Death
For the
sake of preventing accidental final death on the part of
the attacker due to freak damage rolls, etc., we have decided
to use the following system:
Let's
assume that your character has suffered 5 levels of aggravated
damage that he was unable to soak. He then receives another
5 levels of whatever type damage and is unable to soak that
as well. This will be ruled as entering torpor unless 1
more level of aggravated damage is accumulated or his torpid
remains are destoryed beyond repair, such as being fed through
a wood chipper, trapped beneath a 10 ton boulder, decapitated,
etc.(Ouch). At that point your character would die the final
death.
Calculating
Your Character Humanity
Path
Of Humanity:
Based
on a scale from 1 - 100, your characters actual humanity
is equal to his humanity rating x 10, so if your character
has 8 dots in humanity, his actual humanity is 80.
Infernalists
& Those On A Path That is in Direct Opposition To Humanity:
Based
on a scale from 1 - 100, your characters actual humanity
is equal to his path rating, so if your character has 8
dots in his main path rating , his actual humanity is 8.
Calculating
Your Characters Soul
Mortals:
Since
Mortals do not have a humanity rating, their "Soul
Points" are equal to their Willpower x 10.
Vampires:
Since
the soul of a vampire is "Tainted" to begin with
and in game mechanics already has Disciplines to preserve
game balance, the "Soul Points" of a vampire on
the Path Of Humanity are equal to their dots in Humanity
x 10. Therefore, if your character has 8 dots in humanity,
he has a total of 80 soul points.
If your
vampire follows a path that is in direct opposition to the
Humanity Trait (Ex: Path of Evil Revelations), your character's
"Soul Points" are equal to the dots in your main
path x 5. Therefore, if you have 8 dots in your path you
have 45 "Soul Points".
Gaining
Demonic Investments
An Infernalist
can gain investments by performing services instead of selling
parts of their own soul. This is determined by the storyteller
and is in direct relation to the value of the investment
desired.
The
Deal
To properly
deal with the Infernal, the Character must possess Law with
a specialty of "Infernal Pacts"/Demon Lore. Since
four dots in law are necessary for the specialty, every
dot under four increases the difficulty on the roll by 2
(Difficulty of 10 Max).
The
roll system itself is:
Intelligence
+ Law (Infernal Pacts/Demon Lore) against the base difficulty
of 8. Each success subtracts one from the difficulty of
the second roll: Manipulation + Law (Infernal Pacts/Demon
Lore), in an opposed roll against the demon. On the first
roll, the Infernalist does not re-roll 10's, the specialty
only allows him the roll. On the second roll, however, 10's
are re-rolled.
If the
Infernalist wins the second roll, they may pay one point
less for the investment for each success over the win. If
he loses it's one point more per success of the Patron.
If the Infernalist botches the roll, well ouch.
However
many points the investment costs in the end of the bargaining
process is how many soul points the infernalist must give
to the demon.
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