Post by Triple 7 on Feb 23, 2019 14:33:08 GMT -8
CLANS
Below is listed information on individual Clans and how they relate to the setting and character creation for Jyhad by Night house rules.
VARIANTS
Quirks of the blood are often omens, but they don't always have to rely on myth or science. When determining the variant of of progeny, they will not always reflect the variation of the Sire. As a courtesy, we will allow the Player of the progeny to choose which variation they would like to portray as their new role (provided they are available within the Character creation house rules). If their chosen variation to the blood isn't available, they may either be a Caitiff or accept the Sire's Clan.
Assamite
Below is listed information on individual Clans and how they relate to the setting and character creation for Jyhad by Night house rules.
VARIANTS
Quirks of the blood are often omens, but they don't always have to rely on myth or science. When determining the variant of of progeny, they will not always reflect the variation of the Sire. As a courtesy, we will allow the Player of the progeny to choose which variation they would like to portray as their new role (provided they are available within the Character creation house rules). If their chosen variation to the blood isn't available, they may either be a Caitiff or accept the Sire's Clan.
Assamite
- Clan Flaw: All Assamite suffer from The Curse of Growing Darkness. In addition to that Flaw; the three castes suffer from their additional curses found on Pg. 30, Lore of the Clans.
- Warriors: The Baali Curse, otherwise known as the Curse of Hunger, effects Warriors. Whenever tasting Vitae after the Embrace; Warriors must roll Self-Control (or Instinct), Difficulty 3+ the number of blood points ingested to resist addiction. Once addicted; whenever the Warrior tastes Vitae again they must make a Self-Control (or Instinct), Difficulty 6 for the Taste of Blood (when hungry) provocation on Pg. 298, V20's frenzy chart and requires only 1 Success to stave off a hunger frenzy. We take this addiction to mean that any Assamite Warriors entering the Chronicle as an established Character has already fallen victim to the addiction. Characters actively embraced in the Chronicle will have the chance to resist the temptation.
- Viziers: Viziers suffer from the Curse of Obsession. This will apply to all Knowledges, Crafts, Performance, and Expression Abilities.
- Sorcerers: Sorcerers suffer from the Curse of Prominence.
- Ur-Shulgi has awakened, resulting in a schism between the loyalists of Alamut and all other Assamites. Additionally, the Curse of Blood ("The Tremere Curse" found on Pg. 30, LotC) has been lifted.
- The great schism has happened! Tegyrius leads the Preservationists along side Al-Ashrad toward acceptance within the Camarilla. According to the conversation on Pg. 71, Beckett's Jyhad Diary; there is only one that holds a Title within the Camarilla.
- Assamite Vizier are the baseline for all Camarilla aligned Assamites. Warriors are mostly still loyal to Alamut under the watchful eye of the Web of Knives and Sorcerers are more uncommon.
- N/A
Caitiff
- May only choose from Animalism, Auspex, Celerity, Dominate, Fortitude, Potence, Presence, or Obfuscate for their In-Clan Disciplines. At character creation, you'll need to choose three Disciplines from the common 8 that will be considered in Clan for the purposes of advancing Disciplines beyond Level 3 and teaching others. We limit out of Clan Disciplines to Level 3; but Caitiff don't have in Clan Disciplines. For that reason, they will need to list three that will be considered more potent than the others. If embraced in Character, these will be considered the first three Disciplines they learn from the common eight.
- Per Pg. 118, V20; Caitiff may not begin the game with Status, it must be earned in character.
- N/A
- Clan Flaw: Temporary animal features will be gained by frenzy and replace previous traits gained by a frenzy in which the roll failed and are chosen by the Player. Permanent traits will be gained by an frenzy that was the result of a Botch, representing when they suffer a particularly intense frenzy and are chosen by the Storyteller.
- Independent Gangrel are the baseline for Gangrel PCs, they have left the Camarilla in 1999.
- Clan Flaw: Giovanni Vampires causes excruciating pain in mortal vessels who receive it. Supernaturals they bite will not be effected by this curse; instead they will have similar effects to the Kiss found on Pg. 269, V20.
- Clan Flaw: Lasombra Vampires cast no reflection, but will show up on media such as modern digital photography. This includes all types of photography and video recording. This means anything from film to digital copies capture their image. They show up in modern security equipment like TSA body scan imagery or active modern video surveillance. This due to how the curse effected them; its mystical, not logical.
- Clan Flaw: Derangements may only be taken from Pg. 290-293, V20. We do not accept previous edition's Derangements, or Player created ones.
- The Great Prank is upon them! All Malkavians post-1998 will have Auspex, Dementation, and Obfuscate as a base line for Clan Malkavian Disciplines. Dominate is considered out of Clan for the purposes of teaching others or advancing Disciplines.
- Any Malkavian embraced prior to 1998 (Unless considered Antitribu) will have Auspex, Dominate, and Obfuscate as a base line for Clan Malkavian Disciplines. Dementation is considered out of Clan for the purposes of teaching others or advancing Disciplines.
- Clan Flaw: As it has come up in the past; simply wearing heavy clothes or even a physical mask does not hide the horrifying features of the Nosferatu Clan Flaw. Unless you want to break the Masquerade with your Appearance 0 rating, you will need to make several Stealth rolls to avoid detection, use physical disguise like prosthetic applications (fake nose, stage make up, a back brace to straight deformity, wigs, etc.) or Obfuscate 3 to appear as anything other than a horrific monster. Please keep in mind that without the Merit: False Reflection, your true appearance will show up on camera if you're only using Obfuscate 3. The Merit: Rugged Bad Looks will protect their Appearance 0 rating unless contested (direct lighting that would reveal your horrible appearance or a Perception + Alertness, Difficulty 7 roll needing at least 3 Successes to scrutinize the features are more than just a skin condition)
- The Week of Nightmares happened in 1999. The Ravnos population is now 1/3rd of what it was before that time. Ravnos do not need to test for a hunger frenzy currently.
- Clan Flaw: Everyone's opinion of what is and isn't beautiful is different. With that in mind I have hard and fast rules that will be dirty and effect Clan Toreador. First and foremost; every Toreador has their thing that makes them go crazy for aesthetics. Architects fall in love with beautiful buildings, painters go for the Mona Lisa, sculptors maybe the statue of David, and forger's might be in awe of a really great forgery. Whatever it is for your character; you and the Storyteller need to decide. Their own craftsmanship will never cause themselves to be effected because they're their own worst critic. Secondly, anyone with Appearance 5+ will effect their Clan Flaw.
Failure of this roll is as written on Pg: 67, V20; with the clarification that it lasts the entire scene as described. If the subject of your desire leaves the immediate vicinity (read as leaves the room), your Character can temporarily be relieved of their fascination. If the subject returns, you are once more enthralled until the end of the scene. If the subject leaves the scene, the fascination ends. Where as if they Botch, they won't be allowed to make another Self-Control or Instincts roll for one turn should they be wounded. (IE: If botched; they get attacked and wounded. On the next turn they will not be allowed to test Self-Control or Instincts, Difficulty 6 for the second time. But then, the subsequent roll will allow for the test as normal.
The antitribu is a little different as of Pg. 438, V20. They are tempted with perversion. While the description of their weakness mentions Failure, we will go one step further to discuss a Botch. Failure will have them indulge in their perversion while a Botch will hyper-focus their attention on the perversion to the exclusion of all else until their entrancement is broken or the chance to continue is prevented. This means something similar to; destruction of their target from torture, their target leaving the scene, or maybe their inflicted emotional or physical pain is no longer effective.. - Ghoul Clan Flaw: It isn't explained what happens when they fail the Self-Control/Instinct, Difficulty 6 roll. Because of the overprotective nature of this action, when a Toreador Ghoul fails this reflexive action, their next action will be to immediately counter the threat to their Domitor's. With a Botch, the Ghoul will perceive anyone or anything as a threat and attempt to remove their Domitor from the situation by any means necessary. Only 1 Success is needed to prevent this action.
- Clan Flaw: Every time a Tremere drinks from another Kindred, it is considered moving 2 Steps for a bond instead of 1 Step which is normal. When it naturally fades, it defaults to as written on Pg. 287, V20 and is reduced by 1 Step as the Clan Flaw only effects gaining the bond.
- Tremere who are part of the Pyramid in good standing do not require the Mentor Background to learn new magic. Instead, they may submit a request to the Regent, whom then makes a request up the chain of command (and potentially payment) to the Lord on behalf of the student (with appropriate payment).
- Within the Lore of the Clans book, the Tremere have access to a background called "Chantry". The majority of this background doesn't fit within the Communal Haven system we have already built, and grants vast and unreasonable advantage to Tremere characters.
- Library will function as another branch of the Communal Haven only available to the Chantry (Read: ONE per city, no private 'library' perks). It will function largely how the background is printed with the following clarifications, and is only available to Tremere PCs.
- The Library contains no Rituals until players spend Downtime Action Requests (DTA's) scribing them to the library. When a Ritual is present within the library, and the Tremere in question has access to the library (as determined by the Regent), the Research step may be skipped. The Tremere may also add the Library's rating in dice to their Occult check for mastery NOTE: Only ONE background may be added to the Mastery check. If a Library should ever fall in level, the Tremere hierarchy comes in and removes all rituals contained in that library of those levels it has lost. For example, if a Tremere dies (or the player quits), and the Library rating drops from 5 to 3, all 4th and 5th level rituals will be lost forever. If these levels are regained at a later time, they will not have access to the rituals lost. Paths of Thaumaturgy are far too complex to put down to books alone; Library may not contain Paths of Magic within them, only rituals.
- The Regent (and only the Regent) may petition the Tremere Lord (Pontifex Abe Powell of Sacramento, CA stands in place of an acting Lord) for rituals to be added directly to the library. This will involve questing and it's possible the application will still be denied. This is done through a DTA using Charisma + Etiquette, Difficulty 8; and will require 7 Successes.
- Without the Merit: Unmarked Antitribu; any Vampire of Clan Tremere will immediately gain the Flaw: Betrayer's Mark when participating in the Vaulderie regardless of how many Flaws you currently have.
- House Carna is unavailable for character creation.
- N/A
- Clan Flaw: Your feeding restriction only applies to Mortals. Supernaturals do not trigger the reflexive vomiting as noted on Pg. 73, V20.
- Ghoul Clan Flaw: Found on Pg. 79, G&R; it says that Ventrue Ghouls are at +2 Difficulty to resist Dominate commands. Since Mortals cannot resist Dominate suggestions, we will apply this +2 Difficulty (maximum of ten) to their eye contact roll to ensure that the house rule is still following the spirit of the mechanics as written, but cleaning it up to suit our needs.