Post by Triple 7 on Sept 8, 2020 14:55:01 GMT -8
ANTAGONISTS
Found within will be our views on what the rest of the World of Darkness looks like for the Kindred in our Chronicle. This could be anything from how Cathayans, Wraiths, or Mages are mechanically used; to different things like crossover issues. This will certainly be a tricky subject to cross, but should help explain to the Players what they can expect from the world they exist in with their Characters.
Make no mistake; this is a Vampire the Masquerade story, using the 20th Anniversary Edition. Anything else is either a twisted image of how I want to handle Supernaturals and what they look like in my story. Mostly I like to use the other games as a basis for comparison, but put my own twist on things or simplify their mechanics because I'm not trying to run a multiple crossover chronicle. I will try to explain things as best I can below so that Players have a full understanding of what they can expect from their Storytellers.
As the story progresses, more will be detailed and explained..
CATHAYANS
Kindred of the East, Kue-jin; Vampires from across the Pacific Ocean have landed upon these shores in what is known as the Great Leap Outward. They have arrived looking for similar gains that all Kindred strive for; blood and power. Similar, but vastly different, the Kindred of this city can never hope to know peace between these two factions of the immortals. Able to dabble in not only spirits, but Wraiths, this makes them a formidable opponent to look in the eyes.
DEMONS
Tricky beings, demons are. Is it really a demon you're dealing with at all? There are many types of demons and some don't even take a host made of flesh. Encountering them is rare and recognizing them is even more of a mystery. Dealing with them and striking a bargain, deal, or pact will mark you as infernal. This is bad news and make no mistake, they *are* antagonists no matter how honeyed their words are. They are not to be taken lightly..
MORTALS
From Hunters to Ghouls, these are the true antagonists of Vampire the Masquerade. There's a reason the story is called a masquerade; it represents the grand lie that Vampires don't exist. Should the world as a whole come to this sudden realization, it would be the burning times all over again. Outnumbering all Supernaturals, they pose the most dangerous threat to any existence outside the laws of nature. The Inquisition was so powerful that it left an impression in the racial memory of any Supernatural looking to see the End of Days.
VAMPIRES
Representing the primary antagonists, this could rang from anything involving the Sabbat to Autarkis or true independent Vampires. The Jyhad is in full swing and everyone is a player on the chess board of immortality. This is the easiest section to explain as the same mechanics Players use on a daily basis will be the same ones I use in the story.
WEREWOLVES
Loosely based on Werewolf the Apocalypse; I have often said that this is a Werewolf story as told through the eyes of Vampires. While there are some tribal politics involved that motivate the non-Player Characters (NPC's) toward their goals, the Players will likely only see the cause and effect of these actions. They are pack hunters that work well together toward a common goal, but they also tend to work against each other.
WRAITHS
The hungry dead, these Wraiths are antagonists to only a select few. Those within the Shadowland rarely want to traverse with the living and will typically watch from across the Shroud. When they choose to cross paths, it is with a great deal of effort that they leave their mark upon society.
Found within will be our views on what the rest of the World of Darkness looks like for the Kindred in our Chronicle. This could be anything from how Cathayans, Wraiths, or Mages are mechanically used; to different things like crossover issues. This will certainly be a tricky subject to cross, but should help explain to the Players what they can expect from the world they exist in with their Characters.
Make no mistake; this is a Vampire the Masquerade story, using the 20th Anniversary Edition. Anything else is either a twisted image of how I want to handle Supernaturals and what they look like in my story. Mostly I like to use the other games as a basis for comparison, but put my own twist on things or simplify their mechanics because I'm not trying to run a multiple crossover chronicle. I will try to explain things as best I can below so that Players have a full understanding of what they can expect from their Storytellers.
As the story progresses, more will be detailed and explained..
CATHAYANS
Kindred of the East, Kue-jin; Vampires from across the Pacific Ocean have landed upon these shores in what is known as the Great Leap Outward. They have arrived looking for similar gains that all Kindred strive for; blood and power. Similar, but vastly different, the Kindred of this city can never hope to know peace between these two factions of the immortals. Able to dabble in not only spirits, but Wraiths, this makes them a formidable opponent to look in the eyes.
- Character Sheet
- Major NPC's will have full sheets, while "one-off's" will only have three major Abilities for the purpose of being killed off easily. If a one-off becomes a major NPC, they will be given a full sheet to use.
- Major NPC's will have full sheets, while "one-off's" will only have three major Abilities for the purpose of being killed off easily. If a one-off becomes a major NPC, they will be given a full sheet to use.
- Physiology
- Due to their similarities to the Risen of Wraith Lore; the Necromancy Ritual: Bastone Diabolico causes Aggravated damage on Cathayans.
- We don't typically follow the Yin and Yang aspects of their physiology, but will describe Kindred as more monstrous or humane as their conceptual design allows.
- Disciplines
- Each character will have Disciplines found in the Vampire supplement: Kindred of the East as appropriate for their concept and age (Pg. 54, KotE).
- While we will use these Disciplines as inspiration, we will not follow the mechanics exactly for Kindred of the East. They will be adapted, perverted, or followed as closely as needed for the scene. In essence, we will follow them as closely as possible while adapting them to fit in with V20 mechanics. Some are vaguely written and the Storyteller will need the freedom to adapt it to the scene.
DEMONS
Tricky beings, demons are. Is it really a demon you're dealing with at all? There are many types of demons and some don't even take a host made of flesh. Encountering them is rare and recognizing them is even more of a mystery. Dealing with them and striking a bargain, deal, or pact will mark you as infernal. This is bad news and make no mistake, they *are* antagonists no matter how honeyed their words are. They are not to be taken lightly..
- Character Sheet
- Major NPC's will have full sheets, while "one-off's" will only have three major Abilities for the purpose of being killed off easily. If a one-off becomes a major NPC, they will be given a full sheet to use.
- Fallen, Earthbound, and Archdukes will have access to their appropriate Lores as narratively interesting to the scene.
- Physiology
- While in a mortal host, all physiology notes can be found under the House Rules for Physiology. This will satisfy any requirements for these antagonists as all mortals are ran similarly.
- Demons also have an apocalyptic form that makes them nigh-invulnerable and a mortal witness may be overwhelmed by the presence of a demon's true visage. Depending on whether the demon has high- or low-Torment, the mortal may either flee in terror or fall to their knees to pray to a divine agent. Most people tend to forget their encounter, but strong-willed individuals are less affected.
- Lores, Investments, and Gifts
- All demons will have access to the investments and gifts listed on Pg's. 118-119, Rites of the Blood.
- Demons will be given Lores as appropriate to their concepts to suit the narrative and will be taken from Demon: the Fallen.
MORTALS
From Hunters to Ghouls, these are the true antagonists of Vampire the Masquerade. There's a reason the story is called a masquerade; it represents the grand lie that Vampires don't exist. Should the world as a whole come to this sudden realization, it would be the burning times all over again. Outnumbering all Supernaturals, they pose the most dangerous threat to any existence outside the laws of nature. The Inquisition was so powerful that it left an impression in the racial memory of any Supernatural looking to see the End of Days.
- Character Sheet
- Major NPC's will have full sheets, while "one-off's" will only have three major Abilities for the purpose of being killed off easily. If a one-off becomes a major NPC, they will be given a full sheet to use.
- Ghouls will be given a maximum of 2-3 Disciplines to represent the benefit of their unholy union with Vampires and their levels will be based on their Domitor's or the lowest Generation their blood represents as conceptually appropriate.
- Physiology
- All physiology notes can be found under the House Rules for Physiology. This will satisfy any requirements for these antagonists as all mortals are ran similarly.
- Numina and Disciplines
- Mortals will be given Numina as appropriate to their concepts to suit the narrative and will be taken from Hunters Hunted II.
- Ghouls will be given Disciplines as appropriate to their conceptual design and to suit the narrative of the story.
- Revenants will be given Disciplines as appropriate to their conceptual design and to suit the narrative of the story.
VAMPIRES
Representing the primary antagonists, this could rang from anything involving the Sabbat to Autarkis or true independent Vampires. The Jyhad is in full swing and everyone is a player on the chess board of immortality. This is the easiest section to explain as the same mechanics Players use on a daily basis will be the same ones I use in the story.
- Character Sheet
- Major NPC's will have full sheets, while "one-off's" will only have three major Abilities for the purpose of being killed off easily. If a one-off becomes a major NPC, they will be given a full sheet to use.
- Physiology
- All physiology notes can be found under the House Rules for Physiology. This will satisfy any requirements for these antagonists as all Kindred are ran similarly.
- Disciplines
- All Discipline notes can be found under the House Rules for Disciplines. This will satisfy any requirements for these antagonists as all Kindred are ran similarly.
- From time to time, more rare Disciplines will make an appearance as is thematically interesting for the narrative.
WEREWOLVES
Loosely based on Werewolf the Apocalypse; I have often said that this is a Werewolf story as told through the eyes of Vampires. While there are some tribal politics involved that motivate the non-Player Characters (NPC's) toward their goals, the Players will likely only see the cause and effect of these actions. They are pack hunters that work well together toward a common goal, but they also tend to work against each other.
- Character Sheet
- Major NPC's will have full sheets, while "one-off's" will only have three major Abilities for the purpose of being killed off easily. If a one-off becomes a major NPC, they will be given a full sheet to use. Their sheets will be based on their Homid form. While in Crinos; Strength, Dexterity, and Stamina will be doubled. When in Lupus; we will use the Wolf description for Protean 4 (Shape of the Beast) on Pg. 200, V20.
- Minor "one off's" will be given base 3 stats, meaning other than their three awesome things they will have 8 Dice to roll with and targets will be Difficulty 3.
- Physiology
- They will have only three forms; Lupus (Wolf), Homid (Human), Crinos (Half-man, Half-wolf). Transformation is instantaneous.
- Lupus: Will follow mechanics for Protean 4 (Shape of the Beast) on Pg. 200, V20 with the exception that it will not cost them a blood point and the transformation is instantaneous.
- Homid: Will follow Mortal (Ghoul) antagonist house rules regarding stats.
- Crinos: All physicals will double; One Off's will have Strength 6, Dexterity 6, and Stamina 6 unless blood is spent to increase individual Physicals. They gain the advantage of Protean 1 (Eyes of the Beast) and Protean 2 (Feral Claws).
- They may only spend 1BP per turn for healing or activating Disciplines, for a maximum of 3BP's for the scene.
- Will regenerate 1HL of non-Aggravated injury per turn, as written on Pg's. 378-380, V20.
- Bashing, Lethal, and Aggravated damage can be soaked using their Stamina and Fortitude. Aggravated damage from silver will not ever be soaked.
- When reaching 7 health level's (HL's) of damage, half their Willpower rating (rounded up) will be rolled against Difficulty 8 to represent a "last stand". Successes indicate how many HL's they regain. They may only do this once in a scene.
- They may never be embraced, Ghouled, or under the affects of a Blood Bond with the exception as a plot device for the Storyteller. Players will never have a pet Werewolf, but an NPC might.
- Werewolf blood will grant a +1 increase to Celerity and Potence as long as the blood remains in the Vampire's blood pool, but at the cost of a +2 Difficulty to all Frenzy related rolls. Note: Werewolf blood is used first.
- They will have only three forms; Lupus (Wolf), Homid (Human), Crinos (Half-man, Half-wolf). Transformation is instantaneous.
- Gifts and Disciplines
- We will use whatever Gifts we feel is appropriate to the narrative, paying particular attention to their Tribe, but not limiting them to only those.
- In addition to their Gifts; these Werewolves will all have Celerity, Fortitude, and Potence ratings as are appropriate (Never above Level 3) to their conceptual build and be limited to how those mechanics function. All will have Auspex 1 (Heightened Senses). All will have Obfuscate 2 (Unseen Presence) and Obfuscate 4 (Vanish from the Mind's Eye) with test from Auspex being against Obfuscate 3. All will have Protean 2 (Feral Claws) and Protean 4 (Shape of the Beast). Some may have Thaumaturgy or Necromancy as is interesting to the narrative.
- Animalism: No Animalism power that specifically affects only animals, such as Animalism 2 (Beckoning), will have any effect on a shapeshifter (even one of Lupus breed). Werewolves do, however, have Beasts and these can be manipulated through the appropriate Animalism powers. The sole exception is communication. A Vampire employing Animalism 1 (Feral Whispers) could carry on a conversation with a Werewolf using the languages of wolves.
- Dominate: Only Kindred may successfully use Dominate against a Werewolf, Ghouls may not.
WRAITHS
The hungry dead, these Wraiths are antagonists to only a select few. Those within the Shadowland rarely want to traverse with the living and will typically watch from across the Shroud. When they choose to cross paths, it is with a great deal of effort that they leave their mark upon society.
- Character Sheet
- Major NPC's will be given two primary Abilities to represent their strengths. No more, no less.
- Physiology
- While Wraiths have the ability to manifest into the Skinlands, they typically won't unless motivated to do so. It will take an entire turn for them to become corporeal. Once becoming corporeal, they are subject to the same physiology as found for Mortals under the House Rules for Physiology.
- Arcanoi
- In place of Arcanoi will be Abilities. Examples of how these abilities are used can be found under the Background: Spirit Slaves listed in Backgrounds.