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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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game mechanics • standard chapter one: models society for of disciplines the damned 379<br />

• What subjects does a power affect? Some Disciplines, such as Celerity, Resilience and<br />

Vigor, affect the user herself. Others affect a single person, a number of people or everyone in<br />

an area. Still others might change a Kindred’s surroundings in some way. See the following for<br />

a set of standard tables that relate a Discipline’s effect to the number of successes drawn.<br />

• Does the power cost Vitae? Many powers of the standard Disciplines do not cost Vitae<br />

to use, or one Vitae fuels the power for a full scene. Disciplines that only one faction favors,<br />

such as Crúac or unique bloodline Disciplines, generally cost Vitae to use. <strong>The</strong> powers of a<br />

novel Discipline should probably cost Vitae, too, to refl ect their lack of development. Only<br />

the most lethal or effi cacious powers, or powers that never fail to have full effect should cost<br />

Willpower points.<br />

STANDARD MODELS FOR DISCIPLINES<br />

As a convenience, we offer some of the more common design models for Discipline powers.<br />

<strong>The</strong>se tables can help a new Discipline stay roughly equal to the “old standards.” <strong>The</strong><br />

successes drawn indicate a character’s degree of success.<br />

<strong>The</strong> effects of a power can vary in several ways. Most simply, they can cause damage in<br />

proportion to successes drawn, just like a mundane attack. Discipline powers can also vary<br />

in duration, the number of targets they affect, and their area of effect.<br />

DIRECT, SINGLE-TARGET ATTACKS<br />

Discipline powers that infl ict actual points of damage work just like mundane combat. <strong>The</strong> player<br />

draws for the character to strike the target, which determines the amount of damage dealt.<br />

Disciplines, however, can employ traits other than the Strength or Dexterity used in<br />

mundane combat, and can call upon various traits for the subject’s protection. For instance,<br />

a “psychic attack” power might use Intelligence + Skill + Discipline dots for the “attack” or<br />

invocation draw, with the target’s Resolve for the Resistance modifi er. <strong>The</strong> invocation draw<br />

may succeed, fail or yield disaster, with appropriate effects.<br />

Failure: <strong>The</strong> power doesn’t activate, or it doesn’t affect the target.<br />

Success: <strong>The</strong> power causes damage normally.<br />

If the attack succeeds, each success indicates one point of damage.<br />

<strong>The</strong> ability to infl ict aggravated damage should never be less than a three-dot power.<br />

You can also use this system for attacks that reduce a target’s combat abilities in some way<br />

other than Health. A power might reduce one of a character’s Attributes for a time or strike<br />

him blind. Dominate and Majesty are examples of “attacks” that do not cause harm at all<br />

— they just change the target’s thoughts or emotions.<br />

DURATION<br />

Duration can be a factor for a power in one of two ways. <strong>The</strong> invocation draw of a power<br />

might indicate a duration. Alternatively, the player can modify an invocation draw. Attempting<br />

a longer duration than normal means subtracting from the pool. Sacrifi cing duration<br />

may add to the pool.<br />

A.1 — TYPICAL DISCIPLINE EFFECT DURATIONS<br />

Successes Normal Duration Subtle Duration<br />

1 two turns two turns<br />

2 fi ve turns one hour or scene<br />

3 fi ve minutes one chapter<br />

4 10 minutes one month<br />

5+ one hour or scene one month

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