Casa di Sangue: Venice
Would you like to react to this message? Create an account in a few clicks or log in to continue.


A World of Darkness: Dark Ages Vampire Game
 
HomeSearchLatest imagesRegisterLog in

 

 Rules: Disciplines Errata

Go down 
AuthorMessage
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Rules: Disciplines Errata Empty
PostSubject: Rules: Disciplines Errata   Rules: Disciplines Errata EmptyFri Jun 12, 2009 12:29 pm

Here is the discipline errata for this game. We have attempted to make rulings that will be consistent throughout game. If at some point we must change the mechanics of a discipline, we will let all players know. No discipline mechanics will be changed mid-combat.

Animalism
Animalism 3 - As per the TT Dark Ages rules, Cainites are largely unaffected by this level. The one exception to this is that it can be used bring vampires out of frenzy.
Animalism 5 - You cannot lose your beast forever. If the individual carrying your beast dies it automatically returns to you. Cainites cannot be targeted with this power.

Auspex
Auspex 2 - we are using an expanded list of Auras which are not wholly consistent with the corebook aura colors. Please read the post below for information on Aura Percetion.

Celerity
Dark ages celerity rules are different than modern nights celerity rules. One blood must be spent for each extra action you take in a round using celerity. However, cainites can spend more blood per round on celerity than their generation normally allows. A 10th gen Toreador can still spend 5 blood with celerity 5 to take 5 actions. You may take fewer actions than the maximum number that your level of celerity allows, though without the appropriate elder discipline, the amount of actions you take must be declared at the beginning of the round.

Chimerstry
Chimerstry 5 - This can be used to do an illusory staking of a vampire, however five successes must be made in order for the illusion to be sucessful.

Dementation
Dementation 4 - we are using the Modern Nights version of Demenation 4. This uses a Manipulation + Empathy roll (diff 7) to send others into rage frenzy or rotschreck, ST discretion. You must also make a frenzy test, but at one difficulty lower than your targets.

Dominate
Botches leave the target immune for a month. You do not know if you botched your dominate attempt.

Fortitude - none

Mortis: Grave's Decay - none

Mortis: Corpse in the Monster - none

Mortis: Cadaverous Animation
Cadaverous Animation 2- Last one scene/one hour per success
Cadaverous Animation 5- One roll for the entire group not per servant

Obfuscate
Obfuscate 3 - Mask of 1000 faces disguises your visual appearance and sometimes your voice. It can also be used to mask smell, though scent related flaws and other very strong smells cannot be masked. Your character's shape does not change, so what your character feels like when touched is not masked.
Obfuscate 4 - +2 penalty last for an hour or for the scene

Obtenebration
Obtenebration 3 - The dice pool to activate this power is Manipulation + Occult, as used in the modern nights corebook.
Obtenebration 4 - Dark Ages level four is different from modern nights and we are running the dark ages version. The character rolls Wits + Occult (diff 7) to create Nightshades, illusions crafted from shadow. Successes determine the amount of shadow creatures or the size of a shadow creature. A Perception + Alertness roll (diff 9) can identify these creatures as not real. Those without Obtenebration within the area furthermore suffer a -3 penalty to initiative and a -2 penalty to all rolls.

Potence - None

Presence
Presence 2 - A botch makes the character immune to any uses of presence by the caster for the next month.
Presence 3 - We are using modern nights rules in that entrancement uses a dice pool of Appearance + Empathy.
Presence 4 - Summon difficulty is the character's WP. Difficulty modifications apply as normal, and house WP rules similarly apply.

Protean - none

Serpentis
Serpentis 1 - Being noticeably attacked automatically breaks the effect
Serpentis 5 - Like in modern nights, this Discipline can be used to remove the heart of another individual.

Vicissitude
Like in modern nights, Any vicissitude changes may be healed like aggravated wounds by those who are lower or equal generation as the Vicissitude user.


Discipline Duration Times
We have standardized duration times for better forum play. If there is a discipline that has duration times not listed below, please PM me so I can take a look and put in appropriate duration times for forum play.

Durations of Incubus Passion (dementation 1) and Scorpion's Touch (Quietus 3):
1 success – one turn
2 success – one hour
3 success – one night
4 success – one week
5 success – one month
Durations of Haunt the Soul (dementation 2) and Entrancement (Presence 3):
1 success – ten minutes
2 success – one night
3 success – three nights
4 success – one week
5 success – one month
Durations for Howling Lunacy (dementation 5):
1 success – one turn
2 success – one minute
3 success – one hour
4 success – one night
5 success – one week
Back to top Go down
https://casadisangue.rpg-board.net
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Rules: Disciplines Errata Empty
PostSubject: Re: Rules: Disciplines Errata   Rules: Disciplines Errata EmptyFri Jun 12, 2009 12:30 pm

Auspex 2 - Soul Sight
Here are the aura colors for Auspex 2, Soulsight. The basic emotions and states of being are listed below. Auras and states of being that require at least occult 1 are not listed below. If your character had the appropriate occult knowledge, you will be informed what your character makes of it.
Afraid – Orange
Aggressive – purple
Angry – Red
Bitter – brown
Calm – blue
Compassionate - Pink
Conservative – lavender
Dead – no color
Depressed – gray
Desirous/lustful – deep red
Despair - indigo
Disgust - olive
Distrustful – light green
Envious – see bitter + desirous
Excited – Violet
Generous – rose
Happy – vermillion
Hateful – black
Hopeless – pale blue
Idealistic – yellow
Innocent – white
Love – magenta
Obsessed – green
Pain, physical – subtle pulsating red
Sad – silver
Spiritual – gold
Suspicious – dark blue
Uncertain/Hesitant – slow flickering wisteria

Cainite - pale aura
Confused – mottled, shifting colors
Daydreaming – sharp, flickering colors
Frenzy – rapidly rippling colors
Psychotic – hypnotic, swirly color
Auspex two gains this amount of information based on the number of successes. Successes are cumulative. If you get three successes you get aura results for 1, 2, and 3.
1) Reads shade (pale or bright)
2) can distinguish basic color
3) can recognize patterns
4) can notice subtle shifts
5) can identify mixtures of color and pattern
Back to top Go down
https://casadisangue.rpg-board.net
 
Rules: Disciplines Errata
Back to top 
Page 1 of 1
 Similar topics
-
» Rules: Learning Rituals and Disciplines
» Rules: Metagaming
» Rules: Inner Monologue
» Rules: Willpower
» Rules: Influences

Permissions in this forum:You cannot reply to topics in this forum
Casa di Sangue: Venice :: Getting Information :: Rules-
Jump to: