View Full Version : A very different VTR

2015-01-16, 05:32 PM
The Bane section works well on it's own, I would say. The rest is partially medieval setting specific. This is with the standard Vampire the Requiem system. Comments? Balance concerns?


Daeva. Celerity, Vigor, Majesty.
Favored attributes. Dexterity, Manipulation.
The Bane of Vice.

Ventrue. Vigor, Animalism, Dominate.
Favored attributes. Resolve, Presence.
The Bane of Madness.

Mekhet. Celerity, Obfuscate, Auspex.
Favored attributes. Intelligence, Wits.
The Bane of Sunlight.

Gangrel. Resilience, Animalism, Protean.
Favored attributes. Stamina, Composure.
The Bane of Blood.

Nosferatu. Resilience, Obfuscate, Nightmare.
Favored attributes. Composure, Strength.
The Elemental Banes.

Vampiric Weaknesses. Major banes are three points, Regular banes are two points, and Minor banes are one point. Complete absence of a bane is also possible. An individual vampire must have a total number of bane points equal to their blood potency subtracted from twelve. No bane may be greater in significance than the vampires favored clan bane. For those of blood potency 3 or below, the vampire must have at least one severe bane. For those of blood potency 6 or below, the vampire must have at least one regular bane. Vampires, if that wasn't already self evident, are no longer automatically weak to anything mentioned here.

The Elemental Banes. An individual vampire may only be adversely affected by one elemental bane, fire or water, which is why they are grouped together.

The Bane of Fire. The vampire is dealt a single point of aggravated damage for every turn he spends touching a fire of any significance, and cannot heal the more mundane damage dealt by fire or burning heat without daysleep.
Severe. The vampire is now burned by the touch of the pure of heart, with pure of heart meaning a mortal with morality 8 or higher.
Mild. Fire no longer deals anymore than the standard damage, but what damage it does inflict still requires both sleep and blood to properly heal.

The Bane of Water. The vampire is physically incapable of crossing running water under his own power, of any width, and cannot orient or navigate themselves within any significant mist, fog, or steam, receiving a -3 penalty to do so.
Severe. The vampire also cannot enter a dwelling uninvited, and must be invited in by an individual who has urinated inside of the dwelling.
Minor. Steam, fog, or mist no longer disorients the vampire, and the vampire is capable of crossing running water at the cost of a willpower point.

The Bane of Sunlight. Direct sunlight both strips the willpower of a vampire in direct contact with it, and causes a point of lethal damage every turn of contact. The vampire must also sleep during the day.
Severe. Direct sunlight does aggravated damage to the vampire, and filtered direct sunlight or unfiltered weak sunlight deals bashing damage.
Minor. Direct sunlight only does a single point of bashing damage every turn of contact, and does not drain willpower, cause frenzy, or cause sleep.

The Bane of Madness. Any mortal that imbibes the vampires blood has a tendency to be become deranged, in ways involving the vampire, and those already with derangement's become fascinated and focused upon the vampire.
Severe. The vampire himself gains a single derangement of mild potency, and temporarily gains the mental ailments carried in the blood they drink.
Minor. The vampires blood no longer carries the tint of madness, yet the mentally ill still focus and become fascinated with the vampire.

The Bane of Vice. The vampire must spend a willpower point to avoid acting on their vice, in situations where acting on it would be tempting, and they are repelled by the sight of a specific religions holy symbols.
Severe. The vampire must spend three willpower when they defy their vice, and are dealt bashing damage by the touch of their anti-faiths symbols.
Mild. The vampire is no longer repelled by a religions symbols, though they remain discomforted by them, and only must spend willpower to avoid minor vice.

The Bane of Blood. The vampire requires a point of vitae to rise each night, and the vampires resolve has a maximum potency equal to the blood in their system, with them entering mindless frenzy when bloodless.
Severe. The vampire cannot resist the temptation of tasting any blood he sees, and must do so before the end of the scene, lest he frenzy.
Minor. The vampire no longer has his willpower and self control limited by the blood currently in his system, though he retains a daily need for blood.

The title is the appropriate formal address for a vampire of that stature. The following is the blood potency of that vampire, which remains constant. The following are the capability for disciplines, at least half of which (rounded up) must be favored. Next are the additional attribute points that vampire possesses, at least half of which (round up) are granted to their favored attributes.
King Vampire. Blood potency 10. 66 disciplines. 10 attribute.
Archduke Vampire. Blood potency 9. 55 disciplines. 9 attribute.
Duke Vampire. Blood potency 8. 45 disciplines. 8 attribute.
Count Vampire. Blood potency 7. 36 disciplines. 7 attribute.
Baron Vampire. Blood potency 6. 28 disciplines. 6 attribute.
Baronet Vampire. Blood potency 5. 21 disciplines. 5 attribute.
Knight Vampire. Blood potency 4. 15 disciplines. 4 attribute.
Esquire Vampire. Blood potency 3. 10 disciplines. 3 attribute.
Gentle Vampire. Blood potency 2. 6 disciplines. 2 attribute.
Yeoman Vampire. Blood potency 1. 3 disciplines. 1 attribute.

. Disciplines with a rank above 5 (known as noble disciplines) grant an extra +2 bonus to all rolls in that discipline. This effectively means that each rank above 5 grants three extra dice for discipline rolls, or an average of one more success. Progressive, rather than power based, disciplines are except, as they don't have rolls, but instead grant the effects of two regular ranks for every actual rank. Cruac and Theban sorcery continue to grant rituals, but do so of previous levels. No-roll, yet non-progressive disciplines, such as Protean, instead grant individual extra variations of equal power, such as every rank of Protean above 5 granting 3 new beast shapes or soil havens.

. A noble vampire has a maximum number of noble disciplines, or disciplines above 5, equal to 11-their blood potency.

. Rituals 'cost' 1/3 as much as actual disciplines. A single discipline point grants three rituals. A devotion also costs 1/3 as much as a discipline, with a single discipline dot granting 3 dots of devotions. An individual vampire typically takes half as many dots worth of rituals in Theban Sorcery or Cruac as they do dots in the discipline itself.

. Vampiric bloodlines no longer function the same. A member of a vampiric bloodline receives 1/4 of their normal discipline total in additional discipline points, rounded up. They also have a single additional favored discipline, which may be unique. In return, they gain two more ranks in a single vampiric bane. If this bring the bane above severe, a vampire of that bloodline then gains an additional 'bloodline' weakness, and if it raises it two degrees above severe, their bloodline weakness becomes even more severe. The vast majority of vampires above rank 5 belong to a bloodline, and some even create new bloodlines from birth.

. Orders remain social constructs. Essentially, an individual is born with an innate order based discipline capacity. For roughly every year of membership, the individual unlocks one dot of this discipline capacity, in the form of the actual order discipline. These may be re-transferred at the same rate. Order discipline capacity areas may also be placed within other disciplines, it's the same rules.

. Carthians and Invictus now also have unique disciplines. Carthian Law now grants a +1 bonus to rolls per rank of three out of clan disciplines of the carthians choice, per rank. Invictus Rule now grants a +1 bonus to all rolls with in-clan disciplines per rank. Physical disciplines so affected grant the bonus to rolls with the appropriate attribute.

. A disciplines power is that of Blood potency+Discipline. This simplifies discipline usage, which tends to be a good thing.

The following now cost the following number of experience points per dot.
. Merits. 1 point.
. Skill specialties. 1 point.
. Willpower. 1 point.
. Skill. 2 points.
. Attribute. 4 points.

. Humanity, as a system, does not exist. Amoral acts certainly have consequences, but they are not quite so blunt. Sanctified and Circle magic both no longer have any humanity restrictions, but do tend to a cause a certain leaning towards moral strictness or 'flexibility'.

. Merits gained through experience points are sanctified, and, if lost, are replaced by something equally valuable. Merits can be gained through the whims of fate, without experience, but those merits are not sanctified.

. Experience gains are standardized. A normal individual gains a single experience point every five years, while a normal vampire gains a single experience point every four years, and a noble vampire gains a single experience point every three years.

.There are born vampires, and there are turned vampires. Some vampires are simply born, vampires either conceiving them or, less commonly, simply being born from two humans. They age as indicated. When a vampire dies, there is a 10-100 year gap until a new vampire is born. While there remains a metaphysical gap, a vampire may be turned, rather than born. There is almost always a metaphysical gap. This maintains a constant limit on vampire population.

. Once a born vampires reaches seven, they age at half the rate of a human. At the physical age of 17 (27), they begin to age at a fifth the rate of of a human. Once they reach a physical age of 27 (77), they cease aging all-together.

. The Coils of The Dragon now directly combat banes. Each rank of directly negates a rank of a bane, reducing severe to regular, regular to mild, and mild to nill. Coils that reduce a bane below nill instead reverse the opposing banes effect, in a variable manor.

. The Invictus are allied with Lancea Sanctum, The Lancea Sanctum are allied with the Ordo Dracul, The Ordo Dracul are allied with the Carthains, The Carthians are allied with the Circle of the Crone, The Circle of the Crone is allied with the Invictus.

Firearms is changed to Archery.
Drive is changed to Riding.
Computer is changed to Theology.

The Realm. Temperature increases as one goes southward, and vise versa. Humidity and Precipitation increase as one goes eastward, and vise versa. Center Realm is the part of the infinite realm that is generally habitable, for it's lack of true temperature or water extremes. Every mile in the appropriate direction indicates a change of 1/330 of a inch or 1/330 of a degree. Reductions below 1 inch instead halve. The total middle realm population is about 120,000,000,000 individuals, with no more than a 1 billion variation at a time. The total square mileage of middle realm is about 1,089,000,000 square miles, about one third of which is water.
Perfect center. Average temperature of 50 degrees.
Perfect center. 50 inches rainfall per year.