Friday, May 19, 2017

Unto Darkness...

This is my take on Vampire, mashing together a great bit of stuff that I like about Vampire: The Masquerade, Vampire: the Requiem, and pretty much anything I’ve ever watched or read about lore regarding all of fangkind, mixed in with a bunch of stuff that I figured would just be neat to include. This game uses the (just a wee bit modified) Savage Worlds rules system.

MAJOR SETTING DIFFERENCES
Vampires and the Underworld
The Underworld is an actual physical place that Vampires can journey to. They can cross between the realm of the Dead and the lands of the living through supernatural gateways where the veil between worlds is frayed. Some dark magics they possess allow them the ability to even venture there at will.

The Underworld is ruled by Charon, the lord of the Dead. All Vampires, regardless of House, are welcome in his Domain, though some go their entire unlives without venturing there for their own reasons. Other Vampires are born and meet final death in the Underworld without once ever venturing to the world of the living. These are frightening beings, indeed…

Creating Vampires
There is no Embrace. There is no ritual a Vampire can perform to create a new Vampire. Each of the Great Houses of Vampire become so in completely different and extraordinary ways, as detailed in each House’s description. This gives each House of Vampire a completely unique origin. Vampires can create Ghouls, however, which are mortal servitors that they control through their highly addictive blood.

Sects and Covenants
Gone and gone. The city structure of Vampire is basically the same (Each Domain is ruled by a Prince, who is advised by a council of Primogen, etc), but there is no Camarilla, no Sabbat, and no Covenants. There may be groups of like minded Vampires who meet and exchange ideas or have a unifying goal, but they are not codified in any massive capacity. The Prince is the end all be all authority within his borders.

The Masquerade
For their own self-interest, no Vampire advertises their presence. All Vampires radiate a supernatural aura that aids in the masking of their activity. A Vampires Haven is often strangely disregarded by police or curious mortals, and places like Elysium are often times vastly ignored or discarded as being “Haunted”. Whatever the reason, Vampires who take pains to conceal their motivations and activities rarely need fear discovery, as most Mortals subconsciously avoid the supernatural, turning blind eyes to the horrors that walk among them.

However, many supernatural Mortals, like Mages, Werewolves, Monster Hunters or the truly devout, often can penetrate this haze. Simply put, most Mortals will subconsciously turn a blind eye towards overt supernatural activity around them, much to the glee of the Undead predators and other supernatural denizens of the world that haunt Humankind. 

MAJOR RULES DIFFERENCES
This game uses the base Savage Worlds rules, with some changes that incorporate more of a Vampire: The Masquerade/Requiem/White Wolf flavor to it. Also, some changes were made purely for ease of play. Some of the more major changes are presented below.

Nature and Demeanor
All characters have a Nature and Demeanor. Your Nature is your true self, and your Demeanor is the mask you wear for the public.

Bennies
These are now called Willpower Points. They are used exactly like Bennies, but also can be used before a test is even rolled to add +2 to the test’s result. You regain Willpower Points by roleplaying your character’s Nature.

Wound Levels
These are now called Health Levels. Wild Cards now have 7 Health levels instead of 3, with the last three health levels conferring a -1, -2 and -3 Wound penalty. Vampires do not suffer Wound Penalties unless the damage they take is aggravated. Brutes (Extras and non-important folks) are killed or dispatched after suffering 1 Health level of damage. Sidekicks (Ghouls and the like) can suffer 3 health Health levels of damage. On a fourth health level of Damage, a Sidekick is knocked out.

Damage Types
There are now 3 distinct types of damage: Bashing, Lethal and Aggravated. Bashing damage is blunt trauma that is rarely life threatening, coming from fists, baseball bats, and the like. Kindred bodies are remarkably resilient to Bashing damage. Lethal damage comes from bladed weapons and serious attacks like firearms (though firearms deal bashing damage to the resilient Kindred). Aggravated damage comes from supernatural forces such as magical energy, fire, or the bites of supernatural creatures like Vampires and Werewolves. Aggravated damage has no effect on mortals, but is a serious threat to the Kindred.

Skill Changes
I have mashed together a few skills into one broader skill, because nobody in their right mind should have to waste valuable Skill Points on Boating and Driving, when they should both be covered under one Skill (Navigation).

Also, several Skills now have a choice of two Traits that they are linked to. For instance, Fighting is now linked to the better of your Agility OR Strength Traits. I did this for a number of Skills to reflect different Traits aiding in the use of a Skill. For instance, someone with the Heal skill who is a Doctor in a technologically advanced setting would use Smarts as their Trait for the Heal Skill, but a savage Witch Doctor in a more primitive setting could easily use Spirit to accomplish the same (basic!) results. The new Skill list is presented below for ease of use.

Revised Skill List
Aim (Agility) [Combines Shooting and Throwing)
Athletics (Strength or Agility) [Combines Swimming/Riding/Climbing]
[NEW SKILL] Computer (Smarts)
Fighting (Strength or Agility)
Gambling (Smarts or Spirit)
Healing (Smarts or Spirit)
Intimidation (Smarts or Strength)
Investigation (Smarts)
Knowledge (Smarts)
Lockpicking (Agility)
Navigation (Agility) [Combines Piloting/Boating/Driving]
Notice (Smarts)
[NEW SKILL] Performance (Spirit)
Persuasion (Spirit)
Repair (Smarts)
Stealth (Agility)
Streetwise (Smarts)
Survival (Smarts or Spirit)
Taunt (Smarts)
Tracking (Smarts or Spirit)

Revised Skill: Knowledge
No one should have to waste valuable Skill Points purchasing the Knowledge Skill again and again just to have a learned character. You may choose one Area of Knowledge equal to half your Knowledge Skill die. For instance, someone with a Knowledge skill at d6 could pick 3 Areas of Knowledge. Examples of Areas of Knowledge are Science, Tactics, Archaeology, Occult, History, Mathematics, Chemistry, Botany, Law, Art History, or any other subject that an egghead might want to study up on.

New Skill: Computer (Smarts)
This skill covers all manner of Computer related tasks, such as setting up networks, researching difficult to find information, as well as hacking and subverting computerized defense systems. Note that this Skill is not required for basic Computer use. Someone without this skill can browse the Internet, work email and Google filthy pictures of famous people. Knowledge of this skill is a deeper understanding of more complex aspects of the technology. Obviously, this skill is only available in settings where such technology exists.

New Skill: Performance (Spirit)
If you want to entertain, delight or amaze with any sort of performance, this is the skill for you. This Skill is a catch-all for several different mediums of performance, and someone with this skill may choose a number of mediums that they are proficient with equal to half their Performance Skill die. Therefore, someone with Performance d8 may select 4 Mediums in which they are proficient. Example Mediums include: Singing, Dancing, Acting, Stand-Up Comedy, Mime, or Instrument of Choice.  

Languages
You begin play knowing how to read and write a number of languages equal to half your Smarts Die type. One of these languages must be your native tongue, and your second language must be the Universal common tongue of your setting (if there is one).