The game I’m currently running, specifically the new edition. I haven’t had a chance to play it since the playtest. V5 makes some major changes to the Storyteller System, notably Hunger Dice replacing both Blood Points for power use and the Botch system for bad rolls, rising half the time you use many vampire powers so spiking unpredictably.
The changes start with character generation, where you assign set numbers rather than pools. So for example with the nine Attributes you take one at 4, three at 3, four at 2, one at 1. As someone who always avoided leaving an Attribute at 1 in previous editions it gives me something to go on my Experience Point shopping list right away.
It goes in a few steps which are all pretty straightforward but it’s good to check what works well with what, like which Attributes are often rolled with a given vampire Discipline power.
This is a character I have in mind for a chronicle I hope to play soon. It’s a classic setup for a social character.
Paris
Clan Toreador
Club promoter, anarch supporter
Strength 2
Dexterity 3
Stamina 1
Charisma 4
Manipulation 3
Composure 2
Wits 2
Intelligence 3
Resolve 2
Skills
There are three options here. I’ll go with Balanced. Adding Specialties in Skills that branch like Academics and Performance, and one more free Specialty.
Athletics 1
Brawl
Craft
Drive
Firearms
Larceny 1
Melee
Stealth 1
Survival
Animal Ken
Etiquette 2
Insight 3
Intimidation 1
Leadership
Performance 1 (Dance)
Persuasion 3
Streetwise 2
Subterfuge 3 (Seduction)
Academics 2 (Music History)
Awareness 2
Finance
Investigation 2
Medicine
Occult 1
Politics 1
Science
Technology
Disciplines
The powers of vampire clans, each clan is particularly gifted with three of them. (Clanless vampires called Caitiff pick any two, and the emergent Thin-Bloods have none, having other strange powers.)
Choose two of your clan Disciplines. Put two dots in one and one dot in the other. I should also note that each level now has multiple powers, so taking something at 2 might mean taking a level 1 and a level 2, or two Level 1s.
Auspex
Celerity 1: Cat’s Grace (1)
Presence 2: Awe (1), Daunt (1)
Predator Type
A new addition for this edition, a package of a Discipline dot, some Skill specialties, and some Advantages and Flaws related to how you prefer or need to hunt for blood.
Scene Queen: Add Streetwise specialty (Rack clubs), Dominate: Cloud Memory (1), Contact (1), Fame (1), and Feeding Flaw: Prey Exclusion, preppies (1)
Advantages
A combination of Backgrounds and Merits and Flaws from previous editions. The Generation Background, a gauge of raw power, has been removed. Start with 7 of these and 2 Flaws, as well as Predator Type additions.
Advantages
Looks: Beautiful (2)
Bloodhound (1)
Haven: Location, near the club district (1)
Mask (1)
Resources (2)
Flaws
Adversary: Camarilla club impresario (2)
Convictions and Touchstones
Another new addition, inspired by the system in Vampire: The Requiem Second Edition, for ideals a vampire believes in strongly enough to maintain their link to Humanity and the people that represent them. Choose one to three, as each is a source of strength but also trouble. Every Chronicle also has Tenets, rules the characters are supposed to exist by (or know they’ll get in trouble for breaking) and that the game should reflect.
I'll go with two:
Look after those trying to spread joy (the manager at a club)
Kill only in self-defence (a free clinic medical technician)
Humanity starts at 7 by default.
Health (Stamina + 3) 4
Willpower (Composure + Resolve) 4
Older vampires get some Experience, and I already have a shopping list if I get some.
Paris was already a skilled events promoter at university and starting to make a name for herself when she was Embraced for her potential. She threw in with the anarchs as the Camarilla seems to view all human sources of joy as ways to hunt. She hopes there really is a better way.
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