Vampire The Requiem

2y ago
14 Views
4 Downloads
7.53 MB
61 Pages
Last View : 27d ago
Last Download : 3m ago
Upload by : Adalynn Cowell
Transcription

Vampire the RequiemA Genesys Rules Conversionc c ddbb

ContentsIntroduction Part One - New Rules for Genesys 12Part Two - Character Creation 8Strain Blood Healing Blood Potency Bestial Nature Embracing Banes Blood Bond Torpor Diablerie Blush of Life Blood Sympathy Daeva Gangrel Mekhet Nosferatu Ventrue Ghouls Bloodlines Favours 222445566678991010111215Part Three - Careers Part Four - Skills and Talents 1819Part Five - Disciplines 26Part Six - Blood Sorceries 44Part Seven - Equipment Part Eight - Bestiary 5456Talents Animalism Auspex Celerity Dominate Majesty Nightmare Obfuscate Protean Stalwart Vigor Crúac Rites Theban Sorcery Mysteries of the Dragon 22028303234363840424343464850

IntroductionThis book provides all the rules needed to run games ofVampire the Requiem in the Genesys Roleplaying systemproduced by Fantasy Flight Games. This book isn’t astandalone product and makes frequent referrals to theGenesys core rulebook, without that you will find verylittle within the following pages makes sense.I don’t own Vampire the Requiem, Vampire theMasquerade or Genesys, each is owned by their respectivecompanies, this is purely a fans work.What is Vampire?You are likely familiar in some form or another with theconcept of a Vampire. The Immortal fiends of the nightthat need to feed on Blood to survive. You’ve likely slainthem with a band of Adventurers in a castle while theKingdom was imperilled. These rules take those Vampiresand moves them to the modern day. Vampires are just asreal, but now they live in cities like London, Los Angelesor Rome. For these Vampires, or Kindred as they refer tothemselves, Undeath and Immortality come at a price.Rarely will you find a Kindred enjoying their awesomepowers, for their Immortal Soul is now forfeit and anoverwhelming need to hunt and kill haunt their everymoment.Vampire is focussed on the smaller-scale of modern-dayvampirism. Modern society has different sensibilities tothose of old, yet the needs of a Vampire are unchanged.They must feed on mortals to survive, their existanceharming others nearby. They must also maintain secrecy,while a Vampire may well be stronger than a mortal,they are not unkillable. It benefits no Vampire to haveviral videos of them outrunning trains and turning intobats be uploaded to the Internet. They must dwell in theshadows of a world more alert and nocturnal than it hasever been before. It’s all edgy by intent, and so I apologisenow, all edge hereon in is an attempt to be thematicallyappropriate.This game is a personal project to blend my favouriteaspects of Vampire the Masquerade and Vampire theRequiem. What you find therein may not paint yourfavourite clan in the best light, and they may not be as allpowerful as you desire.1

Part One - New Rules for GenesysRequiem and Genesys are very different games, bothin design philosophy and how they play. Bringing thisgame to Genesys has not been a One for One conversion.Where appropriate I condensed certain rules for Genesys,and expanded the scope of Genesys rules to fit Vampire.These new rules and applications for said rules are asfollows.StrainStrain in Genesys functions as a pseudo special-bar.You can dip into it to perform special feats that set thePCs apart from everyone else. In this Conversion, I amfolding Vampiric Vitae into Strain. That is to say, if youdecide to spend ‘Vitae’ to cast a Discipline, it will costyou Strain. If you feed off a mortal, you will recoverStrain. Vampires cannot be knocked unconscious byany means, and reaching their Strain Threshold willsurely lead to Frenzy, covered later. Feeding from aMortal is a Brawn Brawl check. You recover 1 Strain persuccess on any Brawn Brawl check at difficulty dd.In non-combat scenarios, this check may be opposedby Resilience instead. Each Success causes the Target tosuffer either 1 Wound or 1 Strain. Should their Strainthreshold be filled, upgrade Strain suffered to Wounds.You cannot fill the targets wound threshold and theninflict Strain. Regardless of circumstance, feeding off aperson is a Physical act. Once a Person is bitten, theysuccumb to the euphoric sensation of being fed upon. Addd Discipline check is required to break free of thisstupor. Feeding in Combat adds bb to the Feed check.Your Teeth are an unarmed attack with Pierce 2.Strain cannot be recovered by passing a Cool orDiscipline check at the end of a combat encounter. Sleepdoes not recover Strain either, it can only be recoveredthrough use of Talents or feeding. All pre-existing meansof spending Strain, for second manoeuvres and activatingTalents still apply. The overlap of Strain and Vitae mayseem confusing, but it was the most intuitive and logicalmeans of applying such a system that felt thematicallyappropriate and blended with existing systems.Blood HealingAll Kindred have access to the powers of the Blood, orVitae as they call it. The most evident and direct display ofthis power is their ability to reknit broken flesh and boneto heal wounds. All Kindred can suffer 1 Strain to heal 1wound as an Incidental. Injuries inflicted by Banes require3 Strain to heal 1 wound. Critical Injuries can be healedby spending Strain equal to twice the Severity rating ofthe Critical Injury, these Critical Injuries are then healedduring the Vampires next sleep.2Blood PotencyBlood Potency has been condensed from 1 - 10 rankingsystem to a more thematic 1-3 ranking instead. In doingthis, I hope to keep the difference between ranks of BloodPotency mechanically interesting and not just a case ofincreasing the number of dice you roll.Blood Potency advances naturally as Kindred age. AllKindred start as Fledgelings, and after 40 or so years ofexistence will advance to become Ancilla. Ancilla canexist for 100 years before their Blood thickens and theybecome an Elder. These changes occur as naturally aspossible, no rolls need to be made to advance your BloodPotency, it should develop in tandem with your characteras the centuries pass.FledgelingActivation: PassiveRanked: NoYour Character can perform the “Blood Healing”Incidental. Each rank of Blood Potency increases yourstrain threshold by 1. You can suffer 2 Strain to upgrade 1die for your next roll.AncillaYour character must have been a Fledgeling to benefit fromthis talentActivation: PassiveRanked: NoEvery 20 years as an Ancillae, you may select 1 'additionaleffect' for currently available Discipline Spells. You mayreduce the additional difficulty of your chosen effects by1, but may only reduce 1 effect once. Effects with similarterminology such as "increased range" or "additionaltarget" will only benefit the Discipline they were selectedfor.ElderYour character must have been Ancillae to benefit from thistalentActivation: PassiveRanked: NoReduce the Strain Cost of all Disciplines cast from 3Discipline Schools you are currently trained in by 1. AnElder can only feed from other Kindred. Animals andMortals offer no sustenance and no Strain is recoveredfrom doing so.

FrenzyAll Kindred hold within them a ferocious Beast. Anecho of primal rage, of what it is to be the Hunter, theapex predator. This savage nature boils in every Kindred,and a moment of weakness, or supreme recklessness canbring it to the surface. When this happens, a Kindred issaid to enter a Frenzy. An animalistic state, finding littledifference between friend and foe and with no regardfor love or law. Frenzied Kindred are uncontrollable, andextremely dangerous for being so.A Frenzy check is a Discipline check, much as a Fearcheck is also a Discipline check. There is no set difficultyon a Frenzy check. Instead, the difficulty scales withsuffered Strain and lost Wounds. Every Quarter, roundedup, of Strain suffered towards your Strain Threshold adds1 difficulty to a Frenzy check. Every Quarter, rounded up,of your Wound Threshold filled, upgrades the difficultyof your Frenzy Check by 1. A Vampire can attempt todeliberately Frenzy at any time by rolling a ddd Frenzycheck. Success triggers the Frenzy in this case, instead ofFailures.There are a few examples that hopefully convey the typeof scenario that you could expect to roll a Frenzy check in.A Kindred enters a Frenzy when they fail a Frenzy check.While Frenzied, you decide what the Beast wants. Doesit seek to fight, or to flee? Being injured, or simply beingin a fight can be enough to bring forth the Beast, whowill surely attempt to assert his dominance over thecombatants with utmost savagery. But when confrontedwith Fire or Sunlight, the Beast may seek to flee. Youwill take any possible action to complete this goal. WhileFrenzied, upgrade all Brawn and Agility rolls twice, andreduce your Intellect and Willpower by 1. Unarmedattacks deal 2 damage and have a Crit Rating of 2.You leave your Frenzied state when your WoundThreshold is filled, or your Strain Threshold is emptied.You recover 1 Strain at the end of each round. AlliedSocial Rolls can force you to recover Strain, with adifficulty equal to the Frenzied Vampires current Strain.Should a Vampires Strain be in excess of 5, the check isconsidered ‘impossible’ (pg. 18 Genesys). Each success onthis roll recovers 1 Strain in the target. A Touchstone NPCadds bbto any such Social Roll.A Frenzy check can be called for under manycircumstances. Examples include;An attack takes you below half of your Wound ThresholdYou are on fireYou are in close proximity of fireYou are exposed to Sunlight3

Bestial NatureThough many Kindred do not begin unlife as monsters,many will find themselves plumbing new depths of evilin nights to come. Upon being born anew, all Kindredrealise that a dark beast lurks within them. One thatdrives them to hunt, revel in every vice and glory in theirmost depraved desires. Many see this as a separate entityfrom the Kindred, the Beast. While others argue that it issimply the benefit of a Kindred no longer being burdenedby the weight of a soul.Regardless of its origins, these base desires exist withinall Kindred. To rend flesh, draw blood and revel in fear. Itis the price of mastering your own destiny, to master thedarkness within.With eternity before them, the matter then falls toKindred to decide what they should do with it. Many willindulge their desires and explore new depravities witheach sunset and be content to slumber on dreams of bloodand excess. Such a Kindred is in touch with their Beast,and they view nights to come through a dull, sensory lensof stimulation and sensation. This is better left to Roleplayto demonstrate, however it can lead to impulsive and rashactions, and at the GMs discretion, b may be added tocertain dice rolls, escpecially social actions. Likewise, inmoments where action is needed, a more bestial Kindredcan reap the benefits, at the GMs discretion, b may beadded to certain dice rolls, for example a coercion check.On the other end of the spectrum, many Kindred seetheir unlife as simply more time. Time to plot, schemeand realise their ambitions perhaps. Regardless, it is theirtime and no others. They will not feed on a mortal if theirbestial nature calls for it, abstaining on principle alone.Others may selectively feed, dictating to the Beast when itmay speak and when it may not. Each Kindred is differentin how they manage their bestial nature. Though themeans vary, there are always rules. By adhering to theserules, a Kindred can master themselves and their innerdemons. Whispers amongst Kindred tell of a monasticorder that transcended the need to feed on blood entirely,and that the sun and silver held no fear to them.EmbracingThe act of turning a mortal into a Vampire. A rathertime consuming process. The target must be drained ofall blood, then fed a dose of Vitae, costing 1 Strain and1 Story Point. The Vampire must then will the targetto become a Vampire. This can be done on a recentlydeceased body, with no ill-effects, though many Kindredsee this as grave-robbing. When feeding, hhhh ord will cause an exsanguinated body will awaken of itsown accord and become a Revenant. A Vampire unable tosustain itself or use Vitae, they typically lead short lives.However, they can be uplifted by feeding them Vitae asyou would create a new Vampire.TouchstonesKindred are masters of their own destiny. They holdthemselves above mortal morality, not concerningthemselves with guilt or worry for the well-being ofothers. Kindred seldom do anything by halves, both forbetter and worse. And so to love and cherish a mortal issurely a genuine display and not a grandstanding notion.The source of these positive and sincere emotions, bethey a paramour, close friend or child, are known asTouchstones.A Touchstone is someone a Kindred cherishes deeply forany reason, not because of their spiritual purity. A partnerin crime is just as valid a Touchstone as a Kindredsfirstborn mortal child. It may be a Spouse, family member,child or peer.A Touchstone is not entirely necessary for a Kindredto function. Few Kindred are so pathetic as to needto spend their every night dogging their Touchstonessteps for validation. In wider Kindred society, the valueof a Touchstone is recognised. Though not all Kindredhave a Touchstone, all recognise on a personal level, thesignificance of one.When acting in accordance with their Touchstonesbeliefs, a Kindred may add b to a Discipline check toresist Frenzy or Domination.A Kindred who loses their Touchstone, either by death,an ending of a relationship or other means is highlyunstable. The only constant in their life other than theirexistance has been removed, and their nights are in fluxuntil they stabilise again. Such a process has no set limit,some Kindred have adapted to the loss of a Touchstoneremarkably quickly, while others slump into an endlessennui culminating in their self destruction. Such actionsare best left to roleplay rather than dice rolls, howeverin certain cases it can be notably harder for a Kindredto maintain composure or resist Frenzy, and this shouldbe noted mechanically by upgrading difficulty dice asnecessary.4

When a Kindred is instrumental in the destruction oftheir Touchstone, either by endangering them, gettingthem killed, killing them, or forcing them to change insome way that compromises their convictions, they suffera Bane. This Bane should be related to the Touchstone insome way.BanesVampires have many crippling weaknesses. From theSun, to Fire to Silver to more nuanced things like religiousiconography or the sound of bells. These are collectivelyreferred to as ‘Banes’. This is a Supernatural Weakness thatpresents a severe obstacle when encountered. These caninclude: weakness to ringing bells, being unable to cross athreshold uninvited, Spider webs, having to count beadsor coins and being unable to cross a river. The nature ofeach flaw has roots in folk tales and superstition, andshould not always simply inflict damage.Blood BondVampiric Vitae is addictive. Mortals who sup on aKindred experience a high unlike any other, and thereis little they won’t do for another taste. Unfortunately,Kindred are not immune to the allure of their own blood.Feeding on another Vampire carries the risk of addiction.In a perversely erotic display of symbiosis, Kindred canfeed on oneanothers blood and become wholly devotedto their ‘partner’. This is known as the Vinculum. TastingVampiric Vitae can addle ones mind, you crave anothertaste. During the next week or so, you might add b todice pools at critical moments, or when acting against theone who feeds you. After 3 doses of blood within a shortspan of time, the target becomes utterly devoted to youand your blood. They will do almost anything you desire,and risk anything to gain your irritation and anger if thealternative is your neglect. This condition lasts for a fullyear and is incredibly hard to break. Be very careful aboutallowing a Blood Bond to escalate to this state.All Vampires fear the Sun, though it burns elder vampiresfar more than Fledgelings and Ancillae. A Fledgelingsuffers 6 wounds per turn of exposure to sunlight, whileAncillae suffer 6 wounds with Burn 1. Elder Vampiressuffer 6 wounds with Burn 2. This damage ignores soakfrom armour. Silver Weapons always have a Critical ratingof 2 against Vampires. All Bane damage is not reducedby Soak. Vampires rightly fear a Stake to the Heart. Atargeted dddd Brawn Melee-Light is required todrive a Stake into the Kindred’s heart. An Impossibleddddd Resilience Check can allow the Vampireto resist the paralysing effect of the stake for the rest ofthe encounter. Removing the Stake calls for a dauntingdddd Resilience check, but typically it is best left toan assistant or ally as the risk of self-harm is great.Kindred are repelled by daylight. Though nothingprevents a Vampire from spending its days hidden awayfrom the sunlight, they are lethargic and find their mindsand bodies numbed while the Sun shines. All Kindred addbb to any rolls made during Daytime.5

TorporTorpor is the sleep of the dead. A Kindred can sleep fordays, weeks or years on end and be none the wiser forwhat transpires around them. A Vampire in Torpor hasno awareness of what occurs about them, and cannot useDisciplines or interact with the world. Kindred cannotbe awoken from Torpor by conventional means, thoughinflicting damage upon the body will awaken one. This israrely a good idea. Though a Kindred will awaken with 1wound, they will also have suffered their Strain Threshold- 4 in Strain. This, compounded with imminent danger,can provoke a lethal Frenzy that is almost impossible toresist.Due to their incapacitation, the world about the Kindredcan have changed a great deal. This can be particularlydistressing in some cases, and is best relayed to theVampire from as far away as possible.A Vampire can enter Torpor one of two ways. The firstis to choose to do so. The Kindred determines how longthey will sleep, and they do so. They cannot be awokenearly without damage being inflicted upon the body.While in Torpor, a Vampires Blood naturally thins. Thismeans their Blood Potency reduces. For every 50 years aVampire sleeps, their Blood Potency is reduced by 1 rank.This can be beneficial as it can allow a Vampire to feed onmortals again.A Vampire can be forced into Torpor also, referred toas an Involuntary Torpor. A Critical Hit suffered aftera Kindred has reached their Wound Threshold forces addd Resilience Check. Failure forces the Kindred toenter Torpor immediately. Success means the Kindreddoes not enter Torpor this turn. Note the result of thecritical hit, and use the 10’s digit (7 of 74 for example).Multiply this by a d10 for the number of months theKindred will be in Torpor for.DiablerieDiableria is the utter destruction of anotherKindreds very soul. Feeding upon another Kindredis a risky enough activity for some, but the shadow ofDiablerie hangs heavy over such an act. It is the act ofexsanguinating a fellow Vampire, draining their Vitaeand consuming what remains of their Soul in the process.Such an act stains ones own Soul in the process, andthe evidence is all-but impossible to conceal. The list ofculprits for the exsanguination of a Kindred typicallybegins and ends with Diablerists, and the presence of sucha criminal can whip any Kindred society into a WitchHunting frenzy as everyone acts to preserve their ownwell-being and their own immortal soul. A Diablerist ispainfully obvious to anyone with any level of Auspex,it clings to their essence for a century before it can bewashed away.Diablerie allows a Kindred to artificially boost their ownBlood Potency. By diablerising a number of Kindred equalto the next tier of Blood Potency (2 or 3 respectively), aKindred can increase their Blood Potency 1 tier, with allthe attached benefits. Such an act is supremely risky, asvery few Kindred will willingly allow themselves to be fedfrom, especially an Elder (let alone 3 consecutive Elders),especially if it’s known a Diablerist is active within thecity.Diablerie occurs when a Vampire feeds from anotherVampire. As usual, Strain is inflicted upon the targetand recovered. When the targets strain threshold isreached, wounds are inflicted instead. When their woundthreshold is reached, you begin to inflict critical hits.Roll a d100 for your initial hit, and then continue. Sincefeeding technically does not deal damage, you additivelyincrease your Critical Hit rolls. When the target reaches150 , they are killed and Diablerised. In a narrativeencounter, the diablerie can be assumed if both the GM,Diablerist and victim agree, without having to roll.Blush of LifeKindred are not alive, and their bodies reflect this.Though they do not change, they do not look any morealive for their efforts. Their flesh is cold and hard and theirskin is the complexion of chalk. They cannot eat or drinkas mortals do, as their digestive systems are atrophied andthey do not breathe. A Kindred may suffer 1 Strain to gainthe Blush of Life for the rest of the scene. They effectivelygain the cosmetic appearance of being mortal, they cantemporarily eat and drink, and their cheeks will flush oncommand, their lungs expand and contract as thoughbreathing and their flesh is warm to the touch. They arestill undead and do not function as mortals do in any way,they are still not breathing, they just appear to be doingso.6

Blood SympathyBlood calls to blood. Though many do not understand it,a Kindred is always able to sense another Kindred in closeproximity. Though their clan is not always immediatelyobvious, their nature is. This connection is even moreevident between sire and childe. In moments of extremeemotion, a Kindred with a familial bond may experienceechoes of their childer or sires outburst. These often occurduring a frenzy, torpor or final death. However, a dddCool Presence check can allow a Kindred to gain avague sense of location and feeling for any Kindred'family' they may have within their local area. This canextend as far as a City, Province or State. It will not guideyou to their precise location, but on a t may allow you tolocate which neighbourhood they're in.7

Part Two - Character CreationVampire has many different types of Vampire, all ofwhich can be connected to popular pop-culture aspectsof Vampires over the years. These are referred to as clans,and form a loose collective familial group for manyKindred, though fraternity need not be friendly. Each clanis represented by an Archetype, playing upon each clansarchetypal strengths and weaknesses. Below you will finda fast and loose guide on what Archetype best representsthe Vampire you want to play.Seductive and sensual Vampires are best representedby the Daeva. They live for the moment, and now theyhave an eternity to experience the world. So what if a fewhearts and minds are broken along the way?Primal, Savage and Animalistic. The Gangrel are the clanmost in-touch with their Beasts. Rumored to be the oldestVampire clan in existence, its members are hardenedsurvivors and toe the line between civilized and feral alittle too closely for the liking of some.Unseen Scholars of the Supernatural, the Mekhet Clanare the shadowed backdrop of the mysteries of the world.They are driven to discover and uncover, to plumb thedepths of the enigma of the Blood and other curses.Tighty-knit and secretive, the de Lucca Clan hide aterrible curse within their ranks. Loyal to their familyabove all else, they are ill-trusted by those who know ofthem.Hideous to behold and in every crevice. The Nosferatuare repugnant, the Vampire Kiss has twisted their bodiesin horrific ways. The horrors they inflict upon others haveno equal.Someone has to run the Aristocracy of the Night. TheVentrue know this to be their burden. Emboldened withauthority, purpose and an attitude befitting, a Ventrueis a natural leader. But do they act on behalf of thecommunities they represent, or is such power abused fortheir own ends?From these outlines, hopefully you can find somethingthat appeals to you. Archetypes are of course, just that.Not all Daeva are seductive, but all Nosferatu are ugly.Whispers amongst the courts of the night tell of otherclans, from distant lands and even times long gone by.All clans suffer a unique Bane, an additional curse of theBlood individual to each clan.8All Kindred gain 1 free rank in 2 of their ClanDisciplines.DaevaThe Artisans of the Night. The Daeva are passionate inall things, driven by their Blood they relish the powerthey now hold over others. They exploit others and takewhat they want. It may not hold the same allure to themtomorrow and they will discard it and move on. There’salways another person to break, and something to take. Starting Wound Threshold: 9 Brawn Starting Strain Threshold: 11 Willpower Starting Experience: 100 Starting Skills: A Daeva starts with one rank in Charmduring Character Creation. They obtain this before XPis spent and may not increase Charm above 2 duringCharacter Creation. Effortless Seduction: Once per Session, your charactermay spend a Story Point before rolling a skill check. Thenumber of Strain-per-success of the next skill check theDaeva rolls is doubled against an opposed NPC. Clan Disciplines: Celerity, Majesty, Vigor Clan Bane– AddictiveDaeva lead flighty lives, seldom remaining in one placefor long or letting one thing hold their focus, and for goodreason. Should a Daeva feed off the same person within a5 day period, they will become obsessed with them. Theirthoughts are unfocussed unless in the vicinity of thisperson, and they may take reckless actions to hasten theirreturn. During the next 5 days, you might add b to dicepools at critical moments to reflect this. Continuouslyfeeding from this person increases the severity of thiscondition, until it is almost impossible to escape yourcrippling addiction.

GangrelThe Beast that talks. The Gangrel are lean survivalists.When Man fought to survive, the rule was kill or be killed.When Man reared Cattle to the Slaughter, the rule wasthat Man was at the top of the food chain. The Gangrelkeep these rules practiced. It’s a tough world out there,and the Gangrel will be the kings of its ashes. Starting Wound Threshold: 11 Brawn Starting Strain Threshold: 10 Willpower Starting Experience: 90 Born Survivor: A Gangrel starts with one rank ineither Athletics, Streetwise or Survival during CharacterCreation. They obtain this before XP is spent and may notincrease any skill above 2 during Character Creation. Close to the Surface: Gangrel may delay the negativeeffects of Frenzy upon entering a Frenzy. They upgradeall Brawn and Agility rolls twice, deal 2 damage whileunarmed and have a crit rating of 2. They do not losecontrol, suffer Intellect or Willpower loss, or recover1 Strain per turn for a number of turns equal to theirWillpower. While Close to the Surface is active, a Gangrelmay attempt Discipline Rolls to recover Strain, and AlliedSocial Rolls against him to recover Strain are AverageDifficulty. Clan Disciplines: Animalism, Protean, Resilience Clan Bane– FeralYou and your beast are thick as thieves. When it whispersto you, it roars. You upgrade the difficulty of any Frenzycheck once, or remove 1 difficulty die when triggeringyour own Frenzy.MekhetThe Shadows that see all. The Mekhet are silent observers,seeing more than anyone could ever know. Secrets andknowledge are what drives these specters through thelong nights. Some may be content simply to know, andconsider learning their end goal. Mekhet will apply theirknowledge, and what they know can ruin your life. Theircuriosity brings them many places and across many paths.But you’ve nothing to fear, unless you have somethingthey want. Starting Wound Threshold: 10 Brawn Starting Strain Threshold: 10 Willpower Starting Experience: 60 Shadowed Inclination: A Mekhet starts with one rankin Stealth during Character Creation. They obtain thisbefore XP is spent and may not increase Stealth above 2during Character Creation. Supernatural Shade: Once per session, your charactermay spend a Story Point as an out-of-turn Incidental toperform a Maneuver. Clan Disciplines: Auspex, Celerity, Obfuscate Clan Bane- TenebrousAll Mekhet suffer Undeath in quiet, isolated solitude.Their minds wander the darkest parts of the world, andthey are closer to all that is wrong with it as a result. AllMekhet start play with an additional Bane.9

NosferatuYour nightmare, walking and talking. The Nosferatu arehideous to behold, warped flesh and twisted skeletons,perhaps it reflects their ugly souls? They lurk in everyshadow, terrifying in their strength and unrelenting as thehorror follows you home, skulking and festering in yourmind. You’ll never sleep soundly again, and three weekslater they’ll watch as you’re carted away to an Asylum. Starting Wound Threshold: 10 Brawn Starting Strain Threshold: 10 Willpower Starting Experience: 100 Threatening: A Nosferatu starts with one rank inCoercion during Character Creation. They obtain thisbefore XP is spent and may not increase Coercion above 2during Character Creation. Loathsome: Nosferatu add b to all Coercion checks,and to any Social Check with other Nosferatu. They addb to any Charm, Deception, Leadership or NegotiationRoll made against any non-Nosferatu. Clan Disciplines: Nightmare, Obfuscate, Vigor Clan Bane– RepulsiveThe Nosferatu are doomed to an eternity of rejectionand fear. Upgrade the difficulty of every positive SocialInteraction with any Mortal.10VentrueLords of the Night. The Ventrue have proven overthe centuries that they alone are capable of leadingKindred through the nights. With iron convictionand absolute authority, the Ventrue steer their peopleto safety and prosperity. And all they ask in return isyour unquestioning loyalty and obedience. It’s not anunreasonable deal, or so they claim. Starting Wound Threshold: 9 Brawn Starting Strain Threshold: 12 Willpower Starting Experience: 90 Natural Leader: A Ventrue starts with one rank inDeception or Leadership during Character Creation. Theyobtain th

Vampire is focussed on the smaller-scale of modern-day vampirism. Modern society has different sensibilities to those of old, yet the needs of a Vampire are unchanged. They must feed on mortals to survive, their existance harming others nearby. They must also maintain secrecy, while a Vampire may well be stronger than a mortal,

Related Documents:

May 02, 2018 · D. Program Evaluation ͟The organization has provided a description of the framework for how each program will be evaluated. The framework should include all the elements below: ͟The evaluation methods are cost-effective for the organization ͟Quantitative and qualitative data is being collected (at Basics tier, data collection must have begun)

Silat is a combative art of self-defense and survival rooted from Matay archipelago. It was traced at thé early of Langkasuka Kingdom (2nd century CE) till thé reign of Melaka (Malaysia) Sultanate era (13th century). Silat has now evolved to become part of social culture and tradition with thé appearance of a fine physical and spiritual .

converted from a bloodline of the same name from Vampire the Requiem. As always, the documents within are entirely a work of . published in 20th Anniversary Edition Vampire the Masquerade, Vampire the Dark Ages, Dark Ages Vampire, and Vampire the Requiem, published by White Wolf Publishing, a subsidiary of

On an exceptional basis, Member States may request UNESCO to provide thé candidates with access to thé platform so they can complète thé form by themselves. Thèse requests must be addressed to esd rize unesco. or by 15 A ril 2021 UNESCO will provide thé nomineewith accessto thé platform via their émail address.

̶The leading indicator of employee engagement is based on the quality of the relationship between employee and supervisor Empower your managers! ̶Help them understand the impact on the organization ̶Share important changes, plan options, tasks, and deadlines ̶Provide key messages and talking points ̶Prepare them to answer employee questions

Dr. Sunita Bharatwal** Dr. Pawan Garga*** Abstract Customer satisfaction is derived from thè functionalities and values, a product or Service can provide. The current study aims to segregate thè dimensions of ordine Service quality and gather insights on its impact on web shopping. The trends of purchases have

Chính Văn.- Còn đức Thế tôn thì tuệ giác cực kỳ trong sạch 8: hiện hành bất nhị 9, đạt đến vô tướng 10, đứng vào chỗ đứng của các đức Thế tôn 11, thể hiện tính bình đẳng của các Ngài, đến chỗ không còn chướng ngại 12, giáo pháp không thể khuynh đảo, tâm thức không bị cản trở, cái được

adventure tourism (ISO 21101 and TR 21102)2 addresses adventure travel specifically, and none of these standards or quality assurance systems cover all the aspects necessary for excellent adventure travel guiding. In the absence of a global qualification and performance standard, a variety of approaches to managing adventure travel guiding can be