WoD Vampire : the Masquerade - Salvation
 

New additions with Red

http://www.planetvampire.com/wodmod

THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.

This is beta software, and we are not responsible for anything that happens to your computer.

Contents

  1. Introduction
  2. Discipline Modification
    1. Animalism
    2. Auspex
    3. Celerity
    4. Dominate
    5. Fortitude
    6. Obfuscate
    7. Obtenebration
    8. Potence
    9. Presence
    10. Protean
    11. Serpentis
    12. Vicissitude
    13. Thaumaturgy
      1. Path of Blood
      2. Hands of Destruction
    14. Daimoinon
    15. Visceratika
       
  3. Stakes
  4. Credits

1. Introduction

This modification is brings the "Pen and Paper" (PnP) rules of "Vampire : the Masquerade" by White-Wolf to the "Vampire : the Maquerade - Redemption" computer game.

2. Discipline Modification

The Common discipline group has been modified to match more closely the special abilities of Vampires in the PnP game. As such the disciplines are now set based on the Generation of the vampire.

Also 3 new disciplines have been added.

The following disciplines have been made more accurate to PnP in this release. Here is a quick run down of what they now do.

1. Animalism

1: Feral Whispers
Feral Whispers will cause an enemy animal to help you for a limited period of time. For complicated commands or animals that are not enemy creatures the actions will have to Role-played by the Storyteller.
Key Abilities: Manipulation and Animal Ken
Costs: None

2: Beckoning
1 success gives the caster an edible rat (not much, but invaluable at times) 2-3 successes gives him a combat-ready rat, 4 gives him a snake, 5-6 gives him a wolf and 7 successes gives him an alligator. however, if the player botches, a wolf shows up and attacks him. if he DOUBLE botches (WOE be unto him who doth double-botch the Beckoning!), an alligator shows up to munch his ass. All successes beyond one include the edible rat in addition to any combat-ready animals.
Key Abilities: Charisma and Survival
Costs: None

3: Quell The Beast
the caster can now choose the manner in which he is subdueing the Beast in his target. For this reason, the discipline has been split into two. The first one allows the caster to -- as the Tzimisce would say -- "cowl" the Beast into submission by rolling Manipulation + Intimidation. The second usage allows the caster to "soothe" the target's Beast into complacency by rolling Manipulation + Empathy.
Key Abilities: Manipulation and Intimidation / Manipulation + Empathy

Costs: None

4: Subsume The Spirit
Using Subsume the Spirit allows a Kindred the ability to enter the body of an animal and take control, but the Kindred doesn't have disciplines.
Key Abilities: Manipulation and Animal Ken
Costs: None

5: Drawing Out The Beast
Drawing out the Beast will cause your opponent to Frenzy.
Key Abilities: Manipulation and Self-Control
Costs: None

2. Auspex

1: Heightened Senses
Lets the Character perceive more than a normal human could dream of. Also the kindred develops a sense for danger. The more adept you grow in the Discipline of Auspex altogether, the better this power will function.
Key Abilities: None
Costs: None

2: Aura Perception
Allows the Character to see the aura of another being, thus learning more about it. The more powerful you works this Power, the more you learn. The setting of Auras is done by the ST commands, using "aura "
Key Abilities: Perception and Empathy
Costs: None

3: Spirit's Touch
Someone touching an object leaves a supernatural imprint. A character using this discipline can see it. It can be harder to see events happened long ago.
Spirits Touch can be used to identify objects, but can also used to sense other things. To sense other things you need help from the storyteller, and there are a new icon you can use for doing this.
Key Abilities: Perception and Empathy
Costs: None

4: Telepathy
Now the mind of the Vampire is able to read the minds of others like a book, but creatures with a strong will might resist the attempt.
Key Abilities: Intelligence + Subterfuge
Costs: Small amount of Willpower against Supernatural beings

5: Psychic Projection
On having mastered this level of the Discipline, the character can leave his bodily shell behind and let his mind wander freely all around the world, unobstructed by nothing but the most powerful magic's. The success of this power depends greatly how far the character wants to travel.
Key Abilities: Perception and Occultism
Costs: Small amount of Willpower

3. Celerity

When using this power, the Vampire gains supernatural speed.
Key Abilities: None
Costs: a small amount of blood

4. Dominate

Targets of a lower generation than the Vampire are immune.

1: Command
The Vampire has to look into the eyes of his victim and utter a one-word order, which the unlucky target will follow immediately. The more successful the roll was, the more enthusiastic the target carries out the command. A strong willed target might be resistant against the Command.
Key Abilities: Manipulation and Intimidation
Costs: None

2: Mesmerize
By concentrating on a command and giving exact orders, the Vampire can implant an even more powerful task into the mind of his target. A target with high Willpower is harder to command. The more successes the Vampire achieved, the more likely it is that the target will obey the order.
Key Abilities: Manipulation and Leadership
Costs: None

3: The Forgetful Mind
The Vampire can delete entire hours out of the targets memory and even replace it with different ones. The successes determine how many memories can be reworked and how long the target will believe his new memories.
Key Abilities: Wits and Subterfuge
Costs: None (time)

4: Conditioning
Reworks the mind of the target into total loyalty to the Vampire. This process takes some time and is difficult, and only the ST decides how successful it was. If the target is separated for a longer duration (some months), it can overcome the conditioning.
Key Abilities: Charisma and Leadership
Costs: None (time)

5: Possession
This power grants the Character total control over the effected victim. While in the mind of the target, the Vampire can't move his own body and thus is very vulnerable. This Power only works on mortals, for the blood and the beast of another Vampire are too strong to be controlled. The target is stripped of his will in a mental fight, and then the Character is able to take over the mortal. The more successful the takeover was, the more disciplines the Character can use in his new body.
Key Abilities: Charisma and Intimidation and Manipulation
Costs: A small amount of Willpower

5. Fortitude

This discipline enhances the already great vampiric resistance against damage as well as working against their bane: sunlight and fire
Key Abilities: none
Costs: none

6. Obfuscate

1: Cloak of Shadows
When standing motionless in a shadowy area, the character goes unnoticed. The slightest move will, however, reveal his presence instantly.
Key Abilities: none
Costs: none

2: Unseen Presence
Now, the Vampire can move without being seen. But even now, he has to make sure not to make a sound, because this could let the power fail as well. In combat, the Character is seen instantly, when charging on someone, he is spotted even when starting to run.
Key Abilities: Wits and Stealth to prevent making sounds
Costs: none

3: Mask of Thousand Faces
The Character makes up a new faces and projects it over his own. Alternatively, he can try to copy another one, though such a feat is not easy at all. The number of successes determine how well the Mask has been made and how onlookers are affected.
Key Abilities: Manipulation and Performance
Costs: none

4: Vanish from the Mind's Eye
Now the Vampire is able to vanish while others are looking at him. Onlooker might try to spot the Character again, though.
Key Abilities: Charisma and Stealth
Costs: none

5: Cloak the Gathering
A Kindred having mastered this level of Obfuscate can hide others with his powers. His Stealth value determines how many companions he can hide with this discipline. A Companion attacking while under the effect of this ability becomes visible and the whole Cloak collapses when the invoker himself attacks.
Key Abilities: None
Costs: None

7. Obtenebration

1: Shadow Play
The Kindred can control the shadows surrounding him, thus making it harder to be seen or be hit with ranged weapons.
Key Abilities: None
Costs: a small amount of blood

2: Shroud of the Night
This power allows the character to sink an area in impenetrable darkness. It's a frightening experience to be trapped in this moving, almost liquid darkness. The shadow cloud can even be moved, but that needs total concentration by the Vampire invoking this power. The successes scored determine how big this cloud is.
Key Abilities: Manipulation and Occult
Costs: none

3: Arms of the Abyss
Almost known as the signature ability of Obtenebration, this power summons forth moving, lashing tentacles of pure darkness, controlled by the Character. The mastery in Obtenebration is a factor in the might of the tentacles while the successes scored determine the amount of arms summoned.
Key Abilities: Manipulation and Occult
Costs: a small amount of blood

4: Black Metamorphosis
The Character calls upon the darkness in himself to transform himself into a monstrous creature, not fully man and not fully shadow. Dark tentacles sprout from his torso and his features are almost demonic. It's easy to intimidate in this form, and combat is naturally enhanced.
Key Abilities: Manipulation and Courage
Costs: a moderate amount of blood

5: Tenebrous Form
The Vampire gains the ability to transform his body into shadowy form, able to sip through every crack. The transformation takes some time, but after that, the ink-like mass is able to move freely, unbound by gravity. He can't be attacked by other sources than Fire or Sunlight (which hurts even more) but is unable to enter combat himself as well.
Key Abilities: none
Costs: a large amount of blood

8. Potence

This power boosts the strength of Vampires even more than their blood is able to and ii is the source of tales about Vampires smashing through doors and roofs.
Key Abilities: None
Costs: None

9. Presence

1: Awe
A Vampire using this discipline is generally well-liked (as long as no one notices its use). People tend to support him and lend his suggestion an ear or two. The fact that it works on multiple persons makes it even more useful.
Key Abilities: Charisma and Performance
Costs: None

2: Dread Gaze
Fear can be a strong emotion, and this discipline level directly affects it. The gaze of the Vampire flares up and lets the victim cover before the feral might it sees. Some Vampires have used this discipline to reduce their foes onto gibbering, crying heaps in only a few seconds.
Key Abilities: Charisma and Intimidation
Costs: None

3: Entrancement
This power instills a Love-like feeling in the target. It tries to do its best to please the Vampire while leaving, different from Dominate, its free will and creativity untouched. It's hard to guess, however, how long the target is affected, and the Vampire has no idea when the effect will wear off and how the target will react when it notices the trick.
Key Abilities: Appearance and Empathy
Costs: None

4: Summon
The Presence of the Character is so strong that he can mentally call a person to his side from afar. This person will try to get to the Vampire, no matter where he is at the moment, and intuitively knows where to go. (The called person itself has to be handled by the ST)
Key Abilities: Charisma and Subterfuge
Costs: None

5: Majesty
At this level, the Character is nothing short but awe-inspiring. No one will dare to speak against him or, god forbid, attack him. This power lasts as long as the Character stays in a place.
Key Abilities: None
Costs: a small amount of willpower

10. Protean

1: Eyes of the Beast
The Eyes of the Character start to gleam red and he is able to see in darkness.
Key Abilities: None
Costs: None

2: Feral Claws
Fierce claws grow from the hands or feet of the Vampire using this discipline, capable of cutting through almost anything. They tear terrible wounds and are feared by most Vampires.
Key Abilities: None
Costs: a small amount of blood

3: Earthmeld
On some occasions, a haven can't be reached at time, or the Vampire has to hide. This power allows the character to sink into the earth (and only earth, though some reports of Vampires going down into a concrete ground have come from the Sabbat), safe from sunlight or view. The Character can, however, be dug out or roused by supernatural means.
Key Abilities: None
Costs: a small amount of blood

4: Animal Form
The Vampire has the legend-like ability to transform into a wolf or bat. He can even use some of his disciplines. Clothes and small personal items are transformed as well, but weapons are not.
Key Abilities: None
Costs: a small amount of blood

5: Mistform
This power lets the Character transform his essence into mist, allowing him to enter almost anything. This form can't be torn apart by storms, but be drifted away like a leaf. In this form, the character is immune to any attack short of supernatural ones. Even fire and sunlight deal less damage, but are able to hurt him. He is even able to use some disciplines, like Auspex, but is generally limited in the use of supernatural power.
Key Abilities: None
Costs: a small amount of blood.

11. Serpentis

1: The Eyes of the Serpent
The gaze of the Vampire is hypnotic and the target looking into his eyes slowly starts to walk towards him. It's hard to affect supernatural creatures with this power, but not impossible.
Key Abilities: Willpower
Costs: None

2: The Tongue of the Asp
The Character transform his tongue into that of a serpent, about 45 cm in length, usable in combat and for drinking blood from the target. It's effects are the same as the Kiss while the damage it deals can't be soaked by normal means. Furthermore, the tongue helps to move in total darkness.
Key Abilities: None
Costs: None

3: The Skin of the Adder
The skin of the Vampire grows scales and becomes harder, yet more flexible. It enhances the damage resistance of the character, as well as gaining him a broader mouth to deal damage with. His Appearance, however, drops and he is clearly supernatural.
Key Abilities: None
Costs: A small amount of both Blood and Willpower.

4: The Form of the Cobra
The Character transforms into a Cobra, about 2.40 m in length. His bite is poisonous and he is able to use any disciplines not requiring the use of hands (like Feral Claws). It takes some seconds until the transformation is complete, clothes and small items changing along with the body.
Key Abilities: None
Costs: a small amount of blood

5: The Heart of Darkness
This feared power allows the Setite to remove his own heart, rendering him immune to staking. The heart, however, should best be well-guarded...
Key Abilities: None
Costs: None

12. Vicissitude

1: Malleable Visage
The Vampire can alter his features: hair, height, voice... It is possible to alter the Appearance Attribute with this, but that should be discussed with the ST.
Key Abilities: Intelligence and Crafts
Costs : a small amount of blood

2: Fleshcraft
This power resembles Malleable Visage, but can be used on others as well. Only flesh can be altered, bone structure cannot. Alternatively, the Character can move tissue to improve soaking of damage, at the expenditure of bodily flexibility or health.
(This currently does damage to the target and reduces the target's appearance)
Key Abilities: Dexterity and Crafts
Costs: none

3: Bonecraft
Now, even the rigid bone structure is no obstacle for the Vampire. He can cripple enemies beyond recognition or grow bone claws... almost anything can be done with a little creativity. Horrendous tales of Vampires using the ribcage of their enemies to stake them have been told.
(This currently makes bone claws on the caster's hands)
Key Abilities: Strength and Crafts
Costs: None

4: Horrid Form
This power lets the Character assume a new, huge combat form, also known as Zulo. It's about 2.40 m in height and covered in grey-green, spiked chitin armor. The Physical attributes are enhanced greatly by this.
Key Abilities: None
Costs: a moderate amount of blood

5: Bloodform
The Vampire can now change into the essence of the vampiric state: Blood. He can slip through any cracks when converted into blood and escape almost any bounds doing so. Mental disciplines can be used s long as they don't require the use of gestures, eye contact or voice commands.
Key Abilities: None
Costs: None

13. Thaumaturgy

If not said otherwise:
Key Abilities: Willpower
Costs: a small amount of blood

1. Path of Blood

1: A Taste of Blood
By tasting the blood of a Vampire, the Character gains information about his current blood pool, generation and maybe even if he has committed Diablerie.

2: Blood Rage
This power forces the target to spend blood as well as increasing the likelihood of a frenzy. It's required that the Character touches his target to invoke this effect.

3: Blood of Potency
Generation can save unlives... the caster temporarily increases the might of his own blood, but not to an extend that he sires childer with his "new" generation.

4: Theft of Vitae
By using this extremey overt and offensive power, the Vampire robs his target of blood, which transfers visually over to the caster. Few Princes tolerate the open use of this Discipline, deeming it a breach of Etiquette and Masquerade as well. Furthermore, it's likely that the caster will end bloodbounded to a target should he use it frequently on the same person.

5: Cauldron of Blood
By nothing more than a touch, the Vampire can boil the blood of his target, causing severe damage. Even a single success kills almost any mortal instantly.

2. Hands of Destruction
Note that this discipline has not been re-worked for PnP yet.

Level 1: Decay
Game Power:
Takes target inanimate object and ages it until it's no longer useful.
Difference from PnP:
In the PnP it's supposed to age an inanimate object 10 years for every minute the thaumaturge touches it. I didn't want the char standing around for 5 minutes while touching an object until it decayed so I made a slight change. It's not too big a difference. Not too useful outside story telling purposes either.

Level 2: Gnarl Wood
Game Power:
Takes all wooden objects held by target player (at the moment this only includes stakes, stake guns, and stake gun packs) and warps them until they're useless.
Difference from PnP:
You're supposed to be able to gnarl all the wood that the caster sees, but I haven't worked out destroying the items on multiple actors yet. It works out well anyway. I didn't include clubs, quarterstaffs, wooden shields, etc. because: a) somebody could say (it's a metal club) and ruin my reasoning and b)even if it is a wooden club it's still a large blunt object and so you can argue it's original purpose still holds. Warped stakes are no longer sharp (or useful) however. I included the stakegun because if you've got 4 or more stakes inside a type cylinder with pressurized CO2 and suddenly the wood warps and cracks and jams inside the gun, you've got a ruined gun that'll take several hours of welding and hammering to fix.

Level 3: Acidic Touch
Game Power:
Coats hands in an acid that causes agravated damage.
Difference from PnP:
Not too much really. It's a direct damage application, so I translated it directly.

Level 4: Atrophy
Game Power:
Withers the limbs of the target, reducing their strength and dexterity. Permanent in mortals.
Difference from PnP:
These last 2 powers really rock in application against mortals (and other living things, which means you Werewolves. Of course a Tremere would probably die before he got to use the power, but still...). This one is pretty much the same except the strength and dexterity penalties were added. Repeated usage can pretty much cripple your opponent permanently (Str Dex 0) while leaving him alive and at your mercy. It's temporary in vampires (lasts about 500000 tics = 500 secs = 8 1/3 minutes). Although it's supposed to cost 5 BP's to heal instead of the time limit, I didn't add this in...

Level 5: Turn To Dust
Game Power:
Ages target 10 years for every level of the power. Doesn't do squat to vampires besides make them ugly, but slowly leaches the strenght, dexterity, and stamina from mortals.
Difference from PnP:
This one rocks even if it still does nothing to vampires. I searched around in my White Wolf rules and found that for every decade above 40, a mortal loses one dot in the physical category. I decided to divide this evenly up between the stats so at level one, a mortal will lose 3 pts each in strength, dexterity, and stamina, while at level 2 6, level 3 9, etc... What's especially cool is once you reduce your enemies stamina to 0, I automatically poison and disease him at level 5 to represent the targets immune system failing and age catching up to them. I tested this against a leopold worker and he died in about 5 seconds after his stamina reached 0. It was cool watching him stagger and the life slowly drain out of him. If they somehow have faith at a high enough level to heal the poison and disease before they die, I'll assume divine intervention kicked in or something.

14. Daimoinon (Baali)

Note that this discipline has not been re-worked for PnP yet.

Level 1: Sense The Sin
Returns the humanity of victim. More importantly, for a good duration after its use it allows Levels 2 and 4 to work on that person (those powers require the knowledge this discipline provides to function).

Level 2: Fear of the Void Below
Panics the target. Level 1 has to be used on the target first though.

Level 3: Conflagration
A mostly normal fireball. In PNP you buy dice of damage with blood for this power. For the implementation I assume you always spend one PNP blood point (20 blood) per Conflagration level (Level 1 = 20 blood and damage factor 1, Level 5 = 100 blood and factor 5).

Level 4: Psychomachia
Confronts target with illusionary foes which distracts them for a while. Also hits them with temporary damage (it is healed at the end of the duration). This power also requires Level 1 on the target first.

Level 5: Condemnation
Curses the foe (lowering physical stats for a time and doing some damage). This is pretty much the two success curse from PNP. Some of the other effects may be doable, but not this version.


15. Visceratika (Gargoyles)

Level 1: Skin of the Chameleon
The Vampire can move without being seen. But he has to make sure not to make a sound, because this could let the power fail as well. In combat, the Character is seen instantly, when charging on someone, he is spotted even when starting to run.
Key Abilities: Wits and Stealth to prevent making sounds

Costs: 1 Blood

Level 2: Scry the Hearthstone
Caster rolls Perception + Alertness (difficulty 6) to locate every sentient creature in the building (any building, regardless of size). Use of obfuscate does nothing to counter this power. To pinpoint someone who is actively trying to remain unnoticed, the gargoyle rolls another Perception + Alertness (difficulty 6) against his target's roll of Wits + Stealth (difficulty 6). Successful pinpointing allows the caster to know the target's location within 5 feet, although he is still be unable to actually see the target.
Key Abilities: Perception + Alertness
Costs: 1 Willpower

Level 3: Bond with the Mountain
This Discipline is nearly identical to Earthmeld, but works on stone and cement instead of earth. To see a Bonded gargoyle, the opposition must succeed at a Perception + Alertness (difficulty 9). While Bonded, the gargoyle has triple his normal soak on all forms of attack. Any attack that does 3 or more levels of damage will force the gargoyle out of his spot, causing disorientation for a turn.
Key Abilities: None
Costs: 2 Blood

Level 4: Armor of Terra
This Discipline is active at all times and provides an extra soak dice for lethal and aggravated damage, and 2 extra soak dice for bashing. All fire damage is halved when this power is in effect. It is possible that this discipine will be changed so that it is impossible for the player to cancel it, and enforce a +2 difficulty on all touch-based perception challenges.
Key Abilities: None
Costs: None

Level 5: Flow within the Mountain
This Discipline is similar to Earth Control (Protean level 6) except the caster can move freely through stone and cement instead of earth.
Key Abilities: None
Costs: 4 Blood

3. Stakes

The standard stakes have been modified so that they stay in the target body indefinately. Also they work according to the proper rules for staking in the PnP rulebooks.

Note however that the stake-gun is unaffected.

4. Credits

Skyra to Hollow : Coding
Lord Deviator : Coding
MtMagus : Coding
Yith : Coding
JemyM : 2d Art, Icons, Documentation
Jack9 : Coding
Spock : Coding
Serpine : Coding
Magnus : NPCS
Shogakusha : NPCS
Cryssis : NPCS
tCoD : Discipline and Clan Icons
Tipharette, TrentMalkavian, Yith, etc : documentation
Many others...