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[DM 07/19] Asuntos pendientes

Sistema de juego

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Cargando editor
14/06/2019, 21:47
Director
Sólo para el director

 Plantilla de vampiro, solo de ejemplo.

 

 

Notas de juego

Pantilla del arquetipo Vampiro. Solo de forma ilustrativa. El resto de plantillas se pueden descargar en este enlace:

https://www.nosolorol.com/es/index.php?controller=...

Cargando editor
12/07/2019, 11:06
Director

Esto es una partida +18. A priori no hay nada preparado que sea +18, peeero esto es Sombras Urbanas y/o Vampiro y alguien podría sacarlos.Si algún tema no te gusta, usa la tarjeta-X como se explica en este enlace: https://docs.google.com/document/d/1SB0jsx34bWHZWb...

 

 
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12/07/2019, 11:07
Director

URBAN SHADOWS WORLD OF DARKNESS

https://drive.google.com/file/d/0B9Hhx1yXlz-OeVU3c...


******** Making Characters *******

Vampires created with the Urban Shadows: Vamp archetype, do not automatically start in a Clan or with any Clan Disciplines. It is up to the  group/MC that if you want to start their Vampires in a Clan, then you give up your beginning archetype Move to be inducted to a Clan and take a  Discipline at the start of the game.


******** Alterations to Vamp Moves ********

Is this needed? Due to the introduction of thaumaturgy for certain clans, the Vamp corruption move blood magic is replaced with the daystar burns!
□ The Daystar Burns!: While other Vamps may die instantly with the rays of sunlight, the sun slowly burns your skin. If you accept this fate and overcome the pain caused when you go out in sunlight for a short time, take 1 harm and mark Corruption. The Vamp will have to let it out for any extensive stay in the sun.


******** New Way to Gain Experience *********

Is this needed? You can keep the current system created for Urban Shadows if the game you are playing contains players and NPC’s that are multi-faction. Much of the World of Darkness delves into the dark shadows of single faction politics, making the current XP system not effective to gain advancements. There are multiple ways to mark experience. Mark experience when you:

▪ Use any move that takes an action to activate (basic, faction / rapport,
debt, archetype, add-on or corruption)
▪ Mark Debt with each PC
▪ Use Influence or have Interaction with each Faction Type

With that particular move/action counting only once toward XP during each advancement. Certain moves / traits designate additional experience when activated, giving direction on how and when such experience is gained. Once you collect 12 experience; advance, erase your marks and repeat. Any move that designates to take XP as a reward is in addition to the move XP given per advancement.


*************** Additional Vamp Moves ***************

□ The Embrace: If you are mortal, when a Vampire feeds you their blood after draining you dry, you die and rise as a Vampire. Change archetypes, using the standard procedure. The Vampire which embraced you takes 2 debts against you as if blood bond had been used. When you embrace an NPC human, feeding their dying body your blood, they rise as a Vampire. You also take 2 debts against the NPC as if blood  bond had been used.
□ Blood Bond: One of the most wondrous and terrible properties of Vampire blood is its ability to enslave nearly any being who drinks of it. Each sip of a particular Vampire’s blood gives the Vampire in question a greater emotional hold over the drinker. The blood bond is most commonly used to ensnare mortals and ghouls, but Vampires can bind each other as well. When another Vampire partakes in your blood, both Vampires mark 1 Experience and 1 Corruption, plus write down 2 Debts against that Vampire.
□ Ghoul Creation: You are able to create blood bonded servants to move outsideof your haven to act in your stead. When you feed your blood to  a human with the desire to make them your thrall, you choose one to give them:
▪ Great strength
▪ Great speed
▪ Great fortitude
*Note: You may always persuade your ghoul as if it was a 10+, no need to roll. Your ghoul has become addicted to Vampire blood; any night they  go without a taste of Vampire blood they become erratic, desperate, and may look to obtain the blood by any means necessary.


***************** Additional Vamp Corruption Moves ******************

□ Creature of the Night: You have become callous to human suffering and have accepted your place as a predator to their kind, that they are  nothing but cattle to be culled and feed on as you see fit. Now, you only view those of the Night to be your equals and worthy of the compassion  you once felt for humanity. You gain 0 Corruption when killing or feeding off those of the Mortality faction. However, when you kill any character  that belongs to the Night faction without provocation, gain 2 Corruption.

□ Diablerie: Diablerie is the act of feeding on a Vampire in the way that a Vampire feeds on a mortal. In doing so3, not only does the murderer  consume the victim’s blood, but the victim’s power and soul as well. A Vampire seeking to commit diablerie must drain all the blood from his victim. Without solid evidence, it’s difficult for even the most despotic Vampire to make an outright accusation of murder, but those who commit the atrocity soon learn that diablerists wear the evidence of their crime on their very souls. When you commit diablerie, mark Corruption and roll with Night Rapport. On a 10+, choose 3 positive effects and 1 negative effect. On a 7-9, choose 2 positive effects and 2 negative effects. On a Miss, choose 1 positive effect and 3 negative effects.

... Positive Effects
▪ Once you drain the blood of your Vampire victim, you receive one of their Vampiric Disciplines for the rest of the night.
▪ You are able to moderately heal your wounds through the sweet blood in their veins, gain 3 healing.
▪ You feel overwhelmed with power, take +1 forward.

... Negative Effects
▪ It takes time to drain a corpse, leaving yourself open or put yourself in a spot.
▪ Fear of such deeds spread through the undead community, take -1 to Night Faction.
▪ You give 1 debt to the closest player serving under the Vampire Camarilla sect, as this act is considered an abomination with the penalty of death. If there are no players under the Camarilla sect, then give a debt to a Camarilla NPC, MC’s choice.


******* Advances *****

Standard Advances
□ Get +1 Blood (max +3)
□ Get +1 Heart (max +3)
□ Get +1 Spirit (max +3)
□ Get +1 Mind (max +3)
□ Get a new Vamp move
□ Get a new Vamp move
□ Get a new Vamp move
□ You join a Vampire Clan (Choose 1 Discipline and choose 1 move from that Discipline)
□ Get a new power move from Discipline already taken
□ Take a move from another archetype
□ Change your Faction

After 5 advances, you may select:
□ Get +1 to any stat (max +3)
□ Get a new Clan Discipline (Choose 1 move from that Discipline)
□ Get a new power move from Discipline already taken
□ Erase a Corruption Advance
□ Erase a Corruption Advance
□ Erase a Scar
□ Take a move from another archetype
□ Take a move from another archetype
□ Advance 3 basic moves
□ Advance 3 basic moves

After 10 advances, you may select:
□ Get a new Clan Discipline (Choose 1 move from that Discipline)
□ Get a new power move from Discipline already taken
□ Take one move from any archetype/add-on (must be able to properly use)
□ Take one move from any archetype/add-on (must be able to properly use)
□ Exchange one taken Corruption move with one from a different archetype
□ Change to a new archetype
□ Your character goes into a long safe sleep