Beruflich Dokumente
Kultur Dokumente
the heart rules” have changed. these rules begin on page 165,
but all of your changes are on page 166. replace the first full
paragraph on page 166 (just above “armor”) with the
following:]
to stake an opponent, an attacker must target the heart. wielded in
hand, a stake calls for a strength + weaponry roll. fired from some kind
of projection device or thrown, a stake demands a dexterity + firearms
or athletics roll. the damage your character inflicts is lethal but must
also be sufficiently high to pierce muscle, bone and organ. all totaled,
efforts to stake a resisting target are at a –3 dice penalty; an
exceptional success must be scored to strike all the way to the heart. if
an ordinary success is achieved, damage is done, but not enough in
the proper spot to have any special effect on a monstrous target.
[v:tr pg. 146: the last paragraph of the “vitae reliquary” ritual
is changed. replace what is there with what should be and, lo,
let it be.]
offering: the vessel of infusion itself is the offering, and must be
something the caster can lift with one hand. the offering crumbles to
dust after the last vitae is removed. prior to that point, the item
functions as it normally would (a knife may still be used to attack, a
book may still be read).
[v:tr pg. 127: the dice pool needs to be changed for the
forgetful mind. replace what’s there with the following:]
dice pool: wits + persuasion + dominate – resolve
[v:tr pg. 135: the dice pool needs to be changed for mortal
fear. replace what’s there with the following:]
dice pool: presence + intimidation + nightmare – subject’s composure
(the nosferatu clan weakness does not apply to the discipline user’s
roll.)
[v:tr pg. 165: the text of the second paragraph in the left
column (above the sidebar) is changed. here’s the paragraph
in its entirety:]
in most cases the vessel doesn’t resist, as the ecstasy of the kiss
overwhelms the shock the kindred places on the mortal’s system. this
depends on the environment, however. a vessel seduced or even
surprised and subjected to the kiss may lose herself in it, while a foe
bitten in combat (or even one who feels threatened or otherwise at
risk) does not yield to pleasure just because the kiss feels good.
players of mortals and other living victims who wish to resist the kiss
must succeed on a resolve + composure roll, with a –5 dice penalty
imposed by the supernatural power of the kiss. vampires are immune
to the kiss of other kindred, know exactly what’s going on and can fight
back.
[v:tr pg. 165: the “vampire’s bite” sidebar. replace the second
paragraph of the sidebar with the following:]
if a vampire wishes to feed from a foe in combat, he goes about the
procedure as normal, except a vampire’s bite causes lethal damage,
not bashing. instead of biting to inflict damage, however, a vampire
may choose to consume vitae that turn. in this case, the vampire
inflicts harm through blood loss: one point of lethal damage.
[v:tr pg. 176: the rules for voluntary torpor have changed a bit.
i’ve tried to keep them about the same length, though. replace
the two paragraphs in the right column of page 176 that
correspond with those below with those below:]
voluntary torpor lasts at least as long as the base duration set by the
character’s humanity. at the end of that time, the character can choose
to wake up with a successful resolve + composure roll. the player may
choose not to make the roll at all and let the character continue to
sleep for another increment of time. if the player fails the roll, the
character remains in torpor for another increment, and so on.
example: scratch finds himself on prince maxwell's shit list and
decides to lay low for a while, seeking refuge in voluntary torpor. his
humanity is 4, so he spends at least one year in torpor. after that first
year, scratch’s player decides not to make the roll to awaken, so
scratch lays torpid for another year. after the second year, scratch's
player rolls resolve + composure but fails to achieve any successes.
scratch remains torpid for another year, at which point the player
succeeds on the roll and scratch is free to rise.