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[world of darkness rulebook, pg 165-166: the “stake through

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.

[world of darkness rulebook pg 169: the old staking rules are


referenced in the footnotes to the table on this page. replace
the “**” entry with the following:]
** crossbows require three turns to reload. a character may use a
crossbow to attempt to stake a creature with a targeted shot (–3
penalty; an exceptional success is required to successfully stake a
target).

[world of darkness rulebook pg 170: in the melee weapons


chart’s “stake” entry, remove the asterisks from the “type”
column, and insert the following in the “special” field for the
stake:]
stake through the heart*** (p. 165)

[world of darkness rulebook pg 170: one more time — the


melee weapons chart contains a staking footnote that needs to
be changed. replace what’s there with this:]
*** the attacker must target the heart (–3 penalty) and achieve an
exceptional success on the attack.

[[begin vampire changes]]

[v:tr pg 65-66: the complete text of the following entries needs


to be relocated under the “rituals and observances” text that’s
there now:
<b>the coils of the dragon
<b>finding the wyrm’s nests
<b>following the dragon’s tail
<b> honoring the mentor

[v:tr pg 103: replace the first paragraph following the status


example (near the top of the right column) with the following
paragraph (“dread gaze” has been replaced with “mesmerize”
in this paragraph):]
status does not add to dice pools predicated on supernatural powers.
for example, a prince’s city status is not added to a dice pool for use of
his mesmerize power.

[v:tr pg 106: clarifying a sentence for the sake of masquerade


players making assumptions about the new game. in the
paragraph marked “appearance,” make the following change
to the sentence beginning “due to…” appear becomes seem.]
due to their clan weakness, they must always be wary of just how
bestial they seem to others, and some especially old (or angry) gangrel
learn some amount of obfuscate to avoid potentially disastrous
situations.

[ v:tr pg 120: replace the second sentence of the first


paragraph at the top of the right column with the following
(the phrase “+ blood potency” is added)]
intelligence + empathy + auspex is rolled versus the subject’s
composure + blood potency in a contested action.

[v:tr pg. 128: remove the last sentence of the “possession”


entry, just above “majesty,” which reads:]
if this power is turned on a vampire with whom the user has a blood tie
(see p. 162), a +2 bonus applies.

[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. 139-140: clarifying the shape of the beast power.


replace the paragraph running from page 139 to 140 with the
following paragraph:]
while she is in animal form, a vampire can use any discipline in her
repertoire except for theban sorcery, crúac and dominate (which
becomes impossible when one is trying to bark and yip commands).
each form conveys a separate host of benefits due to its form: as a
wolf, the vampire’s claws and teeth inflict lethal damage and add a +1
bonus to attack pools, speed is doubled, size becomes 4, and two
bonus dice are added to any wits + composure rolls to be aware of
events that happen in the wolf’s environment. as a bat, the vampire’s
strength and size become 1, but he can fly at a speed of 20 (plus five
more per dot of vigor activated), three dice are added to all hearing-
based rolls, and defense increases by two. adjust the vampire’s health
to reflect the size of the new form.

[v:tr pg. 153: the dice pool needs to be changed under


veridical tongue. replace what’s there with the following:]
dice pool: presence + subterfuge + majesty – subject’s composure

[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. 165: the 80 percent figure is incorrect, i guess.


replace the sentence in the middle of the right column
(beginning “for example, a kinred would have to consume…”)
with the following sentence:]
for example, a kindred would have to consume an amount roughly
equal to 86 percent of the blood in a human body to glean a single
point of vitae if the blood in question was stored.

[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.

[v:tr, pg. 176-177: the staking rules have changed. the


following paragraph replaces the last paragraph on page 176
(and continuing onto 177).]
driving a stake through a vampire’s heart is extraordinarily difficult. the
feat requires a melee or ranged attack with the stake. in combat, the
attacker suffers a –3 dice penalty to strike so precisely and an
exceptional success is required to actually thrust through the vampire’s
body and into the heart. the staked vampire immediately collapses into
torpor, appearing stone dead for all that a mortal can tell.

[v:tr pg. 249-250: clarifying some rules of cachexy. the “dice


pool” paragraph of the contaminate power is changed. replace
the first sentence of that paragraph with the following:]
dice pool: no roll is required to activate this power, but a roll may be
necessary to touch the target (see p. 157 of the world of darkness
rulebook.

[continuing from above, on page 250, the following must be


added to the end of the last paragraph which used to be just
on sentence:]
the range of this power is 10 yards per dot of the morbus’ stamina.
victims who escape the range continue to suffer for the remainder of
the power’s established duration.

[v:tr pg. 287: baron cimitiere should have humanity: 5, due to


his 5 dots of crùac (if you care).]
humanity: 5

[credits page and throughout: do a find/replace in your copy of


the manuscript. replace “justin” with “stinky”, “achilli” with
“jones”, “will” with “william”, and “supernatural” with “gol’
damn lucky.” thank you.]

this document is copyright white wolf publishing. all rights reserved.

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