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Vampire The Masquerade Second Edition: Players Guide
1 THE VAMPIRE PLAYERS GUIDE Second Edition The Sourcebook for Players of Vampire © 1993 by White Wolf. All rights reserved. Reproduction without written permission of the publisher is expressly denied, except for the purpose of reviews. Vampire: The Masquerade, Gothic-Punk, Brujah, Toreador, Nosferatu, Gangrel, Tremere, Ventrue, Malkavian, Assamite, Followers of Set, Giovanni, Ravnos, Lasombra, Tzimisce, Sabbat, Anarch, Camarilla, The Kindred, Neonate, Caitiff, Ancilla, Methuselah, Antediluvian, Primogen, Elysium, The Traditions, Progeny, Inconnu, Justicar, Conclave, Arcanum, Society of Leopold, Book of Nod, The Beast Within, Diablerie, Gehenna, The Jyhad, The Riddle, and The Anarch Cookbook are all trademarks and copyrights of White Wolf. The mention of or reference to any companies or products in these pages is not a challenge to the trademarks or copyrights concerned. Due to the mature themes presented within, reader discretion is advised. Credits: Written by: Andrew Greenberg, Daniel Greenberg, Mark Rein*Hagen, Graeme Davis, Bill Bridges, Ryk Strong Teeuwyn, Robert Hatch, Steve Brown, J. Morrison, Frank Frey, Aaron Voss, Travis Williams, Josh Timbrook, Dustin Browder, Steve Crow, Sam Chupp, William Spencer-Hale Lyndi Hathaway, Stewart Wieck Developed by: Andrew Greenberg Edited by: Robert Hatch Art Director: Richard Thomas Layout and Typesetting: Sam Chupp Art: Jesper Myrfors, Joshua Gabriel Timbrook, E. Allen Smith, Robert MacNeil, Larry Snelly, Ken Meyer, Jr., John Bridges, Steve Casper, Tim Bradstreet Front Cover: Clyde Caldwell Back Cover: Chris McDonough Special Thanks to: Mark "Headman" Rein*Hagen, for whatever it is he has on his head today. Stewart "Team #12" Wieck, for sending more and more victims to the Blood Pit. Andrew "Hack, Hack, Hack" Greenberg, for what he had to do to get this book done. Ken "Custody" Cliffe, for earning $20 (and a head ache) the legal way. Josh "Deluge" Timbrook, for going to the Pablo Picasso school of cranking out the hits. Wes "By Northwes" Harris, for doing the company swing of the Pacific Northwest. Rob "Buried Alive" Hatch, for having a chance to get out of the Crypt and turning it down. René "Past Her Prime" Lilly, for getting engaged and not getting hit on. Travis "Key Master" Williams, for being the voice of responsibility and the hand of debauchery. Richard "Shanghaied" Thomas, for finding something else to do with his computer. Sam "Nodding Off" Chupp, for getting the keenest insight into that fabled Book. Chris "Travolta" McDonough, for his musical taste- or lack thereof. Vampire The Masquerade Second Edition: Players Guide 2 William "Virtual Adept" Hale, for finally getting his laptop foci. Bill "Get Your Bras, Girls" Bridges, for his shopping (ms)adventures. Benjamin "Pete Brady" Monk, Jr., for looking just like that whiny brat. Lyndi "Pretty in Black" Hathaway, for getting rice thrown at her now -married head. Michelle "Worshipping Porcelain" Prahler, for her introduction to White Wolf partying. Stephan "How Many Nose Rings?" Wieck, for his introduction to White Wolf partiers Special, Special Thanks to the Gun Corral and Brock's Army/Navy Surplus for the assist on Dragonsbreath. THE VAMPIRE PLAYERS GUIDE Chapter One: Character Creation...........................7 Chapter Two: The Expanded Character...............37 Chapter Three: The Society of the Damned.........95 Chapter Four: Roleplaying................................155 Chapter Five: Equipment...................................169 Index.................................................................201 Vampire The Masquerade Second Edition: Players Guide 3 Preface The essence of Vampire lies in the u ndead characters, those doomed symbols of both good and evil. Powerful beyond human comparison, yet damned with tragic defects of epic proportions, each vampire is a unique reflection of its creator, and as such bears only limited resemblance to other Kindred. The soul of a vampire is its individuality. This means we should not neglect any opportunity to make each character even more unique. The Vampire Players Guide is a compilation of new information, rules and ideas aimed at making your creation the most interesting character it can possibly be. This book includes copious amounts of rules and background material relevant to the role of the player. It also contains advice for all types of players, including suggestions ranging from how to survive as a vampire to how to spice up your roleplaying experience. A large amount of emphasis has been placed on demonstrating some of the different ways in which you can play Vampire. Each section of this book suggests a different style of play. Only some of these will be appropriate for your chronicle. Merits and Flaws enhance the roleplaying possibilities inherent in the game; new clans, Traits and Disciplines help bring character concepts to life; and expanded equipment lists allow for everything from mortar fire to ghoul Chihuahuas. Chapter One: Creation There will be a time to murder and create. -T. S. Eliot, "The Love Song of J. Alfred Prufrock" Character creation can be as simple or as complex as the troupe wants it to be. If someone does not want to do any work, he can simply use the sample characters from the rulebook.. On the other hand, if he wants to flesh out his own vision, then he can use these rules, add in the new Archetypes, further define the character with Merits and Flaws or even have the character follow one of the Paths of Enlightenment. Finally, if he really wants a stretch, rules are provided for those who want to play mortals. This chapter assumes that all the normal rules for character creation still apply. What follows only adds more dimensions to the process. Everything below is optional, so players and Storytellers should not feel any pressure to use these rules if they do not suit their style of play. Players should make sure that the Storyteller allows these options in the chronicle befor e creating characters based around these options. Each chronicle is individual and unique, so there is no telling what restrictions or changes the Storyteller has in mind. There is no right or wrong way, only ways that work for everyone concerned. Merits and Flaws Merits and Flaws are two new classes of Traits. Merits provide the character with an advantage, while Flaws give the character a disadvantage. Merits and Flaws allow you to describe your character in more detail than that provided by the basic character creation process, but these new rules are optional. If you do not take Merits and Flaws for your character, you will not suffer; your character is simply different from who she might otherwise be. When you create a character in Vampire, you are giv en 15 'freebie' points to assign to whatever Traits you like in order to give your character the finishing touches that make her unique. The optional system of Merits and Flaws expands on this idea, and further allows you to personalize your character. Merits may only be bought with freebie points. Flaws give you extra freebie points to spend on Merits or anything else. You can purchase as many Merits as you wish, up to the full amount of your freebie points ( though that would leave you weak in your other areas). Each Merit has a different cost, which is described in terms of freebie points - if you wish to take it you must spend that number of freebie points. Each Flaw you purchase gives you additional freebie points. The amount gained is listed with the Flaw. Thus, buying Flaws can allow you to buy more Merits. For instance, the Flaw "Light-Sensitive" gives you five additional freebie points, while the Merit "Daredevil" costs three freebie points. However, you can only take up to seven points of Flaws (which makes it impossible for any character to have or speed more than 22 freebie points). Additionally, Merits and Flaws can only be bought when the character is first generated (unless the Storyteller makes an exception for someone who missed the opportunity earlier). In some chronicles, especially those in which horror is emphasized, Merits and Flaws may not be permitted, or may be restricted in some way. Make sure you have the Storyteller's permission before you start using these Traits. Keep in mind that this system was not created to allow you to "minimax." It was designed to let you create a more fully realized character. The more you misuse the Merits and Flaws to create a super -character, the less likely it is that you will be allowed to take them w hen you design your next character. Psychological These Merits and Flaws deal with the psychological makeup of your character, and may describe ideals, motivations or pathologies. Some psychological Flaws can be temporarily ignored by spending a Willpower point, and are so noted. If you possess such a Flaw and do not roleplay it when the Storyteller thinks you should, then she may tell you that you have spent a point of Willpower for the effort. Flaws cannot be conveniently ignored. Code of Honor: (1 pt Merit) You have a personal code of ethics to which you strictly adhere. Even when you are in frenzy, you will attempt to obey it (and thus get three extra dice to your Self-Control rolls when in danger of violating your code). You can Vampire The Masquerade Second Edition: Players Guide 4 automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion that would make you violate your code, you either gain three extra dice to resist supernatural persuasions, or the opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide. Higher Purpose: (1 pt Merit) You have a goal that drives and directs you in every thing. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the need of personal survival, it can also grant you great persona strength. You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. (If you have the Flaw Driving Goal below you cannot take this Merit ) Berserker: (2 pt Merit) The Beast is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will, and are thus able to ignore your wound penalties. However, you must pay the consequences of your actions while in frenzy just as you normally would. Your chance of entering an unwilling frenzy is also unaffected. Dual Nature: (2 pt Merit) You have two distinct Natures, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. You may still choose a Demeanor, and it can be as different from the character' Natures as the player desires. Compulsion: (1 pt Flaw) You have a psychological compulsion of some sort which can cause you a number of different problems. You compulsion may be for cleanliness, perfection, br agging stealing, gaming, exaggeration or just talking. A compulsion can be temporarily avoided at the cost of a Willpower point,. but is in effect at all other times. Dark Secret: (1 pt Flaw) You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the Kindred community. This can be anything from having murdered an elder to having once been a member of the Sabbat. While this secret weighs on you mind at all times, it will only surface in occasi onal stories Otherwise. it will begin to lose its impact. Intolerance: (1 pt Flaw) You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything at all. The difficulties of all dice roll involving the subject are increased by two. Note that some dislikes may be too trivial to be reflected here-a dislike of White Wolf Magazine or tissue paper, for instance, will have little effect on play in most chronicles. The Storyteller is the final arbiter on what you can pick to dislike. Nightmares: ( 1 pt Flaw) You experience horrendous nightmares (daymares?) every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause you to lose one die on all your actions for the next night (Storyteller's discretion). Some of the nightmares may be so intense that you mistake them for reality. A crafty Storyteller will be quick to take advantage of this. Phobia (Mild): (1 pt Flaw) You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights. You must make a Courage roll whenever you encounter the object of your fear. The difficulty of this roll is determined by the Storyteller. If you fail the roll, you must retreat from the object. Prey Exclusion: ( 1 pt Flaw) You refuse to hunt a certain class of prey. For instance an animal-lover might decide to hunt only humans, or a character might decide to spare a class of person she particularly admires: police, teachers, medical professionals, clergy, peace activists and so on. You are disturbed when others feed from this type of prey , and could possibly enter a frenzy (Storyteller's discretion). If you accidentally feed upon this class of prey yourself, you will automatically frenzy and will need to make a roll for Humanity loss (difficulty 8 or greater). Note: This is not as restrictive as the Ventrue limitation, which limits a vampire to a certain class of prey (therefore Ventrue cannot take this Flaw). Overconfident: ( 1 pt Flaw) You have an exaggerated and unshakable opinion of your own worth and capabilities-you never hesitate to trust your abilities, even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence. Shy: ( 1 pt Flaw) You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. The difficulties of all rolls concerned with social dealings are increased by one; the difficulties of any rolls made while you are the center of attention are increased by two. Don't expect such a character to make a public speech. Soft-Hearted: ( 1 pt Flaw) You cannot stand to watch others suffer -not necessarily because you care about what happens to them, but simply because you dislike the intensity of emotion. If you are the direct cause of suffering, and you witness it, you will experience nights of nausea and days of sleepless grief. You avoid situations where you might have to witness suffering and will do anything you can to protect others from it Whenever you must witness suffering, difficulties of all rolls are increased by two for the next hour. Speech Impediment: (1 pt Flaw) You have a stammer or some other speech impediment which hampers verbal communication. The difficulties of all relevant rolls are increased by two. Do not feel obliged to roleplay this impediment all the time, but in times of duress or when dealing with outsiders, you should attempt to simulate it. Vampire The Masquerade Second Edition: Players Guide 5 Low Self-lmage: (2 pt Flaw) You lack self-confidence and don't believe in yourself You have two fewer dice in situations where you don't expect to succeed (at the Storyteller's discretion, though the penalty might be limited to one die if you help the Storyteller by pointing out times when this Flaw might affect you ). At the Storyteller's option, you may be required to make Willpower rolls to do things that require self confidence, or even to use a Willpower point when others would not be obliged to do so. Short Fuse: (2 pt Flaw) You are easily angered. The difficulties of rolls to avoid frenzy are always two less, no matter how you were provoked. This is a dangerous Flaw; don't choose it without careful thought Territorial: (2 pt Flaw) You are extremely territorial. You do not like to leave your territory, nor do you like to have strangers enter it. In fact, you get so nervous and disoriented while outside your territory that the difficulties of all your rolls are increased by one. In addition, you must make a frenzy roll when other vampires enter your territory, unless they obtain your permission to pass through. Vengeance: (2 pt Flaw) You have a score to settle. This score may be from either your mortal or vampiric days. Either way, you are obsessed with wreaking ven geance on an individual (or perhaps an entire group), and make revenge your first priority in all situations. The need for vengeance can only be overcome by spending Willpower points, and even then it only temporarily subsides. Someday you may have your revenge, but the Storyteller won't make it easy. Driving Goal: (3 pt Flaw) You have a personal goal, which sometimes compel and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate the Sabbat or achieve Golconda.. Because you must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does. Hatred: (3 pt Flaw) You have an unreasoning hatred of a certain thing. This hate is total and largely uncontrollable. You may hate species of animal, a class of person, a color, a situationanything. You must make a frenzy roll whenever faced with the object of your hatred. You constantly pursue opportunities to harm the hated object or to gain Dower over it. Phobia (Severe): (3 pt Flaw) You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights, and so on. You must make a Courage roll not to enter Rotschreck when faced with the object of your fear. The difficulty depends on the circumstances. If you fa il the roll, you must retreat in terror from the object of fear. If you score fewer than three successes, you will not approach it. The Storyteller has final say over which phobias are allowed in a chronicle. Mental These Merits and Flaws deal with the m ind: its strengths weaknesses and special capacities. Common Sense: (1 pt Merit) You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense, the Storyteller should alert you to how, your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do. Concentration: (1 pt Merit) You have the ability to focus your mind and shut out any distractions or annoyances. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to two, though no extra benefits are gained if only one penalty die is imposed. Lightning Calculator: (1 pt Merit) You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base your conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Story teller the difficulty rating of a task you are about to perform. Time Sense: ( 1 pt Merit) You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device. You can accomplish this whether you are concentrating or not. You can estimate the time of day to within a minute or two, and the passage of time with the same accuracy. Eidetic Memory: (2 pt Merit) You can remember things seen and heard with perfect detail. By gaining at least one success on an Intelligence + Alertness roll, you can recall any desired sight or sound accurately, even if you heard it or glanced at it only once (though the difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: the Storyteller relates to you exactly what was seen or heard. Light Sleeper: (2 pt Merit) You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. The rules regarding how Humanity restricts the number of dice usable during the day are waived. Calm Heart: (3 pt Merit) You are naturally calm and well-composed, and do not easily fly off the handle. Raise the difficulties of all your frenzy rolls by two, no matter how the incident is provoked. Iron Will: (3 pt Merit) Vampire The Masquerade Second Edition: Players Guide 6 When you are determined and your mind is set, nothing can thwart you from your goals. You cannot be Dominated, nor can your mind be affected in any way by spells or rituals. However, the Storyteller may require you to spend Willpower points when extremely potent powers are directed at you. Self-Confident: (5 pt Merit) When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. You do not lose the point when you spend it, unless you end the roll with only one success, i.e. you do not gain any additional successes from the dice you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. This means you can use it only when the difficulty of your roll is six or higher. You may spend Willpower at other times; however, if the difficulty is five or less, the Willpower will be spent no matter what you roll. Deep Sleeper: (1 pt Flaw) When you sleep, it is very difficult for you to awaken. Raise the difficulty by two on any such roll, and roleplay how you never seem to be on time when you have an appointment early in the evening. Amnesia: (2 pt Flaw) You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may someday come back to haunt you. (You can, if you wish, take up to five points of other Flaws without specifying what they are, and leave it to the Storyteller t o detail them. Over the course of the chronicle, you and your character will slowly discover them.) Confused: (2 pt Flaw) You are often confused, and the world seems to be a very distorted and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behavior all the time to a small degree, but your confusion becomes especially strong whenever stimuli surround you (such as when a number of different people talk all at once, or you enter a nightclub with loud pounding music). You may spend Willpower to override the effects of your confusion, but only temporarily. Weak-Willed: (2 pt Flaw) You are highly susceptible to Dominate and intimidation by others; you are, in fact, unable to use your Willpower freely. You can employ your Willpower only when survival is at stake or it is appropriate to your Nature. Absent-Minded: (3 pt Flaw) This Flaw may not be taken with the Merit Concentration. Though you do not forget such things as Knowledges or Skills, you do forget names, addresses, and when you last ate. In order to remember anything more than your own name and the location of your haven, you need to make a Wits roll or, as a last resort, spend a Willpower point. Awareness These Merits and Flaws involve perception, or the lack thereof. Acute Hearing: (1 pt Merit) You have exceptionally sharp hearing, even for a vampire. The difficulties of all dice roll that relate to hearing (e.g. Perception + Alertness to hear a faint noise, or Perception + Linguistics to overhear a conv ersation in a foreign language) are decreased by two. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman hearing acuity. Acute Sense of Smell: (1 pt Merit) You have an exceptionally keen sense of smell. The difficulties of all dice rolls that relate to smell (e.g., Intelligence + Occult to identify a ritual incense) are reduced by two. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman olfactory acuity. Acute Sense of Taste: (1 pt Merit) You have an exceptionally keen sense of taste. The difficulties of all dice rolls that relate to taste (e.g., Perception + Medicine to spot the taint of poison in blood or another substance ) are reduced by two. You are able to make precise distinctions in taste. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman taste acuity. Acute Vision: (1 pt Merit) You have exceptionally keen eyesight. The difficulties of all dice rolls that relate to vision (e.g., a Perception roll to spot a clue, or Perception + Alertness to see the shadow of an approaching attacker) are reduced by one. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman visual acuity. Color Blindness: (1 pt Flaw) You can only see in black and white. Color means nothing to you, though you are sensitive to color density, which you perceive as shades of gray. This makes it impossible to use the Level Two Auspex power of Aura Perception. Note: color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of brevity. Hard of Hearing: (1 pt Flaw) Your hearing is defective. The difficulties of all dice rolls related to hearing are increased by two. You may not take Acute Hearing if you take this Flaw. Bad Sight: (2 pt Flaw) Your sight is defective. The difficulties of all dice rolls related to vision are increased by two. This Flaw is neither nearsightedness nor farsightedness; it is a minor form of blindness, and is not correctable. You m ay not take Acute Vision if you take this Flaw. One Eye: (2 pt Flaw) You have one eye - choose which, or determine randomly during character creation. You have no peripheral vision on your blind side, and two fewer dice are rolled for any feat requiring depth perception. This includes missile combat. Deaf: (4 pt Flaw) You cannot hear sound, and automatically fail any rolls that require hearing. Blind: (6 pt Flaw) You automatically fail all dice rolls involving vision. You cannot see-the world of color and light is lost to you. Vampire The Masquerade Second Edition: Players Guide 7 Aptitudes These Merits and Flaws establish special capacities and abilities for your character, or modify the effects and powers of your character's other Traits. Ambidextrous: (1 pt Merit) You have a high degree of off-hand dexterity and can perform tasks with the 'wrong' hand at no penalty. The normal penalty for using both hands at once to perform different tasks (e.g. fighting with a weapon in each hand) is plus one difficulty for the 'right' hand and plus three difficulty for the other hand. Computer Aptitude: (1 pt Merit) You have a natural affinity with computers, so the difficulties of all rolls to repair, construct or operate them are two less. Crack Driver: (1 pt Merit) You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are two less. Eat Food: (1 pt Merit) You have the capacity to eat food. It's an ability you developed at an early point in your undead existence, or perhaps it has been a latent ability all along. This is considered disgusting by other Kindred, but can be of great assistance in maintaining the Masquerade. Mechanical Aptitude: (1 pt Merit) You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices such as computers). The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are two less. However, this Merit doesn't help you drive any sort of vehicle. Pitiable: (1 pt Merit) There is something about you that others pity. This causes them to care for you as if you were a Child (see the Archetypes section). Some Natures will not be affected by this Merit (Autocrat, Deviant, Fanatic, Sycophant), and some Demeanors may pretend they are not. You need to decide what it is about you that attracts such pity, and how much (or how little) you like it. Natural Linguist: (2 pt Merit) You have a flair for languages. This Merit does not allow you to learn more languages than are permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages, both written and spoken. Daredevil: (3 pt Merit) You are good at taking risks, and are even better at surviving them. All difficulties are one less whenever you try something particularly dangerous, and you can ignore one botch result when you roll "ones" on such actions (you can cancel a single "one" that is rolled, as if you had an extra success ). Fast Learner: (3 pt Merit) You learn very quickly, and pick up on new things faster than most do. You gain one extra experience point at the conclusion of each story (not each game session). Jack-Of-AII-Trades: (5 pt Merit) You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know -how. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, he must first buy one dot, then two, etc. as if he had no dot in it. Illiterate: (1 pt Flaw) Through lack of education or as the result of a condition like dyslexia, you are unable to read or write. Inept: (5 pt Flaw) You are not attuned to your natural aptitudes, and therefore have five fewer points to spend on your Talents (so the greatest number of points you can spend on your Talents at the beginning of play would be eight, and t he fewest would be zero). Of course, you can still spend freebie points to buy Talents. However, at the beginning of the game, you cannot have more than three dots in any Talent. Uneducated: (5 pt Flaw) As Inept, above, but dealing with Knowledge Abilities. Unskilled: (5 pt Flaw) As Inept, above, but dealing with Skill Abilities. Supernatural These Merits and Flaws are different kinds of supernatural benefits or detriments. They are highly abnormal, and not at all common. Because of the potential of these particular Traits, and the liberal way in which they deal with the "laws of reality," the Storyteller may not allow you to choose from this category - ask before you choose one. Furthermore, you should not select such Traits unless they firmly fit your character concept, and you can explain why your character possesses them. In general, we do not recommend that anyone have more than one or two supernatural Merits or Flaws - they should be strictly controlled by the Storyteller. Inoffensive to Animals: (1 pt Merit) Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch. True Love: (1 pt Merit) You have discovered, but may have lost (at least temporarily) a true love. Nonet heless, this love provides joy in a torrid existence usually devoid of such enlightened emotions. Whenever you are suffering, in danger or dejected, the thought of your true love is enough to give you the strength to persevere. In game terms, this love allows you to succeed automatically on any Willpower roll, but only when you are actively striving to protect or come closer to your true love. Also, the power of your love may be powerful enough to protect you from other supernatural forces (Storyteller's discretion). However, your true love may also be a hindrance, and require aid (or even rescue) from time to time. Be forewarned: this is a most exacting Merit to play over the course of a chronicle. Medium: (2 pt Merit) You possess the natural affinity to sense and hear spirits, ghosts and shades. Though you cannot see them, you feel their presence and are able to speak with them when they are in the vicinity. It is even possible for you to summon Vampire The Masquerade Second Edition: Players Guide 8 them (through pleading and cajoling) to your presence. Spirits will not simply aid you or give you advice gratis - they will always want something in return. Danger Sense: (2 pt Merit) You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance or nature. This Merit is more reliable and specific than the Level One Auspex power; the two can be combined to create an even more potent warning system. Faerie Affinity: (2 pt Merit) Your presence does not frighten faeries; indeed, it attracts them, and you a re naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance. Magic Resistance: (2 pt Merit) You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders. Although you may never learn the Discipline of Thaumaturgy, the difficulties of all such spells and rituals are two greater when directed at you. Note: this includes all spells, beneficial and malign alike! Occult Library: (2 pt Merit) You possess a library of occult materials, which may include at least one version of the Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge ( that is a function of your Abilities), but in time of need your library can be an invaluable source for research. Spirit Mentor: (3 pt Merit) You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself (see Haunted, below ), but for the most part its benefit to you is through the advice it can give. This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies. Unbondable: (3 pt Merit) You are immune to being Blood Bound. No matter how much blood you drink from other vampires, you will never be Bound to them. Werewolf Companion: (3 pt Merit) You have a friend and ally who just happens to be a werewolf. Though you may call upon this being in time of need, it also has the right to call upon you (after all, you are friends). However, neither your kind nor its appreciate such a relationship, and your respective societies will punish both of you if your friendship is discovered. Arranging for meeting places and methods of communication will be difficult. The Storyteller will create the werewolf character, but will not reveal to you its full powers and potencies. Luck: (3 pt Merit) You were born lucky - or else the Devil looks after his own. Either way, you can repeat three failed rolls per story. Only one repeat attempt may be made on any single roll. Destiny: (4 pt Merit) You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophecies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security granted by this feeling of destiny helps you overcome fear, depression and discouragement caused by anything not relevant to your destiny. Until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently. How this is played is up to the Storyteller. Charmed Existence: (5 pt Merit) Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain. Guardian Angel: (6 pt Merit) Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be supernaturally protected. However, one can never count upon a guardian angel. The Storyteller must decide why you are being watched over, and by what (not necessarily an angel, despite the name). True Faith: (7 pt Merit) You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. Perhaps your faith came to you before your Embrace, and was strong enough to survive even this test; or, incredibly enough, the adversity you have experienced in your current condition has brought out what is best in you. You begin the game with one point of Faith (a Trait with a range of 1 - 10). Your Faith provides you with an inner strength and comfort that continues to support you when all else betrays you. Your Faith adds to all Willpower and Virtue rolls. The exact supernatural effects of Faith, if any, are completely up to the Storyteller (though it will typically have the effect of repelling Kindred). It will certainly vary from person to person, and will almost nev er be obvious - some of the most saintly people have never performed a miracle greater than managing to touch an injured soul. The nature of any miracles you do perform will usually be tied to your own Nature, and you may never realize that you have been aided by a force beyond yourself. You must have a Humanity of 10 in order to choose this Merit, and if it ever drops below nine, you lose all Faith points and may only recover them through extensive penitence and work (and only when your Humanity is again 10). No one may start the game with more than one Faith point. Additional points are only awarded at the Storyteller's discretion. Cursed: ( 1-5 pt Flaw) You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening. Some examples follow: If you pass on a secret that was told to you, your betrayal will later harm you in some way. (1 pt) You stutter uncontrollably when you try to describe what you have seen or heard. (2 pt) Vampire The Masquerade Second Edition: Players Guide 9 Tools often break or malfunction when you attempt to use them. (3 pt) You are doomed to make enemies of those to whom you become most attached (so whatever you do, don't get too close to the other character s! ). (4 pt) Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way. (5 pt) Taint of Corruption: (1 pt Flaw) Plants wither when you approach, and will die if you touch them. It is rumored that Caine himself possesses this Flaw. Repulsed by Garlic: (1 pt Flaw) You cannot abide the smell of garlic, and the smallest taint of its scent will drive you from a room. The full force of its pungent odor will bring bloody tears to your face and render you nearly blind, while its touch can cause boils and even open wounds. Magic Susceptibility: (2 pt Flaw) You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds and orders. The difficulty to cast a spell upon you is two less, and all spells cast have twice normal effect on you. Repelled by Crosses: (3 pt Flaw) You are repelled by the sight of ordinary crosses ( just as if they were holy). Kindred who were of the Church prior to their Embrace are the ones most likely to possess this Flaw; they perceive that their new form is a judgment from God. Can't Cross Running Water: (3 pt Flaw) You cannot cross running water unless you are at least 50 feet above it. "Running water" is any body of water more than two feet wide in any direction and not completely stagnant. A Kindred with this Flaw obviously believes too much in old wives' tales. Haunted: (3 pt Flaw) You are haunted by a ghost that only you (and Mediums) can see and hear. It actively dislikes you and enjoys making y our life miserable by insulting, berating and distracting you - especially when you need to keep your cool. It also has a number of minor powers it can use against you (once per story for each power): hide small objects; bring a "chill" over others, making them very ill at ease with you; cause a loud buzzing in your ear or the ears of others; move a small object such as a knife or pen; break a fragile item such as a bottle or mirror; trip you; or make eerie noises such as chains rattling. Yelling at the ghost can sometimes drive it away, but it will confuse those who are around you. The Storyteller will likely personify the ghost in order to make things all the more frustrating for you. Dark Fate: (5 pt Flaw) You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday you will be out of the picture. In the end, all your efforts, your struggles, and your dreams will come to naught. Your fate is certain and there is nothing you can do about it. Even more g hastly, you have partial knowledge of this, for you occasionally have visions of your fate - and they are most disturbing. The malaise these visions inspire in you can only be overcome through the use of Willpower, and will return after each vision. At som e point in the chronicle, you will indeed face your fate, but when and how is completely up to the Storyteller. Though you can't do anything about your fate, you can still attempt to reach some goal before it occurs, or at least try to make sure that your friends are not destroyed as well. This is a difficult Flaw to roleplay; though it may seem as if it takes away all free will, we have found that, ironically, it grants freedom. Light-Sensitive: (5 pt Flaw) You are even more sensitive to sunlight than other vampires are. Sunlight causes double normal damage, and even moonlight (which is, after all, the reflected light of the sun) harms you. Indeed, even bright lights can be painful, but that pain can be mitigated by wearing sunglasses. When the moon is shining, the light it casts will cause wounds in the same way sunlight does for normal individuals. However, the wounds caused by the moon are not aggravated, and can be healed normally. Remember, even on nights when the moon is full, it may have already set when you venture outside, or be obscured by the clouds. Kindred Ties These Merits and Flaws deal with the place, position and status of a character within vampiric society. Boon: ( 1-3 pt Merit) An elder owes you a favor because of something either you or your sire once did for him. The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the elder probably owes you his unlife. See the rules on Prestation (in Chapter Four) for more information. Prestigious Sire: (1 pt Merit) Your Sire had or has great Status in the Camarilla, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with elders acquainted with your sire. Indeed, your sire's contacts may actually approach you at some point offering aid. Though your sire may no longer have contact with you, the simple fact of your ancestry has marked you forever. Special Gift: ( 1-3 pt Merit) Your sire gave you a valuable gift after the Embrace. The Storyteller should create something suitable or choose one item from the Mystical Items list to give to you (though you can 'suggest' something). The Storyteller will decide how much a particular item is worth. Reputation: (2 pt Merit) You have a good reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. Add three dice to all Dice Pools for social dealings with the city's Kindred. A character with this Merit may not take the Flaw of Notoriety. Clan Friendship: (3 pt Merit) For any number of different reasons ó appearance, bearing, background or demeanor ó something about you appeals to members of a clan other than your own (your choice ). The difficulties of all rolls related to social dealings with members of this clan are two less. This can be a two-edged sword; you are also marked by others as a sympathizer with that clan, whether you like it (or deny it! ) or not. Pawn: (3 pt Merit) Vampire The Masquerade Second Edition: Players Guide 10 You can manipulate and have some control over another vampire ó one of higher generation than you. Your hold was likely formed through Blood Bond, but can also come from a variety of other sources, such as blackmail, bribes or threats ó you make it up. The pawn does not necessarily know that it is being controlled. Enemy: ( 1-5 pt Flaw) You have an enemy, or perhaps a group of enemies, who seek to harm you. The v alue of the Flaw determines how powerful these enemies are. The most powerful enemies (Methuselahs or Archmages) would be five-point Flaws, while someone nearer to your own power would be worth only one point. You must decide who your enemy is and how you became enemies in the first place. Infamous Sire: (1 pt Flaw) Your sire was, and perhaps still is, distrusted and disliked by many of the Kindred in the city. As a result, you are distrusted and disliked as well. This is a heavy load, and one not easily sh ed. Insane Sire: (1 pt Flaw) Your sire has completely lost his grip on reality, and has become dangerously insane. Any wrong committed by your sire may affect your standing, and some of your sire's dangerous schemes may somehow involve you. Because their sires are already assumed to be insane, Malkavians cannot take this Flaw. Mistaken Identity: (1 pt Flaw) You look similar to another Kindred, and are mistaken for her, much to your chagrin. This individual's allies will approach you and tell you things you do not want to hear, her enemies will attempt to do away with you, and others will treat you in odd ways. Ultimately you might be able to sort out things, but it will take tremendous effort. Sire's Resentment: (1 pt Flaw) Your sire dislikes you and wishes you ill. Given the smallest opportunity, your sire will seek to do you harm, and may even attack you if provoked. Your sire's friends will also work against you, and many elders will thus resent you. Twisted Upbringing: (1 pt Flaw) Your sire was quite malevolent and taught you all the wrong things about Kindred society. All your beliefs about how vampires interact are wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start (the Storyteller will tell you when). But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise. Clan Enmity: (2 pt Flaw) For some reason, something about you inspires contempt or hatred in members of a clan other than your own. There is a two-dice penalty to all rolls for social dealings with members of this other clan. Select the 'enemy' clan randomly or choose. Diabolic Sire: (2 pt Flaw) Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. She could be wantonly breaking the Masquerade, or hunting down the elders of the city and feasting on their blood. Archons are likely to come to you in order to discover your sire's whereabouts, and they may not believe you if you tell them you do not know. Notoriety: (3 pt Flaw) You have a bad reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. There is a two-dice penalty to all dice rolls for social dealings with the city's Kindred. A character with this Flaw may not take the Merit of Reputation. Mortal Society These Merits and Flaws deal with the influence, power and station of a character within mortal society. Some of them correspond very closely to certain Background Traits (such as Resources, Contacts, and Influence), while others simply elaborate and expand upon them. The Backgrounds give you more creative freedom, while the Merits provide you with exact details of what you possess. Judicial Ties: (2 pt Merit) You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutor's department, and can affect the progress of various cases and trials with limited difficulty. Though it is difficult to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants. Mansion: (2 pt Merit) You own a large mansion ó a home with 25 or more rooms ó as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, though they cannot be used as Herd or Retainers unless you purchase the appropriate Background. The mansion is assumed to have the most current electronic security available, as well as a fence around the perimeter. While the mansion can be in as poor or as good shape as you wish, the more inhabited it appears to be, the more attention it will garner. A ghost house won't attract IRS audits. Media Ties: (2 pt Merit) You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100 percent efficiency; journalists are an unruly bunch) and you have access to the files and gossip of the staffs of newspapers and TV stations. Nightclub: (2 pt Merit) You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury ($1000 a month, but it can grow), but more important than the money is the prestige. You may use the nightclub as your haven, or you may simply hang out there. The name of the nightclub, its style, design, and its regular patrons are all up to you. Variations on this theme could include: a restaurant, theater, com edy club, sports arena or retail store. Church Ties: (3 pt Merit) You have influence and contacts in some local churches, and have the means to create protest rallies and raise money. The more you use your ties, of course, the greater your risk of being found out. Corporate Ties: (3 pt Merit) You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial Vampire The Masquerade Second Edition: Players Guide 11 mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time. Police Ties: (3 pt Merit) You have both influence over and contacts in the local police department. You can, with a single phone call, cause an APB to be issued. However, the more often you use your ties with the police department, the weaker they become, and the more attention you attract toward yourself. Your influence is not solid (that can be achieved only through game play), and can let you down at times. Political Ties: (3 pt Merit) You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play. Underworld Ties: (3 pt Merit) You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers of "soldiers," as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow. Corporation CEO: (5 pt Merit) You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare. This Merit provides you with some informal Contacts and Resources, the exact extent of which are determined by the Storyteller. Anachronism: (2 pt Flaw) You have been a vampire for some time, and are unable (or unwilling) to keep up with the changing times. An Intelligence roll is needed whenever you have to deal with something from a later period than your own breathing days. If the roll is failed, total t he net failures and use this total as a negative modifier to your attempts. Example: Osric, a fifth-century Goth by birth, has this Flaw and is attempting to deal with a computer. His Intelligence roll results in two net failures. Osric now has a two-dice penalty when determining the outcome of his attempt to make the infernal machine cooperate. Note that characters with this Flaw will generally have been vampires for longer than the 50 years suggested in Vampire, so Storytellers should decide whether or not to allow this Flaw in their chronicles. Ward: (3 pt Flaw) You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character may be a friend or relative from your pre-Embrace days, or simply a mortal you admire and consider important. Wards have a way of getting caught up in the action of stories, and are frequent targets of a character's enemies. Hunted: (4 pt Flaw) You are pursued by a fanatical witch-hunter who believes you are a dangerous, vile beast inimical to humanity (perhaps you are). All those with whom you associate may be hunted by the same individual as well. Though this hunter seeks to destroy all vampires, something about you drives the passion of this killer. Physical These Merits and Flaws deal with your health and physical makeup. Double-Jointed: (1 pt Merit) You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit. Baby Face: (2 pt Merit) You look more human than other vampires, enabling you to fit in the human world much more easily. Your skin is pink, you never really stopped breathing (even though you don't need to), and even sneezing comes naturally. You can make your heart beat as long as you have at least one Blood Point. This Merit cannot be taken by Nosferatu. Misplaced Heart: (2 pt Merit) Your heart has actually moved within your body, though no more than two feet from its original position nea r the middle of your chest. Those who attempt to stake you find it very difficult to find the right location (which should be your most tightly guarded secret). Efficient Digestion: (3 pt Merit) You are able to draw more than the usual amount of nourishment from blood. Every two Blood Points ingested increase your Blood Pool by three. Round down so leftover 'halves' are ignored. For instance, taking four Blood Points raises the Blood Pool by six, and so does taking five Blood Points. Huge Size: (4 pt Merit) You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated. Treat this extra Level as an extra Hurt Level, with no penalties to rolls. Allergic: ( 1-3 pt Flaw) You are allergic to some substance, in a manner not unlike mortal allergies. However, you do not get hives or sneeze, but are actually incapacitated by your reaction. If the substance was in the blood you drank, the reaction will be very strong, though touch alone is enough to disturb you. If it was in the blood, you will have five fewer dice on all your Dice Pools for 10 minutes - if you just touched it, the penalty is reduced to two dice. Choose from the list below or make up the substance to which you are allergic. · Plastic: 1 pt · Alcohol: 2 pt · Illegal Drugs: 2 pt · Metal: 3 pt Short: (1 pt Flaw) You are well below average height, and have trouble seeing over high objects and moving quickly. You suffer a twodice penalty to all pursuit rolls, and you and the Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus. Vampire The Masquerade Second Edition: Players Guide 12 Disfigured: (2 pt Flaw) A hideous disfigurement makes you ugly and easy to notice as well as remember. You therefore have a zero Appearance, much like the Nosferatu (who cannot take this Flaw). Selective Digestion: (2 pt Flaw) You can digest only certain types of blood. You can choose whether you can drink only cold blood (the blood of a dead person), blood with the taste of fear (found in blood only in moments of terror), or blood with the taste of joy, or perhaps only certain types (A, O, etc.) of blood. This Flaw may not be taken by Ventrue characters, since they already have something like it through their clan weakness Child: (3 pt Flaw) You were a small child at the time of the Embrace. Although time and experience may have changed your outlook, you are stuck with a child's body. You have the Short Flaw (see above), and you find it difficult to be taken seriously by others (two-dice penalty to all relevant rolls). Because you have never before experienced any sort of transformation change (never having undergone the experience of puberty), you are ill suited to w ithstanding the demands of the Hunger (the difficulties of all such rolls are one greater). Additionally, certain clubs may not admit you, because you are "underage." Deformity: (3 pt Flaw) You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically. The difficulties of all dice rolls related to physical appearance are raised by two. Your deformity will also raise the difficulty of some Dexterity rolls by two, depending on the type of deformity you possess. Lame: (3 pt Flaw) Your legs are injured or otherwise prevented from working effectively. You suffer a two-dice penalty to all dice rolls related to movement. A character may not take this Flaw along with the Merit Double-Jointed. Monstrous: (3 pt Flaw) There is something wholly monstrous about you, something that makes you even more hideous than a Nosferatu. You scarcely look human, but the manner in which you differ is up to you. Perhaps you have grown scales or warts all over your body, or perhaps the scream you issued when you died has been permanently frozen on your face. Not only is your Appearance a zero, but you make even the Nosferatu uneasy. Nosferatu may take this Flaw, but only gain one point for it. One Arm: (3 pt Flaw) You have only one arm - choose which, or determine randomly at character creation. This happened before the Embrace. It is assumed that you are accustomed to using your remaining hand, so you suffer no off-hand penalty. However, you do suffer a two-dice penalty to any Dice Pool where two hands would normally be needed to perform a task. A character may not take this Flaw along with the Merit Ambidextrous. Permanent Wound: (3 pt Flaw) You suffered injuries during the Embrace, which your sire did nothing to repair. You start each night at the Wounded Health Level. This can be healed like normal damage, but each evening, after sleep, your wounds always return. Mute: (4 pt Flaw) Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means - typically writing or signing. Thin-Blooded: (4 pt Flaw) You have weak blood, and are unable to use it for anything but sustaining yourself from night to night and healing your wounds. Blood cannot be used to add to your Physical Attributes, to fuel blood Disciplines, or to create a Blood Bond. Moreover, you will not always be able to create a vampire. Half the time the Embrace will simply not work. Paraplegic: (6 pt Flaw) You can hardly move without assistance, such as a pair of crutches or a wheelchair. Even then it can be painful and cumbersome to do so. The Storyteller and you should take care to roleplay this Flaw correctly, no matter how difficult it makes things. A character may not take this Flaw along with the Merit of Double-Jointed. Archetypes The following new Archetypes may be added to those in the Vampire rulebook if desired. Before you choose one of these as your Nature or Demeanor, get your Storyteller's permission. Autocrat You must have complete control of the situation, complete control over those around you and as much control over fate as you possible can. Control is the only thing you understand; it is what you worship. Authority is what you desire, and it is what you gain when you have control. The more authority you have, the more control you gain. One hand feeds the other. Others may consider you domineering, but they just aren't up for the job - you are the only one who can do it. - Regain one point of Willpower whenever you achieve com plete control over a situation involving other individuals. Autist You hide your secrets from others. Even more importantly, you hide your true self. Anyone who understands you can hurt you, so no one must ever see the real you, or even come close. Give away as little of yourself as possible - adopt a false personality if you like - but just make sure no one discovers the truth about you. Knowledge is power, and those who know you can do anything they like to you. - Regain one Willpower point whenever another character confesses he is unable to understand you, or whenever someone makes a false assumption about you that gives you an advantage. Avant-Garde You must always be in the forefront - always the first with a piece of news, a dance or fashion trend, or a discovery in the arts. Nothing pains you more than hearing news secondhand, or someone else telling you about a hot new band. New discoveries are your life, and you devote a great deal of time and effort to keeping up with things. After all, if you're n ot in the forefront, you're nowhere. - Regain one Willpower point whenever you are first with a piece of news or some other significant discovery. Vampire The Masquerade Second Edition: Players Guide 13 Cavalier You are as bold, intrepid, valiant and fearless as you need to be to complete your duty. You are the hero who tries to live up to glorious ideals and codes of justice. By protecting that which is good, you seek to preserve the society that made you what you are. If your Nature is Cavalier, and your Humanity ever falls below four, you have to choose a |
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Disciplines
While the basic Vampire rules only allow players to create characters of eighth generation or higher, the evil of diablerie gives characters the opportunity to usurp the power of their elders. Though most vampires, be they neonates or ancillae, have little chance (or need) to obtain levels of power beyond the five included in the Vampire rulebook, the mere possibility of reducing one's generation means that eventually someone, somewhere, will increase a Discipline to sixth level or higher. Furthermore, some Storytellers may run chronicles in which players may create elder vampires as characters. Such characters would certainly have access to sixth-, seventh-, or perhaps even eighth-level Disciplines. Higher levels in Disciplines differ greatly from lower levels. The first five levels of a given Discipline are standardized for all vampires who possess that Discipline. As a Kindred becomes powerful enough to supersede these rankings, however, her Disciplines begin to reflect her own inner nature. Thus, a character capable of a chieving Levels Six to 10 has a variety of Abilities available to her at each level. When she gains the experience necessary to obtain a new Discipline level, she may choose any power of that level she feels best fits her, or may invent an entirely new pow er suited to her specific nature. As characters continue to progress in their Disciplines, they may choose any power of the level they are achieving or lower. Thus, when the fifth-generation Nosferatu Petrodon, with six levels of Obfuscate, gains an additional Vampire The Masquerade Second Edition: Players Guide 41 30 experience points, he may choose any of the sixth- or seventh-level Obfuscate powers, or he may develop one of his own more suited to his inner being. However, when he gets 35 more points, he can develop either a sixth-, seventh, or eighth-level power. He cannot spend just 30 points to continue to buy sixth-level powers. There is something of a sadistic side to all this. In most chronicles, no player will ever gain a 10th-level Discipline, yet we list the 10th-level powers for all the Disciplines. We want players to be aware of what their characters might be going up against. Their characters are indeed creatures of considerable power, but the elders are even more powerful, and that fact the players must never forget. These high-level powers are extremely potent, and as their levels increase they grow even more grossly obscene. However, those of the low generations are virtual demigods, so these powers are not out of line. Only a very few individuals in the world have Dominate 10, and you do not want to meet one who does. As mentioned above, these are not all of the higher powers available. Indeed, the number of different Level Six+ powers is limited only by the number of individuals who have reached such levels of power. As a player, do not assume you will see these particular powers in use by characters whom you meet, as your Storyteller will more than likely invent new powers for each character. Thus, there is little advantage in knowing what powers your enemies may possess - but much frustration, as it will take you a long time to attain Level Six in any Discipline, if you ever do. Note that high levels of the physical Disciplines (Celerity, Fortitude and Potence) do not impart particular new benefits. Ten automatic successes added to one's Strength rolls is easily benefit enough. Animalism Level Six Species Speech When using Sweet Whispers, the character can only communicate with one animal at a time and must maintain eye contact for the entirety of the interaction. Species Speech allows the character to communicate simultaneously with an entire group of creatures. The character can only address one species at a time (i.e., if she speaks to rats she may not speak to mice at the same time), and all the animals to be addressed must be within earshot. Should the character be interrupted by anything other than the group with which she is communicating, or should she voluntarily stop her sermon during this time, she will have to roll to reestablish contact with her former listeners. Some of the animals, particularly those of a timid species, may well run off in the interim. System: A single success on a roll of Charisma + Animal Ken ( difficulty 8 ) indicates the character has established a level of communication similar to the one obtained through Sweet Whispers. Shepherd's Innocence While not all animals run away at a vampire's approach, the relations between Kindred and most creatures are far from the best. Dogs tend to bark in their presence, cats leave the room and horses often throw them. On the other hand, animals find those undead with Shepherd's Innocence not only inoffensive but extremely attractive. System: With a roll of Charisma + Animal Ken (difficulty determined by the emotional state of the animal(s)), a character can quickly calm a charging lion, gain the trust of growling guard dogs and ride happily on the back of a wild elephant. If enough successes are obtained, the character may attempt nearly any sort of activity with the creature(s) (this makes feeding from it absurdly simple). Animal Succulence The hunt for blood is one of the defining factors of a vampire's existence. When first Embraced, many Kindred try to limit their feeding to beasts, hoping thus to preserve their swiftly fading Humanity. Most quickly find this mode of existence unsatisfactory, and soon use nothing but humans for their vessels. Those Kindred who master the power of Animal Succulence, however, find animal vitae to be exceptionally nourishing. System: This is one of the few powers that do not require a roll. Animal Succulence effectively allows a character to double the Blood Pool size of an animal. Thus a cow would have 10 Blood Points for a character to drink. Note that this power is not transferable, and the cow would still be worth a mere five Blood Points to any other character. Shared Soul This power allows the character momentarily to share experiences with any one animal he can touch. While both beings maintain freedom of thought and action, each participant's perceptions, emotions, and even hopes and fears are felt by the other. Memories are likewise shared. If enough time is spent in this state, each participant will know everything about the other (of course, much of one participant's experience will make no sense to the other, and may even cause temporary confusion once the experience is over). System: Use of this power requires a Perception + Animal Ken roll (difficulty 6 ). Each turn after the first spent in this melded state requires the character to spend a Willpower point. It usually takes two turns to locate and extract a precise memory, and about five turns to share souls completely. Level Seven Conquer the Beast Those Kindred with the Animalism Discipline often have a greater understanding of the Beast within than do other vampires, and those with the ability to Conquer the Beast seem to have the best understanding of all. With this power, the character can not only enter frenzy at will, but maintain complete control throughout. System: While the character no longer requires a potentially deadly stimulu s to enter this state, she must make a Willpower roll (difficulty 7 ) to frenzy. A Willpower point must be spent every turn the character wishes to maintain the frenzied state. When she runs out of Willpower, the frenzy ends. The character can end a frenzy sooner if desired. A failure on the Willpower roll indicates frenzy was not achieved; a botch means the character flies into an uncontrolled frenzy. Master's Voice Like Species Speech, but the character can communicate with all animals within range of his voice, regardless of their species. Vampire The Masquerade Second Edition: Players Guide 42 System: The difficulty and levels of success are identical to those of Species Speech, and the same interruptions will cancel this power. Level Eight Twin Spirits Similar to the fourth-level power Sharing of Spirits, t his power allows the character to take complete control of an animal as though he were inside it. While he controls the animal, however, he can also move about freely in his own form. System: Taking control of the animal requires a Manipulation + Intimidation roll (difficulty 6); the number of successes determines the amount of time the character can maintain this split personality. 1 success..................up to one hour 2 successes...............up to six hours 3 successes...............up to one day 4 successes...............up to one week 5 successes...............indefinitely Because the character maintains his own form while controlling the animal, he does not have to worry about assuming the animal's characteristics after the connection is broken. The character is maintaining two different forms, however, and suffers distractions from the competing sensory input. In effect, the difficulty levels of all rolls he must make while controlling both forms are raised by one. Mass Summons This power allows the character to summon all the animals in the vicinity. While this power does not place the animals under her control, the use of other Animalism powers should be enough to ensure their aid. Even if this is not the case, the summoned animals are unlikely t o attack the summoner. Additionally, the summoner can, if she desires, specify the types of animals she wants to respond - thus calling dogs and rats, but no cats. System: Using this power requires a Manipulation + Leadership roll (difficulty 7 ). Each success allows the user to affect a wider area. There are two sets of distances listed; the former should be used when the vampire employs this power in a city, while the latter should be used when the vampire makes the call in a wilderness area. 1 success.................... All summoned animals within one city block/half mile respond unless something actively prevents them from so doing (i.e., a dog's master says stay). Ghoul animals do not respond. 2 successes.................All summoned animals within two blocks/one mile respond unless it would be lifethreatening to do so. Ghoul animals do not respond. 3 successes.................All summoned animals within five blocks/five miles respond unless it would be lifethreatening to do so. Ghoul animals do not respond. 4 successes.................All summoned animals within a half mile/seven miles respond unless it would be lifethreatening to do so. At this Ievel of success, even ghoul animals answer the summons. 5 successes.................All summoned animals within one mile/10 miles respond. Level Nine Flesh Bond A vampire who develops this level of Animalism has formed an extraordinary bond with the "lower" creatures. Thus, he can actually merge his physical form with that of an animal. System: With a roll of Stamina + Animal Ken (difficulty 7), the character can actually absorb smaller animals into his very being. He may release the animals at will. Each creature thus absorbed forces the character to spend one of his Blood Points for every five points in the animal's Blood Pool. A character can thus bond with 10 rats ( each of which is worth 1/2 a Blood Point) by spending one of his own Blood Points. This point of his Blood Pool may not be used to store blood until the character releases the animals. While the character cannot physically absorb a larger creature, he can meld his body with such a creature by making a successful Stamina + Empathy roll (difficulty 7) and spending one Blood Point. Thus, he can merge his body into that of a charging Kodiak bear and move around during the day within it. Note that the character has no control over the animal with which he has merged unless he has also used Sharing of Spirits upon it. Those Kindred who successfully use the Auspex power of Aura Perception upon a character or creature who has "riders" will notice an unusual tinge to the subject's aura. Level Ten Army of Beasts This power enables the character to summon all the creatures within a certain area, and to become one with all of them. While her body remains stationary, she takes control of each animal summoned as though she were that animal. In effect she becomes both general and soldier, seeing through the eyes of whatever horde of creatures she has called. No special concentration is required to control the animals - they are she and she is they. System: This power's area of effect is defined by the number of successes scored on a Leadership + Survival roll (difficulty 6). One success means the character can summon all animals within one mile. Each additional success doubles the previous level. Thus, with five successes the character can summon and become all animals within 16 miles. Auspex Level Six Telepathic Communication While normal Telepathy only allows a character to "read" a subject's mind, Telepathic Com munication allows her to read a subject's mind, telepathically converse with the subject, and transmit images, emotions and sensory input to anyone she can see. System: This form of communication normally re- quires the character to make a Charisma + Empathy roll (difficulty of the target's current Willpower). If the target of the communication is willing, he can voluntarily waive his resistance and allow the character to employ this power without a roll. Clairvoyance Vampire The Masquerade Second Edition: Players Guide 43 The character can see and hear distant events without the need for Psychic Projection. This power activates in a virtually instantaneous fashion - like turning on a television - and the character need only concentrate on a familiar place or person to see and hear all that goes on in the vicinity of that place or person. System: The player must make a Perception + Empathy roll (difficulty 6) to 'tune in' successfully. The character may also use other Auspex powers in conjunction with Clairvoyance. Thus a character could look into a forest clearing and then read the aura of the werewolf hiding there. Each power is adjudicated separately, and must be rolled separately as well. The Dreaming A character with this power remains aware of events around him while he is asleep or in torpor. These perceptions take the form of dreams; such dreams are filled with images of things that might affect the character, but they are often hard to interpret. The only distance limit for this power is at the Storyteller's discretion. The character may potentially dream a bout any event that might have a serious impact on his existence. System: This power should usually be arbitrated by the Storyteller but, if she likes, she can have the player make Wits + Empathy rolls (difficulty 7 ) in order for the character to envision specific images and events. Eagle's Sight This is a less selective form of Clairvoyance. The character can mentally scan a wide area as if he were airborne, allowing him to make very rapid searches or view very large areas. If the character also has Clairvoyance, he may 'zoom in' on a particular location. System: The area covered is about 16 square miles (a radius of about two miles), and the apparent altitude is around 250 feet. It is not possible to look through solid objects using this power. Prediction This is the power to predict what people will say and sometimes do next. The character's remarkable insight into others' thoughts often allows her to counter an opponent's next move before it is even accomplished. System: By spending a Blood Point and making a Perception + Empathy roll (difficulty of the target's current Willpower), the character can determine what a specific target will say next. With three successes, the character can also determine the other's next actions. Each success scored temporarily adds one die to all Social rolls made by the character against the target. Three or more successes subtract dice from the target's Dice Pool for any actions made against the character (one die is subtracted per success above two). Sense Emotion This power enables a character to extend her Level Two power of Aura Perception over a 10-foot radius. The character can sense the emotions of as many people as she desires (within the area of effect). The general mood, motivations and temperament of the crowd can be felt; the character may also gain a sense of the crowd's likely future direction and actions. Most importantly, the emotional nexus of the crowd, and its chief instigators and leaders, may be identified by this power. System: A Perception + Empathy roll (difficulty 7) is necessary to use this power. Level Seven Soul Scan The character can discover the location of anyone he knows, wherever the target may be in the world. System: The character must successfully roll Perception + Investigation (difficulty 6, or 8 if the quarry possesses Obfuscate). Spirit Link With Spirit Link, the character can engage in telepathic communication with a number of people. Everyone thus engaged can communicate at leisure with all the others in the Spirit Link. Each individu al in the link can hear what anyone else says. This power may not be used to read minds. System: Each success on a Wits + Etiquette roll (difficulty 6) allows one more person to be "hooked up." Level Eight Psychic Assault This aggressive form of Telepathy allows the character to force her way into the subject's mind and use telepathic force to cause actual damage. System: The telepath must roll Manipulation + Intimidation (difficulty ![]() Willpower (difficulty also ![]() number of net successes the character scores over the successes of the target. Botch....................The target becomes immune to the character's Psychic Assault for the remainder of the night. Failure..................The target is unharmed, and may make a Perception + Occult roll (difficulty 6 ) to realize that a psychic attack has taken place. 1 success..............The target is shaken but physically unharmed. The target loses one Willpower point and may, at the Storyteller's opt ion, need to make a Courage check. If Willpower is reduced to zero, the target is rendered unconscious. 2 successes...........The target is badly frightened; he loses three Willpower points and must make a Courage check (difficulty equal to the character's Auspex score). If Willpower is reduced to zero, the target is rendered unconscious. 3 successes............The target loses six Willpower points and must make a Courage check (difficulty equal to the character's Auspex score ). If Willpower is reduced to zero, the target is rendered unconscious and awakens with a Derangement. 4 successes............The target loses all Willpower points, lapses into unconsciousness and gains a Derangement. The target's maximum Willpower score is halved permanently. 5 successes............The target must make a Willpower roll (difficulty 7) or die; if the check is successful, treat the result as that obtained with four successes. This power cannot affect vampires unless a Willpower point is spent. Omniscience The character immediately gains an absolute understanding of the personalities and identities of all those around him. The character understands others as Vampire The Masquerade Second Edition: Players Guide 44 well as they understand themselves (at least in the moment). System: On a Perception + Empathy roll (difficulty 6), the character understands emotions, hopes, fears, the true nature of individuals (Kindred, kine, werewolf, mage, potential mage, etc.), the presence and type of spirits, and anything else the Storyteller decides he should know. The limits of this extraordinary power can only be determined by the Storyteller, who should base the information gained on the number of successes that are obtained (five or more successes provide complete and fully accurate information; fewer successes provide information of correspondingly less detail and accuracy). Obfuscate can block the working of this power; anyone with Obfuscate of equal or greater level than the character's Auspex is automatically immune to Omniscience. The range of this power is typically line-of-sight, but the Storyteller may alter this as she sees fit. Level Nine Precognition This power allows a vampire to see through time as well as space. The information gained is usually fairly hazy, and is not self-explanatory. The character simply gains an insight about what might occur in a specific place at a specific time. Keep in mind that this power is not exact. Precognition does not actually enable one to read the future; it instead enables one to identify what might happen if all the current circumstances do not change. Despite its limitations, this power can provide excellent guidance on where to focus one's actions, for it describes what factors will be of significance in the future. System: By successfully rolling Intelligence + Alertness (difficulty ![]() residence, or a place she knows, as it will be in the future provided no vampire or other supernatural entity (or a mortal controlled by such) takes direct action to alter that future (some exceptional mortals may also be able to change things). The number of successes rolled determines the distance into the future that the vampire can look. 1 success................one hour 2 successes.............one day 3 successes.............one week 4 successes.............one month 5 successes.............one year As with all rolls, more successes enable greater perception at the Storyteller's discretion. Level Ten Pulse of the Canaille This is a more powerful variation of the earlier Precognition power. Pulse of the Canaille not only allows the character to sense what will happen in a certain place and time, but enables the character to sense the current moods, trends, attitudes and directions in which entire groups of mortals are heading. This power also enables the character to sense who influences or controls the affected mortals, and to identify these secret masters. System: The character must make a Humanity roll; the difficulty depends on the size of the group being studied. Difficulty 6.................Organization Difficulty 7.................City Difficulty 8.................Region Difficulty 9.................Country Difficulty 10...............Entire world The number of successes obtained indicates how much is known, and may also show how tightly and in what ways the humans are controlled. If they are influenced by more than one supernatural creature, the character discerns all appropriate puppeteers. 1 success.................You sense the mood and attitudes of the mortals. 2 successes..............You also sense the mortars' future and potential. 3 successes..............You know the extent to which the mortals are controlled. 4 successes..............You sense the aura of the being(s) that controls them. 5 successes..............You know who controls them, and why. Dominate Level Six Obedience The character may use the other powers of Dominate without the necessity of eye contact. A touch is all that is required, and even that does not necessarily have to be maintained (as long as the Dominate use does not last more than a single conversation). System: Skin-to-skin contact is not required; touching the target's clothing or anything else directly in contact with the target is equally effective. Loyalty Those whom the character has Dominated are made resistant to Dominate attempts by others. System: Add five dice to a victim's Willpower Dice Pool for the purpose of resisting Dominate attempts by anyone other than the Kindred who originally implanted the Loyalty. Rationale Those whom the character Dominates are convinced their actions are entirely their own, and are right and proper under the circumstances. The character may still choose that a victim be aware of the Dominate use, if so desired. System: This requires a successful Manipulation + Subterfuge roll (difficulty equals the target's Wits + Self- Control). The effects of this power depend on the number of successes obtained. 1 success..................The target will not believe that he has been Dominated - at least at first. 2 successes...............The target believes that his actions are his own, but will begin to suspect something after time has gone by. 3 successes...............The target will insist his actions were entirely his own, but can be talked out of it, given time. 4 successes...............The target is con vinced that every action he has taken was under his own volition, and can only be talked out of it if shown absolute and convincing evidence. 5 successes...............Nothing can convince the target that he has been Dominated, no matter what evidence is Vampire The Masquerade Second Edition: Players Guide 45 presented. The target will become enraged if the point is pressed too far. Tranquillity This is a subtle power, unlike other forms of Dominate. Only a few Kindred possess it, and your Storyteller may decide to restrict access to it. A character with this power may calm a vampire who is in frenzy without forcing the vampire to lose Willpower. System: The character makes a Willpower roll (difficulty 9). The frenzied Kindred may involuntarily assist, lowering the character's difficulty by one for every success she scores on a Humanity roll (difficulty 7 ). Three successes on the Willpower roll mean the frenzy is overcome completely, while a botch causes the target to attack the character who was trying to calm her. The power can only be attempted once per frenzy . Level Seven Mob Rule This power allows the character to attempt to Dominate more than one person at a time. For every extra success over the amount needed to Dominate the first victim, the character can Dominate one other person. This power does not require eye contact after the first target has been Dominated. System: The first victim must be the one who is most difficult to Dominate; if he cannot be affected, no others can. Level Eight Far Mastery This power resembles the Level Six power of Obedience, but even touch is no longer necessary, provided the character knows the location of the person to be Dominated. This power allows a vampire to use any Dominate power from any distance. System: The subject must be known to the vampire, and a roll of Perception + Empathy (difficulty 6) must be made to establish contact. The use of Dominate may then proceed as though the two were in eye contact. This power cannot affect vampires unless a Willpower point is spent. Level Nine Best Intentions Someone Dominated through Best Intentions requires no specific commands. Instead, the target will always act in the character's best interests until the Dominate is broken. This power roughly duplicates the effects of a Blood Bond. It differs in that the Dominated individual does not have to guess what the controller wants him to do in specific situations - he knows. System: Successful use of Best Intentions requires a Charisma + Intimidation roll (difficulty of the target's Willpower). The hold is broken when the target either gains a permanent point of Willpower or gains a point of Humanity. Level Ten Puppet Master The character is able to Dominate another so completely that the victim will act as if he is the character, taking actions just as the character would. He has in fact become the Dominator, and his personality has been infused with that of his master. A link is maintained between the two; thus, the puppet is intuitively aware of what the master needs and desires. System: A Charisma + Empathy roll must be made (difficulty of the target's Willpower + 2 [maximum 10]). The number of successes indicates how completely the target has subsumed the Puppet Master's personality into his own. This power can be attempted only once per year on a single individual. 1 success...................Confusion reigns, but on occasion the puppet will take an action as the master would have him do. 2 successes................Schizophrenic; the victim's personality is half his own and half that of the master (and very confused). 3 successes................Save for occasional (but severe ) lapses, the victim thinks as the master would. 4 successes................The victim consistently (but not always) behaves and thinks as the master would 5 successes................The mastery is complete - it is as if there are two> of them. The player can, in fact, play both characters as if they are one. Obfuscate Many of these Obfuscate powers can be seen through by vampires with Auspex even if mortals cannot. Only those vampires with Auspex ratings equal to or greater than the level of Obfuscate have any chance to do so. Those who are so fortunate must make a resisted roll using appropriate Traits (as determined by the Storyteller). Level Six Mind Blank The character is able to conceal her mind as well as her body. System: On a successful roll of Intelligence + Subterfuge (difficulty 7), the vampire becomes completely impervious to any sort of telepathic contact (see Auspex above and in the Vampire rulebook). The Blank may be overcome if the telepath successfully opposes the vampire's initial Mind Blank roll with a roll of Perception + Empathy (difficulty 9). Even if the telepath manages to penetrate the Mind Blank, he may use no more dice for his Auspex than the number of additional successes he scored during the penetration. Conceal The character may conceal an inanimate object up to the size of a house. Concealing an object such as a crate, casket or truck also conceals its contents. A concealed object may be discovered by accident if someone walks into it. System: The character must be touching the object or be within 30 feet of it, and it must have some emotional attachment to her. The object is concealed as if by the power of Unseen Presence from the Vampire rulebook. Soul Mask Even if a character employ s Mask of a Thousand Faces, Aura Perception can allow a Kindred to tear right through a character's disguise and see the character's true self. With Soul Mask, however, the character can choose an aura to hide his own. He can conceal his vampiric nature, m ake Vampire The Masquerade Second Edition: Players Guide 46 himself seem completely innocent or appear to be completely vile. System: The vampire can only choose one color to mask his true aura unless he again buys Soul Mask at a later level. Thus, with six levels of Obfuscate the character could change his aura to blue-white (and only blue-white). With seven levels he could make his aura blue-white or pitch black. Level Seven Cache This power allows a character to maintain any other Obfuscate power while absent. System: The character must be present to conceal people, places or objects in the first place, but can then leave without the concealment being dropped. Cloak Just as Mind Blank allows a character to hide her psyche, so does Cloak allow her to conceal her aura from those using Auspex powers to search for her. System: The searcher must score more successes on a Perception + Empathy roll (difficulty ![]() scores on a Wits + Subterfuge roll (difficulty 6) in order to detect her. If the character is detected, her aura can he read normally. Level Eight Old Friends The character can cause another to believe the character is someone different - someone the viewer would like to see. Not only will the viewer accept the character's presence, but he will likely divulge information he otherwise would not and will generally treat the character with a great deal of warmth. System: This power requires a Manipulation + Acting roll (difficulty of the target's Perception + Alertness [maximum 10]). The more successes, the more complete the deception. Level Nine Create Name Not only does the character using this power appear to be someone else, but he virtually becomes a new person. He creates an entire new mindset and aura, thus allowing himself to masquerade in near-total safety. Telepaths reading his mind will read that of the assumed identity unless six successes are obtained, and aura readers will see the false aura unless they also roll six successes. Level Ten Memory's Fading Glimpse With this power, a vampire can erase all traces of her existence from the annals of time and mind, leaving absolutely no evidence that she ever existed - everyone simply forgets about her. Once this power is taken, the character simply disappears from living memory; not even her friends or family remember her. The effect is automatic and complete, affecting everyone in the world (except for those with 10 Auspex, or its magical equivalent). The character is not invisible, but is simply not recognized and not remembered. Though written references to the character do not vanish and videotapes of the character do not go blank, all who read the references or see the images will hypnotically overlook them (though years and years later the images and words may return to their consciousness). System: When the character meets someone who once knew her, she must roll Manipulation + Stealth (difficulty ![]() successfully the character has "vanished." 1 success..................The target remembers that he once knew you, but only remembers one ver y mundane thing about you. How ever, that might be enough to active his other memories if he contemplates you. 2 successes...............The target is sure that he knows you, but knows nothing about you. 3 successes..............."Don't I know you?" 4 successes...............The target looks at you oddly, thinking to himself, "There is something funny about her." 5 successes...............The target doesn't even see you, the effect is still so strong. The effects of this power, of course, mean no one else will ever come after the character. A botch is something like a beacon, for it sends a signal to anyone interested in the character, letting the interested party easily track her down. Presence Level Six Love Similar to Entrancement, only much more compelling, this power duplicates the effects of Blood Bond for as long as the target is in the presence of the character. System: Successful use of this power requires a Charisma + Acting roll (difficulty of the target's Willpower). If successful, the power allows the character an immense amount of influence over the victim. Rage The vampire may induce feelings of irritation and hostility in those around him. The slightest spark will generally be enough to cause arguments and fights. System: Use of this power requires a Manipulation + Subterfuge roll (difficulty ![]() of targets depending cm the number of successes. All vampires who are affected by this power must spend a Willpower point or immediately fall into a frenzy. If the character again rolls successfully, another Willpower point must be spent each turn in the character's presence. The only way to avoid the need to spend a Willpower point is to leave the presence of the vampire. 1 success....................two people 2 successes................four people 3 successes.................eight people 4 successes.................20 people 5 successes.................everyone in the character's immediate vicinity Level Seven Mind Numb Vampire The Masquerade Second Edition: Players Guide 47 While Presence generally creates emotions in people, Mind Numb actually removes them. When a character uses this power, those around him lose whatever emotions they were feeling, retaining only a dull numbness. They lose all motivation or reason for action and tend to do nothing. They do continue any rote tasks to which they have been habituated, and even begin such tasks if left with nothing else to do (thus they might begin to vacuum if that is what they were doing a short time before). While this power does not lower victims' Intelligence, they think about nothing except whatever sensory input they are currently receiving. They will not react to anything but simple and immediate input (such as a hot object put in their hand) because they feel nothing about it. They will not get angry at someone who yells at them and will not become frightened if put in danger. System: Mind Numb requires a Manipulation + Intimidation roll (difficulty ![]() determines the number of individuals potentially affected (see the chart below). The effect lasts as long as the character remains in the targets' presence. Other vampires may resist the effect of this power by rolling Willpower (difficulty ![]() user scored, that target is not affected. 1 success....................three people 2 successes.................six people 3 successes.................15 people 4 successes.................30 people 5 successes.................everyone in the character's immediate vicinity Mask Empathy Like Mind Numb, Mask Empathy removes emotions instead of creating them. However, where Mind Numb is a bludgeon, Mask Empathy is a scalpel, delicately cutting away at the ties between people. Essentially, it removes the links between people in the character's vicinity by cutting off emotional bonds. Lovers stop loving, friends care nothing for one another and alliances fade like fog. People begin to behave like completely autonomous units, without any perception of or desire for community. System: The character must make a Manipulation + Subterfuge roll (difficulty ![]() determines the number of individuals potentially affected (see the chart below). Other vampires may resist the effect of this power by rolling Willpower (difficulty ![]() obtains more successes than the user received, that target is not affected. 1 success....................one person 2 successes.................three people 3 successes.................six people 4 successes.................12 people 5 successes.................20 people Level Eight Invoke Frenzy Like the sun or a flame, the character can send other Kindred into frenzy at will. System: The frenzy is initiated on a resisted roll of Manipulation + Empathy (difficulty equal to the target's Willpower) versus the target's Self-Control (difficulty of 7 ). If the character wins, the target flies into a frenzy. Level Nine Heart of the City A character with this level of Presence has become so integral to the life of an urban area that she can affect the emotions of all who call it home. The character can make everyone in its confines feel one emotion of her choice (irritation, love, trust, hate, etc.), though only in a subtle manner. This power cannot, for example, cause the residents of a city to turn upon one another in rage - unless, perhaps, they were already in a state of great anger. Tourists are much less affected than the city's residents. Those with a close tie to the city, but living elsewhere, will be almost as powerfully affected as current citizens. System: The character must roll Charisma + Area Knowledge of the city being affected (difficulty 10), and must spend a Willpower point before making the roll. The number of successes indicates how long the particular emotion that the character has broadcast will be felt. The character can end this effect at any time. 1 success....................one minute 2 successes.................10 minutes 3 successes.................one hour 4 successes.................one day 5 successes.................one week Level Ten Dream World A character with this potent power can affect the dreams of everyone in the world (though she can focus on one city, or even on one individual if she so wishes). The character can send symbols, themes, stories, images - anything she wants, even nightmares. System: Such a broadcast requires a successful Wits + Etiquette roll (difficulty 9). The number of successes indicates how profoundly people are affected by the dream. 1 success....................Don't necessarily remember the dream, but it may affect them unconsciously. 2 successes.................They remember bits and pieces of the dream. 3 successes.................It is firmly imbedded in their imaginations, and parts of it emerge into consciousness over the day. 4 successes.................They remember it a ll, and brood upon it over the day. 5 successes.................Many of them wake up screaming, and the entire dream is forever engraved in their brains. Protean Level Six Flesh of Marble Once this power is taken, the character's skin becomes as hard as stone while losing none of its flexibility. It is nearly impossible to cut or stake the character without proper equipment or preparation. System: Ten successes are needed to stake the character in melee. The character suffers only half the normal damage from everything except fire and sunlight (in terms Vampire The Masquerade Second Edition: Players Guide 48 of total successes; round down). Thus, soak rolls are much easier to make. Earth Control The character is no longer limited to melding with the earth; she may now move through the earth as though she were swimming in water. System: The character must spend blood to enter the earth just like she does when using Earth Meld, but can stay in and move around, day or night. An underground chase can be resolved by contested Strength + Athletics rolls against a difficulty assigned by the Storyteller depending on the consistency of the surrounding earth. Level Seven Homunculus The character can create a three-inch-tall duplicate of himself, drawing it from deep in his mouth. The Homunculus lacks Disciplines, but is in all other respects physically identical to its master. It is very loyal to its creator, doing anything asked of it ( largely because it wants to live, and can only live if regularly fed its master's blood). Its personality is usually a warped version of the character's own, and often expresses the most buried aspects of the character's true nature. It communicates in a small, pitiful voice, and is normally quite dutiful and doting. System: This power may only be employed once a day, and the creature will on ly remain as long as it is fed one Blood Point per hour (it can only hold three Blood Points at a time). The creature is destroyed if it suffers two Health Levels of aggravated wounds. Form of the Ghost This power enables the character to change into a for m similar to Form of Mist, but this form lacks many of the disadvantages of transforming to air. In the Form of the Ghost, the character is still insubstantial, but she appears no different from her regular form. System: She can move as fast as she can in her regular form but is unaffected by gravity, thus gaining a version of flight. She does not require an opening to walk through barriers, instead passing through solid objects as though they were not there at all. Winds and storms have absolutely no effect on this form. Level Eight Movement of the Slowed Body With this power, the character can move even if he is in torpor, has been staked, or is paralyzed. System: This movement is exceptionally slow, and any part of the body moved can only move at an inch per minute. This should be enough to allow the character to remove that annoying stake, though such an action would take about half an hour. Level Nine Dual Form Legends of vampires being in many places at once are common, and may well be the result of a Kindred with the Dual Form power. When using this power, a character can split herself into two weaker forms, both of which act as though they were the original (thus allowing the player to control two identical characters). System: Neither of the two forms is as strong as the original, and all Physical and Mental Attributes are reduced by one. Each form has half the Blood Pool of the original and can spend half as many Blood Points per turn. The two forms are not in contact with one another (unless the character has an appropriate Auspex power), but are intuitively linked - if one is in danger the other will know it. This splitting of forms can be done more than once. It is possible for there to be four versions of a vampire, or even eight. However, the split cannot occur if the character already has a zero in an Attribute (thus it is impossible for Nosferatu to use this power). The two forms can recombine provided they are touching. The process itself takes only a few minutes, but can be quite grisly to watch. The current Blood Pools of both are combined to form the complete character's Blood Pool. If the forms have spent a great deal of time apart from one another, it is likely that the weaker of the two will not want to recombine with the other as the weaker one always loses whatever unique identity it possessed. Thus the more powerful form may have to track the weaker one down and force it to rejoin (a most bizarre circumstance). Level Ten Body of the Sun With a great expenditure of vitae, the character can turn his body into an invulnerable ball of fire, burning and blinding all around him. While in this form, the character cannot be hurt by anything physical - whatever is not destroyed by the heat and flames passes safely through this gaseous form. The character maintains her old form and height, but her appearance is hazy and unclear. System: By expending three Blood Points, the character immediately assumes the Body of the Sun. Anyone or anything touched by a Kindred in this shape reacts as though it had been burned by a bonfire with the heat of a chemical fire (difficulty 9, two Health Levels). Almost anything around a character who assumes this form is destined to be destroyed. Cainites, however, have a chance to escape the deadly heat unless they are directly touched by it. It is almost impossible to combat it, and Kindred find it difficult even to look upon the character (if they do so for more than a single turn they will be blinded for one hour). A character in this form is completely resistant to any fire of equal or lesser intensity, and even sunlight will only affect the character if she botches a straight Stamina roll (difficulty 6). The character must spend two Blood Points per turn she wishes to maintain this form. Thaumaturgy Thaumaturgy differ s from other Disciplines in a number of ways, most notably the fact that none of the Paths have more than five powers associated with them. Instead, practitioners of Thaumaturgy can develop new Paths and learn higher -level rituals as they gain Levels Six t o Ten. Five of the more well-known Paths are described here. Note: Paths only extend to the fifth level of power, and this is widely assumed to be their upper limit, though only the most senior Tremere would know for sure. Path of Conjuring The ability to create things out of thin air is a traditional occult power, and those who practice the Path of Conjuring can do much more than pull a rabbit out of a hat. These Vampire The Masquerade Second Edition: Players Guide 49 conjured items differ from their real counterparts in a number of ways - most notably their lack of defects. In addition, each item lacks defining characteristics. For instance, a wolf created via Power over Life will have uniform patterns on its skin and a Mini-Uzi brought to hand via Magic of the Smith will lack scratches, marks or personalized additions. Note that nothing larger or heavier than the conjuror can be called into existence through this power, though the Tremere are said to have rituals that allow this. Also, the conjuror must have some familiarity with the object being summoned, for it must be called out of her own memory. If the conjuror has never seen anything more than a picture of the thing to be conjured, the Storyteller should increase the difficulty of the roll, while intimate knowledge (conjuring one's husband) may well allow a decreased difficulty. * Summoning the Simple Form: The conjuror can summon a simple inanimate object. The object cannot have any moving parts and cannot be more complex than, for example, a flint dagger, a wooden stake or a featureless gold doubloon. System: The conjurer must spend a Willpower point to summon the object and another point each turn to keep it from disappearing. The object's quality depends on an Intelligence + (Appropriate Ability) roll (difficulty 6) - the Ability in question may be Melee, Metalworking, Science, etc. One success produces an odd-looking, brittle object; five successes conjure one virtually indistinguishable from the real thing - and maybe even a little stronger. * * Permanency: The vampire can conjure an object without a turn-by -turn expenditure of Willpower. This object is real, and will not disappear after a certain period of time - it is here to stay. Only simple objects, those without moving parts, can be conjured in this fashion. System: This costs the conjuror three Blood Points, and the object's quality depends on an Intelligence + (Appropriate Ability) roll (difficulty 6). Once success indicates a flawed object; five successes summon a nearly perfect one. * * * Magic of the Smith: This power allows the conjuror to create complex devices with movable parts. Guns, CD players or almost anything else can be called up using Magic of the Smith. System: The cost to conjure something is five Blood Points, and the object's quality and reliability depend on an Intelligence + (Appropriate Ability) roll (difficulty 7). A gun created with only one success may well jam or even blow up in its creator's hand, while one made with five successes will work just as well as the real thing. * * * * Reverse Conjuration: This power allows the vampire to attempt to dissolve someone else's conjuration. System: This requires the vampire to spend twice as much Willpower as the conjuror did to create the conjured object. The vampire must also make a Willpower roll (difficulty of the creator's Willpower at the time of creation). To dispel a creation, the vampire must score a number of successes equal to those the conjuror scored upon creation; this can be done over a number of turns as an extended roll. * * * * * Power over Life: While true life is still beyond the vampire's capability, this power enables her to create simulacri of living creatures. The living beings thus summoned lack free will, emotions or creativity, but will intelligently follow the creator's instructions. System: Creating a simulacrum requires an Intelligence + (Empathy or Animal Ken) roll (difficulty ![]() what is to he summoned, and the expenditure of 10 Blood Points. Even with Permanency, these creatures are too complex to maintain for long. Every night they are kept in existence they become a little more insubstantial, until by the end of a month they have faded into nothingness. Neptune's Might Vampires generally have little to do with water, for they no longer need to bathe or drink, but the liquid can still have a great effect on them. In legends, water has often had a restrictive effect on the Kindred, and certain Thaumaturgists have duplicated some of these myths in magic. * Eyes of the Sea: This power allows the character to view past events that have occurred around a standing body of water as though he were that body of water. System: The number of successes scored on a Perception + Occult roll (difficulty 7) determines how far into the past the Thaumaturgist can look. 1 success..................one day 2 successes...............one week 3 successes...............one month 4 successes...............one year 5 successes...............10 years A body of water can be anything from a lake to a puddle. Obviously, oceans and rivers are not standing bodies. * * Jail of Water: While this power must be used in the presence of a substantial amount of water, it can bind Kindred more effectively than steel chains. At the Thaumaturgist's command, enough water leaps from its resting place to cover the target completely, capturing Kindred and possibly drowning mortals. System: The character must make a Dexterity + Survival roll (difficulty 6). The number of successes she scores is the number of successes the trapped being must score on a Strength roll (difficulty 8; Potence adds successes) to break free. The target can only be held in one of these jails at a time. The Thaumaturgist can dissolve it at will. * * * Dehydrate: This path allows the character to inflict wounds from a distance by pulling minute amounts of water from the victim's body. System: This power requires the character to make a Willpower roll (difficulty ![]() target's Stamina + Survival (difficulty 9). Each success scored over the target's total number of successes causes the target t o lose one Health Level. These wounds can be healed normally. Vampires lose Blood Points instead of Health Levels. The victim must also make a Courage roll (difficulty of the number of successes the character scored + 3 ) to take any action the next turn. Failure means the victim has been incapacitated by the pain. * * * * Flowing Wall: One of the classic vampiric weaknesses of legend was the inability to cross running water. While this is only myth, those who can create the Flowing Wall have learned to use water as a harrier to the undead. System: A standing body of water touched by the Thaumaturgist becomes impassable to supernatural creatures (vampires, werewolves, etc.) for one night, provided the Thaumaturgist spends three Willpower points Vampire The Masquerade Second Edition: Players Guide 50 and makes a successful Willpower roll (difficulty 6). To break the barrier, an intruder must make a Strength + Courage roll (difficulty 9). At least three successes are required, and they cannot be accumulated. Note that the Flowing Wall will also block its creator, though he can remove it at will. * * * * * Blood to Water: This power allows the vampire to turn an opponent's blood to water with but a touch. This process is generally fatal to mortals, and can prove a great inconvenience to the undead as well. System: To use this power, the Thaumaturgist must make a Willpower roll (difficulty of the victim's Humanity + 3 [maximum 10] ). Each success converts a Blood Point to water. This is almost immediately fatal to mortals. Besides destroying a Kindred's vitae, such an a ttack inflicts wound penalties to Dice Pools just as if the Kindred had actually suffered an equivalent number of wounds. The water evaporates after the vampire sleeps, but the blood d does not return. Spirit Thaumaturgy This Path of Thaumaturgy involves u sing spirits to do one's work; if one fails, however, the cost is not only a point of Willpower, but also the enmity of the spirit. The Storyteller should decide what type of spirit the would-be caster was attempting to use, and then have it interfere with the character's plans in the future. This is the rarest Path among the nine given here and in Vampire. It is generally found only in the most primitive regions of the world. Many who know this Path learned its rudiments while they were mortal, for contacting spirits can be very hard for Kindred. There are also some Sabbat who know this Path. * Evil Eye: Bad luck seems to plague those who have been cursed by the Evil Eye. In fact, spirits follow them around, jinxing their every action. System: The vampire makes a Manipulation + Intimidation roll (difficulty of the victim's Humanity). The number of successes equals the number of botches the character can assign the victim at any point during the scene. These botches can be assigned singularly or in groups. The effects only last one scene, and any unused botches are lost at the end of the scene, but the Evil Eye can be cast again and again on the same subject. * * Spirit Eyes ("The Sight"): This power is very similar to Aura Perception, but the character perceives spirits instead of auras. He sees them in the forms they take: i.e. fox spirits, faerie plant spirits, etc. This power enables the Thaumaturgist to see ghosts. System: The vampire must roll Perception + Occult (difficulty of the target's Willpower). The more successes he scores, the more information is revealed. The character may speak with the spirits once he sees them. * * * Spirit Slave: The character can demand a task of a spirit. The spirit has to be in the caster's presence. The spirit will perform the task demanded unless it is beyond its powers. The recently dead can be forced by this power into being ghosts and haunting a location. However, this particular application will wear off after a while (Storyteller's discretion). For permanent hauntings, see Fetishes, below. System: The character must succeed in a resisted Willpower roll against the spirit (difficulty 6 for both). If, after any turn, the character has zero cumulative successes, the spirit is free to leave. * * * * Fetishes: The character can force spirits to inhabit objects, or fetishes, which she may then carry around with her. Once a spirit is so imprisoned, the character may use its powers any time she wants, without having to cast this spell again. The caster can create ghosts by first using Spirit Slave and then forcing the ghost into an object, which she buries or hides at the location. Such heartlessness will cause the caster an automatic Humanity loss. System: The character must score at least one success against the spirit in a resisted Willpower roll (the difficulty of each participant's roll is equal to her opponent's Willpower). If, after any turn, the character has zero cumulative successes, the spirit is free to leave. * * * * * Journey: This spiritual projection is similar to Psychic Projection, but the spirit remains within the physical realm. The character's body remains in one place, generally guarded by a fetish, while her spirit travels about. The character can be trapped into fetishes when in this state, and can potentially be controlled by any spirit spell. Physical attacks have no effect on him. While the character cannot use any physical Disciplines (Celerity, Fortitude, Potence and Protean) while in this form, all the rest act normally. The spirit form is generally visible unless the character uses Obfuscate. System: The character must spend one Willpower point to Journey. The spirit can travel at speeds up to 500 miles per hour and appears naked. Elemental Mastery Similar to Spirit Thaumaturgy, Elemental Mastery offers the Kindred control over the souls of inanimate objects. Often seen as control of the four elements (Air, Earth, Fire and Water), this Path actually gives its followers the ability to manipulate all forms of insensate objects. * Elemental Strength: With this power, the Elementalist can increase all his Physical Attributes without the need for Blood Points. System: The vampire spends two Willpower points to increase Strength, Dexterity and Stamina by one dot each. Each turn the heightened Attributes are maintained, however, the vampire must spend another Willpower point. * * Wooden Tongues: While inanimate objects have only a limited concern for what goes on around them, Wooden Tongues allows a vampire to get at least the impression of what an object has experienced. Such an object's memory is limited and its feelings may be alien to the character, but it can give information of extreme value. System: This communication requires a Wits + Linguistics roll (difficulty 7 ). The more successes are scored, the more information is received. * * * Animate the Unmoving: Chairs grab their occupants, doors swing open and closed and guns leap out of their owners' hands when this power is used. An object cannot take actions impossible for its form (a door could not pick someone up and carry her across the street), but objects with legs can run, wooden stakes can twist out of hands and statues can mimic human life. System: Use of this power requires a Willpower roll (difficulty 7) and the expenditure of a Willpower point. Each such use makes one object within the character's line of sight come to life. The object maintains this mobility for Vampire The Masquerade Second Edition: Players Guide 51 as many turns as the character is willing to spend Willpower. * * * * Elemental Form: With this power, the character can take the form of some inanimate object of equal size and weight. System: This requires a Stamina + Repair roll (difficulty 6) to see how accurate the change is. At least three success are required to allow the character to use any senses or Disciplines while in this form. * * * * * Summon Elemental: Summon Elemental allows the character to summon one of the traditional elementals of myth and legend. Beings of water, earth, fire and air appear within five feet of the character. There are rumors that elementals other than the traditional four may be summoned, such as electricity and even nuclear ones. System: These beings require the presence of some amount of their natural element to be invoked, and may or may not follow their summoner's instructions. Summoning an elemental requires a Manipulation + Science roll (difficulty ![]() Charisma + Intimidation roll (difficulty 7). Corruption The power to manipulate and warp others' forms and personalities can be looked upon as natural for the Tremere. Indeed, it is said that one cannot be a true master within the clan unless one has mastered this path, but then many things are said about the Tremere. All of these powers require that the target be within arm's reach. * Contradict: The corrupter can make any individual say or do the opposite of what he had originally intended - but only in the moment. An arresting officer will let a prisoner go, a marriage proposal will turn into a bitter denunciation and a left turn will become a right t urn. System: This requires a Manipulation + Subterfuge roll (difficulty of the target's Willpower + 1 [maximum 10]). * * Disfigurement: Just as One Thousand Faces allows a character to change his own appearance, so does Disfigurement allow a character to change someone else's for a night. This power only changes facial appearance, and the individual otherwise remains the same. Normally this power is used to disfigure others, but it can actually be used to make them look better (or simply different). System: This requires a touch and an Intelligence + Disguise roll (difficulty ![]() victim look like someone else (such an action is difficulty 10). * * * Change Mind: With this power, the vampire can cause drastic changes in another's actions. A person affected by this power can undergo extreme mood swings in mere seconds. System: The number of successes achieved on a Manipulation + Empathy roll (difficulty of the target's Willpower + 1 ) determines how long the character can make the victim assume whatever Demeanor the character desires. 1 success..............one turn 2 successes...........one day 3 successes...........one month 4 successes...........one year 5 successes...........Until some event occurs to make the victim change Demeanor involuntarily. * * * * Cripple: This power lets the corrupter effectively turn the target into a paraplegic. System: A vampire can paralyze someone from the waist down with a successful Willpower roll (difficulty of the target's Courage + 3). Note that Fortitude is also added to the target number if the victim has that Discipline. The effect lasts for a variable length of time according to the number of successes rolled. l success................one turn 2 successes............one day 3 successes............one month 4 successes............one year 5 successes............permanently * * * * * Corrupt Soul: A more intense version of Change Mind, Corrupt Soul can transform a person's very essence. System: The number of successes achieved on a Charisma + Empathy roll (difficulty of the target's Willpower + 3) determines how long the corrupter can make the victim assume whatever Nature is desired. 1 success..............one turn 2 successes...........one day 3 successes...........one month |
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