Generation
All preexisting generational rules over are overridden by the following.
Characters start at 13th Generation if embraced in modern times, 12th for the renaissance, 11th for the middle ages, 10th in the dark ages, 9th during the Roman Empire, 8th for the Classical Greek period, 7th for the Biblical times, 6th for early Egyption or Summerian civilizations, 5th for the very dawning of cities and aggriculure, and 4th for the 2nd City. Each lowering of Generation costs 6 Background points. Alternatively, a character receives 4 Freebie points for each step down (For a 13th generation vampire 4 for 14th or 8 for 15th)
When attempting to use a mind controlling Discipline on a vampire of a higher generation, the difficulty of the roll in increased by 1 per Generation difference. Vicissitude alteration permanency is still based on relative Generation.
Generation points are the benefit of a low Generation. The lower the generation, the more Generation points that the character receives. For each generation point that a character has, he may permanently increase an attribute by 1. For example, if a character started at 12th generation he could add 2 points to Strength and one point to Manipulation. From that point on, all strength rolls would have a +2 bonus and all manipulation rolls would have a +1 bonus. The attribute must be chosen at character creation or when generation is lowered and can never be changed after that point. At least half of the generation points must add to physical attributes. The attribute counts as its normal level for the purposes of experience points.
Also, the degree to which physical attributes can be temporarily raised beyond their normal level with the expendature of blood points is also based on generation.
15th Generation - 0 Generation Points : Receives the Thin Blooded flaw. Takes lethal damage from sunlight, but can still only soak it with Fortitude. Must spend more Freebie or Experience Points for Disciplines. The difficulty for frenzy and sunlight caused rotschreck rolls are reduced by 2. Cannot be a member of a Clan. Physical attributes can be raised by 2 with the expendature of blood points.
14th Generation - 1 Generation Point : Must spend more Freebie or Experience Points for Disciplines. The difficulty for frenzy rolls is 1 less. Physical attributes can be raised by 3 by spending blood points.
13th Generation - 2 Generation Points, attributes can be raised by 3
12th Generation - 3 Generation Points, attributes can be raised by 4
11th Generation - 4 Generation Points, attributes can be raised by 4
10th Generation - 5 Generation Points, attributes can be raised by 5
9th Generation - 6 Generation Points, attributes can be raised by 5
8th Generation - 7 Generation Points, attributes can be raised by 6
7th Generation - 8 Generation Points, attributes can be raised by 6
6th Generation - 10 Generation Points, attributes can be raised by 7
5th Generation - 12 Generation Points, attributes can be raised by 8
4th Generation - 15 Generation Points, attributes can be raised by 10
3rd Generation - A Clan Founder, such powers are beyond game rules.
Ghouls and Generation
Ghouls can spend blood as vampires do, they can also have generation points just like vampires, depending upon the nature of their ghoulishness and the Generation of their domitor. Ghouls have half of the Generation points that their domitor has, rounded down. This means that the ghoul of a 10th Generation vampire will have 2 Generation dice while the ghoul of a 14th generation vampire will have no generation points. Ghouls can increase their physical attributes with blood points to the same degree as their domitor. Ghouls cannot add more generation points to an attribute than their domitor has; for example, a ghoul who’s master has no generation points in Dexterity cannot add generation points to Dexterity.
Revenants, indpendant ghouls, and dampyres get no generation points and can only increase their physical attributes by 2 points above the normal level.
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