Hopefully, this will add some color and give people ideas for characters.
-- Chris 09/01/2000
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Important Note: the common mentor/patron and the shared territory were included in this game to establish a level of trust and cooperation and a common goal amongst the PCs. Your collective mentor was Jon Gilliard of Clan Brujah. Jon was originally based in San Antonio before he was offered a chance to fight in the 1986 invasion of Houston. In return, Jon was granted a modest bit of Houston territory, which he maintained until his death in late 1999. During that period he also remained involved in affairs in San Antonio.
The territory is a poor section of east central Houston. The locals are predominately black, some Hispanic, and a smattering of Vietnamese and whites. There are a few businesses. The westernmost portion of the territory is home to an infamous streetwalker strip. A fair number of transients take shelter in abandoned buildings.
The entire area suffers periodic "rolling brown outs" during the hottest parts of the summer. This is due to the failure of the city to upgrade the electrical grid for the area.
| 1 | Armor | Each dot of Potence counters a -1 to dexterity, but only up to the first -3. After that I am rather blithely assuming that armor with a -4 or more penalty is rigid and/or confining to its wearer. And such armor would be destroyed by greater application of potence and possibly even damage the wearer. Picture a Potence 5 Brujah picking shards of full plate out of his body. So, any player willing to sacrifice his armor to avoid its penalties but retain its protection for some short period will find it "immediately" useless. I'm trying to avoid the munchkin factor. | ||||||||||||
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| 2 | Throwing |
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| 3 | Firearms |
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| 4 | Obfuscate, Fighting and |
Obfuscate 2 allows the user to move about unseen and unheard. If the user does anything to attract notice, the power will fail. Obfuscate breaking actions and situations include:
Attacking someone in a covert fashion works differently. The attacker must use a quiet attack: bows, thrown knives, silencers, some quiet Thamaturgic attack, etc The target and anyone else standing around will of course notice that they are being attacked at some point. These individuals may attempt to spot the attacker by making a WITS+ALERTNESS+AUSPEX roll, difficulty equal to the attacker's OBFUSCATE+STEALTH. 3+ successes are required to "spot" the attacker. The secondary skill "Search" may be substituted for ALERTNESS. The target and his friends may also use tactics designed to ferret out an "invisible" opponent at this point. The reasoning here is that they know someone is attacking, the Obfuscate power no longer has full hold of their minds, etc. Someone spots the Obfuscator. Let us say for argument's sake that the spotter (Auspex 4) spots the Obfuscator (Obfuscate 3). The spotter may point the obfuscator out by naming his description, location, actions, etc The others may make a WITS+ALERTNESS+AUSPEX roll, difficulty equal to the attacker's OBFUSCATE+STEALTH. 3+ successes are required to "spot" the Obfuscator. Knowing who the obfuscator is will allow the others to make their WITS+ALERTNESS+AUSPEX roll at -2 difficulty. It really helps to know that the "invisible" guy is Andy the Nosferatu (assuming the PCs know what Andy looks like). Dramatic license: In an utterly dark situation Obfuscate functions differently. It no longer makes you unseen and unheard. Now it only makes you harder to hear. The Obfuscator gets a bonus to his WITS+STEALTH or DEX+STEALTH pool of his Obfuscate + 2 in dice. If the opposition beats that with a WITS+ALERTNESS+AUSPEX roll, then he gets an idea (poor to very accurate depending on # of successes) where his enemy is. |
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| 5 | Disciplines, Learning New | In order to learn a new discipline a player must have 10 XP to purchase the 1st level and find an instructor who already has the discipline at level 3 or greater. Instruction requires about a month, though it may be spread out over time. The lesson is complete when the instructor makes a successful MANIPULATION+INSTRUCTION roll (difficulty 7, one success) or the student spends a willpower point (temporary). | ||||||||||||
| 6 | Disciplines, Learning Next Level of | Standard cost to learn the next level (i.e. 6*level for Caitiff, 5*level for in clan, and 7*level for non-clan). Levels 2+ of a discipline do not require an instructor. Instead, the PC is required to spend about a month mastering the new power level. Up to three levels may be mastered at the same time, assuming they're within different disciplines. | ||||||||||||
| 7 | Thamaturgy Rituals, Anti-Obfuscate |
Level 3 Ritual - Obfuscation Paranoia Relief
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| 8 | Thamaturgy Rituals, Learning |
The following table shows the time (in nights) that must be spent studying the ritual. At the end of that period the student must make an INTELLIGENCE+OCCULT roll at difficulty 7. 3 successes are required to learn the ritual. Successes are cumulative. Thus, a player who fails to learn Ghoul Ward (level 1 ritual) in the first study period may apply any successes to the next study period. Botches are also cumulative. OTH: additional successes do not care over to the next ritual that the player is attempting to learn.
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