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[OOC] Mechanics.

Posted by StorytellerFor group 0
Storyteller
GM, 8 posts
Sun 27 Mar 2022
at 04:24
  • msg #1

[OOC] Mechanics

A place for discussion of Powered by the Apocalypse / Powered by the Dark mechanics and house rules.
Storyteller
GM, 9 posts
Sun 27 Mar 2022
at 04:36
  • msg #2

[OOC] Mechanics

common game mechanics and terms:

Success & Failure
10+ strong success, the action plays out as the character intended
7+ weak success, the action succeeds but there are complications
6 and under, fail

Advantage
There are no specific modifiers, although when a PC has advantage they are unable to fail.

Disadvantage
There are no specific modifiers, although when a PC has disadvantage they are unable to generate a strong success.

Snake eyes & Box cars
On a natural roll of 2, something bad happens...
On a natural roll of 12, something good happens...



Blood
Vampires fuel their powers and sustain their undead existence with Blood. Blood Pool must never fall to zero or the vampire will frenzy, enter torpor or suffer final death. Blood is gained using the move 'Drink Blood'.

Blood Bond
After an PC or NPC drinks a vampire’s blood:

Once - the vampire gains +1Edge over that character.

Twice - the character gains the condition warm regard toward the vampire and must stand your ground in order to act against the vampire’s interests.

Thrice - the character is enthralled, bonded to the vampire’s will.

A vampire may only have one active Blood Bond at any time.

Blood Blush
To give a vampire the appearance of humanity (flushed complexion, warm skin, heartbeat etc): Roll +Humanity. On 10+ the effect is achieved, on 7-9 the effect is achieved but a Blood point is expended, on 6- the vampire cannot achieve the desired effect.

Blood Buff
A point of Blood may be used at any time to add +1 to any Physical move.

Blood Heal
A point of Blood may be used at any time to remove 1 Harm from the Damage Track.

All Harm is removed from the damage track of the vampire sleeps and expends two points of Blood.

A point of aggravated Harm may be removed if the vampire sleeps and expends two points of Blood.



Edge
Edge is leverage, control over a character that allows you to dominate them or control any situation where that character stands to gain or lose something important to them. Edge represents insight into how another character feels, what they desire, what their weaknesses are or what they fear. As such, Edge gives lasting leverage that can be used against that character. Unused Edge will be carried over from scene to scene and, depending on the nature of the Edge gained, it may regenerate between scenes. In addition to the mechanics outlined below, Edge may be used to ask the Storyteller a question or to generate a detail that makes the situation more favorable for the PC.

Edge Advantage / Edge Disadvantage
A point of Edge can be used before a roll for a PC to gain Advantage or to force another PC to act with Disadvantage.

Edge Bump
A point of Edge can be used after a roll to add +1 to a roll result or to add +1 Harm when damage is dealt.

Edge Falter
A point of Edge may be used after another PC roll to reduce the roll -1 or to reduce -1 Harm when damage is dealt.

Edge Botch
A point of Edge can be used at any time to force an NPC to fail as if they rolled snake eyes.



Hold
Where PCs have taken control of a situation or have some kind of advantage they can use under specific circumstances, they gain Hold. Hold comes as a result of roleplay during a scene or may be awarded as a result of a natural 12 (boxcars) roll. Hold is always used in the scene or situation where it was gained and does not carry over from scene to scene. Using Hold allows one-time add to a roll (to bump from fail to weak success or weak success to strong success).  This bump is applied after the results of the roll. You may only spend 1 Hold per roll.

Prep
Where PCs have spent time training, practicing or studying, gain Prep. Prep comes as a result of using the special move ‘Make Preparations’ during downtime between scenes. Prep may also be awarded for creative use of backgrounds and merits or for turning flaws to your advantage. Prep is always used in the scene or situation the character prepared for and does not carry over from scene to scene. Using Prep allows one-time add to a roll (to bump from fail to weak success or weak success to strong success).  This bump is applied after the results of the roll. You may only spend 1 Prep per roll.

Pull
Where PCs have spent time cultivating relationships building a network of connections, they gain Pull. Pull comes as a result of good roleplay focused on trading favors and gaining influence within a particular group. Pull is used in any scene or situation the character has built a positive relationship. Pull applies to any roll and is applied as a modifier before the roll.

Take +1/-1 forward
In favorable conditions PCs may be allowed to take +1 forward (adding +1 to the next roll).
In unfavorable conditions PCs may be forced to take -1 forward (subtract -1 from the next roll).
This message was last edited by the GM at 22:48, Thu 29 Dec 2022.
Storyteller
GM, 90 posts
Sun 1 Jan 2023
at 21:12
  • msg #3

[OOC] Mechanics

Humanity
As a vampire you must stave off the Beast by clinging to your dwindling Humanity. This attribute is managed through special rules and mechanics (which, to be completely transparent, are a homebrew and not exactly as written in Powered by the Dark).

Losing Humanity
When you violate the Hierarchy of Sins, as defined by your current Humanity, you risk losing a point of Humanity. Roll +Humanity: on a 10+ you come to terms with your transgressions, on 7-9 you struggle with your choices and lose half a point of Humanity, on 6- lose a point of Humanity and receive the condition turmoil of the spirit.

Raising Humanity
Humanity can be gained through virtuous acts in roleplay, particularly for taking actions that either avoid a violation of your moral guidelines or actions that would be unexpected based on your current Humanity rating. For those in particularly dire straights and about to succumb to the Beast, Humanity can be raised through Advance.

Wassail
If your Humanity falls to 0, you have succombed to the Beast. Your Beast is considered to be permanently awake so long as you remain at Humanity 0. You must use your next advance to restore your lost Humanity, or you lose your mind and descend into a feral, endless frenzy.




Humanity RP - Vampires can be callous creatures, its only natural that PCs will make choices that lead them to moral crossroads. Here are some of my thoughts on how Humanity is reflected in Kindred unlife (with all credit to VtM sourcebooks of course).

Humanity 8+ - Kindred with Humanity ratings this high are, ironically, more human than human. They are also insufferable, self-righteous, probably preachy and have a strong aversion to killing with distaste for taking more vitae than is necessary.

Humanity 7 - Most people have a pragmatic, broadly moral viewpoint that trends toward self-interest, so vampires at this level of Humanity can usually manage to pass for mortals. Those with 7 Humanity typically subscribe to social mores that are widely held in society; it’s wrong to steal, violence is off-putting and killing is abhorrent. Physical appearance will reflect the Humanity of these vampires; they are effortlessly flush with life and easily pass as human.

Humanity 6-5 - Those with Humanity ratings in this area are unpleasant to be around. Their laissez-faire attitudes is likely to offend more moral individuals. But who cares? People die. Stuff breaks. Vampires need blood to survive and do what needs to be done to get it.

Humanity 4 - Those with Humanity ratings in this area do not resist the urge to indulge in whatever they choose. Killing is acceptable, so long as the victim is deserving and suffering is kept to a minimum. Destruction, theft, injury — these are all tools. As a vampire, your own agenda is paramount at this point, screw whoever gets in the way.

Humanity 3-2 - Those with Humanity ratings in this area indulge in twisted pleasures and aberrant whims. Perversion, callous murder, mutilation of victims; all manner of wickedness. At this point, physical changes will reflect the darkness of the soul. Vampires are pallid, corpselike, and noticeably unwholesome.

Humanity 1 - Those with Humanity this low are on the edge of oblivion. Little matters to those this far gone. Most will have done themselves in before succumbing to depravity. Only a few tattered shreds of ego stand between him and complete devolution. Many who attain this stage find themselves no longer capable of coherent speech, spending nights raging or babbling.

Humanity 0 - You only know feeding and killing. Vampires at this stage are completely lost to the Beast.




Hierarchy of Sin - a general guide for actions that might challenge a Kindred's Humanity.
10 - Selfish thoughts
 9 - Minor selfish acts
 8 - Injury to another (accidental or otherwise)
 7 - Theft
 6 - Accidental violation (drinking a vessel dry out of starvation)
 5 - Intentional property damage
 4 - Impassioned violation (manslaughter, killing a vessel in frenzy)
 3 - Planned violation (outright murder, savored exsanguination)
 2 - Casual violation (thoughtless killing, feeding past satiation)
 1 - Utter perversion or heinous acts




Example 1:
Mihaela is a Gangrel wanderer. Her Kine are besot by a ghoul who has been plaguing their caravan through the winter, stealing from them. Things came to a head last night and the ghoul badly assaulted one of the young men. Mihaela has had enough. Tonight she will hunt this ghoul and end it.

Mihaela has Humanity 7: [X] [X] [X] [X] [X] [X] [X] [ ] [ ] [ ]

Early in the evening, she walks to the glade where the assault occurred. She follows the scent of the ghoul to a nearby cave where she finds him sleeping. She has planned this well, seeing her opportunity, she draws her knife and sets upon the ghoul before he can mount a defense...

This is manslaughter (Impassioned violation), as Mihaela acts to protect her Kine. Possibly even murder (Planned violation) as she gives no quarter, killing the abominable ghoul as he sleeps.

Since Mihaela has Humanity 7, these actions challenge her moral code. With Humanity 7, Mihaela receives a +1 modifier to Humanity rolls.

Humanity:
11:51, Today: Storyteller, on behalf of Mihaela, rolled 7 using 2d6+1 ((1,5)). Weak success

Mihaela loses a half-point of Humanity [X] [X] [X] [X] [X] [X] [/] [ ] [ ] [ ] - she continues as if she has Humanity 7, but risks falling to 6 with another immoral act.



Example 2:
Xai is an Tremere with a callous Sire. The Sire is in the library today, researching a new ritual. Xai has been tasked with minding the chantry, menial tasks like tidying up and preparing research notes, when a visitor arrives unannounced. A young woman, university student perhaps, asking about some research she is conducting where the chantry library may be of aid.

Xai knows his master has not fed recently, knows that the sudden arrival of the young woman would certainly rouse his Sire's interest. Perhaps Xai could curry favor with his otherwise distant Sire? Or could this be Xai's opportunity to escape the chantry while his Sire is distracted?

Xia has Humanity 6: [X] [X] [X] [X] [X] [X] [ ] [ ] [ ] [ ]

Sending the woman to her fate with an underfed vampire is self-serving and callous; it woudl certainly result in injury to the woman and more than likely he would be sending her to her death. This would challenge Xai's morality...


Despite the opportunity, Xai cannot resolve himself to let the woman be injured, or killed. He tells her the collection is not open to outside researchers and sends the student on her way.

Xai has acted without self-interest and with compassion resutling in a Humanity roll to possibly gain Humanity:

With Humanity 6, Xai receives a no modifier to Humanity rolls.

Humanity:
11:51, Today: Storyteller, on behalf of Xai, rolled 10 using 2d6+0 ((5,5)). Strong success

Xai gains a full-point of Humanity [X] [X] [X] [X] [X] [X] [X] [ ] [ ] [ ] - his Sire will be disgusted...

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