



The Descent Vampire LARP
Game Resource Area
This Section contains Character Generation
Rules, Experiance Point Costs,
Ability Uses, Variations to the "Laws of
the Night" Rules, and any other important info.
NOTE: There are Additional Bloodlines, Clans
and Disciplines listed here on the Web Site that
in our Game. They are simply cool ideas that I have found on the internet.
If you want to use them in our game, Print
them out and submit them to the Staff for
approval. I want to make it clear that they
are just cool things I found, and if you like some of them,
just talk to the the Storytellers/Narrators
about bringing them in. These things are great, and stuff,
but in no way assured to get into the game.
Just take your chances.
OK, You have been warned!!!
New
Bloodlines, Clans, Disciplines!
Character
Generation Rules
The Character generation in this game is liberal in some
areas, and very strict in others.
Let's take it as the book takes it through the steps:
Clans: Only
the Following are allowed in this LARP. We will be allowing others on a
case-by-case basis.
GANGREL
MALKAVIAN
NOSFERATU
TOREADOR
TREMERE
VENTRUE
The few exceptions are, if you come
up with a REALLY Awesome idea for a new character.
Meaning, a fully detailed history
and Story, about the character and events leading up to the present.
And it better be interesting, and
really worth the Staff letting it in. The reason for this is this....
If you want to be a Salubri, just
because you want the Power of Obeah, well that is a 'Power Character'.
Now if you want a Salubri because
you have a great idea on exactly why he would be here now,
and exactly what he wants, and how
to get it, including cool personality quirks... That is differant.
The Game is about Role-Playing, not
"I want to have more power than anybody else!". If you want a
Discipline, make up a standard character
and make your character work towards that goal. It's alot more
fun, and you can get into more stuff
allong the way. In LARPing 90% of the fun is getting to your goal...
Not achieving it! If course achieving
your objective is great, but... then what? Role-Play.. It's what this game
is for!
Nature & Deameanor:
ANY allowed by Clan
Attributes& Traits <Physicals,
Socials & Mentals>:
7 Primary 5
Secondary 3 Terciary
And, yes you can create new Attribute
Traits, Such as Physical 3= "Savage x3"
Abilities:
5
Abilities distributed anyway you see fit.
We do allow
Specialization. Specialization is a Specific style of one Ability
Example: BRAWL
x5 (SPECIALIZATION IN DIRTY-FIGHTING x3)
This means this
person has 5 Brawl Retests and 3 Dirty-Fighting Retests.
For all intensive
purposes he has equal to BRAWL x8.
Although remember,
x5 is the HIGHEST amount possible.
Influances:
3
Influances distributed any way you see fit.
NOTE: There
is NO Military Influance. You can't just spend 6 points to pickup a Sherman
Tank with influances!
That REALLY
unbalances the game. Besides, What would you want with an Aircraft Carrier
anyway? <grin>
Disciplines:
3
Levels of Disciplines allowed of IN-CLAN Disciplines.
Disciplines
should be your LEAST important aspect of Character Creation.
Start learning
how to use other Powers besides Disciplines.
People rely
MUCH too heavily on Disciplines. They are extra perks, not the life-blood
of the Character!
Also, remember
your MAX LEVEL of your Discplines is also dependant on your Generation!
You can take
OUT-OF-CLAN Disciplines when starting, but must be justified in your Character
History!
Also, to learn
an OUT-OF-CLAN Discipline once your character is created and begun play,
you must
find a Character
in the game that is of a Level Higher then you want to learn. Example:
a player with Intermediate
Auspex can teach
Basic Powers, but not Intermediate. Which is why is it hard to learn OUT-OF-CLAN
Advanced Level
Powers. However, it is not impossible, and here is a hint: "Diablorie helps!"
Generation:
You start at
13th Generation, UNLESS you are the Childer of another Character
ALREADY in the Game.
Thusly, if you
are the Childer of a 8th Generation Nosferatu, your Generation is 9th and
it is free!
But, it can
NOT be lowered with points if you choose this method. Buying down is on
the Experiance Chart.
Remember, Blood
Traits, Willpower, Discipline Levels & Maximum Attribute Traits
are all part of your
generation!
See Chart.
Beast Trait & Humanity:
We work on BOTH
the Beast Trait and the Humanity System. At creation you must choose 1
Beast Trait.
For each Beast
Trait you take you get approximitly 2 to 5 points off your Maximum
10 Humanity.
The Lower your
Humanity, the more evil things you can do, however the easier you can Frenzy.
You can
take your humanity
as low as you want. Narrators may choose to call you on your Role Playing
if you have
an almost saintly
humanity of 9 and you are about to Diablorize the Prince. Your Humanity
Rating is just as
important as
your Nature & Demeanor. 10 Humanity means Golconda, so don't expect
to have 10. The highest
most anybody
has is 8. and the lowest is 1. The more Derangements and Beast Traits you
have the lower this
number. Remember
that.
Derangements:
The only Clan
that must take a Derangement at Character creation is the Malkavians.
You do
not need to have one! If you take one, it is just a good Role-Playing
Tool
and no extra
points will be recieved for it.
Negative Traits and Flaws:
You can recieve
upto 10 'Freebie' Points to spend as Creation Points for taking Flaws and
Negative Traits.
You can take
5 Points in Flaws, and 5 points in Negative Attribute Traits.
You may have
more than 5 Flaw Points or 5 Negative Attribute Traits, but they are just
more good
Role-Playing
tools and do NOT give you any further 'Freebie' Points.
Merits:
Merits are powers,
abilities and other bonuses that you can only buy at character creation.
The Merits are
Directly tied into the Negative Traits and Flaws. Basicly meaning, you
can never
have more than
10 points in Merits, and also never than equal your points in Flaws and
Negative
Traits.
Creation 'Freebie' Point & Experiance
Point Costs
The Differance between Creation or 'Freebie' Points and Regular Experiance
Points is this:
Creation Points are the (15
Vampires/10
Ghouls/7
Humans) Free points you get when you begin
to make your character, and the 10 Points
you recieve from your Negative Traits and Flaws.
You can also get 2
Extra Creation Points for creating a 1-1/2 page to 10 page Character History!
But, the History must be finished, and handed
in when your charcter begins gameplay, or no points!
Experiance Points are Points you recieve after
each session for showing up and playing.
Creation Point Costs
Experiance Point Costs
Generation:
2 per Gen
N/A
Willpower:
3 per Pt. to Gen. Max
3 per Pt to Gen. Max
Attributes-
----------
-----------
1-5
1 per trait to Gen. Max
1 per trait to Gen. Max
6-10
1 per trait to Gen. Max
2 per trait to Gen. Max
11-15
1 per trait to Gen. Max
3 per trait to Gen. Max
16-20
1 per trait to Gen. Max
4 per trait to Gen. Max
Buy-off Neg.
1 per Neg. Trait
1 per Neg. Trait
Abilities-
----------
------------
New Ability
1 per Point to Max.
1 per Point to Max.
from x1 to x2
1 per Point to Max.
1 per Point to Max.
from x2 to x3
1 per Point to Max.
2 per Point to Max.
from x3 to x4
1 per Point to Max.
3 per Point to Max.
from x4 to x5
1 per Point to Max.
4 per Point to Max.
from x5 to x6
n/a-x5 is highest!
n/a-x5 is highest!
Influances
1 per Point to Max.
n/a-Roleplay to get Pts.
Buy-off Flaws
Cost of Flaw
Consult Storyteller!
Buy new Merit Cost
of merit upto 10
Consult Storyteller!
Buy up Humanity See Buy-off Beast Trait
See Buy-off Beast Trait.
Buy-off Beast Trait 2 per Trait over
1
2 per Trait and Roleplay!
Buy-off Derangement 2 per Derangement
2 per Derangement and Roleplay!
Disciplines-
-----------
--------------
In-clan Basic
4 Points per Power
4 Points per Power
In-clan Intermediate 7 Points per Power
7 Points per Power
In-clan Advanced 10 Points per
Power
10 Points per Power
In-clan Superior
13 Points per Power
13 Points per Power
Out-Clan Basic
5 Points per Power
5 Points per Power + Teacher
Out-Clan Intermediate 8 Points per Power
8 Points per Power + Teacher
Out-Clan Advanced 11 Points per Power
11 Points Per Power + ELDER Teacher!
Out-Clan Superior
Are you kidding?
It ain't freakin' happening!!!
Discipline
Modifications
Potence- Basic:
Might, Vigor Intermediate: Brutality Advanced: Puissance
Might: As per Book...
Might is the LAST retest, and can only be countered with Might.
Vigor: As per Book...
Remember to declare it! If you don't you'll lose if you use it.
Brutality: 2 levels
of Damage instead of 1 level when applying brute strength.
This is a Breach of the Masquerade.
Puissance: Wins all
Ties, unless your opponent is using Puissance also.
Again, this is an even worse Breach of the Masquerade.
Obfuscate-
Basic: Unseen Presence, Mask of 1000 Faces, Intermediate: Cloak the Gathering
Advanced: Soul Mask
Unseen Presence: Interacting
with the world in any way causes your unseen to drop automaticly.
So, no opening doors with no one noticing. If you are not moving, it is
not possible for someone
to use Hieghtened Senses to pick up up. However, some other powers can
still detect you <such as
Gargoyle power of "Whispers of the Chamber"> even if you are not moving.
There is NO way for someone
to discover your location through deductive reasoning. Due to the fact
that the Power make the mind
rationallize ALL your actions. Meaning, if you can't move forward because
a character using Unseen Presence
is standing there, you mind will give an excuse, no matter how moroninc
it is. Also, you can not simply go buy
a Camcorder with a 1-second delay to see people in Unseen. It is Cheap,
and ruins Gameplay. If you
have an idea for a device to counter Unseen, discuss it with a memebr of
the Staff BEFORE play begins!
Mask: Your Mask does
exactly what you do. It move how you move and has to be approximitely the
same
size and shape as you. Any large possessions cannot be made 'invisible'.
they must be masked as
something else of similar size and shape. Rememeber, Mask is a Tactile,
Audio, Visual, and Scent mental
illusion. But, to make alterations to your mask, you must spend a mental
trait to alter EACH aspect of your
mask. Meaning, one mental trait for voice, one mental for apperance, and
so on and so on.
Cloak: You must have
a Willing subject to Cloak them. You also can not cloak objects with no
willpower, unless you
are carrying them. Example: you can not cloak a Couch in the middle of
the room, but if you were to pick it up
you could then Cloak it as normal.Cloaked people can see one another if
they were looking at each other when
they were cloaked, but CAN NOT interact <i.e.: Touching or talking>
without the Cloak dropping.
Soul Mask: As
per Book
Protean-
Basic: Wolf Claws, Earth Meld Intermediate: Shadow of the Beast Advanced:
Form of Mist
Gleam of Red Eyes:
This is an Innate ability that beings with Protean possess. If they have
at least one level
of Protean, they can use Gleam of the Red Eyes. Gleam of the Red Eyes allows
sight even in the darkest
of shadows. Although the Darkness must be NON-MAGICAL. Meaning, naturally
occuring. Shroud
of Night and other Obtenabration Powers are a suitable defense. Gleam is
not like Hieghtened Senses,
and can not help detect Obfuscated characters, but will give you an advantage
in Darkness. Oh, this is a
REALLY obvious breach of the Masquerade!
Wolf Claws: As per
book... Gangrels with Wolf Claws in Full Battle or Frenzy automaticlly
Pop!
They do not have to declare that they "Pop Claws" it is naturally assumed
with Gangrels.
Another Perk of Clan Gangrel! Also, remember only NATUARAL Gangrels, not
honorary!
Earth Meld: If you are using
Earth Meld as "Fair Escape" You may... But, you must also relent to any
damage
delt to you that round. No Defense is possible. Your concentration is focused
on melding.
Shadow of the Beast:
You may only transform into either a Wolf or a Bat. It transform into anything
else, you
must have the Merit "Gift of Proteus". For more info, consult 'Clanbook
Gangrel'.
Form of Mist: Again,
as with Earth Meld. You can use it as Fair Escape, but must relent to damage
that round.
This also applies to Obtenbration power of "Shadow Body"
Quietus-
Basic: Silence of Death Intermediate: Poison Blade Advanced:
Blood Sweat
Silence of Death: As
per Book, except the wielder of this power can alter the field to encompass
several
People so they may have a private conversation, or just to surround himself.
This is one of the most
Powerful advantages of this power. The altered field may not extend further
than 10ft. A non-altered
field can extend 20ft per blood trait.
Poison Blade: As per
Book, NOTE: Assamite Blood is NOT Toxic unless it is removed and
this Power
is used upon it. MEANING, you can diablorize or drink from
an Assamite without taking damage!
It is a popular mis-conceprion that since Assamites can't drink other Vamp's
blood, that others can't
drink thiers! This is NOT so! This power must be used before the blood
is Poisonous!
Blood Sweat: As per
Book.
Thaumatargy-
See Storytellers/Narrators in referance to anything not covered here!
Other Paths: Tremere can only
learn up to thier highest Level of Power in the Path of Blood when concerning
Other Paths. Non-Tremere such as Assamites and Settites can learn thier
Clan Specific Paths
Without this restriction, and many other such non-thamaturgists can also.
Consult Storyteller
or Narrator for a Case by Case Judgement call. As of yet, a regular ruling
is undetermined.
Vessel of Transferance: It can only work
with skin contact. If it is used during combat, <i.e. Punching
someone with the hand you have the Vessel on, or something of that nature>,
they don't feel a tingle.
Also, Blood Points created with Vessel of Transferance are VERY Small.
they are usually about
4 fluid oz.
Ward V.S. _____: If the ward
is at ALL mobile, it will do 1 Aggravated Wound if touched. It also conveys
an
uncomfortable aura to it's principal <i.e: Kindred/Ghouls/Spirits/etc.>
that extends in a 10ft radius.
A person will never accidentally touch it, in fact they will make a concious
effort to avoid it at all costs!
Also, it very specifically wards only what is touches; puttin one on the
hood of your car would only ward
that sheet of metal not the whole car. If the ward is completely immobile,
it must be cast on a continous
circle of the same material. The Material itself and Sphere of the same
diameter are also warded, but
everything inside and outside the circle is unwarded. Anyone approaching
it will become very nervous
before reaching it, and take 3 agvavated wounds upon touching or crossing
it. Also, any type of ward
costs 2 experiance points to cast.
Deflection of Wooden Doom:
Deflection lasts untill the target tries to be staked, then the stake crumbles.
This ritual could last as short as 5 mins, or as long as 200 years depending
on when the next time
the Target is staked. Unlike most rituals it does not just last one night.
Potency of the Blood: As per
Book: NOTE: Potency will not affect your ability to embrace, or your Trait
Maximum, or most other hinderances of your real generation. It will permit
you to awaken Torpored
vampires, and store more blood in your body, but when you are under the
effects of a 4th generation
Potency, you CAN NOT Embrace a human and have them 5th Generation! That
certianly is not happening!
If you have a question about it, ask the staff.... But be reasonable, if
it seems too easy, it probably is.
New Paths and Rituals: Developing
new Paths & Rituals is much like making new Disciplines. The differance
is,
your Character has to have the Occult resources and/or ability to do so!
Just like Disciplines, Time,
Effort and Experiance must be poured into the Creation. Rememeber, creating
anything from scratch is
really tough! Create the idea, write it down, and submit it to the Staff
and wait. Please bear with the Staff...
They are running a 50+ Character LARP and it's really tough.Besides, you'll
need time to save up X.P.s
to buy the new powers.