Post by Khyron1144 on May 31, 2004 15:01:04 GMT -5
From a game mechanics stand point a clan is
composed of two things:
1) Some sort of weakness or flaw
2) A set of three disciplines that are easier for
members of that clan to learn.
It is obvious that some vampires have changed clans.
The Giovanni are the most obvious example.
Here is my system for handling such a thing:
The clan mutation process is a magical ritual, but it is
not tied to Thaumaturgy, Koldunism, Necromancy, or
any other particular magical discipline. It has no actual
level. Upon finding a grimoire in which it is detailed or
a mentor to teach it, it takes six months to learn.
Storyteller's might also impose an exprience point cost
(around 10-15) to learn it, but remember its use ought
to be a once in an unlifetime event.
Once it is learned it takes at least two full nights to
enact. The first night's ritual is to alter your clan
weakness. Purely physical weaknesses can't be left
behind (which includes a Nosferatu's ugliness, a
Samedi's ugliness and stench, a Gargoyle's ugliness,
a Giovani's painful bite, and a Gangrel's animal
features). However a new weakness can be gained.
This weakness should be either that of an already
established clan you are switching to or a supernatural,
or psychological flaw that can't be cured. Physical
weaknesses such as those of the Nosferatu can be
gained, but they can't be lost once gained.
The roll to accomplish this is:
Stamina + Occult (base difficulty 10).
To start this roll a vampire must spend five blood points
and a willpower point. Each roll takes up a full night's
activity. A vampire must accumulate at least three
successes on this roll to succeed. A vampire not
wishing to lose successes already accumulated can
only take breaks for sleep. The difficulty can be lowered
by the following:
-1 for each generation closer to Caine than 10th that the
vampire is.
-1 for each discipline shared between the old clan and
the new one.
-1 for each additional five blood points the vampire is
willing to spend.
-1 for spending a permanent willpower point rather than a temporary one.
The second roll is to establish the new set of clan
disciplines. It works much like the first one, but the
base difficulty is 12. The difficulty can be lowered in the
same manner as the first one with the addition of the
following:
-1 for each point over 3 in the new clan's disciplines the
vampire already has.
composed of two things:
1) Some sort of weakness or flaw
2) A set of three disciplines that are easier for
members of that clan to learn.
It is obvious that some vampires have changed clans.
The Giovanni are the most obvious example.
Here is my system for handling such a thing:
The clan mutation process is a magical ritual, but it is
not tied to Thaumaturgy, Koldunism, Necromancy, or
any other particular magical discipline. It has no actual
level. Upon finding a grimoire in which it is detailed or
a mentor to teach it, it takes six months to learn.
Storyteller's might also impose an exprience point cost
(around 10-15) to learn it, but remember its use ought
to be a once in an unlifetime event.
Once it is learned it takes at least two full nights to
enact. The first night's ritual is to alter your clan
weakness. Purely physical weaknesses can't be left
behind (which includes a Nosferatu's ugliness, a
Samedi's ugliness and stench, a Gargoyle's ugliness,
a Giovani's painful bite, and a Gangrel's animal
features). However a new weakness can be gained.
This weakness should be either that of an already
established clan you are switching to or a supernatural,
or psychological flaw that can't be cured. Physical
weaknesses such as those of the Nosferatu can be
gained, but they can't be lost once gained.
The roll to accomplish this is:
Stamina + Occult (base difficulty 10).
To start this roll a vampire must spend five blood points
and a willpower point. Each roll takes up a full night's
activity. A vampire must accumulate at least three
successes on this roll to succeed. A vampire not
wishing to lose successes already accumulated can
only take breaks for sleep. The difficulty can be lowered
by the following:
-1 for each generation closer to Caine than 10th that the
vampire is.
-1 for each discipline shared between the old clan and
the new one.
-1 for each additional five blood points the vampire is
willing to spend.
-1 for spending a permanent willpower point rather than a temporary one.
The second roll is to establish the new set of clan
disciplines. It works much like the first one, but the
base difficulty is 12. The difficulty can be lowered in the
same manner as the first one with the addition of the
following:
-1 for each point over 3 in the new clan's disciplines the
vampire already has.