Vampire: The Masquerade FARP Rules
Character Stats And Creation
ATTRIBUTES
Physical, Mental and Social.
Points 5/4/3
ABILITIES
Talents, Skills and Knowledges.
Points 5/4/3
DISCIPLINES
Clan Disciplines: 7 points
Other Disciplines in ST's permission: 3 points
Find out your clan and other disciplines from V:tM Revised rulebook or consult your ST.
VIRTUES
Conscience/Conviction
Self-control/Instinct
Courage
Randomly determine each rolling 1d10. Only results 6 - 10 apply.
HUMANITY OR PATH
Choose your humanity betweeb 6 to 8. Lower humanity score gives more flexible morality but restricts the maximum of Self-control when higher humanity's morality is stricter but self controlling becomes easier.
WILLPOWER
Courage + D10 (Minimum 8).
BLOODPOOL
15
EQUIPMENT AND WEALTH
All characters are assumed to have access to almost everything what is realistic and suits the character description. For special items or really expensive or powerful items consult the ST. For armor and weapons V:tM Revised rulebook is used or consult your ST.
SECRETS AND MOTIVES
ST hands you secrets and or motives you should keep for yourself. Don't let other players know them. These are important how you play your character and the story.
RELATIONSHIPS
ST gives primogens relationships towards each other. Play these accordingly!
RETAINERS
Define five different retainers and detail them. These are important people for the primogen.
Two of the five retainers are vampires inside the clan. What they are like, what are their specialities.
Two of the five retainers are ghouls or people who work for the primogen. Who are they and what are their specialities.
Those four retainers are known for every other primogen, but there is one "secret" retainer only the primogen in question (and ST) knows about. Who he is, what he does and why is his identity and purpose kept a secret?
FINAL TOUCHES
Character description is really important. Try to detail character as well as you can. It might be important during the game and your role.
Rules
TASK RESOLUTION
Ability + Attribute. Roll 1d10.
Great success: Roll result exactly Ability + Attribute. Successes are roll result +2
Success: Roll result lower than Ability + Attribute. Successes are roll result
Failure: Roll result higher than Ability + Attribute.
Botch: Roll result is 10. Roll again. If the second roll his higher than Ability + Attribute
COMBAT
To hit and damage: Physical + Attribute* roll result + weapon damage
Subtract opponents Physical (and if dodged + Talent) roll result + Fortitude + armor
Inflicted damage is equal to to hit roll after opponent characteristic subtraction
TURNS
Initiative: Roll 1d10 + Physical OR Mental which is higher. Act in order.
One action per turn. If character or opponent decides to dodge he cannot perform any other actions that turn.
Shouting and other minor actions are performed without losing a turn.
BLOODPOOL
When primogens gather they have full blood pool. It is assumed that they have fed before a meeting.
EXPERIENCE
As the characters are already more powerful than normal starting characters experience doesn't need tracking.
WILLPOWER
Willpower can be used normally for automatic success of 3 successes equal to die roll.
Regain one willpower point whenever character does something spectacular or meaningful in a bigger picture.
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