V;tM  San Antonio by Night Chronicle  Rules.
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		<h2 id="linktree">Play-By-Post: Extreme =&gt; Extreme Small Groups =&gt; Topic started by: Elven Sex Goddess on 26-01-2009, 06:05:43</h2>
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			<dt class="postheader">
				Title: <strong>V;tM  San Antonio by Night Chronicle  Rules.</strong><br>
				Post by: <strong>Elven Sex Goddess</strong> on <strong>26-01-2009, 06:05:43</strong>
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				Elder creation;&nbsp; &nbsp; &nbsp; &nbsp;Approval needed. <br><br>Elder Character Creation:<br>Attributes; 10-7-5<br>Abilities 20-12-8<br>10 disciplines<br>7 virtues<br>15 backgrounds<br>50 freebies<br>Starting Generation: 11th&nbsp; And generation must be purchased if want lowered it is not free.<br><br>Standard;<br><br>Attributes; 7-5-3<br>Abilities 13-9-5<br>3 disciplines&nbsp; / 4 for starting Ancillas<br>7 virtues<br>5 backgrounds<br>15 freebies / 50 freebies for Ancillas<br>starting generation; 13th<br><br>Ghouls;<br><br>attribues; 6-4-3<br>abilities 11-7-4<br>discipline 1 potence 1 clan<br>virtues 7<br>backgrounds 5<br>freebies 20<br><br>Mortals;<br><br>Attributes 6-4-3<br>Abilities 11-7-4<br>virtues 7<br>backgrounds 5<br>freebies 25<br><br>Dhampir <br><br>Attributes: 7/4/3<br>Abilities: 12/8/4<br>Virtues: 7<br>Backgrounds: 5<br>Blood Pool: 6* (+1 for every century of existence) /1<br>Disciplines: 2 (one from clan and another of choice)<br>Bloodright: 1<br>Freebie Points: 18<br>(Note starting blood points 6)<br><br><br><strong>Only kindred concepts with Camarilla and Independent accepted at this time.&nbsp; &nbsp;Anarchs &amp; Sabbath are not open.</strong><br><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Camarillia&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Independents&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Sabbath&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;Anarchs<br>Elder&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; or/and&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; or/and&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;or/and&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;or/and<br>Ancilla&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1<br>_____________________________________________________________________________________<br>Dhampir&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1<br><br>Standard, ghouls and mortal.&nbsp; &nbsp;Unlimited, only limitation.&nbsp; No ghouls that be with a sect not open for play.<br><br>Camarilla is open, limited amount of Indepentents.&nbsp; &nbsp; &nbsp; In regards to Ancilla and Elders.&nbsp; &nbsp;If want to help and take a position in Cam hierarchy and assume role of helping out.&nbsp; Being the sub story teller for clan or position taken on.&nbsp; Running the politics and in clan stuff.&nbsp; Along with then can create an ancilla if want.&nbsp; To help drive plots devised.&nbsp; &nbsp; &nbsp;If want to play an elder that does not hold a position. Then cannot have a the other and vice a versa. <br><br><br><strong>No Werewolf, Changling, Demon, Hunter allowed.<strong></strong></strong><br><br><br><br>House Rules;<br><br>To be able to orgasms the following merits will be needed:<br><br>* Baby face <br><br>* Vitae fertility Chronicle Merit of San Antonio cost 4 pts male 2 pts female.&nbsp; This merit taken with Baby Face merit.&nbsp; &nbsp;In which the kindred vitae mimics to&nbsp; such a degree.&nbsp; Male kindred can impregnant mortals and female kindred of likewise.&nbsp; While the female kindred can indeed become pregnant. This is not something that is turned on and off.&nbsp; It is always on, so inherent dangers.&nbsp; Especially since birth controls male or female do not work (Condoms, IUD's and such still work).&nbsp; Of course you can be aroused, now.&nbsp; This also has another connotation to game aesthetics.&nbsp; &nbsp;Male or female now able to feel the mortal emotions of lust and arousal.&nbsp; Which goes along with the hunger of blood.&nbsp; A -2 is placed upon resists to seduction rolls against.&nbsp; &nbsp;<br><br>Upon complication of a pregnancy as result of kindred in which inseminated or now is impregnated.&nbsp; Especially in terms of the female.&nbsp; &nbsp;One additional blood expenditure a night shall commence during the pregnancy. <br><br>*Eat food&nbsp; If this merit has been purchased by the female kindred.&nbsp; The the complication of one additional blood a night.&nbsp; Will be reduced to one addition blood every three days. <br><br>The cost discrepancy for vitae fertility for male to female.&nbsp; Is to counter, the inherent negatives for the female.&nbsp; &nbsp;For if she does become pregnant.&nbsp; &nbsp;A penalty of blood cost is assessed.&nbsp; &nbsp; Where the male just walks away.&nbsp; &nbsp; Plus to offset the cost of such blood expenditure.&nbsp; The female can/have taken eat food merit.&nbsp; &nbsp;Where such a feat for the male is not required.<br><br><br><br><br><br><br><br><br>
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			<dt class="postheader">
				Title: <strong>Re: V;tM  San Antonio by Night Chronicle  Rules.</strong><br>
				Post by: <strong>Elven Sex Goddess</strong> on <strong>26-01-2009, 06:08:31</strong>
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				&nbsp;<strong>Vampire the Masquerade<br><br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Chronicle<br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<span class="bbc_u">San Antonio by Night</span></strong><br><br>Welcome to the chronicle of San Antonio at night.&nbsp; A hidden world of darkness in the city of two million in the metropolitan area that is San Antonio.&nbsp; &nbsp;Where, a&nbsp; hidden world co-exists amongst a city rich in history.&nbsp; &nbsp;A city controlled by the Camarilla in a bastion landscape beyond that serves the sect known as the Sabbath.&nbsp; <br><br><strong>History;</strong>&nbsp; The&nbsp; Alamo mission, a strong hold for the sect known as the Alamo.&nbsp; &nbsp;Was driven out by the growing proxies of Camarilla influence.&nbsp; &nbsp;As history is known.&nbsp; &nbsp;In a large push of influence.&nbsp; The general Santa Anita crossed the border and with his army.&nbsp; &nbsp;Re captured the Alamo mission.&nbsp; That served as a fort, that had been traded back and forth.&nbsp; &nbsp;Through the historic site had not been re taken with arms.&nbsp; The influence and proxies of the Camarilla would force Santa Anita to relinquish the Alamo.&nbsp; &nbsp;A temporary blow to the Sabbath designs on controlling the Texas territory.&nbsp; &nbsp;<br><br>In the human mortal, Driscoll in 1888 would restore the Alamo and La Villita.&nbsp; Through the guidance of the elder leadership of the Camarilla. <br><br><strong>Setting that is now;<br><br>&nbsp; &nbsp; *Camarilla;</strong>&nbsp; The Camarilla domain is the South town / King Williams district,&nbsp; a 25-block area near downtown on the south bank of the San Antonio River. <br><br>&nbsp; &nbsp; &nbsp; &nbsp; <strong>#Brujah;</strong>&nbsp; The clan Brujah domain is from&nbsp; the San Antonio Central Library to the and Municipal Auditorium.&nbsp; With the southern border along Pecan street.&nbsp; &nbsp;The norther border runs along from the Library along the street running NW-SE,&nbsp; Navarro ave.&nbsp; &nbsp;Until it bends at the river south.&nbsp; The northern border continues along the river to the Municipal Auditorium.&nbsp; &nbsp;Where many a raves of passion are oratory within, amongst the passioned Brujah.&nbsp; &nbsp;Of note, the southwest San Antonio school of art and craft.&nbsp; Is contested by the Toreador clan.&nbsp; As the clan lays claim as part of it's jurisdiction.&nbsp; <br><br><strong>Primogen ;</strong> filled<br><strong>Whip;</strong><br>&nbsp;<br>&nbsp; &nbsp; &nbsp; <strong>#Gangrel;</strong> The clan Gangrel is spread through the metropolitan area of San Antonio.&nbsp; However, the domain that is claimed with in the Camarilla proper.&nbsp; Where and when the clan elders call a gathering of the clan.&nbsp; Is Hemisfair Park, it is here the clan gathers.&nbsp; At one time the park was a source of constant attacks by Sabbath packs.&nbsp; &nbsp;However, since taking control of the park.&nbsp; The vigilance of the Gangrel.&nbsp; &nbsp;Has reduced this to anomalies.&nbsp; That indeed are sporadic and far between.&nbsp; <br><br><strong>Primogen;</strong>&nbsp; Fillled?<br><strong>Whip;</strong><br><br>&nbsp; &nbsp; <strong>#Malkavian;</strong>&nbsp; The domain of the Malkavian's rests from the river to Alamo ave.&nbsp; From south of Pecan street down to Houston St.&nbsp; The church of St Anthony is where Malkavian's&nbsp; can find refuge and safe haven. <br><br><strong>Primogen;</strong> Filled<br><strong>Whip;</strong><br><br>&nbsp; &nbsp;<strong>#Nosferatu;</strong>&nbsp; The clan domain lies outside of the Camarilla proper.&nbsp; Outside of the city limits.&nbsp; Within the Cascade Caverns that is off of interstate 10 to the north.&nbsp; This&nbsp; location through, brings a constant struggle with battling Sabbath packs and Anarchs.&nbsp; &nbsp;In addition with in the hidden branches of caverns.&nbsp; &nbsp;The Nosferatu share in uneasy alliance with the were rat shifters.&nbsp; <br><br><strong>Primogen;</strong><br><strong>Whip;</strong><br><br>&nbsp; &nbsp; <strong>#Toreador;</strong>&nbsp; The artist and posers, domain is the smallest.&nbsp; It is the oldest district within the metropolitan area.&nbsp; The La Villita historic arts village.&nbsp; Located on the south bank of the San Antonio river. <br>&nbsp;(http://www.geocities.com/witchy692003/arneson5.jpg)<br>With just across the southern bank and controlled by the clan.&nbsp; Is the Arneson river theater.&nbsp; Which is the&nbsp; Elysium of the Camarilla.&nbsp; &nbsp;Where court and Cline of the Camarilla gather to enjoy the fine arts and passions of existence.&nbsp; However, the truth it is where plots and intrigues are carried out.&nbsp; The Cos house just across on the south bank.&nbsp; Is also an extension of the Elysium.&nbsp; Of other notes,&nbsp; the elders of the clan have estates within the private residential mansion district of King Williams.&nbsp; Which is controlled by the Ventrue.&nbsp; <br><br><strong>Primogen;</strong> <br><strong>Whip;</strong> <br><br>&nbsp; <strong>#Tremere;</strong>&nbsp; Within the Uptown loop area, the conclave of Camarilla bastion resides in the Tremere chantry.&nbsp; &nbsp;Which is known as the University of Incarnate Word.&nbsp; This was a bastion of influence of the Sabbath sect.&nbsp; Resident of the Archbishop.&nbsp; The chantry is under constant attacks because of this.&nbsp; However, the unified discipline strength of the warlocks.&nbsp; Has had them hold push back as a pillar of strength.&nbsp; A source of pride and status for any Tremere.&nbsp; <br><br>&nbsp;<strong>Primogen;</strong>&nbsp; filled<br><strong>Whip;</strong> <br><br>&nbsp; &nbsp;<strong>#Ventrue;</strong>&nbsp; From the Drury Inn within the river walk district.&nbsp; The blue bloods&nbsp; orchestrate run and control.&nbsp; &nbsp;Through their vest network of influence and wealth.&nbsp; &nbsp;In addition to the King Williams residential district.&nbsp; &nbsp;Which many Toreador elders have estates.&nbsp; &nbsp;In which the haven of the city Prince, a&nbsp; Ventrue elder from Hittite and eighteen dynasty of Egypt,&nbsp; Asari,&nbsp; progeny of Mithras.&nbsp; <br><br><strong>Primogen;</strong><br><strong>Whip;</strong> <br><br>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br><br><strong>Prince;</strong>&nbsp; Ann Cohen (Asari) (Ventrue)<br><strong>Seneschal;</strong><br><strong>Harpy;</strong><br><strong>Scourge;</strong>&nbsp; Octavian Walker (Gangrel)<br><strong>Sheriff;</strong>&nbsp; &nbsp;Filled?<br><strong>Keeper of Elysium;</strong><br>
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				Title: <strong>Re: V;tM  San Antonio by Night Chronicle  Rules.</strong><br>
				Post by: <strong>Elven Sex Goddess</strong> on <strong>26-01-2009, 09:35:39</strong>
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				<br>*This is a personal house rule. If the Storyteller desires, Dhampir may have a higher or lower blood pool, though as you will see, generation plays a part in the character's Blood pool size. It is recommended that Dhampir be inherently more powerful than Ghouls or Revenants.<br><br>Trait&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Freebie Cost&nbsp; &nbsp; &nbsp; &nbsp; Experience Costs <br>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br>Discipline&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;10&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;12 (new) and current rating x8<br>Bloodright&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 7&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;current rating x6<br><br>New Background: Father's (Mother's) Generation<br><br>Your father was a powerful Cainite, and some of his mystical potential has rubbed off on you. Refer to the chart below for details on the benefits of a higher generation. Blood pool is the amount of Quasi-Vitæ the Dhampir may hold inside of her body. Blood points per turn is the number of blood points that may be expended in one turn.<br><br>x&nbsp; &nbsp; &nbsp;13th Generation <br>*&nbsp; &nbsp; 12th Generation&nbsp; <br>**&nbsp; &nbsp; 11th Generation&nbsp; <br>***&nbsp; &nbsp; 10th Generation&nbsp; <br>****&nbsp; &nbsp; 9th Generation&nbsp; &nbsp;<br>*****&nbsp; &nbsp; 8th Generation&nbsp; &nbsp;<br><br><br>Kindred Generation&nbsp; &nbsp; Maximum Discipline Level&nbsp; Blood Pool&nbsp; &nbsp;Blood Per Turn&nbsp; Effective Generation<br><br>15th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1/2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Mortal<br>14th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;1/2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;15th<br>13th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 6&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;14th<br>12th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 7&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;13th<br>11th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 8&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;12th<br>10th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 9&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;11th<br>&nbsp;9th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;4&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 10&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;10th<br>&nbsp;8th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;4&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 11&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 9th<br>&nbsp;7th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;5&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 13&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 8th<br>&nbsp;6th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;5&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 15&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 4&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 7th<br>&nbsp;5th&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;6&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 20&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 5&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; 6th<br><br><br>Advantages<br><br><br>Vitæ<br><br>Well Dhampir produce their own (albeit diluted) form of Vitæ, which replenishes their pool by one point daily. This blood may be used to power disciplines, raise physical stats or heal wounds just as vampire blood, but does not grant the Dhampir immortality, nor does it allow them to create ghouls or blood bonds. This pool is normally 6. For every century of existence, this increases by 1. (See the new background, Father's generation).<br><br>Longevity<br><br>The Dhampir age at only about one third the rate of mortals once puberty has been completed (16-18 years of age for women, 18-20 for men). Thus, after puberty, every 3 years ages the Dhampir 1 year (a Dhampir of 46 years would actually appear to be about 26-27 to years of age).<br><br>Bloodright<br><br>All Dhampir may learn this pseudo-discipline (known only to them). They may gain up to level 5 in this power, regardless of their usual discipline maximums.<br><br>* Sense the Kindred Spirit<br><br>The Dhampir is able to "sense" the presence of Kindred within the vicinity. The more successes gained, the more information divined, though there is one exception; provided she rolls even a single success, a Dhampir using Sense the Kindred Spirit may always detect her Father (if he is near) as if she had rolled 5 successes.<br><br>System: The Dhampir must concentrate for one turn and rolls Perception + Occult (Diff 7) or Vampirology (Vampire Lore, difficulty 6). Only one success is needed. Further successes may indicate more to the character:<br><br>Successes&nbsp; &nbsp; &nbsp; &nbsp;Effect<br><br>1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; The Dhampir is aware that there is a vampire about<br><br>2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;The Dhampir knows if there is more than one vampire in the area<br><br>3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;The Dhampir senses whether or not an individual is a vampire<br><br>4&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;The Dhampir senses the rough number of vampires in the immediate area<br><br>5&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; The Dhampir knows exactly who is a vampire and who is not within a given crowd<br><br>&nbsp; &nbsp;<br>** Eye of the Hunter<br><br>The Dhampir may cause a vampire to stand hypnotized simply by looking into her eyes. She must roll Charisma + Intimidation against a difficulty of the target's Willpower. If the target is of a lower generation then the Dhampir's effective generation, then the target may resist with a Willpower roll.<br><br>*** Clarity of Mind<br><br>The Dhampir is able to resist the Mind affecting disciplines such as Auspex, Dominate, Dementation and Presence. By rolling Willpower, difficulty of the vampire's Willpower, the Dhampir may cancel successes from her rolls in any of the above mentioned disciplines. She is also able to see through vampiric illusions and Obfuscate by rolling Perception + Alertness against a difficulty of the power's level + 4.<br><br>**** Denial of the Blood<br><br>The Dhampir may prevent vampires from successfully utilizing their disciplines. This is done by expending a Willpower point and rolling a contested Willpower roll against the vampire utilizing the discipline which the Dhampir desires to nullify. If the Dhampir scores more successes, then the vampire's power does not function, though blood points are not lost in the process. Note that this power does not function on vampires of a generation lower than the Dhampir's effective Generation unless the Dhampir scores 1 extra success for every Generation by which the target exceeds the Dhampir's effective Generation. This power will always function upon Ghouls and Revenants, no mater the generation of their master.<br><br>***** Touch of Fire<br><br>The Dhampir may cause aggravated damage to a vampire with any attack by spending a blood point before damage is rolled. This includes Firearms and Melee attacks.<br><br><br>Weaknesses<br><br>Aura<br><br>The Dhampir aura is bright and lively. However, any attempt to read the Halfbood's aura scoring 3 successes or more will reveal the occasional swirl or pale color.<br><br>Sunlight<br><br>The Dhampir do not take damage from sunlight as severely as their fathers do; their mortal side protects them from the sun's ravaging rays. However, the Dhampir do suffer debilitating effects from exposure to sunlight.<br><br>Being outside in the sunlight neutralizes the Dhampir's supernatural powers. No disciplines will function, though the Storyteller may allow the use of a disciplines with the expenditure of a Willpower point (and possibly Willpower rolls each turn the character wishes to continue the effects)<br><br>Dhampir who are exposed to direct sunlight (even the shade of a tree will suffice as cover) for more than their Stamina rating in minutes are considered bruised due to a sunburn-like rash that covers their exposed skin. Those who remain in sunlight for Stamina x 5 in minutes are considered Hurt (-1 die to all dice pools). An additional health level is lost every hour until Crippled is reached, at which time the character is considered to be so burned that movement is unbearably painful. This burn will usually heal in a few days (1 day per health level). The use of strong sunblock has been known to add 1-2 points the character's stamina rating for the purposes of determining how long she may remain in the sunlight.<br><br>Bloodlust<br><br>Dhampir inherit the vampire's craving for blood. However, this is not as acute as a vampires. When her personal, quasi-Vitæ blood pool is empty, she will frenzy as a Ghoul when presented with human or kindred blood. Human blood will be converted into Quasi-Vitæ, while vampire blood will have the same effect as on a mortal (causing the Dhampir to be ghouled).<br><br><br>Frenzy<br><br>Dhampir are susceptible to the frenzies that plague their fathers' kind. Again, their mother's mortal heritage does grant them some leeway. Consider Dhampirs to be Ghouls when resisting frenzy, subtracting two from the difficulty to resist. Note that this does not include the Rötschreck, to which the Dhampir are immune.<br><br>Faith<br><br>The Dhampir must also endure another bane of their father's kind: the scorn of the faithful. Faith prevents them from exercising their powers as if they were in direct sunlight. Additionally, those of faith who attack the Dhampir by striking her with their holy symbol cause non-aggravated damage of the appropriate amount, soakable with Stamina.<br><br>Mortality<br><br>Dhampir are, in the end, living flesh and blood (potent blood, but living blood nonetheless). They normally heal from wounds only as fast as mortals do, although their innate vampiric blood may allow them to heal at a more rapid pace. However, they may not use their blood pool to facilitate the healing of aggravated damage (damage from fire or acid will take just as long to heal as it would for a normal mortal). Additionally, damage that brings the Dhampir below incapacitated that is not healed immediately (on subsequent turns until the Dhampir's blood pool is exhausted) kills the Dhampir. It should be noted that a stake, of any material, will slay a Dhampir if it pierces her heart.<br><br>Bloodcurse<br><br>The Dhampir of different clans develop slight manifestations of their clan weaknesses.<br><br>Assamites: One of the few clans to openly embrace the very very very very very few Dhampir to be born among their ranks, the Assamites lend their bloodlust to their children. However, any rolls made to resist the urge to feed from vampire blood have their difficulty reduced by 1.<br><br>Baali: Yeah, sure. If you really want it to happen, the chances of the child living to a ripe old age are pretty slim, as the Baali tend to kill anything that could pose a threat to them. Of course, a Dhampir raised from birth to do the bidding of some dark, forgotten deity could be an interesting twist. Either way, she's likely to be a no-show at Sunday mass.<br><br>Brujah: Rabble Halfbloods are born closer to the Beast, and thus frenzy as Vampires.<br><br>Caitiff: Perhaps the greatest contributors to the Dhampir population, some caitiff do not even realize that they are breaking any laws by fraternizing with the kine. The biggest flaw the caitiff Dhampir can claim is that they will often be hunted down by Camarilla enforcers without even knowing of the sect's existence (or even the existence of vampires in general). This leads many toward the life of the hunter.<br><br>Daughter of Cacophony: Who knows? From what I understand, there was a great purge of all the male members of the clan. If so, Male Dhampir would most likely be included in such genocide (to coin a word I guess). Females would probably have an Alertness maximum of 4.<br><br>Gangrel: Those born of Gangrel blood often have some physical deformity, such as a tail or cat-slitted eyes. Often, this deformity is only manifest when the Dhampir frenzies (though in the case of a tail, it would probably be a permanent addition). As a side note, the possibility exists that a Gangrel utilizing Shadow of the Beast might sire offspring with a wolf or bat. Why a vampire with Humanity 9 would endorse Bestiality is beyond me, but I'm sure someone out there is thinking about this. I leave the specifics up to intrepid STs who've got nothing better to do.<br><br>Gargoyle: Forget whatever I say about the Nosferatu, this one is just too far-fetched.<br><br>Giovanni: Though rare, there has been at least one documented case of a Giovanni Dhampir. Elio Campelli was seen as a valuable resource until his humanity became a liability to the family. His Wraith currently enjoys a wonderful view from the bottom of the Hudson river. Elio, like all Giovanni Dhampir, have the flaw Haunted, as the spirits of the Clan's victims seek vengeance on their mortal kin.<br><br>Lasombra: Not likely, but anything is possible. Probably the result of a Lasombra antitribu's shadowy love affairs, a Keeper Dhampir would show up on video and photography, but his reflection might occasionally fluctuate, becoming transparent for just a moment (usually when blood points are spent or disciplines utilized). Dhampir of this type also subtract one die from Stamina when calculating how long it will take to sunburn, and lose 1 health level every 45 minutes rather than every hour.<br><br>Malkavian: Lunacy breeds chaos, and this describes the mortal offspring of a Kook perfectly. All Malkavian Halfbloods are born with a certain mental disability (Derangement or otherwise) that may be treated or even cured. However, even if counseled and healed, a botched Willpower roll will send the character into relapse.<br><br>Nosferatu: Those (thankfully) few unfortunate spawn of the Sewer Rats tend to be rather unattractive, to say the least. A Nosferatu Halfblood may never raise her appearance above 3. (Anyone thinking a Nosferatu could never get laid should peruse Angela Carter's The Tiger's Bride, a story based on the Beauty and the Beast myth, or if cracking open a book is anathema, rent Kindred the Embraced to see what a crafty and lustful Nosferatu can do with Mask of a Thousand Faces).<br><br>Ravnos: Believe it or not, the Ravnos had a long tradition of interbreeding with their Rom cousins, producing the Mullo (Gypsy-Dhampir) who exhibited both Discipline powers, Bloodright, and Blood Affinities, making them Vampire Slayers to reckon with. Unfortunately, There aren't many Ravnos left to rekindle this practice. The few remaining Mullo (They would have been susceptible to the Ravnos Antediluvian's dying curse, but all Willpower rolls to resist would have been made at -2 difficulty) suffer from a similar form of kleptomania (or other vice) as their parent clan. However, again, a -2 is applied to any difficulties to resist the urge.<br><br>Salubri: Actually more common than one might expect, the only real damper placed on Salubri procreation is the fact that they barely exist anymore. Rather than losing health levels for feeding on those who do not consent, Salubri halfbloods lose temporary Willpower points.<br><br>Samedi: Oh please. Ignore what I said about the Nosferatu. A Samedi would need to use Dominate just to get his lover past the stench of the grave, and even then, no amount of humanity or measure of Golconda will allow a samedi to procreate, their bodies are far too decomposed. Of course, if it did happen (as I'm sure someone would try), the child would be gaunt, almost skeletal (appearance maximum of 3) and probably wouldn't be too healthy.<br><br>Setite: It could happen, but the result would be a Dhampir who's sunburn times are halved (one health level every half hour) and who suffers a -1 die penalty to all actions while in direct sunlight.<br><br>Toreador: Probably one of the most plentiful stocks of Halfbloods, the Toreador lend to their mortal offspring a variant on their inherent weakness. The Dhampir is fascinated by something, be it a task, goal, action, type of person or object, or anything else the storyteller allows. (In playtesting, a Toreador Dhampir and science major at a local college would get caught up in his work to the point that another character would have to be screaming into his ear before he would notice that he wasn't alone).<br><br>Tremere: Tremere Dhampir are hunted down and either destroyed, enslaved, or experimented upon, as the Warlocks seek one day to gain the strengths of their mortal offspring.<br><br>Tzimisce: As if Gargoyle Dhampir weren't ludicrous enough? Stick to revenants for these sods. As for the old clan, however, they were perhaps the first to discover the possibility of human-vampire matings. Those few that do exist can be counted on one hand, and would be immensely powerful (being the product of elder mating). Their disadvantage would be similar to that of the Tzimisce, requiring rest in the dirt of their homeland. However, rather than losing dice from their die pools, the Tzimisce Dhampir lose temporary Willpower points (they suffer from insomnia).<br><br>Ventrue: The most likely side effect of a Ventrue born Dhampir would be a Halfblood who's a picky eater (consider this to be the flaw Prey Exclusion: Even if frenzying, the Dhampir will refuse to feed from a certain type of mortal or vampire).<br><br><br><br>
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			<dt class="postheader">
				Title: <strong>Re: V;tM  San Antonio by Night Chronicle  Rules.</strong><br>
				Post by: <strong>Elven Sex Goddess</strong> on <strong>26-01-2009, 20:23:14</strong>
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				Expanded Age Background for chronicle:<br><br>(See Elysium: The Elder Wars, p67)<br>* &nbsp;&nbsp;&nbsp;51-200 years active&nbsp; &nbsp; +30 freebies -1 Humanity<br>** &nbsp;&nbsp;&nbsp;201-350 years active&nbsp; +55 freebies -2 Humanity<br>*** &nbsp;&nbsp;&nbsp;351-500 years active&nbsp; +75 freebies -3 Humanity<br>**** &nbsp;&nbsp;&nbsp;501-750 years active&nbsp; +90 freebies -4 Humanity<br>***** &nbsp;&nbsp;&nbsp;751-1 000 years active&nbsp; +100 freebies -5 Humanity<br>Additional for chronicle<br>***** * &nbsp;&nbsp;&nbsp;1 001-1 500 years active +105 freebies -6 Humanity<br>***** ** &nbsp;&nbsp;&nbsp;1 501-2 500 years active +108 freebies -7 Humanity<br>***** *** &nbsp;&nbsp;&nbsp;2 501-5 000 years active&nbsp; +110 freebies -8 Humanity.<br><br>Humanity can be re raised back up with freebie points.&nbsp; However, at a cost of 10 per dot. If have taken this background.&nbsp; This is amended for chronicle.&nbsp; This is to represent it is harder to teach an old dog new tricks,&nbsp; set in their ways.&nbsp; &nbsp;And also what has been forgotten.&nbsp; &nbsp;<br><br>Only 2 more allowed Camarilla elders of 1001 or older in age in chronicle<br><br>1 Independent elder of 1001 or older in age allowed.<br><br>Humanity/Paths can be no lower then 5 at creation.&nbsp; <br><br>Finally elders of 1001 or more in age.&nbsp; &nbsp;Are a case by case basis approval.&nbsp; &nbsp;A detail history, a documented sire in canon lore.&nbsp; No sire unknown cases.&nbsp; <br><br>Merits for position is not needed.&nbsp; Thou if assuming role of a position.&nbsp; &nbsp;The appropriate status should be purchased.&nbsp; <br>
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			<dt class="postheader">
				Title: <strong>Re: V;tM  San Antonio by Night Chronicle  Rules.</strong><br>
				Post by: <strong>Elven Sex Goddess</strong> on <strong>28-01-2009, 21:54:57</strong>
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				<strong>New Chronicle only discipline&nbsp; -&nbsp; Author&nbsp; RubySlippers. </strong><br><br>New Discipline - Essence of the Seductresses Form<br><br>This discipline was inspired by the Hammer movie vampires and frankly many bad movies but it inspired her to craft a physically enhancing snesual discipline for more mortal- like vampires. Preresqisites are Baby Face and Eat Food, and be female.<br><br>1 Dot: Embrace the Bestial Essence<br>The practitioner taps into her Beast drawing out enhanced sexual magnetism at the physical level as in more feminine in a savage way, this adds one die to all social-rolls involving Appearance for first impressions and use of sexuality. This overrides any natural limitations on dice pools. But the target must find women desireable. Its always on.<br><br>2 Dots: Enhance the Voluptuous Shape<br>The practitioner gets more human and fleshy in all the right places to ideally please due to her assets, like the above application it adds in pure physical appeal. When women are appealing also reduce difficulty roles for suitable social skill rolls by one. Its always on.<br><br>3 Dots: Scent of the Wanton Flesh<br>This adds the first de facto directed use of the power allowing the vamopiress to coat herself is a soft feminine scent laced with pheromones targeting one gender, it adds one die to seduction and social-rolls to that gender overiding any limits. This lasts one scene and costs 1 Vitae.<br><br>4 Dots: Scent of the Hearts Desire<br>Like the above but targeted to one person and the dice pool boost is two dice, and the vampiress must touch the mortal to attune it properly. This lasts one scene and costs 1 Vitae.<br><br>5 Dots: Flawless Visage of the Damned<br>The top of this disciplines power this adds up all the abilities the vampire gets a permanent bonus of one dice as her form scents itself to one type of prey, as per the Ventrue limitation on feeding, and all difficulties on social rolls are -1 and -2 verses that mortal tyoe she is attuned to.&nbsp; These stack with any other applications of this discipline. Its also always on.<br><br>General drawback Auspex enhancements and the like do find detecting said practitioner easier if enhancing smell, if the Kindred has met the practitioner before and can make a roll to remember when practiced at the highest level.&nbsp; <br><br>Storyteller edit;<br><br>For cost purposes the discipline is treated as out of clan for exp points&nbsp; ( current rating x 7 ) in purchasing higher dots.&nbsp; Except for Caitiff&nbsp; ( current rating x 6 ).&nbsp; However, in order to learn this discipline must have teacher of another seductress.&nbsp; As the practitioners of this discipline are commonly known as.&nbsp; &nbsp; <br><br>Other slang names of the seductresses are Houri, Succubus.&nbsp; <br><br>Finally this does not give the practitioner the ability to feel or be compelled sexually.&nbsp; As true sensual arousal comes from taking of the blood.&nbsp; &nbsp;Vitae Fertility will still be needed to feel such.&nbsp; 
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