Difference between revisions of "Ghouling Mages"
(Created page with "Mages can be blood bound and the process works just like described in M20. The mechanics for dissolving the Blood Bond are described in the VTM core. * '''Notice:''' (A policy...") |
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− | + | When a Mage, Sorcerer, or Psychic drinks vampire blood, the following things happen: | |
− | * '' | + | * The target character gains the 5 point Ghoul merit (Book of Secrets p. 75) and the 3 point Addiction flaw toward vampire blood. The net cost of this is 10 XP. This will be taken regardless of whether the character has sufficient XP, which may cause the character's XP pool to enter a negative value. There is no additional consequence to having negative XP other than the obvious inability to purchase new stats with negative XP. |
+ | * The character gains a one-point blood bond toward the vampire. As per page 288 V20 Core, this can wear down by 1 point after ''[12 months - Willpower]'' and no contact. Characters are required to succeed on a Willpower roll to avoid contact with the vampire. Any subsequent drink on a subsequent night will increase this blood bond by 1 point just as illustrated in the rules found on pages 286 - 287 of V20 core. | ||
+ | * While a Ghoul or Blood Bound, the target character has Morbidity Quiet level 3 and (Elemental) Jhor resonance 3. Staff will initially consult players who fail to play the effects of this Morbidity or the Blood Bond to differentiate a lack of understanding from a refusal to play by the rules. Players who simply are refusing to honor the rules will have their characters revoked and turned into NPCs. | ||
+ | * Seekings almost always result in failure while the character is Ghouled or Blood Bound. | ||
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+ | Recovering fully requires abstinence from the behaviors and substances that caused the changes, paying off any associated merits and flaws, and removing the Morbidity. Please be advised that a ghouled Mage, Psychic or Sorcerer keeps the powers of their current splat and may use them without any mechanical alterations. | ||
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[[Category:House Rules]] | [[Category:House Rules]] |
Latest revision as of 11:39, 25 March 2022
When a Mage, Sorcerer, or Psychic drinks vampire blood, the following things happen:
- The target character gains the 5 point Ghoul merit (Book of Secrets p. 75) and the 3 point Addiction flaw toward vampire blood. The net cost of this is 10 XP. This will be taken regardless of whether the character has sufficient XP, which may cause the character's XP pool to enter a negative value. There is no additional consequence to having negative XP other than the obvious inability to purchase new stats with negative XP.
- The character gains a one-point blood bond toward the vampire. As per page 288 V20 Core, this can wear down by 1 point after [12 months - Willpower] and no contact. Characters are required to succeed on a Willpower roll to avoid contact with the vampire. Any subsequent drink on a subsequent night will increase this blood bond by 1 point just as illustrated in the rules found on pages 286 - 287 of V20 core.
- While a Ghoul or Blood Bound, the target character has Morbidity Quiet level 3 and (Elemental) Jhor resonance 3. Staff will initially consult players who fail to play the effects of this Morbidity or the Blood Bond to differentiate a lack of understanding from a refusal to play by the rules. Players who simply are refusing to honor the rules will have their characters revoked and turned into NPCs.
- Seekings almost always result in failure while the character is Ghouled or Blood Bound.
Recovering fully requires abstinence from the behaviors and substances that caused the changes, paying off any associated merits and flaws, and removing the Morbidity. Please be advised that a ghouled Mage, Psychic or Sorcerer keeps the powers of their current splat and may use them without any mechanical alterations.