Monday, September 21, 2015

50 Shades of Vampire: Blood Tenebrous

If vampires in Vampire: the Requiem have a major weakness (other than sunlight) it's that they have no way to interact with the Realms Invisible: Shadow, the Astral, the Hedge, and so on. This somewhat hinders crossover play and leaves them weak against ephemeral threats.

The Book of Spirits, the shadow specific blue book, tried to rectify this by introducing a new discipline for those vampires interested in spirit world and its inhabitants. This book was composed for the first edition of the game. It would interesting and helpful to update those rules to second edition and its new spirit and ghost rules.
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Research Notes

Partly I did this to have a good excuse for brushing up on the rules for ephemeral beings, something that wasn't important to me in my prior 2nd edition games.

After looking over them, I see that there isn't much here that is immediately relevant to Blood Tenebrous. Only the claiming power directly interfaces with those rules and it already breaks enough rules from the earlier edition.

Blood Tenebrous Devotions

Following the pattern with bloodlines, I'll avoid adding a new discipline and instead translate the powers into a series of devotions.

Pulse of the Invisible (Requirements: Auspex 2) The vampire gains an ability similar to that of Unseen Sense (spirits). By spending 1 Vitae, they gain the ability to see loci, verges, and twilight spirits for a scene. When dealing with a power that would otherwise occlude this vision, they can contest it with a Wits + Empathy roll. (Cost: 2 XP)

Blood is Life (Requirements: Protean 2) By spending 1 vitae, the vampire can infuse their vitae with spiritual power. Roll Strength + Occult and infuse Vitae equal to the number of successes with an equal amount of Essence. This effect lasts a minute at which point it resumes being normal Vitae. (Cost: 1 XP)

Under the Skin of the World (Requirements: Obfuscate 3, optionally Vigor 1) The vampire masters the spiritual ties within them and gains the ability to step through into Shadow at a Locus. Expend 1 Vitae and making an Intelligence + Occult roll (possibly at a penalty depending on the circumstances of the locus) to take the character and anything they carry into Shadow. If they buy this Devotion with the Vigor requirement they can bring other people as well at the cost of another point of Vitae per person. (Cost: 1 XP or optionally 2 XP)

Drawing in the Devil (Requirements: Protean 5) Spirits generally can't claimed supernatural beings. This devotion eliminates that restriction. After reworking their surroundings and behavior to become Resonant (as the Condition) with the type of spirit they seek to merge with, a vampire can spend 1 Vitae to then engage in an extended Presence + Persuasion roll to successfully become Claimed by a spirit without going through all of the other conditions normally associated with that process. They must accrue 5 Successes per Rank of the spirit with each roll representing 1 minute of meditation. (Cost: 3 XP)

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