Thursday, 27 June 2019

From a dusty drawer: hacking Vampire into generic fantasy

Was cleaning out my dropbox and found a folder with the Arcane Pirates campaign I ran for colleages a couple years back. I can't remember half of it, but apparently I hacked Vampire: the Masquerade to serve as the chassis for a generic fantasy game.

I recall merging abilities (strength, dex,...) with skills (melee, stealth,...), meddling with the discipline system to turn it into more generic magic, and lots of other minor tweaks. The rules were a mix of Dutch and English, but this character sheet was in English. I was pretty happy with how it showed which skills were useful for users of each discipline. Maybe it's useful to someone.

CHARACTER SHEET

[ AS PDF ]

...and a look at the homebrew thaumaturgy system for clerical/wizardly magic (in addition to existing Disciplines like Auspex, Dominate, Obfuscate).

THAUMATURGY DISCIPLINE - MAGIC



Academics (occult) + path rating - magic is learned in separate Paths (schools, techniques, themes...). Your rank in one path does not translate into another.

Path of Destruction
Spend a power point and roll intelligence+occult+rating in this path. You may spend power points to gain more successes, but must choose how many before you roll. You damage or destroy an item you designate. Particulary strong or magical items count as one size category larger.

This path tends to run out of control, but you can spend successes to stabilise it:
- you must spend all successes you rolled and bought!
you wanted to shatter only one stone, but rolled 5 successes, so wrecked the tower
- when you use this magic, take 1 damage/spell level
spend 1 success to halve damage (round down) or 2 successes to negate the damage
            - you must touch the object you want to destroy
pay 1 success for 5m range, 2 successes for 20m

          warp wood: take 1 dmg, wreck piece of wood, size: arrow/bow/door/cart/siege tower/ship
●●        rust touch: take 2 dmg, metal rusts (half strength), size: dagger/sword/armor/portcullis
●●●      shatter stone: take 3 dmg, fragment stone volume of fist/head/body/bear/elephant
●●●●    desintegrate: take 4 dmg, object/person takes 2 damage per success, armor doesn't help
●●●●●  earthquake: take 5 dmg: quake rips the ground, wrecks standing buildings/structures:
hut/house/tower/city block/city. At sea, 5 successes hits 5km of nearest shore with 5m tidal wave; 6 successes for 20m wave, hitting 10 km of nearest shore.

Path of Fire
Spend a power point to activate, may spend power points to gain more successes. You deal lethal damage to an opponent: successes on academics (occult) + path rating -opponents defense. Armor does not help against this attack. Target will catch on fire (1 dmg/round) unless they spend an action to roll defense (1 success per your path rating) to put the fire out.

Path of Flight
Spend a power point to activate, may spend power points to gain more successes. Roll academics (occult) + path rating. You can keep an object or person in the air and move it about for as many rounds as you score successes. It moves at walking speed. Unwilling subjects resist with willpower.
          one pound
●●        20 pounds
●●●      200 pounds; this rating is always enough to levitate yourself and what you can easily carry
●●●●    500 pounds
●●●●●  1000 pounds

Path of Life
Spend a power point to activate, may spend power points to gain more successes. Roll academics (occult) + path rating (minus opponents willpower, if applicable).
          Pain touch - target feels as if wounded worse (or less): for 1 scene, acts as if wounded 1        damage/success more (or less). To increase pain, opposed roll minus opponent's willpower.
●●        Cure disease or poison - for every success, remove damage inflicted by a poison/disease. If          you cure all damage, the poison/disease is removed entirely. Can roll versus willpower to inflict a slow disease (1 dmg/day for as many days as you rolled successes).
●●●      Healer - target is cured of as many damage as you score successes. Can also directly wound target by rolling versus willpower.
●●●●    Revive / coma: target who died up to 1 round/success ago revives with 1 hit point. You can            also put a target in a coma for 1 round/success by rolling versus their willpower.
●●●●●  Resurrection / Death touch - revive a dead target. For every success, you can reach further back in  time: day, week, month, year, 10 years, 100 years... You need at least some    remains to work this spell: penalty to roll from -1 for intact remains in bad shape, to -5 for            bone fragments. Alternatively, roll versus willpower to instantly kill living or undead target.

Path of Protection
Spend a power point and roll intelligence+occult+rating in this path. You may spend power points to gain more successes. For 1 extra power point, you can shield another target.
          arrow shield - for 1 round/success, archery attacks against you do 3 less damage
●●        mind shield - for 1 round/success, willpower counts as 3 higher for defensive means
●●●      body shield - for 1 round/success, each weapon/unarmed attack deals you 5 less damage
●●●●    elemental shield - for 1 round/success, ignore heat, cold, electricity, acid, pressure, etc
●●●●●  great shield - for 1 round/success, 10ft. radius sphere centered on you stops anything: damage, spells, attacks, objects, creatures, energy,... - you decide if something can enter

Path of Travel
Spend a power point and roll intelligence+occult+rating in this path. You may spend power points to gain more successes.
          you move (not attack) at double speed for one round per success
●●        your steed moves at double speed for one hour per success
●●●      for 1 scene, you safely: land on your feet/rise to surface/walk tightrope/quicksand/water
●●●●    you can fly at your current walking speed for one round per success
●●●●●  teleportation - you instantly appear at birthplace/current home/recent teleport site       anywhere you visited/anywhere you have description of (description might be misleading...)


Path of Undeath
Spend a power point and roll academics (occult) + path rating. You may spend power points to gain more successes.
          rapid aging: 1 power point, roll academics (occult) + path rating -willpower
target gets -1/success to all rolls. Lasts until next sunrise/sunset.
●●        speak with dead: 1 power point, academics (occult) + path rating  -willpower; each success = 1 answer to question that you ask the spirit of the deceased
●●●      undead servants: 1 power point, academics (occult) + path rating -2: successes = number of noncombat servants that animate. Instruction must be simple (see Dominate 2) and is given at casting of spell; e.g. carry bags, dig tunnel. Can be changed by recasting spell.
●●●●    undead warriors: 1 power point, academics (occult) + path rating -4: successes = number of         warriors who obey simple instruction as above, can be changed by recasting spell.
            strength 3, dex 2, stamina 4, brawl 3, 2-point bone claws, act last in every turn, 6 health
●●●●●  steal soul - spend a power point to start series of rolls, 1/round: academics (occult) + path   rating -willpower. Every success strips away one of target's willpower. Once they reach    zero, you rip out their soul. Your choice of options:
            - target dies immediately and you regain 1 power point per willpower stolen
                        OR
            - you fall into a coma and drive the now-empty body for one hour per stolen willpower (or    sunset/sunrise, whichever comes first; at this time, you zoom back to your own body)

Path of Weather
Spend a power point to activate, may spend power points to gain more successes. Roll academics (occult) + path rating to summon a type of weather in your general area.
          Fog - remains 1 hour; successes indicate size: room/house/mansion/castle/city
●●        Rain - successes = duration in hours
●●●      Wind - 2 dice to help or hinder sailing rolls; successes = duration in hours
●●●●    Lightning strike - damage = successes -celerity (if active); armor or defense don't help
●●●●●  Wild storm (random lightning, wind, hail, tornado - DM has special chart. Or will make shit          up. More successes = more control to you.)

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