Advertisement
Guest User

Untitled

a guest
Jan 21st, 2017
127
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.49 KB | None | 0 0
  1. Territory basics
  2.  
  3. All areas have two qualities: Mood and health. Mood dictates how happy the people in the area are, and confers a dice bonus or penalty to certain actions taken within that territory. A number of templates require predation on humans to survive or at least thrive. Such as it is, health is the second element. Health dictates how badly an area is strained by the predations of a given template. If it gets too low, mood starts to drop. If it gets extremely low, NPC hunters or mortal organizations may begin to respond. Health is impacted for the most part, by beasts, vampires, psychic vampires, and changelings employing reaping. Please note that health drops more if type of template has been feeding in the area repeatedly. It doesn't matter if it's multiple members of the same template, repeated behavior draws attention. With the exception of beasts, a single feeding action does not necessarily represent a single mortal or animal fed from. Rather, it represents a timeframe in which the character devotes their attention to replenishing whatever resource they expend on a regular basis.
  4.  
  5. Beasts
  6.  
  7. Beasts are the sort to feed indirectly, yet spectacularly. Their displays of sating their horrors are never subtle, as they require the person or creature they are sating themselves upon to be fully aware. Conversely, this is a purely non-physical event, even if the Beast's method of eliciting such a response is violent. Beasts have an advantage over other templates in feeding in some respects, as any beast with a different hunger is treated as being an entirely different template from the other for purposes of determining repeat feeding penalties given that the methodologies of different hungers are extremely different. However, the spectacular nature of their feedings also means that the basic amount of health they remove from an area is greater than that of others templates. As a house rule on Spires of Gotham, the base satiety potential is always five dice, and considered a moderate example of feeding. However, one may choose to kill their victim in the process using +sate/kill. This creates a substantially greater impact, and it must be logged what sort of victim you are procuring. Regardless, this doubles the satiety potential's dicepool to ten, yet should never be done casually as it also reduces the health of the territory even more than a beast's usual baseline. Likewise, the presence of a murder will be obvious to anyone checking the area through the territory system.
  8.  
  9. Changelings
  10.  
  11. Changelings are in most circumstances, the most benevolent and passive of predators if what they do could even be considered predation. However, they have a catch to their more passive ways. They require intense, actively experienced emotion to regain glamour rather than something you can find just anywhere. Eliciting this is one option, a dicepool to pick an average person off the street and provoke a reaction from them for the glamour it generates. Conversely, reaping is also an option albeit a more dramatic one as it costs the changeling a dot of clarity yet restores their glamour pools completey. Alternatively, passive harvesting is a possibility in areas where emotions are likely to be present. Nightclubs, graveyards, even hospitals are possible locations where emotions flow freely. Some of these however, are likely to be restricted in access. Passive harvesting is Composure + Empathy, whereas actively inciting emotion depends on the emotion being incited. Strength + Intimidation may be used for fear, Manipulation + Perusasion for lust, and Presence + Eempathy for happiness.
  12.  
  13. Psychic Vampires
  14.  
  15. Psychic vampires much like their undead counterparts, require the vitality of average mortals to sustain themselves. However unlike vampires, they have the luxury of acting during the day and are not obvious in what they do. A psychic vampire's less obvious feedings take less from an area's health, yet still negatively impacts it as the emotional and sometimes physical strain of being fed on is felt. Raw population is predominantly the factor here, as is the population's openness to being approached and interacted with. Unlike many other templates, the dicepool for their feeding remains the same no matter what method they use and is Intelligence + Occult + Psychic Vampirism - 3. As such, a positive mood modifier is helpful for a psychic vampire's feeding.
  16.  
  17. Vampires
  18.  
  19. The classic predator of mortals, vampires obviously need blood to survive and in some respects are the most straightforward of the templates. Their nocturnal tendencies are not enforced on an out-of-character basis, yet they still remain as a notable in-character consideration. Regardless, they do not receive a penalty to how often they can hunt or take other actions on account of having a very similar amount of time to act even if it's at a different time within a 24-hour timeframe. That said, vampires have multiple options for feeding as they can maneuver their prey into varying positions. The first is force. Force involves attempting to simply ambush someone in one of NYC's many back alleys and shadowed corners, and is a roll of Strength + Streetwise. The second is seduction. Despite the name, this need not always involve leveraging sexuality yet given the basic nature of such an idea many vampires find it advantageous to do so, and is a roll of Manipulation + Persuasion. Finally, you can feed on animals if you are below blood potency three and in doing so use a dicepool of Wits + Survival + 1. A public feeding ground AKA rack adds +2 to this roll.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement