Campaign:Ready to Die

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Information[edit]

Setting[edit]

RAWK LAWBSTAR decided she wanted a fictional large city in the pacific northwest and all the good spots were taken, so she dragged the real archipelago and put it in a more ideal location. What started as a city quickly sprawled into becoming the 51st State.
Map of the Haida Metropolitan Area.
Map of the Archipelago.
Map of Haida Gwaii in relation to the continental US.

Commonwealth of Haida Special Operations Team Gamma[edit]

Dates[edit]

Current Day: Wednesday January 2nd, 2013

  • January 1st, 2013: THE REVEAL
  • December 18, 2012: Car chase with an angel.
  • December 17, 2012: The party was a "hit".
  • December 16, 2012: Let the party begin.
  • December 2, 2012: The Mad Priest's reign of terror is brought to an end.
  • December 1, 2012: Hackett's experiments unveiled.
  • November 30, 2012: Vacation over. Team Gamma assigned to investigate the handiwork of the Lance.
  • October 31, 2012: Inquiry Turn About. Coterie "sentenced" to 1 month vacation.
  • October 29, 2012: The Message is sent.
  • October 28, 2012: Martin is live on the Witching Hour.
  • October 27, 2012: "What must be done to enact Thy will on this Earth and join the wills of the Faithful and the Source?"
  • October 25, 2012: Cyril's Excellent Hedge Adventure.
  • October 21, 2012: Awun case solved. All members of the parasite conspiracy captured.
  • October 18, 2012: Arrived at Awun.
  • October 17, 2012: Jean-Gary is appointed Cyril's Chief Occultist.
  • October 15, 2012: Recovered Cyril's package.
  • October 14, 2012: Osgood fished out of the bay.
  • October 13, 2012: Started the Osgood case.
  • October 12, 2012: Meeting with the Steward.

XP and Rewards[edit]

TOTAL XP: 250

Contacts Gained

  • Louise Smith, Camarilla.

Loot

  • The Half Dollar Coin
  • The Letter Opener
  • The Lighter

Houserules[edit]

Begin with one dot in each Attribute:

  • 70 XP for primary Attributes.
  • 55 XP for secondary Attributes.
  • 45 XP for tertiary Attributes.

Begin with no dots in any Skills:

  • 78 XP for primary Skills.
  • 48 XP for secondary Skills.
  • 30 XP for tertiary Skills.
  • 9 XP for 3 Skill Specialities.

Apply the Vampire template. Set Blood Potency to 1, set Vitae to 7, and do the following:

  • 42 XP for Merits and increasing Blood Potency.
  • 25 XP to increase your Favoured attribute.
  • 30 XP divided among Disciplines, of which at least ten have to be spent on clan Disciplines..


When frenzy is a possibility, roll your permanent Atrocity dice (if you have any). Any successes you get add to the successes needed to resist frenzy. For example, if I'm ravenous and presented with the smell of blood, I roll my permanent Atrocity dice and get three successes. I normally need four successes to resist hunger frenzy in this situation, but due to being a huge bastard with lots of permanent Atrocity dice, I now need seven.

You add 1 + [permanent Atrocity] dice to physical actions during frenzy instead of just one die. You can only gain one temporary Atrocity die from any actions committed during frenzy, no matter how vile. Base time in Torpor is determined by Stamina + Resolve - Permanent Atrocity. Effective Humanity score to determine time spent awake during the day: Stamina + Resolve - Blood Potency. Whenever you gain a permanent Atrocity die, roll your pool of permanent Atrocity dice (including the new one). Success means you gain a derangement, exceptional success means you automatically get a severe or extreme derangement without having to upgrade an existing minor one.

Blood Potency acts as a penalty to social interactions with humans. Cruac, instead of lowering your maximum Humanity score, acts as bonus dice to your Cognitive Dissonance rolls, making it much harder to realize the monstrosity of your actions. When you commit Diablerie, instead of automatically losing a point of Humanity, you automatically gain a permanent Atrocity die.

When your character has a number of permanent Atrocity dice equal to Resolve + Composure * 2 or 10, whichever is lower, they are lost to the Beast and become an NPC.

  • Ventrue weakness: +2 phantom Atrocity dice while rolling for a derangement.
  • Nosferatu weakness: 1s do not subtract successes. Nosferatu take a -3 penalty to Allies rolls due to how uncomfortable people are with dealing with them.
  • Daeva weakness: When presented with an opportunity to fulfill their Vice, Daeva must roll Resolve + Composure to resist at a penalty equal to the number of times they have denied their Vice since last fulfilling it. Failure means they must either act out the Vice or spend a point of Willpower to resist.
  • Gangrel weakness: 1s do not subtract successes. Gangrel take a -3 penalty to extended mental actions, due to the difficulty they have focusing on something other than the Beast's instincts.
  • Mekhet weakness: Unchanged, because it's fine as is.

Sun-Walking Knights, due to their ritual of Cleansing the Shadow, have slightly different weaknesses in exchange for losing the ability to create a Vinculum.

  • Ventrue: +1 phantom Atrocity dice while rolling for a derangement.
  • Nosferatu: Regain 10-again.
  • Daeva: Daeva Knights do not take a penalty to their Resolve + Composure roll to resist indulging in their Vice for successive attempts to resist it.
  • Gangrel: Regain 10-again.
  • Mekhet: The additional damage Mekhet Knights take from sunlight due to their weakness is lethal, not aggravated.