Vampire la Mascarade V5 334
Forums > Jeux de rôle
La Discipline d'Oblivion est divisée entre Chicago By Night et Cults of the Blood Gods. Mais tu n'en as pas besoin si tu t'en tiens au Rituel du Dr. Banerjee : le descriptif et fonctionnement se trouve dans l'encart Notes, au dos de la fiche de personnage. Pour mémoire, Resolution + Oblivion (Difficulté) 2.
Dans le livre des règles en anglais il y a un résumé, j'imagine qu'il existe en français aussi.
En anglais ça donne :
CORE CONCEPT
What was your character’s name in life? What did they do? Where and when were they Embraced? What is their name now? Where are they now? Write your character’s name on the Relationship Map.
CLAN AND SIRE
Pick your clan. Write your character’s sire on the Relationship Map along with relevant sect SPCs.
ATTRIBUTES
Physical: Strength, Dexterity, Stamina
Social: Charisma, Manipulation, Composure
Mental: Intelligence, Wits, Resolve
Take one Attribute at 4;
three Attributes at 3;
four Attributes at 2;
one Attribute at 1.
Health = Stamina + 3; Willpower = Composure + Resolve.
SKILLS
Pick one Skills distribution.
■■ Jack of all trades: One Skill at 3; eight Skills at 2; ten Skills at 1
■■ Balanced: Three Skills at 3; five Skills at 2; seven Skills at 1
■■ Specialist: One Skill at 4; three Skills at 3; three Skills at 2; three Skills at 1
Add free specialties to Academics, Craft, Performance, and Science Skills.
Take one more free specialty.
DISCIPLINES
Choose two of your clan Disciplines. Put two dots in one and one dot in the other.
For Caitiff characters, choose any two Disciplines. Put two dots in one and one dot in the other.
Thin-blood characters have no intrinsic Disciplines.
PREDATOR
Pick your Predator type (p. 175) and apply it:
■■ Add one of the listed specialties.
■■ Add one dot to a listed Discipline.
■■ Apply any associated Advantages or Flaws.
ADVANTAGES
Spend 7 points on Advantages, and take 2 points of Flaws in addition to the ones gained from your Predator type. Thin-blood characters must take between one and three Thin-Blood Merits and the same number of Thin-Blood Flaws.
Add any new supporting cast from Advantages and Flaws to the Relationship Map.
CONVICTIONS AND TOUCHSTONES
Select one to three Convictions. (p. 172)
Create an equal number of Touchstones (p. 173), each connected to one Conviction and add them to the Relationship Map.
Set your Humanity to 7.
COTERIE CREATION
The coterie starts with 1 dot per player. Players may also contribute their own unused dots and experience points to the coterie. Every player must agree when advantages and flaws are purchased for the coterie.
Pick your coterie type
DOMAIN: The game seems to suggest that a coterie and not specific characters should hold a domain. This can bind characters together in a common cause — defending their turf.
ADDITIONAL ADVANTAGES & FLAWS: A coterie can have any non-character advantage or flaw.
RELATIONSHIP MAP: A tool for tracking the complex ties that bind characters and story together.
XP
Traits | Cout |
---|---|
Increase Attribute | New level x 5 |
Increase Skill | New level x 3 |
New Specialty | 3 |
Clan Discipline | New level x 5 |
Other Discipline | New level x 7 |
Caitiff Discipline | New level x 6 |
Blood Sorcery Ritual | Ritual level x 3 |
Oblivion's Ceremonie | Ceremonie level x 3 |
Thin-Blood Formula | Formula level x 3 |
Advantage | 3 per dot |
Blood Potency | New level x 10 |
Je conseille de donner au moins 50 xp à la création de perso, plus si tes joueurs jouent des anciens (j'avais donné 150 xp pour la chute de Londres).
A noter, Vampire v5 est un jeu de spécialiste il vaut mieux monter hautpeu de compétences qu'avoir plein de compétence bas niveau (https://www.strangeassembly.com/2019/character-optimization-in-vampire-the-masquerade-v5).
Travaille aussi l'histoire de tes persos avec les pnj nommés de la campagne, un travail que je n'ai pas super fait et ça a manqué pendant la partie (quand ça fait plus de 100 ans que tu est à Londres tu dois bien avoir du vécu avec la reine Anne par exemple) et mes joueurs étaient un peu perdus sur les intrigues.
Bon courage
On va démarrer la campagne "chute de londre" et nous allons faire des personnages originaux plutot qu'utiliser les prétriés [...]
Colonel Moutarde
J'ai écrit à ce propos dans un autre sujet ici sur la Chute de Londres. Très honnêtement – même si j'entends le désir ou le besoin de façonner son propre personnage – je recommande sérieusement d'envisager les personnages prétirés, quitte à modifier un peu leurs compétences ou attributs pour se les appropier. Leurs backgrounds sont tellement imbriqués dans l'histoire et les rencontres que repartir de zéro est une gageure.
[...] y aurait il une aide de jeu resumant/aidant la création des personnnages ?
Colonel Moutarde
La page d'introduction des prétirés propose un encart (dans la version originale en tout cas) à ce sujet. Entre les lignes, cette note me semble aller dans le sens de mon avis personnel : possible, mais pas prévu pour, donc du travail en perspective.
USING OTHER CHARACTERS
This chronicle is written with the characters presented here in mind. These older characters have a direct and personal connection to [divulgâchage], making them more relevant to the chronicle. However, some players may find the idea of playing a Kindred that has been [divulgâchage], or they may just prefer to create their own characters.
If you and your group decide to create new characters, just use the rules in the Vampire corebook. These characters are [divulgâchage]. [divulgâchage] upon them the memories presented in the story and connects them to [divulgâchage] as the original characters are. [divulgâchage] partially erases their memories but doesn’t sever their relationships to [divulgâchage].
In either case, this will require a bit of tweaking and additional preparation from the Storyteller, but it can be a rewarding option.
- Colonel Moutarde
Merci a vous deux LanLan et Thegrom pour votre aide et de vos conseil !
Oui mon idée c'était de recuperer des morceaux du background des PJ prétrié pour les associer aux personnages que me feront les joueurs. tout en les guidant pour que ca ne part pas en vrac ...
Je cherchait aussi un genre de guide de la v5 expliquant les regles rapidements ... je suis un peu pris de crout, je pensais maitriser vers Mai juin et finalement la table est dispo fin fevrier ... mazette revision revision!
- Lanlan le Pandawan
Voici un recapitulatif des règles que j'avais mis en ligne pour mes joueurs, c'est en anglais :
HEALTH, WILLPOWER AND HUMANITY:
Health, Willpower and Humanity can take damage/Stains on unfilled spaces of their respective trackers.
HEALTH:
Maximum Health = Stamina + 3, fill in the remainder
Mark Superficial Damage with a “/” and Aggravated Damage with an “X”.
If the Health tracker is filled with Aggravated Damage your character enters Torpor.
WILLPOWER:
Maximum Willpower = Composure + Resolve, fill in the remainder
Mark Superficial Damage with a “/” and Aggravated Damage with an “X”.
If the Willpower tracker is filled with Aggravated Damage in a social situation your character breaks down and completely lose face.
You can spend Willpower (mark the tracker with a “/”) to:
(1) re-roll up to 3 non-Hunger Dice on any test except for Willpower tests,
(2) to regain control of your character from Frenzy, Dominate, or Presence,
(3) to open eyes or move fingers while staked,
(4) to ignore Impairment or other Health related penalties.
HUMANITY:
Fill in squares equal to your character’s Humanity
Characters with a high Humanity rating are more quickly affected by Stains than character with a low Humanity rating.
Mark all Stains with a “/”.
At the end of each session perform a Remorse test. Roll dice equal to the number of unmarked Humanity tracks (with a minimum of 1 die).
On a success remove all Stains.
On a failure erase one Humanity point and remove all Stains.
If at any time these Stains would overfill the unmarked Humanity tracks take one Aggravated Willpower Damage.
Humanity can be increased at Storyteller discretion, see V5 Corebook p.241.
Humanity | Dice add to resist frenzy | Torpor length |
---|---|---|
9 | 3 | Three days |
8 | 2 | One week |
7 | 2 | Two weeks |
6 | 2 | One month |
5 | 1 | One year |
4 | 1 | One decade |
3 | 1 | Five decades |
2 | 0 | One century |
1 | 0 | Five centuries |
IMPAIRMENT:
When any of these three trackers are fully marked, your character becomes Impaired.
Health: -2 to all Physical tests.
Willpower: -2 to all Mental and Social tests.
Humanity: -2 to all tests.
HEALING/MENDING:
HEALING / MENDING | HEALTH: | WILLPOWER: |
SUPERFICIAL DAMAGE: | Once per turn, you may Rouse the Blood to heal Superficial Damage based on your Blood Potency. | At the beginning of a session, heal Superficial Damage up to your Composure or Resolve (whichever is higher). At the Story-teller’s discretion more can be healed for acting to further a Desire or for playing out a messy critical, frenzy, or compulsion. |
AGGRAVATED DAMAGE: | At nightfall, you may Rouse the Blood three times to heal 1 aggravated damage. | At the beginning of a session, heal 1 Aggravated Damage if you acted to further your Ambition. At the Storyteller’s discretion more can healed for acting to benefit a Touchstone or uphold a Conviction against your character’s own best interest. |
COMPULSION vs FRENZY
Compulsions occur on a “bestial failure” and cannot be skipped with Willpower.
Frenzy occurs with a failed Willpower test after being provoked by fury, hunger, or terror and can be skipped with a Willpower expenditure.
Provocation | Difficulty |
---|---|
Friend killed | 2 |
Lover or Touchstone hurt | 3 |
Lover or Touchstone killed | 4 |
Physical provocation or harassment | 2 |
Insulted by inferior | 2 |
Public humiliation | 2 |
Provocation | Difficulty |
---|---|
Sight of open wound or overpowering smell of blood while at Hunger 4 or higher | 2 |
Taste of blood while at Hunger 4 or higher | 3 |
Fail Rouse Check while at Hunger 5 | 4 |
Provocation | Difficulty |
---|---|
Bonfire | 2 |
Inside a burning building | 3 |
Being burned | 2 |
Obscured sunlight (through window, etc.) | 3 |
Fully exposed to direct sunlight | 4 |
HUNGER:
All kindred have an innate instinctual drive to consume blood.
This compelling force is sometimes personified as “the Beast.”
Just how hungry your character has become is reflected on the Hunger tracker by filling in squares equal to your character’s Hunger.
TESTS
All tests require a number of successes ≥ the difficulty of the action.
A roll of 6+ is a single success.
A roll of 10 is also a success, but a pair of 10s is equal to four successes.
A typical test will see you roll a pool of dice equal to the sum of your character’s relevant Attribute and Skill levels.
A successful test is a “critical success” when there is at least one pair of 10s.
Win at a cost: If your roll includes any successes, but fails, the Storyteller may offer you to win at a cost. You achieve your goal, but something happens to make things worse for you anyway
Routine | 1 |
Straightforward | 2 |
Moderate | 3 |
Challenging | 4 |
Hard | 5 |
Very hard | 6 |
Nearly impossible | 7 |
VAMPIRE AND HUNGER DICE
Substitute normal or Vampire Dice with differently colored Hunger Dice equal to the character’s Hunger, without exceeding the total dice pool.
If in a “critical success” there is at least one critical showing on a Hunger Die then it is then a “messy critical”— this means your character succeeds in their attempt, but they destroy something or worse.
A failed test with a skull on a Hunger Die is a “bestial failure”— this means they fail in their attempt and must act out a compulsion. See V5 Corebook p.208 for more information on compulsions.
HUNGER 4+
When your character reaches Hunger 4, they become prone to frenzy
Source | Hunger slaked | Time | Notes |
---|---|---|---|
Multiple small animals (three to four cats, a dozen or more rats) | 1 | One scene | Slakes no Hunger for vampires above Blood Potency 2 Animal Resonance; No Dyscrasia |
Medium-sized animal (raccoon, dog, coyote) | 1 | One turn | Slakes no Hunger for vampires above Blood Potency 2 Animal Resonance; No Dyscrasia |
Large animal (horse) | 2 | One scene | Slakes no Hunger for vampires above Blood Potency 2 Animal Resonance; No Dyscrasia |
Blood bag | 1 | One turn | Slakes no Hunger for vampires above Blood Potency 2 No Resonance or Dyscrasia |
Sip from human | 1 | Three turns | Includes licking wound closed |
Maximum non-harmful drink from human | 2 | One scene | Includes licking wound closed |
Harmful drink from human that risks death unless treated | 1-4 | One turn per Hunger slaked | Aggravated damage equals Hunger slaked; Human rolls Strength + Stamina against a Difficulty equal to Hunger slaked to survive blood loss |
Human drained and killed | 5 | 5 turns | Only way to reach Hunger 0 (zero) |
TORPOR
(V5 Corebook p.223) The coma-like state between vampiric unlife and Final Death. A character can enter Torpor in three different ways by:
(1) attempting to Rise for the Night and failing the Rouse test while at Hunger 5,
(2) completely fill their Health tracker with Aggravated Damage,
(3) voluntarily increasing Hunger at the beginning of every night to exceed Hunger 5.
THE BLOOD
ROUSE THE BLOOD
Or “Rouse test.” Whenever an action requires you to Rouse the Blood roll 1 die.
On a failed Rouse test, increase your Hunger by 1 after completing the action.
A character cannot perform actions that would Rouse the Blood while at Hunger 5 unless forced to such as by Rising for the Night.
BLUSH OF LIFE
With a Rouse Test your character can appear like the living (with a pulse, body temperature, and breath), temporarily appear to consume food (up to an hour), and possibly participate in sexual intercourse.
BLOOD SURGE
With a Rouse Test you can add dice to one action relevant to your character’s Blood Potency.
RISE FOR THE NIGHT
At the beginning of each night a char-acter must Rouse the Blood to awaken.
FRENZY
If a character fails a frenzy test of “Willpower + (Humanity)/3” then the Storyteller takes control of them to fulfill one of the types of frenzies.
Fury: the vampire stops at nothing to destroy the cause of the provocation, often including anyone nearby.
Hunger: the vampire seeks fresh human blood from the closest source. Terror: (aka Rötschreck) the vampire flees from the source of danger, without regard to anyone or anything in their way.
RIDING THE WAVE
When a Frenzy test is presented, a player may choose to not resist and thus “Ride the Wave.” In this instance, the player may keep control of their charac-ter, but must play out the frenzy to its completion as above.
Blood Potency | Blood Surge | Damage Mended (per rouse check) | Discipline power bonus | Discipline rouse check reroll | Bane severity | Feeding penalty |
---|---|---|---|---|---|---|
0 | Add 1 die | 1 point of Superficial | None | None | 0 | No effect |
1 | Add 2 die | 1 point of Superficial | None | Level 1 | 2 | No effect |
2 | Add 2 die | 2 points of Superficial | Add 1 die | Level 1 | 2 | Animal and bagged blood slakes half Hunger |
3 | Add 3 dice | 2 points of Superficial | Add 1 die | Level 2 and below | 3 | Animal and bagged blood slakes no Hunger |
4 | Add 3 dice | 3 points of Superficial | Add 2 dice | Level 2 and below | 3 | Animal and bagged blood slakes no Hunger Slake 1 less Hunger per human |
5 | Add 4 dice | 3 points of Superficial | Add 2 dice | Level 3 and below | 4 | Animal and bagged blood slakes no Hunger Slake 1 less Hunger per human Must drain and kill a human to reduce Hunger below 2 |
6 | Add 4 dice | 3 points of Superficial | Add 3 dice | Level 3 and below | 4 | Animal and bagged blood slakes no Hunger Slake 2 less Hunger per human Must drain and kill a human to reduce Hunger below 2 |
7 | Add 5 dice | 3 points of Superficial | Add 3 dice | Level 4 and below | 5 | Animal and bagged blood slakes no Hunger Slake 2 less Hunger per human Must drain and kill a human to reduce Hunger below 2 |
8 | Add 5 dice | 4 points of Superficial | Add 4 dice | Level 4 and below | 5 | Animal and bagged blood slakes no Hunger Slake 2 less Hunger per human Must drain and kill a human to reduce Hunger below 3 |
9 | Add 6 dice | 4 points of Superficial | Add 4 dice | Level 5 and below | 6 | Animal and bagged blood slakes no Hunger Slake 2 less Hunger per human Must drain and kill a human to reduce Hunger below 3 |
10 | Add 6 dice | 5 points of Superficial | Add 5 dice | Level 5 and below | 6 | Animal and bagged blood slakes no Hunger Slake 3 less Hunger per human Must drain and kill a human to reduce Hunger below 3 |
Generation | Minimum blood potency | Maximum blood potency |
---|---|---|
4th | 5 | 10 |
5th | 4 | 9 |
6th | 3 | 8 |
7th | 3 | 7 |
8th | 2 | 6 |
9th | 2 | 5 |
10th - 11th | 1 | 4 |
12th - 13th | 1 | 3 |
14th - 16th | 0 | 0 |
Disciplines
AMALGAM POWERS
Some powers are a combination of Disciplines. When selecting an amalgam power a character must possess the required rating of both Disciplines. For the purpose of type and other classification these powers count as belonging to both Disciplines.
RESONANCE
Resonance is a new mechanic that can add an additional die to dice pools involving Disciplines depending on the condition and intensity of your character’s last drink. Resonance bonuses last until your character drinks again or reaches Hunger 5.
Emotions & Conditions | Humor/Resonance | Disciplines |
---|---|---|
Angry, violent, bullying, passionate, envious | Choleric | Celerity, Potence |
Sad, scared, intellectual, depressed, grounded | Melancholy | Fortitude, Obfuscate |
Lazy, apathetic, calm, controlling, sentimental | Phlegmatic | Auspex, Dominate |
Horny, happy, addicted, active, flighty, enthusiastic | Sanguine | Blood Sorcery, Presence |
Animal blood | N/A | Animalism, Protean |
Bagged | N/A | None |
Psychopaths and the emotionally detached. | Empty of Resonance | Oblivion |
- Colonel Moutarde
Cool, j'avai commencé quelque chose d'approchant. c'est toujours ce qui manque a ce type de jeu. Je vais le traduire mes joueurs sont polyglote mais plutot Français/Français
Une question qui a sans doute été débatue ou évoqué : les disciplines ont plusieurs pouvoir parmis lequels doit choisir le joueur qui gagne un point dans la discipline. Si il y a deux pouvoirs niveau 1 et un niveau 2 et que le personnage à 2 points peut il avoir un pouvoir niv 1 et un niv 2 (ca ok) mais peut il avoir 2 niv 1 ?
et si oui peut il monter sa discipline a 6 ... 7 pour pouvoir acheter les pouvoirs qui lui conviennent ? tout en étant limité au niveau 5 max par exemple en montant Animalisme à 9 on peut acheter tout les pouvoirs de la discipline
- Caxilon
- et
- Lanlan le Pandawan
" chaque fois qu'un personnage gagne un point dans une discipline il choisit un pouvoir dans la liste proposée dont le rang doit être inférieur ou égal à son niveau. " Donc oui tu peux avoir, au niveau 2, soit un pouvoir niveau 1 et un niveau 2 soit deux pouvoir niveau 1.
Par contre tu ne peux pas avoir de discipline niveau 6 ou plus, tu es limités à 5 pouvoirs par discipline. Exception faite des rituels de sorcellerie de sang et formule de sang clair. Il faut donc bien choisir.
- Colonel Moutarde
En fait les couts en pex c'est
- Discipline de clan Niveau à atteindre x 5
- Discipline hors clan Niveau à atteindre x 7
- Discipline pour un Caitiff Niveau à atteindre x 6
Tu veux developper Celerité qui n'est pas de clan : pour ateindre le rang 2 ca va te couter : 7+17 = 21 pex
tu auras deux dans la discipline et tu pourras acheter deux pouvoirs
je ne sais pas si tu peux avoir des "trou" (comme je decrit dans le mail precedent)
Salut,
Alors à chaque fois que tu achètes un niveau dans une discipline tu dois choisir un pouvoir qui a un niveau inferieur ou égal au nouveau niveau de la discipline. Et oui tu peux avoir des trous (1-1-2-4-5). Mais tu auras toujours au moins un pouvoir niveau 1
Par contre aucune discipline ne peut dépasser le niveau 5. Donc personne ne maitrisera tous les pouvoirs d'une discipline, il aura au maximum 5 pouvoirs.
Il me semble que la diablerie peut donner des pouvoirs temporaires, mais c'est à vérifier.
Pour prendre un pouvoir d'amalgame il faut évidemment avoir les 2 disciplines. Et les pouvoirs d'amalgame compte comme appartenant aux deux disciplines pour le pouvoir du sang.
En tant que MJ tu peux autoriser un joueur à changer de pouvoir s'il le trouve pas gégé après quelques séances mais ce n'est pas prévu dans les règles.
Il me semble que la diablerie peut donner des pouvoirs temporaires, mais c'est à vérifier.
Lanlan le Pandawan
Pour ce que j'en ai compris cela va te donner des pex dans la Discipline :
Chaque réussite de marge accorde au diableriste 5 points d’expérience à dépenser immédiatement pour augmenter sa Puissance du sang (jusqu’à, au maximum, atteindre le score de Puissance du sang de la victime) ou pour acheter des points de disciplines connus de la victime.
Donc en effet la limite de 5 dans la discipline tiens toujours
Après j'aime bien ce systeme car ca te donne beaucoup de liberté et de souplesse, il peut y avoir un pouvoir qui ne t'interesse pas et tu peut porter ton choix sur un autre, alors qu'avant tu n'avait pas de choix possible.
Tu peux même faire un mix Tremere Banu Hagim etrange mais possible
Y aurait il des infos sur la sortie de Chicago by night en VF ?
- flyingwerewolf
bonsoir a tous !
je suis nouveau sur Vampire V5, premiere fois que je masterise sur ce jdr.
a mon grand étonement en préparant le scénar "la chute de londre" je ne trouve aucune page dans le bouquin de la V5 quand au materiel et plus particulierement armes et armures.
il y a bien un minuscule tableau page 304 mais c'est tout ce qui a été mit a notre disposition ou j'ai raté quelque chose ?
j'inventes des armes a la walegaine et bistouflaille ou il existe des listes pour la v5 ?
merci a vous !
- Lanlan le Pandawan