Difference between revisions of "Conquor the Beast"

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(Created page with ";Animalism7 Masters of Animalism have a much greater understanding of both beasts in general and the Beast in particular. Those who have developed this power can master the...")
 
 
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Masters of Animalism have a much greater understanding of both beasts in general and the Beast in particular.  Those who have developed this power can master their own Beasts to a degree impossible for lesser Kindred to attain.  Conquer the Beast allows the vampire both to control her frenzies and also to enter them at will.  Some elders say that the development of this power is one of the first steps on the road to Golconda.
 
Masters of Animalism have a much greater understanding of both beasts in general and the Beast in particular.  Those who have developed this power can master their own Beasts to a degree impossible for lesser Kindred to attain.  Conquer the Beast allows the vampire both to control her frenzies and also to enter them at will.  Some elders say that the development of this power is one of the first steps on the road to Golconda.
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'''System''':  The character can enter frenzy at will.  the player rolls Willpower (difficulty 7).  success sends the character into a controlled frenzy.  He can choose his targets at will, but gains limited Dominate and wound penalty resistance and Rotschreck immunity as per the normal frenzy rules.  A botch on the roll sends the vampire into an uncontrolled frenzy which Conquer the Beast may not be used to end.
 
'''System''':  The character can enter frenzy at will.  the player rolls Willpower (difficulty 7).  success sends the character into a controlled frenzy.  He can choose his targets at will, but gains limited Dominate and wound penalty resistance and Rotschreck immunity as per the normal frenzy rules.  A botch on the roll sends the vampire into an uncontrolled frenzy which Conquer the Beast may not be used to end.
  
The player may also roll Willpower (difficulty 9) to enable the character to control an involuntary frenzy.  In this case, a Willpower point must be spent for every turn that the vampire remains in frenzy.  The player may make Self-Control rolls as normal to end a frenzy, but if the vampire runs out of Willpower points before the frenzy ends, he drops into an uncontrolled frenzy again.  A botch on the Willpower roll raises teh difficulty of the vampire's Self-Control rolls by two and renders Conquer the Beast unusable for the remainder of the night.
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The player may also roll Willpower (difficulty 9) to enable the character to control an involuntary frenzy.  In this case, a Willpower point must be spent for every turn that the vampire remains in frenzy.  The player may make Self-Control rolls as normal to end a frenzy, but if the vampire runs out of Willpower points before the frenzy ends, he drops into an uncontrolled frenzy again.  A botch on the Willpower roll raises the difficulty of the vampire's Self-Control rolls by two and renders Conquer the Beast unusable for the remainder of the night.

Latest revision as of 04:38, 5 January 2014

Animalism 7

Masters of Animalism have a much greater understanding of both beasts in general and the Beast in particular. Those who have developed this power can master their own Beasts to a degree impossible for lesser Kindred to attain. Conquer the Beast allows the vampire both to control her frenzies and also to enter them at will. Some elders say that the development of this power is one of the first steps on the road to Golconda.

System: The character can enter frenzy at will. the player rolls Willpower (difficulty 7). success sends the character into a controlled frenzy. He can choose his targets at will, but gains limited Dominate and wound penalty resistance and Rotschreck immunity as per the normal frenzy rules. A botch on the roll sends the vampire into an uncontrolled frenzy which Conquer the Beast may not be used to end.

The player may also roll Willpower (difficulty 9) to enable the character to control an involuntary frenzy. In this case, a Willpower point must be spent for every turn that the vampire remains in frenzy. The player may make Self-Control rolls as normal to end a frenzy, but if the vampire runs out of Willpower points before the frenzy ends, he drops into an uncontrolled frenzy again. A botch on the Willpower roll raises the difficulty of the vampire's Self-Control rolls by two and renders Conquer the Beast unusable for the remainder of the night.