
VampireA Genesys the Rules Conversion Requiem c c d d b b Contents Introduction 1 Part One - New Rules for Genesys 2 Strain 2 Blood Healing 2 Blood Potency 2 Bestial Nature 4 Embracing 4 Banes 5 Blood Bond 5 Torpor 6 Diablerie 6 Blush of Life 6 Blood Sympathy 7 Part Two - Character Creation 8 Daeva 8 Gangrel 9 Mekhet 9 Nosferatu 10 Ventrue 10 Ghouls 11 Bloodlines 12 Favours 15 Part Three - Careers 18 Part Four - Skills and Talents 19 Talents 20 Part Five - Disciplines 26 Animalism 28 Auspex 30 Celerity 32 Dominate 34 Majesty 36 Nightmare 38 Obfuscate 40 Protean 42 Stalwart 43 Vigor 43 Part Six - Blood Sorceries 44 Crúac Rites 46 Theban Sorcery 48 Mysteries of the Dragon 50 Part Seven - Equipment 54 Part Eight - Bestiary 56 2 INTRODUCTION This book provides all the rules needed to run games of Vampire the Requiem in the Genesys Roleplaying system produced by Fantasy Flight Games. This book isn’t a standalone product and makes frequent referrals to the Genesys core rulebook, without that you will find very little within the following pages makes sense. I don’t own Vampire the Requiem, Vampire the Masquerade or Genesys, each is owned by their respective companies, this is purely a fans work. What is Vampire? You are likely familiar in some form or another with the concept of a Vampire. The Immortal fiends of the night that need to feed on Blood to survive. You’ve likely slain them with a band of Adventurers in a castle while the Kingdom was imperilled. These rules take those Vampires and moves them to the modern day. Vampires are just as real, but now they live in cities like London, Los Angeles or Rome. For these Vampires, or Kindred as they refer to themselves, Undeath and Immortality come at a price. Rarely will you find a Kindred enjoying their awesome powers, for their Immortal Soul is now forfeit and an overwhelming need to hunt and kill haunt their every moment. Vampire is focussed on the smaller-scale of modern-day vampirism. Modern society has different sensibilities to those of old, yet the needs of a Vampire are unchanged. They must feed on mortals to survive, their existance harming others nearby. They must also maintain secrecy, while a Vampire may well be stronger than a mortal, they are not unkillable. It benefits no Vampire to have viral videos of them outrunning trains and turning into bats be uploaded to the Internet. They must dwell in the shadows of a world more alert and nocturnal than it has ever been before. It’s all edgy by intent, and so I apologise now, all edge hereon in is an attempt to be thematically appropriate. This game is a personal project to blend my favourite aspects of Vampire the Masquerade and Vampire the Requiem. What you find therein may not paint your favourite clan in the best light, and they may not be as all- powerful as you desire. 1 PART ONE - NEW RULES FOR GENESYS Requiem and Genesys are very different games, both Blood Potency in design philosophy and how they play. Bringing this Blood Potency has been condensed from 1 - 10 ranking game to Genesys has not been a One for One conversion. system to a more thematic 1-3 ranking instead. In doing Where appropriate I condensed certain rules for Genesys, this, I hope to keep the difference between ranks of Blood and expanded the scope of Genesys rules to fit Vampire. Potency mechanically interesting and not just a case of These new rules and applications for said rules are as increasing the number of dice you roll. follows. Blood Potency advances naturally as Kindred age. All Kindred start as Fledgelings, and after 40 or so years of Strain existence will advance to become Ancilla. Ancilla can Strain in Genesys functions as a pseudo special-bar. exist for 100 years before their Blood thickens and they You can dip into it to perform special feats that set the become an Elder. These changes occur as naturally as PCs apart from everyone else. In this Conversion, I am possible, no rolls need to be made to advance your Blood folding Vampiric Vitae into Strain. That is to say, if you Potency, it should develop in tandem with your character decide to spend ‘Vitae’ to cast a Discipline, it will cost as the centuries pass. you Strain. If you feed off a mortal, you will recover Strain. Vampires cannot be knocked unconscious by Fledgeling any means, and reaching their Strain Threshold will Activation: Passive surely lead to Frenzy, covered later. Feeding from a Ranked: No Mortal is a Brawn+Brawl check. You recover 1 Strain per Your Character can perform the “Blood Healing” success on any Brawn+Brawl check at difficulty dd. Incidental. Each rank of Blood Potency increases your In non-combat scenarios, this check may be opposed strain threshold by 1. You can suffer 2 Strain to upgrade 1 by Resilience instead. Each Success causes the Target to die for your next roll. suffer either 1 Wound or 1 Strain. Should their Strain threshold be filled, upgrade Strain suffered to Wounds. You cannot fill the targets wound threshold and then Ancilla inflict Strain. Regardless of circumstance, feeding off a Your character must have been a Fledgeling to benefit from person is a Physical act. Once a Person is bitten, they this talent succumb to the euphoric sensation of being fed upon. A Activation: Passive ddd Discipline check is required to break free of this Ranked: No stupor. Feeding in Combat adds bb to the Feed check. Every 20 years as an Ancillae, you may select 1 'additional Your Teeth are an unarmed attack with Pierce 2. effect' for currently available Discipline Spells. You may reduce the additional difficulty of your chosen effects by Strain cannot be recovered by passing a Cool or 1, but may only reduce 1 effect once. Effects with similar Discipline check at the end of a combat encounter. Sleep terminology such as "increased range" or "additional does not recover Strain either, it can only be recovered target" will only benefit the Discipline they were selected through use of Talents or feeding. All pre-existing means for. of spending Strain, for second manoeuvres and activating Talents still apply. The overlap of Strain and Vitae may seem confusing, but it was the most intuitive and logical Elder means of applying such a system that felt thematically Your character must have been Ancillae to benefit from this appropriate and blended with existing systems. talent Activation: Passive Ranked: No Blood Healing Reduce the Strain Cost of all Disciplines cast from 3 All Kindred have access to the powers of the Blood, or Discipline Schools you are currently trained in by 1. An Vitae as they call it. The most evident and direct display of Elder can only feed from other Kindred. Animals and this power is their ability to reknit broken flesh and bone Mortals offer no sustenance and no Strain is recovered to heal wounds. All Kindred can suffer 1 Strain to heal 1 from doing so. wound as an Incidental. Injuries inflicted by Banes require 3 Strain to heal 1 wound. Critical Injuries can be healed by spending Strain equal to twice the Severity rating of the Critical Injury, these Critical Injuries are then healed during the Vampires next sleep. 2 Frenzy There are a few examples that hopefully convey the type All Kindred hold within them a ferocious Beast. An of scenario that you could expect to roll a Frenzy check in. echo of primal rage, of what it is to be the Hunter, the A Kindred enters a Frenzy when they fail a Frenzy check. apex predator. This savage nature boils in every Kindred, While Frenzied, you decide what the Beast wants. Does and a moment of weakness, or supreme recklessness can it seek to fight, or to flee? Being injured, or simply being bring it to the surface. When this happens, a Kindred is in a fight can be enough to bring forth the Beast, who said to enter a Frenzy. An animalistic state, finding little will surely attempt to assert his dominance over the difference between friend and foe and with no regard combatants with utmost savagery. But when confronted for love or law. Frenzied Kindred are uncontrollable, and with Fire or Sunlight, the Beast may seek to flee. You extremely dangerous for being so. will take any possible action to complete this goal. While Frenzied, upgrade all Brawn and Agility rolls twice, and A Frenzy check is a Discipline check, much as a Fear reduce your Intellect and Willpower by 1. Unarmed check is also a Discipline check. There is no set difficulty attacks deal +2 damage and have a Crit Rating of 2. on a Frenzy check. Instead, the difficulty scales with suffered Strain and lost Wounds. Every Quarter, rounded You leave your Frenzied state when your Wound up, of Strain suffered towards your Strain Threshold adds Threshold is filled, or your Strain Threshold is emptied. 1 difficulty to a Frenzy check. Every Quarter, rounded up, You recover 1 Strain at the end of each round. Allied of your Wound Threshold filled, upgrades the difficulty Social Rolls can force you to recover Strain, with a of your Frenzy Check by 1. A Vampire can attempt to difficulty equal to the Frenzied Vampires current Strain. deliberately Frenzy at any time by rolling a ddd Frenzy Should a Vampires Strain be in excess of 5, the check is check.
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