Welcome to Gaia! ::

The Dungeons & Dragons Guild

Back to Guilds

A Dungeons & Dragons Roleplaying Guild - We have many active games, join requests are checked often, and everyone is accepted. 

Tags: Dungeons, Dragons, Roleplaying, Dungeons and Dragons 

Reply The Dungeons & Dragons Guild
New WOD: ROMAN VAMPIRESZ! (Open) Goto Page: 1 2 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Suicidesoldier#1

Fanatical Zealot

PostPosted: Fri Oct 07, 2011 12:14 pm
New WOD: ROMAN VAMPIRESZ!



[Players]


  • 1]
  • 2]
  • 3]
  • 4]
  • 5]
  • 6]



[ Premise/Foreword ] You Neonates have been brought back to life and brought together, in a group, left bewildered and trying to figure out the path of the dead. You aware of the capabilities of vampires and their creed, and their method of operation in the World of Darkness. You understand the basic of the inner complex society of the hokey hierarchical "rule" of the Vampire's and their Princes', and you are also aware of your own powers and limitations, and what you are required to do (feed, not go into sunlight etc.)

Some of you may have been around for quite some time, just recently coming out of torpor, or others may have been turned into vampires just a little while ago. Whatever the case, you are all brought here, together, in a group, trying to find a way through the darkness.


DID I MENTION YOU WERE IN ROME?! Yeah, sorry for not mentioning that earlier.

The time, as far as you are aware, is roughly between 100-400 A.D., near the height of the Roman empire, and long after the Colosseum has been built. The full extent of the Roman Empire, at it's height, is present, and a number of historic roman sights exist.



[ Setting Information/Background ] ROME SUCKA! I'd give you an exact date, but for the sake of story plot I'm going to let a few things slide that may or may not have technically been in abundance at the time. It's roughly between 100-400 A.D., near the height of the Roman empire, and long after the Colosseum has been built. The full extent of the Roman Empire, at it's height, is present, and a number of historic roman sights exist.


[ Game Introduction/Plot ]

The time, as far as you are aware, is roughly between 100-400 A.D., near the height of the Roman empire, and long after the Colosseum has been built. The full extent of the Roman Empire, at it's height, is present, and a number of historic roman sights exist.

Despite this, the invaders from the north are still ever present. While some of these barbarians have assimilated into Roman culture, many more have been striking at the walls of Rome for the greater part of a century. As well, there have been a few, eh, strange looking barbarians from the northeast; strange looking indeed (The HUNSZ!). These groups are said to have been capable of surviving off the blood of their horse and the dew off the grass, and carry with them strange, exotic weapons, the most notable of which is a re-curve reflex bow (as good as Genghis Khan'sz, sucka!). Trade with the east is doing quite well, fueling the Empire's militaristic reign, and Constantinople is alive and well. Trade, War, and Politics is as abundant as ever.

There is a darker side, however. Despite all the Gladiator's, and Soldiers, and Politicians, and Sooth Sayers, and Thieves, and Alcoholic Gamblers, and Merchants, and Barbarians, and Pagan Ritualistic inner city poor people, and regular poor people, and Saints, and Priests, and random Rich people, and slaves and playwrights, there are even more people, if that's the correct term, present. The inner cities of Rome have made for a perfect breeding ground for vampires; dark, vibrant city nights with parties and long forgotten people serves as a perfect place to feed, grow stronger, and go unnoticed. The political rule of the so called crumbing "Republic" attracts many, while the plight of a soldier and receiving high pay attracts many others. Still, many others simply lack a choice, and are cast underground as poor people and slaves, while many more are forced into horrific situations and forced to battle in glorious, single open combat. Christian over-tones and under-tones, pagan over-tones and under-tones, and a plethora and variety of various pagan and strange mystical rituals that define the capacity of magic and others mysterious traits.

The ☧, or Chi-Rho, is present, but not completely adopted by many units, and the Roman Empire possess very strong Christian over tones. Despite this, many still believe in the magic of the old religions, with much reason. The barbarians from the North that are said to be capable of turning into wolves in combat, the dark creatures said to come out only at night, and even stranger the sorcerers with their strange abilities all bring about a feeling of awe and despair. Many attempt to explain this with religion, mystical prophecies or even logic, suggesting that the might of the Roman Empire is so great that it's expected they and the enemies they are fighting possess these Super Natural qualities.

Science is only beginning to be explored and, due to a lack of basic communication, many things are kept secret and easily hidden from the public. Slavery is rampant, and the horrible treatment as such, and many other fouler things exist.

A darkness is coming, greater than anyone has ever anticipated, which foreshadows and may even lead to the end of the Mighty Roman Empire O:



[ Character Creation ] Standard Array, 1 extra dot as per clan (as usual), 10 experience after character creation.

Nosferatu- Strength or Composure
Daeva- Dexterity or Manipulation
Ventrue Juliani- Presence or Resolve
Mekhet- Wits or Intelligence
Gangrel- Stamina or Composure



[ House/Optional Rules ]


Resilience gives health points, in that for every point of resilience you have you gain extra health points passively, rather than actively. You gain both Stamina and Composure bonuses equal to your resilience, but this must be activated and costs 1 vitae, and only lasts for one scene.

Armor reduces damage done equal to the damage rating, instead of incurring dice penalties to attacks. So, if an individual inflicts 3 damage on their roll, and the armor rating is 3, then the armor reduces the damage by 3 and no damage is inflicted on the user; however, after multiple attacks, the armor may be damaged, and the effectiveness of the armor might be reduced.




Running Speed is determined by Strength + Dexterity + Athletics + 5. Speed 20 is considered Olympic level, or a 10 second 100 meter dash (10 m/s). Speed 5 is considered low or a 40 second 100 meter dash (2.5 m/s). These two both represent basically, the highest naturally minimum or maximum speed. It is possible to have higher or lower speeds for your character, depending on penalties or merits.

Your speed in m/s, is determined by speed divided by 20, then 10 divided by that number- this number is equivalent to your 100 meter dash in seconds. So, if your Strength is 2, and your dexterity is 2, and your athletics is 0 for a total of speed 9, then your speed would be (10/(9/20)), or 10 divided by 9 divided by 20, or you would have roughly a 22.2 second 100 meter dash. Divide 100 meters by 22.2 and you get a speed of around 4.5 m/s. If you had 3 in strength, 3 in dexterity and 4 in athletics (and +5 for human creature speed bonus) then your speed would be (10/(15/20)) or a 13.3 second 100 meter dash. You may spend a willpower point to momentarily increase your speed by 3, for a single turn.

You may maintain your top speed for a time period equivalent to your ((Stamina-1) x 10); so, if you had stamina three, you could maintain your top speed for 20 seconds. You may not run at your maximum speed until 5 turns after you have run your maximum speed for it’s maximum time period. If you do not run at your maximum speed for the maximum time period, subtract 1 turn equivalent to the time you did not run. So, if you have stamina four, and only ran for 10 seconds, instead of 40, subtract 3 turns from your total 5 turn waiting period; leaving you with two turns waiting period. Round down to the nearest 0.

Long distance running speed, or running a distance after your maximum sprinting speed, is determined by your speed divided by 20, and then 210 divided by that number; this represents your speed, in seconds, for a one mile run or 1600 meters. So, if you have 12 speed, then your medium distance running time is 5.85 seconds, or 5 minutes 51 seconds. How long you can maintain this speed is equal to miles (or 1.6 Km) per dot in Stamina. So, if you have stamina 2 and speed 12, you can maintain a 5 minute 51 second mile for two miles for two miles. How much rest you need after running for your maximum time is equal to 10 divided by your stamina multiplied by 3, or ((10/Stamina) x 3).

Walking speed is ¼ of your speed. You may maintain your walking speed for a technical unlimited time period, unless wound penalties or fatigue begins to set in, which is determined by a separate set of variables.

For every 25 pounds you carry with you, past the first 15 pounds, you lose 1 point in speed (rounded to the closest multiple of 25). So, you can carry around the equivalent of 15 pounds of gear with no detrimental effects to speed. However, you carry around 65 pounds of gear with a –2 penalty to your top speed. You can carry around extra weight, past 15 pounds, equivalent to your strength x 25. So, if you had two strength, you could carry 65 pounds, and if you had three strength you could carry around 90 pounds. The negative modifier to speed still applies, however.
 
PostPosted: Fri Oct 07, 2011 12:15 pm
Roman Specific Information


Firearms: Obviously, no guns exist, so firearms is essentially Bows and Arrows and crossbows. The Romans lack a basic understanding of high strength bows, although the barbarians to the North, the Huns, possess the greatest bow in existence, at least up until the late 20th century. If one wishes to possess such great bows, they must be of barbarian descent, or at least have received formal training as such. Despite this, many bows and arrows exist, and the Romans were known for using projectile weapons, in particular large siege weapons...

Drive: Obviously, cars do not exist. However, horses, chariots, and various other modes of locomotion do. While horses in the inner city are rare, as are chariots, it is not impossible to have received training for them and exploit these skills in spectacular flashy get away attempts, or just for basic long distance travel.

Computer/Warfare: Computers did not exist at the time, and thus that entire skill has been removed. Instead, the Warfare skill has been implemented, which basically pertains to all warfare rolls. If one wishes to engage in basic combat scenarios and gain an upper hand, various warfare rolls are to be made. This can be to detect an ambush, figure out a strategic advantage, or to simply gain and upper hand in prolonged combat.

Warfare + Perception is rolled in order to detect an ambush, Intelligence + Warfare is rolled in order to find a strategic advantage, and Warfare + Composure can be rolled in order to determine how many extra die you receive for all combat related rolls in combat scenarios lasting longer than an hour.

Despite being of and related to warfare, the warfare skill does not directly contribute to physical combat. More or less, the warfare skill is based on the strategies and tactics of war, and the endurance and resolve necessary to gain an edge and keep cool in prolonged combat situations. The warfare skill may be added as extra die to all attacks made by the Fighting Style: Formation Tactics.



What, NO Ventrue?!!!!- Yep, no Ventrue. Instead, there is the Juliani. Which are exactly identical to the Ventrue in every possible conceivable way, except for being Ventrue.



Merits


Fighting Style: Gladiatorial Your character has completed extensive drill training, either in life or undeath, learning to work in efficient, deadly harmony with compatriot soldiers. He may be a career soldier, a member of the Legio Mortuum or a mercenary veteran.

The Legio Mortuum makes frequent use of Formation Tactics, applying its benefits to devastating effect. There is little in Necropolis more intimidating than the sight of four or five Kindred legionnaires moving quickly into a coordinated and powerful display of arms. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have Ciringite Frontem until she has Testudinem Formate. The maneuvers and their effects are described below. Only one maneuver can be performed in a given turn. All of the maneuvers are
effective only with a shield and melee weapon.

Fighting Style: Formation Tactics Your character is a hardened warrior, seasoned by years of experience in street-level combat or battle in the gladiatorial arena. She knows how to use crude weaponry, cruel tricks and flashy, crowd-pleasing tactics to maximum effect.

Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have Weapon Slap until she has Stunning Attack. The maneuvers and their effects are described below. Only one maneuver can be performed in a given turn. All of the maneuvers are based on the Weaponry Skill.

Stunt Rider Your character can ride a horse and perform an unrelated action (e.g., fire a bow, grab a running victim) in the same turn. Ride rolls may still be necessary for dangerous maneuvers or situations.


Debate Style: Reason Your character has extensive practice and training in formal logical thought, either in life or undeath. She may be a philosopher, military tactician or scholar. Dots purchased in this Merit allow access to special debate maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have Dilemma until she has Reference. The maneuvers and their effects are described below. Only one maneuver can be performed in a given turn.

Debate Style: Rhetoric Your character has extensive practice and training in formal techniques of public speaking and debate, either in life or undeath. He may be a politician, philosopher, diplomat or someone who just takes pleasure in arguing politics at the local tavern. Dots purchased in this Merit allow access to special debate maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have Ambiguous Statement until he has Ad Captandum. The maneuvers and their effects are described below. Only one maneuver can be performed in a given turn.

Noble Heritage Your character is a legal descendant of an influential Roman family. Citizens of the Roman Empire and the Camarilla will be star-struck by the association with his lineage, and may be more easily influenced or cowed because of it. For two dots, your character is part of a well-known and respected line. For four dots, your character is part of one of the most revered or powerful lines in Roman history.

Patron Your character is engaged in the practice of Kindred clientela, and one or more less powerful vampires are beholden to him. Because of the favors he has done for them in the past (generous material gifts, official endorsement allowing entry to a Wing of the Camarilla or other direct, beneficial expressions of political support), the lesser Kindred are considered the character’s dependent, and are forced to do your character’s bidding in an attempt to work off the debt. So long as your character provides the dependent with much-needed gifts, that dependent will never be able to escape the obligation. Each acquisition of this Merit grants your character one dependent, who can be called upon to perform duties or provide information at any time.

Status: Camarilla In the society of Roman Kindred, the single governing organization of the Camarilla reigns over all affiliations and sects: to be a vampire citizen of Rome, one must pay tribute and service to its leadership. Mechanically, Camarilla Status works as a border-less version of City Status in Vampire: The Requiem. Camarilla Status represents a character’s reputation throughout the Camarilla as a whole, without distinction for the particulars of political affiliation, and may be added to dice pools for social interactions between Kindred of the Camarilla.

Status: Wing The whole of the Camarilla is gathered together in four “Wings,” each of which plays an important role in the operation of Roman Kindred society, as well as providing a system of classification for its citizens. Mechanically, Wing Status works exactly as Covenant Status in Vampire: The Requiem. Wing Status represents a character’s reputation with respect to accomplishments on behalf of the members of a Wing of the Camarilla, or embodiment of that Wing’s ideals. Wing Status may be added to dice pools for social interactions between members of the Wing in question. Every Camarilla vampire is assigned a Primary Wing: usually, the one she is inducted into after Embrace — although, in some cases a second or third choice can surpass the first. In general, whichever Wing a vampire holds highest Status in determines which special abilities she can benefit from. A vampire with Wing Status: Cult of Augurs 3 and Wing Status: Senex 1 may learn and perform the rituals of the Veneficia, for example, but not gain the experience cost break for Merits that experience cost break for Merits that the Senex provides.



The Camarilla


Legio De Mortuum: Legion of the Dead- Essentially, the shadow forces of the roman army, comprised of extremely powerful undead vampires who engage in strategic and tactical night operations. Essentially soldiers of the state, whom might also be mercenaries, random soldiers, or even inactive soldiers. While they are a part of the group, many of the individuals within it are a lot less formal and roam the streets on their own. Called by many the "Pillar of Civilization", given that they uphold justice and execute military commands.

Advantages: Members of the Legio Mortuus may purchase Resources, Fighting Style, Mentor and Retainer Merits at half the normal experience cost (rounding up). This cost break does not apply to the purchases of these Merits during character creation.



The Senex- Every recognized member of the Camarilla bows to the Senex, the formidable and influential ruling body of Kindred elites. It is a proxy body representing the will of the eldest of all vampires, composed of philosopher aristocrats and celebrity-seeking politicians. The noble legislators
of the Kindred raise their manytimbered voices in the Necropolis Fora, determining the course of Roman vampire law for all. None rise against these legislators, because they represent everyone. If a vampire cannot find support in the Senex, he is not of the Camarilla.

Or so the Senex thinks.

Advantages: Members of the Senex may purchase the Haven, Mentor, Resources, and Retainer Merits at half the normal experience cost (rounding up). This cost break does not apply to purchases of these Merits during character creation



The cult of Augurs: Wing of Prophets- Mad-eyed oracles and somber spiritual guides once founded this, the only Wing of the Camarilla that claims the right to speak directly with the gods. Those with designs on legitimate practice are lost now, among a ranging mass of charlatans, professional toadies and power-hungry opportunists. Tenuously balanced between maintaining the necessary appearance of honesty and flexing the Wing’s own considerable influence, the Wing of Prophets may be straining to the breaking point but provides one of the speediest routes to power and authority in the whole of the Camarilla.

Advantages: Members of the Cult of Augurs may learn the rituals of Veneficia.



The Peregrine Collegia: The Wing of Strangers- Not everyone can be part of a lawful society. Not everyone can speak eloquently, lend their arms to the Legion or speak to the gods. And not everyone wants to. The Peregrine Collegia is an assembly of low-caste Roman Kindred: foreigners, criminals, Embraced slaves, cripples and prostitutes representing the bottom strata of the Camarilla, banded together in the interest of survival. They operate at the fringes of Camarilla Society, engaging in and providing illegal services that the upper classes rely upon, but cannot be seen to tolerate.

Advantages: Members of the Peregrine Collegia may purchase the Allies, Contacts, Haven and Herd Merits at half the normal experience cost (rounding up). This cost break does not apply to purchases of these Merits during character creation.



Lancea et Sanctum: Chapel and Spear- Only barely recognized as an independent body within the Camarilla, the organization Chapel and the Spear is a religious offshoot of the Peregrine Collegia, gathering together the faithful vampires of diverse creeds and cults. The mysterious and mystic Kindred of the Chapel and the Spear dark harbingers of a new age, they claim, predators in service to divinity. The cruel pain of systematic oppression and deprivation are the operating norm for these vampires of faith, yet, they endure — even thrive.

Advantages: Members of the Chapel and the Spear may learn the Discipline of Theban Sorcery.
 

Suicidesoldier#1

Fanatical Zealot


Mongooseh

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Wed Oct 12, 2011 8:50 am
I'd be interested playing as a gangrel danish barbarian who used to be a gladiator.  
PostPosted: Wed Oct 12, 2011 9:54 am
Shh-yeah! blaugh

My main problem is mostly that there are some specific merits people need to know about, and that some of the skills are a little different given the time frame, so that needs to be gone into depth so that a person without the roman book but with a normal vampire book will know what to do.


But yeah!

Sounds awesome!

I should be finished shortly! blaugh  

Suicidesoldier#1

Fanatical Zealot


Mongooseh

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Wed Oct 12, 2011 11:30 am
Well while you're at it why not write instructions on how to make a character?  
PostPosted: Wed Oct 12, 2011 12:38 pm
All I can tell you is to NOT go here (Ask mesz!) so you will NOT find out information about zah Roman Vampires.

That also being said, not all of the information is used and, I've dropped some things like religion, as I just throw that in with occult.


Also, while they completely removed certain skills, I just changed them up a bit; drive is called "ride" and firearms is called "archery", but if you wanted to drive a chariot or say use a crossbow or some specific throwing weapons what would you do; idk, so I've kept it to apply to multiple skills.

Computers are obviously removed.

What you really need to pay attention to, though, are the different groups- no invictus, etc.

Of the Camarilla, there's the Senex, Legio Mortuum, The Cult of Augurs, The Peregine Collegia, Lancea Et Sanctum.  

Suicidesoldier#1

Fanatical Zealot


Mongooseh

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Wed Oct 12, 2011 1:03 pm
You should really not use a public domain to share links like that. Ask for email or something for safer measures.

I also have many (Hint: Too many for a person who hasn't played nwod ever) books on nwod. Including rome.  
PostPosted: Wed Oct 12, 2011 1:25 pm
Mongooseh
You should really not use a public domain to share links like that. Ask for email or something for safer measures.

I also have many (Hint: Too many for a person who hasn't played nwod ever) books on nwod. Including rome.


Yeah... xp

Me too, in rlsz and stuff.


But..

Dis. ninja  

Suicidesoldier#1

Fanatical Zealot


Mongooseh

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Wed Oct 12, 2011 1:28 pm
Eh? What is the relevance of that link?  
PostPosted: Wed Oct 12, 2011 4:45 pm
Psshft, isn't it obvious?  

Suicidesoldier#1

Fanatical Zealot


Mongooseh

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Thu Oct 13, 2011 10:37 am
Though I still think a chara creation tutorial wouldn't go amiss  
PostPosted: Thu Oct 13, 2011 11:32 am
Yeah, I'm working on it.

I've got a couple of things already made, it's a just matter of compiling everything, making it look pretty, and changing it slightly for this game.


Hence, why I didn't just immediately rush into this and make it open. wink

That being said, I should be finished by the end today, hopefully in 30 minutes. xp  

Suicidesoldier#1

Fanatical Zealot


Mongooseh

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Thu Oct 13, 2011 11:39 am
woooo  
PostPosted: Fri Oct 14, 2011 12:40 pm
Roman Equipment Basic outline.

You can have other weapons, but to validate it to the time period, you can run it by me (lots of weapons match up to "long sword" or "large hammer", so it should be fine).  

Suicidesoldier#1

Fanatical Zealot


Mongooseh

Distinct Raider

8,825 Points
  • Demonic Associate 100
  • Guildmember 100
  • Hellraiser 500
PostPosted: Fri Oct 14, 2011 1:38 pm
So a dane axe would be?  
Reply
The Dungeons & Dragons Guild

Goto Page: 1 2 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum