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Mystery of the Eidolon (Custom)

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  • Holy
    started a topic Mystery of the Eidolon (Custom)

    Mystery of the Eidolon (Custom)

    Developing a custom mystery for a revenant-heavy game I'm currently running. I'm still working on the scale procedures (using a battery/electricity theme), but I'm looking for feedback on the mechanics and concepts if anyone has time or interest.


    Mystery of the Eidolon

    Initiates of the Eidolon are a specialized breed of Ordo Kindred. Ones who hold a link to the Order's founder by having turned as one of the undead without a Clan. Most such revenants seek the fastest way to be uplifted into Kindred proper to sidestep both the social stigma and the physical disadvantages of their half-damned states.

    Within the Defiant, however, the issue is not so clear cut. By uplifting into a Clan weren't you taking a step away from real refinement? Was it wise to accept the additional banes that membership in a Can carried with it? Were they moving further away from Dracula himself?

    The Coil of the Eidolon is an attempt to allow such kindred a path forward without being forced into a Clan. Each level seeks to directly address the inherent flaws their partial or accidental embraces inflicted on them. The Chrysalis moments of an Eidolon are by necessity run under the ministration of a mentor or scale and are not normally achievable alone or through independent study.

    Scales of the Eidolon are where these revenants benefit the Order itself. Each scale allows a practitioner to sculpt one of the Clanless into a better tool for other experiments and processes, making them prized as 'volunteers' and guinea pigs by Defiant scientists and doctors.

    Coil of the Eidolon

    Rated Capacity (●)

    Arguably the most immanent hardship for a Revenant is the daily loss of all stored vitae. Day-sweats or other methods of vitae ejection guarantee all such caitiff wake each night already starving. The danger of frenzy and the increased need to hunt see Revenants as common breachers of the Masquerade and violators of hunting grounds.

    Beneficiaries of this Coil see two effects: First - if their Maximum vitae Capacity is below 10, it increases to 10. Second - an Eidolon may keep (2 x Coil Rating) Vitae each night when they wake up. They must still spend (1) Vitae each day, and still eject any excess Vitae beyond their newly modified limit.

    Example: An Eidolon with three dots of Coils would keep up to (6) Vitae in their system upon waking.

    Duty Cycle (● ●)

    Now that Vitae can be better contained, the Coil begins to unlock the inherent capabilities within it. The Eidolon may now create and sustain Ghouls using their own Vitae via the standard rules. Vinculum now also becomes a possibility when the Eidolon's blood is consumed. Full Kindred who drink from the Eidolon automatically roll to resist the formation of a Vinculum as if they had spent Willpower to do so. They can choose to spend a Willpower to gain (+3) to the resistance roll.

    Open Circuit (● ● ●)

    Revenants all have the potential for their blood to be refined into any of the five Clans, thus enabling them access to various In-Clan disciplines. Open Circuit taps into this potential in each Eidolon. With Open Circuit, an Eidolon no longer needs to imbibe a teacher's vitae to learn one of the basic ten disciplines. Repeated exposure to the use of a discipline allows an Eidolon to learn that power sans a teacher altogether. All discipline costs still remain at Out-of-Clan XP prices.

    Thermal Runaway (● ● ● ●)

    This Coil reaches the pinnacle of personal refinement for the Eidolon. Thermal Runaway removes the hard limitation on Increasing Blood Potency itself. No longer condemned with the weakest beast possible, the Eidolon may increase Blood Potency per the standard XP cost, gaining the appropriate advantages of their new level. As a little-known side effect, the Eidolon may now commit diablerie normally.

    Series Connection (● ● ● ● ●)

    The final state of the Eidolon brings about the potential for reproduction. The Eidolon's Vitae is now capable of producing other vampires. Childer created this way normally rise as Revenants, just as their Sire. Since this is a deliberate creation of the undead, the Eidolon must sacrifice a Humanity dot as if it were the creation of a normal childe (as opposed to the breaking point for creating an accidental revenant.)

    Sample Scales of the Eidolon

    General Rules: Scales can be used on any Revenant or similar partial-Kindred supernatural template that can benefit from these mechanics. A given scale can only be applied once a night to a given character. If a scale requires a revenant to ingest or be injected with another Kindred's vitae, all chances for Vinculum and addiction apply normally.

    Capacity Offset

    Prerequisite Coil: Rated Capacity (●)
    Procedure:
    Outcome: For each Vitae that would normally be ejected and lost during the daysleep, the target Revenant may 'pre-spend' that Vitae on disciplines or effects to be used upon waking. The revenant must choose specific effects when the scale is enacted, and no specific effect may be chosen more than once.
    • Physical Disciplines: Each active effect of Celerity, Resilience or Vigor may be chosen separately.
    • Other Disciplines: Different dot levels of the discipline may be chosen separately.
    • Physical Intensity: Strength, Dexterity and Stamina may each be chosen separately.

    Upon waking the Eidolon has one scene/hour to make use of the pre-loaded effect. Should an effect require the physical presence of blood (making a ghoul, creating a childe, Animalism, Lying Mind), it may not be designated as a valid effect. Should an effect have a multi-vitae cost, it must be paid in full by the pre-loading, or else may not be chosen.

    Example: An Eidolon enters the daysleep under this scale with (5) Vitae above what they can keep in their system. They designate the following effects to be pre-paid: Celerity (Initiative), Celerity (Interrupt), Physical Intensity (Dexterity), and Majesty (Idol).

    Impedance Intermittent Test

    Prerequisite Coil: Rated Capacity (●)
    Procedure:
    Outcome: The target revenant immediately enters a voluntary torpor-state that lasts until either a self-specified number of hours pass, or until dawn, whichever comes first. While in this state, the revenant loses active consciousness but will still follow simple orders. Treat the Revenant as if they were Mesmerized by everyone present for the Scale's use in terms of following commands. While non-conscious - the revenant's thoughts and memories may not be accessed. Any pools used by the revenant in this state are capped at three dice, this includes resistance pools. Upon the effect's end, any mental or emotional Conditions gained during the torpor-state may be abandoned (not resolved) for free.


    Storage Cell

    Prerequisite Coil: Duty Cycle (● ●)
    Procedure:
    Outcome: A number of Vitae equal to the target revenant's Stamina may be drained and stored in a special receptacle. As long as a current is supplied to the receptacle, this vitae remains 'fresh' until dawn at which point it degrades into a foul-smelling clotted sludge. If consumed while fresh, it acts as if drunk directly from the vein including all normal risks for Vinculum or addiction. Often this scale is used to collect a form of Kindred blood that can be used in longer experiments without the need for another Kindred directly on hand.

    Smart Cell

    Prerequisite Coil: Open Circuit (● ● ●)
    Procedure:
    Outcome: Normally, revenants may not learn any advanced forms of Kindred abilities, including Blood Sorceries, Mysteries or Devotions. With this Scale, the target revenant may subsequently learn one instance of the normally restricted traits. All the traditional costs and requirements (Pre-requisites, XP, needed Mentor) must still be paid or arranged. Most commonly this scale is utilized to advance a revenant along the Mystery itself.


    Gravimetric Conversion


    Prerequisite Coil: Open Circuit (● ● ●)
    Procedure:
    Outcome: Until dawn, the revenant manifests the Clan of the donor Kindred. They immediately gain the appropriate Clan Bane regardless of their Humanity rating. If the Revenant has any (now) Out-of-Clan Disciplines, they may temporarily trade up to three dots of them to manifest that many dots in (now) In-Clan disciplines. (A revenant Converted to the Ventrue Clan might trade two Celerity dots for one Resilience and one Dominate.) Disciplines may not increase beyond five and revert at dawn as well.

    If the Revenant's blood is consumed (or stored) while they are opened, it acts as if from that Clan. (Creating a childe with Series Connection makes that Clan, not a Revenant. Creating a ghoul allows that ghoul to purchase Specific-Clan-Regnant merits. Vitae used in Storage Cell would clock as that clan.) Blood Sympathies form as if the donor were the target's natural Sire for the duration, though a feeling of artificiality carries through any sympathy connections actually triggered.

    Deep Cycle Access

    Prerequisite Coil: Open Circuit (● ● ●)
    Procedure:
    Outcome: The target revenant may choose one of the following effects for each Blood Potency dot they possess.

    • The revenant takes the Informed Condition with their Sire as the topic.
    • The revenant gains a sense of their Sire's current location down to the city block.
    • The revenant sees an image of what their Sire is currently seeing.
    • The revenant hears a playback of what their Sire heard for the last five minutes.
    • Knowledge if whether their Sire possesses a <trait> at a lower, equal or higher dot rating than the revenant.

    Power Inversion

    Prerequisite Coil: Thermal Runaway (● ● ● ●)
    Procedure:
    Outcome: The donor Kindred may temporarily transfer Blood Potency dots to the target revenant on a one-for-one basis. The donor may not go below one dot, and the revenant may not increase beyond ten. Transferred dots revert back to the donor at one dot per hour/scene or completely upon death. Should a Revenant be diablerized while under this scale, the diablerist may still gain a Blood Potency from the revenant's enhanced Potency, but it only lasts one hour/scene until it reverts to the donor.


    Cutoff Voltage

    Prerequisite Coil: Series Connection (● ● ● ● ●)
    Procedure:
    Outcome: Either the target Revenant or the Scale User loses one Humanity during the process. The target revenant is then uplifted into any of the five Clans. If the target has already learned any Mysteries of the Eidolon, they may refund the Coils and any/all Scales, earning back XP previously spent. That XP may be immediately spent on In-Clan Disciplines, Blood Potency, or Clan-Specific Merits - or may be saved for later use per normal spending rules.


  • Maina
    replied
    Healing happens "while Kindred sleep." There is no "daysleep cost." There is, instead, a cost to wake up from daysleep. This does mean that healing comes before the waking cost. As for Revenants, the text both says "Each night upon waking" and "Often [...] takes the form of sweating out their stolen blood as they sleep," so the order is less clear. I'd wager "upon waking" is mechanical and "sweating" is fluff, because having to calculate how much you lost if you wake up mid-day would not be fun gameplay.

    Leave a comment:


  • Holy
    replied
    I usually tend to handwave how a lot of things work supernaturally in my games, but I do enjoy jumping down rabbit holes with Ordo experimentation.

    I think if you break down every step of the daysleep process you have something similar to:
    1. Reversion of superficial wounds and body changes
    2. Auto-healing attempt for Bashing wounds with available vitae
    3. Auto-healing attempt for Lethal wounds with available vitae
    4. Auto-healing attempt for Aggravated wounds with available vitae
    5. (non-torpid) Daily cost of the daysleep/wake cycle
    6. (torpid) Interval check for waking from torpor as limited by Humanity
    7. Revenant vitae ejection
    In theory, each of the above moments could be isolated, tested for, with scales developed to influence the individual steps. Could throw some more esoteric bits in there too (do the effects of the bestial/wanton/competitive conditions fade at a certain time based on the sun, or is it different per person or activity level?) As for timing, I could see healing coming after the daysleep cost, can't remember if the text belies an order. Revenant ejection has to come after the daysleep cost, otherwise they'd go torpid immediately.

    Leave a comment:


  • Khanwulf
    replied
    Originally posted by Draconis View Post
    I'd just say that the Vitae cost to wake up is separate from the &quot;lose all Vitae when you sleep&quot;. The rules for Chary support this: with Daily Bread you can slow or prevent the Vitae loss, but you still have to spend the 1 Vitae to wake up.
    This is exactly what I had in mind. And yes, staying awake persistently has to have consequences. In humans, the brain uses sleep to process memories and repair damage. To long enough without it and you literally hallucinate and die.

    Vampires? They don't need the meatware to function the same way, but you could probably apply a variety of consequences through Conditions. Tempted being one. Madness in extremes.

    --Khanwulf

    Leave a comment:


  • Rathamus
    replied
    Sounds like another use for Coil of the Ascendant once the scale in here allows learning of Coils. Although lack of sleep tends to drive humans insane so it may not be wise to do so every day.

    Leave a comment:


  • Draconis
    replied
    I'd just say that the Vitae cost to wake up is separate from the "lose all Vitae when you sleep". The rules for Chary support this: with Daily Bread you can slow or prevent the Vitae loss, but you still have to spend the 1 Vitae to wake up.

    Leave a comment:


  • Ventrue Life
    replied
    Originally posted by Khanwulf View Post
    Since this has already been mildly necro'ed, an interesting parallel coil for revenants could focus on staying awake through the day in order to avoid losing blood in daysleep.

    Essentially the "I don't sleep" solution to bed wetting.

    --Khanwulf

    How would you explain that in-universe? After all, when Kindred use methods to stay awake all day, they still have to pay a Vitae every sundown. Even the Ordo Dracul with Coil of the Ascendant has to pay the Vitae price every single time the sun goes down. So why would a revenant be any different?

    Leave a comment:


  • Khanwulf
    replied
    Since this has already been mildly necro'ed, an interesting parallel coil for revenants could focus on staying awake through the day in order to avoid losing blood in daysleep.

    Essentially the "I don't sleep" solution to bed wetting.

    --Khanwulf

    Leave a comment:


  • Horodrigo
    replied
    This is a really cool concept. You should ask to be included on the Vampire Homebrew post.

    Leave a comment:


  • Holy
    replied
    Originally posted by Maina View Post
    Interesting concept! My initial concern is #3, however.
    Thank you for the catch on disciplines! I think the below clarification should clear up the issue.:

    Open Circuit (● ● ●)

    Revenants all have the capability for their blood to be refined into any of the five Clans, thus enabling them access to various Clan-Specific disciplines. Open Circuit taps into this potential in each Eidolon. With Open Circuit, an Eidolon no longer needs to imbibe a teacher's vitae to learn one of the five Clan disciplines (Auspex, Dominate, Majesty, Nightmare, Protean). Repeated exposure to the use of a discipline allows an Eidolon to learn that power sans a teacher altogether. All discipline costs still remain at Out-of-Clan XP prices.

    Originally posted by Maina View Post
    Still, an interesting concept for a Coil that would be relevant for particular Domains or maybe even be somewhat taboo like Voivode. I'm curious why the electricity theme. Frankenstein vibes?
    Using the mad scientist vibe, for sure. But I also like the idea that a lot of the scales are really more valuable to the Dying Light (or other experimenters) than to the revenant themselves. Started thinking about them like mini-batteries that the proper Kindred take advantage of, so electricity felt like a natural theme.

    Leave a comment:


  • Maina
    replied
    Interesting concept!

    My initial concern is #3, however. First, only clan-specific Disciplines require blood from a teacher and (pg125 revenant rules on p94 don't contradict this). Making it so you don't need to imbibe blood for basic Disciplines is somewhat meaningless when they already don't need to without the Coil. Though it seems you're including clan-specific Disciplines as "basic" ones, so this might just need clarified rather than changed. Not needing blood to learn any clan-specific Discipline actually makes them better than "real" vampires, but this may be the intent. The text also indicates that most vampires manifest Disciplines spontaneously, and only Revenants need taught and only when it comes to clan-specific Disciplines. This is probably just another matter of wording. Lumping all Disciplines into "basic" ones when these two mechanics only apply to clan unique Disciplines makes things a little fuzzy.

    Still, an interesting concept for a Coil that would be relevant for particular Domains or maybe even be somewhat taboo like Voivode. I'm curious why the electricity theme. Frankenstein vibes?

    Leave a comment:

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