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  • Reworking Mekhet Clan Bane

    I am making a homebrew and I don´t now if this is shared but I always found that the mekhet clan weakness needed to be more concrete so i reworked it and added a clan blessing designed to be the carrot to the stick that encourages the way the clan members are.The idea here is to reinforce the stalker aspect of the mekhet clan.

    Clan Blessing (Creatures of Darkness)
    " Vampires are creatures of the night but the Mekhet are creatures from the darkness , in the lack of light they find themselves revitalized , like if they where able to breathe after keeping their breath.In this scenario the mekhet recive a bonus of +2 dice to all actions their physical actions and discipline activation , a lot of Mekhet end using obfuscate subconsciently to hide themselves in the darkness not feeling confortable in bright light becoming stalkers in the dark that only abandom it when necessary.Other clans find it creppy."

    Clan Bane (Obsession)
    "Mekhet are stalkers that hide in the shadows and all the members of the clan have an obsesion: a lot of them spy a person who uses to be his touchstone , some pursue magical knowledge , others seek to know the secrets of their peers or travel around resolving mysteries. After a session if a Mekhet hasnt learned something about their obsesion they lost one WP instead of gaining one back"

    PD:I am open to alternate suggestions , criticism and I would like to have feedback on the mechanic aspect.Later I would publish redesigned clan weakness + blessing for the other clans.Also what is your perception of the bane severity mechanic?
    Last edited by Leandro16; 11-22-2018, 03:57 PM.


    Hunger pool

  • #2
    I'd make it scale with Humanity, since the other banes are designed to tie into the Humanity system somehow. Here's the one that I'm using in one game at the moment; what do you think of it for flavor?

    The Tenebrous Curse: The Shadows are creatures of darkness, and every fiber of their being, down to the Beast itself, is carefully tuned to pull in information from every source. This is both a blessing ((Auspex)) and a curse—when a Shadow is exposed to overwhelming stimulus (light bright enough to blind a human, for example, or painfully loud noise), their Beast can't process everything that's happening and shuts down, capping all rolls by their Humanity.

    One that's closer to your idea but still involves Humanity:

    The Obsessive Curse: Mekhet tend to lose themselves in their individual pursuits, eventually becoming defined by those obsessions more than any other characteristic. After an exceptional success or dramatic failure with a specialty, roll your Humanity as a dice pool; on a failure, gain the Persistent Obsession condition based around that specialty. For example, a Mekhet with Occult (Ancient Cultures) might become obsessed with learning a dead language, or with connecting some newfound knowledge to other fields.

    If you want to give them a blessing, one thing I liked from Changeling 2e was the kith blessing rules: perhaps Mekhet get an exceptional success on 3 when acting in complete darkness, while Gangrel get an exceptional on 3 when acting in coordination with their pack, etc?

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    • #3
      Draconis Thanks for your Feedback! I got a lot of good ideas from it

      Your tenebrous curse it is interesting and makes more sense than the original mekhet weakness while also keeping the extra vulnerability to light aspect.Way better than the canon and I like it a lot but it is something i would do when auxpex fails or as a bane related to the use of the discipline.For this I would like something that makes the Mekhet more prone to be stalkers as i want to reinforce that aspect of the clan.

      The idea of using humanity to cap things seems good and maybe i will use it to measure the bane severity of the mekhet clan curse (The fact that some breaking point are related to reaching some blood potency LVs help to acomplish the idea that I have in mind of measuring bane severity with a mix of humanity and blood potency).But I would have to think into this as i don´t want to make the clan curse to much harss but instead make it a some sort of carrot and stick along clan blessing to reinforce the way a clan works and the characteristics of it´s members

      Maybe I will make the Obsessive Curse limit dicepools by humanity for all rolls non related to the pursuit of knowledge about your obsession unless you spend a WP or attain knowledge about your obsession.Older Mekhet become distant stalkers scared to leave the darkness and from the mechanic and narrative standpoint a scene with the player reading an occult book , stalking their prey before feeding or his touchstone doesnt take more than 5 mins of derailment from the main plot and there is always the option of paying the WP point.


      Hunger pool

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      • #4
        What about just using the standard Obsession (X) Condition?


        A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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        • #5
          The standard Obsession condition is excellent, but it's not meant to be a long-term thing as far as I can tell. See, for example, the Omen Sensitivity merit, which gives you a new Obsession every time you use it instead of a single lasting Obsession (Omens). That's why I give out new Obsessions every time they exceptionally succeed at something.

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          • #6
            Ah. That works.


            A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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            • #7
              Originally posted by Draconis View Post
              If you want to give them a blessing, one thing I liked from Changeling 2e was the kith blessing rules: perhaps Mekhet get an exceptional success on 3 when acting in complete darkness, while Gangrel get an exceptional on 3 when acting in coordination with their pack, etc?
              Unrelated -- but I have been trying to think of a Gangrel specific merit to replace "Pack Leader" and integrate a Hunger/Atrocity Die mechanic. I think this is a really good direction for it (all of my ideas were kind of overpowered or boring). Something like "Effect: Count 3 successes as a dramatic success when doing x. Drawback: Each time you use this merit, replace one normal die in all future die pools with an Antrocity Die for the rest of the session."

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              • #8
                REWORKED CLAN BANES PROTOTYPE

                Daeva:
                Personally i was thinking in giving the Daeva the same clan curse as the Toreador in bloodlines blush of life doesnt cost blood and buying humanity is 1 XP cheaper but you degenerate faster (you have 1 dice less to your degeneration rolls).Honestly I dont know why they didnt do that before.

                Gangrel:Rolls to resist frenzy being capped by humanity is an already good clan bane , i would add as a blessing having 3 extra health levels to emphatize the survival aspect.

                Mekhet:I decided to INVERSE my idea , they get a bonus of +2 to all physical rolls if they stalk or learn someting about their obsesion , the bane will be that in front of great stimulus their dice pools are limited by their humanity unless they pay a WP.

                Nosferatu:I want them to be more like in the masquerade so i would make them unable to use the blush of life + I would limit their social interaction dice pool with non touchstones humans to their humanity.Failures in social rolls become dramatic no matter what.To compensate they get one automatic succes in all intimidation rolls with are unafected by their clan bane.

                Ventrue:I want them to be more agresive and ambitious so I would give them a + 2 bonus to all rolls against other vampires as his beast comands the posible drawbacks are
                • A) Their feeding requirements are calculated as if their blood potency were 1 points bigger and they cannot feed from animals.
                • B) When they get a dramatic failure their dicepools are limited by humanity (the bigger they are , the harder they fall) in case this is the selected weakness the option A) would be the one of a bloodline.

                Pd:Probably i would go with the option B) in the ventrue case.
                PD2:Feedback please


                Hunger pool

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                • #9
                  Originally posted by DubiousRuffian View Post

                  Unrelated -- but I have been trying to think of a Gangrel specific merit to replace "Pack Leader" and integrate a Hunger/Atrocity Die mechanic. I think this is a really good direction for it (all of my ideas were kind of overpowered or boring). Something like "Effect: Count 3 successes as a dramatic success when doing x. Drawback: Each time you use this merit, replace one normal die in all future die pools with an Antrocity Die for the rest of the session."
                  This is just my opinion but while hunger and a atrocity system are good concept the dice mechanic behind isnt

                  Personally I would prefer to use a hunger pool like the one in my sign or an inverse humanity scale that measures how inhuman is your character the more dots you have

                  It would be a neat way of calculating bane severity , we could use the next formula Bane severity= (Blood Potency + Atrocity) /2 rounded up the dicepools cannot go below 1when substracting the bane severity.


                  Hunger pool

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                  • #10
                    Atrocity dice…now that's a name I haven't heard in a while…

                    I like that Gangrel merit though! Perhaps three successes are exceptional to Ride the Wave, if you're emphasizing their bestial side? Or to Lash Out?

                    Also, you've probably heard of V5's hunger dice; what do you think of those?

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                    • #11
                      Honestly all those blessings sound quite powerful, and if you use them clan is going to shape a character much more. Which is fine if that's what you're going for, just be aware.

                      For Daeva, penalizing breaking points tends to lead to a very very rapid downward spiral (especially if someone e.g. Lashes Out at them). The Julii had that as their 1e flaw and it was far and away the worst of the clan flaws.

                      For Nosferatu, capping social pools by Humanity is what 1e did, and many players didn't love it. It has a tendency to level out differences and make it so your best pool isn't any different from your worst pool, while not actually making people with low pools fail any more. 2e's "treat Humanity as 2 lower for social penalties" is a nice fix that hurts all pools the same.

                      For Ventrue, the "feeding requirements one point higher" as you wrote it applies in exactly one scenario: a BP5 vampire now needs to drink Vitae. (Since they can't drink from animals to start with.)

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                      • #12
                        Like Draconis said, giving your clans blessings and banes will make clan a bigger part of play. It might be good to give us an idea of what aspects/themes of the clans you want to foreground.

                        REWORKED CLAN BANES PROTOTYPE

                        Daeva:
                        Personally i was thinking in giving the Daeva the same clan curse as the Toreador in bloodlines blush of life doesnt cost blood and buying humanity is 1 XP cheaper but you degenerate faster (you have 1 dice less to your degeneration rolls).Honestly I dont know why they didnt do that before.
                        I think it really depends on how you want to play it. On the one hand, given that humanity loss is more a measure of alienation rather than propensity to sin, I'm not sure that penalties to detatchment make sense. On the other hand, it might be a cool way of tracking the emotional highs and lows the Daeva feel. If they gain humanity more cheaply, we would assume that it's because they are more greatly affected by the people around them. It definitely foregrounds the social nature of the Daeva.

                        As for the Blush being free, it'll probably depend on how you ST. The way I run it, NPC humans make reflexive perception rolls to notice that something is wrong with the PC. I do this as a way to force more feeding scenes (and all of the drama that brings), because I like to emphasis those relationships. You get rid of this means of creating tension if the Blush is free.


                        Mekhet:I decided to INVERSE my idea , they get a bonus of +2 to all physical rolls if they stalk or learn someting about their obsesion , the bane will be that in front of great stimulus their dice pools are limited by their humanity unless they pay a WP.
                        I'm not sure that I like that the bonus is specifically to physical rolls. Are you trying to say that the Mekhet are more interested and motivated to follow their obsession, or do you want to say that they are actually better at doing obsession things. If the former, I might say that Mekhet just have an extra source of willpower, and it's their obsession. If the latter, you could say that the Mekhet beast somehow "attunes them towards" their obsession. But what if the obsession is more of a research kind of thing?

                        And that bane is really severe. If I'm an ancilla Shadow, with humanity 4 and BP 3, say my obsession is with a person who walks into a club and I follow them in. I'm now at a weird disadvantage to following my obsession. If the club catches fire and I frenzy, I get weaker and completely miss out on the frenzy bonus.

                        I'm not sure what that kind of bane says about them. They're easily overwhelmed... Maybe instead, in the face of great stimulus, they have to make a roll to not gain the confused condition.


                        Nosferatu:I want them to be more like in the masquerade so i would make them unable to use the blush of life + I would limit their social interaction dice pool with non touchstones humans to their humanity.Failures in social rolls become dramatic no matter what.To compensate they get one automatic succes in all intimidation rolls with are unafected by their clan bane.
                        If you're happy, I'm happy.

                        B) When they get a dramatic failure their dicepools are limited by humanity (the bigger they are , the harder they fall) in case this is the selected weakness the option A) would be the one of a bloodline
                        Just one thing to be aware of; unless your Ventrue is rolling a chance die, dramatic failure is something that the players choose for themselves. That means that this weakness requires player buy-in (and very much not playing to their character's personality).

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                        • #13
                          Originally posted by Leandro16 View Post
                          This is just my opinion but while hunger and a atrocity system are good concept the dice mechanic behind isnt
                          It looks like the thing you don't like about atrocity/hunger is exactly what I do like about it. I like it as a representation of the growing influence of the beast on the character. You aren't out of control, but you're starting to lose it. One thing to note though, is that the way I use the beast, it's more than just an animal. Instead, I like to play up the bestial triad idea.

                          It's hitting just a little too hard, or selling your coterie-mate's secret for personal gain, or picking at your boyfriend's insecurities when you're trying to keep your temper during an argument about you drinking other guys' blood. It's getting the girl to pregame another shot -- not because you plan to date rape/feed on her, but hey it's always better to be prepared. It can be last minute impulsive decisions that normally you'd never do. And I like to give players wide discression on how it manifests.


                          Originally posted by Draconis
                          Atrocity dice…now that's a name I haven't heard in a while…

                          I like that Gangrel merit though! Perhaps three successes are exceptional to Ride the Wave, if you're emphasizing their bestial side? Or to Lash Out?

                          Also, you've probably heard of V5's hunger dice; what do you think of those?
                          One thing I've always been interested in is the idea that the Gangrel commune with their beasts (fun fact, most vampire myths start out as blood-drinking-shapshifting witches). So I might allow the merit to be used for just about anything to represent the beast kind of guiding the character.

                          I like the hunger dice, but I feel like the compulsions are too narrow. Also, I don't like to make lots of rolls in a row and my impression is that you need to do that with Hunger Die. But I really like the idea of quantifying/tracking just how in control you are.

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                          • #14
                            on Mekhet clan bane? do they take -1 to detachment rolls sense they start with a bane?


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                            • #15
                              Originally posted by Prince of the Night View Post
                              on Mekhet clan bane? do they take -1 to detachment rolls sense they start with a bane?
                              Nope.


                              Resident Sanguinary Analyst
                              Currently Consuming: Changeling: the Lost 1e

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