This thread is for all of us to post our own conversions of the multiple Bloodline Disciplines that were published over the years to update them to the Blood and Smoke rules and paradigm.
I'll start by cross-posting this conversion of Cachexy from the old fora:
CACHEXY
● Infection
The Vampire is a walking plague, every time she interacts with a mortal there is a chance he gets infected. The disease is not natural, it is an extension of the Curse that weakens and drains life.
Cost: None
Dice Pool: none, this power is not rolled.
System: Whenever a mortal (meaning any living being, but not other vampires, Promehteans, etc) gets into direct contact with the vampire, she can decide to try to infect him with the disease. Open wounds or contact with the blood of the vampire increases the chances.
The potencial target must make a reflexive Stamina+Resolve roll as usual, penalized by the vampire's Cachexy dots in case he has an open wound or comes into contact with her blood. On a Failure, the target gets the Infected Condition.
An Exceptional Success makes him immune to further uses of this Discipline for the rest of the day.
On a Dramatic Failure he also suffers one point of damage as appropiate for the Condition.
Infected
Your character has catched a wasteful disease.
He suffers a penalty to all rolls due to nausea, weakness or general malaise equal to the vampire's Cachexy dots.
Each day afterwards he must succed on a (Stamina+Resolve)-Cachexy roll or suffer a point of Bashing damage (two on a Dramatic Failure).
Damage from this Condition cannot be healed by any means while the Condition is still in effect and damage can roll over as Lethal as usual.
Regular medical treatments only provide half its usual bonus to the roll to fight off the disease. Medical treatment from a supernatural source provides its full bonus.
Resolution: a number of succesful rolls to resist the disease equal to the vampire's Blood Potency are made (Exceptional Successes counts twice).
After this Condition is discarded the penalties to all rolls disappear at a rate of 1 per day.
You are immune to this Discipline for as long as you keep the penalties.
Beat: if the penalties from this Condition brought you down to a Chance Die and you failed as a result, gain a Beat.
To be able to reap the Beat, the penalties from this Condition must represent at least half of the total penalties applied to the roll. Rolls to resist the damage from this Condition are excluded.
●● Contagion
Cost: 1 Vitae
Dice Pool: none.
System: For the rest of the Scene, anyone getting within (Blood Potency x Cachexy) yards of the vampire may be afeccted by Infection.
Potential targets must roll to resist upon entering the zone and every turn afterwards until they either leave or get the Infected Condition. The vampire is free to move around or perform any other action while this power is in effect.
●●● Patient Zero
Cost: 1 Vitae.
Dice Pool: none, improves Infection or Contagion.
System: if the vampire pays an additional Vitae when using either Infection or Contagion any target that fails the roll may get the Carrier Condition on top of the ususal effect.
Carrier
You can transmit the Infected and Carrier Conditions to others you came into contact with. Use the rules for Infection. Anyone failing the roll gets both Conditions from you.
All penalties and target number of rolls to discard the Conditions are calculated using the original vampire's Blood Potency and Cachexy dots.
Resolution: when you discard the Infected Condition, discard this Condition too.
Beat: everytime you spread both the Infected and Carrier Conditions, gain a Beat.
●●●● Black Death
Cost: 1 Vitae.
Dice Pool: none, improves Infection, Contagion or Patient Zero.
System: For each additional Vitae paid when using any of those powers she can choose one of the following effects:
● Vampires and other undead (or Prometheans and similar para-living creatures) can now also be affected by any of the previous powers of this Discipline.
● Any living beings gaining the Infected or Carrier Conditions from Black Death or such a Carrier has the damage from those Conditions upgraded to Lethal. Furthermore, the number of succesful rolls needed to discard the Infected Condition becomes equal to the vampire's (Blood Potency+Cachexy) dots.
●●●●● Pandemia
Targets that die while under the effect from the Infected or Carrier Conditions may raise from the dead to keep spreading the disease.
Cost: None
Dice Pool: none, improves Infection, Contagion, Patient Zero or Black Death.
System: When a victim dies while under either the Infected or Carrier Conditions, roll once again the victim's (Stamina+Resolve)-Cachexy. On a failure, the victim discards the Infected Condition and raises the following night as a free Larva with the Carrier Condition.
I'll start by cross-posting this conversion of Cachexy from the old fora:
CACHEXY
● Infection
The Vampire is a walking plague, every time she interacts with a mortal there is a chance he gets infected. The disease is not natural, it is an extension of the Curse that weakens and drains life.
Cost: None
Dice Pool: none, this power is not rolled.
System: Whenever a mortal (meaning any living being, but not other vampires, Promehteans, etc) gets into direct contact with the vampire, she can decide to try to infect him with the disease. Open wounds or contact with the blood of the vampire increases the chances.
The potencial target must make a reflexive Stamina+Resolve roll as usual, penalized by the vampire's Cachexy dots in case he has an open wound or comes into contact with her blood. On a Failure, the target gets the Infected Condition.
An Exceptional Success makes him immune to further uses of this Discipline for the rest of the day.
On a Dramatic Failure he also suffers one point of damage as appropiate for the Condition.
Infected
Your character has catched a wasteful disease.
He suffers a penalty to all rolls due to nausea, weakness or general malaise equal to the vampire's Cachexy dots.
Each day afterwards he must succed on a (Stamina+Resolve)-Cachexy roll or suffer a point of Bashing damage (two on a Dramatic Failure).
Damage from this Condition cannot be healed by any means while the Condition is still in effect and damage can roll over as Lethal as usual.
Regular medical treatments only provide half its usual bonus to the roll to fight off the disease. Medical treatment from a supernatural source provides its full bonus.
Resolution: a number of succesful rolls to resist the disease equal to the vampire's Blood Potency are made (Exceptional Successes counts twice).
After this Condition is discarded the penalties to all rolls disappear at a rate of 1 per day.
You are immune to this Discipline for as long as you keep the penalties.
Beat: if the penalties from this Condition brought you down to a Chance Die and you failed as a result, gain a Beat.
To be able to reap the Beat, the penalties from this Condition must represent at least half of the total penalties applied to the roll. Rolls to resist the damage from this Condition are excluded.
●● Contagion
Cost: 1 Vitae
Dice Pool: none.
System: For the rest of the Scene, anyone getting within (Blood Potency x Cachexy) yards of the vampire may be afeccted by Infection.
Potential targets must roll to resist upon entering the zone and every turn afterwards until they either leave or get the Infected Condition. The vampire is free to move around or perform any other action while this power is in effect.
●●● Patient Zero
Cost: 1 Vitae.
Dice Pool: none, improves Infection or Contagion.
System: if the vampire pays an additional Vitae when using either Infection or Contagion any target that fails the roll may get the Carrier Condition on top of the ususal effect.
Carrier
You can transmit the Infected and Carrier Conditions to others you came into contact with. Use the rules for Infection. Anyone failing the roll gets both Conditions from you.
All penalties and target number of rolls to discard the Conditions are calculated using the original vampire's Blood Potency and Cachexy dots.
Resolution: when you discard the Infected Condition, discard this Condition too.
Beat: everytime you spread both the Infected and Carrier Conditions, gain a Beat.
●●●● Black Death
Cost: 1 Vitae.
Dice Pool: none, improves Infection, Contagion or Patient Zero.
System: For each additional Vitae paid when using any of those powers she can choose one of the following effects:
● Vampires and other undead (or Prometheans and similar para-living creatures) can now also be affected by any of the previous powers of this Discipline.
● Any living beings gaining the Infected or Carrier Conditions from Black Death or such a Carrier has the damage from those Conditions upgraded to Lethal. Furthermore, the number of succesful rolls needed to discard the Infected Condition becomes equal to the vampire's (Blood Potency+Cachexy) dots.
●●●●● Pandemia
Targets that die while under the effect from the Infected or Carrier Conditions may raise from the dead to keep spreading the disease.
Cost: None
Dice Pool: none, improves Infection, Contagion, Patient Zero or Black Death.
System: When a victim dies while under either the Infected or Carrier Conditions, roll once again the victim's (Stamina+Resolve)-Cachexy. On a failure, the victim discards the Infected Condition and raises the following night as a free Larva with the Carrier Condition.
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