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  • PenDragon
    started a topic Requiem Homebrew Hub

    Requiem Homebrew Hub

    With the upcoming release of Blood and Smoke, and all the spoilers that surround it the Requiem forum has seen quite the influx of homebrew. Converted disciplines, new Coils, alternative banes, etc. It's quite refreshing, but so scattered that a lot of good content will get lost in the mess (especially with the forum changeover). You know what we need? A hub post.

    I harvested all the obvious material off the new forum, but I'm sure I missed something. So please submit your homebrew and I'll add it to the first post. Please try not to link to the old forum, it's going away and I don't want to police dead links. Instead move the content to this forum and credit the original creator (if it wasn't you).

    Clans & Bloodlines Disciplines & DevotionsBlood SorceryMysteries/Coils of the DragonMerits​Masquerade ConversionsSettings and CharactersOther Homebrew​Homebrew Marked with a * is a 2nd Edition Conversion of Requiem 1.0 Material.
    Last edited by PenDragon; 08-23-2016, 06:35 AM.

  • Horodrigo
    replied
    Is there any homebrew Invictus Oaths? I can't find them using the search engine or on the list.

    Leave a comment:


  • falco1029
    replied
    Quick merit I came up with for Dhampir:

    Unusual Origins (••)
    Prerequisites: Dhampir, character creation only
    Effect: Your character has strange parentage in some form or another; perhaps their Vampiric parent has a strange bloodline, perhaps their living parent was a supernatural creature of some sort, perhaps they were conceived (or born) in a locale like a Wyrm's Nest, or perhaps some stranger circumstance still defines their conception or birth. Because of this, your character has a 4th 'in clan' theme of some unique descriptor; a child of a Werewolf might have a 'Predation' theme, for instance. Work out the exact details and applications of this unique Theme with your Storyteller.

    Leave a comment:


  • Leliel
    replied
    For your pleasure, a quick conversion of the Tianpan Xiao.

    Leave a comment:


  • Tessie
    replied
    Do you mean inflicting Blood Bonds? Blood Sympathy isn't dependent on BP. That would be a fitting drawback for the victim.
    In hindsight you're completely correct about it resembling an Oath. You don't even have to rework it much for it to work. Still, I don't believe that any Covenant should get monopoly on their thematic powers. Ordo Dracul, for instance, has one of their three core book Coils be all about building hierarchy through their blood. And having it as a Crúac ritual retains both flavour (as in it's possible to force it upon others) and the concept of "ghouling" other Kindred, which was the idea I based the ritual around.

    Leave a comment:


  • Khanwulf
    replied
    Originally posted by Tessie View Post
    A favourite of Elder Acolytes with an authoritarian bent.

    Restoring Servitude (••••)
    Target number of successes: 7
    Contested by: Stamina + Blood Potency
    Who's to say ghouldom stops at the Embrace? By way of this rite the Acolyte can prolong their role as regnant even on other Kindred.
    The subject of this ritual must be a Kindred present at the casting, being fed Vitae (part of the cost of the ritual, and still capable of inflicting both the Blood Bond as well as Vitae addiction). During the feeding the ritualist spends one point of Willpower as if ghouling a mortal. If the ritual succeeds the subjects gains up to two Discipline dots that the ritualist already knew, but for the purposes of the Predatory Aura their Blood Potency counts as if two dots lower. If this brings their effective Blood Potency down to zero the subject no longer exudes the Predatory Aura and can no longer Lash Out. These effects lasts for a single month, but can be sustained by feeding the subject the ritualist's own Vitae. No further Willpower is required.

    Edit: Critique is always welcome, even if it's just "looks nice".

    Still really like your werewolf-stealing Cruac rites. Anyway: for this one, perhaps the reduction in BP also applies to Blood Sympathy?

    This would also work well as an Invictus Oath. In fact, it might work better.... "Oath of Subjugation."

    --Khanwulf

    Leave a comment:


  • Tessie
    replied
    A favourite of Elder Acolytes with an authoritarian bent.

    Restoring Servitude (••••)
    Target number of successes: 7
    Contested by: Stamina + Blood Potency
    Who's to say ghouldom stops at the Embrace? By way of this rite the Acolyte can prolong their role as regnant even on other Kindred.
    The subject of this ritual must be a Kindred present at the casting, being fed Vitae (part of the cost of the ritual, and still capable of inflicting both the Blood Bond as well as Vitae addiction). During the feeding the ritualist spends one point of Willpower as if ghouling a mortal. If the ritual succeeds the subjects gains up to two Discipline dots that the ritualist already knew, but for the purposes of the Predatory Aura their Blood Potency counts as if two dots lower. If this brings their effective Blood Potency down to zero the subject no longer exudes the Predatory Aura and can no longer Lash Out. These effects lasts for a single month, but can be sustained by feeding the subject the ritualist's own Vitae. No further Willpower is required.

    Edit: Critique is always welcome, even if it's just "looks nice".
    Last edited by Tessie; 03-18-2018, 08:01 PM.

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  • zen
    replied
    hi
    was wondering if anyone had a copy of the B&S belial's brood homebrew as the link seems to be dead

    thanks in advance

    Leave a comment:


  • Khanwulf
    replied
    Forum link to thread on Dhampir-related items: Merits, Twists and Malisons.

    Feel free to add to that thread (or here).

    --Khanwulf

    Leave a comment:


  • MrMonsterGuy18
    replied
    Here is a Cruac ritual I created, feel free to criticize me

    Rite of Return (3 dot Cruac spell)

    This spell may only affect dead ghouls.

    The victim must not have returned to life in any fashion before this ritual.

    Upon casting this ritual, the vampire slits their wrist, pouring a number of Vitae equal to the ghoul's health down the ghoul's throat. The ghoul then rises at the next sunrise. The ghoul no longer naturally heals, but gains the ability to spend Vitae to heal. This Vitae may only be taken from a vampire, no other creatures are acceptable. If the ghoul does not receive monthly Vitae feedings, The ghoul dies, and if unable to be resurrected through this power or the Embrace. Ghouls revived in this way may still be Embraced, and function as ghouls in ever other way.

    Leave a comment:


  • Tessie
    replied
    A Crúac Rite I came up with earlier today.

    Poaching the Moon's Children (•••••)

    Target number of successes: 10

    Contested by: Stamina + Primal Urge

    This ritual only works on werewolves.

    The victim becomes susceptible to the Embrace until the next sunrise. If the victim is exsanguinated by a vampire, the victim doesn't change back into his human form, if not already, for a number of turns equal to the vampire's Blood Potency, as would otherwise be the case upon death. This gives the vampire ample time to Embrace the werewolf in his non-human form, causing the neonate to spend the rest of his unlife in that form. For practical reasons this ritual is almost always performed with a captured subject mentally dominated to take the desired form.

    The embraced childe immediately loses all werewolf specific traits, such as Primal Urge, Harmony, Renown, Gifts, Werewolf and Pack Rites, as well as all Merits with werewolf specific prerequisites. His previous Renown are still present and visible in the Shadow, but in the form of scars rather than glowing brands, and they no longer grant him an effective Spirit Rank.

    What the newly embraced does keep are most of the traits of the form into which he was embraced, such as the teeths and claws of the form, the Perception bonus when using wolf senses, and the Attribute, Size and Speed modifications. Additionally, werewolves embraced while in Gauru have their Manipulation decreased by 2 to a minimum of 1.

    Needless to say this is considered an affront towards Forsaken and Pure alike. If the practice of this ritual becomes known, do expect a surprise visit to your haven quite soon.


    An accompanying Merit:

    Stealing the Father's Forms (• to ••••)
    Prerequisites: Protean •••, being embraced through Poaching the Moon's Children.
    Effect: For each dot in this Merit the vampire may replace one of the animal forms for Beast's Skin with on of the forms of werewolves. She is still subject to all the limitations of Beast's Skin, including the need to kill a werewolf through exsanguination, and slumbering for a full day and night in her Unmarked Grave after the deed.
    Drawback: The werewolf has to die while in the desired form. This may prove challenging; especially when seeking the dreaded Gauru form.
    Last edited by Tessie; 12-16-2017, 09:28 AM.

    Leave a comment:


  • falco1029
    replied
    Forgot to post Eternus here.

    Leave a comment:


  • Horodrigo
    replied
    I would like to add my homebrew conversion of the Melissidae for the second edition:
    http://forum.theonyxpath.com/forum/m...idae-bloodline

    Leave a comment:


  • AmusedByIrony
    replied
    Not "new" homebrew per se, but three suggestions RE: Merit synergy, Disciplines, and Devotions.

    1. Martial Arts 4 (The Hand as Weapon) + Resilience 1 + Vigor 1 = your unarmed strikes can deal lethal damage to Kindred at no cost.

    2. Martial Arts 4 + either Colossus (https://pastebin.com/5sY0ny1z) or Bones of the Mountain (Thousand Years of Night, pg. 73) = unarmed strikes deal aggravated damage to everything, including Kindred, while either Devotion is active at the usual cost.

    3. Kindred Dueling 3 (Carving) + If You Can't Duck It (https://pastebin.com/Ctvypkab) = the weapon used deals aggravated damage to Kindred only, assuming you bought the Devotion with Vigor.

    Rationale: Protean 4's Horrid Talons and Claws of the Unholy are both effective and thematically cool. So is Kindred Dueling 3 (Carving). So is the combination of the Grappling style and Kindred fangs.

    But they're not always appropriate for every Kindred (who might not have access to Protean, might not have the Larceny/Obfuscate to conceal edged weapons in polite society, might want to capitalize on hand-to-hand traditions they learned as mortals, etc.) This hack lets Kindred martial artists keep their skills relevant, with varying tradeoffs in costs between XP, Vitae, and equipment. (And #3 gives that Invictus knight or Carthian enforcer an extra something for dealing with the Gangrel who thinks his claws make him the scariest thing to go bump in the night...)
    Last edited by AmusedByIrony; 09-24-2017, 04:38 PM.

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  • Khanwulf
    replied
    Gentle readers,

    Here is a merit set suitable for mortals/ghouls/whatever livings you like in your vampire game. It originated from seeds in Masquerade merits/flaws, especially the Hunter's Hunted Potent Blood flaw that made life... complicated, around vampires. My table likes their characters complicated. In any case, I calculated once that you could stack Masquerade merits and flaws to end up with a 1-to-4 blood to vitae conversion rate for a particularly blessed (?!?) mortal. At least until their inevitable trajectory crashed and burned in tragedy. Good times.

    The below could stack up to 1-to-8 conversion. If that is not appropriate for your game and/or characters, change instances of +2 to +1 vitae, or otherwise tweak. Shake, don't stir, and serve with a twist of lime.

    --Khanwulf

    Mystic Blood (Variable Merit)
    The blood, vampires claim, carries the life of mortals and with it the memories and even the power of their experiences—which is translated into vitae as the essence for the magic that sustains vampiric existence and fuels their powers. Some mortals, for a variety of reasons, naturally carry more mystical power in their blood and are therefore both more flavorful and valuable to desirous Kindred. This can be a grave danger or a great opportunity depending on the mortal and who finds them.

    The Mystic Blood merit is only available to mortal or otherwise living characters and is lost should they become transformed into a vampire (see Sanctity of Merits). Vitae point gains are additive: if multiple levels of the Mystic Blood merit provide increased vitae generation use the total number. Healing damage through ghoul blood or other magic does not restore the qualities of mystic blood—only time can restore such blood points, even if all damage is healed; if necessary, track Mystic Blood and “normal” blood points separately. (Mystic Blood cannot be used to create endless, instant blood sources.)

    Mystic Blood [Supernatural, Style; • - •••••]
    The following benefits are in addition to the benefits of separately purchased merits, below.
    Blood preservation: Your mystic blood does not spoil anywhere near as quickly as normal. If bled into even an ordinary container it will be considered “fresh” for its conversion to vitae for a number of days equal to your Mystic Blood rating.
    Blood potency: Subtract your Mystic Blood rating from the Blood Potency level of an imbibing vampire to determine if she must spend a willpower point to gain vitae from it.
    Scent of Power: Your blood draws the attention of Kindred the way meat draws flies. Add half your mystic blood rating (rounded up) to attempts (voluntary or otherwise) to sniff out your blood through senses or magic.

    Additional Merits
    Those possessing mystic blood may purchase additional merits based on their rating:

    Mystic Flavor (requires Mystic Blood •+): You are the Cheval Blanc 1947 of mortals—standard, grade A and of exquisite flavor. When discovered you’ll be bandied about at salon parties and, if fortunate, may find your way to a Daeva collector who will dote on you. If unfortunate, some Gangrel biker will exclaim “yose baby—yose was fine”, while tossing your corpse in the ditch. Addictive: Your blood calls to those who drink it in much the same way vitae does and triggers addiction checks similarly. (Resolve + Composure, -1 per blood point drunk to a maximum penalty of your Mystic Blood rating (rounded up), to resist addiction to your blood.

    Potent Blood (requires Mystic Blood ••+): Your blood is not only flavorful, but nourishing; it provides two points of vitae for each blood point drawn, and smells strong and delicious! You’ll easily form the centerpiece of any kindred’s herd, which could lead to comfort or a chain to the wall.

    Vital Blood (requires Mystic Blood •••+): The healing power of some mystical source runs through your blood. Once per day roll Resolve + Willpower as if applying medical care to yourself (see Healing, CofD p.96); this roll may be extended into the next day if it fails to accumulate enough successes, or may add to successes by another caregiver. Further, if you're not wounded, then add your Willpower to medical care rolls once per day for those under your close care. Regardless, a maximum of one wound may be downgraded under medical care per day. (Note that this healing might seem "miraculous," but it will not be scientifically verifiable.) Vampires find your blood particularly strong and tasty: you provide an additional +2 vitae for each blood point drawn, in fact. Even better, you heal more quickly! Your blood tastes like the finest Champaign, sweet and heady without the slightest traces of salt or metallic tang; vampires consider your flavor effervescent and delightful.

    Dragon’s Blood (requires Mystic Blood •••+): Within your blood flows an echo of ancient magic or creatures from another age—or another world. How that came to be is a mystery to be unraveled, but you can draw on your will to force its strength through your sinews: expend a Willpower to add 1 STR for the remainder of the scene. Your blood is something special to Kindred as well: they gain an additional +2 vitae for each blood point drawn and if used in blood magic rituals it provides the 9-again quality. You bring a burning palate like potent alcohol—a very fine whisky or cognac, leaving them feeling warm and confident.

    Giant’s Blood (requires Mystic Blood •••+): You may be descended from the giants of old, or perhaps are a Nephilim newly born—or your mystic strength was folded and compressed to make it fit within your mortal frame. Whatever the cause, the result is that your blood carries characteristics of this solidity: gain +1 health as if your size were one larger, and when injured you may reflexively expend a Willpower point to gain armor equal to half your Mystic Blood merit rating (rounded up) for one round. Conversely your blood is a thing of wonder to Kindred—it flows slowly and richly with an old, earthen punch like a hearty Guinness; your blood provides an additional +2 vitae for each blood point drawn, but takes time to draw out based on how many vitae points the vampire receives while drinking—not those lost by you. This could place you at greater risk of developing psychological dependence on the Kiss, and certainly slows feeding. If consumed and held within a vampire your blood will increase their Potence by 1 for the remainder of the scene, in a rush to them not unlike physical intensity.

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