Originally posted by CTPhipps
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Nice suggestions. The way I homebrew Paths throughout this year, culminating with some tweaks from the Sabbat book is something not too much removed, but a bit more complex and personal.
First you look if your Path type is Vampiric or Inhumane, the names might no be perfect, but the first one are Paths that don't strain too far away from Humanity, and the second one does. Bring down your Humanity till the max level (3 if Inhumane, 5 if Vampiric), and then with a Mawla you can start buying levels in the Path (you can only have one of course). Thing is, you start converting Humanity points from the 2nd slot forward (to the right), always maintaining the 1st level of Humanity. Each pair of Path levels gives you a Conviction from that Path (each one has a list of 5); Paths don't have Touchstones, they have either have Taboos or Sanctity, which acts as the equivalent to Touchstones, but more like objects, or types of people... that you get Stains for doing things against it as the corebook has tables for. Yeah, this Taboos/Sanctities thing isn't that good, and it isn't really a great substitute for the Touchstone but for the moment is what I have.
This makes the definition of the 5 Convictions each Path has, and their Taboo or Sanctity very important to define at your own Path catalog.
In the end Vampiric Paths work pretty much like Humanity, with its Convictions either mitigating or causing Stains depending of your action, and mechanically it gives the same benefits in the end. Inhumane Paths only count for the natural benefits of Humanity the levels you actually have as such, that will be miniscule, and when you start getting levels on the Path will remain 1. But, the more Path you have, the less you suffer from being terrible at dealing with humans (Humanity 1 is a -8), but even if you have 8 levels in the Path, you still suffer -4, which is significant, but you have more control than someone on the Path that has not many levels in it. Also, Inhumane Paths don't suffer much from the universal Stains.
That is kind of it. And I don't know how my players will like this organic system (which I gave a summary, if you can believe it), but the more problematic is defining the details of each Path, because you got to make each Conviction matter and represent it.
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