The Ventrue Chronicle (Vampire: The Masquerade)

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Their Exhaustion makes them more powerful by adding dice to their rolls, but Exhaustion leads them down a slippery slope towards the worst thing imaginable: falling asleep, helpless to your demons. Similarly, when characters want to turn on a power, heal, or even wake up at night, they need to make a Rouse Check. If they fail, they still succeed at what they were trying to do, but they also gain a level of Hunger.

Hunger rates from 0 - 5, and you replace your regular dice with Hunger dice when rolling. Mission Accomplished, right? The only way to be truly safe from Hunger is to drain a human dry — and like any previous edition, doing so requires your character to grapple with their Humanity the rumors of its death have been greatly exaggerated. Do you aspire to eat your way down to being an Elder with high Blood Potency?

Now Animals provide no nourishment at all, Humans provide less than they used to, and your base Hunger is 2 instead of 1. The hunger grows only more encompassing. Remember that toolkit nature of the game as we get into the less shining stars. Like many Vampire editions though, V5 tries to give the Thin Bloods something cool to do and seems to miss the mark a bit. Instead of being able to use disciplines, Thin Bloods can buy the merit Blood Alchemy , allowing them to make alchemical potions to use as powers.

At Level 2 you can replicate actual Discipline level 1 powers, up to 4 Dot Discipline powers at Level 5, but the recipes are tedious including requiring actual Vitae from a Vampire with the power , and the timescales are obscene it takes a week to make a recipe for a 1 dot Discipline; it takes 3 years for a 4 dot one. If you use Thin Bloods at the table, you probably want to read through Blood Alchemy and consider ways to hamstring it a little less. When rolling dice, a is a Failure, a is a Success, and a 10 is a potential Critical Success. If you have 2 10s, you have a Critical Success, which counts as double the successes so two 10s counts as 4 successes.

Mechanical Notes

The difficulty of a challenge is set by the number of successes, not the target number of the dice which is always 6 now. So far so good. The problems come in with:. Overall though, I watched the system get moved around a bunch from playtest to playtest to the final version, and like many Great British Bake-Off challenges, it probably still needed some settling in to be fully cooked. Play around with it at the table until you find a happy equilibrium that works for you.

At the least, you probably want to lower the successes needed for some things and be a little lenient with those Bestial Failures. Vampires are monsters, parasites on humanity. V5 takes this up to 11 and includes numerous examples of Vampires as wholly abusive to humans. V5 adds the concept of blood having a certain Resonance : a specific taste and power based on the mental state of the vessel. If you drink from someone sad, you get Melancholy blood, which helps for Obfuscate and Fortitude.

If you drink from someone angry, you get Choleric blood, good for Celerity and Potence. In addition, to learn Disciplines out of clan, you need to both drink the blood of your teacher and blood of the right Resonance. These Dyscrasias provide very specific benefits, including the ability to reroll certain rolls, extra dice to an action, or spending less XP towards learning a Discipline.

A love affair with a mortal lasting for months or years may lead to them developing an appropriately Sanguine clot; keeping a victim locked up for months to endure repeated waterboarding or brainwashing could develop a Melancholic or Choleric Dyscrasia, depending on the precise sequence and nature of the confinement.

The Humanity hit just means that characters are less likely to do it. I would likely drop the idea of Dyscrasia so as not to encourage characters to engage in that sort of behavior; I might drop the idea of Resonance entirely for the same reason.

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If characters fail a roll that had 1s on their Hunger dice, the PC gains a Compulsion. If the PC roleplays out the Compulsion well enough, they get a willpower. Keisha gets shot down by her chosen meal at a local dive bar.

See a Problem?

The Ventrue Chronicle is a three-part chronicle that spans the time periods of Vampire, Victorian Age: Vampire, and Vampire: The Masquerade. The Ventrue Chronicle - The Clan of Rulership The Ventrue: Manipulators of mortals and leaders of the Kindred. Yet the Ventrues powerful.

While the intention is for STs to make characters struggle with their Humanity more, the concept of STs pushing extra abuse from the characters is decidedly uncomfortable. Perhaps there are groups that are OK with such behavior, but I see this as a very uneasy dynamic to add into a game. One of the places that V5 concepts become extra uncomfortable is in examples that shift a little too close to real-world politics. White Wolf contends that talking about these topics in a game is fine, as long as you warn players first.

Use the toolkit. Use the calibration. Care about the well being of your fellow players, and take their concerns seriously. The Brujah might include Nazis, but so did Superman cartoons in the s. Superman cartoons had Nazis so Superman had a bad guy to punch off of cliffs. V5 includes plenty of horrible people as character concepts, political and otherwise. However, the V5 setting makes an important change to previous settings: no one you encounter is untouchable. The Eldest are gone to the East, everyone else is Ancilla or Neonate, and at the very least, everyone is susceptible to the Second Inquisition.

Nazis should be uncomfortable at your table; Nazis should not be at your table; White Wolf unequivocally stated this game was not for them. I highly suggest you to look twice at anyone upset at the idea of only using Nazis and racists purely as antagonists, if at all. Die mad about it. V5 is full of avenues for abuse, monstrousness, and forms of horror. Knowing this, how could they not stick together, to better weather the onslaught?

To command the right to rule, for everyone's betterment? And to swiftly deal with anyone to fall short of these exacting standards?

Introduction

Kings and kingmakers, the Ventrue claim the wisdom, restraint and control to rule. Players who choose clan Ventrue gain access to two of their Disciplines in addition to their Thinblood powers.

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So think about it thoroughly, before taking on something like the Transylvania Chronicles. JavaScript is disabled. If your power declines, some stop to fear you, so you lose their part of your power bonus, which will make more people stop fear you and so on. The prophet is quickly surrounded by a large group of people and goes happily along. Now, the Unbound refuse to bow to the sickening hypocrisy and tyranny of their former allies.

Their signature Discipline allows them to Dominate the actions and memories of others. The person so affected is oblivious to the world around them, ignoring sound, touch and even pain. They can now be ordered to move, remove obstacles, or even attack others. Few things truly worry the vampire who masters Fortitude, the Discipline of physical resilience.

The lead up to the V5 release has caused a rather mixed reaction in the community, and I think one of the reasons is the hanging question: how do the V5 setting changes affect the future of Vampire LARP? Across settings and versions, numerous attempts have been made to change the setting of Vampire.

STs run the same plots in the same ways without regard for the updated setting.

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The headcanon has become more important than the written game itself. My hope is that the setting changes of V5 would provide such a shake to the LARP canon as to be impossible to ignore. Your Elders are gone.

The Camarilla is nowhere near as strong as it once was. This leaves the Anarch movement as impotent lackeys hanging around the outskirts of society. My hope is that V5 can force the issue, and change the political landscape. It remains to be seen whether V5 will recover post-Ericsson, but the original release of the Camarilla and Anarch supplements showed that lessons were not learned, though the leadership who did not learn those lessons appears to be out of the picture.

Not the CNBC guy. Vampire the Masquerade V5 Review. Summary The 90s are long over, and many things have changed, including our attention spans. V5 has numerous setting changes that reinvigorate the game and make it feel new again. V5 should be much easier for a new player in to pick up and play than older editions. V5 seems to have learned numerous lessons from both previous editions and Vampire: The Requiem, and made excellent compromises between the two.

In many places, V5 has fixed the white European and American focus of Vampire.