About THE VAULTBasic Disciplines NPC's Antoine le Fanu 5th Gen Malkavian Dementation 7
Lord Benne 5th Gen Cappadocian Sepulchure 3
1 Combo Discipline Power Brian Stack 6th Gen Salubri Valern Warrior 5
True Faith 2 Alyssa 6th Gen Ventrue Dominate 5
Bajazet 6th Gen Assamite Celerity 3
Simon 6th Gen Nosferatu Obfuscate 6
True Faith 5 The Man with No Name 6th Gen Lasombra Obtenebration 6
Radek 6th Gen Tremere Vicissitude 4
Lady Meridie de Chancery 6th Gen Brujah Presence 5
Milov Petrankov 6th Gen Gangrel Protean 6
Myca Vykos 6th Gen Tzimisce (5 Successes Aura Sight Former Diablerie) Vicissitude 6
Sadir 5th Gen Setite (5 Successes Aura Sight Former Diablerie unless Obfuscate up and obscuring) Obfuscate 7
Rafael de Corazon 5th Gen Toreador Presence 5
Francis Villon 5th Gen Toreador Auspex 5
BLOODLINES Basic Sheet:
Nature - Demeanor - Clan - Generation - Sire - Max Blood Pool /Current /
Attributes Physical:
Social:
Mental:
Abilities Talents:
Skills:
Knowledge:
Disciplines: Virtues:
Humanity -
Merits:
Rituals: Description: History: Equipment: HOUR OF THE KNIFE Fear:
Fear is the mind collecting itself from a quick shock thus it is a Wisdom check. A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger. Fear saves can also be used to test the morale of the heroes' foes. Common fear triggers
• The group is badly outnumbered or outclassed by opponents (EL is 4+ higher than the party level). • The most powerful character in the group or half of the group's members are killed. • A menacing creature is immune to the group's attacks. • A menacing creature is at least two size categories larger than the biggest member of the group. • A menacing creature has the Frightful Presence special attack. • The character is helpless and threatened by immediate death (trapped underwater, for example). Appearances are everything; if a character doesn't know she's in dire peril, then she has no reason to make a Fear save. Likewise, if a player thinks her hero is doomed, a Fear save may be
Fear saves have a DC = 8 + creatures Charisma Modifier or just a flat DC of 10 for a scene. -If it’s a never before seen encounter or creature then the DC is
Failure Results Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves. Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable to flee. A
Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance to drop what she's
Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails
Recovering from Fear Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects. Horror:
Horror is the attempt of trying to process the true threat of a scene, thus it is an Intelligence check. Horror is harder to gauge for and not as simple to create a flat DC. In short this is left up to best judgment of the DM, but a safe bet is a base of 8 for something like seeing a decaying body. The more gruesome or unexpected the scene might be, the harder it should become. Horror is the murderer of innocence. Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a
Witnessing a malign paradigm shift, such as discovering your fiancé
Horror Save Triggers
5 Signs of violence (a drying pool of blood,a splintered door, etc.). 8 A decaying body. 10 A scene of pain or suffering (a beggar ravaged by disease; a doctor sewing wounds shut). 12 A freshly slain corpse. 15 A scene of terrible agony (torture, involuntary transformation). 20 A scene of evil, cruelty, and madness (finding dismembered bodies that have been turned into marionettes). 25 Malign paradigm shift. A "malign paradigm shift" is a situation in which a character discovers that an important element of the surroundings is not only drastically
Examples include PCs realizing that they are the only people in a crowded inn who aren't evil shapeshifters, or discovering that the
Horror Save Modifiers
+4 A loved one is clearly endangered by the threat.
Advantage Bonuses and Disadvantage:
Bonuses to fear and horror checks should either be a +1 or +2 depending on the situation. For instance if you have a weapon that can hurt a particular enemy you
Other things might give you Advantage on said rolls such as you have faced a similar threat before and triumphed, or you’ve gained some knowledge on how to defeat such threats. Of course Disadvantage can happen on said rolls to. If a character has faced a similar threat and been defeated that may cause Disadvantage. And if a friend or ally turns out to be the cause of the check then that may cause a Disadvantage to the roll as well. Resolution of Effects:
If a character succeeds at the Will save, then
If a character fails the Will save, then the
Failure Margin Effect: 1-5 points Minor
When determining the results of failed Horror save, the player also needs to roll 1d4 to select a specific effect. See page 70ish of the Ravenloft 3ed book for more information. Recovery Checks
However, succeeding at a recovery check removes a Horror effect while failing a recovery check does not cause additional ill effects.
See "Recovering from Horror" on page 70ish of the Ravenloft 3ed book for more information. |