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Vampire Play By e-Mail rules

by Paul Strack

These rules are mostly concerned with options for Vampire games spanning long peiods of time.

The first is easy: to limit resources, influence, allies, etc, simply set on the total amount available. For example, if you have 5 players, you might set an upper limit of 13 points of influence. If all the players total influence is below that amount, no problem. If the total reaches the maximum, the players influence is deadlocked. Any attempt to increase their influence will directly (or indirectly) interfere with another players influence. The only way to increase your influence is to first undermine another's influence, reducing the total amount, making "room" for your increase. The same thing can be done with resources, and status, and perhaps allies as well.

The rules for moving players through the years were quite complicated, but here's a summary.

Basically, each character has 12 hours per night to devote to various activities. It is assumed that the character follows more or less the same activities every night for a year. Each activity requires a roll of some sort. The difficulty of the roll starts of at 10, and is reduced by 1 for every "hour" devoted to the activity. So if the character devotes 3 hours a night to something, the difficulty of the roll is 7.

The possible activities are:

Feeding: Very important, of course. The roll the character makes is appropriate to their style of hunting. Seducers might use Manipulation + Subterfuge, stalkers might use Dexterity + Stealth. Difficulty is reduced by 1 for having Dominated or Presence. Each success gives you a point of blood per night. 1 point is all that's needed to support the vampire. Extra points can be used to support dependent vampires, 6 ghouls, perform rituals requiring blood, Earthmelding every night, etc. Herds provide blood points equal to their rating each night as well.

If the roll is failed, the player runs low on blood, and is driven to desperation. They frenzy, or get in some situation that breaks the Masquerade. If they botch they run out of blood, and fall into torpor.

Maintaining Humanity: Another VERY important roll. The vampire must perform some "recreational" activity each night, or slowly succumb to the beast. This activity varies wildly, and can be just about anything, so long as it give the vampire no other benefit besides recreation. The roll depends on the activity. Giving stately parties with humans in attendance might require a Charisma + Etiquette roll. Playing music to sooth your soul would be a Intelligence + Music roll.

A single success is enough. If the roll is failed, the player looses a point of Humanity. If the roll is botched, the player frenzies in a dramatic manner as well.

Increasing Attributes, Skills and Disciplines: The character can devote hours to study, and makes a straight attribute roll appropriate to what is being increased. Intelligence to increase most knowledges, Manipulation to increase Dominate, Stamina for Fortitude, etc. Roll Willpower to increase any Attribute. Each success gives 1 experience point.

Increasing Backgrounds: The character can devote time to increasing Herd, Resources, etc. The process is similar to increasing skills. The player comes up with some reasonable scheme to increase the background, and makes a roll appropriate to the scheme. Each success give one "experience point" which can be used to increase the Background. The cost ato increase is the same as Abilities: 3 for a new Background, and 2 x current level for increasing the Background.

Undermining others Backgrounds: The character can undermine the influence of other vampires as well. Again, the player comes up with some scheme, and makes an appropriate roll. Each success reduces the target vampire's Background by 1. The "attack" is obvious, and can be traced back to the player with a simple investigation. If the player wishes to be subtle about it, increase the difficulty by several points. A similar increase is added to the difficulty of any attempt to trace the attack to its source.

Other Activities: The player might spend time doing other things, like researching, investigating, socializing, etc.

A few final notes: As usual, if the Skill + Attribute equals the difficulty, the player can accept a single automatic success instead of rolling. This may be especially useful with feeding and maintaining humanity. Of course, one success may not be enough.

Finally, if the player screws up on an important roll (such as feeding or maintaining humanity) they can get a second chance. They may switch hours out of some other activity and use this time to make a second roll. If the second activity fails, oh well.

The last part of the system is optional, and probably only important in a campaign that spans decades.

Degrading Abilities: Every 5 years or so, the player should make a roll for each of their backgrounds, and every ability that, in the ST estimation, they have not used much recently. Roll a single ten sided die. If the roll is less than or equal to the rating, the ability "degrades", it reduced by 1 point, as Allies and Herd members die, resources get used up, abilities are forgotten or become outdated by scientific and social advances, etc. This keeps the player from getting too excessively powerful over the centuries.

For NPC's: Rather than using the full system, give them a Freebie point every year to increase their abilities (or 2 if they are particularly active). Then roll 5 dice, with a difficulty of 5. If the roll is botched, something "bad" happens. They die, loose humanity or influence, etc.


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