Willpower
Any WP expenditure points for auto success in a dice roll must be placed in the comments section of the dice roller before you roll them. No post-adding willpower rolls.
Injury
ST will not enforce wound penalties as it is too hard to keep up with in a forum-based game.
Abilities
Knowledges
As written, characters cannot attempt a Knowledge roll if they do not have any dots in that particular Knowledge. I believe that there is always a chance you know something - after all, even a peasant who doesn’t know the first thing about astronomy may have overheard a conversation with relevant information. To simulate this, characters without an appropriate Knowledge Ability may roll 1d10 to determine whether they know relevant information.
Example: Gerhardt needs to prove to his sire that he can be trusted to run the elder vampire's business in his absence. Unfortunately, he lacks the Seneschal Ability, having been embraced for his strong arm rather than his mind. Sifting through his memory, he rolls 1D10 and receives a result of 1. A botch. Unfortunately, what little he remembers proves disastrously inaccurate, which does not bode well for Gerhardt's future.
Languages
Language Families
There are a huge number of languages spoken in the Dark Medieval, few of them mutually intelligible. To make life easier,
The Transylvania Chronicles will handle languages using a “language group” philosophy - that is, if you know, for example, High German, you’re at least familiar enough with Low German to get by because they are both part of the German language family. Languages may require, an Intelligence + Linguistics (see
Linguistics Knowledge, below) roll to understand.
The relevant language families at present are:
- Slavonic: A variety of languages stretching from Poland in the north to Macedonia in the south, and from Kievan Rus in the east to Bohemia in the west. It defaults to Romanian at difficulty 8.
- Hungarian: The language of Hungary, spoken by the Magyar people. It does not default to any other local language.
- Romanian: The language is spoken in eastern Hungary. It defaults to Latin at difficulty 7. It also defaults to Vlach, an archaic form of the language spoken by many Tzimisce, at difficulty 7. It defaults to Slavonic at difficulty 8.
- Baltic: The overarching term for the languages of Lithuania and the southeast Baltic Sea coast. These languages do not default to any other local language.
- German: The language spoken in Germany, as well as by an increasing number of settlers from the Holy Roman Empire. This language is an excellent lingua franca.
- Arabic: The language of the Saracens. It defaults to Turk, Finn, Kurdish, Armenian, and Persian at difficulty 7.
- Greek: The language of Greece. It defaults to Latin at difficulty 7.
- Latin: The language of the Church. It defaults to Greek, Romanian, Spanish, French, and Italian at difficulty 7.
Yes, I am aware these are gross oversimplifications. I am also aware that it does not include all potential languages. I apologize.
Example: Giancarlo Giovani is doing his best to eavesdrop on a conversation on the opposite side of the church. Unfortunately, he only speaks Italian, and the priests are conversing in Latin. He rolls Intelligence (3) + Linguistics (1) with a target number of 7 and gets 2, 9, 4, and 3. One success. While he doesn't understand everything, he gets the gist of the conversation and quickly sneaks out to report to his master.
Linguistics Knowledge
This is a Knowledge Ability I am summoning forth from the dustbin of history. Unlike in earlier editions of the game where it determined how many languages a character spoke (that is now covered by the Multi-Lingual merit (
DAV20, p422), it is now limited to determining how well you understand the structure of languages. Characters may roll Intelligence + Linguistics to determine their ability to understand a language that they do not ordinarily speak; the difficulty varies based on how similar the language is to one the character speaks already (see
Language Families, above).
Disciplines
Proprietary Disciplines
I believe there are three levels of Disciplines in the World of Darkness: common Disciplines, proprietary Disciplines, and blood sorcery.
Common Disciplines
Common Disciplines come almost naturally to vampires. They can be learned by any Cainite (albeit often as an out of clan Discipline).
Common Disciplines include the following: Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, and Presence.
Proprietary Disciplines
Proprietary Disciplines are those Disciplines that are dominated by a specific bloodline. Typically, only those who are members of the bloodline have knowledge of the Discipline, though if a vampire is willing to accept the blood of a user, she may be taught how to use proprietary Disciplines. Cainites learning out of clan proprietary Disciplines must always be taught the fundamentals of the Discipline in question - blood alone is not sufficient. This education may be little more than studying another vampire using the power over a period of time, but more commonly, it involves a period of tutelage.
In-clan proprietary Disciplines can always be learned immediately by any member of the bloodline (so long as the added limitations are met - i.e., only those with a Derangement can learn Dementation). Such is the power of the Blood.
Rarely, a proprietary Discipline may have other, more esoteric requirements, in addition to the consumption of blood and education. These requirements are listed below as appropriate.
Proprietary Disciplines include: Abombwe, Animalism, Bardo (can only be learned by those on the Road of Humanity), Chimerstry, Daimonion, Dementation (can only be learned by those with a Derangement), Mytherceria, Obtenebration, Ogham (can only be learned by Lhiannan), Protean, Quietus, Serpentis, Spiritus, Temporis, Valeren, and Vicissitude.
Blood Sorcery
Also referred to as blood magic, path magic, and a variety of other terms, blood sorcery generally requires a teacher. While not always “book learned” necessarily, it takes a special type of education to learn. In contrast to proprietary Disciplines, blood sorcery does not require the consumption of a user’s vitae; rather, a student must spend extensive amounts of time studying, typically either texts or under a mentor, although a practitioner could also eventually develop knowledge through trial and error.
Blood sorcery includes: Abyss Mysticism, Koldunic Sorcery, Necromancy, and Thaumaturgy.
Flight
Although technically qualifying as a common Discipline (see
Proprietary Disciplines, above) few Cainites are able to master even its simplest aspects. At present I am only allowing Gargoyles to learn this Discipline.
Blood Bonds
I believe that the blood bond in the Dark Ages setting is a tool to enforce loyalty. It is very common in my medieval settings for this reason. I believe that this is one of the (many) motivating factors behind the Anarch Revolt. Prior to the Anarch Revolt, therefore, you will frequently be expected to consume the blood of other vampires - for example, if an elder vampire offers to grant you land in her service, you will be expected to consume some of her blood, the better to ensure you have her best interests in mind.
Note that this does not mean this connection will last forever. It does not. As a general rule, the effects of one drink will last for one decade less a number of years equal to your permanent Willpower. The effects of two drinks will last for a century less a number of decades equal to your permanent Willpower. The effects of a full blood bond are eternal, at least theoretically. All of these numbers are highly dependent on a number of factors, including your Road and the frequency and type of interaction with your (potential) domitor - a vampire with a particularly cruel domitor could conceivable break free of a full bond within a decade, while a vampire that has only consumed a single point of her kindly sire’s vitae might be stuck with a partial bond for decades.
Regardless, you can expect to be required to consume the blood of other vampires prior to the Anarch Revolt. Yes, that means your character on the Road of Sin might have to take a hit to his Road rating - or figure out a way to get out of avoiding the oath…
Developing Character
Failure is the best teacher, but success has its own rewards. While a character may develop freely during downtime, during active periods of the Chronicle characters must at least attempt a roll with a given Attribute or Ability to justify an increase in it. Virtues and Road Ratings must be tested to see an increase as well, per the rules in
DAV20. Common and proprietary Disciplines (see
Proprietary Disciplines, above) can be increased immediately, without practice, but blood sorcery requires practice to use successfully.
Blue Booking
I am open to anything that helps the game feel more “alive” (or at least undead). To that end, I will happily grant experience for art that you do for the game. Do you feel like writing a story during your downtime? That’s worth XP. Are you a song writer and want to compose music that your character might sing? Love it! That’s definitely worth XP. If you’re an artist, a web designer, a computer game programmer - it’s all worth XP! That’s not to say it’ll be worth a ton of experience, but it will definitely be worth experience. Take advantage of it!
More rules will be added as situations arise.
This message was last edited by the GM at 11:56, Tue 20 Dec 2022.