

The free starting key will represent the bestial vampiric nature (Key of the Beast).Īnother key MUST be acquired with the starting Advances, and this one has to represent a "Moral Path". So for example a Tremere character may have Dominate/Auspex/Creo-Ignem and another one can have Dominate/Auspex/Movement-of-the-Mind, and so on.Įvery vampire must have some specific keys. and all others will count as normal out-clan powers for which you need a teacher and extra-effort to learn and master. Simply put your 3rd Discipline will be this one Path/Way. The true powers, the actual Abilities, will be the specific "Paths" and "Ways". These things only exist as abstract concepts that define what kind of magical tradition you tap into. In this regard all forms of Blood Magic work like this: there is no "general" blood-magic-Ability. this way you get a Secret that allows you to learn out-clan powers with much less hassle (I'll show the Secrets later) basically you need 1 Secret to start manifesting the new powers, then 1 to get access to every rank of the Discipline/Ability (I'll show the Secrets later)Ģ) do a Diablerie.

To get out-clan powers you need to do one of two things:ġ) get a teacher and buy Secrets. You can improve in-clan Disciplines as normal Abilities, while out-clan Disciplines are normally unavailable.

then with specific Secrets you get access to more complex and advanced powers, like turning your body into darkness, or improving the skill-set of an animal you are commanding. with Animalism you are able to speak, command and summon animals, with Obtenebration you can manipulate and summon a sort of semi-liquid darkness. I'm still working on a starting Ability Landscape, but beside the obvious "skills" I thought about converting as Abilities both the old social "backgrounds" (Resources, Contacts, Allies/Influences, etc) and the vampiric Disciplines.Įach vampire has access to the 3 specific Disciplines of his Clan, as Abilities at Rank 0.Įach Discipline allows him to use it in the fiction, tapping into a wide range of powers and effects. Vampiric "Generation" will be something completely aesthetic and freely chosen, with the whole table as a judge for what's appropriate or not.īeside that, the power that can be acquired by consuming the blood of a more ancient/powerful vampire will be represented by a cumulative Secret. (other supernatural creatures may have their own ways of breaking this limit, obviously) Vampires have ways to obtain such powers, but other than that it is a forbidden effect. To keep vampires inherently above the human standard there is a veto on any Secret that allows a character to spend more than 1Pool on a test. so I'm trying to use the SS to that end, and I'm searching for suggestions and advice. I'm a big fan of the original Vampire:The Masquerade setting and I wanted to play it with a system that actually worked.
