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Author Topic: Vampire RP : Simplified Rule Book 1.8 - Useable Items - Almost done.  (Read 29299 times)
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laogoh
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« Reply #3 on: April 12, 2009, 07:36:24 PM »
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-jii are you playing then?

Not sure if I'm committing just yet, life's getting alittle busier for me. I'm going to read the rules first. But it looks good. I remember they have wraith the oblivion, werewolves etc.
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honouji
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« Reply #2 on: April 12, 2009, 07:34:07 PM »
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This looks pretty good. I've long wanted to try out white wolf's world but never had the chance.
-jii are you playing then?
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laogoh
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« Reply #1 on: April 12, 2009, 07:32:58 PM »
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This looks pretty good. I've long wanted to try out white wolf's world but never had the chance.
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Itoshiki ShinTopic starter
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« on: April 12, 2009, 07:29:35 PM »
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Acknowledgements - Morten, for his modified rulebooks, and current on-going RP from which a fair bit of the mechanics for simplification were drawn.
White Wolf, for creating the world of Vampire.
Little bit of historics - Vampire: The masquerade, was discontinued in 2004, and was replaced by Vampire: The Requiem. That being said, the Races put forward here, and how the game works reflects not the actual rulebook, but my personal familiarity with the game, which isn't much beyond casual interest, as well as our wider understanding of what a forum based RP should be, which includes, among other things, mafia elements.

Anyway, here's how it works.

Action and Dice


Races and Affiliations

Game Setup
Misc. Rules


Area Types
[spoiler]Global Rules
This will be specified by the GM at the beginning of the action - Non-Masquerade areas are "anything goes" areas, irrespective of how many humans are around. An area may move from masquerade to non-masquerade for plot reasons.
Also note that the GM may, at his discretion, vary the rolls required within each area - This is to provide for the fact that even crowded areas will sometimes have blindspots to pull someone into for a quick drink, but the GM is not compelled to follow suit if a player tries such an action.
Regarding police intervention, this is to determine whether or not cops arrive. Force Size determines the size of the cop force present initially. This will increase by 0.5(roll) every turn, plus an extra point if the player actually attacks the police. Once police force size exceeds 5, the swat will show up after the current police action ends. Swat size grows by 0.5(roll) every turn. What exactly force size corresponds to is at the discretion of the GM. Usually, this will increase with number of cycles elapsed. However, as a rule of thumb, normal exits to the area are partially blockaded by patrol cars at 5 cop size, and completely at 10 cop size. Swat will have adjacent rooftops covered by 5, and sewers covered by 10. "Covered" for the purposes of the game means that getting into these areas will mean the swats/cops will automatically stay in pursuit even if you attempt to leave the area.
Masquerade Areas
High Security Area
An area that has increased surveillance. Crime Scenes, Viscinity of Banks, etc. Police Intervention is automatic for any sign of trouble, and set at a minimum of force size 3. Masquerade Violation is
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