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Character Creation
Ventrue characters need a keen balance between
Social and Mental Attributes, between social graces and
knowledge. A Ventrue with low Charisma is like a fish
without water: flailing in desperation till the end. As far as
Backgrounds, Allies and Retainers are extremely useful.
Resources and Domain for holdings should not be neglected.
The Road of Kings calls the Ventrue in their deepest desires,
for each Ventrue believes his birthright is to lead.
Clan Disciplines: Dominate, Fortitude, Presence
Weakness: Rarefied taste has its cost, as the Ventrue are
restricted to one particular type of mortal (merchants,
French, Catholics, small children). This choice severely
limits their feeding pool. They can consume mortal blood
outside of this selected preference, but it does not forestall
the Beast or provide nourishment.
Organization: The Ventrue believe strongly in the
feudal order. Structure and hierarchy allows them to
understand precisely who is above them and who is below.
An oath, backed by blood, is one of the easiest ways of
enforcing loyalty of those below.
Attributes
Abilities
Disciplines
Backgrounds
Lores
Virtues
Max Merits bought with Flaws
Starting Status (free)
Freebies
Neonate
7/5/3
13/9/5
4
5
4
7
7
1
75
Ancillae
7/5/3
13/9/5
4
5
4
7
7
2
175
Neonate
2
Ancilla
3
3
2
4
2
(Per Dot)
5
2
7
4
Ritual Level
1
1
2
1
2
1
Stereotypes
Brujah: They hate us, but need us. We temper their
ferocity with understanding of the requirements of rule. If
their ambition can be sculpted, they can be dangerous but
powerful allies.
Dominate
Fealty ( )
This power allows the Ventrue to sanctify an oath
or promise freely given (and even one falsely given) so
that the oath-giver is incapable of going back on his word
or refusing to fulfill his promise. This power will not
function if the target was compelled to give the oath, but
it will work if the oath-giver is tricked into making it.
System: The player rolls Charisma + Politics
(difficulty is oath-givers current Willpower). The
number of successes determines the duration during
which the oath-giver is bound. While the effect lasts, the
oath-giver must spend a Willpower point prior to each
action he attempts which violates his promise, and he
suffers one level of bashing damage during each scene in
which he is conscious and yet not actively doing
something to fulfill the oath. If the oath was for a specific
action, the duration ends once it is accomplished.
Successes Duration
One day
One week
One month
One year
Ten years
1
2
3
4
5
Fortitude
Curse
the
Laurel ( )
Successes
1
2
3
One month
One week
Immediate
Combination
Disciplines
Denial of Aphrodites Kiss
(dominate , presence )
Impeccable Manners
(auspex , presence )
Rescue Beacon
(Fortitude , presence )
Retaliatory Terror
(Fortitude , presence )
Telepathic Command
(auspex , dominate )