Post by Admin on Jan 28, 2009 18:25:28 GMT -5
SUGGESTIONS ON HOW TO USE IN CITY POWERS IN ROLEPLAY[/u]
Powers which come in 3 levels of training[/u]
These powers should be played in a way that their skill level is taken into consideration. A vampire with a Telepathy 1 level for example should have to concentrate more on sending a message because in-game it will take 10 Action Points to do so, whilst a level 1 in Celerity will make a vampire faster in reflexes and the ability to move with speed, but obviously not as fast as a level 3 would be.
List of leveled powers and what they translate to: [/u]
Celerity[/u]
Supernatural speed. A vampire trained in Celerity will (depending on the level of training) be faster in his reflexes and the ability to move/act.
Obviously even a newcomer has reflexes and can move but Celerity will increase this ability, which for example in a Role Play battle would give a level 3 vampire a considerable edge over a level 1. Some see Celerity as the ability for a vampire to move out of time; that is, to move faster than the world around them by slipping out of reality slightly. This allows them to see the world around them slow down, while they themselves move as fast as they usually would. Think The Matrix, or the speed they move at in Interview With A Vampire.
Stamina[/u]
With each level of stamina your character will be able to run for longer, endure pain for longer, heal quicker, go longer without feeding ... all of these things and more come with the levels of Stamina.
Shadows[/u]
The ability to hide in the shadows. Your character's ability to mask his or her presence by use of supernatural skills. Depending on your level, your skill in this will determine how effective your hiding is. If you have not been trained in this power - you should avoid role playing that other vampires can't see you.
Thievery[/u]
How successful a thief you are. Without having received training by the guilds, you can't steal from other vampires, because they'd sense it. Only skilled vampires are able to take something from another vampire without him or her noticing. Thievery comes in many forms such as disarming traps, sneaking, or pickpocketing.
Locate[/u]
Vampires who have received training by the guilds in Locate will be able to tell (depending on skill level) where another vampire can be found in the city. Level 1 only lets you tell the distance, level 2 distance and direction, whilst vampires trained up to level 3 can get you closer to within 4 city blocks of the vampires current location. Essentially the cross streets.
Telepathy[/u]
The ability to SEND telepathic messages. Anybody can receive such messages, but to send them, one needs to have at least a level 1. It does not matter how far away another vampire is, a vampire who is trained in Telepathy can send a message to any vampire in the city, as long as they know that . Vampires sending a message to a blood relation or companion may do so with much less effort. It is one of the most loved powers to be claimed by newcomers to RP, but really - as it is an in-city power - please try not to use it in RolePlay unless you have gained it in-city.
Charisma[/u]
Anybody can be charming, but a vampire trained in this skill will find it a lot easier to lure humans, charm barmen for information and a cheap drink, and be able to wring a discount out of a shop-owner. On the flip side this power is also used as an intimidation factor to frighten humans, Scare barmen and threaten discounts out of shop owners.
It should be noted here that a lot of players combine Telepathy and Charisma to be able to induce a “hypnotic state” in humans.
Other in-city Powers[/u]
Suction[/u]
A vampire with suction can drain a victim faster and more effectively. You drain two pints from a vampire and up to four pints from a human.
Surprise[/u]
Surprise allows a vampire to pass through buildings owned by people other than themselves. Usually a vampire cannot enter a building which is the property of another person, however, Surprise allows them to do this without hindrance. Also lets you get into squares that are “full”. Very useful when you need to get into a bank without having to resort to using scrolls to clear it.
Perception[/u]
A vampire who has been trained in this has sharper senses, which for example, enables him or her to hear coins rubbing against each other, thus telling a trained vampire whether another carries a bit more cash than usual. (The rob option shows in yellow) It also makes a trained vampire capable of detecting hunters if close enough, sensing danger before hand. (Human highlighted in green). It is often played as having all the usual senses heightened. A vampire with Perception might also be able to sense the presence of other kindred, or even to better perceive a person's emotion.
Second Sight [/u]
The ability to sense blood relations, as well as how well trained or powerful another vampire is. Useful for a vampire who doesn't want to cross the path of an ancient without realizing it.
Neutrality[/u]
A vampire who takes up Neutrality is unable to kill or harm another vampire. The Peacekeepers guild offers, in return for taking up this power, total immortality and the ability to withstand ANY attack, be it holy water, garlic, magic or sunlight. Usually, if you take up Neutrality, your character will be more peaceable, calmer, and generally nicer to others. You may also find some players that will roleplay treating a Vampire with neutrality as a bit of a “coward”
Good Luck!
RBRP Administration
Written by Jay AKA Sunny
Powers which come in 3 levels of training[/u]
These powers should be played in a way that their skill level is taken into consideration. A vampire with a Telepathy 1 level for example should have to concentrate more on sending a message because in-game it will take 10 Action Points to do so, whilst a level 1 in Celerity will make a vampire faster in reflexes and the ability to move with speed, but obviously not as fast as a level 3 would be.
List of leveled powers and what they translate to: [/u]
Celerity[/u]
Supernatural speed. A vampire trained in Celerity will (depending on the level of training) be faster in his reflexes and the ability to move/act.
Obviously even a newcomer has reflexes and can move but Celerity will increase this ability, which for example in a Role Play battle would give a level 3 vampire a considerable edge over a level 1. Some see Celerity as the ability for a vampire to move out of time; that is, to move faster than the world around them by slipping out of reality slightly. This allows them to see the world around them slow down, while they themselves move as fast as they usually would. Think The Matrix, or the speed they move at in Interview With A Vampire.
Stamina[/u]
With each level of stamina your character will be able to run for longer, endure pain for longer, heal quicker, go longer without feeding ... all of these things and more come with the levels of Stamina.
Shadows[/u]
The ability to hide in the shadows. Your character's ability to mask his or her presence by use of supernatural skills. Depending on your level, your skill in this will determine how effective your hiding is. If you have not been trained in this power - you should avoid role playing that other vampires can't see you.
Thievery[/u]
How successful a thief you are. Without having received training by the guilds, you can't steal from other vampires, because they'd sense it. Only skilled vampires are able to take something from another vampire without him or her noticing. Thievery comes in many forms such as disarming traps, sneaking, or pickpocketing.
Locate[/u]
Vampires who have received training by the guilds in Locate will be able to tell (depending on skill level) where another vampire can be found in the city. Level 1 only lets you tell the distance, level 2 distance and direction, whilst vampires trained up to level 3 can get you closer to within 4 city blocks of the vampires current location. Essentially the cross streets.
Telepathy[/u]
The ability to SEND telepathic messages. Anybody can receive such messages, but to send them, one needs to have at least a level 1. It does not matter how far away another vampire is, a vampire who is trained in Telepathy can send a message to any vampire in the city, as long as they know that . Vampires sending a message to a blood relation or companion may do so with much less effort. It is one of the most loved powers to be claimed by newcomers to RP, but really - as it is an in-city power - please try not to use it in RolePlay unless you have gained it in-city.
Charisma[/u]
Anybody can be charming, but a vampire trained in this skill will find it a lot easier to lure humans, charm barmen for information and a cheap drink, and be able to wring a discount out of a shop-owner. On the flip side this power is also used as an intimidation factor to frighten humans, Scare barmen and threaten discounts out of shop owners.
It should be noted here that a lot of players combine Telepathy and Charisma to be able to induce a “hypnotic state” in humans.
Other in-city Powers[/u]
Suction[/u]
A vampire with suction can drain a victim faster and more effectively. You drain two pints from a vampire and up to four pints from a human.
Surprise[/u]
Surprise allows a vampire to pass through buildings owned by people other than themselves. Usually a vampire cannot enter a building which is the property of another person, however, Surprise allows them to do this without hindrance. Also lets you get into squares that are “full”. Very useful when you need to get into a bank without having to resort to using scrolls to clear it.
Perception[/u]
A vampire who has been trained in this has sharper senses, which for example, enables him or her to hear coins rubbing against each other, thus telling a trained vampire whether another carries a bit more cash than usual. (The rob option shows in yellow) It also makes a trained vampire capable of detecting hunters if close enough, sensing danger before hand. (Human highlighted in green). It is often played as having all the usual senses heightened. A vampire with Perception might also be able to sense the presence of other kindred, or even to better perceive a person's emotion.
Second Sight [/u]
The ability to sense blood relations, as well as how well trained or powerful another vampire is. Useful for a vampire who doesn't want to cross the path of an ancient without realizing it.
Neutrality[/u]
A vampire who takes up Neutrality is unable to kill or harm another vampire. The Peacekeepers guild offers, in return for taking up this power, total immortality and the ability to withstand ANY attack, be it holy water, garlic, magic or sunlight. Usually, if you take up Neutrality, your character will be more peaceable, calmer, and generally nicer to others. You may also find some players that will roleplay treating a Vampire with neutrality as a bit of a “coward”
Good Luck!
RBRP Administration
Written by Jay AKA Sunny