Maryland Vampire Live Action Role Playing |
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| Beast Traits | |
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Amy M
Posts : 2 Join date : 2013-08-25
| Subject: Beast Traits Tue Sep 03, 2013 8:42 pm | |
| Where would I find the beast traits? I have LotN Rev and LoE, but do not see them explained. I have the hierarchy of sins for my path, but no beast traits. Thanks! | |
| | | deadjester
Posts : 7 Join date : 2013-08-19
| Subject: Re: Beast Traits Tue Sep 03, 2013 11:38 pm | |
| they are found in laws of the night second ed.
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| | | Admin Admin
Posts : 94 Join date : 2013-08-17
| Subject: Re: Beast Traits Wed Sep 04, 2013 7:43 pm | |
| If people would like, I can post beast traits up on the forum. Unfortunately, it is a little tougher to get the second ed Laws of the Night | |
| | | Amy M
Posts : 2 Join date : 2013-08-25
| Subject: Re: Beast Traits Wed Sep 04, 2013 7:44 pm | |
| That would be awesome, thanks! | |
| | | Guest Guest
| Subject: Re: Beast Traits Sun Sep 15, 2013 1:15 pm | |
| The Beast Traits became Morality and Virtue Traits instead. WW had decided to stream-line the game and thus prepare us for NWOD, The Requiem (and the new LARP). Before the changes, only the Sabbat followed Paths, gaining beast traits by violating the path doctrine. Camarilla (or anyone else) gained Beast Traits in a similar fashion but was not as narrowly defined as the Paths, which had a rigid hierarchy of "Sins". Thus a Sabbat (being seen as able to control the Beast better) would only gain Beast Traits if it violated their Path, where all Camarilla, more or less, gained Beast Traits by doing bad things in general. My last Troupe just used Beast traits instead since it was Camarilla-centric and was easier to use in-game.
The Beast Traits can be found on-line if you want to see it for yourself. They have remained for the most part unchanged from anything that has been published as far as I can tell.
Are Beast Traits still optional? I looked at the character generation rules and it appears that they are mandatory. Is this correct? Making each character take a beast trait at creation makes the 15 minute waking delay of no particular advantage until someone has more than the character in question. Any possible changes to this? |
| | | Admin Admin
Posts : 94 Join date : 2013-08-17
| Subject: Re: Beast Traits Sun Sep 15, 2013 10:54 pm | |
| Each character will start with one Beast/Path trait, unless they chose to have more. Initially, Characters generally will only chose from Beasts Traits section. I care little for the delayed awaken due to "closeness" to one's beast, and rarely implement that rule, unless it is directly effected by in-game scenes and or events during actual play. (Besides, what boring, no life ass vamp comes directly after awakening to a vamp gathering anyways, lol) | |
| | | upcyclist
Posts : 19 Join date : 2013-08-21
| Subject: Re: Beast Traits Sun Sep 15, 2013 11:04 pm | |
| Jon can refute this or add to it, but here's my take: You are correct, one Beast Trait is mandatory at character creation. Even if you are newly sired, the beast has already touched you in some way. - Democritis De Leone wrote:
- Making each character take a beast trait at creation makes the 15 minute waking delay of no particular advantage until someone has more than the character in question.
True, everyone has the same delay initially, but the same would be true if we didn't require one. If we require one, everyone starts there. If we don't, everyone starts at zero. There's no relative advantage either way. Make sense? I don't see us changing this. If anything, it gives each player a way to focus on their character's nature as a vampire, so you don't just play them as a human with fangs. | |
| | | upcyclist
Posts : 19 Join date : 2013-08-21
| Subject: Re: Beast Traits Sun Sep 15, 2013 11:05 pm | |
| Ah, looks like I was typing at the same time as Jon.
Oh, and on your comparison, Beast Traits are just Path Traits for the Path of Humanity. | |
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