MET LARP SRD
(2013 BNS MET System)
Generation
Description
According to some clans’ legends, the biblical figure known as Caine was cursed by God and became the first vampire. Caine then Embraced a second generation of vampires, who in turn Embraced a third, and so on. Because of this legend, vampires (even those who do not believe the myth) measure the strength of their blood in generations, counting how many sires have passed between them and the mythical apex, whomever it might be. Generation is the measure of a vampire’s capability, based on the strength of her blood. Generation can only be purchased at character creation and is static thereafter for the course of the game (except in the case of diablerie, see below).
Vampiric blood, also known as vitae, is a significant factor in a vampire’s potency. To reflect this, there are mechanical differences, both advantages and disadvantages, to purchasing Generation. Having several dots in Generation means your vampire has stronger, purer blood, which can support elder powers . Thus, vampires of the 8th generation and above are collectively called “elders.” Buying fewer dots of Generation means the vampire’s blood is diluted, thinner and less pure, but therefore also less static. The blood of a character with fewer ranks in Generation is flexible enough to support techniques: powers created by mixing two or more disciplines together into a single effect. To read more about xp costs for each generation, To play a vampire, you must purchase 1 dot of Generation. You may purchase more dots during character creation, but you cannot purchase them after the character enters play. Players should note that these dots are not additive — if you buy 2 dots, you don’t get the bonuses of both: only those of the highest dot purchased.
Diablerie: The less scrupulous among the higher generations sometimes steal the power of their elders through the foul process of diablerie. Diablerie allows a vampire to consume the soul of a more potent vampire and therefore gain some of her victim’s power. For more information on diablerie, see Chapter Seven: Dramatic Systems.
System
• Generation (Neonate) Neonates have very weak potency of blood. They are usually recent Embraces and, therefore, more attuned to the modern world. The vitae of a Neonate is far too thin to develop elder powers, due to their distance in generation from the first vampire of her line. However, the benefit of thin blood is that its flexibility allows Neonates to easily learn and utilize techniques.
System: With 1 dot, the character is of the 11th generation. If the player wishes, she can choose to take flaws that will reduce her generation by one or two steps (12th or 13th generation), both of which are also considered “Neonates.” A Neonate has a Blood pool of 10 points, and can spend that Blood at a rate of 1 point per turn. Neonates may purchase any number of techniques at standard cost. Neonates purchase skills and backgrounds at reduced cost. Neonates may purchase skills and backgrounds for new level x1 instead of the standard new level x2.
•• Generation (Ancilla) The blood of an Ancilla vampire is thicker than that of a Neonate, but is still not pure enough to empower elder powers. Ancilla may learn and utilize techniques, just like vampires with thinner blood. These vampires are usually of moderate age and do not understand modern technology with the ease shown by Neonates. System: With 2 dots, the character is of the 9th generation. If the player wishes, she can choose to take a fl aw that will reduce her generation by one step (10th generation), which is still considered “Ancilla.” An Ancilla has a Blood pool of 12 points, and can spend that Blood at a rate of 2 points per turn. Ancilla may purchase any number of techniques at standard cost. Ancilla purchase skills and backgrounds at the standard rate.
••• Generation (Pretender Elder) A vampiric Pretender Elder is a powerful creature, with blood just thick enough to support one of her kind’s most potent powers — but only one. At this stage, a vampire’s blood still retains a certain flexibility. This allows a Pretender Elder to become adept at techniques, though she cannot learn these powers as easily as Neonates or Ancillae. Such vampires tend to be hundreds of years old. System: With 3 dots, the character is of the 8th generation. A Pretender Elder has a Blood pool of 15 points, and can spend that Blood at a rate of 3 points per turn. She may purchase any number of techniques at increased cost (20 XP each), and may purchase one (and only one) elder power at standard cost (whether in-clan or out-of-clan). Elders purchase skills and backgrounds at standard costs.
•••• Generation (Master Elder) These frighteningly potent vampires are paragons of their clans. Their vitae is powerful and increasingly pure, capable of learning and utilizing multiple elder powers. However, this potency means that a Master Elder’s blood is static, and she does not possess the flexibility necessary to learn techniques. System: With 4 dots, the character is of the 7th generation. A Master Elder has a Blood pool of 20 points, and can spend that Blood at a rate of 4 points per turn. Master Elder characters may purchase any number of elder powers (both inclan and out-of-clan). A Master Elder cannot purchase any techniques and purchases skills and backgrounds at standard costs.
••••• Generation (Luminary Elder) Luminary Elders are fearsome creatures. These vampires are pure-blooded reflections of the ancient founders, with extremely thick and potent vitae. This potency allows a Luminary Elder to utilize elder powers, but the purity of her blood makes learning out-of-clan disciplines more difficult, as her blood is so strongly attuned to the powers of her clan. System: With 5 dots, the character is of the 6th generation. A Luminary Elder has a Blood pool of 30 points, and can spend that Blood at a rate of 5 points per turn. Luminary Elder characters may purchase any number of elder powers (both in-clan and out-of-clan). Luminary Elders may purchase the sixth level of all skills. A Luminary Elder cannot purchase any techniques. Luminary Elders pay increased costs for all out-of-clan disciplines (including elder powers).The cost for a Luminary Elder to purchase an out-of-clan discipline is the new level x5 instead of the standard new level x4. Luminary Elders purchase skills and backgrounds at standard costs. Beyond the scope of elder powers lie another terrifying threshold of abilities: luminary powers. Luminary powers are superior expressions of disciplines practiced by those of ancient and potent blood. These powers represent the supreme mastery of a discipline and the product of countless nights of study and insight. Luminary powers function as a daunting trump card in an elder’s arsenal. Player characters must be 6th generation to purchase a luminary power. NPC and PC Luminary Elders may purchase a single luminary power from their in-clan disciplines. NPC vampires who are of the 5th generation or lower may purchase multiple luminary powers from their in-clan disciplines. Luminary powers cost 24 XP, and may only be purchased if a character has at least 1 elder power of the same discipline. Elder powers and luminary powers are distinguished from each other by the number of dots that follows the name of the parent discipline. Six dots denotes and elder power; seven dots denotes a luminary power.
Attribute Bonuses A character’s attributes comprise her Physical, Social, and Mental capacity. All characters in Vampire have a default maximum of 10 attributes in each of the three categories. Each dot of Generation gives a character one bonus attribute point. Players can use these points to increase their character’s attribute maximums. Each bonus point increases a single attribute category maximum by 1; a character must still purchase the attribute with XP as normal. An 8th generation character receives 3 bonus points granted by her dots in Generation. The player of this character may choose to raise one attribute maximum by 3, to a new maximum of 13; this means she leaves the other two attribute maximums at 10. That same player could instead decide to raise one attribute maximum by 1 point (to 11), and one by 2 (to 12) points, leaving the third attribute category at its standard maximum of 10. Again, in all cases, the character must spend XP in order to purchase attributes up to that new maximum. Players are not required to assign attribute points until the character is ready to purchase an attribute above 10. For example, Marlowe the 8th generation Malkavian has 3 bonus attribute points, but at character creation none of his attributes are above 10. After playing for a few months, Marlowe realizes that the Mental discipline Obfuscate has become a staple of his play-style and decides to raise his Mental attribute to 11. At this point Marlowe has spent 1 of his 3 bonus attribute points.
Errata
Change all references to “…and can spend that Blood at a rate of…point[s] per round” to read “…and can spend that Blood at a rate of…point[s] per turn.” Similarly, change the header of the fourth column in the Generation Chart to read “Blood/Turn.”