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Vitae Infusions

3,076 bytes added, 21:42, 14 September 2023
edited the page to take out obvious buts mentioned in the corebook as well as expand on costs and materials used as well as the developmental process.
{{Rules
|rules=
This piece is still a work in progress, if you have ideas or feedback, please hit me up over on discord @Socratov
 
=Introduction=
Previous versions had all sorts of ways to screw around with Vitae to make it usable in different ways. Things like Caliph, a drug which would be like weed, but cultivated through Vitae to make it useable for vampires (and very destructive for kine). This seems thematically cool and could make for great projects: things to create as a kindred or to keep busy with to do something interesting for their unlives.
=Craft=
having a hobby, especially when doing something creative, is often considered as something nourishing the soul and as a healthy practice. So while Survival would help you out finding the right plants, cultivation of a plant would definitely fall under the craft skill. I see the craft skill as an activity where you shape or bend materials to your will to create something new. It's a transformative process and it's a great candidate for creating Vitae Infusions. While this example references plants, vitae infusion might cover any sort of substance like food (honey), alcohol (vitae infused vodka), or any such thing. Anything could be a project like this as long as it doesn't overstep its boundaries.
=NumbersCosts=V5 mostly works in To create an infusion, you need something to infuse into (materials), something to infuse with (your vitae) and time. Then you need to know the process. Creating lemonade is something else than creating an alcoholic infusion, brewing beer, cultivating sprouts, or whatever.  ==Knowledge==A of known innovations are thought of as happy little accidents. Think of the invention of Penicillin. However, most innovation and R&D these days is done through a lot of trial and error. The knowledge necessary of infusing vitae into something should reflect this. If it's about creating an infusion of food and vitae, knowledge of sous-vide and marinating should be easier to come by than the framework cultivation of ATTRIBUTE+SKILL(+SPECIALTY)plants on vitae. Of course not every process of discovery goes smoothly. Sometimes Depending on how impactful a certain infusion might be and how long a certain disciplines boost those pools by story of the chronicle might go setting expectations for downtime and difficulty higher or lower. Finding the right process and the right materials takes time.  ==Vitae & Materials==Depending on the scale of the project you are running you could invest more or less vitae in a project. To prevent 'free stuff' shenanigans, a +2 project would require 1 or by their discipline ratingmore hunger's worth of vitae. Not rouse checks, especially if the project would yield food able to slake hunger. the rewards should be in line with these investments. The same goes for materials. Not every kind of bee will be able to make vitae-infused honey, not every strain of Cannabis Sativa or Indica might take well to vitae supplements. Finding out which materials work well and which recipes will work is part of the process. Better materials and tools may or may not affect difficulty, yield or quality of the results, much like how weapons add to a successful margin in combat.
Vice versa, V5 works in difficulties where 1 is ==Time==Projects are things characters do whenever they are not a plaything of Elders and pursue of their own accord. ST and player should workout if the minimum achievement for success all discovery of the way to 5 for process and production of an extreme successinfusion should be a short-term or long-term project and what a successful yield would look like. Circumstances might modify the pool (like impairment or certain compulsions)some projects are doomed to fail, modify but don't let that discourage the margin (character. An example of this could be a chef trying to make food that won't taste like the called shot penalty for a -1 success) or raise the difficulty ashes.
==Dicepool==So for infusing vitae into Consider the scope and impact of the project. If the results will result in getting any of the skillroll lower end of status or resources it should be ATTRIBUTE+CRAFTeasily achieved. applicable specialties may add 1 die Maybe a couple of in-game weeks or even days could give a lot of flavour. Minor results should correspond to minor investments. If the pool, possession project is part of larger plan to take over the city by use of a propriety drug or food to gain the Blood Sorcery upper levels of status or Thinblood Alchemy (whichever resources, it should take more time and investment. Even scaling up a minor project to a bigger reward might propose its own challenges. Apart from scaling up the 'production' of vitae and finding the 3 methods are highest) disciplines may also add nourishment, scaling up facilities poses all their rating to the pool in diceown problems as well.
==Difficulty=Numbers={{{!}} class="wikitable" {{!}}- style="font-weightV5 mostly works in the framework of ATTRIBUTE+SKILL(+SPECIALTY). Projects of infusion of this sort would add their (highest) Thinblood Alchemy or Blood Sorcery rating as well. As this dicepool is not a moment of stress, it is not expected to use Blood Surges. However, projects like these could work well with the extended test rules:bold;"! Difficulty threshold! Successes{{!}}-{{!}} 1{{!}} Routine{{!}}-{{!}} 2{{!}} Straight forward{{!}}-{{!}} 3{{!}} Moderate{{!}}-{{!}} 4{{!}} Challenging{{!}}-{{!}} 5{{!}} Hard{{!}}-{{!}} 6{{!}} Very hard{{!}}-{{!}} 7+{{!}} Nearly Impossible{{!}}}where a project is complete once a certain margin or number of successes have been reached.
With this table you canThese projects should take time, as an ST, determine how hard the task is, based on how familiar the character is with the materials in question and say days or weeks during downtime. While the circumstances. You Craft skill can also succeed at be used as part of a cost when you fail the roll. More on this in the section on Marginscene, projects like these aren't.
==Margin==
So, given these rules, how do you apply them? What could be great examples of such projects?
So a Bahari Cultivar might not just cultivate a 'Garden' in the metaphorical sense, but also cultivate an actual garden where they use their vitae to influence the plants and the fruits they bear. Kindred who break their rules 'disappear' and are in fact used as an irrigation system for her orchids which find their way into the highest status Toreador's soirees and yet nobody can make orchids like her.
A (former) chef might try to find a way to enjoy food again by infusing the ingredients with vitae to make them edible so they could once again pursue their passion of making the best food. They've been trying to decades now to recreate flavours. Every time they thing they have found the breakthrough the food still tastes like ashes.
What about the mixologist who has a similar wish of shaking cocktails again and get drunk by themselves instead of needing to feed on alcoholics, who always seem to make him letharic and never give the subtle hints of a good whiskey or a perfect Manhattan. Further than a bottle of Vitae infused vodka they haven't been, but that at least has given them hope that one day they might enjoy a good lagavulin again.
But I think a lot of Ventrue would kill (literally) for the ability to once again enjoy powdering their noses as if they were still working on Wall Street (or whatever the local variant is for your game) and again feel that rush of nose candy running through their veins.
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