RPGpad Beta | Report a bug
Log in Register

Differences on Epic Points

Differences between by and the current version
Comparing to a removed version
Epic Level content is the option for vampires to grow beyond the normal limits in the system. Access to this content is necessarily limited - it is intended to give a unique special power to exceptional individuals. Content can be accessed by earning Epic Points, which are given out by drinking the blood of mythical, powerful creatures (each such creature counts only once towards the acquisition of Epic Points)---and which can therefore be given out as a reward for Epic Quests and such. Epic Points are generally awarded for quests completed by the party as a whole, not for individual accomplishments. Every Epic Point you have automatically grants you 1 extra point to your blood pool. For example, if you have 2 epic points, your blood pool is limited to 12 instead of 10. Additionally, every 5 full Epic Points you have increases your Blood Use Limit by 1. Below is a list of things you can buy with Epic Points. In all cases, you should check with the storyteller, so they can help integrate your unique features into the general story. ---- Raise Attribute Maximum ---- //Requires: Relevant attribute should have maximum dots// Raise the maximum of your attribute by 1. This also increases the limit to which you can blood buff, if appropriate. You still need to buy the extra dot. All dots above the normal maximum cost tripple the normal experience points, or 36 xp. You cannot raise an Attribute above 10. ---- Raise Ability Maximum ---- //Requires: Relevant ability should have maximum dots, and you should have at least 1 specialty related to the ability.// Raise the maximum of your ability by 1. You still need to buy the extra dot. All dots above the normal maximum cost triple the normal experience points: 15 xp or 12 xp if the ability is favoured. Additionally, you can choose a single specialty and a single advanced training associated with the ability. You can raise this specialty and advanced training up to 4. All dots above the normal follow the regular pricing: 8 xp for the fourth and 8 xp for the fifth dot in an Advanced Training and 8 xp for the fourth and 10 xp for the fifth dot in a Specialty. You cannot raise an Ability above 10, nor a Specialty or Advanced Training above 5. ---- Merit Points ---- //Requires: Storyline explanation for the received merit / flaw// You gain 3 points worth of merits, or remove 3 points worth of flaws, or any combination thereof. You cannot remove clan flaws. They are an inherent part of your nature. Special: You can gain a single merit worth more than 3 points. In this case, you must also choose one or more flaws equal to the number of merit points beyond 3. This special case requires storyteller approval. ---- Discipline Talent ---- //Requirements: You must know the core power for the Discipline chosen, and it should 'fit' with your character (confer with the Storyteller if in doubt)// You have a natural talent for a single Discipline. You can learn existing powers within this discipline if you did not already have them without a trainer. You still require regular training time and XP spending to gain new powers. Additionally this discipline counts as a Bloodline Discipline for you if it did not already* Finally, you can develop new Discipline powers, which go beyond the normal power of the discipline. You are responsible for developing the rules OOC, and all new powers require approval. These new powers are intended to go beyond the normal powers in the disciplines and are generally going to be more powerful than normal. As a result, they cost double XP (14 xp each). The storyteller will require you do In Character research to develop each new power. *: you get refunded the difference for any powers you already had. You can only gain this Epic power once per Discipline. ---- Special Background ---- //Requirements: A story condition that fits the raising of the background into a special category// You acquire a special background or advance an existing background into special territory. The details should be discussed with and agreed to by the storyteller, but can include unique and powerful allies, backing from a powerful organization (like the Crown, the Vatican or the Authority), unique retainers or special, signature magic items. The background score for the special background should be at least 6 but could be as high as 10, depending on the background, the details and in collaboration with the Storyteller. You need only spend 1 epic point for the special background regardless of the eventual score, but you must still pay xp for the background. The cost for the dots over 5 are triple the regular cost (thus, dot 6 will cost a total 3 + 2 + 4 + 6 + 8 + 30 = 53 xp) Whatever background you select should fit your character and work within the story. The storyteller may veto any proposal that would not work for the setting, story or your character (if you are a Humanity 3 vampire, you won't be getting backing from the Vatican). ==== Changes to Old Rules ==== * The Generation background is removed (xp is refunded), and replaced by a new Merit for those interested in the association more than the bloodpool benefits