In meiner V:tM Gruppe leckt sich jeder der ein Regelwerk sein eigen nennt nach einem Buch fuer die ordentliche Konvertierung alle 10 Finger einzeln.
VtM mit nWoD Regeln...
...ich hab das was für dich.
Keine Ahnung, ob das was taugt.
Die Quelle ist:
http://forum.rpg.net/showthread.php?t=478404Ich kopiere es hier trotzdem rein (erhöht die Überlebenschancen):
DreamingGod
Join Date: Jul 2008
Masqeurade for a Requiem, V:tM conversion to NWoD
So, I've spent my free time over the last few days on this..."project," and let me first say, Thank you to all the people who's work I've incorporated into this, I've used posters from here and the WW board. If you have a problem with your work being used, send me a private message with what I used and I will take it off and do it myself.
Now, I have a bunch done, and it's saved into a Word doc...but I'm a long way from having a complete conversion, and I do wnat a complete conversion. So, I come here to ask any and all of you to suggest rules, Disciplines, and crituque my (and other peoples) work.
without further ado....
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Generation Chart
Generation Lowest Effective Blood Potency Maximum Blood Potency
15th-11th 1, 5
10th-9th 1, 6
8th-7th 2, 7
6th 3, 8
5th 4, 8
4th 6, 9
3rd 7, 10
2nd 9, 10
The 13 Clans (and Bloodlines)
Assamite
The Assamites are known as a clan of assassins largely based in the Middle East. The Assamite clan is close knit in that they don't trust outsiders and they all spend several years as ghouls training in the clan stronghold. If they fail, they become food. If they succeed, they are Embraced into the clan. Thus, Assamites tend to be very highly skilled at what they do - but not all of them are warriors outright
Favored Disciplines: Celerity, Obfuscate, Quietus
Favored Attributes: Dexterity or Composure
Weakness: The Assamite are hopelessly addicted to the vitae of other Kindred, so vampires belonging to this clan become addicted to vitae as per Vitae Addiction.
Brujah
The Brujah are characterized mostly as anarchists. "The typical Brujah wears a biker jacket, tattered jeans, combat boots...". Brujah childer conduct their political conventions amongst the noise of raves and punk rock concerts. Their Ancilla have long used secret, impromptu, and often violent rants to propel their anarchic culture. In comparison to other vampires, the Brujah are especially violent. Currently the most popular symbol of Brujah is upside-down form of Circle A Red.
Favored Disciplines: Celerity, Majesty, Vigor.
Favored Attributes: Strength or Dexterity
Weakness - Brujah are known for their fiery and often violent tempers, having more trouble than any clan does to keep their homicidal tendencies at bay. They fall to their Beast with disturbing frequency, and tend to get quite agitated if this flaw is ever mentioned in their presence. In game terms they get a -2 dice to frenzy rolls.
Gangrel
The Gangrel are associated with Gypsies, transmogrification, and vagrants. As a symbol, Gangrel often use a wolf's head. The Gangrel clan's magical Discipline, Protean, allows them to assume partial or complete animal forms. Their mastery of Protean is so much greater than any other Clan that Gangrel can assume virtually any animal form, providing it is a scavenger or a predator. [
B]Favored Disciplines[/B]: Animalism, Protean, Resilience.
Favored Attributes: Resolve or Stamina
Weakness - Gangrels have a unique weakness caused by their close connection to the Beast; their animalistic instincts are drawn close to their surface, clouding more reasoned thought. In game terms they do not gain any “again” rolls on tests using resolve or composer.
Followers of Set
The Setites are agents and students of corruption as their dark father was before them. Only when the mask of civility is stripped away can the human soul be seen for what it truly is: selfish, grasping, hungry, and perverse. The natural state of humanity is sin and always has been; to pretend otherwise is to waste precious energy. To embrace the wickedness within is to embrace the truth, to own it, and to find your true purpose in existence. The Setites are not merely decadents nor are they simply degenerates; what makes them so dangerous is that they appeal to the darkest parts of everyone - and everyone has darkness somewhere inside them for the Setites to find.
Favored Disciplines: Majesty, Obfuscate, Serpentis
Favored Attributes: Wits or Presence
Weakness: As Setites find it difficult to adjust to bright light and take two additional damage from sunlight.
Lasombra
The Lasombra have earned their reputation for master manipulation, iron-fisted power, and ingenious political games. They have also brought about their reputation for cruelty and heartless efficiency. The clan decided to rule in a new way and took part in the conception of the most monstrous sect of vampires to date: the Sabbat. Thus, the Lasombra, along with the Tzimisce, make up most of the leadership of the Sabbat and enjoy the bloody fruits of their labor.
Favored Disciplines: Dominate, Obtenebration, Vigor
Favored Attributes: Manipulation or Composure
Weakness: Creatures so entwined with darkness; Lasombra take one additional damage from sunlight. Also, the reflection of the Lasombra never appear in mirrors, and is blurry on electronic recording devices; may not spend a Willpower to make reflection normal.
Malkavian
As with all the vampire clans in the World of Darkness setting, Malkavians suffer from a specific flaw: in this case, they are incurably insane. However, many Malkavians believe their insanity to be a strength rather than a weakness. Exactly why they all suffer from insanity is unknown, According to Malkavian legend, when Malkav was killed, all his childer came to his corpse and drank the blood of their father, thus collectively diablerizing Malkav. He is said to speak inside each and every Malkavian's soul and connects them into one collective consciousness.
Favored Disciplines: Auspex, Dementation, Obfuscate.
Favored Attributes: Wits or Manipulation
Weakness – Every last vampire of Malkav's blood is incurably insane in one form or another. Some kindred call this a curse of the blood, while other Lunatics actually call it a special blessing, a "gift of insight." In game terms they start with 1 Derangement and receive -2 dice for derangement rolls.
Nosferatu
They are uniformly hideous as a result of the flaw in their vampiric bloodline, though each individual's physical monstrosity is unique. Nosferatu frequently reside in catacombs, cemeteries, and sewers. The Nosferatu, also referred to as 'Nossies' or 'Sewer Rats,' are highly regarded as information-brokers. Frustrated over their monstrous appearance, many Nosferatu will Embrace the very vain and/or very beautiful out of spite. Vampires Embraced in this way are referred to as Cleopatras
Favored Disciplines: Nightmare, Obfuscate, Vigor.
Favored Attributes: Strength or Composure
Weakness – The most visibly cursed of all Kindred, the Embrace warps each Nosferatu into a hideously deformed creature; In game terms No 10 again on presence or manipulation rolls.
Ravnos
The Ravanos are a clan of Gypsies, they originated in India and have since then spread over the world; becoming one of the most widespread clans. The worst of their ways has shaped their enduring reputation, to the point that every Prince knows that a Ravnos in town means trouble. Why? Because they just can't help themselves - literally. Every Ravnos has crime in their blood due to their clan weakness, but Ravnos tend to sire people who are already involved in thievery and underhandedness of all kinds.
Favored Disciplines: Animalism, Chimerstry, Resilience
Favored Attributes: Dexterity or Manipulation
Weakness: Gain "Delusional Obsession" Flaw focused on a specific type of crime (such as burglary, fraud, pick pocketing etc.).
Sangiovanni
Once upon a time, the Saniovanni family was a mortal cult interested in death magic. For several hundred years Augustus learned, planned, and spread the blood of Caine to members of his family. The Sangiovanni learned how to manipulate spirits so that when the time was right, they had ghostly messengers to tell them where all of the Cappadocians laired. The Sangiovanni then began to hunt their parent line and the Lamia, a bloodline that also came from the Cappadocians. At some point, the Sangiovanni developed their own clan weakness and clan disciplines apart from the Cappadocians.
Favored Disciplines: Dominate, Necromancy, Vigor
Favored Attributes: Intelligence or Strength
Weakness: When a Sangiovanni bites a living being, they deal one more Lethal damage than normal. This makes it difficult to keep people alive after feeding from them.
Salubri
In the twentieth century, the Salubri have all but died out, with only seven active. The Salubri, if they are known at all, are reviled for their strange and frightening soul-devouring powers. While, in truth, the powers of the Salubri is a true healing art, all but forgotten in the Modern Nights.
Favored Disciplines: Auspex, Resilience, Obeah.
Favored Attributes: Wits or Composure
Weakness: a Salubri loses a point of Willpower when she feeds on a unwilling target.
Toreador
The Toreador typically have an obsession with anything artistic, exquisite or (superficially) beautiful. They are hedonists and self-indulgent artists. It is said that the Toreador are the closest of the Kindred to human sensibilities. Their Antediluvian founder was believed to be an artist in the first city.
Favored Disciplines: Celerity, Auspex, Majesty.
Favored Attributes: Presence or Composure
Weakness – The Toreador portray themselves as the vampires closest to the living breathing pulse of the humans around them. They claim that this is what keeps them so vital and modern. Indeed, Clan members are often the first ones to be aware of what mortals are wearing, eating, buying and sleeping with. Having this close contact with mortals causes even greater loss in Toreador when they commit a crime. In game terms -2 dice for humanity and derangement rolls
Tremere
It is told that the Tremere were a cabal of human alchemists and Mages who attempted to gain the immortality and powers of the vampires. During the Dark Ages, they were considered an upstart, and had already made enemies as a result of their experiments. By the peak of the Renaissance, however through clever alliances and the forging of new, strange powers, they took a place in the highest council of the Camarilla. The Tremere are generally mistrusted, and are frequently referred to with the sobriquet, "Usurpers."
Favored Disciplines: Auspex, Dominate, Thaumaturgy.
Favored Attributes: Intelligence or Manipulation
Weakness – Tremere were made not cursed therefore there power over the minds of other Vampires is limited. They also are more likely to be more effected when doing crimes against humanity. In game terms the humanity trait limits social tests for vampires as well as mortals. -1 die for humanity rolls
Tzimisce
-Need good summary for them-
Favored Disciplines: Animalism, Auspex, Vicissitude
Favored Attributes: Stamina or Presence
Weakness: must sleep in at least one handful of earth from her homeland; failure to do so decreases the Tzimisce's dice pools by one die each night, to a minimum of one
Ventrue
The Ventrue are the rulers, leaders and politicos of the Camarilla. In Ancient Rome, they were generals and warlords of the Empire, and in the Dark Ages, they were knights and barons, leading crusades and conquests. In modern times the Ventrue still have great ambition and see themselves as conquerors, but their ways have changed, using courts and companies instead of feifdoms and mighty armies. They tend to be politicians, businessmen, military officers, and crime lords.
Favored Disciplines: Dominate, Animalism, Resilience.
Favored Attributes: Resolve or Presence
Weakness: Power corrupts and with the power of the Ventrue they are more easily corrupted than other Kindred. The Ventrue are also considered to be especially particular about whose blood they drink. In fact, any given Ventrue can only drink blood from a mortal of high status. In game terms -1 die for derangement rolls, a -2 resolve roll must be made in order to drink from a non-high status mortal.