Vampiro A Mascara 5 edição foi lanãdo em agosto de 2018. Porem como todos os livros, ele possui erros. Principalmente de regras.
A Editora Modiphus atualiza e distribui gratuitamente a Errata Oficial do livro Vampiro A Mascara 5 edição.
Você pode conferir e baixar a Errata Oficial através do link abaixo:
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Errata Em Inglês
The Hunt (p. 44):
Change “Lars gets only two successes, so Sandra spends a couple of hours calling people with exactly zero to show for it (the Storyteller set the difficulty to four).” to “The Storyteller set the difficulty to four. Lars gets only two successes, so Sandra spends a couple of hours calling people with exactly zero to show for it.”
Blood Bond (p. 58):
Change “a mystical power relationship between two individual vampires, where one has partaken of the other’s Blood thrice; accepting Blood from a vampire is an acknowledgment of their mastery.” to “a mystical power relationship between two individual vampires, or a vampire and a mortal, where one has partaken of the other’s Blood thrice; accepting Blood from a vampire is an acknowledgment of their mastery.”
Prince (p. 57):
Change “The term can refer to a Kindred of either sex.” to “The term is gender neutral.”
Nosferatu Bane (p. 85):
Change “Revolting Flaw” to “Repulsive Flaw”. Change “In addition, any attempt to disguise themselves as human incur a penalty” to “In addition, any attempt to disguise themselves as non-deformed incur a penalty”.
Added “Most Nosferatu do not breach the Masquerade by just being seen. They are perceived by mortals to be grotesque and often terrifying, but not supernaturally so.”
Opposition (p. 119, first bullet point):
Change “Decide on a Difficulty according to the table above” to “Decide on a Difficulty according to the table below.”
Set You Attributes (p. 144):
Change “Then pick four Attributes at three dots, and three Attributes at two dots.” to “Then pick three Attributes at three dots, and four Attributes at two dots.”
Choose a Loresheet (p. 151):
Added “At Storyteller discretion, players may purchase dots in additional Loresheets during gameplay.”
Farmer (p. 177):
Change “Gain the Feeding Flaw: (••) Vegan.” to “Gain the Feeding Flaw: (••) Farmer.”
Feeding (p. 181):
Change “Flaw: (••) Vegan.” to “Flaw: (••) Farmer.”.
Folkloric Bane (p. 182):
Change “Two-point folkloric banes include:” to “a coven of elder Mawali would be a four-dot Mawla group”.
Mawla (p. 192):
Change “a character might be a two-dot Bond Junkie with Short Bond” to “a character might be a Bond Junkie with Short Bond”.
Mawla (p. 192):
Change “a coven of elder Mawali would be a three-dot Mawla group” to “a coven of elder Mawali would be a four-dot Mawla group”.
Status (p. 194):
Change “Notorious” to “Suspect”.
Bite Attacks (p. 213):
Updated section: “Vampires can use their fangs as weapons during a Brawl-based attack. To attempt a bite attack, the players must declare their intention to bite before rolling their dice. They can do so in two ways: either by succeeding in a grapple contest (p. 301) or directly with a Strength + Brawl called shot with a 1-success penalty. Unless part of a grapple, bite attacks are easier to defend against and harder to target on exposed flesh.
A win on the roll lodges the attacker’s fangs into their victim, treating the foe as grappled and dealing them exactly two Aggravated Health damage despite the margin of success or the damage modifier. The bitten foe can escape through a contest of Strength + Brawl as per the rules of grappling, whereas the attacker may continue biting without the called shot penalty to their Bite Attack pool. Feeding does one point of Aggravated Health damage to mortals per turn as well as slake 1 Hunger for the feeder. Against a vampire target, a feeding attack increases the target’s Hunger (as per Feeding from Other Vampires, above), instead.
Other creatures are also capable of Bite Attacks, but only Vampires deal Aggravated Health damage”.
Stakes (p. 221):
Added “In circumstances where time and disturbance is not a factor, no roll is required to stake an incapacitated or sleeping vampire, at the Storyteller’s discretion.”
Ghouls (p. 234):
Change “A mortal who drinks a vampire’s Blood becomes something both more and less than human, for a time. Derisively called a ghoul by western vampires the mortal gains a smidgeon of the power of a true vampire.” to “A mortal or animal who drinks a vampire’s Blood becomes something both more and less than what they are, for a time. Derisively called a ghoul by western vampires the imbiber gains a smidgeon of the power of a true vampire.”.
Change “The effects are temporary, however, and if weaned off vampire Blood, the mortal deteriorates rapidly, as the years catch up with their halted aging.” to “The effects are temporary, however, and if weaned off vampire Blood, the imbiber deteriorates rapidly, as the years catch up with their halted aging.”.
Change “A Rouse Check’s worth of vitae bestows the following benefits to a mortal for approximately a month: The mortal gains the first dot in their master’s highest-rated discipline, along with a single level 1 power possessed by the vampire.” to “A Rouse Check’s worth of vitae bestows the following benefits to a mortal or animal for approximately a month: The master grants the mortal the first dot from one of the disciplines the master knows, along with a single level 1 power possessed by the vampire.”.
Effects of Diablerie (p. 241):
Change “They persist for a year, or if the diablerist’s generation was lower than their prey’s, they persist for a number of years equal to the original difference in generation” to “They persist for a year, or if the diablerist’s generation was higher than their prey’s, they persist for a number of years equal to the original difference in generation”.
Change “They must then roll a contest of Humanity + their own Blood Potency vs. the victim’s Resolve + Blood Potency. Every success gives the diablerist 5 experience points to immediately spend on increasing Blood Potency (to a maximum up to the victim’s Blood Potency) or on disciplines known by the victim.”
to “They must then roll a contest of Humanity + their own Blood Potency vs. the victim’s Resolve + Blood Potency. Even if the diablerist fails this contest to assert control, every success rolled on the Humanity + Blood Potency roll gives them 5 experience points to immediately spend on increasing Blood Potency (to a maximum up to the victim’s Blood Potency) or on disciplines known by the victim.”.
Damaging or Destroying Touchstones (p. 240):
Change “Of course, any Storyteller worth their salt creates story and drama that puts pressure on the player to decide between harming their Touchstone and achieving some vampiric goal.” to “Of course, any Storyteller worth their salt creates story and drama that puts pressure on the player to decide between preserving their Touchstone and achieving some vampiric goal.”.
Humanity Table (p. 241):
“Humanity 7” appears twice. Second instance from top should read “Humanity 5”.
Losing the Last Drop (p. 241):
Change “All their Attributes and scores increase to 5 for that scene;” to “All their Physical Attributes increase to 5 for that scene;”
Using Powers (p. 244):
Added “Add the bonus from Blood Potency and Intense Temperament (p. 228) only to the user’s dice pools that directly benefit from Disciplines adding dice or that use the Discipline as one of the Traits of the roll. If multiple Disciplines enhance the same roll, such as Eyes of the Beast (Protean 1) and Daunt (Presence 1), only add the bonus once.”.
Sense the Beast (p. 245):
Change “On a win, a critical gives the user information on the exact type of creature, as well as their Hunger or Rage level” to “On a win, a critical gives the user information on the exact type of creature (for example, a werewolf), as well as their Hunger (or equivalent) level, and their Resonance.”
Auspex (p. 249):
Add “Level 3” header prior to Scry the Soul.
Prowess (p. 264):
Change “When activated, add the Potence rating of the user to their unarmed damage value as well as to feats of Strength.” to “When activated, add the Potence rating of the user to their unarmed damage value as well as to feats of Strength, and add half their Potence rating (round up) to their Melee damage.”.
Brutal Feed (p. 264):
Change “In combat, Brutal Feed comes immediately after a successful Brawl attack using fangs.” to “The victim first takes bite damage, followed by a number of automatically successful feeding actions up to the user’s Potence rating. Against vampires, the number of feeding actions is halved (round down).”
Change “Armor does not protect against Brutal Feed, as the wounds are, or at least begin as, mainly internal.” to “Of course, Armor may protect from the bite itself, as normal.”
Fist of Caine (p. 266):
Change “Duration: One turn” to “Duration: One scene”.
Lingering Kis (p. 267):
Change “Mortals fed upon by the user become addicted to the Kiss” to “Victims fed upon by the user become addicted to the Kiss”.
Change “Mortals often become anemic, self-harm, or even die from this addiction, but vampires find it a useful power for cultivating a herd.” to “Mortals often become anemic, self-harm, or even die from this addiction, but vampires find it a useful power for cultivating a herd and empowering their favored associates. Addicting other vampires is also possible, with the caveat that obsessed vampires demanding to be fed from quickly lead to the user becoming Blood Bound.”.
Change “System: The vampire can choose to use this power or not during each feeding. The user adds dice equal to their Presence to any subsequent Charisma Attribute-assisted pool against the bitten subject. A mortal fed upon with this power can make a Willpower test (Difficulty equals the user’s Presence) every week to resist the effects. Winning this test for three consecutive weeks breaks the effect, as does a single critical win.” to “System: The vampire can choose to use this power or not during each feeding. The victim gains a bonus equal to half the user’s Presence (round up) to one category of dice pools (Physical, Social, or Mental) chosen by the user. This benefit lasts for a number of nights equal to the user’s Presence and is renewed to full duration if used again during the period. Once the benefit fades, withdrawal strikes and all actions not spent working toward acquiring a new fix receive a penalty equal to the initial bonus, including trying to resist whatever the user asks of the addict. A victim fed upon with this power can make a Willpower test (Difficulty equals the user’s Presence) every week to resist the effects.”.
Feral Weapons (p. 270):
Change “When activated, the vampire adds a +2 modifier to their Brawl damage, and causes Aggravated Health damage to mortals. Superficial damage inflicted from Feral Weapons is not halved.” to “When activated, the vampire’s natural weapon of choice becomes a light piercing Brawl weapon with a +2 modifier to damage. Vampiric Bite Attacks still only deal two points of Aggravated damage despite the number of successes, but do not suffer the called shot penalty. Superficial damage inflicted by the user’s natural weapons is not halved while Feral Weapons is active.”.
Mist Form (p. 271):
Added “Level 5” header prior to Mist Form.
Characteristics (p. 272):
Added “The Ghouls of Blood Sorcerers or Thin-bloods drinking from Sanguine temperaments gain temporary access to the Discipline powers, but not to Rituals.”.
Profane Hieros Gamos (p. 285):
The power was entirely rewritten, and re-categorized as level 3.
“To the Alchemist, rebirth and renewal are not locked behind the ritual of sacred union between two opposites. Through the power of their mercurial vitae the Alchemist can help shape a human body to match the mental self-image or desired shape held by the consciousness within it.
With the help of rare reagents the Alchemist can even defy one of the fundamental curses of the vampiric condition by altering the unchanging state to which the undead revert to in their day sleep. This specific formula can be imbibed by mortals or vampires other than the Alchemist, after their ritual purification and deep meditation on their own idealized, or desired, form.
This knowledge makes the expertise of the Alchemist a valuable and desired commodity even to those Kindred who loathe their very existence. Duskborn openly offering services like these are more likely to be coerced to work or kidnapped than paid handsomely.
■ Ingredients: The alchemist’s Blood, melancholic and phlegmatic human blood, entheogenic substances.
■ Activation Cost: One Rouse Check or One point of Aggravated Health damage for mortals.
■ Dice Pools: Stamina + Resolve
■ System: Whoever imbibes the formula mixed with a Rouse Check worth of their own blood instantly falls into a catatonic fever dream until the following night, the depths of their psyche plumbed for their personal idealized form, or a form strongly desired. The effects of Profane Hieros Gamos are limited to the external morphology of the human form, the body refusing transformations too outlandish and fantastical to be without the wondrous spectrum of human anatomy.
The imbiber makes a Stamina + Resolve roll against a difficulty of 8 minus the successes on the distillation roll. If the imbiber is a vampire, they add their Bane Severity to the difficulty of the check.
On a win, the transformation process is successful and their physical body molds to the desired shape. A critical win can grant and remove Merits and Flaws of the Looks category, though like all Advantages they need to be paid for with Experience points (p. 180). A messy critical or a bestial failure might cause a new Flaw to manifest, ranging from Repulsive, Obvious Predator, Stigmata or even Organovore as the Beast interferes with the transformation.
Not even the blood of the Duskborn can spare the Nosferatu from their Bane, the process incorporating the clan’s hideous affliction despite the user’s mental image.
Duration: Permanent until performed again.
Thin-Blood Alchemy (p. 287):
Change “(5 – 3 = 2)” to “(5 – 2 = 3)”
Cover Table (p. 302)
Removed the last two rows titled “Very Hard” and “Nearly Impossible”. (Table should end with “Murder Hole”.)
Predator Pool (p. 302)
Change “Headhunter” to “Blood Leech”
Competence Assumption (p. 352):
Change “In a game makes sense to assume that the characters (…)” to “In a game about emotions and relationships, it makes sense to assume that the characters (…)”
Church and State (p. 361 & 363):
Change “BOPE” to “BOES”
Mortals (p. 370):
Change “The exception to this rule comes where their Secondary Attributes and profession or role-specific challenges come into play, such as a cop’s aim being higher than their typical physical pool, or an inquisitor’s perception of danger.” to “The exception to this rule comes where their Secondary Attributes and profession or role-specific challenges come into play, such as a cop’s aim or an inquisitor’s perception of danger being higher than their typical physical pool.”
Sacrifice the Children (p. 382):
Change “Resolve + Humanity + Blood Potency” to “Humanity + Blood Potency”
Additional Material: Loresheets, Appendix I: Standard Feats, Appendix II: Projects, Appendix III: Advice for Considerate Play Added additional material that was previously PDF-only bonus text. The Loresheets added are (in order of appearance): Descendant of Tyler, Descendant of Zelios, Descendant of Vasantasena, High Clan, Low Clan, Ambrus Maropis, Carmelita Neillson, Fiorenza Savona, Descendant of Karl Schrekt, Descendant of Xaviar.
Você pode conferir e baixar a Errata Oficial através do link abaixo: