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The Endeavor Modification 1.8
Quick SummaryThe Endeavor Mod is based on the GURPS: Magic world. Emod includes a large amount of various spells divided by 'colleges' containing wonderous powers, emod actions allow for a psuedo gmod style development by allowing control over animation triggers (see Planet Vampire YouTube Channel), the ability to target enemy locations like the head, legs, or vitals among others, new console commands for storytellers to modify their chronicles, and more...
For more info, read below.
IntroductionLearn all about E-Mod 1.8 ahead of time by looking at the Readme that is planned to be included with 1.8. This will tell you all about the spells that we have made so far including how they work and the rules behind their use. This also talks about the other aspects of E-Mod 1.8 so read on.
Clans of E-Mod 1.8There are now 34 clans to choose from on the list. They are all new and have various characteristics that set them apart from the rest. The below link contains stat data about each "clans" characteristics.
The Abilities, Spells, and DisciplinesThis will explain each group and their abilities, spells, and disciplines in detail.
Spell Casting RulesAll spell type disciplines (which dominate E-Mod sense it's based on GURPS Magic) require good intelligence levels. It's recommended to have at least an intelligence of 14+ to be able to cast spells well. Otherwise your character will have trouble even recalling the spell.
Spell Casting CostsThe cost to cast spells depends on what character type is trying to cast them. The costs that are stated in the above groups are assumed to be in mana costs for humans. That cost is double in the cost of blood for non-humans. You can still cast spells if you run out of mana or blood, but the costs will consume your hit points instead. So that can be quite dangerous for seriously powerful spells. NOTE: These costs are all greatly adjusted based on what clan you are playing as. Check the Clan GP Stats for information on each clan.
Mana & Blood (Human & Vampire)For humans the amount of mana is formulated like so: (Strength + Intelligence) x 5. The highest potential mana pool is 1000. For vampires blood is calculated based on generation. The lower their generation the more blood they shall receive. NOTE: E-Mod only supports generations between 0 - 13. Any other level will not be calculated. The chart below shows the different levels of generation and their blood pools.
Generation for VampiresA generation determines how refined the vampire's blood really is. The lower the generation the more ancient and refined the blood is. Sense Redemption has no sense of real time or aging for a character, I'm sure you're wonder how you can increase your generation. There's actually several ways to achieve ancient generation stats. The most common and easiest way without cheating is through diableries. When you drain an older vampire (One who has a lower generation than yours) of all of their blood, your generation lowers 1 level and you acquire all the knowledge that vampire has. Check the Kindred disciplines section for more information.
FrenzyWhen a vampire is under stress there is a chance that you can loose control of them. If their blood is low, that chance increases. This all factors into the vampire's Frenzy Rate. The higher it is, the greater the chances they will loose control and the harder it becomes to regain that control. When a vampire enters frenzy they will attack all who are around them until their frenzy subsides. Wits plays a huge role in the duration of this frenzy state. With a low wits stat and a high frenzy rate combined with very low blood the chances of recovering from frenzy are slim to none. Keep your blood up and spend on wits as often as you can to prevent this from happening. NOTE: Frenzy Rate is also adjusted by the clan you chose.
ST (Story-Teller) Command (Multiplayer only)To use console you need to spawn the ST (Story-Teller) Head. Then press the ~ key on your keyboard then type stcmd helpme. St Command will then guide you through the command list and tell you how to use them.
Hit PointsHit points vary widely based on character type and clan. This is the standard formula ((Stamina x Multiple) x Clan Factor)):
ManaThe human's greatest advantage. Over time mana self replenishes. In Emod this process has been accelerated to 1 point every second. This makes humans easier to upkeep than vampires.
Knock BackBased on the amount of hit points and damage you sustain will depend on whether an attack knocks you back. The less your hit points and the more the damage the further you will be knocked back. You can also end up taking additional damage if you fell from a platform by being knocked back. The amount of damage you take will depend on your strength and the distance you fell.
RegenerationBoth humans and vampires have regenerative capabilities over time at the cost of either blood (non-humans) or mana (humans). The regeneration rate is 20 per second for non-humans and 20 per 4 seconds for humans. This is modified by clan. Check clan info above. For vampires if their blood runs they will not be able to regenerate. This option can be turned off. Check Configurable below.
FrenzyIf a Vampire loses all of their blood they will begin to loose control. This was something I felt should have been added to wod. The rate of which they frenzy is based on their generation and clan characteristics. Check clan info section for more info. NOTE: Clans that have -100% frenzy rate do not frenzy if their blood drops to 0. So for others keep your blood up. If regeneration is shut off through the config file this will be shut off as well.
Staking VampiresIn the World of Darkness vampires are susceptible to sharp oak wood that when pierced into their heart will paralyze them. To stake a vampire you need to equip a stake and target their Vitals using E-Mod's targeting system. On a successful hit that penetrates armor the vampire will be staked until an ally arrives to remove the object, otherwise the vampire will remain staked indefinitely. Check the E-Mod Actions section for more information about Targeting. NOTE: Arrows and Bolts are always made out of oak.
Self ReviveSelf revive now has an off and on switch for RP gaming. By default Self Revive is off. What this does is when a player is killed they will transfer into a ghost like being that no one can see. The player will be able to walk around but not speak, cast spells, or click on anything. When Self Revive is activated it goes back to the default setting and allows players to choose the Revive option on the escape menu screen when they die.
Torpor for VampiresThe only way a vampire can be killed in E-Mod is by Fire, Holy, or Sun damage. They can also be given final death by a massive killing blow to the head (Considered decapitation, but without the look). Otherwise a vampire will go into a torpor. In E-Mod a vampire can awaken them self from torpor if both their blood and health are replenished to full. During torpor your natural regeneration will continue to restore health at the cost of blood. If you have Vitae in your inventory use that to restore blood to full once your health is up to full and you'll awaken. If not then a fellow player must bestow their blood to you using Bestow Vitae. (Check Kindred for more information about this ability).
The Elements, Poison, and DiseaseEach damage type now has special characteristics to them. Those are:
Sun & Fire damage can now catch a person on fire, which will come with a cool effect and some more nasty damage. :P Ice damage can cause frost bite and even freeze the subject in place, making them vulnerable to more attacks. Any amount of electrical damage will knock the subject down for a duration based on the amount of damage sustained. Poison damage can now linger on forever until cured. This goes for Disease damage too. NOTE: Vampires are immune to these.
ConfigurableEmod is fully configurable to suit your needs. There is a file that Emod constantly refers to for almost all of its major features. This file is called main.emod and all you do is open it with Notepad. This is what all the options do:
Emod Character Tool - Author: MordredThis tool is located in your start/programs/emod1.8 menu and allows you to alter a few things on your character. You can change the name, clan, race, and model of your current emod player. You can also set the player to read-only for security purposes. Read-only prevents the player from being permanently altered by out side influence. This is only recommended if you are playing H&S games where there may be a lot of tweaking and perms involved. NOTE: This setting also prevents an RP character from keeping their gained stats and disciplines. Overall I recommend using read-only when ever you decide to enter a strange or stranger's server.
NPC's, Items, Weapons, and ArmorsBy Template name: For information on how to create enchantments check the Elemental groups sections above.
NPCS (Again by template name)
This is a required download for multiplayer. If you would like instructions on how to use Tunngle for multiplayer, check out this video:
The following mods have been tested and should be stable with E-Mod, AoR, and Wodal.
White Rabbit Pack
This pack adds various NPC models to the list of playable multiplayer models.
This pack adds various monster models to the list of playable multiplayer models. Includes playable horses, cats, vozhd, ect.
These weapon packs contain items that can be spawned using the ST item spawn pane in multiplayer.
Angelus Blade Pack
Created by Bent Spear. The texture brightness has been fixed. All blades will start with angelus_ in the ST item pane list.
Star Wars Weapon Pack
Originally created by Kal Diablo; modified by Rainmoon (Javokis). All weapons were fixed from the original version and include improved inventory icons. All items have a _starwars designation on the ST item pane.
Rainmoon's Sword Pack
Contains a small handfull of HD swords created by Rainmoon (Javokis). This was a work in progress years ago that never quite finished. All weapons have a _rain_sword_ designation in the ST item pane.