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House Rules current as of 1/19/13

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House Rules current as of 1/19/13 Empty House Rules current as of 1/19/13

Post  Admin Sat Jan 19, 2013 6:03 pm

The Big Ones
1. WE TRUST YOU. PLEASE BE TRUSTWORTHY IN TURN.

Fair Play~ With that being said, it is important for anyone who wants to play Nights Reborn to read and understand our house rules, the LotN:R, and any supplement playing. While it is not necessary to know every rule by heart to play the game, it is vital that you understand the basics of the game and organization as a whole!

Players of Nights Reborn have a responsibility to interact with all players in a fair and civil matter while “Out-of-Character.” Remember that it is just a game, and that every player has a right to play their character’s personalities and actions as they see fit. So, while “In Character” you (Or another) character can be rude, evil, insulting, nice, etc. remember that there is a BIG difference between the “Player & Character”.

The Nights Reborn game is based on player Honesty. All players are expected to live up to
honest game play. If you have spent traits, then mark them off your sheet. If you no longer have
traits left, do not cheat and use traits anyway. Play can breakdown if all the players do not play fairly. We
try to keep the game simple and flowing, but this only works with honest players. Players who continually
cheat will be asked not to return.

Rules are rules! By understanding as a player what your character can and cannot do and by abiding by
that, you will make the game more enjoyable for all players. It is up to you as a player to prove what your
character can do by always carrying your character sheet. Players who repeatedly play a power incorrectly
may have that power removed from their sheet, or if deliberately cheating. If you are unsure about a rule,
ask a Narrator or Storyteller. If you are told that a rule is played a certain way that you do not agree with, do
not ignore the answer and play it however you see fit. Additionally, Metagaming will not be tolerated.

2. KNOW WHEN TO STOP

This rule really boils down to one thing: don’t argue with the STs. We know, we know, emotions can run high and people can get very impassioned about the game. We love that, really. However, not all of a player’s plans will work, and sometimes you’re going to lose, no matter what.

It’s one thing to disagree with a ST, question their ruling in a situation, and maybe ask for another opinion from a ST. Ask for another ST’s opinion if you think that one ST really messed up a call. The other STs usually won’t take over the situation or ‘redo history,’ but they can talk with the first ST and make sure that the problem doesn’t happen again, or they can try to explain things further to you and make you see that there really isn’t a problem.

What isn’t okay is refusing to accept a ruling, arguing for hours about a ruling, screaming, yelling, or threatening violence when it seems like things aren’t going your way. Know when to say when, know when to stop arguing for a lost cause, and things will be okay. If you keep arguing, questioning every single call, or even progress to screaming, threats and the like, we’ll kindly ask you to leave & “Cool Off”.

Please feel free to approach the ST’s or Game Staff in a mature matter; the ST/Staff are professional people and will treat you with the same respect that you show them! If you want to discuss these rules, the middle of combat is not an appropriate time.

3. THE GOLDEN RULE

“Do unto others as you would have them do unto you.” We all remember this from Kindergarten, if not
please see ST staff for further information. Of course, this rule ONLY pertains to “Out of Character!!” Wink

Also players must read and abide by The Nights Reborn “OOC - Code of Conduct” (See the CoC
document for more details).

General Game Mechanics

1. "Story":

Story as listed in some merits/disciplines/etc for determining duration shall be considered to be "1 game session". Alternatively, during down-time play each section of time BETWEEN games sessions is also considered 1 "story".

Example: Lucky Merit, allows for 3 retests per "story". A character with the Lucky Merit could use 3 retests during game 1, then 3 retests during downtime between game 1 and 2, and then use 3 more during game 2.

2. Chronicle Points

Chronicle Points can only be earned at the end of a character, whether it be death or long road home. Each player gets one chronicle point for each xp point on their old character sheet, as well as each xp spent on a ghoul or other retainer with a sheet. (Note: "Free" dots on a retainer sheet do not count up as XP, however, free dots on your main sheet, do. Example, the 1 free dot in a discipline given to a ghoul at creation does not count towards your Chronicle points, however the 3 free dots on your vampire character sheet will count as 9-12 depending on how they were spent.) Chronicle points can only be spent at character creation. See Chronicle Points under Character Creation for cost and purchasable list.

3. Morality Paths:

All morality paths cap at 10 (including Humanity). Any vampire with 10 morality traits enters Golconda (or an equivalent state for their path), and their character will be NPC’d. Morality traits are to be determined by the following equation: conscience + courage + self-control divided by 2. Rounded to player choice of up or down, depending on how they wish to Roleplay the character.

4. Diablerie:

Any Vampire that Diablorizes receives a generation drop of ½ the dividing levels, rounded up. Any vampire that Diablorizes themselves below 4th generation (Antediluvian) will be NPC’d.

When Diablerizing, the results of the checks will determine the rewards garnered to the character. 3 Simple tests with no retests (except lucky merit) are to be made with the Storyteller or Narrator in question.

The disciplines attained (if applicable) will be determined by a 4th simple test, on a win the diablerist gains their preferred of the 3 in-clans, on a tie they get their second choice, and on a loss they get their least favorite choice. Order of preference to be determined before the check is thrown.

With 2 out-right wins on checks, the character successfully diablerizes, gets diablerie veins, gets a generation drop, and gains access to a randomized Discipline up to their (new) generational cap that the diablerie victim already owned.

With an over-all win (1 win, 2 ties) then the diablerist successfully diablerized, gains diablerie veins, and gains the generational drop and nothing else.

With an over-all tie (3 ties, or 1 tie, 1 win, 1 loss) then nothing happens but the victim's body meets final death (no Aegis)

With an over-all loss (2 loss 1 win, 2 loss 1 tie, 3 loss) then the diablerist successfully diablerizes, gains diablerie veins, and the body meets final death. However no benefits are gained.

5. Virtue Traits:

Virtue Traits at character creation are a total of ten, with a minimum of one per category. (courage, conscience, self-control)

6. Starting Blood:

It is assumed that all characters feed outside of game. And unless outside events prevent it, you will start at your maximum blood pool at the beginning of each gaming session. Outside influence could be, someone deliberately sabotaging your herd or hunting grounds, or if you are a blood mage and you use more than your total mentals worth of rituals as “prepared” rituals (allowing access to them without spending the required time in game to prepare them). In which case you would start -1 blood for each ritual you wish to have been prepared ahead of time.

7. Retests

The following list is less of a House Rule and more of a clarification. Below you will find several of the most commonly used Disciplines and what the applicable retest for any of the powers listed (unless specifically noted within the ability to be different)

Discipline Retest
______________________________
Animalism Animal Ken
Auspex Investigation
Celerity No specific ability, use whatever ability would normally be used for the action
Dementation Empathy
Dominate Intimidation
Fortitude Survival
Obfuscate Stealth
Potence No specific ability, use whatever ability would normally be used for the action
Presence Leadership
Protean Usually no retest needed when using protean, if needed and not noted use Survival
Thaumaturgy Occult

8. The Bomb:

Certain discipline powers (Rapidity and Vigor, for instance) allow people to use an additional hand signal known as ‘The Bomb’ in specific challenges. If you can use the Bomb, you must inform your opponent during the challenge, before the game of Rock, Paper, Scissors used to resolve the challenge. If you do not inform your opponent that you can use the Bomb, you can’t use it during that particular challenge.

9. Feeding (on Mortal humans):

Taking up to 2 traits of blood from a victim generally allows the victim to walk away fairly unscathed. Taking 3-4 traits will usually cause the victim to pass out, and may cause serious medical damage or trauma. (Possible Humanity check may be required). “The Kiss” affects a majority of creatures; licking a wound closes it only for feeding. Normal mortal humans only have 5 blood traits in their body, draining this many WILL lead to death.

A mortal who is killed due to blood loss, may be embraced if fed vampire vitae and the appropriate Willpower is spent within no more than 2 minutes after the loss of the last blood trait or death, whichever happened first.

10. Daytime Haven Raids

Daytime Haven Raids (DhR) When an attempt at a DhR is made, the adjudicating ST will compare the resources and tactics employed by the character initiating the action against the physical defenses, morality rating, and applicable defensive abilities of the defender.

Based on this comparison, the adjudicating ST will assign a value of 0-5 Aggravated damage that the victim of the DhR raid will enter play with at the following Nights Reborn game. The attacking character bears the burden of providing the adjudicating ST with the exact location of the haven being attacked, which will be verified before any damage is assigned. Damage assigned may not be mitigated, healed, or otherwise negated or reduced before beginning play at the next Nights Reborn game. If influence “dots” are used in defense by the defending character, then these points are permanently lost.

Example: Billy the vampire wants to conduct a Daytime Haven Raid on Steve the vampire. After successfully finding & locating Steve’s haven (Thru RP with the ST); the ST assessed a value of 4 Agg point of damage to Steve. Steve has 2 dots of “Street” (These can represent “Street Thugs” that guard Steve’s haven). Steve permanently loses 2 dots of “Street” & takes 2 points of Agg damage; that he comes into play at the start of the next game (Billy’s DhR “IC-ly” takes place on the day immediately prior to next game).

A given character (The character being attacked by DhR) will not be assigned more than 5 aggravated total damage, in any downtime cycle. Certain merits, disciplines or Thaumaturgical rituals may serve to reduce the amount of aggravated damage assigned; PC’s/NPC’s can’t be killed or fall into torpor in/by a DhR. Therefore, if the character already has damage on his sheet, he cannot exceed his total health levels -1 in damage assigned due to a DhR.

11. Staking:

When attempting to stake a vampire, the attacker must be using a weapon made of wood (such as an arrow, stake, or broken off broom handle) and must deal damage. If the defender takes no damage (because of fortitude test downs, or the resolution of the challenge) then there is no applicable staking challenge.

If the defender takes any damage from the wooden weapon, then a staking challenge ensues. Three simple tests are made against the defender with no retests (except lucky or specific discipline/merit/ritual powers) by either party. The attacker must win at least 2 of these challenges outright, and then the target is staked and falls immediately into torpor. No more challenges may be initiated by the defender until he has recovered from this position.

12. Common Sense:

Common Sense (Merit) – This merit will be given to all new players to Vampire the Masquerade. If you wish you may spend the experience points and it will be a permanent merit on your sheet. However, if you do not spend the exp for this trait you will be given the effects of the merit for the first 6 months you are in our game. This will transfer to new characters, but without the XP expenditure it will automatically become null and void at the time of 6 months from your first attended game.

13. Biting:

Characters may choose to bite for base damage (Base damage = 1 Agg. any additional damage would have to be due to potence or some other source) or drain blood, not both. Characters may drain no more than 3 blood per action.

14. Explosives:

Explosives - High explosives as weapons are game stoppers. Quite simply, explosives are not allowed as weapons. Explosives may be allowed for non-combat story purposes, but must be approved by an ST. Given a choice of weapons, PCs will not reach for explosives as weapons. This is not realistic. This is a deliberate limitation. If you try to blow up the gathering, we (The ST Staff) will eat your head!

Note on the Demolitions ability – This ability may be used in Nights Reborn to disarm explosive devices. Note - This is only to disarm, not to construct or employ such devices. (This information can also be found in the ability house rules section)

15. Healing -

Healing for blood will be considered a free action, and resolves immediately. This action can also be considered reflexive, and may be used after damage resolves but before the round ends to prevent torpor. Also it should be noted that only lethal and less severe wounds may be healed this way (aggravated damage still takes a while to heal) Otherwise healing shall remain as per book (Ie. 1 blood = 1 lethal)

16. Willpower -

Starting willpower each story will be full (not to generational max but up to purchased max). You only regain willpower through specific powers that may refill your willpower during game or during one downtime segment, or through truly embracing your character's Nature and being awarded a temporary willpower by an ST or a Narrator that witnesses this. Per book it states that you only regain 1 willpower per story, please disregard this, as you will refill your temporary willpower each story.

17. A FINAL WORD

Well folks, that’s it for our General House Rules and Clarifications. Reading this is not meant to be a replacement for reading the LotN:R or supplement books – still go and read those, it will make the recap a little more understandable! If you have any questions, please feel free to ask any of our Nights Reborn Storyteller Staff.

**Note** - All House Rules & Clarifications pages are considered a “Living Document” and can be changed/modified by the Nights Reborn ST Staff at any time. This will be done to insure fairness to all players, and the overall improvement and quality of our game. Any changes will be brought to the player’s attention (via Internet, Open/Closing game announcements etc.) and these pages will reflect those changes.

Disciplines

1: Auspex Vs. Obfuscate:

Auspex and Obfuscate are directly opposing disciplines for the purpose of determining whether someone can become "invisible" or alter an object or their own appearance from the on-looker. When any player comes into contact with someone currently under the effects of Obfuscate, if they have Auspex on their sheet, they need not initiate a challenge but will automatically get at least one check in attempts to see the character/object enter the area normally.

When character with Auspex fails their initial challenge to see an obfuscated character, they may initiate a new challenge each round in order to keep attempting to break the Obfuscate. However, this is not allowed if the character does not have a reasonable reason to be actively attempting to pierce Obfuscate around them. The reason could be as simple as "My character is a Malkavian with the Paranoid Delusions derangement..." but without a reason at all, you cannot just keep throwing checks with the person who has successfully "snuck" into the room.

When an opposing check to break Obfuscate ties, (when both players are using auspex or obfuscate in opposition) instead of comparing traits the two players will compare levels of their Auspex/Obfuscate discipline. The one who has the highers number of Discipline powers wins. In the event of a tie between them (ex. Obfuscate 4 and Auspex 4, both players throw paper) then traits will be compared as normal.

2. Potence:

Might is the final retest for the player using it, NOT for the challenge itself. The Opponent may still use any applicable retests at their disposal after the Might retest has resolved but before the challenge has been resolved.

3. Animalism:

Quell the Beast; the effects of this power last for scene or 1 hour, whichever comes first. Quell the Beast does not negate the ability for a kindred to reflexively spend permanent willpower (Ex. Aegis).

3. Pavis of Foul Presence (Thaumaturgy Ritual):

Pavis of Foul Presence (Tremere Ritual): Works normally on Basic through Advanced Levels. It has no effect on superior levels of Presence (Elder and above). Pavis of Foul Presence takes effect after the chops are thrown. The power only bounces if the ritual’s caster fails the Social tests and would otherwise be affected. The player must wear a blue cord (not a neck tie, headband, or some other such). It must be worn around the neck, there for it may be visible by others at certain times due to movement. The casting is dispelled after a single use. Refer to Pg. 185 of LotN:R on recasting of this ritual.

It has the following effects on Presence powers:

Awe: Is cancelled. There is no real mechanical way for it to bounce. The ritual user however may opt not to use his one-time ritual to cancel out this retest or not. If he does, the ritual will not protect him if any other applicable retests are used and the challenge is determined to be a success overall.

Dread Gaze: Bounces. They run away. Simple enough.

Entrancement: Also bounces. Also pretty simple.

Summons: The Summoning character feels a sensation of being exactly where they need to be, as they have just summoned themselves.

Majesty: The caster is under the effects of Majesty vs the ritual caster, and only the discipline user can feel this effect. This does not cause the Thaumaturge to pop a Majesty of their own against others. However, if the Thaumaturge also has Majesty, they may opt to pop their own Majesty anyway.

4. Principal Focus of Vitae Infusion (Thaumaturgy Ritual):

After breaking down the ensorcelled object, it becomes a pool of the caster's blood. To utilize this blood, a character will need to ingest this blood. As listed on Pg. 106 of LotN:R, only three traits of blood may be consumed in one action. You may possess as many (“Small objects”) currently under the effects of this ritual as equal to your permanent willpower.

5. Purchase of Rituals

In order to purchase any ritual, you must have a level of blood magic equivalent to the ritual you are attempting to purchase. (IE you cannot purchase Setite Rituals without Setite Sorcery at an equal level (basic, int., adv., etc.)

In order to purchase Superior rituals, you must have at least one Blood Magic path at Advanced level, and be at least 8th generation or lower. Other prerequisites may exist based on lore or finding a teacher, at ST discretion.

Ritual XP costs are as follows.

Basic: 2
Intermediate: 4
Advanced: 6
Superior: 8

The only other way to attain a ritual, is to learn a blood magic. Each time you attain a blood magic path at level 1, 3, or 5 you gain a free ritual equivalent to that level of blood magic. So if you learn Path of Blood 1, you gain a basic ritual, 2, you gain nothing, 3, you gain an intermediate ritual, 4, you gain nothing, 5, you gain an advanced ritual.

6. Tremere Thaumaturgy:

All Tremere PC’s who are starting with any Thaumaturgy; must start with/on “The Path of the Blood”. Learning additional paths will only be permitted at character creation, if you first purchase Path of Blood up to 5. You may however, through RP, find access to other paths throughout game play.

In order to purchase a new level of a new path after character creation, the Thaumaturge must be able to explain his access to the magic. (I.E. the Regent gave permission and set him up with the tomes of magic required to learn the path, or a tutor was found in game) You can however, expand any path you have already learned at least 1 dot in (IF this path of blood magic is considered "in clan" for you aka thaumaturgy - Tremere, Setite Sorcery - Setite), with the simple expenditure of the appropriate XP points. As with all Disciplines, this purchase will become "active" on your sheet at the beginning of the next game session.

7. Protean:

Shape of the Beast: Gangrel character’s only Pg. 67 Gangrel Clan Book (allowing a flight and a fight form). All other Non-Gangrel characters - Pg. 170 LoTn:R.

8. Obfuscate:

In order to use Cloak the Gathering on an unwilling target or a torpor/unconscious target, a static Mental challenge against the target's mental traits must first be attempted. There is no retest for either the kindred using Obfuscate or the target he is attempting to fade. If the character using Obfuscate loses, she cannot attempt again for the duration of the scene or 15 minutes (whichever comes first). After making this challenge, a normal Obfuscate challenge must be made to make the target fade (if applicable) and all other instances of rulings will follow the normal rules on Obfuscate.

In order to break the obfuscate of someone under the effects of Cloak the Gathering, the character who is under the effects must do something that would warrant breaking these effects (such as speaking aloud, or attacking someone) or someone with auspex must break through the obfuscate in the normal way. If the person using Obfuscate cloaks himself, and others, breaking his own personal Obfuscate does not cause the others in his gathering to become visible at the same time. Each individual protected by Cloak the Gathering must individually be found and revealed.

9. Dominate:

The Discipline of Dominate does not work on Kindred of lower Generation than the person attempting the Domination, which means at some point during a challenge, player's Generations need to be revealed. However, instead of having the defender, the person resisting the Dominate reveals their Generation, it is the Challenger, the person attempting to Dominate another person who must reveal their Generation (e.g. "I'm 10th Generation -- Does my Dominate affect you?") If either player does not wish to publicly reveal their generation, they can always ask for a ST to adjudicate the challenge and ascertain if the Dominate works.

Backgrounds/Influences

1. Resources

In Nights Reborn, the Resources background has been completely re-written to allow for more versatility in the way money is gained and "banked" during the course of play.

Whether or not you purchase the Resources background, all player characters are determined to have 3 "pools" by which their money can be gained or saved. There is a normal "bank" account, a "liquidate-able assets" account, and a "per game session" allowance. The money gained from the allowance may only be "deposited" into the "liquidate-able assets" account (up to the cap currently allotted on this account), otherwise this money is a "use it or lose it" resource. Money can be put into the "bank" account from any source other than the allowance.

The "liquidate-able" account is assumed to be "full" at the cap upon initial purchase. No money may be placed into this account past the cap from any source. When a player uses money from this cap, their "current balance" will go down, but this will not affect their cap. In order to restore the money in their account, you have to deposit money back into your "liquidate-able" account either from allowances or cash or from your "bank" account. (ex. if Larry the Ventrue has Resources 3, and has a $50,000 cap, and he goes out and purchases a $12,000 car, his cap stays at $50,000 but his balance goes down to $38,000. Because he gets $3,000 allowance per game, if he spends no other money he can get his cap back to normal within 3 game sessions. Otherwise he can deposit cash or money from his "bank" account into the "liquidate-able" account to restore this cap without having to use his allowance. He may opt to use his allowance and keep his account balance at $38,000 alternatively as well.)

If a player wishes to raise their Resources throughout game play, the only way to gain an additional dot is to save up an amount of money, equal to the next cap level of the "liquidate-able" account within their "bank" account. They can then transfer that sum of money into their "liquidate-able" account and they will instantly gain the next dot of Resources for free. Dots are still regulated by generational cap. Example, Larry a 9th Generation Ventrue, has 3 dots of resources. According to the chart below that means he has a "liquidate-able" account with $50,000 dollars, and a per-game allowance of $3,000. After performing several tasks throughout the game, he has raised his "bank" account savings to $504,092. He can then at the beginning of any game session, approach a narrator and transfer $500,000 from his "bank" to his "liquidate-able" account, and add Resources 4 to his sheet. This would then leave his "bank" account at $4,092, and he would walk into this game session with $9,000 in allowance.

With no "resources" background, a character will get $50.00 in-game per game sessions. The "Liquidate-able assets" account cap is considered $100.00. All other players will follow the chart below for how much money they have access to.
a. 1 dot - $1,000 cap – $500 per game session

b. 2 dots - $8,000 cap - $1,200 per game session

c. 3 dots - $50,000 cap - $3,000 per game session

d. 4 dots - $500,000 cap - $9,000 per game session

e. 5 dots - $5,000,000 cap - $30,000 per game session

f. 6 dots - $10,000,000 cap - $100,000 per game session

g. 7 dots - $25,000,000 cap - $250,000 per game session

2. Herd:

The herd background will only allow the purchase of a mortal herd. Additional experience points may be put into herd at ST discretion to make your herd a “specialized” herd. (Example, a venture with a selective feeding of irish people, may spend 1 exp on making his herd nothing but irish mortals.) Otherwise it is determined that your herd is a mix of random mortals of different gender, race, occupation etc. and cannot be used effectively as anything more than a “cannon fodder” shield in a combat like situation.

Also, your entire herd is not available at all times. If you wish to use your herd, make a check with a narrator/ST. On a win, you may access your entire herd this game session. On a tie you may only access 2/3 of your total herd. On a loss, only 1/3 of your herd is available on this particular night, retests made with leadership.

You can use your herd to replace lost blood points during game, at a total of 1 blood trait per mortal you have access to. Any more than that, and you will risk killing mortals or scaring them off. If you wish, you may force your herd to feed you more, however any instance of this will generate a social simple test with a difficulty of 10 traits. On a win, your herd will remain unaffected. On a loss your herd will go down permanently by 1 dot.


a. 1 dot – 3 mortals

b. 2 dots – 7 mortals

c. 3 dots – 15 mortals

d. 4 dots – 30 mortals

e. 5 dots – 60 mortals

f. 6 dots - 120 mortals

g. 7 dots - 240 mortals

3. Retainers:

Retainers may only ever be a mortal or a ghoul. This may be human, or animal (if you have animalism or another method of communicating or training the animal). Your Retainers may be sired if you wish, however attempting to sire a creature incapable of sentience will only result in death of your retainer. (I.E. A ghoul wolf, when attempting to sire, will simply die)

You must have a character sheet drawn up for each retainer, or it will be considered unusable for game mechanical purposes and will automatically lose all challenges initiated against or by the retainer.

If one of your retainers successfully undergoes the Embrace, they will be removed from your sheet as a retainer and turned into an NPC. You may opt to transfer your point in Retainers at that time to a point in Contacts to represent your connection to this new NPC. Otherwise, you will simply have a point of Retainer that is empty (until you get another retainer) and you will be unable to call upon your old retainer for aid. The character will simply have "run away" or disappeared due to some other reason to be determined by the ST. All attempts to embrace a retainer, must still follow the rules for embracing a new vampire.

For more information on creating a ghoul, see Character Creation -> Ghouls

4. Madness Network:

No character other than an embraced standard Malkavian (aka. not rough neck) may ever attain even a single dot of Madness Network on their sheet. This is due to the cannon story-line that the "Madness Network" or the "Cobweb"/"Tapestry" is rumored to be the actual consciousness of the Antediluvian known as Malkav. At Nights Reborn, we are going with that storyline, and therefore if you do not have it in your blood, you would be unable to access it.

As per storyline, the Madness network is not a "psychotic supernatural Google" and therefore, without at least Madness Net 6 or higher, no player character may initiate a check for anything on the Madness Network. The Madness network was used to gather Malkavian during "The Call" or the "Great Prank" gathering where-in 6 Methuselah combined their might across the Madness Network to bring Malkavians to them to remove Dementation before the founding of the Camarilla.

Such uses of the Madness network are not able to be accessed without very high levels, very high blood potency, and several Malkavians working together. Any Malkavian with Mad Net on their sheet, at most, may hope to garner some information from vague delusional visions that are granted to them through the Network. At 6 traits and above, a character may initiate a challenge to peer "into" the Madness Network. At which point the Narrator or Storyteller will give the Malkavian a "vision". This vision may be useful, it may not be. Most of the time, it may just be a chaotic vision depicting some of the most recent events in the general vicinity the Malkavian is in. No vision will be the same twice, and no storyteller will ever repeat the vision to the character.

Any one with traits less than 6 will only gain the occasional vision at ST Discretion and direction. So it should be noted, that primarily this ability is to be used as an ST driven RP mechanic. The higher dots you have in Mad Net, the more likely the information will be useful at all to your character, however the more chaotic the visions will become.

Due to the nature of this ability being primarily a RP Mechanic to be utilized to add flavor to the character playing a Malkavian, it is recommended that you think carefully before dumping XP into this ability.

This ability will be considered a Background for purposes of Mechanics in purchasing/XP etc. As with all Backgrounds, the only way you can purchase this with XP is at character creation. After Character creation you will have to RP into gaining higher levels of Mad Net, which will be very difficult.

All Malkavians that are "normal" and not "rough-net" will start play with 1 additional dot in Madness Network for free.

5. Information Network:

Information Network as defined by Nights Reborn is a chat room that only Nosferatu have access to. Someone with high amounts of Computer and/or a hacking specialty may be able to break their way into this network. Any information garnered through this network must be gained through RP.

The higher level of Information Network you have, the more "prestige" you have within the chat network and the more likely other Nosferatu will help you with your desire to find information. This Prestige is treated similarly to Status. You can burn a dot in Information Network to give or burn a permanent dot from another Nosferatu. Be careful however, because the Nosferatu Primogen may reverse any decision made to this effect, but will most likely not give you your dot back if you used it irresponsibly or in a way that he did not like.

For game mechanics this shall be considered a Background for purchasing/XP etc. As with all Backgrounds, the only way you can purchase this with XP is at character creation. After Character creation you will have to RP into gaining higher levels of information network.

All Nosferatu begin play with 1 free dot in Information Network.

6. Occult Library:

Occult library mechanically will be considered a Background. This ability does not give any character any bonuses to any abilities, disciplines, rituals, or chops of any kind. The purpose of this background is to represent the general amount of books and workings of occult knowledge your character has gathered over the years.

When you wish to attain information in the occult world, it is still recommended to use the Influence Occult, RP, or to contact your local Regent, Primogen, or other such member of status for questions. However, if all else fails and you have Occult Library, you may make a check to see if you have a particular occult book.

Depending on the level will depend on how many checks it takes to garner any information. If you have an over-all win the ST may at his/her discretion give you a hint or rumor found in your collection but will give you no information that will allow learning, studying, or otherwise attaining useful information. If you win all of the checks, the ST will give you access to a book that will allow studying from to learn, at a rate of 2 months "game time" studying, to learn 1 level of a thaumaturgical path or a ritual at basic level. 4 months for intermediate level. 6 months for advanced. and 8 months for superior rituals. During this time your character will be ineligible for other downtime scenes between games, as it will be assumed that you are actively studying. If at any time you wish to take a downtime scene, you will be limited to 1 downtime scene, during which time you may make a check. On a win, you successfully can have a scene lasting no more than 1 hour and not lose any research. On a tie, you may successfully have a downtime scene that can last no more than 30 minutes and you will increase your research time by 1 week. On a loss, you may have as much Downtime as you wish, because you have lost all of your research and must start over.

If you make a check with an ST utilizing this background, and do not get the information you are hoping for, you must wait until next game session to look again for the same information.

1 dot - You have a small scattering of books. At any time your character may ask for information relevant to rituals or paths of blood magic or history there-in. It requires a win on 7 checks to determine any specific information from the ST. Retests may be Occult or Lucky. No willpower or other ability checks will be considered applicable.

2 dots - You have a respectable collection of books. At any time you may ask the ST for information with a win on 6 checks.

3 dots - You have an entire Bookshelf full of occult books at your discretion. At any time you may ask the ST for information with a win on 5 checks.

4 dots - You have a large collection of occult and related books at your discretion. At any time you may ask the ST for information with a win on 4 checks.

5 dots - You have an enormous library of occult books at your discretion. At any time you may ask the ST for information with a win on 3 checks.

6 dots - You have most occult books printed and may even have one or two hand written and unique occult books. At any time you may ask the ST for information with a win on 2 checks.

7 dots - You have a copy of virtually all easily accessible occult books, a handful of hand written unique research books, and a scattering of rare and extremely potent occult books. At any time you may ask the ST for information on a win with 1 check.

Merits/Flaws

There is no cap on how many points you can spend on merits. There is a cap of 7 traits earn-able on flaws during character creation. You may take more flaws if you wish for role-playing mechanics, but will not gain any extra xp points for taking them. Derangements count as part of your flaw cap, and reward 2 xp each.

Derangement - Any character (other than a Malkavian NOT roughneck Malkavian) that reaches a total of 7 derangements active on their character at any time, whether permanent or temporary, immediately gains an 8th derangement of Suicidal until this condition has been fixed. Therefore, the ST team does not recommend taking more than 1 derangement on character creation for Xp points. However, we have put this restriction instead of the more commonly found house-rule of 6, to protect characters considering taking derangements for role-playing mechanics from the crazed Malkavian.

As of the moment no specific house rules exist on any particular merit or flaw (with exception to the Additional Discipline merit, which is banned. See Chronicle points list if this is something you want your character to have). The only thing that should be noted, is that the only approved merits and flaws on your sheet should have come from either the Laws of the Night Revised ed. (if applicable to your character) , your particular clan book (if applicable to your character) , or your sect book (aka Camarilla Guide, Sabbat Guide etc. also if applicable to your character). Any other merits or flaws you may ask about. It should be noted that merits/flaws printed in material designed for a supernatural creature OTHER than a vampire, is NOT approved. Don't bother asking.

Skills

Demolitions ability – This ability may be used in Nights Reborn to disarm explosive devices. Note - This is only to disarm, not to construct or employ such devices.

No other specific abilities have been House Ruled at this time. But keep your eyes on this page for updates just in-case.

Lores

All characters may purchase any lores that are applicable to their character, up to generational cap, without approval. IE A 13th Generation Malkavian Camarilla member may purchase, Camarilla Lore, Malkavian Clan Lore, and Kindred Lore up to 5 dots without ST permission. All other lores must be approved before purchasable, and the ST must be convinced that you the player must have the kind of knowledge personally that would allow your character to appropriately RP said lore. So if you want Lupine lore, I suggest reading Laws of the Wild for example.

Character Creation

Generally speaking you can create a character without ST assistance. Mortal and Vampire characters are allowed without ST permission.

However, it is not recommended to play a Mortal character, for obvious reasons.

See each section of character creation for more information on how to build sheets for your main character, and retainers.

Chronicle Points

Lottery Spins: 25 pts.

Clans:

1. Base 7 – 0 pts

2. Mortal – 0 pts

3. Ghoul to Player in game or an NPC of ST Choosing (note possible drawbacks to this are obvious) – 20pts

4. City Gangrel – 25 pts

5. Roughneck Malkavian – 25 pts

6. Cultural Bloodlines (aka. Ebony Kingdoms equivalent to base 7) – 50 pts

7. Giovanni – 50 pts

8. Settite – 100 pts

9. Lasombra – 100 pts

10. Ravnos – 100 pts

11. Assamite – 100 pts

12. Tzimisce – 125 pts

13. Daughters of C. – 150 pts

14. Salubri – 150 pts

15. Samedi – 150 pts

16. Old Clan Tzimisce – 200 pts

17. Nagaraaja – 200 pts

18. Baali – 250 pts

19. True Brujah – 500 pts

20. All others up to ST discretion.

Incendiary rounds – 5 pts per or 7 for 30 pts (note double barrel shot guns, use 2 rounds per shot, or only one barrel is active during the attack)

Generation:

1. 8th Generation – 10 pts

2. 7th Generation – 50 pts

3. 6th Generation – 150 pts

4. 5th Generation – 300 pts

5. 4th Generation – 600 pts

Additional In-clan Discipline – 100 pts (only may pick from Auspex, Celerity, Potence, Fortitude, Dominate, Presence, Obfuscate, Animalism)

Swapping out a single discipline from the caitiff list (aka , potence, celerity, and you pick) costs 10 each for the base 5 (Auspex, Dominate, Presence, Obfuscate, Animalism), or 25 for a "protected" discipline (up to ST discretion, examples of Protean, Serpentis etc would be allowed. Thaumaturgy, Necromancy etc will need to be discussed in detail with an ST before approval.)

Starting Sect Status – 30 pts (when you buy this you automatically get Acknowledged and Recognized, and one additional per time you purchase this)

True Faith: (these point values are per dot, aka for 2 dots it costs a total of 550)

1. One dot – 250 pts

2. Two dots – 300 pts

3. Three Dots – 350 pts

4. Four Dots – 400 pts

5. Five Dots – 450 pts

Diablerist (Choosing any of the following benefits will require the purchase of either Known Diablerist or Secret Diablerist. All benefits that are Discipline based must be purchased at character creation, and could not be taken beyond this initial level without finding a teacher in game.)

1. Being able to purchase a “base Discipline” up to 5 (aka. Auspex, Celerity, Potence, Fortitude, Dominate, Presence, Obfuscate, Animalism) – 50 pts

2. Being able to purchase a “protected Discipline” up to 5 (aka. Thaumaturgy, Necromancy, Protean etc. up to ST Discretion) – 100 pts

3. 8th Generation – 8 pts

4. 7th Generation – 45 pts

5. 6th Generation – 130 pts

6. 5th Generation – 270 pts

7. 4th Generation – 550 pts

8. Kindred Alternate Identity (allowing an equal number of influence traits as your character has, that function under your alternate identity; also requires the purchase of Mask of 1000 faces, or Vissistitude in order to adequately play your “alt. identity”, and the purchase of 1 dot in the background: alternate identity) – 100 pts

Former member of a different sect (aka sabbat or anarch) – 50 pts (allows access to merits/flaws/disciplines/lores that are specific to that sect on character creation only, requires the purchase of atleast lore 1 in the specific sect and the social flaw probationary sect member)

Character Creation for vampires.

Use Laws of the Night Revised for guidance, with the exception of the following.

Freebie Points: 35 (this includes the free 5 listed in LoTn:R) Additional freebie/starting XP points based on how long the Chronicle has been running will be given to all starting characters. These points will be added to your sheet at the first game the character is introduced, and should not be added until your base/initial sheet is approved by a Storyteller

Virtue Traits: 10 spread amongst the 3 virtues (conscious, self control, courage, etc.) with a minimum of 1 in each.

Humanity/Virtue traits: Use an equation of (Courage + Self Control + Conscious) / 2 then round up or down according to your preference for RP if you come up with a fractal number.

Lores: All vampires will begin with 1 free dot in clan lore, kindred lore, sect lore. If your clan is a traditionally "independent" clan (such as Setite, Giovanni, Gangrel etc.) you may opt to take a second dot in clan lore instead of sect lore.

Clans: Limited to Ventrue, Toreador, Nosferatu, Malkavian, Tremere, Brujah, Gangrel, Caitiff (in-clans Celerity, Fortitude, Potence) ... Other clans may be purchased with chronicle points if you have access to them.

Books: Limited to the Laws of The Night Revised ed., your particular clan book, and your particular sect book (aka Camarilla Guide). Other books may be accessed at ST Discretion. The items in these books may be purchased without permission so long as they are pertinent TO your character. (A.k.a if in your clan book it says that a particular merit, discipline, or combo discipline is only available to Sabbat members of the clan, then you will not be able to take it as a Camarilla member unless you purchase former sect member or a different sect member with chronicle points)

Mortals

For now, I am leaving this page blank. I will update with specific information about how to roll up specific mortals (for contacts, characters, retainers etc.) at a later time.

Primarily, mortals are little more than political or influential pawns, and food. The main focus of the game is Kindred, so it may be a while. But we will try to update this as soon as we get the time to discuss the role of Mortals in our world. We may decide to stay cannon, we may decide to stray a bit. For Kindred we are trying to stick fairly cannon for rules, and will likely do the same for mortals. We honestly just have not discussed it and hashed it out yet.

For now if you wish to have a sheet for a specific mortal, you can look up the oWoD rules on rolling the character and feel pretty confident you may follow those. Show the sheet to an ST and get it approved before bringing it into play. However, for most contacts/etc. mortals are meant to be insignificant in a combative role so not having a sheet for them will not matter very much. If you have a feeding doll you wish to bring with you into game, and wish to avoid the rule of "automatic challenge loss" for not having a sheet for them, approach an ST for help or follow the advice from above. Until we have ironed out the specifics, we will be a little lenient about this.

Ghouls - Those who serve.

Primarily, the rules for rolling a ghoul will be similar to those of a vampire with a few differences.

Creating ghouls (through RP or though purchase of retainer dots) works a little differently than per book, as does the restrictions on ghouls and what can be on their sheet. All ghouls will have 3 “in-clan” disciplines just as all vampires do. These in-clan disciplines will arbitrarily be Potence, Celerity and Fortitude, except with some differences based on your character’s generation and choices.

Discipline dots are capped based on generation of the kindred who initially creates the ghoul, and so are the exceptions to “in-clan” disciplines for exp purchase. All ghouls start with 1 free dot in a discipline, otherwise you must spend your own experience on the ghoul in order to raise other disciplines.

Ghouls may learn any discipline that you can yourself teach them, as well as celerity, fortitude, and potence (unless one of these in-clans has been substituted per the limitations discussed below) or any dot that another vampire may be willing to teach your ghoul for you. Exp costs for adding disciplines to their sheet will be subject to in or out of clan cost depending on the particular ghoul. What disciplines are “in clan” for your ghoul must be determined when you "create" the ghoul, or purchase the dot of retainer. These should be noted on the Ghoul's character sheet in the notes section.

Any time you make a ghoul, you must either purchase a dot in retainer or make a simple test at the beginning of each game to see if that ghoul remains with you. The simple test will be social, retests with leadership, and at a difficulty of 8. Any loss will result in losing the ghoul, and each ghoul that is not “secured” with a dot of retainer will be subject to this test at the beginning of every game session, and each downtime scene in which you wish to utilize the ghoul.

Ghoul only have 3 vampire vitae in their system for each game session, unless given more. And they cannot hold more than 3 vitae in their system unless they are particularly old. Old ghouls with exceptions to this, may hold 1 additional vitae in their system for every 100 years the ghoul has remained in service to kindred kind. These older ghouls can only be found through RP, or purchased at character creation (see Chronicle Points list for details). Anyone who is a “thin blood” (14 or 15 generation) cannot create ghouls, but may sustain a ghoul created by someone else. In which case, their in-clan disciplines and discipline caps will be determined by the creator, and the thin blood will only be the master of and sustainer of said ghoul.

Upon creation of the ghoul, a ghoul is considered to be immediately 3-point blood bonded to their master. This blood bond will go away at a trait of 1 per day, for every month that the ghoul does not ingest vitae from that particular vampire. Any vampire sustaining a ghoul, will get to blood-bond the ghoul at a trait of 1 step per time they feed the ghoul.

If a ghoul does not drink from a vampire every day, they must spend 1 blood point per week to keep their powers. If at any time a ghoul cannot spend 1 trait of vampire vitae, they lose access to all of their vampire abilities/disciplines/etc. If a ghoul spends a point of vitae, but has no vampire vitae left in their blood, they are still a ghoul for one week but cannot use any powers that require the expenditure of blood (such as celerity, or healing)

Ghouls can take aggravated damage (unlike mortals) and survive. However, they only have 5 health levels before death. And just to clarify, you cannot "stake" a ghoul into torpor. A sharp wooden object through the heart of a ghoul is just as likely to kill as through a mortal.

All xp costs to purchase merits/flaws/disciplines etc. will follow the same XP chart that it costs vampires, and flaws are limited to 5 for traits, but again as in vampires you can take more as a roleplaying mechanic if you wish.

Creation Chart:


Vampire Gen Max Disc. dots Switching In-Clans Creation

15-14 N/A N/A No

13-11 1 No Yes

10-9 2 Up to 1 Yes

8-6 3 Up to 2 Yes

5-4 4 Up to 3 Yes

Player Character ghouls will follow all the same rules as above with the exception that they gain 2 in-clan disciplines for free instead of 1. The creation rules are the same, and will be based on the NPC or PC that has created the ghoul. The specifics of "in-clan" disciplines and such will be determined by the PC or the ST controlling the sheet that has created the ghoul.

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