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House Rules Master List - 8/19/13

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House Rules Master List - 8/19/13 Empty House Rules Master List - 8/19/13

Post by kaest Mon Aug 19, 2013 3:48 am

THE GOLDEN RULES
This page, the subsequent children pages, and LotN are the official rules to be used in CNYbN along with other guidelines provided by OWBN for character maintenance and chronicle genre standards. Please do not quote rules from other chronicles during scenes, and follow the rulings of the ST presiding over your scene. If you wish to see a rule amended, approach the STs outside of the game and suggest the rules change with some basis for how the rule is unbalanced or amendable. The appropriate forum area for rules discussion is here (insert link).  If a scene needs to be ret-conned due to a glaring ruling error, please remain calm and approach the STs in private after the scene at an appropriate time. Unless a major blunder occurred, the scene will usually remain as played. In addition, if a house rule is amended or changed or additional rules are added we will post the changes on our Forum and announce these changes at our next game.

Otherwise, the staff of CNYbN Night asks that you please comply with these following rules and try to enjoy the gaming experience!

General/Session Information

If you do not have a current character sheet and the Storytellers cannot give you a copy, then you relent to all challenges.

All players may have one active character and one travel character. They may have one shelved character.

Powers derived from sources other than those used by the Storytellers must be approved for play by a Storyteller and a hard copy version of the rules must be made available to the Storytellers by the player before it may be approved for use.

Players may resolve scenes without throwing challenges if all parties involved agree to the outcome. However, if any disagreement occurs about the resolution of the scene, it must be resolved with challenges. This cannot include death scenes, which require a ST to be present.

Downtime scenes must be finished by session, or are subject to narration.

Children ages 16 and over may only play if they have obtained a signed permission slip from a parent or guardian that includes emergency contact information.

We ask that children under the age of 16 should not be present in our game spaces.

Item Cards

Any weapons other than those listed in Dark Epics will be converted to their closest Dark Epics counterpart (ST discretion). Crafted items will be personalized on a case-by-case basis.

Items brought into the game by other games will be reviewed by the STs. The level of crafting abilities used in creation of the item should be noted on the card or by the receiving player if it is sent to this chronicle from another. The STs reserve the right to make any modifications to items in order to balance them against other items within our game. These changes will affect the item only within this chronicle, so if another chronicle or event allows the full abilities of a crafted item in another game that is up to them.

In-Game Embraces
Embracing a mortal is a magical action. It requires an act of will from the vampire. Because of this, stored blood is not sufficient for an Embrace.


  • Being Embraced In-Game gives a character a free Generation of one higher than the Sire. However, no other new Backgrounds can be purchased. The Embrace may take a full day to take effect, as the character’s body dies and is reanimated by the Curse. Interrupted Embraces will be handled on a case-by-case basis.
  • Characters add 2 Attribute Traits.
  • Characters receive 2 freebie points. These may only be spent on Disciplines, Attributes, Merits & Flaws, and possibly Abilities.
  • Ghoul-only merit and flaw points will be balanced out by Storytellers.
  • Disciplines will transfer smoothly. A newly embraced ghoul receives an additional two disciplines at basic level in his new In Clans. The Embrace does not break Blood Bonds.
  • All Numina, Hedge Magic, or other mortal powers cease to function after the Embrace. In addition, Kinfolk or Kithain may not embrace correctly, and a Storyteller should be reminded if you have these types of merits.


When embracing, the sire makes a simple test. If he loses, the Curse does not transfer correctly, and the new vampire is clanless. The sire gets one retest for every generation trait. A vampire who is Caitiff has no Clan Advantage or Disadvantage, and may talk to a ST about In-Clan Disciplines upon the Embrace. At ST discretion, it may be more likely that someone may end up clanless.

Diablerie

Diablerie provides 2 XP to the diablerist, but will not take players over the 8-cap per month outlined by OWbN. In addition, players will gain temporary willpower traits equal to the unspent willpower of the victim up to the cap of the diablerist’s permanent willpower.

When you diablerize you will gain all of the regular rewards and perils as well as the following:

Upon completion of diablerie, you will throw 2 tests. If you outright win the first test you may purchase a single level of a Discipline that is not clan specific, a single Merit that could be transferred (at double cost), or any 2 Abilities that the victim possessed if you currently have the XP to purchase it. If you outright lose the second test you will gain a single Derangement, Flaw(s) equaling 2 points, a Clan Flaw, or 2 Negative Traits. If the victim had no Derangements, Flaws, or Negative traits it will be up to the ST running the scene to assign something appropriate. If you outright lose both tests you will gain the normal amount of Derangements, Flaws, or Negative Traits as above and something bad of the ST’s choosing.

In order to discourage gaming the system and “smoking,” you will never gain a Generation from non-significant NPCs. In other words NPCs specifically created to be diablerized, such as a childe you create for another to diablerize, would not give any rewards to a PC. This is just how it is; there is no rationalization in place to allow for it to make logical sense. Magic!

The STs of a PC who is diablerized from another chronicle will always be consulted prior to any diablerie or transfer of a victim’s body-card to this chronicle.

A third chop will be thrown to determine if the diablerist receives “soul shards” of their victim if the victim is over two generations lower or has double the amount of permanent willpower compared to the diablerist.

Backgrounds

PCs may not have backgrounds above level 5 unless they possess the Ventrue-specific Paragon merit (6pts). This includes Influences, though you may use combination actions to stack influence effects past level 5.

Anything you “acquire” in game must be purchased with points in a background. For example, if you purchase a hospital which you utilize for feeding, you must purchase Herd. If you have a force of mortals trained to kill vampires, you either need Military Force or Retainers (Ghoul) to represent this. Otherwise, the ST staff reserves the right to strip this item from you or limit its effectiveness.

Age – This background is banned. Just try it punk.

Allies – Allies represent associates or friends, but not sworn followers. Thus, they require bartering of temporary resources or influences to make them do stuff for you. They are not willing to risk their time, energy, and possibly connections to gain something beneficial only to you. Allies are more talented in certain specified fields than retainers or contacts, making this effort on their behalf worth something. See the book for what they may do.

Alternate Identity – Represents concrete alternate identities established with working documentation and other forms of verification, more so than temporary ones created with influence expenditures. If players wish for their temporarily created identities to be foolproof, they may want to purchase this background or otherwise the STs reserve the right to complicate matters after a prolonged existence of an identity without this background securing it. This background will be monitored tightly if purchased at character creation.

Fame – Note that Fame doesn’t necessarily mean that you’re well known. Fame is the indicator of how influential your name recognition is. It is possible to be famous in a particular field, but not well-known outside of a singular community, such as simply what you have influences in. Using your fame to extend influences may not allow the action to be used with the stealth option, on a case-by-case basis. Likewise, such actions may result in media stories depending on their reach and intensity. (i.e. Hosting a statewide political function might get your false identity into the paper.)

Herd – Provides 2 blood traits per point of herd used. A 15 minute wait is still required per point of herd expended during the evening. Alternatively, you may drain 1 point from each point of herd you possess for only one 15 minute wait. If utilizing on the forum in the downtime then you may receive Up to twice your herd in blood, twice per month plus enough Blood to wake up everyday

Mentor – Two Ranks may be purchased at character creation with good justification, otherwise you must earn this through in-game interactions. In order to balance things and prevent purchase of a mentor in order to gain access to out-of-clan disciplines easily, a mentor will drop in strength over time as per the suggestion of Laws of the Night. When you learn what a mentor can teach at his full level, he drops by one level. In order to re-purchase him, you must complete some sort of favor or other arrangement with the mentor before he will re-invest his energies in you.

Haven – Two Ranks may be purchased at character creation with good justification.

Backgrounds: Retainers

Ghouls shall work as follows: A ghoul shall come in written as a base character from Liber de Ghouls. (6/4/3 Attributes. 3 Backgrounds. One level of Potence, Celerity, or Fortitude. The staff reserves the right to write the character if you are buying it after creation. Ghouls still provide an additional +1 to the amount of influence you may possess, as per Laws of the Night.

On their own they shall have no character advancement. You may, however, spend your own XP at the costs listed in the ghoul’s source book to improve them. With XP, you may buy for your ghoul the following:

Abilities: Any that you have or can direct them to easily learn from mortal sources except haven scouting, which simply will not be dealt with.

Disciplines: Your ghoul starts with a dot of Potence, Celerity or Fortitude. Ghouls may learn the regnant’s in-clans with the exception of blood magic. The ghoul may only learn other disciplines if it has the “Learn Other Disciplines” merit (3pts). All ghouls can learn level one of the physical disciplines. They may learn any appropriate discipline their regnant has in-clan. Ghouls can learn the Basic levels of their domitor’s clan Disciplines at a cost of 6xp. If the regnant is 10th generation, the ghoul may learn Intermediate powers for 8xp. If the regent is or 9th or better, the ghoul may learn Advanced powers for 12xp.

Willpower, Humanity, Merits and Flaws: As stated by the book.

Backgrounds and contacts: At ST discretion only.


Backgrounds: Influences

Influences

Influences work as per Dark Epics and use our living world model. Influence cannot to be given to any other PC or “Willed” upon death. The best one can do is help another character grow his influences. A PC may only ever have one level 6 influence if they have the Venture only merit Paragon (6pts).

Influences for downtime use refresh at the beginning of each month. As such, if you intend to use them effectively, get your reports in early. Last-minute and back-dated influence uses may be nullified if they cause an issue.

Combat

During combat STs can and will declare effects happening due to the environment of the combat. If you’re on a ledge fighting, you may fall when hit.

Character sheets and item cards must be in your hands at all times during a combat. If you have to get either out of your pocket, you either lose your action or take an action getting the item out.

If you feel that a Storyteller has made a bad ruling, you may make one concise appeal at that time. Otherwise, please wait until the end of the scene to bring the matter up again.

An ST must be present for character death/torpor. Otherwise, players may agree to run/narrate small combats/contests among themselves if they both agree to abide by the outcome. This does not apply to anything permanent and binding, such as death or Conditioning (Dominate). A narrator or ST should be present if there is any disagreement.



Combat Basics

No more than five Characters are capable of attacking a single person per action phase. This is in order to allow for viability of the character defending him/herself.

A combat round lasts three seconds.

Turn order is determined by the highest traits according to declared actions. (A player with 9 traits attempting to Dread Gaze will act before a character with 7 traits attempting to stake.) Use the traits relative to the action that you plan to take. Weapons and specializations add traits to your totals at this time.

Healing via Blood expenditure *does not* require a combat action in Central New York by Night.



Movement

During an action you may move then act, or act then move. If you use a mental or social power then you may move and act. Standard movement is three steps per action.


Order of Combat

1) Pre-empt actions (replaces normal action for those who utilize them)
2) Normal actions
3) Swiftness actions
4) Legerity actions
5) Off-hand attack
6) Other additional actions

Actions 3-6 are considered Follow-Ups for the rule stated below.



Retests

You may only use one retest per source in a challenge. Sources include Abilities, Disciplines, Willpower, Merits, and overbids. During any one challenge you may retest with all of the following, but only one of each: one Ability, one Discipline, one Willpower, one Merit, and one overbid. Thus, you cannot attempt to retest a Dread Gaze with Leadership and Intimidation. To shorten the length of combat, you may cancel a retest of an opponent with a retest of your own. This only affects someone you are currently in a challenge with. i.e. If you win a test against John the Malkavian and he attempts to retest with Dodge, you may cancel with your Brawl. If you cancel a retest with an ability, both players lose their respective abilities.

Willpower is the last retest against a mental or social discipline for the individual using it, not for the entire challenge. You cannot use Willpower to retest on a physical challenge.

If you remember that your character has something that would have altered a challenge after it has been resolved, you are not allowed to ret-con the scene/challenge afterwards. Take effort to be aware of your character’s capabilities, powers, and retests.



Specific Combat Rulings

Follow-Ups – Follow-Up actions must be physical actions. You may not activate a power or take a social/mental action on follow-ups. The only exemption to this is Dual-Thought. There may be other exemptions by ST discretion.

Damage – Whether it is a punch, stab, kick, choke, slash, shoot, push, head butt, bite, impale, or throwing a grenade, an attack does damage and only damage unless an ST declares differently. Environmental circumstances may provide additional effect, at ST discretion. For example, fighting on a ledge may result in a combatant being knocked off.

Attacking for effect – You may declare an effect other than damage during any action. This may be a grapple, a trip, or something else you could think of. These will mostly be handled on a case-by-case basis.



Attack Effects (in place of damage)

Called Shots in Combat – Only non-lethal (i.e. no killing people in one hit) called shots may be attempted. These are resolved in the same manner as a staking test.

Grapples – If you use an action to declare that you are grappling/holding another character and the action is successful, then the character is considered grappled. While grappled the character cannot move unless moved by the grappler. The victim cannot attack anyone that is not within his reach, within reason. Arm movement is restricted so some actions that require specific arm movements may fail. The victim may take an action to initiate a strength-related physical challenge to break free of the grapple during any of his physical actions.

Touch Attacks – An action that requires you touch your target can be initiated as soon as the touch is established in a round. For example, Cauldron could be activated as soon as you acquire physical contact (which requires a physical challenge).

Surprise Actions – A surprise action is any action that is taken that the defender cannot perceive. The victim of a surprise action may only bid passive defensive traits. You may not dodge a surprise action. If the aggressor fails the challenge he may gain an additional “Surprise” retest by risking an additional trait. If someone who can perceive the surprise wishes to try and stop the action, he may attempt to do so. Once all surprise actions are worked out then normal combat rounds begin if further actions are to be taken.

Holding actions – You may declare any action you take as held. This action will be held until used or until prior to your next action type (for example, before the swiftness action round, if you’re holding your standard action) at which time you must take the held action or it is lost.



Staking

If staking is done at a distance greater than three steps, it requires winning or tying three simple tests.


Health Levels

Each character has 9 Health Levels, as per LoTN:

Healthy x 2
Bruised x 3
Wounded x 2
Incapacitated x 1
Torpor x1



Wound Penalties

Healthy – you suffer no penalties for damage.

Bruised – the highest number you can call out on ties and overbids for most challenges decreases by one. Being bruised doesn’t affect Virtue tests, Willpower tests, bizarre Blood Pool/Health Level/Discipline level tests, or tests in which your role is “static.”

Wounded – you must risk an extra trait on most challenges (but not Virtue tests, Willpower tests or tests in which your role is “static”), and you lose ties on those challenges as well; incidentally, you still suffer the penalties for being bruised when wounded.

Incapacitated – you are helpless for at least ten minutes, unless you manage to heal out of your state to continue your fight. You suffer the penalties of being Bruised and Wounded as well.

If you are Incapacitated and you suffer Bashing or Lethal damage, you enter Torpor (usually after suffering eight levels of damage). You remain in this state until the condition which placed you there ends (someone finds a way to restore a health level) or until you wake up naturally, which is aided by a high Humanity or Path score. If you are Incapacitated and suffer an Aggravated damage, you suffer Final Death.



Extra Health Levels


  • If you have the Merit “Huge Size” or the Nosferatu Merit “Tough Hide”, then you have an additional Bruised.
  • If you have the Discipline “Fortitude: Mettle”, then you have and additional Healthy.
  • If you trade one permanent physical trait in for a health level using the Discipline “Vicissitude: Fleshcraft”, then you have an additional Healthy.
  • If you are wearing body armor, then it suffers damage instead of you when you would normally take damage, effectively granting extra health levels against most types of attacks.



Damage Types

If a vampire suffers Bashing damage, it takes only half as much as a human would, rounded up; a Kindred who suffers three bashing damage only records two on his Health levels. Lethal and Aggravated damage are not halved or reduced in this way without specific supernatural powers.



Healing

You may expend one blood trait to heal two levels of Bashing or one level of Lethal damage. You can heal as much as your generational limit allows per turn. Healing does not require actions in combat, with damage healing as the blood is spent during the beginning of each combat round.

Aggravated damage requires three blood points and a full nights rest to heal each aggravated wound. You may spend a willpower trait to heal an additional level of aggravated damage during the same night.

Regardless of type, all damage is presumed to be healed between sessions, unless a character is trapped in Torpor and unable to heal himself.



Torpor

Vampires sent into Torpor involuntarily (including getting assaulted after you enter a voluntary torpor) spend the following amounts of time in torpor:

Vampires sent into Torpor involuntarily (including getting assaulted after you enter a voluntary torpor) spend the following amounts of time in torpor:

Morality/Path

Length of Torpor

5 1 Week
4 2 Weeks
3 4 Weeks
2 2 Months
1 4 Months
Blood will not bring a vampire out of torpor against his will. If they are willing, feed the torpored vampire a trait of blood and make a simple test. If you win, they will come out of torpor. If the blood is vitae and of three generations lower than the torpored vampire, they then awaken automatically without a test.

To end a voluntary torpor, the vampire must win a simple test. If he fails, he must spend the entire time in Torpor, after which he will wake up. If a vampire wants to stay in torpor longer then the chart requires, he will wake up when he chooses with no test.

While in torpor you relent to all challenges. You do not need to spend daily blood while in torpor.
kaest
kaest
Admin

Posts : 316
Join date : 2013-07-12
Age : 37

Character sheet
Clan: Caitiff
Sect: Infiltrator

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