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Post by Vito on Jan 27, 2010 21:28:16 GMT -8
1. A player may start with additional experience points for submitting a background. If one does not wish to submit the background because they lack in writing skills they may meet with staff and discuss the character or submit bullet points.
2. When the background is submitted, be it written or discussed, the stats must be completed and ready for approval shortly there after.
3. If in the event of a player death or retirement, the player will have access to full experience earned. This means every bit of experience that the player has earned stays with the player. However if you consistently drop your characters because you decide that you do not like your concept or you want to change things up you will get half of your total earned experience, at the ST's discretion.
When creating a new character, the player will submit the starting stats of the character to the ST, at which time a preliminary check will be done. The full point check and "scrubbing" of the character will be done when the character is entered into the database.
4. We do not use the rules for Werewolf, Mage, Faeries, or any other creatures in our game. You must have the requisite lores before we give you any information on these creatures. Purchasing lores will require an accepted background story, or if purchased during play, a in game access to the knowledge.
5. Revenants are playable, but only from the following families: Bratovich, Zantosa, Obertus. The Grimaldi have left the Sabbat to support the Camarilla, almost bankrupting the Sabbat in the process. Revenants are not made using Cainite starting stats, but with Revenant stats.
6. Experience Points will be awarded at the following rate.
Attending a full game session: 2 xp Downtime RP: 1 xp Active Board RP: 1 xp Acts of awesomeness: ST discretion.
Acts of awesomeness are when you, the players, do something awesome to help make our game better. Examples of this include, great RP, great costuming, chauffeuring an ST around in style, and copious plying of alcohol.
A. Once you hit 50 experience points you will grow experience at half rate, the same as my NPC's.
B. NPC's grow experience at half of whoever is the highest grossing experience gainer each month. Last month 3 of you earned 8 experience; NPC's will all get 4. That's why downtime scenes and actions are beneficial.
C. Contact staff if you would like to set something up.
7. There will be up to one additional experience given per game, depending on Storyteller consensus, not round robin voting.
8. Generation will be purchased normally with background points, but remember, all background points must come from freebies.
9. No disciplines starting above 3 with the free discipline dots, freebies, or flaw points, they may be purchased above 3 only with experience points.
10. There are no longer any Alpha or Beta slots granted.
Character Creation Rules:
Attributes: 7/5/3 Abilities:5 Backgrounds:0 Disciplines:4 (None above 3) Virtues:7 (Some paths of enlightenment do not begin with free dots in Conviction or Instinct) Freebies:10 Merits and flaws: Max of 7 in flaws Negative Traits: Negative traits will no longer give you points, however you MUST take 3 negative traits.
2 free traits for a virtue, if this would give you a morality trait it does. 3 free for a morality 3 free for willpower not over gen cap.
Lasombra Tzimisce Malkavian Antitribu Toreador Antitribu Gangrel Antitribu (City/Country) Brujah Antitribu Nosferatu Antitribu Ventrue Antitribu Salubri Antitribu Serpents of the Light Tremere Ghouls/Revenants
Ambidexterity and two weapon fighting: You take the better of the bonus traits and the better of the damage add one to each.
Only ambidexterity OR two weapon fighting: You take the better of the bonus traits and the better of the damage.
Neither ambidexterity or two weapon fighting: pick your favorite of your two weapons and you're down two traits
ANYONE can start Rumors... do not post it yourself just send me a message and I'll submit it.
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Post by Vito on Mar 21, 2010 17:54:01 GMT -8
DISCIPLINE RULES:
Quietus 1: This does not in fact create a globe of silence. Sound exists within this globe, and sound travels INTO the globe. However, sound does not travel OUT of the globe.
Example: Assamite Dude sneaks up on man and stabs him repeatedly. The man screams for help. Assamite Dude and Victim Dude both hear it all, but nobody outside of the globe hear it.
This has many uses in combat and missions, as well as making discussions impossible to listen in on, etc.
Quietus 5: In addition to Taste of Death, the user may also invoke the verbatim description of Silence of Death power listed in Laws of the Night.
Chimerstry: Operates as it does in the book. However, whenever it is used, a Narrator must be present to approve it.
Majesty: The area it affects is not going to be 10 feet. It's going to be 50 feet. This will undo the “I'm taking 3 steps back and attacking you” idea. Your character wouldn't know there is a range like that, you do. This un-does that.
Obtenebration: By spending one blood trait and one social trait you call forth a number of tentacles up to your Obtenebration score plus one. The maximum number of tentacles that may be called forth in a scene is your Obtenebration score plus one. Each tentacle is six feet long, has three physical traits and four health levels. Each tentacle may use the Potence score or the Fortitude score of the player that summoned them, but not both.
Fortitude: Aegis, in addition to it's normal affects, allows you to reduce damage from Resilience and Resistance on a tie, without spending a physical trait.
Potence: All: Potence may only be used in melee combat, you may not use Potence in any ranged combat, save when throwing LARGE objects (that will come with their own negatives or require actions to pick up first, etc).
Potence: Pussance: Pussance win all ties may only be used offensively in melee combat.
Celerity: Fleetness: Fleetness win all ties may only be used defensively.
Combo Disciplines are going to be allowed, you need to be taught them and we need to discuss them with you before you purchase them.
Elder disciplines: 8th generation does not gain access to level 6 (Elder level) disciplines.
Thaumaturgy: Path of Levinbolt
Path of Levinbolt no longer has the stun componient, instead it will cause the victim to be down 1 trait per level of the casters Levenbolt power. IE: I have level 5 Path of Levenbolt, the victim is down 5 traits, this lasts for one full round. Multiple uses do not stack.
Thaumaturgy and Celerity: pg. 177 of Laws of the Night says that Thaumaturgy cannot be enhanced by speed-enhancing powers like Celerity, unless the specific power says otherwise. This includes Necromancy, Mortis, etc etc. Any of the more esoteric "Magic" powers. That means Thaumaturgy takes your full round to use, you may not use it as a single action, and still take your other 2 physical actions.
Rituals Magic and Rituals are considered to be 2 different elements. You may purchase rituals without needing blood magic paths. But your character will need to be able to access them. Purchasing the Rituals ability no longer gives you free rituals.
Also they are subject to storyteller approval before they will appear on your sheet, the sheet we give you is the official sheet for game not the one you make. And we need at least 2 games notice of what you are trying to get before you can get it.
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Post by The One Rob on Apr 13, 2010 16:41:49 GMT -8
Vicissitude Modifications
These rules supersede any rules found in any of the books for Vicissitude mods. These rules are being published here to make them equally available to every player. If you would like to see another mod on this list, please submit it with or without a writeup to the staff email. We will consider all submissions and publish the ones we like if we decide to adopt it into the game. All submissions are subject to ST additions, changes and subtractions for game balance.
This rule should be considered in testing, if we ultimately decide something just isn't working as intended, we reserve the right to make changes at any time.
A vampire may benefit from a number of Vicissitude mods equal to the target’s permanent physical traits.
You may apply a number of modifications to a target equal to your Crafts: Body Crafts divided by 2, rounded up per downtime session. Living creatures do not react well to modification, and may not survive a failed attempt.
Crafts: Body (or Bodycrafting, same skill different name) Vicissitude uses the Craft: Body Crafts skill. Every Vicissitude mod has a difficulty set by the ST’s; failure to succeed in the test translates as a failure to apply that mod during that DT. Failure in the application of certain mods may result in hefty consequences, and even successful applications may incur some negative effects. ANY and ALL negatives resulting from mods are physically apparent. If someone asks if you have modification negatives, you MUST tell them accurately, just as with armor and weapons.
Unless otherwise noted, you may remove any negative trait gained automatically with 15 minutes work; however this will also automatically remove one level of the modification that earned you the negative trait.
Note: You may remove negative traits or flaws with Vicissitude, however you will be required to buy off those negative traits or flaws with experience points at their normal cost x2 (as is the normal rule for buying off flaws).
Body Armor – Grants one extra Healthy health level per mod, (Max 5 mods) – For each successful modification you must win two hard simple challenges (no retests) or the recipient also receives the negative physical trait Armored. Body Craft Difficulty: 10 traits+ twice the new level of body armor. (i.e. the first mod of armor would be a test against 12 traits, the third would be against 16 traits).
Health Levels - With adequate raw materials, you may add one bruised health level with a successful hard challenge. Crafts: Body versus 10 traits. Only one of these modifications can be applied to any given target. Further additional Bruised health levels can be added to the characters, though at the cost of three permanent physical traits, and the test above.
Tentacles – Grants 2 extra physical traits when grappling a target. Body Craft Difficulty: 8 traits
Famous Face – Grants Fame 1 to 3. Body Craft Difficulty: 8 traits + twice the level of fame desired. (i.e. Attempting Fame 1 would be a test of Crafts: Body versus 10 traits).
Sharp Scales – Scales inflict one level of lethal damage when you successfully grapple an opponent, and also inflict one level of lethal damage to a target if they fail to break out of grapple. Body Craft Difficulty: 10 traits
Organic Weapons –Organic weapons inflict one extra level of lethal damage with the first mod, and grants two extra physical traits for each mod thereafter (max 3 mods in organic weapons total) (i.e. All three mods would grant one extra level of lethal damage and four extra physical traits). For each successful modification, you must win two hard simple challenges (no retests) or the recipient also receives the negative physical trait Clumsy. These bonuses may NOT stack with other melee weapons. Attacking with Organic Weapons retests with the Melee ability. Body Craft Difficulty: 10 traits+ twice the new level of Organic Weapons. (i.e. the first mod would require a test against 12 traits, the third mod would be versus 16 traits).
Acute Senses – Target gains a two trait bonus to use with one of their senses – (Max 2 mods), may only be applied to one sense per creature. For each successful modification you must win two hard simple challenges (no retests) or the recipient gains the negative traits Oblivious to ALL other senses. Body Craft Difficulty: 10 traits
Heart Cage – Bones are woven around the heart, granting it extra protection against staking. To stake a vampire with a Heart Shield will require two hard simple tests. Attempting and failing this Mod cause’s Final Death to a mortal, and the loss of all blood and immediate torpor to any Vampire. Body Craft Difficulty: 6 traits
Move Heart – This modification will give even the most hardened of vampires’ reason to pause, by moving their heart to another location in their torso. Staking a vampire with such a condition requires that an assailant know the approximate location of the heart or the attempt automatically fails. However, a failed modification attempt results in Final Death to the recipient. Body Craft Difficulty: 10 traits
Additional Muscles – You may graft additional muscles onto the target’s body. If the graft is successful, then your target gains one Stamina or Strength-related physical trait. For each successful modification you must win or tie two simple challenges (no retests) or the target also receives the negative Social trait Otherworldly. Body Craft Difficulty: The target’s current physical traits
Alien Beauty – You modify the body by adding, subtracting or reshaping the target’s body. This may include their face, torso, legs, arms, etc. If the modification is successful, then your target gains the social trait Alien Beauty. For each successful modification you must win two hard simple challenges (no retests) or the target also receives the negative social trait Alien. Body Craft Difficulty: The target’s current social traits
Patagia – You may graft a cartilaginous skin connecting forelimbs to hind limbs that allows the target to glide (must be at least 20 feet off the ground) in the air. The target may not attempt any other Physical or Mental action while he glides through the air. You may only apply this modification once, and the target will suffer the negative Social traits Winged Horror x2. Body Craft Difficulty: 7 traits
Foot Pads – You may graft spongy layers of fat onto the bottom of the target’s feet, which augments their stealth ability. The target will get a free retest if they fail to move silently. This modification requires you to win a static Craft: Body Crafts test against five traits, or the target also suffers the negative Physical trait Clumsy. Body Craft Difficulty: 5 traits
Marsupium – Latin for “pouch”. You may modify your target by creating a fleshy pouch or pocket somewhere on their body that can hold the equivalent of two fistfuls of stuff. This can include a gun, a stake, or a few CDs, a pair of glasses etc. The marsupium is not obvious; even stuffed it would look like a slight potbelly or bulge. This modification requires a static test of your Craft: Body Crafts versus five traits or it also results in a negative Social trait Repugnant; the skin of the pouch is too elastic to be properly hidden. Body Craft Difficulty: 4 traits
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Post by The One Rob on May 22, 2010 10:15:48 GMT -8
Guns require ammo. Seems simple right? Well, as a couple of you have mentioned, different sorts of ammo exist for different purposes. Here are the rules they go by, and how to obtain them.
Standard Rounds - Does the listed damage in bashing for that weapon. Obtainable at any Walmart, sporting goods store, off the internet, or at your corner drugstore (well, drug dealer, same difference).
Manstopper Rounds - Also known as Hollowpoint rounds. Manstopper rounds do lethal damage to soft targets (flesh), but only do 1 point of damage to any armor. Legal, requires an influence action of level 2 to get a box of 20
Armor Piercing Rounds - Completely ignore armor, does bashing damage. Illegal, requires an influence action of level 2 to get a box of 20
Incendiary rounds - Converts to aggravated damage. High caliber weapons lose their extra damage possibility. Shotguns lose their mass trauma capability. Highly illegal, requires an influence action of level 4 to get a box of 10.
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Post by The One Rob on Aug 19, 2010 17:11:42 GMT -8
4-12-10: Updated Fortitude - Aegis 5-21-10: Updated Extra Health level to Vis mods 5-22-10: Updated Ammo rules 8-19-10: Several changes to the rules, please read over them carefully to note the changes. Highlights include, allowing Tremere. Rituals ability not granting free rituals. Thaumaturgy or similar powers all take a full round activation and cannot be combined with other celerity actions.
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