House Rules

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House Rules

These are the current house rules for the Sepia chronicle. Please realize that as the game goes through its growing pains these will be updated. We will make changes available as soon as possible to players.

Reputation/Status System:

Overview:

The reputation system is a method of rewarding players who exhibit the kinds of behaviors we are looking for such as; good role playing skills, a desire to help others in the game, those who wish to create a depth to the world we write together, and people who assist the chronicle in other ways.

Reputation points should not be confused with Experience Points. Reputation is measured by player and is one pool of points. It includes rewards, overall, for creating a better play environment; there are many ways to do this. XP on ther other hand are just representative of character growth.

Reputation points can be spent on a number of things for your characters. The maximum number of reputation points that can be gained in one month is ten. Overcap may be allowed in certain circumstances ( see information on spotlight games). While there is a listed point cost for all add ons they are at the discretion of the ST staff.
Players will receive a Player ID Number. The amount of reputation banked by the player will be linked to this ID not individual characters.

One of the primary ways for players to expend reputation is on status. Status levels increase the options available at character creation. They must be purchased in order, you may not purchase status 3, until you have purchased both one and two. Any experience gained from increasing in status do not apply to existing characters. Players will have their status level attached to their Player ID. Any character created will have the status of the player listed in its note section as of the date of character sanctioning.

Ways to Gain Status:

Method Number Available Who Dispenses Points
Game Attendance: This reward is for players who exmplify the goals of the chronicle. It is frequently given to the winner of the RP or Costuming XP award. However it is ST discretion. Half as many points as players, each game Lead ST 
Service: This is given to players who go above and beyond gaming. This may be given for assistance in website creation, toting players, whatever the City ST considers fair. One point per player in the City. These awards are given monthly. City ST
ST Service: This award is given to Lead STs and Assistant STs for being the architects of our shared world. Two per game plus one per ST on the staff. City ST
Narrating Service: These awards are given to those players who step up to run scenes, and take on the role of NPCs in our game. One per Narrator on the staff. These awards are given out monthly. Lead ST
Non Traditional RP: This award is given out for those players who go above and beyond traditional game to help expand our game. They may receive this award for everything from Blue Booking to character journals. Half as many points as reporting players. These points are awarded monthly. Reporting ST



Other Information:

Below are links to some important tables.

Character Creation:

Free Traits:

No character may begin with more than 15 points worth of free traits. These points may come from any combination of.

Initial free traits: 5
Flaws: up to 7
Negative Traits: up to 5
Lowering Humanity one traits: 2
One Derangement: 2 points

Negative Traits:

While any positive adjective may be taken as a trait with ST approval, only sanctioned negative traits may be taken. This is to allow for proper bidding of negative traits. The traits allowed are:


Physical:


Clumsy
Cowardly
Decrepit
Delicate
Docile
Flabby
Lame
Lethargic
Puny
Sickly

Social:


Bestial
Callous
Condescending
Dull
Feral
Naïve
Obnoxious
Repugnant
Shy
Tactless
Untrustworthy

Mental:


Forgetful
Gullible
Ignorant
Impatient
Oblivious
Predictable
Shortsighted
Submissive
Violent
Witless

Trait Maximums:

We use a stair-step method to determine trait maximums per category. Your primary attribute category is set at the maximum for your character type; then, subtract one for secondary, and two for tertiary. A mortal character would therefore have traits maxed at 10/9/8. Kindred traits are limited by generation, Mage characters are at 10 + arete, and Garou are limited by their Rank.

Abilities:

Specialties:

A free specialty becomes available when a character attains the 4th trait in an ability. They may be purchased early for 3 experience points; please note that if they are purchased early you do not receive an additional specialty at your 4th trait. At the 5th trait of an ability (and every level above if your trait caps allow it) you may purchase an additional specialty for a further 3 experience points. You may not spend free traits on a specialty.

Alertness:

Alertness may be used to to detect powers used on you. If a power is unsuccessfully used on a character, that character may make a static mental challenge (difficulty equal the original characters mental traits) to detect the abilities use. (awareness retest) It is the Narrators discretion as to the information gained, possibly identifying the specific ability, and/or who used it. The Narrator may not require a test depending on the circumstances.

Politics:

A level of politics may be burned to learn a character's sire/mentor/elder or master. You must have reputation traits in the target's sect to have the option.
If a player is actively obfuscating their identity they may burn a subterfuge to cancel this politics expenditure. The player must be actively role-playing the subterfuge. Declaring your real name, tradition, and place of location is a bad way to keep your sire a secret.

Survival:

May be used as a retest during feeding challenges.

Drive:

Without any levels in the drive ability your character cannot drive. A drive test may not be necessary unless special maneuvers are being used; however, no drive = no driving.

Linguistics:

Will be on a graduated scale listed below. You receive double the listed amount for Natural Linguist merit.

Level/# of Languages
1/1
2/2
3/4
4/8
5/16

Backgrounds:

Generation:

Buying a 6th dot in generation with a high status character costs 10xp. Characters cannot purchase below 6th generation.

Influences:

We will be using the Dark Epics rules for Influences put them here!!

Mentor:

Mentor is not an available merit in Sepia it has been replaced with the mentorship program. (see below for details) If your character type comes with the option for a free level of mentor, you may instead gain an additional XP from the Mentoring Program.

Acolyte/Retainer/Kinfolk:

Retainers and kinfolk operate in the book with the following additions. Firstly Acolyte is a new merit and it uses the same rules as retainers and kinfolk, but for Mages. This background may be taken multiple times but each NPC is still limited to 5 levels. NPCs will be made by the character's reporting ST with input from the player. The Level of the background will determine the number of experience points added to the NPC, additionally your retainer may not have more levels in a power (disciplines for Ghouls, Combined Gifts or Fetishes for Kinfolk, Sorcerous paths for Acolytes) then you have in the background.

Resources:

At the first game of the month (per genre) you may expend all resources traits to receive money according to the book, however they will be reduced to 10% of listed prices. This is due to the difference in prices the amounts have been decreased to reflect the change in time. Liquidating assets will follow the same decrease percent.

Wonder/Fetish/Totem:

In addition to being restricted by status level these backgrounds will be carefully monitored. If you qualify for one of these backgrounds by status you may purchase it at character creation, out of the approved books. In game acquisition of these items is up to the ST staff and they must still be purchased with experience points. Any of these that are not out of an approved book must be approved IN ADVANCE of the item entering game play.

Demesne/Cult/Enhancement/Past Life:

These Backgrounds are not available.


Chantry:

Due to the large scale nature of this Background it is not available per se. Now there will be chantries (not to mention Caerns), it just isn't a function of PC XP expenditure.

Merits/Flaws:

Twin Souls:

This merit is not available.

Lucky:

In all Genres the Lucky Merits should read as in the L:oW (p. 97). One retest per session, 3 trait merit.

Unbondable:

This merit may only apply to the bloodbond for Kindred. If taken as a mage it must apply to some other form of corruption, as per L:oAC, (p. 83)

Magic Resistance:

In addition to not being able to learn Thaumaturgy, you may not learn Necromancy or any Sorcery paths. Mages may not take this merit. Changers that take this merit may not learn any Sorcerous paths and are two traits down on ritual challenges.

Common Sense:

If you have this merit alert the STs before a scene begins if possible, we'll try to remember but make an effort to remind us.

Deformity:

The penalty only applies if you are in your true form, any powers which change your appearance negate the penalty.

Enchanting Voice/Natural Leader/Bruiser/Friendly Face:

The traits gained from these merits do not combine together, however since they apply to different situations it may still be beneficial to have multiple of them. For example: Bruiser applies without using your voice, but Enchanting Voice does not.

Disfigured:

You may initiate social challenges when you true form is not apparent. This clarification also applies to all clans with appearance related problems (Gargoyles, Nosferatu, and Samedi).

Experience Points:

Awards:

Attendance:

Players will receive one XP per game automatically. A pool of points equal to half of the total players (round down) will be available to split between RP and Costuming nominations. No character may receive, for any reason, more than three Experience Points per session without the game in question being a Spotlight game.

Non Traditional RP:

Each character may earn an additional up to 2 XP are available once a month for Blue booking, Character Journals, Forum Games or Soft RP (Downtime Reports, while they may be written in character will be handled in a separate section of this document) These points are entirely decided upon by your reporting ST, "I did some stuff" does not a character journal entail. The amount of XP awarded will be based on both the quality of the writing and the amount of story fodder it provides the reporting ST. Soft RP awards may be awarded from an ST being present or from a detailed write up of the scene. Please note that the number of Soft RP scenes is not necessarily relevant. Only up to two XP are awarded for the month for the entire category. (For more information on what we mean by Blue Booking, Character Journals or any other terms please seek out an ST).

Haven/Sanctum Write Ups:

Haven write ups are one of three ways that a character may begin with extra experience points on their character. A detailed write up of the character's haven may merit up to 3 extra experience points to spend on the Haven merit. These points are only to be spent on the haven merit and they are a reward for helping flesh out the game world we all share. Only the most detailed write ups will receive all three experience points. Things such as schematics/floor plans, details on security, information on ways into and out of the area etc. Mages may gain the same benefit for the Sanctum merit. These write ups are due no more than 30 days after the first game a character is played.

Character History:

This is the second way that a character may begin with extra XP (the third is through status). Writing up a detailed character history may warrant up to three extra points. Only incredibly detailed histories that provide interesting character and story hooks will net you three points. Nothing in your history is set in stone until it is approved by a ST. These write ups are due no more than 30 days after the first game a character is played.

XP Cap:

The amount of XP you may receive in one month is based on the total amount of experience points on your character, this is on a graduated scale. To find out what your cap is for the month take any experience points on your character, and then subtract the amount of XP your current status level would award (this is the only time that your status level affects characters after creation) this number is then compared to the below list to find your cap.


XP Cap
Current X.P. Cap per Month
0-54 6
55-104 5
105-156 4
157-216 3
217-250 2
251+ 1


Challenges:

Retests:

Only one retest per category; Abilities, Willpower, Merits Supernatural powers. This means that only 5 retests may be made per pull (4 categories + overbid).

Combat:

Surprise Attacks:

May be negated by the expenditure of an alertness trait. Particularly well set up ambushes may, at the ST's discretion negate this option.

Equipment:

General:

Scene Timing:

For abilities based on a length of "scene" the default time will be one hour, unless a scene change is denoted by a Narrator.


Mentoring Program:

This link will give you more information about our Mentoring Program

Genre Specific Information Rules:

Mage:

Rotes:

You receive two rotes for every level of sphere you attain.

Dynamic Magic:

Spheres without Foci:

Unique Foci vs. non Unique:

Seekings:

Vampire:

Generation:

Due to the historical setting, generation will start at 12th for all characters.

Assamites:

We will be using the alternative (read: old) Assamite flaw. This is detailed at the bottom of page 47 in L:otN.

Tremere:

Tremere may chose from Path of Blood, Movement of the Mind, or the Path of Conjuration as there beginning Thaumaturgical path. This path will count as an In Clan Discipline for the character and should be clearly marked. Other paths may be purchased at Out of Clan Rates, with the proper teachers.

For the purpose of character creation a Tremere may purchase a second path once he/she has attained Intermediate rank in their primary path, they may then learn a third path when they attain advanced rank in that primary Path.

In addition to these rules while Thaumaturgical paths other than their primary count as out of clan for the purpose of calculating XP cost, they may still count as In clan for detmining whether or not you may purchase them at character creation. (e.g. a Status 2 Tremere may still purchase a second path of Thaumaturgy, as long as he pays his primary path up to Intermediate first)

Malkavian:

The greatest prank the Malkavians ever pulled hasn't happened quite yet. So given that it is the 20s the clan (within the Camarilla anyway) still has Dominate instead of Dementation.

Werewolf:

Renown

Tracking Renown can be a bit of a pain so we will track it thusly. Throughout the day at games STs will carry temporary Renown cards, these will be worth differing amounts and must all be signed by an ST. Players are not to ask for these cards, they are by ST discretion. To deal with situations where STs are not there or may have missed something, there will be a period during wrap up when players may nominate others for Renown gain. You may not nominate yourself. The Renown ST will handle any rulings at that time as to how much Renown to award. At Moots these temporary Renown may be turned into a permanent Renwon as per the Rites of Accord. At that time RP will require a reciting of the reasons that the Character gained the Renown. Realize, oh ye Galliard players, this is your job.

Storytelling:

Starting a Chapter:

Code of Conduct:

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