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/Standing & Status System:

Overview of the Status System

Effectively every player has two pools of points; Standing and Reputation. Standing is awarded for activities which help grow the OOC aspects of a game, such as Internet support and donations of snacks. Reputation is granted to players who assist with making the IC world a more intricate place, those that continue to exhibit great role-play and costuming are an example of the players who will receive these awards.

After attaining a certain number of these points they gain a new level in the appropriate category. Both Standing and Reputation award different amounts of benefits at each level. Reputation provides Build Points for new characters. These points can be used to purchase restricted items, as detailed in this chart. These points are only for newly made characters, characters already in play as you gain Reputation Levels are instead awarded Spotlight Points. Standing Levels however, grant Experience Points. The chart for how many XP are awarded per level is here. It is important to note that there is a lesser award for characters that are already in play.

Status is the last thing tracked for a player. Your status level is merely the sum of your Standing and Reputation levels. Status serves three main purposes; firstly your ranking serves as an overall indication of your assistance and support to the organization, secondly your characters beginning status traits are based off of this level (Renown for Werewolf), lastly your beginning Arete and Generation are limited by your Status level. Status, as it raises, does not provide benefits to characters that are already in play.


How do I gain Standing?

Below is a list of the possible awards for Standing and how much you can be awarded, and who can give it out.


Activity Who Awards How Much
Website Work City ST 15 Points available per Month
ST Staff (Lead ST) City ST 8 or Nothing
Recruitment: New Player plays at least 2 games. City ST 10 per Person Recruited
Donations to Prop Closet City ST Depending on Price/Size/Quality of Prop, Limit of 30 Points per month 100 per year (per person)
Donations to Costume Closet City ST Depending on Price/Size/Quality of Prop, Limit of 30 Points per month 100 per year (per person)
Other Services Lead or City ST Up to 10/15 Discretionary Points per Month
Donations to Library City ST Depending on Price/Size/Quality of Prop, Limit of 30 Points per month 100 per year (per person)
ST Staff (Narrators) Lead ST 3 or Nothing
ST Staff (Assistants) Lead ST 5 or Nothing
ST Staff (City ST) Vote of Lead STs 10 or Nothing
Site Clean Up Lead ST

5 Per player who Actually assisted


How do I gain Reputation?

Below is a list of the possible awards for Reputation and how much you can be awarded, and who can give it out.



Activity
Who Awards
How Much
ST Staff (Lead ST)
City ST
8 or nothing
ST Staff (Narrators)
Lead ST
3 or nothing
ST Staff (Assistants)
Lead ST
5 or nothing
ST Staff (City ST)
Vote of Lead STs
10 or nothing
Non Traditional RP
Lead ST/City ST
Each Lead nominates 1 player who receives 5 Points, the City ST chooses one for an additional 10 point award

Player of the Month
Players through votes submitted to City ST
10
Player of the Year
Players through votes submitted to City ST
75
Exemplary RP
Lead ST
For every 5 players at game, 1 may receive 10 points
Exemplary Costuming
Lead ST
For every 5 players at game, 1 may receive 10 points
Portraying NPCs Lead ST 2


Other Information:

Below are links to some important tables.

Standing Level Information

Reputation Level Information

Status Level Information

Build Point Costs

Character Creation:

Overview:

Due to the expanded character sheets of Table Top characters versus traditional MET sheets more careful record keeping is recorded during character creation. All characters must be submitted in two forms, the first with only freebie points spent and the second with all XP spent accompanied by an XP log detailing out all expenditures. To simplify and make your ST's lives easier we've put the build for all PCs below, if there is a disagreement between the books and these rules, these rules supersede.


Builds By Genre:

Vampire: The Masquerade (Camarilla Vampires)

Attributes: 7/5/3

Abilities: 13/9/5

Backgrounds: 5

Disciplines: 3 (All three of which must be in Clan)

Virtues: 7

Humanity: Conscience+Self-Control

Willpower: Courage


Mage: The Ascension (Tradition Mages)

Attributes: 7/5/3

Abilities: 13/9/5

Arete: 1 (Can not go above 3 with Freebie Points)

Spheres: 1 (specialty Sphere) + 5 additional (Capped at Arete rating)

Backgrounds: 7

Willpower: 5


Werewolf: The Apocalypse (Garou)

Attributes: 7/5/3

Abilities: 13/9/5

Gifts: 3 (1 from each Auspice, Breed, Tribe)

Backgrounds: 5

Rage/Gnosis/Willpower: Based off of Aupice/Breed/Tribe respectively


Attribute and Ability Purchases with base Points:

Without ST permission no Attribute may be raised to 5 before Freebie Points, and no Ability over 3.

Freebie Points:

  • No more than 7 points worth of flaws may ever be claimed for Freebie Points, (i.e. take more if you'd like but you're still only getting 7 points). 
  • Merits may be bought with regular Freebie Points and do not have to be balanced with flaws
  • Attributes may be purchased up to 5 with Freebie Points and Abilities to 4.
  • If abilities will be raised to 5 with Freebie points the ST must be notified.
  • Your character must be viable at the end of Freebie Point expenditures, before any XP are placed on the sheet, if it is not, it will be handed back to you to re-make. (i.e. Your character must be playable without Xp)

Abilities:

Abilities In Play:

Due to the huge number of Abilities that are in the books a separation must exist to declare what are and aren't in play. To start with no ability will be outlawed, as there's really no need; however, since the STs must be able to make calls for ability checks that are reasonable there will be three designations for abilities.


  • Main Abilities: These abilities are considered "Standard" anyone can take them and expect to use them regularly.
  • Secondary Skills: These are more aptly subdivisions of a regular ability and as such they are bought at one half price but may not be called on very regularly, you may ask an ST if your secondary skill can be used in place of a regular ability.
  • Oddball Abilities: These don't really fit as Secondary Skills but may not be called on very often, they are still bought at full price.


Main Abilities:

Talents

Alertness

Athletics

Awareness

Brawl

Dodge

Empathy

Expression

Initimidation

Leadership

Primal-Urge (Werewolf Venue only)

Streetwise

Subterfuge

Skills:

Animal-Ken

Crafts (Must chose a focus)

Drive

Etiquette

Firearms

Meditation

Melee

Performance (Must chose a focus)

Ride

Security

Stealth
Survival

Knowledges:

Academics

Bureaucracy

Cosmology (Werewolf and Mage Venues)

Enigmas

Finance

Investigation

Law

Linguistics

Lore (Special)

Medicine

Occult

Politics

Rituals (Werewolf Only)

Science (Must Chose a focus)

Specialties:

There are no Specialties awarded for high attributes.

You gain a specialty for free at the 4th dot of an ability and the second at the 5th.


Mage:

Spheres act the same as abilities for the purposes of Specialties.


Politics:

A Politics check may be made to learn a character's sire/mentor/elder or master. You must belong to the same society as the target to be able to make the pull. (Target Difficulty is 5)
If a player is actively obfuscating their identity they may make the roll contested. 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.

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. Here is a link to said book. (www.scribd.com/doc/7074367/Dark-Epics-28200129) Pages 57-70 have the full rules for influences, and you can always ask your local Influence ST if you have any questions.

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:

To represent the 20's economy we are reducing the resources payouts to 1/10 of their book value. Their are a couple other rules as well for tracking your money.


  • Each month you choose in your DTR whether to withdraw your money or bank it.
  • If you do not file a DTR or do not place your wishes in it, you are assumed to have banked the money.
  • Banking your cash will be done by Christopher, and will apply an ammount to your current bank equal to one less than your normal Resources level. For example, If you have a 3 resources (normally 300 dollars) and you bank you'll have 100 dollars applied to your bank (the amount from Resources 2).
  • If you have a resources 1, 25 dollars are attributed to your bank.
  • Any month in your DTR you may chose to have some or all of your bank money removed, this does not take a Personal action, and should just be noted in the DTR.
  • The only way to get the full amount of your money in a given month is to remove all of it. This will be paid out at the beginning of the first game of the month.
  • The main issue is that if you have your money withdrawn it is your responsibility to keep a hold of it, if you lose the physical cash, it's gone. You may not withdraw money during games without using influences.

Wonder/Fetish/Totem:

In addition to being restricted these backgrounds will be carefully monitored. If you purchase one of these items with build points it must be 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 appear 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 your character (In case it need be said, these points would only apply to the character for whom the write up is for). These points 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. Characters without Haven/Sanctum write ups will be considered to live in a bare minimum of protection and non prime real estate. If you want something nicer, write it up. 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 Standing Level). 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

Learn Times

As stated in the write up of Down Time Reports, Learn Time Actions (LTA) can be spent towards learning things. This does not remove the cost of the XP but merely represents the training time required to learn the new item. Below are (theoretically) all of the types of things that you can buy with XP, as well as the number of LTA required to learn them. Individual sections may have side-notes.

In all cases the listed cost is assuming you are purchasing that level, not the next. I hope that's not confusing but effectively, whatever level you want to purchase, look at that line and there's your cost.

Generic


Attributes
XP
LTA
1-10
1
--
11-15
1
--
16-20
1

--


Abilities
XP
LTA
1-3
1
--
4-5
1
2
6+
2
3
Specialization*
1
2
  • Please see our rules on Specializations for more information.

Lore

In Group
XP
LTA
1-3
1
1
4
1
2
5
1
3
Out of Group (In Genre)


1-3
1
2
4
1
4
5
1
6
Out of Genre


1-3
1
4
4
1
8
5
1
12


Backgrounds
XP
LTA
1
1
--
2
1
--
3
1
--
4
1
8
5
1
10


Other
XP
LTA
Willpower
3
2
Buy off Flaw
2* Cost
ST Discretion
Buy off Neg. Trait
2
ST Discretion
Merit
2* Cost
ST Disceretion


Vampire


Disciplines
XP
LTA**
Basic: In Clan
3
--
Basic: Out of Clan*
4
--
Intermediate: In Clan
6
--/6**
Intermediate: Out of Clan*
7
--/9**
Advanced: In Clan
9
10
Advanced: Out of Clan*
10
15
  • Please see page 133 of LotN for rules on learning out of clan Disciplines.
    • The First Intermediate Costs no LTA, the second does.
      • In addition to those rules we add the following, LTA costs for out of clan Disciplines may have 1/3 of the cost paid by the tutor. (Effectively if a tutor is spending the time to teach appropriately, the student may learn an Out of Clan just as fast as an in clan.


Rituals
XP
LTA*
Basic
2
--
Intermediate
4
2
Advanced
6
5
  • Occult, and some uses of Church Influence may reduce, or remove entirely the LTA costs of Rituals.


Other
XP
LTA
Path Trait
3
ST Discretion
Virtue
2
4


Werewolf


Gifts
XP
LTA
Basic: In
3
--/
Basic: Out
4
--/
Intermediate: In
6
6
Intermediate: Out
7
9
Advanced: In
9
10
Advanced: Out
10
15


Rituals
XP
LTA*
Basic
2
--
Intermediate
4
3
Advanced
6
5
  • Occult, and some uses of Church Influence may reduce, or remove entirely the LTA costs of Rituals.

Other
XP
LTA
Rage
3
--
Gnosis
3
--


Mage


Spheres
XP
LTA
Basic: Specialty
4
--
Basic: Non
5
--
Intermediate: Specialty
8
--/6*
Intermediate: Non
10
--/9*
Advanced: Specialty
12
10
Advanced: Non
15
15
  • The First Intermediate costs not LTA, the second does.
Arete
XP
LTA
How Frequently Purchaseable
1-3
4
4
1 per 6 Months
4-5
4
6
1 per 6 Months
6-7
4
10
1 per Year
8-9
4
15
1 per Year
10
4
20
1 per Year


Other
XP
LTA
Rotes
1 per Level
--


Downtime Reports

Okay everyone here is the Downtime report write-up, enjoy, and if you have questions please e-mail me at Captainmargraves@Gmail.com

Step by step instructions with side notes

  • 1) Download the DTR from the googlegroup.
    • a. If you are not a member of the googlegroup you should remedy this by doing a googlesearch for SepiaLARP, and joining.
    • b. Look in the Downloads section at the bottom of the googlegroup page.
  • 2) Once downloaded fill out the top section, this is the easy part.
    • a. Genre = Vampire: Camarilla, Werewolf, or Mage: Traditions (for now…mwaahaha)
  • 3) Personal Actions Section
    • a. Unless otherwise stated every character receives two Personal Actions (PA) per month.
    • b. Personal actions are left vague for a reason, In Character description goes a long way towards determining what we take to be a fair use of personal action.
    • c. Some sample uses of PA are:
      • i. XP expenditure (Look for a further document on this
      • ii. Following up on plots
      • iii. Growing towards a new Influence that you don't already have (see the XP documentation on this
      • iv. Other things that your character might be doing in the month.
    • d. Remember to put both the IC description of your activities and what you hope to acommplish with your action. See the example that follow if you're confused.
  • 4) Retainers Section
    • b. Retainers each get one Personal Action per month that they will use for you.
  • 5) Contacts Section
    • c. Contacts can be assigned to a specific influence for a month, during this time you will receive Rumors as if you had the level of Influence that the Contacts represent (You have three Contacts and spend 1 in Street and 2 in Church for the month, you get rumors as if you have 1 Street and 2 Church.)
  • 6) Influence Actions Section
    • a. Okay this is where it gets slightly trickier, especially if you're new to the game.
    • b. You should start by knowing your levels of influence and what Endeavors you can perform with your levels. If you're confused by this please go to http://www.scribd.com/doc/7074367/Dark-Epics-28200129 and flip to page 56. This goes through each influence type and lists sample endeavors.
    • c. There are two kinds of endeavors, generic and influence specific, for right now we're just going to deal with the Influence specific ones. The endeavors listed under the specific Influence types are examples of the sort of thing that you can do with your level of influence. If you want to perform an action like this then follow the following steps.
      • i. Place the influence name in the first box
      • ii. Place a description of how your character is exerting this particular influence action. Having a filled out Influences Chart will help with this. (Coming Soon)
      • iii. Place the name of the endeavor you want to perform in the desired effect box.
      • iv. Place the level of the endeavor in the Influence expended box.
      • v. That's it.
    • d. Generic endeavors up the ante slightly, there are a number of them and they are all SUMMARIZED below. I emphasize this because it is your responsibility to read and understand the action fully. Many of these generic actions are tied to other actions and this should be noted within the Desired Effect box, (again, see example for clarification).
      • i. Attack: This influence is useable only against someone on whom you've performed a successful Trace action. The number of influence traits you spend on this action determines its effective level. If the Attack exceeds the targets Influence Level (plus any Defend action levels) they lose a level at the end of the month. Realize that you may only attack influence with the same type.
      • ii. Block: The Block action allows you to prevent Influence Specific (read, not Generic) endeavors from occurring that month. You may only block actions that you are capable of performing. For example if you only have Church 3, you may not block actions to Access ancient Church lore, as that is a level 5 action. You could however perform a block on Passing as a Member of Clergy (a level 1 action). The number of influence spent equal the effective level of the Block, and sets the number of Boost actions that must be spent on an endeavor to overcome your Block. You can specify any of the Influence Specific Endeavors that you can perform and realize that the level of the Block does not relate to the level of the endeavor. As long as you can do it, you can block it, even if you only put one towards the Block.
      • iii. Boost: Boost is simply adding additional levels of influence to an endeavor to overcome any Blocks that may be in place. If the Boost is equal to or higher than the Block your endeavor goes through, although it does not destroy the Block, only allows that one specific Endeavor through.
      • iv. Combine: This action allows you to loan Influence to another person at a cost of two for one. It is important to note that you may not use these actions to perform endeavors that you normally can't, they are merely useable for adding extra levels for you to use on things you can normally do. For example if you have Industry 3, you can only perform Influence Specific Endeavors up to level 3, even if a friend loans you two Industry (thus spending 4 themselves). Instead you can use these 2 extra actions to perform an additional level 2 endeavor, or even perform an Attack. Many times these extra actions will be used to Conceal, Boost, or Stealth an action that you are already using.
      • v. Conceal: Conceal hides your influence from Trace. Someone must overcome (not tie, actually beat) your Conceal level on a specific influence, with Trace to have it be considered successful.
      • vi. Defend: This is the action taken if you believe you will be Attacked in a given influence. The level of Attack must exceed both the Influence level AND the Defend Level combined to be considered successful.
      • vii. Follow: Once a successful Trace has been performed you may Follow someone's influence. Remember that the Follow can only be performed on the influence that was Traced. The number of influence actions spent on the Follow action determine its effective level. As long as the level of Follow exceeds the targets Stealth level for a given endeavor, Follow will allow you to find out every action they are performing in that Influence. For example if someone has two endeavors this month, and applies 4 levels of Stealth to one, your Follow (level 1) will only allow you to find out about the non Stealth action. There is no limit to the number of actions that can be uncovered with Follow, so long as the person doesn't spend Stealth, you find out about it.
      • viii. Growth: The easy one, Growth is simply used to build your influence up. You must bank a number of Growth levels equal to three times your current level to increase your level. If you have Legal 3 and want to raise it to 4, you must acquire 9 Growth levels. This is the only endeavor that can be banked.
      • ix. Stealth: This action functions identical to Defend, except it conflicts Follow and Watch. You may Stealth any Influence Specific Endeavor, as well as Attack, Block, Follow, Growth, or Watch.
      • x. Trace: Trace may only be used when you have officially encountered a given influence. You may not chose a character a decide to Trace them. Instead you must have encountered evidence of the Influence in action. The allowed methods include, suffering an Attack from the influence, noticing an endeavor through Watch, successfully Blocking someone's Endeavor, or having your own endeavor Blocked. If someone ever loans you influence with Combine, you may Trace them, or if they agree to let you Trace it (we must hear it from them, not you). The total actions spent on Trace determines its effective level. It must be higher than the Conceal or Stealth to be effective. If Trace is successful you find out the; owner's identity, whether their Influence level is higher or lower, and their general description of their influence. Of course you then gain access to all the endeavors that require a successful Trace. It bears repeating that Influence actions must be performed with the same type of Influence. No tracing Police with High Society.
      • xi. Watch: The Watch endeavor is used when you want to look for a specific type of endeavor being used. Watch can be used for any Influence Specific Endeavor that you can normally perform, and the generic endeavors; Attack, Block, Follow (if you're the target), Growth and Watch. For example by spending Church influence you can tell if anyone in the city contacts Supernatural Hunter Groups for the month. (barring them adding Stealth to the action.)
    • e. Other types of actions from those listed inside the books. The levels of influence are rough guidelines, you can try something, and we'll let you know if you can do it. In general you should only perform endeavors from the book, however circumstances occasionally warrant other types of actions. Just be flexible.
  • 7) Other Notes
    • ....other ...notes?
  • 8) Questions for ST
    • Please don't waste our time here.
  • 9)Feeding Habits/Caern Duties & Totem Bans
    • Obviously not for Mage, but for Vampire or Werewolf this section is actually important. We just need a little information about how you go about each of these activities. I don't need a paragraph about them but some information is nice.
  • 8)XP Expenditures
    • a) Firstly if you are buying something that doesn't require LTA then this is just as easy as typing in what you'd like to buy and us deciding that a) you have the points and b) it makes sense for you to get the item.
    • b) If it does require LTA then you must spend at least 1 xp every month on the item, whether you spend an LTA that month or not, until the item is paid off. For example if I'm buying Arete 3 (4 XP and 4 LTA) and I spend 1 XP and 2 LTA my first month but don't have the LTA to spend the following month I still have to spend another XP towards it. If instead I paid all four of the XP the first month I can take as long as I want with the LTA.
  • 7) Learning Times
    • a. You are expected to keep track of your own LTA Expenditures in tandem with us doing it.
    • b. Until the item has been placed on your character sheet in grapevine it should be left on your DTRs.


Challenges:

Retests:

Only one retest per category; Abilities, Willpower, Merits, and 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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