The Ghoul Rule
On your first visit to Carpe Noctum, the Storytellers require that you play
a ghoul. This is to give you the opportunity to experience the style and current
mood of Carpe before creating a character. This does not apply to visitors from
other OWbN games.
The Character Sheet Act
· If you do not have a current character sheet, and the Storytellers
cannot give you a copy, you relent to all challenges.
· When you create a new character, you must give us a copy of your character
sheet, or you relent to all challenges until you do.
· All character sheets must be approved. This is represented by receiving
signatures from a majority of Storytellers present at the game.
· All experience expenditures must be registered with the Storytellers
immediately, or your character does not have the powers.
· Cards or emails must be given to the Storytellers for experience points
for travel to other games.
· All players in Carpe may have one active character and one shelved
character.
· When a character is killed, shelved or retired you and/or an ST must
sign the sheet.
· PCs may not use disciplines above advanced in Carpe Noctum.
· PCs may not have six dots in abilities or backgrounds, except as per
the influence rules.
The David Powers Act (est. 1998)
· The rules are meant to facilitate the telling of artful stories. Manipulating
the rules is not an end in itself. The Storytellers reserve the right to inform
players that they cannot take certain actions that the rules do not specifically
disallow.
· You must attempt to give your character a resolved exit if you are
shelving or retiring your character, or not attending game for a while. If you
cannot make a graceful exit, you must leave a current copy of your sheet with
the Storytellers, who will resolve matters.
· The CF Addendum - One cannot escape an IC event merely by not attending
or leaving mid-game. If it appears that you are avoiding game to avoid IC consequences
and keep your character alive, the Storytellers will resolve the action for
you. The Assumption of Valid Information Rule
At any given time, the odds are good that there are aspects to a plot that you
don't know. If a Storyteller rules that a particular plan or attempt fails,
take a moment to consider if the problem is not what you think it is. If it
still appears that a Storyteller made an unusual call, feel free to ask him
privately, but do not expect to have plots revealed.
The Alison Rule (est. 1996)
If you remember that your character has something that would have altered a
challenge after it has been resolved, tough cookies.
Sumerian Poetry Rule [a.k.a. Hayward’s Rule] (2001)
There will be times when research out of game leads to benefits in game, and
Storytellers will force you to use your brainpower and knowledge, and not depend
on the mental traits of the character you are playing. Note that if there are
actions that you wish to attempt, the Storytellers are more likely to approve
them if you come to us with research in hand.
The "Prime Directive" Rule (2000)
In order to avoid the appearance of impropriety, it may be requested that Storytellers
not make any calls for certain people or scenes.
Technology Rule (2001)
We are a network game, and custom-designed technology acquired elsewhere may
not work exactly the same in our game. Other OWbN Chronicles have the right
to make custom-designed technology from Carpe have different functions in their
chronicle.
Technology Addendum: 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.
The Darksteel Act (2003)
Traits and powers derived from sources other than those used by the Storytellers
of Carpe Noctum, as listed on the chapter's website, must be approved for play
by a Storyteller and a hardcopy version of the rules in question must be made
available to the Storytellers by the player in question before it may be approved
for use.
Role-play Theater Rule (2004)
Players may resolve scenes without throwing challenges if all parties agree
to the outcome, as long as the actions taken are within each character’s
power level. This can include death scenes. However if any disagreement occurs
of the resolution of the scene, it must be resolved with challenges.
Rules Clarifications
Traits (Willpower and Attributes)
· You must have more positive traits than negative traits in a category
at character creation. When bidding, your opponent can always choose to accept
an inappropriate trait.
· You must have the temporary trait to spend the permanent.
Blood / Blood Bonds
Assume that you do not know if a bond breaks. If you feel that you should, see
a Storyteller.
Feeding
· If you win your feeding test, you are full blood capacity. If you tie,
you are at two thirds (round up). If you lose, you are at one third (round up).
· Note that there are no retests. If you want to hunt, see a Storyteller
for a feeding scene.
· The Kiss affects a majority of creatures.
· Licking a wound closes it only for feeding.
Healing
One blood heals two bashing, or one lethal (LotN:R p.199 is the correct interpretation).
It takes three blood, one willpower, and a full nights rest to heal each aggravated
wound (Hardcover LoTN:R p.200).
Torpor
Vampires sent into Torpor involuntarily (including getting assaulted after you
enter a voluntary torpor) spend the following amounts of time in torpor:
Morality |
Length of Torpor |
5 |
1 Week |
4 |
2 Weeks (or 1 Game) |
3 |
4 Weeks (or 2 Games) |
2 |
2 Months (or 4 Games) |
1 |
4 Months (or 8 Games) |
· To come out of torpor earlier than the chart states, blood is needed.
Blood will not bring a vampire out of torpor against his will.
· 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.
Morality
Humanity can increase by performing acts of humanity and holding yourself to
higher standards of morality. Inform a Storyteller at the beginning of your
ordeal, and we will keep watch, and may let you increase your score.
It is far easier to lose Humanity than to gain it back.
Paths of Enlightenment
All beginning characters must be on Humanity. If one wishes to abandon his Humanity,
he should inform a Storyteller of his quest. Changing your world-view is not
done overnight, and requires instruction from someone already on the Path you
seek. It will require IC behavior and knowledge tests at various points, not
RPS tests. Paths are not common knowledge, and attempting to learn one is a
personal story in and of itself.
Players of clans who have paths "available" to them should ask a Storyteller
for permission before taking a Path. Note that Paths are rather difficult to
play.
Morality Checks
· You can always choose to not make the test, and automatically fail.
· We will be using the charts in LotN:R as the guidelines for what causes
a crisis of conscience, not the supplemental text.
· A vampire can never bid more than twice his morality score on any Virtue
test.
How Virtue Checks Work
Courage: If you win the test, you are not afraid. If you tie, compare your courage
with the difficulty. If you fail, you are scared, suffer fear frenzy, and get
a negative trait.
Self-control /Instinct: If you win the test, you are in control of yourself.
If you tie, compare your self-control with the difficulty. If you fail, you
enter uncontrolled frenzy, and you get a negative trait.
Conscience: If you win the test, you don't slide closer to the Beast, and keep
your current Morality rating. If you tie, we compare your Conscience rating
to the level of the sin. If you lose, you lose the Morality trait. A Storyteller
may make your character Frenzy from the drop in morality, representing your
slide closer to the Beast.
Willpower
· Temporary willpower is regained at the rate of one trait per home game.
· Willpower may be used as a retest for any challenge.
· Willpower can be used as many times in a turn as you are willing to
spend it.
· Storytellers may restore willpower if characters perform actions that
hold particularly true to their nature.
Backgrounds
Allies – As per Laws of the Reckoning.
Retainers – You may have three mortal servants or two mortal servants and one ghoul per dot of Retainers.
Merits, Flaws & Derangements
· All characters who wish to take a merit or flaw that is not listed
in LotN:R should mark it as a "special flaw" on their sheets, and
be aware that the flaw may not travel to other games.
· Players are permitted to play a flaw without taking the points.
· If you manage to somehow manipulate your Flaws that they become Merits,
Storytellers will make efforts to remind you why they are Flaws.
· Merits do not stack, pick which merit you wish to use for a challenge.
Ambidexterity – You may use either hand, but do not
gain the offhand bonus.
Eat Food – All characters in Carpe Noctum get the "Eat
food" Merit for free, and it does not count against any totals. You can
choose not to take this free gift, however, no points are gained.
When visiting Carpe Noctum, we allow other OWbN vampires to eat and drink while
they are here, if they choose.
Cast No Reflection – This flaw may only be taken as
a zero point flaw, thus it is meant for flavor only.
Luck – Luck may be used once per game.
Multiple Personalities – Requires ST Approval.
Abilities
The Malkavian Madness Network – At the beginning of game,
each Malkavian is issued 3x5 cards, upon which he can write thoughts/emotions
that he is experiencing (one card per level of Awareness and Malkavian Time).
The cards are mixed, and redistributed to all of the Malkavians at game. In
this way, thoughts and information is passed over the network.
· Storytellers may add or subtract messages to the Network.
· A Malkavian who wishes to block the Network can attempt to win a simple
test for each message he does not wish to send or receive.
Lores – Please be aware that vampires get only a very
basic understanding of their powers and abilities from their sires. Players
who show an unhealthy amount of "White Wolf Lore" will be asked to
purchase Lores to represent this knowledge. If the appropriate Lore is not learned,
then your character simply does not know. When in doubt, ask. The Lore levels
in the Mind's Eye Journal are a good guideline. Lores are limited to three (3)
levels, unless you are a member of that clan, sect, or creature type.
Disciplines
Learning a new level of a Discipline that is In Clan for you takes one week
for each level that you wish to learn. Learning a new level of an Out of Clan
Discipline takes two weeks per level. Animalism
Quell the Beast prevents the spending of permanent willpower for Aegis.
Auspex
Telepathy
· Telepathy is line of sight for the player.
· Derangements can be bid as a defense against Telepathy. If the defender
wins the test, the telepath suffers from the Derangement for the remainder of
the evening. (This can be suppressed as per the normal rules)
Psychic Projection
A character can be visible for the duration of a scene after spending a willpower,
as long as the scene does not involve challenges. As soon as tests are thrown,
the player must start spending an additional willpower per turn.
When searching in Psychic Projection, you must be moving at walking speeds to
get a level of detail, and are thus constrained to a slow search.Dementation
All Malkavians with Dementation know when they invoke madness, except for the
two basic levels. The most a Malkavian can get away with is claiming that sometimes
the madness just flows, and he has little control.Dominate
A vampire can suspect that they were Dominated. If a character feels that he
has been Dominated, the player should seek out a Storyteller. Most of Dominate
may require the presence of a Storyteller.
Forgetful Mind
The identity of the Dominator is not automatically discovered when true memories
are revealed. Forgetful Mind does not allow you to root through people’s
memories and view them. You may talk through the story and attempt to discover
blocks.
Conditioning
To condition someone, see a Storyteller.Fortitude
Fortitude protects against staking. If you successfully test down all damage
taken, then you are not staked.
Presence
Most Presence powers are not immediately obvious once they wear off, unless
used bluntly.
Dread Gaze
You may dread gaze as many people as you wish, and you risk one social trait
per person, this is not subject to the mob scene rules. The person being Dread
Gazed must be able to see your face.
Summon
Summoning brings you to the person who summoned you, even if he moved.
Majesty
Majesty is Line of Sight. If you (the player) can see a person who has Majesty
up, you are affected. To attack the character you must risk willpower as per
the book.Thaumaturgy
We limit characters to a number of paths of Thaumaturgy equal to their permanent
willpower. Otherwise, see the OWBN Thaumaturgy Packet.
Pavis of the Foul Presence
Pavis simply cancels Awe and Summon, it does not work on Majesty, and it causes
Dread Gaze and Entrancement to backfire.
The Harpy Position:
The Harpy can, once per month, grant a single permanent Status Trait to any
Kindred in the city, so long as the recipient is a member of the Camarilla (i.e.
no Trustworthy for the Giovanni). The Harpy need not do this, if he sees no
Kindred deserving of the Status.
Combat
To speed combat we ask that players follow these rules:
· Only three people should be talking at any one time. These are the
challenger, the challenged, and the Narrator or ST. Anyone talking out of turn
will simply lose their action.
· 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 game
to bring the matter up again.
· Death is a deliberate action. No matter how much damage a character
takes, he falls into Torpor at the end of the turn. It takes a deliberate action
to cause death.
· An ST must be present for character death, or a Narrator that an ST
has approved for the scene.
· No more then five people are capable of attacking a single person at
one time.
· Cross canceling is allowed. (I.E. You may cancel an ability retest
with a willpower, or cancel Awe with an ability.)
· If during an opportunity to cancel a retest you choose not to, you
may not cancel subsequent retests on that challenge.
· The end result from a single attack does no more then three levels
of damage. (e.g. Player one attacks dealing five lethals to player two. Player
two reduces one level via Fortitude, leaving four lethals remaining, but only
takes a total of three lethal.) Order of Challenges
Combat flows in the following order.
Blood expenditures. Note that while the book does allow for some instantaneous
expenditures, all blood spent should be noted at this time. You may drop your
action to heal, unless you have already taken an action.
Alacrity actions go from highest amount of celerity to lowest (fleetness to
swiftness). If you take an Alacrity action you do not get a normal action. You
can always choose to hold your alacrity action if you would rather be able to
counter-act someone else’s action.
Alacrity Social
Alacrity Mental
Alacrity Physical
Normal Social (Necromancy)
Normal Mental (Thaumaturgy)
Normal Physical
First Follow-ups
Second Follow-ups
Off-hand attacks
Weapons and Armor
· We will be using Weapons rules from the book “Dark Epics.”
· Armor only gives you extra health levels.
· Armor does not stack.
· Weapons may be used twice per round with no problems. Any subsequent
use requires a simple static test or the weapon jams or breaks.
Staking
Staking requires that you win or tie two simple tests to stake. However if staking
is done at a distance, greater then three steps, it requires winning or tying
three simple tests.
Character Creation Quick Start
Remember that on your first time playing as a Carpe member, we will enforce
the Ghoul Rule. The Ghoul Rule is not a reflection on role-playing ability,
but is in place to minimize the friction when new players enter the game, both
with their adjustment to the rest of Carpe, and the adjustment of the rest of
Carpe to a new player.Think of a concept for your character and then use the following steps.
1. Choose a character name.
2. Clan: Check the Clan description to see what abilities and/or influences
you receive free with your clan.
3. Generation: You must play through the cycle of generations before you can
play any given generation again. For example if you play an 8th gen. character
who dies, you cannot play 8th generation again until you have played 9th, 10th.
11th, 12th, and 13th or 14th generations.
4. Attributes: Assign your primary, secondary, and tertiary traits at 7 / 5
/ 3.
5. Abilities: Choose five abilities.
6. Disciplines: Choose three levels of your In Clan disciplines.
7. Backgrounds: Choose five backgrounds. If you select any influences, you must
register them with the Influence ST. You may not have any starting influence
higher than level 3 without a background story in hand, and then your limit
is level 5, which will require a very good story. All Influence bought at Character
Creation is in levels, not traits. If you wish to have a level 4 or higher Influence
at Character creation, an accompanying WRITTEN background tale must be approved.
8. Merits and Flaws: Characters are limited to a maximum of 5 points in Flaws
and 5 points of Merits (without Storyteller approval) consisting of a maximum
of 3 Merits and 3 Flaws.
9. Humanity Traits: You receive a free trait in Conscience, Self-Control and
Courage. Then you distribute seven additional points among your Virtues. You
can figure out your Humanity rating by adding together your Conscience and Self-Control
and divide by two, rounding down. This is your Humanity rating. You may then
choose to drop it one point for two build points.
10. Spend your five Freebie Points.
11. Choose any other negative traits you might wish to apply to your character.Your character is now complete. At this time, you may spend any unspent experience
(maximum of 30 points) that you were allowed to rollover. This experience does
not count as build points. Your character can enter play as if this experience
had been spent long ago, thus the powers you purchase should be written into
your background story.Written Backgrounds, Haven Forms and other Paperwork
Written Backgrounds, Haven Forms and anything else that denotes extra time and
thought spent on creation will be worth experience awards. We are a network
game, and are bound by network rules and guidelines, as well as having to share
our universe.
Ghoul Creation
Ghouls are created according to the same rules as vampires, with the following
caveats.
Ghouls may have a maximum of 9 Traits in each Attribute, and follow a 6/4/3
pattern.
They start with 1 willpower (Max 4).
Ghouls have 1 blood point unless they have specifically been given more. Ghouls
can hold up to 4 points of vampire blood.
Morality, Abilities, Natures, Merits, and Flaws are the same as for vampires,
though not all merits and flaws are appropriate.
Ghouls receive 8 Freebie points to distribute as they see fit. These 8 points
include any backgrounds they may take.
Ghouls start with the first basic level of Potence.
Ghouls can also learn the first basic of Fortitude at In Clan costs. Beyond
that the Domitor can teach the ghouls his In Clan Disciplines at Out of Clan
costs and triple the learning time.
If a ghoul ever reverts to mortality, all purchased powers are inaccessible.
Ghouls for characters may be advanced at a one to one cost of experience.
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 takes
usually 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 1 trait in each of their Primary and Secondary Attributes.
Characters receive 2 freebie points, however these may only be spent on Disciplines,
Attributes, Merits & Flaws, and possibly abilities with a good explanation.
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 In Clans. If this is not possible he should
consult with a ST.
The Embrace breaks all full and partial 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.
Caitiff on the Rise: When Embracing, the sire makes a simple test. If he loses,
the Curse does not transfer correctly, and the new vampire is Caitiff. 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.