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CLAN-SPECIFIC
NOTES [Top
of Page]
General Notes: In
regards to clan-specific genre the latest revised Clanbooks
will be used as a guideline. An example of clan-specific
items that may be superseded would be clan advantage
and disadvantages. Caitiff: A Caitiff must start at
tenth generating or weaker. A Caitiff gets three disciplines
from the cardinal eight, which will be considered "in-clan"
and will not require a teacher.
MORALITY
PATHS & PATH CONVERSION [Top
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General Notes: Characters
will not be permitted to start play on a Path without
ST approval.
Switching Paths:
(Work in Progress)
At this point
the character makes a Conscience/Conviction
test for the sin committed. If they succeed they will
have retained their 1 Morality trait and must try again.
If they fail they must then make a Self-Control/Instinct
test the stave off frenzy. If they fail they enter Wassail
(permanent frenzy) and either become an NPC or are retired
from the game. If they succeed at this second test,
they must make a static Willpower test with a difficulty
of 7; ties on this test will go to the PC. If they fail
this third test they will enter Wassail and become an
NPC. If they succeed the third test they will discard
their last point of their previous Morality and gain
one point in their new Morality. The will also have
1 trait in any new virtues the new path requires, losing
all points in the discarded Virtues. There will be no
reimbursement or replacement for these lost traits.
ABILITIES
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General Notes: The
Alertness and Blind-Fighting abilities
will be permitted to characters. The Martial Arts
ability is not be permitted to characters. In order to
gain the special abilities of a weapon, such as "staking"
"speed" "high caliber", etc. the character
must have at least one level of the appropriate ability
to use said special ability. Without the appropriate ability,
the character can still use the item in question, just
without the special ability. A character may spend a Willpower
to enter a challenge he does not have the ability for
in order to gain the special ability.Crafts:
In order to craft a work
the artist must spend a number of weeks working at a piece.
The player will be permitted a simple test for each week
of work. Each success will add one to the final craft
rating, with the maximum rating, with the maximum rating
being the characters crafts score. A simple or rushed
work may be executed, but in no case will the craft score
of the piece be higher than half (round down) of the characters
craft score. Reproductions do not have the same impact
as the original and thus may never have a score higher
than 2. A piece that illustrates/uses multiple media/crafts
or artists will use the average of the skills involved
i.e. A movie may only have a score of the average of the
director and the actor, or a read poem will use the average
of the expression and the performance: oratory skills.
Expression: Works
the same as crafts, but for written, spoken, or sung pieces.
The expression rating is based off of the time spent preparing
or practicing for the performance. Lores:
Each character is presumed
to understand how powers that they possess work. Beyond
this, the lore ability will be handled as follows:
- • Starting Lores: At
character creation a PC will be granted free lores
that fall into the following categories; Genre Lore
x1 (ie. Kindred Lore x1), Clan Lore x1, Sect Lore
x1, and Background Lore x1 (must be academic/culturally
derived, such as language, customs, et cetera. No
combat applications.) As with all lore abilities,
these must first be approved by an ST.
- • Learning Lores: A
PC may learn any lore provided that they have an appropriate
teacher or source from which to learn. It will be
left to ST discretion as to what is considered an
"appropriate" teacher or source for any
given lore. Note: Players should understand that when
dealing with creature/sect/clan specific lore for
such things as Lupines, Demons, Sabbat, Baali, et
cetera, that once they achieve level 3 in these exclusive
lores they can expect that they will then begin crossing
into areas of knowledge that can often only be obtained
through actual interaction with said creatures/sects/clans.
Needless to say, this is when things will become increasingly
dangerous for the knowledge driven PC.
-
•
Kindred Lore: This lore is required to understand
any disciplines that are not considered to be in-clan
for your character. Furthermore, once a character
has reached Kindred Lore x3 s/he may also understand
the workings of any clan specific disciplines that
are not considered in-clan for any clan that is
not listed as being R & U, as defined by OWBN
Rare & Unique Procedure (http://www.owbn.org).
In order to understand the workings of clan specific
disciplines for R & U clans, the PC must possess
said clan lore. Clan/Sect specific lores are also
required in order to even have knowledge of a specific
Clan/Sect combination discipline.
- • Lore Usage: To use
information gained IC that would normally require
a specific lore, a player must purchase the lore first,
at an appropriate level.
Linguistics:
A single point will provide written and spoken fluency
in any given language. There is no limit to the number
of linguistics abilities a given character may possess.
Meditation: Upon meditation,
you can get one willpower back for each trait that is
spent (up to a maximum of 5) or you can gain a one trait
bonus on your next self-control test. It takes 30 minutes
of game time to meditate. In order to receive both benefits,
you must spend 1 hour of game time meditating.
DISCIPLINES
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General Notes: No
secondary rebids will be used. You cannot use multiple
abilities for multiple rebids in the same challenge. For
example: If an applicable challenge can use Theology or
Occult, you may only use one or the other for the whole
challenge.
Combo Disciplines: A
character can learn any Combo Discipline with
ST approval. They must have an appropriate teacher, with
all of the appropriate disciplines (one rank above the
power level needed for the combo discipline.)To
teach a Combo Discipline you must have at least one of
the Discipline Requirements In-Clan. You must have one
level higher discipline level in all required Disciplines
than the combo you are teaching. Animalism:
- • Feral Whispers:
A character with this discipline will be permitted
to communicate with other supernatural, creatures
in animal form or subsuming animal bodies.
- • Beckoning:
A character beckoning small creatures will, at storyteller
discretion, summon more than 1 animal per social trait
spent. A good rule of thumb is 1 blood point work
of animals per social trait spent.
- • Quell the Best:
Can only be used
to bring a Vampire out of Frenzy. Works as book on
living creatures.
- • Subsume the Spirit:
The vampire will be permitted to use Obfuscate as
well as Auspex by spending 2 traits. When Aura-Perceiving
a subsumed creature you see a double-layered aura
as with Possession.
- • Drawing Out the
Beast: The victim of this power is not permitted
a Virtue test to resist this frenzy, nor may they
spend a will power trait to stave off a frenzy for
ten minutes. A character suffering from Quell the
Beast may be subject to this power as normal. If the
victim also has the power Drawing out the Beast, they
will not be permitted to use it when subjected to
drawing out the beast, as Drawing Out the Beast takes
the place of a Virtue test, and the victim is not
permitted a Virtue test. A Beast lost through use
of this power returns at the end of the night, if
not otherwise recovered.
Auspex: General
Notes: Auspex is a blind
kindred's best friend. Even with Heightened Senses, the
amount of information gleaned is vast. Heightened Hearing
allows him/her to pick out voices, clothes rustling, the
small creaks of furniture, et cetera. Heightened Smell
lets him/her identify an individual's scent, with the
obvious advantages thereof. Telepathy, when properly used,
can substitute for eyes. Just bring along a
ghouled Retainer, and use Telephathy to scan their surface
thoughts. Once you get used to the disjointed perceptions,
things may function a bit easier.
Some other powers also require
"line of sight". This, unfortunately, gets handled
on a case-by-case basis. Many Dementation powers require
line of sight; however, since a blind character can never
literally have "line of sight", this is interpreted
as "is aware of the presence of or is with earshot",
usually the first. Additionally, Blind people can use
Aura Perception, as is said in the Flaw (see Lot N:r-Flaws:
Blind). Other perception based powers, therefore, also
work.
-
•
Heightened Senses: You must use the hand
signs top designate the sense you are using. You
cannot wear a card that says "Heightened Senses:
Sight, Smell, Hearing, etc." for the entire
night.
- • Aura Perception:
A player may ask "Is there more than one spirit
in that body" to detect subsumed/possessed creatures.
Aura Perception will not be permitted to detect magic
upon an item/body that does not have an aura itself.
- • Spirit's Touch:
This power can find an enchantment upon an item and
will frequently give an impression of the nature of
the enchantment or enchanter.
- • Psychic Projection:
A character may use Auspex levels while projected
without manifesting and without any additional cost.
Characters in Psychic Projection are limited to using
perception-based powers. Any powers that require a
non-static challenge can only be used while the character
has manifested his form. Projecting characters have
no access to their bodies, which prevents the use
of blood for any purpose.
Auspex vs. Obfuscate & Chimerstry:
In the result of a tied challenge
the number of levels of the discipline being used to attack/defend
is added to the number of Mental traits being declared.
Chimerstry:
- • Ignis Fatuus and
Fata Morgana: You
do not need to defeat an opponent in a Social Challenge
to activate these powers. Pay the cost listed and
the illusion springs into life, visible by anyone
present. If a character has a valid reason to disbelieve
the illusion, they may attempt a Static Mental Challenge
against the illusionist's Social Traits at the time
when the illusion Social Traits. Success on this challenge
allows the character to see through the illusion (or
hear through it, smell through it, etc.).
- • Horrid Realty:
Horrid Realty cannot be used to dictate reality without
engaging in challenges. Each turn the illusionist
may make a Mental Challenge to have the illusion create
a new effect on the target, such as being hit by a
chimerical attacker or engulfed in flame. For each
round the damage continues (more burning, etc.) another
mental challenge must be won. Damage from the attacks
created by Horrid Reality is equal to the normal damage
such an attack would cause, such as a punch doing
one level and a pistol doing two levels. Additional
effects of attacks, such as staking, must be tested
as normal. Blowing for Aegis is cause for disbelief
in a stake. Horrid Reality is visible to everyone,
but can only damage one person.
Dementation:
General Notes: Learning
Dementation does not give a character a Derangement, and
it is not necessary to have a Derangement to learn this
power.
Dominate:
Fortitude:
Obfuscate:
Obfuscate
can be broken by someone who sees them and then forcefully
interacts with them. (i.e. A character with Heightened
Senses identifies an Obfuscated character and attacks
him, knocking him out of Obfuscate and making him visible
to other players.) This only works for low levels of Obfuscate.
A character that has Vanish from the Mind's Eye or higher
is not made visible to other characters in this way if
thee win their Vanish challenge at the end of the round.
-
•
Mask of 1000 Faces: You may modify the
specific details of clothing but not add or remove
items in full by expending one mental trait per
change of outfit. Thus, a ratty windbreaker can
be made to appear as a new and stylish tuxedo jacket,
but not a trench coat.
- • Cloak the Gathering:
Cloak the Gathering cannot be used on unwilling, torpored,
or unconscious targets unless a static mental challenge
is won against the target (static mental, st discretion
against inanimate objects.).
Obtenebration:
Potence:
General Notes:
Potence does not modify ranged combat except
where specifically mentioned in the power's description.
- • Might: Might can
be used to cancel Might so long as both parties are
using Strength-related traits.
- • Puissance:
There is no Puissance-leap. This power is an Elder
Discipline in the Brujah clanbook called Relentless
Pursuit.
Presence:
-
•
Awe: Awe can cancel Awe. Awe is a discipline
that can only be used in the immediate area (i.e.
cannot be used in Summon, Beckoning challenges etc.)
Awe cannot be used to have everyone "look at
you." That is a flavor description from LotN:R,
not a mechanic.
- • Summons: When
you are affected by this power you have no idea you
are being summoned and you are compelled to go there
by yourself, politely excusing yourself in an unsuspicious,
legitimate way. If a player cannot excuse them self
in a believable manner, or is metagaming the Summons
the ST may choose to narrate the character leaving
and may allow some or none of the other characters
in the scene to follow. The only powers that count
as "exerting your presence" as described
in LotN:R are Dread Gaze and Entrancement.
Protean:
-
•
Shape of the Beast: Gangrel fight forms
get 5 traits to divide between Physical and Mental
traits. Learning Protean out of clan gives you 3
Physical Traits, and 2 Mental traits. Learning protean
out of clan gives you 3 Physical Traits, and 2 Mental
Traits (Cunning) in Wolfe Form as per the Gangrel
Clan Book. See additional notes under Gangrel Clan
Notes. Flying flight forms get three traits (x3
quick). Ground-based Flight Forms get 6 traits (x3
quick and three others) as per Gangrel Clan Book.
If more then five steps away from the nearest attacker,
anyone in Flight Form can declare a "Fair Escape"
unless an attacker possesses more heightened speed
or ranged attack. When going to fight form you automatically
get Feral Claws, including the Sharp trait.
Quietus:
General Notes: The
maximum number of Quietus toxin coatings that may be applied
to any single weapon is one per Bonus trait. All blood
poisons mixed in this way last the number of nights equal
to the caster's permanent Willpower. Different Quietus
powers cannot be used on the same weapon, as the different
poisons render themselves inert when mixed.
Thanatosis:
-
•
Withering: If a Vampire's head suffers
from the effects of Withering, she can still use
Potence, Celerity, and Fortitude.
Thaumaturgy:
General Notes:
Thaumaturgical
(i.e. Blood Magic) powers that require touch do not require
skin contact, despite the rule on page 47 of Laws of the
Night Storytellers Guide. Only effects that keep the thaumaturge
from speaking (carving out her tongue, Vicissitude) will
prevent her from using Thaumaturgy. Unless a power specifically
requires the subject to hear the thaumaturge's voice,
circumstances that simply prevent it from being heard
(a raging storm, Silence of Death) will not hinder Thaumaturgy.
While the Thaumaturgy possessed by the Tremere, Assamite,
Setite, etc. share same game mechanics, in the World of
Darkness these are widely different magical paths. You
cannot learn paths or rituals from someone possessing
a different Clan's ‘version' of Thaumaturgy and
you cannot have more than one type of Blood Magic: Thaumaturgy,
Ahku, Assamite Sorcery, Necromancy, etc.
Clans that have Thaumaturgy
in-clan have access to the free ritual at each level of
their primary path. When Thaumaturgy is learned out of
clan, the Thaumaturge also gains the free ritual at each
level.
- • Elemental Mastery,
Summon Elemental: Storyteller assistance is required
for use of this power. Storytellers are encouraged
to be harsh towards players who make frivolous use
of Summon Elemental, as it can disrupt game play if
not closely monitored.
- • Hands of Destruction,
Acidic Touch: This power lasts for the duration
of the scene.
- • Movement of the
Mind, Control: To retain an immobilized victim,
the thaumaturge must win another Mental vs. Physical
Challenge at the end of every third turn. The use
of the "Bomb" or "Win All Ties"
mechanics in this challenge is at ST discretion.
- • Neptune's Might,
Blood to Water: Using this power requires an
action, which includes a Physical Challenge to touch
the target. A maximum of three Mental Traits may be
spent on each use of this power.
- • Path of Blood,
Blood Rage: Blood Rage cannot be used to bring
someone out of torpor. You can not force them to spend
a blood to come out of torpor. The only way to get
someone out of torpor is time or a trait of blood
from a vampire 3 generations stronger.
•
Path of Blood, Blood of Potency: The
generation(s) granted by this power only affect
the character's Blood Pool size, her number of
Blood traits expendable in a turn, her ability
to awaken vampires from torpor, and her interaction
with powers that compare generation. No other
benefits of the lower generation are gained. No
character can reduce her effective generation
below 5th with Blood of Potency.
- • Path of the Blood's
Curse: All levels of this path are lost, without
refunding of experience or other Traits used to purchase
it, should the Thaumaturge permanently acquire a generation
below tenth.
- • Path of Transmutation,
Gaol: Using this Discipline to trap an unwilling
subject requires the thaumaturge to make a Mental
Challenge against his subject's Physical Traits. The
use of the "Bomb" or "Win All Ties"
mechanics in this challenge is at Storyteller discretion.
No Disciplines or supernatural powers can be exercised
across the barrier created by Gaol. As stated in the
power's description, a Gaol completely encapsulates
the target. Once created, a Gaol may not be moved.
- • Spirit Manipulation,
Duality: This power may not be used to move creatures
between worlds.
Thaumaturgical Rituals:
- • Pavis of the Foul
Presence: This is a Tremere-only ritual. This ritual
does not affect Elder level disciplines.
- • Deflection of
the Wooden Doom: This ritual takes 10 minutes
if the caster is casting it on themselves. If they
are casting it on someone else, they can cast it on
themselves and one other person per Occult ability
they have. In this case, the ritual takes 1 hour to
cast.
BACKGROUNDS
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Choosing Backgrounds:
Any Background with more than two dots invested will require
ST approval. There are special rules regarding Influence
use and advancement, these rules are outline in the WDH:
Player Packet.
-
- • Mentor:
A character may only have five points of Mentor. Once
a Mentor is bought, it cannot be decreased to buy
another Mentor. A Mentor x4 can only ever teach one
advanced discipline, and a Mentor x5 can only ever
teach two advance disciplines. However, when you use
your mentor to purchase an advanced discipline, you
do not lose the point in mentor. A character can never
learn more than 2 advanced disciplines via the Mentor
background. A mentor that is the same clan as the
character may find a teacher for an advanced discipline
that is out of clan for the mentor. However, this
still counts towards the one or two advanced disciplines
(depending on the level) and under no circumstances
can two advanced "physical" disciplines
(Celerity, Potence or Fortitude) be learned this way.
Also, clan specifics and basic/intermediate disciplines
can never be learned this way. Finally, not to tell
everyone how to roleplay, but Mentors can be used
outside of teaching disciplines
MERITS
& FLAWS [Top
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General Notes:
Certain Flaws are referred to as "Feeding Flaws".
For each of the Flaws that appears on a characters sheet
the character shall begin the session down a blood trait.
-
•
Flesh of the Corpse: The value of this
Flaw has been adjusted to cost 3 (instead of 5)
in order to more accurately depict its limiting
effects on the character. Any character that had
the flaw prior to this rule will be required to
pay 2xp rather than the doubled difference of 4
to pay this change off, as would normally be the
case for altered removed flaws.
- • Iron Will:
Any time after a character is under the influence
of Dominate, they may spend a Willpower to gain a
metal test (no retests) against the Dominator. The
character under the influence is still considered
"the defender." If the Dominator wins, the
Dominate is carried out with as normal, if the defender
wins, the Dominate is not carried out. Only one "Iron
Will" test is allowed per Dominate influence.
Iron Will also works against Dementation.
- • Blas'e: any
time after a character is under the influence of Presence,
they may spend a Willpower to gain a social test (no
retests) against the character using Presence. The
character under the influence is still considered
"the defender." If the character using Presence
wins, the Presence is carried out with as normal,
if the defender wins, the Presence is not carried
out. Only one "Blas'e" test is allowed per
Presence influence.
- • Natural Leader:
This merit is considered to be identical to and overlaps
with the merit Ability Aptitude: Leadership.
- • Magic Resistance:
This merit applies equally to the disciplines of Thaumaturgy,
Necromancy, Dark Thaumaturgy, and Koldunic Sorcery,
etc.
- • Lucky: This
retest will be allowed even after a Might retest.
At the beginning of every game, those with Luck perform
a simple test: Win=Three Luck Tickets, Tie=Two Luck
Tickets, Fail= One Luck Ticket.
- • Unbondable:
This merit costs 6 points for Ghoul characters.
- • Additional In-Clan
Discipline: Not allowed by the WDH chronicle.
- • Cannot embrace/Infertile
Vitae: This is a not a Camarilla flaw and will
only be worth 1 point instead of 2/5.
WILLPOWER,
VIRTUE TESTS & SELF CONTROL/INSTINCT
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Willpower: A
temporary Willpower may be used to refresh a single
spent level in any ability.
Virtue Tests:
The only available rebid
on a Virtue test is risking a Virtue trait for the remainder
of the night. A character may not overbid on a Virtue
test, though the difficulty may overbid the player.
Self-Control/Instinct:
You may not bid more Self-Control/Instinct
traits than the character has blood traits. For some
characters this total will be modified, such as by the
Brujah clan flaw, or the merit Calm Heart. These modifiers
will be applied after adjusting for the blood traits.
Example 1: A Brujah with a Self-Control of 4 and 2 Blood
traits is required to make a self-control test. This
Brujah will only be permitted to claim 1 trait on the
virtue test. Example 2: A Tremere with 5 Self-Control
and the merit Calm Heart has only 4 blood in his system.
He will be permitted to claim 5 traits on a Self-Control
test. Had he 5 or more Blood traits he would be permitted
to bid 6.
Frenzy: When
a character is in frenzy the ST has control over their
expenditures. For example, The ST may tell a frenzied
character with Protean to sprout claws, etc.
STAKING
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Staking will be run directly out
of LotN:R, one the physical challenge is won, the staker
must win or tie two out of two simple tests. Staking
is a mortal fear of vampires and as such when a stake
is removed the victim must make a Self-Control/Instinct
Challenge to avoid frenzy when the stake is removed.
* Remember, in
order to use the "staking" special ability,
the staker must have an ability appropriate to the staking
method (Melee for a stake, Archery for a bow, Firearms
for a stake launcher, etc. Occult is applicable if using
Movement of the Mind to stake the vampire.).
While staked
the vampire must still spend Blood to awaken each night.
The use of Aegis can be used to negate a successful
staking challenge if it is activated at the end of the
turn as per normal. Since no damage is taken when Aegis
is used, the stake never penetrated the body and the
successful staking is void. In the case of Chimerical
staking, blowing Aegis is automatically cause for disbelief
in the illusion.
When relenting
to a staking challenge, the vampire being staked must
make a Self-Control test as the Beast will rise against
what it perceives as a threat.
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