Dayton By Night 2.0
House Rules: 3/7/2014
Welcome
to the Dayton by Night 2.0! Your Storyteller and Narrator in the World of Darkness Kris Wagner. The Laws of the Night, 3rd ed. is the basis for the gaming rules. There are a
few rules that need to be stressed and a few changes and addendums, which make
up the rest of our House Rules.
Remember:
Storytellers always have the final
say on everything.
I. About
the Game
Dayton by Night is an epic chronicle done on a sliding scale that can last as long as the players desire.
The game is currently played on the second floor of Millett Hall at Wright State University on the second and fourth Sunday of every month.
The game is open to all players, both new and experienced; in fact, current players are encouraged to bring their friend along to join in the fun!
Mythology
Most of the mythology in this game stems from a Judeo-Christian root, although we will occasionally delve into other beliefs, mysteries and philosophies. If there is any particular subject area that you feel uncomfortable about having presented in this game, please bring it to the attention of one of the Storytellers. Your confidentiality will always be maintained.
Gaining and Losing Experience
Experience points will be awarded after every game
session. On average, a character will
gain two experience points per game session: one for attendance, and one for
role playing. As seen on the list below,
however, the potential exists for a highly motivated player to gain a lot of
experience points.
·
+1: Attendance
(must be present when game goes active)
·
+1: Roleplaying
·
+1: For really, really good roleplaying
·
+1: Significant
costuming (we need to know it’s more than your usual clothes)
·
+2: Successful
diablerie committed during game session
·
+2: Character Background
·
+1: Perspective
Posted on the E-group.
·
Up to +1:
Mid-game Report
It is possible for players to
lose experience points as well. At the
beginning of each session, the Storyteller might ask the players to
display their character sheets. Players
will automatically lose one experience point for not bringing their character
sheets with them to the game. Some
extreme circumstances can get around this ruling, but it represents an
important fact – all players need to know exactly who their characters are. Having that sheet is more important than any
sourcebook you bring with you to the game.
The Storyteller will not
publicly announce any changes to a character’s experience points regarding
additions or subtractions. If you feel
that a discrepancy exists, please contact me privately.
II. About the Chronicle
Dayton
in the World of Darkness
The year is 2014. Vampires and other supernatural creatures have been ousted. In order to control the rate the infestation, humans launched nuclear warheads onto their own citizens. A map has been provided to show areas of the United States that have been affected. Shortly after "The Burn", all vampires lost their ability to Embrace. Barack Obama is Grand Marshall of the United States. Each area has a territorial governor. The Ohio Territorial Governor is George Hatcher. Players
should expect to see real-world news stories intermingled with World of
Darkness ones. The Storytellers will
always use extreme discretion when real-world news stories of a sensitive
nature are released.
Current Stations in the City
Camarilla and Sabbat factions are no more due to "The Burn". Kindred Society is trying to regroup what they have lost. Currently, there is a tactician, Hansdrubel, who rules over the city. Other appointments for the city will be made as the Tactician see fit.
**Note** Due to the death of Hansdrubel, the Kindred group from Texas, The White Rose, has established Administrator Terrance Monlas.
III.
Official Bylaws and Other Annoying Clauses
Character Sheet Clause:
·
Players must have
a current copy of their character sheet every game session.
·
Automatic loss of
1 experience point if the Storytellers have to give you a copy of your
character without an acceptable reason for not having your character sheet.
Player Status and Voting Rights:
Players
will be assigned an activity rating from the following list:
I
|
Inactive
|
Non-player
– no voting rights
|
P
|
Probationary
|
New
player – no voting rights
|
A
|
Active
|
Player
– Section A&B complete –
no voting rights
|
AV
|
Active/Voting
|
Player
– with voting rights
|
AVP
|
Active/Voting/Player
|
Player
– with voting rights –
regularly active in game
|
AVPES
|
Active/Voting/Player/Established
|
1
Year playing AVP –
character subject to Storyteller review
|
AVPEX
|
Active/Voting/Player/Extreme
|
Legitimate
character but
unbalanced due to age
|
H
|
Hiatus
|
Missing
more than 2 games in a row –
see Hiatus Clause for details
|
L
|
Lapsed
|
Has
not shown in 1 to 3 months –
failed to contact the Storytellers
|
D
|
Dropped
|
Not
shown for 3 months –
failed to contact the Storytellers
|
B
|
Banned
|
Banned
from Miami Valley By Night
|
Hiatus Clause:
·
Real-world
conflicts with legitimate reasons will always be accepted. Usually 1 experience
point will be gifted to the player per session missed while on hiatus.
·
In order to
receive hiatus points, the Storytellers must be contacted within two game
sessions prior to leaving. All decisions
are subject to Storyteller discretion.
Under the Influence Clause:
·
If it is obvious
that a player is under chemical influence or is negatively affecting game play,
the person will be subject to appropriate disciplinary action by the
Storytellers.
Player Discipline:
·
In extreme
circumstances, a vote will be held to determine the future status of a player.
·
In even more
extreme circumstances, a player may be banned from the game entirely.
Character Review and Removal:
·
Characters will
be subject to periodic reviews by the Storytellers to preserve the enjoyment of
the game for everyone. Unbalanced, inappropriate or unnecessarily troublesome
characters will find themselves removed from active game play
· Characters that are absent for 3 or more concurrent sessions without prior notification of the Storyteller will become property of the Storyteller.
· In even more
extreme circumstances, a player may be banned from the game entirely.
Character Age Clause:
·
Player controlled
characters may be no more than 500 years old (combined Mortal and Kindred
years).
·
Characters of
advanced age are susceptible to elder flaws and drawbacks.
Concept Dismissal and Acceptance
Clause:
·
Some character
concepts will be dismissed automatically (serial killer, “ultimate evil,” etc.)
·
All characters
and character concepts are subject to Storyteller approval before they are
allowed to play in the game.
·
If a character is
denied or removed from the game, the Storytellers will inform you why.
·
If you have a
great idea, ask. We may let you have it if you’ve got a really good idea or
reason why you should play something.
Storyteller Supremacy Clause:
·
The Storyteller is not always right – keeping your own paper trail is recommended.
·
Final decision in
any circumstance is left to the discretion of the Storyteller.
·
Any Storyteller
may call a pause to the game to confer with the Advisers.
·
If the Storyteller
asks you to wait, please wait – we’ll get back to you.
IV.
Rules and Systems
Attributes
Characters will operate with
a tiered maximum Trait system. The
maximum number of Traits allowed per a character’s Generation (see pg. 96 in Laws
of the Night, 3rd ed.) applies to their primary category
only. Thus, an 8th generation
vampire can have 14 Traits in their primary category, 13 in their secondary and
12 in their tertiary.
Background: Generation
Normally, a player would have
to spend points in this category to lower a character’s Generation. In this game, you may opt to role a six-sided
die to select your Generation instead (1 = 8th gen, 2 = 9th
gen, 3 = 10th gen, 4 = 11th gen, 5 = 12th gen,
6 = 13th gen). If you roll
for your Generation, you are stuck with the Generation you roll; however, you
do not need to spend the Traits in Backgrounds to achieve that level. The decision is completely up to the player.
A character who opts to play a thin-blooded vampire need
not worry about purchasing the Generation Background; simply take the
appropriate flaws.
Background: Occult Library
This Background is modified
from the version found in Blood Magic: Secrets of Thaumaturgy and replaces the
Merit: Occult Library.
Some Kindred have accumulated
vast stores of mystical knowledge over their many years. Such resources may have been inherited by a
character’s sire, treasures gleaned from previous journeys, gifts from a mentor
or even stolen from rivals. Whether it
be ancient tomes or books contained on a CD-Rom, an Occult Library aids the
character in certain cases involving knowledge of the mystical or magical.
System: By spending one Trait in Occult Library,
succeeding in a Static Mental Challenge and researching out of game for 15
minutes, you may temporarily increase your Lore Ability by one Trait in a
specific field. To research a
creature-specific Lore (Vampire, Werewolf, Mage, etc.), you must win or tie the
Mental Challenge. To research a
breed-specific Lore (Clan, Tribe, Tradition, etc.), you must win the Mental
Challenge outright. These Abilities fade
after the end of the evening unless you spend the experience points to
permanently learn them; otherwise, you simply “forgot” what you spent hours
researching the night before (back to the drawing board …). However, players should keep track of what
their characters manage to successfully research; after all, a book that gleans
knowledge of Wraith Lore x 5 is not something you are likely to forget about
anytime soon …
Blood
Vampires are predators, and
they love fresh blood. In fact, drinking
the blood of the dead (or the cold blood of the blood bank) is nowhere near as
refreshing as the real thing. A vampire
who drinks dead or “cold” blood regains two Blood Traits for every three he or
she consumes.
All characters need to have
items to represent their Bloodpools – in this game, we use red tickets. See a Storyteller before the beginning of
each game session to “feed.” Normally,
the Storyteller will hand you a number of tickets equaling your maximum
Bloodpool. Occasionally, feeding tests
may be called for, depending upon the current situation in the city; if that
happens, then a Simple Test will resolve issues regarding Blood Traits.
Willpower
All characters need to have
items to represent their Willpower Traits – in this game, we use gray
tickets. See a Storyteller before the
beginning of each game session to receive the tickets that will represent your
starting Willpower Traits.
Vampires regain Willpower Traits at a rate of one per
week. On average, you will only regain
two Willpower Traits between game sessions if you do not rely on other means of
replenishing them. Characters can regain
additional Willpower Traits by fulfilling the requirements of their Natures or
by expending the Meditation Ability (and sitting out of play for the
appropriate amount of time). Other
supernatural means exist to replenish Willpower as well (rituals, etc.),
although the final decision on the amount of Willpower Traits regained is
always up to one of the Storytellers.
Blood Bonds & the
Vinculum
A character is required to
drink one Blood Trait from a vampire on three different nights to become Blood
Bound to him or her. The effects of each
night’s draught last for one year – thus, a mortal who drinks a Blood Trait
from a vampire in January, then another one in October and a third in December
will become Blood Bound to the character.
Each drink’s effectiveness expires one year after it has been
consumed. See Laws of the Night 3rd
Ed. for rules regarding the effects of one or two drinks.
The Vinculum, however, is
more tricky. The bonds created by the
Vinculum never fade, regardless of
how many years pass. Only the Level 7
Thaumaturgy Ritual The Severed Hand
(see Archons and Templars) can remove the bonds instilled by the
Vinculum.
Character Retirement
Sometimes, players will want
to dispose of their active characters and replace them with a new one. This is fine and dandy with us. Just remember, though: any player character
that leaves the story instead of dying automatically becomes a non-player
character, completely under the control of the Storytellers.
In certain circumstances, the Storytellers may elect to
award a new character half of the retired character’s old experience (rounded
down) towards the creation of a new character.
However, the final decision is always left to the discretion of the
Storytellers. Such decisions are made in
an effort to keep the game balanced.
Combat & Challenges
A character must bid an
appropriate Trait before initializing a Challenge (Brawny, Commanding,
Observant, etc.)
In combat sequences, a
Storyteller will facilitate the combat by queuing the players’ actions based on
their Attributes. Mental actions go
first, followed by Social and then Physical.
Thus, the elder with 14 Physical Traits will tend to react faster than
the neonate with only 5 Physical Traits (unless that neonate possessed Celerity
or other speed-enhancing powers).
During combat, a character may elect to make a “called
shot” – a move that kills the opponent with one blow. In order to make a called shot, a character
must risk 5 Physical Traits in the Physical Challenge and declare the point of
impact for his or her strike. If the
character is making a firearms-style challenge, he or she may spend 3 Mental
Traits and 2 Physical Traits instead. If
the character does not have these Attributes, the move cannot be performed –
you’ll just have to train harder!
Sometimes, a power (such as Majesty) or a weapon (like a Flamethrower) will allow a single
character to affect multiple targets.
During such a scene, the character needs to make an individual challenge
with everyone he wishes to target. This
will result in a much clearer outcome than using a standard “mass challenge”
with everyone throwing Rock-Papper-Scissors all at once.
Diablerie
A character who successfully commits diablerie on a
target automatically gains 2 experience points for doing the deed. However, the character will have overpowering
black lines in his or her aura that last for 12 months minus the character’s
current Willpower. Such “soul stains”
are nearly impossible to remove without the aid of Advanced blood magic, if
even at all.
Disciplines
Learning a physical
Discipline (Celerity, Fortitude or Potence) does not necessarily require the
aid of a teacher. A character may
spontaneously develop these abilities, as long as he or she spends an extra
Experience Point above and beyond the standard cost.
Learning the other core
Disciplines requires a tutor. Learning a
unique Discipline (such as Protean, Serpentis or Obtenebration) requires the
student to drink one Blood Trait from his or her teacher to “attune” the blood
to the new power.
Equipment
All character equipment must be approved by a Storyteller
before the character is allowed to possess it. The Goo-Begone clause is in full effect. If the Storyteller does not know about it, then it does not exist. Period.
Mid-game Reports
Naturally, players
will want the chance to allow their characters to carve out and establish their
own little niches in the World of Darkness.
The Storytellers not only recommend this – they encourage it! A player may elect to fill out one mid-game
report to describe his or her character’s actions between game
sessions. Based on the details, the
level of activity and the effect on the plot as whole, characters can earn
between 0.1 and 2 experience points for each mid-game report.
See one of the Storytellers
for a mid-game report form, or download and print one from the E-group. Alternately, you may type up your own report,
and you can always email them as well.
Remember – mid-game reports are
not required. They are just another
chance for the characters to influence the plot on a larger scale (along with
the extra experience!).
V. Extended Discipline Interpretations
·
AUSPEX:
In-clan for Malkavians, Toreador, Tremere, and Tzimisce. When Auspex is active,
a player may choose to initiate a Mental Challenge to see through Obfuscate or
Chimerstry. The player must expend a Willpower Trait for a retest, though.
Additionally, the initiator’s level of Auspex is compared with the target’s
Discipline level, and bonus traits are given to the player with the higher
level. Aura Perception: A success on any Aura Perception challenge
automatically reveals two additional aspects of the character’s
personality. 1.) Diablerie will
overpower all colors, revealing the target’s crime as black lines. 2.) Derangements appear as swirls in the
character’s aura, automatically revealing his or her madness. Telepathy:
Requires a line-of-sight, unless you possess Auspex Level 6 or higher, and for
each piece of information you wish to receive from a target, you must make a
Mental Challenge.
·
CELERITY:
In-clan for Assamites, Brujah, and Toreador. All uses of Celerity must be
called at the very beginning of a round, when the Storyteller asks for
blood/will expenditures. Mental and Social Disciplines may only be used with
Alacrity. Any use of Celerity at the level of Rapidity or above could be
considered a breach of the Masquerade.
·
CHIMERSTRY:
In-clan for Ravnos only. Illusions
created with any of these powers are quite real and lethal to Changelings and
the Fae.
·
DEMENTATION:
In-clan for Malkavians only. Can be learned by any vampire, but he or she will
acquire a permanent Derangement upon learning the Discipline, as per the
Malkavian Clan Flaw.
·
DOMINATE:
In-clan for Giovanni, Lasombra, Tremere, and Ventrue. Dominate levels 1-5
always require eye contact and involve the character directly speaking to the
subject; Telepathy may be used to subtly plant the command so no one else hears
it. A subject may expend a Willpower
Trait for one defensive retest against Dominate. Vampires of lower generation
are never affected by the Dominate powers of a weaker vampire unless the target
is Blood Bound to the subject.
·
FORTITUDE:
In-clan for Gangrel, Ravnos, and Ventrue, and most bloodlines. For uses of
Resilience or Resistance, an appropriate Physical Trait must be expended to
reduce damage on a win or tie; otherwise a player must win the Simple Test
outright.
·
MELPOMINEE: In-clan
for Daughters of Cacophony only. Retest
with Performance: Singing. The character
must be able to breathe to use these powers, and the “song” must be more than
one simple note. Melpominee does not
work on cameras or recording devices, but it can affect the deaf, provided the
target is feasibly within earshot.
·
NECROMANCY:
In-clan for Giovanni, Harbingers of Skulls and Nagaraja. The Sepulchre Path uses Occult as a retest;
other paths use Wraith Lore or Thanatology where appropriate. Like Thaumaturgy,
the player must select a primary path of Necromancy. Upon learning the third level of his or her
primary path, the character may learn the first level of a secondary path. Learning level four of the primary path opens
up level two of the secondary path. Upon
mastery of the primary path, the character may then learn any Necromantic
ability. Mastery of each level in a
given path allows the character to take a free corresponding ritual of the same
level. Consult the Storytellers for
additional Necromantic Rituals not in Laws of the Night.
·
OBFUSCATE:
In-clan for Assamites, Malkavians, Nosferatu, and Setites. Remember: a vampire
with Auspex must have some reason in-game for trying to pierce another’s
Obfuscate. A Nosferatu who has been hiding in the shadows giving no cause for
alarm should not have to worry about being seen, unless someone is purposely
looking for him, and unless the seeker has an in-game reason for doing so. An
Obfuscated character’s true visage will still appear in mirrors, cameras, and
other reflective surfaces.
·
OBTENEBRATION:
In-clan for Lasombra and Kiasyd, although several Toreador Antitribu have
it. Remember that a player can only see
through the Obtenebration effects that he creates; otherwise, it requires the
Elder power Eyes of the Night to see
through the shadows manipulated by others.
Any players within a Shroud of Night other than the creator suffer a
two-trait darkness penalty on the resolution of all actions, and they are
forced to make a single retest on any successful challenge. Players who possess
Heightened Senses, Eyes of the Beast, or the Blindfighting Ability can remove
one trait from the darkness penalty for each that they possess (they are still
subject to the retest, however). Wraiths
will treat and react to any manifestation of Obtenebration as a concentrated
manifestation of pure Oblivion.
·
POTENCE:
In-clan for Brujah, Giovanni, Lasombra, and Nosferatu. You must declare the
level of Potence you have before using it in combat. Any uses of Potence above the basic levels
could be considered a breach of the Masquerade.
Do not forget that if you use the Bomb in your challenge, you are
automatically using superhuman strength!
·
PRESENCE:
In-clan for Brujah, Setites, Toreador, and Ventrue. Whereas Dominate requires
eye contact, most Presence levels only require that the user’s target be within
line-of-sight. Vampires of lower
generation are not immune to the powers of higher generation characters.
·
PROTEAN:
In-clan for Gangrel. Any use of Protean should be considered an obvious breach
of the Masquerade. With Shape of the Beast, the player gains two animal forms –
flight and fight – and these should correspond to indigenous species from the
character’s background. Wolf and Bat are the forms assumed for all characters
other than the Gangrel.
·
QUIETUS:
In-clan for Assamites only. Retests for spitting default to Athletics, though a
specialization is allowed. Using Dagon’s Call, the player must have actual skin
contact in order for it to work.
·
TEMPORIS:
In-clan for True Brujah. Temporis precludes knowledge of Celerity. Should a
character with Celerity learn Temporis, convert the sum of their celerity into
experience, divide in half, and use the remainder to purchase as much Temporis
as possible. Extra experience points are lost.
·
SERPENTIS:
In-clan for Setites and Serpents of the Light. All vampires, regardless of
morality or philosophy, may learn
Serpentis, as long as they have drank at least one Blood Trait from a Setite
tutor.
·
THAUMATURGY:
In-clan for Tremere. See Storyteller for details on additional paths, rituals,
and non-Tremere use of Thaumaturgy. Thaumaturgic Sight: Requires one level of Thaumaturgy and Aura
Perception; costs 6 experience points; requires one Blood Trait to activate for
one hour. Potency of Blood: use old
rules; spend massive blood to lower your generation to 4th!
·
ASSAMITE SORCERY: In-clan for Assamites
only. Mystic Sight: Requires one
level of Assamite Sorcery and Aura Perception; costs 6 experience points;
requires two Blood Traits to activate for one hour.
·
KOLDUNIC SORCERY:
In-clan for Tzimisce
only. Koldunic Sight: Requires one
level of Koldunic Sorcery and Aura Perception; costs 6 experience points;
requires one Blood Trait to activate for one hour.
·
SETITE SORCERY:
In-clan for Followers of Set
only. Sutekh’s Sight: Requires one
level of Setite Sorcery and Aura Perception; costs 6 experience points;
requires one Mental Trait to activate for one hour.
VI. Abilities and Retests
Only one retest will be allowed for each round of
combat/challenges. This is meant to be a
way to speed up combat sequences and evenly distribute the balance of power
between elders and neonates. Therefore,
a character with Aura Perception and
Investigation x3 may only use one of his abilities as a retest should he fail
the initial challenge. Should he fail
the retest, he loses a Mental Trait and must wait should he wish to initiate a
new challenge.
VII. Merits and Flaws
·
Blasé (3 Trait Merit, Toreador Only): Characters
with this Merit ignore all Presence powers up to and including Majesty. Against Elder Disciplines, it provides a 2
Trait bonus; against Master Disciplines, it provides a 1 Trait bonus. Ascendant Disciplines and higher blow right
through this baby.
·
Iron Will (3 Trait Merit): Characters
with this Merit ignore all Dominate and Dementation powers up to and including
the Advanced level. Against Elder
Disciplines, it provides a 2 Trait bonus; against Master Disciplines, it
provides a 1 Trait bonus. Iron Will
cannot stop Ascendant powers or higher.
The Golden Rules
·
Remember – It’s
only a game.
·
Ask, and you may
receive.
·
Write everything
down – you never know when you’ll need it!
If a Storyteller doesn’t
know about it, then it never happened
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