Friday, March 7, 2014

House Rules

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
 It is important to remember that everything that happens during the course of the game session must be accounted for and validated by a Storyteller.  If one of us does not know you did something, then it never happened! 
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

 Not everything is covered in Laws of the Night.  If you have any questions, consult the book.  If the book does not cover the question, then consult the following list, or feel free to ask one of the Storytellers for more information:

·         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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