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With the rules slowly making the rounds of the community, I’ve
decided to post some of the more pertinent rules that we’ll
need to run the game.
For those with poor coordination, or just a little slow on the
draw and timing, rock/paper/scissors is no longer with us. Challenges
will now be done through the production of a number between 1 and
10. A die 10 is acceptable for this, or cards number 2 through 10
and the ace. Cards will be available at the game should someone
need a method for determining their challenges.
While typically specialties are only applied to the specific skill
they are listed under, from time to time if I feel that it fits
the scene that specialties from other skills be applicable, I will
allow them to be used as a modifier for the test.
In circumstances where it is possible for a character to continue
challenging against a test until they succeed I will be instituting
the following rule. You may continue drawing/rolling up to a number
of times equal to the attribute and ability being used for the challenge.
Should you not meet the requisite number of successes in that time,
and it is a matter not time sensitive, you may return to the task
at a later date. Consider this a chance to find better equipment,
or include others with more appropriate skills to help you. Though
for each time you return back to an unsuccessful task a -1 will
be modified to your attempt as a result of mounting frustration.
The following section is typically referring to extend actions
that your character may attempt during the course of the story.
Pace of Activity is broken down as follows:
- Quick ~ 1 turn (3 seconds)/1 minute
- Short ~ 5 minutes/10 minutes
- Long ~ 15 minutes/30 minutes
- Lengthy ~ 30 minutes/1 hour
- Consuming ~ 1 scene/1 day
- Exhausting ~ 1 chapter/1 week or month
The actual difficulty of a challenge will fall somewhere under
the following criteria:
- Simple/Relaxed ~ 1 success required
- Involved/Trying ~ 5 successes required
- Elaborate/Demanding ~ 15 successes required
- Ornate/Daunting ~ 20 successes required
- Intricate/Epic ~ 25 successes required
Expenditures of willpower have the following caveat. Using it to
gain the benefits of the Heroic effort rule (+3 to the task being
attempted) does not apply to any attempts to attack or aggressively
interact with another individual. Its purpose is typically to enhance
the actions of the defender, or someone attempting to overcome environmental
hindrances to your character’s action. Should the modifiers
bring your draw/roll pool to 0 or less, willpower that was spent
on this action is no longer considered spent, and the player may
decide at that point if they still want to try the test under the
Chance draw/roll.
In cases of resistance challenges the expenditure of willpower
gives a +2 to the trait.
- Your character may regain one Willpower point per scene if her
actions play out in a manner appropriate to her Vice.
- Your character may regain all spent Willpower if her actions
play out in a manner appropriate to her Virtue.
- Your character regains a point of Willpower for every week of
downtime that passes.
- If your character achieves a significant goal or performs a
particularly impressive act that affirms her sense of confidence,
bring the matter to me and I’ll decide if it warrants regaining
a point of Willpower.
- Character’s regain all spent Willpower at the end of a
story.
Chance Draw/Roll ~ this only applies when your pool has been reduced
to 0 or less. You may at that point decide if you would like to
take a chance on the test. You need to draw/roll a 10. Any other
number will result in a failure of the task. The 10 again rule applies
to this situation, but only confers additional successes if another
10 is produced, and may continue doing so until you no longer draw/roll
a 10.
In an attempt to try and keep the challenges as simple as possible
I’ll be instituting the Limited Modifiers rule. No more than
a maximum +5 or -5 can be applied to any challenge. The one exception
to this maximum is wound penalties that are applied on top of any
other negative modifiers already accrued. The only exception to
the rule of 5 is modifiers from supernatural sources.
Blood Expenditures for increased physical pools is covered under
the +5 modifier cap. When I refer to supernatural effects as the
exception to the modifier rule I am specifically referring to the
use of disciplines and any bonus/minus they may confer to a challenge.
Characters that for whatever reason has been surprised by an action
taken against them will have no defense value against attacks. The
only exception to this rule is characters that happen to be wearing
armor at the time. The armor value will still apply.
Any character may Fair Escape another so long as they are
outside of conversation distance. Characters already engaged in
combat or have a combat challenge issued to them during that turn;
they may not attempt a Fair Escape.
Auspex
Clash of Wills ~ this section pertains to Obfuscate versus
Auspex challenges. The first test made by a character to hide and
to see a hidden character must either be made with me, or one of
the Test Adjudicators. The result is your total success for the
remainder of the night. The individual overseeing the challenge
will provide the tester with a card indicating the success garnered
and the time that the challenge was made. This card can then be
presented later when the same sort of challenge is being made again.
The number of success can be changed for characters employing Auspex
only after an hour has passed and for Obfuscate when the character
has appeared, and is attempting to conceal their presence again.
Aura Perception ~ due to the deceitful nature of Kindred,
Auspex does not act as an infallible lie detector. If the issue
in concern is specifically relevant to the questioner, a skilled
reader of Aura’s maybe able to sort out the deceit specific
to them.
Celerity
Fair Escape ~ exception to this rule, Celerity allows characters
to Fair Escape even from the middle of combat, unless of course
a character with a higher level of Celerity attempts to keep them
from leaving the combat. As well, unless doors are blocked by two
individuals, a character employing Celerity can bypass an individual
blocking the door so long as they have less Celerity then the fleeing
character.
Majesty – Clarification on Sovereignty
Much of this is old hat to many of us, there are still some new
things that we have to learn as we progress with the story –
not to mention I’m aware that not everyone has had a chance
to get at the rules. In this case what happens when Sovereignty
is being employed?
When the employer of the discipline has it activated at its ‘normal’
level (i.e. not aggressively being challenged) people may speak
freely around the vampire so long as they don’t try to openly
defy or criticize him.
When standing directly in the presence of the user you become awash
with feelings of devotion, respect, and/or fear. Basically some
variant on these feelings will override their ability to gainsay
the Sovereign kindred. But should a character feel compelled to
oppose this individual they can engage in a challenge to overcome
the feelings invoked by Sovereignty.
The test is made between the user's Presence + Intimidation + Majesty
versus their Composure + Blood Potency. Unlike many of the other
levels of this discipline willpower May Not be used to overcome
the power. This test is supposed to be made every time someone attempts
to challenge the resplendent kindred (social/physical/mental). Even
if they are successful in overcoming the vampire’s Sovereignty
the aggressor will feel the weight of their actions.
Thank you for your attention, and hopefully we’ll be able
to move through the next scene that this power comes up in with
a little more clarity.
Vigor
Each level of Vigor confers upon the user a +5 modifier to their
damage total during Brawl and Weaponry damage resolution.
Addendum to Kindred and their Interactions with
Technology
Page 6 of Mind's Eye Theatre: the Requiem states:
"Vampires show up temporarily obscured in photographic media
(including video footage) and in mirrors. They can temporarily counteract
this effect, but the "default" is a sort of occlusion.
The same is not true for voice recordings; vampires' voices are
captured normally on those."
In Flesh and Blood, the former applies, and is detailed to greater
extent, and the impact this has on the masquerade on page 240.
However, contrary to what is written, the same rules also apply
to voice recordings of vampires in Flesh and Blood. Curiously, this
does not seem to apply to direct communication over the phone, but
does apply to answering machine messages. As per the rules for images
outlined on page 240, a vampire may similarly make more lasting
recordings of their voices by spending a willpower point.
Addendum to Kindred and Staking
Page 251 of Mind's Eye Theatre: the Requiem states:
“A vampire enters torpor when a wooden stake penetrates his
heart.”
Because I find it much more interesting for kindred to be somewhat
cognizant of their surroundings, silently screaming helplessly,
while their body is carted around – I have decided to implement
the following house rule. Torporous states will only apply when
a kindred seeks, or is knocked into, torpor; and in the case of
potential mystical effects which can cause this state. Successful
stakings will instead cause the victim to enter a quadriplegic state
where the kindred is incapable of moving their body but still has
access to their other senses (like their hearing) and what ever
happens to be directly in their line of sight.
Ascendency
Covenant Ascendancy:
For those scratching their heads at the moment, Ascendancy is a
mystical reflection in the city of the dominance of a given covenant
over a domain. Because they have the highest collection of standing
in the domain, measured by the combined status of all members of
the covenant, that group of kindred will receive benefits as a manifestation
of their authority. Each of the different covenants – with
the exception of the Unbound – have an Ascendancy power that
will occur once the covenant has assumed the greatest amount of
collective status within the domain.
Invictus Ascendancy:
Power in the case of the Invictus Covenant is the inability of
any member of the court – Unbound exempted – to ignore
their standing. They have proven their dominance over the domain
time and again clearly establishing their presence within the city.
This translates into game terms as a bonus conferred to the Invictus
during social interactions. The player of the Invictus involved
in the social challenge adds there city status as a modifier to
the test. |