announcements kindred locations resources history

Resources
House Rules - Merits and Flaws

The following adjustments have been made to help balance out all of the merits against each other.

Barfly confers a +2 modifier for a character’s first impression at clubs and other similar locals.

Brawling and Weaponry Dodge ~ aids used for these respective skills will also confer their modifiers to any dodge made (i.e. brass knuckles would give a bonus to a brawling dodge, etc).

Fighting Styles ~ Boxing, Kung Fu, and Two Weapons ~ all of these merits at a rate of 4+ demand regular intensive training to maintain the benefits they confer. At a rating of 4 characters with this merit must assign one downtime action per month. Characters with ratings of 5 must give up two downtime actions per month.

Giant ~ This merit is now a 2/4 merit. The first purchase gives a character +1 to their size and a corresponding health level. The second purchase gives an additional +1 to their size and a corresponding health level.

Status may still be purchased, and will be described by the player as to why the character has it; even it is simply a case of everybody just likes you. In addition, status will be handed out by me to reflect other more tangible worth the characters of the court will have to the community.

House Rule: Contacts

Contacts remain as described in the rules on page 142 of the core Mind's Eye Theatre book. The mechanics works differently than as described on page 142 on the core Mind's Eye Theatre book. Each field of contacts is recorded as a separate merit instead of stacking on top of each other for each successive field of contacts. Further dots beyond the first one act like any other challenge increasing your likelihood of garnering greater depth and more top level information; contacts that overlap, or for a specific instance overlap, can be used in conjunction to provide information from divergent point of views. All contact rolls are made at a base five with the level and die/pull result being added on top.

Example:

Mortimer has Contacts: Nightclubs *, and Contacts: Street People ***. He wants to investigate a shooting at the Gant-de-Fer club, where the victim, a young woman, had died of blood loss when she reached the hospital. No witnesses have come forward, although the club was packed.

Mortimer's Nightclubs contacts draw is a 9, giving him a 16 (9+1+5) total, or two success. "Sure, we all heard the shot. But I couldn't tell ya where it came from, I was too busy watching a fight that broke out at the door between the bouncer and some big dude who seemed to be looking for trouble. It was weird though, you'd think if she died of blood loss there'd have been a lot more on the floor," says the bartender working that night.

Mortimer's Street People roll is a 5, giving him a 13(5+3+5) or one success. "Yeah, yeah, I was here that night. And this guy, he came out of the crowd. Didn't look at me, but he had this gun. He tucked it in his jacket, and then--this other guy comes out and meets the first guy in the alley way over there. I think I could describe them pretty well... ya got any smokes?" asks the guy who sleeps on the nearby grate.