House Rules

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House Rules

Post by Admin on Sun Aug 15, 2010 4:24 pm



Never Ending Nights
House Rules
Written May 26, 2012
Revised: June 21, 2012 Jacob Upperman



Preface:
These rules may be changed at any given time and will be updated within two weeks of the change. All players, visiting or otherwise, are responsible for reading the house rules on their own. There will be a copy of the house rules for any and all to read over at game site.

Sections:
1. Introduction
2. Character Creation
2.1 Kindred
2.2 Caitiff
2.3 Ghoul
2.4 Background
3. Experience Expenditures
4. Game Mechanics
4.1 Items & Tags
4.2 Backgrounds / Influences
4.3 Abilities
4.4 Merits / Flaws
4.5 Negative Traits
4.6 Combat
4.7 Disciplines
4.8 Rituals



1.0 Introduction

THE RULES THOU SHALT NEVER BREAK
These are the most important and immutable rules of MET, the ones that keep your game and your players safe from folks who either don’t care that you’re playing a game, or who take the game way too seriously. Always adhering to these rules will also keep your game amenable to law enforcement and other non-player folks.

NO TOUCHING. NO STUNTS. WHAT SO EVER.
That means none whatsoever. It’s far too easy for things to get out hand in the heat of the moment. Save the stunts for your imagination. If you can imagine you’re a centuries-old vampire, then you can sure imagine you’re swinging on a chandelier or leaping across rooftops.

NO WEAPONS
No matter how careful you are. Whether it’s to prevent some fool from skewering himself on your new dagger, or to make sure the police don’t think you’re a threat, weapons of any sort are forbidden. Even fake or toy weapons, trained attack gerbils or laser pens are not allowed. Use item cards instead.

NO DRUGS OR DRINKING
Well, duh. Drinking and drugs do not inspire peak performance, and players who are so impaired are a threat to other players and the game. It’s one thing to play a character who is drunk or stoned, but another thing entirely to actually come to a game under the influence. At best it’s tasteless; at worst it’s illegal. Don’t do it.

IT’S ONLY A GAME
If a character dies, if a plot falls apart, if a rival gets the upper hand, it’s just a game. You And the rest of the players are doing this for fun. Taking things too seriously, or taking character Issues into real life, will only spoil everyone’s enjoyment, including yours. Remember, playing a game should be fun - if you’re not having fun, it’s time for a reassessment. Remember to leave the game behind when the session’s over. “Soft” roleplaying (conversing in character without challenges) can be fun, and there’s nothing wrong with talking about the game afterward at the local diner. On the other hand, demanding weekly clan meetings or trying to rouse your Primogen to talk business at three in the morning signifies the need for a change in perspective.

BE MINDFUL OF OTHERS
Not everyone around you is playing the game, and it’s in extremely poor taste to try to feed off passers-by. You want to ensure that your game and your players are welcomed. Frightening people and getting the local law enforcement called on you is not the way to do it. This is especially true if you’re playing in a public area, such as a park. It can be a very good idea to alert local merchants and police before you play so they’re prepared. If you get curiosity-seekers, try to have some business cards on hand and offer to speak with them when you have more time.

DO WHAT WORKS FOR YOU
We at White Wolf often call this proviso “the golden rule.” Your game may have special circumstances that require a few extra bells and whistles to the rules, or your troupe may find a way to handle something that works better for you. So long as people are having fun, go ahead and run with it - it’s your game. Likewise, if you see something that you want in your game that doesn’t appear with an MET system, then sit down and cobble up something that will work for you. If MET is all about telling stories, then here’s the part where the Storyteller improvises.

HAVE FUN
Not “Win.”Not “GO out and conquer everyone else.” Just have fun, because in MET, it’s not about how the game ends, but what happens along the way.

2.0 Character Creation

2.0 It is important to note that in One World by Night, no character may start with more than 30 points beyond the initial creation process. And as such the additional build points for 12th and 13th Gen, and Ghouls are considered part of that 30 and will reduce the amount we can award you for a character background.

Never Ending Nights is a Camarilla, Anarch, Ghouls, and Independent Kindred Genre game.

2.1 Kindred
Generation Caps: No character may be lower than 11th Generation without specific ST approval. This is not to say that lower Generation is not permitted, merely that it requires a background and a better reason than “I want my Trait cap to be 14!”

Capped clans: Are determined by what the game has in excess

Morality: If your character is part of the Camarilla, your morality is Humanity. This is a Camarilla game. (Independent characters, however, may start on genre-appropriate Paths with ST approval.)

Disciplines: You may not begin play with any Advanced Discipline, or with any out-of-clan Disciplines higher than 2nd Basic without prior ST permission.

Ability/Background caps: You must have ST approval to begin play with any Ability or Background higher than 3.
Additional build points for 12th and 13th Generation: 5 points.

Freebie Points: No player can receive more than 7 points from Flaws. Also players can receive up to a max of 5 points between negative traits, derangements and humanity loss.

2.2 Caitiff:
Caitiffs come from all walks of life and are failed embraces from almost any clan. As such they have a couple of rules that apply to them that do not with other Kindred. First and foremost is the fact that they are almost always of weak generation, 12th or worse. All players wanting to make a Caitiff of 11th generation or lower must get permission from the ST staff as a whole. The character will require a background and the ST will make the final decision based the background and other factors.
When making a Caitiff the player has two options when it comes to his Disciplines he may choose one in-clan discipline, the ST will choose the second, and the third is drawn at random from the Disciplines Deck or. The player may opt to have all three randomly drawn from the Discipline Deck. If the Discipline(s) drawn does not fit the character concept (in any way) that the player had in mind, then the ST overseeing this process reserves the right to allow the player to re-draw. If this option is taken the player is stuck with second result for better or worse.

No character may start play with their in-clan Disciplines being Celerity, Fortitude, and Potence.

2.3 Ghoul
Ghouls may be played in this game. Below is a list of the rule governing the creation of a Ghoul for the Never Ending Nights Chronicle.
Ghouls begin play with one Basic level of Potence. Ghouls can learn Potence, Celerity, Fortitude and their Domitor’s Non-unique in-clan Disciplines at out-of-clan costs. The player may place a second level in one of these Disciplines. All other Discipline levels, including the Domitor’s Non-Unique in-clan Disciplines must be purchased with Free Traits, paying the increased costs.
Ghouls can learn Discipline levels depending on the generation of the Domitor.
8th and 9th generation Domitor allow for second Intermediate
10th and 11th generation Domitor allow for first Intermediate
12th or higher generation kindred have Ghouls that can only learn the first and second Basic.

Having an NPC Domitor can only happen with direct storyteller permission but if such permission is granted then the following addition to the above rules should be noted. A Ghoul with a Domitor of 7th generation or lower (always an NPC) can learn advanced level Disciplines.
Ghouls are created in the same manner as a Vampire with the following exceptions.
Traits begin at 6/4/3 and trait categories are maxed at 9 traits.
All Ghouls start with 2 Willpower and max at 4 Willpower.
Any player wanting to use a Merit or Flaw from a book other than Laws of the Night for their new Ghoul must get ST permission. Some Merits and Flaws may not be taken at all by Ghouls and some can ONLY be taken by Ghouls, your ST or Narrator will be able to help you with clarifications on this.
Ghouls have ten blood traits total, four of them from their Regnant (Vampiric) and six of their own. (Mortal) They may spend one blood per round and may only spend a total of four without penalty. Every blood point spend after the forth causes the Ghoul to suffer one unsoakable Lethal Damage. If a Ghoul is emptied of all of their blood points, by any means, the character dies.
Additionally Ghouls get only 3 Backgrounds but do get 10 Free Traits instead of the normal 5.
Additional build points for Ghouls: 10 points





2.4 Character Background
Any player may submit a character background to the ST staff within three months of first playing their characters. These character backgrounds allow us to flesh out the world that character exists in a bit more and also allows the character to get more points(as character creation Free Traits) to build the PC up with. These points will be determined by the ST staff after all members of the staff have had a chance to review it. Points awarded cannot exceed 30, minus any roll-over points from previous characters and/or points from Generation or being a Ghoul.
We would like to see a background for every character in the game but it is not, nor will it ever be a requirement unless the player wants a low generation for his character. If you max out your 30 points without writing a background, it can and has happened, we still encourage you to give us a little something (preferably written) about your character so that we can attempt to enhance the realism for you a bit and maybe even bring NPCs from your character's past into the game for a cameo or two.
A character with a submitted background must reflect appropriate aspects on their character sheet (IE. born a popper remaining poor and embraced with Fame on sheet, “NO”; building a small company and embraced with Resources on sheet, “OK”).
Character sheets with background points spent prior to having those points awarded will be denied play.
3.0 Experience Expenditures
3.0 You may spend XP at any time, but may purchase only up to 1 level in any one specific category at a time, as long as you have enough XP. IE this month Kyle is working hard to improve his ability to sway emotions, he has enough XP and already has Awe, he can then purchases Dread Gaze. An additional point may be spent toward a specific Ability when declaring a specialization.
4.0 Game Mechanics
4.0 Misc. Mechanics
Sunlight:
The sun has one of three ratings, and inflicts corresponding damage to vampires.
Full exposure (outside at noon): 3 agg per round.
Partial exposure (cloudy, in a room with a window): 2 agg per round.
Minimal exposure (in a room with a window and curtains): 1 agg per round.

Diablerie: This is run as per Laws of the Night Revised except for the following: If the character who committed the diablerie gains generation from the act, the character does not gain the 2xp. Any character who has diablerized must tell anyone using Auspex (Aura Perception) on them that they have diablerie veins in their aura if it has been less than three (3) months since the act of diablerie took place.
In Game Embrace: Drain/Feed test with retest based on generational distance from Caine
Exp- 13th/14th gen = 0, 12th gen = 1, 11th = 2, 10th gen= 3, 9th = 4, 8th = 5.
4.1 Items & Tags
You may check in no more than 10 cards. Only show us what is on your person. Other items may be “left in the car.” Getting anything “out of your car” requires an ST.
Obtaining equipment will be confined to four avenues of action: The character Crafts the item; item is obtained by an influence action; item is gifted by an NPC or another PC; or using money to purchase a licensed/traceable item.
We try to have tags available each game for those of you who cannot costume or who have some noticeable feature that costuming cannot portray, or that you do not have costuming for. This includes inhumanity (Paths). Please wear your tag prominently. Failure to do so can hamper role-play significantly. For instance, someone with an “Inhumane, Beacon of the Unholy, Monstrous, Eerie Presence, Lord of the Flies” tag is not likely to be approached for idle conversation by a Soft-Hearted, Humanity 5, True Faith-wielding nun with Phobia: Demons. Any item on your person must be displayed unless validly concealed. You do not have to wear a tag for Mask of 1000 Faces.
4.2 Backgrounds / Influences
All Backgrounds/Influences that can directly provide income can only be collected once every two game sessions.
Allies: Per Dark Epics
Alternate Identity: Vampires often find it necessary to assume new identities. Sometimes this means assuming a new mortal identity, obtaining a drivers’ license and social security card for their intended persona. Other times this means cultivating a new self at a new Elysium- going under a new name, sometimes with a new face. Each level of the Alternate Identity Background represents an additional identity you’ve cultivated, whether it be a mortal identity or an Elysium identity. It might even represent a persona you’ve developed among the Anarchs or the Sabbat. As you gain more identities you get better at doing it-you have more knowledge and connections in the areas needed to make a new self.
1 You have one identity comprised of a reasonable sounding name, with a piece of ID if this represents a mortal persona.
2 You have two additional identities, both of which are fairly fleshed out, with multiple pieces of ID if either of them is for a mortal persona.

3 You possess three additional identities, all of which are reasonable. One of them might even be in another sect (such as the Sabbat or the Anarchs), allowing you to take separate Status Backgrounds for that identity.
4 You’ve cultivated four additional personas, two of which may be in other vampiric sects than the Camarilla.
5 You are a master of identity crafting, with five additional personas at your disposal. Three of these may be in other Sects if you choose

Also requires a write-up that must include: Name, Race (Human, Kindred, etc.); Clan & Sect (if Kindred); Career/Job (if Human), Location (Originally Established and How Long). Other race selections are available but subject to ST approval (may also be required to write up additional information about identity).
Haven: Is considered a 1-5 point background. All characters with Haven on sheet must turn in a written description of location and layout of their haven for approval. Each dot increases the number of security traits it possesses.
Examples as follows:
0 You have the equivalent of a windowless apartment and a baseball bat.
1 No security, you probably even have a roommate.
2 Locks would not keep out a healthy adult. 3 traits no retest security test to enter.
3 Standard door locks with deadbolt, well secured windows etc. 5 traits 1 retest security challenge to enter.
4 Significant security system or architecture that helps prevent entry. Also probably a nice neighborhood or doorman. 10 traits 2 retests security challenge.
5 Neighborhood watch, alert guard or the police station is near. Private electronic security almost definitely present 15 traits 3 retests

Holdings: Holdings represent mostly dormant properties but may be used to gain no more than $1000 per dot in holdings.
Resources: May be used in place of Haven with a write up and layout for your haven subject to ST approval with the difference being the recourses only covers the building and the furnishings NOT the security.
Resource collection is a player’s responsibility. Similar to any other background action a submission of action must be initiated to gain its benefit. The player must maintain a stamped, signed and dated item card showing their resource collection to date.
Retainers: You can build up NPC retainers by pumping your XP into them at a 1/2 ratio (each point you spend on them gives them 2 XP) to a maximum of 15 spent (30 XP). You can have no more than 5 retainers with character sheets at one time. Your retainers can have Influences, but you cannot access any level that they have that exceeds your level in the Retainers background. (Thus, with Retainers 3, you can only use up to level 3 Influence actions for your retainers, even if they have them at 4+). Also, you may not use more levels of your collective retainers' Influences per month than you have in the Retainers background (i.e., no more than 5 per month, even if you have 5 retainers with level 5 Influences). NPC retainers will not be allowed to be used in game unless the PC with the retainers on sheet has copies of the NPC ghoul’s sheet on hand.
Mentor: Using the Mentor background requires at least a one-page write-up detailing who they are and how you managed to ingratiate yourself to them. Until this background is given to the STs, you may not use your Mentor. Expect them to show up and demand things of you at inconvenient times.




Influences: We use the Influence rules from Dark Epics. This book contains the rules for building, attacking, tracking, and other Influence actions. The only difference is influences refresh at each game.
Import: An influences action used to transition from one city to another for purposes of IC game location change and character transfers. Influences Import into the new city at one point every two week period across all areas. While an area of Influence is in an Import action none of that Influence area can be used toward a Growth action. Those Influence points received through an Import action are free to be used in any other manner.
4.3 Abilities
General Use: If an ability makes logical sense, it can be used for a retest. For instance, Intimidation will retest Dread Gaze. But, no matter how little sense it makes, Ability retests from the book will already work.
Specializations: You must have three levels of an Ability to specialize. These must be very specific. Melee: Swords is not acceptable; Melee: Rapiers is. You may specialize in one level of a Discipline, but not the whole Discipline
Notable specialization: 2 Hand Combat/ 2 Weapon Fighting/2 Gun Mojo will be run as per LotN rev.
Acrobatics: Acrobatics will allow you to soak some of the damage of falling. To use this ability you must make a static physical challenge versus six traits to negate up to 10 feet worth of falling damage.
Athletics: This Ability may be used for more mundane or broad categories that are not covered by another physical Ability. Among other things, it may be used as a retest against the Movement of the Mind power. It cannot be used to retest with a thrown weapon; that’s what the Throwing ability is for.
Awareness: You may make an Awareness test to realize when a Discipline/Gift/Sphere/Magic Ninja Power of Indeterminate Origin has been used on you, but ONLY if the attempt was unsuccessful. Perform a static Mental challenge against the user of the power. If you lose, you have no idea that a power was used on you. If you win, you know that something was used on you (and may be able to deduce what it was, although meta-gaming will **not** be tolerated), but not necessarily who used it. Note that some powers, such as Path of Corruption, specifically state that the target automatically is (or is not) aware of the power; such rules trump these.
Archery: Archery allows you to retest bows.
Firearms: Allows you to retest crossbows
Blindfighting: Each level of this Ability reduces the penalties for darkness or blindness by one, to a minimum of zero. Additionally, levels of it may be spent to negate the forced retest on challenges made while blind for the round. (see the Darkness rules in the Combat section for further detail). Finally, spending a level of this Ability allows a blind character to avoid the penalties for blindness (losing on ties) for one round.
Demolitions: Use of Demolitions is not permitted, except for purposes of disabling bombs.

Empathy: Inhumane characters can purchase and use this Ability. A person's ability to understand and perceive emotions is not limited by the ability to feel them. (Besides, that would make Sabbat Malkavians suck.)
Hunting: Kindred use this Ability to find prey. You may spend a level of this Ability to retest the pre-game feeding test, or as a retest for in-game challenges to find prey. If you use it for the feeding test, you may spend multiple levels of the Ability, taking the most favorable result.
Leadership: This Ability can be used to retest any Social challenge that is not covered by another Ability, including a social challenge in which you bid a Trait such as Dignified or Commanding.
Linguistics: The number of languages you speak varies with the level you have in the Ability.
Level Benefit
1 One additional language.
2 Two additional languages.
3 Four additional languages.
4 Eight additional languages.
5 Sixteen additional languages.

Lore’s: Can be learned in this fashion:
Level Learning Requirements
1 (1)Teacher with at least 2 levels of desired lore.
2 (1)Teacher with at least 3 levels of desired lore.
3 (2)Teacher with at least 3 levels of desired lore.
4 (2)Teacher with at least 4 levels of desired lore.
5 (2)Teacher with at least 5 levels of desired lore.

A signed card or email correspondence must be received by the Never Ending Nights ST’s from the individuals teaching the desired lore with conformation from their home chronicle.
Clan Lores are ran per the genre packets issued by OWbN. All other Lores not covered by OWbN documents will follow per Obsidian Towers lore’s packet, See ST’s for packet or visit:
http://obsidiantowers.owbn.net/rules.html
Meditation: Meditating takes ten minutes. You then make a number of challenges equal to your Meditation level against a difficulty of 5 traits (or more, if the ST feels the surrounding are exceptionally distracting). Each success restores an expended trait of Willpower.
Rituals: Sabbat Ritae cannot be done by Camarilla characters. The Sabbat is a cult with religious beliefs. If you don't believe them, they don't work. If you deny the Sabbat, they don't work. You may possess academic knowledge of these rituals, but they will not function for you.
Throwing: This Ability is used to retest with a thrown weapon. It also allows you to use your Mental traits instead of Physical traits if you so choose.
Crafts: To craft a mundane item with no modifications (no crafts levels being used) it takes 1 week and one test is made vs. 8 traits. To craft an item using basic crafts levels takes 1 week per level of crafts used, (2 weeks for a crafts x2 item, 5 weeks for a crafts x5 item etc) with one test vs. 8+number of crafts rating (13 traits for a crafts x5 item). The crafting time can be lessened by 1 week for each additional test added to craft the item. (IE a crafts x 3 item can be made in 1 week by making 3 tests all vs. 11 traits).
Should you fail a challenge, you may expend a level of crafts for a retest. (Note this will lessen the overall results by 1 crafts rating). (You may only expend 1 level of crafts per test, meaning if your item requires three tests to complete you may expend a level of crafts for a retest in each test reducing the final outcome accordingly for each used).
Small modifications can be made to items as long as the crafter has the appropriate ability to produce these changes. Any item can have +1 bonus trait added, +1damage added, and/or -1 Negative trait removed. This is done by having other abilities that apply to the crafting of the item IE Metal folding, or Science Metallurgy and making a test for each modification made vs. traits equal to the crafting difficulty +1 per modification. (Worst case scenario: Crafts x5 Item, crafted in 1 week with all three modifications being made= 8 tests (5 crafts and 3 mods) each vs. 16 traits (8 base + 5 crafts lvl +3 mods)
When a player wishes to create an item, he must possess the appropriate level of crafts. This is determined by adding one (1) to the base traits/heath levels of the item. Flamethrowers require crafts four (4). The items exempt from this are broken bottles, clubs, and stakes
4.4 Merits / Flaws
Ability Aptitude: A character can only have this Merit once. Certain other merits, like Natural Leader, take the place of this merit. In such a case, they do not stack (i.e., you can have both Natural Leader and Ability Aptitude: Leadership but since they both do the exact same thing and don’t stack…it would be dumb). This merit can only be taken for non-combat abilities.
Blind: This Flaw does not prevent a character from having (and certainly not from being subjected to) Disciplines that require eye contact or something similar (Dominate, Dread Gaze, etc.). It's a 6-point Flaw, not a Merit that makes you immune to a bunch of Disciplines. Someone using Dominate on a blind character must be able to see her eyes (or eyelids) clearly, and the blind character must be facing him. A blind character using Dominate must be facing the intended target, and the target must be looking at her face. Also just because you are wearing sunglasses, does not mean someone can’t get eye contact with you, if you attempt to use this excuse you will be asked to put the sunglasses away.
Child: Since we are trying to make sure the different genres of the game are staying true no character with this flaw may start within the Camarilla without express permission of the Story Teller Staff. This flaw is considered a breach of the masquerade so anyone taking this flaw should expect the character to possibly not survive long.
Efficient Digestion: Ghouls cannot have this Merit.
Fourth In-clan Discipline: This merit is permitted in NEN with Story Teller's permission only. The forth in clan may be either chosen at random from the discipline deck or the player may work with the STs to choose the discipline. The discipline chosen gains all of the benefits of being in clan. The discipline cannot be a clan specific discipline. This merit may only be taken once.
Lucky: Due to the difficulty in tracking this Merit's use over the course of a story, you will be given three item cards to represent the number of times you may be lucky. When you use a luck retest you must find an ST or Narrator and give them one of these cards. At the first game of each month you will return any unused luck cards and receive three new ones. Only luck cards with that months date stamp and signature may be used for the retest. All Visitors will follow the same rules as locals and the cards will be handed out when they sign in.
Natural Leader: You may only use this merit when Leadership is the appropriate ability retest.
Pale Aura: As per Laws of the Hunt Revised. This merit may only be taken with Storyteller permission.
Potent Blood: Kindred cannot have this Flaw.
4.5 Negative Traits
If someone bids a negative trait against you and you have multiples of that trait, you are required to only bid extra traits equal to the number of times it was called. IE if you’re a Heartless bastard Brujah with Callousx3 and someone calls you on your Callousness in a challenge you only have to bid 1 extra trait, if they say “You’re Callous, Callous, and Condescending” you must bid 2 extra traits for the Callous (and possibly one for the Condescending if it applies).
If you are a member of clan Nosferatu or Gangrel and someone sees your true visage you MUST tell them the actual names of the negative traits you possess and sign off on an item card with these traits listed. (Note: In the case of Nosferatu and Gangrel traits, the pc must have personally witnessed these looks and produce a stamped item card with the traits listed to bid them against you)
4.6 Combat
Staking: Staking is as per LotN Revised.
Rule of Three: Any game mechanic with a variable effect based on trait expenditures is limited to an expenditure of three, subject to ST discretion, unless otherwise specified in a Mind’s Eye Theater book.
Contested Challenges: This will be handled on a case by case basis. IE if it is reasonable we will more than likely allow it, but you cannot use a contested challenge against someone who has Celerity if you do not.
Surprise: A character attacking from surprise gain one free attack action where the defender may ONLY bid a stamina related trait.
Initiative: Your initiative number is equal to the number of base traits you would declare in a tie before bonus traits (although you may delay your action until 1 on the countdown if you so choose). You act on the traits appropriate for your action (Mental traits for a Dominate or Thaumaturgy challenge, etc.). No type of action takes special priority over others, except Alacrity.
Action Sequence: Actions will proceed as follows: Alacrity, Normal (excepting those who acted on Alacrity), Swiftness, and Legerity. Most additional follow-up actions, such as those from two-weapon fighting, take place at the end of the round. Celerity actions will not be counted down from amount of Celerity; they will be counted down from Initiative as if they were Normal actions. Miscellaneous actions are likewise based on Initiative traits. Mental and Social Disciplines function on the Normal action. Not Alacrity.
Trait Use: While certain limitations are inevitable, traits are fairly fluid. Bidding the trait Tough is valid both in attacking and resisting damage. The main exceptions to this rule involve Potence and Celerity. You must bid Strength- or Dexterity-related traits (respectively) to gain the benefits of these powers. You cannot be Brawny enough to kick an opponent gaining the benefits of additional symbols and ties from Celerity and you cannot be Nimble enough to cave in someone’s skull with Puissance.
Move Actions: You may take up to 3 steps and still get an action, every step after the first causes a -1 trait penalty on said action (i.e. if you take 2 steps you are at -1, if you take 3 steps you are -2 traits down) If you take no action besides moving quickly (i.e. leaping, sprinting, jumping, etc.) you may take double movement in steps.
Natural Darkness: Darkness creates a 2-trait penalty on all combat challenges. Additionally, any successful challenges must be retested by the person initiating the challenge. This retest replaces any surprise retest that the attacker would otherwise claim. Eyes of the Beast negates these penalties entirely. Heightened Senses reduces the trait penalties by one, as do the Acute Sense: Sight or Hearing merits, but they do not negate the forced retest. Note that you may not heighten multiple senses to stack uses of Heightened Senses, nor do Acute Sense: Sight and Acute Sense: Hearing stack. Levels of the Blindfighting Ability can lessen these penalties (see Blindfighting under the Abilities section). Certain types of actions, such as Dominate, most Thaumaturgy, or Dread Gaze cannot be used in darkness. In general, if a power requires line of sight, it will not work in darkness. By expending a level of the Blindfighting ability you may cancel one of the forced retests.
Called Shots: NEN does allow called shots, the ST handling the combat will decide what happens if the called shot hits. We DO NOT allow decapitation or instant kill called shots. The character attempting the called shot is down four traits for the challenge and automatically loses on ties.
Carrier Attacks: Carrier attacks are limited to one per action, and require expenditure of any traits as the attack hits, unless specified. All of the following are considered carrier attacks:
Animalism: Quell the Beast
Necromancy: Mortus Path: Mercy for Seth
Quietus: Scorpion’s Touch (if not expended previously)
Thanatosis: Putrefaction, Withering, Necrosis
Thaumaturgy: The Path of Blood: Blood Rage, Cauldron of Blood
Mastery of the Mortal Shell: Vertigo, Contortion, Seizure, Body Failure
Vine of Dionysus: Methyskein, Hamaratia
Neptune’s Might: Blood to Water
The Path of Corruption: Addiction
Hands of Destruction: Atrophy
Vicissitude: Fleshcraft, Bonecraft
Any Ritual requiring touch





4.7 Disciplines
Out of Clan Advanced Disciplines: You may not ever have more Out-of-clan Advanced Disciplines than you have In-Clan Advanced Disciplines until your In-Clan Disciplines are maxed. For the case of Blood Magic using clans, only your primary path of Sorcery will count as an in-clan discipline.
Combo-Disciplines: You must have one of the requisite Disciplines as a natural in-clan to teach a combo-Discipline. You may learn combo-Disciplines if you have the requisite disciplines at the appropriate level. You must find a teacher for all combo-Disciplines. Ghouls cannot learn combo-Disciplines.
Approximation of Loyalty Absolute: The target of this power will not take suicidal actions (such as attacking a pack of lupines or diving into a vat of molten steel to retrieve a dropped object). However, he will take hazardous actions that are not inherently suicidal (such as distracting the pack of lupines or tipping the vat of steel and searching through the spilled contents for an object). The target receives another test to resist the power if ordered to take actions that run directly contrary to his Nature, or that contradict an existing 3-trait blood bond or a level 8+ Vinculum.
Iron Heart is effective against Dominate, Presence, and the following Thaumaturgy Paths: Path of Corruption, some powers of Focused Mind (such as One-Tracked Mind), and Vine of Dionysus. It may also provide protection against rituals and other magic at ST discretion. This power provides lesser resistance against Elder-level (or higher) Disciplines. The character does not win on ties against such daunting powers, but does gain a two-trait bonus against them. If used to harden the resolve of another against such powers, it provides no benefit.
Lifesong: This power determines a mortal’s Nature, not their Demeanor.
Shroud of Absence: Remember that anyone who wishes to attempt to pierce this power may do so with a Willpower challenge against the user. This attempt does not require any supernatural power.
Thaumaturgical Sight: This power can be used to detect all types of blood magic, but can only accurately determine types (i.e., Paths) of Thaumaturgy. It cannot discern specific powers of Necromancy, Setite Sorcery, Koldunism, etc..
Form Powers: Form powers (Shape of the Beast, Black Metamorphosis, Skin of the Adder, etc.) cannot be stacked. Partial-transformation powers, such as Feral Claws or Bonecraft, can be used in conjunction with these powers normally. You may change directly from one form power to another with the normal expenditures; you do not need to return to your normal form between shifts.
Thaumaturgy/Assamite Sorcery/Koldunic Sorcery/Setite Sorcery: All rules that apply to Thaumaturgy are assumed to apply to Assamite and Setite Sorcery powers that mimic them.
All Blood Magic that affects another person requires a challenge against that person, no exceptions.





Animalism:
Feral Whispers: allows people in beast form to communicate despite their differing forms. You cannot use feral whispers as a special language while in human form.
Beckoning: If you are summoning small creatures (bats, rats, etc.—anything that is worth less than one Blood trait for feeding.), 1 Social Trait will summon a swarm (5-10 creatures, which can be the equivalent of 1 Blood trait). Summoning a single such creature can be done for free and does not cost a Social Trait.
Quell the Beast: This power does not negate Aegis in any way. You can deal damage and Quell on the same action. Quelling someone out of frenzy only brings them out of frenzy. They are not Submissive and can spend Willpower. Remember, using this power on a vampire costs a Willpower trait.
Drawing out the Beast: You may retrieve your Beast by finding the person in to whom you tossed it and demonstrating some form of behavior to entice it back to you. You may also simply kill the person holding your Beast; this will automatically return it. If someone has had a foreign Beast thrown into them with this power, they may be Quelled out of frenzy. However, a Quelled character may be subjected to this power or any other kindred who has somehow become unable to frenzy (as this is not their beast that’s gone off the deep end). If you fail the challenge you automatically frenzy, no test, no willpower.
Auspex:
If you are “obfuscoping” You enter a mental challenge against the person with Obfuscate, you gain a bonus trait for every level of Auspex you have (IE if you have telepathy you gain +4 traits)
Heightened Senses is not obvious. You do not know someone is using it.
Aura Perception: This power requires a Static Mental Test to use, rather than a simple test. Thus, it cannot be relented to. Vampires lie, A lot. It’s nice when they can do so without being thwarted by a basic Discipline. Furthermore, it does not distinguish normal mortals from near-mortals, kinfolk, or hedge mages. Finally, Lies of omission or misleading words are not detected by this power. If a vampire is using Animalism: Subsume the Spirit or Dominate: Possession the aura that is seen is the aura of the physical body (Usually simple Mortal or Ghoul).
Telepathy: If you scan someone’s brain deeply (beyond surface thoughts) they Immediately get an awareness challenge to notice. Remember, using this power on a vampire costs a Mental trait (expended *before* the challenge).
Psychic Projection: Places you on a different plane, but allows you to view this one with perfect clarity. When astral you appear as an idealized image of yourself. As per the book you may use any social or mental powers on yourself normally, you may also use all mental and social powers on anyone within normal range if you manifest (by spending willpower) and expending a mental trait along with any other expenditures for the power. Due to the fact that you are still connected to your body via your astral cord a character may still use powers that require blood expenditures. IE if Dr. Ruby wants to engulf Primogen Klink from the astral realm, he must first expend willpower to manifest, then a mental trait to use the power, and finally spend the blood required by the power and make the test.
Celerity:
Order of Actions: For sake of ease, rather than having characters with the highest level of Celerity act first with their additional actions, Celerity actions will be counted down by traits like normal actions.
Any use of Celerity above Swiftness by someone who is obfuscated breaks their obfuscate due to the interaction it causes with their environment (small objects whipping around, candles being blown out, etc).
Rapidity: You do not need to declare use of the Bomb. Your opponent will discover that you have super-speed when you hit them really fast.
Thaumaturgy and Celerity: Celerity can be used during a round that a thaumataturgical action takes place; however, the player does not gain extra actions from this. Thaumaturgy is a full round action.
Chimerstry:
Permanency: You may not make Horrid Reality permanent.
Horrid Reality: Only effects one person (so when Bob flips out over nothing people will notice). Creates enough Illusionary damage to put victim into a Torpor like state at the end of the round. The use of Aegis or other powers that would alter the effectiveness of the illusion created can prolong survival and/or can cause you to “survive” longer than the first round, or even completely negate the effect depending upon the illusion created. To use this power you must have line of sight.
Dementation:
Passion: This power will not bring someone out of frenzy, but you can use it on them while they are in frenzy. It will give them an additional test to resist. Passion does not stack.
Voice of Madness: The difficulty of the challenges to resist this frenzy is 4, and the target may not spend Willpower to automatically resist said frenzy (although they may retest normally).
Total Insanity: An ST must be present for the use of this discipline, and will determine what derangements the targets is afflicted with. Note the suppression of derangements with the expenditure of a willpower is possible with the newly acquired derangements. Also, if the victim acquires 2 or more derangements that conflict with each other they will immediately go into a catatonic state for the duration of the power. Though the willpower to suppress can still be spent, this power no longer carries additional side effects.
Dominate:
Eye Contact: Eye contact is approximate. As long as the characters are looking one another in the face, they don't need to be literally staring into the depths of each other's eyes. You do not however need eye contact if you are currently using Auspex: Telepathy on the victim.
Command/Mesmerism: Only directly suicidal actions are impossible. You may be told to “stay” until you see the boot party coming, at which time the command is broken and you can haul ass.
Possession: While in Possession, you use the mortal's Fortitude, Celerity, Potence, blood, and Physical traits. You use your own Mental and Social traits, as well as Mental and Social Disciplines. You may use Dominate at your normal generation. When using spending blood to power Disciplines (such as Thaumaturgy), you use the mortal’s blood. However, spending a mortal's human blood inflicts one level of lethal damage per blood point. In the case of ghouls, Kindred vitae (which has a maximum of 5) may be used without injury. You may speak while using Possession, although your voice is that of the mortal being possessed.
Fortitude:
Aegis: Use of this power is reflexive. Wounds taken before its declaration seem to heal instantly. Aegis can be used at any time to prevent any sort of damage from any attack, and all damage dealt that turn is negated. This works retroactively. This also give you ties on testing down damage when using Resilience/Resistance You may declare the use of Aegis even after being staked (after the simple tests), but it must be immediately after, before other actions are taken within that round. Aegis negates all damage dealt, but not the effects of carrier attacks that do not cause damage (you can blow aegis to negate the damage from the sword that the Assamite used to hit you, but the poisonous “scorpions touch” still takes the extra physical away as it only needs to touch you to do so)
Necromancy:
Ash Path:
Ex Nihilio: The difficulty of the test is the rating of the Shroud. The doorway to use this power must be drawn as the power is activated. No pre-drawn doorways are allowed.
Shroud Mastery: is run as an extended challenge, with up to three successes. Each success drops the Shroud rating by one. You can stack multiple uses of this power. An ST must be present when this power is in use.
Bone Path:
Soul Stealing: If the body is damaged after pulling the soul, the soul returns to the body instantly, unless it has also been compelled.
Voudoun Path:
Baleful Doll: The doll may only be stabbed 4 times before it is rendered useless.
Obfuscate:
If someone is “obfuscoping” You enter a mental challenge against the person with Auspex, you gain a bonus trait for every level of Obfuscate you have (IE if you have Mask of 1,000 Faces you gain +3 traits)
Unseen Presence: you may use Celerity up to Swiftness and still remain hidden (as long as you abide by the other rules of not interacting with your environment).


Mask of 1000 Faces: can be kept up in combat. It can be broken by Auspex normally. You use this power to gain additional Appearance-related traits, at the rate of two blood per trait, up to your Generational limit. These traits last for an hour or scene. If someone pierces your Mask, you cannot use these traits against them. If you activate Mask of 1000 Faces, others may still bid the appearance-related Negative Social traits against you.
Cloak the Gathering: may be used on unwilling individuals if you best them in a Mental challenge. They are unaware of the effect, and may break it normally (shooting a gun, throwing fire, screaming and dancing like a rabid howler monkey, etc.) Multiple uses of Cloak the gathering may not be stacked so that someone would have to beat multiple PC's in a challenge, instead choose the pc you want to maintain the Cloak and each other use of Cloak the gathering will lend 2 bonus traits to that pc for any challenge against him attempting to see through
Obtenebration: Per LotN rev.
Potence: You may use Potence on Celerity actions, but doing so negates the benefit of Rapidity and Fleetness. Potence may be used defensively to block a melee or brawl attack (by using your actions to do so, if you do not have actions left you cannot block or parry), but cannot be used to defend against any ranged attack. You can’t be strong enough to block a bullet.
Potence-jumping: Is an Elder power called Relentless Pursuit. It is not allowed.
Prowess: If you have this power, you may always inflict lethal damage when making unarmed attacks if you choose. This benefit applies even if you are using a Dexterity-related trait.
Might: Might does not cancel any test.
Vigor: You need not declare your use of the Bomb. Your opponent will find out about your super-strength when you hit them really hard.
Puissance: The extra damage dealt by Puissance is of the same type as the base damage. A punch does 2 lethal, whereas a swipe with Feral Claws deals 2 aggravated.
Presence:
Awe : May be used (at the expenditure of a social trait) to automatically gain a retest on all social challenges. You cannot use Awe over distance, for such things as Summons; the target must be in your presence and aware of you. Awe does not cancel Awe. You may also expend a social trait and engage a target in a social challenge (after expending the trait) to get them to lock gazes with you for a slit second. This may be used as a carrier power for dominate or any other power that requires eye contact.
Summon: A person who has been Summoned does not know that a Discipline has been used on them. To answer a Summons, you must make your Presence known to the Summoner. You must go to that person, not as an Astral Projection (unless you were in astral at the time of the summons) or a telephone call. You will use abilities within reason, as you would to get to a very important meeting. You may be Summoned to be killed, but you may not be Summoned into obvious danger or through dangerous terrain. Either will break the Summons. (Ex.: You may be Summoned into a combat situation by someone who means you harm, but once you see the danger, the Summons will break. You may be summoned to a meeting, but you would not go across a wide, sunlit room without protection. This will also break the Summons.)
Majesty: You should flavor your majesty with a Social trait, and people should react appropriately. For instance, you may use “Intimidating” Majesty, and become terrifying and imposing. Likewise, "Dignified" Majesty inspires respect and awe. If others do not role-play the effects of Majesty, the ST’s will discuss the situation with them. Remember the line “heads bow, hearts break and spines quiver”. However, if you attack while your Majesty is active, you automatically drop it to everyone it is currently affecting. You cannot invoke Majesty while pinning or restraining someone.
Majesty is both line of sight and has a ten foot radius, IE even they can't see you, as long as they are within ten feet of you they are still under the effects of this power. This power does not however work through walls, doors, or any other solid object that completely blocks your line of sight.
Protean:
Shape of the Beast: Anyone who learns Shape of the Beast out-of-clan is limited to wolf and bat form. Wolf form gives you three physical traits and two mental traits and you do one more level of aggravated damage with your bite. For Gangrel PC’s this game uses the alternate rules for this power published in the Gangrel Clanbook.
Mist Form: You may not use physical Disciplines while in this form, which not only means Potence and Celerity, but also any other Disciplines which require a physical form, such as Protean, Vicissitude, etc.
Quietus:
Silence of Death: You may not reverse this power to create a “private conversation bubble.”
Scorpion’s Touch: Changing your blood is not an action; applying it is an action. This power can be used to poison those who are drinking from you.
Baal’s Caress: Changing your blood is not an action; applying it is an action. This power can be used to cause horrible internal burning to those who are drinking from you.
Thanatosis:
Withering: If the head is Withered, the victim may not initiate Mental or Social challenges, nor may they expend Mental or Social traits, except in defense. They may still use Celerity, Potence, and Fortitude. This also stops Combo Powers that use more than Celerity, Potence, and Fortitude.
Necrosis: This power cost 1 Blood trait and does 2 levels of Lethal damage in addition to inflicting the Negative traits Decrepit and Repugnant.

Valeren: We use Faith and Fire Rules for Valeren.



Thaumaturgy:
Using Thaumaturgy is overt. It cannot be done imperceptibly (although it can be used somewhat discreetly by whispering the incantations and surreptitiously making the hand gestures). However, being bound or restrained does prevent you from using Thaumaturgy. Unless otherwise noted, all Thaumaturgy powers require line of sight. If they require a touch, the touch is initiated by a normal Physical challenge; attempting the Thaumaturgical effect is an immediate free action. Anyone using Thaumaturgy may never use Celerity higher than Swiftness while casting. You also must give up any off-hand actions while casting.
Path of Blood:
Blood Rage: This power can only be used on creatures with Kindred vitae.
Blood of Potency: Using this power does automatically fill your blood to the generational max you potencied down to. You not only gain the benefit of the generation for Dominate, but are also permitted blood expenditure of that gen along with the trait maximum. IE If you Potency down to 7th gen your physical trait max becomes 16 (notice your traits do not automatically maxing out, but this allows you to spend blood to max them out for the scene), your blood pool increases to 16, and you may spend 4 blood per round.
Lure of Flames:
Firestorm: All characters caught within the area of effect must test with the Caster. No selective sniping with Firestorm by relenting to your buddies.
Spirit Manipulation:
Spirits: Spirits will not always be run as per Laws of the Wild. Additional house rules have been created for these entities, because the rules in LotW are utterly ridiculous. No character will ever die without a test because two fire elementals decided to spend one Essence each and the character didn’t have Aegis. Most spirits encountered have only the charms explicitly listed in their profile; some rare spirits may have additional charms at ST discretion.
Entrap Ephemera: Only one spirit may occupy any given object.
Elemental Mastery:
Elemental Form: If you assume any liquid or gaseous form, you may not use physical Disciplines while using this power. This not only means Potence, Celerity and Fortitude, but also any other Disciplines which require a physical form, such as Protean, Vicissitude, etc. All gaseous forms are visible clouds of gas.
Summon Elemental: Elementals summoned with this power are considered to be normal spirits. However, they automatically have the Manifest charm, even if they do not normally possess it.



Mastery of the Mortal Shell:
All powers of this Path requires a Mental Challenge against the victim's Physical Traits (in which the target may only bid Stamina-related traits) after the touch is made. This is done as an immediate free action following the touch. All powers of this Path last for one round per Mental trait spent, to a maximum of five. Levels 3 through 5 require the expenditure of 1 Mental trait per round of duration.
Body Failure: The target does not suffer any trait penalty on defensive actions. If the target is a vampire, the damage inflicted by this power is considered bashing instead of lethal.
Focused Mind:
Centering: You cannot use this power on yourself if you are already in frenzy.
Path Blood's Curse:
Ravages of the Beast: The target may not spend a Willpower to forgo the frenzy test, although he may retest as normal. The difficulty is based on the situation at hand, as determined by an ST. If no stimulus is present, it defaults to 2.
The Withering of Ages: This power requires a Mental Challenge against the victim's Physical Traits (in which the target may only bid Stamina-related traits) after the touch is made.
Path of the Levinbolt:
You cannot send multiple charges through one bolt. A stunned target cannot attack or use Mental or Social Disciplines, but may defend themselves at a two-trait penalty. You may not discharge more than one bolt per turn, regardless of Celerity actions. Aegis negates the stun effect.
Zeus' Fury: This power uses Science for retests.
Path of Mars:
War Cry: This power only provides benefits against mental Disciplines such as Dominate, Dementation, and mind-affecting Thaumaturgy Paths (such as Corruption). It does not provide any benefit against social Disciplines, such as Presence or Animalism, or against Disciplines or Elder-level or higher.
Path of Neptune’s Might:
Blood to Water: can convert three traits per action.
Dehydrate: The target may only bid Stamina-related traits against this attack.
Path of Transmutation:
Gaol: This power requires a Mental vs. Physical challenge against the target to activate.
All other powers not specifically mentioned here function as per the MET write up in whatever book they are contained in. If there is NOT a MET write up, discuss it with the ST’s and its ruling will be added here in the house rules during the next Round-Table.

4.8 Rituals
Blood Allergy: Requires a sympathetic link to the target (which is consumed during the casting), and requires a mental challenge with the target.
Drawing upon the Bound: does not exist here.
Chill of the Windsaber: does not exist here.
Engaging the Vessel of Transference: You cannot use this ritual on a weapon (such as a hollowed-out mace). However, you can cast it on a normal flask and touch people with it as a normal Physical Challenge to collect their blood. This may be done in combat.
Incorporeal Passage: does not make you invisible. You may combine it with Obfuscate, but your Obfuscate can still be seen through as normal
Invisible Chains of Binding: does not exist here.
Night of the Red Heart: does not exist here.
Pavis of the Foul Presence: works normally on Basic through Intermediate Levels. It has no effect on superior levels of Presence. Pavis of Foul Presence takes effect after the chops are thrown. The power only bounces if the ritual’s caster fails the Social tests and would otherwise be affected. It has the following effects on Presence powers:
Awe: Is cancelled. There is no real mechanical way for it to bounce.
Dread Gaze: Bounces. They run away. Simple enough.
Entrancement: Also bounces. Also pretty simple.
Summons: The Summoning character feels a sensation of being exactly where they need to be, as they have just summoned themselves.

Principle Focus of Vitae: Activating them does not count as an action, although consuming them does. You may consume up to three Focus Beads per action. You may possess your Occult rating times your Primary Path Rating to a maximum of 25 for PCs.
Ritual of Holding: Is NPC only and doubles the effect at ST Discretion
Scry: Disciplines cannot be used remotely through this ritual.
Steps of the Terrified: Must be pre-cast for a specific individual.
Stone of the True Form: Turning a Stone of the True Form into an arrowhead or whatever negates the ritual’s power, as does attaching it to anything. The stone must contact solid mass in order to be effective. Thus, while it will affect someone in Shape of the Beast, a Garou in Crinos, etc., it will not affect someone in Mist Form or Tenebrous Form. You may only have 5 at any given time and it may only be used by the caster.
The Scribe: This power does not allow you to create scrolls containing rituals or any blood magic, just because they can read the incantation does not mean they can do all the other requirements for the ritual, such as putting the correct carvings in a Shaft of the Belated Quiessence. That ritual is called Inscription.
Ward vs. Demons: only affects actual demons. It does not affect spirits that are referred to as demons.
Warding Circle vs. Kindred/Lupines/Ghouls: To pass through a Warding Circle you spend a Willpower and test vs. the caster’s Mental Traits vs. the intruder’s Mental Traits, not Mental traits vs. Willpower. Furthermore, the effects of a Warding Circle transcend planar lines. For example, a Warding Circle vs. Kindred will still repel Kindred who are using Psychic Projection.
Ward vs. Kindred/Lupines/Ghouls/: Characters handling a warded item suffer one lethal per round. You may only ward an item as many times as it has bonus traits and you may only put on one ward of any given type. Wards are also designed to protect an object if one is not attuned to a Warded item them must spend a Willpower to touch it. Finally, the effects of a Ward transcend planar lines. For example, A Ward vs. Kindred will still affect Kindred who are using Psychic Projection.












These rules may be changed at any given time and will be updated within two weeks of the change. All players, visiting or otherwise, are responsible for reading the house rules on their own. There will be a copy of the house rules for any and all to read over at game site.

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