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| The rules by which we live... | |||||||
| Laws of the Night: Revised... 1. You may not lower your Humanity/Path rating for extra points. 2. 12th is the default starting Generation. Players must speak to the ST if they plan to buy any more than 1 point of Generation. 3. Merits & Flaws, backgrounds, combination disciplines and such from the Revised clanbooks are all acceptable as if they were printed in 'Laws, for the most part. Such things from the 2nd edition clanbooks are allowable only with ST approval and applicable conversion to MET rules. 4. Tremere have the Thaumaturgy paths & rituals listed in Laws of the Night available at creation (excepting "Nectar of the Bitter Rose"). With some time, good in-character reasoning and a bit of luck paths & rituals from the Revised Tremere Clanbook and the Camarilla Guide may be available. Don't hold your breath on most of the Storytellers Guide. Also remember that a few paths/rituals have not yet been developed... 5. Disciplines may not be bought above the 1st Intermediate (Level 3) at creation without ST approval. 6. Willpower costs 1 pt, not 3 at creation. 7. Here is the scale we use for determineing what discipline level a character can possess. As seen in Vampire: The Masquerade 3rd Edition Table Top and Time of Thin Blood. 15th: 3 14th: 4 13th - 8th: 5 7th: 6 6th: 7 5th: 8 4th: 9 3rd: 10 8. Potence 2 (Might) can only be used to cancel another persons Might retest if engaged in a "test of strength" type situation. 9. Out of Clan Disciplines cannot be bought beyond the second basic (level 2) at creation. They cost the same as In-Clans at creation. 10. Combo/Meta-Discipline Powers can be aquired thusly. Requirements: 1. A good explaination of how you are aquireing it (Mentor, Clan Favor, A Quest!, etc...). 2. The Discipline requirements (duh). 3. The XP needed (again with the duh). 4. The system: Do what you need to, spend the XP, and poof, you got it just like any other discipline. 4 a. The Catch: In order to perfect said nifty new power you cannot learn ANY new discipline powers (yes, even in-clans) while you are honing it to perfection. The ammount of time is determined by the highest discipline level needed to aquire the power (Basic: 1 month, Intermediate: 2 months, Advanced: 3 Months). Libre des Ghouls (The book of Ghouls)... 1. Ghouls can learn any discipline, provided their domitor possesses it In-Clan, Independents are limited to the basic 8. 2. Generation of Domitor/Highest DIscipline level the Ghoul can learn. 13th-9th: 1 8th: 2 7th: 2 6th-3rd: You don't need to know that... 3. Ghoul Character Creation... Uses the system below from Laws of [the] Hunt: Revised except... Disciplines: Potence 1 (Prowess), +1 Basic (Level 1) of one if her Domitors In-Clans. Blood: 1-3 depending on how much she is givin... Laws of [the] Hunt: Revised... 1. Character Creation for normal mortals/most Hunters... Attributes: 6/4/3 (Trait Max. 8, 9 if Psychic/Medium, Hedge Wizard, Ghoul, etc... ) Abilities: 3 Backgrounds: 3 Virtues (Conscience, Self-Control, and Courage): 7 (plus the 1 free in each) Willpower: 1 (Max. 5/10 for Psychics/Hedge Wizards/Etc...) Freebies: 7 Rules in general... 1. You may save up to 20 experience points (XP/EXP/Etc..) to use on your next character. This rule is not in place so you can play a throw-away character and then a bad-ass, its so experienced players don't have to start from scratch each time (unless they don't save anything for a rainy day that is). 2. You may only have 1 active character at a time. You may (should) always have a back-up ("Oh, Shit!") character on hand but you may only switch between them if your character dies or becomes unplayable in a major way (Flees the city, staked and buried in cement, shot into space, Etc..). 3. Your "Oh, Shit!" character may NOT be the Get of/Brother or Sister of/Son or Daughter of/ your last character. It may also not be from the same group (I.E. playing one werewolf after another is fine, but playing 2 Glasswalkers in a row is not). 4. Once the game starts, anything/everything you say is in character. Unless you are in the designated Out Of Character area or asking a rules question of an ST or Narrator. 5. Good character backgrounds are encouraged and required. At least 1 page of history/bio is needed for EACH character you play (Yes, this includes your "Oh, Shit!" character). The more history you write, the more likely I am to approve lower generations and things like that. 6. Always double check with the ST concerning any Merits & Flaws or other optional goodies you take. After all, its kinda unbalancing if every other Anarch has "Unbondable". 7. Derangements count as Flaws (2 Points) for freebie point purposes. 8. Beef products offered in tribute to the ST does NOT have to be Kosher, nor does the sex have to be raunchy. 9. No Influence may be purchased above 2 at creation without ST permission. 10. When attempting to kill someone, the attacker (or attackers) must declare that they wish to kill their target (the "Killing Blow" rule). Which means they must take the victim to the Mortally Wounded/Torpor Health Level and also have the means at their disposel to eliminate their foe (Ex: Fire, sunlight, or decapitation for vampires). 10 a. Nature and enviromental dangers (Fire, sunlight, a train wreck, gravity, the cold and unforgiving vaccum of space, etc...) always declare killing blow. Always. 11. Two-Weapon Combat: Characters must have at least 4 levels of the appropriate ability to engage in comat effectivly with two guns/swords/toasters/etc.. During the challenge only one of the weapons is considered to have a damageing effect, the other may only be used for parying (swords) or spraying (guns). |
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