Post by Admin on Nov 22, 2015 15:27:56 GMT -6
Here is the most updated game packet and F.A.Q. if there are things you believe should be in the F.A.Q that I have not addressed, leave a comment and I will update accordingly
Chronicle of Shadows Packet:
Chronicle of Shadows F.A.Q.
Description, Setting, and Clarifications
Description and Setting: Chronicle of Shadows is somewhat of a Remake of the Dark Ages Modern Nights Game; with the Exception that, the setting will take place with certain rebels looking to overrun those in positions of authority. While it is a creation of my own, I will be using names of individuals that are printed in the Laws of The Night books as well as certain names of my own creation.
Setting: Sacramento, in all its glory fell prey to those that disliked the rulership set in place years ago. As with any community, there were usurpers that gathered followers to their cause, and revolted against the harshness they thought came from the Prince of Sacramento at the time, like all children do. But, they gathered followers and revolted, not only against Sacramento, but against every Prince throughout the United States.
This caused a major influx in friendships to be made, as well as partnerships and Treaties. It wasn't until the usurpers had managed to kill a number or Kindred reaching close to 200 that the certain Kings and Princes around the U.S deliberated and formed treaties and discussed possibilities that could put these usurpers in check.
Frequently Asked Questions:
There will be 3 Elder slots available. In order to obtain one of these elder slots, you must submit a well written background as well as anyone else attempting to gain an elder slot.
No one can come into game lower than 9th Gen unless the elder slot was granted.
Character Creation for Mortals/Ghouls will be as follows:
• 6/4/3 Attributes
• 5 Negative Attribute Traits
• 10 abilities, not including Kindred Lore(ONLY FOR GHOULS)
• 5 Backgrounds
• No more than 7 points in Merits.
• 7 points in flaws
• Max traits for humans are 12/10/8 ghouls are 12/10/10
20 freebie points
Character Creation will be as follows:
• 7/5/3 Attributes
• 5 Negative Attribute Traits
• 5 Abilities
• 5 Backgrounds
• No more than 7 points total in Merits bought with creation points. Should you obtain an Elder slot, you may purchase 4 additional points with the Extra Ep given to an Elder.
• 7 points of flaws, if you want to take more you can, but you will only get 7 points.
• 3 Basic Disciplines, In Clan Only.
• 7 Virtue Traits to be distributed between the 3
• You cannot come into play with anything above level 3 unless it is the Generation, Resources, or Mentor Backgrounds.
• Characters may start with a maximum of three status traits.
• As this is still somewhat a Dark ages Game 13th and 14th generation characters must take the thin blooded flaw. Note that if you play a thin blood, you may be hunted because of the thin blood scare that was implemented almost a year ago.
Clans being allowed at this time are as follows: Assamites/Banu Haqim, Brujah, Capadocians, Followers of set/Settites, Gangrel(city/country), 1 Giovanni, Lasombra, Malkavian, Nosferatu, 1 Salubri, Toreador, Tremere, Tzimisce, Ventrue, 1 Gargoyles, 1 Samedi, and probably a few other bloodlines
At this time I am not allowing the Merits from the Reckoning books.
You may take multiple Merits such as Baby face, friendly face, soothing voice, enchanting voice, natural leader, and others like these that give you extra traits, but the effects do not stack with each other.
Permitted Thaumaturgy Paths: Blood, Lure of Flames, Movement of the Mind, Conjuring, Green Path, Elemental Mastery, Neptune’s Might, Weather Control, Hearth Path
These paths may all be easily acquired.
Restricted Paths: Hands of Destruction, Focused Mind, Corruption, Oneiromancy, Morpheus, Vine of Dionysus, The Faux Path, Alchemy, Transmutation, Blood Curse, Curses, Mastery of the Mortal Shell, Mars, Father’s Vengeance, Levinbolt
These paths may be learned in game play with effort to acquire mentors. The effort to learn these paths will vary depending on the path in question.
I will be doing Resources once a month, I will update your sheet accordingly to reflect how much money you have. Resources at the start of game is what you would get from your level x 10,000.
Influences
Influences will be run the normal way out of Laws of the Night.
Influences can be learned at the following rates:
• 1st level= 1 week
• 2nd level= 2 weeks, or 2 ep
• 3rd level= 3 weeks, or 3 ep
• 4th level= 4 weeks, or 4 ep
• 5th level= 5 weeks or 5 ep
At this time I am not allowing you to combine your Influences to grow another. Spend the time, or spend the Ep.
Disciplines:
Disciplines will be run as they are printed in Laws of the Night with the exception of Presence: Majesty. However some clarification on that is this:
• You may not use willpower in an Obfuscate challenge as it is an offensive way to hide yourself.
• When using aura perception or heightened senses against obfuscate, add your highest Auspex/Obfuscate level to your mental Attributes to determine traits.
• Celerity and Guns: you may use guns with celerity, but your rate of fire is based on the Crafts rating of the weapon. You do not get bomb or ties while using Celerity and guns unless you have Projectile.
• Potence: will be run by the book, you cannot use Potence to Jump out of a fight.
• Social Powers, if you fail, you must wait 10 minutes before making another attempt with a social power on the same individual.
• You may only use a mental or social Power in the everyman round of Celerity.
• Any use of Celerity higher than level 2 is considered a Breach of the Masquerade.
• Disciplines Will be Learned at the Following:
• Basic = 3 ep and 1 week
• Intermediate = 6 ep and 2 weeks
• Advanced = 9 ep and 4 weeks
• Add 1 week to each of those for out of clans.
• You may not learn two Disciplines at the same time.
• Thaumaturgy: if you are a Tremere, you must start on Path of Blood.
• You cannot learn any thaum paths higher than your Starting path.
• Presence: Summon: In order to Summon an individual, you must have had an active conversation with them for at least 10 mins. You cannot summon to a boot party, if there is malicious intent from you or the area you are in that you are aware of while summoning them, it fails and you are unaware that it has failed. Example: you overhear two people arguing, one of them runs away, someone asks you to summon the individual back. unless your character is retarded, you can assume malicious intent and the summon fails.
• Celerity: Alacrity: You may take 3 steps, move in front of an ally being attacked, draw a weapon, or make any non-aggressive action
Purchases:
• You may learn 1 Ability a week.
• You may increase Influences as noted above by learn times
• You may improve 1 Attribute per catagory a week.
• You may increase Backgrounds 1 a week
• You may learn Disciplines by the rates noted above.
• If you have the merit Fast Learner, it will be run by the book.
• Lore (of any sort) is an ability trait and as such, cannot be increased when you are already learning another ability.
Experience Awards:
• 1 for attendance
• 1 for Carpool
• 1 for submitting a Journal no more than 2 pages
• 1 per page for submitting a back ground no more than 3 pages
• 5 for donating ink and paper and pens
• If you choose, it would help a lot with ink and paper, I will only accept up to $20 a month at a 2 for 1 ratio. with(10 ep) this will go on your sheet as soon as donation is received.
• I will be giving gifts to the game twice a year. Once in December and once on the anniversary of the game. The Gift that will be awarded will be 1 ep for every game you have attended since the start of the game. At the Anniversary game I will award 1 ep for each game your current Character has survived and attended the game. Example, if you start the game on March first and your character survives until the following year, you will get a total of 54 ep on the sheet. In order to receive these awards, you must show up to the awarding games. You cannot gain ep for starting the game with a character and then not showing until the anniversary as to make sure your character survives the game.
If I have left some things out, please feel free to mention it on the Boards, there will be a specific place just for that, and I will add and update accordingly.
Clans and Clan Settings:
As I have created a whole new world, with some of its own history, I feel I should also do my own write up of the Clans and what they get as far as advantages and disadvantages. Some of the works to follow will be like the normal write ups in the Laws books and I am sorry for that. But as this game is entirely its own, you will notice some differences. If the clan setting has not changed it will not be listed.
Brujah: Scholors, Individualists, and Rebels alike, this clan has its roots in the various Vampiric factions. Equally separated you can find Brujah of all sorts Vampiric factions. In these nights, the Brujah are looked at like Scholors to be respected and Rebels to be untrusted.
Advtages: Brujah gain 1 free trait in Political, Universiy, or Street influence, and the associated ability Academics, Politics or Streetwise.
Disadvantages: Brjah are more prone to violence than their peers, as such all Brujah suffer a one-Trait penalty on Virtue Test of Self Control/Instinct.
Disciplines: Celerity, Potence and Presence.
Cappadocian: The "Gravediggers", members of this clan, are more likely to be found amoungst the ranks of the Vampiric factions. Some Cappadocian's went into hiding during the time of war between the Kindred of the United States.
Advantages: As Scholors first, all Cappadocians gain one free trait of Health, University or Occult influence and the appropriated ability of Academics, Medicine or Occult. Cappadocians also have the ability to learn the magic of the dead (Necromancy) without a teacher.
Disadvantages: Cappadocians can never use blood to make themselves appear human. As such all Cappadocian's are one-Trait down on all Social challenges where their appearence is visable. they start with the Negative social Traits of Gastly x3 that can never be removed.
Disciplines: Auspex, Fortitude and Mortis and Necromancy (OOC Costs).
Lasombra: In past nights, members of this clan were believd to be very respected kings, and were treated as such. As evenly divided amounst all the factions, few Lasombra are respected as such anymore in the current night.
Advantage: Lasombra start with the staus trait of Loyal. Lasombra also start with a free Trait in Church, University or Political Influence.
Disadvantage: Due to their association with Shadows, Lasombra cannot be seen in mirrors or other reflective surfaces.(Flaw Cast no Reflection). Additionally, Lasombras seem to be affected by sunlight more than others. Sunlight deals an extra level of Aggravated Damage.
Disciplines: Obtenebration, Dominate and Potence
Malkavian: Children and Scholars alike, members of this clan are still treated with some resepct in the aspect that some members are good to have around, while others are not so much.
Advantages: These madmen seem blessed with a strange insight into the secret working of the world. They Follow patterns few others ever see. Once per game session a Malkavin may attempt to pull a clue or a bit of wisdom out of these patterns by succeeding in a Mentle challenge. Malkavians also begin play with a free trait of Occult or Theology ability.
Disadvantage: All Malkavians begin play with a Derangment that can never be bought off.
Disciplines: Auspex, Obfuscte and Dementation.
Nosferatu: Nosferatu were rarely ever seen in past nights and during the fight with the Rebellion.Nosferatu mostly stay to their sewers and have been afforded that luxury.
Advantages: All Nosferatu begain play with a free trait in Survival and a free tarit in Stealth.
Disadvantage: No Nosferatu may possess the Social trait Alluring, Georgeous or Suductive and start play with the Negative Social trait Repugnantx3. These traits may never be bought off nor can the Nosferatus form be "cured", they are Hideous from the embrace.
Discipline Obfuscate, Potence and Animalism
Bloodline: Skin Crawlers: Mostly seen in recent nights, this is an offspring of the Nosferatu clan. Most hide out in the sews, or urban area's and tend to them selves. But forgetting their foul pressence and unsettling demeanor, this bloodline is a very remarkable ally.
Advantages: In addition to Survival and Stealth, Skin Crawlers begin play with a free trait in Sewer Lore. As mostly around the streets and sewers, they have an inate ability when it comes to intimidating any they come across granting them a free trait in Intimidating.
Disadvantage: In addition to their parent clan, Skin Crawlers also begin play with the Flaw Eerie Presence and constantly smell of waste.
Disciplines Obfuscate, Celerity and Potence.
Salubri: Warriors and Scholars alike, members from this clan have been very useful during the fight with the Rebellion. Viewed by some as "dirty demon loving infernalists" the stigmata is mostly placed with those in the Rebelion. It is difficult however in nights of late to find more than a handful.
Advantages: Instead of the free 2 generations you get in the book, Salubri begin play with a free trait of Academics or Medicine and Linguistics: Enochian. They also start with a free trait in University or Health Influence.
Disadvantages: A warrior salubri cannot refuse to aid someone in need. Should she do so, she suffers a two-trait penalty on all challenges until she makes some restitution. A Salubri of the Healer's caste may not harm another even in self-defense. a healer who causes injury to another suffers a two-trait penalty on all challenges for the rest of the scene. Any use of Valaren above the basic level causes the Salubri's third eye to open. Covering the eye is uncomfortable and she suffers a one-trait penalty while attempting to use her power with a concealed eye. The eye can never be completely concealed as light emanates from it.
Disciplines: Auspex, Fortitude, Valaren: Healer or Warrior path (determined at character creation).
Toreadore: Thought of as artists and composers, In recent nights members of this clan came to be a great help in the war with the Rebellion.
Advantages: All Toreador begin play with two free traits of Academics, Crafts, Performance or Subterfuge (any combination or two of one ability).
Disadvantages: All Toreador confronted with beauty( a piece of art, music, a person, nature or even an intellectual idea) risk distraction. When presented with a work of art, performance, a person who meets their fancy or something made from crafts 3 or higher, they must succeed in a self-control challenge of 4 traits or be distracted.
Disciplines: Auspex, Celerity, Presence.
Tremere: Once banned from the United States under the ruler ship of Joshua of clan Lasombra, members of this clan find themselves today amongst the ranks of Kindred society once more
Advantages: Tremere Start with one free trait of University or Occult Influence and an associated trait of Academics or Occult, to reflect their magical training.
Disadvantage: Tremere superiors have an easier time dominating clan mates of lower rank giving them a one trait bonus on such efforts. Each Tremere gives a vile of their blood to her immediate superior, which usually ends up in the High Chantry of Ceoris. With the knowledge that their vitae could be used against them for rites of punishments, few Tremere are willing to Disobey. All Tremere start with the Flaw "Bound to the Council".
Disciplines: Auspex, Dominate, Thaumaturgy.
Bloodline setting not listed above will be by the Book. Ask me if you have a specific bloodline you wish to play, and I will tell you if it is playable.
The following is a speech, penned to explain, among other things, the nature and importance of the new first tradition, as well as to clear up some finer points:
To our Kindred,
Over the ceaseless course of time. We, your sires and grandsires and their cousins, have watched as the modern world shaped itself. We have watched as you have grown, and like parents, or loving siblings, we have become concerned. Our society, as it was, weathered the ages with poise, but in the age of smart phones and ubiquitous wireless internet, we must forge a new course. Therefore, without grand fanfare, we choose to elucidate the finer points of those cardinal rules set down, and the new seriousness with which we must approach matters of station.
The Silence of the Blood served well over the years, but like a one tapestry, the small rents and wear have rendered it full of holes. It is no longer enough. In this world, bursting at the seams with humanity that possess both surveillance and weaponry beyond the imagining of earlier times, it no longer suits simply to be silent and unknown. Instead, we must vanish among them. We must live as they live. If this deepest deception aids us on our personal struggle to maintain our humanity in the face of the beast, then so much the better. This then, is our grand Masquerade, which all must uphold for our mutual safety. This first law, however, this first tradition of the Vampiric society, can only be enforced as strongly and as well as those rules that follow are obeyed. In better nights, this rule was not the prime rule of our existence, but now it must be, if we are not to perish at the hands of the humans.
Among our greatest concerns is, as it always has been, the right of Domain. While this touches on the holdings of all, from oldest to youngest, we are specifically concerned with the trends that came about in the times leading up to the Rebellion. The position of the Prince is one of the most important and influential positions one can hope to rise to. It is all the position of greatest immediate responsibility. To the Prince go many of the spoils of the city, yes, but there also is found the greatest demand. It is the Prince, first and foremost, who must guide and protect. The Prince must weed out those who would harm her city. The Prince must rule, and from that throne, must with keen eye, look out upon his domain and see that it is well. That having been said, for too long now has the right of rule been seized by paltry force of arms.
The title and station of Prince must be respected. The Domain of a Prince must be respected. No more shall have you Lords and Monarchs. Above the Prince sits only this body of law and the founders. Therefore, a Prince’s law is absolute. The Masquerade holds only when the Prince’s Domain need not be constantly buffeted by war and unrest.
Many Princes and Elders came before this body, during and immediately after its formation, with grave concerns. Not all Rebels laid down arms, and not all Kindred would continue forward in the spirit of community. To this effort we commit our WarMasters, our eyes and ears. Where the law buckles and a Prince cannot, despite all proper strength and sway, prevent it, so shall we, owing our boon for their good service, send forth our will and strength in support of our Masquerade and their Domain.
Lastly, it is imperative that the Kindred understand that the removal and replacement of a Prince weakens a domain as a whole. It allows incursion into the ranks of the Kindred, lays bare our plans, and betrays our Masquerade as the Domain restructures itself. When this happens in frequent succession, a Domain cannot look after its problems, and becomes a liability. All Kindred who value their unlives and wish for their continued stability should stand together in this endeavor; to ensure the strength of their home.
Beyond the basic text of the Pacific Accords, there are several binding decisions from the Pacific Assembly that aren’t as well circulated in a word-by-word form. The following are the most pertinent declarations involving the independent clans.
On this night in Sacramento, in the common year of two-thousand thirteen, upon this, the second of October, we affirm that the following summarizes our debates and decisions regarding those clans who stand outside or against our survival.
Of the Giovanni, whom we acknowledge as inheriting the mantle of the Clan of Death, some explaining is due. They and their elders, being distinct now from the Cappadocians by method of might or magic, shall be allowed to stand independent and undisturbed by our society, regardless of the acts of the blood from which they initially sprang. The crimes of the Cappadocians shall not be held against them. This connection is, however, still existent.
The Ravnos, shall, as always, be left to their wandering. We acknowledge no sponsor or founder from their line, and advise that, while they be treated with caution, they hold no place within our citis, owing as much to their own preference as to their vice-laden temperament.
On the Salubri, sages, scholars and healers, while they ask no part of our new order and offer no support for it on the whole, they are, and ever shall be, welcome wanderers in our courts, provided they keep the Traditions while in our Domains..
The Lasombra, whose ranks split rather evenly between true Kindred and Rebel, and remain such to this night, bare not the sins of their brothers. Rather, it is the sins of their elder that bring low their station. They stand among us, and we with them, but until that debt is repaid, their voice shall be small
Historical Change: The death of the Emperor
The Emperor of the Americas, a Lasombra known only by the name Joshua, claiming a title greater than that of Monarch, believed his victory in those lands assured. Once he thought himself prepared, he crossed the oceans and attempted to pit his will and force of personality against that of the Monarch Mithras. The exact nature of the events that transpired between the two is unknown, but what is known is that Joshua addressed the King of the Court of Avalon as if he were the lesser of the two, and later Joshua was dead. Being an elder of great strength in his own right, there is no doubt that Mithras himself did the deed. Indeed, the Methuselah never denies it when confronted on the subject. That he allows himself to be confronted on it at all, those who know of such things say, is his own way of admitting the deed.
On the Clan of the Grave (once the Clan of Death): We acknowledge the unfortunate nature and outcome of our declaration of the Masquerade and purge of those that would not uphold it is the loss of the Clan of the Grave in its vast majority to the ranks of the continued rebellion, which calls itself the rebellion. Those few Cappadocians who rejected the decision to make war take shelter among their offspring clan, the Giovanni. We make no law or claim regarding how they be handled. Should you wish to accept one, do so. Should you wish to deny them, do so. The vast majority of them are our enemies now, so proceed with caution in any case.
What follows is the transcript of a talk given in mid-november 2013, to address the concerns of younger Kindred (and some inquisitive elders) who joined with this delegation on matters of tradition and position. The speaker, Mr. Andrews, used a decidedly modern method of discourse.
Good evening, my fellow Kindred,
Some of you may not know me, and for those present in assembly tonight who don’t, my name is Stephan Andrews. Don’t worry about that part, it’s not entirely important to the topic at hand. Just know that I’m entirely qualified to discuss this with all of you. Most of you are here tonight by way of Elysium gossip, and a few by invite. That suits our purpose just fine, because I’d like to start by discussing Elysium.
A quick aside before that, though. Maybe a bit of a warning even. What I’m conveying to you are the decisions of the founders as to how they envisioned our society, and after concessions were made during the Pacific Assembly. The concerns voiced there were heard from both the old and young, so expect some pleasant surprises. That out of the way, Elysium.
The concept, as all of you know, is very old, and quite well grounded in our history. Some Kindred treat it with a reverence that borders on religious. I know a lot of you wonder at that sort of thing, being children of the modern world, but it serves a deeper purpose then just letting us all count heads and listen to a Prince now and then. It’s the centerpiece of the Pax Vampirica.
I know, I know, it sounds a little cheesy, right? Some old form used by the elders for some outdated concept, right? Well, think of it this way, then; it’s the rule that’s keeping the guy next to you from tearing your head off for insulting something he holds so dear. Well, set of customs and curiosities, really. I won’t bore you with the intricacies. Here’s the important part. Elysium, as a location and a concept, is absolutely sacrosanct. It doesn’t matter whose Domain it was declared in, it doesn’t matter if you’ve had a bad night, it doesn’t matter if the Prince has had a bad night. The Prince might decide on the various Elysia in her Domain, but even she plays by the rules. That’s the whole point of the place, in fact. To have somewhere safe to gather, to share information, and to cultivate our culture. Some Princes even have their Elysium in a place where mortals often gather at late hours as well. That’s how important the concept of the Pax Vampirica is.
With a concept that important, you can imagine the person charged with upholding it is pretty important to, right? Maybe not as powerful in a direct sense, but everyone here understands what it’s like to be told you can’t come into the clubhouse, or that your event can’t take place in an officially sanctioned area. The Keeper of Elysium is also responsible for monitoring the Masquerade to a degree. She might be the most overworked person you’ll ever meet. So do yourself a favor. Be nice to her. Help her out when you can, lest you find yourself locked out for an unintended offense. Be assured, an angry Keeper can and will ruin your year.
As important as all that is, I think it’s time we talked about the situation that takes preeminence over a Keeper’s view of their Elysium. That’s the Prince’s justice, as generally enforced by her duly appointed representative, the Sheriff. Do yourself a favor, don’t stand between the three. It gets a little tense. A Sheriff can pretty much ignore a Keeper at whim. This isn’t to say they ignore Elysium at a whim, they don’t, and by tradition, shouldn’t. In fact, they tend to play it pretty straight because they answer solely to the Prince. Well, maybe to the Harpy, but that’s another story. So, remember, while it’s technically the Keeper’s job to throw you out on your ass, she can’t stop the Sheriff from doing it either. Look both ways before you cross the Prince.
Now, I’ve been talking a lot about local power structure, but let’s zoom out for a bit here, and look at the bigger picture. When stuff gets hairy enough, or something incredibly strange happens, your Domain will be visited by a War Master. The War Masters are the eyes, ears, and sometimes hands of the individual Kings. We’re sort of like the FBI and the Secret Service rolled into one. Some of us, like myself, run messages sometimes. Don’t get the wrong impression, though. This is the nicest most of you will ever see me.
Let me stop that murmur I hear near the back. We’re not the sort to come in and take over. While we might hold down the fort now and then, we’re way too busy to play politics as usual. This part’s really only for those of you who might hold a position of some import later, but it never hurts to listen anyways.
Photographs and video of someone obviously breaching the Masquerade should not be used as evidence to support a claim. I can see some of you out there narrowing your eyes, but think about this for a moment. Ever heard of a man named Edward Snowden? Human governments can and do have access to pretty much anything you record with those cleverly concealed smart phones or the like. That evidence you’re collecting is an even bigger breach of the Traditions than the person being recorded. Hell, don’t do it in general. It is, and should be, a punishable breach of the Traditions.
The following are simple addendums to the classic Camarilla setting or clarifications. You’ve probably seen some of them in other games before.
Blood Hunts: The inferred prize for a Blood Hunt is the victim’s blood. A Prince can grant the Amaranth as a prize without censure, though should never outright state publically that they permit it.
Praxis Seizure: Possession is, in this case, more than nine tenths of the law. If someone deposes a Prince and the Domain recognizes the deposer when the dust has finally cleared, then whether or not the old Prince is dead, the domain has a new Prince.
Chronicle of Shadows Packet:
Chronicle of Shadows F.A.Q.
Description, Setting, and Clarifications
Description and Setting: Chronicle of Shadows is somewhat of a Remake of the Dark Ages Modern Nights Game; with the Exception that, the setting will take place with certain rebels looking to overrun those in positions of authority. While it is a creation of my own, I will be using names of individuals that are printed in the Laws of The Night books as well as certain names of my own creation.
Setting: Sacramento, in all its glory fell prey to those that disliked the rulership set in place years ago. As with any community, there were usurpers that gathered followers to their cause, and revolted against the harshness they thought came from the Prince of Sacramento at the time, like all children do. But, they gathered followers and revolted, not only against Sacramento, but against every Prince throughout the United States.
This caused a major influx in friendships to be made, as well as partnerships and Treaties. It wasn't until the usurpers had managed to kill a number or Kindred reaching close to 200 that the certain Kings and Princes around the U.S deliberated and formed treaties and discussed possibilities that could put these usurpers in check.
Frequently Asked Questions:
There will be 3 Elder slots available. In order to obtain one of these elder slots, you must submit a well written background as well as anyone else attempting to gain an elder slot.
No one can come into game lower than 9th Gen unless the elder slot was granted.
Character Creation for Mortals/Ghouls will be as follows:
• 6/4/3 Attributes
• 5 Negative Attribute Traits
• 10 abilities, not including Kindred Lore(ONLY FOR GHOULS)
• 5 Backgrounds
• No more than 7 points in Merits.
• 7 points in flaws
• Max traits for humans are 12/10/8 ghouls are 12/10/10
20 freebie points
Character Creation will be as follows:
• 7/5/3 Attributes
• 5 Negative Attribute Traits
• 5 Abilities
• 5 Backgrounds
• No more than 7 points total in Merits bought with creation points. Should you obtain an Elder slot, you may purchase 4 additional points with the Extra Ep given to an Elder.
• 7 points of flaws, if you want to take more you can, but you will only get 7 points.
• 3 Basic Disciplines, In Clan Only.
• 7 Virtue Traits to be distributed between the 3
• You cannot come into play with anything above level 3 unless it is the Generation, Resources, or Mentor Backgrounds.
• Characters may start with a maximum of three status traits.
• As this is still somewhat a Dark ages Game 13th and 14th generation characters must take the thin blooded flaw. Note that if you play a thin blood, you may be hunted because of the thin blood scare that was implemented almost a year ago.
Clans being allowed at this time are as follows: Assamites/Banu Haqim, Brujah, Capadocians, Followers of set/Settites, Gangrel(city/country), 1 Giovanni, Lasombra, Malkavian, Nosferatu, 1 Salubri, Toreador, Tremere, Tzimisce, Ventrue, 1 Gargoyles, 1 Samedi, and probably a few other bloodlines
At this time I am not allowing the Merits from the Reckoning books.
You may take multiple Merits such as Baby face, friendly face, soothing voice, enchanting voice, natural leader, and others like these that give you extra traits, but the effects do not stack with each other.
Permitted Thaumaturgy Paths: Blood, Lure of Flames, Movement of the Mind, Conjuring, Green Path, Elemental Mastery, Neptune’s Might, Weather Control, Hearth Path
These paths may all be easily acquired.
Restricted Paths: Hands of Destruction, Focused Mind, Corruption, Oneiromancy, Morpheus, Vine of Dionysus, The Faux Path, Alchemy, Transmutation, Blood Curse, Curses, Mastery of the Mortal Shell, Mars, Father’s Vengeance, Levinbolt
These paths may be learned in game play with effort to acquire mentors. The effort to learn these paths will vary depending on the path in question.
I will be doing Resources once a month, I will update your sheet accordingly to reflect how much money you have. Resources at the start of game is what you would get from your level x 10,000.
Influences
Influences will be run the normal way out of Laws of the Night.
Influences can be learned at the following rates:
• 1st level= 1 week
• 2nd level= 2 weeks, or 2 ep
• 3rd level= 3 weeks, or 3 ep
• 4th level= 4 weeks, or 4 ep
• 5th level= 5 weeks or 5 ep
At this time I am not allowing you to combine your Influences to grow another. Spend the time, or spend the Ep.
Disciplines:
Disciplines will be run as they are printed in Laws of the Night with the exception of Presence: Majesty. However some clarification on that is this:
• You may not use willpower in an Obfuscate challenge as it is an offensive way to hide yourself.
• When using aura perception or heightened senses against obfuscate, add your highest Auspex/Obfuscate level to your mental Attributes to determine traits.
• Celerity and Guns: you may use guns with celerity, but your rate of fire is based on the Crafts rating of the weapon. You do not get bomb or ties while using Celerity and guns unless you have Projectile.
• Potence: will be run by the book, you cannot use Potence to Jump out of a fight.
• Social Powers, if you fail, you must wait 10 minutes before making another attempt with a social power on the same individual.
• You may only use a mental or social Power in the everyman round of Celerity.
• Any use of Celerity higher than level 2 is considered a Breach of the Masquerade.
• Disciplines Will be Learned at the Following:
• Basic = 3 ep and 1 week
• Intermediate = 6 ep and 2 weeks
• Advanced = 9 ep and 4 weeks
• Add 1 week to each of those for out of clans.
• You may not learn two Disciplines at the same time.
• Thaumaturgy: if you are a Tremere, you must start on Path of Blood.
• You cannot learn any thaum paths higher than your Starting path.
• Presence: Summon: In order to Summon an individual, you must have had an active conversation with them for at least 10 mins. You cannot summon to a boot party, if there is malicious intent from you or the area you are in that you are aware of while summoning them, it fails and you are unaware that it has failed. Example: you overhear two people arguing, one of them runs away, someone asks you to summon the individual back. unless your character is retarded, you can assume malicious intent and the summon fails.
• Celerity: Alacrity: You may take 3 steps, move in front of an ally being attacked, draw a weapon, or make any non-aggressive action
Purchases:
• You may learn 1 Ability a week.
• You may increase Influences as noted above by learn times
• You may improve 1 Attribute per catagory a week.
• You may increase Backgrounds 1 a week
• You may learn Disciplines by the rates noted above.
• If you have the merit Fast Learner, it will be run by the book.
• Lore (of any sort) is an ability trait and as such, cannot be increased when you are already learning another ability.
Experience Awards:
• 1 for attendance
• 1 for Carpool
• 1 for submitting a Journal no more than 2 pages
• 1 per page for submitting a back ground no more than 3 pages
• 5 for donating ink and paper and pens
• If you choose, it would help a lot with ink and paper, I will only accept up to $20 a month at a 2 for 1 ratio. with(10 ep) this will go on your sheet as soon as donation is received.
• I will be giving gifts to the game twice a year. Once in December and once on the anniversary of the game. The Gift that will be awarded will be 1 ep for every game you have attended since the start of the game. At the Anniversary game I will award 1 ep for each game your current Character has survived and attended the game. Example, if you start the game on March first and your character survives until the following year, you will get a total of 54 ep on the sheet. In order to receive these awards, you must show up to the awarding games. You cannot gain ep for starting the game with a character and then not showing until the anniversary as to make sure your character survives the game.
If I have left some things out, please feel free to mention it on the Boards, there will be a specific place just for that, and I will add and update accordingly.
Clans and Clan Settings:
As I have created a whole new world, with some of its own history, I feel I should also do my own write up of the Clans and what they get as far as advantages and disadvantages. Some of the works to follow will be like the normal write ups in the Laws books and I am sorry for that. But as this game is entirely its own, you will notice some differences. If the clan setting has not changed it will not be listed.
Brujah: Scholors, Individualists, and Rebels alike, this clan has its roots in the various Vampiric factions. Equally separated you can find Brujah of all sorts Vampiric factions. In these nights, the Brujah are looked at like Scholors to be respected and Rebels to be untrusted.
Advtages: Brujah gain 1 free trait in Political, Universiy, or Street influence, and the associated ability Academics, Politics or Streetwise.
Disadvantages: Brjah are more prone to violence than their peers, as such all Brujah suffer a one-Trait penalty on Virtue Test of Self Control/Instinct.
Disciplines: Celerity, Potence and Presence.
Cappadocian: The "Gravediggers", members of this clan, are more likely to be found amoungst the ranks of the Vampiric factions. Some Cappadocian's went into hiding during the time of war between the Kindred of the United States.
Advantages: As Scholors first, all Cappadocians gain one free trait of Health, University or Occult influence and the appropriated ability of Academics, Medicine or Occult. Cappadocians also have the ability to learn the magic of the dead (Necromancy) without a teacher.
Disadvantages: Cappadocians can never use blood to make themselves appear human. As such all Cappadocian's are one-Trait down on all Social challenges where their appearence is visable. they start with the Negative social Traits of Gastly x3 that can never be removed.
Disciplines: Auspex, Fortitude and Mortis and Necromancy (OOC Costs).
Lasombra: In past nights, members of this clan were believd to be very respected kings, and were treated as such. As evenly divided amounst all the factions, few Lasombra are respected as such anymore in the current night.
Advantage: Lasombra start with the staus trait of Loyal. Lasombra also start with a free Trait in Church, University or Political Influence.
Disadvantage: Due to their association with Shadows, Lasombra cannot be seen in mirrors or other reflective surfaces.(Flaw Cast no Reflection). Additionally, Lasombras seem to be affected by sunlight more than others. Sunlight deals an extra level of Aggravated Damage.
Disciplines: Obtenebration, Dominate and Potence
Malkavian: Children and Scholars alike, members of this clan are still treated with some resepct in the aspect that some members are good to have around, while others are not so much.
Advantages: These madmen seem blessed with a strange insight into the secret working of the world. They Follow patterns few others ever see. Once per game session a Malkavin may attempt to pull a clue or a bit of wisdom out of these patterns by succeeding in a Mentle challenge. Malkavians also begin play with a free trait of Occult or Theology ability.
Disadvantage: All Malkavians begin play with a Derangment that can never be bought off.
Disciplines: Auspex, Obfuscte and Dementation.
Nosferatu: Nosferatu were rarely ever seen in past nights and during the fight with the Rebellion.Nosferatu mostly stay to their sewers and have been afforded that luxury.
Advantages: All Nosferatu begain play with a free trait in Survival and a free tarit in Stealth.
Disadvantage: No Nosferatu may possess the Social trait Alluring, Georgeous or Suductive and start play with the Negative Social trait Repugnantx3. These traits may never be bought off nor can the Nosferatus form be "cured", they are Hideous from the embrace.
Discipline Obfuscate, Potence and Animalism
Bloodline: Skin Crawlers: Mostly seen in recent nights, this is an offspring of the Nosferatu clan. Most hide out in the sews, or urban area's and tend to them selves. But forgetting their foul pressence and unsettling demeanor, this bloodline is a very remarkable ally.
Advantages: In addition to Survival and Stealth, Skin Crawlers begin play with a free trait in Sewer Lore. As mostly around the streets and sewers, they have an inate ability when it comes to intimidating any they come across granting them a free trait in Intimidating.
Disadvantage: In addition to their parent clan, Skin Crawlers also begin play with the Flaw Eerie Presence and constantly smell of waste.
Disciplines Obfuscate, Celerity and Potence.
Salubri: Warriors and Scholars alike, members from this clan have been very useful during the fight with the Rebellion. Viewed by some as "dirty demon loving infernalists" the stigmata is mostly placed with those in the Rebelion. It is difficult however in nights of late to find more than a handful.
Advantages: Instead of the free 2 generations you get in the book, Salubri begin play with a free trait of Academics or Medicine and Linguistics: Enochian. They also start with a free trait in University or Health Influence.
Disadvantages: A warrior salubri cannot refuse to aid someone in need. Should she do so, she suffers a two-trait penalty on all challenges until she makes some restitution. A Salubri of the Healer's caste may not harm another even in self-defense. a healer who causes injury to another suffers a two-trait penalty on all challenges for the rest of the scene. Any use of Valaren above the basic level causes the Salubri's third eye to open. Covering the eye is uncomfortable and she suffers a one-trait penalty while attempting to use her power with a concealed eye. The eye can never be completely concealed as light emanates from it.
Disciplines: Auspex, Fortitude, Valaren: Healer or Warrior path (determined at character creation).
Toreadore: Thought of as artists and composers, In recent nights members of this clan came to be a great help in the war with the Rebellion.
Advantages: All Toreador begin play with two free traits of Academics, Crafts, Performance or Subterfuge (any combination or two of one ability).
Disadvantages: All Toreador confronted with beauty( a piece of art, music, a person, nature or even an intellectual idea) risk distraction. When presented with a work of art, performance, a person who meets their fancy or something made from crafts 3 or higher, they must succeed in a self-control challenge of 4 traits or be distracted.
Disciplines: Auspex, Celerity, Presence.
Tremere: Once banned from the United States under the ruler ship of Joshua of clan Lasombra, members of this clan find themselves today amongst the ranks of Kindred society once more
Advantages: Tremere Start with one free trait of University or Occult Influence and an associated trait of Academics or Occult, to reflect their magical training.
Disadvantage: Tremere superiors have an easier time dominating clan mates of lower rank giving them a one trait bonus on such efforts. Each Tremere gives a vile of their blood to her immediate superior, which usually ends up in the High Chantry of Ceoris. With the knowledge that their vitae could be used against them for rites of punishments, few Tremere are willing to Disobey. All Tremere start with the Flaw "Bound to the Council".
Disciplines: Auspex, Dominate, Thaumaturgy.
Bloodline setting not listed above will be by the Book. Ask me if you have a specific bloodline you wish to play, and I will tell you if it is playable.
The following is a speech, penned to explain, among other things, the nature and importance of the new first tradition, as well as to clear up some finer points:
To our Kindred,
Over the ceaseless course of time. We, your sires and grandsires and their cousins, have watched as the modern world shaped itself. We have watched as you have grown, and like parents, or loving siblings, we have become concerned. Our society, as it was, weathered the ages with poise, but in the age of smart phones and ubiquitous wireless internet, we must forge a new course. Therefore, without grand fanfare, we choose to elucidate the finer points of those cardinal rules set down, and the new seriousness with which we must approach matters of station.
The Silence of the Blood served well over the years, but like a one tapestry, the small rents and wear have rendered it full of holes. It is no longer enough. In this world, bursting at the seams with humanity that possess both surveillance and weaponry beyond the imagining of earlier times, it no longer suits simply to be silent and unknown. Instead, we must vanish among them. We must live as they live. If this deepest deception aids us on our personal struggle to maintain our humanity in the face of the beast, then so much the better. This then, is our grand Masquerade, which all must uphold for our mutual safety. This first law, however, this first tradition of the Vampiric society, can only be enforced as strongly and as well as those rules that follow are obeyed. In better nights, this rule was not the prime rule of our existence, but now it must be, if we are not to perish at the hands of the humans.
Among our greatest concerns is, as it always has been, the right of Domain. While this touches on the holdings of all, from oldest to youngest, we are specifically concerned with the trends that came about in the times leading up to the Rebellion. The position of the Prince is one of the most important and influential positions one can hope to rise to. It is all the position of greatest immediate responsibility. To the Prince go many of the spoils of the city, yes, but there also is found the greatest demand. It is the Prince, first and foremost, who must guide and protect. The Prince must weed out those who would harm her city. The Prince must rule, and from that throne, must with keen eye, look out upon his domain and see that it is well. That having been said, for too long now has the right of rule been seized by paltry force of arms.
The title and station of Prince must be respected. The Domain of a Prince must be respected. No more shall have you Lords and Monarchs. Above the Prince sits only this body of law and the founders. Therefore, a Prince’s law is absolute. The Masquerade holds only when the Prince’s Domain need not be constantly buffeted by war and unrest.
Many Princes and Elders came before this body, during and immediately after its formation, with grave concerns. Not all Rebels laid down arms, and not all Kindred would continue forward in the spirit of community. To this effort we commit our WarMasters, our eyes and ears. Where the law buckles and a Prince cannot, despite all proper strength and sway, prevent it, so shall we, owing our boon for their good service, send forth our will and strength in support of our Masquerade and their Domain.
Lastly, it is imperative that the Kindred understand that the removal and replacement of a Prince weakens a domain as a whole. It allows incursion into the ranks of the Kindred, lays bare our plans, and betrays our Masquerade as the Domain restructures itself. When this happens in frequent succession, a Domain cannot look after its problems, and becomes a liability. All Kindred who value their unlives and wish for their continued stability should stand together in this endeavor; to ensure the strength of their home.
Beyond the basic text of the Pacific Accords, there are several binding decisions from the Pacific Assembly that aren’t as well circulated in a word-by-word form. The following are the most pertinent declarations involving the independent clans.
On this night in Sacramento, in the common year of two-thousand thirteen, upon this, the second of October, we affirm that the following summarizes our debates and decisions regarding those clans who stand outside or against our survival.
Of the Giovanni, whom we acknowledge as inheriting the mantle of the Clan of Death, some explaining is due. They and their elders, being distinct now from the Cappadocians by method of might or magic, shall be allowed to stand independent and undisturbed by our society, regardless of the acts of the blood from which they initially sprang. The crimes of the Cappadocians shall not be held against them. This connection is, however, still existent.
The Ravnos, shall, as always, be left to their wandering. We acknowledge no sponsor or founder from their line, and advise that, while they be treated with caution, they hold no place within our citis, owing as much to their own preference as to their vice-laden temperament.
On the Salubri, sages, scholars and healers, while they ask no part of our new order and offer no support for it on the whole, they are, and ever shall be, welcome wanderers in our courts, provided they keep the Traditions while in our Domains..
The Lasombra, whose ranks split rather evenly between true Kindred and Rebel, and remain such to this night, bare not the sins of their brothers. Rather, it is the sins of their elder that bring low their station. They stand among us, and we with them, but until that debt is repaid, their voice shall be small
Historical Change: The death of the Emperor
The Emperor of the Americas, a Lasombra known only by the name Joshua, claiming a title greater than that of Monarch, believed his victory in those lands assured. Once he thought himself prepared, he crossed the oceans and attempted to pit his will and force of personality against that of the Monarch Mithras. The exact nature of the events that transpired between the two is unknown, but what is known is that Joshua addressed the King of the Court of Avalon as if he were the lesser of the two, and later Joshua was dead. Being an elder of great strength in his own right, there is no doubt that Mithras himself did the deed. Indeed, the Methuselah never denies it when confronted on the subject. That he allows himself to be confronted on it at all, those who know of such things say, is his own way of admitting the deed.
On the Clan of the Grave (once the Clan of Death): We acknowledge the unfortunate nature and outcome of our declaration of the Masquerade and purge of those that would not uphold it is the loss of the Clan of the Grave in its vast majority to the ranks of the continued rebellion, which calls itself the rebellion. Those few Cappadocians who rejected the decision to make war take shelter among their offspring clan, the Giovanni. We make no law or claim regarding how they be handled. Should you wish to accept one, do so. Should you wish to deny them, do so. The vast majority of them are our enemies now, so proceed with caution in any case.
What follows is the transcript of a talk given in mid-november 2013, to address the concerns of younger Kindred (and some inquisitive elders) who joined with this delegation on matters of tradition and position. The speaker, Mr. Andrews, used a decidedly modern method of discourse.
Good evening, my fellow Kindred,
Some of you may not know me, and for those present in assembly tonight who don’t, my name is Stephan Andrews. Don’t worry about that part, it’s not entirely important to the topic at hand. Just know that I’m entirely qualified to discuss this with all of you. Most of you are here tonight by way of Elysium gossip, and a few by invite. That suits our purpose just fine, because I’d like to start by discussing Elysium.
A quick aside before that, though. Maybe a bit of a warning even. What I’m conveying to you are the decisions of the founders as to how they envisioned our society, and after concessions were made during the Pacific Assembly. The concerns voiced there were heard from both the old and young, so expect some pleasant surprises. That out of the way, Elysium.
The concept, as all of you know, is very old, and quite well grounded in our history. Some Kindred treat it with a reverence that borders on religious. I know a lot of you wonder at that sort of thing, being children of the modern world, but it serves a deeper purpose then just letting us all count heads and listen to a Prince now and then. It’s the centerpiece of the Pax Vampirica.
I know, I know, it sounds a little cheesy, right? Some old form used by the elders for some outdated concept, right? Well, think of it this way, then; it’s the rule that’s keeping the guy next to you from tearing your head off for insulting something he holds so dear. Well, set of customs and curiosities, really. I won’t bore you with the intricacies. Here’s the important part. Elysium, as a location and a concept, is absolutely sacrosanct. It doesn’t matter whose Domain it was declared in, it doesn’t matter if you’ve had a bad night, it doesn’t matter if the Prince has had a bad night. The Prince might decide on the various Elysia in her Domain, but even she plays by the rules. That’s the whole point of the place, in fact. To have somewhere safe to gather, to share information, and to cultivate our culture. Some Princes even have their Elysium in a place where mortals often gather at late hours as well. That’s how important the concept of the Pax Vampirica is.
With a concept that important, you can imagine the person charged with upholding it is pretty important to, right? Maybe not as powerful in a direct sense, but everyone here understands what it’s like to be told you can’t come into the clubhouse, or that your event can’t take place in an officially sanctioned area. The Keeper of Elysium is also responsible for monitoring the Masquerade to a degree. She might be the most overworked person you’ll ever meet. So do yourself a favor. Be nice to her. Help her out when you can, lest you find yourself locked out for an unintended offense. Be assured, an angry Keeper can and will ruin your year.
As important as all that is, I think it’s time we talked about the situation that takes preeminence over a Keeper’s view of their Elysium. That’s the Prince’s justice, as generally enforced by her duly appointed representative, the Sheriff. Do yourself a favor, don’t stand between the three. It gets a little tense. A Sheriff can pretty much ignore a Keeper at whim. This isn’t to say they ignore Elysium at a whim, they don’t, and by tradition, shouldn’t. In fact, they tend to play it pretty straight because they answer solely to the Prince. Well, maybe to the Harpy, but that’s another story. So, remember, while it’s technically the Keeper’s job to throw you out on your ass, she can’t stop the Sheriff from doing it either. Look both ways before you cross the Prince.
Now, I’ve been talking a lot about local power structure, but let’s zoom out for a bit here, and look at the bigger picture. When stuff gets hairy enough, or something incredibly strange happens, your Domain will be visited by a War Master. The War Masters are the eyes, ears, and sometimes hands of the individual Kings. We’re sort of like the FBI and the Secret Service rolled into one. Some of us, like myself, run messages sometimes. Don’t get the wrong impression, though. This is the nicest most of you will ever see me.
Let me stop that murmur I hear near the back. We’re not the sort to come in and take over. While we might hold down the fort now and then, we’re way too busy to play politics as usual. This part’s really only for those of you who might hold a position of some import later, but it never hurts to listen anyways.
Photographs and video of someone obviously breaching the Masquerade should not be used as evidence to support a claim. I can see some of you out there narrowing your eyes, but think about this for a moment. Ever heard of a man named Edward Snowden? Human governments can and do have access to pretty much anything you record with those cleverly concealed smart phones or the like. That evidence you’re collecting is an even bigger breach of the Traditions than the person being recorded. Hell, don’t do it in general. It is, and should be, a punishable breach of the Traditions.
The following are simple addendums to the classic Camarilla setting or clarifications. You’ve probably seen some of them in other games before.
Blood Hunts: The inferred prize for a Blood Hunt is the victim’s blood. A Prince can grant the Amaranth as a prize without censure, though should never outright state publically that they permit it.
Praxis Seizure: Possession is, in this case, more than nine tenths of the law. If someone deposes a Prince and the Domain recognizes the deposer when the dust has finally cleared, then whether or not the old Prince is dead, the domain has a new Prince.