2. If combat involves multiple attackers and defenders then the Attackers and
defenders must elect a leader for their side of the dispute.
As above on a count of 3 players point at who they are attacking. All
combatants bid a trait and combat run as if only the 2 leaders were involved.
When a player iniates a physical challenge the defender has three seconds to respond. (ie ask them what they are doing)
Having no physical traits means that you may not iniate a physical challenge. If you are attacked when you have no physical traits left then the attacker must still bid a trait, the defender acts as though it is a static challenge.
2. In the case of silenced weapon attacks, if the defender is NOT "hit" a simple test is made with a narrator or storyteller to see if the chacter will become aware of the attempted attack.
A tie on the above test goes to the defender, unless the attacker has some way of concealing themselves from sight. (ie. location of attacker is dark or hiden, or the use of Obsfucation )
3. In the case of long-ranged silent attacks, if the defender is hit they then make a simple test with a narrator or storyteller to see if the character will become aware of the location of their assailant.
A tie on the above test go to the attacker, unless the defender has some way of locating the attacker. (ie. Hightend Sences )
Second Offense: The Character is killed, and the offending person must make a new character. This new character will be subject to the rules for new players.
Third Offense: The player will asked to leave the event and may not return for one year.
If the player feels that they are being falsely accused they will be given every concievable chance to defend themselves.
If you think another player is cheating then bring it to the attention of the storytellers and let them handle the problem. Please do not openly accuse other players of cheating as this will only lead to arguing and bad feelings, wether you are correct or not..
Abilities cost two points.
The basic level of a discipline cost three points, imtermediate costs six and the advanced level costs nine points.
You must have all of the basic levels to buy the intermediate level and you must have all of the intermediate levels to buy the advanced levels.
A negative trait gives you one point to spend on your character (max. of five. (5) )
Derangements give you two points,(max. of three. (3) )
Beast Traits give three.( max. of three. (3) )
A new character recieves nine points to spend on disciplines. The basic level of a discipline cost three points, imtermediate costs six and the advanced level costs nine points. You must have all of the basic levels to buy the intermediate level and you must have all of the intermediate levels to buy the advanced levels.
A new character recieves ten points to spend on abilities. Each ability costs two points.
You must recieve storytellers approval to play a character that is older than ninty five years old. Characters recieve a minimum of one experience point up to a maximum of four per game.
Command. Simple commands such as "shut up", "Drop That" apply for this discipline as well as the simple one word commands.
Aura Perception requires the use of an applicable mental trait ,the defender may bid a trait such as wily or cunning to prempt the use of the discipline, this is then treated as a mental challenge.
In the case of a loss the defender may however wish to retest with an applicable ability such as subterfuge and performance.
If the defender does not wish to challenge then they are not required to bid. However the defender may not relent as in this is considered to be a modified static challenge.
In the case of a tie mental traits of the individual using the discipline and the defender are counted . The win goes to the one with the most traits remaining.
After a successful Aura Perception has been done the target MUST the question asked TRUTHFULLY. If you do not then this considered cheating.
Unless a discipline or an item is allowing you to fool aura perception (ie. soul mask or certian magical items).
Soul mask or an item must be approved by a storyteller prior to use or upon aquisition.
Majesty: Majesty effects all people within ten feet, unless they also have majesty or are using Pavis of Foul Presence.
Majesty can be turned off for ten minuites with the expenditure of a willpoer trait. For this ten minuites the character may act agressivly and not lose his majesty.
Characters may not be attacked while they are using majesty (it is always in affect unless a agressive action is taken) unless defeated in a social challenge and the attacker spends a willpower trait.
Characters may not be rude or disrespectful to someone with majesty but they may be rude ABOUT the person. For example, Bill has presence at Majesty. Jo want to be rude but can't so he turns to Jane and says "Boy Bill sure does SUCK!" This does not violate Bill's Majesty.
While in the sphere of Majesty (within ten feet) no Physical Challenges may be made.
Unless the person wishing to initiate a physical challenge has already engaged in and won a social challenge with the character possesing Majesty and spent a willpower trait.
This does not apply if the agressor also has Majesty or is using Pavis of Foul Presence.
Additionally someone with Majesty may stop combat by stepping within ten feet of the combat. Anyone wishing to continue combat must win the social challenge as above, with the exception that the expenditure of a willpower trait is not required .
Someone with Majesty is never affected by Majesty unless they are in a Frenzy. (ie. Entering a frenzy cancels your Majesty! )
If a Person with majesty is the target of a frenzy the Frenzied Character will attack the next available target assuming it is a Rage or Berserk frenzy .
Pavis of Foul Presence: This nullifies the effects of ALL Presence powers for the user.
Additionally For each Mental Trait Spent in the creation of the Pavis one foot around the user becomes immune to Presence , with a maximum area of effect of ten feet .
Thus Pavis may with large expenditures of mental Traits be used as an Anti-Presence bubble.With the expenditure of a mental trait and a willpower the area of effect moves automatically to ten feet.
Force Bolt: Force Bolt functions as normal with this addition; Force Bolt causes one level of Blunt damage(non aggravated) for each additional force bolt striking the target after the first has stunned the victim.
This damage can be soaked if you posses an applicable trait (ie. i am tough enough to take the impact).
Learning new Disciplines that are not your clan Disciplines must be aranged IN GAME and should be ROLE PLAYED out.
To acquire Protean Kindred not of Clan Gangrel must drink the blood of a vampire of equal or lower generation at least six times, as well as spend experence points for a non-clan discipline. While the Kindred can now acquire Protean it also insures a blood bond.
Mask of 1000 Faces WILL NOT hide weapons if you are being searched.
(ie. A shotgun will not feal like a cane or bunch of flowers.... or any thing but a shotgun.)
If something is approved by a storyteller, don't go to the other storyteller ask and if told differently say,"well the other storyteller said." This makes us very angry and is likely to be bad for both of you and your character. If you feel the need for more clarification go back to the storyteller who answered the question orrigionally. If that is not possible then tell the other storyteller what was said and the problem you have, then ask thier opinion.
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