Elysium Nights Theater
3.0 Rules (4/25/05)


TABLE OF CONTENTS:


INTRODUCTION:

Use of any White Wolf Game Systems words, phrases, or concepts is not a challenge to those copyrights. These rules are derived from the original Minds Eye Theater Rules produced by White Wolf Game Studio. The following rules represent a combined effort on the part of the several authors initiating and operating Elysium Nights Theater.

Please remember this is just a game. The purpose of this group is to create a venue whereby participating adults can exercise their imagination, creativity, and problem-solving skills in a fictitious setting using characters culled from the World of Darkness. This game is for the enjoyment of all, but please remember this is taking place in the World of Darkness and characters die, get injured, get maimed, and get used. If you do not feel you can deal with this or accept this, please do not play. This game is supposed to be an escape from reality. Topics such as rape and child abuse are not appropriate in this game. Use appropriate discretion.
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PRIMARY RULES:

No touching. If you are initiating a physical challenge, just say so. Do not simply walk up and try to hit the person. No running and no stunts. No weapons, real or otherwise, are to be used in this game. Use the physical representations prepared by the Storytellers. No illegal drugs or alcohol will be tolerated on the game site. Anyone caught with a controlled substance will be asked to leave the game. All players must sign a consent form before each game. Minors (under 18) are not permitted to participate. The location we play in must be left in the same condition that we receive it. If anyone litters or causes other cleanup difficulties, there will be severe penalties. Although players are encouraged to manipulate these rules to their character's advantage, cheating will not be permitted. Cheating is a violation of either the letter or the spirit of the rules. If a player is determined to be cheating, they will first receive a warning. A second offense will result in halving of their earned XP. A third offense will result in the player being banned from the game.


CLANS:

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CHARACTER CREATION AND DEVELOPMENT:
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SPENDING FREEBIES VS. ADDITIONAL XP: -- Freebies may be spent freely on generation, though they may not be spent on rituals. -- Only up to 5 freebies may be spent on influences. Any number of XP may be spent on influences. -- XP may be spent on rituals, though they may not be spent on generation unless diablerie takes place during game play.


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GENERAL POINT COSTS:
1 physical, mental, or social trait = 1 XP
1 ability = 1 XP
1 control trait = 1 XP
1 influence = 1 XP
in-clan category 1 discipline = 3 XP
in-clan category 2 discipline = 6 XP
in-clan category 3 discipline = 9 XP
willpower = 3 XP
basic ritual = 1 XP
advanced ritual = 3 XP
generation at character creation/not Caitiff = 2 freebies
generation at character creation/ Caitiff = 3 freebies
Diablerie if not Caitiff = 3 XP
Diablerie if Caitiff = 4 XP
Out-of-clan disciplines = see "out of clan disciplines" below


OUT OF CLAN DISCIPLINES:
OOC disciplines can be bought two ways. An Out Of Clan Discipline bought at Character Creation costs an additional 3 points for the path and each level bought costs the normal out of clan costs. Necromancy, Obtenebration, Protean, Quietus, Serpentis, Thaumaturgy, Vicissitude, Visceratika cannot be bought out of clan at character creation. Tremere and Giovanni may buy a second path by paying the same costs for the path and OOC costs.
Examples:
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POINT CAPS:
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DISCIPLINES:
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ABILITIES:
There is no cap on abilities outside of freebie point expenditures, but character must start with at least three different abilities on character creation.
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SECONDARY ABILITIES:
The rules for secondary skills are designed to allow characters to have more depth beyond only skills that enhance bids. Secondary skills may never used to enhance any bid, except for use in ST plot and not against another player. Secondary skills are a direct measure of knowledge within a certain field. Secondary skills may be from any knowledge area such as but not limited to; Science, Art, Music, Knowledge areas such as Religion, Philosophy, Economics, Sports, tool use, craft, etc.
Examples:
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RITUALS: For ritual information, see the Ritual Rules addendum.



INFLUENCES:
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Special Use Influences:
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BLOOD:
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WILLPOWER:
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CONTROL TRAITS: Control traits equals generation to a maximum of 10 control. Gangrel and Brujah are both at -1 beginning Control traits. Control may be bought to 10 maximum control for any character. Control traits are regained instantly by use of a willpower or the discipline Song of Serenity (regain to maximum normal). Control is lost by the following conditions:
  1. Victim of aggravated damage loses 1contol per round during combat when an aggravated damage is dealt in that round.
  2. Using or being victim of any challenge considered an attack causes 1 control loss per scene.
  3. Loses 1 when seeing a significant quantity of blood per scene.
  4. Loses any amount for roleplaying purposes at the player's discretion.
  5. Loses any amount for roleplaying purposes at the Storyteller's discretion.
Any number of control points may be lost in any scene.

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FRENZY:
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TESTS:
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COMBAT:
Any physical action that pits one character against another, regardless of wound generating capabilities, is defined as a COMBAT ACTION.
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COMBAT SEQUENCE:
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COMBAT TESTS:
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FAIR ESCAPE:
There are several ways to escape a combat scene using movement. Any one of the following allows the character to escape a combat scene.
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WOUND LEVELS:
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WOUND PENALTIES:
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AGGRAVATED WOUNDS, COUP DE GRACE, AND DIABLERIE:
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BLOOD DRAIN AND STAKING: Return to top.


SURPRISE:
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PROJECTION AND POSSESSION:
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BLOOD BONDS:
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HUNTING AND BLOOD STORAGE:
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MISCELLANEOUS:
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TIME COST:

If an influence expenditure (excluding the use of herd) uses 10 or less influences, that task takes 10 minutes. Otherwise, the task takes 30 minutes. Use of Herd is instantaneous. Reinforcement and ritual research can only be performed during downtime. May be modified by Retainers.


STORYTELLING:


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DOWNTIMES AND XP AWARDS:
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Elysium Nights Theater - Haven Rules




INTRODUCTION:
All influences and business units are considered primary for haven construction. Any character that is in play but not at the game (such as telepaths, projectors, or Possessors) is by definition in a haven. If there are no points spent in the haven, it is still considered a haven and subject to the rules in this document. Havens have two structures: an outer haven and at least one crypt.

Characters may have up to two crypts. These may be solitary havens (each with an outer haven and one crypt) or two communal havens (each with an outer haven and several crypts).

All kindred characters start off with 10 free single-use influences to be used on haven construction.

A character's haven cannot be found either at the game or during downtime, or attacked in downtime for the first three months of that character; communal havens are not subject to this rule.

Herd, ghouls, conditioned creatures, or other NPCs are not used as part of haven defense. PCs may be.

Ventrue get a 25% bonus (round fractions down) to all influences spent. Example: Normally, an alarm costs 5 influences, but a Ventrue can buy one for 4 influences.

Havens may only be built by spending influences which may be matched with money (as per influence rules) during downtime.

Havens must be found before they are attacked. Because Mobile havens move every downtime, they must be found either at the game or during the previous downtime if they are to be attacked at an event.

Havens may be found in one of two ways: by spending influence either at the game or during downtime (see Searching, Hiding, and Sewer Lore), or by in-game play. Havens may be constructed in the sewers or normally. If constructed in the sewers, use the Sewer Lore rules on searching for a location. Otherwise, use the rules below in the Searching section.

Havens may be attacked in one of two ways: by spending influence during downtime (see Influence Attack and Influence Resistance), or by in-game play. During in-game play, a structure may be penetrated in several different ways: physical attacks (see Reinforcement), defeating lock(s) (see Two-way Locks), mist form (see Seals), or collusion with someone on the inside.

Attributes of outer havens: Alarms, Cameras (and their related items), Hiding, Influence Resistance, Locks, Mobility, Reinforcement, Rituals, Secret Doors and Seals. Attributes of crypts: Alarms, Alternate Exits, Cameras (and their related items), Locks, Reinforcement, Rituals, Secret Doors and Seals.
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OWNERSHIP:


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HAVEN ATTRIBUTES: Return to top.


DOWNTIME ATTACKS:
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Elysium Nights Theater - Influence Rules: v2.6 04/16/05





INTRODUCTION:
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CONCEALMENT:
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IN-GAME/OUT OF GAME COST:
All item prices are doubled when the player attempts to get the item during the game.

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LAYAWAY CARDS:
All influence actions that are discrete events that are continued over several months (partially buying an item, researching a ritual) will be given out on "layaway cards". The layaway card should be signed by an ST, dated, list the influences used, and list the task working toward. These cards can be given away or sold by the owning character. If the player loses the card, then that work is lost.


PRIMARY INFLUENCE TYPES:
Any of the influence types not specified as a primary type is considered a secondary type. Herd and cash are secondary types for all items. If the primary type is "any", any of the types and/or cash may be used. The total influence expenditure must be at least 50% primary influences.
Example: An item that costs 4 influences can be obtained by any of the following ways:
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REPAIRING AN ITEM:
If an item is broken (such as armor that has all of its boxes marked or a melee weapon that had too much Potence used on it), it can no longer be used. The item may be restored to full working condition by spending half its original cost (using the original item's primary category). Any item may be repaired at any time (such as to partially restore armor) but the repair costs half the original purchase price.
Examples: A 3 trait, 2 wound gun is would cost 7 (15/2, round down) influences to repair. The same rifle with a silencer would cost 15 (15 for the original rifle + 15 for the silencer/2) to repair.
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ABLATIVE ARMOR:
PRIMARY INFLUENCE TYPES: University, Corporate, Government.
Each point of armor is a box on the item card. For each hit received in combat, the victim may mark off a box to automatically ignore one wound level of damage.
Exceptions: aggravated wounds, the first wound level of damage caused by a staking attempt, and the damage caused by Cauldron may not be soaked by ablative armor. Ablative armor does not regenerate after a scene - once a box is marked off, the ablative armor must be repaired before it is marked again. A character may only wear one armored item.
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PERSISTANT ARMOR:
PRIMARY INFLUENCE TYPES: University, Media, Military.
Persistent Armor functions as Ablative Armor, but repairs all boxes at the end of each scene. Remember, a character may only wear one armored item.
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DEFENSIVE TRAITS:
PRIMARY INFLUENCE TYPES: University, Industry, Occult.
Defensive traits may be added to any armor for an additional cost per defensive trait. Defensive traits may be added to any type of armor by adding the influence cost of the defensive trait onto the original cost of the armor. Purely defensive trait armors are always blue cards.
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FIREARMS:
There are three types of firearms, shotguns, rifles and handguns. Only special storyteller approved ammunition may violate the ammunition rules.




BRAWL WEAPONS:
PRIMARY INFLUENCE TYPES: Street, Police, Military.
Brawl weapons simply allow a way for Brawlers to increase their attack and defense bids.
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MELEE/MISSLE WEAPONS:
PRIMARY INFLUENCE TYPES: Street, Industry, Government.
Melee weapons other than stakes can also be used as missile weapons.
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STAKES:
PRIMARY INFLUENCE TYPES: Corporate, Street, Occult.
All stakes are blue cards. Stakes cannot be reinforced.
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MORTAL NON-LETHAL WEAPONS:
PRIMARY INFLUENCE TYPES: Street, Occult, Corporate.
This weapon class allows successful melee attacks to test to be able to incapacitate a mortal. On a successful melee attack, the attacker gets a simple/static test (depending on the weapon, see below) to render the victim unconscious. Vampires, ghouls and other enlightened creatures are not affected by these weapons. These weapons are all blue cards.
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REINFORCEMENT:
PRIMARY INFLUENCE TYPES: University, Industry, Occult.
Reinforcement Levels: To use Potence 1a, 1b, 2b or 3a, a weapon must be reinforced, regardless of wound levels.
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OTHER ITEMS:
PRIMARY INFLUENCE TYPES: Any.
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MASQUERADE BREACH COVERUPS:
PRIMARY INFLUENCE TYPES: See Below. The storytellers will determine what constitutes a miniature, minor, major or massive Masquerade Breech.
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DIMINISHING INFLUENCE ATTACK:
PRIMARY INFLUENCE TYPES: Any.
For every two influences spent by any character to diminish another character's influence, the victim loses one point off the back end of their spending. Herd cannot be diminished. Both influences lent by that character and influences lent to that character are diminished. The victim cannot have their influences reduced below zero. If an attack occurs during downtime, the victim will get a message that his influences are under attack. If an attack occurs at the game, the victim will be notified as he spends or transfers any influence.

Examples:
Bob and Doug (does not matter if they cooperate or are working independently) spend a total of 1 underworld, 3 business, and 10,000$ to diminish Jeriko's influences this month. Bob and Doug have spent 14 points, so Jeriko loses up to 7 points of his spending.

If Jeriko only had herd, nothing happens. Bob and Doug have wasted their attack. If Jeriko was lending his 3 underworld (say he has underworld instead of herd) to someone else, that person does not get any influences from Jeriko (that person does not get a message that Jeriko's influences were under attack, they just know that Jeriko didn't give them anything). Bob and Doug wasted 4 points of their attack. If Jeriko was cashing his 3 underworld in, he gets no cash. Bob and Doug wasted 4 points of their attack.

If Jeriko was using his 3 underworld and his packmates lent him 17 more (which may have included secondary influences and/or cash) to get firearms, then he loses 7 of them, for a total of 13 influences spent on firearms.

If Jeriko was using his 3 underworld to paint his haven, he does not get his haven painted this month, but the haven is not otherwise effected.

If Jeriko was using his 5 occult (say he has occult instead of underworld) to do research on ward vs. everyone, he gets no research done this month, but his previous research is not hurt.

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INFLUENCE INVESTIGATION:
PRIMARY INFLUENCE TYPES: Any.
Information can be retrieved at the game or downtime, going back one month only. There are three targets of an investigation: an influence area, a character, or an action.


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BUSINESS UNITS:
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LINKS:
Haven appendix: http://geocities.datacellar.net/Area51/Starship/6060/havens.html
Influence appendix: http://geocities.datacellar.net/Area51/Starship/6060/infl.html
Elysium Nights Theater General: http://geocities.datacellar.net/TimesSquare/Chamber/9515/
Elysium Nights Theater Rules: http://geocities.datacellar.net/Area51/Starship/6060/
Subscribe to the Elysium Nights Theater In-Game email list: http://www.onelist.com/subscribe.cgi/ent-ig
Subscribe to the Elysium Nights Theater Out-Of-Game email list: http://www.onelist.com/subscribe.cgi/ent-oog
Send mail to the Elysium Nights Theater Storytellers: mailto:nothasp@hotmail.com

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VERSION CONTROL:
1998/12/06: v1.0 beta 1: First version.
1998/12/09: v2.0: Added haven references.
1999/07/26: v2.1: Changed primary categories, added time cost, ritual research, attacks, and investigation.
2000/03/24: v2.2: Added influence area investigation.
2004/01/06: v2.3: Added new item types, new items in existing types, and support for new influence types.
2004/03/20: v2.4: Added new influence types, new items and item types.
2004/05/11: v2.5: Added new influence types, new designations for primary influences.
2004/07/26: v2.6: Changes to ammunition clips and stacking ammunition.
2005/04/16: v2.7: Change to Weapon Reinforcement












Elysium Nights Theater - Ritual Rules: v2.3 07/12/2000



Comments are welcome.

INTRODUCTION:
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NEW RITUALS:
Rituals go through a four step life cycle: approval, research, restricted use, and common use.
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RITUAL RESEARCH:
PRIMARY INFLUENCE TYPE: Occult.
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BASIC RITUALS:
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ADVANCED RITUALS:
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VERSION CONTROL:
1998/07/24: v0.1: First version.
Various updates.
1998/12/09: v2.0: Minor changes to wording, change in control trait calculation, remove double votes from Ventrue, added notes to ST section.
1999/05/10: v2.1: Minor changes, typos fixed. Removed silver cord, added section for astral and possession.
2000/03/25: v2.2: Numerous minor tweaks, typos fixed. Added additional bloodlines. Added several additional powers and clarifications.
2000/07/14: v2.3 beta 4: Minor changes. Moved rituals to separate section.
2001/02/14: v2.4 beta: More Minor changes, added widgets to some 3a disciplines. Slightly larger changes to Mind Thaumaturgy, Obtenebration, and Presence.
2002/01/15: v2.5 Changes to Presence, Fortitude, Auspex. Other minor tweaks.
2002/01/05: v2.5: Changes to Presence, Fortitude
2002/06/20: v2.6: Changes to Sewer Lore, Torpor, Frenzy
2003/03/20: v2.7: Changes to Auspex, Dominate, Obfuscate, Possession, Potence, Presence, Blood Thaumaturgy, Combat, Surprise and other misc. changes. HAVEN RULES, INFLUENCE RULES and RITUAL RULES incorporated into main rules set.
2004/01/06: v2.8: Minor changes and clarifications to powers and general game rules (discipline stacking, frenzy clarifications, etc). Added BUs and new influence types.
2004/05/15: v2.9: Changes in Point Caps, Obtenebration; redefine Quietus, Serpentis, Vicissitude, Visceratika; list additional Influence types
2004/07/26: v 2.9.1: Addition of Clan Giovanni, new discipline Necromancy, changes in effects on Possessor and Projector.
2005/04/16: v. 3.0: Major discipline changes (Animalism, Celerity, Fortitude, Necromancy, Obtenebration, Potence, Presence, Protean, Serpentis, Vicissitude, Visceratika), Ability changes (removal of Corruption adder, change in Survival, change in Secondary Abilities), change in calculation of Control, Additional Influences added, changs in Combat Sequence and Combat Tests, Staking, Possession and Projection, Wound Levels, Miscellaneous)











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