Elysium Nights Theater
2.9.1 Rules - 07/26/04
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.
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:
- Assamite: In-clan
disciplines: Celerity, Obfuscate, and Quietus. No clan advantage.
Assamites gain no benefit from drinking kindred blood (but may benefit
from diablerie).
- Brujah: In-clan
disciplines: Celerity, Potence, Presence. May choose to turn any frenzy
into a rage frenzy. Minus one control trait, maximum control possible is
8.
- Caitiff: May choose
three non-restricted disciplines as "in-clan". 3 XP per
generation, +1 XP per level of out-of-clan discipline costs.
- Gangrel: In-clan
disciplines: Animalism, Fortitude, Protean. Gains one level of survival
ability. Maximum control possible is 7.
- Gargoyle: In-clan
disciplines: Fortitude, Potence, Visceratika. No clan advantage. Minus 2
to all mental tests initiated by someone else. All gargoyles start with 2
points of their blood in possession of the regional Tremere Lord of the
area. You must defend with full traits when attacked with a power that
would cause physical damage.
- Giovanni: In-clan disciplines: Dominate, Potence, and Necromancy (Path
of Spirit is a prerequisite from Path of Bone). Gains 1 Occult Ability or
Occult Influence. Due to
destructive feeding practices, herd costs twice as much and hunting takes
twice as long.
- Lasombra: In-clan
disciplines: Dominate, Potence, and Obtenebration. No clan advantage.
Lasombra cast no reflection in mirrors, but machines can still capture
their image.
- Malkavian: In-clan
disciplines: Auspex, Dominate, Obfuscate. May choose to win one social
test once per night initiated by someone else. Must start with two major
disadvantages / derangements (or three minor), one of which must be
non-physical.
- Nosferatu: In-clan
disciplines: Animalism, Potence, Obfuscate. Gains one level of sewer lore
ability or +1 physical trait (may go above generation maximum). Must have
two major physical disadvantages / derangements (or one major and two
minor; one major must be "hideously ugly".
- Setite: In-clan
disciplines: Obfuscate, Presence, and Serpentis. No clan advantage. Setite
are made uncomfortable by bright lights and they will try to avoid them
when possible (roleplay only - no trait penalties).
- Toreador: In-clan
disciplines: Auspex, Celerity, Presence. Gains one level of herd influence
or +1 social trait (may go above generation maximum). Every time a
Toreador loses a social test initiated by herself, she loses a control
trait.
- Tremere: In-clan
disciplines: Auspex, Dominate, and one of the three Thaumaturgies: Blood,
Fire, or Mind. The other two Thaumaturgies may be bought any time at
out-of-clan cost without requiring a teacher; only one of the
Thaumaturgies is considered "in clan" for teaching purposes.
Blood Thaumaturgy is not a prerequisite of the other Thaumaturgies. Gains
1 free basic ritual. May be called on to perform risky Tremere duties. -1
influence (if no additional influences are purchased, Tremere characters
begin with 2 influences).
- Tzimisce: In-clan
disciplines: Animalism, Auspex, and Vicissitude. No clan advantage.
Tzimisce havens are special. Their haven must contain at least a cubic
meter of earth from their embrace location; if that earth is disturbed
they will be uncomfortable and will work to replace it. On moving to a new
haven, they will be uncomfortable for the first month staying there
regardless (roleplay only - no trait penalties).
- Ventrue: In-clan
disciplines: Dominate, Fortitude, Presence. Gains +1 leadership ability or
+1 physical trait (may go above generation maximum). Selective feeding -
must choose a demographic less than 20% of the general population -
hunting takes at least twice as long and herd costs twice as much.
CHARACTER CREATION AND DEVELOPMENT:
- All PCs must choose two
minor or one major disadvantage / derangement(s). If not played properly,
the PC will be given new ones in game play. Disadvantages can be
considered a physical impairment (such as being blind or having a limp) or
a psychological condition that causes some detriment to the owner (such as
complete truthfulness). Derangements are likewise psychological conditions
that will cause detriment to the user (such as phobias, vengefulness, or
power madness).
- Initial character creation
for kindred, ghoul, or kine: There are three "trait areas":
physical, social, and mental. Each area confers certain advantages and
disadvantages; with a higher physical, a character is more combat-ready
(or harder to kill); with a higher social, a character can use (or resist)
the disciplines Animalism and Presence better; with a higher mental, a
character can use (or resist) the disciplines Auspex, Dominate, Obfuscate,
and Thaumaturgy better. Total bids are calculated by adding the
appropriate trait area, abilities (see below), and bonuses from
disciplines.
- Begin vampire character
creation with one of the clans listed, with 7 in one trait area, 5 in
another trait area, and 3 in the last trait area. 5 abilities (though
there must be at least 3 different abilities listed), 2 willpower, 3
influences, 3 basic in-clan disciplines, and 10 "freebies" (similar
to XP) to be put in any area. Clan advantages and disadvantages may alter
these numbers. Generation may be bought at character creation with
freebies, and may be lowered in game-play by diablerie, though the player
must pay XP for the generation to balance the character before spending
any XP on any other area. Diablerie costs one additional point per
generation gained (so a Brujah who diablerizes pays 3 XP, a Caitiff pays 4
XP). Caitiff are limited to 13th-10th gen at character creation, though they
may diablerize to any generation.
- Begin ghoul character
creation with 7 in one trait area, 5 in another trait area, and 3 in the
last trait area. 5 abilities (though there must be at least 3 different
abilities listed), 1 willpower, 3 influences, and 19 "freebies"
(similar to XP) to be put in any area. (note: ghouls start off three
points down). Ghouls may only buy Celerity, Fortitude, and Potence
disciplines. Ghouls may have up to three points of kindred blood in
addition to their normal blood.
- Begin kine character
creation with 7 in one trait area, 5 in another trait area, and 3 in the
last trait area. 5 abilities (though there must be at least 3 different
abilities listed), 1 willpower, 3 influences, and 16 "freebies"
(similar to XP) to be put in any area. (note: kine start off six points
down). Kine may not buy any disciplines.
- If a ghoul or kine is
embraced during game play, that character must be recreated from scratch
as a kindred with the same XP.
Spending freebies vs. additional XP:
-- Freebies may be spent freely on generatiion, though they may not be spent on
rituals.
-- Only up to 5 freebies may be spent on innfluences. Any number of XP may be
spent on influences.
-- XP may be spent on rituals, though ttheyy may not be spent on generation unless
diablerie takes place during game play.
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 = 2 XP per gen past 13
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
Kindred Trait Maximums:
Generation Max Traits
13.................13
12.................14
11.................14
10.................15
09.................15
08.................16
07.................16
06.................17
Kine or ghoul: 13
Lowest starting PC generation is 8. (13 + (13 - gen)/2).
Kindred Willpower maximums:
Generation Willpower
13.................4
12.................5
11.................6
10.................8
09.................10
08.................12
07.................15
06.................18
Kine or ghoul: 3.
Blood pools are the same as willpower maximums for kindred or kine;
below 6th gen adds six blood per gen: 5: 24,
4: 30, 3: 36.
Out of clan disciplines: OOC disciplines can be bought two ways.
- If bought during character
creation, the path costs an additional three points and each level costs
two additional points per level. Thaumaturgy, Protean, Quietus, Visceratika,
Obtenebration, Serpentis, or Vicissitude cannot be bought out of clan at
character creation (there is an exception for Tremere buying other
Thaumaturgy paths at character creation). Examples:
- A Nosferatu buys
Heightened Senses at character creation: costs 3 (buying the Auspex path)
+ 3 (Heightened Senses) + 2 (additional cost for the 1a) = 8 points.
- A Tremere chooses
Mind Thaumaturgy as in-clan, but wants to buy Blood Mastery at character
creation: costs 3 (buying the blood path) + 3 ( Inquisition) + 2
(additional cost for the 1a) + 3 (Blood Mastery) + 2 (additional cost for
the 1b) = 13 points.
- If bought during game play,
the path costs nothing, and each level costs one additional point per
level, but both basics (category 1) must be specifically taught by someone
who has that discipline in-clan at intermediate (category 2) or higher.
Once both basics have been learned ( either during creation or game play),
the player may choose to buy the intermediate and advanced without a
teacher. The restricted disciplines such as Thaumaturgy, Protean, and the
derived disciplines, are slightly different: they can only be taught if
the teacher has that discipline in-clan at advanced (category 3).
Examples:
- A Nosferatu is taught
Heightened Senses during game play needs one month and a teacher who has
Auspex at 2a or higher: costs 0 (buying the Auspex path) + 3 (Heightened
Senses) + 1 (additional cost for the 1a) = 4 points.
- A Tremere chooses
Mind Thaumaturgy as in-clan, but wants to learn Blood Mastery during game
play. She needs two months but does not need a teacher: the first month:
0 (buying the blood path) + 3 (Inquisition) + 1 (additional cost for the
1a) = 4 points; the second month: 3 (Blood Mastery) + 1 (additional cost
for the 1b) = 4 points, for a total of 8 points over 2 months.
- A Tremere who has
Blood Thaumaturgy as her in-clan and has Cauldron (Blood 3a) could teach
a Brujah the discipline Inquisition (Blood 1a) one month and Blood
Mastery (Blood 1b) the next month (the Tremere cannot teach Mind or Fire
Thaumaturgy, since those count as "out of clan"). The Brujah
could then buy Potency, then Blood Destruction, then Cauldron at one
level a month over the next three months without a teacher. The Brujah
could never teach Blood Thaumaturgy, since it was not in-clan for her.
- Caitiff choose three
non-restricted paths at character creation. Out of clan disciplines cost
an additional XP per level (above and beyond the cost listed for out of
clan disciplines).
Point caps per character lifecycle: Players with less than 20 XP will
gain 5 XP per game played. All costs for any expenditure up to and including
100 points will be at normal XP cost. All costs for any expenditures above 100
points up to 299 points will be at double normal XP points. All costs for any expenditure
above 300 up to 599 points will be at triple normal XP costs. All costs for any
expenditures at 600 points or greater will be at quadruple normal XP costs. No
character may have more than 1,000 points spent.
Point caps per game: no more than one level of any discipline may be
bought per game. Example: character T has Obfuscate 1b and Potence 2a.
Character T may choose to buy Obfuscate 2a and Potence 2b next month, but
cannot buy any more until next month.
Control traits: Characters can buy control traits at 1 XP per control.
Maximum control is still 10 (or 8 if Brujah, 7 if Gangrel). Control is the
higher of these: generation - number of discipline levels - number of childer -
number of diableries + additional control traits + willpower, or additional
control traits + willpower.
Starting equipment: All characters start with 1000$ cash per influence
and the choice of one +0 trait, 1 wound weapon of any type (pistol, stake,
knife, etc).
Character termination:
- If a character is killed (by
PC or NPC) or retires, the player gets 75% of that character's spent
points plus any unspent points for creating a new character.
- A character may be retired
at any time. If the player maintains control of their character (that is,
not killed, staked, or otherwise trapped), the player may bring that
character back into the chronicle later. The player must rebuild the
character with the player's current XP total.
DISCIPLINES:
Animalism:
Bid: social traits + survival ability + level of Animalism vs. same. If the
victim has Animalism 1b or 2b, the victim gets additional traits. The use and
source of 1a, 2a, and 3a is obvious to victims and enlightened onlookers.
- 1a: Beast Within - No cost,
ranged. If victim is not kindred, it has no effect. If test is successful,
victim loses 4 control traits. If victim frenzies, the user of this
discipline may choose what type of frenzy the victim enters.
- 1b: Overcome the Beast - No
cost, always on, self only. The user gains +3 to defend against all
Animalism, Dominate, or Presence disciplines; user gets +3 to penetrate
Majesty. User also gets +3 control traits (maximum control traits is still
10 (8 if Brujah, 7 if Gangrel)).
- 2a: Song of Serenity - Cost
is 1 blood. On successful use the victim comes out of frenzy (if they were
in frenzy), regains max normal control pool, and gives one of their
willpower to the user (if the victim has any willpower). The user may
spend this stolen willpower as if it is a normal willpower during the same
scene. Only one stolen willpower may be held at any given time. If the
user takes another willpower (either from the same victim or someone
else), the previously stolen willpower is lost. If the willpower is used
or if the scene ends without using the stolen willpower, it also is lost.
- 2b: Embrace the Beast - No
cost, only usable on self. Users of this discipline may add +6 to defend
against all Animalism, Dominate, or Presence disciplines; user also gets
+6 to penetrate Majesty. This bonus already includes the bonus from
Animalism 1b and applies regardless if Embrace is active. If this
discipline is active, the user then may double their normal bid to defend
against all Animalism, Dominate, or Presence disciplines; user also gets
double normal bid to penetrate Majesty. The multiplier is applied after
all other bonuses are added together. If this discipline is active, user
cannot use Animalism 1a, 2a, or 3a. Does not require test to activate or
deactivate; is an instant action to activate or deactivate. This power
does not effect the control rating of the user.
- 3a: Control the Beast -
Costs 1 blood, ranged. If test is successful, the victim has all blood
costs tripled (i.e., discipline activation, soaking, healing, pumping,
etc) for 10 minutes or the scene, whichever is longer. Not stackable on the
victim. When a user has obtained this level of the discipline she may now
use Animalism 1a, 2a, and 3a while under the effects of Animalism 2b.
Auspex: If the Auspexer fails a test, he must wait at least 10 minutes
before trying the same test on the same victim again.
Bid: mental traits + investigate ability + level of Auspex vs. mental traits +
subterfuge ability + level of obfuscate. If the Auspexer uses 1a, 1b, or 2b and
fails the test, the Auspexer gets static. If 1b or 2b is used on a victim having
Obfuscate 3a (Soul Mask), the victim may answer whatever they wish. The use of
2b is obvious to the victim, though the source is not obvious. The use of 3a to
manifest (without using mask of 1000 faces) is obvious to all onlookers. Auspex
use excluding Telepathy and Projector is ranged.
- 1a: Heightened Senses - No
cost. Using this power, an Auspexer may test at full bid against Obfuscate
1a, 2b and 2a when the Obfuscated individual moves or disappears (not
both). May also be used for listening in on conversations. The radius of
spying is 12 paces. If a loud noise (gunshot, very loud music, shouting,
etc) occurs nearby during such listening, the user may not use Heightened
Senses for spying for 10 minutes. Cannot be used in combat except to
penetrate Obfuscate (see Obfuscate 1a). If the obfuscator tries to
disappear as an instant action, the Auspexer may test to see through the
obfuscate as a special instant action that does not take an action on the
part of the Auspexer (but may then not test when the obfuscator moves).
- 1b: Aura Perception - This
power comprises two abilities.
- Aura Read: No cost.
If test is successful, the user learns one of the following: type of
creature, emotional state, diableries in the last year, or if truthful.
If used on a possessed body, this power reads the Possessor's aura.
Cannot be used in combat.
- Unmask: If the
obfuscator is using Mask, an Auspexer may test to see through the Mask as
a noncombat action. An Auspexer may test against Obfuscate 1b without
needing the Obfuscator to move. Note- the Auspexer must have line of
sight with the Obfuscator character.
- 2a: Senses of the
Enlightened - This power comprises two abilities.
- Identify Aura: No
cost, usable in combat. If test is successful, the user sees the victim's
unique and distinct aura. Physical disguises cannot prevent this power
from working. If the victim is using Obfuscate 1b and that has not been
penetrated, the Auspexer sees the aura of the masker. If the victim has
Obfuscate 3a, he may choose to change his aura, including mimicking
another character's aura. Usable once per 30 minutes per victim.
Additionally, while physical masks are obvious to all onlookers, those
with Identify Aura will be able to identify the wearer's aura.
- Preternatural
Awareness: User is permitted a pre-combat Auspex test to negate surprise.
This is only available when the obfuscated individual(s) are actually
attacking the Auspexer. Can also be used to pierce Obfuscate 2a at full
bid when moving or disappearing (not both).
- 2b: Telepathy - No cost. The
victim must be within the presence and line of sight of the Auspexer
during the initial test; the Auspexer may then leave the presence and/or
line of sight of the victim for later tests. Telepaths may enter the
victim's mind (initial test, does not count as an offensive action) then
win a test for each desired effect (these tests count as offensive
actions). Possible effects: truthful result of a single yes/no question,
access vision, or access hearing. Simple conversation between the user and
victim does not require any additional test. The "access" effect
lasts for 1 hour or until the telepath tries to enter a different victim's
mind, whichever comes first. If the telepath fails any effect test, they
are ejected from the victim's mind and may not try to enter again for 10
minutes. The victim may spend a Willpower at any time to eject the
telepath, but the telepath may counter spend. Telepaths may use Command at
half traits (only on the telepathy victim) through the initial entry,
however, the victim may do the same thing: the victim may use Command at
half traits on the telepath without needing eye contact. If either the
telepath or the victim has Mastery, their Commands are at full traits. If
the victim wins any Command/Mastery challenge initiated through Telepathy
by the Telepath, the victim gets an immediate Obfuscate vs. Auspex test to
eject the Telepath. Telepath must have line of sight to use
Command/Mastery via Telepathy. Use of Command/Mastery via Telepathy makes
the Telepath obvious to the victim, this includes use via Projection. In
the case of projection, the attacker manifests briefly only to the victim.
Telepathy may be used during combat, but only one event per combat round
(i.e., first round, the telepath may enter the victim's mind, second
round, the telepath may access vision, third round, the telepath may ask
one question). Victims know when there is a telepath in their head. When
conversing or questioning, telepaths have distinct "voices".
These voices can be changed (and other telepaths' voices imitated) by
Obfuscate 1b. The victim may test against the imitator if they have Auspex
2a. If a victim has multiple telepaths in her head, all the telepaths are
aware of all others present and each can hear any conversing and effects
going on. Telepathy cannot detect Mesmerism or Conditioning but c an
detect if memories have been altered (such as with Forgetful Mind or
Mesmerism). Telepaths automatically see Projectors (Auspex 3a).
- 3a: Projection - No cost.
Users of this discipline may project their minds and observe nearly
anything. Projectors may use all Auspex powers, Command (only via
Telepathy), Embrace the Beast, the Summons Lock part of Summons, Majesty,
Mask of 1000 Faces (to make their otherwise ghostly manifestation appear
solid; note telepaths automatically see the Projector form in addition to
the mask), and Soul Mask. Projectors cannot use a physical disguise - when
projecting, the user appears as her true self. Does not require a test to
activate or deactivate. A projector (aka Projector) has several movement
possibilities: 1) move normal movement rate (this rate may not be modified
by celerity) as their normal move; 2) move directly to a place they are
familiar with regardless of distance as their normal move; 3) move
step-for-step with anyone they are following (regardless of the victim's
celerity) as their normal move; 4) follow another Projector or Possessor
back to their body as a special action. See the section on Projector and
Possession for additional detail.
Celerity:
Always on, but user can choose not to use full effect. Costs nothing.
Bid: See combat test section. Does not require a test to activate or
deactivate. Use of 2a and above is obvious to all onlookers. All bonuses apply
only to physical bids.
- 1a: fast draw, +3 to bid to
all brawl, melee, missile, or firearm offensive or defensive tests.
- 1b: 2* normal move total, +6
to bid total to all brawl, melee, missile, or firearm offensive or
defensive tests.
- 2a: 3* normal move total,
+12 to bid total to all brawl, melee, missile, or firearm offensive or
defensive tests.
- 2b: 4* normal move total,
+18 to bid total to all brawl, melee, missile, or firearm offensive or
defensive tests.
- 3a: 5* normal move total,
+27 to bid total to all brawl, melee, missile, or firearm offensive or
defensive tests.
Dominate:
In order for Dominate to work, the dominator must be equal or lower generation
than the victim. Non-kindred are treated as 14th generation.
Bid: mental traits + leadership ability + level of Dominate vs. same. If the
victim has Animalism 1b or 2b, the victim gets additional traits. Use and
source of 1a (unless used via telepathy), 2b (mastery), and 3a are obvious to
all enlightened onlookers. Use and source of 1b and 2a are obvious to the
victim only if the victim successfully resists. Dominate use excluding Command,
Conditioning, and Possession is ranged. 1a and 2b may not be stacked. Dominate
cannot be used to force truth telling.
- 1a: Command - Command - No
cost, requires a common spoken language, 4 pace range unless used via
Telepathy. The dominator gets full traits only if used during roleplaying
or during the first round of combat and not used via Telepathy. During
other circumstances, the dominator is at half traits. May not be used to
directly cause wounds, blood loss, or Willpower loss to the victim. If
test is successful, the victim must immediately fulfill a simple request.
If during a round the victim takes a wound, the instruction fades, and the
victim does not have to follow the command/mesmerism/mastery the following
round. There is no one round minimum. Unless a time is explicitly
specified or the instruction fades, a command lasts 10 minutes.
- 1b: Forgetful Mind - No
cost, 4 pace range. Cannot be used in combat. If test is successful, the
victim has a 10 minute segment (user's choice) of memory changed.
- 2a: Mesmerism - No cost, 4
page range. Cannot be used in combat. May not be used to directly cause
wounds to the victim. If test is successful, the victim now has a delayed
Command (1a) implanted and forgets the mesmerism took place. The mesmerism
will remain until discharged. One mesmerism may be implanted if the
dominator is the same generation as the victim; an additional mesmerism
may be planted for each generation the dominator is removed from the
victim. The dominator gets no indication of success or failure from this
multiple implanting. If the dominator plants too many mesmerisms, the
oldest one(s) fade.
- 2b: Mastery / Conditioning -
No cost. Mastery allows Command to be used in combat at full bid
(including via Telepathy) without eye contact; the user must have a common
language with the victim. Commands issued via Mastery have a 1 round
minimum. Conditioning is a downtime action that takes 3 full nights and
assumes the user has total control over the victim's body. If a kindred is
conditioned, then the victim may then be possessed by that dominator. Once
any victim (kine, ghoul, kindred, etc) is conditioned, the victim is at
half traits to any Dominate test by that dominator. Conditioning may not
be reversed and conveys no advantages for the victim.
- 3a: Possession - No cost.
Users of this discipline may take control of a victim's body. Use requires
touch (either through roleplay, use of a power that causes a touch, or a
successful brawl test; the Possession itself does not require a test), and
may only be used from the Possessor's true body. Possession does not work
on kindred unless they have been previously conditioned by the user. A
Possessor in a host body can be staked (even if in a kine), and he is
immediately driven out of the host body. The Possessor can use the true
body's mental and social disciplines, mental and social traits, abilities,
and Willpower, and the physical traits of the host. The possessor can cast
rituals on the possessed body. If an NPC is possessed, the NPC will have 3
physical traits. Only social and mental traits can be increased by pumping
blood. The host body may be healed as an Out of Combat action (remember -
no Fortitude) and blood spent for disciplines, pumping or healing must
come from Possessor's true body. If the host body takes any aggravated
damage, the aggravated damage is taken by the Possessor's true body. If
the Possessor has the appropriate level of Fortitude, the damage may be
soaked. It is a noncombat action to flee the host body and return to the
true body. A possessed host does not recall any of the events that
transpired while he was possessed. See the section on Projector and
Possession for additional detail.
Fortitude:
Always on, no cost. Use of Fortitude is not obvious to onlookers, but the side
effects (such as walking through a hail of gunfire) may be.
Bid: See combat test section. Does not require a test to activate or
deactivate. All bonuses apply only to physical bids.
- 1a: +1 to bid for brawl,
melee, missile, or firearm defensive tests. User gains +1 wound level
(gains a third bruised).
- 1b: +3 to bid total for
brawl, melee, missile, or firearm defensive tests. Ignore wound penalties
up to, but not including torpor.
- 2a: +5 to bid total for
brawl, melee, missile, or firearm defensive tests. May soak or heal one
wound (aggravated or normal) per blood spent. May spend blood for soaking
or healing at any time.
- 2b: +8 to bid total for
brawl, melee, missile, or firearm defensive tests. May soak or heal three
wounds per two blood spent, may spend blood for soaking or healing at any
time. If the user is in torpor, drinking any kindred blood will bring her
to incapacitated. As in 2a above, if the user is in torpor and takes an
agg which cannot be soaked, the user dies.
- 3a: +12 to bid total for
brawl, melee, missile, or firearm defensive tests. May soak or heal three
wounds per blood spent, may spend blood for soaking or healing at any
time. As in 2a above, if the user is in torpor and takes an agg which
cannot be soaked, the user dies.
Necromancy: Restricted discipline
(Necromancy may be taught to non-Giovanni only by a Giovanni having that
particular discipline in clan at advanced level). Path of Spirit is a prerequisite for Path of
Bone. A non-Giovanni character with Path
of Spirit 2a may be taught Path of Bone 1a.
A Giovanni with Path of Spirit 2a may learn Path of Bone without a
teacher at normal OOC costs.
Bid: Mental plus Occult plus levels
of Necromancy Path of Spirit versus the same.
Necromancy: Path of Spirit 1a use
and source is obvious to all onlookers.
The Path of Spirit 1b, 2b and 3a use and source is obvious to all
enlightened onlookers. All powers are
ranged except for the 1a and 1b which must be used within 4 paces.
o
1a - Spirit Interrogation - Cost 1 blood. User
must have the remains, body, ashes, etc., of the spirit to question. Remains of
diablerized victim will not allow use of this power. May not be used in combat. The spirit is
summoned by use of this power, but will resist answering all questions. User may ask three questions to the spirit of
the remains. The questions must be simple, non-compound questions. The user may
force the spirit to answer the question truthfully with a test as follows: 1a-
user loses with a retest, 1b- user loses on ties, 2a- static test, 2b- user
wins on ties, 3a- user wins with a retest. The remains are consumed in the
process. Effect lasts for 10 minutes or
until questions are answered, regardless of outcome.
o
1b - Bind the Spirit - Cost 1 blood. User
designates a stationary item and if the victim moves 4 paces away from the
item, the victim loses 4 control points.
The victim may not touch the item.
Effect lasts for 10 minutes. If
the item is moved by an outside source, the effect ends.
o
2a – Supernatural Sight - This power consists of
two powers.
§
Spirit Sight: The user automatically sees
Projectors and may use Necromancy: Path of Spirit test to see if a body is
being possessed.
§
Supernatural Awareness: See Auspex 2a: Preternatural
Awareness. The test is the user’s
Necromancy: Path of Spirit bid versus the Obfuscate bid of the Obfuscator.
o
2b – Torment Spirit - Cost 1 blood. User
inflicts 2 aggravated damage to a victim or 1 aggravated damage to Projecting
victims. No victim may be the target of
more than two Torment Spirits per round of combat.
o
3a – Spirit Rend - Cost 1 blood. Victim loses 1
willpower and is at half mental bids for 10 minutes or the scene, whichever is
longer. Mental bid halving does not stack with any other power that halves
mental bids.
·
Path of Bone
Bid: Mental plus Occult plus
levels of Necromancy: Path of Bone versus the same.
Necromancy: Path of Bone level 1a,
1b and 2a use and source is obvious to all onlookers, 2b and 3a use and source
is obvious to all enlightened onlookers.
All powers are ranged, except for 1a and 2a, which are self only.
o
1a – Bone Spirit - Cast on self only. A translucent bone spirit flies around the
user, which will intercept the first missile or firearm attack towards the
user. Bone Spirit dissipates after one
attack is intercepted. Bone Spirit may
only be cast in combat during the non-combat phase of combat. Cast on self
only.
o
1b – Necrosis - Cost 1 blood. Victim is at half
social offensive bids. Majesty is
specifically excluded from this power.
Victim is able to defend versus any social attack at full bid. Lasts 10 minutes or the scene and does not
stack will any other effect that causes halving of social bids, either
offensive or defensive.
o
2a – Bone Armor - Cast on self only. User has
translucent bone armor that acts as normal four box ablative armor and may
stack with physical ablative or persistent armor for wound reduction. Power may stack with Bone Spirit. Bone Armor may be cast in combat during the
non-combat phase of combat.
o
2b – Corpus Animus - Cost 1 blood. Victim gains
2 control traits and heals 2 normal wounds.
Regaining control traits will not bring any frenzy to an end. Wound healing will not bring a character out
of torpor.
o
3a – Enfeeble - Cost 1 blood. Victim is at half
traits on all offensive melee, missile and brawl bids, and victim will attack
for 2 less wounds per attack to a minimum of 1 wound per attack. User also
gains the ability to cast Bone Spirit and Bone Armor as an instant action at 1
blood cost once per round each.
Obfuscate:
All but 3a are non-combat actions.
Bid: no bid, but may defend against Auspex. Does not require a test to activate
or deactivate. There are two types of obfuscate - disguise (1b) and hiding (any
one of the following: 1a, 2a, or 2b). If a character has both types of
obfuscate active, then an Auspexer must test once per each type of obfuscate
active to completely break the character's obfuscate. Otherwise, an Auspexer
only has a single test to break obfuscate. The Auspexer must first break the
hiding (1a, 2a, 2b), then may try to break the disguise (1b). Hidden characters
(1a, 2a, 2b) may be Summoned; no other powers will work if they cannot be seen.
- 1a: Unseen Presence - No
cost. The obfuscator is rendered invisible until he interacts with the
outside world (or vice versa). If the obfuscator tries to disappear while
others are watching, the watchers get a test, even if they do not have any
heightened senses: mental traits + investigate ability + level of Auspex
vs. mental traits + subterfuge ability + level of Obfuscate. Auspexers may
test against the obfuscator either when they disappear or when they move,
not both. Any brawl, melee, missile, or firearm attacks initiated by the
obfuscator gain partial surprise on the target.
- 1b: Mask of 1000 Faces -
No cost. The obfuscator appears like anyone they choose. They may alter
their mass by plus or minus 25%. May not be used as a communication device
(written words on a shirt, etc.).
- 2a: Vanish - No cost. As
unseen presence with the following changes: Only people with Auspex have a
chance to see the obfuscator as he disappears. Any brawl, melee, missile,
or firearm attacks initiated by the obfuscator gain total surprise on the
target.
- 2b: Cloak - No cost, vanish
up to 6 others within a 4 pace radius. In order to be cloaked, the
characters being cloaked may not take any actions during the round of
cloaking. Any brawl, melee, missile, or firearm attacks initiated by the
obfuscator gain total surprise on the target, but others within the cloak
attack at partial surprise.
- 3a: Soul Mask - No cost.
Immune to Aura Perception, Senses of the Enlightened (Identify Aura). A
character using Soul Mask may tell a Telepath who has entered his mind
whatever he wants in regard to the questions the Telepath asks using
Telepathy. Soul mask may not be deactivated. May vanish (2a) as an instant
action for 1 blood, 0 otherwise. If this power is used to instantly
vanish, the user may not take a combat action that round, though they may
take a noncombat action. Using Soul Mask allows the user to respond with
anything the user wishes when responding to aura perception, identify
aura, or telepathy
Obtenebration:
Restricted discipline (Obtenebration may be taught to non-Lasombra only by a
Lasombra having the discipline at advanced level).
Bid: mental traits + subterfuge ability + level of Obtenebration vs. same;
exception: 2b. Use and source of 1b, 2b, and 3a is obvious to all onlookers.
This discipline path is based on Thaumaturgy: Mind and Obfuscate.
- 1a: Shadow Meld - See
Obfuscate 1a.
- 1b: Stab - See Mind
Thaumaturgy 1a.
- 2a: Darkness - See Mind
Thaumaturgy 2a.
- 2b: Arms of the Abyss -
Costs 1 blood, ranged. If test is successful, the victim takes 3 wounds
levels. Unlike Telekinesis, an object is not used as a focus.
- 3a: Shadow Step - Costs 1
blood to activate instantly, 0 otherwise. User moves instantly to any
visible shadow (maximum distance of 40 paces). Can only be used once per
round. Also, once this level of Obtenebration has been obtained, the practitioner
may use the 1a and 2b powers for no blood cost.
Potence:
Always on. User may choose not to use full effect. No cost. Use of Potence is
not obvious to onlookers, but the side effects (such as picking up a car) may
be.
Bid: See combat test section. Does not require a test to activate or
deactivate. No super-leap. Weapons break if too much Potence is used (if they
more than double their original wound levels without being reinforced).
- 1a: +1 to bid for brawl,
melee, or missile offensive tests. +1 wound level for brawl hits.
- 1b: +2 to bid total for
brawl, melee, or missile offensive tests. +1 wound level total for brawl,
melee, or missile hits.
- 2a: +4 to bid total for
brawl, melee, or missile offensive tests. +2 wound levels total for brawl,
melee, or missile hits. The user can carry 1 body (human size) at full
movement.
- 2b: +6 to bid total for
brawl, melee, or missile offensive tests. +2 wound levels total for brawl,
melee, or missile hits. If victim takes damage from a brawl or melee hit,
the victim is at half bid on brawl, melee, missile, and firearm offensive
and defensive tests next round.
- 3a: +9 to bid total for
brawl, melee, or missile offensive tests. +3 wound levels total for brawl,
melee, or missile hits. Sunder: As a combat action, instead of attacking,
the user may initiate a physical challenge against 1 target. If
successful, user may choose 1 visible item card held or worn by victim;
item card may be stolen or, unless Potence 3a reinforced, that item card
may be destroyed or damaged. If damaged, may be repaired.
Presence:
Bid: social traits + leadership ability + level of Presence vs. same. If the
victim has Animalism 1b or 2b, the victim gets additional traits. Use and
source of 1a, 1b, 2b, and the second part of 2a are obvious to the victim and
all enlightened onlookers. Source of 3a is obvious to enlightened onlookers.
Presence use excluding Majesty is ranged. While under the effects if 1a, 1b, or
2b, if the victim is struck, while under the effects of this power, by a successful
hit that would cause physical damage, the power is suspended for the following
round
- 1a: Dread Gaze - No cost.
Lasts 10 minutes or 10 combat rounds in combat. Successful use causes the
victim to move away from the user beginning the following round. If the
victim cannot leave the presence of the user, he must move as far as
possible away from the user. May be used in combat. A victim cannot be
under the effects of more than one dread gaze from a single user.
- 1b: Anathema - Cost is 1
blood. Dread gaze against up to three victims. May be used in combat.
- 2a: Summoning - Presence 2a
consists of 2 powers:
- Summons Lock: No
cost, 4 pace range, only useable against a target once every 30 minutes.
A body currently being Possessed will defend with the Possessor's normal
Presence defensive bid; if the Summons Lock is successful, the Summoner
will have Lock on the Possessed body only. Useable in combat as a
Non-combat action. If test is successful, user has fulfilled this
requirement to summon a victim. Successful or otherwise, the victim is
unaware of the use of this power.
- Summons - Cost is 1
blood. Only usable against a target once every hour. There are two
requirements to summon someone; both must be fulfilled: 1) User must have
won a summons lock challenge with the victim in the last six months; and
2) The victim must be within the city of the Summoner (if the victim is
not in the city, the Summoner realizes this when this power is used). If
the victim has Majesty active, the Summoner must overcome the victim's
Majesty. If the victim is a Possessor or Projector, the Summoner must
have won a Summons Lock challenge with the victim's true body in order to
summon the victim's true body. However, if the Summoner has won a Summons
Lock challenge with an Projector's presence, the Summoner may choose to
summon the Projector form of the projector. Obfuscated characters may be
Summoned. The victim must come within 4 paces of the Summoner and
verbally announce he is responding to a summons. The victim must wait a
minute or one full combat round (whichever comes first), then he may
leave the presence of the Summoner. The victim may use an instant escape
if combat begins. If a victim is successfully summoned multiple times,
the victim must answer them each in the order they were initiated. A
Summoner who chooses to move from their general location will break any
Summons they have initiated. "General Location" is at the
discretion of the Storytellers.
- 2b: Enthrallment - Costs 1
blood to use on 2 or 3 targets, 0 for a single target. The user may test
up to three victims in his presence; if successful, the victims may not
initiate any offensive physical actions or move. The Enthrallment may be
broken in one of three ways; any one of the three will break the
Enthrallment: (1) the victim may try to resist the Enthrallment (counts as
the victim's combat action for that round; victim must win another
Presence test to successfully resist); (2) if the enthraller releases the
victim; (3) After 10 minutes, or the scene is over, whichever is longer.
Enthrallment may only be attempted by the user once per victim per scene.
- 3a: Majesty - No cost. Only
usable on self, user cannot be attacked or insulted unless the user loses
a Presence test. This presence test is instant and sourceless. Attacker
may only test once every 30 minutes (see exception below), and the Majesty
user knows someone is probing their Majesty. Can be activated or
deactivated as an instant action. Does not require a test to activate or
deactivate. All Presence powers may be used without dropping Majesty or
allowing another test to break the Majesty. If user attacks someone
(excluding the use of Presence), the Majesty automatically drops with
respect to that one person. All other viewers of this attack may attempt
to break the user's Majesty every round the user attacks.
Protean:
Restricted discipline (Protean may be taught to non-Gangrel only by a Gangrel
having the discipline at advanced level).
Bid: no bid. Does not require a test to activate or deactivate. Protean may not
be stacked; that is, only one Protean power may be active at a time. If a user
of protean wants to change from form to form (2a, 2b, and 3a), they must revert
back to human form first. Use of this discipline is obvious to all onlookers.
There are four bloodlines that natively know a Protean-like discipline- Gangrel
(Protean), Gargoyle (Visceratika), Setite (Serpentis), and Tzimisce
(Vicissitude). If this discipline is learned out of clan, the teacher's
bloodline form is what they learn. Each bloodline's Protean-like discipline is
obviously different from the others, and it cannot be masked or otherwise
disguised as another bloodline's. Celerity can add to movement to any of the
forms.
- 1a: Wolf Claws - Costs 1
blood to activate instantly, 0 otherwise. One wound level per brawl hit
becomes agg.
- 1b: Earth Meld - Costs 1
blood to activate as a non-combat action, 0 otherwise. Cannot be used as
an instant. The user's physical body becomes one with the earth. The earth
melded into must be roughly equivalent in mass to the user. The user must
be able to take movement in order to use this power. Physical effects may
be ignored - the only powers that can directly effect an earth-melded
person are Summons, Engulf, and Firestorm. While earth-melded:
- The user cannot
initiate any test, nor may she activate or deactivate any disciplines.
- The user cannot hear
what is going on nearby (this power cannot be used to spy on others).
- Certain disciplines
continue (if they were active before the user earth-melded), such as
Fortitude, Soul Mask, Embrace the Beast, and Majesty.
- 2a: Beast Within - Costs 1
blood to activate instantly, 0 otherwise. Communication is only possible
with others with the same power. Protean users can use any of the three
forms listed below, specific physical forms are defined by the player:
- Wolf/Large Mammal
Form - User changes shape into a large wolf or other animal that is no
less than 75 pounds and maximum of 300 pounds, with +3 physical traits,
+3 investigate, movement is 6 paces, and bite becomes aggravated (Brawl
test to hit; Potence may add traits and normal wounds).
- Bat/Avian Form -
User changes form to a large bat or bird and cannot initiate any
offensive action. Gets +6 physical for defense only. Movement is 6 paces
and can fly.
- Small Mammal Form:
User changes into a small mammal and cannot initiate any offensive
action, gains +8 physical for defense only and movement is 4 paces. The
small mammal can be as small as a large rat and as large as a medium size
dog.
- 2b: Form of Mist - Costs 1
blood to activate instantly, 0 otherwise. Change to mist form. Physical
effects may be ignored - the only powers that can directly effect a mist
are Beast Within, Song of Serenity, Mastery, Dread Gaze, Anathema,
Summons, Flame Bolt, Engulf, Firestorm, or Control. The mist is easily
visible unless the user uses appropriate cover, in which case Senses of
the Enlightened must be used to discover the mist. The user cannot
initiate any test while mist form, nor may she activate or deactivate any
disciplines. However, certain disciplines continue (if they were active
before the user transformed to mist form), such as Fortitude, Soul Mask,
Embrace the Beast, and Majesty.
- 3a: Aspect of the Wolf -
Costs 1 blood to activate instantly, 00 otherwise. When activated, the
user gets the following: brawl hits now do 2 aggravated damage (Potence
may add traits and normal damage); +9 physical traits. While Aspect is
activated, the character cannot be obfuscated at all, including being
cloaked. The character appears to be a large monstrous humanoid of the
player's choice.
Quietus:
Restricted discipline (Quietus may be taught to non-Assamite only by an
Assamite having the discipline at advanced level).
Bid: Standard melee test (only 2a, 2b and 3a have Quietus tests). Use of the
2a, 2b and 3a all require a non-stake melee weapon. Potence does not add to
wounds to the 2b power but adds normally to the 2a and 3a. Use and source of
2a, 2b, and 3a are obvious to all onlookers.
- 1a: Taste Of Blood -
Requires 1 blood of victim to be analyzed. Automatically determines the
generation of the victim. Does not consume the blood tested. Does not
require a test to activate.
- 1b: Cloud Of Silence -
Costs 1 blood to activate instantly, 0 otherwise. When active, no sound
may be heard within 4 paces of the user (user may choose to shrink the
volume covered). While in use, only the user is immune to Command (unless
used via Telepathy) and Mastery. Does not require a test to activate.
- 2a: Blood Coat - Costs 1
blood. If test is successful, melee attack does 2 aggravated damage.
- 2b: Blood Sweat - If test
is successful, victim loses 2 blood points.
- 3a: Blood Attack - Costs 1
blood. If test is successful, victim loses 2 blood points in addition to
taking normal melee damage. This power can be used in conjunction with the
2a power as long as both blood costs are paid.
Serpentis:
Restricted discipline (Serpentis may be taught to non-Setite only by a Setite
having the discipline at advanced level).
This discipline path is based on Protean and has its limitations.
Bid: Social traits + Corruption + levels of Serpentis vs. same (only 1a and 3a
have Serpentis tests),
Use and source of 1a and 3a are obvious to all enlightened onlookers. Use and
source of 1b and 2a are obvious to all onlookers.
- 1a: Hypnotic Gaze - No
cost. 4 pace range. If test is successful, victim enters a hypnotic trance
and is I unable to act or move. User must concentrate (caster may not
move, talk or initiate another offensive action and must maintain eye
contact) to maintain power. If combat occurs within 4 paces of victim or
anything is used on the victim that is considered an attack, the power is
broken and the victim may act normally without surprise.
- 1b: Serpent’s Tongue –
Costs 1 blood to activate instantly, 0 otherwise. With a standard Brawl
test (Potence may be added) the user of this power can either do one
aggravated damage or drain 1 point of blood from the victim. Maximum range
is 4 paces.
- 2a: Form of Serpent - Costs
1 blood to activate instantly, 0 otherwise. The user changes form to a
large snake: bite becomes aggravated (the bite uses a brawl test to hit;
Potence may add traits and normal damage), and has a four pace move. This
form may also spit poison for 1 aggravated wound (cost is 1 blood per
attack, Potence does not add, spit uses a missile test to hit). Anyone
with this power can verbally communicate with another user of this power.
- 2b: Heart of Darkness – No
cost. This power allows the user to remove the heart of herself or another
individual. It is a downtime action only and assumes the victim is willing
or the user has total control over the victim. Once the heart is removed,
the victim is immune to staking unless the heart itself is staked. The
user of the power may maintain up to ½ her Control in number of hearts at
a time (max. 5). Item cards will be provided to the user at the beginning
of each game with an expiration time of 1 month. Heart must be maintained
each month by a downtime application of 1 blood point of Kindred blood or
it regrows in the victim’s chest. Normal blood bond rules apply as if the
donor's blood were consumed by the victim. If the heart is staked while
out of the body, the victim falls into torpor. If the heart is destroyed
while out of the body, the victim immediately dies.
- 3a: Curse of Set – Costs 1
blood. If test is successful, the victim is at half traits offensively and
defensively in any one area (physical, mental, or social at the discretion
of the user) for 10 minutes or a scene. The curse is obvious denoting the
sluggishness resulting from the curse and the victim can wear a red ribbon
for the duration. Cannot stack.
Thaumaturgy- Blood:
Restricted discipline (Thaumaturgy may be taught to non-Tremere only by a
Tremere having that particular discipline in clan at advanced level).
Bid: mental traits + occult ability + level of Blood Thaumaturgy vs. same. Use
and source of 2b is obvious to all enlightened onlookers. Use and source of 3a
is obvious to all onlookers.
- 1a: Inquisition - Costs 1
blood of victim to be analyzed. One test each to determine the following -
generation, clan, number of blood bonds, the generation and clan of the
regnant(s) at the time of the bonding, most recent diablerie within the
past year, and the occasional odd thing. If user has Thaumaturgy 1a, user
loses on ties; 1b, wins on ties; 2a gets a retest; 3a automatic
determination of all questions.
- 1b: Blood Mastery - Costs 1
blood (of the victim); instant, can only be used once per combat round;
the user must have a blood point of the victim somewhere on the user's
person; this blood is destroyed by use of this power; the user does not
spend any blood. In the next test against the victim, the user gains four
temporary willpower which can only be used to increase bids against the
victim during that scene. If the test or scene ends without using all of
the temporary willpower, the willpower fades away. Does not require a test
to use.
- 2a: Potency of the Blood -
Costs 1 blood and 10 minutes. This power allows the user to lower their
generation three levels. This confers the blood pool and Dominate use /
resistance of the destination generation. At the end of the night, the
user returns to their true generation. This may cause implanted mesmerisms
to fade. Does not require a test to use. The user cannot embrace while
using this power.
- 2b: Blood Destruction -
Costs 1 blood (no cost if user is at level 3A), ranged. If test is
successful, victim loses 2 blood. If victim is not kindred, the victim
takes 4 wound levels damage as the blood in their body is destroyed.
- 3a: Cauldron - Costs 1
blood, 4 pace range. If test is successful, victim takes three wounds and
loses three blood. If victim is not kindred, the victim takes 9 wounds as
the blood boils out of the victim's body. Armor may not soak any of the
wound levels, though the damage may be soaked as normal.
Thaumaturgy- Fire:
Restricted discipline (Thaumaturgy may be taught to non-Tremere only by a
Tremere having that particular discipline in clan at advanced level).
Bid: mental traits + occult ability + level of Fire Thaumaturgy vs. same. No
fire effects over the 1a (up to three attackers may inflict hand of flame) may
be stacked on a single victim in the same round - only the single most damaging
effect applies. Use and source of this discipline is obvious to all onlookers.
- 1a: Hand of Flame - Costs 1
blood to activate instantly, 0 otherwise. One wound level per brawl hit
becomes aggravated. Does not require a test to use.
- 1b: Flame Bolt - Costs 1
blood, ranged. If test is successful, victim takes one aggravated wound.
- 2a: Engulf - Costs 1 blood,
ranged. If test is successful, victim takes two aggravated wounds.
- 2b: Fire Shield - Costs 1
blood to use as an instant; no test. A flame shield appears and lasts the
combat round. Anyone touching or attempting a brawl or melee test will
take two aggravated wounds. If the user touches someone (standard brawl
test), the victim takes two aggravated wounds - this damage may not be
modified by any other discipline or power.
- 3a: Firestorm - Costs 1
blood, ranged. If test is successful, up to six victims within a up to
four pace radius takes two aggravated wounds, no frenzy effects. User may
choose to effect a single victim as per engulf, but cost to use becomes
zero blood (no cost).
Thaumaturgy- Mind:
Restricted discipline (Thaumaturgy may be taught to non-Tremere only by a
Tremere having that particular discipline in clan at advanced level).
Bid: mental traits + occult ability + level of Mind Thaumaturgy vs. same;
exception: 2b. If 3a is active, the user may not make any other offensive test.
Use and source of 1a, 1b, 2b, and 3a is obvious to all onlookers.
- 1a: Stab - Costs 1 blood,
ranged. If test is successful, victim takes two wounds.
- 1b: Flight - Costs 1 blood.
There is no test and user may fly at normal movement rate.
- 2a: Mind Shield - Costs 1
blood to activate instantly, 0 otherwise. Lets user defend against brawl,
melee, missile, or firearms tests with Mind Thaumaturgy bid instead of
standard physical bid. If user is successfully hit, the Shield falls at
the end of the combat round. The user may only have one Shield active at
one time, but may continue to bring the Shield up every round. Does not
require a test to activate. Because this discipline substitutes your Mind
Thaumaturgy bid for your physical one, it is subject to being halved when
your physical should be halved.
- 2b: Telekinesis - Costs 1
blood, ranged. The user chooses an object from the scene (the object may
not be held by another character, not on another character, not bolted
down, and must be a reasonable size) and it is thrown at the victim. Bid
is user's Mind Thaumaturgy vs. victim's missile defense. If test is
successful, the victim takes three wounds. The object is not destroyed and
may be reused.
- 3a: Control - Costs 1
blood, ranged. If test is successful, the victim is frozen in place. All
brawl, melee, missile, or firearms offensive and defensive tests are at
half bid and the victim may not move from the spot they are in. This
discipline's half bid is not cumulative with any other event which causes
half bid. If a victim is being Controlled, neither the Thaumaturgist nor
the victim may be hidden (via Obfuscate or Obtenebration), nor may the
Thaumaturgist move or initiate another offensive action. Control may be
broken any one of two ways; 1) the Thaumaturgist releases the victim; or
2) line of sight between the Thaumaturgist and victim are broken. Also,
once this level of the discipline has been obtained the Thaumaturgist may
use the 1a (stab) and 2b (Telekinesis) powers for free (0 blood cost).
Vicissitude:
Restricted discipline (Vicissitude may be taught to non-Tzimisce only by a
Tzimisce having the discipline at advanced level).
Bid: No bid.
Use of 1a, 1b, 2b and 3a are obvious to all onlookers. 1b and 3a do not stack.
- 1a: Flesh Rend – Costs 1
blood. Used when making a Brawl attack. If the Brawl attack is successful,
the victim loses 3 control due to the excruciating pain (in addition to
normal Brawl damage).
- 1b: Body Weaponry – Costs 1
blood to activate instantly, 0 otherwise. When activated, Brawl hits do 2
normal damage and the user gets +3 physical traits with his “weapon.”
- 2a: Fleshcraft - Costs one
blood to use. User actually changes physical appearance within same body
mass parameters. This alteration takes 5 minutes and lasts until sunrise.
May only be used on self.
- 2b: Blood Form - Costs 1
blood to activate instantly, 0 otherwise. User devolves into a mystic
puddle of blood with normal movement capabilities. Not consumable or
stakeable by others due to mystic composition of the Blood. Physical
effects may be ignored - the only powers that can directly effect a Blood
are Beast Within, Song of Serenity, Mastery, Dread Gaze, Anathema,
Summons, Flame Bolt, Engulf, Firestorm, or Control. The Blood is easily
visible The user cannot initiate any test while Blood form, nor may she
activate or deactivate any disciplines. However, certain disciplines
continue (if they were active before the user transformed to mist form),
such as Fortitude, Soul Mask, Embrace the Beast, and Majesty.
- 3a: Horrid Form - Costs 1
blood to activate instantly, 0 otherwise. When activated, the user gets
the following +3 physical traits, Brawl hits now do 2 aggravated damage,
and anyone who successfully hits the user with a Brawl or Melee attack
takes 1 aggravated damage from the user’s toughened skin. While Horrid
Form is activated, the character cannot be Obfuscated at all, including
being Cloaked.
Visceratika:
Restricted discipline (Visceratika may be taught to non-Gargoyle only by a
Gargoyle having the discipline at advanced level).
Bid: Mental traits + Subterfuge ability + levels of Visceratika vs. Mental
traits + investigation + levels of Auspex (only 1b involves a test). Use of 1a,
2a and 3a are obvious to all onlookers. 1a and 3a do not stack.
- 1a: Stone Claws - One wound
level per Brawl hit becomes aggravated. This power is considered always
active and cannot be turned off.
- 1b: Chameleon - See
Obfuscate 1a.
- 2a: Minor Gargoyle - User
can fly at a speed of 6 paces (Celerity adds normally). This power is
considered always active and cannot be turned off.
- 2b: Whispers of the Chamber
- Costs 1 blood. No test. User knows how many and the locations of all
beings in an 8 pace radius, including those who are Obfuscated or
Projected. This power does not give the user the ability to see or affect
those beings, just knowledge of their presence.
- 3a: Major Gargoyle - The
user changes form to a large gargoyle. Brawl hits now do 2 aggravated
damage (Potence may add traits and normal damage), +6 physical traits.
These additions are considered always active and cannot be turned off when
in Major Gargoyle form.
ABILITIES:
There is no cap on abilities, but character must start with at least three
different abilities on character creation.
-- Brawl: adds to brawl offense and brawl, melee, and missile defense.
-- Corruption: adds to Serpentis challengess. -- Firearms: adds to firearms
offense and defense.
-- Investigate: adds to Auspex/Visceratika offense.
-- Leadership: adds to Dominate and Presencce offense and defense.
-- Melee: adds to melee offense and brawl aand melee defense (but not firearms
or missile defense).
-- Missile: adds to missile offense (but noot defense).
-- Occult: adds to Thaumaturgy and Necromanncy offense and defense and is used
for rituals research.
-- Survival: adds to Animalism offense and defense.
-- Subterfuge: adds to Auspex/Visceratika ddefense (Obfuscate) and to
Obtenebration offense and defense.
-- Sewer Lore:
- Secrets of the Labyrinth
may only be taken on character creation by Nosferatu. Non-Nosferatu must
be taught each level of Sewer Lore by a Nosferatu possessing that level of
Sewer Lore or higher. The maximum level of Sewer lore any character can
have is 8. Electronic communication devices do not work in the sewer.
- Nosferatu may learn four
locations per Sewer Lore, and non-Nosferatu may learn one location per
Sewer Lore. A location is a set of instructions on how to get to a
particular place in the labyrinth. Out of game, locations are represented
by a number. Locations can be memorized instantly if the learner has an
open location and the required level of Sewer Lore. Locations can be
forgotten only during downtime. In order to find your way to a certain
location in the sewers, a character must know / learn that location number
or be led by/follow someone who knows the number. Already existing
location numbers may be learned by a character if they are shown the way
to that location and have an open location and corresponding level of
Sewer Lore, or by the following method:
- During downtime or at the
game, a group of characters may collaborate to find a location. If the sum
of the searchers' Sewer Lore is equal to or greater than three times the
sum of the defenders' Sewer Lore, all searchers may learn that specific
location number and will be able to travel in the sewers to that location,
regardless of their individual levels of Sewer Lore, provided that they
have an empty location.
- If at any time a character
is on a level of the sewers greater than their level of Sewer Lore; with
the exception of traveling directly to and from a location learned through
searching as described above; that character becomes lost in the sewers.
If an individual or group becomes lost in the labyrinth, they must then
spend 30 minutes out of play, searching for the way out.
-- Any other skill may be learned for background and
role-playing purposes, but will not add to any test.
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. Points spent on secondary skills will not be used
to calculate the 100 exp point cap that all PC's are limited to. This means
should you spend 40 points in primary areas, 10 points in secondary skills, you
would still have 60 exp points left you could spend in the character. Points
spent on secondary skills are still halved if the character dies or retires.
Freebie points spent on secondary skills have no effect towards the 100 point
total. Examples:
- Theology - Christian,
Pagan, Hindu, Islamic, Voodoo, Ancient Religion, General
- Sciences - Chemistry,
Biology, Geology, Medicine (specific or general), Geography, Engineering
(define area or general), Physics, (no you cannot make explosive or
incendiary devices with any secondary skills)
- Knowledge - Artistic
Expression, Music, Economics, Trade skill, Tool use, Drive, Language
(everyone gets English unless taken as a disadvantage)
These are by no means an exhaustive list. As players suggest
and use more they will be added to the example list.
RITUALS:
For ritual information, see the Links section.
BLOOD:
- Blood may be used for
soaking and healing. Soaking is a "unconscious" part of combat
(see combat sequence section), and healing is a non-combat action (see
combat sequence section). Normal cost to soak or heal is one blood per
wound level, though Fortitude may modify this. Soaking may be done while
in frenzy or total surprise; healing may not be done in frenzy nor in
total surprise (unless the user has the appropriate level of fortitude).
- Blood cannot be used to
activate powers while in frenzy. When a Kindred runs out of blood they
will enter a blood frenzy. When entering a blood frenzy the target will
attempt to drain the nearest vessel of blood. Once the nearest vessel is
drained or ten minutes pass and the target has at least half max blood,
the frenzy stops.
- Also, blood may be pumped
for any test except while in frenzy or under total surprise. Blood may be
used to increase physical, social, or mental bids at one blood spent to
one bid point. The increased bid will last the round (any number of
offensive and/or defensive tests). The maximum blood which can be pumped
is the current maximum blood pool of the user. If the user is at half
traits (partial surprise, wound penalties, etc), the halving occurs before
blood is added.
- When spending blood, it
must be announced to all players involved in the scene (this is considered
out-of-game information and provided only to reduce possible confusion).
WILLPOWER:
- Willpower may be spent at
any time except while in frenzy. Specifically, willpower may be spent
while under total surprise.
- When spending willpower, it
must be announced to all players involved in the scene (this is considered
out-of-game information and provided only to reduce possible confusion).
- Spending a willpower has
one of the following effects:
- Double all trait-related
bids for 1 combat round (any number of offensive and/or defensive tests).
Example: Spending 1 willpower to increase social bids will double the
overall bids for animalism and presence (both offense and defense).
- Resist the effects of
telepathy but the discipline user may choose to counter spend.
- Resist the effects of a
regnant's request but the regnant may choose to counter spend.
- Regain their normal max
control traits if already not in frenzy.
- Ignore wound penalties up
to, but not including torpor for one scene.
CONTROL TRAITS:
- Control traits are the
highest of these:
- generation - number
of discipline levels - number of childer - number of diableries +
additional control traits + willpower, or
- additional control
traits + willpower
- The maximum control rating
is 10 (8 if Brujah, 7 if Gangrel), and if the character goes below 1, then
she becomes an NPC.
- Control traits may be
temporarily lost by stressful situations: -1 for seeing a significant
quantity of blood per scene, -1 for being part of a combat scene
(initiating an offensive action or being the victim of such an action), or
-1 for taking each hit that contains aggravated damage. Any given scene
may not cause the loss of more than three control (this include the
Toreador clan disadvantage), though the discipline Beast Within (animalism
1a) may cause additional loss.
- Control traits are regained
instantly by use of a willpower or the discipline song of serenity (regain
to maximum normal).
INFLUENCE:
- Corporate: Corporate
influences control business, financial institutions and service
industries.
- Government: Government
influences control local, state or federal government or institutions.
- Herd: Herd influences
control pools of humans to feed upon or use for mundane tasks.
- Industry: Industry
influences control production of goods.
- Media: Media influences control all kinds of
media outlets such as television, newspaper, radio or such kinds of
companies or institutions.
- Military: Military:
Military influences are used to contact the various branches of the
military. Military may not be used to purchase military hardware not in
the Influence Rules item's section.
- Occult: Occult may be used
for research and development of new rituals.
- Police: Police influences
are used to control local, state or city law enforcement officers or officials
- Street: Street influences
control street-level gangs, thugs, access to street level informants and
other non-organized quasi-legal to illegal groups such as the Mafia or the
Yakuza.
- University: University
influences are used to control small colleges to large universities.
- Underworld: Underworld influences control organized
and semi-professional to professional quasi-legal to illegal groups such
as the Mafia or the Yakuza.
- For more influence
information, see the Links section.
TESTS:
- Players may choose to
relent to a test. If this is done, bids do not need to be announced; the
test is considered a failure by the relenting character.
- All tests are resolved by
rock paper scissors.
- One party has >= 4 times
the other's bid: The party with the larger bid wins, no test required.
- One party has >= 2 times
to < 4 times the other's bid: The party with the larger bid wins rock
paper scissors on ties, and if he loses, then test again - if he loses
this second rock paper scissors, the party with the smaller bid wins.
- One party has > 1 times
to < 2 times the other's bid: The party with the larger bid wins rock
paper scissors on ties.
- Equal bids: Play rock paper
scissors until one party wins.
COMBAT:
- Any physical action that
pits one character against another, regardless of wound generating
capabilities, is defined as a COMBAT ACTION.
- Only three attackers using
either melee or brawl can attack a single defender per round. If there are
more than three, the ones with the highest level of Celerity strike first.
If there are more than 3 attackers with the same celerity, then offensive
bids are compared. Note all attacks are resolved simultaneously; this is
only to determine which three strike.
- An attacker initiating a
brawl or melee attack must be within 4 paces of the victim.
- All offensive tests are
their own separate test. A combat round may have either one noncombat or
one combat action per individual. Noncombat includes drawing an item (may
be modified by Celerity), obfuscate, healing (may be modified by
Fortitude), or movement.
- Soaking - if a kindred
having available blood is hit, the victim may choose to soak one wound
level per hit. Normal cost is one wound level per blood, though Fortitude
may modify this. If the victim uses his last blood to soak, he will
frenzy. See the blood section for more information about soaking or
healing.
- All items must be drawn or
readied prior to use - if not done before combat, this costs 1 noncombat
action unless the drawer has Celerity 1a or higher, in which case drawing
is an instant action.
- Range modifiers: no power
or effect will work at a range of over 80 paces, excluding telepathy
(after entering the victim's mind), summons, Projector, or possession
(after entering a victim's body). This includes gunfire for balance
reasons.
COMBAT SEQUENCE:
- At the beginning of Combat
and every round thereafter, a Speaking Phase may occur.
- Attacker and defender may
activate any number of instant powers. If defender is fully surprised,
defender may not activate any instant powers.
- Attacker and defender point
at the targets of their offensive action (if any). If either are not
taking an offensive action, they should point at themselves. If a target
is obfuscated, it cannot be pointed at.
- Attacker offensive action
resolved. If victim is partially or fully surprised, he is at half bid to
defend against brawl, melee, missile, and firearms attacks. (Note: all
offensive actions are considered simultaneous, even though they are
resolved separately.)
- Optional - Defender
offensive action resolved. If defender is partially or fully surprised,
defender may not perform an offensive action.
- Soaking, wound penalties,
and other action effects occur.
- If the participant did not
perform an offensive action, non-combat actions occur. If defender is
fully surprised, defender may not perform any non-combat actions.
COMBAT TESTS:
- Brawl tests use physical
traits + brawl ability + bonus to bid from potency + bonus to bid from
Celerity vs. physical traits + bonus to bid from Fortitude + bonus to bid
from Celerity + the highest of the following: (if defender's weapon is
ready, melee ability + weapon melee ability) or (brawl ability).
- Melee tests use physical
traits + melee ability + weapon melee ability + bonus to bid from Potency
+ bonus to bid from Celerity vs. physical traits + bonus to bid from
Fortitude + bonus traits to bid Celerity + the highest of the following:
(if defender's weapon is ready, melee ability + weapon melee traits) or
(brawl ability).
- Missile tests use physical
traits + missile ability + weapon missile ability + bonus to bid from
Potency + bonus to bid from Celerity vs. physical traits + bonus to bid
from Fortitude + bonus to bid from Celerity + brawl ability.
- Firearms tests use mental
traits + firearm ability + weapon firearm ability + bonus to bid from
Celerity vs. physical traits + bonus to bid from Fortitude + bonus to bid
from Celerity + firearm ability.
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.
- Bat Form (or any other
powers which convey flight): see movement.
- Form of Mist: see movement.
- Flight: see movement.
- Movement: The escaping
character must move 80 paces away from or break line of sight of any
adversaries already in the scene. Entering the sewers or moving around
cover counts as breaking line of sight for fair escape only.
WOUND LEVELS:
- Wound levels for kine or
ghoul: no wounds sustained, bruised, wounded, wounded, incapacitated,
dead. Example: 2 wounds places them at the first wounded, or 5 kills them.
- Wound levels for kindred:
no wounds sustained, bruised, bruised, wounded, wounded, incapacitated,
torpor, dead. Death can only be caused by an aggravated wound that puts
the kindred below torpor or by coup de grace, otherwise they remain in
torpor. Example: 2 wounds places them at the second bruised, or 6 normal
and 1 aggravated unsoaked and in 1 round kills them.
- To come out of torpor, the
victim must drink the blood of a kindred at least 1 generation below them.
However, if they have Fortitude 2b, they may drink any kindred blood to
come out of torpor.
- Characters in Torpor in
control of another character may be forced to remain in torpor by the
holder if the holder so states in their downtime report for a maximum of
one month. Otherwise, they recover from the Torpored condition overnight
and may take downtime actions.
WOUND PENALTIES:
- Wounded: All tests are at
half bid. May be modified by Fortitude.
- Incapacitated: All tests
are at half bid and movement is reduced to 1 pace per round (may be
increased by use of Celerity). May be modified by Fortitude. This half bid
does not stack with any other power.
- Torpor: All further tests
are not resisted. No movement possible.
- Dead: If the kindred is over
100 years old, the body instantly turns to ash.
AGGRAVATED WOUNDS, COUP DE GRACE, AND DIABLERIE:
- Aggravated wounds may be
caused by natural effect (sunlight for kindred) or disciplines (Wolf
Claws, Aspect of Wolf, Hand of Flame, Engulf, Fire Shield, Firestorm) or
coup de grace (special, see below) only. Aggravated wounds cannot be
soaked in combat. They may only be healed as a non-combat action and costs
three times normal to do so. Costs and soaking may be changed by
Fortitude.
- Coup de grace: this is a
special "non-combat wound" which may only be done while the
aggressor and victim are not in combat and the victim is in torpor. The
aggressor need only announce the victim has been killed and no combat is
begun, nor can it be interrupted once announced.
- Diablerie: like coup de
grace, this may only be done while the aggressor and victim are not in
combat and the victim is in torpor. The aggressor need only announce the
victim has been diablerized and no combat is begun, nor can it be
interrupted once announced. Once the victim is dead ( through coup de
grace or aggravated wounds), he cannot be diablerized. The diablerizer
immediately loses a control traits and gains black veins in her aura which
may be seen by Aura Perception or detected by Inquisition, though the
diablerizer may choose to not purchase the lower generation. Note: while
Soul Mask controls one's aura, Inquisition can still determine roughly
when a diablerie has occurred. If the victim is lower generation than the
diablerizer, the diablerizer drops one generation during downtime (which
causes another loss of a control traits). Only one generation may be
dropped per downtime. Six months after the diablerie, the black veins fade
and may not be seen with Aura Perception, but Inquisition can still
determine rough information about a diablerie. Character may not enter the
game with black veins except with explicit storyteller permission.
BLOOD DRAIN AND STAKING:
- Blood drain: this may only
be done while the aggressor and victim are not in combat, and the victim
agrees or is helpless (staked, incapacitated, torpor, or dead). The
aggressor need only announce the victim has been lost a blood point. The
single point drain cannot be interrupted once announced. Either party may
then initiate combat (if possible), which prevents another immediate blood
drain. Each blood point lost inflicts one normal wound level to the
victim, which may not be soaked. The blood drain can either go to the
aggressor's body (in which case the victim gives one of her blood cards to
the aggressor) or to a ready container (in which case a storyteller must
fill in a "stored blood" card).
- Staking: if a kindred is
successfully hit with a wooden stake (aggressor wins melee test), the
aggressor then must test again, losing on ties (this test may not be
modified in any way). If the aggressor is successful, the victim is staked
and completely immobile. The victim must then relent all tests while
staked, though certain disciplines continue (if they were active when the
victim was staked), such as Fortitude, Soul Mask, Embrace the Beast, and
Majesty. If the stake victim is not kindred, they take one wound level of
damage (possibly modified by Potence). If a kine (such as a ghoul or
possession host) is staked, they take no additional damage.
SURPRISE:
- Surprise may occur in two
ways with different results:
- PARTIAL SURPRISE -
Players defend at half bid against all brawl, melee, missile and firearms
attacks. May not take any offensive or combat actions.
- FULL SURPRISE -
Players defend at half bid against all brawl, melee, missile and firearms
attacks. May not take any offensive or combat actions. May not make any
instant or noncombat actions.
- This event's half bid is
not cumulative with any other event which causes half bid.
- There are no surprise
downgraders except by using Auspex to penetrate Obfuscate before combat
begins. There is no "situational surprise"; the only way to gain
partial surprise is to use obfuscate 1a, Obtenebration 1a (or have someone
use obfuscate 2b on the character). The only way to gain full surprise is
for all attackers to use obfuscate 2a. If victim is partially or fully
surprised, he is at half bid to defend against brawl, melee, missile, and
firearms attacks. This event's half bid is not cumulative with any other
event which causes half bid. A character may only be surprised in the
first round of a combat. Any later use of obfuscate may hide the user but
will not confer any other advantages.
- If there are multiple
people attacking a victim, possibly with multiple surprise levels (full,
partial, or none), the victim is surprised at the lowest attacker's
surprise level. For example: If all attackers attack at full surprise, the
victim is counted at full surprise. If some attackers attack at full
surprise, and some attackers attack at partial surprise, the victim is
counted as partial surprise. If some attackers attack at full surprise,
and some attackers attack at partial surprise, and some attackers attack
at no surprise, the victim is counted as not surprised.
FRENZY:
- As detailed in other
sections, only kindred may frenzy.
- When entering frenzy, the
victim must do the following: (references to Protean also apply to the
disciplines based on Protean such as Serpentis or Vicissitude)
- Change to human form if in
any of the alternate forms (Protean 2a or Protean 2b but not Protean 3a).
- Use all owned Celerity,
Fortitude, and Potence.
- While in frenzy, the victim
may soak wounds but not heal existing wounds unless the victim has
Fortitude 2A or higher; the victim may not spend willpower, activate any
powers which require the expenditure of blood, or spend blood to increase
traits; the victim ignores all wound penalties save torpor; the victim may
not initiate any OFFENSIVE actions involving firearms, Auspex, Dominate, Presence
or Thaumaturgy; the victim may not attempt to use Obfuscate or Protean. If
Embrace the Beast, Soul Mask, Majesty, or Mask of 1000 Faces are activated
before a frenzy, they remain active throughout. If active before frenzy,
any form of Protean involving a physical change except for Earth/Stone
Meld, Mist Form or Bat Form remains active throughout.
- There are three types of
frenzy:
- Rage - Must attack
the closest target and continue to do so until Incapacitated, Torpored or
destroyed. Rage frenzy lasts for 10 minutes or 10 rounds. At the end of a
frenzy you gain half your control back.
- Fear - Must run from
source of frenzy for 10 minutes. If the way is blocked with no escape
then the fear frenzy becomes a rage frenzy. At the end of a frenzy you
gain half your control back.
- Blood - Must attempt
to drain the closest vessel (person or object) of blood. If a person then
they will attack to bring them down and then drain them. The frenzy ends
after ten minutes, as long as you have at least 2 blood points. If after
10 minutes you do not have at least 2 blood points the blood frenzy will
start over again. At the end of a frenzy you gain half your control back.
The type of frenzy is chosen by the ST with the exception of
Brujah characters, who may choose to make any frenzy into a rage frenzy or
frenzy caused by Beast Within, in which case the Animalism user chooses the
frenzy type (though a Brujah may still override the type). The frenzy may
change types at ST discretion.
PROJECTION AND POSSESSION:
- Telepaths (Auspex 2b) can
automatically see any projected form that is not manifesting.
- Powers that can directly
effect a Projector or Possessor are Beast Within, Song of Serenity,
Control the Beast, all Auspex, all Dominate, Cloak (Possessors only), all
Presence, Bind the Spirit, Supernatural Sight, Torment Spirit, Spirit
Rend, Necrosis and Blood Mastery.
- Once a Summons (not Summons
Lock) challenge is initiated, a Possessor may not flee the host body
unless they win the Summons challenge. Once the Summons challenge is lost,
the Possessor must fulfill the summons from the host body.
- There are several events
that can cause a spirit to return to its true body: frenzy, summons used
against their true body, the death or staking of the Possessor's host
body, or the Possessor's choice to flee the body.
- If a Possessor or projector
is forced to return to their body, an Projector may test to follow their
spirit back to the target's true body. The test to follow a spirit back to
the true body: the projector's full Auspex bid vs. the target's full
Obfuscate bid (if the target was using Obfuscate, the following Projector
still gets this test). Both parties may spend blood and willpower. If the
test is successful, the target knows that she was followed. This test may
be done as often as the spirit flees. Note only a projector can see a
fleeing spirit.
- The true bodies of
Projectors and Possessors must remain inside the city while projecting or
possessing.
BLOOD BONDS:
- The regnant or kindred
donating the blood does not "know" if the victim is bound. Until
fully bound, there is no effect on the drinker.
- If a ghoul or kine is blood
bound, the embrace breaks all bonds.
- A few nights after a
character is two points blood bound, they feel the beginning of the bond.
However, they do not know the identity of the individual to whom they are
being bound.
- Once bound, the regnant may
implant up to four requests the thrall must fulfill. These requests are
treated similar to mesmerisms, except for the following: requests are not
generation-bound. If a request is changed or implanted at the game, the
thrall may choose to spend a willpower to ignore it. The regnant may
counter spend. If a request is made over downtime, the thrall may not
spend willpower to ignore it.
- Standard blood bond (pure
bond):
- Any type of character may
be pure bound to a kindred character (the regnant) by drinking that
character's blood over three nights (the nights may be sequential, but do
not have to be; each night is a "level" of blood bonding). No
effects occur from the first and second levels. At the third level, the
character is blood bound and is in love with the regnant.
- A victim may only be pure
bound to one regnant at a time.
- While a pure bond is
operative, any drinking of either pure blood or shared blood has no
effect.
- The bound may not take any
intentional offensive action against the regnant, is at half traits if
attacked by the regnant, may only flee if attacked by the regnant, and
will try to fulfill the regnant's requests up to and including suicide.
- Any number of characters
may be bound to a regnant, though if any of the bound suspect others are
bound also, they will become increasingly jealous of the other bound
victims.
- A pure bond can be removed
by waiting 12 months after the most recent drinking, the use of a ritual,
or the death of the regnant. Once the pure bond has been removed, the
victim may then be share bound.
- If the regnant dies, the
victim immediately knows that fact, but will continue to be bound to the
regnant for 1 month.
- Shared blood bond (shared
bond):
Several kindred may mix blood to be drunk by any type of characters. The
victim must keep track of each kindred donor and that it was mixed blood.
After six drinks of any particular donor's blood, the victim is then share
bound to that donor.
- A victim may be
share bound to any number of donors at a time.
- While a share bond
is operative, any drinking of other blood simply counts as an additional
donor (treat the donor as if that blood was mixed).
- The bound may not
take any intentional offensive action against that donor, may only flee
if attacked by the donor, and will try to fulfill the donor's request up
to but not including suicide.
- A shared bond to a
particular donor can be removed by waiting 6 months after the most recent
drinking of that donor's blood, the use of a ritual, or the death of the
donor. Once all shared bonds have been removed, the victim may then be
pure bound.
- If a donor dies, the
victim immediately knows that fact, but will continue to be bound to that
donor for 1 month.
HUNTING AND BLOOD STORAGE:
- Kindred blood (blood from a
single kindred) has an indefinite storage life, but kine blood becomes
unusable in three months.
- Hunting at the game
generally nets 1 blood per 10 minutes, though this may vary depending on
game-wide circumstances.
- Characters cannot over hunt
during downtime, but can use herd to collect blood over their normal blood
pool.
- Characters can store a
maximum of control traits / 2 blood (round down) somewhere on their body,
and can store an unlimited amount somewhere else (such as at their haven,
in their car, off in the bushes, etc). If storing blood on your body, ask
a storyteller to give you a separate "stored blood" card for
that purpose; if storing blood somewhere else, then those stored blood
cards are held in your character folder at the influence desk along with a
description of where they are stored.
- "Stored blood"
cards are not the same as blood cards, and to transfer stored blood to
"in-body" blood, either ask a storyteller or go to the influence
desk.
HAVENS:
For haven information, see the Links section.
MISCELLANEOUS:
- There have been several
questions about what traits, abilities, disciplines, or items add to which
tests. All of the disciplines have a section titled "Bid" and
there is a separate section titled "Combat Tests". Only those
specifically listed traits, abilities, disciplines, or items add to the
given test. Example: the discipline Protean does not add to any combat
tests. Please ask a Storyteller if you are unsure.
- Movement:
- Normal movement is 4
paces per combat round. Celerity increases movement.
- People may be
carried, but this reduces the movement to half of normal movement and
both parties are at half bid for offensive and defensive tests. No
offensive brawl, melee, or missile tests may be initiated by either
party. Only one person can be carried.
- Opening or closing a
door in combat costs 4 paces.
- It takes 10 minutes
of travel time to leave (or return to) the city, regardless of starting
point. This is deliberately vague - for situational clarification,
consult a ST. In order to leave the city, players must fill in an
influence request and get it signed and time stamped by a ST. Characters
may start the game out of the city, but the player must inform an ST
prior to the game starting and then fill out an influence request stating
so.
- Physical disguises: unless
specified by the player (such as an unconcealable physical disadvantage),
disguises are indistinguishable from each other.
- Unless otherwise stated, no
character may use any discipline or ritual to affect any other character
during downtime.
- If a player character's
body is under the control of another character (staked, torpored, etc),
they must be released or killed before the end of the next game session or
they automatically die.
- Unenlightened normal
creatures take double damage from combat. Normal
is defined as "not important to the storyline and not a player
character".
- Enlightened means any
creature that is (correctly) aware of the supernatural world. Examples
include all kindred and ghouls that have not been extensively reprogrammed
and the occasional kine that has significant kindred exposure.
- Armor: Armor ranges from 1
ablative wound levels per combat to 5 ablative wound levels per combat.
These wounds are automatically soaked as one wound level per hit.
Aggravated wounds may not be soaked by armor. As defensive capability
increases, price, bulk, and visibility increases (such that level 4 or 5
armor is obvious).
- Range modifiers: no power
or effect will work at a range of over 80 paces. This includes gunfire for
balance reasons.
- If under the effects of
Enthrallment, Summons, Command, Frenzy or similar effects, players should
not relent to any tests.
- Animals can be ghouled;
animals cannot be embraced. Character creation is exactly like a normal
ghoul except for communication: the animal ghoul can only understand one
word/concept per point of mental traits.
- NPC rules: In general, NPC
rules will be published one to three months after being introduced in the
game. These NPC rules are NOT available to PCs; they: p
- NPC players: Here is a
brief outline of the procedure we will follow in choosing players to play
NPCs:
- STs will play NPCs
unless the NPC(s) need to have a longer duration character interaction
than a ST can provide or need more bodies than the STs can provide.
- We will be taking
volunteers for NPCs; these volunteers will be put on a list (first come,
first serve).
- As we need NPCs, the
author(s) of that storyline will give a one sentence summary of the plot
to the first person on the list. If that person declines, we will move
that person to the end of the list and repeat the process with the next
volunteer.
- Since volunteers
(including those who decline) will be privy to sensitive plot
information, we expect them to uphold that secrecy.
- NPCs may kill PCs as
part of the plotline only if the ST previously authorizes it (not every
plot will have this permission, but the possibility certainly exists).
- Finally, the list of
volunteers will be published periodically.
- Hiding objects (such as
bodies): Objects not being carried on a character must be in one of three
states.
- In a haven. See the
Haven rules (or the sewer lore rules in this document) for searching.
- In transit between
on-site and somewhere else (either going to a haven or leaving town).
- On site but not
carried by a character. Everyone who is hiding an object on site has to
register at the influence desk. The person doing the hiding has to write
down 3 things: the description of the place that the object is hidden
(for flavor), their obfuscate bid, and a number from 1 to 10. The number
represents a conceptual physical location onsite.
- A character with
Auspex 2a may search for hidden objects. That player goes to the
influence desk and picks a number from 1 to 10 to search.
- Characters cannot stack
powers that are based off of one another. Example: Obtenebration 1a will
not stack with Obfuscate 1a, 2a or 2b nor the ritual Donning the Mask of
Shadows.
- Rituals (unless otherwise
stated), Wards, Summons Lock, Mesmerisms and Identify Aura will
universally fade or be forgotten after six months.
- Players who are deemed to
be outside the city (for purposes of summoning, etc) may not communicate
with players who are inside the city, and vice versa. The noted exception
to this rule is a Telepath who entered a victim's head before the victim
leaves the city. After a player has turned in their character sheet, all
communication ends regardless of type.
TIME COST:
If an influence expenditure (including 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.
STORYTELLING:
- A change by the STs
requires at least 2/3 vote of all current STs. This may include adding or
removing STs, removing players, and other ST functions.
- Players can vote to remove
an ST or player by a vote of at least 2/3 of all current players.
- Any rules change that might
dramatically effect a player's character concept will permit a respend of
points invested in the effected discipline/ability/etc. All such issues
will be determined by the STs on a case-by-case basis.
- XP may be spent during
downtime (preferred) and / or at the game, before the in-game play
actually starts. A ST
must sign off on the character sheet and log the request.
- Downtimes are due the
second Tuesday after the game; electronic only.
- Character backgrounds
are required before XP may be spent on the character. The background
will consist of a mandatory questionnaire and an optional story. If the
background is not sufficient, the player may not spend XP on the character
until the background is in order. The background may be submitted on
paper, but electronic is STRONGLY ENCOURAGED.
- Sashes and hand signs:
Sashes should be about an inch wide and worn from shoulder to opposite
hip. The sash should be visible from all sides at all times the power is
active.
- Yellow (alternate
hand sign: crossed arms at heart level) for Obfuscate 1a, 2a, and 2b or
similar powers.
- Green (alternate
hand sign: an index finger to the chin) for Obfuscate 1b or similar
powers.
- Purple for Presence
3a.
- Silver for Auspex
3a.
- Red for something
odd, such as Protean 3a, a Nosferatu without obfuscate, or other abnormal
appearances. It is the player's responsibility to inquire as to the
nature of the ribbon.
- Yellow and black for
a storyteller not playing a character (that is, the ST is not actively in
play).
- Cards: We use blood, willpower,
control, and clan-advantage cards. Blood cards are red, willpower cards
are blue, and control cards will be white or gray. "Stored
blood" cards will be obviously different from blood cards, and to
transfer stored blood to "in-body" blood, ask a storyteller or
go to the influence desk. When any of these items are used, the cards
should be immediately surrendered to a ST or the influence desk.
- Items: All items will have
an expiration date and a concealability rating. If any item is used in a
scene, players may ask to check the expiration date - if the item has
expired, any use of that item will fail. However, repairing (refreshing
the expiration date) an item will always be cheaper than buying a new tem.
- The non-augmenting (all
disciplines except Celerity, Potence, Fortitude) disciplines give +1 to
bid per level of discipline.
- There are to be no
one-person one round kills against kindred, though kine are a different
story.
- No victim may take more
than three aggravated damage from a single attacker.
- Every discipline use costs
0 or 1 blood.
- Removed willpower backend
(counter spending) rules from all powers except Telepathy. Willpower is
only used in the front-end (doubling bids) and its other miscellaneous
effects.
- There are several ways to
be at half bid (surprise, Potence 2b, wound penalties, etc), but none of
these stack. The maximum penalty is half bid.
- Sabbat and Camarilla
characters will use the same rules. Sabbat characters get no special
advantages or disadvantages.
- To play one of the non-standard
clans, you must submit and have an approved background.
- Design criteria for these
rules: Quick, short, and as simple as possible. If a rule is more complex
than is fun, the rule is rewritten.
- We will try to keep rules
changes to a minimum, but in any case, rules will be published and
publicly discussed at least one game before any changes take place to
allow everyone to contribute.
DOWNTIMES AND XP AWARDS:
- All downtimes must be
submitted electronically before 11:59 p.m.
of the second Tuesday after the game. We would prefer email to
storytellers (see the Links section), but a MS-DOS diskette is acceptable.
- Downtimes are optional and
have up to six sections: who you are, influence use, spending XP, special
powers, game report, and voting. If a player does not submit a downtime,
the character cashes their influences in for its monetary value, and the
player gets 2.5 XP. A player must show up to the event and turn in a
signed waiver in order to get XP.
- Who You Are: Please
include your player (real) name, your character name, and your clan.
- Influence Use:
(Note: Influences can be spent both at the game and during downtime)
- Please list the
influences you have and who they came from if they are not yours.
- What specifically
they are being spent on.
- Spending XP: Please
remember you can only buy one level of a discipline per month, and
out-of-clan disciplines can only be learned during downtime.
- Special Powers:
Please detail any powers (such as rituals or conditioning) you wish to
use during downtime.
- Game Report: The STs
pick up to four game reports they thought were most interesting, amusing,
or whatever: those four players get 3 XP. These reports will be sanitized
and put on the web page (note: the safest way to be sanitized is for the
player to do it herself and only include information that is acceptable
to have in the "in-game public domain"). Please make sure this
section is clearly separated from the other sections.
- Voting: There are
five categories players can vote on.
- Three are in-character:
the most feared character, most liked character, and the most respected
character.
- Two are
out-of-character: the player who others view as contributing an
excellent roleplaying performance, and best costume.
Choose the character or player that best matches each
category.
- Toreador characters
get double votes for the in-character categories.
- The top player from
each of the in-character categories gets 3 XP. The top two players from
each of the out-of-game categories get 3 XP. If one player or character
is at the top of more than one list, that player gets 3 XP, and no one
else gets 3 XP for that category.
- The top two people
from each of the categories are announced at the beginning of the next
game and listed on the web site.
LINKS:
Haven appendix:
www.geocities.com/Area51/Starship/6060/havens.html
Influence appendix: www.geocities.com/Area51/Starship/6060/infl.html
Ritual appendix: www.geocities.com/Area51/Starship/6060/rituals.html
Elysium Nights Theater General: www.geocities.com/TimesSquare/Chamber/9515/
Elysium Nights Theater Rules: www.geocities.com/Area51/Starship/6060/
Subscribe to the Elysium Nights Theater In-Game email list:
www.egroups.com/subscribe.cgi/ent-ig
Subscribe to the Elysium Nights Theater Out-Of-Game email list:
www.egroups.com/subscribe.cgi/ent-oog
Send mail to the Elysium Nights Theater Storytellers: mailto:ent-st@egroups.com
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.
Elysium
Nights Theater Haven Rules: v2.4 02/14/2001
Comments are welcome.
INTRODUCTION:
- All five influence
categories 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 solitary havens (each with an outer haven and one crypt) or be part of
up to two communal havens (each with an outer haven and several crypts),
or one of both (for a total of up to two 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. Examples: Normally, an
alarm costs 5 influences, but a Ventrue can buy one for 4 influences. If a
Ventrue wants to reinforce her haven, she can spend 4 influences and get 4
* 1.25 * 10 = 50 reinforcement points.
- 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, and Seals.
- Attributes of crypts:
Alarms, Alternate Exits, Cameras (and their related items), Locks, Reinforcement,
Rituals, and Seals.
OWNERSHIP:
- Storytellers keep track of
ownership information. In case of any addition, change, or removal of
ownership, the Storytellers must be informed. Ownership changes or
destruction of structures occur during downtime.
- Outer havens have at least
one owner. Crypts may only have one owner. If a structure has only one
owner, he is the exclusive owner, otherwise he is considered a partial
owner. Both type of owners may add or change the design of that structure
and non-owners cannot make any additions or changes to that structure. One
exception - an exclusive owner or a simple majority of the partial owners
of an outer haven of a communal haven can destroy (but not make any other
change) any crypt inside.
- Only the owner(s) of a
structure know the structure's attributes (unless the owner(s) chooses to
tell another character).
- Characters who own crypts
inside of a communal haven may or may not have any ownership of the outer
haven.
- All structures are created
with an exclusive owner - the character who spent the first influences
constructing it.
- Ownership may be
transferred or divided between characters, either by choice or if the
character dies and wills the ownership to a character in-game. Crypt
ownership cannot be divided, but it may be transferred.
- Ownership may be forsaken
by an owner voluntarily, upon character death (if he does not will the
ownership to another character), or if the character is not in-game for
six games in a row. If an exclusive owner abandons an outer haven, the
outer haven and all crypts contained within it are destroyed. If an
exclusive owner abandons a crypt, that crypt is destroyed. If a partial
owner abandons a structure, and if there was only one other partial owner,
the other partial owner becomes the exclusive owner.
- The ownership of a
particular structure may only be determined in-game.
- Havens may be stolen by
other characters. Mobile havens may simply be taken if there are no
unfriendly characters nearby. Static havens may be occupied (assuming the
owner(s) can be driven off and prevented from retaking it). If the thieves
control a haven for two games, it becomes theirs. At that point, the
haven's alarms and locks become inoperative and may be replaced by the new
owners.
HAVEN ATTRIBUTES:
-- Alarms: There may be alarms on alll structures; each is bought
separately.
- Cost: Cost is 5 influences
per alarm. Each alarm has one trigger and one effect.
- Test: No test from outside.
Alarms cannot be destroyed.
- Possible Triggers: physical
attack of a structure, physical penetration of a structure, or failure to
open a set of two-way locks.
- Possible Effects: audible
alarm, silent alarm, awaken a Possessor or projector, or paging one or
several characters.
-- Alternate Exits: A crypt can havee hidden one-way doors leading to
different areas.
- Cost: 5 influences per
exit; maximum of 5 alternate exits per crypt. Cannot be bought if the
haven is mobile.
- Test: No test. Anyone in
the crypt may choose to leave through any of the available exits. However,
the attackers may choose to cover various other areas where the exits may
open into. Alternate exits cannot be destroyed. Each exit is out of line
of sight of the other, but each exit is 20 paces from the other. Obfuscate
is not broken by opening one of the exits.
-- Camera: There may be any number oof cameras covering an area,
collecting audio and video. Each camera must be obvious to all characters
(represented by a red card taped to a wall or a ST informing the players there
are camera(s) present). The cameras are breakable. The camera signals cannot be
intercepted or jammed.
- Cost: 1 influence per
camera.
- Test: No test.
-- Camera taping system: This is useed to record the output of a camera.
Recorders may be in a different location from the source cameras or monitors.
Recorders are obvious and breakable. There must be one recorder per camera that
is taped. Searching characters must be PCs. If a scene wants to be replayed,
the player whose character is searching the tape must find a ST who was present
at the scene to be replayed. If no ST was present, then the scene was not
taped.
- Cost: 1 influence per
recorder.
- Test: No test, but see
above.
-- Hiding: Hiding an outer haven makkes it more difficult for an attacker
using influences to find it.
- Cost: 15 influences
- Test: See Searching. Hiding
a outer haven effectively doubles the number of hiding points that a haven
has. This attribute is mutually exclusive with the mobility attribute (ie.
one haven cannot have both). Hiding cannot be destroyed.
-- Influence Resistance: An outer haaven can be made resistance to
influence attacks in downtime. This has no effect on in-game play.
- Cost: 1 influence per 3
influence resistance points.
- Test: See Influence
Attacks.
-- Locks: There are three kinds of llocks: two-way, one-way, and
timelock.
- Two-way locks allow people
outside to get in if they have the correct secret, item, or appearance.
There may be many two-way locks on each structure.
- Cost: Two-way locks
cost 2 influences per lock.
- Test: Static test for
each lock. Attacker wins on ties. One test every 5 minutes. When each
two-way lock has been defeated, that structure has been penetrated. The
attacker can choose if the locks have been bypassed or destroyed. If the
locks have been destroyed and not repaired, anyone can enter through that
entrance. Repair costs are half of the original construction costs.
Failing a test to penetrate a lock may cause an alarm.
- One-way locks allows
someone inside to allow others to enter.
- Cost: One-way locks
cost 2 influences per lock.
- Test: No test from
outside. Only a PC inside can open a one-way lock. One-way locks cannot
be destroyed.
- Timelocks are generally
used by projectors and Possessors seeking to defend against summoning or
certain dominate attacks.
- Cost: Timelocks cost
2 influences.
- Test: If a timelock
is active, the person inside the lock cannot leave the structure for 15
minutes. No test from outside. Timelocks cannot be destroyed.
-- Mobility: The haven must be reasoonably capable of moving. Havens in
the sewers cannot be mobile.
- Cost: Costs 15 influences.
- Test: No test. A mobile
haven is easier to hide and cannot be attacked through influence attacks,
but cannot be reinforced and cannot have alternate exits. Every downtime,
a mobile haven must be found again before it can be attacked again.
Mobility cannot be destroyed. This attribute is mutually exclusive with
the hiding attribute (ie. one haven cannot have both).
-- Monitor: This is used to view andd hear the output of a camera.
Monitors may be in a different location from the source cameras. Monitors are
obvious and breakable. One monitor may be used to view multiple source cameras;
the viewer must manually flip through the sources. Viewing characters must be
PCs.
- Cost: 1 influence per
monitor.
- Test: No test, but see
above.
-- Reinforcement: Reinforcement makes a structure
resistant to physical attack. There may be reinforcement on all structures;
each is bought separately. Windows cannot be reinforced. Once a structure has
100+ reinforcement points, it is considered soundproof.
- Cost: 1 influence gives 10
reinforcement points per structure normally; cannot be bought if the haven
is mobile.
- Test: Attacker's Potence
bid vs. structure's reinforcement points, one test every 5 minutes. The
attackers may not spent blood or willpower. However, if any of the
attackers have Potence 3a, then the structure will be breached after a
maximum of 10 minutes. When the reinforcement has been beaten once, that
structure has been penetrated. Until the reinforcements are repaired,
anyone can enter through the new opening. Repair costs are half of the
original construction costs. Physically attacking a structure or
physically penetrating a structure may cause an alarm.
- Attacker's Potence bid: Sum
of the three strongest attackers' Potence by: (2 + level of Potence)^2. So
an attacker with Potence 3a (level 5) and two attackers with Potence 2a
(level 3) would be: (2 + 5) ^ 2 = 49 for the 3a and (2 + 3) ^ 2 = 25 for
each of the 2a's, for a total of 49 + 25 + 25 = 99. Ten influences would
need to be spent on reinforcement to win on ties against this attack (10
influences * 10 = 100 reinforcement points).
-- Rituals: Rituals may be cast on the haven per the
normal rules.
-- Seals: Seals are used to prevent mist from entering.
- Cost: Seals cost 10
influences per structure.
- Test: No test. If seals are
not bought for a structure, a mist form can freely penetrate that
structure. Seals cannot be destroyed.
DOWNTIME ATTACKS:
-- Searching:
- All haven's have a base
hiding point value equal to the primary owner's (Mental Traits +
Influences) * 2. If the haven has been hidden as per the hiding attribute,
double this number. If the haven has multiple partial owners use the owner
with the highest number of Mental Traits + Influences.
- The searcher(s) choose a
character whose haven they want to discover. For each haven that character
has, the searchers find it if the searcher's total influences spent is
greater than that haven's hiding points. All haven location information
will be given to the searcher(s) at the next game (if searching during
downtime) or at the current game (if searching at the game).
- If several searchers are
cooperating, then all the searcher's influences are summed for the
"searcher's total influences spent". However, if several
searchers are looking for the same character's haven, but are not
cooperating, then these are counted as separate searches.
- Every downtime, a mobile
haven moves for no cost and must be found again before it can be attacked.
However, if an attacker has found a mobile haven either at the game or
during the previous downtime, the mobile haven can be attacked in-game.
-- Influence Attack:
- The attacker(s) can weaken a
haven (that has been found) and eventually have it destroyed through
mundane means during downtime. For each influence the attackers spend on
attacking this haven, the haven permanently loses an influence resistance
point. If a haven's influence resistance is reduced below zero, the haven
has been destroyed. None of the contents of the haven are damaged;
however, the characters must find or create a new haven from scratch.
- A mobile haven cannot be
attacked through influence attacks.
LINKS:
-- Haven appendix: http://www.geocitiess.coooom/Area51/Starship/6060/havens.html
-- Influence appendix:
http://www.geociitieees.com/Area51/Starship/6060/infl.html
-- Elysium Nights Theater General:
httpp:////www.geocities.com/TimesSquare/Chamber/9515/
-- Elysium Nights Theater Rules:
http:///wwwww.geocities.com/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
VERSION CONTROL:
-- 1998/11/29: v1.0 beta 1: First version....
-- 1998/12/09: v2.0: Added primary influencces and cash.
-- 1999/07/26: v2.1: Added ownership and a few new attributes.
-- 2000/03/24: v2.2: Cameras changed to redd cards, hiding multiplier changed,
and searching allowed downtime or at the game.
-- 2000/06/21: v2.3: Added theft and limitss.
-- 2001/02/14: v2.4: Changed hiding to smalller formula. Made mobility and
hiding mutually exclusive. Removed concealed doors.
Elysium Nights
Theater Influence Rules: v2.5 07/26/2004
Comments are welcome.
INTRODUCTION:
Following are the different types of influences: Corporate, Government, Herd,
Industry, Military, Occult, Police, Street, Media, Underworld and University.
All characters start with 3 influences except Tremere, who start with 2, and
Toreador, who start with 3 or 4. Influences may be purchased for 1 XP or
freebie each.
All influence types may be used to build or attack havens, attack others'
influences, or investigate characters or actions.
Corporate, Government, Herd, Industry, Occult, Street, Underworld, and Media
(to a lesser extent) may be used to acquire items.
Herd may be used as sources of blood (normally 3 points of blood per herd, this
amount may decrease if in-game events have broken or threaten the masquerade).
Occult may be used for research and development of new rituals.
CONCEALMENT:
- Blue cards are jacket
concealable.
- Yellow cards are trenchcoat
concealable.
- Red cards cannot be
concealed. They might be able to be obfuscated, depending on the size of
the item.
IN-GAME/OUT OF GAME COST:
All item prices listed below are doubled when the player attempts to get the
item during the game.
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:
- 4 primaries.
- 3 primaries and 1000$.
- 3 primaries and another
influence of any type.
- 2 primaries and 2000$.
- 2 primaries and 2 more
influences of any type.
- 2 primaries, 1000$, and 1
more influence of any type.
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) or has reached its expiration
date, 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 refresh the item's
expiration date before it expires or partially restore armor) but the repair
costs the full amount.
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.
TIME COST:
If an influence expenditure (including use of herd) uses 10 or less influences,
that task takes 10 minutes. Otherwise, the task takes 30 minutes. Reinforcement
and ritual research can only be performed during downtime.
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.
- 3 influences: 1 box
ablative armor, blue card.
- 5 influences: 2 box
ablative armor, blue card.
- 7 influences: 3 box
ablative armor, yellow card.
- 10 influences: 4 box
ablative armor, yellow card.
- 13 influences: 5 box
ablative armor, red card.
- 16 influences: 6 box
ablative armor, red card.
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.
- 20 influences: 1 box armor,
blue card
- 30 influences: 2 box armor,
yellow card
- 42 influences: 3 box armor,
red card
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.
- 2 influences: +1 defensive
trait.
- 4 influences: +2 defensive
traits.
- 6 influences: +3 defensive
traits.
- 9 influences: +4 defensive
traits.
- 12 influences: +5 defensive
traits.
- 15 influences: +6 defensive
traits.
FIREARMS:
There are three types of firearms, shotguns, rifles and handguns. Shotguns have
a range up to 8 paces, and are able to affect up to two targets in one round.
The two targets must be next to each other within a 2 pace range. Rifles are
able to affect one target from 8 paces up to 80 paces. Handguns have a range up
to 20 paces. Shotguns are able to use plus trait ammunition. Rifles are able to
use plus trait ammunition and armor piercing ammunition. Handguns may use plus
wound ammunition and plus trait ammunition. Only special storyteller approved
ammunition may violate the ammunition rules.
HANDGUNS:
PRIMARY INFLUENCE TYPES: Underworld, Media Industry.
Handguns may affect one target up to 20 paces. Handguns may be silenced for a
double in the cost of the handgun. Handguns may use plus wound ammunition and
plus trait ammunition.
- 1 influence: +0 traits, 1
wound handgun, blue card.
- 3 influences: +1 trait, 1
wound handgun, blue card.
- 5 influences: +2 trait, 1
wound handgun, blue card.
- 7 influences: +3 trait, 1
wound handgun, blue card.
- 10 influences: +4 trait, 1
wound handgun, blue card.
- 13 influences: +5 trait, 1
wound handgun, blue card.
- 16 influences: +6 trait, 1
wound handgun, blue card.
RIFLES:
PRIMARY INFLUENCE TYPES: Underworld, Government, Military.
Rifles may affect one target from 8 to 80 paces. Rifles may be silenced for a
double in the cost of the rifle. Rifles are able to use plus trait ammunition
and armor piercing ammunition.
- 11 influences: +0 traits, 2
wound rifle, yellow card.
- 14 influences: +1 trait, 2
wound rifle, yellow card.
- 17 influences: +2 trait, 2
wound rifle, yellow card.
- 20 influences: +3 trait, 2
wound rifle, red card.
SHOTGUNS:
PRIMARY INFLUENCE TYPES: Underworld, Police, Corporate.
Shotguns have a range up to 8 paces, and are able to affect up to two targets
in one round. The two targets must be next to each other within a 2 pace range.
Shotguns may not be silenced. Shotguns are able to use plus trait ammunition.
- 6 influences: +0 traits, 1
wound per target shotgun, blue card.
- 9 influences: +1 trait, 1
wound per target shotgun, blue card.
- 12 influences: +2 traits, 1
wound per target shotgun, yellow card.
- 15 influences: +3 traits, 1
wound per target shotgun, yellow card.
- 26 influences: +0 traits, 2
wounds per target shotgun, yellow card.
- 29 influences: +1 trait, 2
wounds per target shotgun, yellow card.
- 32 influences: +2 traits, 2
wounds per target shotgun, yellow card.
- 35 influences: +3 traits, 2
wounds per target shotgun, red card.
SILENCERS:
PRIMARY INFLUENCE TYPES: Same as for gun being fitted for silencer.
Silencers are permanently affixed to a gun (that is, the STs write 'silencer'
on the gun card and sign it again). They cannot be detached from the gun once
affixed. Certain gun types cannot be silenced: most commonly these are
shotguns, although special-case items may be found.
- Silencers cost whatever the
original gun cost. So a silencer for a 0t, 1w pistol would cost 1
influence; a silencer for a 3t, 2w rifle would cost 20 influences.
AMMUNITION:
There are three types of ammunition, armor piercing, plus trait and plus wound.
Each type may only be used in conjunction with the type of firearm that accepts
that type of ammunition. Ammunition is bought in clips of eight bullets. To buy
two types of ammunition at the same time, when both types are able to be used
by that gun type, add both costs together for the total cost. In this instance only Ammunition types may
stack by adding the amount for both ammunitions together. All ammunition clips
are blue cards. An ammunition clip, when bought, will be bought for a specific
type of firearm and the clip card will have the type of firearm it is bought
for written on the card. Ammunition bought for one type of firearm will not
work in another firearm type.
ARMOR PIERCING AMMUNITION:
PRIMARY INFLUENCE TYPES: Underworld, Government, Military.
Armor Piercing ammunition causes the wounds inflicted by a firearm to ignore
the wound reduction of armor.
- 10 influences: Ammunition
pierces armor, but does not ruin the armor.
- 15 influences: Ammunition
pierces armor, and also checks off one box of the armor per hit.
PLUS TRAIT AMMUNITION:
PRIMARY INFLUENCE TYPES: Underworld, Police, Corporate.
Plus trait ammunition the bid of a firearm attack.
- 2 influences: +1 trait.
- 4 influences: +2 traits.
- 6 influences: +3 traits.
- 9 influences: +4 traits.
- 12 influences: +5 traits.
- 15 influences: +6 traits.
PLUS WOUND AMMUNITION:
PRIMARY INFLUENCE TYPES: Underworld, Media, Industry.
Use of plus wound ammunition negates the silencer on a firearm.
- 10 influences: +1 wound.
- 20 influences: +2 wounds.
TRANQUILIZER AMMUNITION:
PRIMARY INFLUENCE TYPES: Corporate, Underworld, University.
Vampires, ghouls and other enlightened creatures are not affected by
tranquilizer ammunition. Tranquilizer ammunition may only be used in handguns
or rifles. Successful firearms attack allows a simple test to render the target
unconscious, attacker wins on ties.
- 10 influences: one clip of
tranquilizer ammunition.
BRAWL WEAPONS:
PRIMARY INFLUENCE TYPES: Street, Police, Military.
Brawl weapons simply allow a way for Brawlers to increase their attack and
defense bids.
- 2 influences: +1 trait,
zero wounds added to brawl, blue card.
- 3 influences: +2 traits,
zero wounds added to brawl, blue card.
- 4 influences: +3 traits,
zero wounds added to brawl, blue card.
- 6 influences: +4 traits,
zero wounds added to brawl, blue card.
- 8 influences: +5 traits,
zero wounds added to brawl, blue card.
- 10 influences: +6 traits,
zero wounds added to brawl, blue card.
- 13 influences: +7 traits,
zero wounds added to brawl, yellow card.
- 16 influences: +8 traits,
zero wounds added to brawl, yellow card.
- 19 influences: +9 traits,
zero wounds added to brawl, yellow card.
MELEE/MISSLE WEAPONS:
PRIMARY INFLUENCE TYPES: Street, Industry, Government.
Melee weapons other than stakes can also be used as missile weapons.
- 1 influences- +0 trait, 1
wound generic melee/melee weapon, blue card.
- 3 influences- +1 trait, 1
wound generic melee/melee weapon, blue card.
- 5 influences- +2 trait, 1
wound generic melee/melee weapon, blue card.
- 5 influences- +3 trait, 1
wound generic melee/melee weapon, yellow card.
- 7 influences- +0 trait, 2
wound generic melee/melee weapon, yellow card.
- 8 influences: +4 traits, 1
wound generic missile/melee weapon, yellow card.
- 10 influences- +1 trait, 2
wound generic melee/melee weapon, yellow card.
- 12 influences: +5 traits, 1
wound generic missile/melee weapon, red card.
- 13 influences- +2 trait, 2
wound generic melee/melee weapon, yellow card.
- 15 influences- +3 trait, 2
wound generic melee/melee weapon, red card.
- 16 influences: +6 traits, 1
wound generic missile/melee weapon, red card.
- 18 influences: +4 traits, 2
wound generic missile/melee weapon, red card.
- 21 influences: +5 traits, 2
wound generic missile/melee weapon, red card.
- 24 influences: +6 traits, 2
wound generic missile/melee weapon, red card.
STAKES:
PRIMARY INFLUENCE TYPES: Corporate, Street, Occult.
All stakes are blue cards. Stakes cannot be reinforced.
- 1 influence: +0 traits, 1
wound stake.
- 4 influences: +1 trait, 1
wound stake.
- 7 influences: +2 traits, 1
wound stake.
- 10 influences: +3 traits, 1
wound stake.
MORTAL NON-LETHAL WEAPONS:
PRIMARY INFLUENCE TYPES: Street, Occult, Corporate.
This weapon class allows successful melee attacks to test to be able
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.
- 3 influences: Sap; simple
test, attacker loses on ties.
- 6 influences: Sleeping Gas;
static test.
- 9 influences: Tazer; simple
test, attacker wins on ties.
REINFORCEMENT:
PRIMARY INFLUENCE TYPES: University, Industry, Occult.
Reinforcement Levels: To use Potence 1b, 2a or 3a, a weapon must be reinforced,
regardless of wound levels.
- Potence 1b Reinforcement:
15 influences
- Potence 2a Reinforcement:
25 influences
- Potence 3a Reinforcement:
30 influences
OTHER ITEMS:
PRIMARY INFLUENCE TYPES: See "USES FOR MEDIA".
- Cell phone: 1 influence,
blue card.
- Pager: 1 influence, blue card.
- Deactivating a cell phone
or pager: 1 influence.
- Trenchcoat: 1 influence,
yellow card.
- Voice activated tape
recorder: 3 influences, blue card.
- Video camera: 3 influences,
yellow card.
- Small video camera: 4
influences, blue card.
- There will be no whisper
microphones, white noise generators, grenades (smoke or otherwise), or
items that naturally cause aggravated damage (without the use of a
ritual).
Media is the primary influence for: deactivating cell phones
and pagers, voice activated tape recorders, video cameras, small video cameras,
rumor mongering, large Masquerade cover ups, influencing herd or feeding when
effectiveness is diminished and influences other influence types when
effectiveness is diminished, or the ability to diminish feeding or other
influence types.
MASQUERADE BREACH COVERUPS:
PRIMARY INFLUENCE TYPES: See Below. The storytellers will determine what
constitutes a miniature, minor, major or massive Masquerade Breech.
- Miniature: Cash or
Influences will easily cover up the Breech.
- Minor: Influences plus Cash
will easily cover up the Breech.
- Major: Use of Media is
necessary to cover up the Breech, as well as influences plus cash. If not
properly covered up, Herd or other influence types may suffer diminished
effectiveness.
- Massive: As major, but a
large amount of influences of various types plus cash and Media influences
must be used. If not properly covered up, all influences will suffer
diminished effectiveness which must be alleviated by using Media
influences. If properly covered up, all influences will suffer a smaller
degrading in effectiveness for a short period.
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.
HAVEN BUILDING
AND ATTACKING:
PRIMARY INFLUENCE TYPES: Any.
For haven information, see the Links section.
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.
- Investigating an
area - choose a single influence area or all influences in general, a
ranking from 1 to 3, and spend one influence to investigate that area.
The results of this investigation is the character (or characters if
there is a tie) that has the most (if ranking 1), second (if ranking 2),
or third (if ranking 3) most influences.
- Investigating a
character - choose a character and spend any number of influences to
investigate them. If any of the victim's actions cost less than or equal
to half of the investigation's cost, the investigator finds out what his
actions were.
- Investigating an
action - choose an action and spend any number of influences to
investigate it. For all victims that have done such an action AND the
victim's actions cost less than or equal to half of the investigation's
cost, the investigator finds out most (but not as much as investigating a
character) of what that person was trying what and the results of that
action.
- Covering up- anytime any
character wants to make an action more difficult to investigate, they may
overspend on that particular action (for example, spending 17 on a +3, 2
wound gun means that an investigator must spend at least 34 to find that
fact).
- Framing- there is no way
currently to frame someone.
- Examples:
- Vincent the Ventrue
wants to know what Tammy the Tremere is up to. Vincent spends 6
influences to investigate her. Tammy happens to have given 1 herd to
Todd, 2 occult to research ward vs. spirit, and 3 underworld to get a big
gun. Since 6 is two times all of the actions Tammy has done, Vincent
finds out exactly what she was doing and the results of each action (gave
1 herd to Todd, 2 occult to research ward vs. spirit, and 3 underworld
for layaway on a +3, 2 gun). Note that Vinnie does not find out what Todd
did with the herd or how close Tammy is to getting the ritual or gun.
- Vincent is flush
with success, so wants to find out who has been buying any guns anywhere.
He spends 20. Bob spent 4 to buy a +3, 2 wound gun; Chuck spent 5 to buy
a +0, 2 wound gun; and Dave spent 15 to buy a +3, 2 wound gun. Since 20
is more than two times 4 and 5 but not 15, Vinnie finds out that Bob and
Chuck are buying guns. Note that Vinnie does not find out that Dave was
buying a gun, nor does he find out what kind of gun or how close they
are.
RITUAL RESEARCH:
PRIMARY INFLUENCE TYPE: Occult.
- Research Points =
((researcher's occult ability / 3 ) + 1 + (1 if researcher is Tremere, 0
otherwise)) * influences spent.
- Ritual research can only be
performed during downtime.
- The researcher does not
need occult ability to do research, though it helps. Researchers cannot
collaborate but influences may come from anyone.
- The desired ritual must be
specified.
- When enough research points
for a particular ritual is acquired, then those cards should be taken to
the influence desk. The character learning the ritual must have enough
occult ability or thaumaturgy and then spend the XP for the ritual. The
research points are then destroyed (the cards are taken by the STs). That
character may then teach the ritual per the main rules.
- Research points needed to
learn a basic ritual that is already in the rules: 100.
- Research points needed to
learn an advanced ritual that is already in the rules: 150.
- Research points needed to
learn a basic ritual that is not in the rules: 300.
- Research points needed to
learn an advanced ritual that is not in the rules: 450.
- Examples:
- A Tremere with 8
occult ability, 3 occult influences, and 5 other influences does research
toward apport object. Research points = ( ( 8/3 ) + 1 + 1 ) * 6 = 30.
Note that at least 50% of the influences spent must be occult, so only
three of the five other influences can be used for research. At this rate,
it will take that researcher 4 months to accumulate 100 points for apport
object.
- A caitiff with no
occult ability, 5 occult influences, 1 other influence, and spending
4000$ does research toward deflection. Research points = ( ( 0/3 ) + 1 +
0 ) * 10 = 10. At this rate, it will take that researcher 10 months to
accumulate 100 points for deflection.
BUSINESS UNITS:
As a downtime action, a character may spend 15 influences of any one type and
$5000 to create a business unit. A business unit (hereafter BU) may be
purchased with a layaway card. BU's may be used as influences both at the game
and during downtime (except as per exceptions, see below). Exceptions: BU's do
not add to hiding or searching for havens, do not count towards a hundred point
cap, can be transferred permanently. BU's are also able to create business
units, but must be of the same type.
- Transfers of Business Units
- A BU can only be transferred between characters over downtime. A
character cannot be forced to transfer a BU by such methods as Dominate. A
transfer may be requested or required by a pure blood bond, but not a
shared blood bond.
- Current Policies Concerning
Business Units - BU's may not be attacked or destroyed currently. Rules
for such occurrences will be considered for future rules additions.
Posthumous wills will not be considered currently.
- Auction - An auction will
take place as scheduled by the storytellers. It will allow characters,
both player characters and non-player characters, to bid on unique,
strange or mundane items. Player characters or non-player characters may
offer items up for auction.
LINKS:
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.
Elysium
Nights Theater Ritual Rules: v2.3 07/12/2000
Comments are welcome.
Introduction:
- There are two levels of
rituals: basic and advanced.
- Character must have at least
basic Thaumaturgy or 3 occult abilities to use or teach basic rituals.
- Characters must have
advanced Thaumaturgy or 6 occult abilities to use or teach advanced
rituals.
- Rituals may not be bought
with freebies; they may only be bought with XP. Rituals cost double if
bought at character creation and the character is not Tremere. They can be
bought in one of four ways: Tremere characters pick one free common basic
at character creation; any number of common basic or common advanced may
be bought with XP at character creation; one common or restricted (either
basic or advanced) may be learned in-game from another character per
month; or any number of restricted (either basic or advanced) may be
researched from scratch. See the New Rituals section for information on
research and the distinction between common and restricted.
- Rituals last until
discharged, the caster dies, or the caster chooses to deactivate it.
However, while that specific ritual is active, it cannot be cast again by
that character. Characters may buy multiple copies of any ritual and make
each copy of the ritual active. The same type of rituals may not be stacked
on objects or characters. Rituals may be cast on others unless
specifically prohibited.
- Example of multiple rituals:
Bob can buy two "deflections" for 1 XP each for a total of 2 XP
- He cannot cast both on himself, but he can cast one on himself and one
on a friend. After those two are active, he may not cast any more
deflections.
- Unless otherwise specified,
basics and advanceds cost 1 blood from the caster and may be cast on any
willing person, basics take 5 minutes, and advanced take 10 minutes.
- Rituals may not be cast
while using influences, hunting, projecting, obfuscating, staked, or in
torpor, but may be cast "in plain sight" without others knowing
that a ritual is being cast (caster would not be able to talk or move
around during casting).
- In order for a character to
recognize a ritual being cast on them or used on them, the victim must
have the ritual or have 3 occult ability (if the ritual is basic) or 6
occult ability (if the ritual is advanced).
- Whenever any character has a
ritual cast on them, the receiving character should have a 3x5 card with
the ritual name, who cast it, and when it was cast. The casting character
should have another 3x5 card in their folder noting the ritual name, who
it was cast on, when it was cast, its expiration date (if any), and any
important details (such as if the caster placed a different ritual on the
receiver or which characters are immune to a ward). Several rituals can be
represented by the same card. If items have rituals on them, that should
be noted on the item card.
New Rituals:
Rituals go through a four step life cycle: approval, research, restricted use,
and common use.
- Approval: The first step is
out of game. A player can suggest a ritual to the Storytellers. The STs
will decide if the ritual is workable, balanced, and reasonable, and will
notify that player of that decision. This may take several days to a
month. If the ritual is approved, it is that player's choice if the ritual
should be published in the ritual list (this document) and marked as
"approved on MM/YYYY". It does not have to be published at this
time - it may be kept private by the STs and the suggesting player. If an
approved ritual does not move to the second and third steps in a
reasonable time, it will be removed from the ritual list (if it is in the
list) and will need to be reapproved by the STs.
- Research: The second step
is for a character to research the ritual. Researching a new (or
restricted) ritual costs more effort than researching a common ritual.
- Restricted Use: The third
step is for a character with the appropriate research to learn the ritual.
Once any ritual is learned by a character, the ritual must be published in
the ritual list and noted as "restricted use on MM/YYYY, common use
on MM/YYYY". The first date is the date that a character learned it
and the second date is six months after the first date. During this step,
the character with the ritual can teach it to another character.
- Common Use: The fourth step
occurs six months after the ritual has been learned by a character, at
which point it is considered common knowledge. Any notes about being
approved/researched are removed. Note that if a ritual does not have any
notes about being approved/researched, it is considered common.
-- See the influence appendix on ritual research for more
details on ritual research.
Basic Rituals:
- Apport Object:
Activating this ritual counts as an instant action and immediately brings
that enchanted object to the caster's hand / immediate presence (caster's
choice). Cast on a handheld item. The item cannot contain more than five
points of blood. Duration: until triggered.
- Aura Wash: Upon
casting this ritual, any black veins in caster's aura are masked. Any
tester using Auspex 1b (or its equivalent) to look for diablerie veins in
the caster will get a "no black veins" result. Cost: one blood
of caster, one willpower of caster, and 5 minutes. Duration: until next
sunrise.
- Blood Taint: Makes
the user's blood completely undrinkable by anyone else. Duration: one
month.
- Blood Step: When
triggered, this ritual gives the recipient an additional 8 paces of
movement (which cannot be modified) usable during the normal movement
phase of that round. It is triggered during the instant action phase.
Duration: until triggered.
- Ritual of the Braveheart:
Once cast, the recipient receives a bonus of +3 physical traits in their
next combat. Duration: until next sunrise or the end of recipient's next
combat.
- Contagion: A single
point of the target's blood added to any other blood will instantly
convert all the mixed blood to the target's blood. Duration: one month.
- Deflection: The
first successful staking attempt (successful melee and then successful
stake test) discharges this ritual and turns the stake into dust. The
stake target takes no damage from the stake and is not staked. Duration:
until triggered.
- Donning The Mask Of
Shadows: Renders the target invisible as per Obfuscate 1a; the
target's obfuscate bid is the target's mental traits + subterfuge ability
+ level of obfuscate. Duration: until recipient becomes visible for any
reason. Not active on a Possessor/Projector's true body unless the spirit
is also present.
- Monomancy:
Temporarily cancels any blood bonds among the participants. Cast on any
number of willing participants. Duration: 10 minutes or a scene, whichever
is longer.
- Scan: The caster
will be aware what people and items in that area have active rituals on
them, but not what ritual, the strength of the ritual, or how many rituals
are active. If the person or item is obfuscated, the caster knows that
there are at obfuscated targets, but not how many or where they are.
Maximum size of scanned area is a 4 pace radius circle, and the area may
be anywhere within the caster's line of sight. Cast on an area. Duration:
instant - when ritual is complete, caster gets information.
- Spontaneous Combustion:
If the target enters torpor, the target bursts into flames, killing her
and reducing her body and all possessions to ash. Duration: one month.
- Vessel of Transference:
One point of blood is transferred from an object to the victim and vice
versa. The first person who has skin contact with this item triggers the
transfer. Cast on an item capable of holding one pint of fluid. Cost: one
point of blood of the caster and one point of blood to be transferred and
5 minutes. Duration: until triggered.
Advanced Rituals:
- Abandon Fetters:
Allows breaking of both pure and shared blood bonds. Cost: 30 minutes, one
permanent physical trait from the target, and a blood point from each
person whose bond is to be broken (either one point of blood from the
regnant, in the case of a pure bond; or one point of blood from one, some,
or all of the donors, in the case of a shared bond).
- Apport Person: The
caster may activate this ritual as an instant action and brings that
person to the caster's immediate presence. If the apported person is in
combat when this ritual is triggered, the person is not apported until the
combat is over. The apported person is considered in total surprise for
the remainder of that round, then not surprised the round after. Cost: one
hour and one blood of caster. Duration: one month.
- Bitter Rose: Allows
shared diablerie. Each person taking part in this ritual makes a single
test: win: the tester drops a generation (if the victim is of lower
generation than the tester ); tie: no effect; loss: this tester may never
benefit from this ritual again. After completion, the victim turns to ash.
Cast on up to six willing persons. Cost: 30 minutes and requires a
torpored or staked kindred victim.
- Enhanced Blood Taint:
Makes the user's blood completely undrinkable by anyone else and
completely immune to vessel (basic and enhanced). Cost: one blood of
caster and 10 minutes. Duration: one month.
- Enhanced Deflection:
The first successful staking attempt (successful melee and then successful
stake test) discharges this ritual and turns the stake into dust. The
stake target takes no damage from the stake and is not staked. May be used
with the basic ritual Deflection (in which case if a stake attempt is
successful, the basic ritual is triggered first - the advanced version is
triggered on second successful staking attempt). Duration: until
triggered.
- Enhanced Vessel of
Transference: One point of blood is transferred from an object to the
victim and vice versa. The first person other than the caster who has any
physical contact with this item triggers the transfer. Upon triggering, a
ST will fill in a "stored blood" card. Cast on an item capable
of holding one pint of fluid. May be used with the basic ritual Vessel (in
which case, the item must be capable of holding two pints of fluid and
after triggering both vessels the item has two points of the victim's
blood. If only one of the rituals is triggered, the item has one point of
the victim's blood. The two original points and the other ritual are
destroyed). Cost: one blood of caster, one blood contained by the item,
and 10 minutes. Duration: until triggered.
- Force Of Will: The
next time the user spends a willpower (including under total surprise),
the ritual fades instead of losing a willpower. Cast on self only. Cost:
one blood of caster, one willpower of caster, and 10 minutes. Duration:
until triggered.
- Pavis Animalism: The
target may choose to win one Animalism test initiated by someone else; if
the test was Animalism 1a or 2a, it is reflected at the caster at the same
bid (play rock paper scissors until one party wins). After that test is
reflected / won, the ritual is over. Duration: until triggered.
- Pavis Presence: The
target may choose to win one Presence test initiated by someone else; if
the test was Presence 1a or 1b, it is reflected at the caster at the same
bid (play rock paper scissors until one party wins). After that test is
reflected / won, the ritual is over. Duration: until triggered.
- Ritual of Transference:
This ritual allows the recipient to transfer one ritual that they have on
them (not on an item) to another person that is either willing, staked, or
in torpor. To activate the ritual, the recipient must touch the victim
(either through roleplay, use of a power that causes a touch, or a
successful brawl test) and spend 1 willpower. Duration: one month or until
triggered.
- Sanctuary: All
offensive challenges initiated while in an area affected by this ritual
will be at half traits. All defensive bids will be at full traits. The
caster is not immune to this halving. The volume affected by this ritual
may be irregular, but must be a small room or within a 3 pace radius
sphere. All enlightened creatures entering an area affected by this ritual
will understand its consequences immediately. Sanctuary is not considered
a ward for stacking purposes. Cost: one blood of caster and must be cast
during downtime.
- Ward vs. Kindred - Area:
Any kindred who enters the warded area except for the caster plus anyone
else who contributes blood during the casting takes 3 aggravated wounds.
The volume affected by this ritual may be irregular, but it must be within
a 20 pace radius sphere. Any kindred will feel they are about to take
damage, and may choose not to enter the warded area, if possible. If this
ritual is cast too close (within 4 paces) of an existing ward, the new
ward casting fails. Cast on an area. Cost: one blood of caster, one blood
from anyone "excluded" from the effect, and must be cast during
downtime.
- Ward vs. Kindred -
Weapon: Any kindred who is hit with the item except for the caster
plus anyone else who contributes blood during the casting has one wound
level of per hit is converted to aggravated. Only one warded item may be
used by an attacker at a time, and this damage may not stack in any way
with wolf claws or hand of flame. Cast on an item. Cost: one blood of
caster, one blood from anyone "excluded" from the effect, and
must be cast during downtime.
- Ward vs. Spirit - Area:
Anyone in spirit form (telepath, projector, Possessor, or umbral) who
enters the warded area except for the caster plus anyone else who
contributes blood during the casting is stopped (forcing the Telepath or
Possessor out of the host body; the projector is simply stopped from
entering the area). If this ritual is cast too close (within 4 paces) of
an existing ward, the new ward casting fails. Cast on an area. Cost: one
blood of caster, one blood from anyone "excluded" from the
effect, and must be cast during downtime. The volume affected by this
ritual may be irregular, but it must be within a 20 pace radius sphere.
Anyone affected by this ward will feel they are about to be stopped /
thrown out, and may choose not to enter the warded area, if possible.
LINKS:
-- Haven appendix: www.geocities.com/Arrea5551/Starship/6060/havens.html
-- Influence appendix: www.geocities.coom/AAArea51/Starship/6060/infl.html
-- Ritual appendix: www.geocities.com/AAreaaa51/Starship/6060/rituals.html
-- Elysium Nights Theater General:
www..geoocities.com/TimesSquare/Chamber/9515/
-- Elysium Nights Theater Rules: www.geeociiities.com/Area51/Starship/6060/
-- Subscribe to the Elysium Nights Theater In-Game email list:
www.egroups.com/subscribe.cgi/ent-ig
-- Subscribe to the Elysium Nights Theater Out-Of-Game email list:
www.egroups.com/subscribe.cgi/ent-oog
-- Send mail to the Elysium Nights Theater Storytellers:
mailto:ent-st@egroups.com
VERSION CONTROL:
-- 1998/07/24: v0.1: First version. -- Variious updates.
-- 2000/07/12: v2.3: Minor changes, typos ffixed. Moved rituals to separate
section.