Clans we Need:
New Players Guide:
Anatomy of a Live Action :
This is the rules system for JMR Associates. In this Player Packet you will find everything you need to know about the game and the mechanics behind it. These rules are for everyone, not just for new players. Please read them carefully. If you have any questions please feel free to ask one of the Narrators or myself.
The premise of the Event that you are attending is to have fun and interact with other people. Through this interaction you can accomplish your goals in character and make new friends out of character. It is always very important to remember that this is just a game. Nothing is to be taken personally out of character while in character. It’s just a game. There are a few rules that all players should know before they begin the game. These rules are meant to keep things fun while keeping things safe and discreet.
This means if your character can jump a fifty foot fence don’t you try to do it. There is no running, tumbling, summersaults and things of that nature allowed while at the event. You can hurt yourself or others.
Meaning that there is to be no violent physical actions made toward anyone at the event. If you want to grab their character then make a physical challenge, do not grab another player or do anything that would be remotely considered a violent act. If you think it might be questionable just don’t do it.
Weapons of any kind are not tolerated at any event. Anything that can be used to hurt someone out of game is forbidden. Even if it is a reasonable facsimile of a weapon it is not allowed in the game. Index cards represent all items and weapons. If any player is found carrying a weapon while at an event that player will be ejected from the game. This is not a joke. We take this very seriously.
No illegal drugs are allowed at the game. Alcohol as well is not allowed in the game. If a player becomes intoxicated during an event that player will be asked to leave and will not be invited to the next event. If a player is high during an event they will be asked to leave and never return. If someone comes to an event to deal or purchase illegal drugs they will be ejected from the game and the police will be called. I will press charges. Drugs and alcohol use at the game promotes that we are some kind of cult or gang that gets drunk and high while pretending that we are vampires. This is not the case and it will not be tolerated.
If at any time a player or narrator breaks these rules that person or persons will be ejected from the game never invited back to another JMR Associates event. I cannot stress this enough.
The system or how things in the game are handled is very simple. First of all every player has a character sheet. On this character sheet there are three important pieces of information. Your character has three attributes that make up who he or she is. In these three attributes there are three distinct parts of that attribute. For example: Your Physical attributes tell you how strong, coordinated and tough you are. For example:
Physical Strength- How strong your character is, how much can they lift. Dexterity- How coordinated, flexible and agile you character is. Stamina - How tough, durable and how resilient to injury your character is.
Social Charisma - How charming and out going your character is. Manipulation - How manipulative and forceful your character is. Appearance - How attractive and beautiful your character is.
Mental Perception - How alert, attentive and aware your character is. Intelligence- How creative, knowledgeable and smart your character is. Wits - How wise and cunning your character is.
There are many facets to a character and these cover all most all of them. As you can see each Attribute is unique and no two are the same. Since this system tries to stay as close to realism as possible (come on it’s just a game) each Attribute has a number, a total of the three sub-categories, next to it. Each Sub-category has one or more descriptive words to tell you the player how good your character is in that sub-category. This is measured from one to five (1-5). One being the lowest and worst and five being the highest. When there is no number next to a sub-category that means that the character can do nothing with that sub-category. For example: A Nosferatu has no Appearance based Social traits. That means that he is horrible ugly and will lose any Social challenges while his true appearance is apparent.
The traits describe at what level your character is at in each Attribute and in each sub-category. Now we move on to the actual dynamics of the system. In order to resolve a dispute between two or more characters those characters involved engage into a Challenge. The Challenge works like this:
Ken of Clan Brujah is going to knock the crap out of Steven the Ventrue. So Ken says to Steven “Physical Challenge”. At this point Steven has two choices he can Relent, which means that he will allow Ken to punch him in the face (He is not really hitting the player he is pretending to hit the character) or he can fight back (pretending to fight back). Steven chooses to defend himself. So the challenge begins. Ken begins by naming a trait that is appropriate to the Challenge, i.e. since he is going to take a swing at Steven he needs to bid a Dexterity based Physical trait. In response Steven bids a trait dexterity based trait as well (if he does not then he forfeits the challenge). Now at this point the both turn around and then play a game of Rock, Paper and Scissors. (Rock beats Scissors, Scissors beats Paper, Paper beats Rock). Now this can have a few outcomes. The first outcome might be that Ken the Brujah wins, if so he gets to inflict damage onto Steve the Ventrue. If Steve the Ventrue wins then he deals damage to Ken (now keep in mind that who ever wins the Challenge gets to do what they wanted to do). If they tie, i.e. if the both have thrown the same thing (Rock, rock. Paper, paper. Scissors, scissors), then they both compare traits in the appropriate category (in this case with Ken and Steve it would be Physical). The aggressor states his total first. Ken and Steve tie, they compare traits with Ken announcing his total first (you can hide the your true total number of traits by stating an amount less then your total).
So Ken has a total of Ten (10) Physical traits. He calls that he has eight (8), he wants to keep his true total a secret but he is taking a chance because if Steve has more than eight (8) Physical traits Ken is going to lose the challenge. Note: You cannot call more traits then your character has, that would be cheating. Steve calls seven (7). Eight is greater than seven so Ken gets to deal damage to Steve i.e. he wins the challenge. Since Steve lost the challenge he has the option of Re-Testing. When you Re-Test you are calling upon you skills in the appropriate situations to get another chance to win. Steve has a Brawl of two (2). This means he knows how to fight and in game terms he should have another chance to block that punch or kick. Since Steve lost the challenge he loses the trait that he bid. Now he decides to Re-Test, he can only do this two times since he has a brawl of two.
You can Re-Test any challenge (as long as you have the appropriate ability) as many times as you have that ability. Note: Once you start with one Ability in a challenge you cannot use another. For example if you Re-tested with Subterfuge then you cannot Re-Test with any other ability during that challenge unless told to do so by a Narrator or the StoryTeller.
The “Challenge” works the same way for Social and Mental Challenges. Just remember that you need to go through the same steps that are part of the Physical challenge.
Another part of the “Challenge” to remember is that if both players tie and have the same number of traits then the Defender wins. This goes for any challenge Mental, Social and Physical. It only goes to the character that did not initiate the challenge and is defending. If both characters are going offensive (meaning that they are both trying to do damage to the other) then if they tie nothing happens. Both parties lose the trait they bid.
When a character sneaks up on another it is called surprise. Surprise works like this: If a character initiates a challenge and the character who the challenge is for does not respond in three seconds then that character is surprised. Some Disciplines can cut this time down and give the other characters less time to respond.
Weapons like in real life make it easier to injure others. In the game this is represented in the form of traits and damage. All weapons have positive traits and negative traits as well as the amount of damage the weapon does. All weapons are represented on index cards.
Hand signals are a very important tool in a live action game. They inform other players of your actions, and they allow you to do things in game, depending on your disciplines. Here are the following hand signals that are used in this game in accordance with their disciplines:
Whenever you are using the Discipline of Heightened Senses, whichever of the five senses you would normally use, you display a thumbs-up sign. Either hand is fine, and can be used in a variety of ways. For example, if you have heightened senses, and a conversation is going on across the room that you want to listen is on, you can raise your thumb, and stand where the conversation is taking place, while in game your character would actually still be across the room. This Discipline does not work if there are loud noises going on between you and the conversation, and you should never use this during gunfire, as you will then be deaf for up to an hour. You can also use this Discipline for sight to see people moving with Obfuscate. This will only work if the person in question is the same or lower generation than you. If there are very bright lights, you will not be able to use this discipline, and if there are explosions of extreme light while using this Discipline, you will be blind for one hour. This discipline is to be used wisely, and with discretion.
How to Use Disciplines
The next chapter covers Disciplines and how they work as well as how they interact with other disciplines. Not all the Disciplines are covered in these rules just the ones that have been changed. For more information please consult Laws of the Night
Auspex vs. Obfuscate
Unless you have equal or better level of Auspex to the defenders Obfuscate then they do not get a challenge and do not see them. When retesting to see someone Obfuscated you use the Ability Empathy, when Re-Testing to hide from someone with Auspex then you retest with Stealth.
The two basic levels are Command then Mesmerism then the intermediate Forgetful Mind. The other levels remain the same. Also you can Dominate someone to go against their Nature. The user has the option of entering into two more mental challenges in order to do so. If she wins the target will actively go against her Nature. The user can now order her to do things that would put her in direct physical harm.
Insight: This allows the necromancer can look into the eyes of a dead body and see how that person died. By wining a mental challenge. She can also use this to see how a vampire was embraced. This also requires the vampire to win a static mental challenge but this time against the victim.
Summon Spirit: You can summon a spirit providing that you meet the following conditions:
You must know the name of the spirit, although a strong psychic impression from Spirit’s Touch will suffice.
The spirit can be that of a dead mortal or of an extinguished vampire. Neither living spirits nor destroyed Vampires who have reached Golconda can be summoned.
A person or object with some connection to the spirit in it’s life must be present in the room during the summoning.
You must defeat an unwilling spirit in a Social Challenge in order to summon it. The spirit is not bound to remain any longer than one minute or one question, whichever comes first. However, if the spirit is willing, you can maintain contact for ten minutes.
Compel Spirit: You can now compel a summoned spirit to perform certain tasks. If you succeed in a Mental Challenge against a spirit who has been summoned, you can force the spirit to perform one simple task or act on your behalf for one hour.
The Haunting allows the Necromancer the ability to leave a Wraith in an area to wreak havoc on the people who enter or live in that area. In order to do this the Necromancer must win a Mental challenge and spend a number of traits to bind the spirit to the area. For every Mental trait that is spent the wraith will spend an hour in the area before leaving. The Wraith will spend 24 hours for every Willpower point spent in the process.
Soul Stealing: You can draw out the spirit out of a living body by spending one Willpower trait and succeeding in a Social Challenge. Once withdrawn, the spirit is treated like a ghost. You can then use other Disciplines to bind this spirit or cast another spirit in the now Vacant body (Providing that it’s body is still empty) at the cost of one Willpower trait. In order to use this on Vampires the Necromancer must spend Two Willpower traits and win a Social Challenge (status does not affect this challenge, both parties use there Social Traits before adding Status). Otherwise this power works the same as it does on the living.
Celerity Vs. Potence
Very simple, if your attacker(s) have more Celerity then you then you cannot use any level of Potence against them if you do have any actions or equal Celerity. You cannot use the bomb, recall a challenge with Might and so on until the next normal, non-Celerity action. If you have equal level Celerity then you can use Potence normally. The reason: they are moving to fast for you to even take a swing at them much less touch them. For Example: If Ken has three levels of Celerity (I.e. Rapidity) then and Steve has none but he has Vigor (The Bomb) it means that after the normal (Non-Celerity) action is over Steve cannot use Any level of his Potence until Celerity actions are over. This represents the fact that since you are not as fast as the other character in combat you cannot use a power that is strength related not Dexterity related.
If you do not have Equal Celerity to your opponents then you are down two traits for each level of Celerity higher then your own. Example: Ken the Brujah has a Fleetness and Steve does not have Celerity at all. On the first round of Combat the challenge is handled normally and then extra actions are made (Celerity Actions). Since this would be the first round of Celerity Combat Steve is down two (2) Physical Traits from his total. The next round he will be down four (4), then six (6).
When you lose a Mental or Social challenge you can spend a Willpower trait to ignore the results. However if it was Dominate that was used you can only spend Willpower to ignore the results if you are of the same Generation or better then the kindred that used Dominate on you. If you are not than you can only spend one Willpower trait to retest the challenge that you lost. If you spend a Willpower trait in this way it is the last challenge, the aggressor and the defender cannot retest after the challenge. You can also spend A point of Willpower to ignore wound penalties for a challenge. You can spend a point of Willpower to regain all your traits in any One Category (Physical, Mental or Social). One Category not all.
The abilities you have represent things that your character has done or does or knows about. It does not make sense that you just forget how to do these things or you just simply forgot something you have were doing for many years as a vampire. Every time you enter a challenge you can retest as many times with the correct Ability as you have that Ability. Example: You have Brawl x4 you can retest when trying to hit someone four times then you may use your brawl again next challenge to retest four times. You DO NOT lose your Abilities, however if you fail the challenge for a specific duty i.e. you failed the challenge to research that new ritual and you retested with all your Occult Ability then you may not try again until the next day or when told by the Storyteller.
Humanity governs how humane your character is, as well as how close are they to their beast. The lower the number the less humane and closer to the beast your character is. If a character Humanity becomes zero (0) then that character is no longer under player control and has succumbed to their beast and is now unplayable. During the course of the Story characters will have chances to gain or lower their Humanity level through action or in-action. Players can only raise their Humanity with StoryTeller approval. No one else can rise or lower your Humanity other than the StoryTeller.
When you lose a challenge you lose any traits that were bid during the start of the Challenge. These traits do not count against your total amount but it does change the amount of traits you have to enter challenges. Example: You have nine mental traits and you just failed a mental challenge to Dominate someone. You now have eight traits in which to enter or respond to challenges with. To get your traits back you must expend a trait of Willpower; all traits in any category are replenished. If you do not have any traits then you cannot enter a challenge and will automatically lose if a challenge is initiated against you.
The Mob Scene
The Mob Scene is a very quick way of dealing with combat dealing with more than two opponents. Just like with any challenge traits are bid however there is one difference all the aggressors pick a leader then they all bid a trait (No more than five people can be in the Mob Scene on the Aggressors side). Now since there are multiple opponents attacking the defender needs to bid an extra trait for each past the first (Four extra traits, a total of five bid by the defender). Everyone who bid a trait does full damage to the victim. Example: You and four other characters are in hand to hand combat with one person. Your fellow aggressors and you win the physical challenge and you all do one level of damage each. (Unless you have Vigor or Puissance)
All vampires can spend blood traits to increase their physical traits. Vampires from 13th to 8th Generation may spend Three Blood points a round for Disciplines and physical traits. After that a Vampire may spend more blood traits equal to the number of traits in their stamina score: Note that if this is done the Vampire can only spend One blood trait on the next round. This represents the fact that your body, even though Vamperic is still flesh and can only take some much blood being used at one time. This is for dire situations only, Players be advised that doing this will put your character at a disadvantage.
Dealing and Soaking Damage
The following chart shows the current system for dealing and soaking damage. Your level of strength determines the level of damage you do in hand to hand combat. The numbers at the top represent your character’s strength at the time of dealing damage, i.e. if your strength is 5 at the time you smack someone you are dealing 2 levels of damage. Vampires from 13th through 8th Generation can have a max of 5 Strength. Soaking damage is a way for characters to shrug off the damage. Your ability to soak damage is represented by your Stamina traits. For every 2 Stamina traits you get one soak test. Damage from swords, knives, punches, kicks, stakes and all other melee weapons that do not do Aggravated damage can be soaked with a simple test. In order to soak damage from gunfire, explosions, falling from extreme heights, and any other sources that a StoryTeller or Narrator determines you need to win a Static Challenge.
Strength:1 2 3 4 5 6 7 8 Damage: 1 1 1 2 2 3 3 4
Who Goes First
In the order of things certain Trait categories go before others. The order goes Mental, Social and then Physical.
Example: Steve the Ventrue is going to Dominate Ken the Brujah, however Ken the Brujah wants to pound Steve’s face in. So in order to determine who goes first we look at what actions they are going to perform: Steve is performing a Mental action and Ken a Physical one. So, Steve would go first because his action is a Mental one.
The Really Important Stuff
If at any time a question comes up and you want the best response possible ask me directly. This game also runs on the honor system, meaning that everyone is given the benefit of the doubt when it comes to being truthful. At times you will be in certain situations that will make you privy to information Out of Game. It is your responsibility to make sure this stays Out of Game. Anyone found using Out of Game information will be publicly humiliated and then thrown out of the game. This is only a game and if you feel the need to cheat than don’t bother to play. If a rule has not been changed then it will be used the same way it is in the Laws of the Night.
Most importantly the one rule to always have in mind is to always have fun. If you come to a game for any other reason other than have fun and kill some time then you should find a better way to pass the time. It is also important that you remain in character at all times.
Everyone receives one point for showing up and depending on how many goals are accomplished more experience will be awarded. The premise of this game is acting. You are an actor playing a part in a very large play with a cast of thousands. It is very, very important that you as the player and as the actor play the role of your character as it was written. That does not mean that you don’t have control of your character it just means that each character is a certain way and must by played that way i.e.: Nature, Demeanor and Concept. All these things determine who your character is and how he or she will act. With that note please enjoy yourselves at the game and remember to uphold the Masquerade.
Obfuscate Basic Unseen Presence: This power allows you to remain obscured and unseen even in crowds. You can walk about without being seen or heard, lurk while listening to whispered conversations and escape from dangerous situations. While this Discipline is activates, other players must pretend not to see you; if you choose to spy on them, they must continue acting normally, as if you are not there. To engage this power, you must cross both your arms in front of you, demonstrating your actions to everyone around you. As soon as you touch objects around you (other than walking around), talk to others or otherwise interact with your environment, you instantly become visible to everyone (uncross your arms). If you are moving, a Kindred with Heightened Senses will detect something is amiss, but must defeat you in a Mental Challenge to actually pinpoint your location and see you. In any case, you cannot surprise an individual with Heightened Senses by using Unseen Presence. You may attempt to evoke the “Fair Escape” rule with Unseen Presence by winning a Mental Challenge. If you win, you have slipped away unnoticed (watch out for characters with Heightened Senses, however). You cannot use this method of escape if you are currently involved in a challenge. *Using this discipline in front of others is considered a breech of the Masquerade.
Mask of a Thousand Faces: This Discipline allows you to assume a completely different appearance. To adopt this convincing disguise, you may be required to assume new props and clothes, change badges, or use the appropriate hand sign to indicate your change in appearance. This Discipline is extremely valuable to the hideous Nosferatu. Characters with Heightened Senses can sense something is amiss about your looks, but they must win a Mental Challenge to pierce your projected veil. Because this power effects minds, it is useless against remote cameras and photographs (although a nearby witness will still discount proof if the Obfuscating individual is in sight). You possess one “instinctive” illusory disguise that you can adopt automatically while conscious. You can assume other disguises temporarily, but each costs one Mental Trait. While asleep, when in Torpor or upon Final Death, you return to your true appearance. Intermediate
Vanish from The Minds Eye: It allows the Vampire to disappear right before every ones eyes. In order to do this the Vampire must engage in a Mental Challenge with anyone Directly Looking At Them. If the Aggressor wins (The Vampire with this level of Obfuscate) then anyone that was looking at the Vampire forgets for 15 minutes that the Vampire was ever there.
Cloak the Gathering: If you are trying to use it on an unwilling subject then you must win a mental challenge to cloak them and as a long as they are in eyesight of the person who has cloak then they remain cloaked. The moment eyesight is lost then the cloaked individual is no longer Obfuscated. Otherwise the power works the same as Laws of the Night.
Soul Mask: What Mask of 1000 Faces does to the body, Soul Mask accomplishes for the inner self. Kindred possessing Aura Perception and Telepathy often become smug in their ability to unearth others’ deepest secrets and personalities. You, however, have the ability to render those powers impotent. Your true nature is inscrutable. This is not to say that your secrets cannot be fathomed, but it takes a very dedicated and decidedly nosy individual to do so. A single Mental Trait must be expended for EACH piece of information about yourself you wish to alter. The types of information that can be masked are Nature, Demeanor, recent diablerie, emotional state, surface thoughts, type of creature and Derangements. Each of these “masks” must be recorded when the power is activated. The masks remain until sunrise or until you choose to change them (at additional cost).
Note: Having Fortitude allows a character to soak Aggravated Damage.
Endurance: This power gives a Vampire an extra Stamina Trait “Resistant”. This trait cannot be bid or lost in a challenge however it does increase your total Physical Traits.
Mettle: This level of Fortitude gives you Two (2) additional “Healthy” Health levels. These health levels are marked off first when you are injured.
Resilience: At this level the Vampire is able to more easily soak Damage that would destroy her. Now instead the Vampire need only to win or tie the test to Soak Aggravated damage.
Aegis: This level of Fortitude now gives you an extra “Healthy” wound level and allows you to spend one Willpower point and get out of torpor. When this is done you are at “Incapacitated” and can heal normally. This power also allows you to ignore a wound that would have killed you. In order to do so you need to spend Three permanent Physical traits or a permanent Willpower trait and the wound/wounds are ignored, they are shrugged off.
Path of Corruption
Contradict: If the user wins a mental challenge the target does the opposite of the action that they were about to do, i.e. if they were going to attack they would now defend.
Change Mind: You can now choose someone’s demeanor. First you must win a mental challenge against the target. Then you can choose her new demeanor. This lasts for One Hour.
Cripple: This allows you to turn your opponent unto a paraplegic, crippled from the waist down. In order to use this successfully the user must engage in a mental challenge and win, then spend a mental trait to activate. If the target has Endurance then she is paralyzed for 25seconds, Mettle 20 seconds, Resilience 15 seconds, and Aegis 5 seconds. If the victim does not have Fortitude then they are crippled for 30 seconds. Someone who is Crippled cannot walk. They must crawl on the ground until the effects wear off. They are also down Four (4) Physical traits in combat and may not retest with anything but Dodge.
Corrupt Soul: This allows you to change someone’s Nature for the night. To do so you must win a mental challenge against your victim and then spend a Wits based mental trait and a point of temporary Willpower. You can choose any of the Natures from character creation or make up one with storyteller approval.
Prowess: This level of Potence gives the Vampire a Strength based Physical Trait called “Potent”. This trait cannot be bid in a challenge and cannot be lost in a challenge. It adds to the total Physical traits.
Might: It can only be used in re-tests of raw physical strength. An example would be arm wrestling, pushing against a door and someone is on the other side pushing against you, breaking a grip someone has on you or one you have on them. Otherwise it is the same as in Laws of the Night.
Vigor: this level allows you to use the "Bomb” in hand to hand combat and melee only. This represents the ability to use your super natural strength to propel your body faster. Example: A kindred who has Vigor is in hand to hand combat with another kindred. The one with vigor throws a punch at the other, the kindred without Vigor goes to dodge. Since the kindred with Vigor can propel her body faster so she can throw a punch or kick with such speed that the target is not prepared for. This is not an exact science to strike your opponents all the time. So at this level you receive the fourth hand signal the "Bomb". You do not need to tell anyone that you have the Bomb. With this level you do an additional level of Damage in hand to hand or melee combat.
Puissance: This level does not allow you to win every physical challenge if you tie. It only allows you to win on ties if you already have a hold on them and they are trying to break away, or if you are trying to pull someone toward you (remember you have to have a hold on them in order to win ties). You can decapitate some one with Puissance if you win a physical challenge against your target however you are three Dexterity based traits down on the challenge must be using an edged weapon. You do an additional level of damage with this level.
Note: All these powers require eye contact. Basic
Passion: By spending a mental trait and defeating your target in a Mental challenge you may reduce his Mental Trait Total by 3 for an hour. You may only use this power on a person once per night.
Mind Tricks: By spending a mental trait and defeating your target in a mental challenge you can cause him to experience horrifying hallucinations. For the next hour he can’t initiate mental challenges & is automatically surprised by the first challenge initiated against him. The effects are broken if the victim spends a willpower point. This power can only be used on a person once per hour.
Eyes Of Chaos: You have sudden insights on odd situations (Storyteller’s Discretion). By defeating someone in a static mental challenge you can discover one of his derangement’s (Victims choice), alternatively you can spend a Willpower point after winning the challenge to discover the victim’s Nature.
Confusion: By spending a willpower point and defeating your victim in a mental challenge you can send them into a dazed fugue state for an hour. During this time they cannot initiate challenges, form coherent sentences, or, remember things for more than minutes at a time. This power works on someone only once a night.
Total Insanity: By defeating your target in a Social challenge after talking to him about madness and spending a willpower you can bestow five pre - determined derangement’s upon them for one hour.
Hags Wrinkles: By spending a blood point you may form pockets in your skin large enough to hide guns, knives, cash or anything else that can be held in one hand.
Putrescence: By spending a mental trait and touching a victim (Physical Challenge) you may corrupt and sicken their flesh. Every blood point spent after winning the Physical challenge reduces the victim’s social traits by one for one hour. Because of the frailties of this condition any physical challenges the victim gets in during this time reduce his physical traits by one.
Ashes To Ashes: By spending a stamina based trait you may turn yourself into an indiscreet pile of burnt ashes. In this form you are completely unaware of your surroundings and immune to all forms of attack (including fire & sunlight) but you can only reform if a point of blood somehow comes in contact with your inert form. If you reform while in a separated state it is extremely painful and causes an aggravated wound.
Withering: By spending a willpower trait and two blood points then grabbing a target (Physical Challenge), you may shrivel a touched limb to uselessness, this causes two aggravated wounds. Shriveled legs allow the victim to crawl about at ½ walking speed only, giving them the negative trait Lame x2 and Crippled. Shriveled arms cannot move or hold items; victims with such limbs must bid an extra trait in any physical challenge. Withered limbs become useable again one hour after the aggravated wound is healed.
Infection: By touching someone’s aggravated wound (Physical Challenge) and spending a willpower point you may cause a strange infection. Though the wound can be healed normally, the infection remains. You can now feed blood points mystically to the infected individual simply by spending a mental trait per blood point, no matter the distance. The infection can only be removed via amputation or mystical means.
Shadow Play: You may use existing shadows to hide your presence. By stepping into a shadow and crossing one arm over your chest you cannot be seen. Only those who defeat you in a mental challenge will be aware of your presence. As stated before this power can only be used in a dark or shadowy place.
Shroud Of Night: You can now create an area of inky darkness. By spending a blood point you can blanket an area within your line of sight with a 10’ diameter sphere of darkness (the diameter can be increased by 5’ for every additional blood point spent). Every one in the area is blind in the darkness including the user of this power.
Arms Of The Abyss: You can summon forth tendrils from existing shadows to grab and restrain your enemies, so you can concern yourself with other matters. By spending One (1) Blood Point and performing a Static Test Vs. Eight (8) Difficulty. The number of arms summoned is based upon the characters Occult rating. Occult 1-2 equal One Tentacle, 3-4 Occult equal Two Tentacles, an Occult of Five equal 3 Tentacles. The Physical Traits of the Tentacles is equal to the characters Obtenebration rating. For example: If a character has an Obtenebration of Four (4) the Tentacles that are summoned each have a Four (4) Strength and a Four (4) Dexterity as well as having Four (4) Health Levels. You can combine the Tentacles it is at a Two:One Ratio for each extra Tentacle added. Strength and Health Levels only. Example: A Character has an Occult of Five (5) and Obtenebration of Four (4) (Three Tentacles total, Four (4) Strength and a Four (4) Dexterity as well as having Four (4) Health Levels). The character decides to make one big Tentacle it will have a Strength of Eight (8) (4, main Tentacle; +2, Second Tentacle; +2, Third Tentacle), a Dexterity of Four (4) and Eight Health Levels (4, main Tentacle; +2, Second Tentacle; +2, Third Tentacle).
Black Metamorphosis: This power allows the vampire to become a monster hybrid of matter and shadow. To turn into this form the Vampire must spend Two (2) Blood Points and win a Mental Challenge Vs. 8 traits (retest with Occult). If the Vampire fails this test the blood is wasted and you must do a challenge with a Narrator or StoryTeller. If you fail that test you take Two (2) non-soakable normal wounds. In this form you have four Tentacles that extend from your body. You receive one extra attack while in this form. The Tentacle has Strength and Dexterity ratings equal to the Vampires. As long as the Vampire has a hold or is touching someone they receive one less soak test (They are down Two (2) Stamina based Physical Traits, this does affect there total). The Vampire also gains the ability to see in pitch-black darkness but not through other Obtenebration. Since this form is horrifying.
Shadow Body: By spending three blood points and waiting 9 seconds you may assume the form of an indistinct shadowy blot. While in this form you may slither about walls and through incredibly small cracks. Though you are immune to physical attacks, you cannot harm anyone either... fire and sunlight though still do normal damage and are in fact more painfully, vampires in this form go out of their way to avoid these two bane’s.
Sweet Whispers: This power allows the character to speak with animals. The character can speak animals at will but must win a Social challenge in order to speak with one is enraged or actively aggressive animal or to convince it to do something.
The Beckoning: You can issue a compelling siren’s song to nearby animals. Almost any type of animal ordinarily found within your current locale may be called, but you must declare what you are calling when you activate the Discipline. Generally, it costs one Social Trait to summon an animal, but a Narrator may issue a higher cost for larger, rarer or more unruly animals. As a rule, the summoned animal will arrive in 10 to 30 minutes. A card that should be prominently displayed can represent the animal.
Song of Serenity: By reaching deep within the soul of an individual, you can tame his bestial nature or at least quiet it for a while. This is useful not only in calming your allies, but also for robbing a foe of her spirit and energy. To use this power, you must make a Social Challenge. If you win the test, Song of Serenity brings a Kindred or Garou out of frenzy. Furthermore, if used against an individual who is not in frenzy, this Discipline quenches the fire in his soul, making him weak and malleable. In this state, he may not spend Willpower and gains the Negative Mental Traits: Submissive X2. The use of this discipline lasts for the remained of the evening or session. The Kindred may not use this Discipline on herself, and the effects are not cumulative.
Embrace the Beast: This level of Animalism allows the user to tap the dark and brutal wellspring of power that lies in the souls of the Kindred, transforming her into a ferocious, unrestrained monster. While under the influence of Embrace the Beast, the character is not affected by Dominate, Presence or Beast Within. Furthermore, for the duration of the power, the character gains the Physical Traits: Ferocious and Relentless. The Discipline is not without its drawbacks, however. The character may not initiate and Mental or Social Challenges (except for Intimidation). Additionally, the character temporarily gains the Derangement: Crimson Rage. If she already has this Derangement, it becomes very active for the duration of this Discipline’s use. It costs one Mental Trait to activate this Discipline. The Discipline comes to an end either at the end of the evening or session or upon completion of the character’s first physical confrontation.
Blood Mastery: Blood means power and with this power you have control over those who’s blood you possess. If you have One (1) Blood point of a creature you may destroy the blood trait and automatically win One (1) Challenge, with no re-tests, against the person who’s blood you possess. The target of this power cannot spend a willpower trait to ignore the effects. No traits are bid on either side of the Challenge and none are lost.
Inquisition of Captive Vitae: You can ascertain certain pieces of information about some ones blood by examining it. The information you can get is as follows: Clan, Generation, type of creature, diablerie (Up to one year), and physical nature. For each question asked you must have at least one Blood Trait (That is destroyed in the process) and you must win a simple test.
Theft of Vitae: The only change to this power is that the Blood that you draw away from a Vessel (Vampire, Mortal, Vial and or container) goes straight to you mouth. Anyone that can see you sees this happen and it is considered an attack when done on anything but an inanimate object. When the blood enters your mouth it becomes your blood, meaning you cannot be blood bound by doing it to someone three times, it’s as if you were drinking from yourself. No ill effects.
Potency of the Blood: This power allows the Thaumaturgist to lower her Generation. However it will only lower the Generation of the Thaumaturgist by Four Steps. Each drop in the characters Generation requires a Mental challenge and the expenditure of the following (Each Step is handled separately): One Step : Win a Mental Challenge Against 8 Traits, Expend 5 Blood Traits Two Steps: Win a Mental Challenge Against 9 Traits, Expend 6 Blood Traits Three Steps: Win a Mental Challenge Against 10 Traits, Expend 8 Blood Traits Four Steps: Win a Mental Challenge Against 12 Traits, Expend 10 Blood Traits For every hour that the Vampire wants to spend at the desired Generation they must spend an additional 3 Blood Points per hour. Each attempt takes 5 minutes.
Cauldron of Blood: This fearsome power destroys the very essence of a Vampire or a Mortal. This power allows the Vampire to Boil the Blood of her victim. Unless the victim has been immobilized then to use this power requires skin to skin physical contact. In order for the power to work the user of this power must maintain her hold on the victim for two rounds. A Physical Challenge must be won to grab the victim and must be maintained. The wielder of the power then spends a number of Mental traits. For every Mental trait spent the victim loses a blood trait and takes a normal wound. These wounds cannot be soaked. If the Vampire’s grip on the victim is broken before the two rounds expire then the victim only takes half the loss of blood and damage.
Eyes of the Serpent: You can paralyze others with your gaze. Your eyes appear gold with large black irises, hypnotizing those with whom you establish eye contact. After making eye contact you initiate a Social Challenge. If you win the challenge your victim is paralyzed and can do nothing for as long as you have eye contact. Mortals, i.e. non-vamperic creatures (Werewolves, Mummies, Mages, Ghouls) half their Social Traits when defending against this power. A Willpower point may be spent by a Mortal victim in order to try to ignore the affects, however, the willpower point only gives that Mortal another test. It is handled like a normal challenge but with no Re-Testing.
The Serpents Tongue: With this power your tongue can grow up 18 inches long and is forked like a snake’s tongue. You can use this tongue as a weapon in close combat. If you make a successful attack your damage with the tongue is Aggravated and you can drain a blood point from your target. The tongue also allows you to sense things in total darkness with a Simple Mental Challenge.
Skin of the Adder: This useful power allows the Vampire to become harder to injure and more flexible. By spending Two (2) blood points the Vampires skin becomes scaly and mottled. The Vampires skin plus the flexibility allows the Vampire to Soak Aggravated damage from the teeth and claws of Super Natural creatures. Soaking the Aggravated damage is a simple test. Further the Vampire’s fangs lengthen and the mouth widens allowing the Vampire to inflict an extra level of damage. The Vampire is also able to slip through any opening that is wide enough to fit her head through. The drawback is the Vampires Appearance based Social traits are dropped to One (1). This affects the Vampires Social Trait total.
Form of the Serpent: The Vampire is now able to transform into a 10 foot long Cobra and as wide as a woman’s thigh. The Vampires weight stays the same. In this form the Vampire need not make a grapple attack to bite an opponent. This form gives the Vampire venom that is fatal to mortals. Creatures that are still alive i.e. Werewolves, Mummies, Mages, Ghouls are affected by the venom. It causes Blindness, Paralysis, and inflicts 2 levels of normal damage a round (that cannot be soaked) until the victim is dead or the venom is removed. The onset of this venom is instantaneous. The venom does not affect Vampires.
The Heart of Darkness: This level of Serpentis enables the Vampire to remove their Heart. The Vampire can no longer be staked and the difficulty of Frenzy is lowered by two but not for Sunlight. After the Vampire removes her heart they painstakingly hide it. If any ever found there heart and destroyed it the owner of that heart will be destroyed. The Vampire may remove the hearts of other Vampires. This takes several hours of surgery to accomplish. Protean
Gleam of the Red Eyes: It allows you to see in total darkness (However not through or in Obtenebration powers). The Vampire only needs to blink their eyes to activate this power. While this power is activated your eyes glow in the dark.
Wolf’s Claws: By spending a blood point you can grow three-inch claws that cause Aggravated Damage in hand to hand combat. The claws also make it easier to climb walls.
Earth Meld: Now the character can meld into the earth and rest from the dangers of the sun and escape from enemies. By spending one blood point the vampire can sink into the earth (no challenge required). This power will not work on any other substance than soil. If used as a method of escape (i.e. a defensive action) the character must relent if they are attacked while they are melding with the earth. You leave no trace when using this power.
Shadow of the Beast: You are able to transform into a bat or a wolf. The transformation costs One (1) Blood point and takes three turns. The Vampire can lower this amount of time by spending One (1) Blood point for every round to reduce the time necessary to transform to a minimum of one round You cannot engage in any other action, but you may spend three blood traits and transform instantaneously. Everything you are carrying except the clothes you are wearing do not change (meaning that if you transform all of your gear/equipment falls to the ground where you transformed. As a wolf you gain the following Physical Traits: Ferocious (Strength), Tenacious (Dexterity), and Tough (Stamina). In Bat form you get Quick x3 (Dexterity) and it is easy for you to navigate in the dark and fly away from others meaning you get “Fair Escape”.
Mist Form: The power allows the Vampire to assume the form a cloud of Mist and cannot be harmed by physical means while in this form. The transformation costs One (1) Blood point and takes three turns. The Vampire can lower this amount of time by spending One (1) Blood point for every round to reduce the time necessary to transform to a minimum of one round. In this form you can move at a brisk pace and can fit into the tightest of places. The strongest of winds my only slow or push the Vampire off course but cannot separate her. You can only use Disciplines that do not require physical form.
Characters are not made with the starting point costs of Minds Eye Theater or the Table Top version. As the StoryTeller I make the call about the statistical make-up of all the characters. Yes, some characters are more powerfull than others and at times to players this seems unfair. All characters have their own weak sides that makes them vulnerable, just like in reality. It falls on the players to expose these weaknesses. This is what evens out the odds in the game. Information is power.
Players may send in a concept and a background. We reserve the right to change things in that background to make the character fit in the story. We will consult with the player about these changes before the game if possible. We will make up the statistics for the character, please do not send in stats unless asked to do so.
Experience is different for Vampires of different ages. Younger Vampires advance faster then those who are older. This is the experience chart, please make sure to read the explanations, they are very important. Note that you may only buy one in each catagory, i.e. One Willpower point, one Discipline, and one Attribute, when spending experience before the next game. You can buy as many Abilities as you have experience for. You must get in your chronicle to me in order to spend your experience. You will not be able to spend it during the game or after December 31 1998.
The average experience is 6-8 points, however if you did a great job with your chronicle and roleplayed well then expect more.
For Vampires 1-250 years old:
Attributes: 3 Abilities: Next Level New Ability: 3 Clan Discipline: Current Rating x3 Non-Clan Discipline: Current Rating x4 New Discipline: 5 Willpower: Next Level Negative Traits: 4
For Vampires 251-500 years old:
Attributes: 4 Abilities: Current Rating x2 New Ability: 4 Clan Discipline: Current Rating x3 Non-Clan Discipline: Current Rating x4 New Discipline: 6 Willpower: Next Level Negative Trait: 5
For Vampires 501-750 years old:
Attributes: 5 Abilities: Current Rating x3 New Ability: 5 Clan Discipline: Current Rating x4 Non-Clan Discipline: Current Rating x5 New Discipline: 7 Willpower: Next Level Negative Trait: 6
Max Willpower for Vampires 13th to 8th Generation is 5, 7th is 6, 6th is 7, 5th is 8, and 4th is 9. This should address any questions about Max Willpower.
Note for Non-Vampires Only: If their is a power or ability that you want to spend experience on send me an E-mail and I will get back to you shortly.
When the chart says next Level it means the following: If you have a 3 Brawl and you want a 4 in Brawl it would cost you four (4) experience points.
If you have Dominate as a Clan Discipline at level 2 and you want level 3 it would cost you six experience points. The Discipline level times three.
In order to buy off a Negative trait it costs the amount listed for that negative trait.