Table of Contents

System Changes

The System
Flesh & Bone
(Im)mortal Combat
Psychology

The Rules
Disciplines


Flesh and Bone

The Really Important Stuff

If at any time a question comes up and you want the best response possible ask me directly. This game 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 warned once. A second violation of this rule will result in you being 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.


 Attributes   Abilities   Traits   How to Use Disciplines  Experience  Influences

Attributes

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.

 Back to Top

Abilities

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 been 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 that you may make another attempt by the Storyteller.

 Back to Top

Traits

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.

 Back to Top

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 an equal or better level of Auspex to the defenders Obfuscate then you 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.

Dominate

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.

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 too 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) 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.

Celerity

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 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).

Back to Top

Experience

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.

Back to Top

 Spending Experience