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Santa Carla By Night

Announcements - Rules - Clarifications - Character Creation - Backgrounds - Combat - Disciplines

CLARIFICATIONS:

Blood may by absorbed into a Vampire's body at the rate of one blood point, per round (Celerity is NOT a exception) except with the use of the discipline Thaumaturgy: Theft of Vitae.

The ability lore, (any kind) may be purchased with experience, on a one experience for two points of lore basis, if the knowledge was acquired through role-playing. If not lore is acquired on a one for one basis.

Long over due, Lore rules and guidelines.

WARNING - diablerie sucks. You have an angry vampire inside of you until you metabolize him/her, he/she will attempt to screw over the vampire who committed diablerie. Additionally you will get a permanent flaw from your victim (chosen by a narrator, not you).

If you do Academy Award™ job of role-playing / role-playing through the permanent flaw you may eventually be allowed be buy it off, after months if not years of role-playing However, don't call us, we'll call you. Conversely should you choose to ignore or otherwise not play the permanent flaw assigned to you, your character will not receive any experience until you decide to consistently role-play your flaw. Should you still blow off your flaw, your character will be turned over to the player of the character who was eaten as they take full and permanent control of your character's body and mind.

The two extra experience points that you get for surviving the night must be earned. In order to do this your character must experience actual danger as a direct result of committing diablerie.

If you have committed diablerie, during the three month period while you are digesting the other kindred's soul black streaks on your aura are visible. To view these streaks on a diablerist you can either; do a strait static mental challenge as stated in Revised Laws of the Night page 138, or you win static mental challenge where the question is not "Have you committed diablerie ?" After that challenge has been won, the diablerist *must* then give the kindred aura perception her another challenge to check for diablerie, if that challenge is successful the diablerist is spotted.

Revised Laws of the Night page 106 should say: "One blood Trait can heal two health level of bashing or one level of lethal damage." To agree the "healing" section on page 199.

Mixing of various WOD "species". The current staff will be adjusting the stats, powers, strengths and weaknesses of non-vampiric entities as needed to make sense in game. This is to address multiple concerns. First the different WOD systems are not necessarily compatible (i.e.. Changeling, Masquerade, Garou, etc.). These entities all work on different power bases, and have access to different "alternate planes". Some of these things are equivalent (i.e.. blood and gnosis and rage) some of them are not. Vampires are pretty much weaker than everything else. We all, as active gamers, also come into any given game with tons of folklore and knowledge from our own studies as well as other game systems and house rules of other Stories. We are not writing up whole new rules for everything, but picking and choosing what will work for this Story, and tweaking things when need be. These adjustments will allow interaction with these other NPC's without their being too ugly or too weak or too predictable. By changing the particulars of other supernatural beings in the WOD (which will remain NPC's) we hope to make you the player's gaming experience richer, and keep you on your toes

Malkavian Time: The background/ability (the book is not exactly clear which it is) Malkavian time represents how much access a character has to the "Malkavian Network" (Cobweb, etc). It works on the usual 1-5 "dot" system. For example 1 dot would mean you sometimes get vague impressions, 5 dots might mean that sometimes you seem to get clear relevant information on a happening almost before it happens. 1 dot would mean that you almost do not register on the Cobweb to other Malks, 5 dots would mean that you have a fairly strong presence on the Cobweb. Not all Malkavians have it, some #very few# non-Malks have it. The Network is something like a high powered radio or satellite link, picking up multiple channels continuously and simultaneously. The information could be clear, it could be complete static, it could be real, it could be someone's delusion, it could be from the Malk holding your hand, it could be from a Malk in Zimbabwe.

The ability lore, (any kind) may be purchased with experience, on a one experience for two points of lore basis, if the knowledge was acquired through role-playing. If not lore is acquired on a one for one basis.

Revised Laws of the Night page 106 should say: "One blood Trait can heal two health level of bashing or one level of lethal damage." To agree the "healing" section on page 199.

Announcements - Rules - Clarifications - Character Creation - Backgrounds - Combat - Disciplines