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House Rules; LARP
Topic Started: Sep 1 2010, 04:15 PM (689 Views)
ThatChickfromLA
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I Talk Too Damn Much
House Rules:


Creation rules:

Brujah cannot take the Short Fuse or Uncontrollable flaws.

Caitiff & Brujah get +1 freebie point at creation



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House rules are subject to ST discretion.

If you find somebody's item card on the table, you just found that item on the table.

STs can be bribed with good food and drinks after game.

Do not throw things at the STs.

Do not Mommy/Daddy STs.

Don't be a douche. Seriously. We ban people for that.

Don't scare the normals or start fights.

If you get us kicked off the site, you get kicked out of game.

Clean up after yourself and others. Any garbage/mess at all could be attributed to us. We don't want to lose the site. If there's a mess, clean it up. This includes cigarette butts.


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Unless specified otherwise, we are running everything from the most recent published Mind's Eye Theatre Book. Prominent books for reference include Laws of the Night: Revised, Laws of the Night: Anarch Guide, and Laws of the Night: Dark Ages. If a rule has been errata'ed in a MET journal, that write up will be used. All rules are subject to ST discretion- sometimes cinematics are just more fun, sometimes effects are happening that you don't get to know about OOC.

There will be a 1 month learning time for Advanced Disciplines.

No more than one advanced out of Clan per PC character.

Contested actions occur at the same time. You cannot relent to someone's action, then attack them afterwards.



Animalism-
While Feral Whispers is not telepathy, it is also not something an observer can translate. It requires eye contact to talk to an animal.

Obfuscate can be carried into a Subsumed animal at the cost of 2 mental traits.

You cannot burn a willpower to control yourself while under the effects of Drawing out the Beast.



Auspex-
You may only have one active heightened sense at one time.

Heightened senses gives trait benefit in combat.

Aura perception does not allow you to peirce the shroud/veil and see into another realm. It does allow you to see auras FROM another realm.

Spirits touch does not give you a clear image. It gives you an emotional effect.

Willpower can be used as a single retest against obfuscate.

Telepathy cannot break uses of forgetful mind. It can, however, see them.




Celerity- by book, yes there a fleetness "bomb"



Chimerstry-
Storyteller's Discretion

A use of Aegis against chim staking causes a automatic disbelief



Dementation-
You cannot turn off Dementation.

You can passionate up-or-down one time per user. Multiple passions from seperate people stack.

VoM, just initial social challenge no further challenge after it. Malkavian throws normally.

Voice of Madness makes you ROTZCHECK, not just flee the area. You will escape the FASTEST way possible.

You can AIM voice of madness.



Dominate-
You cannot dominate a person into a situation in which their life is in danger (this includes making someone "sleep" while in immediate danger).

An ST MUST be present for ALL USES of Dominate.



Fortitude- by book



Melpominee- Is not in this game



Necromancy- by book


Obeah- Is not in this game



Obfuscate-
Animals, operating on a more instinctual level, often perceive "and fear" the vampires presence, even if they cannot detect them with their normal senses.

Auspex vs Obfuscate traits does not apply to vanish.

Obfuscate uses upon technology see ST


Obtenebration-
Arms of the Abyss - 1 tentacles per shadlow OR half of your Occult rounded up.



Potence-
Potence can't be used defensively.

You only get your Potence on YOUR action. The only exception to this rule is for defending your grapple on someone. For example:

Christolph posses Potence 4, so he can bid "Potent".
Christolph the Brujah has Marty the Malkavian grappled.
Barry the Brujah attempts to break Christolph's grapple by ripping Marty out of his hand.

In this situation, Christolph would still be able to bid "Potent" to hold his grapple on Marty despite it not being his action.



Presence-
Summoning to a boot party is possible. No summoning to an obvious boot party, or to environmental danger. (Determined by ST)

You may burn an awareness to recognize who is summoning you.

Majesty affects everyone within unaided line of sight.

Iron Heart does NOT WORK on Majesty.

Awe is line of sight.

You may "Flavor" your majesty. It is still a leadership challenge.



Protean-
Beast Form's flight form gives you +2 mental traits.

"Sharp" counts as a weapon trait. You cannot bid it.

Unearthing someone from Earth Meld requires you to disturb a square foot of soil WITHIN you.

Beast forms have to be a local creature from where you've grown up.

Beast forms MAY give social traits.

Stone of True Form does not work on incorporeal forms.


Quietus- by book

Serpentus- by book

Thaumaturgy- by book

Vicissitude- by book



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Combos:

Suck it up ()

Catholic Guilt (Entrancement, Voice of M, 4xp) Makes the target feel a sense of guilt over his/her actions

King of the Hill ()

Tenebrous Veil ()

A combo discipline is subservient to the house rules on BOTH of the powers that compose it.

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Paths:

With rare exception, players must start with humanity. Switching to paths is by hard role play & storyteller's discretion



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Abilities:

The first level of any Ability, Background, or Influence require you to specify how you are learning it or what circles of influence you are entering. (This is mainly for STs to get a "flavor" for where you're going with your influence)
For example, if you purchasing your first dot of the Occult ability, what are you learning.
If you are purchasing your first dot of High Society influence, specify if you are going to a yuppy party, etc.

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Notes:
Strange things may happen when you frenzy. An ST will determine these effects and you will have no control over them. (example, you may get a might retest when you normally don't have might)

Stone of True Form can only be used by the caster. It also does not work on Mask of 1,000 faces.

Backgrounds refresh monthly, not per session.



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Drugs:

Drugs are divided into three categories and may give negative and positive effects at the discretion of the storyteller. Here are examples of what can occur:

Uppers - Negative: Distracted, Impatient, Violent. Positive: Alert
Downers - Negative: Distracted, Forgetful, Submissive. Positive: Reflective
Hallucinogens - Negative: Distracted, Oblivious, Witless. Positive: Creative

You acquire one negative trait per 2 blood traits or if used via the eat food merit per dosage. No more than one bonus can be given regardless of how many traits are ingested or how many drugs are used.
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Earning XP:
2 for attendance
1 for good costume
1 for role play (RP points given to the 2 highest "nod winners" per game)
1-3 for journals/IC message board (this is per month, not week)

There is no all attend bonus

monthly caps:
8 is the cap per month for LARP + board
5 is the cap per month for board only
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If you have any questions on the LARP House Rules, feel free to bring it up in the Ask a Storyteller section.


Shhhh! I'm the HST.
Posted Image Fo' reals, yo.
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ThatChickfromLA
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I Talk Too Damn Much
updated


Shhhh! I'm the HST.
Posted Image Fo' reals, yo.
Offline Profile Quote Post Goto Top
 
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