October 2018 House Rules Updates

House Rules Update – October 2018

Introduction

After careful consideration and thorough discussion, we have decided that no one’s character has been rendered unplayable by the events of October’s game.  Each faction still has its own leadership, territory, and chips to be played, and encouraging character churn would not only artificially influence that dynamic, but it would also be a huge amount of work on the Staff leading into a Con game (which is already an insane time of year for us).  So, it is with egg on my face and crow in my mouth that I must announce that we will not be offering full transfers or free Perks at this time.

We will, however be offering refunds to all players who brought in Camarilla-loyal characters who were played for the first time at October’s game.

Additionally, we will be awarding 5 XP as a consolation for the rules and metaplot changes to all active characters as of today, October 19, 2018.  This XP is transferrable.

What is Changing?

Several things are going to change with this update.  One, our Perk list is going to change.  It isn’t particularly fair for one faction to have free-to-play Clans and the other to require Perks to play, so we had to rearrange some things.

While we were in there, we made some other changes as well, including writing some brand-new Riverside Opera Merits, which are available with a Perk, just like Unbondable and Iron Will.  And since some Perks were made cheaper in the 30-Point range, we even unbanned some things as well!

There are even a few Merits and Flaws that haven’t existed in LARP that we are porting over from tabletop or older editions of the game, including Danger Sense.

As for city position XP, the faction currently in power will be the one whose city positions are rewarded with position XP.  The way we’re going to determine which faction is in power is playground rules: If you can knock the big kid (the Prince or Sovereign of the current ruling faction) off the top of the hill, your faction then takes over.  We feel like in the interim, this stance will promote drama between the sects and also make it so that we don’t have to change this rule again if one sect dominates over the others.

Going into Riverside Opera: Schism, the Independent Alliance is the ruling faction, with Sovereign Ramona Stone at its head.

House Rules Changes

Ravnos Clan Weakness

The Ravnos Clan Weakness has been changed.  It now reads:

While the Ravnos are masters of changing the reality around them, they have a harder time changing their own fundamental reality. All Ravnos have a key personality trait, chosen at character creation, which they are incapable of resisting if the opportunity to express it presents itself. This can be some kind of virtuous act, such as defending the weak, or something more sinister, such as taking advantage of someone in a lesser position. Often, the trait is tied to the jati the Ravnos belongs to. When presented with the opportunity to indulge in her virtue or vice, she does so unless the player spends a Self-Control, Instinct, or Willpower.  A Ravnos’s virtue or vice need not be extreme or violent, nor need it be immediately noticeable to a casual onlooker.  It should, however, be something that might come up during an average gathering of Kindred.

Temporis

Selective Suspension (Intermediate 2) – This power no longer involves a Static Challenge, but any outside contact with or force upon a suspended item will immediately unsuspend it.  To increase the duration of suspension, you expend Stamina-related Physical Traits, not Blood, following the table on ST Guide p. 35.

Clotho’s Gift (Advanced) – The maximum number of Physical Traits that can be spent during the activation of this Discipline is 5.  The difficulty of the Static Challenge is 9.

Valeren

Armor of Caine’s Fury (Intermediate 2) – The strength of Caine surrounds you, protecting you from all but the most severe of injuries and steeling your resolve against the Beast. For the duration of this power, the Salubri’s third eye is flung open and glows red, and an obviously magical red aura glows around you.

Spend a Blood Trait and up to five Stamina-based Physical Traits. For the rest of the scene, you gain a number of levels of armor that can soak Bashing and Lethal damage equal to the number of Traits you spent. Additionally, you gain +1 Bonus Trait vs. Rotschrek.

This power may only be used once per scene and does not stack with other armor.

Revised Perks List

 Free to Play

  • Play a character who belongs to one of the following Clans or Bloodlines: Assamites, Brujah, Caitiff, Followers of Set, Gangrel, Giovanni, Nosferatu, Ravnos, or Toreador.

10-Point Perks

  • Begin play as a member of the Independent Alliance if your character’s clan is not a signatory of the Independent Accords. Your character must begin with Probationary Sect Member.
  • Create a falsified backstory that is verified by a figure of authority and stands up to low-level scrutiny.
  • Play a character who belongs to one of the following Clans or Bloodlines: Samedi, Tremere (either Cam-loyal or House Pirelli), or Ventrue.
  • Purchase the Merit: Adopted (see below).
  • Purchase the Merit: Hidden Diablerie (see below).
  • Purchase the Merit: Intuitive Design (see below).
  • Purchase the Merit: Iron Will.
  • Purchase the Merit: Natural Engineer (see below).
  • Purchase the Merit: Ritualist (see below).
  • Purchase the Merit: Unbondable.
  • Purchase up to three Prestige, Status, or Reputation at character creation, which must be purchased with XP. This Perk may be purchased once if buying Prestige, up to twice if buying Status, and up to three times if purchasing Reputation.
  • Start at 8th Generation
  • Start on one of these Paths of Enlightenment: Path of Bones, Path of Death and the Soul (Sabbat Guide P. 81), Path of Honorable Accord (Sabbat Guide P. 88), or Path of Power and the Inner Voice (Sabbat Guide P. 93).
  • Start with a non-standard Thaumaturgy Path (If you have Thau in-clan or have purchased the perk to buy it out of clan.).
  • Start with a single Advanced Discipline, which must be purchased with experience.
  • Start with out-of-Clan Animalism, Auspex, Chimerstry, Dominate, Necromancy, Obfuscate, Presence, Protean, Quietus, or Serpentis.

20-Point Perks

  • Play a character who belongs to one of the following Clans or Bloodlines:  Assamite viziers, Malkavian, Old Clan Tzimisce (Lore Only: V20 P. 439), Phuri Dae Ravnos, Salubri, Daughters of Cacophony, or Children of Osiris (Lore only: V20 P. 420 Bardo Rules can be found in our House Rules).
  • Start on one of these Paths of Enlightenment: Path of Cathari (Sabbat Guide P. 78), Path of the Feral Heart (Sabbat Guide P. 86), Path of Lilith (Sabbat Guide P. 90), or Path of Caine (Sabbat Guide P 76)
  • Start with out-of-Clan Mytherceria (Sabbat Guide P. 112), Obeah, Obtenebration, Temporis (ST Guide P. 31), Thaumaturgy, or Valeren (Sabbat Guide, P. 133).

30-Point Perks

  • Play one of the following Clans or Bloodlines: Gargoyles (Camarilla Guide P. 35), Kiasyd (Sabbat Guide P. 40), Lasombra antitribu, Nagaraja, True Brujah (ST Guide P. 20), and Wu Zao.
  • Purchase the Merit: True Faith.
  • Start on the Path of Typhon if you are not one of the Followers of Set.

Banned

The things listed here are banned unless the Storyteller asks you explicitly to play them. Please note that this list is not comprehensive, and some things that are not listed here may, in fact, be banned. If in doubt, ask the Storyteller.

  • Any Path of Thaumaturgy or Necromancy that are not mentioned explicitly in our Thaumaturgy or Necromancy documents.
  • Post Advanced Disciplines.
  • The following Clans and Bloodlines: Ahrimanes, Anda, Angellis Ater, Any Dark Ages Bloodline or Clan, Baali, Blood Brothers, Cappadocian, City Gangrel, Country Gangrel, Daitya, Gangrel Mariners, Harbingers of Skulls, Lamia, Lasombra, Malkavian antitribu, Nicktuku, Nosferatu antitribu, Panders, Ravnos antitribu, Salubri antitribu, Serpents of the Light, Telyavic Tremere, Tlacique, Toreador antitribu, Tremere antitribu, Tzimisce, and Ventrue antitribu.
  • The following Disciplines: Any Clan- or Bloodline-specific Discipline for any banned Bloodline or Discipline that is not explicitly granted by your Clan or Bloodline; Assamite Sorcery, Koldunic Sorcery, and Setite Sorcery.
  • The following Merits and Flaws: Fourteenth Generation, Child, Spirit Mentor, Haunted, Dark Fate, Amnesia.
  • The following Paths of Enlightenment: Path of Night, Path of Paradox (even if you’re playing a Ravnos), Path of Blood if you’re not an Assamite.
  • Visceratika and Flight, if you’re not playing a Gargoyle.

New Merits and Flaws

New Merits

  • Adopted (2 Trait Merit) – Your character was adopted into another Clan at some point in their past. Socially, they belong to their adoptive Clan, and they are accepted by them as such.  They do not gain the Clan Advantage, Weakness, or Disciplines, but they may bargain for education in Disciplines during play.  (This Merit requires a Perk.)
  • Danger Sense (2 Trait Merit) – You cannot be surprised. This Merit does not allow you to respond to Mental or Social Challenges outside of combat with Physical ones; it only protects you against surprise in combat or at the initiation of combat.
  • Hidden Diablerie (5 Trait Merit) – The tell-tale black streaks of diablerie do not manifest in your aura. Other ways of detecting diablerie remain unaffected. (This Merit requires a Perk.)
  • Ritualist (3 Trait Merit) – Through years of study and careful precision, you have learned how to expedite the casting of Rituals. As such, you may begin play during each game session with 30 additional minutes of Rituals prepared. (This Merit requires a Perk.)
  • Natural Engineer (2 Trait Merit) – You gain 2 Bonus Traits on all Build Challenges. (This Merit requires a Perk.)
  • Intuitive Design (2 Trait Merit) – You gain 2 Bonus Traits on all Blueprinting Challenges. (This Merit requires a Perk.)

New Flaws

  • Bard’s Tongue (3 Trait Flaw) – You speak the truth, uncannily so. Things you say tend to be true and sometimes you say things that come  First, you cannot lie.  This is not an effect that can be overruled by any conscious or unconscious control.  Additionally, at least once per game session, the Storyteller will share an uncomfortable truth with you regarding any current situation, and it will fall out through your lips immediately.  To avoid speaking prophecy or telling the truth when asked a direct question, you must expend a Willpower and take one Lethal Health Level of damage from the strain of resisting as you bite a hole in your tongue.  While this Flaw prevents your character from lying, it does not prevent you from dancing around the truth or telling half-truths, so long as you’re creative.
  • Disgrace to the Blood (3 Trait Flaw) – Your sire regards the fact that he Embraced you to be a titanic mistake and has let everyone know it. You are mocked at gatherings, taunted by your peers, and actively despised by the one who should be giving you guidance. Any request or petition you make is likely to be looked down upon by friends of your sire, and your achievements are likely to be discounted.
  • Hatred (3 Trait Flaw) – There is something out there which you absolutely loathe and will do anything to destroy when you encounter it. You must spend a Self-Control or Instinct card to resist going after the thing you hate when you are presented with the opportunity to do so.  Hatreds are subject to approval by the Storyteller and are generally groups or organizations and are never individuals or unique items.
  • Vulnerability to Silver (2 Trait Flaw) – To you, silver is as painful and as deadly as the rays of the sun. You suffer aggravated wounds from any silver weapons (bullets, knives, etc.), and the mere touch of silver objects discomfits you.

 

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