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{| class="wikitable"
__TOC__
|+Standard Qualities
 
!Quality
== General ==
!Description
 
=== Content Warning ===
 
''Dark Skylines'' Contains content which may be disturbing to some players. The game may include content or references to disturbing subjects, such as blood, murder, assault, self-harm, suicide, emotional trauma, torture, and other similarly dark themes. Please inform the Narrator Team if there is specific content which may be triggering to you, or if you encounter such content in game. It is absolutely reasonable to ask a Narrator to stand-in and play your character if you feel uncomfortable doing so. ''Dark Skylines'' games will never feature content  which violates the VRChat terms of service.
 
You must be at least 18 years old to participate in ''Dark Skylines''.
 
== Character Creation ==
 
=== Inappropriate Character Concepts and Traits ===
 
While there is certainly bigotry against real-life groups in the World of Darkness setting at-large, the narrator staff do not feel that it is appropriate for that to be a part of our setting. Characters who have an intolerance, bigotry, or hatred of any kind of real-life mortal social group (whether represented with flaw points or not) will not be approved.
 
A character may (with narrator approval) have previously belonged to a group which is historically associated with bigotry (for example, the US Confederacy), but the character should not be a member of said group now, nor should they have that bigotry themselves. These concepts are generally discouraged.
 
You may, at narrator team discretion (and with significantly good reason), have a character who had such an intolerance in the past (such as in a background story), however, your character may not enter play with such an intolerance.
 
Character backgrounds should avoid incredibly sensitive topics such as sexual assault, child abuse, etc. There are more, and better, ways to create a story of tragedy and horror and those are preferred in our chronicle.
 
The following character types are currently not sanctioned for PCs:
 
* Characters under the age of 18  or appearing to be under 18 years of age
* Kindred embraced prior to 1400 A.D.
* Baali
*
* Forgotten Fera (Apis, Camazotz, Grondr, Hakken, Nagah)
* Mockery Breeds (Anurana, Kerasi, Samsa, War Wolves, Yeren)
* Archons, Alastors, Myrmidons, and other global-scope appointed positions
* Leviathan Rokea
* Domems
* Tremere-Loyal Gargoyles
* Other unsanctioned splats (Mummies, Mages, Kuei-Jin, Demon, Imbued, Shades, etc.)
 
=== Ties ===
 
Characters are encouraged to make in-character ties with their characters and with NPCs. These might include:
 
* Social ties: Your characters know of each other’s reputation.
* Friendly ties: Your characters are allies.
* Relational ties: Your characters are related  by mortal blood
* Brood ties: Your characters share a sire, or are part of the same lineage/house.
* Blood ties: One or more character is blood-bound to the other.
* Romantic Ties: your characters are, or once were, in an active romantic or sexual relationship.
* Antagonistic ties: Your characters are enemies on some level.
* Mortal ties: One or more of your characters actively wants to kill the other.
 
These ties must be approved by the narrator team and should be created before the new character enters play. However, there are some guidelines to this:
 
* It is generally okay for new players to have a character tie with players they know who are in the game.
* Players who are in an out-of-character relationship should be cautious with Romantic, Brood, and Blood ties, and communication with the Narrator Team is encouraged.
* Players with multiple characters should aim for ties with characters played by different players.
 
=== Vampires ===
 
==== Clan and Bloodline Costs ====
All clan rarity costs are 0. Additional bloodline merit costs remain unchanged.
 
==== Blood Potency (••) ====
Characters with 2 dots in Generation, Rank, or a similar potency-related stat may purchase skills at 1x cost, instead of 2x cost.
 
==== Disciplines ====
 
===== Discipline Rulings =====
 
'''Protean - Shape of the Beast:''' Characters using Shape of the Beast can communicate with other characters with Animalism (or similar powers) as if they were animals.
 
'''Animalism - Feral Whispers:''' Characters with Animalism in human form can communicate with each other with animal sounds, growls, chitters, etc. but cannot communicate mentally even if they have the appropriate focus. This appears very weird to outside observers.
 
'''Thaumaturgy: Green Path - Sanguine Harvest:''' Activating this power does not require a test.
 
'''Presence - Majesty:''' The effects of Majesty are line of sight. Characters within 10 steps of the user are still affected by Majesty even if they do not have line of sight.
 
'''Obfuscate - Vanish From Mind’s Eye:''' You may not use Vanish from Mind’s Eye while grappled or Staked.
 
'''Temporis - Clotho's Gift:''' Stamina focused characters gain an additional Simple action during the first Extra Round as a result of Split Second.
 
'''Thaumaturgical Training''' and '''Necromantic Training''': These merits apply to Character Creation only—if they are taught in-character by another PC, this merit is not required. ''However, if your character is publicly discovered to have one of these and should not, there may be PC or NPC intervention.''
 
===== Hardy Island Kindred =====
Kindred may teach themselves the first 2 dots of Celerity, Potence and Fortitude, at out-of-clan cost, without a teacher. They may begin play with no more than a total of 3 of such self-taught dots.
 
===== Starting with Out-of-Clan Common Disciplines =====
You may no longer start play with any dots of an out-of-clan discipline unless you possess the appropriate merits to allow it.
 
==== Merits and Flaws ====
 
The maximum number of additional Merit points a character may take based on Graduations is capped at 3, to a maximum of 10 merit points.
 
The following merits and flaws are not sanctioned for PCs:
 
* Childlike
* Method to the Madness
* Infernal Power
* Path of Evil Revelations
* Loa’s Rebirth
* Stuffed Shirt
 
===== Merit / Flaw Rulings =====
 
'''Death Becomes You (Ananke):'''  Intentionally killing a stock NPC to benefit from this merit is considered “taking pleasure in the pain you inflict” and is therefore a level 4 sin.
 
'''Dhampir''' is a general merit and is not restricted to Anarchs only.
 
'''Iron Heart (Brujah):''' Iron Heart may be used when resisting any Technique that has Dominate or Presence as a prerequisite.
 
'''Parley (Lasombra: Corsair):''' This merit may not be used to get favors or meetings with PC characters. Using this merit requires filing a downtime.
 
'''Paragon:''' The 5-point retainer granted by this merit is not a vampire, but is an incredibly loyal ghoul.
 
'''Sorcerous Dabbler:''' This merit is not restricted only to members of the Anarch Movement, and Anarchs who lose their Committed status who have this merit do not automatically leave play.
 
'''Twice Bound to the Council (Tremere):'''  is replaced with:
 
: Somewhere along the way, you made a serious misstep and angered someone higher up in the Pyramid. You suffer the effects of having drunk the blood of your direct superior twice, and any higher ranking Tremere in your chain of command, even if you have not.
 
===== New Merits =====
 
'''Ghoul Before Embrace (3 point merit)'''
 
Your time as a ghoul prior to your embrace gave you advantages over your fellows. Not all kindred who were ghouls prior to being Embraced have this merit, however.
 
You automatically learn the first dot of Celerity or Potence, and may learn the first three dots of Celerity, Potence, and Fortitude as if they were in-clan disciplines.
 
'''Shifter / Fey / Wraith / Kindred Companion (3 point Merit)'''
 
You have a supernatural friend and ally. They, for some reason, are willing to help you. It is likely they will want something in return, however.
 
Mage companions are not sanctioned for play.
 
This NPC should have a sheet that is managed by the narrator team. In general, you will not have control over the expenditures or decisions of your supernatural ally.
 
The supernatural companion’s powers should scale with the character accordingly.
 
Other supernatural ally types may be allowed at narrator team discretion.
 
'''Clan Friendship (1 point merit)'''
 
This merit is meant to be purchased at character creation. You have a special relationship with another clan, and your reputation with them is very good. Members of that clan know of your reputation, and should treat you accordingly. However, if the reputation sours, you might lose this merit.
 
'''Clan Adoption (3 point Merit)'''
 
This merit is meant to be purchased at character creation. You have, with the permission of a powerful or influential member of a clan, been accepted into that clan. You are, for all social purposes, a member of that Clan. You are welcome at those clan gatherings and beholden to that Clan’s leaders. You similarly lose the social privileges of your former clan, but still suffer their clan weakness.
 
'''Special Gift (1-5 point Merit)'''
 
This merit is meant to be purchased at character creation. You have a special item you have acquired. How you acquired this item should be a part of your background story. The item may have special abilities or qualities. This item must be approved by the narrator team prior to play.
 
'''Netrunner (3 point Merit)'''
 
The future is now. You have spent a significant amount of time immersed in technology, making you a formidable force in the world of computers. As a result, you have effectively become a technomancer, but not through thaumaturgical means.
 
You may purchase the first 4 dots of Thaumaturgy: Path of Technomancy at Out-of-Clan costs as if you had a teacher. You may not teach this discipline to others. This merit does not confer any of the telltale signs of Thaumaturgy, nor does it grant the ability to learn thaumaturgical rituals.
 
To utilize these powers, you must either possess an electronic device specialized in Technomancy, or a 1-dot Cybernetic representing a netrunner deck.
 
Different creatures fuel these abilities differently: Vampires spend blood, Garou spend gnosis, Changelings spend Glamour, Wraiths spend pathos, and all other supernatural types spend Willpower.
 
'''Lead Head (2 point Merit)'''
 
You are more accustomed than most Vampires to the application of cybernetics. The extra beast traits suffered from Cybernetics (See “Transhumanism” in the Cybernetics section) is reduced by 2. However, you are still restricted to a total of 9 dots of cybernetics.
 
===== New Flaws =====
 
'''Blood-Loyal (3 pt. Tremere Flaw)'''
 
Your blood holds difficulties and inequities not found in the other Tremere. Because of these failings, you are easily made dependent on the blood of another. It takes only two draughts of another vampire’s blood for you to become blood bound instead of the normal three — the first drink counts as if you had taken two drinks.
 
===== Tremere Clan Weakness =====
The Tremere Clan Weakness is replaced with:<blockquote>Newly embraced Tremere are made to drink the blood of the Council of Seven in an arcane ritual. Consequently, you suffer the effects of having drunk the blood of your direct superior, and any higher ranking Tremere in your chain of command, even if you have not. Even if you disagree with your superior this effect persists and will continue until such a time that she is removed from your chain of command, whereupon, she will likely be replaced with another for whom you have the same level of devotion.</blockquote>
 
==== Backgrounds ====
 
===== Cybernetics =====
 
This is a futuristic setting. Cybernetic mods are a thing of the now. Users of cybernetics can gain abilities and powers that make them superior to their fellow creatures. But cybernetics come with a cost. They detach the user from themselves, and make one slightly less than human.
 
For humans and most supernaturals, getting a cyber implant is a matter of purchasing the gear and finding a person—whether a licensed doctor or a chop shop keeper— to do the surgery. Cybernetics are made to be one-size-fits-all to save on production costs; for this reason, cyber-harvesting is a growing trend in the underworld of cities everywhere.
 
Vampires can also use cybernetics; however, the process of joining the immortal body of a vampire to a cybernetic implant is painful and difficult. Attaching a new cybernetic requires contacting a special supernatural group called the Upgraders.
 
Mysterious and dangerous, the Upgraders are a cabal of what appear to be mortals, who specialize in implanting cybernetics on Vampires. The process is painful, and the vampire suffers one point of Aggravated Damage per dot of Cybernetics purchased, which cannot be healed for a full two weeks. Getting a cybernetic implant also requires one downtime per dot purchased, which may be reduced by 1 with a Computers or Science action.
 
====== Types of Cybernetics ======
 
Cybernetics, or Body Mods are a new Background which may be purchased at character creation or with XP during downtimes as any other background. All Cybernetic effects must be approved by the storyteller before purchase. Generally, body mods fall into several categories:
 
* '''Cosmetic''' - Body mods which are related solely to your character’s appearance, and which offer no mechanical benefit, are perfectly acceptable. These are commonly used to excuse the way an avatar looks—ears and tails could very easily be cosmetic body modifications. These do not require any dots in Body Mods. A person with Computers could get one of these with a downtime, in the same way they might apply Stylish to an item.
 
* '''Buffs''' - These mods provide some benefit in a challenge utilizing a particular skill or ability. A pair of cybernetic eyes might enhance Awareness, or a fully-reinforced skeleton could give a bonus to Physical. Mods that give retests are also considered Buffs.
 
* '''Utility''' - These mods are made to perform a specific task. These mods usually work in specific circumstances to do a specific thing the character would not normally be able to do. Utility mods might include leg modifications that allow higher jumping, or a camera in the eyes that can take pictures on command. These mods may be able to mimic certain low-level effects of Disciplines
 
* '''Supernatural''' - Supernaturally-enhanced Body Mods are very rare. But rumor has it that they are being researched...
 
====== Cyberhumanism ======
 
The cost of having cybernetics is high for vampires. While garou and mortals risk cyberpsychosis if they replace too much of themselves with the artificial, vampires in particular struggle with the dehumanizing impact of artificial additions.
 
A vampire who has 3 or more dots in Cybernetics is treated as having additional beast traits equal to half their cybernetics dots, rounded down. To this end, the maximum cybernetics dots a Vampire on Humanity may have is 9, after which they suffer permanent frenzy.
 
Furthermore:
* Vampires on the Path of Feral Heart and Path of Harmony may not have a Path Rating above 3 while they have any dots in Cybernetics.
* Vampires on Path of Metamorphosis or Path of power & the Inner Voice suffer one less beast trait from having dots in Cybernetics.
 
====== Example Cybernetics ======
 
All cybernetics purchases require narrator approval. The table below is a list of example cybernetic enhancements.
 
{| class="wikitable"  
|-
|-
|Artistic
! Level
|This location is a work of art in and of itself. Controlling this stock location gives the character an additional dot of the Fame background so long as she is known to control it.
! Example effects
|-
|-
|Cutting Edge
|  
|This location is a modern marvel of technological design, with all aspects of the infrastructure built towards one goal: delivering a singularly impressive high-tech experience. Controlling this location provides a character with access to what is effectively a technologically-replicated, unfocused ability to replicate the Path of Technomancy power Analyze while within the location. Furthermore, the controlling character receives a +3 wild card bonus to challenges involving the Computers skill while at this location.
| • Cosmetic effects with no mechanical benefit.
|-
|-style="text-align:center;"
|Dead Zone
|
|This building is cut off from any sort of cellular or internet service. Characters find it impossible to get online or even make phone calls without special access such as a landline or dedicated wi-fi (should the owner provide it). This area is also immune to mystical powers that control technology, such as the blood magic Path of Technomancy or the werewolf gift Jam Technology. Some speculate that there are other, hitherto-unknown factions who limit the encroachment of supernaturals at such locations. Others believe these locations may be affected by the Second Inquisition.
| style="text-align:left;" | • Provide a +2 bonus on a specific type of mundane skill check such as picking locks<br />• Provide a +1 bonus on all mundane skill checks using a skill such as using ''drive'' to elude a pursuer<br />• Perform a mundane, non-combat task in reduced time<br />• Provide a +1 bonus to initiative or defense<br />
|-
|-style="text-align:center;"
|Distracting
| ••
|Due to some feature of the location, such as loud music, flashing lights, or no light at all, one struggles to keep track of details or people while present in it. The powers Heightened Senses, Wolf Senses, or any comparable sensory enhancement do not function here, even for the character who controls this location.
| style="text-align:left;" | • Provide a +1 bonus on a skill, such as ''firearms''<br />• Provide a free retest on a specific kind of task once per scene<br />• Provide an extra Wounded Health Level<br />• Acts as a weapon that cannot be disarmed (arm guns/swords)<br />
|-
|-style="text-align:center;"
|Fancy
| •••
|This location is in a spot where the wealthy and elegant love to congregate, making it easy for its controller to orchestrate backroom deals. A character who controls this location receives one additional Elite influence action each downtime cycle.
| style="text-align:left;" | • Provide a +1 bonus on an Attribute<br />• Imitate the effects of some 1-point merits<br />
|-
|-style="text-align:center;"
|Firewall
| ••••
|This location has been designed to prevent others from remotely accessing its data and security systems. The difficulty of attempts to penetrate computer systems at this location increases by 3. Characters with both the Computer skill and have purchased the Haven background for this location receive the Firewall benefit for free.
| style="text-align:left;" | • Imitate a first or second level supernatural power
|-
|-style="text-align:center;"
|Guards
| •••••
|Armed guards regularly patrol this location. Anyone who tries to infiltrate this location must contend with 5 dots of Retainers guarding it. When choosing this quality, the player may assign five level-1 Retainers, one level-5 Retainer, or any other combination adding up to five. Guards also add +1 to the difficulty of any quest to physically infiltrate the location. Location guards only protect this location, and they cannot travel.
| style="text-align:left;" | • Imitate the effects of some 2-point merits
|-
|Hangout
|This location is a gathering place for mortal residents from various walks of life. Its controller gains access to one additional instance of the Contacts background at 1 dot. This benefit does not raise the level of a character’s existing Contacts, and it is treated as a separate background.
|-
|Historic
|This location has cultural or historical significance, making control of it much more complicated. Add +1 to the difficulty of any quest to take control of this location.
|-
|Hole in the Wall
|This location is difficult to find unless you know what you’re looking for. This location cannot be targeted or affected by other characters unless they have personally been there.
|-
|Isolated
|This location is isolated from mortals, and is thus relatively safe as regards the Masquerade. Only the most egregious breaches attract outside attention.
|-
|Laboratory
|This location contains a highly specialized research laboratory. Choose one Science skill specialization. This location confers a +3 wild card bonus to challenges related to that field of study. A location can have multiple instances of the Laboratory quality, applying to a different Science specialization each time.
|-
|Library
|The location features an extensive library, on a variety of subjects not accessible to mortals. Before making a Lore skill test, a character may spend one hour looking things up in the library and receive a +3 wild card bonus to her test pool.
|-
|Location
|The location is in an area that affords it some protection, such as being in a prestigious neighborhood, atop a lonely mountain, or at the end of a winding, private road. Anyone using downtime actions to negatively affect this facility must spend twice as many downtime actions to do so. In addition, the Storyteller may award certain story benefits relevant to the location (police respond quickly when called, nearby roads get cleared first when the weather is bad, etc.)
|-
|Lowdown and Dirty
|This location is a spot where underworld figures love to congregate, making it easy for its controller to orchestrate deals. A character who controls this location receives one additional Underworld influence action each downtime cycle.
|-
|Luxury
|The location is filled with comfortable and expensive amenities, such as televisions, automatic chairs, computers, or works of art. The location owner receives a +3 bonus to Social attribute tests versus mortals in this location.
|-
|Off the Grid
|This location has no electronic systems as part of its workings, yet it is fully functional in all other aspects, including security. This location cannot be infiltrated via the internet or be impacted through typical bureaucratic means.
|-
|Profitable
|This location generates income for its controller, treated as if she had an additional instance of the Resources background at 1 dot. This benefit does not raise the level of a character’s existing Resources background, and it is treated as a separate background.
|-
|Public Property
|This location is a public facility, owned by the local government, but controlled by a vampire. Add +3 to the difficulty of any bureaucratic action targeting this facility. In addition, this location ignores the first instance of the Out of Code negative quality assigned to it. The second instance of Out of Code is treated as the first, ultimately requiring four instances before the location is rendered inoperable.
|-
|Refuge
|This location has an emergency power system, as well as food supplies (including blood, if controlled by a vampire). Each level of this location’s rating gives it enough resources for a single individual to remain for 30 days without emerging, which the controller can divide to accommodate additional parties or combine for a longer duration for fewer characters.
|-
|Security
|The location has a basic security system installed. Any challenges to break in suffer a −3 penalty. In addition, the controlling character always receives at least one turn of warning if she is present during a break-in attempt (no matter how well the attacker tests). Characters with the Security skill may receive this benefit for free on locations that are designated as their Haven background, but Security must be separately assigned to multiple locations.
|-
|Size
|The location is enormous, with dozens of rooms, or a wide enclosed space. A warehouse’s worth of goods, supplies, people, or anything else can be safely hidden away from the world here.
|-
|Sprawling
|Characters unfamiliar with this location find it confusing to navigate. Characters wishing to speak privately should notify the Storyteller of their intent, and they are then considered to be in a different location for the purposes of observation. Furthermore, characters who do not control this stock location may not declare fair escape while present, and a character wishing to leave the site must spend five minutes unchallenged before making her exit.
|-
|Staff
|The location includes several servants who see to the needs of the owner and guests. Staff don’t normally fight; but if they are forced to engage, treat them as 1-dot Retainers with no combat specialties. They are available at all times, but are not entirely self-sufficient; Staff cannot be used to raise the total number of locations a character can control.
|-
|Sturdy
|This location is particularly hard to ruin, thanks to solid construction. Add +3 to the difficulty of any action that would cause physical damage to this location, such as breaking down doors. In addition, the location ignores the first Damaged negative quality assigned to it. The second instance of Damaged is treated as the first, ultimately requiring four instances before the location is destroyed.
|-
|Venue
|This location is an excellent performance venue. Choose one Performance skill specialization. This location confers a +3 wild card bonus to non-supernatural challenges related to that skill specialization. A location can have multiple instances of the Venue quality, applying to a different Performance specialization each time.
|-
|Workshop
|This location is designed for making things. Choose one Craft skill specialization. This location confers a +3 wild card bonus to challenges related to that skill specialization. A location can have multiple instances of the Workshop quality, applying to a different Crafts specialization each time.
|}
|}


All cybernetics require Storyteller approval and not all cybernetics (particularly ones which imitate powers and merits) will be approved.
===== Generation and Status =====
The term "Neonate" is often used informally to refer to new vampires. However, in order to avoid confusion, the terms "Neonate", "Ancilla", and "Elder" should not be used to refer to a vampire's generation (i.e., being of the "Elder Generation"). Instead, referring to oneself by numerical generation or being "far-removed from Caine" or "Close to Caine", etc., is socially acceptable.
===== Generation Reference Table =====
{| class="wikitable"
{| class="wikitable"
|+Iconic Qualities
!Generation background
!Quality
!Character's generation
!Description
!BP required to awaken from Torpor
|-
|-
|Celebrity
|and ''Thin Blooded''
|This location is so well-known that anyone associated with it becomes an international celebrity. A character controlling this location gains 5 temporary dots to spread among her mundane backgrounds. These dots may be exchanged once per month, and cannot combine with other backgrounds to exceed 6 dots. However, such fame comes at a cost. The character must spend 3 downtime actions every cycle to avoid breaking the Masquerade due to excessive media attention.
|15
|12
|-
|-
|Fortified
|• and ''Thin Blooded''
|This location is especially resistant to external assault. It cannot be destroyed by any physical means short of a military-grade attack. Any attempts to breach it externally are considered Epic difficulty or higher (with a difficulty rating of 30 or more), and attempts to bypass its internal security have a difficulty rating of 25 or more.
|14
|11
|-
|-
|Nationalized
|• and ''Lesser Generation (2)''
|This location has been taken over by the mortal government. This level of financial, political, and legal support makes controlling or damaging this location significantly risky. All consequences acquired from quests involving this location are doubled.
|13
|10
|-
|-
|Protected
|• and ''Lesser Generation (1)''
|This location is protected through legal, political, and mystical means. Multiple government agencies have a direct interest in keeping this place secure. Entire sects expend influence to ensure that troublesome elements keep away. Some whisper that secret supernatural cabals have spun a mystical spell that forces reality itself to conspire against those who would do this location harm. Storytellers are encouraged to create any number of coincidental events and happenstances that prevent a breach of Masquerade or other damage to this place. In the end, this place simply cannot be harmed, violated, or breached.
|12
|9
|-
|-
|World Renown
|
|This location is famously associated with a specific field and thus possesses global influence connected to that field. A character who controls this location may expend influence anywhere in the world, so long as her expenditure is directly related to that specific field. For example, the Library of Congress is one of the premier libraries in the world, and it enjoys exchange privileges with libraries across the globe. Leveraging this location to acquire rare or unusual manuscripts may be done with influence without requiring the use of Fame.
|11
|}
|8
 
{| class="wikitable"
|+Supernatural Qualities
!Quality
!Description
|-
|-
|Banal
|•• and ''Lesser Generation (1)''
|This location is a soul-crushing place, devoid of dreams or imagination, and possesses a Banality Rating of 9. (See Chapter Eight: Dramatic Systems: Levels of Banality, page 224)
|10
|7
|-
|-
|Barren
|••
|This location is a terrible place for vampires to feed. Reduce the amount of Blood points received from feeding by half, rounding up.
|9
|6
|-
|-
|Buffet
|•••
|This location is an excellent place for vampires to feed. Double the amount of Blood points received from feeding.
|8
|5
|-
|-
|Dross
|••••
|Your location has either naturally-occurring or creatively-manufactured physical Glamour on display which reduces the general banality of the location. As an additional effect of Dross, changelings may harvest Glamour here. Prestige and Iconic locations may have this quality twice, stacking the effects. This effect stacks with other qualities that lower Banality.
|7
|4
|-
|-
|Gauntlet
|•••••
|The Gauntlet is thicker here, making it difficult for shapeshifters to cross in and out of the Umbra. The time required to cross the Gauntlet, listed in Mind’s Eye Theatre: Werewolf the Apocalypse: Gauntlet Chart: Entering the Umbra, page 585, is doubled here.
|6
|-
|3
|Haunt
|The Shroud is much weaker here, always returning to low at the start of each day. All necromancers gain a +3 wild card bonus to all interactions with ghosts here.
|-
|Heavy Mists
|The barrier between the autumn world and Near Dreaming is thicker here, making crossing in and out of the Near Dreaming difficult. Time spent entering the Near Dreaming is doubled.
|-
|Tainted
|This location bears some sort of Wyrm Taint. Spending more than five minutes at this location results in visitors gaining a point of Wyrm Taint, and spending eight hours here can earn the character up to 1 additional point. This assignment cannot result in a character gaining a 5th point. Gaian shapeshifters cannot cross the Gauntlet here. For more information, see Mind’s Eye Theatre: Werewolf the Apocalypse: The Gauntlet, page 584.
|}
|}
== Character Mechanics ==
=== Graduation System ===
:''See [[Graduation System]].''
Changes:
'''Vampire'''
* '''Assamite: Warrior''' are increased to 2 Graduations for Camarilla, and lowered to 1 Graduation for Anarch (essentially swapping them; this appears to have initially been an oversight)
* '''Brujah''' in the Camarilla are increased to 1 Graduation after the death of Theo Bell and the subsequent mass Brujah exodus.
* '''Giovanni: Premascine''' are raised to 1 Graduation for IA, because they would inherently have to be Elders.
* '''Gangrel: Coyote''' are now 0 graduations in the Camarilla, following the appointment of [[Ragnar the Jackal]].
* '''Lhiannan''' in the Sabbat are now playable with 3 Graduations.
* '''Setite''' are 2 Graduations for Camarilla, making them the same as Giovanni Camarilla.
* '''Setite: Vipers''' and '''Tlacque''' bloodlines of Setite are lowered to 0 Graduations for IA, having been recruited in the early days of the IA.
* '''Tremere''' in the Anarch Movement are increased to 2 Graduations.
* '''Tzimisce''' Autarkis  are lowered to 1 Graduation.
* '''Ventrue''' are 1 graduation for non-Camarilla; the Crusader bloodline remains unchanged. (This was the way it was originally intended per Cam settings rules, as non-cam non-bloodline ventrue are considered Uncommon)
'''Shifters'''
* '''Corax''' are lowered to 1 graduation for Rank 1, since in the age of the weaver being very powerful, the need for Gaia's messengers is greater.
* '''Cult of Fenris''' are considered ''Wyrm-Corrupted'' and are 2 Graduations for Rank 1.
* '''Weaver-Corrupted Garou Nation''' and '''[[Web Walkers]]''' (Glass Walkers) are 1 Graduation for Rank 1.
=== Equipment and Stock Locations ===
: ''See [[Larp:Equipment]]''.
: ''See [[Larp:Stock Locations]]''.
=== Banality ===
:''See [[Banality]].''
=== Blood Bonds ===
In addition to the rules regarding the fading of a blood bond over time upon a vampire's death, a character is additionally immediately aware of their regnant’s death.
* For a kindred thrall with a one- or two-point blood bond, this triggers a rage frenzy check with a penalty of 2 times the blood bond level. For a 3-point blood bond, the thrall will immediately enter a rage frenzy. In all cases the thrall may spend a willpower to resist this frenzy—but it is still a very emotional and painful experience.
* For a ghoul, they should immediately feel some significant turmoil, which might result in heightened aggression, upset, or unconsciousness. Ghouls who have been bound to their Domitor for a long period of time should feel this much more strongly.
==== Breaking Blood Bonds ====
(Removing these as they are just repeating info from the book.)
===Wild Card Bonuses===
There is a cap of +5/-5 on Wild Card bonuses.
Wild Card Bonuses/Penalties are defined as bonuses and penalties from:
* Merits and Flaws
* Equipment qualities
* Circumstance: Cover, Maneuvers such as ''Assist Attacker/Defender'', or narrator-granted circumstance bonuses and penalties
* Any other effect that specifically lists its bonus as a "Wild Card" bonus.
===Transformations===
The following are considered '''Major Transformations''':
* Obtenebration: Black Metamorphosis, Tenebrous Form
* Protean: Shape of the Beast, Form of Mist
* Serpentis: Skin of the Adder, Form of the Cobra, Divine Image
* Thanatosis: Ashes to Ashes
* Vicissitude: Horrid Form, Blood Form
* Visceratika: Stone Strength
* Necromancy, Mortis Path: Masque of Death, The Fourth Horseman
* Thaumaturgy, Path of Elemental Mastery: Elemental Form
* Technique: Animal Swarm
* Gifts: Signal Rider, Ancestral Incarnation, Thousand Forms, Wyld’s Undreamt Fury
* Metamorphosis: Merlin's game, Creature of Legend
* Pyretics: Star Body
* Changeling merit: Best of Both Worlds
The following are considered '''Minor Transformations''':
* Protean: Feral Claws
* Serpentis: Tongue of the Asp
* Visceratika: Armor of Terra
* Gift: Razor Claws
* Shifters changing into a form other than their Breed form
* Oakenshield: Hard as Rock
* Arboreal: Become the Green Man, One with Nature
* Metamorphosis: Impersonate, Go Ask Alice
The following are not considered transformations for the purposes of powers such as ''Stone of the True Form'' or ''Forced Transformation'':
* Fleshcrafting and Bonecrafting
* Moliate
* Spiritual Emblem
* Shifters transforming into their Breed form
=== Character Slots ===
Upon earning a graduation or becoming a Patron, a player may open up character slots. This allows a player to play additional characters and earn XP on them according to the rules in the VSS.
If a player stops being a Patron or (under rare circumstances) loses a graduation, their most recent character remains in play but may not earn new XP until the character slot is reopened.
Guidelines for playing multiple characters
* It is strongly recommended that under any circumstances, a player should have no more than 4 active characters.
* A player’s characters may know of each others’ existence but should know very little about them, have little interaction with them, and have a generally neutral opinion about them. Characters absolutely may not be related to, in relationships with, or have motivations regarding their other characters.
* Players should make every effort to avoid characters sharing knowledge. This can be difficult.
* In general (though there are exceptions) players should avoid involving their characters in conflicts against another character at the same time. (Sometimes this can’t be avoided: the other person may just be a dick.)
* You may only play one character at a time. Under certain narrator-approved circumstances (such as large meetings and events) your characters may be ‘in play’ simultaneously, but one character is considered the active one and the other is somewhere else observing but not interacting (we say this character is ‘in the gallery’).
* Any interactions by your characters that can significantly impact another of your characters should be checked with a narrator first. When in doubt, ask.
* Any direct interactions (conversations, challenges, etc.) are highly discouraged, but if they are unavoidable they must be overseen by one or more members of the Narrator Team, one of whom will likely portray one character as a proxy.
* It is encouraged to diversify your characters to get the best experience out of roleplay. Having characters of different clans, sects, and archetypes will allow you to experience different viewpoints of the plot. Having multiple characters who are too similarly aligned may be problematic due to how often they would come into contact with each other, requiring narrator-team approval.
=== Diablerie ===
The third bullet point on page 307 in the section ''The Effects of Diablerie'' limiting a character to one diablerie per year is disregarded.
If a character's generation is lowered as a result of Diablerie, and this results in a change in the Generation background or flaws such as ''Lesser Generation'', record the changes to these backgrounds and/or flaws without additional XP refund or expenditure.
A character who commits diablerie may purchase the disciplines of their victim as if they were in-clan without a teacher, up to the number of dots possessed by the victim.
=== Portraying Retainers ===
Players portraying characters who have retainers may portray them as followers, either with in-game NPC placeholders or by noting their retainer’s existence in their character tags. Players can and should direct these NPCs in combat, on their own initiative, using the stock NPC rules.
Players may, with narrator discretion, portray their own retainers independently or have them played by another player. In this circumstance:
* Retainers should act with their owner/domitor/regnant’s best interests in mind
* Retainers should have a sheet or be represented with stock NPC rules based on dots on the sheet
* Retainers who are portrayed independently do not gain Attendance XP unless the PC attends on their own, separately.
=== Proxying Characters ===
It is not the intent for players to be forced to accompany and attend off-schedule events. If a character would attend an event but the player is unavailable, one of two things may happen:
* The player may request a freeze, in which the scene is frozen until the player is available.
* If the player agrees, or a freeze is not possible in the circumstances, a player may attend an event as a proxy. In this case your character may be portrayed by a narrator or other designated individual (as determined by a Narrator). The player should be sure their instructions on portrayal are included. If a player agrees to a proxy, they understand their character may end up harmed, torpored, losing items, or even possibly killed—but the player or Narrator running the sheet should make every attempt to prevent the character from such harm.
=== Morality, Beast Traits, and Frenzy ===
We use the Expanded Beast Trait System found on page 90 of the BNS Errata with the following changes:
*
* Breaking the law in minor ways which are not as severe as the ones described in the Expanded Beast Traits Chart of the Errata are not a level 1 sin.
* A person on the Path of Humanity who commits diablerie automatically loses a point of Humanity without a test.
It is not outwardly visible that any particular Vampire is on a Path of Enlightenment; they simply appear to be a mid-to-low Humanity vampire. For this reason, Status Bans related to being on a Path of Enlightenment only apply if a person is openly known to be on a Path.
Purchasing a lost point of humanity  requires your character to actively work toward this goal through their actions. Purchasing Humanity requires narrator approval.
====Frenzy====
Kindred in Frenzy, and Shifters in Thrall of the Wyrm or Anger Frenzy Stage 2 or higher, are unable to use mental or social powers unless explicitly stated otherwise, such as ''Drawing Out the Beast''. While in this state, they also ignore wound penalties as if possessing Fortitude 1. They may however spend 1 Willpower per turn to allow their characters to retain some control during frenzy for 1 turn.
For any mental or social powers targeting a frenzied Kindred that use Willpower as the defense pool, an exceptional success is required to affect them, except for powers specifically designed to influence those in frenzy, like ''Quell the Beast''.
Powers that affect Shifters in Frenzy affect Kindred in Frenzy and vice versa.
The attack bonuses from frenzy do not apply to ranged attacks that use the Wits focus.
=== Torpor and Staking ===
A Vampire in Torpor may be cloaked using Cloak the Gathering; a torpid vampire is considered a willing target of this power. The user of the power is still limited by the number of people who may be targeted with Cloak the Gathering.
Mental and Social powers which can normally target a Vampire in a damage-induced Torpor (including being staked) are limited to Line-of-Sight. At storyteller discretion, certain powers which are used to track a vampire (such as Illuminate the Trail of Prey) may still target a torpid vampire.
Awareness allows you to use powers that affect only yourself while in Torpor. This does not include Obfuscate, which specifically is a mind-affecting power that affects others.
A character in damage-induced torpor does not awaken automatically when all damage is healed; they must be fed a point of blood from a vampire of 3 generations lower than the torpid vampire.
Damage dealt to a vampire in damage-induced torpor converts an equal amount of non-aggravated damage in the vampire's health boxes into aggravated damage. A vampire whose health boxes are full of aggravated damage after all damage modifiers have been applied instantly meets Final Death.
A vampire in Damage-induced Torpor may still be killed by being beheaded over a full round or receiving lethal damage over 3 rounds per the rules on page 288; this house rule is an additional way a vampire may be killed but does not replace those mechanics.
In unusual circumstances, such as situations where a target cannot reasonably avoid final death (such as falling into a pot of molten metal, or being beheaded by a guillotine) a character may be subjected to Final Death regardless of other statuses or challenges at storyteller discretion.
==== New Status Effect: Staked ====
A Vampire who has been successfully affected by an appropriate mechanic such as Pierce the heart becomes Staked.
Creating a stake requires crafting one or acquiring one in downtimes. A character may attempt to create an improvised stake per the improvised weapon rules, but as an improvised weapon it can only have Staking and no other qualities. It also has the negative trait Unwieldy giving it a -2 wildcard penalty and prevents you from gaining exceptional successes. This stake exists until the end of the scene if staking was not successful.
A staked vampire has the same status effects as a vampire in Damage-Induced Torpor (including other Damage-Induced Torpor house rules), with the following exceptions:
* They may not awaken from this state while they are still staked, even if they are fed lower-generation blood.
* If the stake is removed, they awaken instantly as long as they are not also in Damage-Induced Torpor.
* There is no way to "heal" from being staked and there is no power available to player characters which allows a vampire to remove their own stake.
A vampire may be both Staked and in Damage-Induced torpor separately.
Characters immune to the Pierce the Heart Maneuver and other anti-staking effects (such as those who have had their heart removed via Heart of Darkness) are also effectively immune to the Staked status effect.
=== Influences ===
Influence actions can be used more flexibly than stated in the book, so long as the use is of the same power level as the provided example.
Influence actions require a number of actions equal to the level of the action. For example, a character with four dots of an influence can do one level 4 action, or two level 2 actions, or a level 1 and a level 3, or four level 1.
Influence actions refresh every game, not every month.
Bonuses from loaned influences apply after all other bonuses (For example, the additional influence actions from Paragon) have applied.
== Combat Mechanics ==
===Dice Conversion Rules===
[[Larp:Proposals/Dice Conversion|Dice Conversion]]
=== Simultaneous Combat ===
=== The Mob Scene ===
During the course of many stories, you are inevitably going to be drawn into a challenge in which several people want to be involved. Multiparty challenges can be confusing, but if you follow these simple guidelines, you shouldn't have much difficulty. These rules are most useful in combat challenges, but they can be used with nearly any sort of group challenge, such as a player using a weapon with ''Spray''.
In most cases, the combat can be broken into groups of people attacking each other. For each group, they select a person to "lead" the challenge on their side for a simultaneous combat challenge. These leaders then perform a challenge on behalf of their group, with the group who wins the challenge being successful (and the other group emerging unharmed). A few notes for this group challenge:
* Challenges happening separately (like in a different room) should be handled first in order of initiative.
* Physical, Mental, and Social challenges should be grouped separately.
* Each group may elect to retest. By doing so, each player in the group must spend a willpower (or applicable retest) or forfeit their character's action in the group challenge. Both groups are allowed to attempt this retest. This is an exception to the rule that restricts a challenge to one willpower retest per challenge.
===New Maneuver: Called Shot===
== World Mechanics ==
=== Breaches of Elysium ===
An Elysium that has been breached will only lose its sanctity if an appropriate sect officer does not levy an appropriate punishment upon a perpetrator within 30 days. Note the use of “a perpetrator” and not “the perpetrator”— if Elysium is breached and the person responsible is unknown, then this rule only requires someone to be punished for it.
=== Distance ===
For the purpose of distance, “one step” is equal to one meter (1 unit of distance in VRchat.), or one square on the in-game grid.
=== Passage of Time ===
For the purposes of durations of statuses, effects, and deadlines, a "month" consists of two full games and two rounds of downtimes. The game or downtime in which the timer starts is not included unless the timer starts within the first half hour (of game) or the day after game (for downtimes).
=== Leaving the Island ===
* Characters may attempt to leave the island during downtime. Doing so has a high chance (around 90%) of being caught by a PC or NPC Warden. ("Leaving" the island in this context means both leaving and coming back as a single action.)
** Characters who spend a downtime action to prepare and plan their escape to avoid detection can cut their chance of detection in half. Characters who spend 2 downtimes for this are virtually guaranteed to escape detection.
* Characters who are caught may return to the island or resist, which may result in a scene with one or more of the current PC or NPC Wardens.
** Camarilla characters caught leaving the island immediately lose all of their Fleeting status (per the effect of Commander).
== Sects ==
=== Camarilla ===
Kindred are considered Neonates unless they meet the requirements below:
* In order to be Ancilla of the Camarilla, a kindred must meet ONE of the following:
** Have been a member of their sect for 75 continuous years or more
** Have been a member of their sect for 50 continuous years AND have the Machiavellian Prodigy merit.
* In order to be an Elder of the Camarilla, a kindred must meet ONE of the following:
** Have been a member of their sect for 300 continuous years or more AND have at least 2 dots in Generation AND the player must have at least one graduation.
** Have been a member of their sect for 100 continuous years AND have the Machiavellian Prodigy merit AND the player must have at least one graduation.
** Anarch characters must qualify for the above AND purchase the 1 point 'Old Dog' merit to have elder status.
=== Independent Alliance ===
<blockquote>''See [[Independent Alliance]].''</blockquote>
=== Anarchs ===
Anarchs only suffer a Lesser Status Ban for being on a Path of Enlightenment.
The Lesser Status ban for being a previous member of the Camarilla only lasts 1 year. The 10 year Lesser Status Ban for being Sabbat remains unchanged.
== Version ==
Our chronicle plays a modified version of the By Night Studios Masquerade lore. Important parts of this lore are available on the wiki. In general, we have not adapted the use of the BNS V2 lore at this time.
Because of various highly-conflicting pieces in the World of Darkness canon, our game uses the I heard rule. Essentially: rumors about things that may or may not have happened in the past are easy to come by. It is generally reasonable to believe that X thing that could be common lore has happened, and if that thing is not applicable to our chronicle, you can assume your character “heard” it somewhere.
Some content from certain official sourcebooks are not sanctioned for play, particularly ones which reinforce harmful stereotypes. When in doubt, ask.
Be aware that there are at least two versions of the BNS Errata which have page numbers that differ by 6 pages. If the table of contents in your version of the Eratta ends on page 11, add 6 to any page references used in the wiki.

Revision as of 21:00, 18 July 2024

General

Content Warning

Dark Skylines Contains content which may be disturbing to some players. The game may include content or references to disturbing subjects, such as blood, murder, assault, self-harm, suicide, emotional trauma, torture, and other similarly dark themes. Please inform the Narrator Team if there is specific content which may be triggering to you, or if you encounter such content in game. It is absolutely reasonable to ask a Narrator to stand-in and play your character if you feel uncomfortable doing so. Dark Skylines games will never feature content which violates the VRChat terms of service.

You must be at least 18 years old to participate in Dark Skylines.

Character Creation

Inappropriate Character Concepts and Traits

While there is certainly bigotry against real-life groups in the World of Darkness setting at-large, the narrator staff do not feel that it is appropriate for that to be a part of our setting. Characters who have an intolerance, bigotry, or hatred of any kind of real-life mortal social group (whether represented with flaw points or not) will not be approved.

A character may (with narrator approval) have previously belonged to a group which is historically associated with bigotry (for example, the US Confederacy), but the character should not be a member of said group now, nor should they have that bigotry themselves. These concepts are generally discouraged.

You may, at narrator team discretion (and with significantly good reason), have a character who had such an intolerance in the past (such as in a background story), however, your character may not enter play with such an intolerance.

Character backgrounds should avoid incredibly sensitive topics such as sexual assault, child abuse, etc. There are more, and better, ways to create a story of tragedy and horror and those are preferred in our chronicle.

The following character types are currently not sanctioned for PCs:

  • Characters under the age of 18 or appearing to be under 18 years of age
  • Kindred embraced prior to 1400 A.D.
  • Baali
  • Forgotten Fera (Apis, Camazotz, Grondr, Hakken, Nagah)
  • Mockery Breeds (Anurana, Kerasi, Samsa, War Wolves, Yeren)
  • Archons, Alastors, Myrmidons, and other global-scope appointed positions
  • Leviathan Rokea
  • Domems
  • Tremere-Loyal Gargoyles
  • Other unsanctioned splats (Mummies, Mages, Kuei-Jin, Demon, Imbued, Shades, etc.)

Ties

Characters are encouraged to make in-character ties with their characters and with NPCs. These might include:

  • Social ties: Your characters know of each other’s reputation.
  • Friendly ties: Your characters are allies.
  • Relational ties: Your characters are related by mortal blood
  • Brood ties: Your characters share a sire, or are part of the same lineage/house.
  • Blood ties: One or more character is blood-bound to the other.
  • Romantic Ties: your characters are, or once were, in an active romantic or sexual relationship.
  • Antagonistic ties: Your characters are enemies on some level.
  • Mortal ties: One or more of your characters actively wants to kill the other.

These ties must be approved by the narrator team and should be created before the new character enters play. However, there are some guidelines to this:

  • It is generally okay for new players to have a character tie with players they know who are in the game.
  • Players who are in an out-of-character relationship should be cautious with Romantic, Brood, and Blood ties, and communication with the Narrator Team is encouraged.
  • Players with multiple characters should aim for ties with characters played by different players.

Vampires

Clan and Bloodline Costs

All clan rarity costs are 0. Additional bloodline merit costs remain unchanged.

Blood Potency (••)

Characters with 2 dots in Generation, Rank, or a similar potency-related stat may purchase skills at 1x cost, instead of 2x cost.

Disciplines

Discipline Rulings

Protean - Shape of the Beast: Characters using Shape of the Beast can communicate with other characters with Animalism (or similar powers) as if they were animals.

Animalism - Feral Whispers: Characters with Animalism in human form can communicate with each other with animal sounds, growls, chitters, etc. but cannot communicate mentally even if they have the appropriate focus. This appears very weird to outside observers.

Thaumaturgy: Green Path - Sanguine Harvest: Activating this power does not require a test.

Presence - Majesty: The effects of Majesty are line of sight. Characters within 10 steps of the user are still affected by Majesty even if they do not have line of sight.

Obfuscate - Vanish From Mind’s Eye: You may not use Vanish from Mind’s Eye while grappled or Staked.

Temporis - Clotho's Gift: Stamina focused characters gain an additional Simple action during the first Extra Round as a result of Split Second.

Thaumaturgical Training and Necromantic Training: These merits apply to Character Creation only—if they are taught in-character by another PC, this merit is not required. However, if your character is publicly discovered to have one of these and should not, there may be PC or NPC intervention.

Hardy Island Kindred

Kindred may teach themselves the first 2 dots of Celerity, Potence and Fortitude, at out-of-clan cost, without a teacher. They may begin play with no more than a total of 3 of such self-taught dots.

Starting with Out-of-Clan Common Disciplines

You may no longer start play with any dots of an out-of-clan discipline unless you possess the appropriate merits to allow it.

Merits and Flaws

The maximum number of additional Merit points a character may take based on Graduations is capped at 3, to a maximum of 10 merit points.

The following merits and flaws are not sanctioned for PCs:

  • Childlike
  • Method to the Madness
  • Infernal Power
  • Path of Evil Revelations
  • Loa’s Rebirth
  • Stuffed Shirt
Merit / Flaw Rulings

Death Becomes You (Ananke):  Intentionally killing a stock NPC to benefit from this merit is considered “taking pleasure in the pain you inflict” and is therefore a level 4 sin.

Dhampir is a general merit and is not restricted to Anarchs only.

Iron Heart (Brujah): Iron Heart may be used when resisting any Technique that has Dominate or Presence as a prerequisite.

Parley (Lasombra: Corsair): This merit may not be used to get favors or meetings with PC characters. Using this merit requires filing a downtime.

Paragon: The 5-point retainer granted by this merit is not a vampire, but is an incredibly loyal ghoul.

Sorcerous Dabbler: This merit is not restricted only to members of the Anarch Movement, and Anarchs who lose their Committed status who have this merit do not automatically leave play.

Twice Bound to the Council (Tremere): is replaced with:

Somewhere along the way, you made a serious misstep and angered someone higher up in the Pyramid. You suffer the effects of having drunk the blood of your direct superior twice, and any higher ranking Tremere in your chain of command, even if you have not.
New Merits

Ghoul Before Embrace (3 point merit)

Your time as a ghoul prior to your embrace gave you advantages over your fellows. Not all kindred who were ghouls prior to being Embraced have this merit, however.

You automatically learn the first dot of Celerity or Potence, and may learn the first three dots of Celerity, Potence, and Fortitude as if they were in-clan disciplines.

Shifter / Fey / Wraith / Kindred Companion (3 point Merit)

You have a supernatural friend and ally. They, for some reason, are willing to help you. It is likely they will want something in return, however.

Mage companions are not sanctioned for play.

This NPC should have a sheet that is managed by the narrator team. In general, you will not have control over the expenditures or decisions of your supernatural ally.

The supernatural companion’s powers should scale with the character accordingly.

Other supernatural ally types may be allowed at narrator team discretion.

Clan Friendship (1 point merit)

This merit is meant to be purchased at character creation. You have a special relationship with another clan, and your reputation with them is very good. Members of that clan know of your reputation, and should treat you accordingly. However, if the reputation sours, you might lose this merit.

Clan Adoption (3 point Merit)

This merit is meant to be purchased at character creation. You have, with the permission of a powerful or influential member of a clan, been accepted into that clan. You are, for all social purposes, a member of that Clan. You are welcome at those clan gatherings and beholden to that Clan’s leaders. You similarly lose the social privileges of your former clan, but still suffer their clan weakness.

Special Gift (1-5 point Merit)

This merit is meant to be purchased at character creation. You have a special item you have acquired. How you acquired this item should be a part of your background story. The item may have special abilities or qualities. This item must be approved by the narrator team prior to play.

Netrunner (3 point Merit)

The future is now. You have spent a significant amount of time immersed in technology, making you a formidable force in the world of computers. As a result, you have effectively become a technomancer, but not through thaumaturgical means.

You may purchase the first 4 dots of Thaumaturgy: Path of Technomancy at Out-of-Clan costs as if you had a teacher. You may not teach this discipline to others. This merit does not confer any of the telltale signs of Thaumaturgy, nor does it grant the ability to learn thaumaturgical rituals.

To utilize these powers, you must either possess an electronic device specialized in Technomancy, or a 1-dot Cybernetic representing a netrunner deck.

Different creatures fuel these abilities differently: Vampires spend blood, Garou spend gnosis, Changelings spend Glamour, Wraiths spend pathos, and all other supernatural types spend Willpower.

Lead Head (2 point Merit)

You are more accustomed than most Vampires to the application of cybernetics. The extra beast traits suffered from Cybernetics (See “Transhumanism” in the Cybernetics section) is reduced by 2. However, you are still restricted to a total of 9 dots of cybernetics.

New Flaws

Blood-Loyal (3 pt. Tremere Flaw)

Your blood holds difficulties and inequities not found in the other Tremere. Because of these failings, you are easily made dependent on the blood of another. It takes only two draughts of another vampire’s blood for you to become blood bound instead of the normal three — the first drink counts as if you had taken two drinks.

Tremere Clan Weakness

The Tremere Clan Weakness is replaced with:

Newly embraced Tremere are made to drink the blood of the Council of Seven in an arcane ritual. Consequently, you suffer the effects of having drunk the blood of your direct superior, and any higher ranking Tremere in your chain of command, even if you have not. Even if you disagree with your superior this effect persists and will continue until such a time that she is removed from your chain of command, whereupon, she will likely be replaced with another for whom you have the same level of devotion.

Backgrounds

Cybernetics

This is a futuristic setting. Cybernetic mods are a thing of the now. Users of cybernetics can gain abilities and powers that make them superior to their fellow creatures. But cybernetics come with a cost. They detach the user from themselves, and make one slightly less than human.

For humans and most supernaturals, getting a cyber implant is a matter of purchasing the gear and finding a person—whether a licensed doctor or a chop shop keeper— to do the surgery. Cybernetics are made to be one-size-fits-all to save on production costs; for this reason, cyber-harvesting is a growing trend in the underworld of cities everywhere.

Vampires can also use cybernetics; however, the process of joining the immortal body of a vampire to a cybernetic implant is painful and difficult. Attaching a new cybernetic requires contacting a special supernatural group called the Upgraders.

Mysterious and dangerous, the Upgraders are a cabal of what appear to be mortals, who specialize in implanting cybernetics on Vampires. The process is painful, and the vampire suffers one point of Aggravated Damage per dot of Cybernetics purchased, which cannot be healed for a full two weeks. Getting a cybernetic implant also requires one downtime per dot purchased, which may be reduced by 1 with a Computers or Science action.

Types of Cybernetics

Cybernetics, or Body Mods are a new Background which may be purchased at character creation or with XP during downtimes as any other background. All Cybernetic effects must be approved by the storyteller before purchase. Generally, body mods fall into several categories:

  • Cosmetic - Body mods which are related solely to your character’s appearance, and which offer no mechanical benefit, are perfectly acceptable. These are commonly used to excuse the way an avatar looks—ears and tails could very easily be cosmetic body modifications. These do not require any dots in Body Mods. A person with Computers could get one of these with a downtime, in the same way they might apply Stylish to an item.
  • Buffs - These mods provide some benefit in a challenge utilizing a particular skill or ability. A pair of cybernetic eyes might enhance Awareness, or a fully-reinforced skeleton could give a bonus to Physical. Mods that give retests are also considered Buffs.
  • Utility - These mods are made to perform a specific task. These mods usually work in specific circumstances to do a specific thing the character would not normally be able to do. Utility mods might include leg modifications that allow higher jumping, or a camera in the eyes that can take pictures on command. These mods may be able to mimic certain low-level effects of Disciplines
  • Supernatural - Supernaturally-enhanced Body Mods are very rare. But rumor has it that they are being researched...
Cyberhumanism

The cost of having cybernetics is high for vampires. While garou and mortals risk cyberpsychosis if they replace too much of themselves with the artificial, vampires in particular struggle with the dehumanizing impact of artificial additions.

A vampire who has 3 or more dots in Cybernetics is treated as having additional beast traits equal to half their cybernetics dots, rounded down. To this end, the maximum cybernetics dots a Vampire on Humanity may have is 9, after which they suffer permanent frenzy.

Furthermore:

  • Vampires on the Path of Feral Heart and Path of Harmony may not have a Path Rating above 3 while they have any dots in Cybernetics.
  • Vampires on Path of Metamorphosis or Path of power & the Inner Voice suffer one less beast trait from having dots in Cybernetics.
Example Cybernetics

All cybernetics purchases require narrator approval. The table below is a list of example cybernetic enhancements.

Level Example effects
• Cosmetic effects with no mechanical benefit.
• Provide a +2 bonus on a specific type of mundane skill check such as picking locks
• Provide a +1 bonus on all mundane skill checks using a skill such as using drive to elude a pursuer
• Perform a mundane, non-combat task in reduced time
• Provide a +1 bonus to initiative or defense
•• • Provide a +1 bonus on a skill, such as firearms
• Provide a free retest on a specific kind of task once per scene
• Provide an extra Wounded Health Level
• Acts as a weapon that cannot be disarmed (arm guns/swords)
••• • Provide a +1 bonus on an Attribute
• Imitate the effects of some 1-point merits
•••• • Imitate a first or second level supernatural power
••••• • Imitate the effects of some 2-point merits

All cybernetics require Storyteller approval and not all cybernetics (particularly ones which imitate powers and merits) will be approved.

Generation and Status

The term "Neonate" is often used informally to refer to new vampires. However, in order to avoid confusion, the terms "Neonate", "Ancilla", and "Elder" should not be used to refer to a vampire's generation (i.e., being of the "Elder Generation"). Instead, referring to oneself by numerical generation or being "far-removed from Caine" or "Close to Caine", etc., is socially acceptable.

Generation Reference Table
Generation background Character's generation BP required to awaken from Torpor
and Thin Blooded 15 12
• and Thin Blooded 14 11
• and Lesser Generation (2) 13 10
• and Lesser Generation (1) 12 9
11 8
•• and Lesser Generation (1) 10 7
•• 9 6
••• 8 5
•••• 7 4
••••• 6 3

Character Mechanics

Graduation System

See Graduation System.

Changes: Vampire

  • Assamite: Warrior are increased to 2 Graduations for Camarilla, and lowered to 1 Graduation for Anarch (essentially swapping them; this appears to have initially been an oversight)
  • Brujah in the Camarilla are increased to 1 Graduation after the death of Theo Bell and the subsequent mass Brujah exodus.
  • Giovanni: Premascine are raised to 1 Graduation for IA, because they would inherently have to be Elders.
  • Gangrel: Coyote are now 0 graduations in the Camarilla, following the appointment of Ragnar the Jackal.
  • Lhiannan in the Sabbat are now playable with 3 Graduations.
  • Setite are 2 Graduations for Camarilla, making them the same as Giovanni Camarilla.
  • Setite: Vipers and Tlacque bloodlines of Setite are lowered to 0 Graduations for IA, having been recruited in the early days of the IA.
  • Tremere in the Anarch Movement are increased to 2 Graduations.
  • Tzimisce Autarkis are lowered to 1 Graduation.
  • Ventrue are 1 graduation for non-Camarilla; the Crusader bloodline remains unchanged. (This was the way it was originally intended per Cam settings rules, as non-cam non-bloodline ventrue are considered Uncommon)

Shifters

  • Corax are lowered to 1 graduation for Rank 1, since in the age of the weaver being very powerful, the need for Gaia's messengers is greater.
  • Cult of Fenris are considered Wyrm-Corrupted and are 2 Graduations for Rank 1.
  • Weaver-Corrupted Garou Nation and Web Walkers (Glass Walkers) are 1 Graduation for Rank 1.

Equipment and Stock Locations

See Larp:Equipment.
See Larp:Stock Locations.

Banality

See Banality.

Blood Bonds

In addition to the rules regarding the fading of a blood bond over time upon a vampire's death, a character is additionally immediately aware of their regnant’s death.

  • For a kindred thrall with a one- or two-point blood bond, this triggers a rage frenzy check with a penalty of 2 times the blood bond level. For a 3-point blood bond, the thrall will immediately enter a rage frenzy. In all cases the thrall may spend a willpower to resist this frenzy—but it is still a very emotional and painful experience.
  • For a ghoul, they should immediately feel some significant turmoil, which might result in heightened aggression, upset, or unconsciousness. Ghouls who have been bound to their Domitor for a long period of time should feel this much more strongly.

Breaking Blood Bonds

(Removing these as they are just repeating info from the book.)

Wild Card Bonuses

There is a cap of +5/-5 on Wild Card bonuses.

Wild Card Bonuses/Penalties are defined as bonuses and penalties from:

  • Merits and Flaws
  • Equipment qualities
  • Circumstance: Cover, Maneuvers such as Assist Attacker/Defender, or narrator-granted circumstance bonuses and penalties
  • Any other effect that specifically lists its bonus as a "Wild Card" bonus.

Transformations

The following are considered Major Transformations:

  • Obtenebration: Black Metamorphosis, Tenebrous Form
  • Protean: Shape of the Beast, Form of Mist
  • Serpentis: Skin of the Adder, Form of the Cobra, Divine Image
  • Thanatosis: Ashes to Ashes
  • Vicissitude: Horrid Form, Blood Form
  • Visceratika: Stone Strength
  • Necromancy, Mortis Path: Masque of Death, The Fourth Horseman
  • Thaumaturgy, Path of Elemental Mastery: Elemental Form
  • Technique: Animal Swarm
  • Gifts: Signal Rider, Ancestral Incarnation, Thousand Forms, Wyld’s Undreamt Fury
  • Metamorphosis: Merlin's game, Creature of Legend
  • Pyretics: Star Body
  • Changeling merit: Best of Both Worlds

The following are considered Minor Transformations:

  • Protean: Feral Claws
  • Serpentis: Tongue of the Asp
  • Visceratika: Armor of Terra
  • Gift: Razor Claws
  • Shifters changing into a form other than their Breed form
  • Oakenshield: Hard as Rock
  • Arboreal: Become the Green Man, One with Nature
  • Metamorphosis: Impersonate, Go Ask Alice

The following are not considered transformations for the purposes of powers such as Stone of the True Form or Forced Transformation:

  • Fleshcrafting and Bonecrafting
  • Moliate
  • Spiritual Emblem
  • Shifters transforming into their Breed form

Character Slots

Upon earning a graduation or becoming a Patron, a player may open up character slots. This allows a player to play additional characters and earn XP on them according to the rules in the VSS.

If a player stops being a Patron or (under rare circumstances) loses a graduation, their most recent character remains in play but may not earn new XP until the character slot is reopened.

Guidelines for playing multiple characters

  • It is strongly recommended that under any circumstances, a player should have no more than 4 active characters.
  • A player’s characters may know of each others’ existence but should know very little about them, have little interaction with them, and have a generally neutral opinion about them. Characters absolutely may not be related to, in relationships with, or have motivations regarding their other characters.
  • Players should make every effort to avoid characters sharing knowledge. This can be difficult.
  • In general (though there are exceptions) players should avoid involving their characters in conflicts against another character at the same time. (Sometimes this can’t be avoided: the other person may just be a dick.)
  • You may only play one character at a time. Under certain narrator-approved circumstances (such as large meetings and events) your characters may be ‘in play’ simultaneously, but one character is considered the active one and the other is somewhere else observing but not interacting (we say this character is ‘in the gallery’).
  • Any interactions by your characters that can significantly impact another of your characters should be checked with a narrator first. When in doubt, ask.
  • Any direct interactions (conversations, challenges, etc.) are highly discouraged, but if they are unavoidable they must be overseen by one or more members of the Narrator Team, one of whom will likely portray one character as a proxy.
  • It is encouraged to diversify your characters to get the best experience out of roleplay. Having characters of different clans, sects, and archetypes will allow you to experience different viewpoints of the plot. Having multiple characters who are too similarly aligned may be problematic due to how often they would come into contact with each other, requiring narrator-team approval.

Diablerie

The third bullet point on page 307 in the section The Effects of Diablerie limiting a character to one diablerie per year is disregarded.

If a character's generation is lowered as a result of Diablerie, and this results in a change in the Generation background or flaws such as Lesser Generation, record the changes to these backgrounds and/or flaws without additional XP refund or expenditure.

A character who commits diablerie may purchase the disciplines of their victim as if they were in-clan without a teacher, up to the number of dots possessed by the victim.

Portraying Retainers

Players portraying characters who have retainers may portray them as followers, either with in-game NPC placeholders or by noting their retainer’s existence in their character tags. Players can and should direct these NPCs in combat, on their own initiative, using the stock NPC rules. Players may, with narrator discretion, portray their own retainers independently or have them played by another player. In this circumstance:

  • Retainers should act with their owner/domitor/regnant’s best interests in mind
  • Retainers should have a sheet or be represented with stock NPC rules based on dots on the sheet
  • Retainers who are portrayed independently do not gain Attendance XP unless the PC attends on their own, separately.

Proxying Characters

It is not the intent for players to be forced to accompany and attend off-schedule events. If a character would attend an event but the player is unavailable, one of two things may happen:

  • The player may request a freeze, in which the scene is frozen until the player is available.
  • If the player agrees, or a freeze is not possible in the circumstances, a player may attend an event as a proxy. In this case your character may be portrayed by a narrator or other designated individual (as determined by a Narrator). The player should be sure their instructions on portrayal are included. If a player agrees to a proxy, they understand their character may end up harmed, torpored, losing items, or even possibly killed—but the player or Narrator running the sheet should make every attempt to prevent the character from such harm.

Morality, Beast Traits, and Frenzy

We use the Expanded Beast Trait System found on page 90 of the BNS Errata with the following changes:

  • Breaking the law in minor ways which are not as severe as the ones described in the Expanded Beast Traits Chart of the Errata are not a level 1 sin.
  • A person on the Path of Humanity who commits diablerie automatically loses a point of Humanity without a test.

It is not outwardly visible that any particular Vampire is on a Path of Enlightenment; they simply appear to be a mid-to-low Humanity vampire. For this reason, Status Bans related to being on a Path of Enlightenment only apply if a person is openly known to be on a Path.

Purchasing a lost point of humanity requires your character to actively work toward this goal through their actions. Purchasing Humanity requires narrator approval.

Frenzy

Kindred in Frenzy, and Shifters in Thrall of the Wyrm or Anger Frenzy Stage 2 or higher, are unable to use mental or social powers unless explicitly stated otherwise, such as Drawing Out the Beast. While in this state, they also ignore wound penalties as if possessing Fortitude 1. They may however spend 1 Willpower per turn to allow their characters to retain some control during frenzy for 1 turn.

For any mental or social powers targeting a frenzied Kindred that use Willpower as the defense pool, an exceptional success is required to affect them, except for powers specifically designed to influence those in frenzy, like Quell the Beast.

Powers that affect Shifters in Frenzy affect Kindred in Frenzy and vice versa.

The attack bonuses from frenzy do not apply to ranged attacks that use the Wits focus.

Torpor and Staking

A Vampire in Torpor may be cloaked using Cloak the Gathering; a torpid vampire is considered a willing target of this power. The user of the power is still limited by the number of people who may be targeted with Cloak the Gathering.

Mental and Social powers which can normally target a Vampire in a damage-induced Torpor (including being staked) are limited to Line-of-Sight. At storyteller discretion, certain powers which are used to track a vampire (such as Illuminate the Trail of Prey) may still target a torpid vampire.

Awareness allows you to use powers that affect only yourself while in Torpor. This does not include Obfuscate, which specifically is a mind-affecting power that affects others.

A character in damage-induced torpor does not awaken automatically when all damage is healed; they must be fed a point of blood from a vampire of 3 generations lower than the torpid vampire.

Damage dealt to a vampire in damage-induced torpor converts an equal amount of non-aggravated damage in the vampire's health boxes into aggravated damage. A vampire whose health boxes are full of aggravated damage after all damage modifiers have been applied instantly meets Final Death.

A vampire in Damage-induced Torpor may still be killed by being beheaded over a full round or receiving lethal damage over 3 rounds per the rules on page 288; this house rule is an additional way a vampire may be killed but does not replace those mechanics.

In unusual circumstances, such as situations where a target cannot reasonably avoid final death (such as falling into a pot of molten metal, or being beheaded by a guillotine) a character may be subjected to Final Death regardless of other statuses or challenges at storyteller discretion.

New Status Effect: Staked

A Vampire who has been successfully affected by an appropriate mechanic such as Pierce the heart becomes Staked.

Creating a stake requires crafting one or acquiring one in downtimes. A character may attempt to create an improvised stake per the improvised weapon rules, but as an improvised weapon it can only have Staking and no other qualities. It also has the negative trait Unwieldy giving it a -2 wildcard penalty and prevents you from gaining exceptional successes. This stake exists until the end of the scene if staking was not successful.

A staked vampire has the same status effects as a vampire in Damage-Induced Torpor (including other Damage-Induced Torpor house rules), with the following exceptions:

  • They may not awaken from this state while they are still staked, even if they are fed lower-generation blood.
  • If the stake is removed, they awaken instantly as long as they are not also in Damage-Induced Torpor.
  • There is no way to "heal" from being staked and there is no power available to player characters which allows a vampire to remove their own stake.

A vampire may be both Staked and in Damage-Induced torpor separately.

Characters immune to the Pierce the Heart Maneuver and other anti-staking effects (such as those who have had their heart removed via Heart of Darkness) are also effectively immune to the Staked status effect.

Influences

Influence actions can be used more flexibly than stated in the book, so long as the use is of the same power level as the provided example.

Influence actions require a number of actions equal to the level of the action. For example, a character with four dots of an influence can do one level 4 action, or two level 2 actions, or a level 1 and a level 3, or four level 1.

Influence actions refresh every game, not every month.

Bonuses from loaned influences apply after all other bonuses (For example, the additional influence actions from Paragon) have applied.

Combat Mechanics

Dice Conversion Rules

Dice Conversion

Simultaneous Combat

The Mob Scene

During the course of many stories, you are inevitably going to be drawn into a challenge in which several people want to be involved. Multiparty challenges can be confusing, but if you follow these simple guidelines, you shouldn't have much difficulty. These rules are most useful in combat challenges, but they can be used with nearly any sort of group challenge, such as a player using a weapon with Spray.

In most cases, the combat can be broken into groups of people attacking each other. For each group, they select a person to "lead" the challenge on their side for a simultaneous combat challenge. These leaders then perform a challenge on behalf of their group, with the group who wins the challenge being successful (and the other group emerging unharmed). A few notes for this group challenge:

  • Challenges happening separately (like in a different room) should be handled first in order of initiative.
  • Physical, Mental, and Social challenges should be grouped separately.
  • Each group may elect to retest. By doing so, each player in the group must spend a willpower (or applicable retest) or forfeit their character's action in the group challenge. Both groups are allowed to attempt this retest. This is an exception to the rule that restricts a challenge to one willpower retest per challenge.

New Maneuver: Called Shot

World Mechanics

Breaches of Elysium

An Elysium that has been breached will only lose its sanctity if an appropriate sect officer does not levy an appropriate punishment upon a perpetrator within 30 days. Note the use of “a perpetrator” and not “the perpetrator”— if Elysium is breached and the person responsible is unknown, then this rule only requires someone to be punished for it.

Distance

For the purpose of distance, “one step” is equal to one meter (1 unit of distance in VRchat.), or one square on the in-game grid.

Passage of Time

For the purposes of durations of statuses, effects, and deadlines, a "month" consists of two full games and two rounds of downtimes. The game or downtime in which the timer starts is not included unless the timer starts within the first half hour (of game) or the day after game (for downtimes).

Leaving the Island

  • Characters may attempt to leave the island during downtime. Doing so has a high chance (around 90%) of being caught by a PC or NPC Warden. ("Leaving" the island in this context means both leaving and coming back as a single action.)
    • Characters who spend a downtime action to prepare and plan their escape to avoid detection can cut their chance of detection in half. Characters who spend 2 downtimes for this are virtually guaranteed to escape detection.
  • Characters who are caught may return to the island or resist, which may result in a scene with one or more of the current PC or NPC Wardens.
    • Camarilla characters caught leaving the island immediately lose all of their Fleeting status (per the effect of Commander).

Sects

Camarilla

Kindred are considered Neonates unless they meet the requirements below:

  • In order to be Ancilla of the Camarilla, a kindred must meet ONE of the following:
    • Have been a member of their sect for 75 continuous years or more
    • Have been a member of their sect for 50 continuous years AND have the Machiavellian Prodigy merit.
  • In order to be an Elder of the Camarilla, a kindred must meet ONE of the following:
    • Have been a member of their sect for 300 continuous years or more AND have at least 2 dots in Generation AND the player must have at least one graduation.
    • Have been a member of their sect for 100 continuous years AND have the Machiavellian Prodigy merit AND the player must have at least one graduation.
    • Anarch characters must qualify for the above AND purchase the 1 point 'Old Dog' merit to have elder status.

Independent Alliance

See Independent Alliance.

Anarchs

Anarchs only suffer a Lesser Status Ban for being on a Path of Enlightenment. The Lesser Status ban for being a previous member of the Camarilla only lasts 1 year. The 10 year Lesser Status Ban for being Sabbat remains unchanged.

Version

Our chronicle plays a modified version of the By Night Studios Masquerade lore. Important parts of this lore are available on the wiki. In general, we have not adapted the use of the BNS V2 lore at this time. Because of various highly-conflicting pieces in the World of Darkness canon, our game uses the I heard rule. Essentially: rumors about things that may or may not have happened in the past are easy to come by. It is generally reasonable to believe that X thing that could be common lore has happened, and if that thing is not applicable to our chronicle, you can assume your character “heard” it somewhere. Some content from certain official sourcebooks are not sanctioned for play, particularly ones which reinforce harmful stereotypes. When in doubt, ask.

Be aware that there are at least two versions of the BNS Errata which have page numbers that differ by 6 pages. If the table of contents in your version of the Eratta ends on page 11, add 6 to any page references used in the wiki.