Larp:House Rules

From Dark Skylines Wiki
(Redirected from House Rules)

Updated December 1st, 2024.

Update History:

General[edit | edit source]

Content Warning[edit | edit source]

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[edit | edit source]

Inappropriate Character Concepts and Traits[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Clan and Bloodline Costs[edit | edit source]

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

Blood Potency (••)[edit | edit source]

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

Hardy Island Kindred[edit | edit source]

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. Characters must still taste the blood of a teacher to exceed the limits of this rule, to learn the third dot.

Starting with Out-of-Clan Common Disciplines[edit | edit source]

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

Teaching Out-of-Clan Disciplines[edit | edit source]

A character who has been taught a discipline out-of-clan may teach that out-of-clan discipline to another character, acting as their teacher up to the level they possess themselves following the standard rules. This does not revoke traditional restrictions such as the Caitiff being unable to teach their in-clan disciplines.

Shifters[edit | edit source]

Shifters can learn gifts that belong to other tribes or fera, very rarely, and with ST approval. Learning such gifts is difficult and will likely require a serious quest, time, and dedication to convince a spirit to allow you to learn it.

Powers[edit | edit source]

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.

Ex Nihilo w/ Charon's Obol:

Charon's Obol does not convey the ability to use the focused version of Ex Nihilo. Other characters must be within 10 steps of the Necromancer to cross the Shroud.

Line of Sight[edit | edit source]

Unless otherwise stated, a power that works within Line of Sight also has a maximum range of 30 steps.

Transforming into animals[edit | edit source]

Characters using powers that allow them to transform into animals, such as shifter forms or Protean: Shape of the Beast, can communicate with supernatural creatures who are transformed into similar creatures, within reason, e.g., a vampire in Wolf Form may communicate with a Garou in lupus form, but not a Ratkin in Rodens form.
Characters with powers that allow them to talk to animals, such as Animalism: Feral Whispers or the Gift: Tongue of the Wyld Court can communicate with each other using animal sounds, growls, chitters, etc., regardless of the form they are in, but cannot communicate mentally even if they have the appropriate focus. This appears very weird to outside observers. They may also communicate with supernatural creatures who are transformed into animals, e.g., a vampire in Wolf Form or a Garou in lupus form.

Thin-Blood Alchemy[edit | edit source]

See Thin-Blood Alchemy.

Merits and Flaws[edit | edit source]

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

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 6-point retainer granted by this merit is not a vampire, but is an incredibly loyal ghoul.

Prestigious Sire:

This merit is not Camarilla exclusive, and is required to be taken to have a sire of prestigious renown or title.

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.

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.

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]
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[edit | edit source]

Cybernetics[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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

Base Sheet Characters[edit | edit source]

With narrator approval, a new player who is familiar with Vampire: The Masquerade may choose to bring in a character to socialize, without a sheet. These character are assumed to have 9 health levels, and all rolls are treated as a chance roll.

Character Mechanics[edit | edit source]

Graduation System[edit | edit source]

See Graduation System.
A player may, very rarely, be allowed to play a single character that they would not normally be allowed to play, based on their prior experience with that venue. Any other characters they make (such as additional character slots from being a Patron) must follow the Graduation rules. Note: This is a very very rare situation!

Equipment and Stock Locations[edit | edit source]

See Larp:Equipment.
See Larp:Stock Locations.

Banality[edit | edit source]

See Banality.

Blood Bonds[edit | edit source]

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.

Wild Card Bonuses[edit | edit source]

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
  • 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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Dice Conversion Rules[edit | edit source]

Dice Conversion

The Mob Scene[edit | edit source]

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[edit | edit source]

A character who is Dexterity focused may use Called Shot once per night without expending a Willpower.
A character spends a Willpower if necessary and declares their attack to be a Called Shot. A Called Shot is a physical attack that will deliver a single additional level of damage, but must achieve an exceptional success to hit.
If the attacker does not achieve an exceptional success, the attack misses entirely.

World Mechanics[edit | edit source]

Breaches of Elysium[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

  • 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[edit | edit source]

Camarilla[edit | edit source]

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[edit | edit source]

See Independent Alliance.

Anarchs[edit | edit source]

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[edit | edit source]

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.