Missing Seth Pierce has left the chronicle.

F0dcf8d06a743b3c0332195fec889880--dark-souls--the-onion

selling books.

by Keith Stebbins

October 14th, 2010

I have piles of books, college text books, literature, religious, and gaming. i need to sell them.

If your intrested shoot me an email or a msg on here and i can drop you a list.

ok thank you for listening to my shameless plug.

6 comments

Tsura2 Theresa has left the chronicle.

100_3051

Officical House Rules for Dark Colony: Hartford

by witch hammer

October 12th, 2010

Hey gang, below are the brand new house rules as promised.  Blood Magic will come soon as seperate thing, until then just ask us.

enjoy!

~Adam
HST

General Rules

0. The Staff recognizes that circumstances may arise that require a reassessment of the House Rules based on a number of extenuating circumstances.  Therefore we reserve the right to, if necessary, take liberties to preserve the spirit of the game.  The presented House Rules are what will be applied to most normal circumstances.  Think of this as the “we are fair people, but stuff happens” Golden Rule.

1. Powers (Merits, Disciplines, Rituals, etc) that are not in LotN: R, or Guide to the Sabbat or Guide to the Camarilla must be written down on either an item card or the notes section of your character sheet citing the document, page number, and mechanics. All Rituals must be written down and recorded.
2.  You may not combine damage dealing attacks with carrier attacks, i.e. you may either strike for damage or strike to quell (for example), but not both.
3. The Maximum amount of Traits that may be called by any vampire 15th-8th Generation is 30, regardless of their generation.  This does not change their permanent Traits caps, just what the maximum is allowed to be bid.
4. Linguistics – Straight out of Laws of the East (which states “This version of Linguistics can also be considered to supersede the rules for Linguistics given in all previous Mind’s Eye Theatre games.) Level 1 = 1 additional language, Level 2 = 2, Level 3 = 4, Level 4 = 8, Level 5 = 16. In addition to the 2 Trait Bonus on Linguistic Challenges, the Natural Linguist Merit doubles the number of languages a character may possess.
5. The Rituals ability is used to retest Ritae, the Rituals background is used to actually possess Rites. This background may be found in the Table Top Guide to the Sabbat.
6. The Merit Ambidextrous provides an additional trait when wielding two weapons, not an additional action.
7. The Merit Luck may not be used in combat challenges.
8. To clarify the end of the round is after the end of everyone’s normals.  Thus all powers that activate at the end of the round happen at the end of normal actions, not the end of all actions including celerity.  For example if Majesty is dropped it will go up at the end of the normals.
9. If a Power does not state otherwise in regards to expending traits of any kind, the maximum amount of traits you may spend is 5.
10.  The order in which damage is applied is always to armor (including supernatural forms) first, before being allowed to be resisted with Fortitude or similar powers.

Disciplines


1. Animalism:
               Drawing Out the Beast:  Your beast will always return to you at the next sunset.
2. Auspex:
               General:  In Tests of Auspex versus Obfuscate versus Chimestry we gain a number of bonus traits (1-5) equal to your discipline level.
                Heightened Senses:  If this power is active you must have it be obvious that it is out of character or declared to an ST in a scene.
               Physic Projection: When using Physic Projection, the location of your body must be logged with staff.
3. Celerity:
               Fleetness: We do not observe the Win Ties Twice rule, you may only win ties once.
4. Chimerstry:
               General:  Levels 1-4 require no challenge to use. The only time a challenge against these illusions may be issues if the victim has the Auspex power Heightened Sense currently active at the time (or is has reason to activate it) or the Illusion is truly unbelievable in some way to give reason to question it.  In which case the Normal Social versus Mental Challenge must be thrown.
               Horrid Reality: An ST must be present for the use of this power. If this power is used to stake someone or cause a mortal blow, they may expend an Aegis to negate it as if it were real.
3. Dementation:
               Voice of Madness:  A Willpower may not be spent to ignore this challenge.  The Virtue test must be thrown.
4. Dominate:
               Possession: When using Possession, the location of your body must be logged with staff.
5.  Fortitude:
               Aegis: You may extend an aegis before the 2 simples for staking are thrown not after. Aegis may be spent to negate withering, atrophy or other such powers on a one for one basis (i.e. one Aegis per limb you wish to restore.). Aegis spent in this matter does not negate damage nor does Aegis spent to negate damage negate lost limbs.

6. Necromancy:
               Sepulcher Path, Soul Steal:  There is no limit to how many willpower you may spend to retest defending against this power.
7. Obtenebration:
               Arms of the Abyss: You may only summon/control a number of tentacles equal to the sum of your Obtenebration + Occult divided by two, rounded down.
8. Presence:
               Summon:  You do not know who is summoning you, however you can not be summoned to a dangerous situation, i.e. no summon jack boot parties.
               Majesty: This power is line of interaction. If you can interact with the character, you are under the effects of Majesty. This power does not translate through electronic means of communication, such as a phone call.  Additionally to clarify, the test to break Majesty is thrown for each aggressive action wished to be taken (not once for the scene, each action) against the user, as long as the terms of the Majesty have not been violated.
9. Quietus:
               Scorpion’s Touch:  Traits lost from this power do not return until the next night.
               Dagon’s Call:  This power also destroys one blood trait per successful level of damage inflicted.

9. Valeren:
               Burning Touch: A willpower may be spent to ignore the effects of this power.  This is spent on a one for one basis.  One Willpower covers one use of this power.
               Ending the Watch:  This power is replaced by Armor of Caine’s Fury found in the Mind’s Eye Theatre book Faith and Fire.  This power may only be activated once per scene.

10. Vicissitude:
               Blood Form: This power is instantaneous and may be used reflexively. When attacked you may turn any part of your body to blood and negate the physical damage at the cost of one blood trait. Other sources of damage still apply (fire, wards, etc.). If this is being done to avoid being staked, you must declare turning your heart to blood before the two simple tests.
11. Blood Magic:
               General: Please Consult an ST for any and all house rules on Blood Magic.

Changing Morality Paths

  • The chop is a static willpower challenge, with three different difficulties based on the differences between your current path and the one you are trying to switch to.
  • Difficulty 5: If you're switching to a path that has the same virtues as your current path (i.e., Humanity to Honorable Accord).
  • Difficulty 6: If you're switching to a path that has only two virtues in common with your current path (i.e., Humanity to Death and the Soul).
  • Difficulty 7: If you're switching to a path that has only one virtue in common with your current path (i.e., Humanity to Power and the Inner Voice).
  • You may make your first attempt to switch paths at a Morality of 2. If you win outright on this test, you may start at a rating of 2 on the new path.
  • If your first attempt to switch paths is at a Morality of 1, you may make a free retest should you fail the initial challenge. If you win outright on the initial test, you may start at a rating of 2 on the new path.
  • Additionally, when making the challenge to switch paths, you may expend as many PERMANENT willpower traits as you wish, up to your current permanent willpower, to continue retesting should you fail the initial challenge.
  • When making your path switch, you must still spend XP on your new path traits and virtues. Remember that morality traits are 2xp, while virtues are 3xp each.



55 comments

20190605_212758 Joan Sartori has joined the chronicle!

Antoniod-1

Influence

by Lex

October 12th, 2010

We would like to give our deepest apologies for the wait, thank you for your patience. Please poke all unanswered Influence actions since July.

 

LexST

33 comments

Dscn1712 Christory Book has left the chronicle.

Phpa1vjhk_c1am Michael Pucci has left the chronicle.

Hoes Neffarious has left the chronicle.

100_3051

New Staff

by witch hammer

October 6th, 2010

Again I apologize for delays in stuff, I have been insanely busy.  We are having a staff meeting asap and will be posting an update very soon.

In order to help with this, Lex has agreed to join Hartford Staff once again.

So everyone please welcome back Lex to Hartford Staff.

~Adam

HST

10 comments