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KoNY Blood Magic House Rules

by witch hammer

November 2nd, 2012

Kings of New York Blood Magic House Rules

General:

1.         As Staff is not omniscient, we reserve the right to make any rules call necessary at any time for the flow of the game and story.

2.         All Paths and Rituals not found in either Laws of Night Revised or MET Sabbat Guide must be written down by players for use during game. 

3.         All Secondary paths of Blood Magic are paid at out of clan costs.  If a Character possesses a Blood Magic In-Clan, only their first path costs In-Clan costs.

4.         Blood Magic may be used to counter True Magic Spheres and vice versa as per the Vampire Storyteller’s Guide.

5.         Rituals are far too numerous to list here for house rules.  As all rituals are required to be written down and carried by the player at game, they should consult the storyteller for any house rules they wish to make in regards to the ritual in question.  That is to say, House Rules on all Blood Magic rituals are on a case by case scenario.  Until they are signed by the Storyteller as an item card or piece of paper, with any house rule notes, player’s rituals may not be used until he has done so.

5.         Ritual creation requires the following (Taken from Blood Sacrifice):

a.       Occult Ability x5

b.      Blood Magic rating one higher than the level of the desired ritual (Meaning PCs can never make advanced rituals without the aid of at least one other blood mage of the same paradigm working with him, who also has advanced blood magic))

c.       The Blood Sorcerer must perform a static Mental challenge retested with occult at a difficulty of 7 plus level of the ritual (1=basic, 2=intermediate, 3=advanced, 4=elder, etc).  He may perform this test once a week, and must accumulate a number of successes equal to the level of the ritual x3.  Each time the test is thrown, the player must spend 2 blood traits.  The time to research the ritual is as follows:

i.      Basic=2 weeks

ii.      Intermediate= 4 and half months

iii.      Advanced=1 year

6.      Path creation requires the following (Taken from Blood Sacrifice):

a.       Occult Ability x5

b.      Advanced Blood Magic

c.       The Sorcerer performs a static Mental challenge retested with Occult at a difficulty of 7+the new level (1-5, basic basic, intermediate intermediate, advanced).  This test may only be thrown once a year and costs 5 blood traits each time.

 

Paths of Blood Magic House Rules:

 

Paths

House Rule

Path of Blood

Potency of Blood:  Your blood pool fills to your new generation, not requiring you to “tank up”.  However, it does not replace already spent blood traits before using this power, which must be taken into account.

Movement of the Mind

May only be resisted with Potence or Celerity if the Storyteller deems is appropriate to the type of action to resist.

Neptune’s Might

Blood to Water:  Only 5 Traits of Blood may be turned into Water per use of this power.

Spirit Manipulation

Entrap Ehpemera:  Fetish Making
When a vampire obtains Spirit Manipulation 4 he gains the ability to make fetishes. However, the rules and guidelines for this presented by White Wolf are rather vague. The rules below are adapted for fetish making from the books Forged by Dragon‟s Fire and Kindred of the Ebony Kingdom. For more detail on how a fetish is made, please consult Forged by Dragon‟s Fire page 31-39. For purposes of this document, the term Fetish is interchangeable with the term Artifact.

1. Every single Fetish (or Artifact as Kindred call them) has a rating from 1-5. If it is an original Artifact the ST will assign this value, if it is a printed Fetish (aka Artifact) it will have an assigned value. This value must be purchased with experience points for every artifact into the Artifact background. IE, a character creating a level 3 Fetish/Artifact must spend 3xp to purchase the Background Artifact: „X‟ 3.

2. Every Artifact has a Gnosis rating; either determined by the ST or given in printed material.

3. The Static Willpower challenge to see if an Artifact works is instead replaced with a Willpower Challenge versus the Artifact‟s Gnosis rating.

4. Others may use Artifacts who do not possess Spirit Manipulation or another way to deal with spirits as long as they attune the Artifact to themselves. This is done by the user spending one night with the artifact and making a Willpower challenge versus the Artifacts Gnosis rating. Success means the Fetish is attuned to them now and they may use it, failure means they may not try again until they placate the spirit in some manor. They must now purchase the Artifact Background as detailed above.

5. A person who wishes to make an Artifact specific to a certain group (example: Shadowlord Fetishes) must have the appropriate lore to an equal level of the fetish rating to even attempt to do so. This represents them having the knowledge of how to make the fetish and know of its existence.

6. To make an Artifact the vampire needs to have an ability score in Lore: Spirits and/or Crafts: Fetishes equal to the Artifact rating of the item. These two abilities may be combined to gain the appropriate score needed.

7. Instead of Quintessence being used where referenced in Forged by Dragon‟s Fire, use Bloodinstead.

8. To craft a Fetish the vampire must first hunt down the spirit needed for it.  Once tracked down, the vampire must then beat the spirit into submission.  As many spirits will not make deals with a vampire, though a rare few might.  This part is for role play and story purposes, the interactions between the vampire and spirit in question are wide and varied.  If a spirit is willing to enter a fetish, there is no challenge.  If in the majority of cases the spirit is unwilling, the vampire must force the spirit to submit.  This is done by besting it in combat.

9. Incarna and above level spirits may never be bound to a fetish unless they are willing…though that is unlikely to say the least.

10.  Any Fetish that is broken and not repaired results in a loss of the Artifact background associated with Fetish and the experience spent on it are not refunded.

Duality:  You may not put people into the Umbra.  Other vampires may not be moved into the Umbra unless they are in Torpor.

 

Path of Curses

The Sympathetic Link required to perform the magic is considered to be used up after any attempt at use of this power regardless of success or failure.  Meaning they will be required to gain a new one for each casting.  In addition, the Sympathetic Link must be something of actual value to the target.  Blood or Wedding ring for example will work, a piece of clothing or hair will not.  The Storyteller makes the final ruling on wither or not the item in question will work.  Finally, you must actually curse your victim.  He must hear the curse said aloud or the power has no effect.  He need not understand what you are saying, but he must hear it.

Focused Mind

One Tracked Mind:  This power is not a railroad or loop, the target will continue the Intent of their last action, not the literal last action.

Mastery of the Mortal Shell

Contortion:  The Target may restore limb loss with the cost of a blood trait.

Seizure:  This power’s rules are replaced with the following:  The victim must bid 4 additional traits on all challenges and suffers one level of bashing damage a turn for as long as this power is active.

Gift of Morpheus

Enchanted Slumber: If used on a PC this power lasts one scene or hour

Dreamscape:  This Power requires a Sympathetic Link to the victim

Dream Mastery: This Power requires a Sympathetic Link to the victim

Thaumaturgical Counter Magic

While it may be a free action to counter any blood magic, a user may only do so once per turn.

Way of the Levinbolt

A stunned vampire is down 2 traits in all challenges.  This is the only effect of being stunned.

Way of Warding

Glyph of Enlightenment:  Each Thaumaturgy power a vampire wishes to use through this power costs 1 willpower per use.

Binding the Abyss

This Path is not allowed

Path of Better Self

This Path is not allowed

Way of Spirit

It is possible for a Koldun to extend their senses into other realms with difficultly. In order to extend their senses into the Umbra, Shadowlands, or Astral Realm the Koldun must spent an additional willpower a and make a static Social test vs. 4 traits plus double the level of the power they wish to activate. A failure has no effect apart from wasting willpower. A Koldun may only view 1 additional realm in this manner.

Orisha’s Fortune

Fortune’s Blessing:  This power may be used for Mundane abilities only.  Mundane abilities are any ability listed in Laws of the Night Revised.

Flow of Ashe

Use of this path does not count against your generational blood usage for a turn.

Awakening the Steel

Weapons must be mental to use this power.

Strike the True Flesh:  Only the base damage of the Weapon only.  Magical weapons may not be used with this power. 

30 comments

100_3051

OWbN Sabbat Packets Survey

by witch hammer

November 1st, 2012

Hey gang, if you are interested in providing some constructive feedback check this out:

http://sabbat.owbn.net/blog/?p=607

~Adam

1 comment

Demon chicken

Logistics question for the players

by Rob S

October 17th, 2012

If players of kony could send me a email or puppet message letting me know if your character through game play  been a convert to the sabbat or if you were one in your bakground. Also if you could include what political faction you once belonged to.

Thanks for your time I look forward to seeing you all at Palla.

Rob the st that reminds you in soviet russia baby eats you. Num num nums!

4 comments

Gingacles Ash has joined the chronicle!

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Palla Grande!

by witch hammer

October 16th, 2012

Its this weekend!

Be there!

or you make the baby jesus cry.

~Adam

14 comments

2263_1108771279406_3637_n Rachel Santoro has joined the chronicle!

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Rooms for Palla!

by witch hammer

October 10th, 2012

Hey guys!  if you are all still looking for rooms at the Hyatt House for Palla, the room rate is till open.  Remember to say you are with One World by Night to get our block rate!

You can also use this thread to coordinate getting rooms with people if need be :-)

~Adam

10 comments

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To all Tzimisce

by witch hammer

October 10th, 2012

I propose that all Fiends of the sect, who will be gathering in New York for the festivities, come to a gathering of our clan. There are issues we must discuss. I have both the location, and refreshments to host such a gathering. Saturday night, well before the actual sect wide festivities begin.

Jorska Illyonovitich-Grimaldi

1 comment

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IC Invitation for Palla Grande

by witch hammer

October 4th, 2012

Brothers and Sisters,

            The time of year grows close once again, when we shall gather and celebrate.  For Palla Grande is upon us once more.  Another year has passed, and the Sword of Caine endures as it always will.  And as always New York shall be the shining example, for all the Sabbat of the New World, how it is we celebrate.  Our traditions remain; New York shall spend two evenings celebrating this great event instead of the typical one. 

            I invite you all to attend the festivities in the shinning capital of the Sabbat in the United States.  Come celebrate with your brothers and sisters, as for two nights the Sword of Caine sets aside all differences and comes to together as a whole to celebrate. 

I look forward to seeing you all there personally,

~Francisco Domingo de Polonia
Cardinal of the Eastern Seaboard

0 comments

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Couple of Things

by witch hammer

October 4th, 2012

Hey guys!

As we get closer to Palla I wanted ot mention a few things.  One, below you will find the agenda for the event (this is IC), and expect an IC invation soon posted here.  Secondly, also posted below is a picture for one of the prizes for the event that we will be handing out.

Finally, we need to address the issues of drinking and game.  For the Palla Grande event, drinking will be allowed.  However, if you get drunk or we notice you are no longer able to play the game we will bounce you.  Meaning we will tell you to stop playing in the main room and please go back to your hotel room.  We are all adults and can drink and game resposbiliy.  If not, expect to be kicked out :-)

Also on that note, KoNY has a new Policy in regards to regular games.  There will be NO drinking or playing Kings of New York while drunk.  We play in a community theatre, you endanger us in losing the site if you do this.  As such, we are inacting a strict policy.  If we catch you at game drunk or drinking you will be asked to leave and banned from returning to the game for 3 months.  

Other than that, I look forward to seeing you at an awesome Palla! 

~Adam

Agenda

Night 1 (The IC pre party before Palla Grande)
  • 6PM site open
  • 6:30 Sign in
  • 7 Game on
  • 8 IC opening announcements
  • 8:45 First Passion Plays
  • 9:30 Hard Core Championship
  • 11:45 Closing night 1
Night 2 (This is the official IC Palla Grande and the night for the costumes!)
  • 6 Site open
  • 6:30 Sign in
  • 7 game on
  • 8 Demo Derby
  • 9 Passion Plays 2
  • 10 Costume Prize Announcement

Prizes



9 comments