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Attention Assamites prt 2

by witch hammer

May 31st, 2011

If your an Assamite player and have had Blood's call or Blood's cry used on on your or used it on someone, please make sure to fill this out so we can keep track and help get information to the right people when/if we have to. Blood's Cry/Call Form: https://spreadsheets.google.com/spreadsheet/viewform?formkey=dHQweU9hQ3hqZVV6bGFWWmYwcEl5MlE6M

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Kings of New York Revised House Rules and Guidelines

by KoNY HST

May 21st, 2011

Kings of New York House Rules and Guidelines
Version 3.3: JAA RULEs (Josh, Adam and Aaron)

Special thanks to: Ryan, Rob, Ross, Pedro, Mike, Pat and Ian

Additional thanks to the players of Kings of New York

 

 CARDINAL RULES

1)  The Storytellers are right even when you think they are wrong.

2)  The Storytellers reserve the right to make any ruling they see fit.  If it is a ruling you disagree with, you may state your objection ONCE, but do not ruin a scene or interrupt the flow of the game in order to challenge a rules call.  Repeatedly challenging the Storyteller’s authority or the adjudication of challenges will not be tolerated.

3)  All Players at Kings of New York must respect the House Rules and Guidelines set forth in this document, as well as the Kings of New York charter logged with the OWbN Archivist.  Failure to do so may result in disciplinary action.

4)  PCs that have not been submitted to the Kings of New York Chronicle at www.Puppetprince.com and approved by the Staff will not be awarded XP at Kings of New York.  If you wish to play your Character at Kings of New York and receive XP for the game session, you must submit your sheet on Puppetprince and it must be approved by a Storyteller.

5)  All players are required to have a physical copy of their Character Sheet in order to play their PC at Kings of New York.  Players possessing digital copies of their sheet at game will be permitted to play their PCs at Kings of New York, but will only receive half their total XP award.

6)  All players are required to provide written documentation of the OWbN sanctioned rules for any powers they possess NOT listed in LotNR, the Sabbat Guide, Cam Guide, Storyteller's Guide, Anarch Guide, Dark Epics or Laws of Elysium.  Players not in compliance with this rule will not be permitted to use any such powers at Kings of New York.

7)  Kings of New York observes the Three Strike Rule.  Players will be issued a warning prior to receiving a strike for a particular behavior.  Strikes are earned through engaging in the following prohibited actions: Any illegal activity that could lead to criminal prosecution during game or at the game site; Bringing narcotics, hazardous materials, or alcohol to game; Causing physical injury to a Player, Storyteller or Narrator; Theft or destruction of property; Cheating; Metagaming; Unsportsmanlike conduct; Repeatedly undermining the staff or Mommy/Daddying; Harassment; Failure to comply with the OWbN charter and its bylaws; Violating any of the Kings of New York House Rules and Guidelines, or anything else the Staff deems thoroughly inappropriate.

8)  If your behavior is sufficiently disruptive to the game, you will be asked to step out of character until such a time as you are able to properly comport yourself.

9)  When a Player is signed in to Kings of New York, they are considered to be in character.  All out of game disputes stay out of game.  If you persist in interfering with other people's role-playing or their enjoyment of the game, you will be asked to leave until such a time as you can play nicely with others.

10)  Players must declare that they are signing out of game, and must respect a 10 minute grace period during which time other PCs may attempt to interact with their character.

 

GUIDELINES and CLARIFICATIONS

1)   The Storytellers reserve the right to make any ruling they see fit.  If it is a ruling you disagree with, you may state your objection ONCE, but do not ruin a scene or interrupt the flow of the game in order to challenge a rules call.  Repeatedly challenging the Storyteller’s authority or the adjudication of challenges will not be tolerated.

2) The Storytellers are your Alpha and Omega. Your God is their NPC.  The more you trust in them to do their job, the more rewarding the game experience will be for everyone. 

3)   PCs may only purchase and use one Out of Clan Advanced Discipline until they have maxed all three of their In Clan Disciplines at Kings of New York.  Visiting players with more than one Out of Clan Advanced Discipline who have not maxed their In Clan Disciplines must have their sheet reviewed by the STs prior to sign in and may be limited to only using one Out of Clan Advanced Discipline while attending King of New York.

4)   PC vampires between 15th and 8th Generation may bid up to a maximum of 30 traits.  They are not limited to bidding double their generational maximum.  This does not affect their total maximum traits, only the amount of traits that they may bid.

5)   Form powers that confer physical bonus traits do not stack.  (EX – PCs cannot use Horrid Form and Wolf’s Claws or Shape of the Beast and Skin of the Adder at the same time).  The only exception to this rule is Black Metamorphosis, which confers bonus social traits not physical traits. 

6)   To teach any combination Discipline, a PC must possess at least one of the contributing Disciplines In Clan.  PCs must have an appropriate teacher for all combination Disciplines and in some cases may need to obtain permission from the appropriate coordinator.

7)  Powers and Abilities detailed in Clan Books are Clan specific unless otherwise noted.

8)  Only one level of a Crafts, Hobby/Expert ability, Lore, or other unique ability may be purchased per month.  Only one level of an individual Background may be purchased per month at Storyteller discretion.

9)  Bidding a Virtue trait for a retest on any applicable challenge and losing does not cost the PC a permanent Virtue trait, the trait is simply lost for the night.  If a PC fails a Path check in such a fashion, the loss of the Path trait is permanent, but they may buy the trait back with experience points.

10)  If a character possesses double the Virtue traits of a frenzy provoking stimulus, they do not frenzy.

11)  PCs who possess the Self-Control virtue may spend a Willpower to stave off a Frenzy for five In Game minutes when exposed to provocative stimulus prior to making the appropriate challenge. 

12) While in Frenzy, PCs who possess Self-Control may spend a Willpower trait to act normally for one full combat round.

13)  A PC who possesses the Instinct virtue attempting to “ride the wave” during frenzy must make an Instinct check at the beginning of every round they wish to direct their frenzy.

14)  A PC who possesses the Instinct virtue may not spend Willpower to stave off frenzy.  Instead they may expend a willpower trait to direct their frenzy for a full combat round.  As per LOtNR, PCs "riding the wave" receive all of the benefits and none of the drawbacks of frenzy.

15)  A PC may not initiate mental or social challenges while in frenzy, unless the PC is "riding the wave" or has spent willpower to control themselves momentarily.

16)  A PC may not use self-inflicted injury to provoke a frenzy. 

17)  A PC in frenzy bids "frenzy" while resisting mental and social challenges that directly affect their behavior (IE: Command, Entrancement. and Leadership challenges but not Vanish from Mind's Eye or Flash Blind).  Additionally, PCs in Frenzy receive a free "frenzy" retest on the challenge.

18)  A PC in frenzy cannot attack a PC using Majesty, they will simply attack the next available target.

19)  PCs are limited to using one carrier attack per round.  This means PCs may not use Burning Touch, Quell and Withering all at the same time.  A PC striking for a carrier attack does not deal damage. Carrier attacks can only be delivered on normal actions during combat rounds.

20)  PCs are not required to declare their ability to throw the Bomb or win on ties.

21)  Potence and Celerity do not confer defensive bonuses on mental or social vs physical challenges except at storyteller discretion.  Though players may bid strength and dexterity related traits to defend against such challenges, they do not receive defensive benefits from either Potence or Celerity.  When acting offensively to counter the effects of mental and social vs physical challenges, Potence and Celerity may be applied normally.

22)  A PC may either bite or drink from a victim in a single action.  A PC may only drink three traits during one full combat round.

23)  A PC may take a single step and act during a combat turn without incurring any penalty.  A PC may take up to three steps and still act, but incurs a -1 trait penalty while doing so.  A PC may take up to six steps during a single turn, but may not act aggressively.  The length of a PC's step is considered to be one yard, and will be measured by the pace of a Storyteller if a disagreement should arise.

24)  PCs at or beyond six steps are considered at range for the purpose of making ranged attacks and taking advantage of the ranged-fire retest.

25) Kings of New York recognizes the Order Of Challenges in combat as they are set forth in Faith and Fire.  For further clarifications, please see the Combat section of this document.

26)  Kings of New York uses the rules for modern weaponry contained in Dark Epics and the rules for archaic weaponry contained in Faith and Fire.

27)  Ability specializations cost 1 experience point to develop and may only be taken if a character has at least three levels of the appropriate ability.  Since specializations require intense training and dedication to acquire, PCs may only purchase one at a time.  Players wishing to create new characters with preexisting specializations must consult a Storyteller.

28)  Firearms inflict bashing damage against Vampires unless they are loaded with incendiary ammunition.  Fully automatic weapons can only fire incendiary ammunition with special modification at Storyteller discretion.  

29)  Vampires do not halve bashing damage when it is inflicted, but bashing damage may be healed at half-cost (two levels of damage per blood trait spent).

30)  Kings of New York observes the use of a free retest on offensive combat challenges performed while a PC is using a ranged weapon against an opponent who does not possess a means of making ranged attacks of their own (IE: does not have a gun of their own).  This “Ranged Fire” retest only applies when there are six or more steps separating the two PCs.

31)  The Blind-fighting ability is only used to counter darkness as it applies to brawl and melee attacks.  It does not apply to ranged combat.  It does not remove the two-trait penalty for fighting in darkness, that is the function of Auspex and basic Protean.

32)  Willpower may be spent to remain active during the day at a rate of one willpower per hour, up to a total number of hours equal to a PC's path rating.   

33)  Willpower is recovered in full at the beginning of each game session.  Willpower may be recovered during game through the use of the meditation ability: 20 minutes and one regained per level of the ability spent during that time.  One (1) point of Willpower can be recovered during a game session if the Storyteller determines that a PC has portrayed their Nature appropriately.  Certain factors such as derangements, nightmares and poor sleeping conditions may affect the amount of Willpower a PC recovers between game sessions.   

34)  PCs do not need to spend a willpower to activate Iron Will.

35)  The merit Jack-of-all-Trades allows a PC to spend a Willpower to gain a free retest on any talent or skill related challenge outside of combat as long as it does not apply to the use of supernatural powers or Disciplines. 

36)  PCs may not spend a Willpower trait to engage in challenges for which they lack an appropriate ability, or as an additional retest once they have depleted all their retests in a particular category.  I don't care what it says on page 108 of LotNR , as far as I'm concerned that's just another misprint.

37)  All Natural/Ambient Spirits summoned into Kings of New York will use the traits listed in Laws of the Wild Revised, and behave as described by the Storytellers.  Although most spirits are considered sentient beings, they are not an appropriate sacrifice requiring the "death" of a living creature, as Spirits can only be discorporated, bound, or forced into slumber.

38)  The Awareness ability can be used to detect the failed use of a supernatural power or Discipline that would directly affect the user, and that the user would be aware of (IE: a failed Dominate command or the use of Quell the Beast). It cannot be employed to detect powers such as Obfuscate, Psychic Projection, or to reflexively see through Chimerstry.  It cannot detect successful uses of passive Thaumaturgy (including Scry) or disciplines targeting anyone other than the user.  It may be used to detect a failed use of Thaumaturgy if the user of Awareness ability is familiar with (possesses) Blood Magic, otherwise the PC using Awareness simply knows that a power of indeterminate origin was used against them.  Awareness does not impart any specific information regarding the mechanics of the power in question unless the user of Awareness has been affected by that power before and detected a failed use of it in the past.  If the user of Awareness possesses the power themselves, they can instantly identify it.

39)  The Art of Memory skill functions as it is listed in the Black Hand packet.  Players are required to provide a physical copy of these rules on their Character Sheet. 

 

CHARACTER CREATION

1)  Characters are created as per Laws of the Night, Sabbat Guide.  The maximum number of free points available to a PC during creation is 21.  These may be obtained from the following sources.  All PCs start with 5 freebies.  PCs can take up to (5) negative traits, (7) points in flaws, a derangement (2 points), and may sacrifice a path trait (2 points) for a total of 21 points. Additional flaws may be taken, but PCs will not receive extra points.

2)  PCs may purchase basic levels of the eight cardinal Disciplines even if they are out of clan for three points each with free points during character creation.  No PC may start with intermediate or advanced out of clan Disciplines.

3)  All merits and flaws are subject to Storyteller Approval.  The flaw Cast No Reflection only applies to mirrors in which a PC would be able to see their own reflection.  It does not apply to video cameras or other surveillance equipment.  Lasombra and other individuals with this flaw cannot see their own image on video recordings or photographs.

4)  A PC may not start with more than 3 points in any background without Storyteller approval.  No PC may start with more than 3 levels of any single Influence.

5)   A PC may not start with more than 3 levels of any single ability.

6)   A PC may not start on a Path of Enlightenment without Storyteller approval.

7)  Panders randomly select their Disciplines.  No Pander may start with Thaumaturgy or any other form of Blood Magic as an in clan Discipline.  No Pander may start with a PC created discipline.

8)  A PC may not be from a Bloodline or Clan other than the 13 commonly recognized by the Sabbat.  Anyone wishing to play a Blood Brother, Harbinger of Skulls, Kyasid, or anything else that is Rare and Unusual must consult a Storyteller and may need to approach the One World by Night Council to receive their permission.

 

HOUSE RULES: BACKGROUNDS

1)   PCs may only purchase one level of an individual background per month with Storyteller approval, although multiple backgrounds may be purchased at the same time.

2)   Allies: Can possess a maximum number of influence traits or specialized abilities equal to their level.  These traits can only be used once per game session and may require additional resources to utilize.

3)   Contacts: Functions as per LotNR.  Contacts can only be used to gather information.

4)   Domain: Represents the territory that a PC claims within the city.  Domain provides a PC with a basic haven (a place to sleep during the day) in a neighborhood where the PC can safely feed.  Domain is scaled according to geographical area.  Each point represents an increasing number of City blocks and every odd level provides an additional basic haven.  When a PC decides to hunt either at the beginning of game or during the course of the game with a proper allotment of travel time, they may spend a number of temporary Domain traits.  Each trait spent allows them to make a feeding challenge without worrying about "bad things" happening as described in the Feeding section of this document.  PCs can purchase individual Domains, which may be combined with the Domains of their Packmates to form larger Pack  territories controlled through cooperation in a manner similar to combining Influence.  Basic havens may be fortified using the Haven background.  PCs without the Domain Background may not possess Havens in New York City.

5)   Fame: Each level corresponds to an increasingly broad geographical area. The extent of a PC's Fame may require Storyteller approval and permission from the One World by Night Council.  Visiting PCs may attempt to use their Influence at Kings of New York, provided they are sufficiently famous.

6)   Haven: Is used to fortify already existing havens.  A PC must possess at least one level of Domain in order to begin purchasing  the Haven background.

7)   Herd: Can be used interchangeably in any combination either at the beginning of the game, or during game with an allotment for travel time and availability.

8)   Influence: Functions as detailed in both LotNR and Dark Epics in that PCs receive both influence actions and endeavors at the appropriate levels.  This means that a PC with 1 level of High Society Influence could score some hard to get tickets during game, as well as initiate a level 1 trace during downtime. Influence endeavors function as they are listed in Dark Epics with the following exceptions:

  1. Attack: traits banked towards growth that month are also lost if the attack succeeds.  Being the victim of three successful attack actions will result in the loss of a permanent point of influence - as per grow, but in reverse. 
  2. Boost: Only 1 boost endeavor is allowed per month.
  3. Combine: pairing non-matching influences requires Storyteller approval.
  4. Growth: You may borrow influence from other sources to perform this endeavor, but must abide by the rules for Combining influence.
  5. Trace:  When a PC successfully performs a trace endeavor, the player will be issued an index card similar to an item card stating the date of the trace, the target's Name (character and player), Influence area, and its description. PCs must present this card right before declaring any action that requires a prior successful trace as evidence. Loss of this card results in the negation of the Trace. Don’t lose your cards!
  6. Watch:  Setting an Influence to watch allows a PC to detect other actions and endeavors performed at the applicable level.  The results of a watch endeavor are presented at the beginning of the following game.  A PC may attempt to trace the source of any endeavors or actions successfully detected through watch during that game, using their appropriate levels of influence for that month.  Otherwise, influence traces must be performed during downtime.
  7. PC's have two weeks from the end of game to submit their Influence endeavors to staff. 

 

9)  Mentor: Learning out of clan Disciplines from a Mentor requires a successful simple challenge using Mentor as a retest.  Failure of this challenge decreases the level of a PC's mentor by one.  Using a Mentor to lean an Advanced out of clan Discipline permanently decreases the Mentor Background by one level.  If a PC's mentor dies due to story progression, the Storytellers will create a new mentor of equal level to the one lost fitting to the overall story at no additional cost.  No compensations will be made if a PC abandons their Mentor, or otherwise terminates their agreement.

10) Occult Library:  Each level of this background represents a collection of books that provides a bonus trait on Mental challenges regarding a particular area of study (or Lore).  Each level also adds one additional trait on challenges to research information about a specific Sect (or group) with additional levels increasing the number of Sects that can be researched.   

11)  Retainers that are used in combat behave according to Storyteller discretion.

  • Mortals: call 6 traits on all challenges and can assist with Influence endeavors.  They can retest with one level of an appropriate ability, possess one specialized ability, and can perform menial tasks, they cannot assist in Combat.
  • Ghouls: call 7 traits on all challenges, have 5 health levels, and can assist with both influence endeavors and combat.  Ghouls must be fed one point of blood at the beginning of every game session.  Ghouls retest with two levels of an appropriate ability and possess two levels of physical Disciplines.  They are blood bound and cannot act against their Regnant.
  • Sclachta and Hellhounds: Function as defined in LoTN: Sabbat Guide.  Sclachta and Hellhounds cannot assist on Influence endeavors and possess no specialized abilities.  Hellhounds require special care and feeding as well as an understanding of at least basic Animalism to control. 

 

HOUSE RULES: DISCIPLINES

1)   Animalism: Feral Whispers does not allow a PC to communicate with Garou or other Betê.  A PC's Beast returns at the end of the Night after a successful use of Drawing Out the Beast.  Once a PC has been forced into Frenzy by Drawing out the Beast, they may proceed as though in a normal frenzy, they may use willpower or be quelled as normal.

2)   Auspex: Each level provides a +1 trait bonus for the purposes of resolving ties and overbids with Obfuscate and disbelief of Chimerstry.  If there is a full category difference (IE: Basic vs. Intermediate) the PC with the higher level receives a free retest on the challenge.  If there is a two-category difference, the PC receives one more additional bonus trait on the challenge.  Willpower may not be used as a retest to see through Obfuscate.  The user of Heightened Senses must declare which senses they are heightening at the time the power is activated, otherwise all of their senses are considered to be heightened.  Aura Perception is a static challenge with no traits risked by the defender and retested with Investigation by the user.  Telepathy does not allow a PC to communicate with Spirits or Wraiths.  A PC using Psychic Projection may utilize any of their mental or social Disciplines including those that require the expenditure of blood traits (excluding those that require physical contact) but are required to spend a willpower point and “materialize” for a full turn in order to do so.

3)   Celerity:  A PC may use any mental or social Disciplines that they possess while using Celerity, so long as those challenges are resolved during normal (Alacrity) actions and they are able to expend any additional traits required to use said power.  Carrier attacks may only be made during normal (Alacrity) actions in Celerity.  PCs do not need to declare use of the Bomb if they possess Rapidity.  Extra actions do not allow a PC to drain more than three blood traits per round.

4)   Chimerstry: PCs may only conjure a number of active illusions per scene equal to their Subterfuge rating.  PCs must create an item card for each illusion they imbue with permanency, and the number of permanent illusions they control may not exceed their permanent willpower score.  Phantasms conjured with the first three levels of Horrid Reality do not require a challenge unless they are of an unbelievable nature unless the defending player is using Auspex, in which case the challenge is resolved as normal.  A storyteller must be present to narrate the effects of Horrid Reality.  A PC may not declare instant decapitation or death through use of Horrid Reality.

5)   Dementation: Voice of Madness is a targeted effect which requires the user's voice to be heard for a full turn of speech against the victim, and appropriate role-playing.  The Courage test provoked by Voice of Madness is a hard static made against 4 traits with no further retest for the defender.  A Storyteller (not must choose the derangements affecting the victim of Total Insanity.  This is because a Storyteller can be privy to, or ask questions about, aspects of a PC's psyche or background that other players and or Narrators may not.

6)   Dominate: All Dominate powers require the user to see the victim, and for the victim to see the user's eyes.  Mesmerism commands cannot be used to cause direct harm to the victim (IE: a PC cannot be Dominated to shoot themselves, but they could be dominated to shoot someone else if they would normally be able to do so, even if Willpower must be spent in order to overcome Vinculum ratings.)  If a PC is unable to fulfill a Dominate command due to extenuating circumstances, they forfeit their action due to the crisis of conscience the command causes them.  A PC using Possession must be signed into game, and their body must be within the city.

7)   Fortitude: Using Resilience or Resistance to decrease damage is a simple (win or tie) test and may be retested with the Survival ability as long as the user possess at least one remaining Stamina related physical trait.  A PC must declare the use of Aegis prior to engaging in the two simple tests for staking challenges, at which time the PC's Aegis is considered active (he receives no further wounds during that round).  Aegis may be used to prevent the damage inflicted by a Withering attack, but does not negate any other crippling effects.  

8)   Melpominee: Is stupid and has no place in the Sabbat.  There are no PC Sons of Discord.

9)   Necromancy: PCs subject to Soul Steal may use any of their mental and social powers while so separated from their body, and are considered to be in the Shadowlands during that time.  Additionally, the Necromancer must be able to see and otherwise interact with the soul at all times.  Daemonic Possession does not affect Garou even after they have been killed, Gaia won't let you. Vampires using Possession, Psychic Projection or other powers that leave their physical body a lifeless husk are not immune to Daemonic Possession, but the user must defeat them in a social challenge.  Willpower may be used as a retest by the defender, who may immediately return to their body if they successfully defend themselves on the challenge.

10)  Obeah: Shepherd's Watch replaces Mens Sana at Kings of New York.

11)  Obfuscate: All Obfuscate powers with the exception of Vanish from the Mind's Eye are considered to be defensive.  Attempting to break an individual's Obfuscate (including Cloak the Gathering) requires a successful mental Challenge against the user, who may use stealth as a retest against investigation.  Neither party may employ Willpower as a retest on such challenges.  Each level of Obfuscate provides a +1 trait bonus for the purposes of resolving ties and overbids with Auspex (see: Auspex for additional rules regarding categorical comparisons).  Using Mask of 1000 faces to mimic an individual requires the PC to spend an additional mental trait and win a static mental challenge with a difficulty of the target's base social traits.  Vanish from the Mind's Eye is considered an aggressive mental challenge.  As such, the defender (not the user) may use Willpower as a retest on the challenge.  Cloak the Gathering may be stacked, since individuals under the Cloak can still sense each other normally, and individuals under this power may also use their own Obfuscate to hide themselves - from each other as well as onlookers - as long as they meet the prerequisites for the powers they choose to use.

12)  Obtenebration:  Shroud of Night and Arms of the Abyss appear at the end of the turn after Celerity and extra actions.  A PC can only summon as many Arms of the Abyss as their total levels of Obtenebration (a maximum of 5), and may only control as many as their total levels of the Occult ability.  Arms may either grapple or strike, but they cannot wield weapons effectively.  The turn after a successful grapple, Arms may “clinch” or “squeeze” for damage.  Arms that are not being controlled do not act.  A PC may summon Arms of the Abyss as many times a scene as they wish, but must spend additional blood traits and social traits to do so, as well as dismiss any Arms in excess of their applicable summoning total first.  Dark Steel costs two blood traits and gifts a PC's Arms of the Abyss (not their black metamorphosis) with six total physical traits, an additional 3 feet of length, and allows the Arms to inflict an additional level of damage.  Each additional blood trait spent during the creation of Dark Steel Arms of the Abyss gifts one Arm with two additional physical traits and an additional three feet of length.  Players may "bank" blood to gift their Arms of the Abyss or Dark Steel with additional traits prior to summoning them.  All Brawl attacks made during Black Metamorphosis inflict the Clumsy negative trait upon the victim, but only one such Clumsy trait may be bestowed by a single attacker regardless of the number of times that attacker strikes the victim. This negative trait lasts for the duration of the scene.  Inflicting the initial Clumsy trait is not considered a carrier attack.  Individuals that strike or grapple a PC in Black Metamorphosis do not receive the Clumsy negative trait for doing so, it is only inflicted when the user of Black Metamorphosis strikes their victim.  Tenebrous form converts all parts of the user's body into animate shadow, as such, PCs under the effect of Tenebrous Form do not have access to their blood pool for the purposes of healing or fueling disciplines, including other powers of Obtenebration.  While in Tenebrous Form, PCs may still control the movement of their Shroud and/or Arms of the Abyss.  PCs in Tenebrous Form do not have access to physical disciplines and cannot initiate physical challenges including fortitude tests to reduce damage (Aegis is reflexive and requires no test).  PCs in Tenebrous Form may make a single attack bidding their mental traits versus an opponent's physical traits to bestow the penalties of Shroud of Night upon their target once per combat round. If struck by fire while in Tenebrous Form, a PC takes an additional level of damage and must immediately test for Rotschreck against one plus the amount of damage inflicted.  A PC exposed to sunlight while in Tenebrous form receives double the normal damage, and must immediately test for Rotschreck in the same manner.         

13)  Potence: Prowess refreshes all physical traits.  PCs are not required to declare use of the Bomb or their ability to win ties.  Objects thrown with Potence receive no bonuses.  Might is the last physical retest a given PC may employ in a strength related challenge.  Might cannot cancel Might.  

14)  Presence: Dread Gaze is a targeted attack that requires a victim to perceive the user. Entrancement breaks immediately if the user initiates a physical challenge against the victim, or anyone to whom the victim has a Vinculum rating, and the defender may contest this action by spending blood and bidding traits normally.  All Presence powers can be used by a PC exerting Majesty.  Majesty affects PCs with a "line of interaction" to the user.

15)  Protean: Eyes of the Beast is not considered a Form Power.  A PC declaring Earth Meld must spend their entire Combat turn sinking into the ground, and bonds with the Earth at the end of the turn after Celerity actions.  PCs in Mist Form do not have access to physical traits, and may not initiate physical challenges, including fortitude tests to reduce damage (Aegis is reflexive and requires no test).

16)  Quietus: Silence of Death removes the loud negative trait on firearms challenges. No sound is audible within, or projects beyond, the three step radius of Silence of Death.  As such, powers requiring a PC's voice be heard fail within that radius.  Blood converted into Scorpion's Touch confers no nourishment upon consumption by other PCs, instead it temporarily removes a physical trait.  A willpower trait (or Prowess) may be spent to refresh physical traits lost through Scorpion's Touch, but doing so counts towards a PC's single nightly physical refresh.  PCs are immune to the toxins created from their own blood through the use of Quietus (they cannot be poisoned by weapons coated in their own blood).  Dagon's Call can be used reflexively.  Scorpion's Touch and  Baal's Caress stack with each other.  A weapon can only be coated in as many points of blood (from each toxin) as it has bonus traits, but only one trait of blood from each type is used on a successful strike.  Blood spent to coat weapons with both Scorpion's Touch and Baal's Caress remains toxic until it is used up.  PCs may "bank" blood toward Taste of Death (up to 5) like they would bank blood for any other discipline, but these traits "evaporate" at the end of the scene if not used.

17)  Serpentis: Eyes of the Serpent paralyzes a PC until a physical challenge is initiated against them.  Once the aggressor has declared a physical challenge and bid a trait, the defending PC can act normally by spending blood and bidding traits of their own, including spending blood to activate Celerity.  Tongue of the Asp can drain a maximum of three blood traits per combat round.  Skin of the Adder is considered a form power and does not stack with other form powers.

18)  Thanatosis: Is really gross and can only be purchased at Storyteller discretion.  Withering a subject's head renders them incapable of using any disciplines other than Potence, Celerity or Fortitude.  Aegis may used to negate the damage inflicted by a successful use of Withering, but cannot be used to negate the negative traits it bestows.  

19)  Thaumaturgy:  All paths and powers follow the rules set forward by countless tiresome packets provided by OWbN.  When in doubt, consult a Storyteller or Narrator familiar with Blood Magic.  Advantages from Potence and Celerity may not be used to defend against magical attacks such as Thaumaturgy that require a Mental vs Physical challenge at the discretion of the Storyteller.  A PC may not enter game with more active rituals than their Occult rating.  A PC may only possess a maximum number of "blood beads" equal to their primary path rating multiplied by their occult rating.

Koldunism: Way of Spirit grants PCs awareness of "everything" in the Skinlands.  If the Koldun spends an additional Willpower and engages in a static social challenge as described in the Koldunism packet they may also view either the Astral Plane or the Penumbra, but only one additional realm may be viewed at a time.  Kolduns cannot see into the Shadowlands.  If the Koldun wishes to detect obfuscated or otherwise hidden entities, the Koldun must defeat the hidden character in a mental challenge.  Kolduns do not use their rating in Way of Spirit in lieu of their Auspex rating on challenges versus Obfuscate and Chimerstry, and bonus traits or retests from the relevant disciplines are not added to the trait totals of either party for the purpose of comparing on ties and overbids.  Way of Spirit lasts for a scene or fifteen minutes, at which point it may be recast to renew its duration.  Winds of Lethargy works the way it's supposed to.  Body of Zephyr goes into effect at the end of the full combat round.  Like Mist Form and Tenebrous Form, PCs cannot initiate Physical challenges or access blood traits while in body of Zephyr and cannot use any powers other than Way of Wind - which requires the expenditure of additional willpower traits.

20)  Valeren: The penalties imposed by Burning Touch can be negated on a round by round basis through the expenditure of Willpower as detailed on page 108 of LotNR.  If a PC is under the effect of a power or condition that provides them with complete immunity to pain, or all wound penalties, they suffer no ill effects from Burning Touch (Endurance doesn't count since PCs still suffer some penalties).  In Kings of New York, Salubri Antitribu possess the powers Morphean Blow and  Armor of Caine's Fury as set forth in Faith and Fire instead of Anesthetic Touch and Ending the Watch.

21)  Vicissitude: Fleshcraft is considered a carrier attack.  The additional health level gained through Fleshcraft is considered to be a "Bruised" health level.  The use of Fleshcraft may be used during downtime to remove the Beastial traits that Gangrel receive after a frenzy, not during game.  Fleshcraft may not be used to remove the repugnant traits from Nosferatu or Ghastly traits from Samedi or Harbingers of Skulls that result from their Clan flaw. The additional damage caused by Bonecraft is considered a carrier attack, and can be soaked or healed as aggravated damage regardless of generational differences.  All appendages and anatomy transformed by Blood Form must be declared at the beginning of the round, prior to initiating challenges and bidding traits.  Such transformations take during blood expenditures, and as such may pre-empt Alacrity actions.  All permanent modifications made to PCs through the use of Vicissitude must be approved by a Storyteller and may cease to function while a PC is signed in at Kings of New York. 

 

MONEY

Since the financial representations in Laws of the Night Revised are scaled towards currency in the 1990's, the Storytellers reserve the right to adjust PC income and the prices for items and services available at Kings of New York.

The Finance ability may be used to immediately gain $200 per level spent, or may alternatively be used in combination with a PC's Resources background over the course of one month to raise capital through smart investments.  Each trait of Finance spent in such a manner will yield a profit amount equal to the level of Resources used times the number of Finance ability traits spent.  (EX: a PC possesses 3 Finance ability traits and 3 Resources.  The player decides to use 1 trait of Resources to gain $500 during the game, and devotes the other 2 traits to make investments, spending all three Finance traits in the process.  Next month, after the PC's traits refresh at the beginning of the game, the PC will have an additional $3,000 to spend when she decides to access her resources.  This additional capital is considered a dividend, and may not be put toward further growth.  Players who attempt to raise cash through "alternative" methods (such as robbing old ladies at fang-point or committing other felonies) will be issued an item card representing the appropriate amount of money gained through their efforts.  This money is considered a stash, and may not be used in combination with the Finance ability or become the equivalent of the Resources background.

 

 

FEEDING

 

Feeding challenges are hard simple challenges that will be performed as follows: A Win indicates that a suitable victim is found and safely fed from.  A Tie indicates that no suitable victim is found, but the PC faces no significant peril.  A Loss indicates that the PC must engage in two simple tests to determine whether or not "bad things" happen.  Feeding challenges are retested with the Hunting ability.  Pack feeding may reduce the difficulty of feeding and/or provide additional retests.  A PC may feed freely and safely in territory claimed through the Domain background.  PCs without Domain may feed normally in any territory not claimed by another PC.  PCs feeding within territory claimed by another NPC Pack do so at their own risk.  Some Sabbat don't take kindly to poaching or trespassing.

 

 

EXPERIENCE

  • Experience points can be gained at Kings of New York in the following ways:
    • Attendance at game: 2xp
    • Present for Opening Announcements and in character at the start of game: 1xp
    • Costuming: 1xp at Storyteller discretion. 2xp may be awarded for truly awesome costuming.
    • Exceptional role-playing (awarded by the Storytellers): Variable
    • Writing an End of Game Summary and posting it in the Journal section of your Character Sheet on Puppetprince.com: 1xp
    • Posting a sufficiently detailed Write-Up of your PC's downtime activities and personal thoughts in the Journal section of your Character Sheet on Puppetprince.com: 1xp
    • Bringing a new player to game (recruitment): Player who brings new attendee will receive the amount of xp the new player earns on their first, third, and sixth games (ask Josh how this works because it confuses the rest of the Staff)
    • Playing in a game other than Kings of New York: 2xp
    • Dying: 10 xp. This award cannot be "rolled over" to new PCs beyond the first and counts towards the maximum build experience available to players in OWbN. 
    • All experience expenditures must be listed in the XP section of your Character Sheet on Puppetprince.com and all purchases should be posted in a Journal entry. Experience expenditures must be approved by the STs before changes are made to your sheet.
    • The Staff maintains a Grapevine file to track the XP histories of Characters based in Kings of New York.  Visiting players may be requested to provide .Gex or .Rtf  XP histories upon request or be prohibited from playing at Kings of New York.

 

 

 


COMBAT

 

Kings of New York uses the following initiative system to determine Order of Challenges:

Blood and Trait expenditures.  Blood effects that occur prior to combat challenges (trait boosts).  Alacrity actions on which primary initiative is determined by the highest Celerity total followed other initiative modifiers (Spirit of the Fray).  Mental and Social challenges including those against the victim's physical traits occur first on Alacrity and are determined by the highest trait totals following primary initiative ratings (someone with 10 traits and Fleetness still pre-empts someone with 14 traits and Swiftness).  Physical challenges in order of primary initiative and trait totals excluding bonus traits for weapons.  Everyman actions with Mental and Social challenges (including side-stepping).  Physical challenges like those on Alacrity.  Swiftness, Legerity and Rage actions determined by primary initiative.  End of Turn attacks (Black Met and Arms)  determined by physical trait totals.  End of turn actions that require an expenditure and a static or simple test such as Body of Zephyr.  End of turn events requiring simple expenditures and no trait related challenges such as other form transformations.  End of turn effects resulting from trait expenditures ordered by trait totals such as summoning Dark Steel, Arms of the Abyss, followed by Shroud.  Earth Meld.  Physical actions are contested according to primary initiative totals (PCs with Swiftness cannot contest those with Fleetness) followed by those with the highest trait totals if Celerity is not involved.  

Kings of New York uses the following rules for Two Weapon Combat: 

If a PC is ambidextrous they can use two weapons at the same time in combat, and receive an additional trait on all challenges made while dual wielding, although they are still subject to negative traits from both weapons.  If a PC has purchased a specialization in dual wielding, they can make use of their second weapon's bonus traits in addition to the extra trait gained through ambidexterity, but are still subject to negative traits from both weapons.  Rate applies to the number of times a PC can add the second weapon's bonus traits to their attacks, so a rate of two only lets a PC use the bonus traits from the second weapon twice during a full combat round.  PCs only receive bonus traits from their second weapon as long as they have at least one level of the appropriate ability remaining: PCs cannot expend all their retests and still get the benefits of their specialization in dual wield.  PCs can take advantage of different ammo types while wielding two weapons, and do not expend ammo from both weapons when they make a coordinated attack, but only one weapon inflicts damage.  PCs must choose which weapon will be considered the damaging weapon on each separate attack.  PCs who are not ambidextrous cannot wield two weapons at the same time, and therefore cannot specialize in two weapon combat.  This excludes the use of a shield, which does not require ambidexterity or any specialization whatsoever.

 

CRAFTS

1) If a PC has an appropriate level of Crafts, it is assumed that they can make a standard item without significant mishap.  “Appropriate level” is subject to ST discretion.  For example, a PC with Crafts 1 might be able to make a knife, but a sword would likely require at least level 2 and an intricate set of full plate would probably require 4 (rule of thumb: Bonus traits and or Health Levels of item = required Crafts level) 

2) PCs can attempt to “improve” a  basic item, but they risk failure and wasting time and materials.  To successfully improve an item, a PC must first decide how ambitious they wish to be. PCs may invest any amount of Crafts up to their total Crafts rating in all applicable categories.  1 level would represent minor tinkering while 5 would be an attempt to create a true, lasting masterpiece.  The amount of Crafts invested in improving an item is called Modification value.

3) PCs may make a number of challenges equal to their chosen Modification value.  These challenges (which may be mental or physical depending upon the item being modified) are made against the item's base traits plus twice the total Modification value and can be retested with the appropriate Crafts abilities or overbid if possible.  Each test represents roughly one week of steady work.  If a PC fails more than half of these tests, the item is too badly flawed to continue, and they have wasted all the time and materials invested in the project.  The materials may or may not be salvageable, at ST discretion.

4) For each successful test a PC acquires one “modification point” to spent improving the item. These are added to the base statistics of the individual item and may be spent as follows:

1 POINT:

  • +1 bonus trait.  For a weapon the maximum is +3 or double the original trait total, whichever is lower.  For a general use item, this bonus must be narrowly defined, and can be applied to a particular ability or a specialty to represented by the circumstances in which the bonus will be applied.  For example, building a computer optimized for programming may allow a PC to choose Computers (Programming) and will grant a bonus related to all programming challenges, but provides no additional bonus to hacking another system or playing computer games.

 

  • +1 Health level in the case of armor, up to double the total health levels granted by the item.
  • Add decoration and general “good quality”, granting +1 trait on all tests to turn the item into a suitable Fetish or Talen.

 

  • Make special modifications to a vehicle (as listed below).

 

 

2 POINTS:

 

  • Remove a negative trait if doing so is physically possible (removing Clumsy from a sword is possible, but not Short from a dagger or stake)

 

  • Puissance-proof a weapon

 

  • Add an appropriate special ability to a weapon at ST discretion (adding “Destroy Shield” to a Greatsword or Armor Piercing to a Spear would be reasonable but adding “Mass Trauma” to a  Longbow would not).  Note that conflicting negative traits must be bought off first (for example, the negative trait Slow must be bought off before the special ability “Speed” can be added).   

 

 

 

3 POINTS:

 

  • Add an extra level of damage to a weapon (Maximum double the original damage)

 

  • Create an effective explosive device (at least one level of each appropriate ability must be used)

 

 

 

EXPLOSIVES

Making bombs requires the use of multiple abilities:

Making detonators requires use of the Science ability and various readily available electronic devices. Detonators include:

  • Simple timers and trip-wires (Science 1)
  • Contact mines and grenades (Science 2-3)
  • Remote detonators and car bombs (Science 4)
  • Ccomplex mechanisms such as synchronized chain explosives (Science 5)

Making homemade explosive materials requires the use of the Chemistry Hobby/Professional/Expert ability and a makeshift lab. Explosive materials include:

  • Flammable solutions and black powder (Chemistry 1)
  • Nitroglycerine and Hexamethylene (Chemistry 2)  
  • TNT (Chemistry 3)
  • RDX (Chemistry 4)
  • Chemical Weapons (Chemistry 5)

Preparing charges in an effective manner requires the use of the Demolitions Hobby/Professional/Expert ability and sufficient reconnaissance.  The following effects can be achieved through the proper placement of sufficiently powerful explosive devices.  PCs will be permitted to:

  • Safely create small contained explosions (Demolitions 1)
  • Create controlled explosions (Demolitions 2)
  • Make blast patterns (Demolitions 3)
  • Cause bridge collapses (Demolitions 4)
  • Initiate full-scale structural demolitions (Demolitions 5).

A PC must possess all of the relevant components and requisite abilities to make bombs, and must perform modifications tests as described under the crafts ability to properly construct a competent explosive device.  Failing more than half of these tests results in a fantastic explosion and could be fatal

 

VEHICLES

KEY = Vehicle: Safe Speed / Max Speed / Maneuver

  • 16-Wheeler Truck: 20 / 80 / -1
  • City Bus: 25 / 90 / 0
  • Tow-truck: 35 / 100 / 1
  • Minivan: 40 / 110 / 2
  • SUV: 45 / 115 / 3
  • Luxury Sedan: 50 / 120 / 3
  • Compact :  55 / 130 / 3
  • Sport Compact: 60 / 140 / 3
  • Sport Coupe: 65 / 150 / 4
  • Sports Car : 70 / 160 / 4
  • Exotic Car : 75 / 190 + / 5
  • Motorcycle : 75 / 170 / 6

Safe Speed: No tests are needed when traveling at this speed unless the driver is acting aggressively.
Max Speed: How fast the vehicle can go.  Requires a maneuver check every turn.
Maneuver: This is the maximum amount of bonus traits that the driver may add to their physical traits for comparing on ties and overbids while performing  maneuvers (or driving at top speed) with that vehicle. Bonus traits from other sources such as a driving specialization and/or Celerity may be added as normal.

  • Driving with Celerity:

Operating a vehicle while using Celerity provides a PC with one bonus trait on maneuver tests per level of Celerity they possess.  For example, if a driver has Swiftness and spends a blood to activate Celerity, that driver would receive two (2) bonus traits to any maneuver challenge performed during that round.  Fleetness does not win ties during pursuit challenges.

 

  • Targeting occupants in a moving vehicle: 

Drivers receive (1) trait cover if the vehicle is traveling above to 35 mph and gain an additional bonus trait for every additional 20 mph. Drivers on a motorcycle subtract one (1) from the above numbers.  Occupants in the passenger seat receive an additional (1) trait cover.

 

  • Damaging a vehicle's tires:

If a PC targets a vehicle's tires with a ranged attack while the vehicle is in motion, the PC performs a test against the driver who bids the maneuver traits of the vehicle plus any bonus traits (from Celerity as explained above) while the shooter bids their base mental or physical traits plus the weapon's bonus traits.  Fleetness wins ties for the Shooter during this challenge. If the shooter is successful, perform two simple tests (win or tie). If both simple tests are successful then the tire is hit.

 

  • Effects of damaged tires:

If a vehicle has up to half its tires destroyed, decrease its safe speed by 20, its max speed and maneuver rating by half (rounded down) and perform an additional maneuver test.  If a vehicle has more than half its tires destroyed, it is no longer operable.

 

  • Crashing:

A vehicle will crash if a maneuver check is failed by the driver. Examples of when a maneuver check should be made are: When cornering while traveling over the vehicle's safe speed; being “bumped” by a pursuer; Weaving through heavy traffic (even if traveling at a “safe” speed); being hit by gunfire (more than 3 levels of damage) or losing a tire.  Perform an additional maneuver check if the vehicle is traveling at top speed.

 

The Storyteller may apply trait penalties to maneuver checks as they see fit depending on conditions such as poor weather, low visibility, or wet surfaces.  If a driver fails a maneuver check, they have an accident and must make a simple test to determine the accident's severity  (crash check).

  • On a Win:

Cosmetic damage, occupants take 1 bashing damage.  Vehicle's speed is halved for the round.

  • On a Tie:

Significant damage, occupants take 3 bashing damage. Vehicle's speed is halved for the round, permanently decrease maneuverability by 1.  

  • On a Loss:

Vehicle totaled, occupants take 5 bashing damage.

 

Occupants may take more or less damage depending on the following:

  • -1 wound if wearing a seatbelt (one action to put on or take off).
  • -1 wound if air bags deployed. If the vehicle is still operable.       
  • x2 damage if the vehicle is a motorcycle.

Ditching your pursuer:
The fleeing vehicle must be traveling faster than the pursuing vehicle and win 3 maneuver tests in a row (set by the Story Teller depending on the scene) to outpace their pursuer.

 

  • Making a run for it with Celerity:

A PC using Celerity adds a number of corresponding bonus traits for the purposes of comparing on ties and overbids just as a PC would if operating a vehicle.  PCs must make the same maneuver and crash checks as drivers, but a crash in this case results in a spectacular wipeout   (Win: 1 lethal damage, Tie: 2 lethal, Loss: 4 lethal)

 

Vehicle Upgrades and Modifications:

  • Bulletproofing:

Reduce the vehicles max speed by 30, safe speed by 20, and maneuver by 1. The vehicle (not its tires) is now considered impervious to all but armor piercing ammunition.

  • Increased Handling:

Increase the vehicles maneuver rating by 1 and the safe speed by 10.

  • Increased Speed:

Increase the vehicles max speed by 20 and safe speed by 10.

  • Nitrous:

If the fleeing vehicle has open terrain in front of it, the driver may activate the nitrous and gain a sudden boost of speed that will enable him to gain one   automatic success when attempting to ditch/catch another vehicle. The other vehicle may cancel this with its own nitrous boost if it is able to do so.

  • Oil Slick:

Pursuer must make a maneuver check at –2 traits.

  • Run Flat Tires:

Vehicle may continue driving with damaged tires. Reduce the Safe Speed by 5 and Max Speed by 10 mph and the Maneuver by 1 for every flat tire.

  • Smoke Screen:

Provides the driver with +2 bonus traits when attempting to ditch a pursuer.

  • Spike Dropper:

Pursuer must make a maneuver check or suffer damage to all tires.

 

GAROU AND OTHER SHAPESHIFTERS: 

  • Actions taken during Spirit of the Frey add ten additional traits to a PC's primary initiative rating and are resolved prior to Everyman actions, but do not pre-empt Alacrity actions.  Rage actions can be used to contest actions taken during Swiftness and Legerity if the Shapeshifter's primary initiative rating is higher than that of the Vampire using Celerity. 
  • Vampires do not gain the benefit of winning on ties against Shapeshifters.  Puissance and Fleetness each add ten (10) unnamed bonus traits to a Vampire's trait totals for the purposes of comparing on ties and overbids.  Likewise, Fleetness adds 10 traits to a Vampire's primary initiative rating for the purposes of contesting Rage actions during Swiftness and Legerity.
  • There is no limit to the amount of traits that Shapeshifters can bid on challenges at Kings of New York for the purposes of comparing on ties and overbids.  

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100_3051

New Rule

by witch hammer

May 12th, 2011

From now on all Compliants, Rules questions, and other issues come to me and no one else on staff.

Should I find that anyone has gone else where, you will recieve my full furious anger and divine retirbution.  That is all.

~Adam
Head of the Complaint department.

1 comment

Hoes Neffarious has left the chronicle.

Hoes

New scene, new site

by Neffarious

May 5th, 2011

KoNY's in NYC @ Tada Studios.

15 West 28th Street, NY, NY 10001, Between Broadway and 5th
Phone: 212. 252.1619

 

Directions in the City

Subway:

Closest: R, W, (N: Late Nights & Weekends) to 28th St.
1, 9 to 28th St. & walk 2.5 blocks east
6 to 28th St. & walk 2.5 blocks west
Q, N, R, W, B, D, F, V to 34th St. Walk south on B'way & turn left on 28th St.

Bus:

M6, M7 to Broadway & 28th Street
M3, M5 to 5th Avenue & 29th Street
X1, X6, X7, X9 to 5th Avenue & 28th Street
BM1, BM2, BM3, BM4 to 5th Avenue & 30th Street
X10B, X10C, X12, X14, X17C, X12 to 5th Avenue & 27th Street

 

Directions from outside the City

Just mapquest it ... or take the train into the City like any sensible person.  You can get to the site quite easily from both Penn and Grand Central ... and even Port Authority if you feel like being weird and taking the bus.

 

GAME WILL BE HELD FROM 7PM to 11PM and then ... well whatever you want to do on a Satuday night in the City.  I'm confident you can think of something 

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Missing Michelle T has joined the chronicle!

Missing Shane King has joined the chronicle!

Missing sam harrison has joined the chronicle!