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HOUSE RULES

by Neffarious

January 29th, 2010

 

Pay Attention, kids, this WILL be on the Final Exam:

 

Kings of New York House Rules and Guidelines
Version 2.1: IRA (Ian, Ryan and Aaron)

Special thanks to: Rob, Ross, Pedro and Mike

January 22, 2010

 

 

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. 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 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.
  4. 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 compose yourself.
  5. 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 others 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.
  6. 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

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)   PCs that have not been submitted to the Kings of New York Chronicle at www.Puppetprince.com will not be recognized as active PCs at Kings of New York.  If you wish to play your Character at Kings of New York, you must submit it on Puppetprince and it must be approved by a Storyteller.

3)   PCs may only use one out of clan advanced Discipline while attending Kings of New York.  Others may be purchased for travel.  Visiting players with more than one out of clan advanced Discipline must choose which one they will use prior to signing in, and said Discipline will remain the only advanced out of clan Discipline they can use any time they attend Kings of New York.

4)   Kings of New York permits PCs limited use of form powers conferred by out of clan Disciplines.  PCs possessing the following powers out of clan: Shape of the Beast, Mist Form, Horrid Form, Blood Form, Tenebrous Form, Skin of the Adder and Form of the Cobra must consult a storyteller, and may be asked to choose which out of clan Discipline's form powers they wish to use while in attendance at Kings of New York.

5)   Kings of New York observes the “Double-Ties” rule, meaning if a PC possesses advanced Celerity as well as advanced Potence, they are considered to win ties twice on offensive brawl and melee challenges as long as they bid both a dexterity related and a strength related trait on the challenge.  If a PC possessing both advanced Celerity and advanced Potence would be forced to lose ties either through wound penal

6)   Potence confers no defensive bonuses on combat challenges.  You may apply Potence to contested challenges where your enhanced strength would be a mitigating factor, such as during a grapple.

7)   PCs may only bid a maximum number of traits equal to double their current generational maximum.  Any additional bonus traits they might possess do not count for the purposes of comparing on ties and overbids.  If a PC were to possess a total number of traits in excess of double their generational maximum, and were to lose a challenge that would result in the loss of a trait, they would decrease their trait total by one, but would still be able to bid double their generational maximum.  (EX – a 13thGeneration vampire currently possessing a total of 22 traits would only be able to bid 20 on any given challenge, but if she were to lose a challenge that would cost her a trait, her trait total would decrease to 21, and she would continue to bid 20 traits on the next challenge.)

8)   To learn any combination Discipline, a PC must possess at least one of the contributing Disciplines in clan, and the PC must have been in play for at least one year.  PCs must have an appropriate teacher for all combination Disciplines.  Visiting players who possess combination Disciplines but do not meet the above requirements will not be granted permission to use those combination Disciplines at Kings of New York.

9)    Powers and Abilities detailed in Clan Books are Clan specific.

10)  Failing a frenzy challenge does not bestow any negative traits upon a PC (unless they possess the Gangrel clan flaw).  Additionally, 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.

11)  A PCs who possess 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.

12)  A PC who possesses the Instinct virtue may not spend Willpower to negate a frenzy.  Instead they may expend a willpower trait for a retest to direct their frenzy for one round.

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

14)  A PC may not initiate mental or social challenges while in frenzy except for the purposes of intimidation.

15)  A PC may only use their in clan Disciplines and the three physical Disciplines while not in control of their frenzy. (Ex – A Toreador who fails to “ride the wave” cannot transform into Horrid Form while in Frenzy.  If she activated the power prior to losing control of her beast, the power would remain in effect.  she could, however, use Dread Gaze since she has Presence as an in clan Discipline and it is used for the purposes of intimidation.)

16)  A PC in frenzy does not need to bid a trait while resisting mental and social challenges. The PC bids “frenzy” instead.

17)  A PC in frenzy receives a free retest to resist mental challenges that would directly affect their behavior (Ex: Command, but not Vanish from Mind's Eye).

18)  In order to call a negative trait upon a Samedi, Nosferatu, Gangrel or Harbinger of Skulls that results from their clan flaw, a PC must be able to see that character’s true visage.  Additionally, PCs must wear an item card detailing any readily visible negative traits they possess that result from appearance, but may cover said card when using Mask of 1000 Faces or any other power that hides their true form. (EX – a character who is cowardly need not wear a card, but a character who is ghastly would.)

19)  PCs are limited to using one carrier attack per round.  This means PCs may not use Burning Touch, Bonecraft, and Withering all at the same time.  Choose one.  Unless the power specifies otherwise, a carrier attack may be delivered through a strike – which requires a physical challenge.  Striking a character to deliver a carrier attack in such a fashion deals any damage that would normally result from the PC’s brawl attack, including additional damage from other sources. (EX – a puissant vampire in horrid form delivering Quell the Beast through a physical attack would initiate a physical challenge with his opponent.  If she succeeds, her strike deals 3 levels of lethal damage and delivers the Quell.) Carrier attacks can only be delivered on normal actions during combat rounds. This means that a PC must forgo their Alacrity action in order to use a carrier attack while also using Celerity.

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

21)  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.  The Clumsy trait bestowed by a successful strike from a character using Black Metamorphosis does not count as a carrier attack.

22)  A PC may either bite or drink from a victim in a single action.  A PC may only drink three traits of blood in a single action once per turn.

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 while doing so.  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 within less than six steps of each other are considered to be within Melee range.  PCs at or beyond six steps are considered at range for the purpose of making ranged attacks.

25)  Jumping is scaled according to the following conditions: Vertical = 1 yard (step), Horizontal = 3 yards (steps), +1 yard for a 3 step running start.  Each level of Potence adds 1 step to the total distance jumped.  A PC begins a jump on their first available action during combat rounds, and the jump is considered a full turn action.  A jumping PC lands after celerity actions, but before the end of the round.  Extra actions may be not be performed while jumping.

26)  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 pre-existing specializations must consult a Storyteller.

27)  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.

28)  Kings of New York observes the two-weapon combat rules presented in Dark Epics.  This means that any character may use two weapons simultaneously as long as they are ambidextrous.  Doing so adds an unnamed bonus trait to their total traits for comparing on ties and overbids.  If a PC possesses both ambidexterity as well as a specialization in two-weapon combat (which requires least 3 levels of the appropriate type), they may add the second weapon’s bonus traits as well as the unnamed bonus trait to their total for comparing on ties and overbids.  While firing two weapons  PCs are considered to be staggering their attacks; which means they can only take advantage of one weapon’s special properties at a time, but may alternate between them. Ammunition is NOT expended for both weapons at the same time.  A weapon’s rate applies to the number of times a PC can add the weapon’s bonus traits to their total.  (Ex: If you are taking three actions per turn, but one of your weapons only has a rate of two, you do not receive its bonus traits on your third attack.)  PCs can only benefit from an additional weapon’s bonus traits if they have at least one level of the specialized ability. If they expend all their firearms retests they are no longer able to benefit from using the bonus traits of a second gun, since the bonus traits are gained as a result of the specialization.

29)  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.

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.  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 the dark, that is the function of basic 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)  A PC does not need to spend a willpower to activate Iron Will.  They simply receive the bonus traits and free retest.

34)  Kings of New York will observe the revised rules for linguistics and its interaction with the Natural Linguist merit as listed in KotE until Ian revises it.

 

 

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)   Up to 7 points in Merits may be purchased at character creation.  A PC may purchase more merits later at double their cost with Storyteller approval.

4)   The following Merits are BANNED at Kings of New York, and cease to function while in attendance: Additional Discipline, Alternate Sense, Destiny, Gnosis, Guardian Angel, Life Giver, Lucky, Nine Lives, Pure Blood, and True Faith.  Other Merits not found in Laws of the Night, the Sabbat Guide or the Guide to the Camarilla are subject to Storyteller approval, and may be stripped from your sheet at any time.

5)   The following Merits are RESTRICTED at Kings of New York and require Storyteller approval:  Ability Aptitude, Acute Sense, Ambidextrous, Berserker, Celestial Attunement, Innate Magical Ability, Magic Resistance, Medium, Oracular Ability, Reputation, Revenant Disciplines, Sanctity, Sire's Gift, Supernatural Affinity, Unbondable, and anything from Laws of Elysium or other second edition MET books.

6)   All merits and flaws are subject to Storyteller Approval.

7)   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.

8)   A PC may not start with more than 4 levels of any single ability.

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

10)  Panders randomly select their Disciplines by drawing from a deck of cards.  No Pander may start with Thaumaturgy or any other form of Blood Magic as an in clan Discipline.

11)  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, and may only do so with Storyteller approval.

2)   Allies: Can possess a maximum number of influence traits or specialized ability traits equal to their level.  These traits can only be used once per game session.

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.  It provides a basic haven (a place to sleep during the day), in a neighborhood that the PC can feed in with relative safety.  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.  Domain provides a secondary function that affects the blood available to a Pack at the beginning of each game session provided they have nominated an Abbot to oversee the Pack's needs.  PCs can purchase individual Domains, which may be combined with the Domains of their Pack to form mutual territories controlled through cooperation in a manner similar to combining Influence.  Basic havens may be fortified using the Haven background.  If you're claiming territory in the City, or want a safe place to sleep, you've got to buy this.  And if you don't have this, you may wish to make friends with someone who does.

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 once a month.  This means that a PC with 1 level of High Society Influence could score some hard to get tickets as well as initiate a level 1 trace once per month.  Starting PCs may not possess more than 10 levels of influence, and cannot manage a number greater than the sum total of their mental and social attribute traits. Specialized 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 the end of the current game or at the beginning of the very next game after they declare 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.
  7. PC's have two weeks from the end of game to submit their Influence endeavors to staff.  Below is the appropriate format for doing so:

TO: KoNYStaff@yahoogroups.com or Listed on Puppetprince.com

SUBJECT: [Last game date] Influence Use

Body and Text as follows:

Character Name: [Character Name]
Player Name: [Your Name]

Influence Pool:  [Influence area]; [Level]; Source: [the influences source - self, combining PC's name, allies background, etc]

*Repeat for each influence area and areas gained from sources other than “self”*

Influence Endeavors: [Endeavor type - attack, grow, trace, etc]; [Total levels used]; Total EL: [Total effective level]
Primary Influence: [Primary area used with source = "self"]; [levels used]
Boost [Influence holder's Name]: [levels used]; EL: [Effective level]
Combine Influence: [Combine area]; [levels used]; EL: [Effective level]

*Repeat for each combine from a different source*

Description: [One to two paragraphs explaining the endeavor]

*Repeat as needed for each separate endeavor starting from Endeavor Type*

Example of an endeavor submission:

SUBJECT: 6/5/2008 Influence Use

Character Name: Teddy the Ripper Ruxpin
Player Name: John Smith

Influence Pool:

Occult; Lvl: 3; Source: Self
Police; Lvl: 2; Source: Self
Street; Lvl: 3; Source: Self
Street; Lvl: 4; Source: Allies Background
Street; Lvl: 2; Source: Loan-Johnny Rain

Influence Endeavors:

Attack; Total Lvl: 11; Total EL: 7
Primary Influence: Street; Lvl: 3
Boost Influence: Police; Lvl: 2; EL: 1
Combine Influence: Street; Lvl: 4; EL: 2
Combine Influence: Street; Lvl: 2; EL: 1

Description: The Skull Kickers (my street gang) will be making a push into the  Night Bloods' territory (Mr. Green's Street Influence - obtained through a previous successful Trace).  They will be attacking the Night Bloods in all their local hang outs and spread the word on the street that their turf is now under Skull Kicker rule.  Since this is a big push, the Kickers know some help will be needed in order to expand.  They bring in the West Side Riders (Johnny Rain's Street influence) and a few of the small groups that are looking for a way into the big time (from my Allies). My cop on the take (Police influence) will ensure that the local patrol officers will act on “tips” and arrest the more difficult to reach Night Bloods.  Once the Skull Kickers take the territory, street corners will be issued and pay-offs will flow. A good deal for all, except the Night Bloods.

Grow; Total Lvl: 3; Total EL: 3
Primary Influence: Occult; Lvl: 3

Description: The White Flame Book Store (my Occult Influence) will be hosting free astrology and various other “new age” readings and services as well as a sale to commemorate its one year anniversary. Parties shall be held in the establishment during the weekend for some small talk and general networking.

9)   Mentor: Learning out of clan Disciplines from a Mentor requires a successful static 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. A PC may only have one mentor at a time and it can never be bought up unless they leave their Mentor for a new one, which the PC must purchase separately. 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.

10)  Ritae: Uses the Rituals ability as a retest and scales as follows: Level One: 3 Auctoritas Ritae. Level Two: 9 Auctoritas Ritae and 3 Ignoblis.  Level Three: All Auctoritas Ritae and 9 Ignoblis.  Level Four: All Auctoritas, 20 Ignoblis, and you may begin creating your own Ignoblis Ritae. You are aware of local pack-specific Ritae. Level Five: All Auctoritas and 40 Ignoblis and you may create new Ritae.  If it exists, you've heard of it.

11)  Retainers:  A PC is limited to 5 retainers.  Retainers that are used in combat behave according to Storyteller discretion.  Each class of retainer functions as follows:

  1. Mortals: cost 1 point, call 6 traits on all challenges, have 5 health levels, 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.
  2. Ghouls: cost 1 point, call 7 traits on all challenges, have 5 health levels, and can assist with both influence endeavors as well as 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 a single physical Discipline.  They are blood bound and cannot act directly against their Regnant.  After a significant amount of time in play, Ghouls may become more powerful at Storyteller discretion.
  3. Sclachta and Hellhounds: cost 1 point each, call 9 traits on physical challenges and possess abilities/characteristics as defined in LoTN: Sabbat Guide.  Sclachta and Hellhounds require special care and feeding.
  4. The Possession Suit: Starts as a normal ghoul.  For every point past the first, the possession suit gains one trait in any category to a maximum of 9.  For every point past the first, the suit has an additional level of a basic physical Discipline.  If a suit is encountered away from its regnant, and possesses free will, it is treated as a full-sheet NPC, otherwise it is considered inert.

 

 

HOUSE RULES: DISCIPLINES

1)   Animalism: Feral Whispers does not allow a PC to communicate with Garou or other Betê.  Quell the Beast requires a physical challenge or direct eye contact (see Dominate) before the Social Challenge is initiated.  The PC's Beast returns at the end of the Scene after successful use of Drawing Out the Beast.

2)   Auspex: Each level provides a +1 trait bonus for the purposes of resolving ties and overbids with Obfuscate and disbelieving 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 with the higher level is considered to automatically win the challenge.  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 and retested with Investigation.  Telepathy does not allow a PC to communicate with Spirits or Wraiths.  A PC using Psychic Projection may utilize any of their mental and 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 turn in order to do so.

3)   Celerity: PCs may not initiate Mental and Social challenges while acting at Alacrity against other PCs also moving at Alacrity.  If a PC sacrifices his Alacrity action in order to initiate a mental or social challenge during normal actions, he is considered to go first regardless of trait maximums.  A PC may use any mental or social Disciplines that they possess while using Celerity, so long as those challenges are resolved during normal actions and they are able to expend any additional traits required to use said power.  Carrier attacks may only be made during normal 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.  Permanency only affects illusions created by the first three levels of Chimerstry.  Phantasms conjured with Horrid Reality must be of a believable nature. If they are blatantly unrealistic, the target of the power may make a challenge against the phantasm's creator in order to disbelieve the illusion.  Willpower may be spent as a retest during this challenge.  When attempting to disbelieve an application of Chimerstry, an individual using Auspex may engage in a mental vs social challenge against the person who created the illusion using the rules detailed in Auspex as listed above.  A storyteller must be present to narrate the effects of Horrid Reality.  A PC may not declare instant staking, decapitation or death through use of Horrid Reality.

5)   Dementation: Voice of Madness is a targeted effect which requires a full turn of speech, the user's voice to be heard and appropriate roleplaying.  The courage test provoked by Voice of Madness is made against 4 traits, and willpower may be spent for a retest.  A Storyteller (not a Narrator) chooses 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 a Narrator cannot.

6)   Dominate: All Dominate powers require the user to meet the gaze of his intended victim (direct eye contact both ways – Your victim must see your eyes and you must see theirs).  Mesmerism commands cannot directly put a PC in harm's way (IE: a PC cannot be dominated to shoot himself, but he could be dominated to shoot someone else if they would normally be able to do so - Dominate commands do not overpower Vinculum ratings.)  If a PC is dominated to do something that would put them at a sufficient amount of personal risk, or are unable to fulfill a dominate command due to extenuating circumstances, they forfeit their current 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: When using Resilience or Resistance, a PC is considered to win on ties and may retest with the Survival ability as long as they possess at least one Stamina related physical trait.  A PC must declare the use of Aegis before 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).  A PC may declare the use of Aegis in order to prevent the withering or crippling of limbs, but must do so immediately after the challenge is resolved.  If he does so, his Aegis is considered active until the end of the round.  Once Aegis is declared active, no further physical ailments may be inflicted upon the user, including bestowing negative traits, and all wounds previously received during that combat round are negated.

8)   Menominee: Is stupid.

9)   Necromancy: Soul Stealing does not affect supernatural creatures.  Daemonic Possession does not affect Garou or other supernatural creatures even after they have been killed. 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: No.

11)  Obfuscate: Each level provides a +1 trait bonus for the purposes of resolving ties and overbids with Auspex.  See Auspex.  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 social traits.  Vanish from the Mind's Eye is considered an aggressive mental 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: When blood is spent to activate Shroud of Night, the Shroud appears at the end of normal actions and before celerity actions.  Arms of the Abyss appear at the end of the combat round on which were summoned and act last on normal actions the following round.  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, 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 six 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 and those traits remain as long as the user of Black Metamorphosis maintains physical contact with the victim.  Individuals that strike or initiate a grapple against a PC in Black Metamorphosis do not receive the clumsy negative trait.  Tenebrous Form lasts until sunrise.  A PC cannot “sleep” in Tenebrous Form during the day.

13)  Potence: Prowess refreshes all physical traits.  PCs are not required to declare use of the Bomb or their ability to win ties.  Potence confers no defensive bonuses on non-contested challenges.  Objects thrown with Potence do not receive any bonuses, that is a function of Celerity.  A jumping PC lands after celerity actions are resolved, but before the end of the round, and therefore cannot “Potence Leap” on someone during normal actions.  See “Jumping” in the Guidelines section.

14)  Presence: A PC declaring the use of Awe gains the attention of all subjects in the room unless contested by a static social challenge.  Dread Gaze requires a subject to see or hear, or otherwise perceive the user. Entrancement breaks immediately if the user initiates a physical challenge against the victim 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 is line of interaction within ten steps.  You do not need to see someone to be affected by their Majesty, you need only be able to directly interact with them.  Majesty only protects the user, it is not the equivalent of the Dark Ages power Shepard's Watch.

15)  Protean: Eyes of the Beast is not considered a Form Power.  A PC declaring Earth Meld bonds with the Earth at the end of the round.  Only Gangrel can benefit from the specialized forms for Shape of the Beast detailed in the Gangrel Clanbook.  Kings of New York does not recognize the mechanical affects of Mixed Blessings.  Mist Form lasts until sunrise.  A PC may not sleep in Mist Form, that is the function of Earth Meld.

16)  Quietus: Silence of Death removes the loud negative trait on firearms challenges.  Since no sound is audible within the radius of Silence of Death, powers requiring that a PC's voice be heard do not work within the radius of Silence of Death.  The radius of Silence of Death is ten steps.  Only Assamites can transform their vitae into the toxic equivalent of Scorpion's Touch at will.  Blood so converted confers no nourishment upon consumption by other PCs, instead it temporarily removes a physical trait as per Scorpion's Touch.  A willpower trait (or Prowess) may be spent to refresh physical traits lost through Scorpion's Touch, but doing so counts as 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 only requires physical contact to initiate and 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 of each toxin as it has bonus traits (a sword has three bonus traits so it can be coated in three traits of Scorpion's Touch as well as three traits of Baal's Caress) 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.  Taste of Death allows a PC to store and spit a maximum number of blood traits according to a PC's generational maximum for blood expenditure (a 13th generation vampire may store one trait and then spend a blood trait for fleetness to win ties on the ranged attack).  Blood traits stored in this way must be used be used before the end of the scene in which they were spent or they are lost.  Alternatively, PCs may choose to take the power Blood Essence as set forward in Faith and Fire instead of Taste of Death.

17)  Serpentis: Eyes of the Serpent paralyzes a PC until a physical challenge is initiated against them.  Once the aggressor has bid a trait, the defending PC can act normally by spending blood and bidding traits of his own.  Tongue of the Asp can drain a maximum of three blood traits per turn/round.

18)  Thanatosis: Is gross and can only be purchased with Storyteller approval.  Withering a subject's head renders them incapable of using any disciplines other than Potence, Celerity or Fortitude. 

19)  Thaumaturgy:  All paths and powers follow the rules set forward by countless tiresome packets provided by OWbN.  Certain House Rules apply to specific powers, when in doubt, consult a Storyteller (Aaron) or Narrator familiar with Blood Magic. 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 rshadowlands or horizon realms.  If the Koldun wishes to detect obfuscated or otherwise hidden entities, the PC must defeat the hidden character in a mental challenge.

20)  Valeren: Burning Touch can be ignored 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 the penalties for being bruised).  In Kings of New York, Salubri Antitribu possess the power Armor of Caine's Fury as set forth in Faith and Fire instead of 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.  Fleshcraft does not confer a bonus trait over generational maximum through the sacrifice of a health level.  The use of Fleshcraft may remove the Beastial traits that Gangrel receive after a frenzy during downtime, 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.  Blood Form must be declared at the beginning of the round, prior to initiating challenges and bidding traits.  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.

 

 

HOUSE RULES: MISCELLANEOUS

  • Experience points can be gained at Kings of New York in the following ways:
    • Attendance at game: 3xp
    • Present for Opening Announcements and in character at the start of game: 1xp
    • Costuming: 1xp
    • Exceptional role-playing (awarded by the Storytellers): 1xp
    • 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: 2xp
    • Bringing a new player to game: 2xp
    • Playing in a game other than Kings of New York: 2xp
    • Traveling to play in a game (other than KoNY) within the State of New York: 1xp
    • Traveling to play in a game in another (adjoining) State: 2xp
    • Traveling to play in a game outside the Tri-State Area: 3xp
    • Basing a PC out of and attending your first game at Kings of New York: 4xp
    • Dying: 10 xp. This award cannot be "rolled over" 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 acknowledged by the STs before changes are made to your sheet.
  • Starting blood traits will be awarded at the beginning of the game as follows:  Packs with an Abbot present will start with half their blood pools, and receive a number of blood traits based upon their Pack's EL of Holdings to distribute as their Abbot sees fit.  Packs without an Abbot will begin play with half their blood pool.  PCs without a pack will begin play with three traits of blood.  Visiting PCs will perform a free challenge at the beginning of the game to determine their Starting blood.  Win = full, Tie = half, Loss = 3 traits.  This challenge may be retested by the Hunting ability.
  • 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.  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.   
  • Feeding challenges 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.  A Loss indicates that no victim is found and that the PC must engage in two simple tests to determine whether or not "bad things" happen.  Feeding challenges are retested by the Hunting ability.  Pack feeding may be performed freely and safely in the territory a Pack claims through the Domain background.  Packs will receive one feeding challenge per EL of Domain they spend without worrying about "bad things" happening in the event of a loss on a feeding challenge.  PCs without Domain may feed normally in any territory not claimed by another Pack.  PCs feeding within territory claimed by another pack do so at their own risk.
  • All Natural/Ambient Spirits summoned into Kings of New York will use the traits listed in Laws of the Wild Revised, and behave as the Storyteller sees fit.
  • Although most spirits are considered sentient beings, they do not possess sufficient life energy to be considered appropriate material for any sacrifice requiring the death of a living creature.
  • Awareness can be used to detect the use of a failed 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 passive uses of 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 is familiar with (possesses) Blood Magic.  In all these cases, the user of Awareness only knows that someone was attempting to use a power on them and failed to do so.  Awareness does not impart any specific information regarding the power in question unless the user of Awareness possesses the power themself.
  • The Acute Sense merit confers no bonuses on combat challenges.
  • 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 in photographs.
  • Special ammunition functions as listed in Dark Epics, with the exception of Dragon's Breath rounds which transform all damage inflicted by a Shotgun into aggravated damage as long as the weapon is fired within melee range of the target.
  • The use of the Crafts ability to bestow special properties or bonus traits upon weapons and armor must be approved by a Storyteller, and any weapons or armor previously modified through the use of the Crafts ability are subject to Storyteller approval.
  • The ability Ars Memoria (Art of Memory) may be used to disguise or conceal specific pieces of information such as a subject's true name, the location of their haven, the name of their Dominion, etc.  A PC using the Art of Memory may immediately call for a static Mental challenge (no traits risked) after successfully being subjected to Telepathy or Forgetful Mind (or any other power) targeting these specific memories.  The user of Art of Memory receives a bonus trait on this challenge for every odd level of the power they possess, as well as a retest that the aggressor can contest using the Investigation ability.  As with other mental and social challenges, the user of Art of Memory may spend a willpower to retest this challenge.  Should a PC defending himself with the Art of Memory succeed in this static challenge, an aggressor using Telepathy receives a mix of confusing object-fixated imagery rather than an answer to their question, and a user of Forgetful Mind finds the memory too elusive to rewrite.  If a PC using Art of Memory fails this test, the aggressor accesses the memory in question without further incident, and the PC is unaware that their memory has been accessed or altered.  
  • Explosives and Demolitions guidelines: Using explosives as weapons tends to have a deleterious effect on the game. That being said, we know you will want to use them.  As such, PCs will be allowed to create and use explosive devices of limited strength against each other. Anything of greater strength than a level 3 explosive device will be reserved for use against NPCs and antagonists.  Such uses of explosives shall have scripted results as deemed appropriate by the Storyteller overseeing the scene.  Explosives can be constructed through to the following methods:

Making detonators and bombs out of readily available explosive materials requires use of the Science ability and various 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) and complex mechanisms such as cell-phone detonators or 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) and 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.  You do not collapse a building with black powder, nor do you          blow open a simple lock with C4.  PCs will be permitted to create small contained explosions (Demolitions 1) controlled explosions (Demolitions 2) blast patterns     (Demolitions 3) bridge collapses (Demolitions 4) and full-scale structural demolitions (Demolitions 5).

  • Money be gained every month (legitimately) through the following means:

Influence:

Bureaucracy, Two traits = $250

Church, Three traits = $250

Finance, Each trait = $1,000

Health, Four traits = $250

High Society, Two traits = $1,000

Industry, Two traits = $500

Legal, Three traits = $250

Media, Three traits = $250

Occult, Three traits = $250

Police, Four traits = $1,000

Political, Two traits = $1,000

Street, Four traits = $250

Transportation, Four traits = $500

Underworld, Two traits = $1,000

Resources:

1 Trait =   $500

2 Traits = $1000

3 Traits = $3,000

4 Traits = $10,000

5 Traits = $30,000

  • The Finance ability may be used to immediately gain $250 per level spent, or may alternatively be used in combination with a PC's Resources background over the course of a month to raise capital through smart investments.  Each trait of Finance past the first 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, 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" means (such as robbing banks or committing 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.
  • Vehicle stats and Pursuit guidelines: Car chases add flavor to pursuits and getaways, and although special vehicles can be created through the following means, these rules are not intended to turn Kings of New York into James Bond with fangs or Midnight Club: blood edition.  Vehicles will function according to the following statistics:

Vehicles will fall into one of the categories below. Just as a Beretta and a Glock     are both considered “Pistols," a Mustang and a GTO are both “Sports Cars."

KEY = Vehicle: Safe Speed / Max Speed / Maneuver (Bonus traits)

18-Wheeler: 50 / 80 / -1

6-Wheel Truck: 60 / 90 / 0

Bus: 65 / 100 / 1

Minivan: 70 / 110 / 2

Midsize: 75 / 120 / 3

SUV: 70 / 130 / 4

Luxury Sedan: 80 / 135 / 4

Compact : 75 / 130 / 2

Sport Compact: 80 / 140 / 3

Sport Coupe: 90 / 150 / 4

Sports Car : 100 / 160 / 4

Exotic Car : 100 / 190 + / 5

Motorcycle : 100 / 170 / 6

Safe Speed: No crash checks are needed for tight turns and swerving when traveling at or under this speed unless the driver is weaving through traffic.
Max Speed: This is the top speed the vehicle can achieve.
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 with that vehicle. Bonus traits from other sources such as a driving specialization and/or Celerity (see below) 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:
    Occupants sitting in a vehicle's passenger area have one (1) trait cover. They have   two (2) traits cover if the vehicle is traveling up to 50 mph and three (3) traits        cover for speeds over 50 mph. Those on a motorcycle subtract one (1) from the above numbers.
  • 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 max speed by 30, safe speed by 20, and maneuver rating by half (round down).If a vehicle has more than half its tires destroyed, decrease its max speed by 60, safe speed by 30, and its maneuver rating is reduced to zero.
  • Crashing:
    A vehicle will crash if a maneuver check is failed by the driver. Examples of when a maneuver check (against 5-10 traits) should be made are: When performing a risky maneuver while traveling over the vehicle's safe speed; After being “bumped” by a pursuer; Weaving through heavy traffic (even if traveling at a “safe” speed); After being hit by gunfire (more than 3 levels of damage) or losing a tire;
  • 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, perform a simple test to determine the accident's severity.

Win: Cosmetic damage, vehicle's speed is halved for the round.
Tie: Vehicle damaged, occupants take 2 lethal damage.  Vehicle's speed is halved.
Loss: Vehicle totaled, occupants take 4 lethal 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, the driver must deflate their airbag before continuing the chase.
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, outmaneuver or otherwise ditch the pursuer.
  • Vehicle Upgrades and Modifications (the Storytellers will determine the availability and cost of each upgrade):

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 ammunition except     armor piercing rounds.

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.

  • Making a run for it with Celerity:
    You may attempt to outrun a pursuer in a vehicle, using Intermediate levels of  Celerity or higher and using the Athletics ability as a retest.  A PC using Celerity to flee a pursuer adds a number of bonus traits to their total physical traits for the purposes of ties and overbids just as a PC operating a vehicle.  Again, Fleetness does not confer ties to maneuvering.  A specialization in running will help here.  A "crash" results in a spectacular wipeout resulting in the pursuers catching up to the fleeing PC and possible damage from the fall.

Win: Fall results in 1 level of Bashing damage.
Tie: Fall results in 1 level of lethal damage.
Loss: Fall results in 2 Lethal levels of damage.

  • Fighting Garou and other Betê:
    • Actions taken during Spirit of the Frey precede Alacrity actions.  Rage actions can be used to contest actions taken during Swiftness and Legerity.  All other actions gained through the use of rage occur after Legerity and before the end of the round.
    • Vampires do not gain the benefit of winning ties against Betê if they possess either Fleetness or Puissance.  Instead, each of these powers adds five (5) unnamed bonus traits to a Vampire's trait totals for the purposes of comparing on ties and overbids.  If a Vampire possesses both Fleetness and Puissance they receive a total of ten (10) bonus traits.
    • Betê who can Sidestep enter the Umbra at the end of the round they declare their intent to do so.  They receive one normal action during that round.  Betê can attempt to attack from Surprise (as described on page 200 of LotNR) on normal actions that occur during the same round they exit the Umbra.

 

12 comments

Hoes

new year, new gamesite

by Neffarious

January 21st, 2010

January’s game (Sunday the 31st) will be held at:

The Cellar Bar
8 Railroad Way
Larchmont, N.Y. 10538
(914-834-8723)

Those of you taking the Metro North, just get off the New Haven line at Larchmont. The cross street is Chatsworth Ave. You can see the bar from the Train.

For you drivers, there is on-site parking, and it’s a stone’s throw from I-95.

Be aware that this is a CASH ONLY establishment, and there is no ATM there, so pack your pockets before you come. I’m not sure whether they are serving food at the moment, but there are numerous nearby places to grab chow.

If you haven’t done so already, you need to post your character on puppetprince.com in order to be approved for play at Kings of New York.  Please visit the website and join the Kings of New York chronicle to receive regular updates and keep track of your Character Sheet.

Be sure to take a look at the updated House Rules, as well as the rumor’s section on the Forums. Many of you (esp. those of you in a Pack) will need to invest in the new background, Holdings, which is explained in the House Rules.

Happy Gaming

~ Aaron

2 comments