HouseRules

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ALL GEXES SENT IN TO ANY LIST MUST BE PRIORLY COMPRESSED (IE ZIP, RAR, 7z, etc) OR THEY WILL NOT BE ACCEPTED!!!


Rules:

1) Faith and Fire are the Basic Rules set
2) Other books (by ST approval) add, but do not contridict Faith and Fire
3) House rules are the Staff's interpertation of all rules
4) Approved books: Any Vampired book with "Dark Ages"



House Rules & Mechanics

1) You must have a teacher to learn any Out of Clan Discipline including the physical ones.
2) Clan Specifics require you to drink a point of blood from a member of that clan, per power grade (Basic, Int, Advance) learned.
3) You must possess academics X3 to read and write.
4) ST's decide if your Lore gives you information, no chops needed.
5) Allies Contacts, Menor and Influence are Downtime actions only.
6) Haven kills are a scene before game.
7) Resources must have a ST signoff on how many coin you have.
8) Aegis cost Temp Physical/Perm Willpower
9) The intent of the summonor is was will dictate that it works.
10) All changes to character sheets must be approved by an ST.
11) Unless you are in the OOC area you are IC
12) We are using a diminishing XP Scale
13) Staff members gain 3 XP per game, no more no less.
14) All conversations must have an abbreviated synopsis sent to the ST list.


Player Concerns:

1) Player must first bring concerns to the offending ST.
2) If that does not solve problem, player may bring in a second ST to the conversation.
3) After 2nd ST joins conversation, ST's will discuss issues and send the player a resolution before next game.

General Info

Disclaimer:
Anything not covered in the House Rules will be handled on a case by case basis. Game Site: To obtain the location of the site for the upcoming game, please contact the staff via the ST list, or check here.

THIS IS JUST A GAME!!!

Age Restriction:
No player under the age of eighteen years will be admitted to From the Ashes games or sponsored events. As with most rules, there may be exceptions made.  Soon we will be implementing a Parental Consent form (once we have one put together) that will be required to be signed and dated by a parent or legal guardian of the underage individual & turned in to staff before playing.

Important Dates:
Game takes place on the first and third Friday of every month. Downtimes are due by the Thursday after game, by 11:59am. Unless otherwise stated all 5th Fridays we will hold extra games & they will be combat oriented . There will be no downtimes between a 5th Friday game and the 1st Friday game. If no game will be held on a 5th Friday this will be announced at the game prior. Staff can also be contacted to verify.  Please look at the Staff page for further info on downtimes.

Also proposed changes will be posted to the pending page with a linked vote on Sundays (usually).  Votes will be taken into consideration in the following ST Meeting.

Multiple Active Characters:
Players may have only one character in play at a time. If a player wishes to play a new character, then their other character must be put into downtime for a period of at least 3 months. Characters cannot be shelved to avoid in game consequences, and depending on the circumstances may be reachable by other players. If you wish to have a secondary character you must have the sheet turned in to the ST Staff and approved before bringing the character into play. All secondary characters are built as listed in the creation packet. All characters are subject to an XP audit when they are added to the Database, and if you are over XP you will be asked to remove points to get you back to zero. Not doing so will result in staff removing items to get you to zero.

Staff Rulings:
When a staff member makes a ruling, it is binding for the scene at hand. If a player wishes to appeal a ruling, they will do so AFTER the scene has been completed and in a private fashion with the Narrator/ST who made the call and if needed another member of staff to judicate. If that does not resolve the issue, the player may make a formal request in writing, and submit it to the staff as a whole at fta-st@googlegroups.com for a review of the issue.

Character Sheet:
If a player does not have a character sheet, then she must relent to all Challenges that she engages in. If the character sheet does not list the item/retainer (retainers and allies will be written up) that a player is trying to use, then she does not have access to that particular item/retainer at the moment. If something is supposed to be on the sheet and is not, IE if it was missed, please see the ST staff ASAP. There will be no permanent item cards, anything gained or given to a player must be listed on the sheet.

St Meetings:
ST meetings are held every Thursday afternoon. If a player needs a question answered, they must send it to the ST list so that the entire staff may address it as soon as possible and respond. In the event that this is not possible calls may be accepted by the ST at their discretion. If any Staff accepts calls and gives a rules call over the phone or via email that Staff member must advise the rest of staff of this otherwise it did not happen. The easiest way to be sure is to email the ST List.

Downtimes are usually covered online through email or are gone over in the second ST Meeting. Responses will be sent after that.

General Rules Changes

Embraces:
The Curse Belated is genre acceptable for Clan Tremere, directly involves the Sire, and is therefore not considered a cold embrace, no other form of bottle embraces are allowed.


Morality Roads:

If a character wishes to change their Road of Enlightenment they must first reduce their current Morality rating to one, and then spend six months discovering the basis of the new morals the character wishes to embrace with the help of a teacher (lore to 3 in the new road counts as a teacher). If a path requires changing of Conscience/Conviction or Self-Control/Instinct that virtue must be dropped to 1 permanent, prior to changing over. This can be bought up after the change in Road is made, but will require reason, time & XP. The change will be a gradual scale from your current listing down to 1 when you change roads or paths on a road that require the virtue type change.

All Road changes (not paths inside a Road) will require a simple challenge on the change of Road. This is to signify the possibility of Wassail in changing Roads. The only retests for this challenge are Willpower & possible Merit based retests.

Vampires are affected by the aura rating of their path in dealing with mortals, and other awakened beings.

Changing from one path to another within the same Road of Enlightenment (including the primary Road) requires that the character not hold a Morality score that includes conflicting sins between one another, or else a minimum of 1 -- whichever is higher, and have Lore 3 or higher in the Road. He must then spend three months 'refining his beliefs' from their old to their new condition. If, somehow, this transition includes the change of one's Conscience/Conviction or Self-Control/Instinct Virtues, see the bolded text above.

Abilities

All abilites can be taught up to and including your current level.  Meaning if you have a level 5 craft or lore, you can teach someone else level 5.


Alchemy:

This is not an exact science, and anything made with the ability will likely have positives and negatives.  Based on the ability level, you can work different types of items or materials as follows:

1.) Plants - plus or minus 1 to P/S/M
2.) Tonics and Salves - Effects, no Healing or Traits
3.) Stone - Appearance or durability
4.) Metal - plus or minus 1 to physicals on items.
5.) Gun powder or explosives.

Linguistics (Revised):

Level Benefit
1 Novice: You understand 1 additional language.
2 Practiced: You understand up to 2 additional languages.
3 Competent: You understand up to 4 additional languages.
4 Expert: You understand up to 8 additional languages.
5 Master: You understand up to 16 additional languages.

Any Character with Academics x3 can read and write in all languages known.
If you are Illiterate you will have a zero point Illiterate Flaw added to your sheet for quick record keeping purposes.
Taking the Natural Linguist merit doubles the numbers for each level mentioned above.

Lore (Revised):

Every Cainite will begin with 7 points of free lore to spend on Clan, Road, Cainite, and High/Low clan, up to level 3 in any lore.

Players are encouraged to consider what they would do to a non-vampire with Cainite Lore, and then consider what other groups would do to them if they were discovered to have it. So, if the Cainite would hunt down and destroy mortals with Cainite lore, then she should expect to be hunted down by Garou if she has Garou Lore. This makes the possession of Lores much more secretive.

No Lore may be learned above level 3 without becoming fully conversant in the society of the lore. So a Ventrue can eventually learn Gangrel Lore up to level three, but cannot get level 4 until she becomes a member of or has constant ties and communications with the Gangrel Clan (and gains ST Approval). Most Lore levels are based on a character’s relation with that Lore group.  The exception is if someone with level 4 or 5 teaches, you can learn those levels without extensive contact with that Lore Group.

Characters may only enter play with up to three levels of any Lore that is deemed appropriate by the staff, exceptions will be made on higher lores with a background, on a case by case basis. Appropriate Lores for Clan/Sect/Creature type can be learned on ones own thru experience & time.


Martial Arts:
Martial Arts are banned in this game.

Malkavian Madness Network:
All messages used in this medium must be handed to the STs to deliver.

Malkavians must focus (and have Malk Time ability) in order to send messages. Especially strong feelings might trigger an involuntary send at STs discretion.


Performance and Crafts:
Creating items with crafts levels requires ability in the craft and a simple test per level of craft. At three levels the challenge ends. For levels four or higher additional challenges can be made to account for bonus features of a perfect item. If a tie occurs it is considered a static appropriate challenge against 10 traits.


Specializations:
Specializations require level three of that ability.

Crafted Items

Creation times for crafted items will vary dependent on many factors at the discretion of the Storytellers.

The following is the only things you can do with the “bonus features” for a perfect item (IE crafts 4 or higher):

1.) Bonus Traits (these can be either appearance or physical in nature, but only count for ties & overbids)

2.) Damage is acceptable, but only up to the current Bonus Trait level (IE a +1. 1 lethal item cannot have 2 damage without raising the bonus traits by one first). Armor Levels are covered in this part as well.

3.) Removal of Negative Traits from an item.

4.) Other features may be available, majority staff approval will be required to add non standard features with a cost to be determined by the staff (IE how many features it takes up on that item)

Backgrounds

All backgrounds are capped at generation cap & can be bought multiple times, unless stated otherwise in their description.
Backgrounds are only able to be raised one way:
1.)  With IC reasoning, ST Approval & XP Expenditure


Allies:
Allies function as listed in Faith & Fire.

Contacts:

Contacts function as listed in Faith & Fire.


Influences:

Influences are run as listed in Faith & Fire; with exceptions as granted by the ST, based on good reason, such as: "I have Street influence 5, so I would have heard if a few new urchins seem to be meeting in location Y all the time".

There is no growth like in Dark Epics,influence aquisition is done with XP, IC reasoning & with ST Approval. 

Personal actions will always be considered 'more potent' than Influence expenditures in our game. Influences represent "knowing somebody who knows somebody", and is thus less effective, less rapid, and less reliable than getting it done yourself.


Influence Cap:

All influences in a given area have a limiting cap in this game, this cap allows for the influences to remain strong on some areas and weak in others.  More detailed rules for the Influence Cap to be added soon.<span style="text-decoration: underline;" />


Occult Library:
Information coming soon.


Retainers:

Keep the following in mind for Retainer types:

1.) Retainers may have/handle a level of influence equivalent to their retainer background rating, which they manage for you.  This does not add to your influence, but combines with it using combine rules from Dark Epics.

 2.) Taking retainers without looking into the background of the person may open you up to unwanted attention from outside sources.

Karma chops will be thrown at the time, and depending on many factors, you might get something you don't want, or the exact thing you were looking for.

Disciplines

This page is for changes to Basic to Advanced, or Discipline interactions.  If you are looking for Elder, Master or Combo Disciplines that do not have LARP writeups, please check here.


NO Form Stacking allowed, unless the power is listed as usable with other "Forms".  Things like Feral Claws are not form powers.


Only one Discipline granted trait on any challenge.


Potence vs Fortitude: Breaking
Throw a simple "breaking chop" for potence crafted items vs Fortitude powers that can break weapons. If the Fortitude power is higher then the potence, you lose ties. If the Potence is higher then the Fort, you win ties. If the same, you chop til one loses.


Auspex vs Obfuscate/Chimistry
The rules for this are very simple.  Mental vs Mental (or vs Social in the case of Chimistry) and compare traits adding 1 bonus for every level in your discipline .  This means 5 bonus at Advanced, 6 at Elder, 7 at Master.


Auspex:
Auspex can be used “passively” to break through Obfuscate when using Heightened Senses, if there was Obfuscate being used. In addition, Soul Sight and Spirit’s Touch can be used with rituals unless otherwise stated in their description.


Fortitude:

Aegis cost 3 temporary Stamina traits per burn or 1 permanent Willpower per burn.  Aegis also must be declared before staking challenges are thrown if being used to block a staking attempt.


Presence:
Summon - Summoning is based on the intent of the summoner as to if it works or auto fails.
Majesty – The effects of Majesty extend to anyone who is able to perceive the character and is 'in the same scene'. This means, for example, that Majesty protects a player against being sniped at from range, but does not protect a group from being catapulted at simply because one member has activated this Discipline. Use of this power does not go through walls/shuttered windows. (However this does penetrate Obfuscate, Obtenebration, Natural darkness & those not looking at the user). Using Auspex (or other such powers) to remotely view someone with Majesty does count as being in the same scene.


Protean:
Shape/Form of the Beast - Gangrel are able to select their forms, and go by the rules in the Revised Gangrel Clanbook.  Non Gangrel with this level get only the traditional Wolf and Bat, which go by the traits listed in the Revised Gangrel Clanbook.


Vicissitude:
Szlachta Mods are not allowed on PCs.

Vicissitude (Vis) effects can be undone by Vis, regardless of generation, damage is healed per normal.
The generation check applies to healing the effects of Vis and heals like aggrivated damage (agg).

Example: 7th generation Tzimisce pulls out eyes of 8th generation Tzimisce.
8th generation Tzimisce can Re-Vis eyes, but would not be able to just use healing to fix the Vis effect.

2nd Example: 8th generation Tzimisce rips elbow through skin of 7th generation Malkavian causing lethal damage and a broken elbow that is protruding. The health level is healed, but the bone is still broken and protruding so causes negatives until healed. Being the Malkavian in question is of lower generation, it can heal the effect overnight like agg. If the Malkavian was 9th generation or higher, it would be stuck till they could lower generation and/or find someone with Vis to fix the effect.



Counter Magic:
This functions exactly as listed in LOTN Cam Guide.

Banned Powers

The following powers are not available to be purchased or gotten via backgrounds, diablerie or any other manner by any PC.

Any power that is solely from one of the Not Allowed list on the Creation packet.

More will be added as needed.

Willpower

Refresh Rate:
Willpower refreshes at the rate of one point a week.
Willpower may be refreshed with the use of the meditation ability per the book, without challenges, at game only.  The Meditation ability may also be used during downtime ONLY to recover Temporary Willpower traits expended during Downtime.
If you feel that you played your nature during the game speak with an ST and you may earn one willpower back a game for your Nature.

Purchasing Disciplines

Only one discipline can be learned at a time per downtime in each of the following categories:

Elder
Master
Out of Clan (basic to advanced)
In Clan (basic to advanced)
Combo
Blood Magic is separate, please see here for info on that.

Out-of-Clan:
In order for a character to learn a clan specific discipline, s/he must have tasted the blood of a vampire who possesses that Discipline in clan. This must be done for each power grade learned (Basic, Int, Adv).  The character must also have either an in-game teacher who possesses the Discipline at one level higher than being taught or an appropriate Mentor.

Elders:

All players may purchase one elder in clan from Faith & Fire, regardless of generation.
Here are the requirements to begin learning an Elder Discipline:

The character must already possess the advanced level of that Discipline.
Spend 12(13) XP over the course of 12 downtimes (6 downtimes if learning from a Mentor or PC)
Learning time is doubled (24 downtimes / 12 downtimes if learning from a Mentor or PC) if the Elder is Out of Clan.
To teach an Elder, you either need multiple Elders in that Discipline, or Master.
The below information for elder disciplines is only for 8th or lower generations.
Any Elder powers may be taken, with ST approval.
Elder powers can be created, with ST approval.
Approval must be granted before downtimes will be counted towards the power in question.


Master:
To learn Master level powers, a character must be seventh Generation.
Additionally, here are the requirements to begin learning an Master Discipline:

The character must already possess at least one Elder level of that Discipline.
Spend 15 (16) XP over the course of 24 downtimes. (12 downtimes if learning from a Mentor or PC)
Learning time is doubled (48 downtimes / 24 downtimes if learning from a Mentor or PC) if the Elder is Out of Clan.
To teach a Master, you either need multiple Masters in that Discipline, or Ascendant.
Master powers can be created, with ST approval.
Approval must be granted before downtimes will be counted towards the power in question.

Challenges

Retests:
You may only gain one retest per challenge in each of the following categories: Overbid, Ability, Merits (such as Luck), Situational Retests (such as Darkness from Shroud,) Supernatural powers (such as Disciplines), Nature (if applicible) and Willpower. Each person involved can only receive one retest of each type, and canceling any retest counts as a use of that category of retest. The only exception to this rule is for Supernatural Retests that are part of the same power (like fortitude test-downs).

If you are attempting to fail a challenge for a static test on purpose you would make a simple challenge with staff, on an outright loss you actually have to throw the standard challenge with full chance of success.


Bonus Traits:
You may only gain one bonus trait listing (type not number) per challenge in each of the following categories: Ability Specialization, Merits (such as Ability Aptitude), Situational Bonuses (for Cover and such) Supernatural Powers (such as Disciplines including Thaum paths), Road Rating, Rituals (be there Blood Magic or otherwise), Equipment and Blood (for Physical traits). The only exceptions to this rule are for Supernatural Powers that explicitly state they can stack & for a multiple equipment (such as a sword and shield, but not two weapon).

Keep in mind that this cuts down on multiple stacking in a category, not in stacking on items.
An example would be a Crafts x6, Master of the Forge, Forger's Hammer sword that has Wards, Burning Blade and such on it all counts as a weapon (IE Equipment) not as disciplines/rituals.
Also this only counts for bonus trait stacking, not for damage stacking.


Combat:

From the Ashes uses Extended (Initiative-Based) rules for combat situation resolution. When a situation where combat rounds are used arises, every player must determine their character's initiative rating based on the action they choose to perform. 


Determining Initiative:
In Physical Challenges, it is the sum of their Base Physical Traits plus any "Bloody" Physical Traits, plus one if their attack has the "speed" descriptor on the weapon they are utilizing, if any, plus one for an applicable specialization. Form powers that grant extra physical traits may be added to this sum as can any Merits that specifically add to initiative, however no other sources (alchemical traits, ritual traits from non-form-augmenting powers [i.e. Lionheart, etc...] or weapon bonus traits) may be added to this initiative total.

In Social Challenges, it is the sum of their Base Social Traits and any applicable specializations. Magical powers (ritual-augmented social traits/disciplines) cannot add to this total unless they are "form powers." If you are unsure, ask the narrator or ST running the combat.

In Mental Challenges, it is the sum of their Base Mental Traits and any applicable specializations. Magical powers (ritual-augmented mental traits/disciplines) cannot add to this total unless they are "form powers." If you are unsure, ask the narrator or ST running the combat.  The Path of Focused Mind would be a possible exception to this, as it quickens & clairifies your thinking process.


A Note on Traits
Because this system means people will be attacking at different times, it is possible to defend and attack in the same round.  Defense is done with Dexterity or Stamina related traits, where as attacking is done with Strength or Dexterity related traits.


Combat Ensues:

At the beginning of the round, players are asked to make any Blood/Rage/Willpower expenditures they are using to enact any powers/heal/use for physical traits and etc. After this phase of combat, follow the rules outlined below.

The Storyteller/Narrator directing the combat will call out an Initiative Number. If you have a number that meets or exceeds this number, let them know. Once the highest applicable initiative rating is determined, the ST will start there and players will describe their actions. If multiple players act on the same initiative, they throw their chops at the same time and the effects occur simultaneously. Otherwise, the ST will count-down from the highest initiative down until they reach zero. When your Initiative number is called, you must alert the ST that you have an action, then describe the action you are taking. You have three seconds from the time that you declare you have an action to begin describing what your character is doing; during mass combats it is NOT acceptable to hold the game up because you do not know what you want to do. Have your actions ready. Once you make your challenge declaration, the chops ensue and play-through as normal.

Certain powers or abilities (Dual Thought, Rage follow-on attacks, etc...) allow you to make multiple actions in the everyman round. These powers are resolved at the proper initiative in relation to the challenge that is being made. In the case of Follow-On attacks (from Martial Arts or Rage, etc...) these actions must be immediately made following the previous attack or they are assumed to have failed.

If a character has Celerity: Alacrity, they may use it at the time of their turn, or in the case that they would be utilizing it to intercept an attack for someone, they may use their Alacrity action at that time to do so, instead forcing the other challenger to test against them to try and bypass the defender. This use of Alacrity counts as the character's action for the everyman round.

Once the everyman actions have all taken place, the same initiative system is used to determine actions in any follow-on Celerity actions/Rage actions that will take place. Following the last Celerity/Rage action in the round, Off-Hand actions are performed, again with the same Initiative system for when the attacks occur. Note that Off-Hand actions MUST be declared at the beginning of the round, otherwise they are not valid and may not be used.

Finally, after all of that has taken place, End-of-Turn effects are resolved. These include such effects as Transformations, damage accumulation from burning, etc. Once these are resolved, the next round begins with the same rules.

Reflexive actions may take place at any time during the scene, regardless of the challenge-type involved. The exceptions to this is raising traits via blood in a challenge & reflexing Celerity after round start.

Virtue Tests

Virtues are run as listed in Faith & Fire except as changed below:
Virtue tests may be over bid by player or ST.

Retesting Virtue Tests
A player may retest with an appropriate Virtue Trait. Differing from the listing in Faith & Fire, if the player fails this Virtue Retest, their character will suffer from one of the following Negative Mental Traits for the remainder of the night, as dependent on the Virtue they risked: Self-Control/Instinct (Impatient), Conscience/Conviction (Warped), Courage (Submissive.)

If the player attempts and fails a Willpower retest, they will not only suffer from the effects of the "Loss Condition," (and potentially the above-mentioned negative trait,) they will further suffer from a temporary derangement based on the challenge failed.  This lasts until the end of the night but may not be suppressed by expending Willpower.

Self-Control/Instinct = Crimson Rage / Conscience/Conviction = Depression / Courage = Phobia


Conscience/Conviction test results are as listed in Faith & Fire.
Instinct tests are handled differently from Self Control tests as noted in Faith and Fire.


Diablerie:

Diablerie is run as listed in Faith & Fire, except that 2 build points are received for diablerie, not XP.

Disciplinary Policy

Discipline Policy:

1) Disruptive players will be told to leave.
2) Cheaters will be told to leave.
3) Inadvertant metagaming will be dealt with on a case by case situation.

More to be added if needed.

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