LARP_Rules_Draft_Dec_28th

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					      INCONNU: CHARACTER CREATION AND GAME RULINGS                                    V5.0     DEC 28, 2010

TOP THINGS EVERY PLAYER SHOULD KNOW:

         Keep it Simple: Make a character using tabletop rules, using just about any of the Vampire genre
          sourcebooks. Once they are approved by the storyteller council, come have fun roleplaying!
         Don’t be Frightened: When creating your character, be sure to check the attached Narrator notes in the
          second half of this document. While it may seem daunting at first glance, know that this list tends to
          cover edge cases and known rules abuses so our narrators can better conduct gameplay.
         Get Permissions: Your initial set of disciplines, advantages and stats must be validated in both your
          character back story and approved by storytellers. Tell us about your character—please!
         Experience: We’re going to be generous with game XP—by handing out 15 to 20 XP per monthly game!

TEN GENERAL HOUSE RULES YOU SHOULD KNOW

         Testing System: We’re using a cool dice-pool related testing system - rules are included below.
         Injury: (Experimental) Vampires do not receive dice pool penalties when injured.
         Celerity: We’re trying out a non-standard rules set, where players with higher levels of Celerity go before
          those with less or none at all. (Details forthcoming – and we reserve the right to change this later on.)
         Physical Stats: Physical stats cap out at ten dots, but transformative powers can raise stats above 10
                1
          dots.
      
                                                                                                        2
          Transformation: Players may spend more blood in fewer turns in order to transform faster.
         Durations: Long term effects generally cap out at 3 months, with exact duration determined by narrators.
      
                                                                                                                    3
          Cameras: Obfuscated vampires will show up on camera, but people watching live feeds won’t see them.
         Willpower: Players require narrator or storyteller permission to spend or recover a Willpower point.
         Discipline Access: Vampires can teach themselves in-clans, but need teachers for out-of-clan disciplines.
         Inigo Montoya: You can’t avenge yourself. If your character gets k’piffed, new concepts are required.

                                       CHARACTER CREATION SYSTEM

Rule 1: Make a character using White Wolf’s tabletop rules that would fit into a Vampire venue (Cam, Sabbat, etc.)
We are primarily looking for Vampire characters, but will allow other types if they meet our expectations.
Rule 2: Use any of the dozens of the original WoD White Wolf tabletop books (except for Mummy and the Orange
                                                                                                           4
Hunters book) to build your character with. Reference any books you use by name on your character sheet.
Rule 3: Please consider costuming and dressing the part, as it really accents everybody’s experience.

Rule 4: Choose your Name, Clan, and Concept and then your Nature and Demeanor.
Rule 5: Choose Generation (at no cost) to determine your starting XP, Blood Expenditure and attrib/ability maxes.

 th
6 gen             30 Blood Pool, may spend 6 Blood per turn, starts with 100 xp, attrib/ability max of 7
 th
7 gen             20 Blood Pool, may spend 4 Blood per turn, starts with 130 xp, attrib/ability max of 6
 th
8 gen             15 Blood Pool, may spend 3 Blood per turn, starts with 150 xp, attrib/ability max of 5
 th
9 gen             14 Blood Pool, may spend 2 Blood per turn, starts with 160 xp, attrib/ability max of 5
   th
10 gen            13 Blood Pool, may spend 1 Blood per turn, starts with 170 xp, attrib/ability max of 5
  th
11 gen            12 Blood Pool, may spend 1 Blood per turn, starts with 180 xp, attrib/ability max of 5
  th
12 gen            11 Blood Pool, may spend 1 Blood per turn, starts with 190 xp, attrib/ability max of 5
  th
13 gen            10 Blood Pool, may spend 1 Blood per turn, starts with 200 xp, attrib/ability max of 5

Then, write up a two-page background about your character’s history, their immediate goals, and sire/childer. Yes,
we know you’re writing in a vacuum, but we plan to design the chronicle around the characters we accept. We can
tell you the game will be designed with Seattle in mind, but nothing more at this time.
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Inconnu LARP Rules                                   Version 5.0                                December 28 , 2010
CHARACTER CREATION ELEMENTS THAT ARE JUST A BIT DIFFERENT

       Freebies, then XP: Once you get done assigning freebie points, then you can spend your initial XP.
       Abilities: Each character starts with 0 in each, then player adds 16/12/8 (instead of 13/9/5)
       Specialties: Any ability that you have  or more in, mark down one ‘specialty’ for every dot over four.
        These specialties allow you to test for additional successes.
             o (Ex: Firearms specialty = Pistols).
       Secondary Abilities: No secondary abilities are used in this troupe game of any kind.
       Lore Abilities: No Lore ratings are used in this troupe game.
    
                                                                                                   5
        Backgrounds: Don’t spend any points on backgrounds, status, resources or influence for the opening
        game session. Storytellers will assign these in the future based on your story and in-game actions.
       Rituals: Purchasing rituals costs 1xp per level (Example: level three ritual costs = 3 xp)
       Wound Penalties: (Experimental) Vampires don’t suffer from wound penalties when injured.


OTHER THINGS WE’RE GOING TO WANT TO SEE

Your Stuff: include a list of items your character would always have on their person.
Your Quirks: Choose one phobia, addiction, or other non-derangement based issue that suits your character.
Your Haven: How and where do you sleep during the day, and what do you have at hand when you do?
Your Heart’s Desire: List your character’s greatest desire on your character sheet.
Your Weakness: List your character’s greatest weakness on your character sheet.

        Cost to Raise an Ability with XP               Cost to Raise an Attribute with XP
                Costs 3                                       All characters start with 1 in each Attribute
               Costs 2 xp (5 total)                         Costs 4 xp (4 total)
              Costs 4 xp (9 total)                        Costs 8 xp (12 total)
             Costs 6 xp (15 total)                      Costs 12 xp (24 total)
         Costs 8 xp (23 total)                     Costs 16 xp (40 total)
         Costs 10 xp (33 total)                   Costs 20 xp (60 total)
         Costs 12 xp (45 total)                  Costs 24 xp (84 total)

        Cost to Raise an In-Clan Discipline with XP    Cost to Raise a Caitiff Discipline with XP
                Costs 10 xp                                   Costs 10 xp (requires storyteller permission)
               Costs 5 xp (15 total)                        Costs 6 xp (16 total)
              Costs 10 xp (25 total)                      Costs 12 xp (28 total)
             Costs 15 xp (40 total)                     Costs 18 xp (46 total)
         Costs 20 xp (60 total)                    Costs 24 xp (70 total)
         Costs 25 xp (85 total)                   Costs 30 xp (100 total)
         Costs 30 xp (115 total)                 Costs 36 xp (136 total)

                          Cost to Raise an Out-of-Clan Discipline with XP
                                  Costs 10 xp (requires storyteller permission)
                                 Costs 7 xp (17 total)
                                Costs 14 xp (31 total)
                               Costs 21 xp (52 total)
                           Costs 28 xp (80 total)
                           Costs 35 xp (115 total)
                           Costs 42 xp (157 total)



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Inconnu LARP Rules                                    Version 5.0                                December 28 , 2010
                                                    LAST NOTES

A REFRESHER ON USING BLOOD AND WILLPOWER

       Players can spend Blood to increase their Physical Attributes for the duration of the scene.
            o Players can pump a Physical Stat up to one higher than their generation cap.
            o The pumped up stat holds for three turns, then degrades by 1 point per turn back to normal.
                                                                                                     6
            o The narrator or storyteller will announce turn duration depending on the situation.
       Players can spend 1 Blood to heal 1 non-agg, up to a maximum per turn determine by generation.
       Once a night (during a game session) a player can instantly spend 5 Blood to heal one agg.
            o Also, once per night, the player can instantly heal 1 additional agg by spending 5 Blood & 1 WP.
            o Beyond that, aggravated wounds are only healed by spending 5 blood and resting.
       Spending 1 WP provides an automatic success on any one action.
       Spending 1 WP negates the results of one social check.
       Spending 1 WP allows a frenzying character one turn of clarity and another frenzy check.


COMBO DISCIPLINES

       We are allowing Combo Disciplines, but under strict storyteller approval.
    
                                                                                           7
        All it requires to teach oneself is one in-clan discipline and all pre-requisites.
       Without meeting these requirements, a teacher is then required.



OCCULT RESEARCH

       Having access to an Occult Library will make the experimental creation of new rituals easier.
       Each odd Library rating (Level 1, 3, 5) add +1 success; each even rating (Level 2, 4, 6) provides -1
                    8
        difficulty.



TRANSFORMATIVE STACKING

Objects created by transformative powers (as defined by the books) may be stacked with additional supernatural
powers that apply.




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Inconnu LARP Rules                                     Version 5.0                               December 28 , 2010
                                                  TESTING METHOD

Step One: Because we’re transforming table top into live action, we’re using an interesting system that has proven
well in other groups for well over fifteen years. When you are about to make a test, first add up your dice pool to
determine your base successes.

         Strength of 4 + Brawl of 4 = 8 base successes.

Step Two: If the narrator determines the target difficulty for the test is higher or lower than six , then add/remove
base successes as follows:

        Target difficulty of 10      (Subtract 6 base successes)
        Target difficulty of 9       (Subtract 4 base successes)
        Target difficulty of 8       (Subtract 2 base successes)
        Target difficulty of 7       (Subtract 1 base success)
        Target difficulty of 6       (no change)
        Target difficulty of 5       (Add 1 base success)
        Target difficulty of 4       (Add 2 base successes)
        Target difficulty of 3       (Add 4 base successes)
        Target difficulty of 2       (Add 6 base successes)

         8 base successes vs. a difficulty of 9, means subtracting 4 base successes, for a total of 4.

Step 3: Then, divide the remaining number by half, rounding up.

         4 base successes, divided by half, equals 2 successes.

Step 4: You then test twice (playing Rock Paper Scissors) with the narrator or key player. Each win adds one
                                                                                              9
success, each loss removes one success, and each tie doesn’t affect the current total at all.

        5 successes: Phenomenal success
        4 successes: Exceptional success
        3 successes: Complete success
        2 successes: Moderate success
        1 success: Marginal success
        0 successes: Failure
        -1 or less successes: Cascading botches per -1.

Step Five: If your character can legally use a specialty, then after your initial two tests, you can test one more time.
If this test results in a tie or failure, then there is no additional effect. (A failure on specialties testing does not cost
you one of your successes, kind of like rolling a “10” in tabletop.) However, if you win the specialty test, then add
one success and then test again, adding one more success each time until you either tie or fail.




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Inconnu LARP Rules                                      Version 5.0                                   December 28 , 2010
         NOTES ON ON DISCIPLINES, THAUMATURGY, BLOOD MAGIC AND RITUALS

ANIMALISM

       Drawing Out the Beast (5): If your beast is stolen, it returns at storyteller discretion (max 3 months).

AUSPEX

       Telepathy (4): Number of successes is used with Telepathy table to determine effect


                                                                      10
                                            *Jaron’s Telepathy table]



       Psychic Projection (5): When the astral form moves through the Penumbra, it is only able to see and hear.
                                                   11
        The character must spend 1 WP per action to manifest in real world for a short time. They may only use
        non-body related disciplines when manifesting.

BARDO

       Banishing Sign of Thoth (2): We’re treating this as the equivalent of a pre-emptive dodge against
                               12
        supernatural powers.
    
                                                                                                             13
        Gift of Apis (3): Replaced with Pillar of Humanity, which can only be used on a willing participant.

CHIMERSTRY

       As a theme, the illusions generated by Chimerstry tend to come from things that the user has seen or
        experienced during their lifetime.

DAIMOINON

       Sense the Sin (1): For ease, we’re having each player list their greatest weakness on their character sheet.
    
                                                                                                             14
        Hellfire (3): This is treated as a ranged weapon attack; it is possible for you to miss your target.
       Diabolic Lure (6): This insta-wight character killer power is Banned.

DEMENTATION

    
                                                                                                                  15
        Passions (1) : Makes frenzy checks easier, harder, or when in frenzy, can force a new frenzy check.

MALEFICIA

    
                                                                                              16
        Minor Curse (2) forces the victim to drop 1 success for the duration of the effect.

MELPOMINEE

       We’re using the rules set from Vampire Storyteller’s Companion (not the inferior set from the Vampire
        Player’s Guide).


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Inconnu LARP Rules                                  Version 5.0                                    December 28 , 2010
MYTHECERIA

       Absorb the Mind (7): Dots stolen from the target character come back gradually, at storyteller discretion.

OBTENEBRATION

       Shroud of Night (2): Characters stuck in the Shroud are in total sensory deprivation—but if they have
        supernatural senses running (Auspex, Protean, etc.) then they are only blind (+2 to all difficulties).
    
                                                                                                   17
        Shadow Tentacles (3): These use your Brawl + Dexterity, rather than just your Dexterity.
       Dark Steel is Banned.

OBFUSCATE

       Stealth rolls are required; other players can notice when you do something that breaks Obfuscate
       Examples: Dex + Stealth vs. 5 to avoid a squeaking board; vs. 9 to walk through a puddle of water
                18
        unseen.

POTENCE

       When performing a clinch, Potence is added to damage, but is not added to the hit attempt.

PRESENCE

       Majesty (5): This discipline works like a dimmer switch.
           o In its lesser mode, people tend to view you as a rock star/royalty they are of in awe of.
           o In its full “on” mode, which lasts one scene, standard politeness/”no attack” rules are employed.
       When fully popped, other players may test their Courage vs. a difficulty of user’s Charisma & Intimidation.
           o 1-2 successes means they can be disrespectful, 3+ successes means they can attack.

PROTEAN

       Gangrel characters can choose one appropriate form to shift into (raven, bat, leopard, etc.)
       Characters with Protean as an out-of-clan can only turn into critter types appropriate to their background.

QUIETUS

       Scorpion’s Touch (2): The character can make ichor equal to their base Stamina once per game session.
                                                                    19
        The ichor is rendered inert at the end of the game session.

SPIRITUS

       Engling Fury (4): The character may only regain Willpower by eating an animal spirit once per game
        session.

TEMPORUS 20

       We’re using the Revised Storytellers Handbook version for this discipline.




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Inconnu LARP Rules                                 Version 5.0                                December 28 , 2010
VISCERATIKA


    
                                                                                                           21
        We’re removing the Flight Discipline and simply adding flying capability to Gargoyle characters.
       The amount of weight a Gargoyle can carry in flight is determined by the following table:

                                                                       22
                                              *Insert Jaron’s table+



VICISSITUDE

    
                                                               23
        A plain bone by itself does not do aggravated damage.
       We are still following the theme of Vicissitude as a disease, with the addition that a vampire can learn
        Vicissitude as if it was an in-clan discipline once they have drunk from another vamp infected with
                     24
        Vicissitude.




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Inconnu LARP Rules                                  Version 5.0                                December 28 , 2010
                                         NOTES ON BLOOD MAGIC

BIOTHAUMATURGY

    
                                                                                        25
        Reduce all casting times from weeks to months, and down from days to weeks.

ONEIROMANCY

       Reawakening Dreams (5): Storyteller will provide clues at the right time during the game.

PATH OF BLOOD’S CURSE

    
                                  26
        Only lasts for a scene.

PATH OF LEVINBOLT

    
                                                                                                                   27
        If the target botches their soak roll, only then does the damage from the Levinbolt become aggravated.

PATH OF TRANSMUTATION

       Liquefy the Solid Form (3): Liquidized objects, when they return to normal form, are messed up and kind
        of warped.
    
                                                              28
        Gaol (4): The prison of air lasts for only one scene.

THE FOCUSED MIND

    
                                                                                        29
        Dual Thought (4): The second action taken in a round must be a mental action.

THE PATH OF BLOOD

    
                                                           th
        Blood of Potency (3): Gen decrease is capped at 4 gen max.

PATH OF CONJURING

    
                                                                                                         30
        Users can make a Crafting check against set difficulties to attempt to make things of quality.

PATH OF FATHER’S VENGEANCE

       Feast of Ashes (3): Afflicted characters gain no sustenance from blood, but are hungry for ashes on
               31
        sight.




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Inconnu LARP Rules                                  Version 5.0                                December 28 , 2010
                                        NOTES ON THAUMATURGY

ENGAGING THE VESSEL OF TRANSFERENCE

       The object used must be of solid size and good quality, holds a pint of blood, and cleared as a prop.

ILLUMINATE TRAIL OF PREY

       The shining trail leads to where the target stopped for 15 minutes or more, but no further.

SANGUINEOUS PHIAL

       The object used must be of solid size and good quality, holds at least a pint, and cleared as a prop.

BLOOD WALK

    
                                                                 th
        The player can only track lineages back through the 4 generation, max.

DONNING THE MASK OF SHADOWS

       Runs just like Obfuscate, but Auspex 3+ automatically sees right through it.

STEPS OF THE TERRIFIED

       The character can prepare one set of seeds per night, which they can throw at any time.

BLADED HANDS

    
                                                                                       32
        House rule – this cannot be stacked with Burning Blade. (Fixes forthcoming)

PAVIS OF FOUL PRESENCE

       We’re offering two version of this powerful ritual. The Level 3 ritual works to reverse Presence Disciplines
        up through Majesty (one to five dots); the Level 5 version works to reverse Elder Presence disciplines (six
        dots and up).

BLOOD CONTRACT

       If the ritual demands something the target cannot do, the writ automatically fails (syntax error).

ENCHANT TALISMAN

    
                                                                  33
        The effects from the Enchanted Talisman do not stack.

ESCAPE TO TRUE FRIEND

    
                                                            34
        The true name of the friend all that is required.


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Inconnu LARP Rules                                  Version 5.0                                 December 28 , 2010
                                NOTES ON NECROMANCY AND RITUALS

MORTEUS PATH 3 5

    
                                                                                             36
        Generally only used by Sabbat characters, or by characters at least 600 years old.

VITREOUS PATH

    
                                                                              37
        Don’t use the Vitreous Path; use the Nihilistics path instead.

PATH OF HAUNTING

       We’re making this an official Necromancy path, a rare form used by older Giovanni.

                            NOTES ON ASSAMITE SORCERY AND RITUALS

THE HUNTER’S WINDS

       Using a charge from the pebble requires an action.
    
                                                                                           38
        Ghost Body (5): The player may use the incorporeality power as a defensive action.

DIRECTING AHRIMAN’S LANCE

    
                                                                         39
        The image used in this must be one that can be eaten.

FROM MARDUM’S THROAT 4 0

       This is Banned.

                               NOTES ON SETITE SORCERY AND RITUALS

THE SNAKE INSIDE

       Instead of Manipulation + Seduction, use Manipulation + Subterfuge

SUMMON SEBAU

    
                                                                    41
        We will provide standard stats for a Demon of Duat.

WARDING CIPPUS

    
                                                               42
        We will provide standard stats for a Spirit of Duat.




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Inconnu LARP Rules                                  Version 5.0                                   December 28 , 2010
                           NOTES ON KOLDUNIC SORCERY AND RITUALS 4 3

WAY OF EARTH

       Grasping Soil (1): There must be exposed earth nearby.
       Hungry Earth (3): The earth swallows the victim – up to their neck.
    
                                                                  44
        Kupala’s Fury (5): The earthquake affects one city block.

WAY OF WIND

    
                                                        45
        Levels 1 – 4: Use the Dark Ages version, please.
       Body Zephyr (5): Replace the Dark Ages “storm” version with the modern version that makes the Koldun
                                        46
        become as insubstantial as air.

WAY OF SPIRIT

    
                                                                                                     47
        The level of the sorcery is considered as your Auspex rank when testing against Obfuscate.

NEMESIS OF THE LIVING EARTH

       We are imposing a three month duration, with narrator-decreed effects growing steadily over time (from
                                                                                                                 48
        annoying during the first month, to continued attacks of lethal force during the third and final month.)

CREATE VOZHD

       This is Banned.




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Inconnu LARP Rules                                 Version 5.0                                 December 28 , 2010
1. Unnecessary house rule. This is already part of the basic rules in revised.

2. Either clarify this statement with an example, or remove it from this section and put it under the house rules of
the individual disciplines. I would suggest the following sentence to follow what was just listed: “For example, a
Lasombra who wishes to utilize the Obtenebration 5 power Tenebrous Form must spend three blood to transform.
If the Lasombra is of sufficient generation to spend more than 1 blood each turn, he may complete his
transformation at the end of the turn in which he spends the final necessary blood point.”

3. Move this to specific house rules section under the Obfuscate Discipline.

4. Add to this statement an addendum clarifying book supremacy. “Any official White Wolf book other than those
                                                             st   nd
previously disallowed are permitted, including books from 1 , 2 and Revised Editions and from Dark Ages. Any
rules contradictions will be settled with the following formula. Revised will always trump previous editions and
Masquerade will trump Dark Ages. This will hold true in all cases unless specified otherwise.”

5. It is confusing to say “backgrounds” and then list some specifics but not all of them.

6. Replace with the following. “Players may spend blood to raise a physical attribute to a maximum of 1 higher
                                               th th           th            th
than their generation maximum (6 for 13 -8 gen, 7 for 7 gen, 8 for 6 gen) and have the effect last for the
duration of the scene. Players may spend more blood to raise physical attributes further (to a maximum of 10)
however, attributes enhanced above the normal limit will only last for 3 turns, after which the attribute in question
will decrease by 1. If the attribute is still higher than the normal limit, repeat the process until the attribute returns
to its normal limit of the generational maximum +1. “

7. Replace with the following. “For a player to learn a combination discipline he must meet all the prerequisites
and then pay the listed xp cost for the specific power. A player may learn a combination discipline without being
taught if at least one of the required discipline prerequisites is an in-clan discipline for him. If none of the
prerequisites are in-clan, then the combination discipline must also be taught.”

8. This section is unnecessary. It is just a restatement of an already listed rule.

9. For simplicities sake I just copied this section here and made my edits. Replace previous edition with the
following:

Step One: Because we’re transforming table top into live action, we’re using an interesting system that has proven
well in other groups for well over fifteen years. When you are about to make a test, first add up your dice pool.

         Strength of 4 + Brawl of 4 = 8 dice.

Step Two: If the narrator determines the target difficulty for the test is higher or lower than six , then add/remove
dice as follows:

        Target difficulty of 10      (Subtract 6 dice)
        Target difficulty of 9       (Subtract 4 dice)
        Target difficulty of 8       (Subtract 2 dice)
        Target difficulty of 7       (Subtract 1 dice)
        Target difficulty of 6       (no change)
        Target difficulty of 5       (Add 1 dice)
        Target difficulty of 4       (Add 2 dice)
        Target difficulty of 3       (Add 4 dice)
        Target difficulty of 2       (Add 6 dice)

          8 dice vs. a difficulty of 9, means subtracting 4 dice, for a total of 4.
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Inconnu LARP Rules                                        Version 5.0                              December 28 , 2010
Step 3: Then, divide the remaining number in half, rounding up.

         4 dice, divided by 2, equals 2 base successes.

Step 4: You then test twice (playing Rock Paper Scissors) with the narrator or key player. Each win adds one
success, each loss removes one success, and each tie doesn’t affect the current total at all.




10. Replace with following: “Whenever you read someone’s thoughts, there is a chance that they will detect the
intrusion. The deeper you probe into someone’s mind the more likely it is that they will detect something is up as
memories and thoughts stream to the surface of their mind. Whenever someone has their mind read, they get a
reflexive Perception + Empathy check (difficulty 12-number of successes invested in the mind reading) to detect
the intrusion. Use the following table to determine how much they find out. If the victim of Telepathy possesses
Auspex himself, this will reduce the difficulty of the check to know his mind is being probed.

         0 successes……………..Subject has no idea his mind has been violated.

         1 success…………………Subject feels uneasy, possibly gets a feeling of déjà vu, or of being watched.

         2 successes……………..Subject knows something strange is happening to him.

         3 successes……………..Subject knows someone is in his head.

The Telepathy user may choose how deep he probes a subject’s mind, and how carefully he covers his tracks. As
was stated earlier, a deeper probe is more likely to be detected. Before making the Telepathy roll, the user decides
at what level to cap his successes. He will gain only the information from that level of Telepathy, however any
excess successes are therefore devoted to his mental stealth and add to the difficulty of the victim’s check to
discover whether or not they have been probed.

Example, Eric the Tremere is trying to read Nicholas the Ventrue’s mind. Eric has an Intelligence + Subterfuge pool
of 8. Nicholas has a Willpower of 7 so Eric makes his roll at difficulty 7, subtracting one dice for a dice pool of 7
which nets 4 base successes. Eric only wants to know if Nicholas supports the latest decision of the Primogen
Council or not, something he is not currently thinking about, but not something deeply buried, so he is going to cap
his successes at 2. He tests even and thus has his 2 successes for his effect and 2 more to add to the difficulty for
Nicholas to detect his presence in his mind. Nicholas has a Perception + Empathy of 6 dice. Eric didn’t probe very
deep, so the initial difficulty is 10 (12-the two successes Eric needed). Nicholas then adds two to the difficulty for
the extra two successes Eric added to defense, leaving him to roll at a difficulty 12, a pretty impossible roll.
However if Eric had been trying to find whether Nicholas had had a political rival assassinated while he was in a
previous city that would be a deep secret that Eric would have to probe further for. Say Eric designated all 4
successes to finding that information. Nicholas would then roll his pool of 6 at a difficulty of 8, subtracting 2 dice
and leaving him with a pool of 4 and thus 2 base successes. He would thus know that something strange was going
on.”

11. Replace the term “action” with “turn”.

12. Replace with, “Players using this power may default to it as a defensive action in combat if they are aware that
they are being targeted with a supernatural effect.”

13. Replace with, “As this power is no longer relevant under the revised system, it has been replaced with a new
power called Pillar of Humanity which acts as the level 1 power Restore Humanitas, except that the power is
usable on another willing subject, who must be brought to the Pillar and must meditate with the user for the
required time.”

14. Unnecessary additions to listed house rules.
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Inconnu LARP Rules                                   Version 5.0                                December 28 , 2010
15. Replace with, “While Passioned up, all Frenzy checks are at +2 difficulty. While Passioned down all Frenzy
checks are at -2 difficulty.”

16. Repalce with, “While under the effect of Minor Curse, the victim loses 1 success from all actions.”

17. Replace with, “When making an attack with an Arm of the Abyss, the character uses their Brawl rating in
addition to the Arm’s Strength or Dexterity.”

18. Both of these are unnecessary as they are already part of Revised rules. What is necessary though is the
following, “Obfuscate and Cameras: A person using Obfuscate to hide may still be recorded by cameras. Anyone
watching at the time, on a live feed for instance will be fooled, but the Obfuscated individual will still appear on
the recording.”

19. I don’t remember discussing this house rule at all. This is a major power reduction for the Assamites, and in
contradiction to prescribed canon. I personally believe that your production of ichor is limited by your blood and
that is enough. It is a common thing for Assamites to walk around with several knives coated in 5 points of ichor
each. I’d contest this as an unnecessary house rule and would like to reopen it for discussion.

20. Spelled Temporis with an “i”.

21. Add the following, “A Gargoyle’s flight speed will now be based on his Visceratika rating. Simply use the levels
of the Flight discipline and apply those to the respective level of Visceratika. So a Gargoyle with Visceratika 3 can
fly at 45 mph and one with Visceratika 5 can fly at 75mph.

22. Jaron’s Flight Table is as follows:

         Visceratika 1: Can only glide while unencumbered.

         Visceratika 2: Can carry things easily picked up in one hand up to around 20 lbs.

         Visceratika 3: Can carry heavier loads or a person (approximately 200 lbs.)

         Visceratika 4: Can carry several people or much heavier loads (approximately 500 lbs.)

         Visceratika 5: Can carry extremely heavy loads and small vehicles (approximately 1000 lbs.)

Note: to carry this much while flying a Gargoyle does still need to have enough Strength + Potence to carry the
same load without flying.

23. Unnecessary addition. Already in core Revised rules.

24. Replace with, “Under the theme of Vicissitude as a disease we are requiring non-Tzimisce to drink the blood of
someone who has Vicissitude before they can learn the discipline. After drinking the blood, they may learn as
much Vicissitude as their generation will allow without a teacher, but will still pay out-of-clan costs. An individual is
considered infected with Vicissitude as soon as he develops the first level of Vicissitude. Although we are using the
theme of Vicissitude as a disease, we are not using any of the mechanics from the Tainted Blood section of Guide
to the Sabbat.”

25. Replace with, “For the first two levels, reduce the casting time from weeks to days. For levels 3-5, reduce the
casting times from months to weeks.”

26. Unnecessary house rule. Already part of the power.

27. Unnecessary house rule. Already part of the power.

28. Unnecessary house rule. Already part of the power.

29. Unnecessary house rule. Already part of the power.
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Inconnu LARP Rules                                    Version 5.0                                  December 28 , 2010
30. Replace with, “A player may attempt to conjure higher quality items by making an Intelligence + Craft check
and using the normal Craft system except for the creation time, which is instant. A player must have a minimum of
Path of Conjuring 3 before attempting to make higher quality items.”

31. Replace with, “A victim of Feast of Ashes does not instinctively know that they can eat ashes for sustenance.
However, if they are hungry to the point of frenzy, they will have to make hunger frenzy checks if presented with
ashes and may figure it out that way. Note that they will also still make hunger frenzy checks when presented with
blood, even though they can no longer imbibe it.”

32. Unnecessary house rule. Really I just mentioned this as it had recently come up at ECC. It is so unlikely to come
up and such an unimportant issue that it really doesn’t need to be in this document.

33. Replace with, “We will be using both versions of this ritual. The Dark Ages Blood Phyactery as well as the
modern nights Enchant Talisman. A player may only have one version of this ritual, and must have a story
justification to have the more powerful Dark Ages version.”

34. Replace with, “We are eliminating the portion of this ritual that states that the Thaumaturge must actually
trust the individual they are teleporting to. All that is required is knowledge of the target’s True Name.”

35. The path is called the Mortuus path.

36. Replace with, “This path is the primary path of the Harbingers of Skulls, and the excuse for the conversion of
the Mortis discipline to Necromancy. Any non-Harbinger of Skulls who wishes to possess this path must have a
very good story reason.”

37. Replace with, “This path does not exist. We will be using the original Nihilistics discipline as presented in Dirty
Secrets of the Black Hand instead.”

38. Replace with, “In combat, a player may default to Ghost Body as a defensive action.”

39. Unnecessary house rule. This is already part of the power.

40. The Ritual is “From Marduk’s Throat”

41. Unnecessary for this document. That is already down to us for any NPC.

42. Unnecessary for this document. That is already down to us for any NPC.

43. Add a general house rule for Koldunic Sorcery that reads, “We will be primarily using the system for Koldunic
Sorcery as presented in the Dark Ages supplement Player’s Guide to the High Clans. All Ways will be used from that
source unless specifically listed otherwise. Rituals may be drawn from either the Modern Nights or Dark Ages
source material.”

44. Replace with, “The earthquake affects a maximum of one city block.”

45. Unnecessary with addition of new Koldunic Sorcery house rule (see 43).

46. Replace with, “Way of Wind 5 will be changed to the modern nights version from Blood Magic: Secrets of
Thaumaturgy Body of the Zephyr.”

47. Unnecessary with addition of new Koldunic Sorcery house rule (see 43). Already part of the Dark Ages version.

48. Replace with, “This ritual has been changed to have a maximum duration of 3 months. During the first month,
the elements will impede the victim or seek to cause minor harm. During the second month the elements will try
to cause serious harm to the point of incapacitation. During the third and final month, the elements are actively
attempting to kill the target.”


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Inconnu LARP Rules                                    Version 5.0                                  December 28 , 2010

				
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