D15 Requiem VSS - The Darkest Nights
Approved at High: CA-CAN-VR-1512-031187
Disponible en Français
- 1 STORYTELLING INFORMATION
- 2 VENUE INFORMATION
- 3 VENUE DESCRIPTION
- 4 APPLICABLE OPTIONAL RULES
- 5 THE DAMNABLE HUNT
- 6 THE FIRST TRADITION
- 7 DISTRICTS
- 8 GAME BASICS
- 9 GENERAL MECHANICS
- 10 VISITING MONTREAL
- 11 DOWNTIME ACTIONS
- 12 GENERAL POLICY
- 13 CHALLENGES
- 14 CARTHIAN LAW
- 15 FINAL NOTES
• VST: Nassim Bourouaha (CA2012081501)
• Email: email@example.com
• Email for Downtime Actions: firstname.lastname@example.org
SCHEDULE AND EVENTS
The Montreal Requiem game usually takes place on the First Saturday of each month. In exceptional circumstances, the date change will be announced on our usual communication channels.
Location 2295 rue Saint-Marc, Montreal, Quebec H3H 2G9
Downtime Actions must be sent in by email to email@example.com by the Friday of the week preceding the Requiem game (so, to be clear, not the day before, but 8 days before).
Delays and excuses will generally not accepted; please consider that each player has an average of three weeks to handle their own downtime actions while the ST staff has less than a week to answer the numerous emails we receive monthly. Thank you for your consideration.
See more on Downtime Actions further below
There may be Downtime Events between games, depending upon the need and the availability of both players and storytellers, to resolve IC issues. These meetings are meant to allow a group of players to further or resolve a specific plotkit interactively. For such an event to take place, the players and at least one of the Storytellers will meet, ideally in person, and run a hard RP scene, with possibility of injury, loss of humanity and death.
A Downtime Event does NOT cost a Downtime Action.
There may be Proxy Events between games to resolve IC issues. These proxy events are meant to allow a group of players to further or resolve specific plotkits by email, without actually exchanging emails back and forth. For such an event to take place, the players MUST fill up the “Proxy Information Form” which will provide the Storyteller with the information necessary to do a write-up of the scene. This is not interactive and the write-up will be done to the best of the Storyteller’s ability with the information you provide for your character; feel free to be descriptive. This counts as a hard RP scene, with possibility of injury, loss of humanity and yes, may even include death.
A Downtime Event DOES cost a Downtime Action.
Players are naturally otherwise allowed and encouraged to roleplay between games, to interact with each other, but are required to include the VST or one of his AVSTs in such communications (this can be done by email at firstname.lastname@example.org or adding any of the staff’s Facebook accounts to the discussion). All such RP is considered Soft RP unless ALL parties AND the supervising Storyteller agree to the use of a power; such power much be explicitly detailed and the agreement of all participants must be given without reserve or ambiguity.
EXPERIENCE (XP) GAIN
• 5 XP for attendance to Game
• 1 XP for use of distinctive Costume and Props
• 4 XP for monthly Downtime Actions
Many Kindred define their existence as an unanswerable riddle: “A Beast I am, lest a Beast I become.” This idea makes morality the core theme of Requiem. What will a vampire do now that she’s become a vampire? Will she exult in the Beast’s passions? Will she fight to retain her ties to what she knew in her mortal life? Is her unlife a lie, played out falsely under the pretense that she never became a vampire? Is her unlife a hellish maraud through the dark side of evil wiles indulged? Most Kindred’s unlives fall somewhere in between. That’s the crux of the riddle, however. How much leeway does a vampire allow her Beast in order to acknowledge it and yet keep it from overwhelming her?
In some senses, The Requiem’s mood corresponds to key elements of the setting. The world is grim and brooding, with shadows hiding ugly secrets and terrible threats. Play this up as much as you wish — make the game a fount of boundless angst if you choose. Secrets and espionage are part of the setting too, though, so a conspiratorial mood is also very appropriate. A blend of the two serves the game best. A certain amount of woe regarding the Kindred condition highlights the game’s personal horror and gothic roots, while schemes and secrets give the world a degree of creeping horror above the personal level, revealing the true depth of its malignance bit by bit, much like a darkening sky blanketing the world in night.
STYLE OF PLAY
• 1 Never Present
• 2 Sometimes Present
• 3 Often Present
• 4 Usually Present
• 5 Always Present
• Physical: 3
• Mental: 4
• Social: 4
• Intrigue (politics and negotiation): 4
• Action (combat and challenges): 3
• Mystery (enigmas and investigation): 4
• Drama (ceremony and characterization): 4
• Darkness (probability of player character death or corruption): 3
APPLICABLE OPTIONAL RULES
TRAVEL AND VAMPIRIC GATHERINGS
(MET REQUIEM PG. 18)
For live-action play, especially in chronicles with more than a handful of games, travel becomes an interesting conundrum in and of itself. As vampires communicate between domains, alliances and hatreds develop as covenants and clans establish relationships. Although Requiem is city based, such relationships inevitably result in travel and larger gatherings. Although they still consider each other to be potential enemies, vampires in such a setting see perceive travel and meetings more as an opportunity rather than an immediate danger: the benefits of gaining allies and securing one’s position often outweigh the risks of making the trip. With the optional mechanics for Predator’s Taint being inactive at these meetings (see page 237), Storytellers can portray a more dynamic vampiric society that doesn’t shun travel as much as one would expect. Remember that violence and lethal combat are still the very last resort in the Requiem, however: you shouldn’t make a trip to another city for the purposes of torporing or killing a vampiric enemy. It is virtually unheard of for vampiric travelers to visit a domain and willfully breach its Elysia, for instance.
(MET REQUIEM PG. 162)
In a thoroughly social environment where lies are the common currency, allowing for Aura Perception to conclusive reveal a lie can be deeply problematic. Intricate webs of deceit are revealed by nothing more than a test. Complex machinations can be uncovered by the Prince’s goons almost effortlessly. Storytellers may use this optional rule: instead of conclusively showing that the subject is lying, Aura Perception merely shows flickers of deceit in an aura. It becomes impossible to clearly deduce whether the last statement was a lie, or precisely what the character is trying to hide. Considering the often-paranoid nature of the Danse Macabre, Aura Perception thus becomes a useful indicator of deceit rather than an infallible lie detector.
(THE BLOOD PG. 88)
For a more cinematic and brutal depiction of Final Death, have the vampires in your chronicle disintegrate unnaturally:
Kindred Age >Speed of Disintegration
• One month > 12 hours
• One year > Six hours
• Five years > One hour
• 10 years > 30 minutes
• 50 years > Five minutes
• 100 years > 30 seconds
• 200 years > 10 seconds
• 300 years+ > About one second
LIVING ON THE EDGE
(THE BLOOD PG. 115)
In neonates, staying close to family and lovers is the most common motive for purposeful defiance of the Tradition of the Masquerade. A fair number reveal the truth about themselves to those they cared for in life, retreating to them in search of sympathy and understanding. Tragically, most neonates are repaid with fear and recrimination and must then face the reality of their situation: that they have made a target of themselves and their mortal relations.
But those who do appeal to the better instincts in their mortal allies can gain benefits that other neonates don’t enjoy. Assuming they can keep the violation of Tradition from the prying eyes of local Kindred, the lucky undead who evoke the compassion and support of their true friends are shielded, somewhat, from the ravages of Kindred existence.
If a character receives the regular attention of a mortal friend or relative who expresses true love for her, the Storyteller may choose to apply a +2 bonus to the character’s attempts to fight off the Beast or avoid degeneration. So long as the character is supported by her friend or lover and knows that she will be returning to him, her spirit is strengthened and her will is supported. Once the attentions of the mortal cease (for any reason), the bonus vanishes.
In addition, the Venue makes use of the District and Site systems to help define Montreal. (pg. 249-330).
THE DAMNABLE HUNT
“As powerful as they are, the Kindred play a most dangerous game. It is their lot to hunt among the kine, to prey on and feed from the mortal world. Yet they must also realize that they are not always as wolves among a flock of sheep, but are often as jackals among a pack of wild dogs. The individual dog is usually no match for the scavenging jackal, but should the entire pack turn its attentions toward the predator in its midst…
Such is the case with the Kindred among the kine. If the eye of Man was to turn its baleful stare upon the monsters skulking in the shadows, the resulting pogrom would very likely wipe the Damned from the face of the Earth. Therefore, the most powerful assets in Kindred hands are the complementary tools known as ignorance and belief. These weapons do more to keep vampires safe than any combination of unholy powers ever could.
In the world of the kine, ignorance truly is bliss” -THE DAMNABLE HUNT MET REQUIEM P.101
The reason most Kindred chose to live in cities is because it makes it easier for them to feed. Certain rare vampires do manage to eke out an existence outside an urban center, but these are few and far between. That being said, no city has an unlimited supply of blood! A Metropolis like Montreal is certainly capable of satisfying the needs of dozens of Kindred that quench their thirsts on human blood, but to do so there is a need for geographic repartition, which is why we need hunting grounds in the first place and a good Prince doesn’t just let anyone hunt just anywhere he pleases.
Certain areas are bountiful and can satisfy the needs of many Kindreds, while others make it very difficult to feed and could be considered barren, unable to feed even a single neonate! Certainly, by studying the population alone, one would think that there would be more than enough blood to satisfy the thirst of every single Kindred one has ever met; especially Montreal, which has more than a million of inhabitants... The thing to consider is that, while it is possible to do so, and go beyond the recommended limitations... This poses a risk on the Masquerade.
It is almost inevitable that one will lose control and frenzy. At best, the vampire will have a frightened, angry population of mortal on his hands, all of whom move on or look for the culprit with shotguns. At worst, the elaborate charade that hides the Kindred from the world’s awareness is compromised, at least on a local level. Strange occurrences and deaths attract the attention of the “wild dogs” and your hunting ground will become unsafe, possibly for quite some time.
The amount of blood that is available in the Domain as a whole and in each specific District is not a fixed amount and may be modified by actions that occur ingame, either by encouraging growth in the population or by causing distress that would cause the kine to protect itself during the night or to simply move away.
HUNT CHECK AND MASQUERADE CHECK
The Hunt is handled between games to avoid unnecessary delays and allow game to start as early and smoothly as possible. The Hunt mechanism that is used is the automatic formula that is calculated on the CaM - Requiem Character Sheet Version 1.4. The information can be found in the "Print Layout" tab, at the bottom of the first page, as "Hunt Check" and "Masquerade Check".
A separate roll is made for the Hunt Check and for the Masquerade Check. The number noted on the “Print Layout” tab is added to each roll. To this number, there might be positive or negative modifiers based on the Masquerade Index.
ON THE HUNT
For Characters attached on the VSS:
The amount of Vitae your character starts with is equal to [1d10 + Hunt Check +/- Masquerade Index Modifier] to a maximum as permitted by the character’s Blood Potency. This is a Flat rate and is not calculated in successes; someone with a Hunt Check of +6 that rolls a 4 on his dice would start with 10 Vitae. Vitae expenses may be deducted from the formula, depending on Downtime Actions
See more on Downtime Actions further below.
The amount of Vitae your character starts with is equal to [1d10 + Hunt Check +/- Masquerade Index Modifier –Herd –Haven Location -1 if the character has the “Territorial Familiarity” Merit] to a maximum as permitted by the character’s Blood Potency. This is a Flat rate and is not calculated in successes; someone with a Hunt Check of +6 that includes Herd 2 that rolls a 4 on his dice would start with 8 Vitae. Vitae expenses may be deducted from the formula, depending on Downtime Actions, if local actions are taken
See more on Downtime Actions further below
Rolling a 1 in your Hunt check will still give you a certain amount of vitae (as per the equation), but you might find yourself in an embarrassing situation, or feed on something that doesn’t quite agree with you.
How to get more Vitae at game start
There are a few significant ways for your character to get a bit extra blood in him for the big night. The key is to come prepared!
• As per the MET Requiem book p.231 “Each hunting draw requires half an hour of real time during a chapter. During this time, the player is required to sit in an out-of-game area to simulate the time her character spends out hunting.” This takes into account that you go somewhere safe, very possibly your own your Hunting Grounds and take the precautions you can. Once the 30 minutes are done, the player may make a new Hunt and Masquerade check.
• Use one of your Downtime Actions to spend a bit of extra time hunting! This will give you an ADDITIONAL roll, which will most likely make sure that you will come to Elysium on a full stomach (so to speak). This means we will roll a second Hunt and Masquerade check for you and you will be notified of the results in your Downtime Action results.
• Note in the Hunt section of your Downtime Actions that you want to keep your Herd on stand-by. Instead of using them in your “Hunt Check” total, you can keep them aside and have them wait near the Elysium. This will give you the opportunity to go meet with them anytime during the game; instead of waiting 30 minutes and making a Hunt and Masquerade check, you will be able to consume a number of points of Vitae equal to your Herd merit in only 15 minutes (instead of the normal 30), and without any risk of breaching the Masquerade. Of course, this diminishes your initial “Hunt Check” by an amount equal to your total Herd.
• Have a retainer on hand that you can munch on... While this has little risk for the Masquerade, you risk the health of your retainer; if your character loses control, you might even murder him and it could take a while to replace him.
• Grab a random mortal off the street, near the Elysium, drain him dry, drop the body, ignore the Masquerade, risk your Humanity. While this is quick and relatively easy, it has the harshest penalties on your character. This only takes 5 minutes.
• Deal with someone who has an available his Herd on location, medical blood bags on hand, Blood Reliquaries in his pocket, or submit to a Vinculum and the risks of blood addition if you’re really that much in need. Anywhere there’s a need, there’s a greedy dealer.
OTHER If a Downtime Action is spent to that effect, it is possible to transfer any exceeding Vitae gained from the Hunt into specific elements using powers such as Blood Reliquary, Spoiling etc.
THE FIRST TRADITION
While it is possible to fail a Masquerade check without botching it (having a result below 8 without actually rolling a 1), rolling a 1 in your Masquerade is a terrible thing indeed. In either case, a scene will be detailed by email to explain the nature of the breach. This is the reason why it is important for players to details how they hunt: if you explain how your character hunts and what precautions your character takes, it will be taken into account in the resolution of these situations. Masquerade check fails augment the Masquerade Index by 1 while rolling a 1 on a Masquerade check will augment it by 2.
Fuck ups: Yeah... Well... Nothing ever goes as planned, does it? The cranky Gangrel decided to chop down the helicopter mid-flight with his claws? The pretty Daeva that got shot in the face in the middle of a crowded street decided to heal herself instead of playing dead? The freaky Nosferatu came out of the Necropolis in frenzy in the middle of police intervention? It can happen to everyone. Fuck ups can increase the masquerade index anywhere from 1 to 5, in addition to all the nasty consequences that should be handled separately.
Downtime actions: Vampires can choose to spend extra time and energy during the month to protect the masquerade. If an action does not provide many details (such as “I protect the Masquerade”) there will not be much of an impact (Maximum -1). More details in your action (such as where, when, how?) will have a greater impact on the masquerade index (up to -3 on the masquerade index) and you will have the opportunity to interact directly in an issue that happens on your door step or influence field if you specify that you are specifically alert to that.
Masquerade checks: Vampires do take some care to protect the masquerade when they feed or otherwise reveal their kindred nature, but mistakes do happen. At every Hunt check, as Masquerade check is necessary. Success means no breach was done and failure means the contrary. If a vampire fails a Masquerade check, the Masquerade Index goes up by 1, and if the vampire botches it goes up by 2. Rolling a 10 on a Masquerade check will, alternatively, lower the Masquerade Index by 1!!
There’s a masquerade index for the city going from 0 to 100. Some actions increase it (such as feeding over the blood capacity of a given district) and some other actions diminish it.
• 0-9 Things are going pretty good for the city! Pretty fucken good actually! It’s amazing! It’s unbelievable! Vampires have clearly been working very hard to cover any traces of their existence. Too hard, maybe? Like I said: unbelievable! Most mortals, fragile and ignorant, are pretty oblivious and are quite content with the state of things... But others, those most alert of mortals who stand vigil against the darkness, might take note of this suspicious lack of horror, especially in a metropolis like Montreal... Vampires have +1 on their Masquerade roll and suffer no additional penalty on the Hunt roll.
• 10-49 Mortals are too concerned with their own little problems and are too absorbed in their everyday lives to actually note anything unusual that doesn’t affect them personally. This wilful denial allows vampires to feed without too much additional risk. Vampires suffer no additional penalty on their Masquerade roll or the Hunt roll.
• 50-59 It is common sense: you don’t go out at night wearing provocative clothing. Why would you go out looking for trouble? Everyone knows you’d just end up tempting the predators and what happens then... Well... It’s your own bloody fault, isn’t it? Just keep to the light and you should be safe enough. Maybe it’s a good idea to travel in pairs, or keep your phone handy to take pics of your aggressor if things get out of hand; at least you’ll be able to go to the police with some sort of evidence. Vampires have -1 on their Masquerade roll and -1 on the Hunt roll.
• 60-69 It’s hard to say when things started to get worse, really, but people know. They know it’s bad out there. They know that there’s something out there, bigger and badder than they are. It’s enough to convince them not to take that shortcut in that alley, or to visit this shady spot they used to hang out in. Always in search of the next big viral video, there are a lot of young mortals who are quick to flip out their phones, knowing that shit will hit the fan, sooner or later. Vampires have -2 on their Masquerade roll and -2 on the Hunt roll.
• 70-79 It’s undeniable that things go bump in the night out there. People are uncomfortable and avoid going out alone at night. A few zealots have started carrying weapons. Neighbourhood watches have become very common, very active and are advocating for a higher police involvement to insure the security of the citizens. Vampires have -3 on their Masquerade roll and -3 on the Hunt roll.
• 80-89 There are a lot of rumors out there, people going missing, unexplained deaths... Even the bravest of mortals can’t fully ignore the threat, even if they can’t rightfully name it. Most people have started to change their schedules and avoid dangerous locations. Hunters arrive in the city, noticeably. Vampires have -4 on their Masquerade roll and -4 on the Hunt roll.
• 90-99 It’s dangerous out there. People are horribly suspicious and most avoid travelling after sun down, just to be safe. People keep improvised weapons near their bed and their doors, and refuse to open their doors at night. Hunters are present and alert. Vampires have -5 on their Masquerade roll and -5 on the Hunt roll.
• 100 Everyone is on high alert, no one is going out at night, hunters are everywhere and even normal people go out armed when they have to, night and day. Security and Surveillance is overwhelming. This is the worst time ever to be a vampire. Vampires have a chance die on their Masquerade roll and -6 on the Hunt roll.
The Domain of Montreal is divided into Districts. Each District has a Blood Capacity for Humans, but no specific ratings for animals, since there is typically little demand for it (that being said, animal blood is less satisfying than human blood and provides only half the vitae).
If the amount of Vitae taken from a District in a given month exceeds its Blood Capacity, a breach of the Masquerade is possible at the discretion of the ST due to overfeeding, which can affect the Masquerade Index.
All characters attached to the VSS must note the standard District in which they feed. Visitors should also take care to choose a safe District to feed from. If no information is provided, the Storyteller will roll an Intelligence + Politics check for the character to determine the most appropriate hunting ground for him (most likely the Rack in the case of a visitor). Failure will result in the character hunting in a random District.
The public information of the Districts will be made available on the Wiki and updated as they evolve.
Characters who benefit from "buffs" by the powers of other characters that are not present at the game, or from "buffs" that were applied during downtime actions, must bring a written statement from the player of the character stating the nature of the "buff," how many successes were acquired at the time that the bonus was applied, and provide a full write-up of benefits, drawbacks and duration of the power. This statement must be approved by the storyteller of the character providing the "buff." A print-out of an email is necessary for it to work and the Storyteller must be in ‘’CC’’ in the e-mail. In order to be considered applicable, the player casting the ‘’buff’’ must use a Downtime action every month he wish to extend his effect.
All players present at game must have a printed copy of their character sheet with them at the Game. If possible, the ST staff will bring a printer at the game to facilitate the process for those who will have forgotten their sheets. If used, donations (to cover the cost of paper and ink) are welcomed.
Any player whose character has a custom item, bloodline or power or an item, bloodline or power not found in the core "Vampire: The Requiem" or "World of Darkness" books must bring a full write-up of the bloodline, item or power along with the applicable approval number in order to use it in game. If it is an item, props if strongly recommended.
Any Invictus oath must have a paper with the oath and the signatures of the participants. If it’s not written and signed, the oath will not be working.
The dice rolls can be done through dice rings, playing card or D10S. All of them must be shown to an ST for confirmation.
Ascendance and Eminence
Regarding the Ascendance and Eminence, only the characters that are attached to the VSS will count toward the total status required.
Citizens of Montreal must be attached to the VSS. Regardless how often a character is present is in Montreal, he may not possess any City Status if he is not on the Montreal VSS.
Derangements and Banes
The Derangement system may be supplemented with the Banes, as per the Dance Macabre book.
Divination (Drops of destiny) is limited to your amount of dots in Cruac per month; exceeding that limit is at your own risk and might be considered harassing the Goddess.
Effective City Status
Regarding the interpretation of effective city status, all cities in Quebec are considered at Status -1 when visiting in Montreal and all other Domains in Canada at -2.
The Fourth Tradition
(Edited version of the “Optional Rule” of the same name)
Sometimes, the tradition of Elysium takes on an almost mystical significance of its own, such is the power that Kindred invest in this notion. It becomes a kind of “fourth Tradition,” a place where vampires can seek refuge from the violent predations of their own kind. To reflect this, taking any sort of violent action in Elysium requires the vampire to spend a Willpower point for the Scene (not per turn).
Mortals and other supernatural creatures are immune to these effects, and vampires may likewise attack them freely, and it should be noted that ghouls are still affected due to the fact of the curse flowing in their veins. Vampires may always defend themselves normally, though if they desire to destroy a vampiric enemy they must still pay the cost normally. After all, this “tradition” merely makes it hard for them to openly prey on each other in Elysium. It doesn’t pacify them to the point where they become helpless targets. Likewise, a vampire whose ghoul or mortal ally attacks another vampire within Elysium is still expected to answer for the behavior of her “guest,” which usually means suffering the same punishment as if she had committed the act herself.
Needless to say, while it cuts down on the amount of violence during sessions, this rule must be closely monitored to forestall abuse. An area of Elysium that enjoys these unique benefits must be well-known and publically declared, to the city at large if not to all the characters involved in a fight. Part of the power of this unspoken Tradition derives from the air of barely enforced civility that hangs over the location, after all. A Prince cannot declare her immediate presence to be Elysium, for example, or hastily announce Elysium on the spot to avoid an ambush. Nor can the Elysium contain a character’s personal Haven. At the same time, the Storyteller should enforce the spirit, not the letter of these guidelines. For instance, a character cannot sabotage Elysium by setting up a sleeping bag somewhere in the building and then claiming “Well, I have my haven here, so it’s no longer Elysium, and I can shoot him all I want.
Unless otherwise noted in an approval item, firearms of any type only deal bashing damage on vampires, regardless of the targeted area.
Healing rules are per the MET Vampire: the Requiem book, p. 244-245
There is a maximum of points of influence (merit status) per each influence in the city of Montreal. If not more points are available, players will have to fight for it.
Matter of Style
Weapons and Armor may be altered for stylistic purposes, but statistics must be from a weapon or armor listed in Armory Reforged.
Special abilities lasting for a scene or more used prior to entry to game are considered to be pre-cast. Precasts are rolled after the hunt because they affect blood pool. All precast are low approval, therefore, the Storyteller must agree to each power cast. Each will be considered according to its time consumption. (Ex: “As One” isn’t acceptable as it requires preparation; that being said, it can be prepared in a Downtime Action or ingame.)
All proxy play in Montreal is considered to be Hard Proxy. Events taking place in game may result in character death as per the standard rules of the game. Characters who die in proxy will receive a thorough description of the scene by the ruling storyteller. The intention of proxy play is that it occurs during downtimes; characters without players cannot be portrayed at live action events.
• In order to visit the Montreal Requiem VSS, either in person or via proxy, players are required to contact the VST a minimum of 48 hours in advance. If this condition is not met the player will be soft role-play at the storyteller’s discretion.
• Visiting Character Influences: It is forbidden, for a visiting character, to use an influence that isn’t national, in the Domain limits of the city of Montreal.
A Matter of Resolve
PCs have a number of downtime actions per downtime period equal to their unmodified Resolve+1.
A Matter of Intelligence
PCs may make a certain number of XP expenditures equal to their unmodified Intelligence without having to use a Downtime Action to make the acquisition. Any expenditure requiring a mentor requires a Downtime Action, as normal. Any additional expenditure would require a Downtime Action, as normal.
As noted above, a Downtime Event does NOT cost a Downtime Action.
As noted above, a Downtime Proxy DOES cost a Downtime Action.
Each XP expenditure needs a separate action (as per “A Matter of Resolve”) or point of intelligence (as per “A Matter of Intelligence”). To clarify, each step of a graduated merit counts as a separate XP expenditure.
For example, if one would want to purchase a new Retainer (from 0) up to 3, it would require 3 separate actions. If you would want to upgrade an existing Retainer from 2 to 3, this would cost only 1 action.
Merits that have various sections, such as Haven (with Location, Security and Size), count each section as separate graduated merits. So, if one would want to have a Haven with all three of those merit sections rated at 2, it would require 6 separate actions.
Give us Details Players should take care to give as much detail as possible when describing their Downtime Actions. We’re here to “role-play”, not “roll-play”. In the absence of details, the Storytellers will have to improvise, based on what information we know of the character (usually from the sheet, background, CCDD or Traditional Civility, if applicable...); sometimes however, those documents have not evolved with your character and you may find yourself to be disappointed with the outcome. The more you give us, the more we can give back.
The Influence system works per the national document.
Mentors are mandatory (PC or NPC) for learning devotions, out-of-clan disciplines and untrained skills. That being said, only the pupil must expend a Downtime Action to learn the subject of study. The mentor must simply make note of the mentorship in his monthly schedule. If he does not, however, it is assumed that the mentor could not make the time for the pupil during his month.
Spent Vitae and Willpower
Vitae and Willpower Expenditures may be deducted from the total amount of Vitae and Willpower your character starts with at the beginning of the game.
The amount of Vitae your character starts with is equal to [1d10 + Hunt Check +/- Masquerade Index Modifier] to a maximum as permitted by the character’s Blood Potency. Vitae expenses may be deducted from the formula, depending on Downtime Actions.
The maintenance of ghouls technically requires Vitae and the expenditure of a point of Willpower per month; this represents the upkeep of the supernatural nature and artificial state of the ghoul, of its benefits and detriments. The Vitae is not deducted from your total, but you do lose 1 Willpower per Ghoul you possess every month. This is why it is important to note on your sheet if your Retainer is a mortal or a Ghoul.
Team Work Actions
Please make sure to communicate with each other when planning team work actions and make sure to coordinate actions that are meant to be done in groups. Every member should send a separate action, even if it’s as simple as “see X person’s move” (although, you can end up a sucker if that lead person sets you down to fail, so be careful). Character’s who’s players have not sent the required downtime actions will not be simply be assumed to have participated; they will have had something better to do than show up and their promise to help clearly must just have slipped their mind. Such neglect could naturally have IC consequences.
The Storytellers are not responsible for players forgetting to send in Downtime Actions.
Template Players must use the template provided by the Storytellers in order to receive answers to their Downtime Actions.
The Templates can be downloaded here.
• In French: https://drive.google.com/file/d/0B9605-X5BOvkN3ZUdW10YTB1MlE/view?usp=sharing
• In English: https://drive.google.com/file/d/0B9605-X5BOvkNC1VRUpGV0kyUkk/view?usp=sharing
It is possible for a character to gain Willpower in his Downtimes depending on his actions (for example, by submitting to his vice or his virtue).
“7 Second Rule”
If there is a disagreement about the rules, the presiding ST may, at his discretion, allow brief discussion. However, once a decision is made on the rule in question, it is final. Further argument will simply slow down game and is therefore not allowed. Discussion, after the game, is welcome however and we invite you to communicate with us to by email at email@example.com. We will be happy to review the matter then.
Character Documents Individual players are responsible for keeping the documents relatives to their characters, including their character sheets, backgrounds, Character Creation Development Document (CCDD), Traditional Civility, etc. While we do our best to maintain complete records, each player is ultimately in charge of their own stuff. Said documents must be provided to the Storytellers upon request.
Roll Log All scenes and rolls will have to be reported to the VST using the proper document (Roll log). It is meant to ensure that the plot kits are run properly. The consulting between the VST and the DST (and even the NST on occasion) is mandatory.
ST Characters The VST is allowed to create and portray a character on his VSS with the approval of 3/4 majority vote of the members.. Naturally, the VST may not rule on any scene that involves his character, directly or indirectly. One of his assistants will supervise any such scene. AVSTs may have characters without submitting the question to a membership; it is the responsibility of the VST to make certain that there are not conflict of interest.
All challenge must be rolled in front of the Storyteller or his assistant. Players must have their sheets and their cards (with Vitae and Willpower, given to them at sign-in) in order to do the challenges. Players without their sheets and cards are considered relenting every test. An option of fair escape might be given to the character, at the discretion of the Storyteller.
Aside from NPCs, other PCs will be vying for power and influence and should be considered Antagonistic especially if they are not within your character’s Covenant. There will be many plot driven antagonistic groups that have taken residence inside the city and will cause an increased level of trouble the longer they are left to their own devices. Mortals will, of course, be present but should ultimately pose a more reactionary threat to the machinations of the PCs. Other external threats will exist, be they other supernatural creatures or canon antagonist groups such as Belial’s Brood and VII.
Creativity Creativity and resourcefulness by the players is encouraged and may be rewarded with Situational Modifiers as per the MET Core Rulebook. Situational Modifiers count toward the +/- 5 modifier limit. These bonuses are entirely at the ST's discretion, and will not be granted if directly requested by players.
Any time you enter a kill box you accept the possibility of a time freeze. This is especially true in regards to the weekends preceding conventions when time is most crucial. Death scenes are often contentious issues, and players should be aware that choosing to get involved constitutes agreement to accept all consequences of that choice.
As a note, the Storyteller is under no obligation to offer a mediation to resolve a conflict against an NPC antagonist. If all conflicts are resolved in mediations, players no longer need to fear serious loss for their characters. There are some threats out there that are actual challenges for your characters. Be afraid.
Self-Harm Per normal World of Darkness rules, supernatural "mind control" powers can never force a PC to do something that is immediately harmful to their existence. This rule will be strictly enforced. For example, a vampire could not be dominated (Via Dominate 2: Mesmerism) to "go watch the sunrise," but could be dominated to "attack an ally" on the grounds that the dominated character still has ample opportunity to defend himself in the given situation.
In the event that the Carthian movement meets the requirement for their laws, follow this mechanics.
The Montreal Charter
The five Allied Covenants (the Carthian Movement, the Invictus, the Lancea Sanctum, the Circle of the Crone, and the Ordo Dracul) have reclaimed their city of Montreal, and declare that it is once again a Domain of kindred loyal to each other and to the Traditions. Only Kindred who are true members of one of the Allied Covenants and have been acknowledged by the current Prince may use kindred powers or have kindred powers active within the Domain of Montreal.
Acknowledged guests, but not Honorary Citizens, must be re-acknowledged every time they visit or after three (3) nights in the Domain. Notwithstanding the above, a kindred who is a true member of one of the Allied Covenants (even if not acknowledged) may use kindred powers directly on true members of VII, the Brood, the Brides of Dracula, the Brotherhood, and anyone who is attempting to harm the Prince so long as their intent is to support Montreal. This includes benefiting from an active kindred power. No one except the Prince, the officers of the city in the pursuit of their duties, or a person authorized by the Prince or an officer in the pursuit of their duties, may attack or use kindred powers against a Citizen of Montreal. This includes benefiting from an active kindred power. Montreal supports those who act to prevent Diablerie, protect the Masquerade, and enforce the prohibition on Embracing without proper permission. Montreal supports those who act to uphold the Tradition of Elysium, prevent mystical or physical violence against the Citizens of Montreal, and/or assist the officers of the city in their duties. Montreal supports members of the Allied Covenants doing as they please so long as they do not violate any of the above laws.
For further references, follow the mechanics per the Carthian book.
The World of Darkness is not a happy place. From time to time, the Storytellers may use adult themes, vivid descriptions, and contentious social issues to bring the World of Darkness to life. For those familiar with the White Wolf tabletop material, some plot elements or themes could be considered "Black Dog" in flavor. Such themes and issues may include racism, sexism, bigotry, prejudice, sexual assault, and extreme violence. If at any time a player feels uncomfortable with a scene, the player should immediately inform the Storyteller running the scene. The Storyteller will either tone down scene so that the player is once again comfortable participating in it, or will excuse the player from the scene and hand the PC to a Narrator or other designated representative to finish out the scene without breaking continuity.
Storyteller Note on Special Approvals
Players are asked not to take IC positions if they know that their real life schedule would or might prevent them from attending games on a regular basis and players who have characters in a IC court position who fail to appear at 2 consecutive games will be subject to forfeiting the IC position. (This clause is governed by mitigating circumstances...IE real life emergencies and so forth, a players real life, family, friends, job, health etc. should always come first. After all this is JUST a game, so in the end either keep in touch or have the character step down).
This also applies to characters with special approvals. These characters that have these approvals need to be played, if they are not being portrayed, then a storyteller may contact you to speak with you about such and discuss options not limited to removing said approvals.
Venue Destructive Effects and the Power of No
Effects that would cause a mass exodus from the IC location are not permitted. Characters that would only serve to detract from their game, or whose presence does not fit the theme and mood will not be portrayed. NPCs and other, more suitable character options will be available should the need arise. Further, if a character is portrayed in such a manner that they become a detraction from their game, this clause may be invoked to correct the character portrayal or remove the character. The presiding storyteller has the ultimate say of what is considered appropriate to the theme and mood under these circumstances.