- Character Creation
- Abilities
- Initial Backgrounds
- Freebie Points
- Creating Ghoul Characters
- Disciplines
- Superior Disciplines
- Dominate
- Obfuscate
- Thaumaturgy
- Visceratika
- Backgrounds
- Willpower
- Regaining Willpower
- Substituting Willpower for Abilities
- General Rules
- Not Coming to Game
- Earning Experience Points
- Pre-Game Blood Challenge
- Hunting/Feeding
- Healing
- Torpor
- Monthly Expenditures
- Between Game Actions
- Diablerie
- The "challenge" vs. "expenditures" rule
Character Creation:
All rules for character creation are as written in "Laws of the Night (3rd Edition)". The following are extensions and modifications made to those rules:
Abilities
Abilities may be purchased as per the third edition "Laws of the Night
(3rd Edition)". There are some new abilities published in
"Dark Epics" which I’m willing to let players take in
character-creation. These are: Archery, Blind Fighting, Demolition, Enigmas,
Lore (although I’ve already been allowing Lore as a subset of
Hobby/Professional/Expert Ability), and Throwing. Players may not
take the Meditation ability. With the rules as currently written, I think this
skill is game-unbalancing.
No character may have more than one of a specific negative trait unless it
is physically manifested.
Initial Backgrounds
Availability of backgrounds is up to the digression of the storyteller.
There are, however, several rules that the storyteller will follow when
reviewing backgrounds selected at your initial character creation. The
following rules apply to the selection of your initial backgrounds:
Status: International status
may be purchased at character creation for 1 freebie point per status trait.
Your initial (free) background points may not be used for international status.
Characters who wish to come into the city with any status at all may only have
a maximum of two status traits, and must have done something of international
significance to have earned them. Excellent background stories are required in
order for this to even be a possibility.
Generation: 9th
generation (4 generation backgrounds) is the lowest generation you may purchase
at character creation unless one of your previous characters has achieved a
lower generation in-game. If this is the case then you may buy down to 8th
generation (5 generation backgrounds).
Influences or Allies: Unless
characters have high levels of fame or other very good reasons why their
starting influences or allies would be transferable to Denver, it doesn’t make
sense for characters to start with a high number of these backgrounds that are
immediately usable in Denver. Requests for higher levels of starting influences
or allies will be handled on a case by case basis, with rationality applied to
the process. Generally, however, your character should have no more then two
starting influences.
Resources: Characters are
required to purchase at least one point of Resources, unless they have other
means of protecting themselves from the elements (Earth Meld, leeching off of
another character, etc.).
Freebie Points
New characters created for Bloodshadows will have twenty freebie points
towards creation of their character instead of the five listed in the book. In
addition, if you have accumulated any experience points from playing and NPC,
these points will be added to the amount of freebie points you can spend on
your character. If you had a previous character, you will get the number of
freebie points equal to 75% of your character's total experience points.
Creating Ghoul Characters
There are special rules for creating ghoul characters in Bloodshadows. Since
the rules for creating ghouls are unclear and contradictory in the books AND Bloodshadows
is primarily a Vampire role-playing game, the following will apply. Keep in
mind that these rules are for PC Ghouls only; for retainers, please see rules
on the retainer background. Ghoul character creation will be done primarily
according to "Laws of the Hunt (Third Edition)" but will also include
rules from "Laws of the Night" as well. Any conflicts in rules will
be clarified by the storyteller and added to this FAQ.
Traits: Ghoul characters start off with 7
points for their primary attributes, 5 points for secondary attributes, and 3
points for tertiary attributes. As per "Laws of the Hunt" (pg. 115),
Ghouls may have the trait maximums for partially awakened creatures. These are
10 traits for the young (13-19), 13 traits for the middle aged (20-65), and 7
traits for the old (65+). Revenants should use trait limitations for
middle-aged ghouls because of the potency of their blood.
Abilities: Ghoul characters start off
with 5 abilities. Ghouls may have a maximum of 5 of any single ability.
Association: Ghouls may belong to
associations as outlined in "Laws of the Hunt" with storyteller
approval. Belonging to an association will give your character all of the benefits
of belonging to that association. However, in order to take advantage of this,
you must always have a good background story. Keep in mind that your character
will be treated as if you automatically had the "ghouled" merit. If
your organization is one that does not take well to Vampires, you may find
yourself "watched", "hunted" or worse.
Disciplines: Ghoul characters start off
with one discipline. This discipline must be from celerity, fortitude, or potence.
These disciplines are to be considered "in-clan" for ghoul
characters. A ghoul may not learn any other disciplines (even if they have a
teacher) unless they purchase the "Learn other disciplines" merit (3
points- see "Liber Des Ghouls") during character creation. If a ghoul
character possesses this merit then she may learn any other discipline provided
she has a teacher. These disciplines will be available for the
"out-of-clan" cost. Some disciplines (such as Thaumaturgy and
Protean) my not be learned by ghouls at all because their blood is simply not
potent enough. Ghouls in Bloodshadows use the "Powerful Ghouls" rules
in "Laws of the Hunt" (pg. 153) for disciplines. If your dominator is
11th or weaker generation then you may only learn basic powers; 10th generation
you may learn intermediate; and 9th generation or lower you may learn up to
advanced. If a ghoul switches from a more powerful dominator to a less powerful
one, all disciplines in excess of the new dominator's generational limits are
lost.
Backgrounds: Ghoul characters get 5
starting backgrounds. Ghouls may have any number of backgrounds they wish, but
they may only have up to 1/2 their total traits in influences if they are young
(13-19), the sum total of their traits if they are middle aged (20-65), and
2/3rds their total traits if they are old. Revenants are treated as if they are
middle aged for the purposes of backgrounds.
Humanity: Ghouls still have humanity,
they cannot have paths unless there is a very good reason (i.e. - you are a revenant
or were a ghoul in Enoch during the rule of the Black Hand). Needless to say,
these exceptions require storyteller approval. As a result, a ghouls humanity
traits to not have virtues attached to them. Use the rules in "Laws of the
Hunt" (p. 139) for humanity for Ghoul characters. Ghoul characters start
off with 3 humanity traits as reflected by their partially awakened status. They
may also NEVER attain full humanity and are limited to a maximum of 4 humanity
traits as per "Laws of the Hunt" (pg. 116).
Willpower: Ghouls begin play with 2
willpower (not 3 as in LoTH). As partially awakened creatures, they may have up
to a maximum of 8 willpower for the young (13-19 years), 9 willpower for the
middle aged, and 10 willpower for the old. Because of their bestial natures, revenants
are treated as middle aged ghouls for the purposes of willpower.
Freebie points: Because they are still
essentially human, Ghouls get 5 extra freebie points in addition to those
awarded to Vampires. This makes to total number of freebie points equal to 25.
In addition, if you have accumulated any experience points from playing and
NPC, these points will be added to the amount of freebie points you can spend
on your character. If you had a previous character, you will get the number of
freebie points equal to 75% of your character's total experience points.
Sorcery: Sorcery may be learned by ghouls
because they still retain their connection to humanity to some extent. In order
for a ghoul character to learn sorcery, they need a teacher or a mentor. This
teacher or mentor MAY be the character's dominator if he/she has enough occult
knowledge or influence to arrange for such training. Whether this training is
available AND what powers are available are up to storyteller discretion. Since
it was decided that Ghouls get vampiric disciplines for cheaper then they
normally would, sorcery is more expensive. The cost for new sorcery rituals is
3 points for basic, 5 points for intermediate, and 7 points for advanced.
Numinae: Psychic powers are available at
character creation with approval from the storyteller. Your ghoul must purchase
any numinae at the basic level at character creation if you want to advance at
a later date. A ghoul cannot arbitrarily manifest psychic powers at a later
date without a really good reason. If you have psychic abilities that were
purchased at character creation, you can always practice them in order to
advance in them at a later date. Cost for Numinae powers is 4 for basic, 7 for
intermediate, and 10 for advanced.
Blood: In third edition, Ghouls may have
up to three blood traits of Vampiric Blood. This blood is in addition to human
blood, so the ghoul does not suffer wounds when the blood is used to power
disciplines. A ghoul must drink 1 trait of blood once per month to maintain their
ghoul status. Ghouls must do the blood challenge at the beginning of each game
to determine whether they have 1 (loss), 2 (tie), or 3 (win) vampiric traits in
their systems for the game. If both the ghoul and the dominator show in their
experience sheets leading up to a game that they are intentionally keeping the
ghoul character "full", the effort of putting this in their
experience sheets represents the effort of feeding the ghoul and they may claim
3 vampiric traits instead of doing a blood challenge. If this option is
selected, however, the dominator must subtract 3 traits from his blood pool for
the game, instead of the normal 1.

Disciplines
All disciplines function as they do in the book. All house rules regarding
changes to these disciplines are now obsolete. The following rules clarifications
regarding disciplines, however, still apply.
Superior Disciplines
The following changes apply to the generational limits of kindred using
superior disciplines. This is a change from the generational limits as
specified in "Laws of the Night":
-
With a teacher and two months continuous study,
characters of 9th and 10th generation may learn in-clan
Elder level disciplines.
-
With a teacher and three months continuous
study, characters of 8th generation may learn in-clan Master level
disciplines, and characters of 7th generation may learn in-clan Ascendant level
disciplines.
-
With a teacher and four months continuous study,
characters of 9th generation may learn in-clan Master level
disciplines, and characters of 8th generation may learn in-clan
Ascendant level disciplines.
-
Under no circumstances may any character not of
at least 5th generation learn Methuselah level disciplines.
Dominate
Forgetful Mind
If you successfully implant/change/remove someone's memories, you must
come let me know, along with the number of traits you possessed at the time of
the domination. This can be very important (sometimes quickly and within the same
game), so please do this promptly. Also note that "Forgetful Mind"
will no longer work to delve through a subject's memories indiscriminately;
that rules hole has been plugged. Only certain amounts of information may be
retrieved; see the rules regarding Forgetful Mind.
Obfuscate
Unseen Presence
If your character believes himself alone, but another person can see you
when you conceal yourself (one-way glass, another obfuscated character, etc.),
this does not prevent you from concealing yourself from others. In this case,
the observer of the character who "went invisible" may initiate a
mental perception-based challenge to keep track of him.
Thaumaturgy
Ward vs. Lupines, Kindred, Spirits, Ghosts, Demons
Rules for these are the same as Ward vs. Ghouls in LoTN pg 186. Wards vs.
Lupines and Kindred or intermediate rituals while Ward vs. Spirits and Ghosts
are advanced. In Bloodshadows, Ward vs. Demons is an advanced discipline but is
restricted to PC use because study of warding against these creatures involves
too much study into the creatures themselves. Only certain Tremere have access
to these rituals and may only be contacted by the expenditure of occult
influence.
Warding Circle vs. Ghouls, Fae, Lupines, Kindred, Spirits, Ghosts, Demons
This ritual is enacted in a manner similar to Ward vs. Ghouls, but it
encompasses an area designated by the caster. This creates an area into which
the specified creature cannot pass without risking harm. Any creature that
attempts to cross the boundary of the warded area feels a sleight tingle on her
skin in time for her to stop herself from crossing it. Those who ignore this warning must succeed in
a Static Willpower Challenge (no Traits risked) vs. the casters Willpower
Traits to cross the barrier. Should the creature fail the challenge, it is
barred from the area protected by the ward until the next sunset and she
suffers a lethal wound. Attempts to leave the circle are not opposed, but once
the creature has left, he must challenge again to reenter.
The casting time for a Warding Circle
is normal to create a circle that last until sunset, or one whole night to
create one that will last for a year and a day. One blood trait must be spent
for every 50 square feet that the ward encompasses.
Warding Circle vs. Ghouls is a basic ritual. Warding Circle vs. Fae,
Lupines, and Kindred is an intermediate. Warding Circle vs. Spirits and Ghosts
is an advanced ritual. In Bloodshadows, Warding Circle
vs. Demons is an advanced ritual but is restricted to PC use because study of
warding against these creatures involves too much study into the creatures
themselves. Only certain Tremere have access to these rituals and may only be
contacted by the expenditure of occult influence.
Visceratika
Dark Statue
This discipline remains as converted for Bloodshadows before. "Dark
Statue" remains the first advanced level, with "Flow within the
Mountain" the second advanced discipline.
Backgrounds
Influences:
If available, a character may purchase up to 10 Levels of a particular
influence. Most influences have limits as to the number of people who can hold
a particular level. For example: A city may allow 1 person to hold 10
influences in a certain area, 2 to hold 9, 3 to hold 8, etc. There will only
ever be one 10 level influence in any particular area (if it is available at
all). Anyone can buy up to five levels of any influence without restriction.
I have always been somewhat fly-by-night as to how influences have been
played, and characters have expressed interest for more ways in which they can
make them useful. I am taking suggestions from the "Dark Epics" book
to make available additional actions that players may take with their
influences. Let me emphasize that players do not need to learn this new set of
rules. It would be my advice that if you want/need influences but don’t want to
actively manage them, just mention on your monthly experience sheet that any
unused influences should be used to Conceal the existence of the rest.
Characters may still accomplish all of the actions listed in the books with their
various levels of influence so long as they are not stopped by any of the
actions below. In processing influence actions, they will occur in the order
received by me (handwritten notes including written date & time presented
at or after game are acceptable). I will accept "standing orders" for what is
to be done with your influences (ex.: Conceal until further notice). However,
if you place standing orders, your influences are tied up in performing those
actions until you withdraw them before the start of a game so they will
be available that game (influences renew at the beginning of each game). For
more detail, see the "Dark Epics" book: all actions are adopted
without modification except for Growth, as noted below:
Attack: Provided you have
Traced another character’s influence (thus know it exists), you may Attack that
influence with your own. If the total number of influence invested in your
Attack exceeds the total number of influence of the target player plus any
Defend traits invested, the target player loses one point of influence.
Block: A Block may be set up to
attempt to stop a particular action from taking place with a particular
influence, regardless of who might be trying to do it. The influences expended
in such a block must be at least equal to the number of influences spent to
attempt to accomplish the action (thus explaining why you might want to
dedicate more than the minimum number of influences to accomplishing a goal
using Boost). The action to be blocked must be very specific, such as an
attempt to block the sale of all stolen pistols in the Underworld influence, or
allowing license plates to be looked up using the Police influence. Influence
expended in a Block action lasts for one month.
-
Boost: If you think someone may
be trying to block your actions, you may preface an influence action by
investing additional (potentially unneeded) levels of Influence. For instance,
if someone tries to get a free lawyer for a minor case using one level of Legal
and they are blocked, they know there is a problem, and they lose the Legal
influence invested in the failed action. They can invest a number of traits to boost
their action: the Boost traits are compared to the Block traits. If Boost
equals or exceeds Block, the Block is overcome, and the player can now spend a
new Legal influence to attempt once more to get a free lawyer (succeeding now
that the Block has been overcome). If they had just Boosted the action in the
first place, they wouldn’t have lost that first Legal influence trait (then again,
if no Block was in place, a Boost invested without testing the waters could be
a waste of effort).
-
Combine: Combine allows you to
aid the endeavor of another kindred, Ally, or Mentor.
For every two influence traits invested by the assisting the player, the
primary player adds one to their level of influence. This is applicable
in using traits loaned by the Ally and Mentor
backgrounds. Note: a character may not spend more than 10 traits towards
a single endeavor in one month including those spent on Combine.
-
Conceal: Conceal can be used to
hide your influence from uses of Trace. As long as the number of traits
invested in Conceal equal or exceed those invested to attempt to trace the
influence, your identity as controller of those traits is safe.
-
Defend: You use the Defend
maneuver when you fear that someone is going to Attack your influence.
Your influence is safe from reduction so long as your total number of traits
plus the number of traits invested in Defend equals or exceeds those invested
in the Attack upon your influence.
-
Follow: You can attempt to see
what someone is doing with a specific influence, so long as it has been traced
already. Unless your target has invested at least as many levels of
Stealth in hiding what they are doing, you will know what they are up to with
the influence in question.
-
Growth: [Note: no one gets free
influences as stated in the book, sorry.] If you were blocked from
purchasing additional levels of influence because there was none available, you
may invest what traits you already have into Growth. In order for another
influence to become available (with Storyteller approval), you must spend twice
as many traits into Growth as you already have. Thus, you can
theoretically find ways to increase the possible levels of available influence
(allowing you to invest a new point in that influence) every other month, if
that is all you do with your influence.
-
Stealth: Stealth is added to
endeavors to counter the uses of Follow and Watch. Stealth can be applied
to any action in the influence charts in the book, as well as to Attack, Block,
Follow, Growth, or Watch. If the number of levels of Stealth on an
endeavor equals or exceeds the level of Follow or Watch, the endeavor remains
undetected.
-
Trace: You can use this to
establish the identity of someone whose use of influence you have come across
in-game. You cannot simply guess that someone has an influence and
attempt to place a Trace; you must have a specific action using that influence
from which to start. As examples, you may have used Watch to see a
particular action taking place, or you may have been Attacked or Blocked from
doing an action. If the level of your Trace exceeds the highest level of
Conceal or Stealth which is protecting those traits that month, you learn the
identity of the controller of the influence traced. Note that you may
pass on the information gained by a trace to other players, but those other
players must perform a successful Trace of their own before their minions can Attack
or Follow the influence you’ve just traced.
-
Watch: You can use Watch when
you want to notice a certain influence action in a city from the regular
influence charts listed in the books. Your influence must be of
sufficient level to perform that action before you can attempt to watch for
others doing the same thing. A Watch will let you know when and how often
the action is attempted in the city for that month, and you will even discover
uses of the action that occurred earlier in the same month before the Watch was
instituted. Note that you do not gain the identity of the owner of the
influences in question: a successful Trace would have to be performed in order
to gain that information. You can also use Watch to look for the
following endeavors: Attack, Block, Follow (only those targeted at you) Growth
and Watch.
Retainers:
Retainers will be constructed at basic levels with no starting backgrounds
or freebie points for the first point invested (See the ghoul creation rules). Additional
points may be invested (with Storyteller approval) that allow the Retainer to
control additional backgrounds, and these allow a character to control more
background traits than they might otherwise. Any background point(s) may be
combined with their regnant's backgrounds without penalty so long as they
survive (backgrounds or abilities in Allies or Mentors are halved when adding
to your own efforts) and this number may not exceed the maximum amount of
traits available in a certain area (usually 10). Retainers who become PCs (or
were constructed to be PCs), as before, no longer require their regnants to
spend points on their existence.
Retainers gain one point towards an additional background,
or three points towards character improvement, for each level of the Retainer
background invested in them.
Willpower
Regaining Willpower
The new system recommends that Willpower be replenished at the rate of one
per game session. This makes it more precious and this system will be adopted
by Bloodshadows. Before leaving a game for the night, you must sign out on the
Willpower roster that I will have available; if you do not, I reserve the right
to assume that all Willpower has been spent and start you at one point the
following month. If you forget, tell me how much you spent as soon as
possible. Sometimes additional willpower points may be earned back during
the month. This is typically done by spending your time throughout the month
feeding your nature and resting. This is always up to storyteller discretion.
If you want to get back additional willpower, please tell the storyteller how
you plan on accomplishing this.
Substituting Willpower for Abilities
The book says that you may spend one Willpower trait to enter a challenge
for which your character lacks an appropriate ability. This will be true only
for non-knowledge-related abilities. You cannot use Willpower-based challenges
on Academics, Computer, Finance, Lore (or most Hobby abilities), Law,
Linguistics, Occult, Science, Security, and any ability tests that the
storyteller deems inappropriate.
General Rules
Not Coming to Game
If you cannot make it to a game, I require that you let me know as far in
advance as possible. Please be courteous and communicate with your storyteller.
I understand emergencies, but I get grumpy if I put a lot of work into
plotlines for you and you do not show up, especially if you knew that you could
not make it beforehand. Please keep in mind that I am a volunteer and be courteous.
Thank you.
Earning Experience Points
Experience point awards are as follows: 1 automatic point for attending a
game, 2 points for turning in an experience sheet within a week after the game
(only 1 point if the experience sheet is received in the 2nd week
after a game, and no points if it is later than that but as always I will try
and provide info/feedback). I will also make role-playing awards for an
additional point, and will consider making awards for other contributions to
the game. But players need to be more forthcoming with role-playing nominations
in order for that fourth point to be awarded to more than a small handful of
players.
Pre-game Blood Challenge
I am adopting the third edition rules as it comes to blood challenges. It
will no longer be assumed that characters have full blood pools, or that they
have extra blood to spend on things such as rituals. We will do the blood
challenge at the beginning of each game; if you arrive after
characters have been distributed, find me to run a challenge to see how much
blood your character has. If you have a herd and it's located nearby, you can
add one blood trait per level of herd to your after-blood-test herd. Also note
that if your character has any ghouls, you will be at least one trait down for
each ghoul you possess. PC ghouls may have up to three blood traits for a given
evening, but this additional blood also comes from your pool. Therefore giving
a PC ghoul 3 blood traits will remove three points from your blood pool instead
of one. It is generally assumed that Ghouls have only one blood trait of
vampiric blood. Please see the special rules on "Hunting &
Feeding".
Hunting & Feeding
There have been some questions about how hunting works.
These rules are as follows:
-
If you spend a half-hour hunting, you can
generally find a mortal without tests.
-
If you spend 15 minutes (depending on locale)
hunting and run a hunting challenge with me, you can usually find someone
faster.
-
Telling me that you're going out hunting the
night of the game means you come in late by the number of half-hours (or 15
minute intervals if you make challenges with me) it requires to become full
based on the blood challenge - just telling me that your going does not
reduce the time required. You need to proactively hunt ahead if you
want to be both on-time and full of blood, and you need to indicate how the
blood is stored if you are doing so.
-
Most mortals will object strenuously to having
blood taken with a syringe...where they would not generally object to being
bitten if you hunt carefully. So in general, it will be your blood
that you store and use.
You may take up to 5 blood traits from someone and leave them woozy, seven
and bleeding, eight and unconscious, or 10 if you kill them. Whichever method
you use, please inform the story teller.
Healing
The rules on healing are contradictory throughout the books.
The house rules are as follows:
-
A kindred may heal 1 level of aggravated damage
per night by expending 3 blood traits. This health level does not return until
sunset of the next evening. If the kindred wishes to heal MORE then one aggravated
wound in a single evening, she must spend a willpower trait and another three
blood traits per wound.
-
A kindred may spend 1 blood point to heal either
bashing or lethal damage. Remember that bashing damage is halved for Vampires.
Torpor
There are two completly different rules for handling Torpor in the MET Book.
Bloodshadows uses the table in LoTN pp. 199 for determining the amount of time
that a kindred will remain in torpor without being rescued. Furthermore, as per
the third bullet point in LoTN pp. 111 under morality traits, in order to be
awoke from Torpor, you must be fed the blood of a Vampire three generations
lower then you. Furthermore, if a vampire enters torpor voluntarily, they may
specify the length of their torpor, but this must be at least half of the
values on the table in LoTN pp. 199.
Monthly Expenditures
For any given month, a character may spend a maximum of 20 experience
points. Expenditures of these points may only include any combination of the
following:
- One discipline (see section on Superior Disciplines)
- One ability or ability specialization
- One willpower
- One virtue
- One path trait
- Two traits in any given category. (i.e. 2 physical, 2 mental, and 2 social traits may be acquired each month)
- Two backgrounds (including
influences)
All character enhancements are subject to storyteller approval.
Between Game Actions
It is permissible for characters to interact between games. However, if
characters are going to meet in person, they must actually meet in person. The
storyteller must either be present or give prior approval for an in-person
between game action to take place. The only difference to this rule is when two
characters interact and it is likely NOT to turn into challenges. Examples of
this might be Tremere who live in the same chantry or a regent interacting with
her ghoul. These are subject to storyteller discretion. In this case, the two
people may use email for an "in-person" conversation, and it is
assumed that the conversation took place when the thread ENDS.
Characters may send email to each other in-game and all emails are assumed
to be unprotected emails unless they specify an encryption scheme at the
beginning of the email.
Characters may also have messages delivered to each other between games. If
you wish to do this, please inform the storyteller in advance. This is due to
the fact that items or letters may be intercepted via the use of influences,
and thus never received by the intended recipient. Electronic facsimiles of "delivered
mail" are also acceptable, but you must e-mail a copy of what you are
having "delivered" to the storyteller at least a day in advance. The
storyteller will inform you, upon notification, as to whether you believe your
transaction to be completed.
Phone calls (and virtual "phone calls" over email) are also
acceptable at any time between games. Players will be notified by the
storyteller if their phones are potentially tapped; this will simply require
that a brief summary of the discussion be sent to the storyteller. If you are
not notified that your phone is tapped, you may use it freely.
Finally, while you may resolve game actions between games, for future play,
any action initiated between games takes place at the time we get together to
resolve it, not the time it is declared (barring a Storyteller ruling to the
contrary).
There are two Golden rules when dealing with between game actions:
- You must make sure that the storyteller is cc'd on all in-character transmissions done over email.
- No between game actions are
permitted on the day of the game. Changes to this policy will be extremely
rare, so you'd best have an excellent reason if you even want to request
that something happen on game day prior to a game. If the player hasn't
accomplished it by sunrise Saturday, neither has their character.
Diablerie
I have had some problems and some questions about this in the past.
Hopefully this will set the records straight.
Some characters hate it; some Princes disallow it under any circumstances. That's
perfectly fine. But in the Bloodshadows universe, when it's gone to the test
and kindred were brought up on charges, there has been narrow circumstances
where it's gone unpunished and has been supported by Justicars of the Inner
Circle. This typically happens when a character is
Blood Hunted. Under a Blood Hunt they are no longer protected by the Tradition
of Destruction and it is sometimes ruled that Diablerie against the individual
may be permitted. Some Princes even have a standing Blood Hunt versus members
of the Sabbat making diablerie against these Vampires permissible at any time.
It is really up to the Prince and the politics of the city as to whether or not
this is permissible in the city of Denver.
But it is certainly NOT unheard of.
Your character can protest if you feel that a blood hunt is called to gain
personal advantage and not for the protection of the Camarilla. You can even
protest diablerie under a legitimate hunt if you want to, and if your argument
is persuasive enough (through the use of status or other means), you might be
able to sway the authority you are appealing to rule in your favor. I'm not
laying down general guidelines as to how this *will* be treated, I'm laying
down a ruling in the *history* of the general attitude towards diablerie in the
world of Bloodshadows.
My intention here is not to constrain anyone. If your character has a
vendetta versus diablerie and wants to put a stop to it, by all means, make
your case. Just understand that in the past it has been found acceptable under
certain circumstances. As usual, my NPCs have free will with which to decide
how they're going to react. They just need to understand what the existing,
prevailing opinion *is*, and tailor their reactions appropriately.
The "challenge" vs. "expenditures" rule
Bloodshadows used to have a system whereby every time the books mentioned
"spend x traits to do something" then you would have to perform a challenge.
Although this rule had good intentions, it was too confusing. Therefore this
house rule and any other ones not listed in this document are now obsolete.