Emerald City Chronicles
Rules Corrections and Clarifications
One of our main goals as Staff for the Emerald City Chronicles game is to build a world for our players that is both genre accurate and adheres as closely as possible to the rules as presented in the V20 books. No system is perfect however, and there are times when the Staff feels that rules need to be clarified or corrected from previous ambiguous or conflicting rulings to better fit the LARP environment and our game.
Table of Contents
VARIABLE INFLUENCE USES & TIMES 4
Increase Dots and other Character Sheet Aspects 6
Switching to a Path of Enlightenment In-Game 24
Character Retirement, Death, and Hiatus 27
The following books are used by Emerald City Chronicles (if the book is not listed here we do not use it in ECC)
All vampires have a feeding score which determines, essentially, how good at being a vampire they are. By the book, feeding scenes are a series of checks that are made in sequence to determine if your character was successful in cornering her prey. Naturally, doing this for a game of this size individually wouldn’t be very time-effective. Instead, we will be using your character's feeding score to determine how much blood your character, and everyone else's characters begin with en-masse each month.
At the start of the month, staff will create a percentage to determine how much of your total blood pool is available to your character at the start of the month.
Your character may also utilize Influence to gain blood. While this takes a downtime action and a check as per Influence, the benefit is that you don’t need to necessarily drink this blood right away.
Feeding represents the lifeblood of the city in a very real way. There will be times where IC actions make the above harder or nearly impossible for a period of time. The city only has so much blood to go around before mortals start to notice; if everyone spends downtime actions to begin play full every month, you can expect the mortal populace to begin showing the wear of these actions in-game, and other actions may affect feeding as well.
A hungry vampire is more inclined to hunt, even if they have more than one blood point remaining — a Kindred can generally be considered hungry when they have fewer blood points than (7 minus Self-Control or Instincts). pg. pg. 366 - V20 Core Book. You may not enter the in character space until the scene has happened, nor can you override the scene by using the feeding perk or spending a card.
Blood can be gained a number of ways during the course of the month if your feeding results are bad, or you burn through a bunch of blood due to a combat or the like. Below are listed a few:
Game takes place from 10pm to 2am on Saturday evenings. Your character, however, doesn't exist in a vacuum and therefore can realistically perform other actions while not at game. While we as a staff understand that, we also understand that your vampire should also be spending a goodly chunk of their time hunting, covering up minor mistakes, paying rent (or avoiding such things), etc, etc. As the world can be a hard place to operate in for those allergic to sunlight, and as your character is only active for a set amount of time each day, a characters total number of Downtime Actions will be limited to half of your Path rating (Roundup for Humanity, round down for everything else) per month.
Staff will respond to these as they come in within about a week to a month, depending on the downtime. On occasion you will ask to do something, and Staff might scratch their heads for a minute before saying 'Sure, but that takes a Downtime Action'. The following actions will always take a downtime action:
This is not particularly a downtime just a conversation with staff at game, where the applicable attribute will be rolled with your influence dots and the number success you get will determine the ‘effectiveness’ of calling on the influence.
Growing a business (how it works): If you are not using a retainer with finance as one of their specialties the die pool is Intelligence + finance. (If you do not have finance you cannot do the grow) Diff is 3 + the level that is being grown to. Total success needed is 5 x current level.
Downtime Actions are generally restricted to information gathering type activities or engaging in systems that don't otherwise cost XP. In the case of your downtime action resulting in a scene, that action will not cost downtime. For example, if in the course of your character investigating Bainbridge Island, they are assaulted by Sabbat, you would be told to contact staff for a scene rather than being given the results of your action and it would be considered that you hadn't spent that downtime action.
Growing Influence is a use of influence (Read, it takes time), and all uses of Influence take 2-4 weeks depending on staff assessment of the request. For example, getting back simple information from your Logistics Influence guy about the amount of contraband traffic at the port of Seattle is much easier (and takes less time) than arranging a shipment to be re-routed from Belgium.
Retainers are sometimes able to perform downtime actions depending on the task you are requesting. A retainer can, for example, patrol your character's domain, albeit somewhat poorly if they are not good at such things. Your retainers can make the checks associated for growing a business, but you must still expend the actions to build up the infrastructure. However, if you assign a retainer to contact a mentor, you should expect to lose both. Likewise, your retainers cannot activate things on your character's sheet associated with your character's personal presence or powers, such as Influence or Oracular.
Characters are capped at spending 400xp on their character. This is in addition to the experience gained from the Character Creation Points. Once a character has spent 400xp the character sheet is considered to be frozen.
Experience spent towards raising Humanity does not count against the Spent Experience Cap. This is an exception given only to Humanity since ECC is a Camarilla game.
In order to be able to spend earned XP on your character, you will need to complete a character background. Your background should answer the following questions for us (and if you want to skip the fluff and just answer these questions, that's also acceptable).
Attributes, Abilities, Disciplines, Backgrounds, Virtues, Humanity/Path, and Willpower may be increased no more than 1 dot per week per characteristic. Example: A player may increase Strength, Dexterity, Potence, and Herd each by 1 dot within a given week.
Backgrounds use the same experience progression as Abilities.
Merits costs 3xp per point value of the Merit. Buying off Flaws costs 3xp per point value of the Flaw. Note that Languages and Lores are the only Merits that can easily be purchased. Any other Merit purchase or Flaw Buy-off requires a significant amount of roleplay and or questing, and is subject to ST approval. See the Merits/Flaws Errata for more information.
Acquiring rituals uses and expands definition from V20 Rites of the Blood page 137.
Attributes and Abilities: The 4th and 5th dots of Attributes and Abilities requires a teacher who has at least the level you are learning. At this point you will also be required to pick a specialty as well, such specialties are listed in the character creation section of the Core rule book.
Languages: Learning a language requires you to be taught by a character who understands the language. Languages can however be learned without a teacher and would follow the regular research and mastery process.
Out-of-Clan Disciplines: All out of clan disciplines require a teacher who has the discipline you want to learn as an in clan discipline. The student must take one drink the vitae of their teacher to attune their bodies to the new discipline. This cannot be learned via the regular research and mastery process and cannot be learned higher than dot 3. You also cannot teach Out-Of-Clan disciplines to others.
Virtues: Virtues (Conscience, Conviction, Self-Control, and Instinct) may be purchased up to dot 3 without ST approval. Dots 4 and 5 require ST approval, generally through story or repeated success of using the relevant virtue.
Humanity/Path: Raising your Humanity or Path rating requires ST approval. This approval is generally acquired through RP and other actions demonstrating your character is consistently adhering to higher ratings.
Willpower: Increasing your Willpower requires ST approval. This is generally acquired through strong RP and demonstration of your character’s Nature, such as consistently receiving Willpower Points returned, or a significant success in-line with your Nature.
The first step to learning a combo-discipline, new path, ritual or lores is to research the solid existence of the power. Kindred lore is filled with myths and legends about powers and how they work. A character learning a combo-discipline, or new path, ritual or lores from another character may bypass this the research step and proceed to mastery.
Phase One (Research) is Intelligence + Investigation. Phase Two (Mastery) is Intelligence + Occult.
Once you have successfully researched an item, you must then master it. The roll to master a combo-discipline, new path, ritual (that are in paradigm for you) or lores is Intelligence + Occult. If you have a teacher, they can assist you with this. If it is a Mentor, you add ½ their mentor rating to your roll (round up). If they are a PC you add half of their Occult rating to your roll (round up). Allies and Retainers do not add a bonus to the mastery portion. The difficulties and successes required are determined by the following:
Assamite
Brujah
Follower of Set
Gangrel
Giovanni
Lasombra
Malkavian
Nosferatu
Ravnos
Toreador
Tremere
Tzimisce
Ventrue
Caitiff
Gargoyles
Daughters of Cacophony
N/A
V20 rules only cover firearms and handheld weapons and as such we feel the need to expand to another kind of weapons like bows.
Recurve style weapons use Dexterity + Athletics for the dice to hit. They are Strength +2; they are also not concealable.
Note: Crossbows are considered Firearms per V20 Core Page 281.
Crafting is performed similar to Research/Mastery as it also requires a Downtime (see the Downtime section). For non-technical items, the die pool is Dexterity + Crafts. For technical gizmos, the die pool is first Intelligence + Technology to make the thing, then Intelligence + Computer to program the thing.
Common Items
Creating a Common Item has no special requirement. It is common, and therefore the components to make the thing are easily accessible and the knowledge to make the thing is otherwise freely available. To create a Common item, one must roll the appropriate die pool once per week for four weeks at Difficulty 4, and achieve 5 successes. Successes carry over from month to month in case the character does not succeed in the prior month.
Uncommon Items
A character may create Uncommon Items relatively easily if the components are easily acquired. Similar to Common Items, one must roll the appropriate die pool once per week for four weeks at Difficulty 6, and achieve 15 successes. Successes carry over from month to month in case the character does not succeed in the prior month.
Rare Items
A Rare Item always requires a special component that is not normally available. Generally, this requires a quest to get the component. Sometimes, it will take research just to learn what the component is, then a quest to get the thing. Either way, leg work needs to take place before a character can begin to manufacture the Rare item. Then, the rolls begin. One must roll the appropriate die pool once per week for four weeks at Difficulty 8, and achieve 25 successes. Successes carry over from month to month in case the character does not succeed in the prior month.
While ECC uses most of the rules from the noted V20 books, the following Backgrounds are considered to be Out-of-Scope and therefore not allowed for PCs.
Additionally, there are a few Backgrounds that represent a character’s power in the city in which they reside. Therefore, PCs may not start with any dots in the following Backgrounds. Instead, characters must grow them through RP and systems once they enter play.
The following rules are errata to the Pooled Background rules found in V20 Core Page 118.
Backgrounds may be pooled together only within a Coterie, except Haven. Haven may be pooled with other characters without being part of a Coterie. You must contribute to the Anchor Background of the Coterie in order to be part of the Coterie and take advantage of the Coterie Backgrounds. Neither Haven nor Domain may be an Anchor.
No more than 7 characters may contribute to a Coterie at one time.
Allies, Contacts, Domain, Haven, and Retainers are all cumulative. All other Backgrounds use the highest dot value being contributed. If multiple characters are tied for the highest dot value, then the Coterie's rating for that Background is the highest +1 per extra character tied at that value. For instance, Resources 3 + Resources 2 = Resources 3, but Resources 3 + Resources 3 = Resources 4.
Alternate Identity: Per V20 Core Page 111. As there are many different ways to defeat an Alternate Identity the STs will determine the difficulty and number of successes required based on the strategy being employed.
Allies: Allies are mortals who support and help you. They will help you willingly without coaxing or coercion, but may not always be available. Allies are one person. But allies don’t always help you for free and may ask for something in exchange for their help. Allies get 2 things they are good at that they receive 8 dice for. Either 2 Abilities, a Major Influence and a Minor Influence, or 1 Ability and 1 Major Influence.
Anarch Information Exchange: Run per pg. 98 Anarchs Unbound. Each character with this background may ask a number of questions equal to their rating. Questions refresh Monthly (once per month). Please keep a notecard with dates for tracking. The rarity level of information available to any given character is limited by Anarch status (Rep in the case of an Anarch PC). Nosferatu Information Network works in the same manner and questions are limited by the Nos Clan Titles (In the case of a Nosferatu PC) of the asker.
Business: (This is not available at character creation it must be bought and grown in game) Businesses are a unique background that we created to enhance the roleplay aspect of the game. Like other backgrounds, they range from 1 to 5 dots. All businesses begin at 1 dot. A business in this system may represent particular perks or incoming cash, but is separate from the resources background. In the same way, what your character's business is, story-wise, largely doesn't matter, per se. You can roleplay that the business is a chain of hot dog stands and a money laundering operation with a side of used car sales and prostitution, but you still get only one perk, and only one track of the business background. The mechanics can be a little bit separate from the story (within reason) and that's ok. Just remember that this system simply serves to offer a few concrete extras that Resources don't.
The levels of a business roughly:
0 Strip mall store, small workshop
00 Boutique outlet, Sawmill
000 Destination store with thriving E-Business, Iron Foundry
0000 Franchised big box, Shipyard
00000 Ubiquitous All Purpose Retailer, Industrial mega-complex
Existing mortal enterprises may be able to be purchased in game, but control of them is only as complete as the level of the business purchased with XP and still takes a Downtime Action. Businesses represent Seattle and World-based industries, franchises or corporations; but what they are and where they are located can be totally fabricated (we are playing a game of make believe after all). Businesses remain persistent in the world once created unless destroyed through plot and story. Like all backgrounds, if purchased with XP, they cost the same as Abilities on the V20 XP chart.
PAYOUT OR PERK
The benefits of owning a business can only be called on once per month, either in the form of money taken off the top, or a special perk unique to the format of the business (player selected). You can choose to use one or the other once per month.The ‘Perk’ option can be anything from extra blood, bonuses to crafting or certain rolls, asking to get weapons/drugs, etc. etc. If you choose the 'payout', a business pays an amount in cash equal to 1⁄4 of the Resource background of the same level if you elect to not use your Perk. In-game, this is represented by a signed and stamped by an Storyteller (ST) notecard with the amount of cash printed on it, which represents a stack of bills equal to that amount.
Communal Haven: Run as written on pg. 100 of the Anarchs Unbound book, though we clarify the unique security feature mentioned as Storyteller discretion in the books. This is the de-facto background used to create Tremere Chantries, Nosferatu Warrens and any other haven, whether communal or not.
To define your character's Communal Haven, pick an address in the area of the city you want. It doesn't have to be a real home/office building/warehouse, etc. In our fictional world of Dark Seattle, there can be a brooding mansion where in real life there is a Quick Mart. We do ask that you give us an actual address however, which we'll make a note of. Then have everyone else that is going to contribute to the haven mention they're putting in as well. Finally, distribute the dots among Size, Luxury, and Security. No more than 7 characters may contribute to a Haven at any time.
Tremere players sharing a Communal Haven that has been designated the Chantry may aso add another track called Library, found in the Lore of the Clans book. Only Tremere may add this.
Multiple Havens: A character may buy multiple tracks of the communal Communal Haven background to represent multiple havens if they wish.
Moving between Havens takes a downtime action. If you ever completely move an actual haven or where you're staying permanently for some reason, we will need to know the new address and the haven dot configuration.
2 Point Merit - Unique Clan Security Feature
Level 5 Security on a communal haven discusses a unique security feature. Those features must be purchased separately as a 2 Point Merit. Their effectiveness is based on the Luxury rating of a given haven and is based on the Clan of the character to purchase the merit. Only one Merit per haven may ever be purchased. All Clan security features are 2 point Merits purchasable based on what your character's true clan is. Other clans do not inherently gain a specific perk, therefore characters without the infrastructure and support of these clans will have to rely on other members of their coterie for this availability. A Communal Haven clan perk is active where the purchaser of the merit is staying at the time.
Brujah - Magnanimous Personalities | Gangrel - Savage Defenders |
Malkavian - Chaos Matrix | Nosferatu - Warrens |
Toreador - Mortal Proximity | Tremere - Mystical Barriers |
Ventrue - Panic Room |
Contacts: Each level of this background gives you one major mortal Contact. Each Contact is tied into one sphere of Influence and the Player Character (PC) will receive passive information from them from time to time. A character can also call on his network of minor contacts outside of his major contacts spheres of Influence by rolling Contacts (diff 7). Although they might not know the the thing you are looking for or may not know how to get it.
Domain: Unlike other Backgrounds Domain cannot be bought through experience points and is not available at character creation. Domain points are given or taken away by the Prince at their pleasure. Domain cannot be an anchor for a Coterie and are capped at 10 when pooled with a Coterie. Finally when a character receives Domain they must allocate it between Size and Security.
Herd: In addition to operating per V20 Core page 114, Herd is used for calculating a characters Feeding Score, and is used for Feeding in a couple different ways. See the Feeding rules for more information.
Influence: Influence is per V20 Core page 114 rules. Influence - every other level grants an influential mortal contact in a sphere of Influence that your vampire can leverage to get certain actions performed on their behalf. All influence actions are indirectly made via mortals. Your characters' Influences (and the hapless humans behind them) may be lost, taken, or raised through the course of the game. Usually uses Downtime to grow or utilize. Growing an influence (from 1 dot to 2 dots, for example) counts as using the Influence.
Influence cannot be purchased at Character Creation. It must be purchased once a character has arrived in the city she wishes to influence. Like all backgrounds, the cost of Influence with XP is the same as Abilities.
· INFLUENCE RATINGS
o Influence 0 - A Major Influence
o Influence 00 - (no change, just the extra die to roll)
o Influence 000 - Gain one Minor Influence
o Influence 0000 - (no change, just the extra die to roll)
o Influence 00000 - Gain one Major Influence
As shown above, a single individual character can only have at maximum 2 major and 1 minor Influence (with Influence 5), unless they have access to Allies with Influences. It's not particularly useful to 'double up' on an Influence sphere. Though staff will take that into account, there is no mechanical advantage.
· INFLUENCE USES
o Acquiring Things - Weapons, Armor, Blood, Books, Cash, Businesses, Bodies.
o Learning Things - Investigating People, Events, Actions, Holdings.
o Hiding Things - Covering Up Actions, Holdings, Events.
o Stopping Things - Hindering Actions, Events, People, the City.
o Investigating Things - Patrolling, Canvassing or Research feats.
o Moving Things - Populations.
· To use an influence, staff will roll a single check:
o Applicable Attribute+influence diff 8 for a Minor influence contact
o Applicable Attribute+influence diff 6 for a Major influence contact
Generally the Charisma or Manipulation attributes are used (whichever is highest) to roll
along with the Influence rating. Successes required are generally equal to the level of influence action for each influence.
Capital - A category of people and assets deemed to have greater social status or prestige in the mortal world, and their related affiliations, social events and practices. These connections represent the jet set millionaire 1%'ers and the elite glitterati of both the the social and financial strata that can usually afford the ignore kind of jealousy they inspire. | Education - The halls of accredited institutions and hallowed halls of higher learning's scholarly pursuits contain vast stores of expert knowledge, and no small amount of pull when it comes to specialized information or even equipment. Those with pull over tutors and professors have knowledge at their fingertips and the trappings of academia available. |
Civics - The people, processes and procedures of city government and key utilities are managed within the Civics influence. From those public utilities to public political offices, if it has to do with the governance of people or assets, it relates to the civil and civic duties of the various mortals within these bureaucratic structures. | Law Enforcement - When the gavel rings out and the sirens scream loud, those with their claws in this influence have the enviable opportunity to decide who ends up on the right side of the law and who is able to evade it. From beat cops, lawyers and the investigations they perform, judgments flow, and justice can be at your service. |
Communications - The media of the Modern Nights can be confusing to Kindred of ages past. Though many Kindred understand newspapers, radio & even television, most are at a loss to explain the power of a hashtag or the effects of a popular blog. This is the power of mass communications, it's people, and the appeal of its power to sway the masses. | Logistics - Planes, trains and automobiles, ships, busses, taxis and their operators all earn their livelihoods from moving things from here to there. Those who wish to be movers and shakers with literal movers and shakers need look no further than the Logistics influence and its associated tools and personnel. |
Corporate - From the storefronts at your neighborhood mega-mall to the churning refineries that power the manufacturing industries, the Corporate influence governs the production, infrastructure and people assets of the American Dream as controlled by the moguls beyond the money and their workforces. | Medical - Everything from advanced medical personnel, training and equipment to access to late night blood bank withdrawals is potentially accessible under the Medical influence. It is a wise Kindred that has the foresight to have extra access to blood for dark Seattle's rainy nights, or the ability to discreetly bag up an especially pale corpse. |
Criminal - Everyone on the street knows that what the world can't, or doesn't wish to see is worth a buck or two. The criminal influence covers those that live beneath society's notice, from bums to dealers and the organizations that make their own rules and buy and trade information, vice and equipment the law would never condone. | Mystical - From established religions to secretive cults, the mystics and priests of the world, their hidden Apocrypha and forbidden knowledge is accessible to those Kindred who choose to cultivate their ties to mortals of the mystical and religious bent. Though knowledge is power, some comes with a price, for some of the devout may know of vampires. |
Memento di Morte: The benefits of Memento di Morte only affect Necromancy Rituals.
Mentor: Start by reading the Mentor background on pg. 115 of the V20 core book. Mentor and mentor level must be defined at purchase. That mentor will always be that level (unless story dictates otherwise).
Supernatural knowledges and traits such as Lores (which we treat like Languages, in V20 and are Merits) Disciplines, Combo-Disciplines, and Paths and Rituals (if applicable to a given sorcerer class) may be taught by Mentors. High level mentors may opt to send someone else to teach disciplines or abilities.
To use a mentor, you must spend a boon each time. (First use is free - you already paid for it)
Passively a mentor will always attempt to look out for your character's well being from their perspective. Passive does not cost XP. You may purchase multiple mentors (though never above 5).
Resources: This background is treated per the book. For clarification, a guideline for general monthly pocket money for a Kindred with Resources is listed below; this is a guideline for how much cash on-hand that Kindred would have without dipping into their assets, kind of like a monthly salary or allowance. While a Kindred’s actual worth is likely 10-100 times that value, those assets may not be easily liquidable and would take time to actually be useful.
0 $1000
00 $2500
000 $20,000
0000 $100,000
00000 $250,000
00000 0 $1,000,000
00000 00 $2,500,000
00000 000 $20,000,000
00000 0000 $100,000,000
00000 00000 $250,000,000
Retainers: Each retainer gives your character the services of one extremely loyal mortal or ghoul retainer. Your retainer has three abilities they are exceptional in. They receive 8 dice for these three abilities and 3 dice for all others. A player may substitute abilities for a Merit at ST discretion. If the retainer is a ghoul they automatically receive Potence 1 and a second Discipline chosen from their domitors in-clan Disciplines.
Spirit Slaves: Spirit Slaves use the same mechanics as Allies listed earlier. Except they are ghosts.
Merits do not affect Disciplines unless specifically stated otherwise in the merit writeup.
Since EC tends to promote court positions being filled by PCs, most of the merits that would give you a benefit for a court position are inappropriate for play in a player character driven LARP setting. The following Merits/Flaws are not used: Lawman's Friend, Primogen/Bishop friendship, Bully boy.
Prestigious Sire and Infamous Sire are used to break ties in social/status challenges.
Additional Clan Discipline: The additional Discipline must be chosen from the following list; Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence and Presence.
Infertile Vitae: Rebalanced for Cam-LARP play. This was originally a Sabbat flaw and comes up much more frequently in that Sect. As Camarilla vampires need to undergo a lengthy approval process in order to secure the rights to Embrace a Childe, and then rear that Fledgeling within society, the frequency that this comes up is dramatically reduced. It is impossible to police the meta-game aspect of this flaw (your character not knowing they have it, for instance, and gaining Right of Progeny only to lose their favored retainer to exsanguination), and is often seen as 'free points' in a LARP of this type. Therefore, this flaw will only award a single point to those that purchase it to account for its reduced visibility.
Early Riser: This Merit gives a character 1 additional downtime per month.
New Arrival: Only available to new players to ecc
Oracular Ability: Costs permanent willpower to use. We understand the cost for forcing a vision is high, so we will work very hard to answer your question directly and as non-confrontational as possible, however, some questions are well beyond the scope of this ability and we will tell you that at the time you ask the question, but before you have spent the Willpower. You will still be out a downtime action while your character is reading their tarot cards in the woods with their hooker Herd doing orgy stuff in the background.
MERITS & FLAWS FROM LORE OF THE CLANS BOOK
Broken Antitribu (Assamite): Not Appropriate for setting
Setite Initiate: A character with this Merit has passed the gates and is considered a full member of the Follower of Set faith and Clan. As such should their faith not falter they are given access to have a teacher for Serpentis (although it is still considered out of clan for them).
Note: This Merit can be purchased by a character of any clan and is an exception to the rule that a character can only purchase items from their clans section of the Lore of Clans book.
Court Favorite (Lasombra): Not appropriate for Camarilla vampires.
Light WIthin Shadow (Lasombra): Won't affect Mysticism rolls
Comforting Darkness (Lasombra): Won't affect Mysticism rolls
Claiming the Dark (Lasombra): Won't affect Mysticism rolls
Vision of Shadow (Lasombra): Unavailable for play
Spawning Pool (Nosferatu): Must be purchased after character creation
Keys to the Library (Tremere): Not appropriate for a PC run chantry.
Quartermaster (Tremere): Not appropriate for a PC run chantry.
Promethean Clay (Tzimisce): Unavailable for play.
LANGUAGES ARE MERITS
Per the V20 core book, pg. 484, Languages are purchased per Language at the cost of a 1 point merit per language.
Lores are Merits
Lores are simply a specialized knowledge about a subset of something supernatural. They represent a wide variety of encyclopedic knowledge encompassing the history, powers, and relevant interests of various supernatural groups, creature types and hidden histories. Therefore we've chosen to treat them as Merits, similar to the Languages system in the V20 core book.
Lore merits cost 3xp, 6xp, or 9xp based on how rare they are from your character build. Lore rarity follows the same Common, Uncommon and Rare motif that most of our game does.
For example, if you are playing a Camarilla Vampire in the Brujah Clan, Kindred Lore, Camarilla Lore and Brujah Lore would be Common to your character. Anarch Lore, Sabbat Lore and Toreador Lore would be considered Uncommon to your character and Get of Fenris Lore, Black Hand Lore and Daughter of Cacophany Lore would be considered Rare to your character.
Common Lores are precisely what your character is. Their clan, their sect, their supernatural template. These are common to you. Wraith Lore is Common to Giovanni
Uncommon Lores are things that are similar to your build, and fairly commonplace to the world your character lives in. Other major Sects of vampires, such as the Anarchs or Sabbat, other clans in your character's sect, or aged, forgoten or antagonistic bloodlines in your Clan, other major Clans, and some other major supernatural templates might be uncommon, depending on your specific build. Werewolves are uncommon to Gangrel and mages are considered uncommon to Tremere.
Rare Lores are things that are vastly different from your build, or represent a very minor presence in the world you live in. Specific bloodline lore, unique supernatural groups or even political groups inside groups of other supernaturals, minor supernatural templates, or very obscure political groups within your supernatural type, such as Inconnu or Tal Mahe' Ra are all rare lores. Additionally, certain lores are expressly hidden by other powerful supernaturals. Noddist Lore, the history of vampire origins, for example is described in the source material for being purposefully obscured and hidden by powerful methuselah-aged vampires. Therefore, although it directly pertains to vampires, it's still considered a rare lore. Certain other creatures may have their own version of the 'masquerade' as well, meaning that the difficulty of certain checks pertaining them could be higher than average, or require a peculiar focus, or multiple checks to obtain detailed information about them.
WHAT LORES DO
Lores provide your character the ability to make a check to learn a piece of supernatural knowledge in-character. Without an appropriate lore, characters may simply have no chance of learning the answer to a question about a given supernatural type of event in-game, short of personal experience with the subject of a given lore.
Without an appropriate Lore, characters will tend to justify these events within their own in-character framework rather than assume an event is uniquely tied to some other supernatural type. The check could be Wits+Academics for an on-the-spot remembrance of a Kindred's lineage, or it could be Perception+Awareness to recognize a Changeling's powers at work, but whatever the check is, without the lore, players may only gain general occult insight into a supernatural event they are investigating.
The difficulties of Lore checks are based on how esoteric the question is that is being asked of the ST to be recalled or researched by the player. Having a lore doesn't grant free knowledge, nor does it guarantee a set difficulty on those checks.
USING LORES
There are two ways of engaging your lores; an on-the-spot recall, or an in depth study. Recalling something on the spot usually requires an Wits + relevant attribute check to see what your character recalls in the moment. Knowing someone's history within an organization (like a Sect of Vampires such as the Camarilla, for example) would require having access to that lore and then rolling your character's Wits + Academics. Knowing their Status or affiliations would likely require a Wits + Politics check. Knowing what supernatural woojee they have displayed could require a Perception or Wits + Occult or Awareness check. The difficulty will vary depending on how abstract the knowledge you are seeking is. For example, knowing the last year of someone's history with an organization like the Camarilla when you're both playing Camarilla Kindred would be a relatively low difficulty, where as knowing their Sire's history would be substantively harder.
In-depth study takes a downtime action and allows you to extend the above checks. Each month spent researching a thing will afford you 4 checks, that you can tally the results of. This still might not be enough to know truly abstract facts about a creature, but it will provide a good guideline.
Buying Merits with XP:
Merits may be purchased with XP at the rate of 3xp per point value of the Merit. Though it is generally rare to buy Merits after character creation, learning new languages simply require a teacher, and the appropriate amount of XP. Learning a new Lore requires Research and Mastery as defined in the Character Advancement section.
BUYING OFF FLAWS
Merits and Flaws represent inherent weakness or aptitudes of a person's greater character. Merits and Flaws will not be purchasable (or bought off) after initial character creation without exceptional story, effort, and ST approval. Players shouldn't expect either at any point; but can talk to staff about possible options if they feel it is necessary. It is this is the purview of staff to rule on this on a case by case basis. As a very general and non-binding rule, flaws of a social nature may be bought off with appropriate story if the verbiage of the flaw represents a way to end it (Probationary Sect Member is possible, Former Prince is not, etc).
Per V20 Core page 284, bullets do Bashing damage, except when aimed at the head (difficulty 8) in which case they do Lethal.
Per V20 Core page 285, Bashing damage is halved AFTER soak, round up.
Per V20 Core page 285, neither Bashing nor Lethal damage may Final Death a vampire. If a vampire is Incapacitated from Bashing or Lethal, then receives a single level of Aggravated damage, then they meet their Final Death.
Per V20 Core page 268, 1 Blood may be spent to heal either 1 Bashing or 1 Lethal damage. A character must be resting and relatively inactive for this healing to take place. Per V20 Core page 258, spending Blood to heal while performing other actions (such as in combat) requires a Stamina + Survival reflexive roll (difficulty 8); failure results in Blood spent with no effect, a botch results in another level of damage.
Per V20 Core page 285, a vampire may heal 1 Aggravated damage after a full day’s rest and spending 5 Blood. Additional levels of Aggravated damage may be healed that same day for 5 Blood and 1 Willpower Point per Aggravated Damage healed.
Per V20 Core page 315, switching to a Path of Enlightenment requires at least 1 year of tutelage. If being taught by a PC, notify the STs at emeraldcitychronicles@googlegroups.com that it is occurring with a start date as well as who your teacher is.
Occasionally, a character is no longer representing the Nature that is listed on their sheet. To change a Nature requires a month of contemplation (Downtime) resulting in 4 rolls of Conscience/Conviction at Difficulty 8, which requires 20 successes. After the period of reflection the character’s Nature changes.
What are Perk Cards, and How Can I Earn Them?
Perks are Potions - Perk Cards are special 'potion-like effects' spendable and tradeable during game that take the form of cards. Perk Cards are available to Players who perform exceptional service to the game and are recognized for this by the Storytellers, by taking actions that benefit the game as a whole in an out-of-character way, such as:
When Can I Use Perk Cards?
How Do I Use Perk Cards?
Do Cards Exist In-Character?
The vast majority of the rules we intend to use can be read in the V20 core book. There are a couple of other books we use as well for V20, as seen in Books & Boundaries, most notably the V20 Companion & Lore of the Clans.
WHY HOUSE RULES EXIST
They're common sense additions that aren't covered elsewhere related to general play style (don't play your dead character's Sire, fade to black if people get uncomfortable with darker content, site rules, etc.).
They clarify 'storyteller discretion' for a specific case where storyteller discretion is called for in the core rules. We'd rather share a standard, agreed-upon call with you for consistency and transparency. This includes adaptations to some rules for a LARP setting.
They are a specific attempt to limit (or completely exclude) a mechanic for a Camarilla Modern Nights LARP as opposed to a Sabbat-oriented LARP or a tabletop game, etc. We don't want to run a larp with 50 Gargoyle Toreador Clan infiltrators who all have the Enchanting Voice Merit, all with Infernal Sorcery, for example.
WHEN WE WON'T MAKE A HOUSE RULE
When the Storytellers are alerted to an individual player is using a or group of powers over and over and over to 'troll' another character. We'll just kindly ask the player trolling the other PC to stop 'button mashing'. If they refuse, we'll enact disciplinary action as related to the game charter's code of conduct. We don't anticipate this one much at all, if ever.
A perceived exploit is sometimes found where a power doesn't specifically exclude a secondary effect. No power or ability in the game has a secondary effect that is not directly written. This also covers 'Voltroning' of powers, merits or other abilities or 'stacking' powers or bonuses. By default, powers and bonuses will not stack in our game, both for fairness sake to the game at large, and to avoid rules bloat. (SEE Like bonuses below)
Just for kicks. Nobody wants a ton of custom rules. The core-book for V20 alone is 500+ pages long, and that's plenty. Adding rules must address a specific gap in the rules or maybe a call that comes up a lot. If at all possible, we'll stick with the V20 rules by-the-book, and we humbly beg you to agree.
EXAMPLE (ACTUAL) HOUSE RULE
Like Bonuses Don't Stack. Unlike Things May:
Bonuses are 'typed' - for example if you have two Merits that both add dice or reduce diff towards rolls, the highest one is the only one that applies. Example, if you have Friendly Face (1 point Merit reduces -1 difficulty to social rolls) and Enchanting Voice (2 point merit lowers social rolls -2 diff) then only Enchanted Voice will apply. However if you have a way to lower social diffs via Disciplines or a Background, each of those is it's individual type and that's ok. Type Categories:, Backgrounds, Disciplines, Merits & Flaws etc…
ECC only allows one character per player at a time. If a player wishes to play a new character they must retire their old character.
When a Character retires or is killed, and the player is graceful about it, the player receives ⅓ the XP Spent on that character.
Torpor has the potential to equate to character retirement or death depending on how long the character will be in Torpor. If the character will be in torpor for greater than 1 month then the character is considered to be force retired. For torpor of 1 month or less, a player may choose to create a 5 point character as a temporary character until their torpored character awakens.
In some circumstances, a player may need to set aside a character for story reasons. In such a case, the player should coordinate with the STs to facilitate a “break” for that character. The player may then create a 5 point temporary character to play in lieu of the primary character for a grace period of 1 month.
Hiatus: If a player will not be able to attend game for an extended period of time for out-of-game reasons they may put their character on Hiatus. This allows the player to shelve that character until they return. The Hiatus can be indefinite. If the character is using any slot limited attributes (i.e. Clan, Merits, etc.) they will be held as occupied for up to 3 months. After the 3 month period those slots become available to the public. If they slots the Hiatus character was using get filled before the Hiatus character returns then the character may need to be force retired and the player should consult the STs. The 3 month period may be extended for extenuating circumstances (such as Military service or medical reasons).
Cheating and unsportsmanlike conduct: As a reminder to our players and the community as a whole. This is just a game. There is no winning or losing in a LARP the goal is to have fun and challenge yourself with wonderful and intense roleplay. A LARP also functions largely upon the trust between players and with staff. As such cheating or unsportsmanlike conduct is unacceptable in ECC.
Disciplinary actions will be kept private by staff between those players involves. Our goal is not to shame players but to remind them that the action taken was not in accordance with a fair and civil game environment.
We understand our players are passionate people and often put a lot of emotional weight into their characters. As such If tempers rise at game staff may ask the player(s) involved to leave game early so the conversation can be held at a later date after the player has had time to calm.
Staff has created the following guidelines for dealing with situations where a player is found to be cheating or has shown unsportsmanlike conduct.
A character can only have one Discipline of blood magic. Each Discipline of blood magic draws their power in vastly different ways. As such to someone who is trained in traditional Thaumaturgy the practices of Setite Sorcery make no sense whatsoever. This applies on the metaphysical level as well. Once a Kindred has opened their awareness to a magical discipline others seem to be blocked from them. This also means that even if the practitioner of Thaumaturgy wishes to teach, say, Lure of the Flames to a practitioner of Dur-An-Ki, they cannot; the way the varied magic Disciplines manifest their magic is too different for one magic Discipline to learn a Path or Ritual from another.
Types of Blood Magic: The source books are unfortunately vague and worse sometimes contradictory on what Paths and Rituals each Discipline of blood magic has available to learn. For simplicity, magic is defined as either Hermetic Magic, Necromancy, Abyssal Mysticism, and Infernalism. Each category of magic may use Paths and Rituals from any of the magic Disciplines defined as inclusive to that category, with exceptions. Some magic Disciplines have Paths and/or Rituals that are unique to their Discipline.
Additionally, per V20 Rites of the Blood page 130, the activation of Hermetic Magic, Necromancy, and Infernalism requires a Willpower roll of the Magic Path at a difficulty of 3+Path Rating, or an Intelligence + Occult roll for a ritual at a difficulty of 3+Ritual Level.
Note: The following Magics, Paths, and Rituals are not available in ECC.
Hermetic Magic includes Thaumaturgy, Assamite Sorcery (Dur-An-Ki), Setite Sorcery, and Anarch Thaumaturgy. For the purposes of Combo-Disciplines, any of the noted magics count as “Thaumaturgy”.
Thaumaturgy Unique Paths and Rituals:
Assamite Sorcery (Dur-An-Ki) Unique Paths and Rituals:
Setite Sorcery Unique Paths and Rituals:
Anarch Sorcery Unique Rituals:
Necromancy includes all forms of Necromancy. They are all the same stuff, the trick is finding the right person to teach you. Generally, PCs only have access to the Sepulchre Path, the Ash Path, and the Bone Path.
Abyssal Mysticism includes only the Lasombra magic. Abyssal Mysticism performs as defined on Rites of the Blood page 37-39 and Lore of the Clans page 125-127.
Through the invocation of your dark masters, Infernalism (Koldunic Sorcery and Dark Thaumaturgy) can grant access to any Path or Ritual from any other magic Discipline. Additionally, the following are unique Paths for Infernalism.
Dark Seattle can be a dangerous place. Outfit your vampire or ghoul with the latest and greatest gear here. Weapon, Armor, Vehicle & Equipment cards are needed if you wish your character to rely on their mechanical effects in any dramatic situation. Any other item that you may wish your character to rely on in a dramatic scene should also have a stamped notecard. Melee and Ranged weapon and armor stats are per pg. 280-281 of the V20 core rule book.
Item Rarity
Common Items: Items that are readily available and not controlled in any way are typically considered to be “Common”. This includes things like cell phones, cars, basic weapons, clothing, craft supplies, computers, property, etc. Typically, all that is required to acquire these items is a comparison of your Resources to the value of the item to make sure your character can afford it.
Uncommon Items: These are typically the same as a Common item, but made of something special, higher value, or is otherwise controlled. Things like special medical equipment that requires a license to acquire, large volumes of drugs, something made by a specific artist, and exotic animals are all examples of Uncommon Items. Uncommon Items provide no mechanical benefit as a rule.
Rare Items: Masterpieces, one-of-a-kind artifacts, magic items, and more fall into the category of “Rare”. Almost always, these items are made of such magnificent craftsmanship that they trip the Toreador Curse. Rare Items provide some sort of mechanical benefit in either a +1 die to the die pool or a -1 difficulty to the test. Examples of Rare Items includes a Schreknet Terminal, a sword that does +1 damage, armor that provides 1 less Dexterity penalty, or boots that reduce the difficulty of Athletics by -1.
OBTAINING WEAPONS & ARMOR
Simple things like baseball bats and over-the-counter handguns are usually no problem. Semi-automatic and automatic weapons may require some Influence with those that can get a hold of them (Criminal or Law Enforcement Influences, or Allies with those Influences). If your character doesn't have the influence dots for it, fear not! Doubtless there are those in game with the hook up. Seek them in-character out and contribute to the Boon economy in exchange for the schwag your character desires.
Track your character's armor, items, vehicles and weapons with a 3x5 card that shows it's stats and has been stamped and signed by the storytellers.
Common weapons and armor: Most weapons can be purchased by characters at your local all-nite sporting goods store or katanaemporium.com or whatever, for the appropriate Resources rating. Anything without an * (asterisk) in the core V20 book is considered common. You need only write those stats on a notecard and obtain a stamp from the storyteller to use it in game.
Uncommon Automatic Weapons: Items from the Firearms chart with a * (asterisk) are considered illegal weapons by mortal authorities. (Those are the ones that go full-auto). These are considered Uncommon. Gaining illegal weapons require Influence over the Criminal sphere of mortals, whether that be by your character having the Criminal Influence themselves, or by having a mortal Ally with that Influence that they can turn to their advantage. Contacts in the Criminal world could also point a character in the right direction, but will stop short of obtaining them on the character's behalf. (Alternately, your character could track down a criminal in-game and try to take their automatic weapon from them, but they tend to have friends with automatic weapons.) Entering the game with an Uncommon automatic weapon costs Concept Rarity.
Uncommon "Clean" Weapons: Swapped serial numbers, missing maker's marks, etc. are considered Uncommon items and automatically +1 diff to aquire when using Influences or Allies with Influences in the ways described above for illegal weapons.
Uncommon "Odd Metal" Weapons: Functional Silver, Gold, Cold Iron or other 'supernatural killer' weapons can't be purchased 'off the shelf' (and must be specially crafted to be at all usable) are considered Uncommon as well. This includes a single clip of 'silver bullets', which must be declared for a specific caliber of bullet and can only ever be fired from the kind of weapon that fires those rounds (shown in the core book). Entering the game with an Uncommon weapon costs Concept Rarity.
DO I NEED A CARD FOR THIS?
If it has a mechanical effect in-game, get a card for it.
Weapons, Armor, Vehicles, Technology (cell phones), Computers. "But my character would have had," is not an excuse once they have entered play.
Per V20 If you foresee your character needing to rely on an item in a dramatic situation, (like a combat scenario) get the stats for it (in our game, a stamped card). Is it dramatically interesting to be without a cell phone at an inopportune moment? Totally! Is that the drama you want? Up to you.
Prior cards with old stamps from previous iterations of the game will not be accepted. Feel free to save them as keepsakes, but those are all considered void.
VEHICULAR PARTICULARS
Cars, vans, trucks and such have the only vehicle stats in the core book.
There are no stats for motorcycles in the V20 books, however as a sole exception, we've lifted the stats for them from the W20 core book (pg. 276). These are the only items relevant or usable from any non-V20 book.
EXPLOSIVE MOTIVES
The V20 Companion wisely states on pg. 58: "Of course, such weapons of mass destruction are better handled as plot devices than as inventory items in most Vampire chronicles."
We take that to mean that explosive devices are plot devices, which make them the sole realm of the storytellers, as such, they may never be purchased or used by PCs.
MUNDANE SECURITY GADGETS
If your character wants to secure a location without using the Communal Haven background, you can purchase store-bought cameras and locks for a location (though the Communal Haven background is far more robust in terms of security). Store bought security tech can be overcome at diff 3+ the level of the Resources rating used to purchase it, but requires only a single success to breach. Character's die pools for breaching security gadgets depends on what they're doing, like using Stealth to sneak by cameras, picking locks with Larceny, or hacking motion detectors with Technology.
Clan Titles are mentioned vaguely in the book. Unfortunately the books give very little detail on how each clan is organized and what titles are available to member of a clan. Staff has drawn from the genres of each clan to create the following list of clan titles.
Usually the first clan title to be determined in a city is the clan head. Each clan determines a clan head in their own way. The Toreador for example vie for their clan head with politics and popularity while the Brujah and Gangrel are straightforward contests of combat or ability. The clan head then gives titles to other members of his clan. The various ways these titles are given and the titles themselves depend on the clan in question.
Clan titles above 4 pts are outside of the scope of ECC and are unavailable. Clan titles cost a number of experience points equal to the title. For example a clan head title would cost 4 xp.
Obfuscate:
Auspex: This is the hand signal for listening using the heightened senses (sight and sound), You must also point to where your character is currently located with your other hand.
( Sound/listening) (Sight)
Out-of-Game: ECC Accepts several types of OOG hand signals, when a player has these up they are currently OOG/OOC
Other stuff:
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