These rules are up-to-date and effective as of April 3, 2019.

BALTIMORE BY NIGHT: DARK HARBOR HOUSE RULES

Before Play

Sign-In

Changing Characters Mid-Game

Character Creation

Time

During Play

Attributes / Traits

Abilities

Backgrounds

Challenges/Combat

Diablerie

Disciplines

Out of Clan Disciplines

Combination Discipline General Rules

Combination Discipline Specific Rules:

Specific Discipline Rules

Animalism:

Auspex:

Celerity:

Chimestry:

Dementation:

Dominate:

Fortitude:

Melpominee:

Necromancy:

Obeah:

Obfuscate:

Obtenebration:

Potence:

Presence:

Protean:

Quietus:

Serpentis:

Temporis:

Thanatosis:

Thaumaturgy:

Valeren:

Vicissitude:

Merits and Flaws

Miscellaneous

Disallowed / Banned Items

"Behind the Scenes" Rules

Blood Magic Ritual Creation

CREATION

TIME

WHAT CAN I CREATE?

Crafting

BASIC CRAFTING AND FUNCTION POINTS:

CRAFTING TIMES:

CHALLENGE DIFFICULTY:

MISCELLANEOUS:

Items

Fetishes

Making:

Activating:

Multiples:


Before Play

Certain rules have been moved to this section, as they do not directly relate to game play, but aren't exactly "background / downtime" matters either. This section covers rules that apply before play begins, whether that's character creation, pre-game declarations, etc.

Sign-In

Changing Characters Mid-Game

 Character Creation

Time


During Play

Attributes / Traits

Abilities

 

 Backgrounds

1: Surrounding Suburbs and cities

2: State: Maryland

3: Region: Mid Atlantic

4: Time Zone: Eastern Standard Time

5: Nation: US

 Challenges/Combat

 

Diablerie

 

Disciplines

Out of Clan Disciplines

 Combination Discipline General Rules

Combination Discipline Specific Rules:

Specific Discipline Rules

Animalism:

Auspex:

Celerity:

Chimestry:

Dementation:

Dominate:

Fortitude:

Melpominee:

Necromancy:

Obeah:

Obfuscate:

Obtenebration:

Potence:

Presence:

Protean:

Quietus:

Serpentis:

Temporis:

Thanatosis:

Thaumaturgy:

Paths

Rituals

Valeren:

Vicissitude:

Merits and Flaws

Miscellaneous

Disallowed / Banned Items

The following items are not permitted in Baltimore by Night: Dark Harbor. If you have any questions why, please feel free to reach out to the ST’s.

Disallowed / Banned Merits

Disallowed / Banned Rituals

Disallowed / Banned Combination Disciplines

Disallowed / Banned Backgrounds

Arcane Heritage

Portrait Link (Akhu)

Approximation of Loyalty Absolute

Berserk

Blasé

Trigger (All Paradigms)

Aegis of the Void

Bystanders

Home Advantage

Lesser Trigger (All Paradigms)

Beatitude

Destiny

Mist Guide

Cleopatra's Dominion

Everyman

Sense the STock

Eternal Emnity Approach

Exposure

True Berserker

Face of the Gods

Fraternity

Here There Be Monsters

Grace Under Pressure

Legacy of Fenris

Iron Willed

Lure of the Otherworld

Military Force

Mastering…mind

Patron

Norton's Blessing

Pawn

Psychic Double (Allowed for Inconnu and Infernal)

Roots

Pulse of Haqim

Soulmate

Soul Punch

Steel Nerves

Untameable

View the Maya

Walk in Maya

Water in the Rock

Wild Heart


"Behind the Scenes" Rules

The rules included in this section are for things like crafting, ritual creation, magic item creation, etc. Things that are typically handled during "downtime" versus live at game. To make the rules easier to navigate, all such House Rules have been moved to this section.

Blood Magic Ritual Creation

The following Ritual creation rules apply to all forms and paradigms of Blood Magic, be it Tremere Thaumaturgy, Setite Sorcery or Giovanni Necromancy.  These rules are slightly modified from those found in the Tremere Arcane Compendium.

CREATION

In order to create a ritual, you must first have a number of rituals at the corresponding level and a a sufficient level of the Occult ability as detailed below:

TIME

Creating a ritual also takes a bit of time.  It takes a number of months equal to the Ritual's cost x2.  So Basic Ritual will take 4 months, an intermediate 8 months and an Advanced 12 months.  During this creation time, no other rituals can be purchased without the expenditure of Occult influence.  To learn a Basic Ritual requires an Occult x3 Influence action.  To learn an Intermediate Ritual requires an Occult x4 action and an Advanced Ritual requires an Occult x5 action.

While other player characters can assist in creation of a ritual, there will be no mechanical effect.  We've intentionally tried to keep Ritual creation straight forward and simple without a lot of mechanics.

WHAT CAN I CREATE?

When creating rituals, keep an eye on the ritual's power level.  It's good to compare the effect of your custom ritual versus the effects of existing rituals to determine what level of ritual you will be creating and to determine if its fair.  Also, bear in mind that all custom rituals must be approved by the Baltimore staff and may not function in other games you travel to.

When creating your ritual, keep an eye on the difficulty of it.  Beyond just the level requirement, you'll also want to consider how hard it is to enact a ritual (a custom ritual that puts a victim down traits should require a chop against the victim, not just the standard ritual chop) and even consider the components needed for the ritual and any possible drawbacks (perhaps a ritual limits you in some way, applying negative traits for instance. Rituals should also have a relevant spell component.  A ritual requiring a clothespin is going to be a bit less likely to be approved.  However, a ritual requiring three hairs from a mountain lion might be more appropriate).  Lastly, custom rituals can not deprive others of their powers.  There is constant debate over the power level of Pavis of the Foul Presence and as such, we don't want to see Pavis of the Devious Dominate.  If you wish to create a custom ritual to assist against a power, create something that gives you bonus traits.  Perhaps your custom "Defend the Mind" gives you +2 traits against Dominate.

 

 

Crafting

BASIC CRAFTING AND FUNCTION POINTS:

In order to Craft an item successfully, you need to have an appropriate craft skill.  With a craft skill of 3 or lower, everyday items (including gear from Dark Epics) can be crafted with varying ease.  Items crafted at 1 or 2 may be more fragile, or prone to mishaps at ST discretion.  At Craft skill of 4 or higher you are able create true works of art, or items that fit outside of the normal realm for that item type.  To represent this, any item crafted over Crafts 3 will have additional Function Points that can be used to improve the design if appropriate.

CRAFTING TIMES:

Crafting an item takes time and concentration.  Crafting items at Crafts 3 or lower take a week to create.  For each level of crafts used to improve an item, an additional week is added to the creation time.  (Examples: Crafts 5 Painting - 3 weeks.  A Crafts 4 Pistol with a bonus trait - 2 weeks.  A greatsword with a bonus trait, extra damage, a negative trait removed, lacing the weapon with silver, and making it Potence resistant - 7 weeks.

CHALLENGE DIFFICULTY:

Crafting chops must be thrown as normal using Crafts as a retest.  The difficulty of the challenge is 8 + the number of weeks so far invested.  Each week of required work, the a test will be needed.  You add the current week to 8 base.  So, using the above example, on week 1, you'd chop against 9 traits.  Week 2: 10, Week 3: 11, etc.        If a challenge is failed, the artist may use one of their Craft retests.  If that is failed, they are also awarded a retest per related ability they have at 5.  Example:  An artist is making an amazing gun.  He has Crafts: Gunsmith x5, Science: Physics x5 and Mechanical Engineering x5.  The ST's allow the Physics and Engineering to be used in the creation of this gun.  While crafting, he fails his week 6 challenge (difficulty: 6 [week] + 8 [base] = 14).  He then uses a standard craft retest and fails that.  He is allotted to additional retests as he has 2 extra abilities at 5.

 MISCELLANEOUS:

A weapon may have no more permanent supernatural effects applied to it then it has permanent bonus traits. This includes, but is not limited to, fetish effects, wards, enhancements from Combination Disciplines such as Blood Tempering and Madman's Quill, etc. So, a 3 trait sword could be a fetish, have Ward vs. Kindred and be Blood Tempered. However, it could not then later be enhanced with Ward vs. Ghoul.

 

Items

Fetishes

Making: 

There are 2 types of Fetishes accessible to Kindred. Ones made with Spirit Manipulation x4 (Entrap Ephemera) and ones made with Spirit Thaumaturgy x5 (Fetish). The latter tend to be more powerful and require the expenditure of a permanent mental trait upon creation. In either case, when binding a spirit, be aware that Gaian, Wyld and most Weaver spirits will not willingly work with a vampire and will therefore have to be forced into the Fetish. This is cruel to the imprisoned spirit and its brood will likely seek retribution. Binding an Elemental or Wyrm spirit will not provoke the ire of the spirits as much but it is still an imprisonment to the spirit.

 

Activating: 

To activate a fetish made with Entrap Ephemera, you must spend a willpower and make a simple challenge (you win on ties, but no retests are allowed save for Luck or Oracular Ability).  Should you win, the fetish is activated.  Should you loose, the fetish does not activate and you must make another simple challenge.  Should you win this second challenge, the fetish does not activate, but it is intact but you cannot attempt to reactivate it for the scene.   Should you loose the second challenge, you must make a third.  If you win this third challenge, the fetish is intact but cannot be activate for the remainder of the evening.  If you fail this third challenge, the spirit inside is freed and will react accordingly.

Multiples: 

While you may have multiple fetishes active at the same time, you may only use one per challenge.  So, if you are engaging in a physical attack and have an active fetish that gives you +3 physical traits and another that gives you +1 damage, you may only use one or the other and it must be declared at the beginning of the challenge.  However, you may swap from one fetish to the other in the same round (example:  normal action you use the +3 physical trait fetish and on Swiftness and Legarity you use the +1 damage).