Always Comes Evening House Rules

San Francisco, CA

Last updated: 01/12/2018

General Game Rules

The staff of Always Comes Evening reserves the right to alter any of the game rules below at any time if we feel it is in the best interests of fairness, balance, narrative of the game, or any other reason.

Who can play:

Anyone 18 years or older can play in ACE. Some minors may be allowed with prior ST approval and while under the supervision of their parent/guardian while at ACE.

We accept the following types of Characters:  Camarilla, Anarch, Independent, and Giovanni Vampires; and Kuei-Jin. Infiltrators and Sabbat need to be notified to the STs before the player visits, so they can determine if the PC(s) can enter play.

By Signing into the game, you acknowledge that you are a responsible adult who is responsible for your own safety, and that you agree to these house rules and our code of conduct.      

Code of Conduct/Disciplinary Actions:

  1. Be respectful of your fellow players and Storytellers.
  2. If you choose to come to game inebriated you may be asked to leave by the ACE ST staff.  Any IC actions taken while inebriated are considered valid IC actions.
  3. No touching of another player or ST, unless each participant involved has given direct consent in the presence of a ST. Any participant may be asked to leave immediately for inappropriate touching, followed by consideration for a game ban and OWBN Org disciplinary action.
  4. Verbal or written harassment of a Player or ST will not be tolerated under any circumstances. Any participant may be asked to leave immediately for harassment, followed by consideration for a game ban and OWBN Org disciplinary action. This includes any email/chat correspondence while portraying your ACE PC as well.
  5. No information gathered out of character (or as an alternate character) may be used in-character for any reason. This is considered metagaming, and classified as cheating.
  6. No cheating. If you are found cheating, you will be given a warning for your first offense.  Depending on the level of cheating, the ST may decide to destroy the PC of the guilty party(s). For repeat offenders, you will be banned from participation in ACE, and OWBN Org disciplinary action will be considered.
  7. All character sheets and item cards must have an ACE ST signature/stamp to be usable in ACE. Any item cards that are checked into ACE may be transferred or destroyed at ST discretion while you are signed into the game.
  8. No participant as player character in any ACE scene, either in person or online, may also act as their own ST.  All players must have a secondary Storyteller overseeing their scenes.  If you are found to be STing for your own scenes, this will be classified as cheating.
  9. Disciplinary actions will be taken at ST discretion.

Signing into ACE:

All participation within the territory of Always Comes Evening is considered “hard proxy”.  This means that any scenes or actions taken within Always Comes Evening’s territory will be treated with the same level of IC/OOC consequences as if you are signed into an in-person ACE game.  For online scenes occurring within ACE’s territory an ACE ST must be included on all correspondence for it to be considered valid.  Character sheets do not need to be submitted to ACE STs for most online scenes unless requested by a member of ACE ST staff.  

For in-person ACE games, you must sign in with a ST prior to entering game.  All character sheets and item cards must have an ACE ST signature/stamp to be usable in ACE. Any item cards that are checked into ACE may be transferred or destroyed at ST discretion while you are signed into the game.

Staying In Character:

If you are physically present at game and are in the process of speaking with or interacting with people who are IC, you are considered to be IC. To be OOC, you must have the appropriate hand signal up indicating that you are OOC, and must be speaking of OOC things, or speaking to an ST to “not be here”.  If you wish to be OOC for more than a few minutes, please meet your friends away from the IC area and don’t interrupt gameplay.

Private meetings: Private meetings should not be held within view of other players. If you are standing, sitting or grouped in the view of players you are there unless you have a “Private Room” or “Not here” card, displayed prominently. Large official meetings must be notified to an ST, or have an ST present to be valid if chops are or might be thrown.  

Rules Resources:

We use White Wolf’s Mind’s Eye Theater Laws of the Night Revised for our general rules, as well as supplemental genre packets unique to OWBN and various other Mind’s Eye Theater books.  Content from other sources is handled at ST discretion.

In Contention:

A PC is in contention when they are being sought by one or more PCs, or NPC’s (in or outside of ACE). If a PC survives for more than 3 game sessions of active RP (meaning they are AT game, in ACE, and IC the entire night) then they are considered to have slipped past the guard of their enemies and can then be shelved. If you never come to game, but piss off a group of people through DT and IC correspondence, they may be allowed to track you in downtime depending on the circumstances.  

Redlines:

Red-lines will only be used in the most severe of cases and will be made at ST discretion.

Character Creation:

We currently allow Camarilla, Giovanni, Kuei-Jin, Independent or Anarch PC’s in game at this time. ACE STs can make exceptions.  Camarilla and Kuei-Jin PCs are currently recommended and will be given more build points at creation.

Status & Clan Prestige can be bought at character creation limited to the current genre packets and bylaws.

Starting Generation: You may start as low as 11th generation without a background. Anything lower (10-8) requires a background and approval by ACE staff. The more detailed the background, the higher the chance we will approve a lower gen. Even if you have a PC sire, we will still require a background.

Clan Diversity: You may not play magic-using clans or play the same clan back to back, nor may you be in that clan as a ghoul. Please vary your characters. It will enrich your game experience.

We run character creation right out of the Laws of the Night. Please be aware that some clans are EXCEPTIONALLY structured and difficult to play and thus are not recommended for players new to OWBN. Some clans require Coord or Council approval before they can be played.

New characters:

Multiple Characters: You cannot have more than one active PC of the same sect.  Regardless of sect, you may only sign in with one character per game night.

Earning Experience Points:

No PC can earn more than 8 exp per month per the OWBN bylaws.  

Active PCs can earn exp from attendance, downtime actions, influence actions, RP nods, costuming nods, OWBN staff service, game service, or special event bonus exp.

Inactive PCs (has not attended for over 3 months) or shelved PCs cannot earn experience points until they have attended an in-person OWBN game and are considered active.  

List PCs (email only) must have prior ST approval to participate in online scenes, downtimes, or earn experience.

Experience points are earned per the chart below:

Downtimes/Influence actions:

Online Scenes are considered downtime actions. Any online scene or downtime hosted within ACE territory is considered a “hard proxy”. Sheets will only be required when a member of ACE ST staff requests sheets from the participants’ STs. Online scenes hosted in ACE territory must adhere to ACE’s house rules and Code of Conduct. If the online scene/downtime involves a PC from another game, a member of their ST staff must also be included on email correspondence.

Only downtimes submitted to the official Always Comes Evening ST email account are considered valid downtime actions.  If a scene is being run with an AST/Narrator, Sub-Coord/Coord, another PC, or outside ST the main ST account must be CCed on all emails for your actions within ACE to be considered valid or to be able to earn exp.  Please do not use Facebook as a means to contact any ACE staff members for official questions/concerns.

There are two downtime cycles per month (which may change at staff discretion):

1st cycle: begins on the 4th Friday of the month, and ends on the 2nd Thursday of the month (Thursday before ACE game)

2nd cycle: begins on the 2nd Friday of the month, and ends on the 4th Thursday of the month.

During downtime you may have as many actions as seems reasonable for a two week period of nights. We aren’t really regulating the total amount of activity you may pursue; just use common sense. We will tell you if your PC does too much at once.

Travelling:

Transferring Home Chronicles for your PC:

In order to transfer any PC’s housed in our chronicle you must notify both our board and the board you wish to transfer the PC(s) to in writing via email. BOTH boards must agree to the transfer.

Either board has a right to refuse the transfer for any reason.

NO transfer of a PC will be approved if the PC is in contention.

Active/Inactive/Shelved/Retired PC Status:

Active: An Active PC is one that does not fit the definition of Shelved, Inactive or Retired.

Shelved: Your PC is considered to be shelved if you report to us you intend to shelve. Once it is “on the shelf” nothing in game will affect it physically until you have un-shelved the PC. However, your character is effectively paused. You cannot communicate IC, either in scenes or online, in any way.

Inactive: Your PC will be designated as Inactive if you do not attend game for 3 months and is not in contention. Inactive PCs will be treated in a similar manner to Shelved PCs.

LIST PC: You may arrange, with the staff, to run your PC over the lists should things such as LIFE get in the way of coming to game. We must have written notice of why you need to run a list pc, and your approximation of when you can return to game. Your PC is subject to any and all downtime attacks, haven hunting, etc as any other active PC is. The same goes for ‘Con PCs’. Once you attend a game outside of ACE, you must attend an ACE game in order to maintain active status.

Retired: Sometimes playing a PC loses its fun. You may retire your PC at any time, for any reason, and in any state of play. The PC will become an NPC of ACE. At that point, make a new PC, and enjoy! The ST board has the right to run your PC in order to finish any plotline you have created. You may not argue with the ST staff on how your Retired PC is played.

Multiple Characters: You may only play one character per genre actively at one time in ACE (A Giovanni, Independent/Anarch, Kuei Jin or Camarilla character). If one of your PCs is in contention, you MUST play that PC until the contention is resolved or 3 months pass.

Body and Item Cards:

Item Cards:

  1. Unless noted on the card and signed by the ST staff, all items will use stats from the Dark Epics item rules.
  2. All item cards used must be presented when in use. Players or storytellers in a scene have a right to ask to see the card.
  3. All item cards must be signed and Stamped by an ACE storyteller before they can be used.
  4. Item cards that are found on a table, the street, etc become the property of the finder, as if they had found the actual object lying about. The item card is only considered found if the player/PC dropped it, or if it was taken off a torpored or ashed victim. Players removing cards from a jacket, purse, car, someone’s house etc will likely be subject to GNC and a game strike at the discretion of the ST staff.
  5. It IS good form to ask an ST before simply keeping unattended item cards.
  6. Item cards are not required for minor items, such as $20 cash, a Swiss Army Knife, or basically anything you can buy at a 7-11.
  7. As stated previously, item cards checked into ACE can be confiscated, transferred to another PC or destroyed by an ST. Just because you wrote an item card or created it, you may not claim it’s your personal property to prevent an ST from taking it.

Body Cards:

  1. If a character leaves their "real" body (i.e. possession suit, psychic projection, etc.) then a card stating where the body is must be given to the Storytellers before entering play.
  2. Players "real" bodies must at all times be within the boundaries of the ACE chronicle.
  3. If a Body Card is not turned in to an ST it will be assumed that character is in their real body.
  4. When using Possession or Subsume the Spirit a card for the Ghoul/Animal used must be on the player at all times.
  5. Any Staked or Torpored bodies must be represented by Body Cards signed off by ACE Storytellers.
  6. Bodies brought into ACE from out of town must also be cleared by the ACE Staff.
  7. To prevent possible problems, an ST must be present in any scene where a character is staked or otherwise made into a Body Card.
  8. If there is not an ST signature on a Body Card for a scene, it is redlined.

LOST BODY CARDS, IC PROPS, ETC.:

  1. Your character sheet is not an item card; it merely represents what your PC has within their own person, and as such, if you lose your “soul” (IE: drop your character sheet), it cannot be used against you. If you find someone else’s sheet, you are required to turn it in to our board or the player it belongs to. If it is found in your possession, and has not been turned in right away, disciplinary actions may ensue.
  2. IC Props: If you find someone’s prop lying about, you can bring it to the ST board, and we will write an item card for it, so your PC has it. Then we will inform the owner that the item is no longer in their possession but WILL be giving the physical prop back to them. They cannot use that prop unless they either make /find/buy a new one IC, or they get their toy back IC. Props cannot, in any way, take the appearance of anything that could be mistaken for a weapon.

Backgrounds, Influences, Havens, and Mentors:

Havens:

Your overall security is a combination of your resource level and the level of the background Haven. If you have not submitted where your haven is located, you are considered to be living in the Van under the Freeway. Haven defenses can either be specific or generic, depending on how much of a write up you send in. The level of resources expended for each haven determines how safe you are. We encourage being creative. (We do have the right to refuse a Haven that we feel is meant only to kill other PC’s.) You are considered to be at your own haven by dawn each evening unless you submit to our board a notice telling us where your PC is staying. The notice must be submitted, either in writing at the end of the game, or in writing online. Maintaining a Haven in another Chronicle is not allowed at this time without prior ST approval. If you want to have someone stay in your haven, they must submit to our board and their board (if applicable) that they are doing so. They are subject to the mercies of your haven’s securities, and are considered to be at our mercy if they are staying at a location controlled by our Board.

Haven Hunting IS allowed:

If you wish to Haven Hunt, you must send a detailed description of what you are doing, what resources you are using, and run the chops during game or via e-mail. Your success will vary depending on the various factors involved. Retired PC’s who are in our control can still be found and hunted. Hunting PC’s who are shelved will not work. You may choose to hunt NPCs at your own risk. Haven Hunting in other domains is subject to the House Rules and the ST board of the domain in question; we have zero control over that situation.

Mentor:

Mentor points are built through RP. Mentors are Elders or those with Elder level Knowledge or power. You can have a mentor in our game, or any other game, as long as that chronicle is willing to run them. We have the right to veto anything the mentor teaches/gives you if we feel it is not realistic for your PC to have convinced said elder to do. There is no timetable for building mentors, it is all IC. You may request that the mentor level go “up a notch” if you have been RPing favorably with the NPC. You can lose mentor points by acting like a rube. The powers and limitations of mentors are at the whim of the ST staff. Mentors will not act as bodyguards for PCs under any circumstances. They are characters with their own agendas that may not align conveniently with their protégés.

Retainers:

You may have up to 5 total retainers. Each one may be up to 5 points.  This is for a total of 25 points in retainers. Stats for these will be done on a case by case basis. If you wish your retainers to have influence of their own/ increase your total influence cap, here’s the formula. Each retainer (that is not an animal, wraith, or anything other than a person) increases your PCs influence cap by 1 point as per 105 of Laws of the Night. Retainers may not use backgrounds themselves.

Abilities: Standard, Performance/Crafts, Languages:

Ability types:

Standard abilities found in Grapevine, WITHOUT being added as a custom addition, can be purchased at the normal rate, as described in the Downtime Actions section. You may specialize in almost anything with valid IC reasons, and must assign them to an appropriate ability. IE: Your PC is a doctor. You would take Medicine with specializations possible in fields such as Surgery, Neurology, or Obstetrics. Specializations: Specializations may be in a specific level of a discipline, but not the entire discipline. So you may have Animal Ken spec: Quell the Beast, but not Animal Ken spec: Animalism. You must have Level 3 in the ability before you can attach a specialization to it. All abilities will be held to what is common sense for a PC to be able to learn in a certain time frame

Languages:

You may pick one native language at creation. You do not need the language ability for it. Any additional language needs a teacher and you must spend the points for it if needed.

Rules for Languages as contained in Kindred of the East, which are as follows:

1 level - 1 additional

2 levels - 2 additional

3 levels - 4 additional

4 levels - 8 additional

5 levels - 16 additional

Someone with Linguistics level 5 would know a total of 17 languages

The Natural Linguist merit doubles the number of available languages.

Lore Rules:

OWBN Packets: OWBN Packets act as the standard for lore knowledge IF they include lores in specific. Any other information a lore contains is up to the STs

General Rules Clarifications:

Trait Cap: Characters may bid double the generation maximum for their original generation. (28 for an 8th gen PC). Potency of Blood cannot improve this.

Trait Stacking: Bonus traits from only a single source of each of the following may be bid in a single challenge: specialization, merit, item, fetish, ritual, discipline.

Generally speaking, abilities, backgrounds, merits and some specific things that only appear in 1 Clan’s genre material, will only be available to the Clan. So for example, only Nosferatu may have the merit False Reflection.

Discipline Clarifications:

 Willpower may be used by the defender as a retest in any mental or social challenge. So if someone initiates a mental challenge to use their Auspex to break through someone else’s Obfuscate, the defender (the one using Obfuscate) can retest with Willpower. If someone initiates a mental challenge using Obfuscate level 4 to disappear, anyone in the vicinity who is trying to keep track of them is the defender in the challenge, and can retest with Willpower as normal. In other words, the defender may always use Willpower to retest a mental or social challenge. There are no special rules for Auspex and Obfuscate and Willpower.

Animalism:

  1. Feral Whispers: You can only communicate with animals. Two kindred cannot speak to each other using Feral Whispers unless one of them is in an animal form. Both PCs must have feral whispers to communicate in this way. Kindred may not use feral whispers to speak to each other while both are in their human forms.
  2. Quell the Beast: This lasts for the remainder of the scene, not the entire night. Permanent Willpower points may still be spent while Quelled.
  3. Subsume the Spirit: See Body Card rules! You may expend 3 mental traits to have access to Obfuscate while using Subsume the Spirit.

Auspex:

  1. Aura Perception: Reading someone’s Aura is a static challenge. It allows you to read another’s aura, but that alone is not directly a lie detector. Your PC needs to be experienced enough with the target’s aura in order to see the differences between a normal aura and a “lying” one. Abilities such as empathy, interrogation, and psychology will aid in determining if someone’s aura indicates they are actually lying.
  2. Spirits Touch: Is run per the book. You may also gain a temporary derangement if the ST feels it's warranted.
  3. Telepathy: People don't remember every little thing they ever see. Sometimes a deep probe simply cannot get you the information you want. Sometimes you need to give a verbal command to get the information to bubble up. You can't deep probe for "things you don't want me to know" without actually asking the person to make them think of it. You CAN, however, probe for "What did you do last Tuesday?" or "Did you kill Mr. X?" without anyone knowing you're in their head, as long as it is the subject of conversation. All uses of Deep Probe require a storyteller.
  4. Psychic Projection: You may not spend blood while in Astral Form. You may attempt to track someone’s body using their silver cord; an ST will determine the difficulty. You can also attack their silver cord. You may only use powers in Astral which do not require blood. You must manifest to use any power which requires being seen. Manifesting requires 1 willpower per round.

Chimerstry

  1. If you wish an unbelievable or hostile illusion to affect multiple people, you must challenge each of them. Non-hostile and believable illusions require no chops.
  2. Horrid Reality: The Chimerstry user does not necessarily know details about the victim. These details could render the illusion ineffective if they lose their disbelief chop. For example, if a victim has had a heart removed via Serpentis and the illusion is to stake them, the illusion could fail. If a victim of the staking illusion burns Aegis after losing the challenge, the illusion of staking them could fail as it will not be believable. If the Chimerstry user is crafty, they can get around this with St discretion and a disbelief chop.

Celerity:

  1. To determine the order of actions in combat, we compare Initiative. Initiative is determined by adding your base traits (depending on whether you type of action is mental, social, or physical) to your levels of celerity. This only counts for ACTIVE celerity.
  2. Alacrity: Alacrity grants you one action which does not require a chop, such as drawing a weapon, taking 3 steps, or pointing.
  3. Fleetness: 5 can be used while shooting a gun, in addition to dodging gun fire.

Dementation:

  1. Total insanity: Run per Laws of the Night, PG: 146, with this modification:
  1. This power lasts an hour, not the remainder of the evening. If you have more active derangements than your temporary willpower traits, you lapse into a non-functional, psychotic state wherein you can only take defensive actions. Other effects may occur at ST discretion.

Dominate:

  1. Any uses of dominate level 2 and up require a storyteller. It's generally a good idea to get a story-teller for any complex Dominate work so we can verify its legitimacy and that it is properly worded.
  2. Forgetful Mind cannot "scan for memory alterations" but can make a static challenge against the Dominator’s traits to tell if a specific memory is false.  The more believable the false memory to the victim, the harder it is to detect by the person using Dominate.
  3. You may expend 3 mental traits to have access to Obfuscate while using Possession.

Fortitude:

  1. Endurance: Allows you to ignore ALL wound penalties
  2. Resilience/Resistance: If you have Aegis, you win ties in the challenges to test down.
  3. Aegis: Even if you have exhausted your temporary Willpower Traits, you can still power Aegis. Likewise, if challenges have reduced your available temporary Physical Traits below three, you can still expend permanent Physical Traits to power Aegis normally. Quell the Beast does not stop the ability to expend permanent willpower to activate Aegis.  You must declare the use of Aegis before the “placement” throws in order to avoid being staked.

Obfuscate :

  1. Celerity breaks obfuscate at levels over 1 (Alacrity). Celerity is a physical interaction with your environment. Add the highest level of Obfuscate you possess to your traits in tests using or defending your Obfuscate. Conversely, Auspex level is added to the traits of defenders or those attempting to break your use of Obfuscate. Obfuscate levels are added to your traits even if the opposition does not have Auspex.
  2. Mask of 1,000 Faces: This power does not alter clothing, nor can it hide wounds. If you have recently had your head set on fire, you'll be an ambiguperson with a burnt face.

Obtenebration:

  1. Unless otherwise specified in the individual power description, all uses of Obtenebration require actual shadows of at least somewhat commensurate size in order to generate the desired effect. (Each Arm of the Abyss requires at least a roughly child-sized area of shadow to spring from, just to get the ball rolling.) Shadows must be genuine cast shadows, not just areas of “less light” — an area must be well and truly dark in order to be a candidate for use/manipulation with this Discipline. Thus players should bear in mind that in order to summon a truly impressive number of tentacles or other effects from this Discipline, they may have to first extinguish some existing light sources and/or supernaturally shift and stretch local shadows to their liking beforehand. Obtenebration resonates within the Shadowlands as a manifestation of the thing all wraiths fear the most. They will avoid it at all costs. Spectres, on the other hand, love Obtenebration. Obten may be visible in other planes at ST discretion.
  2. Shroud of Night: This power blocks line of sight. Targets within can only be identified if they make a noise as loud as a gunshot or if they attack you within melee distance.  While within the Shroud you have the negative physical trait of “clumsy” and suffer a 2 point penalty to perception mental traits.  Each round you must also test for blindness. Heightened Senses and Eyes of the Beast will not allow the identification of targets, but will lower the negative mental traits imposed by one each. The blindfighting ability can be used as a retest against the Blindness challenge while within the Shroud.  You may also use Cat-like balance to negate the “clumsy” negative trait if you also have the blindfighting ability (cat-like balance can not be used on its own to negate the “clumsy” trait). You may not stack blindfighting with Eyes of the beast or Heightened Senses.
  3. Arms of the Abyss: You may only summon a number of Arms equal to the number of levels of Obtenebration you possess.
  4. Black Metamorphosis/Tenebrous Form: If you have levels of Abyss Lore, you may alter the outward appearance of your Black Met. This will have no effect on the mechanics of the power, but will allow customization for aesthetics benefit.

Potence:

  1. There is no hitting for distance in Always Comes Evening.
  2. Potence may not be used to jump like a superhero (There is an elder power for that).
  3. A character with potence is strong enough to lift 200 lbs per level of Potence.
  4. A character with potence may break sturdy items of a crafts rating BELOW their potence rating. Ex: Someone with Puissance could break down a crafts 4 iron door, but not crafts 5.
  5. Prowess: All Physical traits can be returned by using Prowess. Prowess is usable once per night as normal.
  6. Might is only the last retest in the challenge for the player who bids it. Opponents are not restricted on retests thrown.
  7. Vigor: You don’t have to declare the bomb.
  8. Puissance: You break most normal weapons. A melee or thrown weapon must have a crafts 5 rating to insure you do not break it.

Protean:

  1. Shape of the Beast: Any beast form has to be thematically appropriate to Vampire the Masquerade. For visiting PCs, forms will be changed to Wolf and Bat if the ST decides that a character’s form powers are not thematically appropriate. We will otherwise use the rules in the Gangrel Clan book for this discipline.

Presence:

  1. Awe cannot be used as a retest for Summon unless you have line of sight. You must be within Line of Sight of your target to use Awe. Awe cannot cancel Awe.
  2. Summoning: You CAN summon to a Boot party in ACE. Once you see the summoner, if you know IC they are hostile, you can try and run. If you are being summoned, it is considered cheating to indicate in any way that you are going somewhere against your will. However, asking someone to walk with you to finish a conversation is legit if you were summoned mid-topic. You may not Summon someone while Obfuscated. If you Summon someone then activate Obfuscate, the Summon ends. You will not leave active combat if summoned. The summoning will take effect once you are able to leave relatively safely. You may expend a willpower to postpone responding to a summon for 10 minutes.
  3. Majesty: The person breaking majesty is considered the defender. There is no obvious boundary for Majesty. Majesty’s power over you depends on whether you are focused on the Majestic person or not. If you are in the immediate vicinity, and able to see and hear the target, you are affected. If you are in a corner of a room and not paying attention to the hullabaloo in the center, you are not affected. If you look at a target through a sniper scope, you have brought yourself within the influence of the target’s Majesty and are affected by it. However if you aim at a target a long distance away that you can’t even see, and fire a catapult (or howitzer if you have the item card) at it, you are not affected by that Majesty.

Quietus:

  1. Only Quietus in Laws of the Night is used by PCs in Always Comes Evening.
  2. Silence of Death: This discipline does not prevent Blood Magic users from using Blood Magic (unless the power specifies that the recipient must be able to hear the caster). The sphere of silence created by this power dampens all noise within it. You cannot use it to have a conversation with someone unheard.
  3. Scorpions Touch and Baal’s Caress: Coated weapons are limited to their bonus traits. Per the Laws of the Night, Pg 171, you can coat nothing smaller than a dagger. You cannot coat bullets. Example: A +2 trait weapon can hold two levels of Scorpion's touch OR 1 Scorpion's Touch and 1 Baal's Caress. Each coat requires a blood point. Remember that a weapon with a kindred ward CANNOT be coated with Quietus blood unless the kindred coating it is immune to the ward. Otherwise the blood just burns off.
  4. Scorpion's Touch: Traits lost to Scorpion's touch are cumulative but can be refreshed with willpower or Prowess (provided the trait lost is one that would be refreshed with Prowess). Blood traits cannot be lost permanently due to Scorpion's Touch, but physical traits gained with blood can be removed.

Thaumaturgy:

  1. All Thaumaturgy powers require the expenditure of blood unless otherwise noted in the power description.
  2. The rule of three will be used in most cases where traits must be spent to fuel the power. Path of Transmutation is a notable exception. Others may occur and the ST has the final say.
  3. Thaumaturgy: Path of Transmutation: Gaol requires a mental v. Physical challenge against a sentient target. Mental traits that fuel the power are spent only on a successful challenge.
  4. We reserve the right to alter any paths and rituals we feel are unbalanced, even if we don't list them all here.
  5. You may cast up to your Occult level in personal rituals at the start of game. These rituals may not be offensive in nature. There is no test for these rituals.
  6. Basic rituals take 10 minutes, Int. take 20 minutes, and advanced take 30 min.
  7. Thaumaturgy actions occur on initiative as normal.
  8. Blood beads/stones created by Principle Focus: In combat, these must be individually activated manually at a rate of 1 per round. You must activate them in your mouth, swallowing them ahead of time will not work. See the feeding rules for further information.
  9. Methods of mystically storing blood: See the feeding rules for more information.
  10.  Stone of the True Form: May only be used if you have the ritual on your sheet.
  11.  Thaumaturgy: Focused Mind - Focused Mind 1 does not provide three additional mental traits for Thaumaturgy. It only applies to logic, investigation, memory or reasoning.
  12.  Perfect Clarity – This discipline is does not give the user ties in Majesty challenges.
  13.  Spirit Manipulation: Entrap Ephemera (Fetishes): We reserve the right to veto any fetish we feel is over-powered at any time. All fetishes must be activated with willpower and chops per The Guide to the Camarilla. All fetishes must have a drawback. If a fetish is signed in without one, one will be added per ST discretion. PCs can only carry as many Fetishes as they have dots in Occult. Any item can only have one spirit bound into it.
  14.  Pavis of the Foul Presence: Only functions on Presence levels 1 through 4. The power simply makes Presence ineffective against the user, it does not reflect the power. The person using the Presence power is unaware to the reason the power has failed.
  15.  Engage the Vessel of Transference: The Vessel can hold 2 blood traits at most. A description of the item must be given to the potential victim if the item is being handed to them by the caster, or prior notice must be given to the ST staff if the item is left somewhere in the gather location or scene for “passive use”. If they have Occult 4 or higher they can make a perception chop to notice the hermetic sigils. For those who win their perception chop: only those who have previously learned what a Vessel of Transference is would recognize these sigils, others would simply recognize it as a magical item.
  16.  Eyes of the Past: Will only function on the immediate area. If cast in a room/elevator/van/whatever, you will not be able to see out the doors or windows of the room in the past. If done outside a building, you won’t be able to see in the building. If done in a field, you will only be able to see the area around you approximately the size of a large room. In other words, you have to be in the place where you want to look, in order to look back in time there; you can’t examine the past in a location that you are not in. You must be willing to risk entering a place to look into the past there. It does not see through Obfuscate, and you can not use Auspex while using Eyes of the Past.

Necromancy:

  1. Soul Steal: An ST must be present for all uses of this power. The victim of Soul Steal may spend 1 permanent willpower to return to their body at the end of the round.  Quell the Beast cannot prevent this expenditure.
  2. The victim of a Soul Seal does not become a true wraith, they cannot be affected by further necromancy, but they can be affected by wraiths per ST discretion. You may not use Haunting to bind a kindred soul to an object after the use of Soul Steal.
  3. If someone using any form of possession is affected by Soul Steal, the current, dominant soul of the possessor, not the possessed, is removed
  4. Ash Path; Ex Nihilo: The door must be drawn on a wall or other vertical surface.It cannot be drawn on clothing or life forms. The drawing of the door is a part of the activation of the power; this power cannot be activated without drawing it. The door cannot be drawn ahead of time. Only the user of the power may step through the door.
  5. Haunting: Kindred souls can not be bound to locations or items. Only actual wraiths may be bound using this power.

Combo Disciplines:

  1. Inspire Greatness: You may only grant level 1 of either Potence or Fortitude to those players who are physically present (and in-character) during the speech if the chop is won by the speech giver. You may not grant this to more players than the speech giver’s mental traits.
  2. Greater Inspire Greatness: You may only grant level 2 of both Potence and Fortitude to those players who are physically present (and in-character) during the speech if the chop is won by the speech giver. You may not grant this to more players than the speech giver’s mental traits.

Banned Content

  1. STs will not be running any plots or scenes involving rape. It is not banned from PC background write ups.
  2. Any content from the ST  Vault is banned in Always Comes Evening.  PCs based in ACE will not be permitted to purchase ST Vault content, and it will be redlined on visitor sheets when signing into ACE.

Banned Powers

The following disciplines are not usable in Always Comes Evening:

  1. Dur An Ki: Ex Infernis
  2. Thaumaturgy: Binding the Abyss
  3. Custom powers that prevent other powers from being used

Always Comes Evening characters may have these powers on their sheets to use in other games. They may not use them in the Always Comes Evening game.

Out of genre:

Merits, abilities, flaws or powers associated with creature types that are NOT kindred will not be allowed for Kindred. If it’s not from a Kindred book, you can’t have it on a Kindred sheet. In particular that means no merits from non-Kindred books. If you are a Kindred, you are Kindred, not Kuei-Jin, Fae, Demon, or Garou. If you are a Kuei-jin, you are a Kuei-jin, not a Kindred, Fae, Demon, or Garou. You are a banality engine to the Fae and a wyrm fountain to Garou. Even if you have humanity 5, they still dislike you, but they might do the courtesy of just avoiding you instead of killing you. You cannot activate any item or power that requires Quiescence, Rage, Pathos, Glamour, etc.

Custom Content:

The staff reserves the right to restrict or disallow any player created stuff/any custom content. That includes player created combo powers, fetishes, thaumaturgical paths, or anything else not directly in a Mind’s Eye Theater book or OWbN packet. With regards to what the staff will or will not allow, custom content that gives bonus traits, retests, increases damage, mimics something that already exists somewhere else, or gives increased offensive capability to a PC, it is not likely to be approved.

To learn custom content, your PC must have an IC connection to the creator of the custom power.  Your PC may learn custom content through a legitimate source who can teach (or provide teaching materials) for the custom power.  Learning custom powers is at the discretion of the ST staff.

Other Stuff: