House Rules for Dark Colony OWbN VtM LARPs
VER. 7.1 (July 2018)
Hartford: Dark Colony
Outside Interactions (Interacting with other games/Coordinators)
All players of HDC must, when interacting (online) or interacting with any Coordinator’s office in OWbN must log the conversation in their PC’s PuppetPrince Journal, as well as courtesy copy (CC) of the email exchange. Poor behavior will be addressed just as it would at game. This may include loss of xp, loss of character and ban from game.
Experience Points Policy
- Attending Game: 8xp
- Downtime Scenes of 15+ total emails / interactions(Staff must be CC’d or have it summarized) - 2xp per scene
- Downtime Journal Entry: 2xp per entry
- Travel to another game: 2xp
- Out of Character travel time to another game: 1xp per hour
- Storytelling for another game: 8xp*
- Serving as a CM: 4xp*
- Being an OWbN Coordinator: 8xp*
- Being an OWbN Subcoordinator: 4xp*
*XP earned for positions held within OWbN may only be applied to your PC if you are not claiming XP for the position(s) on another PC.
Blood Magic House Rules
Line of sight: Thaumaturgy/Necromancy (That does not require touch) may not be used on targets who are obscured, whether that be by smoke of via Shroud of Night. The exception to this rule is ranged attack powers such as Repulse and Lure of the flame. In these cases, blind fighting mechanics apply.
Uncontested Range: Thaumaturgy provides neither the advantage of, nor protection from Uncontested Range.
Magic Items: Magic Items created via Entrap Ephemera or other means may only grant up to +3 traits in any challenge, up to three retests or traits per scene whenever they produce any such effects. A character may only benefit from one such item at a time during any given effect or action.
Koldunism: As ran per the most current OWbN packet.
Mind Affecting Thaumaturgy: The following paths and rituals are considered mind affecting Thaumaturgy for the purposes of Iron Heart, Iron will, etc. Be advised that other paths and rituals may also apply. This list includes but is not limited to:
Path Specific House Rules
Potency of Blood - Does not circumvent 30 trait maximum for PCs.
Lure of the flame - Courage tests caused by lure of the flame are made at a difficulty equal to the level used.
Firestorm - Only one trait is risked regardless of number of targets. When a target is struck, all items that are not fireproof are immediately destroyed
Movement of the Mind - Only one trait need be bid, regardless of the number of targets.
Weather Control - Target suffers 3 lethal damage if used indoors or under clear skies, no additional traits risked. If it is raining or there is storm overhead, this deals 10 Lethal instead.
Elemental Form - benefits of elemental form are replaced by the following features. This level may be activated more than once to benefit from up to two elements at the same time.
Binding the Abyss - Caster must possess a higher rating in "Binding the Abyss" then their opponent's rating in Obtenebration rating in order to affect them with any levels of the path. Abyss Mystics may spend spend a point of Willpower to reverse any use of this path.
Curses - Effects caused by this path only last the scene. Curses must be clearly heard in order to have any effect.
Focused Mind - One Track Mind now functions as follows: "Target gains +2 bonus traits added to challenges while pursuing one immediate objective. If stopped or distracted, they immediately lose the benefit of this power."
Mastery of the Mortal Shell - Seizures - now functions as follows: "Vampires affected only suffer a -4 trait penalty to challenges for the remainder of the scene. Make two Simple Challenges. If both succeed outright (lose on ties), the target Vampire cannot initiate Physical challenges for the remainder of the scene " This works as printed on living targets.
Marionette - Does not control the use of disciplines in the target and must win a mental challenge each round of combat they intend to control their target.
Gift of Morpheus - Enchanted Slumber may not be used to put a vampire to sleep. May not be used on vampires in torpor. Level five requires a personal item or true name to cast and a vampire who dies In dream combat goes to torpor.
Spirit Thaumaturgy - Fetish - May only be used to grant the benefits of Basic and Intermediate levels of Arcanoi. When an Arcanoi power is used that requires an extended challenge the limit of successful challenges falls under the rule of 3.
Way of Levinbolt - "Stun" causes a -2 trait penalty to actions for the duration of the stun effect.
Rituals Specific House Rules
Blood walk - Has no effect past 6th generation.
Calling the Restless Spirit - Calls a psychic impression. Only the caster may interact with the "spirit" and other powers have no effect on it.
Donning the Mask of Shadows - Gives a +2 bonus to Stealth challenges.
Pavis of Foul Presence - Must be recast after three uses. Has no effect on Summon or higher levels.
Principal Focus of Vitae Infusion - May hold no more than 25 beads at a time. May ingest no more than 3 traits of blood per round. Takes an action to use beads.
Eyes of the Past - Does not pierce illusions or obfuscate employed at time/ place being observed. Disciplines such as Auspex may not be used in conjunction with Eyes of the Past.
Protean Curse - Only turns current form into a bat. Afflicted target may still shift into other forms, sometimes requiring multiple uses to trap the target in bat form utterly. The curse lasts for one scene.
Mephistophelean Minx - Characters may only gain up to 3 Willpower traits, one each hour with this ritual.
Blood Allergy - requires a personal item to cast. The effects last a number of rounds equal to the caster’s willpower rating.
Stone of the True Form - Only the caster may use stones. They must be pressed to the target and may not be thrown.
Warding Circles - Function across realms.
Escape to True Friend - Requires an action to use. Effects go off at the end of the round.
Virus Acquiring Eundo - May only be used on basic rituals and may only grant minor improvements. Examples include but are not limited to: