Quicken the Dragon Chronicle


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GAME MECHANIC ERRATA

These are game mechanic adjustments we have found necessary to keep the play environment balanced. If not listed below, then follow Laws of the Night Revised, LotN Guides and Time of Thin Blood.

Topics:

How does Healing and Health Levels work?
How do you use a trait in a challenge/bid?
How do use will to replenish my traits after expending them?
What is the order of action in a combat?
How does "Mob combat" work?
How do I Retest? Dark Epics was confusing!
How do I bid a Surprise attack?
What the heck is a "Called or Disarming shot?"
Is there such a thing as "knocking-out" a vampire?
Don't Firearms do bashing damage?
Potence: declare the "Bomb" and "win-all-ties"
What can I do with Willpower?
Obtenebration interpretation!
Special issues with the Fortitude discipline.
What are all these hand signals?
What are Auctoritas Ritae and how does the mechanic work?


Healing
A vampire will heal one Aggravated wound per night with the expenditure of 3 blood and a full day's rest. Upon resting, if he has the requisite blood in his body, it will happen automatically and he cannot choose not to expend the blood. Otherwise, he may heal Aggravated Wounds at a cost of 3 Blood and 1 Willpower per wound level. This may be done as many times as the character has the personal reserves to spend.

Bid a Trait!
You must bid the trait for any non-simple challenge. Yes, we want to hear you name that little ol' trait, so you know which one to cross off if you loose. This is especially applicable for Physicals as some pertain to stamina, agility or strength specifically. Potence, for example, only pertains to strength and if you didn't declare those earlier and did loose them, then it's an entirely different ball game when you need one again and aren't differentiating the traits. This includes naming the applicable trait when you are using a Discipline. Some Disciplines merely cost a trait (mental, blood, will, etc.) to enact rather than bid it against someone in a challenge or they may require a Willpower or Blood trait in the mix as well. We encourage players to incorporate all of these factors into their challenge statement nonetheless.

Examples: "I am so Willful that I can hit you with a Forcebolt, knocking you to the ground." "I am engaging the properties of my Blood to go into Tenebrous Form." "I am determined to hit you with a shotgun blast." Remember it can be subtle.

Renewing Traits
A character may renew his Trait Pool of any one category (Physicals, Mentals or Socials) with the expenditure of a Willpower trait. He may do this as many times as he has the Willpower to spend, however he may only restore one category per scene.

Order of Challenges
Combat need not be be adjudicated by a Staff member. However, if there is concern or it is a complex scene, call for a staff member as soon as possible.
An action may constitute a challenge or a character chosing to do something within his capability at the moment. The completion of group of actions in the same time frame are collectively called a round, or "combat round." There are all applicable Rounds constitutes one Turn: pre-emptive, everyman, post and actions. The following Combat Rounds constitute the order of Actions in one "Turn":

  1. Alacrity Round: pre-emptive Actions (may be taken at any point in the turn though traditionally prior to everyman)
  2. Everyman Round: standard action every player is entitled to, in descending order of traits (Social or Mental action per turn takes place in this Round only)
  3. Swiftness Round - in descending order of traits
  4. Legerity Round- in descending order of traits
  5. Black Metamorphasis actions or additional actions from other sources

Supervising staff have the final word in combat adjucations. "Cinematic narrative" may be applied by the Storyteller with consent of the engaged parties.

How this works with large numbers: At the beginning of a turn, the Narrator/ST (or player running the combat) will ask that everyone involved to point to the party they plan to strike (all at once). Once this is declared for the Round, it must be adhered to. The purpose of this is to determine if there are any "mob combat" scenarios (one target and a maximum of 5 physical opponents) in that round.

Once the targets are established, combatants will be called out by number of traits in the category they are using in the attack (henceforth called "initiative") from lowest number and so up to state their action. This gives those with the greatest initiative the opportunity to modify what they would do based on the actions of previous parties. These will be the actions for that combat round.

Challenges proceed in order from highest to lowest initiative. Even if an action is moot as the result of a previous action, it must be carried out by the attacker to determine if he has wasted traits. All characters acting on the same number of traits are assumed to go simultaneously. In effect all characters are assumed to act simultaneously but some execute their act faster than others, thus, higher initiative.

If a character chooses to respond aggressively to a challenge earlier than his trait order, he may do so rather than defend himself, but that will constitute his Action for that Round. As well, a character may choose to hold his Action until later when slower moving characters are in motion during that Action such that they may choose to interfere in some manner or withhold their action entirely, forfeiting the Round. A character may take 3 steps and speak 3 words per Action. A round is considered to be 3 seconds.

Mob Combat
Mob combat rules state that 'a single character may not be attacked by more than 5 individuals at a time.' This is because no more than 5 grown men (a "mob") would be able to converge on a target without getting in each other's way based on shoulder width of an adult. This applies to physical actions or any other Social or Mental action which requires that combatant/target see one another. It applies as well to ranged shots, as the other close combatants are considered to be providing cover. However, if a character is using a power which does not require any sort of proximity or clear view of the target or is a "area effect," she may use this power, above and beyond the 5 combatant limit.

Combatants in a Mob will bid against the target who must respond to each, by risking the appropriate defending trait. There will be one group test per LotN, unless the victim's action goes between the initiative of part of the mob's combatants. In this case, the high initiative group will bid in one mob challenge, then the target will have his action for the round, then the remaining lower initiative parties will have their mob challenge. This is a modification to MET Mob mechanic that is fairer to the target and more in keeping with the revised cascading trait bidding system ("initiative").

Retests
One use for an Ability is the retest. Likewise there are Disciplines and Merits that provide this benefit. Per Laws of the Night and Dark Epics the following mechanic will apply.

A character may retest a single challenge only once from each of the following categories, when applicable: Abilities, Willpower, Merits or supernatural powers (Disciplines, Gifts, overbid, etc.) in no specific order. For example, a character resisting Dread Gaze would use one Ability to retest ("Intimidation") as could his opponent, but if he could not use a second ability for another retest if he failed. Failing the challenge, even after his Ability retest, he may still call for another retest from another category such as Willpower (non-physical challenges), a Discipline, Merit, Surprise or Overbid.

When a character calls for a retest to a challenge, his opponent can employ the appropriate retest for his bit to negate or "block" the retest. This means if one is in a fist to fist combat and retesting with Might and his opponent responds with Might, they cancel each other out . This retest challenge is not thrown. In the case of an Ability being used to cancel another, both spend the Ability, losing that Ability trait for the Night. The retest used to negate must be from the same category as the bid retest - so a Discipline retest can cancel another Discipline retest. The Merit: Luck can cancel out another merit such as Luck, Nine Lives, Bearing of Kings, Code of Honor, etc., which produce a retest. A Discipline retest example would be the Shoud of Night darkness retest may be cancelled by Might (your character is trying to Potently punch someone who is dodging while you are in their Shoud area using the darkness to confuse you.)

A retest called for with a Willpower may not be negated in this manner. The Might Potence retest can be negated by another Might or appropriate retest granting discipline such as Awe or Shoud of Night (as applies), but, should Might be called by either party, regardless of any outstanding retests either party may have, (even if it is successfully blocked), it is the last retest of the challenge. Yes, this means that when Might is called, its an all or nothing poker game.

Remember in Overbidding that you risk an additional trait which means you have expended one and lost on the initial challenged, and now bid another and taking that off your current trait tally, you must have twice as many as the opponent. So if you started with 12 physical traits, lost one initially and think you can overbid, you risk another and your opponent must only have 5 or less for you to gain the Overbid. If the Overbid challenge goes through, the winner of that challenge loses his second risked trait. You may only Overbid once per challenge.

"I Brutally Bid Against You, Suprise One-Two-Three!"
A surprise bid would sound like, "I brutally slug you, *counted silently on the fingers* one, two, three, You're surprised!" We don't count out loud, but rather count it out by holding up the requisite number of fingers in front of the challenged because. We do it this way instead of the traditional way, because we have found people are loathe to interrupt someone while they are bidding, including saying, "one two three!" And thus don't begin their bid. If the attacked party responds by beginning her bid while the Suprise is being counted, the surprise has failed. This means you must start that bid not stutter, "wait, wait... uhhmm... Im gonna... waaaaaaait!" Also remember, there are powers that reduce or lengthen the count such as Obfuscate, Quietus and some Merits). These modifiers are cumulative -

  • 1 reducing ability   = Bid+ suprise 1
  • 2 reducing abilities = Bid+ suprise!
  • 3 reducing abilities = Bid+oh by the way you are suprised.
  • 4 reducing abilities = Suprise. (There is no bid here, Say suprise then before the test you bid)Also if a person has abilites that extend the time and you do not count that time, ie. Danger Sense - you do not get the suprise, but next time you will know and be able to compensate.

A character who is surprised cannot engage Celerity that turn and may only act defensiely. The character with the drop on him gains a free Retest on that challenge.

Called Shots
A "Called Shot" is any bid, which is in tended to injure a specific, harder to hit part of the body (hand, foot, leg) of a moving target for a specific desired effect such as dismembering or disabling.

Any killing shot must only occur after a vampire has reached the Incapacitated health level. When the vampire is in this condition they may be bid upon as normal and do not require a special bid if they are unconscious and thus relent on the shot. But, disarming shots or dismembering shots must do 2 non-Bashing Health Levels of damage for an Arm, Leg or lower spine, or 1 non-Bashing Health Level for any thing from the wrist out or ankle down in the single shot. Decapitation may only occur after the vampire has been incpapcitated but if his spine is severed lowed down he may be paralyzed until it is healed. The attacker must win 2 simple tests after succeeding in the hit or the hit will only do the damage and fail to remove the limb. No additional traits must be risked. This is similar to the Staking mechanic.

Knock-outs
The infamous knock out shot developed SLAFC in 2000, was created by the Regent who was in favor of a lot of mechanic additions that did one of a few things:

  1. Impressed upon players the truly dangerous effects of violence and that even mortal can have a good day with a weapon
  2. Reduced combat time.
  3. Lent a sense of "realism," closer to it anyway, considering we are playing the Undead.

Thus for these he created "Called Shots", Called Killing Shots and the Knock-out (first edition was specific that no shot was specified), the latter of which, in use, seems to have been done by friends for the character's own good more often than by enemies with any kind of deadly intent.

Every group is entitled to create their own mechanic modifications and additions. However, in retrospect, we think the Knock-out Shot got a little far afield. LotNr is really specific about the "Incapacitation" Health Level, which in essence this was in a non-wound level sort of way. However, LotN is specific about this, and so Avernus will not support a "knock-out shot" unless a character is knocked into Incapacitation.

Firearms and Wound Levels (Bashing vs Lethal)
Many LARPS allow for Firearms to do bashing damage (which is not what LotN says). The exception of often shotguns which can remove major parts of the body and thus do Lethal damage. This house rule is often based on canon regarding vampiric anatomy and the logical conclusions based on what they wrote, i.e., a vampire does not "bleed" freely because they lack pumping a circulatory system and does not have delicate internal organs to damage.

However, Avernus will only allow bashing for .22, .38 caliber, 9-10mm or smaller/comparable slugs, or larger caliber slugs that are not hallow point or modified rounds. The exception modification is +P rounds, as the additional powder really only improves speed not necessarily damage.

Here is the rationale: standard slugs of these smaller sizes have been known to pass through a real life human body and initially be walked off, because it is a quick in and out hole. Some do not necessarily know they have been shot. As an example, Teddy Roosevelt was shot fairly close range directly at the heart with a 32 caliber bullet that passed through is thick speech manuscript and entered his chect. He continued to give his speech with the slug in his chest. Though the slug was slowed some by the speech it was still a fairly respectable slug.

Now subtract from this impact the vampiric lack of bleeding and lack of reliance on organs, and you have, approximately, a little pencil hole. Ouch. However, add hallow-point to that and you are taking in a slug the size of a pencil that comes out the size of a half dollar, IF it exits, and IF it does not break a bone in the process (rib). That is with a 9mm round common in most Uzzis. This is at best barely lethal to the undead. So low caliber = bashing. Larger caliber rounds that are not hallowpoint will make a larger entry hole than their lower caliber counterparts, but still stay relatively the same size exiting. So they are comparable.

So, now magnify that up to a .45 hollow point slug and you are blowing a larger entry and much much bigger exit hole, one that would shred operational tissue in a cainite (bones, musculature, brain = ouch and wound penalties!). Bad news and Lethal damage in Avernus. We suspect that many Storytellers make firearms non-lethal across the board, because it is easier to track uniformly. However, the level of magnitude between a .22 and a .45 is the difference between a sparrow and a eagle, so wewill be honoring that.

We will be adhering to the LotNr with regard to blunt trauma being Bashing and cutting wounds being Lethal (though in our opinion, being poked in the gut by a 6" kitchen knife should have an equal effect as a .22 gunshot, but here we will be abiding by LotN for uniformity sake.

Declaring the Bomb
If is required that you in some way communicate that you have the "bomb" or "win-all-ties" advantage before a challenge is tested, or it is not in play for that Action. If you attempt to use the "Bomb" (Puissance or Legerity) and did not declare it before each test but still use it, you have automatically Relented on that challenge. You must also declare "win all ties" as with Puissance or the double damage is not assessed and it is taken that the character pulled his/her punch. You may declare Puissance and successfully winning still opt to pull your punch for lessened damage, but only if they are not startled or angry.

A character may "declare" by stating what level of the power she has or by stating "I have the bomb/and win all ties." In these terrorist sensitive times, it is ill advised to standin dark clusters of trench coats in the dark near a police station and proudly declare 'I have the bomb!' So we strongly recommend stating the highest level of the Discipline which is applicable in the bid (that which implies these benefits) rather than using such language as "I have he bomb" which could be construed dangerously by a passing non-participant with fears of terrorism.

Willpower

  • Willpower allows a vampire one retest in most Mental or Social challenges with the exception of those Disciplines which state otherwise.
  • Willpower allows a character to replenish all of his Traits in one category: Physical, Social or Mental. We allow this as many times as you have Willpower to support but you may only replenish one category per turn.
  • Willpower allows the character to ignore the effects of wounds up to and including Incapacitation for one challenge and remain conscious or 15 minutes a piece past his normal Morality Rating sleep time.
  • A character may expend a Willpower trait to avoid the effects of a Derangement for a scene though he will have to roleplay signs of the internal struggle.
  • A character may expend a Willpower for a test to come out of Frenzy (per frenzy)
  • A Willpower may be used to gain the temporary use of an Ability that a character does not have. This is not useful for re-testing.
  • Spending one Willpower allows a character to direct their Frenzy for one turn.
  • A character may fend off Frenzy for 10 minutes with the expenditure of Temporary Willpower. If the Frenzy trigger is still present after that time, the vampire must check for Frenzy again immediately.

    Avernus mechanic enhancement for Willpower:
    If a character runs out of Temporary Willpower in a game session, he should retire., Having exhausted himself mentally, he will be confused, easily suggestible, forgetful and highly irritable. Your character will automatically loose on all frenzy tests while in this condition and gain the Negative traits: Submissive (mental), Dull (social) and Lethargic (physical), until Willpower is recovered. This is a dangerous situation! You may still have the opportunity to regain your Willpower if your are roleplaying your Nature at this point, but that is a risk. Talk to your Storyteller immediately if you run out! If you run out of Permanent Willpower, your character must retire from the game session immediately. Your character is on the verge of Torpor and will become exhausted and sleepy seeking repose. You must purchase a Willpower at the next opportunity or the character will seek time in Torpor for a period based on your Morality rating as follows (this is an adjusted Avernus Scale* and if applicable to all instances of Torpor:

    Morality 5 = Two days
    Morality 4 = One month*
    Morality 3 = One year
    Morality 2 = One decade
    Morality 1 = One century

Obtenebration:
White Wolf revised for Shoud of Night reads:

Evoke a cloud of inky blackness that absorbs all light and distorts sound. Spend a Blood to create a sphere of blackness roughly 10' in diameter within your line-of-sight within 50 feet of your location. Victims enveloped in this globe suffer the Negative Physical trait, Clumsy, and mortals with 5 or fewer current Physical traits may be strangled as noted above. This tenebrous cloud can move at a speed roughly equal to a walk, as long as you concentrate fully on such motion. Inside the blob, all light sources other than fire are extinguished and sound is muffled. All victims of the cloud, without some means of seeing, suffer the penalties of total darkness: down 2 traits in tie resolution and are forced to make a single retest on any successful challenge because of the darkness [this means once per turn]. Even those with Heightened Senses and Eyes of the Beast are affected; each removes 1 penalty trait from the effects of the cloud (the forced retest is not removed). The Shroud of Night lasts for the entire scene/hour/or until you dispel the darkness.

Avernus stipulates that while using Shroud of Night, the caster must focus on bringing forth the inky abyss and thus cannot call up other forms of Obtenebration while using Shoud or it will dissipate just as if he had lost consciousness. He may take physical actions, but otherwise may only walk or converse and not engage any action which would excessively compromise his concentration. Characters with Concentration or Abyssal Mysticism ability are exempt from this stipulation. Please read about more Obtenebration level errata by Pete Woodworth, MET Developer.

Additionally, we support the following hand signs for Obtenebration which are not listed in MET materials. Tenebrous form is similar for other amorphous forms such as Astral Projection (Auspex) and
other genre ghostly manifestations.

Shadow Play invisibility
Black Metamorphosis
(wiggle fingers slightly)
Tenebrous Form

Fortitude 5 (Advanced): Aegis
You resist all damage and survive any attack. At any point during a turn, you may declare the use of Aegis. You must expend a Permanent Willpower or 3 permanent physical traits to activate. When you declare Aegis, you immediately revoke any damage that you suffered in the Turn, and you take no damage for the remainder of the Turn (yes, this includes staking). You may even declare Aegis after you have been "killed." ignoring the damage that killed you and any other injury suffered in the same turn. If you are "killed,"you must use Aegis in the same turn. Once a new turn begins, you cannot revoke any previous damage. Use of Aegis is "reflexive;" it does not count as an action, so it can occur any time in a turn. However, this is not to say that it will happen without you choosing to do so. It is not automatic. This means if you are in Frenzy you cannot spend Willpower to do this. Additionally, a character in Avernus will be limited to spend only as much Permanent Willpower as you have in current Temporary Willpower.

Hand Signals
We use a small smattering hand gestures to represent specific aspects of game mechanic. As there are many groups out there with their own versions, we wanted to clarify it here. You will note some of these are not used currently i revised edition or are different form those listed in Revised MET. This is to avoid the fear of "gang sign" misinterpretation or because they were either unnecessarily informative (you don't need to know you are bugged or that the ventrue using obfusccate is really an infiltrator using Shadow Play), or distracting. The purpose of these gestures is to make game play more fluid, requiring less OOC dialog and to provide a less confusing environment, especially in complex discipline use scenes.

Remember: the whole point of this pastime is roleplaying, and we do what is necessary to facilitate that. If there is some confusion about what sign another player is using, we recommend you politely inquire and continue with the scene. Please use hand symbols which allow you to enter a scene in which you are not participating unobtrusively, so as not to distract other acting characters.

MORE AVERNUS HAND SIGNALS
Blood Form
- OR-
Mist Form - wiggle fingers
Tenebrous Form
- OR-
Astral Projection Form- wiggle fingers
Unspecificed effect in which you are unseen. Not used for Shadow Play or Obfuscation.

Horrid Form
(thumbs to the chest)

Animalism
Fight Form
(wolf, cat, bear)
Animalism
"Flight" Form
(lock thumbs and make wings of the fingers)
Spending a Blood Trait
(tap jugular for each)
Spending a Willpower Trait
(tap chest for each)
Out of character
- Send help -
Heightened Vision
Heightened Hearing
Telepathy
Obfuscate, Shadow Play
Majesty
Foreign Language
     


"The path of the righteous man is beset upon all sides by the inequities of the selfish and the tyranny of evil men, blessed is he, who in the name of charity of goodwill, shepards the weak through the valley of darkness for he is truly his brother's keeper and the finder of lost children.  And I will strike down upon thee with great vengeance and furious anger, those who attempt to poison and destroy my brothers.  And you will know my name is the Lord when I lay my vengeance upon thee."

--Ezekiel 25:17