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.
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 CombatRounds
constitute the order of Actions in one "Turn":
Alacrity Round: pre-emptive Actions (may be taken at any point in
the turn though traditionally prior to everyman)
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)
Swiftness Round - in descending order of traits
Legerity Round- in descending order of traits
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:
Impressed upon players the truly dangerous effects of violence and
that even mortal can have a good day with a weapon
Reduced combat time.
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."