A role-playing game is one in which players take on the role of characters to create a story. A live action role playing game is one in which the players do not sit at a table rolling dice, but instead immerse themselves in acting the parts of their characters (as if they were in a play). A troupe game is one that exists for the enjoyment of its players and does not belong to any larger organization (in this case, for example, the Camarilla Fan Club or One World By Night). “Guerrilla” gaming takes place in a venue that is not mainly for the purpose of gaming (in this case, the mall). It is important when playing in this style that all the participants take care to avoid antagonizing the public and follow all rules of the hosting venue without creating any problems.
We are using the ByNight Studios Laws of the Night as our basic rule set. It is the most recent rules and has many advantages over previous rules, including a very streamlined challenge system and a great mechanical portrayal of why being a vampire sucks. However, we are modifying with the following House Rules, and reserve the right to add more.
Although a player may portray a vampire of any generation 9-16, we've added mechanical benefits and drawbacks to make the choice more interesting. See the character creation section.
In addition to any usage of Willpower detailed in rules, Willpower can do the following:
In addition to any Merit or Flaw listed in the book, players can use any Merit or Flaw from a published or made-up source, with Storyteller approval. Note well: we aren't going to approve overpowered nonsense: don't even ask about True Faith. Also, we will not generally approve Merits and Flaws that override current rules, for example, the Thin-Blood flaw. A good resource is: https://saligia.fandom.com/wiki/Category:Character_Creation
Every vampire clan has a traditional advantage. These are largely role-play based and have been play tested over 30 or so years of LARPs. Every vampire clan also gets a "cookie" - a free thing detailed on the clan page and in the game word document. Non-vampire characters get MORE free points.
Upon purchasing a level of a discipline, a character must learn a power of the blood. It can be any power that the character can use which includes the discipline just learned. Learning the first level of a discipline that is out-of-clan requires having tasted the blood of a vampire who possesses that discipline in-clan. Learning Blood Sorcery, Oblivion, or any power that is not printed in the rule book (hint: those exist!) requires a teacher. A character can learn levels of a discipline beyond 5, at the standard cost increase. In this way, you can collect all the powers - eventually.
Heart of Darkness is an amalgam power requiring Protean 4 Obfuscate 2. This makes it available to Ministry characters (I think this one was an actual mistake, since this is a Ministry signature power).
In order to receive mechanical benefits from belonging to a Coterie, it must be registered with the Storytellers. You may not join, leave, or create a Coterie more than once per session. Note: this is an out-of-character requirement. In-character consequences are what they are.
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