Some Notes on Laws of the Night: Revised and my Tweaks/Changes/Clarifications
Okay folks, these are just the notes I made to myself as I read the Laws of the Night Revised books. I've just prettied them up a little bit to make them more legible, but they're just my chaotic notes at heart.
This list of things is not meant to replace reading Laws of the Night Revised! This information is only to clarify things that are different from Laws of the Night Revised (and a few changes from Laws of the Night: Second Edition, where needed). Essentially, this is sort of cheat sheet for people who know the rules, sort of - I'm just calling attention to things that I think you should know and be aware of.
Please still read Laws of the Night Revised; that will make some of this stuff a lot clearer.
Character Creation Changes - You Must Read This!
Overall, there are no major changes from the character creation system presented in Laws of the Night Revised. However, there are some minor changes, which are listed below.
- Instead of starting with five Abilities, a character will start with more; at least 10 (maybe more, if I allow so).
- There are several new Physical, Social and Mental Traits listed in the Sabbat Guide - these are not allowed.
- There are additional Abilities in the Camarilla Guide (Hunting and Psychology) and the Sabbat Guide (Blind Fighting, Fire Dancing, Fortune-Telling, Rituals, Torture and Vamp). Characters can select those Abilities as well (but I might ask for explanations on some of them, like Torture and Rituals.)
- I have created a new Ability - Diplomacy. (I was also going to create a Seduction ability, but then I realized it would be identical to the Vamp Ability in the Sabbat Guide.) This is due to the creation of the Empathy and Intimidation Abilities - it's a long story, don't ask, just know that there is a Diplomacy Ability in addition to a Diplomacy Social Trait.
- There is an additional Background that characters can choose, which isn't listed in the books - Status. For every Background Point you spend, characters get a Status Trait of the appropriate type (i.e., Camarilla or Sabbat).
- Merits and Flaws listed in the Camarilla and Sabbat Guides are allowed as well. If there is a Merit or Flaw you want that isn't listed in those books, talk to me - I might allow it.
- There is a list of how you can spend Free Traits on pages 72 and 73 of Laws of the Night Revised. I am adding a few minor things to that list. In addition to what is listed, characters can purchase an Intermediate Discipline for four Free Traits, an Advanced Discipline for five Free Traits, a Basic Ritual for one Free Trait, an Intermediate Ritual for two Free Traits, and an Advanced Ritual for three Free Traits.
- A character's Starting Willpower will be equal to their Courage Rating. A character's maximum Willpower will be determined by Generation. (In other words, a character with a Courage Rating of four will start off with four Willpower Traits. If that character is 9th Generation, they can have a maximum of ten Willpower; if they were 5th Generation, they could have a maximum of eighteen Willpower.) All Generation information (trait limits, ability limits, willpower limits, blood pool limits and blood expenditure limits) is on page 95 of Laws of the Night Revised.
- There will be what I am calling a "Generation Shift" when it comes to gaining Disciplines beyond Advanced. According to the Camarilla and Sabbat Guides, a character can gain "Elder" level Disciplines at 8th Generation, "Master" level Disciplines at 7th Generation, "Ascendant" level Disciplines at 6th, and "Methuselah" level Disciplines at 5th Generation. In tabletop, characters can level these powers starting at 7th Generation, not 8th. We are going with tabletop's view. Therefore, the Generations at which characters can learn beyond Advanced level Disciplines moves down by one, accordingly. That means that you can learn Elder Disciplines at 7th Generation, Master Disciplines at 6th, and so on.
General Challenge/System Notes - Optional, But Fun, Reading....
Let's look at Challenges first, as they are what people will probably have to deal with the most. There are three types of Challenges: Simple Tests, Static Challenges, and regular Challenges (which I'm calling Dynamic Challenges). We'll also be looking at Status, since we're going with Status as it is listed in the rule book.
Quick Overview of Dynamic Challenges:
- Player A bids one applicable trait and sets their half of the terms ("I will Brutally smack you").
- Player B bids one applicable trait and sets their half of the terms ("I will Dexterously get out of the way"). Admittedly, Player B can relent. If they relent, they lose the challenge automatically, cannot call for re-tests, etc. They lose no Traits, however....
- After Player A and Player B bid a Trait each, you Test! (If you can throw the Bomb, you must declare it before you test; that's my personal rule, incidentally.) There will be a winner and loser, or there will be a tie.
- If you lose the Test, you lose the Trait you bid for the duration of the evening.
- If players tie, they then reveal the total number of Traits they have (A first, then B). Whoever has more Traits wins. If both players have the same number of Traits, then it's a draw - they both lose.
Complications for Dynamic Challenges:
- Re-tests.
A player can call for a re-test by burning an appropriate Ability, using a Discipline (if appropriate to the Discipline) and using Merits. You can call for multiple re-tests, but a different thing must power each re-test. You cannot use multiple levels of the same Ability to get re-tests on a single Challenge! For example, a person with Brawl x5 can only burn one level of Brawl in order to get a re-test on a single challenge. They could not use Brawl once, lose, and then use Brawl again. Each re-test must come from a different source. A player could, for instance, use an Ability, a Merit, a Discipline and then a different Ability....
- Negative Traits. These can be called out after the bid, but before the test. If you are correct when you name someone's Negative Traits (or their weapon/item's Negative Traits), they must be an additional Trait for each correct Negative Trait you named. If you are wrong, you must bid an additional Trait for each incorrect Negative Trait named. If someone is unable to bid enough additional Traits, their opponent has that many additional Traits for tie and overbid purposes. (Quick reminder: you can use someone's Nature as a Negative Trait, if appropriate to the situation. You cannot use someone's Demeanor as a Negative Trait, however.)
- Overbidding. If you lose a challenge, you can call for an Overbid. If you wish to do so, you must bid a Trait (i.e., a second Trait after the one you lost in the first challenge). The defending player doesn't need to bid a trait, just the person calling for the overbid. Then, both players reveal their total number of applicable traits. If you have double the amount of traits your opponent has, you test again. The second test is performed as normal, except your opponent doesn't have to bid a second trait. If you lose, you lose that trait. You can keep overbidding as long as you have double the traits of your opponent.
- Weapons/Items. Weapons and Items usually grant bonus traits and sometimes have negative traits. Those Bonus Traits apply to the total number of traits a character has, and therefore only matter when it comes down to comparing traits in cases of ties or overbids or things like that. Weapons and Items also have special abilities, but they usually do not affect the challenge itself, just the results of the challenge.
- Order of Operations. If multiple characters want to do things in a single action, check the applicable number of traits. Consider this a form of "Initiative," in that characters with more traits going before characters with less traits. Actions that require no traits or challenges (using Earth Meld, for example) go dead last. The type of action (Physical, Social or Mental) doesn't matter - a character with 12 Physical Traits goes before a character with 11 Social Traits. Characters with equal amounts of traits go simultaneously.
Quick Overview of Static Challenges:
- Player A bids one applicable trait against a Narrator/Judge/GM/Whatever. ("I am Dedicated, and I will hack into this computer system!")
- The GM decides the difficulty of the task. This Difficulty will be the total number of traits the GM has for purposes of tie resolution.
- Test and re-test as normal. Player can overbid as normal if they ultimately lose.
- Traits are not always lost during Static Challenges; the GM will let players know if this is the case. Players should assume that the traits bid are lost as normal if they lose the Challenge.
Quick Overview of Simple Tests:
- Player A tests, usually with a Narrator (or another player, in cases of certain Disciplines).
- The Player usually wins the test on a win or tie on the rock-paper-scissors. In some cases, the Player wins only on a win.
- No Traits are bid, therefore re-tests or overbidding is not allowed on Simple Tests; it's a "you do it or don't" situation, usually.
Mob Scenes:
Mob Scenes have been radically re-worked from Laws of the Night Second Edition. It is no longer a system in which multiple characters back each other up in a single challenge. Instead, Mob Scenes are now a method by which multiple challenges can be simultaneously performed semi-quickly. A quick summation follows:
- Multiple characters decide to attack a single character. There is a limit on how many characters can attack one character; only five attackers can gang up on a single defender.
- Each attacker bids a trait to start their challenge.
- The defender must bid a trait for each attack; if they do not have enough traits to bid against all attackers, they must relent on some of the challenges (specifically, they must relent on the number of challenges they do not have traits to bid on). The defender gets to choose which attacks they relent on.
- The tests (RPS) are performed simultaneously. All re-tests are resolved as normal, which each specific attack considered separately.
- Trait losses are applied, and the specific challenges are then resolved in standard order. (In other words, once all the tests are done, you look at the specific challenges and numbers of traits involved, and order of operations apply - those things with more traits involved happened first and so on.)
A Quick Note on Damage:
There are now three types of damage, not two. Instead of Normal Damage and Aggravated Damage, there is now Bashing Damage, Lethal Damage and Aggravated Damage.
Bashing Damage is usually inflicted by Brawling (i.e., hand to hand stuff, "soft" weapons like clubs and blackjacks) and it cannot kill. In fact, all Bashing Damage taken by Kindred is halved (Bashing Damage taken by Mortals and Ghouls, however, isn't halved). Bashing Damage can render someone unconscious, but it cannot kill. Lethal Damage is caused by most "hard" weapons (guns, knives, axes, things like that) and it can kill you eventually. Aggravated Damage is caused by fire, sunlight, certain Disciplines and the like. It is always killer damage.
You can heal one level of Lethal Damage or Two Levels of Bashing Damage by spending a single point of blood. This healing can be done at any time, even while in combat or using Disciplines. Aggravated Damage takes more to heal. Healing a level of Aggravated Damage (if you don't have Fortitude) requires spending three blood traits, a Willpower Trait, and getting a day's rest. You can heal more than one Aggravated Damage level at once, provided you have three blood and a Willpower Trait to spend, per level of Aggravated Damage. You still have to rest for the day, however.
Status Stuff
First of all, we are going with the Temporary/Permanent Status Traits split. As a reminder/refresher, here's a quick breakdown what you can do with Status, and who can manipulate (grant or remove) it. Also, please note that we are only dealing with Camarilla Status and Offices here. Sabbat Status is a whole different ball of wax.... Rules and information regarding Camarilla Status can be found on pages 216 thorough 221 in Laws of the Night Revised.
What Is Status Good For?
- Temporary Status may be used to add to your Social Traits during an applicable Challenge. For the most part, this does not apply to Disciplines that use Social Traits; this applies to simple things, like intimidating people, seducing them, etc. Also, In applicable challenges, a Temporary Status Trait may be bid instead of a Social Trait.
- Status is a measure of a character's credibility. In a situation where things come down to one Kindred's word against another, Status can be the determining factor. In cases where there is no other evidence to stay judgement, characters with high Status will be believed and trusted more than characters with low Status.
- You must have at least one Trait of Status in order to petition the Prince.
- You can loan Temporary Status Traits to another character, which will enable them to use that Status, until you ask for its return. This is usually done as some sort of boon arrangement. This is, incidentally, how the Sheriff and Harpy make Deputies and Lesser Harpies - they loan them Status.
- Finally, Status can be viewed as a rough estimate of a character's standing within the Camarilla. A Character with high Status is just viewed better than a character with low status.
Who Can Grant or Remove Status?
- Any character can remove Status from a character with less Status than they have. This is done on a one-for-one cost basis; it costs a character a point of Status (Permanent or Temporary) to remove Status (Permanent or Temporary). Any Status Trait can be removed, except for Acknowledged and Status granted by an office (such as Prince or Primogen).
- Anyone can grant Permanent Status to a clanmate only, provided that they have at least twice the Permanent Status of the recipient. This costs a Temporary Status trait, and the Status grant must be publicly announced, like at a Court or other such meeting.
- An entire Clan can remove Permanent Status Traits from their Primogen by spending a number of Permanent Traits equal to the Primogen's Permanent Status. In the same way, the Primogen Council can remove Permanent Status from the Prince.
- The Prince can remove Permanent Status by spending Temporary Status on a one-for-one basis, including Acknowledged. They can also grant Permanent Status by spending Temporary Status; they can award up to three Permanent Status Traits per character this way. Granting more than three Status Traits requires the expenditure of Permanent Status Traits (in other words, if the Prince wanted to grant someone five Status Traits, it would cost three temporary Traits and two permanent Traits). The Prince can grant the Status Trait of Acknowledged without any costs.
- The Seneschal can do everything the Prince can do in regards to Status. The Prince may limit this, but if they do not - the Seneschal can Acknowledge people, grant Status and whatnot.
- The Primogen can grant or remove a Permanent Status from any of their clanmates at the cost of one Temporary Status Trait. They can only grant one Status Trait in this manner. The Whip of each Primogen has all the powers of the Primogen, unless the Primogen limits it.
- The Sheriff can remove a Permanent Status trait, for free, from someone who refuses to accompany him to the Prince. The Sheriff can also create Deputies by loaning the Deputies one of his Status Traits; these Deputies can strip Status in the same manner (and for the same reasons) as the Sheriff. It should be noted that the Sheriff is immune from any Status manipulation from the Keeper of Elysium, but the Deputies are not.
- The Keeper of Elysium can remove one Permanent Status Trait, for free, from someone who has broken the Masquerade. People can present evidence trying to prove that someone broke the Masquerade (if the Keeper did not witness it); the Keeper can decide whether or not to remove Status based on the evidence.
- The Harpy (sometimes referred to as the Lead Harpy) can remove one Permanent Status Trait, for free, from a Kindred who has performed a scandalous action. The Lead Harpy can restore any Status they removed at the cost of one Temporary Status Trait per trait restored. The Lead Harpy can create Lesser Harpies by loaning them one of his Status Traits (much like how a Sheriff makes Deputies). These Lesser Harpies can only remove Temporary Status, not Permanent Status - but the Lead Harpy can always decide to make the status loss permanent.
- The Scourge of a City may remove a Permanent Status Trait, for free, from any Kindred suspected of harboring a criminal or Kindred who has not been presented to the Prince. The Scourge must back this action up by presenting evidence to the Prince - the Prince can restore Status stripped by the Scourge at no cost.
Discipline Notes
An overall note regarding Disciplines: According to Laws of the Night Revised, Disciplines require some sort of line-of-sight or knowledge of your opponent (in some case, you have to touch your opponent, things like that). For instance, you cannot use Auspex on someone you can't possibly see (i.e., you can't use Aura Perception on a person in the other room). Laws of the Night Revised also states that you can use Disciplines to extend the range of your natural senses, but you cannot use technological means. So - you can use Heightened Senses to extend the range of your vision and then use Aura Perception, but you can't use a video camera to spot them and then use Aura Perception.
Also, If a discipline isn't noted, then it is assumed that the Discipline (either the overall category or specific Discipline) has no problems or needs no clarification.
Auspex: A small clarification -- in general, people need to remember the "power-level difference" bonus when using Auspex against Obfuscate. Hold up a finger for the highest power class you have (one for Basic, two for Intermediate, three for Advanced, so on). Obfuscating people show fingers for the highest power class they have. People get a two-trait bonus, per level difference, for purposes of overbids and resolving ties only. The bonus, by the way, goes to the person with the higher power level. Also, according to the description, most uses of Auspex (Aura Perception, Telepathy) are now obvious and other people will know that a power is being used.
Celerity: Just some clarifications.
- Everyone is allowed an action (call it the "Everyman" Action for convenience's sake).
- Alacrity allows you to preempt someone's Everyman action with an Everyman action of your own. Your preemptive action is not in addition to your Everyman action, it is instead of your Everyman action.
- Swiftness
grants an additional action (so you have an Everyman action, which could preempt an action because of Alacrity, plus a Swiftness action).
- Rapidity
grants no additional actions - it just grants use of "The Bomb" for speed-related challenges.
- Legerity
grants an additional action (so you have an Everyman action, which could preempt an action thanks to Alacrity, a Swiftness action and a Legerity action).
- Fleetness
allows you to win ties on speed-related challenges, regardless of number of traits. Any Merits or Disciplines that would cause your opponent to win ties result in the tie being resolved normally (number of traits).
- All Celerity-granted actions are done in synch. In other words, everyone gets the Everyman action, then those with Swiftness get the Swiftness action, then those with Legerity get the Legerity action and then the Everyman action comes again. If you are being attacked by someone who has a higher level of Celerity than you have, you can only defend yourself during that attack.
- Also, Celerity can be used for Fair Escape, but someone else's Celerity will cancel out your Celerity. In other words, if you attempt to flee the area and only have Rapidity, someone with Rapidity or higher can cancel your Fair Escape - they are as fast as you are or faster, so you cannot escape them.
Dominate: The only change from what's in the Laws of the Night Revised comes under the Possession Discipline. Possession will also work on supernatural beings, restricted by the normal Possession rules (Willpower expenditure and challenge) and normal Dominate rules (you cannot Dominate someone lower generation than you). (Eric's Note: What can I say - I want Dominate to work on supernatural beings! I've used it for plot points too many times to not let it work on the Supernatural as well!)
Fortitude: Again, just a clarification of the new system. Please note that all uses of Fortitude are reflexive, and do not require actions or take time - you just do them.
- Endurance
allows you to ignore all wound penalties - except for Bruised - until you die/torpor.
- Mettle
grants you one extra Healthy level (for ten health levels total).
- Resilience
allows you to convert one level of Aggravate damage into Lethal damage (which must still be healed normally). You can only convert one level of damage per attack. So, if an attack does two levels of Aggravated damage, you can convert one to Lethal - you still have to take the second Aggravated.
- Resistance
allows you avoid one level of Lethal or Bashing damage. You can only avoid one level of damage per attack, like Resilience. You can also "stack" this discipline with Resilience; you can convert an Aggravated level of damage to Lethal with Resilience, and then avoid it with Resistance.
- Aegis
: You can revoke all the damage you received in a turn, and will therefore not take any additional damage in that turn as well. Additionally, you can revoke your death, but only in the turn you died!
Melpominee: The rules make a point of stating that you don't need to hear in order to be affected by Melpominee; as long as the voice of the person using Melpominee can reach you, you are affected. However - only Disciplines can be used to extend the reach of a person's voice; electronic amplification doesn't cut it. So, you can use Auspex or Melpominee to extend your reach, but not a microphone.
Necromancy: There is a general change in the way Necromancy works in terms of the whole "Path" thing. You start off with one main path; this is almost always the Sepulchre Path. You can learn one other path (Ash or Bone or whatever) when you learn the Intermediate levels of your main path. However, you can only learn one other path, and you can only learn the Basic levels. However, once you learn the Advanced level of your main path, you can learn the other paths in full.
Additionally, you get a ritual for each level you learn - the ritual must be of the same level. So, if you learn a Basic Necromancy Discipline, you get a Basic Necromantic Ritual, free. Additional rituals must be bought with XP, time and effort. All Necromantic Rituals require a Static Mental Challenge of Difficulty 9 to use.
Please note: Insight no longer works on "living" Kindred; no more looking into people's eyes and seeing who their sires were!
Obfuscate: There is a quick discussion about trait bonuses regarding power level differences under the Auspex section, go and re-read it. Here's a quick reminder about what happens with the new Disciplines and re-worked ones:
- Cloak of Shadows:
You can Obfuscate provided you get behind cover and remain totally motionless.
- Unseen Presence:
You can Obfuscate, move around slowly, and stay hidden provided you don't interact with the environment or others.
- Mask of a 1000 Faces
: You can only change your facial features, not clothes or equipment. Additionally, you can "gain" Social Traits (up to your limit, including ones proscribed by Clan Disadvantages) by spending a blood trait per Social Trait when you Mask.
- Vanish From the Mind's Eye
: This is the big new one. You can Obfuscate, even if people are watching you, by winning a mob challenge against all observers. You can even interact a little with your environment, speaking while remaining hidden. You can only speak and remain unseen. Anything else, like grabbing an item or punching someone, causes you to be seen. You have to spend a mental trait each time you speak in order to remain hidden; if you don't, you will become visible. (Please note: this is an alternative rule from the one in the book. White Wolf itself suggested this rule variant instead of performing another mass challenge each time, and I like it.) Also, I am tweaking the mob challenge a little bit - instead of having to risk a Mental Trait for each observer, I am capping the maximum number of Traits bid at five. So, if eleven characters are watching you, you still have to win challenge against all eleven characters, but you only lose five Mental Traits if you ultimately screw up.
- Cloak the Gathering:
You can use any Obfuscate power (Cloak of Shadows, Mask of a 1000 Faces, whatever) on a group of willing people.
Obtenebration: This will be totally re-worked, as it is very gross and overpowered as listed in the books.
Potence: Just some quick clarifications on individual levels:
- Prowess
allows you to inflict Lethal damage with brawling if you want - you don't automatically cause Lethal damage.
- Might
is listed as being the last test of a challenge. We are modifying this slightly - Might is the last test of a single person. So, once a person calls for a Might re-test, they cannot have any other re-tests. Their opponent can still re-test as normal.
Presence: Just three little things to remember with the new Presence powers....
- Awe
: Awe allows you to get an automatic re-test in a Social Challenge, provided you spend a Social Trait.
- Dread Gaze
is considered a breach of the Masquerade - after all, it emphasizes your Vampire nature, no?
- Majesty
must now be invoked (like way back when), instead of being "always on." Once invoked, it lasts for a scene or an hour. In the book, it is listed as having a range of 10 feet; we are changing this to a Line-of-Sight power. (Mind you, this is line of natural sight; Majesty does not affect people who are using video cameras or gun scopes to see you....)
Protean: Eyes of the Beast, Feral Claws and Earth Meld all take a full turn to "activate," and therefore are the last actions performed in an "Everyman" scene (i.e., they have initiatives of zero). You cannot speed this up with Celerity. Shape of Beast and Form of Mist take three turns to use (although you can speed this up by spending blood traits, up to three blood traits to have it happen in one turn). Also, please note that with Earth Meld, you turn into a semi-tangible being. If someone disturbs the dirt you are in, you immediately pop out of the ground in a shower of dirt and whatnot. You can only defend yourself (i.e., Dodge, maybe run away) for the first turn after you pop out of the ground.
Quietus: Like Obtenebration, this will be re-worked to reflect the fact that the Assamites are still cursed.
Thamaturgy: There is a change in the way Thamaturgy works in terms of the whole "Path" thing, similar to Necromancy. You start off with one main path; for Tremere this is usually the Path of Blood. You can learn other paths when you learn the Intermediate levels of your main path. However, you can only learn the Basic levels of other paths. However, once you learn the Advanced level of your main path, you can learn the other paths in full.
All uses of the Thamaturgy Discipline require the expenditure of a Blood trait in addition to whatever other expenditures the specific Discipline lists. (For example, casting a Flame Bolt requires you to spend a point of blood first; then you get the normal Mental Challenge to hit someone.) Additionally, all uses of Thamaturgy are, for the most part, obvious.
Additionally, you get a ritual for each level you learn - the ritual must be of the same level. So, if you learn a Basic Thamaturgy Discipline, you get a Basic Thamaturgic Ritual, free. Additional rituals must be bought with XP, time and effort. Rituals require a Static Mental Challenge to cast, with the difficulty based off of the level of the Ritual (Basics have a Difficulty of 5, Intermediate have a Difficulty of 7, and Advanced have a Difficulty of 9).
Some clarifications on The Path of Blood:
- Taste of Blood
can detect diablerie, no matter how long ago the diablerie occurred. Even if you committed the diablerie a century ago, Taste of Blood still spots it. Remember, however - you have to physically ingest the blood to use this Discipline, so there is a risk of becoming bound to someone.
- Blood Rage
allows you to force your opponent to spend their blood traits in a manner you choose. In the book, however, it states you can force your opponent to spend a single blood trait. I wish to increase this; you can make your opponent spend up to three blood traits, not just a single one.
- Blood of Potency
now requires you to spend Mental Traits, not blood! You spend two Mental Traits for each generation you wish to drop - for a maximum of three generations! These virtual generations last only for one scene/hour.
- Theft of Vitae
is an obvious attack, as the vitae bursts out of the opponent and flies/slithers/crawls/whatever to you and sinks into your skin. You can steal up to three blood traits with this Discipline. Please note - it causes no damage!
- Cauldron of Blood
causes Aggravated Damage. You can only burn away a maximum of three blood traits.
Th-th-that's all for now, folks!
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