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.

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:

Complications for Dynamic Challenges:

Quick Overview of Static Challenges:

Quick Overview of Simple Tests:

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:

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?

Who Can Grant or Remove Status?

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.

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.

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:

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:

Presence: Just three little things to remember with the new Presence powers....

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:

Th-th-that's all for now, folks!


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