Suspire Roleplaying Network

Hello Anonymous.
Time: Mon May. 12, 3:05am
 
 
 

General House Rules

The rules at Suspire are mostly as printed in the two core books for the new World of Darkness system by White Wolf (WW55002 - The World of Darkness and WW25000 Vampire the Requiem) with possible references made to other White Wolf publications.

We have tried to keep the number of house rules to a minimum, but given the medium we play on, some adjustments had to be made to maintain game balance and game usability.

This list does not include individual rulings on specific situations; it only includes some (not all) of the large all-encompassing rules that would apply to all players, changes to House Rules will be made public to the players when/if they occur.

Blood Potency Progression
We recognize the expensiveness of the Blood Potency system, but we also understand that it should not be easily progressed through. We have looked at many angles with Blood Potency and have decided to House Rule how Blood Potency rises are handled. We will be using Virtual Experience Points (VXP) to keep track of time between raises of Blood Potency.

We will be allowing XP or VXP to be spent for Blood Potency, however, it should be noted that if you buy Blood Potency with XP, your time ticker with VXP will revert to 0 for the next level. We are leaving the XP costs for Blood Potency as per the book. These are the Blood Potency costs per level:
BP 2 - 60vxp
BP 3 - 70vxp
BP 4 - 90vxp
BP 5 - 100vxp
BP 6 - 110vxp
BP 7 - 125vxp
BP 8 - 135vxp
BP 9 - 150vxp
These costs do not include the original 50xp granted to vampire characters (which do not apply). VXP scale applies to both Humanity and Blood Potency, so therefore if you expend your VXP on one thing, you do not have the VXP to purchase the other until it has re-gained.

Note: If a player is not interacting enough for the Storytelling Staff's approval, it is possible that they will decline VXP for Blood Potency until such time that the character becomes active in the chronicle once again.
Humanity on Suspire
Humanity purchases we have altered slightly to allow people to choose whether or not they would like to expend normal-cost XP on Humanity, or use some of their accrued VXP that would normally be for Blood Potency purchases to purchase an increase in Humanity.
(1 & 2 = no cost, since we retire people at 1)
3 - 18vxp
4 - 24vxp
5 - 30vxp
6 - 36vxp
7 - 42vxp
8 - 48vxp
9 - 54vxp
10 - 60vxp
These costs do not include the original 50xp granted to vampire characters (which do not apply). VXP scale applies to both Humanity and Blood Potency, so therefore if you expend your VXP on one thing, you do not have the VXP to purchase the other until it has re-gained.

Note: Storytellers will make a decision on if a character is deserving of a Humanity increase. You can't just go "oh, I murdered Bob, and I feel bad (because I lost a humanity and now get penalized)". Rather, your character should be making a concerted effort in-game to be regaining their lost humanitas.
Characters Returning from Torpor
Players can elect to have their new characters return from torpor, and there are some benefits to doing this. There are, however, also disadvantages to this action as well.
Benefits: +5 XP at Creation. You can drop 3 humanity instead of the normal 2.

Drawbacks: You will have to choose a temporary mild derangement to represent the horrors of falling to torpor, but after the period of 2 months (1 year in-game time) it will fade away. There is an Intelligence + Composure -2 roll for remembering things from before your torpor which must be rolled as it comes up in game.
Naturally, characters returning from torpor should be cleared through a Storyteller (it's probably a good idea to throw an idea you have at a Storyteller before you totally create the character). Also, you'll have to make character posts on the Past Kindred forum for continuity's sake.
In-Game Embraces
The Storytelling staff wants to see more in-game embraces, just to be forthcoming and honest. Therefore, we're offering this incentive to people. If you create a character with for an in-game already sire (no, this doesn't apply for someone creating a character and bringing a childe along with them) you will be allowed the following bonuses:
For Sire: +20xp on the embrace, and in 1 month you will be refunded your permanent WP dot expended on the embrace (you'll have to come into gamehelp to remind a ST).

For Childe: +10xp on creation and 1 additional "Anywhere Dot".
Please keep in mind this doesn't alleviate any in-game responsibility that may occur. Also... it's important to note that if your childe creating is an abuse of this system ("Childe Farming") the Storytellers will dock that bonus XP given for the embrace.
Losing & Refunding Merit Dots
It is possible to lose a merit dot, be it a retainer, ally, domain or something else in the case of your merit being attacked by another character. In the case of the merit being killed or somehow "lost" irrevocably, the dot is removed from your character sheet and the experience points spent for it are not refunded.

It is possible to voluntarily give up a merit by "pulling out" of a domain or influence field or ignoring contacts made. In this case the merit dot is removed from your character sheet and the experience points are refunded.

Some merits may not be refundable: Haven when used in group havens - unless all parties choose to pull out at the same time, Retainers, Mentors. This list is not all-inclusive and may change.
Predator's Taint
While we realize that a frenzy check every time you come across someone new in a game as large-scale as Suspire seems almost over-the-top, the predatorial instinctiveness of the Requiem's vampires is a fundamental instrument of the setting. With that being said, there is a variable successes chart for Predator's Taint which we are altering.

For basic, run-of-the-mill encounters between vampires (at elysium, on the street) you are only required to achieve 1 success on your Predator's Taint roll. Willpower, of course, can be spent, as per the book. We are not, however, altering the successes chart for encounters between vampires that could easily heckle the beast into the forefront (ie. an unexpected vampiric visit to your vampire's haven would require 5 successes to overcome, for instance).

Groups of vampires require only one roll, and the highest Blood Potency rating of the group would apply to a failed check.

Exceptional successes on a PT check will allow the character to be immune from needing to roll for the rest of the scene - however - they will still be able to detect new beasts if any are encountered (they just won't have to roll).
Teaching & Learning Out of Clan Disciplines
We are not requiring a teacher for non-specific clan Disciplines (Obfuscate, Celerity, Vigor, Resilience, Animalism) and you may learn them on your own. Clan-specific Disciplines (Auspex, Majesty, Dominate, Nightmare, Protean) require a teacher to learn any level.

If the discipline is not considered an in-clan to the teacher (IE. A Daeva teaching a Ventrue Auspex) they may only teach up to one level less of their grasp on it. Meaning, if the teaching Daeva has Auspex 2, she can only teach the Ventrue Auspex level 1. This does not apply to covenant-based powers (Coils, Crúac, Theban) as they have their own rules and requirements for learning.

When you are attempting to learn a clan-specific discipline and it does not belong to your clan, you will be required to make a learning roll. This roll is extended. The roll will be Intelligence + Academics or Occult (your choice) with a target number of successes equal to the amount of XP required to purchase the level. The roll can be attempted once daily for a Storyteller.
Example: The target number of successes to achieve to learn Majesty 3 would be 21. 3x7 = 21.
Vampires & Humanity in Daytime Scenes
Our decision on the matter is we don't think modifiers to an action should be penalized - only base stats.

What are base stats?
Attribute + Skill + Specialty. Everything else is considered, for all intents and purposes, a "mod".

This applies across the board for daytime scenes...
Vampires & Humanity for the Social Setting
Vampires are innately social creatures. While many myths speak of the weaknesses of vampires to sun and fire, rarely will you catch a glimpse of a myth going on about how supposed social creatures cannot interact with the mortals around them (unless they are absolute monsters). We have devised a system based on that, which applies on rolls using Empathy, Persuasion and Socialize for vampires dealing with mortals.

Humanity Level
Modifier
7 & 6
0
5
-1
4
-2
3
-4
2
-5

Characters that are Humanity or Morality 1 are not playable on our server and will be retired.
 
 
 
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