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Vampire the Masquerade If you're looking for information about the world of vampire, the fictional city of Lamar, the supporting cast of characters, character creation, rules changes from the book or anything else dealing with MGP: Vampire - this is the place to look.

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Old 12-10-2009, 11:51 AM   #1 (permalink)
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Default Rules & Canon Changes

The following have been edited/changed from the rules listed in the Mind’s Eye Theatre: Revised (Vampire) book. Players should make note of these. Other changes may be added to this list as time goes on though it’s our sincerest hope to deviate from the book as little as possible.


Mortal Institution Influence: Players whose characters can exert influence (not to be confused with the background Influences) over a business or corporation must pay for the background Fame in that particular organization (such as being a police officer, doctor, or CEO). The same applies to any organization or association where the character is in a position of authority. When in doubt, check with the storyteller.


Abilities
  • Awareness: Awareness retests are made with the Awareness Ability, not the Occult Ability.
  • Demolitions: Not approved for play.
  • Etiquette: Spending an Etiquette Ability to erase a social Faux Pas, must occur in the same scene or 5 minutes, whichever is less.
  • Linguistics: For each point purchased, you may either speak a new language or add to the level of ability itself. (which means you not only have a list of languages that you can speak, but you may also have levels of the ability for retests on language related tests)
Backgrounds
If a character gains a Background during play (keeping it beyond the game session), Experience Points must be spent to pay for it. Influences do not follow this restriction. All backgrounds are limited to five Traits, although those representing items (such as Treasures or Fetishes) or specific people (such as Retainers) are only limited to five traits per item/person.


Influence
  • A “contact” with another influence is only viable for 30 days from the moment of contact.
  • Failed Trace actions cannot be retried and the “contact” is considered lost
  • The Contacts Background; When spent on a given Influence you gain a number of actions based on the level of Contacts spent on it. These traits may only be spent on Endeavors that gather information or the Trace and Watch endeavors. They cannot be combined with an Influence
  • For more details please see our "Influence System."
Retainers
You can have any number of individual retainers with levels1-5 dedicated to them. Each one is considered a separate background trait. (example: Simon Bentley has a secretary (Retainer-1) that takes care of many of his nightly chores, and he also has a bodyguard (Retainer-3) who is fairly well trained in combat). For each level of Retainer beyond the first, an additional 10 experience points are added to the NPC’s character sheet. Each player is responsible for making sure his/her retainer character sheets are on puppetprince.com and specifically noted as "NPC."


Merits
While many merits have a descriptive text explaining how they should be viewed by other characters; merits do not remove the freewill or varied opinions of others unless the merit is applied successfully in a challenge situation. To be clear, a merit is meant to be a small perk or strong point that your character has and it should never blanket effect others or replace good roleplay interaction.

Example: Amy Lee might be considered to have an "Enchanting Voice" (merit) but an individual kindred has the right to decide that Amy Lee's music isn't their cup of tea... however, if said kindred is at an Amy Lee concert and she wins a challenge where her enchanting voice merit is applied - even the kindred who normally doesn't like her music will find themselves appreciating her sound... at least for that moment.


Torpor
Those players who have a character in torpor may choose to play an npc for the ST staff during their character's time out of play or may retire the character as they so choose. (Updated: 5/31/2010)

While we strive to run completely by the books as possible, some rules are not conducive to an ongoing game.

Torpor as defined on page 199 of Laws of the Night Revised is one such rule. This in mind, it states that a Kindred in torpor can be awoken under "special circumstances (ST Discretion.)

We invoke the ST Discretionary rule to read as follows.

"A Kindred in Torpor may be awakened by another Kindred giving them at least one trait of blood that is no less then 2 generations lower then the strength of the blood of the person in torpor.

EX: To wake an 8th Gen, you need 6th Gen Blood."

This allows the opportunity for characters in Torpor to be awakened and able to return to play in much less time if they are of a very low humanity or on a path.

This is the only change to the Torpor rules.

White Wolf "Offical" Storylines
MGP: Vampire is currently set before the events of the majority of the "end times" events and thusly the Ravnos are all alive and so are the sons of discord and tremere-antitribu.

However, the Malkavians all have dementation, two mysterious new groups have joined the Sabbat (the Harbringers and the Salubri) and the Gangrel have recently schismed into loyalists to the tower and separatists as their clan's over all number was reduced by half world wide. This was caused by a massive assault against what former Justicar Xavier called "an Antediluvian" ( See all threads titled "Seal #3" )

MGP: Vampire will not necessarily follow the storylines White Wolf wrote but will, in all things, give a fair nod to those great stories and will occasionally use npcs as they fit in our vision of the world of darkness. It's our hope that this will increase your enjoyment of the game as you won't know what's going to happen next & our game may yet go on for years to come! and rp leading up to the "battle on the prairie" for story details - anyone wanting to enter play as a gangrel veteran of this event must receive storyteller approval.)

Last edited by Madhatterr; 05-31-2010 at 03:20 PM. Reason: Revised Torpor Rules
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