Rules & Regulations
Head ST: Nathan Todd (eoe_st@yahoo.ca)
Organizer: Tiffany Fox (end_of_eternity_ca@yahoo.ca)
Narrators: Player Representative:
Ground Rules
- Respect ALL public and private property.
- Do NOT poke at the locals.
- NO METAGAMING OR CHEATING
- Narrator calls are firm and
may only be vetoed by the Head ST. The Head ST is the FINAL say on rules
calls.
- Each player is limited to one Player Character (PC), though they may be invited to play Non-Player Characters (NPCs)
- We do not allow anyone under the age of 18 to join. If we suspect you’re underage, we reserve the right to ask for valid ID at any time.
- Anyone determined by the End of Eternity staff to be under the influence of alcohol or drugs will be permanently expelled from the game. This includes the act of bringing and/or consuming drugs or alcohol on the game premises.
- The player (that would be you) assumes all responsibility for any and all of their actions and their possible consequences. We do what is possible to provide a safe and secure game and site, but we will not take responsibility for any injuries, mental, emotional or physical, either real or imagined, or loss of property. This is an adult game for adult minds, and we fully expect any and all participants to conform to the rules of this Live Action Roleplaying Game both as stated here and in any and all sundry White Wolf texts, and to exhibit common sense.
- We spend our own resources and free time to provide this game as entertainment because we enjoy it. Players or potential players who wish to create characters, roleplays and situations that create “fun” (read: havoc and problem situations) at the expense of others, players and staff alike, will be asked to leave.
- We reserve the right to refuse
entrance to anyone or to bar people from the game.
Basic White
Wolf Mind’s Eye Theater (LARP) Rules
1. No touching.
2. No weapons as props.
3. No drugs or drinking.
4. Feel free to adjust or ignore
any of the rules. (Staff privilege)
5. It’s only a game. (Don’t take
anything too seriously, and see rule #6…)
6. Have fun.
For Players
Only
(Clans, Status, Character Specifics,
Etc.)
Please note: this is not a complete
rules addendum. An addendum has been created by the ST team and published
for the players. Generally, though, most rules used come from the three
LARP books listed below.
Allowed
(We understand that this list looks
shorter than the “Not Allowed” list, but remember, we’re not going to
publish every single rule we do
allow. In general, anything you find in the Vampire: the Masquerade Laws
of the Night LARP core rules book, the LARP Camarilla Guide, and the LARP
Story-tellers’ Guide are
allowed, as well as many things
from the basic tabletop references. The rules below are a summary of the
added rules the ST has specified.)
- 7 Original Camarilla Clans
- Ghouls
- Up to 7 Merits or Flaws
- Skills specializations
- 15 Freebie points upon character
creation
Upon Head ST approval
- Independent Clans
- Variant Thaumaturgy Paths
- Clan-specific Merits, Flaws and combo Disciplines
- Anything else from the Clanbooks
- The possible creation of new Skills not currently listed in the rules
- Buy 1 Status trait for 3 points only on character creation (limit 2)
- No Sabbat, Assamites or twinkie Clans (Ahrimanes, Kiasyd, Salubri, etc)
- No cheesy Retainers (i.e. Gargoyles, Fae, etc.)
- No NON-Vampire - White Wolf stuff
(Changeling, Demon, Hunters, Mage, Mortal,
Mummy, Werewolf, or Wraith)
- No Dark Ages anything (Clans, Influences, Powers, Vampires)
- No Sabbat disciplines or Sect-specific paths (i.e., Vicissitude, Path of Metamorphosis)
- No teaching Clan disciplines to non-clan members (Unless ST approved)
- No negative numbers on Physical, Mental or Social traits (i.e. 3 Social traits, 4 negative Social traits)
- No more than 7 pts in Flaws (Unless ST approved)
- No generation below 10th. Players must buy their generation down with freebie points put into the “Generation” Background and have Head ST’s approval. Every character starts at 13th generation for free, and may buy down their generation exponentially with freebies (i.e. lowering your generation to 12th costs 2 XP, lowering it to 11th costs 4 XP, and lowering it to 10th generation would cost you 8 XP)
- No “alternative” Paths of Enlightenment
(Unless ST approved)
CLANS
The Original
Seven Clans of the Camarilla
Brujah – Open
Gangrel – Open, but please speak
to ST first
Malkavian - Open, but please speak
to ST first
Nosferatu – Open
Toreador – Open
Tremere – Open, but please speak
to ST first
Ventrue – Open
Independents
(Please note, these clans are only given out upon
the Head ST’s satisfaction of the player’s Ability, Discipline, and Social
knowledge of the clan in question. Please don’t ask for one of these clans
if you’re a new player or you’re uncertain of the rules involved.)
Anarchs, Caitiff, Daughters of Cacophony,
Followers of Set, Giovanni, Ravnos, Samedi - These clans are closed at
the beginning of play. They will be introduced eventually, and players
with demonstrated skill will be asked to play them.
Sabbat
Sabbat clans (both the leadership
clans, Lasombra and Tzimisce, and the antitribu versions of the Camarilla
and Independent clans,) are not allowed. Any NPC Sabbat we need will be
requested from specific players who can demonstrate their knowledge of
the Sabbat and their ability to play one. Please don’t be offended if we
don’t ask you – Sabbat are a world away from the Camarilla.
Others
This category is for all the clans
the ST crew considers twinky simply because WW thought it was realistic
to include them in the Laws of the Night. They include:
- Ahrimanes
- Children of Osiris
- Cappadocians/Harbringers of Skulls
- Kiasyd
- Salubri
…and anything else you may find in
miscellaneous White Wolf books. It is the STs’ belief that playing a funky
clan with weird disciplines isn’t hard, but playing a Nosferatu traditionalist
who’s trying to collapse the sewer system as a neonate does take some skill.
The World of Darkness is already wonderfully complex with its current 7
clans. If you have any questions, please talk to an ST and they will direct
you to one of the lovingly written WW fiction books for an example.
Miscellaneous Rules
1. All players attending a game must sign in with Organizer at the Registration desk and pay the game fee before they play. Game-specific Influences and XP expenditures will be handled here by the Head ST or a Narrator as well.
2. Nametags must be worn to display pertinent information to character; applicable traits, Merits, and Flaws (i.e. Friendly Face, Gorgeous, Erie Presence), Status, etc.
3. The Head ST must have a copy of all player Character Sheets (CS) and histories.
4. Announcements will be made prior to game start, and players attending that evening are asked to listen. The announcements concern rumours, location rules, IC and OOC announcements, rules overviews, the Status game (yay!) and anything else we may have forgotten here. Needless to say, we consider all this info vital and prefer that you did as well.
5. Your PC’s Humanity rating effects your character’s entrance time to a point. Higher levels of Humanity traits allow you to enter at game at start time, and 3 minutes are added to your wait for every level of Humanity lower than 4. Other than that, your character may enter as she/he/it wishes.
6. If you’re thinking of doing something potentially disturbing or dangerous IC, please confer with an ST first. (i.e. Your PC wants to kidnap another Kindred, beating your ghoul in public, using extreme vulgarities/slurs, etc.)
7. Please listen to the ST people
if they ask you to do something. Guaranteed it’s for your own good or the
good of the game (also for your own good). (i.e. “Uhm, could you not wave
that toy .44 around? Police are patrolling the area.”)
8. When game is called, please finish
up. Odds are, we need to be out by a certain time, so make your way to
the Post Mortem site and finish up there.
Penalties
- NOT PLAYING NATURE OR DEMEANOR
- NOT PLAYING VIRTUES
- NOT FOLLOWING PRINCE’S RULE
/ IGNORING STATUS
- GOING OUT OF CHARACTER FOR
NON-GAME PURPOSES
- IGNORING STATIONS FOR OOC REASONS
(i.e. Prince, Sheriff, Harpies, etc.)
- NOT PLAYING FLAWS OR NEGATIVE
TRAITS
- NOT PLAYING CLAN FLAW
- NOT REGULARLY MAINTAINING INFLUENCES
vvvvvvvvvvvvvvvvvvvvvvv
Anything occurring outside of these
rules may result in an ST conference with the player.
vvvvvvvvvvvvvvvvvvv
Expectations
– Us and You
What we expect
from our players:
- To have fun!
- Some dedication
- Costumes for in-character
- Phys reps upon ST approval (i.e.
Don’t tell us you have a bat on your shoulder if you don’t actually have
a stuffed animal there.)
- To always have your character
sheet on you
- To have your derangements, merits,
flaws, and any other important info (i.e. the “Notorious” status trait,)
written somewhere on your character sheet for easy access
- Participation – attend downtime
meetings if possible, attend full games on a regular basis
- Civility, calm, and open-mindedness
- Suspension of disbelief
- To ask questions or talk to one
of the STs if there is a problem
- To remember that you’re here with
friends
- To have signed weapons/item cards
for ANYTHING
- To use boon cards (signed by both
players AND an ST before becoming rule effective)
- To use influences in game
- To read the “Laws of the Night”
and familiarize yourself with it at the very least. We would also love
it if you could read the Camarilla guide and any tabletop books of relevance.
Do your homework, and you’ll have a better game
- To attend the Post Mortem to socialize
OOC (Wise ST sez “The way to zenful roleplaying starts with making
friends with your co-players”.)
What we don’t
expect:
- Hysterics and/or violence
- OOC problems pulled IC
- Rudeness to anyone (OOC)
- For players to walk in with their
street clothes and expect people to believe they’re wearing a suit
- Realistic weapons phys reps (physical
representations, or, props)
- Eating in or near the game unless
you have the “Eat Food” merit
- Picking on characters, players,
mundanes (locals,) or the STs.
- Obviously bizarre and twinkie
requests (i.e. “Can I be a Methuselah? I have a really good history!”)
- Metagaming of ANY kind
- Arguing with the STs. If you have
a complaint, write it down and/or speak to the ST privately after the game
What players
can expect from the Narrator(s):
- Technical advice concerning rules,
strategies, etc.
- To be the Master Of All Things
Influential. (Influences)
- To supply the Player Representative
- All stationery supplies
- Clans list, rules, and everything
textual for the game
- To register all players and handle
XP expenditures and CS audits
- Fee collection
- Diplomatic abilities
What players
can expect from the Story Teller:
- Fair and diplomatic rulings
- To help in any way possible and
handle all problems in a timely fashion
- No twinky PCs, PKCs, or NPCs
- Ample warnings for misconduct
and punishment
- Control and restraint
- Availability
- Open-mindedness
- Problem solving
- Recognition for good roleplaying
- No OOC information pimping
- Nicknames applied with love
What players
can expect from the game:
- Proof that this really is “The
End of Eternity”
- No twinkie plotlines
- Appropriate ambiance to help suspension
of disbelief
- No PC death unless absolutely
necessary and warranted
- Screw You Cards!!! (Collect the
whole set!)
- Adherence to the Laws of the Night
- The “Court” as outlined in the
LARP Camarilla Guide (ST tweaking allowed)
- Status and positions played properly
- Both a social and physical setting
- Use of Influences in game
{The
Singing Muse Award {
Given to a player who demonstrates
excellent understanding and skill in the game.
1 extra Experience Point
1 “get out of jail free” Influence
for when you need it
1 prize of the ST’s choice
Additional XP prizes will be dispensed at the ST team’s discretion
Getting the prize at the end of the long night:
“How do I get to add on to my character sheet?” you ask?
This is how!
- Experience Points – Yeah, sure, you could show up every week and do enough to keep your undead skin intact, but what fun is that? Besides, if you want that nice house that takes Resources 4 to secure, you had better start planning some mean politicking. (And write it down in your notebook for later reference, of course?)
- Politicking, butt-kissing, Resources thieving, Influence powermongering, and good old blackmail – Man, living in a car by the Strait bites, but ever since you happened upon some info about that snotty Toreador who blew you off last Elysium, you’re now living in one of her kick ass condos. Why? Because she just can’t afford for you to tell the Prince what she was really doing the night she didn’t show up for the raid. Wow, you now have a better haven and access to more resources. Cool eh? But beware, payback’s a bitch.
- Teaching – Too bad that Gangrel who was beating your butt into the ground didn’t realize he was demonstrating every level of skill he owns. It’s amazing what you can learn and turn into Lores, Knowledges, or sometimes even Skills if you see it - or feel it – often enough.
- Status and Prestige – Impress someone who knows where it’s at, and you too could be Respected, Wise, or even Cherished!
- Roleplay – Oh look, debating with that obnoxious Ventrue taught you Politics!
- Negatives – These traits can be useful, but be sure they aren’t used against you.
- Applied Knowledge – You say you’ve read the Player’s Guide? Prove it. Do a good enough job and include it in your RP, and the STs might give you something. Maybe. (Ask an ST for details.)
- Diablerie – Yeah, diablerie is great for knocking off a generation or two and automatically giving you disciplines you probably never would have learned on your own. But, like all things in life, it has a price; black lines in your aura (did I mention we’re in a border Domain which regularly receives visitors we can’t identify?), strange new disciplines you didn’t have last Elysium (Sure hope that Tremere who hates you doesn’t notice…), greater dominance by the Beast (lowered humanity), and a shiny new Beast trait. Life’s unfair, and unlife is even more so. So think hard before you even contemplate trying this IC. (Speak to an ST first.)
- Breaking the Rules – Break the rules enough times and get lots of good negative traits, flaws and derangements. But we don’t recommend doing that, because if you really want some negative traits, we’ll give you some free of charge.:)
- Character History – If you write a cohesive, detailed history (which we ask you to do anyways,) and also offer NPC ideas, ideas for storylines based on how your character was raised, embraced, accounted for, etc, explanations based on aforesaid good storyline as to why we should give you things like “Special Gift” or something to that effect, you have a better chance with a solid storyline. (And if you tell us “Well, it was Christmas and my sire wanted to give me something cool…” we shall be sorely vexed.) You also might get more points if you include things about the Domain in your story.
- Boons
– Ah, the currency of the Masters of the Night. Boons are rather important.
They can be used to get yourself out of trouble, to find something you
really want, or to force someone to help you. But again, everything has
a price. Much like those traveler’s cheques you sewed into your shorts
last time you went to the U.S, however, boons can be lifesavers if you
suddenly find yourself in the centre of weirdness for the universe…like
Vancouver, for example.
These rules are adapted from the Hell's End Frontier Masquerade,
with permission from the owner.
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