San Francisco by Night
Combat and Powers
1. Mutual Consent. Since our intent is to be fair and have fun, results should have mutual agreement. The scene is not recognized without mutual agreement. People who demonstrate they are unable to play with others will be expelled from the game.
2. Proximity. Unless the power specifically states that it has an extended range, it must be used in the immediate proximity of its intended target. This rule is intended to keep people from trying to attack other characters from the safety of their Haven, Caern, etc. Some judgment must be used in the definition of proximity. Certainly, the character must know the exact location of its intended target (e.g., line of sight)
3. Blood Pool. We will assume Vampires hunt and replenish their blood pool during their free time. However, to keep people from using unlimited amounts of blood, you are limited to your maximum blood pool per day less two (e.g., you are 8th generation and have a maximum blood pool of 15. You may only spend 13 blood points per day). It is a valuable commodity. Use it wisely.
4. Willpower. You regain willpower by one of two methods: (1) A character can automatically regain 1 willpower point per week, or (2) A player may make an in-character post where the character fulfills his or her Nature Archetype. For example, Alice of Clan Tremere, has a Caregiver Archetype. Alice's mun writes a post where her character protects a young runaway girl from a pimp. She regains 1 willpower point after making the post. The post can be either something that actually occurred in-character (a summary of a role-playing experience) or something that was not actually role-played. Players will also gain 1 experience point for making the post (the same as all other in-character posts). Willpower is a very valuable commodity. Use it wisely. NPC's may take advantage of either method.
5. Artifacts, Relics, Talismans, Fetishes, etc. All magical devices must be approved before they can be used in play. If the ST has not approved their use, then you may not use them. The exception to this rule is when the character has the power to create the device himself and requires no special components. For example, Tremere Vampire characters do not require special approval to use the Enchant Talisman ritual to make their wands. On the other hand, if a ritual called for dragon's blood as a component, you need to discuss the item with the ST. This means you cannot use or acquire any magical device without explicit ST approval.
6. Powers not found in official White Wolf literature. In the vast majority of cases, the powers found in the game will be those described in the official White Wolf cannon. However, some of the official White Wolf powers either give variable effects (e.g., Mage) or specifically say that new rituals, fetishes, talismans, rotes, etc. can be designed and created by players. When the ST approves character sheets, he will evaluate any non-official power or item. The power or item will then be posted to the Approved Non-Official Powers page. Please don't submit game unbalancing powers as they will not be approved. It is also very unlikely that a new discipline or thaumaturgy path will be approved. This rule is mainly intended to cover natural extensions and ramifications of existing rules.
7. Standard Powers. If a character wants to have a standard power in effect (e.g., Thaumaturgy Protective Rituals), then he should go to a Private Room (e.g., his Haven) and log the activation of the power for the evening. To keep people from faking their logs, the player should invite another player to be present when he or she makes these rolls. Once logged, the ritual remains in effect for the duration of the ritual (e.g., 24 hours).
8. WoD Combat Supplement. The powers are allowed only if all the players in the scene agree to accept it. Players are not required to accept them.
9. System Power Imbalances. The various White Wolf game systems were not designed at equal power levels. For example, Mages are more powerful than Gypsies at the same experience point level. Even within one system, there are inequities. For example, among Vampires, Kisayd are more powerful than Brujah at the same experience point level. Our chronicle uses the official White Wolf rules. We have no intention of changing the official rules to correct these imbalances. People are allowed to play whatever they desire, subject to only a few limitations. When you choose to play a weaker character type, you have chosen to accept this imbalance and live with it. If you are troubled by the inequities of any particular system, then you might want to switch to something else. Remember, our chronicle is based on crafting stories, not comparing dot counts or powers.
10. Difficulties Higher Than 10. In rare and unusual cases, when a difficulty exceeds 10, then successes occur as follows: Difficulty 11 -- 2 10's needed for 1 success; Difficulty 12 -- 3 10's needed for 1 success; Difficulty 13 -- 4 10's needed for 1 success; Difficulty 14 -- 5 10's needed for 1 success (See Guide to the Camarila, p. 89 for an example)
11. Declaration. Characters may choose to declare their powers in Instant Messages to those affected instead of in the room. The character affected is expected to keep the power used confidential and not share OOC with other players. The effects of the power should be desribed in the room. The purpose of this rule is to keep players from gaining OOC knowledge about a character and then use it to plan future attacks on him or her.
12. True Faith. "Your Faith adds to Willpower and Virtue rolls, giving +1 to the dice pool for each point in faith." (V:DA p. 281) Therefore, if the degree of dificulty is your willpower or virtue, then the adjusted degree of difficulty equals Willpower or Virtue + True Faith.