House Rules

Character Creation

• Character Approvals on Game nights

CHARACTERS WILL NOT BE APPROVED ON EVENT NIGHTS
You must submit your character at least two days prior to the event to be able to play that game night. The STs have a great deal of prep work on game days, on top of our day to day lives.

• Age

All PCs must be at least 18, physically and mentally.

• Backgrounds

We realize that backgrounds will get fleshed out a little during the course of play, however all major life events must be approved by the STs before entering play. This includes traumatic events, deaths, etc. If through the course of play, you wish to add a major even, please get it approved by an ST first. This is so that we can keep consistency in the game.

While yes, this is the world of darkness, and bad things do happen, the ARK is a very isolated and small community. There are safeguards that prevent the worst from happening, especially when it comes to children.

Please also be mindful that if your PCs have a traumatic past, that while it can add flavor and enhance RP, it can also be triggering for others. Please be mindful of this and do not force your PCs trauma on everyone.

• Mages and Magic

*Exceptions to below rules: If the mage has the rote for a mage sight, they may use it at will without having to roll for paradox*

Aboard the ARK, all magic is considered Vulgar, and all Mortals are considered sleepers. All rolls are increased, and cannot be mitigated. This is due to the ARK's proximity to the Abyss

Gnosis Base Paradox Dice Pool
1 2 die
2 2 die
3 3 dice
4 3 dice
5 4 dice
6 4 dice
7 5 dice
8 5 dice
9 6 dice
10 6 dice
Roll Results
Dramatic Failure: The mage does not invoke a Paradox and the next Paradox roll made for him in the same scene (for an instant casting) does not suffer the usual, cumulative +1 dice modifier.
Failure: The mage does not invoke a Paradox.
Success: A Paradox occurs, regardless of the casting’s success or failure (see “Casting the Spell” below). The number of successes on the Paradox roll determines its severity. For more details on each type, see “Paradoxes,” p. 268-273.
Successes Severity
1 Bedlam + Havoc
2 Anomaly + Havoc
3 Branding + Havoc
4+ Manifestation

In addition, the caster’s player subtracts one die per Paradox success from his casting roll. The worse the Paradox, the greater the chance that the spell doesn’t succeed, or at least doesn’t succeed as well as it otherwise would have. Either way, the Paradox still takes effect.
Exceptional Success: The mage suffers a Manifestation Paradox

Magic in a scene:Every spell cast in a scene adds a die to all Paradox dice pools, not just those of the mage in question. Areas where a manifestation has already occurred add an additional +2 dice to all rolls as that spot is already weak to the abyss
Backlash
A mage can convert Paradox successes to bashing damage on a two-for-one basis

Consequences: Security is going to want to have a "discussion" with you. They will look at the circumstances on a case by case basis and punishment can be anything from loss of resources, to incarceration for a period of time, labor, or even death

Merits

• Fighting Finesse

Fighting Finesse (••)
Prerequisites: Dexterity •••, a Specialty in Weaponry or Brawl
Effect: Choose a Specialty in Weaponry or Brawl when you purchase this Merit. Your character’s extensive training in that particular weapon or style has allowed them to benefit more from their alacrity and agility than their strength. You may substitute your character’s Dexterity for her Strength when making rolls with that Specialty.
This Merit may be purchased multiple times to gain its benefit with multiple Specialties.

• Herd

All kindred are given a ration of blood and a very small small allotment of food and goods with which they use to pay for blood, a kindred can however also maintain a very small herd of individuals that can be called upon for blood (either for sustenance, or to barter with other kindred).
Each dot of this merit indicates one individual that can be called upon for sustenance. You cannot have more dots in this merit than you do resources. Blood bonding your herd is forbidden by the council

• Languages

English is the universal language spoken aboard the ARK, everyone starts with that.

This is no longer a 1-3 point merit and instead is a simplified 1 point merit

You must specify which language your character is familiar with when purchasing this Merit. You may take this merit multiple times to indicate your character knows multiple languages.

• Resources

Resources are exceptionally limited in this setting, and as such are hard capped at 2 and need justification to possess. This merit does not represent money in the traditional sense, but rather a small stash of items that can be used to barter with rather than using services or indebting yourself to another. Once you have used these items, they are gone

There is no need to purchase food on the ARK, and everyone has a bed, and a room of some sort

• Sanctum/Haven/Etc Merits

This merit is heavily restricted at this time.

Skills

• Crafts

This skill needs to be specialized, to be able to create something that requires any level of expertise. So if you want to build a boat, craft functional weapons, paint a masterpiece, you must specialize in that.

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