Saskatoon by Night FEBRUARY 15, 1997


STAFF CHANGES

We have a slight change in the Narrating/Storytelling staff. Kurt Hoiseth, due to real-life obligations, is stepping down as a Narrator. Thanks, Kurt, for the time and effort that you put into the game! The staff therefore now stands at:

Please call with any concerns or questions. Try your clan Narrator before going to a Storyteller, please. If anyone would like to Narrate, please give us a call.

EXPERIENCE AND INFLUENCE

As most of you have probably found out by now, you will NOT be receiving experience or be allowed to use Influence until we get your character background and influence description. Please do not assume that we have this information about your characters unless you’ve given it to one of the current Storytellers or Narrators (some papers have gone missing). If you are at all unsure, ask Terry. To remind everyone, this is what we need: 1) A background for the character which must contain: a description (including any distinguishing features) and a list of anything publicly known about them. The background should also include who they were sired by, a description of their embrace, and where they have been and what they have been doing during both their mortal and Kindred lives. 2) A list of all their influences, what they are, how they were obtained and how they are maintained. 3) A haven description including street addresses and any defenses. Another reminder to those smart people who have given us all this information and can spend their experience: write down on a sheet of paper how you are spending experience, the character’s name and clan, and your name. Hand it to a Storyteller or Narrator. Until we get the sheet, you will not be able to use anything new.

METAGAMING

There’s been a lot of concern about metagaming. This is going to be a continual problem as long as people share information out of character that is meant to be a secret in character. All we can do is repeat ourselves over and over and over: IF SOMETHING IS SUPPOSED TO BE SECRET IN CHARACTER, KEEP IT SECRET OUT OF CHARACTER. You don’t have to tell anyone anything, in or out of character, if they’re just asking. Speaking from experience, it’s more fun to not actually know what’s going on. Trust us on this. If you don’t know OOC what is happening, then it makes it all the more rewardingwhen you do finally figure it out, to know that you did it on your own. On a related topic, please do not automatically assume that someone is cheating when something happens that you don’t understand. That’s pretty insulting to both the other players and to us, the Storytellers. You are perfectly within your rights to ask if we are aware of a certain situation, but if we tell you that we are and it’s fine, then please don’t argue. That makes us cranky. With as many players as we have, and with the Shared Universe interaction, we can guarantee that there’s stuff going on that you don’t know about. If you don’t trust us to handle this, then tell us and we’ll let someone else run the game that you do trust.

GHOULS, RETAINERS, SERVANTS AND FLUNKIES IN GENERAL

If you have anything of this nature, you MUST have an approved character sheet to represent that person. In the case of ghouls, mortals, Dominated cops, etc, you also MUST have someone to represent them if you want them to be at any event. It doesn’t have to be a full-time player; so if you’re showing up with a posse of twelve thugs for a single scene, feel free to recruit anyone you know who’s not busy. The character sheet is MANDATORY. In the case of supernatural companions (Wraiths, Werewolves, Fae, etc.), they will be played by Narrators or STs, and the character sheet is still mandatory. If the character sheet isn’t there, the being isn’t there. Period. No arguments. Even if “my bodyguard always follows me everywhere I go...”, if the character sheet isn’t there then tough. He went to get dinner. If you have ghouls that do nothing but handle your Influence, then you do not need people to play them (unless you want them to show up somewhere), but you do need character sheets for them. You don’t need character sheets for mortals that only represent your influence. We hope that everyone sees the necessity for this. The rules and statistics are here to prevent arguments. If there are no statistics, there will be arguments. We don’t want that. You don’t want that. Please cooperate with us.

SEQUENCES OF ACTIONS

We are going to be playtesting a different way of handling challenges. In the past, the standard rule has been that if someone physically attacks you, you can only respond with a physical bid (i.e. you can either take it, dodge, or try and attack back). The main problem that we were seeing is that this gives a definite advantage to whoever initiates the challenge, since they can force the terms of the challenge. We’ve also seen it turn into a speed-talking contest, as players start yelling to get their challenge in first. WE ARE CHANGING THIS. You can respond however you want, each challenge will be resolved separately, but the results will happen simultaneously. An example might make this clearer (I hope). Say that Sofy and Kyle have finally had enough of each other, and Kyle Quickly tries to punch Sofy.

Now, we sort out what happened according to the results of the challenges:

The point here is to let the results of the challenges decide which event happened first. Note that if Sofy didn’t have any Tough traits in the above example, she would have automatically taken damage from the punch, but she still could try and Dominate.

CELERITY

Uh, oh. Another rules clarification. There has been a house rule floating about that you can change your declared action if someone preempts you. THIS IS NOT THE CASE! We have discussed this among ourselves, and with the Regina Storytellers, and we have decided to stay with the Laws of the Night rules about preemptive actions. Example:

The main reason for this decision is that managing combat is bad enough when everyone has to stick to their declared action. If people are allowed to change their minds, group combats will be even uglier. This seems like it gives a lot of power to the Celerity users, but remember that each and every time you use Alacrity, it costs one blood trait. If you also want to get extra actions with higher levels of Celerity, that is another Blood Trait. Also keep in mind that you can only affect physical actions with Celerity actions, and this includes preempts. In other words, you cannot preempt to Dominate someone, and you cannot preempt someone who is Dominating you. In some situations, a Storyteller or Narrator may allow you to spend a willpower to change your declared action. Let’s say that Jeff, in the example above, had used Alacrity to pull Crimson in front of him just before Spider was about to shoot. A Narrator may allow Spider to spend a willpower to not shoot Crimson, her childe. This is always a judgement call on the part of the ST or Narrator. Another clarification about preempt actions, using another example:

In the case above, the result of the contest is decided by a single rock-paper-scissors challenge, where Jess has bid Ferocious and Cormiir has bid Brutal. They do the test; whoever wins punches the other. Sound familiar? This is exactly what would have happened if Cormiir had not used Celerity. There is no point in using preempt in the above situation. Yes, this is slightly unrealistic, but we’re trying to make combats go faster. To be more realistic, we’d have to go to a Person A attacks and Person B defends then Person B attacks and Person A defends sequence, which means twice as many challenges and twice as many traits bid. If the challenge involves both sides bidding traits from the same category, we want to resolve it in a single challenge. An example where pre-empt is useful:

The sequence of challenges in this example would be: Cormiir bids Brutal to slash Jess. Jess must try to be Tough enough to take it, since she has declared that she is attacking Kyle. They resolve that challenge, then Jess bids Ferocious and Kyle bids Quick for their challenge.

CALLED SHOTS TO THE HEAD

If you do a called shot with a firearm, club, etc. to a vampire’s head, and you succeed, the vampire will take only the damage normally inflicted by the weapon and be stunned for three combat rounds (this is about 15 seconds). You are not automatically put to Incapacitated. You cannot spend willpower to avoid this effect, any more than you could use willpower to avoid being blinded by a called shot. Your brains have literally gotten scrambled.

BEAST TRAIT FRUSTRATED

Just a reminder. This Beast Trait means that you frenzy if your character gets frustrated. In game terms, this can be represented by losing a Mental challenge. Keep in mind, though, that your character has to know that the challenge occurred. Sometimes challenges are player actions, not character actions. Example:

Similarly, a subtle Dominate command will not trigger this beast trait, if the character doesn’t realize that he has been Dominated. It’s entirely possible that a Frustrated character will Frenzy sometime after the actual challenge occurred, when he finally finds out about it. Use your judgement, also keeping in mind that you can still get frustrated without actually losing a challenge. Roleplay it!

QUIETUS

Using Quietus on weapons makes one of the points of damage they do into aggravated damage. A shotgun shell, for example, usually does two point of damage. If Quietus is used on it, it doea one aggravated point and one normal point. Also, the effects of this blood coating wear off after the aggravated damage is done, or at sunrise, whichever comes first.

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End