Ver 1.01 ATLANTA INTERACTIVE THEATER BNS SETTING SPECIFIC MECHANICS/HOUSE RULES Version 1.01 Preface The following rules changes and clarifications are made pursuant to P336 “Setting Specific Mechanics”. Errata The official BNS Errata, found at the link below, shall be valid unless it contradicts any information contained in this document. http://www.bynightstudios.com/?page_id=356 Chapter One - Introduction P22, 23: Disregard all references in Ancilla, Elder, and Neonate definitions regarding Status based upon Generation. AIT does not use Generation to determine Status. Chapter Two – Introduction to the World of Darkness P33: Disregard all entries in the “A Brief History of the World of Darkness” past 1990. AIT began around that time and its history supersedes BNS history. P44: The Assamite Clan Weakness shall read as follows: “Each point of Kindred Vitae ingested by an Assamite will cause a point of Aggravated damage. This damage cannot be negated or reduced.” This Weakness replaces all listed Assamite Weaknesses, regardless of Bloodline. P65: The Tzimisce Clan Weakness shall read as follows: “A Tzimisce must use a downtime action to specify resting with the dirt of their homeland. Having at least 1 dot in the Haven Background will ensure that the dirt remains undisturbed between games. “ P68: The third paragraph of the Ventrue Clan Weakness shall read as follows: “Due to their refined tastes, Ventrue must take an additional Downtime Action to Feed properly. One point of Herd will suffice for both of the Ven4true’s Downtime Actions regarding proper feeding. Ventrue may not benefit from another player’s Herd Background. Chapter Three – Character Creation Non-Camarilla clans and 7th Generation characters require Storyteller approval before they may begin play. Players should submit their character and include a brief background regarding their character no later than two (2) weeks before game. This shall not apply to the recreation of an existing 7th Generation character currently on the AIT Rules 3.11.2a books. Any playtest character of 6th Generation will be reset to 7th Generation and experience points refunded. Any playtest Non-Camarilla clan character or 7th Generation character will be grandfathered in and considered to have Storyteller approval. Atlanta Interactive Theater Setting Specific Mechanics Page 1 of 7 Ver 1.01 P88: Relative to Step 3 Choose a Clan, the Merit point costs of Clans are as follows: 0:Brujah, Caitiff, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue 2: Assamite (Vizier), Giovanni, Follower of Set, Ravnos, Malkavian (Ananke/Knight), Toreador (Ishtarri/Volgirre), Ventrue (Crusader), Gangrel (Noiad/Coyote), Tremere (Telyav) 4: Assamite (Rafiq), Cappadocian (Samedi), Daughter of Cacophony, Follower of Set (Tlacique / Viper), Gargoyle, Lasombra, Salubri, True Brujah, Gangrel (Arhimanes), Tzimisce (Carpathian) 6: Assamite (Sorcerer), Giovanni (Premascine), Lasombra (Kiasyd), Tzimisce, Tzmisce (Koldun), Cappadocian, Cappadocian (Lamia), Salubri (Healer), Baali, Baali (Angeli). P92: Add the Skill “Sewer Navigation” to the list of Skills. Each point of this Skill allows a character to safely traverse two levels deeper into the sewers. Should a character obtain the 6th point of this Skill, they will be able to safely navigate to the Abyss that lies beyond the 10th level of the sewers. This Skill may only be purchased at Character Creation by Nosferatu characters. After Character Creation a nonNosferatu character may purchase this skill if it is taught to them by a Nosferatu. The method of teaching shall follow the rules for the teaching of a Discipline, saving that there is no Blood ingestion requirement. P92: Regarding the Lore skill, the following is in effect: To know anything other than the following will require an appropriate Lore: 1. 2. 3. 4. 5. Common Disciplines to level 5 Techniques based solely and wholly on Common Disciplines Base, not Bloodline Clan stereotypes (eg Brujah are fast, strong, imposing, and angry) Kindred Society basics (eg Masquerade, Sabbat are monsters, Anarchs are anarchistic, etc.) Anything you possess or are. P93: When the Craft skill is used to boost Resources, both Downtime actions must be taken in the same month. P100: The Generation Background shall be capped at 4. This is in order to maintain cohesion of the ongoing chronicle cap of 7th generation being the lowest player character Generation possible. P102: A Haven may be located in the sewers if the owner possesses the skill of Sewer Navigation. A Sewer Haven must choose the Quality: Location, to represent it being in the sewers. A Sewer Haven may not possess the Qualities: Luxury, Staff. A Sewer Haven with the Quality: Guards is protected by Ghouled Animals. P102: When a character utilizes the Herd Background during a game session, the Blood gained is placed directly into the character’s Blood Pool. P104: Retainers may not use a Specialization to learn either Thaumaturgy or Necromancy. Retainers may only interact with gameplay with Storyteller permission. Atlanta Interactive Theater Setting Specific Mechanics Page 2 of 7 Ver 1.01 Chapter Four – Disciplines P115: Under Animalism, add the following line. “Summoned animals will not allow themselves willingly to be fed upon or drained of their blood.” P140: The Ay Befriend downtime action may be used to observe another character if the user of Ay Befriend has the Computer Skill. P151: The measurement of conversational distance for purposes of Awe shall be 10 steps. P15: The measurement of distance one’s presence for purposes of Dread Gaze shall be 10 steps. P189: Thaumaturgy Path of Conjuring power Permanency is altered as follows: Permanency will allow Conjured items to last until sunrise. P218: The Elder Obfuscate power Cache modifies only the Obfuscate powers of Conceal and Cloak the Gathering. P220: The measurement of distance of one’s presence for purposes of Paralyzing Glance shall be 10 steps. Chapter Five – Merits & Flaws P249: Code of Honor – Storyteller approval is required to take this Merit. P249: Efficient Learner – The maximum number of Powers that may be learned over a Downtime by a character with Efficient Learner is 4. P253: Morality Merits – Paths may be taken only with ST Approval. A detailed background will be required to be submitted for Approval. There is no guarantee of Approval. A Character on a Path is required to wear a red ribbon. P260: Cannot Cross Running Water – Disallowed P260: Blood Rot – A character with this Flaw must wear a red ribbon. P260: Bound to the Earth – must use a downtime action to specify resting with their important dirt . Having at least 1 dot in the Haven Background will allow the Kindred to bypass this, as they can ensure the dirt remains undisturbed between games. P261: Dark Secret – Storyteller approval is required to take this Flaw. The Dark Secret must be very detailed and feasible. There is no guarantee of Approval. P262: Deep Sleeper – Disallowed P262: Eerie Presence – A character with this Flaw must wear a red ribbon. P263: Haunted –Storyteller approval is required to take this Flaw. A detailed explanation of why the character is haunted is required. There is no guarantee of Approval. Atlanta Interactive Theater Setting Specific Mechanics Page 3 of 7 Ver 1.01 P264: Nightmares – Disallowed P261: Necrophile – Disallowed P265: Pied Piper – A character with this Flaw must wear a red ribbon. P265: Poseidon’s Call –Selecting this Flaw will require the character to purchase a minimum 1 point Haven with the Location Quality. The Location must be defined as on or near naturally occurring water. A Sewer Haven will not suffice for this. P266: Thirst for Innocence – Disallowed P266: Derangements are serious mental instabilities in a character, and not to be taken lightly. Thus all Derangements require Storyteller Approval. Derangements must fit the Trigger/Reaction template. Expect silly and/or frivolous Derangements to be rejected. Chapter Six – Core Systems P288: Disregard all references to players refreshing Willpower. Only Storyteller refresh Willower. Narrators that run a scene may recommend a to a Storyteller that a players Willpower be refreshed. Chapter Seven – Dramatic Systems Blood and Willpower will be represented by red and green cards. To represent Beast Traits the yellow cards will be used. When a character receives Beast Trait(s), a number of Yelowl cards equal to the number of traits will be given to the player. This will provide a quick visual aid as to how many Beast Traits a character has at any given time. P295: Under “Feeding from Lesser Blood” stored Human Blood is considered to be Lesser Blood and subject to the 2:1 ratio. P318: In addition to the Hand Gestures and Symbols, AIT makes use of colored ribbons to represent various statuses, as follows: Green: Appearance change Yellow: Hiding power White: Psychic Projection Purple: Majesty Red: Something unusual (this ribbon will also be used to represent the BNS hand signs for “I look like an animal” and “I look obviously Monstrous”.) Red + White: Manifested Psychic Projector Orange: Out of play Blue: Storyteller in Storyteller mode Atlanta Interactive Theater Setting Specific Mechanics Page 4 of 7 Ver 1.01 Chapter Eight – Storytelling P348: Base experience points shall be awarded as follows: 0-100 earned xp: 7 XP / game 101-200 earned xp: 6 XP / game 201-300 earned xp: 5 XP / game 301-400 earned xp: 4 XP / game 401+ earned xp: 3 XP / game Experience for roleplaying, costuming, setup, cleanup, comestibles, etc shall be added onto the base for that month. In the event of character death or retirement, the player shall be refunded an amount of experience determined by the formula: (Spent Earned XP * .75) + (Unspent Earned XP). Chapter Nine – The Camarilla Note that AIT’s history diverges from BNS canon in the 1990’s. Disregard any BNS history past 1990. P400: Disregard all reference to Generation with regards to Status. Social Status is determined by the Harpies, not by one’s Generation. This allows greater social mobility given our chronicle length. P404: Machiavellian Prodigy – Not Allowed, generation is decoupled from status P404: Master of Puppets – Not Allowed P405: Accused of Heresy – Not Allowed, Generation is decoupled from status and class. Chapter Thirteen – Influences & Equipment ITEM PURCHASES AT GAME We have chosen to say that item purchases take a flat 30 minutes to complete per item. The purchaser must remain out of game for that entire time. There are 2 modifiers to this action. #1: If the purchaser has a flesh-and-blood Retainer of any level, then the Retainer may be used to deliver the item 30 minutes later, thus the purchaser does not have to spend any time out of play. #2: If the purchaser has an appropriate contact for the item to be purchased, the wait time is halved to 15 minutes out of play. This will however, count as one use of the Contacts background for the night. Both modifiers may be combined so that with an appropriate Contact, the Retainer will deliver it 15 minutes later. Atlanta Interactive Theater Setting Specific Mechanics Page 5 of 7 Ver 1.01 CONVERSION MAGICAL ITEMS FROM AIT 3.11.2a The changing magical paradigm has rendered previously existing magical items inert. Such items crumble to dust. CONVERSION OF AIT 3.11.2a BUSINESS UNITS Business units shall be converted into additional Background XP using the following formula: 1-5 BU = 2xp, 6-10 BU = 4xp, 11-25 BU = 6xp, 26-100 BU = 8xp, 101+ BU = 10xp ITEM QUALITY COSTS In order to allow for players to know what they can get for their Resources, the following prices have been determined for combat equipment. Armor Qualities Ballistic: $2,000 Chest Plate: $500 Concealable: $5,000 Full Body: $3,000 Hardened: $500 HazMat: $5000 Impact Absorption: $500 Hardened: $1,000 Ranged Weapon Qualities Accurate: $8,000 Antique: $2,000 Ammo Capacity I: $250 Ammo Capacity II: $500 Armor Piercing: $5,000 Artisan: $20,000 Automatic: $1,000 Brutal: $1,000 Cold Iron: $12,000 Concealable: $5,000 Deadly: $8,000 Fast: $200 Incendiary Ammo: $15,000 Knockback: $1,000 Long Range: $5,000 Masterwork: $50,000 Quick Draw: $100 Rapid Reload: $100 Silver Ammunition: $20,000 Spread: $750 Staking: $1,000 Strange Composition: $10,000 Atlanta Interactive Theater Setting Specific Mechanics Page 6 of 7 Ver 1.01 Melee Weapon Qualities Accurate: $10,000 Antique: $2,000 Armor Piercing: $2,500 Artisan: $20,000 Balanced: $1,000 Brutal: $1,000 Cold Iron: $12,000 Concealable: $5,000 Deadly: $10,000 Disabling: $2,000 Fast: $200 Flaming: $15,000 Impaling: $1,000 Masterwork: $50,000 Reach: $2,000 Quick Draw: $100 Silver: $20,000 Strange Composition: $10,000 Trip: $500 Revision History V 1.0: Original document V 1.01: Addition of link to and clarification of use of Official BNS errata, added section on B/W/C cards, added section regarding Lore Skill, cleared up wording on Tzimisce Clan Weakness and Bound to the Earth Flaw, general grammar edits, font change. 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