Lex Vernaculus [ChicagoRequiem] May 16th, 1996 "Anyone who likes to eat sausage and respects the law should never watch either one being made." --Attributed to Mark Twain Chicago Requiem is in the process of putting together a booklet of local rule clarifications, interpretations, and changes. The compilation will probably not be released until a considerable time after the pocket guide to Mind's Eye Theatre is released. In the meantime, here are a few rules that are definitely in force in Chicago, and indeed in the entire One World by Night. On the Vampiric Soul: Many vampiric abilities spring from the soul as well as the blood. An indication of this is the act of diablerie, which requires not only the consumption of all a vampire's blood, but her soul as well. Based on that reasoning, the Embrace must involve the transfer of part of the sire's soul. Mortals can only be Embraced by drinking blood from the body of a living vampire at the moment of the mortal's death: just ingesting a trait of vampiric blood will result in the mortal becoming a ghoul, and may not even prevent her demise. For similar reasons, the disciplines that are "inborn" to members of a clan are linked to the soul of the antediluvian they are descended from. Vampires need no teacher for in-clan disciplines. A vampire may learn any out-of-clan discipline taught to them (a two-week-long process, the beginning of which should be roleplayed,) but vampires may only teach the disciplines they possess in-clan. For example, a Gangrel could teach Animalism, Fortitude, and Protean, but not Potence, even if she knew Puissance. Only an Assamite could teach Quietus. Caitiff may teach three of the disciplines they start game play with, provided the discipline in question is possessed in-clan by more than one clan. Note: powerful elders (read: narrator characters) of certain clans may be able to teach specific out-of-clan disciplines. Character Creation: When creating a new character, players may allocate no more than five negative traits and five points in flaws. No player may enter the game with extra build points. Players may start the game with no more than three of any ability, and may never have more than five. Players may not play characters for which Whitewolf has not released live action rules, for example True Brujah, Baali, Gaki, mages, changelings, and wraiths. The creation of extremely rare characters, such as Salubri, involves a petition to the board of OWBN and will take a considerable amount of time. No character may begin with an advanced discipline. In Chicago Requiem, a random process will be used to determine if a player can enter with certain rare abilities, including (but not limited to) the Iron Will and Unbondable merits and Numina. (Players will have only a 10% chance to be allowed these abilities.) Experience: Characters earn one experience point (XP) for each Elysium (Saturday game) they attend, for a maximum of 2 xp/month. Characters can earn up to 3 xp/month by attending other OWBN game sessions--if you go to the Club X game twice in a month, you earn 2 xp total. If you go to the Club X game four times a month, Kenosha twice, and trip down to Cincinnati as well, you also earn 3 xp, and should probably get a life. Characters may also earn up to 3 xp/month by contributing to the history and infrastructure of the game: by writing a personal history (1 xp), submitting a detailed description of their haven(s) and/or influences (1 xp), working for the Decorations committee (1 xp/month), maintaining a clan web page or journal (1 xp/month), or contributing to Whispers (1 xp/month). These are examples: individual initiatives, like Dave Jennings managing status in Chicago, will be rewarded. Finally, characters may earn extra xp at multi-day OWBN games at conventions like Concentric--up to 2 xp/month. Experience works slightly differently from OWBN game to OWBN game, but no character in the OWBN may earn more than 8 xp/month, and the average should be more like 3 xp/month. The following rule interpretations are used in Chicago Requiem: Social challenges: All social challenges require social interaction--not necessarily conversation, but the originator of the challenge is always apparent. For example, Beast Within and Dread Gaze cannot be used under the cover of Obfuscate ("I'm scared--but of what?"), and the subject of Summoning always knows into whose presence they are being summoned. Provoking Frenzy: Remember, if a character is in a situation that could trigger her derangement or beast trait, any other character may engage her in a social challenge to make her frenzy. The following rule is hotly contested, but has been the law of Requiem for some time now. Stay tuned. Contests of Will: Immediately after losing a contested challenge, the subject of a behavior-altering discipline such as Dominate, Dread Gaze, Entrancement, Summoning, Beast Within, Song of Serenity, or Dementation may spend a willpower trait to cancel out the effects of the discipline on herself. However, the player using the discipline may cancel out the subject's use of willpower by also spending a trait of willpower. The subject may then spend more another point to cancel the discipline, and may again have the willpower canceled, until one or the other of the participants in the contest of wills cannot or will not spend more willpower. A contest of wills occurs only with the use of disciplines, not in other mental/social challenges. In addition, a contest only occurs in contested challenges, wherein both characters risk traits. An example of a mental discipline to which the rule does not apply is Aura Perception: the use of the discipline involves a mental static challenge, of difficulty equal to the subject's total mental traits, on the part of the discipline's user. The subject does not need to risk a mental trait, nor can the subject spend willpower to cancel out the user's success. In Chicago Requiem, the following challenges are defined as also being static challenges: seeing through Obfuscate (a mental static challenge), and breaking Majesty (a social static challenge). The Obfuscated/Majestic person need not risk a trait, nor may she use willpower to cancel successes. The following sections may answer player questions about OWBN and about game ettiquette. Relations with One World by Night Crossovers with Other Games: Characters from various OWBN games are urged to network: to visit other cities, to roleplay and share information by e-mail, to include each other in backgrounds. Requiem characters may earn experience by going to other OWBN games (see below), may learn Disciplines and swap influences with characters from other OWBN games, and may use any information they discover through OWBN roleplaying. In this way, we are creating a rich and coherent world, where plotlines interweave with other cities. For this to work properly, the integrity of OWBN must be preserved. This means characters cannot participate in non-OWBN games, and experience from non-OWBN games will not carry over to Requiem. To elaborate: anything learned in a non-OWBN game is out-of-game information. Requiem characters cannot die in non-OWBN games, nor can their statistics be altered in any way, nor may they bring items, influences, or information acquired in non-OWBN games to Requiem. Nothing in a non-OWBN game "really happens" to Requiem characters. Players should play separate characters in the OWBN and non-OWBN games, to prevent unintentional metagaming and to be fair to participants of both games. OWBN includes: Chicago Requiem (including Club X and Three Realms), Skeleton Crew (in Pittsburgh), Rage Across the Southwest (in Arizona), Moonlight Masquerade (in Phoenix), Always Comes Evening (in San Francisco), Night...Falls (in Northern Virginia and in Washington, DC), a network of 10 games in Brazil (the first Requiem player(s) to go to one of them will get a ton of experience), Suburban Nights in Barrington, the Eternal Aria of Kenosha, and the nameless Cincinnati game. Palatine, Naperville, Urbana, etc., are not OWBN. Game Etiquette The foremost rule of game etiquette is value the whole game over your own agenda. When making plans and performing scenes, worry more about being interesting and entertaining rather than about success or failure. A clever player will find many loopholes in the rules and strange conditions of game play that they could exploit to further their goals at the expense of game balance and goodwill between players. A clever but ethical player will then come up with in-character reasons not to take undue advantage. To put it another way, your character knowing the ritual Chill of the Windsaber doesn't justify a player going around magicking characters' heads off. Think of yourselves as being part storytellers: put other players in challenging situations, not impossible ones. On killing characters: It is not prohibited, and indeed it is occasionally necessary to a game's plot, for one character to kill another. However, the death of another character should never be a character's main goal. The best roleplayers are the ones who don't need to kill. Try to think of more original and elaborate--in other words, more vampiric--forms of revenge when you have been wronged. Try to come up with more subtle and creative ways to seize power from others. Try to fit your enemies into your plans rather than remove them. When all other character justifications fail, have your character fall madly in love with the one they should want to kill--there's a fate worse than death for the other player. Roleplay on-site and in-character. Important changes, i.e. the Embrace, the teaching of Disciplines, Blood Bonding, Conditioning, Vicissituding, and so on should always be played out. Try to come up with in-game excuses to do these on-site during game sessions, even though your characters would rather do them somewhere with guaranteed privacy. Few enjoy long sessions of rock-scissors-paper. Make challenges quickly and quietly, preferably while still carrying on roleplaying. Rock-scissors-paper cards are acceptable as long as the selection ofcards does not slow down game play. Do not draw out challenges in attempts to gain advantage, such as calling out every negative trait to see if your opponent has them, or taking ten minutes to brag about having the bomb. On the other hand, it is considered good roleplaying to bid appropriate traits and to work the bid into conversation/narration. After failing in a non-combat challenge, it is considered gauche to immediately make another challenge of the same kind. For example, it is tacky to try repeatedly to dominate someone to drink your blood in the same conversation. To attempt to dominate them into drinking your blood, then trying to dominate them into forgetting you tried to dominate them is more acceptable. Metagaming, the revelation of game secrets in an out-of-game context, invariably leads to sloppy roleplay and cheating. As tempting as it is to talk to others about things you know in-game about your character or others, try to restrain the telling of "war stories" to public events that characters would gossip about between sessions. It is profoundly unethical and gauche to reveal another's secrets (true clan affiliation, dark secrets, weaknesses, havens, etc.) if you are not in character. Storytellers and players alike are justified in rebuking anyone they overhear metagaming. Outright cheating, such as "morphing" rock-scissors-paper and the altering of character sheets, is grounds for suspension from the game. Please do not make idle accusations of cheating--if you can offer proof, bring the cheating quietly to the attention of several storytellers at once. Otherwise, please do not spread suspicions. ---------------------------------------------------------------------------- [Credits] This page was modified on July 8, 1996. [Chicago Requiem]