Laws of The Night

This page focuses on mechanical aspects of the game that may be overlooked or unappreciated. This page will also cover any house rules and rule modifications as they occur throughout the chronicle.

Sanctity of Merits:

Merits can serve just as much of roleplaying mechanic as they do a mechanical one. One important aspect of this is the Sanctity of Merits, what this means is if a Merit is no longer available for whatever reason, ie; you lose holding in a Covenant. You may redistribute those Merit points to new appropriate Merits. What this means is to not be afraid to take Merits that may only be valid for a portion of the game.

Housing:

Housing in Vampire has gotten more complex since the original Requiem. This section helps to break down how it works for Kindred in the new ruleset. Remember these Merit/Equipment points can also be distributed across characters who share the location.

*Safe Place: A Safe Place showcases how secure the place is to attack and gives the Kindred within the upper hand if combat takes place.
*Haven: To take the Haven Merit one must already have the “Safe Place” Merit. What a Haven Merit represents is how well your Kindred is protected within the Haven while sleeping and how tuned their senses are to their home.
*Housing: Unlike Haven and a Safe Place, Housing is not a Merit. Housing is categorized under Social Equipment. This represents the size, location and luxury of the place. The more Resources needed the fancier the location.

What this all means is one can specialize their home. Do you spend Resources to get a penthouse but has little to no security. Or turn a rotten apartment into a place secure during the day. It is up to you, take note as well other Merits, Disciplines and Devotions can also effect your home.

Willpower:

In general in previous sessions the usage of Willpower has not been widely attempted. Willpower helps to serve both mechanically and the methods to gain it back help with storytelling and roleplaying opportunities ( Tutelage of The Damned). Willpower gives a +3 die bonus to most dice pools and +2 to Resistance.

Conditions:

Conditions represent both temporary and more persistent changes to your character. Whether it is a physical ailment, a mental illness, addiction, bewitchment, etc. When a character resolves a Condition they gain a Beat. A character can also gain a Beat once per sessions when a persistent Condition effects the characters life.

Combat:

One major change in combat between Blood & Smoke and traditonal NWoD is how weapons interact with dice rolls. They do not add to dice rolls for the chance to hit. Instead they either modify the damage type (bashing, lethal or aggravated) or add to the final damage tally from a successful attack. To give an example, a character scores one success on an attack with a weapon that deals 2 lethal damage., the enemy they are attacking would receive three lethal damage.
Tilts:

Tilts are similar to Conditions but only effect characters within combat. There are both Personal and Environmental Tilts. Each have ways to mitigate or get around them.

Laws of The Night

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