Article I: Membership/Membership Assistance

Section 1: All persons interested in the One World by Night (OWbN) Philadelphia: Nusquam (P:N) LARP of the World of Darkness (WoD) genre shall be eligible for membership. Membership shall be by application and approval by the staff of Storytellers in the form of acceptance of character folder from other OWbN Chronicles or in the form of approval of New Player Character based in P:N. Members may be declined or have their status as members revoked upon such terms as provided in the By-Laws. 

Section 2: All available resource materials, including the House Rules, will be made accessible during game time.

 

Article II: Officers of the Staff 

Section 1: The officers of this club shall be Head Storyteller (HST), Storytellers (STs), and Administrator (ADM).

Section 2: Vacancies occurring between appointments will be filled as soon as the ST Staff identifies a member felt able to pick up the position. Until that time, the ST Staff will take on and assign to other officers the various duties of the vacant position.

 

Article III: Duties of Officers

Section 1: The HST will act as a source of communication between OWbN and P:N.  

Section 2: All Staff Members are required to acknowledge they have read or received an e-mail and give a time frame of when to expect a reply. They must respond within 1 week of the player sending the e-mail, however it is the player’s responsibility to follow up if the ST does not reply. It is also the player’s responsibility to CC the entire staff on any e-mails they send to a particular Staff member. 

 

Article IV: Narrators

Section 1: The position of Narrator (NAR) will exist to allow general members access to needed information that may be provided by other authorized members that are not officers. NAR will be determined based on ST criteria.

Section 2: NARs will receive one additional experience point per month to be awarded at the start of each game they act as a narrator, within the normal experience limit. 

Section 3: On Duty is a term that will be applied to those NARs who may be pulled from any scene, conversation, etc in order to perform their duties as NAR unless it is inconceivable for them to leave their scene, conversation, etc. 

Section 4: A list of On Duty NARs will be provided at the beginning of each game. These NARs will be chosen from the main list of NARs. The On Duty list will change each game to give equal duties to all NARs.

Section 5: NARs will be distinguished by use of a badge.

 

Article V: Player Representative

Section 1: This player will be appointed by a majority vote of the players based in P:N held during game time. The Player Representative (PR) will be responsible for handling all Out-of-Character (OOC) complaints of the P:N members.

Section 2: An Assistant Player Representative (APR) maybe be appointed by a majority vote of the players based in P:N during game time. The APR will be responsible for aiding the PR in handling the OOC complaints of P:N members.

 

Article VI: Character Creation/Development

Section 1:  You must play at least 3 different clans before you may play the same clan again as your Personal Character (PC). This also applies to characters played in other OWbN chronicles. Examples: Ventrue, Malkavian, Nosferatu, Follower of Set and then back to Ventrue. 

Section 2: Characters will receive three free lores at Character Creation. They will be one level each of Kindred, Clan and Sect Lore. Special Circumstances such as “Twisted Upbringing” may alter whether you receive these lores and which ones you receive. This is subject to ST discretion. Those characters created before the adoption of this rule (1/7/05) will be grandfathered in. If you do not want these lores, you are not required to take them.
Clarification: The purchase of these lores require creation points to be spent, they are not “free” in addition to the points received for character creation.

Section 3: 8th-11th Generation kindred are permitted at ST discretion. 

Section 4: Clan Caps are ST Staff discretion.

Section 5: Tremere: Tremere are R&U and require that a player must submit a written background. No Tremere may come into play at a higher Apprentice Level then 2nd Circle. If a player wishes to play an Acolyte, they may not start higher then 3rd circle.  All Tremere begin with the ritual of: “Rite of Introduction” for free.

Section 6: Malkavians: All Malkavians start with a free dot in Malk Time in addition to the free level of the Awareness Ability. 

Section 7: Setites: If a non Setite PC wishes to be a religious "Follower of Set" when they come into play, they need to have a good background story and at least 3 dots in the Mentor background.

Section 8: Combo Disciplines are permitted. They can be learned at the rate of 1 every 6 months. ST discretion if you need a teacher to learn the discipline. 

Section 9: All Blood Sorcerers pay for their magic at in clan costs within their own Clan Sorcery provided they have blood magic in-clan. 

 

Article VII: PC Ghouls 

Section 1: No PC ghoul shall have an NPC regnant without ST approval.

Section 2: PC ghouls do not count as retainers. 

Section 3: No ghoul shall be able to determine blood strength in anyway.  Only vampires that possess the Skill/Ability of “Blood Prep” or the correct Thaumaturgy may determine qualities of blood. This shall be adjudicated by an ST with the appropriate knowledge regarding the skill or discipline.  

Section 4: If after playing a PC ghoul for 6 months the ghoul becomes embraced, the Generation background will be placed on their sheet for free. This will always be at ST discretion. 

 

Article VIII: Character Approval

Section 1: All character sheets (P:N based sheets, visitors or otherwise) are subject to ST approval. The ST Staff holds the right to reject sheets or items on sheet based on their criteria and discretion. 

Section 2: All character creation and development is subject to ST approval. The ST Staff holds the right to reject character ideas either at creation or in development based on their criteria and discretion. 

 

Article IX: Documentation of Character Information at Game

Section 1: All relevant information regarding a player’s character must be on a visible name badge worn during all In-character (IC) interactions during game time. 

Section 2: All players are required to have their character’s sheet on them at all times.  The same rule applies if a player is portraying a Non-Personal Character (NPC). All ST’s are expected to have their NPC sheets on them at all times.  These reoccurring NPC sheets shall be in their ST binder or the God Box.

Section 3: All recurring travelers must have a copy of character sheet in the God Box and they must have their current character sheet stamped, dated, and signed by a ST Staff member the night of their visit. 

Section 4: If a character has active rituals during game time, the rituals must be documented on either an item card or character sheet. The documentation must be stamped, signed and dated by a member of the ST Staff on the night those rituals are active. 

Section 5: Any power, trait, combo, ability, background, merit, flaw or other sundry thing that IS NOT in Laws of the Night (LotN), the MET Camarilla Guide, or the MET Sabbat Guide that a character has on its sheet must be document with a brief description and citation (book and page number). This documentation may be placed on the character sheet if it is brief. If it is not brief, the location of the documentation and citation from materials must be on the character sheet and the full documentation must be kept in the character’s folder in the God Box. 

 

Article X: NPCs on PC Sheets

Section 1: NPC ghouls, retainers, allies, mentors, wraiths, spirits, etc. will have their sheets created by an ST. Players are allowed a large degree of input when the sheets are created. 

Section 2: ST Staff members will run the sheets of the NPCs listed above. 

Section 3: Wraiths will be run by the ST. If you have any questions, please see the ST.  

Section 4: Ghoul disciplines will follow the rules found in Liber des Ghouls: The Book of Ghouls.

Section 5: If a character inherits any of the aforementioned NPCs for whatever reason, the NPC will be unwilling to expend significant effort for the character until the player spends points to have the NPC on their sheet. If the sheet inherited is larger than base points for an NPC, the ST Staff will keep a copy of the full-sized sheet. The player must invest points into the sheet to activate the full sheet. As points are placed into the sheet, the relevant traits become useable. 

Note: None of this will be grandfathered in. Please speak to your ST if you have concerns. 

 

Article XI: Requirements of PC City Officers

Section 1: Players should have regular attendance. 

Section 2: ST Staff needs to have accessibility to the players (E-mail, phone number). 

Section 3: Players must be able to work with the ST Staff. 

 

Article XII: Humanity and Diablerie

Section 1: Apparent humanity rating is always relevant and being path dead cannot be hidden. 

Section 2: Upon a successful diablerie, the assailant gets a humanity chop with a conscience difficulty of 9. This provides players a shot at not losing humanity when they diablerize, but makes the test significantly hard enough that it will not happen a lot. As always, people may relent to the chop and just drop the humanity.

 

Article XIII: Abilities, Merits, and Flaws Clarifications

Section 1: All abilities, merits and flaws are subject to ST Staff discretion. 

Section 2: Etiquette: Etiquette can be used to cover up recent faux pas. Immediately after saying/doing something accidentally, you can blow the Etiquette to omit your statement/action. You may not wait to declare your etiquette expenditure. The statement/action being retracted must be an accidental, not purposeful action.

Section 3: Languages: There is no limit to the number of languages that a PC may purchase, however, the ST Staff has final say over how many and which languages can be learned by a character as well as the learning periods for each language. 

Section 4: The 14th Generation flaw may be taken separately from the Thin Blood flaw.

Section 5: Acute Sense: Under no circumstances will the bonus traits afforded by this merit count towards any kind of combat challenge, though it may be used to negate trait penalties. 

Section 6: Beacon of the Unholy: If someone reads your aura it is obvious to him/her as well. 

Section 7: Conspicuous Consumption: All feeding requires an ST or Narrator present to feed. 

Section 8: Luck: Allows one free retest a night. If you attend a game that does not use this rule you are considered to be at 2 remaining tests, unless you have not used your retest at any Philadelphia games.

Section 9: Misplaced Heart: If a character has a misplaced heart due to Vicissitude, they are only stackable if the correct location can be named.

Section 10: Short: This Flaw implies a height of less than 4 feet. If the player is not actually less than 4 feet tall, a card must be visibly worn at all times that states the flaw “Short.” 

 

Article XIV: Powers Clarifications

Section 1: All rulings on disciplines are subject to ST Staff discretion. 

Section 2: Any blood magic requires occult, verbal and somatic components. Blood Magic takes a full action to use and may not be enhanced by celerity. Celerity maybe still used in defense.

Section 3: Occult Library grants bonus traits to performing rituals when in it. 

Section 4: The level four power of Transmutation, Gaol, may not be used to encase specific body parts. It can only encase a whole body. 

Section 5: Level 3 Mastery of the Mortal Shell puts the target down 4 traits. It does not render them unable to do anything for the rest of the scene. 

Section 6: Animalism: Feral Whispers: You may speak with kindred who are subsumed into other animals, but you may not speak to other kindred that are not subsumed, who possess Feral Whispers.

Section 7: Auspex: The character challenging against individuals using Auspex may add one mental trait per level of Auspex the character has if the challenge results in a tie.

Astral Projection: Your body must be within the game’s jurisdiction. If you are attempting to search for someone in Astral Projection or hide while in Astral Projection, this rule applies: “If you can pass through it, you can be seen in it.”

When traveling in Astral Projection you are moving at the speed of thought. This means you move from one location to another without moving through the space between, unless otherwise declared. This means unless you know exactly where another person is going you cannot track them in Astral. They simply moving too fast.

An individual’s Silver Cord fades off into a mist a foot or so from their astral form, this cannot be used to track them back to their body. If this cord is destroyed in astral combat, then the person’s form will be lost to the mists in couple of rounds. They cannot be returned to their body at this point.

Section 8: Chimistry: Will be run by the book.  An ST must be present when using this power

Section 9: Dementation: Voice of Madness: You may not use this while in Telepathy. Victims need to hear you “vocally” not “mentally.” If you are listening in on a conversation via Heighten Senses you must participate in the challenge as well. This does not include technology. 

Section 10: Dominate: All uses of Mesmerism and Forgetful Mind require an index card stamped and signed by an ST with the description of the character was dominated to do. 

Possession: Be aware that use of Possession may be a violation of many morality codes. This is determined by ST Staff discretion. Your body must be within the game’s jurisdiction. 

Section 11: Fortitude: Aegis: Means that you automatically soak one level of damage instead of throwing the normal challenge.

Section 12: Obfuscate: The character defending challenges against individuals using Auspex may add one mental trait per level of Obfuscate the character has if the challenge results in a tie. 

Mask of 1000 Faces: This power can be used to slightly alter the appearance of clothing, jewelry, or anything else worn on the person. For example, the character can make a ratty trench coat look like a nice trench coat, but he/she cannot make a trench coat look like a floor length velvet cloak. This power cannot be used to hide anything requiring an item card unless the clothing worn already conceals it. Mask is the only discipline that can be bought at character creation with starting points, before freebie points. 

Section 13: Presence: Awe: Can only be used within the immediate presence of the target.

Summon: You cannot summon an individual to a known life-threatening situation.  Otherwise, it will be run by the book.  

Section 14: Protean: Earth Meld: If there is enough dirt, you can meld to it. This is at ST discretion. 

Shape of the Beast: Cannot use this power (or any power that gives you extra mental traits) to improve on the Security ability. 

Section 15: Rituals: Principal Focus of Vitae Infusion: You may only have as many "blood beads" as you have permanent mental traits. You can only create these beads the night of game, not during the week. 

Pavis of the Foul Presence: Will work on Presence levels 1 through 5. Pavis will work as many times as you have current levels in Occult. This does not take away from your Occult ability. These are considered "Charges."  Majesty is only reflected for the number of turns that you have charges. The person that the Majesty is being reflect back upon may still test against that Majesty

Stone of the True Form: The effects will last 1 round plus the mentals burnt at the casting (up to 6 rounds total). Stones may not be used on anyone in already in Mist Form or Tenebrous Form, as these individuals are already intangible.

Any ritual that requires a PC's blood: If you collect a PC's blood, you must have an item card/blood ticket with that PC's signature on it. If you break down the number of traits (example: 10 traits broken down to 5 traits each on 2 cards) you must get that player's signature on all the cards/tickets. Or you must present the original card you break down the original amount. 

Section 16: Serpent’s: Heart of Darkness: You need a write up for where your heart is located as well as a signed and stamped card for it. You may not "trick" or "coerce" someone into having their heart removed. They must be of their own free will to give up something as precious as their own heart. 

Section 17: Soul Steal: If your soul is removed from your body by the power of Soul Steal, and your body is forced to reflectively blow Aegis, then you return to your body. The use of reflective Aegis is at ST Staff discretion.

Section 18: Perfect Clarity: This power does not give you ties versus the power of Soul Steal.

Section 19: Crafting Rules: Any Item crafted using the crafts ability must be run by an ST. The level of crafts invested in the item is determined by the number of challenges won at the time. The difficulty of each challenge is as follows:

Crafts x 1: 3 traits

Crafts x 2: 6 traits

Crafts x 3: 9 traits

Crafts x 4: 12 traits

Crafts x 5: 15 traits

If you possess 5 levels of a crafting ability then you may make a crafts x 3 item without a challenge. Items crafted between levels 1-3 are standard from the book, if the item is not in any of the WOD texts then it is at ST discretion.   Weapons crafted to level 5 may add one bonus trait, add an additional damage, or remove a negative trait. Additional skills maybe used to improve the state of an item or weapon. These must related to the crafting of the item. At level 5 these other skills may improve a weapon as listed above. (Add one bonus trait, add an additional damage, or remove a negative trait). Special abilities of items and weapons are at ST discretion.

Additional damage traits cap at 2.

Section 20: If someone makes a challenge for Humanity and wins, they most immediately challenge for Frenzy. Their beast wants them to drop in humanity and is angry with its failure.

 

Article XV: Mass Combat

Section 1: Mass combat will be coordinated by the Combat Coordinator. 

Section 2: Each round of combat takes 3 seconds Real Time. Even though you may arrive five minutes into combat, the combat may have actually only technically have been going for 9 seconds. 

Section 3: The follow is the order of combat (Note that you act on the traits in the category you are throwing) 

Blood/Will Expenditures 

Free Socials (3 seconds of random speech) 

Alacrity Actions 

Normal Physical Actions (You do not have a Normal Physical Action if you are moving in Celerity) 

Swiftness Actions 

Legerity Actions 

Offhand Actions 

Two Gun Mojo

Section 4: Should you be attempting to get into a Mass Combat near game wrap-up time, the ST reserves the right to postpone your combat and place you in time stop. All combat challenges must be brought up to an ST half an hour before end game, which is 11pm.

Section 5: There are no called shots in P:N.

 

Article XVI: Influence

Section 1: Influence will follow the Dark Epics rules with the extended influence system. Please see the Influence ST for any questions regarding influence. 

Section 2: Extend actions: Mimics Fame on a 2 for 1 basis to get range. 

Section 3: Steal actions: This costs 1.5 (round up) the amount an attack would, but results in the target going down a level and the thief obtaining all the target’s growth points from that influence. 

 

Article XVII: Haven Rules

Section 1: This is a System to define the difference in the levels of haven ratings and what they include or can include. You must buy the haven background with XP and role play before you get a haven. With no haven background on your sheet you are without the protection this background gives you. Merits of this background maybe purchased by the player who owns the haven with XP. Staff members may assign merits that fit with the concept of the haven.

Section 2: For further information regarding haven rules in P:N, please see Haven Rules found at the end of this document. As of April 7, 2006, the P:N ST Staff is working to refine the Haven Rules. Until new rules are put in place, please refer to the old Haven System. 

 

Article XVIII: Shelving Characters and Active Pursuit

Section 1: Shelved characters are characters based in P:N who are not being played anywhere at the current time. Shelved characters are completely out of play, and may not interact via email or the Internet, at other games, or in any other fashion, unless otherwise noted by the ST Staff. Characters based in P:N must remain shelved for no less than one month.

Section 2: Players that wish to shelve in P:N must notify the ST Staff two weeks prior to shelving. 

Section 3: A character may be shelved after the two week mark (the end of next game) if no one has declared Active Pursuit on them. 

Section 4: If PC kills another PC at the end of game on the date they are set to shelve, they must wait until the next game after the death of the PC to allow for other PC response. 

 

Article XIX: Experience Points (XP)

Section 1: Each member of the ST Staff will receive 8 experience points for the month they remain actively on staff. Missed games will not count against this award, so long as they remain active in staff meetings and/or communication with players between games. 

Section 2: The ST's of P:N will be allowed to give out XP during the week for "downtime reports" of what your character is doing between games. This is also known as "Blue Booking." All scenes occurring between characters, whether they are NPCs or PCs, based in P:N or not, etc. must be CCed to the staff list or it will be possibly subjected to redlining. Any specific action during a downtime scene must follow the rules outlined in Article XX.

Section 3: STs may withhold XP at their discretion. 

Section 4: Players should have the opportunity to vote to give another player XP, even if this means writing someone's name on a piece of paper and having the STs tally the votes after game and post the results on the lists.

Section 5: The staff will allocate monthly experience to players for attendance, participation, and travel.

Game Attendance: 2 exp
Downtime Actions: 1 exp

Travel to Another Game: 2 exp (additional points possible if player is award RP points at that game, must be confirmed by the staff and/or admin of the game they attend)

 

Article XX: Downtime Actions

 

Section 1: Downtime actions must be submitted to the PN Staff by  the Wednesday midnight prior to Friday game. If game night changes, the downtime action deadline is 48 hours prior to the game start.

Section 2: Downtime forms may be used to aid the Staff in keeping actions organized. The forms are not the only means to submit a downtime. 

Section 3: Downtime actions do not necessarily include Blue Booking. Please see Article XIX for more clarification on Blue Booking scenes.

Section 4: Character actions such as Item Crafting, Influence Actions, and location for the Gathering site and/or Elysium must be included in downtime actions to be considered valid in time for the upcoming game.

 

Article XXI: Vote of Confidence

Section 1: Players will be able to call a vote of confidence against an ST, through the Player Representative (PR). No less than five players need to submit written complaints to the PR before the PR will launch an investigation.

Section 2: If an investigation is required, the PR will gain all necessary information. If the PR feels it is warranted, they will call a vote of confidence on the ST. 

Section 3: If a vote of confidence is called, a ballot vote will be held during game. If the ST passes the vote, then no action will be taken and no further votes can be called on that ST for the period of two months. If the ST fails the vote, they must step off of the Staff and may return to the narrator pool. They may not return to the Staff for a minimum period of 6 months.

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