Blood in the Sand
The Only Rules that Count
It’s only a game
No non-consensual touching
No drinking or drugs
Be mindful of others
The rules are flexible
This is an adult themed game and we will be dealing with controversial issues. Minors will not be allowed to play.
Events may be recorded on various media (Photos, Audio, Video, etc). By attending an event you consent to having yourself recorded.
- No gossiping about other players, do this on your own free time.
- Respect other players and the staff. If they weren’t here you wouldn’t have a game to play at.
- Don’t threaten to walk out of a game unless you get your way. Here is your answer in advance: “Good bye, have a nice evening.”
- If you have a problem a judgment call (by the Storyteller or staff) or any of these rules, talk with a Storyteller or a Narrator about it.
- If you disagree with a call made by a Storyteller or staff, make a single concise objection then. If you still have a problem; bring it up after game, and we will do our best to resolve it then.
- Leave your problems with other players at home. On game nights you are someone else.
- Don’t let personal problems cross over into game.
- You are at game to play not socialize. Please keep in character or the Green Mists of Doom will get you.
- If you do not have a working cell phone neither does your character. This is to reduce players running around playing Mr. Cell Phone and to maximize game time for all other players.
- During any challenge or scene, any player may request that a Storyteller or narrator oversee or adjudicate.
- For difficult or complicated actions, Storytellers may enforce extra traits bid or other penalties at their sole discretion.
- If an item of any kind is used for any reason in a challenge, ANY player may ask to see the item card representing the item. If the player using the item cannot produce an item card initialed by a Storyteller or staff member, the item does not exist, and cannot be used. This should be reported to a narrator or storyteller.
- You break it you buy it.
Quality vs. Quantity
This eternal struggle affects LARPs just as much as most everything else. Most games try to balance a quality game while still allowing anybody who wants to play to attend. Then there are the games where the storyteller is only concerned with bodies and lets the storyline run wild. This is the game where you see a new neonate Prince every other game. Then you have quality oriented games. This is the game we are trying to be. The Storyteller requires extra steps to ensure the players understand the World of Darkness and what is expected of them as neonates. It is the Storyteller’s hope to create a story that you would see in a White Wolf novel.
As an extension of the desire for a quality game players are required to pass tests to play vampires and for other various reasons. The tests are simple and with little study you should be able to pass with ease. For the basic vampire PC test; Laws of the Night, Vampire: the Masquerade (table top book), the applicable clan book, and applicable sect book are suggested reading materials. The basic vampire PC test will be composed of 3 sections; general vampire knowledge, sect knowledge, and clan knowledge. Once you have passed a specific portion of the test, you don’t need to test for it again. Feel free to ask the Storyteller for suggested reading material for the other tests. You can take the vampire PC test once per month. If you are unable to pass the vampire PC test, you will be restricted to playing a ghoul of a PC vampire.
If your ambitions include holding a city position; be sure you can maintain the office. Have the political support or the physical power to take and keep the position. Understand what you need to do to fully hold that position of power. For example; if you want to be Prince, make sure you have the resources and influences to cover breaches of the Masquerade, have the Primogen Council in your pocket etc. If the Storyteller feels that you do not have the ability to hold a city position for the long term an NPC with the needed abilities will step in and take that city position. Again this boils down to a quality issue.
Basic Vampire Character Creation:
- Attributes: 7/5/3
- Abilities: 5
- Backgrounds: 5 (0 for Sabbat)
- Disciplines: 3 (4 for Sabbat)
- Free Traits: 5
- Maximum Negative Traits: 5
- Maximum Flaws: 7 Free Traits
- Maximum Free Traits: 21
- Clan Advantages:
~ Nosferatu may substitute Survival for Lore: Sewer at character creation.
~ Malkavians also receive a level in Malkavian Time ability at character creation.
- Starting Characters cannot be over 20 years dead (without approval).
- Lowest Generation of a starting character is 8th gen.
- A Storyteller or an appointed Narrator must approval all characters before play.
- If you do not submit a complete 100+ questionnaire with your character for approval, the Storyteller reserves the right to fill in the questions as he deems necessary.
- A 3 page character background story is required for character approval. Make sure this covers the history of the character’s life and unlife. Think of this as an overview or reader’s digest of the character’s history, not a short story of a small segment.
- Characters must be approved 1 game session before it is brought into play. If you do not have an approved character you will be given a temporary character for the night.
- Generation Background is bought according to the following. Trait cost refers to background traits, free traits, or a combination of the two.
~ 12th gen – 1 Trait total
~ 11th gen – 3 Trait total
~ 10th gen – 6 Trait total
~ 9th gen – 10 Trait total
~ 8th gen – 15 Trait total
- Highest level of influence at character creation is level 3.
- You may purchase intermediate disciplines at character creation. However they must be in-clan, and they cost 6 free traits per level. Advanced disciplines may not be purchased at this time.
- The following clans have no restriction to play:
- The following clans need mid-level approval, typically 1-5 additional pages of history/background on the character:
~ Daughters of Cacophony
~ Followers of Set / Serpents of Light
- The following clans need high-level approval, typically 5-15 additional pages of history/background on the character:
~ Blood Brothers
~ Harbingers of Skulls
~ Lasombra Antitribu
~ Sons of Discord
~ Tzimisce Antitribu
- Mid and High level approval characters must be cleared with the Storyteller two game sessions before they are brought into play.
- Any Clans/Bloodlines not mentioned must be clearer with a Storyteller. The Storyteller will inform you of the requirements.
- Martial Arts Ability must be cleared with a Storyteller.
- Upon passing the appropriate tests, player’s characters receive the following free Abilities at character creation: Lore: Kindred, Lore: (Clan), and Lore (Sect). Independent PCs begin with two levels of Lore: (Clan) rather than a level of Lore: (Sect). The Lores in question are determined by the PC’s Clan and Sect.
- Any and all of these rules can be waived if you have a good story/reason and approval of a Storyteller.
Inactive, Retired, & Pre-approved Characters
- Inactive characters may be brought back into game by a player. Retired characters may not.
- When a player stops playing a character, the player must inform a Storyteller if the character is placed on inactive status or is retired. If the Storyteller is not informed, the character will be retired.
- The storyteller may use a retired character as an NPC
- The storyteller may bring in an inactive character as an NPC with the player’s permission.
- A player can only have one character inactive at a time.
- Inactive characters must remain inactive for at least 3 months before being allowed back into game.
- A character that received “Under-dog bonus xp” may not be placed on inactive status.
- If a player misses 3 or more consecutive games sessions without informing a Storyteller, their characters are all placed on retired status.
- A player may have up to 2 Pre-approved characters; 1 Camarilla & 1 Sabbat.
~A player has 1 week to submit background & 100+ questionnaire addendum for Pre-approved characters brought into play.
- If your character is doing nothing besides sitting in his or her coffin in a coma-like state between games, a journal entry is needed.
- Submitting a Standard Journal for what your character’s average routine is between games is encouraged.
- If your character is doing anything outside of his/her average routine you will need to submit a temporary journal entry.
- Verbally telling a Storyteller what your character did does not count as a journal entry.
- A temporary journal entry is a minimum of ½ page, typed. A standard entry is a minimum of 1 page.
- Journal entries can get you bonuses in game.
- Journals must be submitted by the Wednesday before game.
- Temporary Journals:
~ 0xp: This is a journal that usually covers one or more events, such as a review of a meeting that happened in character outside of game. Another example would be bullet pointed events that you did over the down time.
Aprox. Size: ½-1 page
~ 1xp: To claim a full point of xp you need to cover every day between games. Each day must have something that a realistic person would do. Simply putting you sit in you coffin and do nothing for 2 weeks does not count. Usually this level of journal is nothing more than bullet points of day by day actions of your character.
Aprox. Size: 1-2 pages
~ 2xp: This is similar to the 1 point journal, except you go into more detail. Bullet points will not cover you here. Go into more detail about what your character did and how he/she did it. This level of journal should be more like a short story or a personal diary for the character for the duration of the down time.
Aprox. Size: 2-5 pages
~ 3-5xp: Do not expect to get these levels for your journals. It is rare for the Storyteller to grant 3 or more xp for a journal. But if you are trying for it here is what you will need: 1) A lot of work on building character, 2) A lot of work building original storyline, and/or 3) A lot of work furthering current storyline. For each one of these you work on in your journal the Storyteller MAY grant you an extra xp.
Aprox. Size: 2-10+ pages
- If you do not sign in your character at game, you will receive no experience for the night.
- Criteria for gaining experience
~ +1 Attendance of Game
~ +1 Storyteller MVP
~ +1 Leadership (someone who has moved a storyline forward through hard work)
~ +1 Good Roleplaying (determined by players)
~ +1 Good costume (also determined by players)
~ +0-5 In-depth temporary Journal entry
~ +0-2 Standard Journal entry
~ +1 First night playing
~ +1 playing an NPC (for a substantial portion of the night)
~ +1 for early Sign-in
~ +1 Published Harpy Free-press Article
- Experience Costs
~ Attribute Trait: 1xp
~ Ability Trait: 1xp
~ Specialization: 1xp
~ Background Trait: 2xp and Storyteller approval
~ In-clan Basic Discipline: 3xp
~ In-clan Intermediate Discipline: 6xp
~ In-clan Advanced Discipline: 9xp
~ Out-of-clan Basic Discipline: 4xp and Storyteller approval
~ Out-of-clan Intermediate Discipline: 8xp and Storyteller approval
~ Out-of-clan Advanced Discipline: 12xp and Storyteller approval
- Necromancy/Thaumaturgy Ritual
~ Basic: 2xp and Storyteller approval
~ Intermediate: 4xp and Storyteller approval
~ Advanced: 6xp and Storyteller approval
- Humanity/Path Trait: 2xp and Storyteller Approval
- Virtue Trait: 3xp and Storyteller approval.
- Willpower: 3xp and Storyteller approval.
- Merit: Twice the cost of the merit in xp and Storyteller approval.
- Removing Flaw: Twice the cost of the flaw in xp and Storyteller approval.
- Anything not listed: See Storyteller
- Survival may be used to retest when attempting to soak damage with a Stamina related trait.
- The number of languages you get with Linguistics ability is:
~ 1 trait – 1 language (plus your native)
~ 2 traits – 2 languages
~ 3 traits – 4 languages
~ 4 traits – 8 languages
` 5 traits – 16 languages
- The Merit Natural Linguist now doubles the number of languages you receive per trait of Linguistics.
- The Merit Unbondable cost 5.
- Dominate Clarification: Command – The command is a single spoken word. If the Character has intermediate Dominate, the command word can be used in a sentence, but emphasis must be placed on that word.
- Obfuscate Clarification: Mask of 1000 Faces – A character using Mask may alter the appearance of the clothes they are wearing but not totally change it. If you are wearing a tattered sewer-covered 3 piece suit, you can make it appear clean and fitting to the appearance you are putting forth. A bikini cannot be changed into a business suit.
- All influence at game must be cleared with the Influence Narrator.
- All down time influence use must be sent to the Storytellers AND Influence Narrator.
- Rules found in Dark Epics will be used for Influences
- Influence expenditures must be submitted by Wednesday before game.
- Influence Growth clarification: To grow influence from level 0 to level 1 you need 3 growth points.
- New Influence: Gaming. We added this influence because of the unique laws in Nevada. It covers the Gaming/Casinos arena.
~ Level 1: Receive casino comps ($500). Get information on employees or guests.
~ Level 2: Arrange for a small gambling win ($1,000). Research blueprints and security procedures. Learn about new projects.
~ Level 3: Organize a strike. Initiate a phone tap at a casino. Have a shift manager audited or fired.
~ Level 4: Claim a “lost” car from valet. Have an upper manager audited or fired.
~ Level 5: Close a small casino for “auditing.” “Fix” a large promotion ($50,000).
- The rules for Diablerie will not follow those printed in Laws of the Night. Only Narrators and Storytellers will have access to the exact procedure. All Diablerie scenes must have a Narrator or Storyteller present.
- The player of the destroyed character may spend half (rounded up) of their dead character’s unspent xp during character creation on their next character.
- Inigo Montoya Rule: Players should take pains to avoid plots that their former PCs were involved in. To this end, a player’s PC should be of a different Clan from his or her last PC. PCs should not benefit from former PCs or attempt to avenge them should they have left play.
- Firearms do bashing damage to vampires, unless noted on the weapon card.
- Mass Trauma: Damage dealt is lethal to vampires.
- High-Caliber: if the simple test is successful, this extra level of damage is lethal against vampires.
- Customized (New weapon Ability): Customized weapons have been modified to a specific character’s preferences. Grip style, trigger type, trigger pull, weight, balance, sights, and may other minuet details of the weapon have been changed. This modification comes at a cost to others using the weapon since it is not customized to their preferences. When customizing a weapon the specific character must be listed on the weapon card. Customized weapons give an extra bonus trait to the specific character for which it was made. Any other character using the weapon loses a trait when using the weapon. (Ex. A pistol gives 2 bonus traits. When customized for John, it actually gives John 3 bonus traits to bid. If Bill pick up John’s customized pistol, Bill will only have 1 bonus trait to bid.)
- A vampire must have Lore: Kindred x2 to know how to sire a childer.
- A vampire can be “walk through” the siring process by another vampire with Lore: Kindred x3. The other vampire must be present to do so. A simple test is made, on a failure the siring does not happen, on a tie the childer is Caitiff/Pander, on a win the siring was successful. The sire may retest this with Willpower.
- Unless you as a player otherwise indicate with backstory, the STs will assume the following about your PC:
~ The name that you use is your given name.
~ You have a haven that protects you from sunlight.
~ You speak English as a native language. (If English is not your native Language, you must purchase Linguistics (English) to speak English.)
~ You have a traceable real-life mailing address that is not a PO box.
~ All of your money is in one non-interest bearing checking account.
~ You have an accurate ID that has your real birth date OR you have a fake ID that can be traced with Bureaucracy x1. (note: If your backstory/influence would allow different set ups, submit an action accordingly, separate from backstory.)
~ Any car you own is licensed under your name with your information.
~ You have a phone under your name with your information.
~ Your car is stored in a publicly accessible location.
~ You do not have a criminal record.
~ Your character can be assumed to have a high school education.
~ Your character can be assumed to know how to drive an automatic transmission.
~ If you have Resources x1 or Finance Influence x1 or the Finance ability, you have credit cards in your name. You start with good credit.
~ If you are a Tremere, you submit a blood sample to your Regent.
Overview of Challenges
- Attacker then defender bid a trait, and make a test.
- On a tie the attacker then the defender bid a number of traits not to exceed their current maximum. If attacker and defender tie on this bid both fail what they are attempting.
- A retest can be called for by spending a level in an appropriate ability, this retest can be cancelled by the opponent also spending a level in an appropriate ability. Only one ability may be spent in this fashion per test.
- Retests can be called for from the following in order:
~ Surprise, Abilities, Backgrounds, Disciplines, Merits, Willpower
- The looser of the challenge looses the trait originally bid.
- A player now may attempt an overbid. The player risks another trait and must currently have twice the number of traits as the opponent (remember to take into account the lost trait from the initial challenge.) There are no more retest after an overbid.