Difference between revisions of "SBM Implementation Rules"
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== Setting Notes == | == Setting Notes == | ||
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=== Character Age === | === Character Age === | ||
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== Mechanical Changes: == | == Mechanical Changes: == |
Revision as of 15:18, 27 May 2017
Contents
- 1 Rarity Adjustments: Clans
- 1.1 Common (Available at No Cost):
- 1.2 Uncommon (2 point merit):
- 1.3 Rare (4 point merit):
- 1.4 Very Rare (6 point merit)
- 1.5 Assamite Alteration for SBM
- 1.6 Cappadocian Alteration for the Camarilla Setting:
- 1.7 Salubri Alteration for the Camarilla Setting:
- 1.8 Tzimisce Alteration for the Camarilla Setting:
- 2 Setting Notes
- 3 Mechanical Changes:
Rarity Adjustments: Clans
The clan rarity system is designed to reflect the population numbers of various clans in the Camarilla setting on a chronicle scale. The appearance of a clan on this list does not mean that said clan can be a member of the Camarilla, but that it can appear in the setting. For example, the Giovanni are listed as an Uncommon Clan in the Camarilla setting, but the setting clearly states that they are not allowed membership in the Camarilla.
In SBM the following clans are considered “pillar clans” of the Camarilla: Brujah, Malkavian, Nosferatu, Toreador, Tremere, and Ventrue. Note that a clan’s status a pillar clan does not mean the clan is common in the setting.
Only the clans and bloodlines listed here are available for player characters. The merit costs indicated on this page are the total cost for the bloodline. Staff approval is required for Uncommon, Rare, or Very Rare options.
Common (Available at No Cost):
A setting’s common clans are the most appropriate for play in this setting. There is no additional cost for playing these clans in BAM:
Uncommon (2 point merit):
Your character is a member of an uncommon clan, one that is not ordinarily found in in this setting. You will find few other individuals of your clan within this setting, and you may therefore be something of an outsider, who enjoys fewer benefits than those clans that are considered proper members of society.
- Assamites: Vizier
- Gangrel: Coyote
- Giovanni
- Followers of Set
- Malkavian: Ananke
- Malkacian: Knights of the moon
- Toreador: Ishtarri
- Tremere: Telyav
- Ventrue: Crusader
Rare (4 point merit):
Your character is a member of a rare clan, one found very infrequently in this setting. Such characters may be loners, outcasts, or solitary observers of society, and they may be treated poorly or shunned by the rest of the characters in play.
- Assamites: Warrior
- Cappadocians: Samedi bloodline only.
- Daughters of Cacophony
- Gargoyles
- Lasombra antitribu
- Salubri: Healer
- Tzimisce: Old Clan/Carpathians bloodline only.
Very Rare (6 point merit)
Assamite Alteration for SBM
Assamite Bloodline "Vizier" is the default, they are more common in our setting. Assamite Bloodline "Warrior" is more rare in our setting.
Cappadocian Alteration for the Camarilla Setting:
The Cappadocians are virtually unknown in the Camarilla setting. However, a tiny handful of members from the Samedi bloodline exists within the Ivory Tower, working as bodyguards and muscle for elders. Thus, the Samedi bloodline is the default clan for the Cappadocians in the Camarilla setting.
Salubri Alteration for the Camarilla Setting:
The Salubri are often hunted down by the Tremere in the Camarilla. There has been a resurgence of the Salubri warrior bloodline in the Sabbat, but most of those still hiding in the Camarilla are the Healer bloodline. Thus, the Healer bloodline is the default within the Camarilla setting.
Tzimisce Alteration for the Camarilla Setting:
The Tzimisce clan hates the Camarilla. However, a small brood of the Carpathian bloodline is making subtle gestures of peace toward the Ivory Tower, sending emissaries to watch the Camarilla’s gatherings and evaluate its leadership. Thus, the Carpathians bloodline is the default for the Tzimisce within the Camarilla setting.
Setting Notes
Character Age
Mechanical Changes:
Cost changes
Necromantic Training now only costs 4 (instead of 5), bringing it in line with Thaumaturgy Training
Humanity and Morality
In order to keep the theme and playability of our Humanity system we are making the following changes -
- If your have 3 or 4 Morality, you start each night with a minimum of 1 Beast Trait (rather than resetting to 0.) However all Beast trait gains are reduced by 1. (Thus Harming Another, which usually gives 1 would give 0. Killing, which usually gives 3 would give 2.)
- If you have a 1 or 2 Morality, you start each night with a minimum of 2 Beast Traits (rather than resetting to 0.) However all Beast trait gains are reduced by 2. (Thus Killing, which usually gives 3 would give 1. Heinous Acts, which usually gives 5 would give 3.)
Note: Diablarie always gives 5 Beast Traits, unless a specific tenet of your Morality. (See Path of Blood)
At character creation, players may sell Humanity for exp, down to a minimum of 3 Humanity.
Custom Merits
There are a number of BAM specific custom merits here: * BAM Custom Merits
Status
We will continue to use the BAM system of Status. All references to BNS status will be updated to reflect this.
Main Rules Page#Big Book of Status
Abilities and Backgrounds
Subterfuge allows you to make an immediate edit of what you said.
Malktime (Background)
This Background represents how much access a character has to the Malkavian Madness Network, a.k.a. The Cobweb. It works on a 1-5 level system. Not all Malkavians have Malkavian Time, and some very few non-Malkavians have access (this requires specific Staff approval, and generally only characters with a Derangement and significant contact with the Cobweb can qualify.)
The Network is something like a high-powered radio or satellite link, picking up multiple channels continuously and simultaneously. The information could be clear, it could be noise, it could be real, it could be someone else's delusion. Usually, the Cobweb is affected by Malkavians in the local metropolitan area and nearby areas, but sometimes images come across from a great distance as well.
1 represents a weak connection to the Cobweb, while 5 is a complex (and sometimes overwhelming) connections.
"Pinging" the Network
Anyone with Malkavian Time 1 or higher can send out a 'ping' to find others nearby on the Network. Declare an out of game 'Malkavian madness Network ping'. This does not require a check. Anyone with Malkavian Time, and all Malkavians (even if they don't have Malkavian Time) in the nearby area will be detected.
This is an "active" scan; when you use it, anyone with Malkavian Time 1 or higher will know what you're doing. Malkavians without Malkavian Time will still show up in the scan, but they won't know it happened.
Anyone with Malkavian Time 5 can hide themselves from this scan at will. They can simply choose not to show up on the scan. This also does not require a check. Doing so is not common, and is often looked down upon by other Malkavians.
The ping will not let you see someone who is hidden with Obfuscate, Astral Projection, or similar Disciplines.
Cobweb Forums
Malkavian Time also gives you access to read and post to the Cobweb forums. These contain a disjointed array of images, messages, and impressions that float through the minds of those with Malkavian Time. Often, the same message will appear at multiple levels of the Cobweb: higher levels will be clearer and less distorted than lower levels.
You are also encouraged to transmit to the cobweb. Just send messages, links, or images to Staff. These can represent your delusions, memories, experiences, strong emotions, intentional communications, or just vague impressions. If you're trying to remain anonymous when you do so, let Staff know as well -- you may or may not succeed at staying anonymous.
If you read something in the Cobwebs, it is in-game knowledge for you. It may be unpleasant or disturbing to have other peoples' derangements sending signals into your mind, but on the bright side, you'll have access to more information.
Blocking Out The Network
At Malkavian Time 3 or higher, you can consciously decide to block out the Network. Doing so is not common, and is often looked down upon by other Malkavians.
When you're blocking out the network, you won't show up on a "ping" of the network, won't receive or send images to the Network, can't use Voices In Your Head or even hear messages, and can't contact a Disembodied Mentor.
You can still use Dementation and other Disciplines as normal when blocking out the network.
Blocking out the network, or opening up again, takes a few seconds of concentration.
Other Uses of Malkavian Time
There are many other things you can do with Madness Network. You may be able to locate other Malkavians, send messages, project your consciousness into distant dimensions, damage other minds, repair other minds, encounter alien intelligences, discover impossible secrets, or many other possibilities.
These are NOT easily predictable, and no system for these is included. If you want to do something special, talk to Staff and be prepared. Having more Malkavian Time makes it more likely that you will be able to accomplish something special, but it also increases the chances of being able to do something disastrous.
Generation (Background)
New PC characters are limited to a Maximum of 2 dots of Generation background. PCs who were 8th gen before conversion will be permitted to buy the 3rd dot of the Generation background, if desired.
BAM does not use the age categories when talking about Generation - Instead refer to the number of Generation dots. Age categories are only referred to based on your actual age.
Grapevine (Background)
This background represents a network of friends, servants, bound Kindred, or ghouls, and even acquaintances that can keep your character informed of events transpiring outside her normal realm of Influence. These individuals can be used to find out information such as Camarilla-wide Status, possible Blood Hunts, or other events affecting Kindred society to some degree. As always, information is a two-way street and the degree of information going out will, in most cases, affect the quality and quantity of information your character will receive. Please note that role-playing through the acquisition of some of the higher levels of this Background could require some effort. You can buy levels 1 and 2 without any particular effort; you may not buy more than two levels at character creation.
Here are some guidelines for what information is available at each level of Grapevine. The Storyteller or a Narrator may make changes to the level required for specific information based on whether or not it is common (or not so common) knowledge. Please note, that a lot Grapevine occurs online. Other characters as well as the Narration staff can pass rumors around on it.
• General knowledge in your local region. Non-Camarilla Kindred can get access to Grapevine 1, but not any higher levels of Grapevine.
•• General knowledge in your country with detailed knowledge in your region. Grapevine 2 and higher are Camarilla Members only.
••• General knowledge in the continent as well as detailed knowledge in your country.
•••• General knowledge of world politics with detailed information in your continent.
••••• Detailed knowledge of happenings throughout the Camarilla.