
House RulesEvery game has rules. Generally, The Bremerton Experiment follows the rules laid out in White Wolf's Laws of the Night, the sourcebook for Vampire: Mind's Eye Theatre. However, in a few cases, we have changed the rules in favor of our own. If you are new to the system, much of this won't make any sense to you - don't worry about it. It will make sense once you've started playing. Rewards for Bringing New Players to the Game and Playing in the Game Bring a player who stays for more than a month - 5 XP Bring a player who stays for at least three months - 5 XP Bring a player who stays for at least six months - 5 XP and 1 discipline (up to level 4) for each player you brought who stays Bring a player who stays for at least nine months - 5 XP, 1 discipline (up to level 4) , and you get to keep all unspent XP if (when) your character dies Bring five players who stay for at least a year - Your next character can be 9th Generation for free, and 1 player purchase For every six months you are playing in the game you get 5 XP. After playing a character for six months you are eligable to learn level 5 disciplines, with staff approval. Nightly Events Every player is awarded 1 Experience Point (XP) per night of gameplay. In addition, an XP is awarded for an obvious costume worn the entire weekend. A single XP is given to an exceptional role-player per night; the staff votes to award this XP, and a single player can't win more than 1 XP per weekend in this way.
Every player performs a "Karma Test" every night of gameplay. It's a hard
test, and they are tracked by staff because they are cumulative. A win means a Karma
Point (KP) in your favor, which can be used to buy off negative KP's already acquired,
for a single retest per night, or for a useful tip or piece of information from
staff. A tie or loss means a negative KP, which will negatively affect your character
that night (unless you buy it off). If you accumulate enough negative KP's, they
can become very destructive at the Storyteller's discretion. System Changes All called shots are two traits down at close range. For each additional three steps away from the victim, you have an additional two-trait penalty. Auspex does not negate the trait penalty. To stake or decapitate, you must win a hard test and a simple test, in that order. If you lose either test, damage is still dealt but the staking or decapitation is unsuccessful. For any other called shot, you must win two simple tests to be successful. Scopes may be helpful or not, at staff discretion. In order to successfully Dominate someone, the aggressor must be able to see the defender's eyes, but true eye contact is not necessary. Also, Summons does not work in combat or when the defender is in the same room as the aggressor. Auspex and Dominate traits may not be added to challenge bids.
All specialized, bloodline-specific, and creepy disciplines may be run differently
than the book states. The Storyteller will inform the player at the time of character
creation of any rules differences. Character Creation Changes
The following clans are allowed for starting PCs:
Thin-bloods are allowed with Storyteller approval. Thin-bloods may be 14 th, 15 th, or 16 th generation. Aside from the 16 th generation, standard White Wolf Thin-blood rules apply. Dhampirs are allowed with Storyteller approval. We have completely replaced the White Wolf Dhampir rules. Any vampire may create a Dhampir by spending blood. Dhampirs are not immortal, though they live an average of 100 years, plus 50 years for each generation lower than 13 th their creator was. They are prone to some diseases but are not affected by others. They have a total blood pool of 10, half of which is vampiric Vitae; they regenerate two vampiric blood points per month. They can learn disciplines to level three, unless their creator is especially potent. However, Dhampir disciplines are capped at four. All Dhampirs begin with the flaws Dull Bite and Potent Vitae and receive no points for these flaws. They can't embrace, be embraced, or be Diablerized, but they may attempt to make a Ghoul by winning a hard test. A win means the ghoul was created; a tie means the victim vomits the blood and falls violently ill, requiring medical attention for poisoning; a loss means the victim dies almost immediately. A Dhampir's creator will be chosen by staff. Ghouls are allowed with Storyteller approval. A PC Ghoul must have a PC Domitor. Other than that, standard White Wolf Ghoul rules apply. No Mages, Wraiths, Hunters, Changelings, or Werewolves are allowed in the game. All characters begin at 13 th Generation; it may be bought down to 10 th, but no lower. All characters may have a combined age of no more than 250 years without Storyteller approval. Several clans, bloodlines, and supernaturals are considered "creepies." In order to play a creepy, you must have Storyteller approval and have learned substantial amounts of information about the creepy in question, which will be tested by the storyteller. The following clans are considered creepies:
The following bloodlines are considered creepies:
The following supernaturals are considered creepies:
Any remaining clans, bloodlines, or supernaturals should be considered unplayable. Merits and flaws may be included in character creation, but all of them are subject to Storyteller approval. Many merits and flaws are not allowed in the game.
Several pieces of equipment are not allowed. Staff will use discretion in determining
what your character can and can't get; assume if you as the player can't get the
item, you need approval for your character to get it. Madness Network Malkavians have access to a new player ability called "Madness Network." Descriptions and mechanics follow. Madness Network (Levels 1-3 require a Hard Test to activate)
We have our own player rule called the "Saucin Rule." The Saucin Rule states you can't play the same character twice in a row. Each character you play must be distinctly different - changing clans doesn't count. Finally, if you create a character who's different on paper but is played the same way, your character will be modified by staff or you will be given a new character built by staff. Powergaming and metagaming are not allowed.
The Reality Rule states if something makes sense in reality, it will be the ruling. Staff will make these decisions. Finally, Staff always has final say. One argument of a ruling is allowed to defend your position, but once the staff member makes the ruling, the ruling stands. It's important to remember that sometimes the rules must be bent or broken for the sake of the story. |
The Bremerton ExperimentOut of Game:
In Game:Fractured Thrones (Closed) |