UK National Addenda November 2007
Introduction
This document details all changes/modifications/clarifications for the implementation of games in the Camarilla UK.All Venues
UK Approval Levels:- Low = VST
- Mid = RST
- High = ANST Venue
- Top = NST
Universal Approval Rules U.1.03
Storytellers require a Mid approval to use any cross venue NPC.
UK Gun law remains the same in the World of Darkness.
Holding a Firearm or Shotgun license to legally own a weapon is Mid approval.
Membership of an organisation that allows you to carry a Section 1 firearm as part of your duties requires High approval (IE: An armed response officer requires such approval, but a game keeper does not).
Having legal permission to hold a Section 1 firearm requires the signature of the Home Secretary, and as such is Top approval. This includes any armed private security forces, PC or NPC.
Soft Roleplay
Soft roleplay is any situation where a player may not initiate non-mediation based resolution systems. In other words - no player can make another draw cards, or do so themselves.
All interaction outside game time is assumed to be soft roleplay.
Soft roleplay may also be called by an ST during a game. The most common reason for this is needing time to clear a venue at the end of a night, and to thus avoid a combat breaking out in the last few minutes of game.
An ST with authority over characters _may_ move a scene from soft to hard roleplay. If this occurring during downtime, they may either arrange a mutually suitable time for players to meet to resolve any 'hard' actions, or require proxies from the players involved.
In any such situation, no character may retroactively introduce anything into the scene which would have required a test. IE: No Obfuscated bodyguards or weapons.
If a player wishes to have such things during 'soft' roleplay, it must be requested from the appropriate ST, and other PCs involved given the opportunity to interact with such things as per normal 'hard' rules.
If a PC initiates combat and the ST rules that soft roleplay is not ended, then the default result is "no-one dies, everyone escapes". If the players cannot agree on the description, the ST will tell people what occurred.
NPC Use / Benefit from NPCs
PCs may not use benefits gained from NPCs against another player character unless they have paid points into a relevant social merit.
Benefits include, but are not limited to; Supernatural power use and attacking another character.
Relevant social merits include, but are not limited to; Allies, Contacts, (Mortal Organisation) Status, Mentor, Vassal, Tenant, Retainer, Spirit Allies.
(In other words – it is acceptable to have an NPC Sanctified give you some Vitae Reliquaries to fight a Belial's Brood NPC. However, you would not be able to use these items during a fight with a PC (or trade them away to another PC) unless you had paid XP for the Sanctified – such as through the Mentor or Vassal merits.)
Cross-Genre Play U.2.01
Any incidences of Low approval cross genre play must be reported in the database as a Mid notification within a month of them occurring.
The first meeting of two PCs from different genres, regardless of the reason, is Mid approval. Additionally, attendance at any game which not of the PC's genre is always Mid approval.
Membership Benefits U.3.01
Having a Second Primary character in any venue is Mid approval. STs should review such applications to ensure that the new character’s impact on the chronicle has been thought through. Second Primary characters that do not significantly add to the chronicle, or that may cause problems due to proximity to a player’s existing characters and interests, should be denied.
The rule "No more than half of the experience points applied before the character enters play may be spent into a single area: Attributes, Skills, Supernatural Advantage (including Azoth, Blood Potency, Gnosis, Primal Urge, and equivalent Traits), Merits, or supernatural powers (such as Arcanum, Bestowments, Devotions, Disciplines, Gifts, rites, rituals, rotes, and Transmutations)." may be superseded with a Top approval.
Experience Point Earning U.3.02
The UK uses the Optional Rule: Character Flaws
- Attending your first Domain Game of the Month: 4xp (once per month)
- Attending any additional Domain Games: 2xp
- Submitting a downtime of reasonable length: 2xp
- Attending a Chapter game or Live Action Downtime Scene adjudicated by a Storyteller: 1xp
- Members whose characters are not based in a UK affiliate who travel to UK games are awarded 3xp for attending a UK game.
- Proxy involvement in a local plot: 1xp
- Proxy involvement in a plot run by a Regional or National ST: 2xp
Other Awards:
- Your Flaw provided significant challenge for your PC: 1xp (once per month)
- Good Role-play that enhanced the game for other characters: 1xp (One per month)
- Providing an IC Bio for distribution to all players: 1xp
- Providing a Background to your ST of sufficient size: 2xp
Character Knowledge U.4.04
Holding occult specialisations in antagonist groups (such as "Pure", "VII" or "Seers of the Throne") or anything more specialised within that field ("Pure Rituals" or "Brood magic") requires a High approval. An occult specialisation in "ghosts" is Low approval in any venue.
An occult specialisation in "Spirits" requires a High approval in those venues where it is High approval for a spirit to be used in a hostile manner against a PC (currently Requiem and Mortals). Any PC visiting with a "Spirits" Occult specialisation approved on their sheet should provide verification of the level of knowledge that this entails.
Characters moving Domains
All characters must be assigned to a VSS. If a player for whatever reason wishes to move their character's VSS, then it is Mid notification to change VSS within a region; High notification to change a character's region; and Global approval to move domains internationally.It requires a Global approval for a member from another affiliate to base their character in the UK, and vice versa.
Merits
If a player makes the conscious decision to downgrade their characters merit levels, the character loses the XP invested in the level of merit burned, however if the characters merits are attacked by another character (PC or NPC) and lost, the XP remains spent, but when the merit is restored to it's former value you don't need to re-purchase it.A character may 'move' merits when moving domains. For example, if a player moves from London to Edinburgh, and wish to move their Underworld Allies (London) to Edinburgh, they may do so with permission of both VSTs.
If a character takes an item from another character, the may not utilise that merit without expenditure of the required XP beforehand. Merits that can be purchased as a shared merit may have new individuals 'invited in', even on a temporary basis, providing a PC has paid for them
Vampire: the Requiem
DISCIPLINES, DEVOTIONS, AND RITUALS R.4.00
You may only activate Resilience once per scene.
Aliases
Any PC in the Requiem venue using a non supernatural means of disguise to hide their true identity requires a High approval. Existing identities are not grandfathered. They will remain for continuity purposes, but the ANST Requiem may require individuals to spend XP so that their sheet accurately reflects the skills required to create such a persona.Surgery
Surgical implants on a vampire require a High approval. This includes implanting tracking devices, explosives, or any other creative uses of technology being placed inside a vampire’s body.
Werewolf: the Forsaken
Enhanced Form Bonuses F.1.01
This rule is not used in the UK chronicle.Rites
If players choose to role-play performing a Rite, the Storyteller has the option of shortening the amount of time determined by the draw, or may forego the extended test (after the initial draw shows that the Rite will eventually succeed) leaving the Rite to be performed entirely IC.Additionally, extra characters aiding the rite may use the Teamwork rules (as MET: World of Darkness, page 180), while phys reps used, may add an Equipment Bonus (as MET: World of Darkness, page 193). If characters choose to not role-play performing a Rite then use the base time per roll as given in the Rite description.
Renown
Purchasing Renown 4 requires Mid Notification. Purchasing Renown 5 requires High Notification. Such notifications should be made formally on the database.Appendix 1
Carthians (WW25303) Requiem
In the UK, Carthian Law may use a system of precedent and common law, but in such circumstances, all precedents must be updated to the game's venue style sheet.If a PC is successfully "drummed out" of the Movement by the local Carthian PCs, as per the Carthian book, then the targeted PC loses all their Carthian status.
Bloodlines: The Hidden (WW25102) Requiem
Obtenebration 5With reference to the last column on P67, the power should be understood as follows;
- Paragraph One: Describes effect of success
- Paragraph Two: Describes effect of exceptional success
- Paragraphs three and four: Describes powers of success
- Paragraph five: Describes powers of exceptional success
- Paragraph five, from "A vampire in either kind of shadow form" describes the powers of success again
- Paragraph six: Describes drawback of both forms
Refer back to SYSTEMS U.6.00 in relation to ignoring any 'exceptional successes'.
Circle of the Crone (WW25305) Requiem
Using Spirit Crúac on yourself still counts as using the power on a PC.
Damnation City (WW25306) Requiem
The UK uses the Vassal and Tenant merits.
A Vassal or Tenant is created as a base vampire with XP as per a retainer of the same level.
Any blood based Corvée must be divided equally between the weeks of a month. (So a 1 pt vassal cannot provide 5 points of blood in a week, rather it should be divided 2,1,1,1).
The Feeding Ground merit gives a +1 bonus at levels 1 and 2, a +2 bonus at levels 3 and 4, and a +3 bonus at level 5. The number of individuals who may feed in the Feeding Ground is equal to the level of the merit. Penalties for over-feeding remain as per the book.
Armory (WW55102) Universal (incorporating playtest)
Generic Sniper Rifles, the A1 AW Covert, M40A1, M24SWS, all Semi-automatic rifles and all Semi-automatic shotguns are military weapons.
Chapter 3 of Armory is sanctioned in the UK as follows;
Explosives are Top approval. Grenades, grenade launchers, grenade ammunition, artillery, rocket and missile launchers, military vehicle armament, flamethrowers and land mines are military weapons.
Nuclear, Biological and Chemical weapons are reserved for use by the MST's office, with the exception of liquid (but not vaporous) Hydrogen Cyanide, Rat Poison, Bug Bombs and Pepper Spray. Tear Gas is Top approval.
(Assume British police use 'Pepper Spray' strength Tear Gas as a default due to the danger of choking caused by more powerful versions.)
The medical supplies listed in Chapter 3 are available at Low approval.
Any items previously gained at a lower approval rating are not grandfathered.
The UK is testing MET conversions of the Fighting Styles from Armory. As before, the below merits are Mid approval.
Archery 1 – 4 Merit
- As per book.
Chain Weapons: 1 – 4 Merit
- First level: +2 Defence, as noted.
- 2nd to 4th Levels: Each level allows a character to negate one point of penalty for a targeted attack with a chain.
Combat Marksmanship 1 – 5 Merit
- Character gains +1 initiative using a firearm per level of Merit., to a maximum of their level in the Firearms ability.
Fencing: 1 – 4 Merit
- The character may sacrifice points of defence, up to the maximum of this merit. Each point sacrificed may add one to their attack pool that round. If the character does not have defence to sacrifice, they may not add to their attack. This benefit does not count as part of the 'base pool' but is a beneficial modifier.
Filipino Martial Arts 1 – 4 merit
- Each level the character has in this merit increases their defence by one when fighting an unarmed opponent when fighting with the appropriate weapons.
Sniping 1 – 5 Merit
- If the character sacrifices their defence for the round, they may make an attack which reduces the penalty to hit on the attack by a number of points up to their level in the Sniping Merit.
Spetznatz Knife Fighting, 1 – 4 Merit
- Character may make an attack which penalises the victim's defence by the dots in this merit. This attack must follow another knife attack on the same target from the character which did not use this bonus. (In other words – you attack without penalising their defence in the first round. Then you may penalise their defence the following round. You would then have to attack without imposing a penalty on their defence before you could claim the bonus again.)
Staff Fighting, 1 – 3 Merit
- Character may add a dot to their defence for every point they have in this merit, in addition to the bonus dot of defence for using a pole-arm.
ANST Desktop ~ Enemies ~ Events ~ Places ~ Resources ~ the Spirit Courts ~ Tales ~ Venue Style Sheets ~ Who's Who
Disclaimer:
These pages concern a role-playing game. Events described are not
real, but are acted out as a form of improvisational theatre. If you
have any problems with this, they're your problems, not ours.
Copyright White Wolf Publishing, Inc.