Mind's Eye Theatere
It's not an Ad, it's a warning label! <Satan Inside>
The Descent Vampire LARP
Game Resource Area

This Section contains Character Generation Rules, Experiance Point Costs,
Ability Uses, Variations to the "Laws of the Night" Rules, and any other important info.
NOTE: There are Additional Bloodlines, Clans and Disciplines listed here on the Web Site that
ARE NOT in our Game. They are simply cool ideas that I have found on the internet.
If you want to use them in our game, Print them out and submit them to the Staff for
approval. I want to make it clear that they are just cool things I found, and if you like some of them,
just talk to the the Storytellers/Narrators about bringing them in. These things are great, and stuff,
but in no way assured to get into the game. Just take your chances.
OK, You have been warned!!!
New Bloodlines, Clans, Disciplines!
Character Generation Rules
The Character generation in this game is liberal in some areas, and very strict in others.
Let's take it as the book takes it through the steps:


Clans: Only the Following are allowed in this LARP. We will be allowing others on a case-by-case basis.
    GANGREL
    MALKAVIAN
    NOSFERATU
    TOREADOR
    TREMERE
    VENTRUE
    NO BRUJAH!!! Currently capped, Will be lifted soon.
    NO CAITIFF!!!!
    NO SABBAT!!!
    The few exceptions are, if you come up with a REALLY Awesome idea for a new character.
    Meaning, a fully detailed history and Story, about the character and events leading up to the present.
    And it better be interesting, and really worth the Staff letting it in. The reason for this is this....
    If you want to be a Salubri, just because you want the Power of Obeah, well that is a 'Power Character'.
    Now if you want a Salubri because you have a great idea on exactly why he would be here now,
    and exactly what he wants, and how to get it, including cool personality quirks... That is differant.
    The Game is about Role-Playing, not "I want to have more power than anybody else!". If you want a
    Discipline, make up a standard character and make your character work towards that goal. It's alot more
    fun, and you can get into more stuff allong the way. In LARPing 90% of the fun is getting to your goal...
    Not achieving it! If course achieving your objective is great, but... then what? Role-Play.. It's what this game is for!
Nature & Deameanor:
    ANY allowed by Clan
Attributes& Traits <Physicals, Socials & Mentals>:
    7 Primary 5 Secondary 3 Terciary
    And, yes you can create new Attribute Traits, Such as Physical 3= "Savage x3"
Abilities:
    5 Abilities distributed anyway you see fit.
    We do allow Specialization. Specialization is a Specific style of one Ability
    Example: BRAWL x5 (SPECIALIZATION IN DIRTY-FIGHTING x3)
    This means this person has 5 Brawl Retests and 3 Dirty-Fighting Retests.
    For all intensive purposes he has equal to BRAWL x8.
    Although remember, x5 is the HIGHEST amount possible.
Influances:
    3 Influances distributed any way you see fit.
    NOTE: There is NO Military Influance. You can't just spend 6 points to pickup a Sherman Tank with influances!
    That REALLY unbalances the game. Besides, What would you want with an Aircraft Carrier anyway? <grin>
Disciplines:
    3 Levels of Disciplines allowed of IN-CLAN Disciplines.
    Disciplines should be your LEAST important aspect of Character Creation.
    Start learning how to use other Powers besides Disciplines.
    People rely MUCH too heavily on Disciplines. They are extra perks, not the life-blood of the Character!
    Also, remember your MAX LEVEL of your Discplines is also dependant on your Generation!
    You can take OUT-OF-CLAN Disciplines when starting, but must be justified in your Character History!
    Also, to learn an OUT-OF-CLAN Discipline once your character is created and begun play, you must
    find a Character in the game that is of a Level Higher then you want to learn. Example: a player with Intermediate
    Auspex can teach Basic Powers, but not Intermediate. Which is why is it hard to learn OUT-OF-CLAN
    Advanced Level Powers. However, it is not impossible, and here is a hint: "Diablorie helps!"
Generation:
    You start at 13th Generation, UNLESS you are the Childer of another Character ALREADY in the Game.
    Thusly, if you are the Childer of a 8th Generation Nosferatu, your Generation is 9th and it is free!
    But, it can NOT be lowered with points if you choose this method. Buying down is on the Experiance Chart.
    Remember, Blood Traits, Willpower, Discipline Levels & Maximum Attribute Traits are all part of your
    generation! See Chart.
Beast Trait & Humanity:
    We work on BOTH the Beast Trait and the Humanity System. At creation you must choose 1 Beast Trait.
    For each Beast Trait you take you get approximitly 2 to 5 points off your Maximum 10 Humanity.
    The Lower your Humanity, the more evil things you can do, however the easier you can Frenzy. You can
    take your humanity as low as you want. Narrators may choose to call you on your Role Playing if you have
    an almost saintly humanity of  9 and you are about to Diablorize the Prince. Your Humanity Rating is just as
    important as your Nature & Demeanor. 10 Humanity means Golconda, so don't expect to have 10. The highest
    most anybody has is 8. and the lowest is 1. The more Derangements and Beast Traits you have the lower this
    number. Remember that.
Derangements:
    The only Clan that must take a Derangement at Character creation is the Malkavians.
    You do not need to have one! If you take one, it is just a good Role-Playing Tool
    and no extra points will be recieved for it.
Negative Traits and Flaws:
    You can recieve upto 10 'Freebie' Points to spend as Creation Points for taking Flaws and Negative Traits.
    You can take 5 Points in Flaws, and 5 points in Negative Attribute Traits.
    You may have more than 5 Flaw Points or 5 Negative Attribute Traits, but they are just more good
    Role-Playing tools and do NOT give you any further 'Freebie' Points.
Merits:
    Merits are powers, abilities and other bonuses that you can only buy at character creation.
    The Merits are Directly tied into the Negative Traits and Flaws. Basicly meaning, you can never
    have more than 10 points in Merits, and also never than equal your points in Flaws and Negative
    Traits.


Creation 'Freebie' Point & Experiance Point Costs

The Differance between Creation or 'Freebie' Points and Regular Experiance Points is this:
Creation Points are the (15 Vampires/10 Ghouls/7 Humans) Free points you get when you begin
to make your character, and the 10 Points you recieve from your Negative Traits and Flaws.
You can also get 2 Extra Creation Points for creating a 1-1/2 page to 10 page Character History!
But, the History must be finished, and handed in when your charcter begins gameplay, or no points!
Experiance Points are Points you recieve after each session for showing up and playing.
                Creation Point Costs              Experiance Point Costs
Generation:                    2 per Gen                                      N/A
Willpower:                3 per Pt. to Gen. Max             3 per Pt to Gen. Max
Attributes-                       ----------                                 -----------
1-5                          1 per trait to Gen. Max           1 per trait to Gen. Max
6-10                        1 per trait to Gen. Max           2 per trait to Gen. Max
11-15                      1 per trait to Gen. Max           3 per trait to Gen. Max
16-20                      1 per trait to Gen. Max           4 per trait to Gen. Max
Buy-off Neg.            1 per Neg. Trait                     1 per Neg. Trait
Abilities-                          ----------                                 ------------
New Ability             1 per Point to Max.                1 per Point to Max.
from x1 to x2           1 per Point to Max.                1 per Point to Max.
from x2 to x3           1 per Point to Max.                2 per Point to Max.
from x3 to x4           1 per Point to Max.                3 per Point to Max.
from x4 to x5           1 per Point to Max.                4 per Point to Max.
from x5 to x6             n/a-x5 is highest!                    n/a-x5 is highest!
Influances                1 per Point to Max.              n/a-Roleplay to get Pts.
Buy-off Flaws               Cost of Flaw                      Consult Storyteller!
Buy new Merit         Cost of merit upto 10              Consult Storyteller!
Buy up Humanity    See Buy-off Beast Trait         See Buy-off Beast Trait.
Buy-off Beast Trait      2 per Trait over 1             2 per Trait and Roleplay!
Buy-off Derangement   2 per Derangement          2 per Derangement and Roleplay!
Disciplines-                       -----------                                --------------
In-clan Basic              4 Points per Power                  4 Points per Power
In-clan Intermediate    7 Points per Power                 7 Points per Power
In-clan Advanced       10 Points per Power               10 Points per Power
In-clan Superior          13 Points per Power               13 Points per Power
Out-Clan Basic            5 Points per Power              5 Points per Power + Teacher
Out-Clan Intermediate  8 Points per Power             8 Points per Power + Teacher
Out-Clan Advanced     11 Points per Power          11 Points Per Power + ELDER Teacher!
Out-Clan Superior          Are you kidding?                 It ain't freakin' happening!!!

Discipline Modifications
Potence- Basic: Might, Vigor  Intermediate: Brutality  Advanced: Puissance
    Might: As per Book... Might is the LAST retest, and can only be countered with Might.
    Vigor: As per Book... Remember to declare it! If you don't you'll lose if you use it.
    Brutality: 2 levels of Damage instead of 1 level when applying brute strength.
                This is a Breach of the Masquerade.
    Puissance: Wins all Ties, unless your opponent is using Puissance also.
                Again, this is an even worse Breach of the Masquerade.
Obfuscate- Basic: Unseen Presence, Mask of 1000 Faces, Intermediate: Cloak the Gathering Advanced: Soul Mask
    Unseen Presence: Interacting with the world in any way causes your unseen to drop automaticly.
                So, no opening doors with no one noticing. If you are not moving, it is not possible for someone
                to use Hieghtened Senses to pick up up. However, some other powers can still detect you <such as
                Gargoyle power of "Whispers of the Chamber"> even if you are not moving. There is NO way for someone
                to discover your location through deductive reasoning. Due to the fact that the Power make the mind
                rationallize ALL your actions. Meaning, if you can't move forward because a character using Unseen Presence
                is standing there, you mind will give an excuse, no matter how moroninc it is. Also, you can not simply go buy
                a Camcorder with a 1-second delay to see people in Unseen. It is Cheap, and ruins Gameplay. If you
                have an idea for a device to counter Unseen, discuss it with a memebr of the Staff BEFORE play begins!
    Mask: Your Mask does exactly what you do. It move how you move and has to be approximitely the same
                size and shape as you. Any large possessions cannot be made 'invisible'. they must be masked as
                something else of similar size and shape. Rememeber, Mask is a Tactile, Audio, Visual, and Scent mental
                illusion. But, to make alterations to your mask, you must spend a mental trait to alter EACH aspect of your
                mask. Meaning, one mental trait for voice, one mental for apperance, and so on and so on.
    Cloak: You must have a Willing subject to Cloak them. You also can not cloak objects with no willpower, unless you
                are carrying them. Example: you can not cloak a Couch in the middle of the room, but if you were to pick it up
                you could then Cloak it as normal.Cloaked people can see one another if they were looking at each other when
                they were cloaked, but CAN NOT interact <i.e.: Touching or talking> without the Cloak dropping.
     Soul Mask: As per Book
Protean- Basic: Wolf Claws, Earth Meld Intermediate: Shadow of the Beast Advanced: Form of Mist
    Gleam of Red Eyes: This is an Innate ability that beings with Protean possess. If they have at least one level
                of Protean, they can use Gleam of the Red Eyes. Gleam of the Red Eyes allows sight even in the darkest
                of shadows. Although the Darkness must be NON-MAGICAL. Meaning, naturally occuring. Shroud
                of Night and other Obtenabration Powers are a suitable defense. Gleam is not like Hieghtened Senses,
                and can not help detect Obfuscated characters, but will give you an advantage in Darkness. Oh, this is a
                REALLY obvious breach of the Masquerade!
    Wolf Claws: As per book... Gangrels with Wolf Claws in Full Battle or Frenzy automaticlly Pop!
                They do not have to declare that they "Pop Claws" it is naturally assumed with Gangrels.
                Another Perk of Clan Gangrel! Also, remember only NATUARAL Gangrels, not honorary!
   Earth Meld: If you are using Earth Meld as "Fair Escape" You may... But, you must also relent to any damage
                delt to you that round. No Defense is possible. Your concentration is focused on melding.
    Shadow of the Beast: You may only transform into either a Wolf or a Bat. It transform into anything else, you
                must have the Merit "Gift of Proteus". For more info, consult 'Clanbook Gangrel'.
    Form of Mist: Again, as with Earth Meld. You can use it as Fair Escape, but must relent to damage that round.
                This also applies to Obtenbration power of "Shadow Body"
Quietus- Basic: Silence of Death  Intermediate: Poison Blade  Advanced: Blood Sweat
    Silence of Death: As per Book, except the wielder of this power can alter the field to encompass several
                People so they may have a private conversation, or just to surround himself. This is one of the most
                Powerful advantages of this power. The altered field may not extend further than 10ft. A non-altered
                field can extend 20ft per blood trait.
    Poison Blade: As per Book, NOTE: Assamite Blood is NOT Toxic unless it is removed and this Power
                is used upon it. MEANING, you can diablorize or drink from an Assamite without taking damage!
                It is a popular mis-conceprion that since Assamites can't drink other Vamp's blood, that others can't
                drink thiers! This is NOT so! This power must be used before the blood is Poisonous!
    Blood Sweat: As per Book.
Thaumatargy-  See Storytellers/Narrators in referance to anything not covered here!
    Other Paths: Tremere can only learn up to thier highest Level of Power in the Path of Blood when concerning
                Other Paths. Non-Tremere such as Assamites and Settites can learn thier Clan Specific Paths
                Without this restriction, and many other such non-thamaturgists can also. Consult Storyteller
                or Narrator for a Case by Case Judgement call. As of yet, a regular ruling is undetermined.
 Vessel of Transferance: It can only work with skin contact. If it is used during combat, <i.e. Punching
                someone with the hand you have the Vessel on, or something of that nature>, they don't feel a tingle.
                Also, Blood Points created with Vessel of Transferance are VERY Small. they are usually about
                4 fluid oz.
    Ward V.S. _____: If the ward is at ALL mobile, it will do 1 Aggravated Wound if touched. It also conveys an
                uncomfortable aura to it's principal <i.e: Kindred/Ghouls/Spirits/etc.> that extends in a 10ft radius.
                A person will never accidentally touch it, in fact they will make a concious effort to avoid it at all costs!
                Also, it very specifically wards only what is touches; puttin one on the hood of your car would only ward
                that sheet of metal not the whole car. If the ward is completely immobile, it must be cast on a continous
                circle of the same material. The Material itself and Sphere of the same diameter are also warded, but
                everything inside and outside the circle is unwarded. Anyone approaching it will become very nervous
                before reaching it, and take 3 agvavated wounds upon touching or crossing it. Also, any type of ward
                costs 2 experiance points to cast.
    Deflection of Wooden Doom: Deflection lasts untill the target tries to be staked, then the stake crumbles.
                This ritual could last as short as 5 mins, or as long as 200 years depending on when the next time
                the Target is staked. Unlike most rituals it does not just last one night.
    Potency of the Blood: As per Book: NOTE: Potency will not affect your ability to embrace, or your Trait
                Maximum, or most other hinderances of your real generation. It will permit you to awaken Torpored
                vampires, and store more blood in your body, but when you are under the effects of a 4th generation
                Potency, you CAN NOT Embrace a human and have them 5th Generation! That certianly is not happening!
                If you have a question about it, ask the staff.... But be reasonable, if it seems too easy, it probably is.
    New Paths and Rituals: Developing new Paths & Rituals is much like making new Disciplines. The differance is,
                your Character has to have the Occult resources and/or ability to do so! Just like Disciplines, Time,
                Effort and Experiance must be poured into the Creation. Rememeber, creating anything from scratch is
                really tough! Create the idea, write it down, and submit it to the Staff and wait. Please bear with the Staff...
                They are running a 50+ Character LARP and it's really tough.Besides, you'll need time to save up X.P.s
                to buy the new powers.

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