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House Rules
House Rules for Arkham by Night, a Skype/Roll20 game of Vampire the Masquerade, influenced by the Cthulhu Mythos.
The city of Arkham is famous for its university, the wealth of its industrialists, and the families that have been part of its society since the founding of the nation. It's feared for the darkness that creeps through its streets after nightfall, and the shadows that surge up from the riverbanks and out of the bay after the sun sets. Arkham is full of glitz, glamour, gore and gin.
You've been touched by those shadows. You've seen something lurking at the threshold, darting away from the sunlight. Maybe you saw something that the police explained away. Maybe you lost someone and had it hushed up. You aren't suspicious anymore; the darkness broke into your life and stole you away. Now, you're one of them. Now, you creep through the streets after nightfall.
Vampires are not the most fearsome things in the night. Especially not since the Miskatonic University's much-publicized expedition to Ninevah. They brought back many artifacts... and maybe more. Ever since then, the darkness has been darker, and the night more full of terrors. Children are going missing, the homeless are vanishing from the streets, and even some of the city's undead have gone without a trace. Something is hunting in Arkham, and the eldest vampire in the city was the latest victim. With her gone, who can feel safe?
Chronicle Information
- ArkhamNPCs
- ArkhamLocations
- Player Characters
- Doctor Zachariah Hyde -- After being scarred by his experiences as a surgeon during the Great War, Dr. Hyde was initiated into the shadow world when he performed an autopsy on an inhuman corpse.
- Clinton Boone -- A hardened survivalist who once made his living guiding big game hunters through the wilderness, Clinton was introduced to the truth when a monster ambushed his party and only he survived.
- Leo Oberin -- Growing up in rural Russia provided an early glimpse into the darkness when Leo's youngest brother was kidnapped by a monster just before Christmas. After serving in the Russian Army during the Great War, the grizzled veteran escaped the Revolution to Arkham, where he took up a career studying and reporting on the paranormal.
- Important Documents
Arkham By Night Session Notes
Add a new log Warning! This is NOT a hardlink!
Please consult the link to Playable Clans to see all the variations and special rules for the Clans listed below. Note: Nosferatu are not allowed.
Combat
- Each character may take one defensive and one offensive action in a turn, or activate a Discipline.
- Extra attack successes do not add to damage rolls.
- Grapple - All attacks made against a grappled or grappling character are at +2 difficulty and botches will result in the attack hitting the other character.
Feeding
- Each Hunting roll takes 1 hour; each success grants 1 point of blood without harming the victims.
- The number gained can be doubled for moderate harm to the victims (Humanity 6 roll required).
- The number gained can be tripled for severe harm to the victims (Humanity 4 roll required).
- By killing and draining a victim, 10 points are gained. This requires at least 2 successes on a hunting roll, to find an appropriate victim without witnesses, but requires an automatic Humanity roll.
- The dangers of a botch become more severe as more blood is taken. Botches for murder are always terrible.
Extra Systems
- Library - New background for research and information.
- Prescience - New background for seers.
While the rules for Celerity and Blood Sorcery are not optional, the changes made to other Major Disciplines are. Players may choose to use the canon versions of other Major Disciplines, but that choice must be made when purchasing a power. Minor Disciplines are not available for purchase at character creation and must follow the rules presented here.
Specialties
- Learning the 4th dot of an Attribute or Ability grants a Specialty.
- Learning the 5th dot of an Attribute or Ability grants an additional Specialty.
- The first Specialty that applies to a roll causes 10's to be rolled a second time, allowing for multiple successes from a single die. Re-rolls that come up 10's are re-rolled again, as many times as 10's result.
- Any additional applicable specialties beyond the first add 1 die to the roll.
- Specialties must be specialized, not synonyms for the Attribute or Ability they augment.
- Re-rolled 1's, or 1's from dice granted by Specialties will not cause a botch, or subtract from successes.
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