1. Experience Awards
Characters gain experience at Nights Reborn on a sliding scale based on the character's current experience as follows.
Until the character has attained 50 experience, they will gain 5 experience per session.
Until the character has attained 75 experience, they will gain 4 experience per session.
Until the character has attained 100 experience, they will gain 3 experience per session.
Until the character has attained 125 experience, they will gain 2 experience per session.
After the character has attained 125 experience, they will gain 1 experience per session.
All players are eligible to gain post game awards regardless of what other experience they might gain from being staff.
All players gain 1 experience for each new player they bring to the game without a cap.
Post game awards are now standard for every game and will always be as follows.
The Good Role Playing Award
The Best Costume Award
The Badass Award
The Murphy Award
2. "Story":
Story is used in the description of some merits and disciplines (i.e. luck). Story as defined by the book is the completion of an arc of story line, however, that is an unclear definition.
Story, as defined by Nights Reborn is 2 game sessions, or 4 weeks. An example would be using something that only allows one use per story would then be available on the second game session after it was used. Downtime is not relevant to this time table, however, if you use something that replenishes once per story during downtime, it would then be available to you during the second downtime after you originally used it.
Ex. The luck merit allows for 3 additional tests per story. If you were to use all 3 of those retests during one game session you would have to wait 2 games after you used it to have that test again.
3. Morality Paths:
All morality paths cap at 5 (including Humanity). Morality traits are to be determined by the following equation: conscience + courage + self-control divided by 4. Rounded to player choice of up or down, depending on how they wish to Roleplay the character.
4. Diablerie:
Any Vampire that Diablorizes receives a generation drop of ½ the dividing levels, rounded up. Any vampire that Diablorizes themselves below 8th generation will be NPC’d.
5. Virtue Traits:
Virtue Traits at character creation are a total of ten, with a minimum of one per category. (courage, conscience, self-control)
6. Starting Blood:
All character's starting blood will be determined by a feeding check when you enter game. That check will grant starting blood as follows: a loss will start you with ¼ of your max blood pool, a tie with start you with ½ of your max blood pool, and a win will start you with your maximum blood pool.
7. Biting:
A character may choose to bite for damage or to drain blood, not both.
Any mortal that is bitten is automatically considered to enter thrall with a few exceptions. A mortal that knows what is happening and actively resists gets a check against thrall with no retest and must win outright. A mortal might also not enter thrall if there is a specific trait of the character that prevents it (i.e. grip of the damned flaw).
Thrall is ineffective against any supernatural creature.
Characters gain experience at Nights Reborn on a sliding scale based on the character's current experience as follows.
Until the character has attained 50 experience, they will gain 5 experience per session.
Until the character has attained 75 experience, they will gain 4 experience per session.
Until the character has attained 100 experience, they will gain 3 experience per session.
Until the character has attained 125 experience, they will gain 2 experience per session.
After the character has attained 125 experience, they will gain 1 experience per session.
All players are eligible to gain post game awards regardless of what other experience they might gain from being staff.
All players gain 1 experience for each new player they bring to the game without a cap.
Post game awards are now standard for every game and will always be as follows.
The Good Role Playing Award
The Best Costume Award
The Badass Award
The Murphy Award
2. "Story":
Story is used in the description of some merits and disciplines (i.e. luck). Story as defined by the book is the completion of an arc of story line, however, that is an unclear definition.
Story, as defined by Nights Reborn is 2 game sessions, or 4 weeks. An example would be using something that only allows one use per story would then be available on the second game session after it was used. Downtime is not relevant to this time table, however, if you use something that replenishes once per story during downtime, it would then be available to you during the second downtime after you originally used it.
Ex. The luck merit allows for 3 additional tests per story. If you were to use all 3 of those retests during one game session you would have to wait 2 games after you used it to have that test again.
3. Morality Paths:
All morality paths cap at 5 (including Humanity). Morality traits are to be determined by the following equation: conscience + courage + self-control divided by 4. Rounded to player choice of up or down, depending on how they wish to Roleplay the character.
4. Diablerie:
Any Vampire that Diablorizes receives a generation drop of ½ the dividing levels, rounded up. Any vampire that Diablorizes themselves below 8th generation will be NPC’d.
5. Virtue Traits:
Virtue Traits at character creation are a total of ten, with a minimum of one per category. (courage, conscience, self-control)
6. Starting Blood:
All character's starting blood will be determined by a feeding check when you enter game. That check will grant starting blood as follows: a loss will start you with ¼ of your max blood pool, a tie with start you with ½ of your max blood pool, and a win will start you with your maximum blood pool.
7. Biting:
A character may choose to bite for damage or to drain blood, not both.
Any mortal that is bitten is automatically considered to enter thrall with a few exceptions. A mortal that knows what is happening and actively resists gets a check against thrall with no retest and must win outright. A mortal might also not enter thrall if there is a specific trait of the character that prevents it (i.e. grip of the damned flaw).
Thrall is ineffective against any supernatural creature.