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FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


December 2004. Los Angeles is in turmoil. The Prince and his Sheriff have been destroyed, the Anarchs are resurgent, the werewolves are on the warpath, and the Sabbat and Cathayans, though temporarily defeated, are undoubtedly gathering their strength for another assault on the vulnerable city. The Masquerade is worn threadbare, the clans are weakened by infighting, and ominous portents of the Final Nights threaten.

These are trying times for the Camarilla in LA. It will take all six clans working together to steer the city through this time of crisis and restore order. Still, in this wellspring of chaos, a cunning Primogen might use political acumen, clever negotiating, and, of course, the discreet and judicious application of brute force, to guide his or her clan to ascendency.





This is a game of my own design (inspired primarily by a political fantasy game run awhile back by Captain Indigo), intended to take a bigger-picture approach to White Wolf's Old Worlds of Darkness campaign setting. Rather than playing as an individual character with personal stats, abilities, and Disciplines, players will be taking on the roles of the Primogen Council of Los Angeles in the aftermath of the Vampire: The Masquerade -- Bloodlines PC game. It will be a roleplaying game in the sense that you will roleplay as specific characters in your interactions with one another, but also a strategy game, in which you will manage the vulnerabilities and resources of an entire clan to accomplish your goals. Updated rules are available here (07/10/14). Please note that this will be the very first playtest, so all feedback -- especially on balance -- will be appreciated, and it may be necessary to implement rules adjustments as we go.

If you read the rules, you will see that the game itself is fairly mechanical with a lot of moving parts. However, my goal is to keep as much of that behind-the-scenes as I can. Ideally, the only time the players will need to interact with the numbers is when they decide how to allocate their resources at the end of a turn, and when I give them the results at the beginning of the next.

My hope for players is that they will participate not only in-thread (in the Primogen meetings), but also in the negotiations and interactions with other players (and occasionally GM-controlled factions) outside the thread. This out-of-thread communication can take place over PMs, email (thriddlersflee@gmail.com), IRC (#goonPrimogen on synIRC), or any other means you’d like. I will try to be on IRC during the week between about 10am and 7pm US Pacific time (though I may not always be available during that window). When I call for turn submissions, I’d like players to make an effort to get their orders in within about 24-48 hours. Of course, I understand if a player will be unavailable for a certain period, but advance warning of expected absences is appreciated.

FiddlersThree fucked around with this message at 22:03 on Jul 10, 2014

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FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!
THE SETTING

Although this game will use the Bloodlines computer game as a jumping-off point, it is not necessary to have played the game. Some of the key events and NPCs of the game are summarized below, and certain additional information will be distributed to specific clans which may know some additional details (*cough*Nosferatu*cough*). Generally speaking, these NPCs and events are included for flavor only. The events are there to set the stage, introduce some potential conflicts and threats, and get the ball rolling. The various NPCs listed may appear as representatives of some of the non-player factions or incorporated by players in their descriptive posts, but they will not have any mechanical effects. For example, the resources and abilities of the Hollywood Anarchs will be the same whether the flavor text describes them as being led by Isaac Abrams, Ash Rivers, or someone completely different.

For those who are familiar with the Bloodlines game, at least the first couple turns or so will involve the Primogen trying to figure out what the hell happened, so please keep OOC knowledge OOC. One other key note is that "the Protagonist" does not exist. There's nothing to be read into this -- it is not some elder using Disciplines to wipe the Protagonist's existence from the memory of the city's Kindred. I've simply decided to have the events of the game performed by various abstract "agents" of the clans, rather than one lone superhero Cainite. Otherwise, most things happened more or less as they did in the game (except for the Society of Leopold monastery raid – that never happened either).


Known Factions
Downtown Anarchs
The most significant concentration of activist Anarchs in LA County, the Downtown Anarchs carry the legacy of Jeremy MacNeil and the first rebels who destroyed Prince Don Sebastian and sparked the Second Anarch Revolt. They are predominantly composed of Brujah for whom struggle is a way of life – after all, they have been warring with the Camarilla, Sabbat, and New Promise Mandarinate over a half-century. An uneasy peace has settled in recent nights, however, as a sort of Mexican standoff has evolved between the Downtown Anarchs, the Camarilla, and the New Promise Mandarinate. Key members of this faction, which operates primarily out of a bar called The Last Round, are Nines Rodriguez, Damsel, Skelter, and, in recent nights, the infamous Smiling Jack.

The Downtown Anarchs are known to have considerable pull with LA’s street gangs as well as law enforcement.


Hollywood Anarchs
An Anarch-aligned domain claimed by Toreador Baron Isaac Abrams, Hollywood and its hills are home to a variety of Cainites (predominantly Toreador) who suckle at the teat of the film industry. Although they have provided support to the Downtown Anarchs in the past, this faction tends to prefer to be left alone to pursue their artistic and business endeavors. Kindred known to operate in Hollywood include Abrams’ estranged childe Ash Rivers and exotic dancer Velvet Velour.

The Hollywood Anarchs, as one might expect, tend to focus their influences on the media and political spheres, though Abrams does maintain relatively substantial financial holdings.


Santa Monica Anarchs
Claimed as a domain by Malkavian Baron Therese Voerman, Santa Monica is home to only three Kindred – Therese herself, her sister Jeanette, and Nosferatu Bertram Tung. Although nominally Anarchs, the Voerman sisters have held themselves largely out of the various wars fought over Los Angeles (having concentrated instead on warring with one another). Still, they have been fixtures in Santa Monica for many decades, and have been able to build a relatively significant power base.

Between the two of them, Therese and Jeanette Voerman maintain a diverse portfolio of interests, from real estate investments like the Grand Ocean House Hotel to high society venues like the Gallery Noir, though there is no one sphere in which they are thought to be particularly potent.


New Promise Mandarinate
A stronghold of the non-Cainite Asian vampires known to the Camarilla and Anarchs as “Cathayans”, the New Promise Mandarinate was established at great cost in 1998 when the so-called “Jade Invasion” managed to wrest LA’s Chinatown away from the Anarch Free State. In the years since, their conflict with the Anarchs has reached an uneasy ceasefire, and the two sides even joined forces at one point to fend off the Sabbat. Now, the Mandarinate is ruled over by powerful Cathayan Ming Xiao, and is viewed by the Camarilla as an independent Barony on the same level as Hollywood or Santa Monica.

Although they are receiving less support from their homeland now compared to the early days of the Jade Invasion, the New Promise Mandarinate still has a significant power base in the city. They are known to be well funded and well protected, and have built up an impressive array of mortal influences in their time on the West Coast. About the only area in which their claws are not so deeply sunk is the entertainment industry.


Sabbat
The Sabbat has consistently tried to exploit the factional divisions in Los Angeles ever since the establishment of the Anarch Free State in the 1940s. Despite having made major gains at various points in the late 20th century, they have been defeated by desperate last-minute alliances forged by the Anarchs and New Promise Mandarinate. In recent nights, the arrival in Los Angeles of the mysterious Ankaran Sarcophagus provoked the Sabbat into several premature and ill-advised attacks against Camarilla strong points, which left them significantly weakened.

As one might expect, when the Sabbat move into a city, they tend to focus their efforts on building their influence with street gangs which they can easily direct to violent purpose.


Giovanni
This clan of Blood-usurping necromancers maintains a stronghold in the San Fernando Valley led by elder Bruno Giovanni. They tend to keep to themselves, however, and have managed to avoid involvement in any of the conflicts that have wracked the region.

The Giovanni have been in the Los Angeles area for a long time, and have managed to amass significant influence in mortal circles. In addition to their wealth, the family has strong connections to the finance and political worlds alongside their well-established obsession with the occult.


Followers of Set
Another clan of unaligned vampires, there are several Followers of Set who make their homes in LA County. Although they, like the Giovanni, refrain from involving themselves actively in the region’s sectarian strife, they have been known to offer assistance to any faction willing to meet their price.

As one might expect of a clan that thrives on the corruption and seduction of mortals and Kindred, the Setites have amassed considerable influence across the entire spectrum of the mortal world. Beyond that, however, they have also proven willing to offer the benefits of their dark, seductive rituals to those who need assistance growing their own influence bases, or for those clans whose followers might be losing faith in their Primogen’s leadership.


Werewolves
All Cainites in the Los Angeles area know to give Griffith Park a wide, wide berth, and for good reason. Werewolves despise vampires, which they consider to be irredeemably tainted by evil, and would gleefully tear them limb from limb on their happiest day. Can you imagine what they would do if properly motivated?

Though the wolves tend to be somewhat less interested (and adept) than vampires at manipulating the machinery of the mortal world, they and their allies have managed to scrape together some measure of influence in certain spheres.


Primogen

Derrick Boone, Nosferatu Curmudgeon/Penitent -- Vicissitude - PMs, IRC, grapadura at gmail.com
Politics: Boone has played on all sides of the fence since his arrival in LA in the 1970s. Before that, he was a good soldier for the Camarilla. After a stunning fall from grace, being framed for the murder of a Prince, he and his companions at the time were forced to go Anarch and work closely with the locals. Add in a splash of cooperating with local Sabbat and the Kuei-Jin, and Boone is no longer the hard-lined supporter of the Ivory Tower he once was. Instead, he just tries to seek a balance in all good things. No reason we can't be civil, right? Unless your crippling stupidity blinds you to the best course of action, naturally.

Background: Derrick Boone fell into a pit trap on a tiny island in the Pacific Theater during WW2. Instead of sharpened bamboo, he got a faceful of Nosferatu elder and Embraced. Shishi-do needed someone who could catch him up on the changes in the world during his torpor. Boone humored the creature just long enough for the Marines to show up in their efforts to clear the island. He slipped out while his former squaddies took care of business. Boone wandered around southeast Asia for a while after that, picking up annoying bits of philosophy and trying to learn about his new condition. Seemed straightforward enough, he was a vampire. And ugly one, but a vampire nonetheless. He returned to the US in the 60s and actually managed to get work with an Archon before that big frame-up job. Since recovering from that episode, Boone managed to leverage a bit of control in a movie studio to gain some capital. That money was spread around the local gangs to try and keep things running smoothly overall. The general peace and quiet found Boone with a good deal of support. His clanmates surprised him with a suggestion to represent them on the Primogen Council. While not the most charismatic candidate there is, Boone knows how to play hardball diplomacy when needed, but generally strives to make sure the nightly peace plays out.


Valgor LaMont, Tremere Visionary -- Doctor Idle - PMs, Email(doctoridlesa at gmail dot com)
Politics: Valgor demonstrates sincere interest in the well-being of the Camarilla, but most of his time is devoted to filling the role of Regent in the downtown Los Angeles Chantry after Strauss left to attend to matters concerning the Inner Council of Seven following the events that led to the disappearance and probable death of Sebastian LaCroix. Although Strauss kept to himself, it was apparent that he sought to distance the Chantry from the dealings of Prince LaCroix. Valgor however is an opportunist and seeks unconventional means to gain favor and influence for Tremere. With the Camarilla scrambling to maintain order, it would be unwise to let any threats to that balance go unchecked. However, it may be time to reconsider the values with which the order is based upon.

Background: Valgor accepted the Embrace during the Victorian Era. An astute scholar of the resurfaced Occult, he left his home in Scotland and went to England to continue his studies. It was at this time that he was introduced to his sire who was a prominent member within the Aurum Guild of Clan Tremere. After spending decades rising through the ranks and working within his House, he was picked by Strauss to accompany him to Los Angeles to establish the Chantry there and has reluctantly accepted the role of Regent and Primogen with Strauss suddenly leaving to attend to the affairs of the Inner Council. However he sees this as an opportunity to impress his elders and strengthen Tremere's presence within the region.


Javier Montalves, Ventrue Bon Vivant -- Epicurius - PMs, IRC, Email (epicurius at aol dot com)
Politics: Montalves was one of the Californios, one of the Hispanic settlers of California before it became part of the United States. He was a large landowner, owning a substantial rancho that consisted of most of what's now Anaheim and Fullerton. Embraced not long after the Gold Rush, Montalves, hrough a combination of dummy corporations, trusts, and puppets (either manipulated, Dominated, or ghouled), managed to hold onto and even increase his real estate holdings,until at one point, he owned most of Orange County.

Background: Montalves has been in Los Angeles for a long time; long enough to see the coming the Camarilla, the rebellion of the Sabbat, the rise of the Anarchs, and now the Kwei Jin. Through it all, he's remained patient, recognizing them all for the interlopers they are. Ventrue Primogen, in name, at least, during the short and unhappy Princedom of Sebastian LaCroix, he soon realized the folly of trying to advise LaCroix of anything, and largely withdrew to his estate, where his parties became legendary. Montalves is, beyond everything, a survivor. His unlife has made him patient, and for the most part, disdainfully tolerant. Changes will happen, this he knows, but beyond everything, he knows that this is his city, in spite of whatever interlopers may come along.


Horace Bryant, Brujah Traditionalist -- Vulin - PMs, IRC, Email ( tobsberndt at gmx dot de )
Politics: Horace is a stern supporter of the Camarilla. He wants to reform his clan and return to their old ways of being respected warrior scholars, instead of insolent rebels. The rejection of the Camarilla by many Brujahs and the tendency to join the Anarchs angers him greatly. As co-founders of the sect he feels an obligation to its well-being and thinks that others should too. The recent turmoil in the LA area and constant attacks on the Camarilla has him left thirsty for vengeance. If the old ways are to be preserved, decisive actions have to be taken.

Background: Bryant was born 1843 on the US east coast and embraced shortly after the end of the American Civil War. His sire was a student of cainite history and impartet a lot of this knowledge on to Horace. Both came to Los Angeles in 1931, but they had to flee to Seattle after the Second Anarch Revolt in 1944. He returned to LA again after the defeat of the Sabbat crusade. Then he became an integral part of the Brujah clan and was named primogen after the Kuei-jin invasion.


Virgil Maximillian, Toreador Architect -- MinutePirateBug - minutepiratebug at gmail
Politics: A former Anarch Max is a reluctant and relatively recent convert to the Camarilla. He despises the backstabbing politics of the Camarilla, but in the face of the conspicuous and despicable acts of the Sabbat and external threats such as Kuei-jin he sees the necessity of allying with the Camarilla. He hopes to reform the Camrilla and drive the Sabbat and Kuei-jin out of LA.

Background: Born in 1885, Max became an operatic vaudeville singer travelling the world. In his travels he was embraced by an elder wanting to capture the spirit of the progressive era. He later settled down in LA.
(the basic concept for the character is a vampire Theodore Roosevelt crossed with Pavarotti)


Anton Sykes, Malkavian Confidant/Survivor -- Fuzz - PMs, IRC (?)
Politics: Anton didn't get this far by having a big mouth. In fact, within the Camarilla he was well known for always reliably keeping anything a secret. His rep was so strong that when he left to join the Anarchs a decade ago and then rejoined recently after the events of the Sarcophagus, people asked him why he did and he told them it was a secret. That was enough. While he may not be reliable and has his share of eccentricities, his eyes always look forward and he tends to be able to get his people to somehow get things done.

Background: Born in the 1600s somewhere in Western Europe or the Eastern United States... he doesn't talk, and no one really pries. Loose lips sink ships. It's possible he was the one that originally coined that phrase, no one is certain. What is certain is that he is most definitely a card-carrying Malkavian (no really, he has a card) and he garners the respect of the rest of his clan... why, no one is really certain. Clearly he did something, but none of them will give specifics, but apparently he's kind of a big deal. Oddly enough, this is usually enough to win him rank and status with the Camarilla wherever he goes, simply because the other Malks actually tend to listen Sykes relatively often. That's enough for most Princes.


NPCs
Sebastian LaCroix
Ventrue Prince of Los Angeles, who seized power for the Camarilla in the late ‘90s after the Cathayan’s “Jade Invasion” weakened the Anarchs to the point where they could not resist. LaCroix ruled the city from his office high atop the luxurious, state-of-the-art Venture Tower office building downtown. Though powerful, LaCroix was rather young for a Prince, and more than a few of his subjects felt that he lacked the experience and subtlety necessary to effectively govern a city of the size and complexity of Los Angeles. He is missing and presumed destroyed by the massive explosion that recently rocked the tower.

The Sheriff
A mysterious Kindred of unknown origin who serves as LaCroix’s wholly loyal bodyguard, enforcer, and Sheriff. He is missing and presumed destroyed in the Venture Tower explosion.

Alistair Grout
A prominent psychologist and researcher who long ago administered the local insane asylum, Grout was made Primogen of the Malkavian clan due to his eloquence and relative lucidity. He was recently destroyed in a brazen attack on his mansion reportedly masterminded by the Cathayans.

Maximilian Strauss
Former Regent of the Chantry downtown, Strauss was one of the most powerful and influential Camarilla-aligned vampires in the city. He was just recently recalled to Albuquerque, leaving Valgor Lamont as Regent and Primogen in Los Angeles.

Nines Rodriguez
Unofficial spokesman and leader of the Downtown Anarchs since Jeremy MacNeil’s unexplained disappearance, Nines (a Brujah) grew up during the Depression and developed a strong disgust for power structures that abuse and exploit the powerless – like the Camarilla. Nines has been lying low since being accused of the destruction of Alistair Grout, even though the Blood Hunt on him has since been called off.

Smiling Jack
An infamous and influential Anarch, Smiling Jack is reputed to have been a Caribbean pirate before being Embraced by Mama Lion of the Brujah clan. He is a known to be a staunch enemy of the Camarilla, and the Ventrue in particular, and reportedly delights in activities that disrupt the order of things in Camarilla domains. Of late, Smiling Jack has been associating closely with Nines Rodriguez and his coterie at The Last Round.

Therese and Jeanette Voerman
Sisters who are polar opposites and often antagonistic towards one another, Therese and Jeanette Voerman are Anarch-aligned Malkavians who claim Santa Monica as their domain. Professional and businesslike, Therese is the official Baron of the city, while party-girl Jeanette is the much more socially inclined of the pair. Since the Camarilla has returned to Los Angeles, however, Therese has been making overtures of joining the Camarilla and being officially named Prince of Santa Monica.

Isaac Abrams
Toreador Baron of Hollywood, Isaac Abrams is a major player in the film industry who has worked with many of the top names in entertainment as both a director and producer. Though he is part of the Anarch movement, Abrams is very traditional and expects visitors to show the proper respect and deference to his domain. Though he is on cordial terms with Nines Rodriguez and the Anarchs downtown, Abrams is no activist, and is known to be perfectly civil (even cooperative) in his dealings with the Camarilla.

Beckett
A very prominent Gangrel scholar and archaeologist who remains independent of the political struggles of the Camarilla, Sabbat, and Anarchs, Beckett was brought to Los Angeles by the rumors swirling about the Ankaran Sarcophagus.

Bruno Giovanni
Though he is the most prominent and powerful member of the Giovanni in California, the Camarilla knows little about this elder Cainite due to the insular and secretive nature of his clan.

Ming Xiao
A powerful Cathayan and Baroness of LA’s Chinatown, Ming Xiao is a fairly recent arrival to Los Angeles, having been sent to lead the New Promise Mandarinate in the city. Although she is diplomatic and respectful to visitors who properly announce themselves in her domain, recent reports have implicated her in not only the destruction of Malkavian Primogen Alistair Grout, but also in the framing of Nines Rodriguez for the murder. Ming Xiao’s motives, as well as the forces at her disposal, are unclear.


Key Events

The Ankaran Sarcophagus
The cargo ship Elizabeth Dane was found drifting off the coast of Los Angeles with all hands on board slaughtered. Among its cargo was the ancient Ankaran Sarcophagus, a massive stone tomb which was rumored to have contained anything from an ancient Mesopotamian king to a stirring Antediluvian. The Sarcophagus was taken from the Dane to the Natural History Museum, where it disappeared soon afterwards. Though it is rumored that agents of LaCroix finally managed to recover it, it is unclear what happened to the Sarcophagus or what was inside.

The Sabbat
The Sabbat have been very active in Los Angeles in recent weeks, whipped into a frenzy by their desire to seize the Ankaran Sarcophagus and diablerize the elder presumed to be within. They started a small riot a few weeks ago, likely to try and gauge the strength of the Camarilla response, and they were quickly routed. In response, LaCroix ordered a counterattack, sending in a small team to destroy a warehouse that was serving as a key staging ground for the mortal forces under Sabbat control.

A virulent and deadly disease that brought national attention and a CDC presence to LA was found to have been spread by a Sabbat pack, likely in the hopes of further destabilizing the Camarilla hold on the city. In a rare bit of Camarilla / Anarch cooperation, the members of this pack were hunted down and sent to their Final Deaths.

In an effort to blind the Camarilla by neutralizing their best information-gatherers, Andrei, a powerful Tzimisce elder and Archbishop of Los Angeles, fleshcrafted a menagerie of terrifying monstrosities and released them into the tunnels and sewers below the city. The tactic was successful in limiting the movements of the Nosferatu for a time, but they never managed to breach the Warrens. After agents of Isaac Abrams tracked them to their source – a haven of Andrei in the Hollywood Hills – a team of heavily armed ghoul mercenaries swept the sewers and exterminated most of the horrors.

As the rumor that LaCroix had possession of the Sarcophagus leaked out to the streets, the Sabbat launched a desperate direct attack on Venture Tower, but they were halted by LaCroix’s security forces before they could get more than a few floors up. Only a quick response from the Camarilla enabled them to get ahead of the media and spin the story as a vague ‘terrorist attack’.

Sensing the Sabbat had overextended themselves with the attack, the Prince organized a concerted, multi-clan assault on the Sabbat’s base of operations in the abandoned Hotel Hallowbrook. The attack was costly but successful, destroying Andrei and sending the Sabbat scurrying back to their bolt-holes to regroup.

Griffith Park
A wildfire ravaged Griffith Park – known Lupine territory – just a few days ago. This cannot have gone over well with the werewolves.

The Murder of Alistair Grout
Two weeks ago, Malkavian Primogen Alistair Grout, was destroyed, and his mansion burned to the ground. Camarilla agents sent to investigate encountered Anarch leader Nines Rodriguez leaving the mansion grounds, and suspicion for the murder fell on him. Though the Anarchs categorically denied any involvement in Grout's death, LaCroix responded by declaring a Blood Hunt on Nines. Nines was able to evade the net, however, and the Prince called off the Blood Hunt after new evidence was brought to the Camarilla’s attention. The report implicated Ming Xiao, Baron of Chinatown and leader of the Los Angeles Cathayans, in Grout’s death – presumably the murder was an attempt to trigger open war between the Camarilla and the Anarchs and enable the New Promise Mandarinate to complete their stalled takeover of Los Angeles.

The Explosion of Sebastian LaCroix
Just last night, a massive explosion of unknown origin completely destroyed the top three floors of Venture Tower. Both Prince LaCroix and his Sheriff are missing and presumed destroyed. Obviously, an attack on a Prince is an attack on the Camarilla, and this crime cannot go unpunished.

FiddlersThree fucked around with this message at 03:05 on Jun 26, 2014

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
VERY interested. I'm about to head out to work, but I'll read over the rules. Gonna bring Boone out of retirement. He knows LA and has been on multiple sides of the political fence in his time.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
I'd be down, probably to play a Nossie or a Malk, maybe. Gotta check the rules and also I'll be out of the country for a week in about a week and a half, dunno if that's a huge issue.

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven
Most definitely interested, FiddlersThree. So far I only have a few questions.

Is boon value negotiated between the two factions, the Seneschal or the entire Primogen Council? I see the Primogen would arbitrate a dispute, but for the initial approximate value, is that assigned by you once the nature of the boon is declared?

Will you be in the know for all 'Cloak and Dagger' details, such as the other terms of a boon arrangement or the dealings of an alliance(non-npc)?

With an NPC alliance, I'm assuming that you will interpret whether or not they renege on an agreement or anything of that nature and obligations will be meted out appropriately or is that subject to player interpretation?

Another Alliance question. There would be no issue with these being contractual in nature with a mutual disbandment when the terms of the alliance are fulfilled, or is this in boon territory?

Are starting Mortal Influences set in-stone?

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!

Vicissitude posted:

VERY interested. I'm about to head out to work, but I'll read over the rules. Gonna bring Boone out of retirement. He knows LA and has been on multiple sides of the political fence in his time.

Cool! What clan is your character, out of curiosity?


Fuzz posted:

I'd be down, probably to play a Nossie or a Malk, maybe. Gotta check the rules and also I'll be out of the country for a week in about a week and a half, dunno if that's a huge issue.

Depends on the players, honestly, and when things are ready to kick off. If I get enough players and everyone's eager to get started in a week, I may decide to go that route. However, if we get into some rules discussion, I could easily see us not starting the game until after you get back. (hint, hint)


Doctor Idle posted:

Most definitely interested, FiddlersThree. So far I only have a few questions.

Is boon value negotiated between the two factions, the Seneschal or the entire Primogen Council? I see the Primogen would arbitrate a dispute, but for the initial approximate value, is that assigned by you once the nature of the boon is declared?

Good to see you, Doc! And good questions.

The value of a boon would be negotiated between the two (or more, I suppose) parties directly involved in the transaction. All that needs to be reported to the Primogen Council / Seneschal is the actual negotiated value of the boon. (of course, if a boon is later traded to a third party, that would need to be reported as well).

Doctor Idle posted:

Will you be in the know for all 'Cloak and Dagger' details, such as the other terms of a boon arrangement or the dealings of an alliance(non-npc)?

I'd like to be, as that will increase my own vicarious enjoyment of the game, but no, it isn't necessary to report anything to me that doesn't directly affect the mechanics. I DO, however, need to be aware of stuff like Alliances and Grudges (since that can affect the Difficulty level of an action).

Doctor Idle posted:

With an NPC alliance, I'm assuming that you will interpret whether or not they renege on an agreement or anything of that nature and obligations will be meted out appropriately or is that subject to player interpretation?

Yeah, in terms of mechanical consequences for breaking agreements, they'll suffer the same as player factions (such as the Status penalty if they renege on a boon). Alliances themselves, however, don't carry with them any mechanical consequences for violation. My thinking was that Alliances are sort of informal marriages of convenience, and it's almost expected among Kindred that one side will betray the other, eventually. I was even thinking of awarding Status for particularly elegant betrayals.

Like almost all rules in the PDF, though, I'm happy to change this if players would like.

Doctor Idle posted:

Another Alliance question. There would be no issue with these being contractual in nature with a mutual disbandment when the terms of the alliance are fulfilled, or is this in boon territory?

I suppose you could set whatever terms you would like with your Alliance partner. They aren't really intended to be one-and-done, single-purpose team-ups, though. Like, I wasn't really expecting players to submit orders like:

- Make Alliance with the Brujah
- Commit 3 Security dice to a joint Assault on the Sabbat stronghold
- Cancel Alliance with the Brujah

That seems a little exploity to me... Thoughts?

Doctor Idle posted:

Are starting Mortal Influences set in-stone?

I kind of set them up so they'd be more or less balanced across clans, but I might be open to allowing some adjustments. Maybe I could strike a balance with having some Influences pre-assigned, and give the players a few points to spend as they please?

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.

FiddlersThree posted:

Cool! What clan is your character, out of curiosity?

Nosferatu. Long-suffering, grumpy, perpetually surrounded by idiots Nosferatu.

Epicurius
Apr 10, 2010
College Slice
This does look interesting, and I know I'll be keeping an eye out for when you open recruitment.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!

Epicurius posted:

This does look interesting, and I know I'll be keeping an eye out for when you open recruitment.

Cool -- glad to hear it! I'll probably open recruitment in a couple more days. Maybe Friday-ish?


Doctor Idle posted:

Are starting Mortal Influences set in-stone?

I've been thinking more about this, and I'd really like to get as much feedback as I can from potential players.

My thinking in pre-assigning Influences was (as I mentioned above) to make sure that Influences are fairly evenly distributed amongst the clans at game start. The reasoning for this is I want to make sure the clans need each other; if everyone has Influence in Bureaucracy and Law Enforcement, there will never be any need to negotiate with another player to Investigate something on your behalf.

Granted, once the game starts, players will be free to pursue whatever Influence-building strategies they would like, but I guess I'm sort of expecting that players will be working to protect their pet spheres of Influence and actively try to prevent other clans from gaining a foothold just out of self-interest. After all, the fewer providers there are for a given service, the greater leverage the providers have.

So... I'm a little reluctant to open up those starting numbers to tinkering. However, if anyone feels that there are specific Influence spheres that are much more valuable/attractive than others, then that's a concern, and I'm happy to try and rebalance.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Yeah, I was thinking it was a little rigid. You've got elders power scheming over decades and centuries, but the game starts off at the same base levels every time? Might be better to have the clans start with 1 or 2 points in their associated influences and get points to spend in others.

Epicurius
Apr 10, 2010
College Slice
I think I like it fixed. Not only does it guarantee power is spread throughout the clans and they Ned each other, it also serves to distingish them from each other.

Fuzz
Jun 2, 2003

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Epicurius posted:

I think I like it fixed. Not only does it guarantee power is spread throughout the clans and they Ned each other, it also serves to distingish them from each other.

Yeah, fixed seems to work better to define them more sharply. My only thought, at a glance, is that the Malkavian clan bonuses seem slightly underpowered compared to the others, specifically that some turns they can get 0 insight, when other clans all get a static add that's pretty big. 1-3 would be a bit more fair since there's 0 control of who or what the info is about, unlike the Tremere scrying.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Valid points. There's a reason the clans tend to gravitate toward those support structures.

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven
Fixed does seem appropriate for lore, setting and the nature of the individual clans. However I notice the cumulative influence ranges for each group from 7 - 9. My concern mimics Fuzz about the clans being balanced since they are all essentially at a reconstruction point(granted some clans in the Camarilla probably still have some leverage over the others).

Fuzz
Jun 2, 2003

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Doctor Idle posted:

Fixed does seem appropriate for lore, setting and the nature of the individual clans. However I notice the cumulative influence ranges for each group from 7 - 9. My concern mimics Fuzz about the clans being balanced since they are all essentially at a reconstruction point(granted some clans in the Camarilla probably still have some leverage over the others).

Yeah, much like Bloodlines, the Tremere skills are just way too flexible and good compared to the really boring setup that, say, the Brujah have. Maybe some sort of bonus to dealing with the Anarchs for the Brujah? The Toreador also seem pretty overpowered and yet also terrible, since all the clan leaders will be players, and status is sort of a forced social rating that seems to try to dictate player interaction, which is usually a bad idea, but then by the same token they are single-handedly (amongst the players) the arbiters of who is popular or not, which is kinda messed up. The Malkavian one just jumped out at me because you could get a bad Contentment roll and also end up with 0 Insight, and thus on a given turn you could suddenly go from a decent spot to being at -3 Contentment AND you didn't even get any useful info, so you all around got hosed for that round and considering most everyone else gets reinforced (+2 instead of +1) adds every round, static, that could really put you at a disadvantage out of nowhere, based purely on the random chance of a few die.

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven
What about having the two favored spheres of influence being fixed and then the freedom to spend a set amount of influence among the other spheres.

As far as individual abilities, I'm going to spend some time with the document at lunch and see if anything pops out. What you've said does ring true to me, but I also find it to be an interesting mix of abilities, perhaps a middle ground can be established to even out each clans capabilities without detracting from what they are about.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!
Awesome! Thanks for all the feedback!

First, in regards to clan resources (Security, Cash, Assets, Influences, Status, Feeding Grounds, and Exposure), they are actually all built from a point-based system, with every clan being built from 50 points. The point costs are as follows:

Feeding Grounds = 2 points per level
Assets = 4 points per dot
Cash = 1 point per dot
Base Security = 3 points per dot
Base Influences = 2 points per dot
Status = 1 point per dot
Exposure starts at 5 for all clans, and it can be adjusted up to gain a point, or down by spending a point

In the very first draft of these rules, I did not have any assigned values, and just left it up to the players to build their clans. I changed it for the reasons detailed above, but I suppose that there is a built-in motivation for clans to specialize in certain Influences due to how they factor into Contentment. If the Brujah Primogen insists on focusing on finance and media to the exclusion of the streets, the clan is going to be pissed. I suppose I wouldn't be opposed to allowing players to build their clans based on the above point values if that's the way players would prefer to go, but it looks like there are opinions on both sides. I'd like to get a consensus, if possible.

The other element (and this is very much appreciated) is the feedback on the clan strengths and weaknesses. Obviously, though the point values of the clans are more or less balanced, their unique abilities may not be. There are two possible approaches for solving this... one is that we tinker with the mechanics of the abilities until they appear to be relatively equitable, and the other is that we offer more build points to the clans that are short-changed. I'm open to either (or a mix of both).

I like the idea of increasing the Malkavian Insight from 0-2 to 1-3 (good call, Fuzz!), and I was also thinking about removing the "Blood for Blood" ritual from the Tremere, as that does seem somewhat overpowered, especially when mixed with the flexibility they have to choose from the three other options. Other thoughts?

Fuzz
Jun 2, 2003

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FiddlersThree posted:

I like the idea of increasing the Malkavian Insight from 0-2 to 1-3 (good call, Fuzz!), and I was also thinking about removing the "Blood for Blood" ritual from the Tremere, as that does seem somewhat overpowered, especially when mixed with the flexibility they have to choose from the three other options. Other thoughts?

You could instead let them trade off Status for Security by constructing Gargoyles. You get some amount of Security, but you lose status in the eyes of the other clans because they see the concept of making slave Kindred for the sole purpose of your own protection kinda hosed up.

As for the Brujah, you could also give them a "Sew Unrest" or "Rabble Rouse" power wherein they can sacrifice some of their status, but they can lower both the Security and Contentment of someone else because Brujah are great at stirring the pot.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!

Fuzz posted:

You could instead let them trade off Status for Security by constructing Gargoyles. You get some amount of Security, but you lose status in the eyes of the other clans because they see the concept of making slave Kindred for the sole purpose of your own protection kinda hosed up.

As for the Brujah, you could also give them a "Sew Unrest" or "Rabble Rouse" power wherein they can sacrifice some of their status, but they can lower both the Security and Contentment of someone else because Brujah are great at stirring the pot.

Part of my design concept was to have each clan's special abilities/weaknesses to not only be lore-appropriate, but also to give each one some sort of unique flavor in different arenas of the game. I think the idea of the Tremere creating Gargoyles is very cool (and also very lore-appropriate!), but it would kind of put them in the camp of being Security-focused, which is where the Brujah are (currently, at least). My concept for the Tremere had been to have their Thaumaturgy give them a lot of flexibility, but maybe to have each individual ritual be less powerful than the abilities granted to other clans. If those rituals are seeming both flexible and powerful relative to the others, my inclination would be to nerf them a bit, rather than adjusting the concept as a whole.

As for the Brujah, that's a really cool and flavorful idea, but I feel like, again, it puts them into the same camp as another clan as far as what their ability directly affects (in this case, the Toreador, since Status is part of the equation that governs Contentment). Of course, we could change the Toreador, then, but I'd like to avoid a cascade of change. :) Just as some background, my reasoning for giving the Brujah the quickly-refreshing Security is that the dominoes are already falling, and there will almost certainly be open fighting between factions sooner rather than later. Although their ability may not be as flashy as some of the others, my thinking was that other clans would very possibly end up relying on the Brujah to handle the lion's share of the fighting... and that can buy a lot of favors.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!
I took another pass though the clan abilities, and have some possible adjustments. For ease of reference, all clan advantages and disadvantages are copied below, but I underlined all the places where something has changed. (In some cases, it's just clarifying something that I'd originally intended about the ability but just forgotten to include.)

pre:
Ventrue:
- Master Manipulators:  Your Favored Influences replenish at 2 dice per turn, rather than 1 die.
- Bluebloods:  If the quality of your Feeding Grounds drops to “Good” or “Average”, all of your
actions are at a +1 Difficulty.  If they drop to “Poor” or “Very Poor”, all of your actions are
at a +2 Difficulty.  These penalties are in addition to any other Contentment penalties your
clan may be facing.

Toreador:
- Harpies:  Your clan may bestow or revoke a single point of Status each turn.  This ability
may target any Cainite faction (Camarilla, Anarchs, and independent clans), including your
own clan.  However, be wary of over-rewarding your faithful, as other Kindred may reject the
validity of your Status entirely if they perceive it to be a farce.
- Divas:  The Toreador hate staying under the radar.  When calculating your clan’s Contentment,
the unmodified Exposure value is used instead of the inverse.

Brujah:
- Fighting Spirit:  Your Current Security replenishes at 2 dice per turn, rather than 1 die.
- Restive Rabble:  Your clan is difficult to please and is constantly agitating for change.
You begin suffering a Contentment penalty of +1 to the Difficulty of all of your actions at 5
Contentment instead of 4.  At 3 Contentment and below, the penalty rises to +2 Difficulty.

Malkavian:
- Uncanny Insight:  At the end of each turn, after all actions have been resolved, the GM
will randomly select 1-3 actions taken that turn by other factions and reveal them to you.
- Herding Cats:  A random modifier from -2 to +2 is applied to your clan’s base
Contentment each turn.  This adjusted Contentment score may never rise above 10, nor sink
below 1.

Nosferatu:
- Information Brokers:  Each turn, you receive two free 1-die Monitor actions.  These may be
used in any Sphere, regardless of whether your clan possesses Influence in that Sphere.  These
dice may be combined into a single 2-die Monitor action, and they may be combined with
additional Current Influence and/or Cash dice for a larger dice pool.  These dice do not count
towards potential Exposure gain.
- Working from the Shadows:  Your default Difficulty to Grow your Influences is increased to 9.

Tremere:
- Thaumaturgy:  You may choose one of the following Rituals to perform on your turn (Hidden
Threats may not be targeted):
     - Scrying:  Reveal one random action taken by the target faction.
     - Hexing:  Increase or decrease by 1 the Difficulty of all Influence OR Security 
       actions taken by any one faction for 1 turn.  The Difficulty may not be increased above
       10 or below 4.  The target will not know that they are being hexed.
     - Warding:  You receive 2 dice of Current Security.  These dice last for one turn, and may 
       not be used for Assault actions or committed to defend an ally.
     - Blood for Blood:  You may sacrifice as many of your Current Security dice as you
       wish to destroy an equivalent number of Current Security dice belonging to any other
       faction(s).  This effect may be split among multiple target factions.
- Distrusted:  Your default Difficulty to Assault (with Security) or Attack (with Influence)
another Camarilla clan is increased to 8.
For the Tremere, I tried to nerf Thaumaturgy a bit by dropping Blood for Blood and tweaking the Hexing ritual a bit, and I increased the penalty for Distrusted to 8. If there's still a feeling that they're a little overpowered relative to the other clans, my next idea would probably be to just drop Scrying and Warding, and make Hexing their only advantage.

For the Brujah, another option that I was thinking about would be to set their default Difficulty in Security actions to 5 instead of 6, rather than just having it recharge at double speed. Would this be preferable? Or is it kind of a six-of-one, half-dozen-of-the-other deal?

Fuzz, you also had mentioned some reservations about the Status mechanic and how the Toreador ability would interact with that. I'd like to hear a little more about your concerns. The intent behind Status wasn't really to have it dictate player interaction (at least, not any more so than any of the other mechanics), but rather to be a tool through which Contentment can be indirectly affected by the other clans. But I definitely get your concern that only the Torys can directly attack it... do you think this could be mitigated by including a mechanic for the other players to be able to award and revoke Status?

I was thinking maybe that, if three Primogen agree, they can move a target's Status up or down by a point. This could either be done publicly (by vote at the Primogen meeting) or privately (if three or more players submit an action that says, "Talk poo poo about the Tremere", the Tremere would lose a Status point). Do you think that would help?

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!
:siren:RECRUITMENT IS OPEN:siren:

If you are interested in playing, please reply with a post claiming the clan you would like to play. First person to lay claim to a clan gets it.

Game will most likely start whenever Fuzz gets back.

Updated rules have been uploaded.. I went ahead and made most of the changes described above, including the addition of a new category of "Social Actions", which includes Alliances, Grudges, and the new Status actions Praise and Slander.

I still haven't decided what to do about the clan starting points, but I'm happy to leave the question open for discussion until game start.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
I'll take Malkavian. Now to think up a name for Grout's childe.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
I'll go Nosferatu.

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven
I'll put a Ventrue or a Tremere here tomorrow sometime.

Epicurius
Apr 10, 2010
College Slice
I'll be either Ventrue or Toreador, depending on Dr. Idle.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!
Awesome!

The game is balanced (well, in theory, at least) around having all six clans, so unless another couple of interested players pop up in the next few days before Fuzz gets back, I'll probably just play the extra clans myself.

Once clans are finalized, I'd like to have everyone do a brief intro post. Nothing big, just a name, clan, a general "demeanor" (in the WW sense of the face/personality that you present to others), your character's key politics (e.g., relationship to the LaCroix administration, thoughts on the anarchs, etc), and if there are any other bits of information or background about your character that would be common knowledge, and that you feel like including. Something like:

Communications Availability: PMs, IRC, Email (thriddlersflee at gmail dot com)
Name: Jon Ungar
Clan: Brujah
Demeanor: Pedagogue
Politics: Jon Ungar is a true believer in the Camarilla. Though he sympathizes with the desire for freedom espoused by the Anarch movement, he views the organization and structure of the Camarilla as necessary for the safety and well-being of all vampires. He is convinced that the Anarchs are misguided, and is not shy about letting them know. Ungar was a major supporter of LaCroix's rule, and he and several of his allies fought side-by-side with the Prince's forces on more than one occasion.
Background: Embraced at the beginning of the 20th century, Ungar is a close associate and philosophical supporter of Don Cerro. He was introduced to LaCroix by Cerro as a possible ally who could support LaCroix's intended play for Los Angeles, and he and his forces played a vital role in the success of the Camarilla takeover of the city.

EDIT: Please also include your communications preferences for outside-the-thread negotiating.

FiddlersThree fucked around with this message at 19:11 on Jun 9, 2014

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven
Would I be playing as Maximillian Strauss if I choose clan Tremere? Epicurius I took forever to post despite stating intent to do so, so you can have first pick of Ventrue if that's your preferred clan. I'll be fleshing out details for one of the remaining clans afterward.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!

Doctor Idle posted:

Would I be playing as Maximillian Strauss if I choose clan Tremere? Epicurius I took forever to post despite stating intent to do so, so you can have first pick of Ventrue if that's your preferred clan. I'll be fleshing out details for one of the remaining clans afterward.

If you want to, you certainly can, but if you'd prefer to play someone different, you can make up your own character. If you do so, you could either just say Strauss never existed and your character was Regent all along, or you could play it as Strauss got shunted off to another chantry after the events of Bloodlines and you are his replacement. All up to you!

EDIT: Same goes for you, Vicissitude. You can either use Gary Golden, write Gary out of the picture and play someone new, or just say that Gary never existed and your guy was Primogen all along.

FiddlersThree fucked around with this message at 04:28 on Jun 10, 2014

Vulin
Jun 15, 2012
I would be interested in taking the Brujah.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!

Vulin posted:

I would be interested in taking the Brujah.

Cool -- glad to have you join us!

I'll just take whichever clan is left once all claims are laid.

Vicissitude
Jan 26, 2004

You ever do the chicken dance at a wake? That really bothers people.
Communications Availability: PMs, IRC, Email
Name: Derrick Boone
Clan: Nosferatu
Demeanor: Curmudgeon/Penitent
Politics: Boone has played on all sides of the fence since his arrival in LA in the 1970s. Before that, he was a good soldier for the Camarilla. After a stunning fall from grace, being framed for the murder of a Prince, he and his companions at the time were forced to go Anarch and work closely with the locals. Add in a splash of cooperating with local Sabbat and the Kuei-Jin, and Boone is no longer the hard-lined supporter of the Ivory Tower he once was. Instead, he just tries to seek a balance in all good things. No reason we can't be civil, right? Unless your crippling stupidity blinds you to the best course of action, naturally.
Background: Derrick Boone fell into a pit trap on a tiny island in the Pacific Theater during WW2. Instead of sharpened bamboo, he got a faceful of Nosferatu elder and Embraced. Shishi-do needed someone who could catch him up on the changes in the world during his torpor. Boone humored the creature just long enough for the Marines to show up in their efforts to clear the island. He slipped out while his former squaddies took care of business. Boone wandered around southeast Asia for a while after that, picking up annoying bits of philosophy and trying to learn about his new condition. Seemed straightforward enough, he was a vampire. And ugly one, but a vampire nonetheless. He returned to the US in the 60s and actually managed to get work with an Archon before that big frame-up job.

Since recovering from that episode, Boone managed to leverage a bit of control in a movie studio to gain some capital. That money was spread around the local gangs to try and keep things running smoothly overall. The general peace and quiet found Boone with a good deal of support. His clanmates surprised him with a suggestion to represent them on the Primogen Council. While not the most charismatic candidate there is, Boone knows how to play hardball diplomacy when needed, but generally strives to make sure the nightly peace plays out.

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven
Communications Availability: PMs, Email(doctoridlesa at gmail dot com)
Name: Valgor LaMont
Clan: Tremere
Demeanor: Visionary

Politics: Valgor demonstrates sincere interest in the well-being of the Camarilla, but most of his time is devoted to filling the role of Regent in the downtown Los Angeles Chantry after Strauss left to attend to matters concerning the Inner Council of Seven following the events that led to the disappearance and probable death of Sebastian LaCroix. Although Strauss kept to himself, it was apparent that he sought to distance the Chantry from the dealings of Prince LaCroix. Valgor however is an opportunist and seeks unconventional means to gain favor and influence for Tremere. With the Camarilla scrambling to maintain order, it would be unwise to let any threats to that balance go unchecked. However, it may be time to reconsider the values with which the order is based upon.

Background: Valgor accepted the Embrace during the Victorian Era. An astute scholar of the resurfaced Occult, he left his home in Scotland and went to England to continue his studies. It was at this time that he was introduced to his sire who was a prominent member within the Aurum Guild of Clan Tremere. After spending decades rising through the ranks and working within his House, he was picked by Strauss to accompany him to Los Angeles to establish the Chantry there and has reluctantly accepted the role of Regent and Primogen with Strauss suddenly leaving to attend to the affairs of the Inner Council. However he sees this as an opportunity to impress his elders and strengthen Tremere's presence within the region.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!
Vic and Doc Idle -- look good! Thanks!

One of the things that could prove important (as well as providing more fodder for horse-trading among the clans) is the assignment of court positions. None of these positions are strictly necessary to have in-game (save for Prince), but may be valuable as they can convey certain bonuses to the clans that control them.

With the possible exception of the Prince, the expectation would be that these positions would be filled by NPCs from within your clans, rather than by your characters themselves.

Prince: The Prince is ostensibly the leader of the Camarilla in the city, having either taken the position by force or by having been maneuvered into it by power players behind the scenes. The clan that controls the Princedom enjoys a number of potent benefits:
o +2 Status
o The Prince does not normally have a vote on the Primogen Council, but in the event of a tie, the Prince may cast the deciding vote (for game purposes, the Primogen of the Prince’s clan will cast the Prince’s vote)
o Once per turn, the Prince may upgrade or downgrade a target clan’s allotted Feeding Grounds by one step
o The Prince has the power to fill the positions on his or her court (Sheriff, Seneschal, Keeper of Elysium, Scourge), conveying certain benefits upon the clan of which the nominee is a member. These positions may be revoked as easily as they are granted.

Sheriff: The Sheriff is the Kindred in charge of enforcing the Traditions in the city. He or she is nominally appointed by the Prince, but the Primogen Council is often strong enough to force their chosen candidate. The clan that controls the Sheriff enjoys a few benefits:
o +1 Status
o +1 Base Security
o +1 Base Influence in the Bureaucracy & Law Enforcement Sphere
o +1 Base Influence in the Streets & Labor Sphere

Senechal: The Seneschal primarily serves as advisor, assistant, and gatekeeper to the Prince, often directly handling business and interactions with less influential Kindred on the Prince’s behalf. The Seneschal is also empowered to speak and act for the Prince if the Prince is traveling, indisposed, or has met his or her Final Death. The clan that controls the Seneschal receives the following bonuses:
o +1 Status
o +1Base Influence in one or the other of the clan’s Favored Influences

Keeper of Elysium: The Kindred responsible for maintaining the status and sanctity of the neutral meeting places in a city that have been classified by the Prince as “Elysium”, the Keeper is a position of no small influence. They are also responsible for scheduling events and providing security. The clan that controls the Keeper of Elysium receives a few benefits:
o +1 Status
o +1 Base Influence in the Politics & High Society Sphere

Scourge: With clanless Caitiff, thin-bloods, unauthorized embraces, and other “illegal” Kindred littering the streets, some Princes have revived the old office of the Scourge – a vampire whose job is to seek out and destroy these “undesirables”. Be warned, however, that instituting this position is certain to incense the Anarchs. The clan that controls the Scourge receives the following bonuses:
o +1 Base Security
o +1 Base Influence in the Streets & Labor Sphere

EDIT: Rules link in OP is updated to include the revised PDF.

FiddlersThree fucked around with this message at 02:43 on Jun 11, 2014

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven
How will you decide who gets control of what?

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!

Doctor Idle posted:

How will you decide who gets control of what?

The Prince will be determined in-game. The other positions are ostensibly selected by the Prince, but the intent is they can be used as bargaining chips along the lines of, "I'll support your bid for Prince if you take my protege as Seneschal and owe me a Moderate Boon."

Prince will be a position of no small power to whichever clan gets it, but the idea is that this power will be balanced by the favors they have to give away in order to get there, if that makes sense.

EDIT: As always, this is all open to discussion, so if you foresee any issues with this or feel that this mechanic would be unbalancing, I'm open to adjusting it or cutting it altogether.

Epicurius
Apr 10, 2010
College Slice
Communications Availability: PMs, IRC, Email (epicurius at aol dot com)
Name: Javier Montalves
Clan: Ventrue
Demeanor: Bon Vivant
Politics: Montalves was one of the Californios, one of the Hispanic settlers of California before it became part of the United States. He was a large landowner, owning a substantial rancho that consisted of most of what's now Anaheim and Fullerton. Embraced not long after the Gold Rush, Montalves, hrough a combination of dummy corporations, trusts, and puppets (either manipulated, Dominated, or ghouled), managed to hold onto and even increase his real estate holdings,until at one point, he owned most of Orange County.

Montalves has been in Los Angeles for a long time; long enough to see the coming the Camarilla, the rebellion of the Sabbat, the rise of the Anarchs, and now the Kwei Jin. Through it all, he's remained patient, recognizing them all for the interlopers they are. Ventrue Primogen, in name, at least, during the short and unhappy Princedom of Sebastian LaCroix, he soon realized the folly of trying to advise LaCroix of anything, and largely withdrew to his estate, where his parties became legendary.

Montalves is, beyond everything, a survivor. His unlife has made him patient, and for the most part, disdainfully tolerant. Changes will happen, this he knows, but beyond everything, he knows that this is his city, in spite of whatever interlopers may come along.

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven
I vant to suck your blood.

I'm excited. Going to be making some hot deals. Going to play people. Going to probably get played.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!

Doctor Idle posted:

I vant to suck your blood.

I'm excited. Going to be making some hot deals. Going to play people. Going to probably get played.

I'm looking forward to getting started! Unfortunately, I think we've got about a week or so until Fuzz gets back.

We'll see where we're at once Vulin gets a character post up. I may want to get the ball rolling on the game thread even if Fuzz isn't back yet. As a Malkavian, I don't think anyone would blink an eye if he was a little late to the Primogen meeting...

Idle Amalgam
Mar 7, 2008

said I'm never lackin'
always pistol packin'
with them automatics
we gon' send 'em to Heaven
No doubt learning all sorts of nasty things from his Madness Network. I'm all for waiting til he returns.

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Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
I leave tomorrow, but you guys would start without me. Maybe I'm late, maybe I was obfuscated the whole time, who knows! I'd just like to have a move in the first round.

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