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The Four Rules of Life: 1. Show Up 2. Pay Attention 3.Tell the Truth 4. Don't be upset at the results. - Joan Borysenko
Welcome to the rules section of the Emerald City Chronicles site.
Here we'll explain and demystify the simple system we use to run the Emerald Chronicles vampire sphere. It's tabletop with a twist, and surprisingly easy to learn.
First, please take a moment to familiarize yourself with the Rules of LARP. Our guidelines for safe role-playing. Understanding of these rules are the games foremost requirement.
Since most vampire role-players are already familiar with the tabletop rules for Vampire: The Masquerade Revised (tm), we simply converted them for use in a live-action, diceless setting. Years later, after a bit of tinkering, we've created the Two Test Mod Dot system, which is explained in The Basics section of the rules, which also covers in-game hand signals, Clan and Sect caps and the books we use to run this game.
Character Creation covers The general theme of the game, the Storytellers expectations of the players, how calls are made, how OOC research can benefit you, the Rule of 1 and the Inego Montoya clause. Subsections of Character Creation are Connect the Dots, which concerns a dot for dot review of character creation rules, including starting Attributes, Abilities, Non Combat Secondary skills, Willpower, Virtues, Humanity, Backgrounds Merits and Flaws. The Those Who Serve subsection discusses PC and NPC Ghoul creation.
House Rules are our clarifications, and in some places changes to the tabletop rules to adapt them for our use and balance out a few things. This page discusses gaining, spending and banking experience (XP), weapon, equipment, haven and letter of introduction cards, the 'always have your character sheet' rule, weekly interaction, game times and advice from your STs, bonus contacts (background) for court positions, etiquette, finance, blood banking, acrobatics, leadership, Clan Prestige, the occult library background, travel outside of the Emerald Domain (Travel Checks) and optional game-playing rules.
The Mad Skills subsection lists house rules for learning times for Abilities, Attributes, Rituals and Disciplines, Discipline rules clarifications and the 'remembering occult stuff' system. Craft and Seek talks about the Crafts system, the optional Game -Playing system and the Investigation system.
The Clan Specific subsection has unique clan rules clarifications like notes on unique clan Disciplines and abilities.
Learn how to get your Kindred a bite out, and how where your character's Clan feeds matters in the Feeding section.
The Status page talks about who can gain it, who can lose it, who can give it and who can take it away. It's a dangerous world out there, and status proves that you are who you know. Also, learn about the deadly favors Kindred trade in the Boons section.
Influences and the Influence Grid talk about the mortal methods of control that Vampires use to manipulate the world around them. The Influence FAQs are handy too.
The Humanity section talks about how the Beast drives the emotions and passions of the undead, and the terrible cost that the war between it and humanity takes on the vampire soul. Also includes our revised Torpor rules.
Finally, brush up on your Kindred's killing strokes in the Combat rules sections, which includes everything you need to know about obtaining and creating Weapons and Armor for your Kindred as well.
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