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"Rules are made to be broken."
General
The rules of Tampere by Night (TbN) are loosely based on existing systems in the genre. No detailed knowledge on any of these is required. Basic assumption is that the players are familiar with kindred literature and therefore have all the required elements to cook a dish according to following instructions. If you have questions, please feel free to ask them on the following posting list: tbn-larp-ooc@yahoogroups.com. The in-character posting list of this game is tbn-larp@yahoogroups.com this list is for approved players only and used to give in-game comments and information to all the other player characters.
The kindred are beings of the night. This is due to their lack of protection against sunlight. The roots of this disease (as many scientists among them claim) can be traced back to the Biblical event telling the story of Caine. Many phenomena support this paranormal belief. As already mentioned sunlight has the ability to produce aggravated (non-conventionally healing) damage. The same effect is caused by risen temperature (above 90 degrees Celsius), blessed devices (e.g. holy book or water blessed by a Christian, Islamic or Jewish cleric) and some special weapons as well. Because these are the things that might end the eternal story of kindred they are greatly feared. Kindred are equal to mortals in physical strength but when it comes to stamina it's another story. As a rough baseline it could be said that kindred can handle three times as much physical damage as a mortal (i.e. 3 lethal wounds).
The history of the kindred is a tightly concealed secret even among the ranks of themselves. Only very few at a time claim to possess information about the truth of mystical First City, Lilith and event known as second falling. Many like to make assumptions that it was Lilith who caused the second falling to revenge her own history. This might have been the case, but one thing is certain. There is no evidence of grace for the kindred. They can rely only on themselves.
How then is a kindred born? This is the other great mystery remaining. After dooming (i.e. drinking all blood from mortal, some prefer to call this embracing) some members of livestock get contaminated. There is no way to tell who will fall under this curse or receive this blessing (depends on ones point of view). It just happens. Sire will give three blood points to the doomed person he/she thinks is worthwhile. Process causes some additional discomfort to the sire but is really painful to the neonate. Ask any kindred and he/she will probably tell you that it's something that he/she wouldn't be willing to go through again.
Now let's return to the issue of feeding. Every kindred is required to feed every once and a while. By feeding we don't mean eating a T-bone steak and sweet potatoes with green salad and French dressing. Most of the kindred probably eat something like that every day, but they have a second appetite to satisfy in addition. Hunger for warm, fresh and vital blood. Since only as many decilitres as one has of so called "blood points" are required per week, so this usually is not any kind of a problem. However if kindred uses disciplines (i.e. special abilities gained among the bloodline in clan), this requires consumption of these blood points. Blood points can also be used to convert aggravated damage to normal and normal damage to vanish for good. Most kindred have no difficulties to finding mortals willing to feed their master. Still many prefer the animal blood to human which is simply a matter of taste. For both sides of feeding process is somewhat similar to lovemaking. Kindred get high and mortals often reach orgasm as a side effect. It is no wonder that many (at least of those who prefer mortals) prefer to perform this ritual during an actual lovemaking. It just takes your breath away. Speaking of breathing it is a common delusion that kindred don't breath or have a regular heartbeat. You shouldn't believe everything you hear or read. Go ahead and try to cut one of them. You'll see fresh blood bleeding from the wound - at least those few seconds you have remaining of your life. Same thing with garlic and flowing water. What would one put on a pizza if eating garlic would cause aggravating damage? Then why don't we see gothic boys and girls with bite marks on their necks every once in a while? Well every kindred can "lick" a wound. Even when done carelessly, one can see merely a love bite decorating the neck.
However there are few old tricks that do affect even the kindred. Put a stake through ones heart and see him/her paralyse. To finish one off you still have to cut off the head. The good ol´ decapitating usually does the trick but to be on the safe side you'd better burn everything. I'm not saying it's mandatory but who really wants to take chances when we are discussing about the kindred?
Kindred can commit diablerie (ie. drink all blood) on their own kind. This brings him/her one generation closer to the victim's. Higher (lower as a number) generation brings advantages such as larger blood pool but also has drawbacks. High generation kindred tend to have lower humanity since the old blood remembers past more clearly. Moreover, as already mentioned, need for blood increases with the blood points. It is no wonder that committing diablerie one is considered a major offence. Unapproved diablerie usually leads to a bloodhunt called out by the ruler of the region.
No matter how much blood you take from someone the thing called blood bond doesn't get very strong. After all it's only blood. All elder (and older) kindred have the ability to make ghouls (ie. kindred wannabe mortals, who have extended life span as long as they are fed 1 blood point per month) . More about this topic can be found under the section others.
Kindred have many unwritten laws. These become familiar to everyone sooner
or later. There used to be one particular set of rules that most recognised
wise to follow. These rules were known as the traditions.
The (old) traditions can be found here.
Now there is a new law. This "Lex Tampere" is presented below.
The Law of Tampere
(Lex Tampere)
1. The Masquerade
Nobody will not reveal a true nature to outsiders of the inner circle. The Emperor
and the primogens approve additions to this circle. Anybody who violates this
law renounces all claims to own blood.
2. The Domain
Every domain is under a responsibility of an appointed primogen. Others must
pay their respect to ruler during time spent in domain. Word of the ruler is
the law in the domain. The Emperor is the highest ruler of all domains in Tampere
but the primogens who are subject to him may use power within their domain.
3. The Progeny
A progeny can be created only with an approval of primogen. The Emperor grants
a personal quota to all primogens. Kindred created without approval will usually
be slain as is the sire.
4. The Accounting
Everybody is responsible for their own children. Blood bond is forever unless
The emperor or primogen of own clan gives permission to remove this.
5. Hospitality
Respect others domains. When entering a new domain everybody is obligated to
introduce oneself to the ruler. Without rulers permission domain trespassing
is unacceptable.
6. Destruction
Only the Emperor and the primoges have the right to destroy their inferior.
Emperor can call out blood hunt as can the primoges concerning their own clan.
This law is given out in 27. March 2004 by Emperor Johan Frank in Tampere domain
Advanced Rules (plain facts)
Hierarchy and addressing in Tampere:
[Addressing: "Your Grace" / "Teidän armonne"]
1. Emperor - ruler of domain, chairman of the primolegio with a veto-right
[Addressing: "Honourable Mr/Mrs/Ms" / "Kunnianarvoisa hra/rva/nti"]
2. Metuselah -over 250 years "post rip"
3. Seneschal - second-in-command, acting as Emperor when Emperor is not available
4. Bishop - when dealing with religion overrules all in hierarchy but the Emperor,
keeper of archives
5. Primogen - head of clan, usually at least elders, primogens form the primolegio
[Addressing: "Dear Mr/Mrs/Ms" / "Arvon hra/rva/nti"]
6. Sheriff - when dealing with law overrules all in hierarchy but the Emperor
7. Keeper of the Elysium - as Sheriff in Elysium
8. Elder - over 100 years "post rip"
9. Grandmaster - mage, not in general knowledge
10. Whip - status generally removed by the Emperor, primogen's assistant
[No formal addressing required]
11. Ancillae - 30 to 99 years "post rip"
12. Master -mage, not in general knowledge
13. Neonate - under 30 years "post rip"
14. Mage - mage, not in general knowledge
15. Generation 11 or weaker kindred
16. Ghoul -can be at any level in hierarchy
Please note that hierarchy has two parts: age and “kindred status”. Whichever
is higher in hierarchy is the one defining addressing and final status of character.
Only the two highest class “Grace” and “Honourable” are strict about addressing
but basically even class “Dear” should be used. Intentional wrong addressing
can be interpreted as an insult. This is only the case if person lower in hierarchy
does this.
Disciplines
Disciplines are special powers within the bloodlines of clans. They give one great powers to interfere matters. Using a discipline is understood as such by all who see it happening. (Caster announces with clear and loud voice what he/she is doing.) Cost of activating each discipline is 2 x its level in blood points. Use of some discipline is considered as an attack towards the target most of the time. If this is in a conflict with the Traditions, consequences may be quite unpleasant to the caster. Therefore it’s not recommended to use disciplines too openly. Besides who would want to use all his/hers blood points to trickery when there is a possibility of lethal danger behind every corner?
1: Word of Command
One command word may be uttered (e.g. fall). The word may be concealed in a
sentence. A hand gesture is shown to the target. Wave a hand once in front of
the recipient holding up the index and middle fingers. Duration is instant.
2: Advanced Command
One command clause may be uttered (e.g. forget that you saw me here today).
Hand gesture is the same as above. Duration of effect is at maximum one hour.
3: Command True
Any kind of command (of any length) can be given to the target. Hand gesture
is the same as above. Duration of the effect is one month at maximum.
Presence (Toreador)
Note: Only Toreador are able to possess Presence discipline.
1: Aura of Fear
Makes kindred offender or mob of mortals / other beings fear the user until
they can't see the caster anymore. (Doesn't affect spirits.)
2: Aura of Love
Changes target's feelings from approving to loving (casters choice) towards
pointed target for as long as the caster remains at proximity of the target.
Caster must act friendly towards the target or the effect disappears.
3: Aura of Majesty
Makes one seem to be almost omnipotent. Nobody can offend the caster for as
long as he/she concentrates. During this time caster may not offend anybody
directly.
Fortitude (Brujah)
Note: Fortitude (any level) costs always only 1 blood point for Brujahs
1: Skin of Stone
Hardens skin to resist x2 normal amount of damage (i.e. at maximum 6 lethal
wounds).
2: Blood of Shielding
Turns all aggravated damage received to normal damage. Duration of this effect
is roughly five minutes.
3: Regenerate
Regenerates all received wounds within two minutes duration. This effect has
10 seconds delay. If used together with Blood of Shielding even aggravated damage
is cured. Effects of this discipline to the kindred killed during this interval
may only be speculated.
Necromancy (Giovanni)
Note: Character with Necromancy can't have humanity above value 3. Necromancy
has some special requirements. These are always up to the storyteller.
1: Secret Circle
No spirit may enter or leave the circle for 24 h, circle's maximum diameter
is 25 meters.
2: Summon Spirits
Calls spirit whose name is known. Spirit answers to questions or performs minor
tasks. Every summoning requires an unique ritual (information is given by the
storyteller).
3: Steal Soul
Steals the soul of the dying (even kindred) or captured spirit and places it
into a desired item. This item may be used as a blood reserve. Alternatively
the target may be turned into a spirit which is totally controlled by the caster.
Obfuscate (Nosferatu)
1: Mask
Allows the caster to shape his face into any shape desired for 8 h duration.
Nosferatu not wearing a typical mask (which they almost always do when in public)
wears a mask on his/her face.
2: Shadow Form
Turns the caster into a shadow. Nobody can detect his/her presence while the
caster stationary in a shady place or back against the wall. Shadow is presented
by a hand gesture (crossed arms) or transparent cloth.
3: Force Hypnosis
Forces target to reveal required information and to forget that he/she has told
it to the caster. Use of this discipline requires one minute of undisturbed
staring at the target. The caster announces: "Force Hypnosis (followed
with one question)."
Thaumaturgy (Tremere)
Note: Thaumaturgy has some special requirements. These are up to the storyteller
/ pc.
1: Mold Organic / Sleep
Allows the caster to cause wounds or to cure the wounds of a target with organic
body (1 lethal wound in every 5 seconds of undisturbed concentration). Sleep
causes a target to fall into a magical sleep lasting 10 minutes.
2: Enhance Object / Ward
Creates an enhanced object or a magical ward. The level of an item or a ward
is determined by how many times that the discipline is used to enhance it (maximum
level is 5). Requires a complex alchemical procedure.
3: Curse
Curses target from which one organic part is required.
Holy (Gangrel)
Note: Only Gangrel are able to possess Holy discipline. Use of this discipline
always requires a good and just cause (i.e. from users point of view).
1: Serenity
The caster can calm down as many kindred in rage as is his/hers level in this
discipline. Only calm speaking is required. No kindred in rage may attack Gagngrel
under serenity. No hostile action from mortals / ghouls is possible towards
caster. The caster utters word: "Serenity" and points the target(s)
with index finger one by one.
2: Crusader
No holy objects nor sunlight may damage kindred (more than they would a typical
mortal) under crusader effect. Duration of effect is 1 hour.
3: Holy pact / Absolution
Parties under holy pact may not break the deal done under this discipline or
else betraying side(s) suffer terrible pain, mutations and possibly even utter
destruction. If absolution is used one target may revive his humanity level
but only if he/she truly regrets bad deeds done. The caster utters: "Holy
pact is formed. / I grant you holy absoluttion - regret your sins!"
Clairvoyance (Malkavian)
Note: Clairvoyance causes a mental disorder to the character. Severity of
this affliction is determined by level. Use of clairvoyance cannot be detected
by others in any case.
1: Project Vision
Caster writes or draws down a vision on a ritual note and passes it to the target
- any vision.
2: Wheel of Time
Caster receives a vision from the past or the future considering a specific
topic (ask the storyteller).
3: Raving Madness
Caster can infect target with permanent madness. May be dispelled by the caster?
Highest possible discipline(s)
(Without any modifications.)
| Level | Requirements |
| lvl 3 (own clan) + lvl 1 (any clan) | generation 7 or higher, at least metuselah |
| lvl 3 (own clan) | generation 6-8, at least elder |
| lvl 2 (own clan) | generation 7-9, at least ancillae |
| lvl 1 (own clan) | generation 9 or lower, any age |
| -2 lvl of sire | for other beings than kindred (not spirits) |
Blood Points and Humanity
Amount of blood = (1 / generation^2) x 500
Humanity describes kindred's morality and ethics. This is projected to others as behaviour of individual.
5: person whose intentions are unselfish
4: regular person, neutral
3: person who, at least from everyone else point of view, wants to do intentionally
harm
2: seriously troubled individual (e.g. murderer with cold logic)
1: no sanity nor logic
Every unjustified (up to storyteller) violent outburst reduces humanity by one point. Change can be two points down or one point up (if one does good deeds) per game.
|
Generation
|
Max amount of blood
|
Max humanity
|
|
3rd
|
?
|
?
|
|
4th
|
31
|
3
|
|
5th
|
20
|
3
|
|
6th
|
14
|
3
|
|
7th
|
10
|
4
|
|
8th
|
8
|
4
|
|
9th
|
6
|
4
|
|
10th
|
5
|
5
|
|
11th
|
4
|
5
|
|
12th
|
3
|
5
|
|
13th
|
3
|
5
|
|
14th
|
3
|
5
|
|
15th
|
2
|
5
|
Younger than 10th generation kindred shouldn't be allowed to create children of their own. The result (11th generation) would be too weak. In some special occasions 11th and even further generations are allowed to exist. This is always an exception and requires the approval of the Emperor.
Fate
Every character has one fate point in the beginning of the game. It may be used to dispel one event to defend oneself (e.g. when someone uses discipline on you or when you are under gunfire). When using the fate point one can't use dispelled event against the aggressor in any way. It's the cost of a miracle. Choose wisely when to use this since it won't be there for the next time to save your ass.
Combat
In case of combat the following rules apply. Latex weapons and some boffer
utilities (e.g. a frying pan) may be used to produce lethal wounds. In unarmed
combat actual physical contact with other players if forbidden. Three scoring
hits (act out and improvise the decision of who scores) or one scoring martial
art attack equals one lethal wound. Soft-air guns or similar (without any rounds)
are used to simulate firearms. They cause one lethal wound per hit. Announced
as "a shot" Assault weapons and shotguns (in close range) cause 2
aggravated damage per "a burst" / "a shell". "Explosions"
cause 3 aggravated wounds in direct hit and 2 aggravated damage in other area
of effect. "Heat" above 90 degrees in Celsius produces always produceses
aggravated damage. To stun opponent one must use some blunt instrument and announce
that caused damage is only "stunning". If you fell so that there is
no way to decide the result of a fight, summon the storyteller. (Summoning storyteller
to resolve conflicts is a poor choice. Learn to improvise and if required: to
lose.)
Debrief
Every player is obligated to post a detailed debrief during the next seven
(7) days after a game. The debrief should include at least a description of
the characters doings, interaction with other characters and feelings. In addition
some future goals and motivations for these should be described. If the debrief
is not returned without a good excuse the player may be banned from the next
game.
Unresolved Game Mechanics
If no appropriate rules is given to resolve a particular situation the decision
is up to the players involved unless the storyteller announces otherwise. Try
to cope by acting out as far as possible. If you can't rule situation by larping
you might settle it via paper-rock-scissors challenge. Any situation should
not at any stage compromise a player's (not the character's) well-being at anytime.
Legal Note
During all games and at all times the predominant law of state must be obeyed as well as general gaming rules of Ignotus and Eru. In case of legal trial it will be held in Finland under Finnish law.
© Ignotus 2003-2006