Downtime System: Difference between revisions

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*Feeding
*Feeding
**Finding safe ways to drink the blood of mortals is often time-consuming; to reflect this you must spend 1 downtime action between each session feeding. If you fail to spend an action feeding, you enter every game at half your normal Blood pool (round up). For example, a Neonate who did not spend 1 of her downtime actions feeding enters game with only 5 Blood in her pool. In some situations your Storyteller may require you to spend more than 1  
**Finding safe ways to drink the blood of mortals is often time-consuming; to reflect this you must spend 1 downtime action between each session feeding. If you fail to spend an action feeding, you enter every game at half your normal Blood pool (round up). For example, a Neonate who did not spend 1 of her downtime actions feeding enters game with only 5 Blood in her pool. In some situations your Storyteller may require you to spend more than 1  
downtime action feeding. For example, if you are feeding in territory where humans don’t normally wander around at night, if you’re feeding extremely carefully to avoid the attention of the locals, or if the Masquerade has been strained and mortals are on high alert, it may require 2 downtime actions to come into game with your maximum Blood pool.  Additionally, if you take this action more then once, you may gain up to 10 blood traits to Store in your Blood Storage Background.
downtime action feeding. For example, if you are feeding in territory where humans don’t normally wander around at night, if you’re feeding extremely carefully to avoid the attention of the locals, or if the Masquerade has been strained and mortals are on high alert, it may require 2 downtime actions to come into game with your maximum Blood pool.   
 
Additionally, if you take this action more then once, you may gain up to 10 blood traits to Store in your Blood Storage Background.
*Investigation
*Investigation
**Stories often end on cliffhangers, and some plots take multiple sessions to come to fruition. A player may use 1 downtime action to investigate potential leads, enemies, or strange occurrences. She may use a downtime action to research knowledge or to uncover hidden information. The player must spend a downtime action and also utilize backgrounds and abilities as is appropriate, in order for her character to spend time on such investigation. Again, this may require a static or opposed challenge to succeed, per the discretion of the Storyteller.
**Stories often end on cliffhangers, and some plots take multiple sessions to come to fruition. A player may use 1 downtime action to investigate potential leads, enemies, or strange occurrences. She may use a downtime action to research knowledge or to uncover hidden information. The player must spend a downtime action and also utilize backgrounds and abilities as is appropriate, in order for her character to spend time on such investigation. Again, this may require a static or opposed challenge to succeed, per the discretion of the Storyteller.

Revision as of 15:12, 26 January 2024

Many aspects of a character’s life are critical to her continued existence, yet they do not make for dramatic roleplaying during a game. It might be important for a character to maintain her holdings, learn disciplines, and see to other common tasks, but these are exceptionally dull to play out during a game. Instead, players use downtime actions to define their characters’ night-to-night activities. These downtime actions describe what your character is doing between game sessions, such as hunting to maintain her blood supply, spying on another character, or learning a discipline through research or physical exertion.

Nights pass quickly, even for immortal beings. Time is cluttered with many activities, and a vampire has a limited amount of time to take care of business before dawn. Players log their downtime actions with the Storyteller, who collects all actions for the troupe and then disseminates results as appropriate. Sometimes a Storyteller uses a player’s downtime actions to jumpstart plots or to provide interpersonal character roleplay away from the main session of the game.

All characters have 3 downtime actions for each month. These actions must be spent between game sessions, and they do not roll over to the next period of time.

A player should be able to describe each of her downtime actions in a single sentence. After the Storyteller receives these actions, she will decide if challenges, details, or further roleplay are required to successfully fulfill the downtime actions. The Storyteller will then adjudicate the results accordingly.

Downtime Actions

  • Crafting
    • The player spends a downtime action and uses her character’s Crafts skill to design, build, or repair an item in the character’s possession. This may require a static challenge to succeed, per the discretion of the Storyteller.
  • Feeding
    • Finding safe ways to drink the blood of mortals is often time-consuming; to reflect this you must spend 1 downtime action between each session feeding. If you fail to spend an action feeding, you enter every game at half your normal Blood pool (round up). For example, a Neonate who did not spend 1 of her downtime actions feeding enters game with only 5 Blood in her pool. In some situations your Storyteller may require you to spend more than 1

downtime action feeding. For example, if you are feeding in territory where humans don’t normally wander around at night, if you’re feeding extremely carefully to avoid the attention of the locals, or if the Masquerade has been strained and mortals are on high alert, it may require 2 downtime actions to come into game with your maximum Blood pool. Additionally, if you take this action more then once, you may gain up to 10 blood traits to Store in your Blood Storage Background.

  • Investigation
    • Stories often end on cliffhangers, and some plots take multiple sessions to come to fruition. A player may use 1 downtime action to investigate potential leads, enemies, or strange occurrences. She may use a downtime action to research knowledge or to uncover hidden information. The player must spend a downtime action and also utilize backgrounds and abilities as is appropriate, in order for her character to spend time on such investigation. Again, this may require a static or opposed challenge to succeed, per the discretion of the Storyteller.
  • Patrolling
    • Spending downtime actions to patrol your territory, looking for interlopers, increases the difficulty of feeding for interlopers. Each action you spend patrolling increases the difficulty by 1 downtime action. For example, if you spend 2 downtime actions patrolling, the difficulty for uninvited vampires feeding in your territory increases from 1 downtime action to 3. Note that patrolling doesn’t precisely make it more difficult to feed, it makes it more difficult to feed without getting caught. For example, if the difficulty to feed in Malkavian territory has been increased to 4 downtime actions, you could choose to spend 4 actions feeding discreetly or spend 1 action and risk getting ambushed by a pack of insane vampires.
  • Growing Backgrounds
    • A character may spend 1 downtime action dedicated to growing any Background on their character (other than Generation), and note which background it is for (it is 1 downtime action per background). To raise a background to a new level, the character must have spent a number of Growing Backgrounds Downtime Actions equal to the new level of the Background they are seeking. Once completed, the selected Background this action is dedicated towards automatically increases by one level (up to their normally allowed maximums.)
  • Spiritual Growth
    • This downtime action is spent to represent the character dedicating their time to increasing their Humanity/Path rating. A character wishing to raise their Humanity/Path Rating to a new level must spend 1 Spiritual Growth downtime action a number of time equal to the new level of Humanity/Path they are seeking. Once completed the character's Humanity/Path Rating automatically increases by 1. Levels 9 and 10 of Humanity/Path ratings may require additional scene or challenges beyond this downtime action and must be approved by the storyteller.
  • The Last City
    • Your character enters into the last city and fight back the horrors within. The Storyteller will roll on a chart to determine what you can find and if any setbacks, damage, or loss occurs to you.

Journal Entries

  • Player Name:
  • Character Name:
  • Name of Event:
  • Date of the Event:
  • In Character Journal Entry: (This is where you’re In Character thoughts go)
  • XP:
    • Earn:
    • Spend:
    • Teachers:
  • Downtime Actions:
    • Downtime Action 1:
    • Downtime Action 2:
    • Downtime Action 3:
  • Event: (Fill out this quick questionnaire here)
    • Did your character lose anything permanently off your sheet?
    • What was the most enjoyable part of the event?
    • What could staff have done better during the event, and how?
    • What plotlines were you involved in, which of them did you like?
    • Was there too much or too little to do at any point?
    • Were there any questions about game rules? Any rules changes you would like?
    • Were you in any scenes we may have missed? If so tell us about them.
    • What would you like to see at the next event, and why?
  • Downtime
    • Were there any issues with your journal entries?
    • What is your character doing between events?
    • Do you have any long term goals? What have you done towards them?
    • Do you have any short term goals?
    • Are there any NPCs you want to interact with?
    • Is there any other concerns or input you wish to give staff?