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How Domain & Havens Work.

Posted by StorytellerFor group 0
Storyteller
GM, 85 posts
Fri 23 Apr 2021
at 16:50
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How Domain & Havens Work

Domains & Havens


Domains and heavens will work exactly as the book indicates they do.  The only difference is going to come in how you acquire them. They will not be backgrounds that will be bought with xp, but rather backgrounds that you can gain and lose through downtime actions, and story.

The aim is to make these backgrounds dynamic, fought over, and something to drive story rather than be sat on as static points on a sheet.

How Domain is Won & Lost

This may change over time, as Princes or Barons rise, and systems put in place to parcel out domains are negotiated and established. Barring that, Domains will be held through force, in all the myriad ways vampires can exert it, in a lawless land. What influences, favors, resources, and straight up physical prowess, or respect one can muster to not only maintain their authority in their domain but also how they go about monitoring it when it is not being contested are all factors you must look at.

As a downtime action (roughly 1 per week) players will describe what they want to do. Again we want to keep it rules light, and this means give me an idea of what you want to do, how you want to grow, defend or attack neighboring domains, spy on the neighboring domain, or weaken a rival domain, and attack/defense rolls will be made.

A rough idea of rolls will range from 1-10 depending on how much power is being used to accomplish something. Roughly 1-4 dices for stats, 1-4 dices for disciplines/circumstances, 1-4 dice contacts/advantages and negative dice depending on circumstances/flaws and range ones domain -1 to -4.  A rough outline will sometimes be given by the ST of how the dice pool came together, however parts of it may be kept secret due to information players may be unaware off.

Example:


Spoiler text: (Highlight or hover over the text to view)
Bob the Brujah and Vince the Ventrue are finding out that the city is not big enough for both of them.  Vince decides to choke Bob's domain of blood, trying to push him out of the area, and using political and bureaucratic influence starts road construction in the area, business traffic to the clubs and businesses there. Vince wants to stay unknown so he isn't personally involved, using contacts outside the domain to affect the outcome. Bob seeing less traffic into his domain and blood becoming harder to obtain pushes back, street gangs go out into the night to destroy and harass construction crews, with him among them, scaring the shit out of everyone. Rolls are made. Bob will have a disadvantage as his means are not an effective way to combat Vince's strategy, but he gets to apply his Presence and Potence, and street influence. He can use either a social intimidation roll, or a physical intimidation roll. He does leave himself exposed however to be spied on, spotted or arrested. Vince is rolling a social or intelligence roll with politics or finance and adding his politics and bureaucracy contacts into the dice poll.

Maybe Vince was expecting Bob to come out in force, and his coterie mate, Tom the Tremere was ready to use his Law contacts to cause a scene and push Bob into threatening the Masquarade. Tom makes a roll, succeeds and now we have a scene to play out with Bob where shit has gone wrong.




How Haven is Won & Lost


Much like Domain, Haven can be built with a downtime action. If players have located a Haven of another or their Haven has been discovered by another PC or NPC, destroy actions can be done as well. Descriptions, abilities, disciplines, contacts, resources, other advantages and flaws all play a factor. Rules will be light, as the main aim is to promote story and not get bogged down in dice rolls.

A rough idea of rolls will range from 1-10 depending on how much power is being used to accomplish something. Roughly 1-4 dices for stats, 1-4 dices for disciplines/circumstances, 1-4 dice contacts/advantages and negative dice depending on circumstances/flaws that range from -1 to -4.  A rough outline will be given by the ST.


Coteries

Coteries will have a decided advantage in attacking, defending, or growing Havens & Domains. In attacks of a Coterie on one target, negative dice pool is exerted on the defending party as if combating multiple opponents. Members outside of a coterie may not do this, even when working together against an opponent. This is due to the lack of trust vampires inherently have among each other, and while you may not trust all the members of your coterie, a degree of cooperation has been established that you don't share with those beyond your coterie.
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