CLEVELAND BY NIGHT HOUSE RULES

 

These are the rules, without the reasons for the rules.

To have a rule explained, or the reason for the rule explained, 

email:  cbnsts AT yahoogroups DOT com

 

OOC RULES

 

Be IC.  Try to spend as much time at game In Character.  It's why people are there.  Don't talk about WoW.  Don't say 'Hi' and hug everyone OOC after they're already IC.  Don't be a phone call, walking around OOC looking for someone.  Call people on real cellphones.  You don't have a cellphone OOC?  Your character doesn't IC.  You don't have the player of the Prince's number OOC?  Your character doesn't IC.  Be as IC as you can, all night, or go home.

Demand a storyteller.   If a player witnesses any infraction of the rules or the house rules, he or she has the right to demand the scene halt until an ST can be summoned to adjudicate the issue.  Not every rules infraction warrants a stoppage of play, so don't do it unless your story is being screwed. No PC should be killed without an ST present.

All at game must play.  This is not a spectator event.  Persons not playing the game or temporarily OOC (Out Of Character) should leave the venue.  Persons in need of a temporary, pre-generated, new, or NPC (Non-Player Character) character to play should see an ST. 

Maintain separation of out-of-game issues from in-game issues.  OOC conflicts, acrimony, relationships, and events should be dealt with away from the venue.  Players who bring OOC drama into the CBN game will be banned from CBN. 

No touching.  Ask permission from people at game before engaging in physical contact with them.

No running, jumping, violence, or stunts.  The ST crew and the members and associates of CBN are not responsible for injuries sustained at CBN events.  Physical violence will get you banned from the property, not just from CBN. 

Persons under 18 years of age are not allowed at CBN events.  The ST crew will occasionally ask for ID from all players.

Be mindful of others.  Do not yell or scream.  Do not endanger our continued use of the venue.  Do not attempt to speak to persons not involved in the game on behalf of CBN.

No weapons.  No real or fake  weapons are ever permitted, including squirt guns, stakes and tied-down blades.  We use item cards for weapons instead of props.

No drugs or alcohol.  People under 21 attend CBN events.  Persons bringing drugs or alcohol to CBN events will be permanently banned from the property, not just from CBN events.

No arguing with the ST crew at game.  Minimize rules questions, and ask only those questions that are absolutely necessary, preferably not during game.  No ST ruling will be reversed by another ST.  No ST will redline any scene.  Players who repeatedly argue with STs during game time will be suspended or banned from the game.  Players who argue rules repeatedly on OOC email lists (the appropriate forum) are often turned into Narrators.

It’s only a game.  Limit CBN gameplay to the four hours, twice a week the organization meets.  Do not bring IC (In-Character) matters outside the game environment.  Do not take IC matters personally.

The IC/OOC Rule: There is a distinction between OOC and IC.  Players are expected to keep that distinction. Telling people IC information OOC degrades the quality of play, and is a punishable offense. Use of OOC information IC is called 'metagaming,' and is also a punishable offense. Report any infraction (of either instance) that impedes your role-playing experience to an ST. Punishments will be decided at the STs' discretion, affecting either characters or players.

Die quietly.  Players who have characters die should not discuss whether the PC died, how the death occurred, or who else was involved.  Violators will be docked XP on their next PC.

Inigo Montoya rule.  Players should take pains to avoid plot that their former PCs were involved in.  To this end, a player’s PC should be of a different clan and sect from his or her last PC.  PCs that benefit from former PCs or attempt to avenge same will suffer IC.

No weapons of mass destruction will be used IC by PCs without prior consultation with (and unanimous approval from) the ST crew.

Mass combat sucks.  Any ST can invoke the CBN mass combat rules if adjudicating a large conflict interferes with game play.  PCs continuing involvement in the combat will continue to take aggravated damage at random until fighting ceases.

Game time.  CBN games are held exclusively at the venue at 2610 Vega in Cleveland (and around but not in 2608 Vega), on alternating Fridays from 8pm-midnight.  Do not arrive early or stay late.  Players often congregate OOC afterward at Dimitri's, a restaurant on Lorain Avenue at West 110th Street.  IC time is four hours later than real time.

The character is where the player is - Players do not have the authority to declare where their characters are IC.  The rooms in the 2610 Vega house are IC Cleveland locations determined by the ST crew.  If a character leaves the house IC, the player should as well.  Scenes taking place away from those locations should happen outside the house, under ST supervision.  There is no 'LC' or 'locationally challenged' or 'random location X' or 'we're not here, you can't find us' at CBN. Players may not tell other players that they cannot enter a scene. Players may not require other players to have a specific level of ability, background, or discipline to enter a scene. There will be no scenes run outside of Cuyahoga County without an ST present. 

Lesbian sex scenes - No lesbian sex shall occur IC or OOC without Pete present.


CHALLENGES

The CBN ST crew is interested only in making rules calls that need to be made during game,

and will make said calls with the aim of making the best scene possible, and improving the quality of gameplay. 

Fairness and consistency are impossible to achieve with the rulebook used.

 

CBN uses ONLY the Revised edition of the Mind's Eye Theatre 'Laws of the Night'

LARP Vampire rulebook, published by White Wolf Game Studio, 

with the following exceptions (relevant page numbers of changed rules in parentheses):


Any retest cancels any retest (195): In order to accelerate combat, any retest applicable to a challenge can be used to cancel any opponent retest, without another throw of Rock, Paper, Scissors. This is still limited; only one retest of each type (Ability, Willpower, Discipline Effect, and Merit) can be used by a given player in a single challenge. Retests can be bid in any order, except Might, which is last.

 

Willpower (107): Punch a hole in your sheet every time you expend a temporary Willpower trait. Don't let someone spend Willpower in a challenge without punching that hole.  As above, Willpower can grant a retest in a physical challenge.


Order of Challenges (196): Spending blood to power Disciplines and heal wounds can happen at any time, even before challenges.  The order of challenges in a multiple-challenge situation is first determined by the categories of Attributes bid;   Social, then Mental, then Physical challenges. The only way to preempt a challenge is with Alacrity (one cannot, for example, interrupt a declared Physical Challenge with a Mental action without Alacrity). Alacrity actions can preempt only detected Physical Challenges. Trait levels are used to determine which challenger goes first among a set of challenges in a like category.  Using the off hand does not grant an extra action.

 

Story (197): The length of a 'Story' is a default of three game sessions. Storytellers can lengthen or shorten this.


Staking (203): No Item Card is required for a wooden stake.  Staked PC's can only bid Traits that don't involve movement only in defense of challenges, and can perceive and remember what happened while they were staked, but can neither initiate challenges, nor spend Blood or Willpower except for reflexive uses like Fortitude.


Armor (206):
Only players actually wearing armor or armor costumes will gain benefit from armor.  No aluminum foil armor.


Weapon Traits (203): All mormal weapons in CBN grant a 1-trait bonus, and weapons' negative traits just don't count. Weapons Crafted with enough of the Crafts ability can add an additional trait, and have other added advantages at ST discretion, but not improved damage.


Weapon Speed (203): Speed ability has been removed from weapons.


Explosives: Explosives in CBN shall deal an amount and type of damage determined only by the ST running the scene, and will not have a set damage on an item card. Explosives will generally harm all in the scene, create a massive cloud of obscuring dust, throw PC's out of the scene, grant fair escape to all, and end the scene.


Blood Pool (106): Players arriving at or before game on (usually at 8pm) start that game with a full blood pool.  Starting blood pool for latecomers is determined by a feeding test, thrown with a storyteller at the beginning of the session.  A win means your pool is full, a tie means your pool is half-full (round up), and a loss means you
start the game with just three blood traits, and hungry.  Add one trait for every level of Health Influence (99), and one trait for every level of Herd (96), up to your Generation maximum (95).  Vampires in torpor can be woken by feeding them vampire blood and consulting an ST, regardless of Generation.

 

Blood Bonds (211):  When a blood bond breaks due to the death of the regnant, the thrall does not immediately know.

 

Diablerie (215): No experience points are gained from Diablerie. Throw a simple test for every Discipline the victim had; the diablerist must win to gain the ability to immediately buy one or two levels of those Disciplines out-of-clan without a teacher, up to the level the victim had, providing the diablerist has the XP necessary. If the diablerist gains any generation or Discipline from the Diablerie, the diablerist gains the Clan Flaw of the victim, and more Flaws or Derangements as the ST sees fit. The diablerist must test for frenzy and lose one Path Trait.

 

Vinculum/Vaulderie (224):  When a character dies, those who had Vinculum ratings to that character do not immediately know.  The Unbondable Merit does not affect Vinculum.

 

Surprise (200): Surprise is determined by a lack of response after a declaration of action including a trait and a firm count of three ("I Quickly stake you, one-one thousand, two-one thousand, three-one thousand") from the attacker, or when making a challenge from Obfuscate or a hidden position. There is no challenge, the attack is successful, and Fortitude applies.  There is no way for several people to act in perfect unison; only one attacker of a group can get the Surprise bonus.

 

Counterattacks (193): Counterattacking is prohibited in CBN; an attacked character may only respond with a defense (dodging, standing tough, parrying without dealing damage, etc.) in a challenge, or relent.  

 

Obtenebration 3, Arms of the Abyss (164): Five tentacles maximum; when attacking simply to do damage, these tentacles may only make one collective attack for damage per round, and may add together their traits for this, for a maximum of 15 traits. Each tentacle can do a separate action as long as it is not simply striking for damage.

 

Bone Path Necromancy 4, Soul Stealing (156): If the body of a vampire that has been the victim of Soul Stealing takes a level of lethal or aggravated damage, the soul returns to the body. 

 

Pavis of the Foul Presence, Intermediate Thaumaturgy Ritual:  Pavis reflects Dread Gaze, Entrancement, Summon or can cancel an Awe retest or the effects of Majesty. The ritual ends if used to defend against a single Presence power, if the blue cord is removed, or at sunrise. Pavis may only be self-cast and can be recast after use.

 

Torpor (111, 199):  If a vampire falls into Torpor, the rules on p.199 apply (the Torpor section), not the completely contradictory rules on p.111 (the Morality Traits section).  Vampires in torpor can possibly be woken by feeding them vampire blood and consulting an ST, regardless of Generation.

 

 


CHARACTERS
Character creation disclaimer: The ST crew reserves the right to limit or disallow players from playing Clans, Disciplines, Merits, Paths, etc.,

based on prevalence in game or individual prejudice, to represent relative rarity or preserve quality of gameplay.


Books: The CBN ST crew only uses the Laws of the Night Revised, second edition.  There are exceptions; contact the ST crew with questions at cbnsts AT yahoogroups DOT com. 

 

Ghouls, Wraiths, Garou, Hunters, Magi, etc. (255): All Player Characters in CBN must be vampires. No 15th-Generation PC's are allowed in CBN.  All fey are dead IC.  Allies, Retainers, etc. can't help you in combat at game (no invisible bodyguards following you wherever you go).


Sects (16): Get ST approval before making a character with Camarilla status or a Sabbat Vaulderie rating, or planning to add either of these to an independent character.  In addition, any new character must be of a different clan and sect than your last character.

 

Dot Gex rule - New characters sent to the cbnsts AT yahoogroups DOT com list in Grapevine's export file format (.gex) within a week of that character's first game will gain one XP.  The trick is to look under 'Data Exchange' in Grapevine.  Do not send .rtf or .gv3 files.


Experience (122/124): Turn in your character sheets to the STs at the end of the session. If you don't, you receive no XP for that session. (While you're at it, make sure your XP expenditures are written on your character sheet; the ST crew will spend any banked XP over 10). Up to 10 banked XP may be transferred from your retired/dead character to your new character. 
Players may alter their sheets after their first game with a new character.  CBN grants 1 XP per game session, plus 1 XP for those who wear costumes which perpetuate the suspension of disbelief.  Players at the end of each game can nominate other players as being exceptional that evening, and nominated players will receive an extra XP.  No PC can gain more than three XP per game session.


Generation (95): PC generation is determined randomly and finally by the ST crew.  Spend Background points according to the result. Players can opt to take 14th Generation (it counts as a 2-point flaw, p.114), and take 5 Backgrounds. Vampires in torpor can be woken by feeding them vampire blood and consulting an ST, regardless of Generation.


Clans (30): Currently True Brujah, Baali, Kindred of the East, Kiasyd, Nagaraja, Gaki, Sons of Discord, and Children of Osiris are not allowed in CBN. Your new character must be of a different clan and sect than your last character.


Names:  No character shall be named Larry, or share the same first name as a regular CBN player or ST.

 

Infernalism:  No PC infernalists will exist.  Demons are out there, but nothing advantageous will appear on your sheet, and signing a contract with a demon will simply screw the signing PC.

 

Abilities (86): No Two-Gun Mojo. Madness Manipulation or Malk Time (and a Derangement) allows a PC to broadcast things on the Madness Network, but not receive things.  No Meditation.  Players may not request a Lore chop with other players to tell them 'what they would know'.

 

Backgrounds (93): Influences hava a separate rule document, below.  Backgrounds can be bought to level 5 at creation, and earned to level 6 during gameplay.  Allies, Retainers, etc. can't help you in combat at game (no invisible bodyguards following you wherever you go).  Sect Status can be bought at creation for one point per Status, only in your character's Sect.  See the Status house rule.  Generation points must also be spent, but Generation is determined randomly and finally by the ST crew.  Mentors shoul have a defined clan, but the ST crwe will name and define your Mentor.


Merits (120): The Unbondable Merit does not make you immune to the Vinculum.  Ambidexterity gives no combat advantage.  No Luck.  No Ventrue Merit - Paragon (anybody can have a level 6 Background, if earned during play).  Codes of Honor and Higher Purposes must be defined. 


Flaws (114): Players can opt to take the 14th Generation Flaw (it counts as a 2-pointer), and have all 5 Background points available.  No Prey Exclusion: Children.  Other Prey Exclusions are allowed.  Addictions must be defined.

 

Disciplines (132): All characters begin with 4 levels of Basic Disciplines, not just the Sabbat.  No out-of-clan Disciplines are available to PC’s at character creation.  Only Basic Disciplines are allowed at character creation.  No Disciplines above the Advanced level at CBN except for NPC's.  The only Disciplines a character can teach are the in-clan Disciplines of the teacher.  No teaching Thaumaturgy without the ritual for teaching it (there's a specific ritual for that).

 

Item Cards(201):  All significant possessions a player wants to undeniably possess on his/her person shall have a corresponding item card, a neon-green CBN official stamped ink-written index card defining the object in writing.  Lose the card, you lost the item.  Exceptions are props, but no prop weapons of any kind are allowed at CBN.  No item card is required for a wooden stake.  No item card shall exist for an item larger than a human body.  No more than ten item cards may be carried by one PC without some kind of luggage, and no piece of luggage shall contain more than ten item cards.  Leave the rest in your car.  Any item card you carry is being carried by your PC. These items must be clearly visible on your person, or have a prop, or be labeled as concealable T, J, or P (Trenchcoat, Jacket, or Pocket). No weapon props. Item cards will not be made for items that can't be carried, such as vehicles, buildings, etc.

 

Status/Prestige:  At character creation, up to 5 Sect Status may be purchased, only in the character's sect, and only with ST approval.  Sects recognized by the CBN ST crew:  Camarilla, Sabbat, Anarch.  No Inconnu PC's, and Autarchs don't do status.  Clan Prestige is only recognized by clan offices held, listed under 'Title' on the character sheet.  PC's who don't buy status at character creation are not sect members.  Status is earned without having to be bought with XP, except at character creation. You may not purchase Acknowledgement at character creation. It must be granted IC. No status will be rewarded for offices held outside Cleveland.

 

Havens:  Every PC should have a street intersection, suburb, or neighborhood on the character sheet defining the location of the character's haven, and a three-word description.  All havens are created on the fly by the ST crew; no pre-designed havens beyond three words.  Havens will be based on the stuff on the character sheets of those characters residing at the haven.  Resources means an expensive haven.  Security Ability means a secure haven.  Blood Form means lots of pipes out of the basement.  Light Sensitive means no light bulbs in the haven.  Sewer Lore, well...you get the idea.  People who write 'Massive stone mansion' on their sheet with no Resources will live in the shed in back.

 

INFLUENCES

Influences (96-104): Influences at CBN are defined as mortal people, a number of people doubling with each level of influence, in a field or position useful to Kindred, in Cleveland (or at least Cuyahoga County) that work occasionally on behalf of the character who has the influence on her sheet.  This work could be performed for reasons like fear, extortion, Dominate, bribery, exchanges of favors, blood bonds, direct employment, love, cult worship, etc.

 

At character creation, a character may purchase up to 5 levels of influence in any category.  To attain a level 6, a character with a 5 in that Influence category should find another level 5 in that category and usurp it.  To attain a level 7, the maximum, the character should have a 6 in that category and find and usurp (or eliminate in person) all the influence among active characters (in that category) except the level 1's.  Characters can usurp influence by Dominating, blood bonding, bribing, ghouling, or otherwise gaining power over the mortals that the influence represents, through IC roleplay.  Influences operate differently by category, using the book and the action list below as a guideline, at the whim of the HST.  Please send all influence-related email to:  cbnstsATyahoogroupsDOTcom. 

All influence will be handled IC. Make a call at game (to an ST) or send an email between games (to the cbnsts AT yahoogroups DOT com list). You must have some identifier for each category of your influences, some name or organization you control. No OOC attempts to use influence will be recognized. No “I use my Underworld to get a gun.” Try “I call Deltone – ‘Yo, Deltone, my man, I got no piece, you know, I need one like now.’” Remove influences from play only in person.

Listed below are the actions your influence people are capable of executing for you. A higher-level influence on your sheet means you can execute actions that add up to your level of influence; for example, with a level 4 Bureaucracy, you could do 2 level 2 actions during a game, or a level 3 action and a level 1 action, etc.  CBN currently allows no Military or Espionage influence.

    BUREAUCRACY - Governmental and business offices, including utilities; the creation and cutting of red tape.
    Level 1 - Alter/trace utility bills, expedite minor processes that take time, take advantage of minor bureaucratic loopholes, make files on peoples' traceable activity, get the bureaucratic rumors.
    Level 2 - Alter birth certificates/driver's license; temporarily close a small road or park, get inspectors sent to locations, cause delays in applications.
    Level 3 - Create false ID's, death certificates, marriage licenses, passports; close a public school for a day; shut down a small business on a violation; connect/disconnect utilities on a block.
    Level 4 - Create false land deeds and titles; initiate phone taps; initiate an NEA/BIA/IRS/DOI investigation, get untraceable utility service, bog down a lawsuit or investigation in red tape.
    Level 5 - Start, stop, or alter a city-wide program or policy; shut down a big business on a violation; rezone areas; destroy records of a person at the city level, stop a federal investigation.
    Level 6 - Arrange a secret audit of a person or business, destroy all identification records on a single person, get entire departments fired or transferred, gain technical immunity from something.

    CHURCH - The non-secular world, all faiths.
    Level 1 - Identify secular members of a given faith in local area, peruse public church records, use a church as a meeting place, find an AA meeting, get a priest's phone number, get the church rumors.
    Level 2 - Identify higher church members, track congregation members; suspend lay members, get coffee/bibles/Mass for 100 people on short notice, meet with a rabbi/imam/priest wherever you want.
    Level 3 - Open or close a single church/temple/mosque, access private archives of the church, meet with the Bishop, get a house ritually sanctified, manipulate a church-owned charity.
    Level 4 - Discredit or suspend higher-level members, find an average church-associated hunter or exorcist, manipulate a fanatic splinter group, start a heresy/witchcraft investigation.
    Level 5 - Organize major protests/boycotts, manipulate regional branches, access ancient church lore, identify someone with True Faith or a church-associated hunter group without meeting them.
    Level 6 - Borrow or access church relics or sacred items, give a church-associated hunter false orders or information, get a graveyard desanctified, live safely as a Kindred priest, declare something to be a miracle.

    FINANCE – Banking, loans, brokers, accountants, CFO’s. All loans are amortized over one year to be paid back incrementally every game. About 25 games a year, at 20% interest, is $50 per game per $1000.
    Level 1 - Receive a loan ($1,000 - payback $1,200), get a dozen accounts all over town, run a credit check on someone, identify whether a bill is counterfeit, get the financial rumors.
    Level 2 - Receive a loan ($10,000 - payback $12,000), trace unsecured bank accounts, identify a person's collateral properties, get an insider stock tip.
    Level 3 - Receive a loan ($100,000 - payback $120,000), create a secure bank account, access ATM camera tapes, get copies of someone's signature, send out a repo man.
    Level 4 - Receive a loan ($1,000,000 - payback $1,200,000), delay deposits; credit alterations, interfere with specific stock
transactions, cause an IRS/SEC audit or investigation.
    Level 5 - Receive a loan ($10,000,000 - payback $12,000,000), control an aspect of city-wide banking, stop an IRS/SEC audit or investigation, foreclose on a small business.
    Level 6 - Receive a loan ($100,000,000 - payback $120,000,000), manipulate local banking, stop loans, seize accounts, shut down medium-size businesses, affect local stocks.

    HEALTH - Hospitals, blood banks, doctors. No bioweapons.
    Level 1 - Gain 2 blood traits, fake vaccination records, get medical supplies (latex gloves, biohazard stickers, syringes), be first in line at the ER, get a wheelchair van delivered, get the health rumors.
    Level 2 - Gain 5 blood traits, access to minor medical records, get a copy of a coroner's report, get an ambulance to make a run with no record, get a doctor to make a house call.
    Level 3 - Gain 10 blood traits, corrupt results of tests or inspections, alter medical records, get a gunshot wound treated quietly, schedule patients for surgeries without their permission.
    Level 4 - Gain 20 blood traits, instigate a minor quarantine, acquire a cadaver, destroy medical records, have people institutionalized or released, start a CDC/AMA investigation.
    Level 5 - Gain 50 blood traits, have a special research project performed, shut down a business for health code violations, stop a CDC/AMA investigation, close a doctor's office or two.
    Level 6 - Gain 100 blood traits, instigate a major quarantine, shut down a hospital, have mass blood samples taken, have a covert autopsy of a paranormal being performed.

    HIGH SOCIETY - Culture and subculture, fame, fashion, trend setting.
    Level 1 - Obtain hard-to-get tickets for shows, get the lowdown on obscure subcultural trends, be the first to get that CD/DVD, hear about parties, learn about who's who, get the high society rumors.
    Level 2 - Track celebrities and luminaries, be a local voice in the entertainment field, get invited to the right parties, sit in the front row, get the sneak preview.
    Level 3 - Crush promising careers, get backstage passes to anything, have rich people ask you for trend advice, be well known in a subculture or social scene.
    Level 4 - Achieve temporary minor celebrity status (Fame 1), skip lines, get VIP treatment everywhere, get hit on by beautiful people, know who is doing what with who, set minor trends.
    Level 5 - Appear on a talk show, ruin a new club/gallery/festival/other high society gathering, have an annual must-attend party with everybody there, meet visiting celebrities in their hotel rooms.
    Level 6 - Give temporary minor celebrity status to others (+1 level of Fame), have visiting celebrities visit you at home, be the #1 person to sleep with to get ahead.

    INDUSTRY - The business of making things, unions. Also big inCleveland.  All union thugs are mortals with 6 physical, 3 social, 4 mental, 1 willpower, a craft skill, and 2 brawls.
    Level 1 - Learn about industrial projects and movements, union membership, borrow portable tools, learn a trade, get a night job, get your car fixed cheap, get the industry rumors.
    Level 2 - Have minor projects performed by small crews, arrange small 'accidents' on the job site, get an expert welder to do a job for you, be known as a good member to a single union.
    Level 3 - Get a union thug to break something, organize minor strikes, appropriate a blast furnace for a short time, get some silver bullets/vehicle armor/torture devices made.
    Level 4 - Get a pair of union thugs to burn something down, close or revitalize a small plant, take over a small plant for two weeks, get anyone booted out of any union, initiate an OSHA/EPA inspection.
    Level 5 - Get half a dozen masked union thugs to kidnap/terrorize someone, manipulate a large local industry, organize a major area strike, manufacture a hundred of anything, stop OSHA/EPA inquiries.
    Level 6 - Get a dozen union thugs with diesel equipment to demolish a building at midnight, cut off production of a single manufactured resource in the Domain, build a preposterous custom haven.

    LEGAL - Judges, lawyers, law firms, courtrooms, etc.
    Level 1 - Get free representation for small cases, have a lawyer who answers his phone, sue people for messing with you, learn about someone's holdings/legal status, get the legal rumors.
    Level 2 - Avoid bail for some charges, have minor charges dropped, get a quiet settlement when being sued, get a lawyer to build a complete file on someone, create a screen to slow investigations.
    Level 3 - Get good representation, manipulate legal procedures (wills, contracts, etc), start a state investigation, have a lawyer with assistants drown someone in legal briefs.
    Level 4 - Issue subpoenas, tie up court cases, have most charges dropped, cancel or arrange parole, start a federal investigation of some sort, stop a state investigation.
    Level 5 - Close down a federal investigation, have deportation proceedings held against someone, get warrants revoked, hide ownership of anything, find a legal weakness to exploit.
    Level 6 - Close down any investigation, arrange for a court case to be decided however you please, get attorneys disbarred, get judges investigated, seriously threaten anyone with a custom lawsuit.

    MEDIA - Newspapers, television, radio; local to the Domain.
    Level 1 - Learn about breaking stories early; submit small articles, know a few reporters to tip, be on college radio, get a letter to the editor published in an underground free press, get the media rumors.
    Level 2 - Suppress small articles or reports, get investigative reporting information, get a photographer to show up, have a reporter in your pocket, get research done on a subject, trace personal ads.
    Level 3 - Initiate news investigations and reports, access media production resources, start a major investigative story, get a TV news crew to show up with satellite feed, make an independent film.
    Level 4 - Initiate a fake story with local attention, influence story selection, get an editor to kill a story, get a TV series to do a local episode, get radio personalities fired, kill an underground zine.
    Level 5 - Initiate a fake story with statewide attention, get newspaper people fired, affect the storyline of a TV show, change a radio station's format, own a unaffiliated local TV station, stop any one story.
    Level 6 - Initiate a fake story with nationwide attention, get TV personalities fired, control a local newspaper or TV affiliate, create a television show, cancel local coverage of a sporting event.

    OCCULT - Secret and fringe groups, libraries, experts and shops specializing in the paranormal.
A Note on Rituals: Rituals can only be researched by characters who already have an appropriate level (Basic, Intermediate, Advanced) in a Path. You still need a teacher for out-of-clan stuff.  There is a sspecific ritual for teaching Thaumaturgy to people of non-Thaumaturgical clans, and Occult Influence won't find it for you.
    Level 1 - Contact common occult groups and practices, join a fringe religion, learn about new trends or dangers to the occult subculture, acquire candles, bones, crystals, etc. of decent quality, get the occult rumors.
    Level 2 - Access to resources for most rituals and rites, research the first level of an Expert Ability: Lore in a paranormal subject - Cainite, Thanatology, Garou, Mage, etc.
    Level 3 - Access to rare material components, occult tomes, and writings, research a Basic Ritual from your Path, research lores more in depth, manipulate a local cult, get a Loremaster to answer a question.
    Level 4 - Know where to find certain supernatural entities, research an Intermediate Ritual from your Path, unearth a common Thaumaturgical/Necromantic Path.
    Level 5 - Access minor magic items, unearth an Advanced Ritual from your path, unearth an uncommon Thaumaturgical/Necromantic Path, meet with a demon/mage/spectre.
    Level 6 - Research and unearth new or unheard of rituals or rites from tomes or writings, research rare lores, get local occult practitioners to do significant rituals, acquire minor magic items.

    POLICE - Law enforcement personnel, jails, prisons, and police stations.
    Level 1 - Gather police information and rumors, avoid traffic tickets, understand a scanner, find incarcerated people, ask a
patrolman what he's noticed on his beat, get the police rumors.
    Level 2 - Have license plates checked, avoid minor violations, get a cop to keep an eye on your haven, know a desk sergeant at a precinct house, get rap sheets, learn about current investigations.
    Level 3 - Find bureau secrets, get copies of an investigation report, have police hassle, harass, book, or detain someone, initiate a local or state criminal investigation, call in a major helicopter search.
    Level 4 - Access confiscated weapons or contraband; start an FBI/ATF/DEA/DHS investigation; have serious charges dropped, frame someone for a felony, call in a SWAT team, make a police station your haven.
    Level 5 - Institute major multi-branch investigations, arrange setups/stings, have officers fired, stop a local FBI/ATF/DEA/DHS investigation, frame someone for a series of felonies.
    Level 6 - Paralyze departments for a time, close down any investigation, get someone put on or taken off of Ohio's Ten Most Wanted list, create a secret illegal task force.

    POLITICS - Elected officials; judges, sheriffs, mayors, state and congressional representatives and senators, county commissioners, and City Councils.
    Level 1 - Minor lobbying, identify real platforms of politicians, find out about major donors to campaigns, get campaign signage, buttons, stickers, etc, get the political rumors.
    Level 2 - Meet small time politicians, have forewarning of laws forthcoming, get appointments with your representatives, get demographic information.
    Level 3 - Sway or alter political projects, manipulate local committees, lunch with a suburban mayor or judge, get a quick
passport or permit, identify agendas of any elected or appointed official.
    Level 4 - Enact minor legislation, dash careers of minor politicians, be a major player in a suburb, run a local party PAC, be a City Councilor, start a federal bar inquiry.
    Level 5 - Get your candidate in minor office, enact more encompassing legislation countywide, control a block of votes on City Council, be a major obstacle to any candidate in the Domain.
    Level 6 - Block the passage of major bills, suspend a major law temporarily, use state bureaus or subcommittees, write a new state law, pick the Mayor.

    STREET - Homeless people, street gangs, unorganized crime.
    Level 1 - Have an ear open for the word on the street, identify most gangs and their turfs and habits, know your way around homeless shelters, read graffiti and understand it, get the street rumors.
    Level 2 - Live mostly without fear on the underside of society, access small time contraband/drugs, identify any illicit substance, know the Survival obstacles of any given neighborhood.
    Level 3 - Arrange some services from street people or gangs, get pistols or melee weapons, get a building staked out by homeless watchers, put a rumor out on the street.
    Level 4 - Mobilize groups of homeless, have a word in almost all gang operations, get shotguns or rifles, get a gang to protect someone, plant drugs on someone with a pickpocket.
    Level 5 - Initiate drive-by shootings, identify regular police informants, start a small two-gang shootout, use the homeless as couriers/information networks/infiltrators.
    Level 6 - Instigate large scale gang riots, organize homeless demonstrations, target businesses for looting, identify someone as an enemy of the poor, boycott a homeless shelter.

    TRANSPORTATION - By land, lake, or air. Cabs, buses, freeways, trains, shipping, airports.
    Level 1 - Know what goes where and why, know a cabbie/RTA driver/airport employee/chauffeur, recognize shipments that are unusual or unscheduled, get tickets for sold-out rides, get the transportation rumors.
    Level 2 - Track a target who's using public transportation, arrange passage within the Domain safe from mundane threats, get specific information from transportation companies, have a limo available.
    Level 3 - Seriously hamper a single individual's ability to travel, travel inconspicuously, smuggle one small package every two weeks, have an armored lightproof limousine available.
    Level 4 - Shut down one form of mass transit for a day, have an entourage with chase cars available, arrange trucker/pilot/shipping strikes, smuggle one shipping crate every two weeks.
    Level 5 - Reroute major modes of travel for two weeks, smuggle with impunity, keep a helicopter on station, make someone fitting a description unable to catch a cab.
    Level 6 - Extend control to nearby areas (one county at a time), have a private Learjet at every area airport, permanently close an airport/train station/dock/truck yard.

    UNDERWORLD - Organized crime; prostitution, arms, gambling, fraud, extortion, auto theft, Mafia. Does not include smuggling or street gangs (Transportation and Street respectively).  All thugs are mortals; 6 physical, 4 mental, 3 social, 2 willpower, and 2 brawl and 2 firearms.
    Level 1 - Locate minor contraband, find an illegal card game, know a hooker that's not a cop, get someone's car stolen and chopped, know what to do with a stolen credit card, get the underworld rumors.
    Level 2 - Obtain pistols on short notice, go and get serious drugs, go and get stolen cars, know a wiseguy, send someone a free prostitute, go and get a few stolen credit cards.
    Level 3 - Get 2 amateur local thugs to rough someone up for you, obtain a rifle, shotgun, or submachine gun, know where a fence/chop shop/whorehouse/illegal casino is.
    Level 4 - Get 4 amateur local thugs to shoot a place up for you, have white-collar crime connections, control a single crime ring for 2 weeks, get a place immunized from organized crime.
    Level 5 - Get 8 amateur local thugs to make someone disappear, arrange gangland assassinations of non-made guys, get a professional firebug to burn something down, get someone's car wired to blow up.
    Level 6 - Get teams of local amateur thugs to tear 4 places apart at the same time, get extensive organized crime connections, be the local Don, call in a world-class professional hitman from Europe.

    UNIVERSITY - Higher education, research, administration of colleges. Allows you to gain publicly known information in all fields. You may find tutors for all subject areas, including Crafts/ Performance abilities, lores, and other skills. Additionally follow the rules at the beginning of the abilities section for learning these skills.
    Level 1 - Access to low level university resources; obtain copies of school records, get students' social security numbers, identify experts in various fields, get the university rumors.
    Level 2 - Know a contact or two with useful knowledge or skills, get keys to some buildings, fake a registered class schedule, identify the dorm rooms of any type of student.
    Level 3 - Faculty favors, fix grades, discredit a student, get a term paper written, get an expert to spend time researching for you, 24 hour library access.
    Level 4 - Organize student protests and rallies, discredit faculty members, get tenure, have a team of grad students attempt your strange project, send in the campus cops.
    Level 5 - Falsify an undergraduate degree, run of facilities, get a fraternity banned from a campus, change campus policy, access rare books, call it a snow day.
    Level 6 - Arrange major projects, alter curriculum institution-wide, rearrange facilities, fire tenured people, eliminate programs, have buildings built.