Let this serve as reminder and introduction that I am cherished and trusted by the Prince and Court of Vienna. I, Evedana Wyskos am known throughout the Princedom and should be known to you, as Harpy.
Know this, I am here between summons to observe and bestow what reputation and acknowledge what boons and deeds you may make known to me.
In fact, under our shared Traditions, you may accept it as required within your Prince’s Domain and your own Noble hospitality to house and shelter me and mine so that we may spread word of you and yours not only back to our Prince, but throughout the Night.
The First Tradition: The Legacy
The Second Tradition: Destruction
The Third Tradition: Progeny
The Fourth Tradition: Accounting
The Fifth Tradition: Domain
The Sixth Tradition: The Silence of the Blood
Bratislava Slovakia in 1195, is held undersway by a small collection of Vampires. Up till now, these vampires have been overshadowed by the Prince in Vienna. For it has been the Prince’s might and reputation that has held the Werewolves of the Danube Basin and lower Carpathian Forest at bay.
Now, the Prince has sent his harpy in place of calling forth the city to his Court. Does it imply something to the Prince’s strength?
Either way, these nights are the nights when your stratagems, maneuverings and goals must bear fruit. For with the Harpy in town, should she learn of your triumphs – your reputation through out the land will increase. And with that, so to shall your power.
As a play by post, this is all over email. Sign ups can be done here, I do not immediately share the comments so listing your email should be fairly safe.
What I ask is a short write up of Who your character is, How your character has carved out their place in Bratislava, and why there were chosen for the embrace. Otherwise, player actions shall be done once every two weeks. This shall represent a week in game.
Your characters should be of the First Estate. The nobles, the rich landed merchants. I will allow 1 character to be of the Church. (You must detail which Church, and how your character meets the demands of such.) You begin play with 3 influences, 1 Reputation Trait, that of being Lorded (yes, I’m skipping a few), and 3 backgrounds
|Claim to Lordship||Nature||Demeanor|
The list of influences to be used are from “The Long Night”
Two week turns: If your actions require travel, you may find your available resources limited till those actions resolve. Also, the two weeks gives me time to accumulate and present as the Harpy and respond to each player for their private actions. I will take player actions right up until the deadline, but may take them as beginning later and therefore incomplete.
Player Posts: For the most part will probably revolve around the PC actions. Randomly the Harpy will visit with a different character. You may assume that the Harpy’s behavior and etiquette are above reproach, but gives a chance for additional experience should the player provide a narration of the visit.
With that, there are going to be 3 tracks for advancement. Experience, Influences, and Reputation.
Will mostly revolve around any narration provided during your turn. I will award 1 or 2 points per turn, up to an additional 2 points for narrating the Harpy visit.
|New Influence||4 xp|
|Healing an Influence||5 xp per level|
|Raise Influence||6 xp Times new Level|
|Healing Reputation||5 xp per status|
|New Reputation Trait||20 XP|
|Healing||2 XP per Level|
Is where I hope to see the most action within the game.
INFLUENCE ENDEAVORS AND MODIFIERS
In addition to the actions listed on the Influence charts in the various MET source books, characters may perform the additional endeavors listed here. It is important to note that Influence can generally only affect other Influences of the same type. A character can use his Occult Influence to aggress another player’s Occult Influence, but he would have a hard time getting it to interact with a player’s High Society Influence successfully.
You can Attack another’s Influence with your own, provided you have previously Traced the target Influence. To Attack, you assign a number of Influence Traits, and that number becomes the level of the Attack endeavor. If the level exceeds the victim’s Influence level, the victim drops a level of her Influence at the end of the turn. Traits banked for Growth are lost as well, even if they would have given the victim a new, higher level Influence at the beginning of the next turn.
You can use your Influence to prevent Influence endeavors from taking place for that turn. Any action from the other sourcebooks may be blocked, provided that your Influence level is at least equal to the endeavor’s level on the chart. The Block’s effective level is the total number actions spent toward it. A Block will affect all attempts at the selected endeavor during that month; anyone attempting the Blocked action in the city will not succeed unless they have added enough levels of Boost to the endeavor. Multiple Blocks against the same endeavor type are not cumulative in effect. If more than one Block is put in place on the same endeavor, use only the highest level when calculating the success of those attempting the endeavor.
Boost is simply a term used to describe spending additional unneeded Influence Traits to perform an endeavor, just in case someone has put up a Block that needs to be overcome. If the Traits spent into Boost equal the level of the Block, the action is successful. The Block does not go away if one action beats it, though. It can still be effective against any additional attempts at that endeavor in that turn.
Combine allows you to aid the Influence endeavor of another character. No action on the MET sourcebook charts can be attempted by a character who doesn’t have the required Influence level according to that chart. For every two Traits that you spend on Combine, the character you are helping gains one action to use toward his endeavor. A character can spend no more than 20 Traits toward a single endeavor in any given turn, including all actions spent for modifications such as Combine.
Conceal can be used to hide your Influence from uses of Trace. The number of actions spent toward Conceal generates that turn’s Conceal level, which you pit against attempts to Trace it.
You use the Defend endeavor when you fear that someone is going to Attack your Influence. To employ this special endeavor, assign a number of Traits as the level of the defense. The level of any Attacks directed at that Influence must exceed the Defend level plus the level of your Influence in order to be successful.
If you want to keep an eye on what someone is doing with his Influence, you can attempt to Follow them with your own. Follow is similar to Watch, except that it only keeps a lookout for actions performed by a single Influence. To Follow someone’s Influence, you must have a successful Trace on it already. To use Follow, assign a number of Traits to establish the level of the endeavor. The Follow endeavor will reveal all activities performed by the targeted Influence, less any activities hidden with an equal or higher level of Stealth.
To raise one of your Influences to the next level, you must spend a number of Traits equal to three times your current level. In general, you can gain a new level in an Influence once every three turns, provided you are using your Influence for nothing else. Unlike other endeavors, Traits spent for Growth can be banked from month to month. When you bank Traits thus, they accumulate until you reach the number required for an increase. If you meet the number of Traits required to increase to the next level, the Influence level improves by one at the end of the turn.
Stealth is added to endeavors to counter the use of Follow and Watch. If the number of Traits spent to add Stealth to an endeavor equals or exceeds the level of the Follow or Watch, the endeavor is remains undetected. Stealth can be applied to any of the actions on the charts, as well as to Attack, Block, Follow, Growth or Watch.
You can use this endeavor to establish the identity of a character whose Influence you have come into contact with. You cannot simply guess that a character has an Influence in a particular category and then attempt to Trace it. You must first have come into contact with it in one of the several ways. This can be accomplished by suffering an Attack from the target’s Influence, by noticing one of the target’s endeavors with the use of Watch, by stopping one of the target’s endeavors with a Block, or by having one your own endeavors stopped by the target’s use of Block. Additionally, if someone ever loans you Influence Traits with Combine, you can Trace them. Finally, if the target ever tells you in great detail about his Influence (i.e., agrees to let you Trace it), you can perform the Trace. The total actions spent on the Trace define its level. If the level of this Trace exceeds the highest level of Conceal or Stealth put up to guard the Influence that turn, the Trace is successful. Success tells you the Influence owner’s identity, and whether their Influence level is higher than your own or not. It also gives you a general description of the Influence and the ability to spend Traits to Attack it.
Players can trade Influences between each other for given sets of time, this can be done like for like, or a trade could actually be a sale. Trading Influence for a boon or debt is common practice between kindred. This can be for a single fortnight, up to permanent. Such trades are always public to the Harpy, and while other players will find out that a trade has taken place, unless they are using Watch or Follow on one of the players, it is unknown what Influence was in fact traded.
You use Watch when you want to notice a certain Influence action in a city from the chart listed in the sourcebooks. Your Influence must be of sufficient level to perform that action before you can Watch it. A Watch will let you know when and how often the action is attempted in the city for that turn, and you will even discover uses of the action that occurred earlier in the same turn before the Watch was instituted. The total number of Traits spent on the Watch define its level. You can also use Watch to look for the following endeavors: Attack, Block, Follow (only those targeted at you), Growth and Watch.
Attack, Follow, Growth, Trace and Watch endeavors should only be resolved at the end of the turn. This limit gives everyone a chance to put up levels of Conceal, Defense and Watch, and it lets the Storyteller take everyone’s Influence actions into account so that he can produce better descriptive results of each person’s endeavors.
This then ultimately, is what your character wants. With more Reputation, the more powerful they are. The more powerful the vampire is, the more likely they can declare themselves the power, and take Bratislava for themselves. Pretty much every time one can take their moves out of the shadows and declare a public success Evedana, the Harpy will announce it for all and may award reputation for it, or the success may hurt another player whose actions had been in direct confrontation. Of course the Harpy will also track boons and debts that develop between players, which can then be used to gain advantage.