General Errata

This Errata covers general merits, backgrounds, FAQ’s, and general information that spans the entire game, across all four Venues.

Age Across Venues/Sects
All human characters (Changelings, Vampires, Homid Garou) must be 18+. Lupus and Metis must be 18+ equivalent.
 * Example: Lupus mature at around the age of 2 years, like other wolves but when they take human form, they must be equivalent of 18+ for their homid form.
 * Metis: Metis mature between the ages of 8-10 but must be equivalent to 18+ in their homid form.

Communication with NPCs
If you are having your character interact with an NPC, it needs to be discussed in the ST log with the STs know and/or get the response, otherwise it hasn't happened. We've had several times now of players saying something to the effect of "well, of course I'm doing X, Y, or Z" but there's been no communication to staff of that before, a lack of communication has IC consequences.

Also, please keep communication with the STs in the ST log and not in PMs, that's what the logs are for!

Combat Errata

 * Armor Piercing and Supernatural Armor
 * Mundane Armor Piercing does not pierce Supernatural Armor, regardless of the source.
 * Mundane Armor Piercing cannot pierce armor provided by magical items: Fetishes or Treasures.
 * Supernatural Armor Piercing does pierce Supernatural Armor, unless the Source of the Armor specifically states that it does not.
 * Potence, Primal, and Razorclaws (Armor Piercing)/Natural Weapons (Armor Piercing) pierce mundane sources of armor and supernatural sources of armor such as Totem Benefit, armor provided by Fetishes or Treasures; but cannot Pierce Armor of Terra or Invoking Earth’s Contract.

Armor Piercing and General Armor

 * Clarification: Armor Piercing ignores the Rugged Quality on Armor, unless the source of the Armor Piercing is supernatural.
 * Supernatural Armor Piercing however still ignores the Rugged Quality on Supernatural sources of that Quality.
 * Ranged Equipment Errata
 * Ranged weapons always have one ammo quality. This means a cheap, inexpensive, or improvised ranged weapon has only its ammo quality. The ammo quality may be chosen from the list below. Characters may, through downtimes expenditures, resources, or Influence use, acquire up to 2 more ammo qualities (total 3) for a single ranged weapon. During combat, a simple action may be used to switch between available ammo qualities for the weapon. Only one ammo quality is available with the weapon at a time and no weapon can benefit from the same quality twice unless it is specifically stated.

We are not tracking individual bullets or magazine sizes in this game.

Ammo Qualities

 * Armor Piercing
 * Brutal
 * Cold Iron
 * Deadly
 * Incendiary Ammunition
 * Knockback
 * Silver Ammunition
 * Spread - After six uses, you must still spend a simple action to reload.
 * Staking
 * Strange Composition

The Automatic Quality requires the expenditure of a simple action to reload after two uses.

Skills

 * Traps
 * To simply set up traps is Survival.
 * To make them requires Crafts.
 * Photograpy
 * Is a Crafts specialty.

Lore
Unless otherwise stated, all characters have a basic high school equivalent understanding of their Supernatural Type (Changeling, Werewolf, Fera, Vampire), Alignment (Sect, Court, Faction), and Narrow Grouping (Clan, Kith, Tribe, Breed). For deeper understanding of a given lore topic, such as a Nosferatu wishing to know in depth knowledge of their clan must purchase Lore: Nosferatu.
 * Note: Some Lores possessed by outside natives pose a dangerous risk.
 * Eamples:
 * Possessing Infernal Lore, could put your PC on a watch list, or possibly believed to be an actual infernalist and hunted.
 * Possessing Ananasi Lore as a Non-Ananasi.

Oracular Ability
Oracular Ability refreshes on Sunday each week and may be used one additional time during the character’s sect’s plot day.

Social Circles: Packs, Motleys, Gangs, Coteries
Packs, Motleys, Gangs, and Coteries, all play central parts in each of the venues/sects. To encourage players to group up, NPC leaders of each faction or Creature type have offered benefits that they help Player Characters acquire to represent this need.
 * Three (3) Characters in a social group gain access to 1 free dot of the Shared Background. (Haven, Holding, Territory)
 * Five (5) Characters in a social group gain access to a Stock Location of level 5.
 * You may work with ST staff on the location and qualities of this Stock Location.

Limitations:
 * A Character may only belong in one (1) social group for the mechanical benefit.
 * Social Group Caps are seven (7) members.

Resources
Resources no longer reflects the economic band your character lives in, but how much liquid resources a character has beyond their regular expenses. A trust-fund baby may have a large house and expensive cars, but their monthly stipend from their sire is middle-class at best (Resources 2). Or a Nosferatu may not own an empire but has lots of cash stashed from boons and jobs they've done - despite living in the worst area of town in a condemned building with no car (Resources 4).

Each Downtime Cycle, a person may acquire or modify Equipment with a number qualities (max two on any singular item) equal to their Resource rating. STs may also peg the purchase of an item or service to having a base Resource rating for it (instead of looking up the actual cost and comparing it to the cash amount in the book, so it can more fluidly represent prices in Miami).
 * Likewise, Resources can still be used to skip tests for acquiring Stock Locations.
 * The doubling from Paragon (Ventrue Merit) is a doubling of dots available.

TLDR: Resources dots are for a mechanical interactions and a general idea of how much free cash they have available at a moment's notice. Set your character's general lifestyle fluff where you want.


 * Current Players: If you've spent XP on Resources and want to reduce the amount you have in light of this change, say and do so in your ST log.

Influences
Check your character sheets about your Influences for Elite and Underworld and mark what those Influences are. Each dot of Influence needs an indicator of what mortal group the character has Influence in. So, Influence: Elite 2 also needs (Beat Cops, Social Media) as an example.
 * If these are not properly tagged when submitting downtimes or requests and Staff looks over them, they can rightfully deny your actions for that period.
 * If you need help brainstorming, tag staff in your ST log. They will help!

Downtime Actions
When doing a feeding or patrolling action, you must designate a channel or general area (you must have control of, in the case of patrolling) where the character is hunting or patrolling, as the actions of other PCs or NPCs might affect the feeding or patrolling.

Quest Scenarios
Each downtime action spent on quest scenarios counts for two scenarios to complete the quest.

Stock Locations
A character may have up to five (5) separate Stock Locations before needing help managing them through the Retainer Background (Kinfolk Kinian, Retainer/Ghoul). #Clarification

Status
Negative status that mentions lasting for a month lasts for a week instead. For two months, two weeks. And so on. Negative status that would last for a week still does, and negative status that is only a night long is still only a night long.

Abiding and Innate Statuses refresh once a week at 5 AM EST on Sunday.

Timing of Mechanics
Due to the accordion nature of time within a text chat, powers that last for “one hour” last for the scene. If there is a change of channels, mediate out between the other players if the power continues, or ask the presiding Narrator/ST.

Willpower
Willpower is refreshed at the beginning of each IC day and may be refreshed by the STs via the Circle of Love channel. Given the size and nature of online play, we are not using the player-to-player refresh rules as it would be too burdensome to track.