I think this book, in its own way, also destroyed the Anarch movement in the gameline for better or worse and helped encourage the developers to develop the Sabbat instead.Ĭlick to expand.It was published in 1994. Which is a bit like calling yourself Colonel versus General when you're a dictator.
Jeremy MacNeil, Salvador, and other characters get mentioned repeatedly in things like Anarchs Unbound (complimentary or not) plus it introduced the inherently hypocritical title of Baron to the Anarch movement. LAbN also is interesting because the book continues to have a huge amount of influence well after it's publication and the gameline's attempts to "salt the Earth" like Carthage. LAbN is also a book which had its setting redone the most out of any other setting in the OWoD with V:TM:B redoing the setting as a Camarilla City (but still canonical with the OWoD) plus the Kuejin invasion. The book is still brimming with ideas and I find that enjoyable. Los Angeles By Night remains my 2nd favorite of the "By Night" books even if it's much smaller book than Chicago and doesn't have nearly as many interesting NPCs as the original. This Merit can be combined with the Discipline of Auspex to produce superhuman sensory acuity.I'll also be reading alongside KingNeon777. The difficulties for all tasks involving the use of this particular sense are reduced by two. One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. 7.2.1 Vicissitude Modifications (1-7pt.6.5.1 Disciple of Lazarus / Japheth (2pt.Some example restrictions are given in the text of each Merit and Flaw, but Storytellers can allow (or disallow) any combination that don’t make sense for their games. Storytellers are encouraged to not only restrict and disallow any Merits and Flaws that don’t fit with their chronicles or for specific characters, but also to create their own to reflect unique elements of their games. The social category comprises relationships and status in Kindred or mortal society, while supernatural Merits and Flaws concern the paranormal abilities of vampires and the way they interact with the physical world. The physical category describes Merits or Flaws that deal with a character’s physical makeup or abilities, while the mental category addresses intellectual abilities or patterns of behavior. Merits and Flaws are divided into four categories: physical, mental, social and supernatural.
A character may take as many Merits as the player can afford, but no character may have more than seven points’ worth of Flaws (which would give a character a total of 22 freebie points to spend in other areas). Each Merit has its own point cost, while each Flaw has a point value which adds to the amount of freebie points a player can spend during the creation process. Merits and Flaws can be selected only during character creation and are purchased using freebie points (although existing Merits and Flaws can be removed or new ones added by the Storyteller during the course of the chronicle). These Traits can provide player characters with added depth and personality, but Storytellers should be careful to ensure that any Traits chosen will not adversely influence the course of the chronicle or give one character an unfair advantage over the rest. Merits are special abilities or advantages that are rare or unique in the general Kindred population, while Flaws are liabilities or disadvantages that pose challenges to a character’s nightly existence. Properly used, Merits and Flaws help players create and individualize their characters. Merits and Flaws are optional Traits that a Storyteller may choose to include, or prohibit, in her chronicle.