Shadow of the Phoenix
House Rules
2.0

Table of Contents

1	Table of Contents……………………..….…Page 1
2	General Information………..………………Page 2-3
3	Genre and WW Genre...…………………....Page 3-4
4	Misc. Rules……………………………………Page 4-5
5	Characters…………………………………….Page 5-6
6	Blood and Feeding………………………….Page 7
7	Willpower………………..……….………..Page 7
9	Merits & Flaws…………………………….Page 8
12	Morality…………………………………....Page 8
13	What is the Sabbat?….…………………...Page 9-10
14	Status and Positions..…………..……..….Page 10-11
15	Monomacy……………………………….. Page 11-12
16	Torpor and Morality Paths….…………...Page 12-13
17	Combat…………….………………………Page 13
19	Disciplinary Rules and Strike Guidelines… Page 14-15

NOTE:  The House Rules are a CONSTANT work in progress, which may change without notice.  We will try and inform everyone when there are changes made, but it is your responsibility, as players, to read over them in order to stay informed.
Character Submission:

Characters can be submitted via: 
 http://www.giovanni-wod.net/shadowphoenix/sheet.html

If there are questions concerning character creation, please see the White Wolf LARP book "Laws of the Night".  If further questions arise, please contact the Storytelling/Narrator Staff at Shadow_Phoenix_St@yahoogroups.com.

If you do not have internet access, character sheets can be made at game with storyteller approval.

Game Location and Times:

At this moment, the SoTP game is being played a Kiwanis Park.  For directions, please contact the storyteller's email list.  

Game time is 7:30 pm on the second and fourth Fridays of each months.  If there is a 5th friday, we play as well.   Please note, that pre-game will start at 7:30 and game will be launched no later than 8.  So please be on time.

Downtime Submissions:

Downtime submissions are due Sunday nights by midnight, the Sunday immediately before game. Or at game if you have no internet access.  All information will be recorded and XP expenditures will be on the character sheets the following game.  

Downtimes, for those with internet access, are to be done through the online downtime submission form.  This is located at
http://www.giovanni-wod.net/shadowphoenix/dt.html.  

Please make sure that you read the java prompt before continuing on.  It has pertinent information necessary to your downtime submission.

For those who do not have internet access.  You may write your downtimes on the back of your character sheets at the end of each evening.  If you do this, please make sure to write “Downtime Submission” above it before you hand it then.  This way we know what it is.  Or you can bring it written or typed up before coming and hand it in then.  Please make sure that it has your name and your character name and date on it.  This way there will be no confusion as to who’s it is.  

Online Scenes

All scenes done online are to be recorded via a history log.  That log is to be cut/copied and pasted into an email and sent to Shadow_Phoenix_st@yahoogroups.com.  

The ST Staff will review the information sent in.  Any scenes not sent in, all information and situations concerning them will not be able to be used in play and will be null and void.  

There are to be no combat scenes or physical actions used in online scenes.  If any scenes contain mental or social actions needing chops to be thrown, an ST/Narrator will need to be contacted.  The chops will be thrown to the ST or Narrator and the result will be sent to all parties involved.  Or, you can invite an ST or Narrator into the scene for the duration of the actions for which they are needed.

NOTE:  If an online scene is not turned in, it is obviously null and void as stated above.  However, if this becomes a “ habit” and nothing is ever turned in?  We will have to start issuing strikes.  Not because we want to, but because it will be necessary.  We all need to make sure we are accountable for ALL of our actions IC. 

Also, absolutely NO scenes are to be done with players face to face outside of game. 

Genre and WW Genre

The definition of genre is as follows: “1: a kind of literary or artistic work 2: a style of expressing yourself in writing [syn: writing style, literary genre] 3: a class of artistic endeavor having a characteristic form or technique”

Now, the genre we are basing our game off of is the White Wolf Vampire: the Masquerade gaming system.  All things within the Shadow of the Phoenix LARP are to be played as close to the genre White Wolf has set up within their system.  

White Wolf has written their game to have specific genre within the genre of their game.  Each Clan has it’s own specific genre.  That means that each Clan within their gaming system is to be played, generally, a specific way.  Some Clans, however, can get away with some things more easily than others can.  For instance, the Tremere would not have a rogue Tremere.  The rogue would be killed.  Toreador always have to fight the instinct to be entranced by the beauty of things.   

This being said, while there is always going to be some who are very affluent with the White Wolf gaming system, the final say of the interpretation of genre is ultimately up to the HST and the ST/Narrator staff.    

We do allow Rare and Unusual Clans, but they are few and far between.  Only a select number of these will be allowed within game.  That also includes certain merits and flaws.  There are also a limited number of clan generations available and those will be made available to those who are making new characters as they become available.  When someone is making a new character, they need to ask what generation slots and what R&U (Rare and Unusual) are available for play.  

At this point, seeing we are a Sabbat game, all Vampire: the Masquerade rules are in effect.  That includes the Laws of the Night, Clan handbooks, 3rd edition Vampire: the Masquerade book, Guide to the Sabbat, and various other related books.  Until such a time that we apply to be part of OWBN, we will abide by the White Wolf genre and their rules.  

Miscellaneous Rules

Ghouls/Revenant:

It is the suggestion of the ST/Narrator staff that if this is a players first time LARPing that they do choose to play a ghoul/revenant until such a time they feel comfortable changing to a Vampiric character.  This transition can be done in game.  If you are unsure about the genre concerning ghouls/revenants, please contact an ST/Narrator and information will be provided for you.

Character Sheets:

An updated character sheet will be provided for each player from those within the database.  If you are playing a new character, please bring a character sheet to game for approval or you will be allowed to make a character sheet up at game for approval.  If a character sheet is missing information, please contact the database administrator and he/she will make a note of the said missing information and it will be investigated and a report sent to you concerning it.  

“But I forgot”:

Then you forgot.  If you forget your character has an ability, item, ritual, flaw/merit, etc., that would be useful in a scene and you remember after the scene is complete?  We are sorry, but that scene cannot be taken back and redone.  The scene is over.  If you as a player forgot, then your character forgot as well.  The only time this is not in affect is when your character has the eidetic memory merit.  If you have this merit and you as a player forgets something?
You may use this merit to cover your error IC.
Plotlines:

At any time your character may be a part of a plotline which you do not know about.  If you try something and your actions are “foiled”, please do not take it personally.  It is possible that other characters made actions in downtimes that your character would not know about or that their actions undermined your attempts at whatever you were planning on doing.  If you do not understand what happened or feel that what happened was unjust, biased, etc., please speak to an ST/Narrator after the scene and they will be more than happy to give you as much of an explanation as possible or find someone who can.

ST/Narrator hierarchy:

All who wish to be STs or Narrators for the Shadow of the Phoenix game must be able to dedicate time to the game.  We understand that some times real life interrupts our best efforts.  However, if this continues for long periods of time, said ST/Narrator will be asked to step down.  

Characters:

Each player will be allowed to play only one character at a time.  This means that each player may have only one active character in play.  They may have only a total of 2 characters at a time.  This means that their secondary character must be on the “inactive” list.  However, if you have a character that is inactive, you may still play online scenes and answer emails regarding that character.  Players cannot, however, turn in downtimes concerning their inactive character.  When a character is placed as inactive, they are to remain on the inactive list for 2 months before they are allowed to be placed on the active list again.  At this time, the character which had previously been on the active list, must be placed as inactive within the game.

No background is required at this time.  If a background is turned in, the ST/Narrator staff will then review said background and a “reward” for taking the time to turn one in will be given.  Concepts, however, are required upon character creation.

NOTE:  The reward is a priviledge, not a right.  We are not required to review backgrounds within a specific time limit.  Players who submit backgrounds are encouraged to follow up on progress.  However, please do not harass the Staff seeing that we all have personal lives outside the game.  We WILL get back to you.

Also, if in a downtime, you spend the majority of your XP and the next game your character dies, the HST will deliberate on your individual situation as to whether the spent XP can be retrieved and put towards a new character.   This being said, if you feel your character might die, you might wish to hold off on spending XP until you are certain your character won’t die.  
A maximum of 30 accrued XP rolls over upon the death of a character. Anything exceeding that will not roll over.  

Character creation is based upon the White Wolf “Mind’s Eye Theatre: Laws of the Night” Revised Rules for Playing Vampires book.  Each character submission is to be approved and signed off on by a Storyteller.  If a Storyteller makes a mistake when checking the character sheet, said mistakes will be brought to the player and corrections WILL be made.  Sometimes at game things are hectic and mistakes made.  Please make sure to double-check your numbers and don’t rely solely upon to be the one who checks them for you.  

On each new character sheet, each player will need to account for all points spent.  (Example: You take 3 points in flaws.  You need to show where you spent the additional points gained from the flaws.) Each hand written character sheet is required to be readable by the database coordinator.  If it is not, mistakes may be made which cannot be faulted to the database coordinator.  So, to avoid conflicts, please write neatly or use the Grapevine program for LARP character sheets.  

Upon the death of a character, the Storytelling staff will supply the generation openings as well as the openings available for R&U characters. (Rare and Unusual)  If you are unsure as to what an R&U character would be, ask a ST and/or Narrator.   There will be no characters created at less than 8th generation and only up through 13th generation.  We will not be using the rules for Thin Blood as a regularly played character.  They will be considered R&U or a special case scenario.

The HST and staff will be available to supply open gen. Slots and open R&U slots upon the death of a character.  However, each case will be reviewed individually and the Staff has the right to make suggestions or deny the requests for certain gens. or character types based on the experience of the player.  This is not to discriminate against new players and this isn’t designed to favor older players.  This rule is, in effect, to help new players learn the game and direct them to clans they might have an easier time playing during their learning phase.  If for some reason, the player is adamant that he/she can play said character competently, the ST staff might require a verbal or written short test to ascertain the players understanding of the character’s Clan.

Blood and Feeding:

You will undergo a Blood Test with the ST before game begins.  

·	If you win the test you start out at full blood. 
·	If you tie the test you start with two-thirds of your Blood Pool (round up). 
·	If you lose the Test you will start at 4 blood points. 

You may use your Health Influence to gain blood at a rate of 2 levels of Health for 1 blood point.  You may also use your Herd Background (1 Blood point per level of Herd).

You may also hunt in the city.  Please see the ST, on site, assigned for feedings for more information. 

At the beginning of each month, your character will be down an extra blood point or points to represent feeding their ghouls and other blood-bound individuals.  Ventrue and those with feeding restrictions will lose an extra point each week.  New players, on their first night, start with full blood and are not required to throw a test.  Yay, new player!

WILLPOWER: (READ EACH POINT)

·	Willpower may be used as a retest for any Mental or Social DEFENSIVE challenge.
·	Willpower may be used once per night in one category to regain your Physical, Social, or Mental traits as well as your Abilities.
·	Willpower may only be expended to attempt a challenge that a player would normally be unable to attempt because they lack an appropriate ability.  This requires ST approval.
·	Willpower is regained at the rate of one point per Week.  At the end of every game, your character sheet must be turned in and the amount used must be clearly marked on the sheet. If you fail to do this it will be considered cheating and will be subject to a strike.
·	STs may restore Willpower if characters perform actions that hold particularly true to their nature.
·	You may spend Willpower to avoid taking a test to see if you Frenzy.  Note that you must spend this Willpower before attempting the challenge to resist Frenzy. If you chose to spend Willpower before the challenge, you will not Frenzy but you must leave the area of the potential frenzy cause immediately. Once you have opted for the challenge, you can only use Willpower to retest.
·	While in frenzy, you may spend willpower to control your actions for one turn. You still suffer all of the effects of being in frenzy.
·	Willpower may be used to ignore wound penalties for one turn per Willpower spent.
·	Willpower may be used by anyone except Malkavians to suppress an active Derangement.  Given enough time and Willpower expenditure your may buy off Derangement.  Malkavians may never buy off their Primary Derangement.
·	Diablerizing someone of lower generation than yourself will immediately raise your minimum permanent Willpower to the correct generational minimum level.
·	You may stay awake an hour per Morality (Humanity/Path) Trait during the day by spending a Willpower Trait.
·	You will gain Lethargic x2, Dull x2, and Submissive x2 should you spend all your Temporary Willpower.  These traits will go away once you regain at least one Temporary Willpower.

Clan Advantages: 

The influences and abilities you receive from your Clan do not count against the maximum for generation limits.  (Example: Ventrue are allowed to choose either a level of finance or health.  The player decides he will put his level in finance.  When the player has finally maxed out his physical, mental, and social traits, the free level of finance will not be counted against his maximum)

Merits and Flaws:

Certain merits and flaws will need ST approval to be played.  If a player habitually does not play his character’s flaws, the player will be made buy off said flaw.  It is best to use the merits and flaws listed in the Laws of the Night: Revised book as a guideline for which merits and flaws we will accept.  Anything not listed will be considered upon individual situations upon creation.  If a special merit or flaw is chosen, ST approval will be required and a reason as to why your character has said merit or flaw.  Depending upon merit or flaw, you may be required to write a background to account for said merit or flaw.

Influences:

Influences are what give vampires their “behind the scenes” abilities. They might have some contact within the police force that keeps them up to date on impounded goods. Or maybe it’s someone who works in the transportation industry and knows all the late shift cabbies in the city.

 In any event, influences can be what makes or breaks a vampire. With that being said it’s important to note that the Sabbat generally do –not- support the use of influence. They generally view it as playing with their food and something the Camarilla does. It is beneath a Sabbat vampire, generally speaking, to maintain influence. That doesn’t mean it doesn’t happen. After all, the Sabbat has hypocrites just like the Camarilla does. The Lasombra and Tsmizce are some of the most notable as they use mortal pawns to accomplish their daily tasks or dirty work.

Influence can be gained through downtimes only. Influence gain at this point will vary and be based off of several factors: Availability, plausibility, population size, and possibly plot.

Availability: Think for a moment just how much police influence would be available if every vampire you knew had his or her hands in the pot? Do you think you could gain a foothold in such a convoluted and compacted area? Probably not likely as that resource has probably been tapped out.

On the flip side, how much room to grow do you think you would have if you knew that –no one- even touched the police department?

This is an unfortunate intangible that the player character probably wont be aware of.

Plausibility: This is one of the few issues that the players themselves can control. This is decided by how the character in question is trying to grow (increase) their area of influence. If you’re going out into your yard every night and throwing a stick at your dog, you probably aren’t going to increase your Finance influence. But maybe you know someone or have met someone who knows a little bit more about buying and selling real estate? Maybe you start pumping him for insider information? Depending on the circumstances that might be a good start to building your Finance influence.

Population size: Pretty self-explanatory. This just means that we will be limited in certain areas depending on the size of the population.

Plot: In certain instances this might affect influence growth, usage, and overall availability. This probably won’t happen often, but just be aware it might depend on what is going on in the city at the time.

Influence is increased 1 at a time for 1 category. Meaning that you can only grow (increase) your Police influence by 1 point and your Transportation by 1 point, etc per downtime. And remember your growth and usage will be weighed against the factors listed above. Also note: a good rule of thumb is that the more influence you have, the longer it’s (probably) going to take to increase. Trying to find things you –don’t- control will become difficult.

When in doubt, just ask the ST staff.

Morality:

PLEASE REMEMBER.  The World of Darkness is NOT a shiny, HAPPY world and you are not a beautiful and unique snowflake.  A Flake maybe, but not a snow one.  Ok, just kidding…  ;P

Morality?????  Uhmmm, what’s that?  Remember, you are SABBAT.  Morality is a MYTH.  A story told by the Bishop around a flaming corpse at night.  All morality is lost upon your induction into the Sabbat.

WHAT MAKES THE SABBAT THE SABBAT????

1) Vaulderie:

Pg. 26, LoTN: Revised Sabbat Guide:  “A mingling of the blood of all vampires in a pack, which is then consecrated by the pack priest and consumed by all members of the pack.”

What the Vaulderie is to this game:  The Vaulderie is as much a physical thing as a spiritual thing.  Kindred who partake of this show they are part of the Sect, as it defines the Sabbat as a group.  Each Kindred put their blood into a cup and when it’s mingled together, each drinks of it.  This breaks down all walls of the Elder/Childer relationship, and puts them more on an equal standing.  With the taking of the cup, bonds are a constantly changing/altering thing.  However, simply mixing the blood isn’t enough.  The Pack Priest must consecrate it before the Sect members begin.  At the beginning of the Ritual, the Presiding Priest cuts himself/herself with a cutting tool and puts in however many blood points that he/she wishes to contribute.  Then it’s passed from each participant in turn, who contributes as many blood points as he or she so chooses.   The Priest then takes the cup and finishes performing the Ritual which completely merges the blood.  The Priest then offers each participant a blessing as they drink of the cup and they receive back as many blood points as they contributed.  

Pg. 150, LoTN: Revised Sabbat Guide:  “Every Sabbat member takes the Vaulderie seriously.  Even the most feral wanderers or rowdy urban punks settle down for this ritual even if they’re never serious at any other time.  This is what it’s all about.”  

Why do we quote this?  We want to stress the importance of the Vaulderie to the average Sabbat player.   Even the nuttiest Malkavian is serious for this.

Now, seeing there is obviously a blood bond between all the Pack members, there are different ratings for their bonds.  This is called the Vinculum.  Please see page 151 of the LoTN: Revised Sabbat Guide for table explaining what each different level does.  

Each new Sect Member, upon taking their first Vaulderie, will immediately gain a Vinculum rating of 1 to each member participating in THAT Vaulderie.  For each additional blood point added by another Sect member that increases your Vinculum rating by the same amount. 

(Example:  If Shovelhead 1 puts in 1 point of blood, every member of the Vaulderie will now have a Vinculum rating of 1 towards Shovelhead 1.  However, if Shovelhead 2 gets greedy and dumps in 4 blood points, every member of that Vaulderie will have a Vinculum rating of 4 towards Shovelhead 2.  Any questions?  Just ask and we’ll be glad to explain further)

Status and Prestige:

This is NOT Yo Momma’s Status and Prestige system, folks.  The Sabbat are built upon a totally different Status and Prestige system than the Camarilla or Anarchs or Independents.  

The Sabbat DO take Status seriously, though.  For the Sabbat it’s a War.  And War isn’t just political.  It’s also religious for the Sabbat.  Including fundamental questions of right and wrong.  Status honors their past achievements and shows others what they should expect.  It’s important to keep in mind, that while they can gain status faster than the Camarilla can, they can also loose it faster as well.  Sabbat members cannot hand down decrees without impunity.  Most of their acts have to be lead by actions and not just words.  However, the higher the rank a Sabbat member holds, the more a proven track record he or she must have.  In other words, actions DO speak louder than words to the Sabbat.  

STATUS FOR THE SABBAT:

Pg. 159, LoTN: Revised Sabbat Guide: “A Sabbat member can have eight Status traits, plus one per level of Path rating.  Note that Sabat Status comes and goes far more rapidly than in the Camarilla, see Laws of the Night, p. 222.”

Measures of Status for the Sabbat that don’t require Kindred to hold Office:

Battle Scared
Blessed
Devoted
Enlightened
Bloodied
Enriched
Initiated
Undefeated

Negative Status:

Dangerous
Ignorant
Slow
Untrustworthy
Vain

Offices of the Sabbat:
Pack Titles:

Ductus:  The leader of a Pack
    Gained Status:  Feared
    Ducti can appoint or remove the pack’s priests, and grant or remove permanent status from pack members.  It costs nothing for a Ductus to grant the status of Initiated to new recruits. 

Pack Priest:  Soul Watcher
    Note:  The Priests set the tone for the Packs values and priorities.  The priest is also pro-tem pack leader should the Ductus be unable to lead.  
   Status Gained:  Enlightened
  The Priests can give or remove the permanent status traits of Blessed, Devoted, and Enlightened.  The Priest uses these traits as a measure of progression or regression of his or her Pack Mates spiritual insight.

Abbot:  Combo of  Seneschal/Scourge
   Gained Status: Loyal 
   Maintains Haven and Food supply, scouts possible locations, security threats, etc.
  Special Ability:  Ignore 1 status held by pack mates whose actions jeopardize the pack’s haven.

Sabbat Titles:

Templar/Paladin: Similar to an Archon
     Usually have a variety of duties, but are usually dealing with combat and protection in some fashion.  
   Status Gained: Respected and Ominous

Bishop:  Always of a Specific City.  Equivalent of a Prince
    While Bishops do have the run of the city, they also have higher ups that they answer to.
   Status Gained: Feared and Proven
   They can appoint or removed Ducti or Priests.  
   They can appoint Templars as well with the temporary expenditure of a status trait.  
   The Bishop can lead a pack under their jurisdiction.
   A Bishop can also strip the status of Initiated with the temporary expenditure of one status trait.
   He/she can also set restrictions on roving packs through his jurisdiction.

While, there are Archbishops and Cardinals above the rank of Bishop, they will not be playing a part in our game at this time.  When such a time comes that an explanation of their duties is required, we will expand our Sabbat Titles listings.

At this time, the Organizations, The Dominion and The Black Hand, will not be played in this game.  We will be willing to explain why if anyone wants to ask.

You gotta problem with me, Bucko?

Well, in Sabbat Society, a simple argument is usually worked out through persuasion, the use of Disciplines, use of Status, or sometimes a combination of all of those.  However, sometimes, those just don’t work.  When that is the case?  Monomacy is sometimes the only recourse.  Now, Monomacy is a fight of sorts.  A Duel, if you will.  It can be anything from stopping at First Blood (which is usually seen as the cowards way out), Final Death, Chess games with living pieces, to using each other’s ghouls for target practice.  The one to oversee this Duel is usually the Pack Priest.  If the Priest is the challenged party, the Ductus will usually oversee the Monomacy.   Priests and Archbishops may declare a Monomacy null and void, but must have proof of one of the parties cheating.  The defender does not have to accept the challenge.  This usually ends in the loss of Status.  However, the leaders can merely brush off a complaint and request of Monomacy of a younger Sect member as a basic fit being thrown and such.  Nevertheless, Monomacy is seen as a way to sift out the culls from the Sect.  It is assumed that it’s better that the weak of body or mind be removed before facing a crisis. 

The information found above is but a small part of the in-depth look at the Sabbat.  All players are encouraged to read the Sabbat Guide and own one if possible.  When in doubt?  Speak to an ST/Narrator and we’ll try to answer the question as best we can.  

TORPOR AND MORALITY PATHS

Torpor:
In LoTN: R, as with tabletop Vampire: TM, the only way to revive from Torpor is through time, the expenditure of Blood, and successful completion of a static Mental challenge (Vs 10 Traits).  Of course blood from a Vampire of 3 or more generations lower will bring someone out of Torpor immediately.  Otherwise, the time which must pass before a challenge may be attempted is based on the character’s Path Rating, according to the following chart:

Path Rating	Weeks in Torpor	
5	1	
4	2	
3	4	
2	8	
1	16	

Morality Paths

 Sabbat do not start out on a path of Humanity.  They start out on different Paths of Enlightenment.  They are as follows:

Path of Caine  
Path of Cathari
Path of Death and the Soul
Path of the Feral Heart
Path of Honorable Accord
Path of Power and Inner Voice
Path of Evil Revelations
Path of Lilith

If you have any questions concerning what each path entails, we will be happy to look it up for you and let you know.

Addendum: Please note the following paths are Rare and Unusual by OwbN standards and cannot be taken without ST (and possibly OwbN) approval first.

Paths:
Bone, Lilith, Harmony, Hive, Blood, Sutekh, Typhon, Self-Focus, and Scorched Heart

COMBAT:

A member of the Staff, whether it is an ST or Narrator, must be present anytime a combat occurs between players in character.  If this rule is broken in any form, the scene never occurred.

Combat scenes cannot be played out except face to face at game.  Any scenes done via email or online cannot contain physical combat.  If a combat scene is sent in that was done via email or online, it will be considered null and void.  

Combat is detailed as per Laws of the Night: Revised p 192-202.

Simultaneous attack issue: Please note that the pages listed above in Laws of the Night pretty much address this issue. It should be noted that regardless if you are attacking each other in the same combat round, chops would still be thrown to resolve hitting and dodging (or taking the blow).  Clarification can be obtained by the STs at game or via email. 

DISCIPLINARY RULES 

Now, this is a topic that isn’t a fun one.  Unfortunately, in a setting where there are to be multiple views, opinions, playing styles, etc., there might be a time where a disciplinary action will be necessary.  It’s not something that will be fun, but hopefully can be worked out with the least amount of offense to players and/or Storytellers and Narrators.  Usually, the

When someone does something the HST and AST, not Narrators, feels is worthy of a strike, ALL PARTIES INVOLVED will be spoken to concerning whatever matter has been brought up.  After all parties involved have been spoken to, the HST and AST will sit down and decide what is to be done.    After the decision is made, the ST staff will approach the parties involved and explain what is to be done.  After the parties involved have had the situation explained and whatever disciplinary measures have been meted out, then the rest of the players will be notified as to what happened and the actions that resulted from it.

Now, it should be noted that not all offenses will be met with the same disciplinary actions or strikes.  Sometimes the ST staff may decide to give a warning instead of a strike.  However, if the player in question keeps causing problems, strikes WILL be issued.  If the player feels that there are extenuating circumstances and wishes to further discuss the disciplinary action, they may do so AFTER game or in another private, non-game situation.

The following are a list of the offenses, which are considered one-strike offenses.  

·	Public Defamation or Slander
·	Cheating
·	Lying OOC
·	Use of anything other than an item card to denote a weapon or other illegal item
·	Ignoring a HST, AST, Coordinator, or Narrator
·	Repeatedly Bringing up Problems Publicly 
·	Harassment
·	Discrimination 
·	Alcohol Consumption at or during game
·	Drug Use and/or Possession at or during game
·	Disrespect of the game site, people, neighbors/passersby, etc.
·	Fighting

Also, the ST staff may issue single strikes for whatever they feel necessary based on an individual basis depending on the situation.

After a strike is issued, the player in question may petition the ST staff to have it removed via email after 6 months.  The email is to be sent to the ST staff and not one staff member.  

If 3 strikes are earned in a 6 month period, the player in question will be banned from the game for 6 months.  No downtimes will be accepted for the player’s characters during this time.  After the 6 month period is complete, the player may then petition the ST staff.  It depends upon the situation as to whether all the strikes will be removed or how the staff will deal with the player in question.

If a player received yet another set of 3 strikes, the player will be permanently banned from the Shadow of the Phoenix.  

ADDENDUMS

1)	Healing aggravated damage rule: Per LotN:R p200 aggravated damage to a vampire requires a full night’s rest, 3 blood points, and a willpower point to heal 1 level of aggravated damage. This corrects previous in-game comments about a full week’s rest required, more than one aggravated damage can be healed in one night, and the question “how long does it take to heal X amount of agg?”
2)	Chimerstry fix: We have corrected the way Chimerstry in SotP operates and it is now based off of opposing mental traits as opposed to a social challenge vs. mental traits. All verbiage found in the context of this discipline indicates that illusions are created from thin air to be seen visually. Subterfuge is still the rest for the aggressor while Investigation is the counter for the defender.
3)	Rate of Fire for firearms: We aren’t using it. We’ve tried in the past to take full advantage of what is listed in the books for firearms and it hasn’t worked out. So rather than create Cowboy: the western frontier or Pistoleer: the modern samurai, we’re going to play without such a heavy emphasis on guns. You’ll also notice that LotN:R doesn’t have rate of fire.
4)	BASHING! LETHAL! Bullets debate: bullets now do lethal damage again
5)	Any character from this game visiting another needs to provide this staff enough time to communicate your desired attendance so that the visiting game's staff has a chance to review your sheet according. That time frame is generally set by the visiting game's staff but our minimum is 2 days prior to your attendance. If there's is greater, then the time alotment defaults to which ever is greater (example: our game might only require 2 days notice but the visiting game requires 7 or more. Then we would have to get your character over to that game's staff within their set time frame).
6) Any character wishing to visit this game (EG: characters that are from other games in the org) needs to have their characters sent to us by their staff indicating their desire to attend. Unless there are mitigating circumstances (such as holidays, technical problems, health issues, etc) we require the sheets be sent to us at least 3 days in advance.