Here is the lastest version of our House Rules in Microsoft Word 97 format (rules.doc Aug 7, 98 136K). The rules below will be updated eventually. They are still accurate, just not comprehensive.
ST's Are There to Make Rulings, Please Let
Them.
And that's my point. That's what the ST's do, they make rulings.
When you disagree with an ST on a ruling, what you
do NOT (and I stress NOT) do is to argue with them for half an hour
over it (or even five minutes). Deal with it at the game & accept the
ruling. If you feel very strongly about it please voice your opinion
after the game, preferably over email (that way the ST's can cc it to each
other and review it).
Character Generation
All Character Generation is By-The-Book. Almost all of our character creation rules here are our interpretations. If you are coming from another game and go by different character creation rules, PLEASE JUST USE OURS. We've had the "but that's not the
way we do it at game X, Y or Z". I've had that conversation roughly 10 times by now. I don't like having that conversation…
Generation : Same as per book, 2 points per generation
Traits : Same as book, 1 point per trait (remember gen. max)
- Vampire 7/5/3
- Ghoul 7/4/3
- Human 6/4/3
Blood : As per generation
Willpower : As per generation, 3 points per willpower beyond that (remember gen. max)
Disciplines :
- Start with 3 from in-clan set.
- Extra cost 3 per level.
- Cannot start with any advanced disciplines.
- Must take levels in order listed (i.e. Unseen Presence before Mask of 1000 Faces)
- Cannot take Clan-Specific unless you are of that clan
(i.e. only Tremere start with Thaumaturgy, only Giovanni & Samedi start with Necromancy, etc)
- Tremere may only start with Path of Blood
Abilities : Start with 5, cost 1 per extra. Only Sabbat may take obviously Sabbat abilities.
Influence : Start with 3, cost 1 per extra.
Merits : cost appropriate cost in points. May not take flaws from clan-book unless you are from that clan (& then ask first). Furthermore Iron Will goes by Laws of the Wild Rules (Allows a free retest, not an ignore). Blasé follows the s
ame "flavor".
How to Get Extra Points at Character Generation
You may take 5 points in Flaws
- No doubling up (i.e. only one intolerance)
You may take another 5 points among the following (overall, NOT each)
- Negative Physical, Social and Mental traits gain you 1 apiece
(Note : If you have Callous x2 & somebody bids callous against you, you have to bid 2 extra traits, and they need not ask if you have it x2).
(Furthermore, Brujah do not get points for their first Violent negative trait).
- Derangements gain you 2 points per derangement (first derangement gains a Malkavian no points)
- Humanity (Formerly Beast traits). You gain 2 points per reduction in humanity. Humanity starts at a 6 for vampires and ghouls, and a 7 for humans (though you automatically loose a humanity if ghouled or embraced).
- Humans and ghouls can never go to 0 humanity. If they are at 1 point of humanity and loose humanity they gain a derangement instead. Humanity system is very simple. On the back of all our character sheets is the humanity chart printed in "The
Long Night". If you violate a "sin" of your road of your rank or lower, you check to see if you loose a point of humanity.
Dealing with Starting Equipment:
- You may start out with a reasonable amount of items that you would be able to garner with the influences you start out with. For example, if you have Street x4 to start, you may have an SMG and a pistol. All equipment should be approved by the GM’s
and an Item Card should be gained. Permanent items (i.e. stuff you’ll be using from game to game) should be recorded under the "character notes" section of your character sheet.
- Also, we never allow stuff like grenades, explosives, flame-throwers, etc. so you don’t have to worry about your character taking ump-teen ag in one turn. (Though I fear the day a Brujah with Puissance and Celerity gains access to a kindred-warded we
apon...)
A note on disciplines we changed or added levels to:
Bardo Intermediate and Advanced levels completely re-written.
Chimerstry Affects all people, social challenge only on disbelief
Added Second Basic - Major Illusion
Dementation As per The Long Night
Necromancy Added First Basic - Insight
Obfuscate Allowed kindred with Aura Perception to attempt to spot non-moving Obfuscated Kindred
Obtenebration As per The Long Night
Potence Might Cancels
Serpentis As per The Long Night
Thanatosis Added First Basic - Hag’s Wrinkles
Added Second Intermediate - Infection
Humanity has many effects:
- How many traits you may bid during the day (seldom comes up
but deep sleeper reduces this by a further two & light sleeper negates the humanity penalty here)
- How you come up under Wyrm Taint
- 5 or less, Wyrm Tainted
- 2 or less, Minion of the Wyrm
- You may spend humanity like willpower
- to avoid committing inhumane acts
- if it will allow you to stop another’s inhuman act
- Also, Setites go by path of Typhon, not path of Humanity.
- No other clans we allow go by any other path but Humanity.
Spending Experience
Costs (You can buy at most ONE of EACH category per session) :
- Traits : 2
- Abilities : 2
- Willpower : 6
- Influences : 2
- Disciplines
- Basic : 6
- Intermediate : 12
- Advanced : 18
- Out of Clan : Add 2
- Caitiff (with ALL disciplines) : Add 1
Earning Experience
You will get between 2 and 6 xp in one night of playing, or between 3 and
8 for showing up both nights of a two night game. The point system is as
follows:
First Night
- 2 Points for showing up
- 1 Point for role-playing
- 1 Point for staying in character
- 1 Point for trying to achieve your goals
- 1 Point for creating a major plot or for being the center of a major plot
Second Night
- 1 Point for showing up
- 1 Point for creating a major plot or for being the center of a major plot
Other Awards
- Surviving a night after Diablerie : 4 points
- 1 point for Attaining a position of power (Prince, Seneschal, Primogen, Sheriff, Keeper and Harpy only.)
A note on Permanently Granting "stuff" to other characters:
- On your first and last game you may only permanently give up one of your influences. We have had problems in the past with people knowing they were only playing for one game or that they were stopping playing the character and went and gave all their
influences to somebody. It was silly. :)
- To permanently give equipment to another character, sign the weapon/item card over to them if you have one (given to x, signed y on the back) and note it on your character sheets.
- For influence, note in your character notes that you have gained/given up permanent influence.
A Clarification on Weapons
- Of Course, No real weapons.
- If you want to "carry" a weapon, you should have a GM approved Weapon Card. See a GM Before the game.
- If you want your character to have a weapon, you must have the appropriate Influences to get that weapon.
- Confiscated Weapons : Police 4
- Small Time Contraband (Knives, Silencers): Street 2 or Underworld 1
- Pistols or Uncommon Melee Weapons : Street 3 or Underworld 2
- SMG, Shotgun or Rifle : Street 4 or Underworld 3
- Explosives : Didn't I already say you couldn't have these? :)
- As a note, consider what your actions will have on the other players. When your block of C4 goes off during the Prince's meeting and half the characters die and don't even get a test to resist, no one is having fun.
- No, you can't have a light anti-tank weapon. :-)
A note on Rules Callings on Disciplines
- Animalism
- If Beast Within is used on a kindred without a derangement, it causes him/her to anger frenzy.
- Song of Serenity has been Changed! Duration is one hour.
- Auspex Variation
- Heightened senses allows you to notice something amiss when there is a moving character using unseen presence. Walking is moving, scratching ones nose is not, so don't get creative...
- Aura Perception can be used to spot non moving obfuscated kindred. Treat this the same as heightened senses vs. Obfuscate.
- People using any Obfuscate power leave no impression for Sprit's Touch. This includes Mask of 1000 Faces, and Soul mask, as well as the apparent Unseen Presence.
- Victims of a Telepathic scan, unless they have Telepathy, have no idea that it's happening. Only Telepathy will allow you to know if Telepathy is occurring. Telepathic conversation is different. A telepathic argument is likely to garner stares
due to people's use of body language and expression. Of course, you know when you're being talked to Telepathically.
- Dominate
- You must be an equal or lower generation to a kindred in order to Dominate them in any way. This includes Command, Forgetful Mind, Mesmerism, Conditioning and Possession.
- If you are being dominated by a lower generation vampire, spending a willpower gets you a retest, it does not allow you to shrug off the effects unless they are the same generation as you.
- Remember, you have to make eye contact.
- There is NO $5.95 immunity to Dominate!
Wearing sunglasses will not prevent you from being Dominated. However, you cannot attempt to Dominate someone while you are wearing sunglasses.
- Fortitude
- Endurance allows you to ignore all wound penalties.
- Obfuscate
- Mask of 1000 Faces : Any switch of form costs a mental trait, unless you are switching to your complete base form. Turning off or changing one aspect of Mask from your base form costs a mental triat.
- Cloak of the Gathering : People under Cloak can see each other but may not interact with each other.
- Soul Mask : Yes, you can use this to make it look like you're always lying or always telling the truth. It can change your surface thoughts to seem to be a repetitive loop of "John Jacob JingleHeimerSchmitz" or whatever you like. It is an advan
ced level discipline...
- Potence
- If both parties have Might, they cancel & neither get retest.
- Might is always the last test in a challenge. Neither party can call for any retest after it.
- Presence
- You can ignore any presence based power (except for Majesty) from an equal or greater generation vampire at the cost of one point of willpower.
- If, however, the kindred using Presence on you is lower generation
than yourself, your willpower will only buy you a retest.
- Treat retests granted by summon as retests. One Willpower will ignore the summon (if generation allows it), regardless of the number of retests involved. However, if the summoner is a lower gen., the willpower buys a retest and all tests are pe
rformed again. Also, all traits bid by the Summoner are considered spent and can only be regained through the use of willpower.
- Thaumaturgy
- If the resources to research a ritual are available to you, you gain one free ritual of the appropriate level every time you gain a level of the Path of Blood.
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Last updated on Monday, March 31, 1998 by Eric Cantrell.