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House Rules/Errata

Character Creation

Open Clans can be taken by anyone: Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue, Assamite, Setite, Setite Warrior, Giovanni, Caitiff, and non-Sabbat Lasombra (NEVER in the Sabbat.)

Audition Clans must go through ST's: Sabbat Lasombra, Tzimisce, Ravnos, Assamite Mage, Setite Mage, all antitribu, and all bloodlines.

Nature and Demeanor: Sabbat Natures and Demeanors are free to any character concept.
Morality Path: All morality paths except humanity require ST approval.
Choosing Backgrounds: You may buy up to THREE points in any background, without ST approval. (Or any individual Influence)
Willpower: All characters begin with 4 points of Willpower
Malkavian: A malkavian may choose to be a part of the MMN, or he may choose to be stay disconnected from it. If he is part of the MMN, then he may choose to be recognized by other Malkavians through the MMN. A Malkavian may make a static test (ability retest: “malkavian time”) in order to recognize other malkavians connected to the MMN, or send a message through the MMN. A Malkavian may choose either Dominate or Dementation as an in clan discipline at character creation.
Caitiff: Caitiff may choose their 3 in clan discplines from the following without ST approval: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence, Protean, and Vicisictude. Other disciplines may possibly be taken with ST approval.
Max Age Awake: Maximum number of years awake as a Kindred may not exceed 200 for any open (non-audition) character, and will be granted over said only through very deep convincing. Embrace cannot exceed earlier than 1200 AD. (ST note: anyone playing with more than twice their awake years embraced must take into account the anachronistic nature of the character requested.)
Freebie Points: All characters have 20 freebie points at character creation. An additional five freebie points may be earned by talking to the ST’s about your character and turning in a character history.

The following merits and flaws are considered censored and must be taken with ST approval.
Merits-Enchanting Voice, Huge Size, Eidetic Memory, Natural Leader, Medium, Oracular Ability, any merit from another sourcebook
Flaws- Mute, Amnesia, Lunacy, Dark Fate, Cursed,Flashbacks,any flaw from a different source book

 

The following list is Disallowed. No character concept will be eligible for this list.
Merits– Spirit Mentor, Unbondable, True Faith, Bright Aura
Flaws– Child, Haunted

 

Errata/Clarification

In-House Gen Table:

Generation
Blood Pool
Blood P/ Turn
Start/Max Will
Trait Max
8th
15
3
6/12
14
9th
14
2
5/10
13
10th
13
1
4/10
12
11th
12
1
4/8
12
12th
11
1
4/8
12
13th
10
1
4/6
12

 

Refreshing Willpower: *EDIT* A character recieves 1 willpower every other Friday evening.
Ability Specialization: A character must have at least three points in an ability in order to specialize.
Auspex vs. Obfuscate: When testing for auspex to pierce obfuscate; on a tie each character adds their total levels of auspex or obfuscate to their mental traits.
Two Gun Mojo – Two Gun Mojo does not exist.
Types of DamageThere is no bashing damage. Only normal damage, or aggravated damage.
Teaching Disciplines – A character may teach up to one less than the highest level in any discipline that the character knows.

Learning Disciplines -- You must have a teacher for: A.) -ANY- Out-of-clan discipline, any level. B.) Intermediate and higher of Physical Disciplines.(Anyone may learn the basic levels of the 3 physical disciplines at the in-clan or out-of-clan costs respectively WITHOUT a teacher.)

No out-of-clan discipline may rise higher than the highest level you possess in one or more in-clan disciplines.

Staking – A character must WIN 2 of 3 simple tests in order to successfully stake a kindred. No retests of any kind are permitted on these simple tests.
Aggravated damage & Puissance – If using wolf claws, fangs, or any other source of aggravated damage, and employing puissance. The additional level of damage is aggravated.
Mental and Social Disciplines – The use of a mental or social discipline requires a full round.
Celerity and Potence - When employing "Rapidity" or "Vigor" the player does not have to declare "the bomb".
Surprise: Surprise, in the course of errata deliberations, proved to be too much hassle to attempt to cover all bases in one write-up. It will be handled on a case by case basis. In general, the surprisor will have primary initiative order, the attacked may only defend, and the surprisor will have the standard surprise retest. There is no 3 second rule. Should there be a discrepancy in play, STs will make a ruling. This ruling is final and only up for debate out of game.
Initiative: Each player before a game session will draw a random number and write that number on their character sheet. In a challenge which ever character has the lowest number, goes first. Physical vs. Physical challenges are resolved at the same time. The ST's may force a re-draw of Initiative number at will, and will before a major mass combat. The initiative numbers revert to the original number for the night after said Mass Combat Initiative ends.
Damage vs. Effect – In a successful physical action, a character may chose to do damage or an effect. A character MAY NOT have both happen at the same time.
Holding Actions - It is possible to hold actions in combat situations. For the explanation of such, please see an ST.
Shape of the Beast – A gangrel may choose alternate forms for this discipline with ST approval. Caitiff with protean as one of their disciplines, or a non-gangrel that learns this discipline, may not chose alternate forms.
A character does not gain any XP from successfully committing diablerie.
Weapons- Any weapon which could not be acquired legally by yourself out of game, (i.e. You could acquire a knife or a handgun, but not an automatic, special ammunition, or C4.) will be written on your character sheet and initialed by the STs. All other weapons, if not easily available, will not be considered as in-game. Period. Please consult STs if questions of weapons arise.
Firearms- Firearms do half damage to Kindred, round up. This may be changed only by ammunition.

New or modified Abilities/Backgrounds/Disciplines:

Malkavian Time: See Malkavian Clan book.
Nosferatu Information Network (i.e. Shrecknet): See Nosferatu clan book.
Kindred Lore – This is a free ability given by the ST staff to each character. Each character will have a rating in Kindred Lore from 1-10. This rating will be determined, by character history, character age, knowledge learned in game, and other factors. The higher a characters rating, the more knowledge of kindred history, famous kindred, disciplines, bloodlines, clans, and other information that character possess. This ability may not be purchased with XP, Freebie points, or at character creation.
Blink (2nd intermediate Obfuscate) – Blink is an alternative power of obfuscate that may be purchased in place of “Vanish from Mind’s Eye”. When employing “Blink”, a character makes a single mental challenge. The difficulty of the mental challenge is seven plus the number of people that are observing the character. If the character is sucessful, he completely disappears from all observers instantly. A successful use of “Blink” is considered a fair escape.
Arms of the Abyss (3rd intermediate Obtenebration) -- From the shadowy corners of the room of the blackness of life itself you can summon forth tentacle limbs that flail about, ensnaring or attacking as you desire. These black shadow tentacles animate as you direct. You can pull many tentacles from a single source, or from multiple sources. You must expend a blood trait to create the shadow tentacles, and you may attack with them in the round in which you summoned them. You may create as many tentacles as half of your permanent will, rounding up, with a maximum of 5 arms.In general, arms are about 6 feet long, but must retain general mass depending on form, and posses 2 health levels. They posses half of your permanent physical traits at creation. You may transfer to your arms independantly either Potence or Fortitude, up to half your total levels in one or the other, rounded up. (i.e., if you possess Puissance, and you wish to transfer Potence, your arms would have half your score, which is 2.5, rounded up, which is 3rd level. Your arms can possess Vigor.) While using Arms, any celerity actions may be physical attacks on your part, however, you may not attack personally on your everyman action. The retest for any attack with the Arms may be Brawl or Occult. In order to use your arms, you must be able to see the area in which you intend to use said arms. You cannot complete a called shot (i.e. staking, taking of arms, etc.) with an Arm of the Abyss.The ST's feel a need to restate here one of the core rules of the game: no social or mental discipline may be used in the same round as another action.

Majesty (5th Level Presence)- Majesty costs one willpower to activate. Majesty lasts until the next sunrise, unless broken as defined in the description of the discipline in LOTN. Once Majesty has been broken, the user must wait until the next scene to turn Majesty back on.

INFLUENCE SYSTEM: UNDER CONSTRUCTION