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House Rules

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House Rules


This page represents the current rules changes to the book rules that I have implemented in my games. Some of these are as written in the books, just noted here for emphasis, while others are changed to hopefully make game play faster and more enjoyable.


Experience point cost for advancement
Attribute Current Rating x4
Virtue Current Rating x2
Humanity Current Rating x2
Willpower(1) Current Rating x1
Abilitys
New/First Dot 3 points
Increase Current Rating x2
Thaumaturgy or Necromancy
New Path/First Dot 7 points
Primary Path Current Rating x5
Secondary Path Current Rating x4
New Discipline/First Dot 10 points
Clan Discipline Current Rating x5
Other Discipline Curretn Rating x7
Caitiff/Pander Disciplines
New/First Dot 11 Points
Increase Current Rating x6
Physical Discipline(2)
New/First Dote 12 points
Increase Current Rating x9
(1) If a permanent Willpower is spent that willpower must be factored into the purchase. Example you have willpower of 10 and spend one perm willpower. When you figure your next purchase to buy back up to 10 it will cost you 10 points instead of 9. Latter you have spent 2 more perm willpower it will cost you 11 to buy up to a rating of 9.
(2) Any kindred can purchase physical disciplines (Celerity, Fortitude, and Potence) without a teacher. You must consume three blood points that contain the discipline as a clan discipline then you can spend the experience points, this is for each dot. If you find a teacher latter on you go off the current ratting to figure your cost.

Generation Max Trait Blood Age in Years ”Rank”
13 5 10/1 25 Neonate
12 5 11/1 50 Neonate
11 5 12/1 100 Neonate
10 5 13/1 175 Ancillae
9 5 14/2 300 Ancillae
8 6 15/3 450 Elder
7 7 20/4 700 Elder
6 8 30/6 950 Elder
5 9 10/8 1,500 Methuselah
4 10 50/10 2,000 Methuselah
3 11 60/12 3,500 Antediluvian
2 12 70/14 ??? ???
1 13 80/16 ??? ???


Changing Paths

Changing Paths


Ratting of 3 or less in current path
Virtues that change must have a rating of one
Study for one year
Pass ‘test’ and make willpower role with a difficulty baised on your Humanity/Path rating

  • Humanity 3 = Diff 10
  • Humanity 2 = Diff 8
  • Humanity 1 = Diff 6

  • Results of role
  • Success = Path changed, One in path rating and one in any virtue that changes. Each success is a bonus dote to be added to something
  • Fail = -1 Humanity, try again in one month
  • Botch = -1 Humanity, Try again in one year

  • Golconda


  • Path rating of 7 or higher and Conscience of 4 or higher

  • Perform the Suspire Ritual

  • Success = Immunity to Frenzy and Rotschech, only lose 1 blood per week instead of night, any trait can be purchased to 10 regardless of generation.

  • Fail = Possible death or perm negatives

  • Botch = Death

  • If Path/Virtue drops below 7/4 loss all benefits.


    Diablerie


  • Drain blood

  • Drain health – Strength difficulty 9

  • Self-control to avoid frenzy at difficulty 10 – half your willpower rating

  • Loss one humanity/path rating and make a conscious/conviction roll (difficulty targets willpower) to avoid loosing a second point.
  • Success = Diablerie completed successfully

  • Fail = Lose one addition Humanity/Path

  • Botch = Lose one addition Humanity/Path, role again replacing success with “gain a permanent derangement.”

  • Benefits of Diablerie
  • Gain one generation if lower gen.

  • Gain a Discipline dot only if the one diableriezed has a higher rating than you do.


  • Discipline Chart
    Clan Possible Discipline
    Assamite Quietus Celerity Obfuscate
    Brujah Celerity Potence Presence
    Follower of Set Serpentis Obfuscate Presence
    Gangrel Protean Fortitude Animalism
    Giovanni Necromancy Potence Dominate
    Lasombra Obtenerbration Potence Dominate
    Malkavian Dementation Auspex Obfuscate
    Nosferatu Potence Animalism Obfuscate
    Ravnos Chimersty Fortitude Animalism
    Toreador Celerity Auspex Presence
    Tremere Thaumaturgy Dominate Auspex
    Tzimisce Vicissitude Auspex Animalism
    Ventrue Fortitude Presence Dominate

    Negatives of Diablerie regardless of success.
  • Black veins in aura. This last for one year per generation difference minus one month per humanity. For example a 10th generation eats an 8th and has an ending humanity of 4. The veins will last for 1 year and 8 months. (2 years <10-8, minimum of 1> – 4 months)


  • Sunlight


    Diff to soak
  • Difficulty 3 – Faint Light, Closed curtain, Heavy cloud cover, Twilight

  • Difficulty 5 – Heavy Clothes, Sunglasses, Gloves and wide brimmed hat

  • Difficulty 7 – Indirect light or light curtains

  • Difficulty 9 – Out side on a cloudy day, Direct Ray of Light, Mirror Reflection

  • Difficulty 10 – Direct rays from the sun

  • Health levels
  • 1 Aggravated – Head, Face Small body part exposed

  • 2 Aggravated – Leg, Arm, whole head, large body part

  • 3 Aggravated – Thin Clothing or 50% or body exposed

  • 4 Aggravated – Light clothing or more than 50% of body exposed


  • Notes on Willpower


    A character will regain one willpower after a full days rest.
    When a permanent willpower is spent, the character must perform some sort of “quest” in order to purchase that point back.

    Dice Roles


    Degrees of Success
  • 1 – Marginal
  • 2 – Moderate
  • 3 – Complete
  • 4 – Exceptional
  • 5 – Phenomenal

  • Carry over dice from success
  • One success in needed to hit the target, any successes over that (up to 5) are added as bonus dice on your damage roll
  • At no point in the game are natural 10’s on the dice allowed to be re-rolled to garnish additional success

  • Damage


    To perform an action while healing damage, roll stamina + survival (difficulty 10) after declaring blood.
  • Success – Damage is healed.
  • Fail – No damage is healed, blood is wasted.
  • Botch – No damage is healed, blood is wasted, lose an additional point of blood and take one level of bashing damage.
    Bashing Damage
  • Bashing is soaked with Stamina and Fortitude if you have it
  • Remember that vampires only take half of the damage they cannot soak
  • Spending one blood trait will heal 2 levels of bashing damage.

  • Lethal Damage
  • Lethal is soaked with Stamina and Fortitude if you have it
  • Spending one blood trait will heal one level of lethal damage

  • Aggravated Damage
  • Aggravated is soaked with Fortitude only
  • One days rest and five points of blood are needed to heal one point of aggravated damage
  • An additional 5 blood and one Willpower can be spent at this time to heal an additional level of aggravated damage

  • Final Death


  • A killing blow must be declare
  • The damage must be Aggravated or lethal damage.

  • Special Blood


    Werewolf blood
  • Adds one to resist frenzy difficulties for each trait of blood in body
  • A werewolf has 10 traits of blood in their system, but because of the unique properties of werewolf blood, a vampire that drains a werewolf will gain 25 blood traits
  • If spent for celerity, the vampire gains 1 additional action for each point of Pure Breed the werewolf has
  • When spent, the vampire gains 1 additional point of Potence for each point of Primal Urge the werewolf has

  • Fay blood
  • While the blood is in the body, the vampire is on an euphoric high, not taking anything seriously

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