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House Rules
This page will hold all of the house rules for the game, and will be updated regularly to reflect changes therein. It should be notice that since we value game balance over continuity, some of the house rules may change when we find them being abused (that is, just because we let you get away with something once doesn't necessarily mean we'll let you get away with it again).
Disciplines
As usual, the most problematic area of the rules is disciplines. We are instituting a fairly generic set of revisions, with some more specific ones when neccessary. The general guidelines are:
- A lower level of a power may not modify a higher level unless otherwise specified. For example, with Chimerstry, you may not use Permenancy on illusions created with Horrid Reality, nor can you use your Elder level Obfuscate on other kindred using Cloak of the Gathering.
- Unless otherwise specified, all powers are limited by the rule of three. That is, if a power doesn't specify how much damage it could possibly do, or how many traits you can spend to boost its usefulness, it is limited to three damage or three traits.
Auspex
Advanced: You must spend an additional willpower for each hour you wish to remain outside your body.
Chimerstry
(Note that we are using the Chimerstry rules outlined in Clanbook: Ravnos)
Intermediate: Illusions made permenant through use of Permenancy do not provoke challenges unless deliberately searched.
Advanced: You may do no more than 3 aggravated wounds per "illusion action." Further, if you make a stake, it hits automatically, but you must still test to "stake."
Necromancy
(Note that we are using the rules for post maelstrom Necromancy as outlined in Clanbook: Giovanni)
Vicissitude
The normal levels of Vicissitude are modified as follows:
Basic:
Malleable Visage: All difficulties for attempting to imitate a specific person are increased by 2. However, it may also be used on others.
Fleshcraft: All difficulties to reshape a person in a particular, deliberate way are increased by two. However, the power may be used on a victim up to 20 feet away at a one trait penalty, and deals one level of lethal damages and imposes a one trait penalty on all challenges until the damage is healed, rather than inflicting negative social traits.
Intermediate:
Bonecraft: All difficulties to create deliberate features other than random spines are increased by two. However, the wielder gains two bonus traits on all combat applications of this power, and it deals an additional level of lethal damage.
The Withering
The Withering is a supernatural illness which has been slowly spreading to all vampires. While its cause remains a mystery, its effects are now well known:
- Each month that a Cainite suffers the Withering, she loses access to her most advanced Discipline power. In case of a tie between powers, one is selected at random.
- All vampires afflicted with the Withering suffer from the flaw Thin Blood, as described in Laws of the Night
- Blood bonds and Vinculi have a 50% chance of breaking each month, no matter how strongly they are reinforced. Once broken, these bonds can never be restored
- Each time the character uses blood for anything besides waking up each night or activates a Discipline, the player immediately engages in a pair of Simple Tests with a storyteller. Failure at both of these tests means the attempt fails, any blood spent is wasted, and the character loses her most advanced discipline (with the normal procedure of randomly determining which is lost in the event of a tie). Furthermore, that character cannot spend vitae or use Disciplines without first spending a Willpower trait. If the character fails a second set of tests in the same night, she may not use vitae or Disciplines for the rest of the night.
However, there is a way of abating this illness: Diablerie. Consuming the blood and soul of another Cainite temporarily alleviates some of these symptoms; the character no longer suffers from the Thin Blood flaw, regains all disciplines lost up to the limit of the vicim's generation, and Disciplines and blood use no longer randomly fail. The duration of this reprieve is determined by the age of the victim:
| New Childe (Less than 5 years) |
3 nights |
| Neonate (5-25 years) |
1 week |
| Ancilla (25-300 years) |
2 weeks |
| Elder (300-2000 years) |
3 weeks |
| Methuselah or Antediluvian (2000+ years) |
1 month |
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