Initial character creation for
kindred, ghoul, or kine:
- There are three "trait
areas": physical, social, and mental. Each area confers certain advantages
and disadvantages; with a higher physical, a character is more combat-ready (or
harder to kill); with a higher social, a character can use (or resist) the
disciplines Animalism and Presence better; with a higher mental, a character
can use (or resist) the disciplines Auspex, Dominate, Obfuscate, and
Thaumaturgy better. Total bids are calculated by adding the appropriate trait
area, abilities (see below), and bonuses from disciplines.
- Begin vampire character
creation with one of the clans listed, with 7 in one trait area, 5 in another
trait area, and 3 in the last trait area. 5 abilities (though there must be at
least 3 different abilities listed), 2 willpower, 3 influences, 3 basic in-clan
disciplines, and 10 "freebies" (similar to XP) to be put in any area.
Clan advantages and disadvantages may alter these numbers. Generation may be
bought at character creation with freebies, and may be lowered in game-play by
diablerie, though the player must pay XP for the generation to balance the
character before spending any XP on any other area. Diablerie costs one
additional point per generation gained (so a Brujah who diablerizes pays 3 XP,
a Caitiff pays 4 XP). Caitiff are limited to 13th-10th gen at character creation,
though they may diablerize to any generation.
- Begin ghoul character
creation with 7 in one trait area, 5 in another trait area, and 3 in the last
trait area. 5 abilities (though there must be at least 3 different abilities
listed), 1 willpower, 3 influences, and 19 "freebies" (similar to XP)
to be put in any area. (note: ghouls start off three points down). Ghouls may
only buy Celerity, Fortitude, and Potence disciplines. Ghouls may have up to
three points of kindred blood in addition to their normal blood.
- Begin kine character
creation with 7 in one trait area, 5 in another trait area, and 3 in the last
trait area. 5 abilities (though there must be at least 3 different abilities
listed), 1 willpower, 3 influences, and 16 "freebies" (similar to XP)
to be put in any area. (note: kine start off six points down). Kine may not buy
any disciplines.
- If a ghoul or kine is embraced
during game play, that character must be recreated from scratch as a kindred
with the same XP.
- Spending freebies vs. additional
XP:
- Freebies may be spent
freely on generation, though they may not be spent on rituals.
- Only up to 5 freebies
may be spent on influences. Any number of XP may be spent on influences.
- XP may be spent on
rituals, though they may not be spent on generation unless diablerie takes
place during game play.
General XP
costs:
1
physical, mental, or social trait = 1 XP
|
1 ability
= 1 XP
|
in-clan
category 1 discipline = 3 XP,
|
1 control
trait = 1 XP
|
in-clan
category 2 discipline = 6 XP,
|
willpower
= 3 XP
|
in-clan
category 3 discipline = 9 XP
|
basic
ritual = 1 XP
|
1
influence = 1 XP.
|
advanced
ritual = 3 XP
|
generation
= 2 per gen past 13
|
Diablerie
if not Caitiff = 3 XP.
|
Generation
at character creation/not Caitiff = 2 XP
|
Diablerie
if Caitiff = 4 XP
|
Generation
at character creation/ Caitiff = 3 XP
|
Out-of-clan
disciplines = see "out of clan disciplines" below
|
Kindred Trait
Maximums:
Generation
|
13
|
12
|
11
|
10
|
9
|
8
|
7
|
6
|
Max Traits
|
13
|
14
|
14
|
15
|
15
|
16
|
16
|
17
|
Lowest starting PC generation is
8. (13 + (13 - gen)/2).
Kine or ghoul:
13
Kindred
Willpower maximums:
Generation
|
13
|
12
|
11
|
10
|
9
|
8
|
7
|
6
|
Willpower
|
4
|
5
|
6
|
8
|
10
|
12
|
15
|
18
|
Kine or ghoul: 3.
- Blood pools are the
same as willpower maximums for kindred or kine; below 6th gen adds six blood
per gen: 5: 24, 4: 30, 3: 36.
- Out of clan disciplines: OOC
disciplines can be bought two ways.
- If bought during
character creation, the path costs an additional three points and each level
costs two additional points per level. Thaumaturgy, Protean, Quietus,
Visceratika, Obtenebration, Serpentis, or Vicissitude cannot be bought out of
clan at character creation (there is an exception for Tremere buying other
Thaumaturgy paths at character creation).
Examples:
- A Nosferatu buys
Heightened Senses at character creation: costs 3 (buying the Auspex path) + 3
(Heightened Senses) + 2 (additional cost for the 1a) = 8 points.
- A Tremere chooses Mind
Thaumaturgy as in-clan, but wants to buy Blood Mastery at character creation:
costs 3 (buying the blood path) + 3 ( Inquisition) + 2 (additional cost for the
1a) + 3 (Blood Mastery) + 2 (additional cost for the 1b) = 13 points.
- If bought during game
play, the path costs nothing, and each level costs one additional point per
level, but both basics (category 1) must be specifically taught by someone who
has that discipline in-clan at intermediate (category 2) or higher. Once both basics
have been learned ( either during creation or game play), the player may choose
to buy the intermediate and advanced without a teacher. The restricted
disciplines such as Thaumaturgy, Protean, and the derived disciplines, are
slightly different: they can only be taught if the teacher has that discipline
in-clan at advanced (category 3).
Examples:
- A Nosferatu is taught
Heightened Senses during game play needs one month and a teacher who has Auspex
at 2a or higher: costs 0 (buying the Auspex path) + 3 (Heightened Senses) + 1
(additional cost for the 1a) = 4 points.
- A Tremere chooses Mind
Thaumaturgy as in-clan, but wants to learn Blood Mastery during game play. She
needs two months but does not need a teacher: the first month: 0 (buying the
blood path) + 3 (Inquisition) + 1 ( additional cost for the 1a) = 4 points; the
second month: 3 (Blood Mastery) + 1 (additional cost for the 1b) = 4 points,
for a total of 8 points over 2 months.
- A Tremere who has Blood
Thaumaturgy as her in-clan and has Cauldron (Blood 3a) could teach a Brujah the
discipline Inquisition (Blood 1a) one month and Blood Mastery (Blood 1b) the
next month (the Tremere cannot teach Mind or Fire Thaumaturgy, since those
count as "out of clan"). The Brujah could then buy Potency, then
Blood Destruction, then Cauldron at one level a month over the next three
months without a teacher. The Brujah could never teach Blood Thaumaturgy, since
it was not in-clan for her.
- Caitiff choose three
non-restricted paths at character creation. Out of clan disciplines cost an
additional XP per level (above and beyond the cost listed for out of clan
disciplines).
- If a character is killed (by PC
or NPC) or retires, the player gets 50% of that character's spent points plus
any unspent points for creating a new character.
- A character may be retired at
any time. If the player maintains control of their character (that is, not
killed, staked, or otherwise trapped), the player may bring that character back
into the chronicle later. The player must rebuild the character with the
player's current XP total.
- Point caps per character
lifecycle: no more than 100 XP may be spent on any PC.
- Point caps per game: no more
than one level of any discipline may be bought per game. Example: character T
has Obfuscate 1b and Potence 2a. Character T may choose to buy Obfuscate 2a and
Potence 2b next month, but cannot buy any more until next month.
- Control traits: Characters can
buy control traits at 1 XP per control. Maximum control is still 10 (or 8 if
Brujah, 7 if Gangrel). Control is the higher of these: generation - number of
discipline levels - number of childer - number of diableries + additional
control traits + willpower, or additional control traits + willpower.
- Starting equipment: All
characters start with 1000$ cash per influence and the choice of one +0 trait,
1 wound weapon of any type (pistol, stake, knife, etc).
DISCIPLINES:
- Animalism:
Bid: social traits + survival ability + level of Animalism vs. same. If the
victim has Animalism 1b or 2b, the victim gets additional traits. The use and
source of 1a, 2a, and 3a is obvious to victims and enlightened onlookers.
- 1a: Beast Within - No
cost, ranged. If victim is not kindred, it has no effect. If test is
successful, victim loses 4 control traits. If victim frenzies, the user of this
discipline may choose what type of frenzy the victim enters.
- 1b: Overcome the Beast
- No cost, always on, self only. The useer gains +3 to defend against all
Animalism, Dominate, or Presence disciplines; user gets +3 to penetrate
Majesty. User also gets +3 control traits (maximum control traits is still 10
(8 if Brujah, 7 if Gangrel)).
- 2a: Song of Serenity -
Cost is 1 blood. On successful use the victim comes out of frenzy (if they were
in frenzy), regains max normal control pool, and gives one of their willpower
to the user (if the victim has any willpower). The user may spend this stolen
willpower as if it is a normal willpower during the same scene. Only one stolen
willpower may be held at any given time. If the user takes another willpower
(either from the same victim or someone else), the previously stolen willpower
is lost. If the willpower is used or if the scene ends without using the stolen
willpower, it also is lost.
- 2b: Embrace the Beast -
No cost, only usable on self. Users of this discipline may add +6 to defend
against all Animalism, Dominate, or Presence disciplines; user also gets +6 to
penetrate Majesty. This bonus already includes the bonus from Animalism 1b and
applies regardless if Embrace is active. If this discipline is active, the user
then may double their normal bid to defend against all Animalism, Dominate, or
Presence disciplines; user also gets double normal bid to penetrate Majesty.
The multiplier is applied after all other bonuses are added together. If this
discipline is active, user cannot use Animalism 1a, 2a, or 3a. Does not require
test to activate or deactivate; is an instant action to activate or deactivate.
This power does not effect the control rating of the user.
- 3a: Control the Beast -
Costs 1 blood, ranged. If test is successful, the victim has all blood costs
tripled (i.e., discipline activation, soaking, healing, pumping, etc) for 10
minutes or the scene, whichever is longer. Not stackable on the victim. When a
user has obtained this level of the discipline she may now use Animalism 1a,
2a, and 3a while under the effects of Animalism 2b.
- Auspex:
If the auspexer fails a test, he must wait at least 10 minutes before trying
the same test on the same victim again.
Bid: mental traits + investigate ability + level of Auspex vs. mental traits +
subterfuge ability + level of obfuscate. If the auspexer uses 1a, 1b, or 2b and
fails the test, the auspexer gets static. If 1b or 2b is used on a victim
having Obfuscate 3a (Soul Mask), the victim may answer whatever they wish. The use of 2b is obvious to the victim,
though the source is not obvious. The use of 3a to manifest (without using mask
of 1000 faces) is obvious to all onlookers. Auspex use excluding Telepathy and
Astral is ranged.
- 1a: Heightened Senses -
No cost. Using this power, an Auspexer may test against Obfuscate 1a, 2a, and
2b when the Obfuscated individual moves or disappears (not both). Cannot be
used in combat except to penetrate Obfuscate (see Obfuscate 1a). If the
obfuscator tries to disappear as an instant action, the Auspexer may test to
see through the obfuscate as a special instant action that does not take an
action on the part of the auspexer (but may then not test when the obfuscator
moves). May also be used for listening in on conversations. The radius of
spying is 12 paces. If a loud noise (gunshot, very loud music, shouting, etc)
occurs nearby during such listening, the user may not use Heightened Senses for
spying for 10 minutes. Additionally,
while physical masks are obvious to all onlookers, those with Heightened Senses
will be able to identify the wearer.
- 1b: Aura Perception -
This power comprises two abilities.
- Aura Read: No cost. If test is successful, the user one
of the following: type of creature, emotional state, diableries in the last
year, or if truthful. If used on a possessed body, this power reads the
possessor's aura. Cannot be used in combat.
- Identify Aura:
No cost, usable in combat. Bid is half of normal Auspex bid. If test is successful, the user sees the
victim's unique and distinct aura. Physical disguises cannot prevent this power
from working. If the victim is using Obfuscate 1b and that has not been
penetrated, the auspexer sees the aura of the mask. If the victim has Obfuscate
3a, he may choose to change his aura, including mimicking another character's
aura. Usable once per 30 minutes per victim.
- 2a: Senses of the
Enlightened - This power comprises two abilities.
- Sense Hidden: No cost,
cannot be used in combat. Requires a
full minute of concentration to use. Bid is half of normal Auspex bid. If test
is successful, the user sees through Obfuscate 1a, 2a, 2b, Protean (and its
derived disciplines) 2b, or any other hiding immediately (even if targets were
standing perfectly still). This may be used only once per scene per user.
- Unmask: If the obfuscator is using Mask, an Auspexer
may test to see through the Mask as a noncombat action. An Auspexer may test
against Obfuscate 1b without needing the Obfuscator to move. Note- the player
of the Auspex character must see the player of the Obfuscating character.
- 2b: Telepathy - No cost. The victim must be within the presence and
line of sight of the auspexer during the initial test; the auspexer may then
leave the presence and/or line of sight of the victim for later tests. Telepaths may enter the victim's mind
(initial test, does not count as an offensive action) then win a test for each
desired effect (these tests count as offensive actions). Possible effects: truthful result of a
single yes/no question, access vision, or access hearing. Simple conversation between the user and
victim does not require any additional test.
The "access" effect lasts for 1 hour or until the telepath
tries to enter a different victim's mind, whichever comes first. If the telepath fails any effect test, they
are ejected from the victim's mind and may not try to enter again for 10
minutes. The victim may spend a
Willpower at any time to eject the telepath, but the telepath may
counterspend. Telepaths may use Command
at half traits (only on the telepathy victim) through the initial entry,
however, the victim may do the same thing: the victim may use Command at half
traits on the telepath without needing eye contact. If either the telepath or the victim has Mastery, their Commands
are at full traits. If the victim wins
any Dominate challenge initiated through Telepathy by the Telepath, the victim
gets an immediate Obfuscate vs. Auspex
test to eject the Telepath. Telepath
must have line of sight to use Dominate via Telepathy. Use of Dominate via Telepathy makes the
Telepath obvious to the victim, this includes use via Projection. In the case of projection, the attacker
manifests briefly only to the victim.
Telepathy may be used during combat, but only one event per combat round
(i.e., first round, the telepath may enter the victim's mind, second round, the
telepath may access vision, third round, the telepath may ask one
question). Victims know when there is a
telepath in their head. When conversing
or questioning, telepaths have distinct "voices". These voices can be changed (and other
telepaths' voices imitated) by Obfuscate 1b.
The victim may test against the imitator if they have Auspex 2a. If a victim has multiple telepaths in her
head, all the telepaths are aware of all others present and each can hear any
conversing and effects going on.
Telepathy cannot detect Mesmerism or Conditioning but c an detect if
memories have been altered (such as with Forgetful Mind or Mesmerism). Telepaths automatically see astrals (Auspex
3a).
- 3a: Projection - No cost. Users of this discipline may project their minds and observe nearly
anything. Astrals may use all Auspex powers, Command (only via Telepathy),
Embrace the Beast, the Summons Lock part of Summons, Majesty, Mask of 1000
Faces (to make their otherwise ghostly manifestation appear solid; note
telepaths automatically see the astral form in addition to the mask), and Soul
Mask. Astrals cannot use a physical disguise - when projecting, the user
appears as her true self. Does not require a test to activate or deactivate. A
projector (aka astral) has several movement possibilities: 1) move normal
movement rate (this rate may not be modified by celerity) as their normal move;
2) move directly to a place they are familiar with regardless of distance as
their normal move; 3) move step-for-step with anyone they are following
(regardless of the victim's celerity) as their normal move; 4) follow another
astral or possessor back to their body as a special action. See the section on
Astral and Possession for additional detail.
- Celerity:
Always on, but user can choose not to use full effect. Costs nothing.
Bid: See combat test section. Does not require a test to activate or deactivate.
Use of 2a and above is obvious to all onlookers. All bonuses apply only to physical bids.
- 1a: fast draw, +3 to
bid to all brawl, melee, missile, or firearm offensive or defensive tests.
- 1b: 2* normal move
total, +6 to bid total to all brawl, melee, missile, or firearm offensive or
defensive tests.
- 2a: 3* normal move
total, +12 to bid total to all brawl, melee, missile, or firearm offensive or
defensive tests.
- 2b: 4* normal move
total, +18 to bid total to all brawl, melee, missile, or firearm offensive or
defensive tests.
- 3a: 5* normal move
total, +27 to bid total to all brawl, melee, missile, or firearm offensive or
defensive tests.
- Dominate:
In
order for Dominate to work, the dominator must be equal or lower generation
than the victim. Non-kindred are
treated as 14th generation. Bid: mental
traits + leadership ability + level of Dominate vs. same. If the victim has
Animalism 1b or 2b, the victim gets additional traits. Use and source of 1a (unless used via
telepathy), 2b (mastery), and 3a are obvious to all enlightened onlookers. Use and source of 1b and 2a are obvious to
the victim only if the victim successfully resists. Dominate use excluding Command, Conditioning, and Possession is
ranged. 1a and 2b may not be stacked.
- 1a: Command - No cost, requires
eye contact and common spoken language.
The dominator must be within four paces of the victim unless this power
is used by Telepathy. However, the
dominator gets full traits only if used during roleplaying or during the first
round of combat and not used via Telepathy.
During other circumstances, the dominator is at half traits. May not be used to directly cause wounds,
blood loss, or Willpower loss to the victim.
If test is successful, the victim must immediately fulfill a simple
request. If during a round the victim
takes a wound, the instruction fades, and the victim does not have to follow
the command/mesmerism/mastery the following round. There is no one round minimum.
Unless a time is explicitly specified or the instruction fades, a
command lasts 10 minutes.
- 1b: Forgetful Mind - No cost, requires
eye contact. Cannot be used in
combat. If test is successful, the
victim has a 10 minute segment (user's choice) of memory changed.
- 2a: Mesmerism - No cost, requires
eye contact. Cannot be used in
combat. May not be used to directly
cause wounds to the victim. If test is
successful, the victim now has a delayed Command (1a) implanted and forgets the
mesmerism took place. The mesmerism
will remain until discharged. One
mesmerism may be implanted if the dominator is the same generation as the
victim; an additional mesmerism may be planted for each generation the
dominator is removed from the victim.
The dominator gets no indication of success or failure from this
multiple implanting. If the dominator
plants too many mesmerisms, the oldest one(s) fade.
- 2b: Mastery /
Conditioning - No cost. Mastery allows
Command to be used in combat at full bid (including via Telepathy) without eye
contact; the user must have a common language with the victim. Commands issued via Mastery have a 1 round
minimum. Conditioning is a downtime
action that takes 3 full nights and assumes the user has total control over the
victim's body. If a kindred is
conditioned, then the victim may then be possessed by that dominator. Once any victim (kine, ghoul, kindred, etc)
is conditioned, the victim is at half traits to any Dominate test by that
dominator. Conditioning may not be
reversed and conveys no advantages for the victim.
- 3a: Possession - No cost. Users of this discipline may take control of
a victim's body. Use requires touch
(either through roleplay, use of a power that causes a touch, or a successful
brawl test; the Possession itself does not require a test), and may only be
used from the possessor's true body.
Possession does not work on kindred unless they have been previously
conditioned by the user. A possessor in
a host body can be staked (even if in a kine), and he is immediately driven out
of the host body. The possessor can use
the true body's mental and social disciplines, mental and social traits,
abilities, and Willpower, and the physical traits of the host. If an NPC is possessed, the NPC will have 3
physical traits. Only social and mental
traits can be increased by pumping blood.
If disciplines require blood to use, the possessor must spend double the
normal amount. The host body cannot be
healed and blood spent for disciplines or pumping must come from possessor's
true body. If the host body takes any
aggravated damage, the aggravated damage is taken by the possessor's true
body. If the possessor has the
appropriate level of Fortitude, the damage may be soaked. It is a noncombat action to flee the host
body and return to the true body. A
possessed host does not recall any of the events that transpired while he was
possessed. See the section on Astral
and Possession for additional detail.
- Fortitude:
Always on, no cost. Use of Fortitude is not obvious to onlookers, but the side
effects (such as walking through a hail of gunfire) may be.
Bid: See combat test section. Does not require a test to activate or
deactivate. All bonuses apply only to
physical bids.
- 1a: +1 to bid for
brawl, melee, missile, or firearm defensive tests. User gains +1 wound level
(gains a third bruised).
- 1b: +3 to bid total for
brawl, melee, missile, or firearm defensive tests. Ignore wound penalties up
to, but not including torpor.
- 2a: +5 to bid total for
brawl, melee, missile, or firearm defensive tests. May soak or heal
one wound (aggravated or normal) per blood spent. May spend blood for soaking or healing at any time.
- 2b: +8 to bid total for
brawl, melee, missile, or firearm defensive tests. May soak or heal three wounds
per two blood spent, may spend blood for soaking or healing at any time. If the
user is in torpor, drinking any kindred blood will bring her to incapacitated.
As in 2a above, if the user is in torpor and takes an agg which cannot be
soaked, the user dies.
- 3a: +12 to bid total
for brawl, melee, missile, or firearm defensive tests. May soak or heal three
wounds per blood spent, may spend blood for soaking or healing at any time. As
in 2a above, if the user is in torpor and takes an agg which cannot be soaked,
the user dies.
- Obfuscate:
All but 3a are non-combat actions.
Bid: no bid, but may defend against Auspex. Does not require a test to activate
or deactivate. There are two types of obfuscate - disguise (1b) and hiding (any
one of the following: 1a, 2a, or 2b). If a character has both types of
obfuscate active, then an auspexer must test once per each type of obfuscate
active to completely break the character's obfuscate. Otherwise, an auspexer
only has a single test to break obfuscate. The auspexer must first break the
hiding (1a, 2a, 2b), then may try to break the disguise (1b). Hidden characters
(1a, 2a, 2b) may be Summoned; no other powers will work if they cannot be seen.
- 1a: Unseen Presence -
No cost. The obfuscator is rendered invisible until he interacts with the
outside world (or vice versa). If the obfuscator tries to disappear while
others are watching, the watchers get a test, even if they do not have any
heightened senses: mental traits + investigate ability + level of Auspex vs. mental
traits + subterfuge ability + level of Obfuscate. Auspexers may test against
the obfuscator either when they disappear or when they move, not both. Any
brawl, melee, missile, or firearm attacks initiated by the obfuscator gain
partial surprise on the target.
- 1b: Mask of 1000 Faces
- No cost. The obfuscator appears like aanyone they choose. They may alter their
mass by plus or minus 25%. May not be used as a communication device (written
words on a shirt, etc.).
- 2a: Vanish - No cost.
As unseen presence with the following changes: Only people with Auspex have a
chance to see the obfuscator as he disappears. Any brawl, melee, missile, or
firearm attacks initiated by the obfuscator gain total surprise on the target.
- 2b: Cloak - No cost,
vanish up to 6 others within a 4 pace radius. In order to be cloaked, the
characters being cloaked may not take any actions during the round of cloaking.
Any brawl, melee, missile, or firearm attacks initiated by the obfuscator gain
total surprise on the target, but others within the cloak attack at partial
surprise.
- 3a: Soul Mask - No
cost. Immune to Aura Perception, Senses of the Enlightened (Identify Aura). A character using
Soul Mask may tell a Telepath who has entered his mind whatever he wants in
regard to the questions the Telepath
asks using Telepathy. Soul mask may not be deactivated. May vanish (2a) as an
instant action for 1 blood, 0 otherwise. If this power is used to instantly
vanish, the user may not take a combat action that round, though they may take
a noncombat action.
- Obtenebration:
Restricted discipline (Obtenebration may be taught to non-Lasombra only by a
Lasombra having the discipline at advanced level).
Bid: mental traits + subterfuge ability + level of Obtenebration vs. same;
exception: 2b. If 3a is active, the user may not make any other offensive test.
Use and source of 1b, 2b, and 3a is obvious to all onlookers. This discipline
path is based on Thaumaturgy: Mind and Obfuscate.
- 1a: Shadow Meld - See
Obfuscate 1a.
- 1b: Stab - See Mind
Thaumaturgy 1a.
- 2a: Darkness - See Mind
Thaumaturgy 2a.
- 2b: Arms of the Abyss -
Costs 1 blood, ranged. If test is successful, the victim takes 3 wounds levels.
Unlike Telekinesis, an object is not used as a focus.
- 3a: Shadow Mastery -
See Mind Thaumaturgy 3a. Except this enables the user to use the 1b and 2b
powers for free (0 blood cost).
- Potence:
Always on. User may choose not to use full effect. No cost. Use of Potence is
not obvious to onlookers, but the side effects (such as picking up a car) may
be.
Bid: See combat test section. Does not require a test to activate or
deactivate. No super-leap. Weapons break if too much Potence is used (if they
more than double their original wound levels without being reinforced).
- 1a: +1 to bid for
brawl, melee, or missile offensive tests. +1 wound level for brawl hits.
- 1b: +2 to bid total for
brawl, melee, or missile offensive tests. +1 wound level total for brawl,
melee, or missile hits.
- 2a: +4 to bid total for
brawl, melee, or missile offensive tests. +2 wound levels total for brawl,
melee, or missile hits.
- 2b: +6 to bid total for
brawl, melee, or missile offensive tests. +2 wound levels total for brawl,
melee, or missile hits. If victim takes damage from a brawl or melee hit, the
victim is at half bid on brawl, melee, missile, and firearm offensive and
defensive tests next round.
- 3a: +9 to bid total for
brawl, melee, or missile offensive tests. +3 wound levels total for brawl,
melee, or missile hits. Sunder: As a combat action, instead of attacking, the
user may initiate a physical challenge against 1 target. If successful, user
may choose 1 visible item card held or worn by victim; unless Potence 3a
reinforced, that item card is destroyed, but may be repaired if possible.
- Presence:
Bid:
social traits + leadership ability + level of Presence vs. same.
If the victim has Animalism 1b or 2b, the victim gets additional traits. Use and source of 1a, 1b, 2b, and the second
part of 2a are obvious to the victim and all enlightened onlookers. Source of 3a is obvious to enlightened
onlookers. Presence use excluding
Majesty is ranged. While under the
effects if 1a, 1b, or 2b, if the victim is struck, while under the effects of
this power, by a successful hit that would cause physical damage, the power is
suspended for the following round
- 1a: Dread Gaze - No cost. Lasts 10 minutes or 10 combat rounds in
combat. Successful use causes the victim to move away from the user beginning the following round. If the victim cannot leave the presence of
the user, he must move as far as possible away from the user. May be used in combat. A victim cannot be under the effects of more
than one dread gaze from a single user.
- 1b: Anathema - Cost is
1 blood. Dread gaze against up to three victims. May be used in combat.
- 2a: Presence 2a
consists of 2 powers:
- Summons Lock: No cost,
only useable against a target once every 30 minutes. Useable in combat as a
Non-combat action. If test is successful, user has fulfilled this requirement
to summon a victim. Successful or otherwise, the victim is unaware of the use
of this power.
- Summons - Cost is 1
blood. Only usable against a target once every hour. There are two requirements
to summon someone; both must be fulfilled: 1) User must have won a summons lock
challenge with the victim in the last year; and 2) The victim must be within
the city of the summoner (if the victim is not in the city, the summoner
realizes this when this power is used). If the victim has Majesty active, the
summoner must overcome the victim's Majesty. If the victim is a possessor or
astral, the summoner must have won a Summons Lock challenge with the victim's
true body in order to summon the victim's true body. However, if the summoner
has won a Summons Lock challenge with an astral's presence, the summoner may
choose to summon the astral form of the projector. Obfuscated characters may be
Summoned. The victim must come within 4 paces of the summoner and verbally
announce he is responding to a summons. The victim must wait a minute or one
full combat round (whichever comes first), then he may leave the presence of
the summoner. The victim may use an instant escape if combat begins. If a
victim is successfully summoned multiple times, the victim must answer them
each in the order they were initiated.
- 2b: Enthrallment - Costs 1 blood to
use on 2 or 3 targets, 0 for a single target. The user may test up to three victims in his presence; if successful,
the victims may not initiate any offensive physical actions or move. The Enthrallment may be broken in one of
three ways; any one of the three will break the Enthrallment: 1) the victim may
try to resist the Enthrallment (counts as the victim's combat action for that
round; victim must win another Presence test to successfully resist); 2) if the
enthraller releases the victim; 3) After 10 minutes, or the scene is over,
whichever is longer. Enthrallment may
only be attempted once per victim per scene.>
- 3a: Majesty - No cost.
Only usable on self, user cannot be attacked or insulted unless the user loses
a Presence test. This presence test is instant and sourceless. Attacker may
only test once every 30 minutes (see exception below), and the Majesty user
knows someone is probing their Majesty. Can be activated or deactivated as an
instant action. Does not require a test to activate or deactivate. All Presence
powers may be used without dropping Majesty or allowing another test to break
the Majesty. If user attacks someone (excluding the use of Presence), the
Majesty automatically drops with respect to that one person. All other viewers
of this attack may attempt to break the user's Majesty every round the user
attacks.
- Protean:
Restricted discipline (Protean may be taught to non-Gangrel only by a Gangrel
having the discipline at advanced level).
Bid: no bid. Does not require a test to activate or deactivate. Protean may not
be stacked; that is, only one Protean power may be active at a time. If a user
of protean wants to change from form to form (2a, 2b, and 3a), they must revert
back to human form first. Use of this discipline is obvious to all onlookers.
There are four bloodlines that natively know a Protean-like discipline- Gangrel
(Protean), Gargoyle (Visceratika), Setite (Serpentis), and Tzimisce
(Vicissitude). If this discipline is learned out of clan, the teacher's
bloodline form is what they learn. Each bloodline's Protean-like discipline is
obviously different from the others, and it cannot be masked or otherwise
disguised as another bloodline's. Celerity can add to movement to any of the
forms.
- 1a: Wolf Claws - Costs
1 blood to activate instantly, 0 otherwise. One wound level per brawl hit
becomes agg.
- 1b: Earth Meld - Costs
1 blood to activate as a non-combat action, 0 otherwise. Cannot be used as an
instant. The user's physical body becomes one with the earth. The earth melded
into must be roughly equivalent in mass to the user. The user must be able to
take movement in order to use this power. Physical effects may be ignored - the
only powers that can directly effect an earth-melded person are Summons,
Engulf, and Firestorm. While earth-melded:
- The user cannot initiate any test, nor may she activate or deactivate any disciplines.
- The user cannot hear what is going on nearby (this power cannot be used to spy on others).
- Certain disciplines continue (if they were active before the user earth-melded), such as Fortitude,
Soul Mask, Embrace the Beast, and Majesty.
- 2a: At character
creation, the Gangrel player decides on either Wolf Form or Bat form (may not
have both): Either choice costs 1 blood to activate instantly, 0 otherwise.
Communication is only possible with others with the same power. Movement at 6
paces, either form, though the bat does fly.
- Wolf Form - User changes shape into a large wolf with +3 physical traits, +3 investigate, and
bite becomes aggravated (Brawl test to hit; Potence may add traits and normal
wounds)
- Bat Form - User changes form to a large bat and cannot initiate any offensive action. Gets +6 physical
for defense only.
- 2b: Form of Mist -
Costs 1 blood to activate instantly, 0 otherwise. Change to mist form. Physical
effects may be ignored - the only powers that can directly effect a mist are
Beast Within, Song of Serenity, Mastery, Dread Gaze, Anathema, Summons, Flame
Bolt, Engulf, Firestorm, or Control. The mist is easily visible unless the user
uses appropriate cover, in which case Senses of the Enlightened must be used to
discover the mist. The user cannot initiate any test while mist form, nor may
she activate or deactivate any disciplines. However, certain disciplines
continue (if they were active before the user transformed to mist form), such
as Fortitude, Soul Mask, Embrace the Beast, and Majesty.
- 3a: Aspect of the Wolf
- Costs 1 blood to activate instantly, 00 otherwise. When activated, the user
gets the following: brawl hits now do 2 aggravated damage (Potence may add
traits and normal damage); +9 physical traits. While Aspect is activated, the
character cannot be obfuscated at all, including being cloaked. The character
appears to be a large monstrous humanoid of the player's choice.
- Quietus:
Restricted discipline (Quietus may be taught to non-Assamite only by an
Assamite having the discipline at advanced level).
Bid: Standard missile test (only 2a, 2b and 3a have Quietus tests). Use and
source of 2a, 2b, and 3a are obvious to all onlookers. This discipline path is
based on Thaumaturgy- Blood and Fire.
- 1a: Taste Of Blood -
Requires 1 blood of victim to be analyzed. Automatically determines the
generation of the victim. Does not consume the blood tested. Does not require a
test to activate.
- 1b: Cloud Of Silence -
Costs 1 blood to activate instantly, 0 otherwise. When active, no sound may be
heard within 4 paces of the user (user may choose to shrink the volume
covered). While in use, only the user is immune to Command (unless used via
Telepathy) and Mastery. Does not require a test to activate.
- 2a: Blood Spit - See
Fire Thaumaturgy 2a, but the user must be within four paces of the victim. Like
Fire 2a, a victim may only be affected by one blood spit per round.
- 2b: Blood Sweat (range)
- See Blood Thaumaturgy 2b. <
- 3a: Blood Sweat (4-pace
range) - See Blood Thaumaturgy 3a.
- Serpentis:
Restricted discipline (Serpentis may be taught to non-Setite only by a Setite
having the discipline at advanced level).
This discipline path is based on Protean and has its limitations.
- 1a: Fangs - See Protean
1a.
- 1b: Earth Meld - See
Protean 1b.
- 2a: Snake Form - Costs
1 blood to activate instantly, 0 otherwise. The user changes form to a large
snake: bite becomes aggravated (the bite uses a brawl test to hit; Potence may
add traits and normal damage), and has a four pace move. This form may also
spit poison for 1 aggravated wound (cost is 1 blood per attack, Potence does
not add, spit uses a missile test to hit). Anyone with this power can verbally
communicate with another user of this power.
- 2b: Mist Form - see
Protean 2b.
- 3a: Aspect of the
Serpent - see Protean 3a. However, this form gets +6 physical instead of the
stated bonus for Protean 3a.
- Thaumaturgy- Blood:
Restricted discipline (Thaumaturgy may be taught to non-Tremere only by a
Tremere having that particular discipline in clan at advanced level).
Bid: mental traits + occult ability + level of Blood Thaumaturgy vs. same. Use
and source of 2b is obvious to all enlightened onlookers. Use and source of 3a
is obvious to all onlookers.
- 1a: Inquisition - Costs
1 blood of victim to be analyzed. One test each to determine the following -
generation, clan, number of blood bonds, the generation and clan of the
regnant(s) at the time of the bonding, rough date for the most recent
diablerie, and the occasional odd thing. If user has Thaumaturgy 1a, user loses
on ties; 1b, wins on ties; 2a gets a retest; 3a automatic determination of all
questions.
- 1b: Blood Mastery -
Costs 1 blood (of the victim); instant, can only be used once per combat round;
the user must have a blood point of the victim somewhere on the user's person;
this blood is destroyed by use of this power; the user does not spend any
blood. In the next test against the victim, the user gains four temporary
willpower which can only be used to increase bids against the victim during that
scene. If the test or scene ends without using all of the temporary willpower,
the willpower fades away. Does not require a test to use.
- 2a: Potency of the
Blood - Costs 1 blood and 10 minutes. This power allows the user to lower their
generation three levels. This confers the blood pool and Dominate use /
resistance of the destination generation. At the end of the night, the user
returns to their true generation. This may cause implanted mesmerisms to fade.
Does not require a test to use. The user cannot embrace while using this power.
- 2b: Blood Destruction -
Costs 1 blood, ranged. If test is successful, victim loses 2 blood. If victim
is not kindred, the victim takes 4 wound levels damage as the blood in their
body is destroyed.
- 3a: Cauldron - Costs 1
blood, 4 pace range. If test is successful, victim takes three wounds and loses
three blood. If victim is not kindred, the victim takes 9 wounds as the blood
boils out of the victim's body. Armor may not soak any of the wound levels,
though the damage may be soaked as normal.
- Thaumaturgy- Fire:
Restricted discipline (Thaumaturgy may be taught to non-Tremere only by a
Tremere having that particular discipline in clan at advanced level).
Bid: mental traits + occult ability + level of Fire Thaumaturgy vs. same. No
fire effects over the 1a (up to three attackers may inflict hand of flame) may
be stacked on a single victim in the same round - only the single most damaging
effect applies. Use and source of this discipline is obvious to all onlookers.
- 1a: Hand of flame -
Costs 1 blood to activate instantly, 0 otherwise. One wound level per brawl hit
becomes aggravated. Does not require a test to use.
- 1b: Flame Bolt - Costs
1 blood, ranged. If test is successful, victim takes one aggravated wound.
- 2a: Engulf - Costs 1
blood, ranged. If test is successful, victim takes two aggravated wounds.
- 2b: Fire Shield - Costs
1 blood to use as an instant; no test. A flame shield appears and lasts the
combat round. Anyone touching or attempting a brawl or melee test will take two
aggravated wounds. If the user touches someone (standard brawl test), the
victim takes two aggravated wounds - this damage may not be modified by any
other discipline or power.
- 3a: Firestorm - Costs 1
blood, ranged. If test is successful, up to six victims within a up to four
pace radius takes two aggravated wounds, no frenzy effects. User may choose to
effect a single victim as per engulf, but cost to use becomes zero blood (no
cost).
- Thaumaturgy- Mind:
Restricted discipline (Thaumaturgy may be taught to non-Tremere only by a
Tremere having that particular discipline in clan at advanced level).
Bid: mental traits + occult ability + level of Mind Thaumaturgy vs. same;
exception: 2b. If 3a is active, the user may not make any other offensive test.
Use and source of 1a, 1b, 2b, and 3a is obvious to all onlookers.
- 1a: Stab - Costs 1
blood, ranged. If test is successful, victim takes two wounds.
- 1b: Flight - Costs 1
blood. There is no test and user may fly at normal movement rate.
- 2a: Mind Shield - Costs
1 blood to activate instantly, 0 otherwise. Lets user defend against brawl,
melee, missile, or firearms tests with Mind Thaumaturgy bid instead of standard
physical bid. If user is successfully hit, the Shield falls at the end of the
combat round. The user may only have one Shield active at one time, but may
continue to bring the Shield up every round. Does not require a test to
activate. Because this discipline substitutes your Mind Thaumaturgy bid for
your physical one, it is subject to being halved when your physical should be
halved.
- 2b: Telekinesis - Costs
1 blood, ranged. The user chooses an object from the scene (the object may not
be held by another character, not on another character, not bolted down, and
must be a reasonable size) and it is thrown at the victim. Bid is user's Mind
Thaumaturgy vs. victim's missile defense. If test is successful, the victim
takes three wounds. The object is not destroyed and may be reused.
- 3a: Control - Costs 1
blood, ranged. If test is successful, the victim is frozen in place. All brawl,
melee, missile, or firearms offensive and defensive tests are at half bid and
the victim may not move from the spot they are in. This discipline's half bid
is not cumulative with any other event which causes half bid. If a victim is
being Controlled, neither the Thaumaturgist nor the victim may be hidden (via
Obfuscate or Obtenebration), nor may the Thaumaturgist move or initiate another
offensive action. Control may be broken any one of two ways; 1) the
Thaumaturgist releases the victim; or 2) line of sight between the
Thaumaturgist and victim are broken. Also, once this level of the discipline
has been obtained the Thaumaturgist may use the 1a (stab) and 2b (Telekinesis)
powers for free (0 blood cost).
- Vicissitude:
Restricted discipline (Vicissitude may be taught to non-Tzimisce only by a
Tzimisce having the discipline at advanced level).
This discipline path is based on Protean and has its limitations.
- 1a: Bone Shards - See Protean
1a.
- 1b: Earth Meld - See
Protean 1b.
- 2a: Fleshcraft - Costs
one blood to use. User actually changes physical appearance within same body
mass parameters. This alteration takes 5 minutes and lasts until sunrise. May
only be used on self.
- 2b: Mist Form - see
Protean 2b.
- 3a: Horrid Form - see
Protean 3a. However, this form gets +6 physical instead of the stated bonus for
Protean 3a.
- Visceratika:
Restricted discipline (Visceratika may be taught to non-Gargoyle only by a
Gargoyle having the discipline at advanced level).
Bid: Only the 2b has a bid: mental traits + investigate ability + level of
Visceratika vs. mental traits + subterfuge ability + level of obfuscate.
Otherwise, this discipline path is based on Protean and has its limitations.
- 1a: Claws - See Protean
1a.
- 1b: Stone Meld - See
Protean 1b. This can be used on unpainted stone, cement, or brick.
- 2a: Minor Gargoyle -
Costs 1 blood to activate instantly, 0 otherwise. The user changes form to a
man-sized gargoyle: its claw attack becomes aggravated (Potence may add traits
and normal damage), has a 4 pace move, and can fly.
- 2b: Whispers of the
Chamber - see Auspex 1a and Auspex 1b.
- 3a: Major Gargoyle -
The user changes form to a large gargoyle. See Protean 3a. However, this form
gets +6 physical instead of the stated bonus for Protean 3a.
ABILITIES:
New abilities: Missile- any non-firearm distance weapon. Sewer Lore- knowledge
to navigate and change the labyrinth.
There are no cap on abilities, but character must start with at least three
different abilities on character creation.
- Brawl: adds to brawl offense and
brawl, melee, and missile defense.
- Melee: adds to melee offense and
brawl and melee defense (but not firearms or missile defense).
- Firearms: adds to firearms
offense and defense.
- Missile: adds to missile offense
(but not defense).
- Survival: adds to Animalism
offense and defense.
- Investigate: adds to
Auspex/Visceratika offense.
- Subterfuge: adds to
Auspex/Visceratika defense (obfuscate) and to Obtenebration offense and
defense.
- Leadership: adds to
Dominate and Presence offense and defense.
- Occult: adds to Thaumaturgy
offense and defense and is used for rituals.
- Sewer Lore:
Secrets of the Labyrinth may only be taken on character creation by Nosferatu. Non-Nosferatu must be taught each level of Sewer Lore by a Nosferatu possessing that level of Sewer Lore or higher. The maximum level of Sewer lore any character can have is 8. Electronic communication devices do not work in the sewer.
Nosferatu may learn four locations per Sewer Lore, and non-Nosferatu may learn one location per Sewer Lore. A location is a set of instructions on how to get to a particular place in the labyrinth. Out of game, locations are represented by a number. Locations can be memorized instantly if the learner has an open location and the required level of Sewer Lore. Locations can be forgotten only during downtime. In order to find your way to a certain location in the sewers, a character must know / learn that location number or be led by/follow someone who knows the number. Already existing location numbers may be learned by a character if they are shown the way to that location and have an open location and corresponding level of Sewer Lore, or by the following method:
During downtime or at the game, a group of characters may collaborate to find a location. If the sum of the searchers' Sewer Lore is equal to or greater than three times the sum of the defenders' Sewer Lore, all searchers may learn that specific location number and will be able to travel in the sewers to that location, regardless of their individual levels of Sewer Lore, provided that they have an empty location.
If at any time a character is on a level of the sewers greater than their level of Sewer Lore; with the exception of traveling directly to and from a location learned through searching as described above; that character becomes lost in the sewers. If an individual or group becomes lost in the labyrinth, they must then spend 30 minutes out of play, searching for the way out.
Any other skill may be learned for background and role-playing purposes, but will not add to any test.
RITUALS: For ritual information,
see the Links section.
BLOOD:
- Blood may be used for soaking
and healing. Soaking is a "unconscious" part of combat (see combat
sequence section), and healing is a non-combat action (see combat sequence
section). Normal cost to soak or heal is one blood per wound level, though
Fortitude may modify this. Soaking may be done while in frenzy or total
surprise; healing may not be done in frenzy nor in total surprise (unless the
user has the appropriate level of fortitude).
- Blood cannot be used to activate
powers while in frenzy. When a Kindred runs out of blood they will enter a blood frenzy. When entering a blood frenzy the target will attempt to drain the
nearest vessel of blood. Once the nearest vessel is drained or ten minutes pass and the target has at least half max blood, the frenzy stops.
- Also, blood may be pumped for
any test except while in frenzy or under total surprise. Blood may be used to
increase physical, social, or mental bids at one blood spent to one bid point.
The increased bid will last the round (any number of offensive and/or defensive
tests). The maximum blood which can be pumped is the current maximum blood pool
of the user. If the user is at half traits (partial surprise, wound penalties,
etc), the halving occurs before blood is added.
- When spending blood, it must be
announced to all players involved in the scene (this is considered out-of-game
information and provided only to reduce possible confusion).
WILLPOWER:
- Willpower may be spent
at any time except while in frenzy. Specifically, willpower may be spent while
under total surprise.
- When spending willpower, it must
be announced to all players involved in the scene (this is considered
out-of-game information and provided only to reduce possible confusion).
- Spending a willpower has one of
the following effects:
- Double all
trait-related bids for 1 combat round (any number of offensive and/or defensive
tests). Example: Spending 1 willpower to increase social bids will double the
overall bids for animalism and presence (both offense and defense).
- Resist the effects of
telepathy but the discipline user may choose to counter spend.
- Resist the effects of a
regnant's request but the regnant may choose to counter spend.
- Regain their normal max
control traits if already not in frenzy.
- Ignore wound penalties
up to, but not including torpor for one scene.
CONTROL
TRAITS:
Control traits are the highest of these:
- generation - number of
discipline levels - number of childer - number of diableries + additional
control traits + willpower, or
- additional control
traits + willpower
The maximum control rating is 10 (8 if Brujah, 7 if Gangrel), and if the character
goes below 1, then she becomes an NPC.
Control traits may be
temporarily lost by stressful situations: -1 for seeing a significant quantity
of blood per scene, -1 for being part of a combat scene (initiating an
offensive action or being the victim of such an action), or -1 for taking each
hit that contains aggravated damage. Any given scene may not cause the loss of
more than three control (this include the Toreador clan disadvantage), though
the discipline Beast Within (animalism 1a) may cause additional loss.
Control traits are regained
instantly by use of a willpower or the discipline song of serenity (regain to
maximum normal).
INFLUENCE:
- There are five different types
of influences: Business, Government, Herd, Occult, and Underworld.
- Business, Government,
Underworld, and Occult (to a lesser extent) may be used to acquire items.
- Herd may be used as sources of
blood (normally 3 points of blood per herd, this amount may decrease if in-game
events have broken or threaten the masquerade).
- Occult may be used for research
and development of new rituals.
For more influence information,
see the Links section.
TESTS:
- Players may choose to relent to
a test. If this is done, bids do not need to be announced; the test is
considered a failure by the relenting character.
- All tests are resolved by rock
paper scissors.
- One party has >= 4 times the
other's bid: The party with the larger bid wins, no test required.
- One party has >= 2 times to
< 4 times the other's bid: The party with the larger bid wins rock paper
scissors on ties, and if he loses, then test again - if he loses this second
rock paper scissors, the party with the smaller bid wins.
- One party has > 1 times to
< 2 times the other's bid: The party with the larger bid wins rock paper
scissors on ties.
- Equal bids: Play rock paper
scissors until one party wins.
COMBAT
SEQUENCE:
- Attacker and defender may
activate any number of instant powers. If defender is fully surprised, defender
may not activate any instant powers.
- Attacker and defender point
at the targets of their offensive action (if any). If either are not taking an
offensive action, they should point at themselves. If a target is obfuscated,
it cannot be pointed at.
- Attacker offensive action
resolved. If victim is partially or fully surprised, he is at half bid to
defend against brawl, melee, missile, and firearms attacks. (Note: all
offensive actions are considered simultaneous, even though they are resolved
separately.)
- Optional - Defender offensive
action resolved. If defender is partially or fully surprised, defender may not
perform an offensive action.
- Soaking, wound penalties, and
other action effects occur.
- If the participant did not
perform an offensive action, non-combat actions occur. If defender is fully
surprised, defender may not perform any non-combat actions.
COMBAT TESTS:
-
Brawl tests use physical traits + brawl ability + bonus to
bid from potency + bonus to bid from Celerity vs. physical traits + bonus to
bid from Fortitude + bonus to bid from Celerity + the highest of the following:
(if defender's weapon is ready, melee ability + weapon melee ability) or (brawl
ability).
- Melee tests use physical traits + melee ability + weapon
melee ability + bonus to bid from Potency + bonus to bid from Celerity vs.
physical traits + bonus to bid from Fortitude + bonus traits to bid Celerity +
the highest of the following: (if defender's weapon is ready, melee ability +
weapon melee traits) or (brawl ability).
- Missile tests use physical traits + missile ability + weapon
missile ability + bonus to bid from Potency + bonus to bid from Celerity vs.
physical traits + bonus to bid from Fortitude + bonus to bid from Celerity +
brawl ability.
- Firearms tests use mental traits + firearm ability + weapon
firearm ability + bonus to bid from Celerity vs. physical traits + bonus to bid
from Fortitude + bonus to bid from Celerity + firearm ability.
COMBAT NOTES:
- Only three attackers using
either melee or brawl can attack a single defender per round. If there are more
than three, the ones with the highest level of Celerity strike first. If there
are more than 3 attackers with the same celerity, then offensive bids are
compared. Note all attacks are resolved simultaneously; this is only to
determine which three strike.
- An attacker initiating a brawl
or melee attack must be within 4 paces of the victim.
- All offensive tests are their
own separate test. A combat round may have either one noncombat or one combat
action per individual. Noncombat includes drawing an item (may be modified by
Celerity), obfuscate, healing (may be modified by Fortitude), or movement.
- Soaking - if a kindred having
available blood is hit, the victim may choose to soak one wound level per hit.
Normal cost is one wound level per blood, though Fortitude may modify this. If
the victim uses his last blood to soak, he will frenzy. See the blood section
for more information about soaking or healing.
- All items must be drawn or
readied prior to use - if not done before combat, this costs 1 noncombat action
unless the drawer has Celerity 1a or higher, in which case drawing is an
instant action.
- Range modifiers: no power or
effect will work at a range of over 80 paces, excluding telepathy (after
entering the victim's mind), summons, astral, or possession (after entering a
victim's body). This includes gunfire for balance reasons.
FAIR ESCAPE:
There are several ways to escape
a combat scene using movement. Any one of the following allows the character to
escape a combat scene.
- Bat Form (or any other
powers which convey flight): see movement.
- Form of Mist: see
movement.
- Flight: see movement.
- Movement: The escaping
character must move 80 paces away from or break line of sight of any
unfriendlies already in the scene. Entering the sewers or moving around cover
counts as breaking line of sight for fair escape only.
WOUND LEVELS:
- Wound levels for kine or ghoul:
no wounds sustained, bruised, wounded, wounded, incapacitated, dead. Example: 2
wounds places them at the first wounded, or 5 kills them.
- Wound levels for kindred: no
wounds sustained, bruised, bruised, wounded, wounded, incapacitated, torpor,
dead. Death can only be caused by an aggravated wound that puts the kindred
below torpor or by coup de grace, otherwise they remain in torpor. Example: 2
wounds places them at the second bruised, or 6 normal and 1 aggravated unsoaked
and in 1 round kills them.
- To come out of torpor, the
victim must drink the blood of a kindred at least 1 generation below them.
However, if they have Fortitude 2b, they may drink any kindred blood to come
out of torpor.
- Characters in Torpor in control of another character may be forced to remain in torpor by the holder if the holder so states in their downtime report for a maximum of one month. Otherwise, they recover from the Torpored condition overnight and may take downtime actions.
WOUND PENALTIES:
- Wounded: All tests are
at half bid. May be modified by Fortitude.
- Incapacitated: All
tests are at half bid and movement is reduced to 1 pace per round (may be
increased by use of Celerity). May be modified by Fortitude. This half bid does
not stack with any other power.
- Torpor: All further tests are
not resisted. No movement possible.
- Dead: If the kindred is over 100
years old, the body instantly turns to ash.
AGGRAVATED
WOUNDS, COUP DE GRACE, AND DIABLERIE:
- Aggravated wounds may
be caused by natural effect (sunlight for kindred) or disciplines (Wolf Claws,
Aspect of Wolf, Hand of Flame, Engulf, Fire Shield, Firestorm) or coup de grace
(special, see below) only. Aggravated wounds cannot be soaked in combat. They
may only be healed as a non-combat action and costs three times normal to do
so. Costs and soaking may be changed by Fortitude.
- Coup de grace: this is a special
"non-combat wound" which may only be done while the aggressor and
victim are not in combat and the victim is in torpor. The aggressor need only
announce the victim has been killed and no combat is begun, nor can it be
interrupted once announced.
- Diablerie: like coup de grace,
this may only be done while the aggressor and victim are not in combat and the
victim is in torpor. The aggressor need only announce the victim has been
diablerized and no combat is begun, nor can it be interrupted once announced.
Once the victim is dead ( through coup de grace or aggravated wounds), he
cannot be diablerized. The diablerizer immediately loses a control traits and
gains black veins in her aura which may be seen by Aura Perception or detected
by Inquisition. Note: while Soul Mask controls one's aura, Inquisition can still
determine roughly when a diablerie has occurred. If the victim is lower
generation than the diablerizer, the diablerizer drops one generation during
downtime (which causes another loss of a control traits). Only one generation
may be dropped per downtime. Six months after the diablerie, the black veins
fade and may not be seen with Aura Perception, but Inquisition can still
determine rough information about a diablerie. Character may not enter the game
with black veins except with explicit storyteller permission.
BLOOD DRAIN
AND STAKING:
- Blood drain: this may only be
done while the aggressor and victim are not in combat, and the victim agrees or
is helpless (staked, incapacitated, torpor, or dead). The aggressor need only
announce the victim has been lost a blood point. The single point drain cannot
be interrupted once announced. Either party may then initiate combat (if
possible), which prevents another immediate blood drain. Each blood point lost
inflicts one normal wound level to the victim, which may not be soaked. The
blood drain can either go to the aggressor's body (in which case the victim
gives one of her blood cards to the aggressor) or to a ready container (in
which case a storyteller must fill in a "stored blood" card).
- Staking: if a kindred is
successfully hit with a wooden stake (aggressor wins melee test), the aggressor
then must test again, losing on ties (this test may not be modified in any
way). If the aggressor is successful, the victim is staked and completely
immobile. The victim must then relent all tests while staked, though certain
disciplines continue (if they were active when the victim was staked), such as
Fortitude, Soul Mask, Embrace the Beast, and Majesty. If the stake victim is
not kindred, they take one wound level of damage (possibly modified by
Potence). If a kine (such as a ghoul or possession host) is staked, they take
no additional damage.
SURPRISE:
- There are no surprise
downgraders except by using Auspex to penetrate Obfuscate before combat begins.
There is no "situational surprise"; the only way to gain partial
surprise is to use obfuscate 1a, Obtenebration 1a (or have someone use
obfuscate 2b on the character). The only way to gain full surprise is for all
attackers to use obfuscate 2a. If victim is partially or fully surprised, he is
at half bid to defend against brawl, melee, missile, and firearms attacks. This
event's half bid is not cumulative with any other event which causes half bid.
A character may only be surprised in the first round of a combat. Any later use
of obfuscate may hide the user but will not confer any other advantages.
- If there are multiple people
attacking a victim, possibly with multiple surprise levels (full, partial, or
none), the victim is surprised at the lowest attacker's surprise level. For
example: If all attackers attack at full surprise, the victim is counted at
full surprise. If some attackers attack at full surprise, and some attackers
attack at partial surprise, the victim is counted as partial surprise. If some
attackers attack at full surprise, and some attackers attack at partial
surprise, and some attackers attack at no surprise, the victim is counted as
not surprised.
FRENZY:
- As detailed in other sections,
only kindred may frenzy.
- When entering frenzy, the victim
must do the following: (references to Protean also apply to the disciplines
based on Protean such as Serpentis or Vicissitude)
- Change to human form if
in any of the alternate forms (Protean 2a or Protean 2b but not Protean 3a).
- Use all owned Celerity,
Fortitude, and Potence.
- While in frenzy, the victim may soak wounds but not heal existing wounds unless the victim has Fortitude 2A or higher; the victim may not spend willpower, activate any powers which require the expenditure of blood, or spend blood to increase traits; the victim ignores all wound penalties save torpor; the victim may not initiate any OFFENSIVE actions involving firearms, Auspex, Dominate, Presence or Thaumaturgy; the victim may not attempt to use Obfuscate or Protean. If Embrace the Beast, Soul Mask, Majesty, or Mask of 1000 Faces are activated before a frenzy, they remain active throughout. If active before frenzy, any form of Protean involving a physical change except for Earth/Stone Meld, Mist Form or Bat Form remains active throughout.
- There are three types of frenzy:
fear, rage, and blood. The type of frenzy is chosen by the ST with the
exception of Brujah characters, who may choose to make any frenzy into a rage
frenzy or frenzy caused by Beast Within, in which case the Animalism user
chooses the frenzy type (though a Brujah may still override the type). The
frenzy may change types at ST discretion. The frenzy ends only when the causing
force is removed or fled from; ST discretion. When the frenzy is complete, the
victim regains max normal control traits.
PROJECTION AND
POSSESSION:
- Telepaths (Auspex 2b) can
automatically see any projected form that is not manifesting.
- Powers that can directly effect
a Projector or Possessor are Beast Within, Song of Serenity, Control the Beast,
all Auspex, all Dominate, Cloak (possessors only), all Presence, and Blood
Mastery.
- There are several events that
can cause a spirit to return to its true body: frenzy, summons used against
their true body, the death or staking of the possessor's host body, or the
possessor's choice to flee the body.
- If a possessor or projector is
forced to return to their body, an astral may test to follow their spirit back
to the target's true body. The test to follow a spirit back to the true body:
the projector's full Auspex bid vs. the target's full Obfuscate bid (if the target
was using Obfuscate, the following astral still gets this test). Both parties
may spend blood and willpower. If the test is successful, the target knows that
she was followed. This test may be done as often as the spirit flees. Note only
a projector can see a fleeing spirit.
- The true bodies of projctors and
possessors must remain inside the city while projecting or possessing.
BLOOD BONDS:
- The regnant or kindred donating
the blood does not "know" if the victim is bound. Until fully bound,
there is no effect on the drinker.
- If a ghoul or kine is blood
bound, the embrace breaks all bonds.
- A few nights after a character
is two points blood bound, they feel the beginning of the bond. However, they
do not know the identity of the individual to whom they are being bound.
- Once bound, the regnant may
implant up to four requests the thrall must fulfill. These requests are treated
similar to mesmerisms, except for the following: requests are not
generation-bound. If a request is changed or implanted at the game, the thrall
may choose to spend a willpower to ignore it. The regnant may counter spend. If
a request is made over downtime, the thrall may not spend willpower to ignore
it.
- Standard blood bond (pure
bond):
- Any type of character
may be pure bound to a kindred character (the regnant) by drinking that
character's blood over three nights (the nights may be sequential, but do not
have to be; each night is a "level" of blood bonding). No effects
occur from the first and second levels. At the third level, the character is
blood bound and is in love with the regnant.
- A victim may only be
pure bound to one regnant at a time.
- While a pure bond is
operative, any drinking of either pure blood or shared blood has no effect.
- The bound may not take
any intentional offensive action against the regnant, is at half traits if
attacked by the regnant, may only flee if attacked by the regnant, and will try
to fulfill the regnant's requests up to and including suicide.
- Any number of
characters may be bound to a regnant, though if any of the bound suspect others
are bound also, they will become increasingly jealous of the other bound
victims.
- A pure bond can be
removed by waiting 12 months after the most recent drinking, the use of a
ritual, or the death of the regnant. Once the pure bond has been removed, the
victim may then be share bound.
-
If the regnant dies,
the victim immediately knows that fact, but will continue to be bound to the
regnant for 1 month.
- Shared blood bond (shared
bond):
- Several kindred may mix
blood to be drunk by any type of characters. The victim must keep track of each
kindred donor and that it was mixed blood. After six drinks of any particular
donor's blood, the victim is then share bound to that donor.
- A victim may be share
bound to any number of donors at a time.
- While a share bond is
operative, any drinking of other blood simply counts as an additional donor
(treat the donor as if that blood was mixed).
- The bound may not take
any intentional offensive action against that donor, may only flee if attacked
by the donor, and will try to fulfill the donor's request up to but not
including suicide.
- A shared bond to a
particular donor can be removed by waiting 6 months after the most recent
drinking of that donor's blood, the use of a ritual, or the death of the donor.
Once all shared bonds have been removed, the victim may then be pure bound.
- If a donor dies, the
victim immediately knows that fact, but will continue to be bound to that donor
for 1 month.
HUNTING AND
BLOOD STORAGE:
- Kindred blood (blood from a
single kindred) has an indefinite storage life, but kine blood becomes unusable
in three months.
- Hunting at the game generally
nets 1 blood per 10 minutes, though this may vary depending on game-wide
circumstances.
- Characters cannot over
hunt during downtime, but can use herd to collect blood over their normal blood
pool.
- Characters can store a
maximum of control traits / 2 blood (round down) somewhere on their body, and
can store an unlimited amount somewhere else (such as at their haven, in their
car, off in the bushes, etc). If storing blood on your body, ask a storyteller
to give you a separate "stored blood" card for that purpose; if
storing blood somewhere else, then those stored blood cards are held in your
character folder at the influence desk along with a description of where they
are stored.
- "Stored blood" cards
are not the same as blood cards, and to transfer stored blood to
"in-body" blood, either ask a storyteller or go to the influence
desk.
HAVENS:
- For haven information, see the
Links section.
MISCELLANEOUS:
- There have been several
questions about what traits, abilities, disciplines, or items add to which
tests. All of the disciplines have a section titled "Bid" and there
is a separate section titled "Combat Tests". Only those specifically
listed traits, abilities, disciplines, or items add to the given test. Example:
the discipline Protean does not add to any combat tests. Please ask a
Storyteller if you are unsure.
- Movement:
- Normal movement is 4
paces per combat round. Celerity increases movement.
- People may be carried,
but this reduces the movement to half of normal movement and both parties are
at half bid for offensive and defensive tests. No offensive brawl, melee, or
missile tests may be initiated by either party. Only one person can be carried.
- Opening or closing a
door in combat costs 4 paces.
- It takes 10 minutes of travel
time to leave (or return to) the city, regardless of starting point. This is
deliberately vague - for situational clarification, consult a ST. In order to
leave the city, players must fill in an influence request and get it signed and
time stamped by a ST. Characters may start the game out of the city, but the
player must inform an ST prior to the game starting and then fill out an
influence request stating so.
- Physical disguises: unless
specified by the player (such as an unconcealable physical disadvantage),
disguises are indistinguishable from each other.
- Unless otherwise stated, no
character may use any discipline or ritual to affect any other character during
downtime.
- If a player character's body is
under the control of another character (staked, torpored, etc), they must be
released or killed before the end of the next game session or they
automatically die.
- Unenlightened normal
creatures take double damage from combat. Normal is defined as "not
important to the storyline and not a player character".
- Enlightened means any
creature that is (correctly) aware of the supernatural world. Examples include
all kindred and ghouls that have not been extensively reprogrammed and the
occasional kine that has significant kindred exposure.
- Armor: Armor ranges from 1
ablative wound levels per combat to 5 ablative wound levels per combat. These
wounds are automatically soaked as one wound level per hit. Aggravated wounds
may not be soaked by armor. As defensive capability increases, price, bulk, and
visibility increases (such that level 4 or 5 armor is obvious).
- Range modifiers: no power or
effect will work at a range of over 80 paces. This includes gunfire for balance
reasons.
TIME COST: If an influence expenditure (including the use of herd) uses 10 or less influences, that task takes 10 minutes. Otherwise, the task takes 30 minutes. Reinforcement and ritual reseach can only be performed during downtime.
STORYTELLING:
- A change by the STs requires at
least 2/3 vote of all current STs. This may include adding or removing STs,
removing players, and other ST functions.
- Players can vote to remove a ST
or player by a vote of at least 2/3 of all current players.
- XP may be spent during downtime
(preferred) and / or at the game, before the in-game play actually starts. A ST
must sign off on the character sheet and log the request.
- Downtimes are due the
second Tuesday after the game; electronic only.
- Character backgrounds are
required before XP may be spent on the character. The background will consist
of a mandatory one-page questionnaire and an optional story. If the background
is not sufficient, the player may not spend XP on the character until the
background is in order. The background may be submitted on paper, but
electronic is preferred.
- Sashes and hand signs: Sashes
should be about an inch wide and worn from shoulder to opposite hip. The sash
should be visible from all sides at all times the power is active.
- Yellow (alternate hand
sign: crossed arms at heart level) for Obfuscate 1a, 2a, and 2b or similar
powers.
- Green (alternate hand
sign: an index finger to the chin) for Obfuscate 1b or similar powers.
- Purple for Presence 3a.
- Silver for Auspex 3a.
- Red for something odd,
such as Protean 3a, a Nosferatu without obfuscate, or other abnormal
appearances. It is the player's responsibility to inquire as to the nature of the ribbon.
- Bubblegum pink for off
site.
- Yellow and black for a
storyteller not playing a character (that is, the ST is not actively in play).
- Cards: We use blood, willpower,
and control cards. Blood cards are red, willpower cards are blue, and control
cards will be white or gray. "Stored blood" cards will be obviously
different from blood cards, and to transfer stored blood to "in-body"
blood, ask a storyteller or go to the influence desk. When any of these items
are used, the cards should be immediately surrendered to a ST or the influence
desk.
- Items: All items will have an
expiration date and a concealability rating. If any item is used in a scene,
players may ask to check the expiration date - if the item has expired, any use
of that item will fail. However, repairing (refreshing the expiration date) an
item will always be cheaper than buying a new tem.
- The non-augmenting (all
disciplines except Celerity, Potence, Fortitude) disciplines give +1 to bid per
level of discipline.
- There are to be no one-person
one round kills against kindred, though kine are a different story.
- No victim may take more than
three aggravated damage from a single attacker.
- Every discipline use costs 0 or
1 blood.
- Removed willpower backend
(counter spending) rules from all powers except Telepathy. Willpower is only
used in the front-end (doubling bids) and its other miscellaneous effects.
- There are several ways to be at
half bid (surprise, Potence 2b, wound penalties, etc), but none of these stack.
The maximum penalty is half bid.
- Sabbat and Camarilla characters
will use the same rules. Sabbat characters get no special advantages or
disadvantages.
- Design criteria for these rules:
Quick, short, and as simple as possible. If a rule is more complex than is fun,
the rule is rewritten.
- We will try to keep rules
changes to a minimum, but in any case, rules will be published and publicly
discussed at least one game before any changes take place to allow everyone to
contribute.
DOWNTIMES AND
XP AWARDS:
- All downtimes must be submitted
electronically before 11:59 p.m. of the second Tuesday after the game. We would
prefer email to individual storytellers (see the Links section), but a MS-DOS
diskette is acceptable.
- Downtimes are optional
and have up to six sections: who you are, influence use, spending XP, special
powers, game report, and voting. If a player does not submit a downtime, the
character cashes their influences in for its monetary value, and the player
gets 2.5 XP. A player must show up to the event and turn in a signed waiver in
order to get XP.
- Who You Are: Please include your
player (real) name, your character name, and your clan.
- Influence Use: (Note: Influences can be spent both at the game and during downtime)
- Please list the
influences you have and who they came from if they are not yours.
- What specifically
they are being spent on.
- Spending XP: Please remember you
can only buy one level of a discipline per month, and out-of-clan disciplines
can only be learned during downtime.
- Special Powers: Please detail
any powers (such as rituals or conditioning) you wish to use during downtime.
- Game Report: The STs pick up to
four game reports they thought were most interesting, amusing, or whatever:
those four players get 3 XP. These reports will be sanitized and put on the web
page (note: the safest way to be sanitized is for the player to do it herself
and only include information that is acceptable to have in the "in-game
public domain"). Please make sure this section is clearly separated from
the other sections.
- Voting:
- There are five
categories players can vote on. Three are in-character: the most feared
character, most liked character, and the most respected character. Two are
out-of-character: the player who has done the most for the game this month and
best costume. Choose the character or player that best matches each category.
- Toreador characters get
double votes for the in-character categories.
- The top player from
each of the in-character categories gets 3 XP. The top two players from each of
the out-of-game categories get 3 XP. If one player or character is at the top
of more than one list, that player gets 3 XP, and no one else gets 3 XP for
that category.
- The top two people from
each of the categories are announced at the beginning of the next game and
listed on the web site.