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House Rules

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0% found this document useful (0 votes)
179 views23 pages

House Rules

Uploaded by

caz.lee
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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1.

Experience Points

Experience is distributed weekly as follows:


~ 1 XP for having an approved character.
~ 2 XP for participating in Unguided RP.
~ 1 XP for participating in at least one player-organized event (if any).

Additional XP may be distributed based on organized Voice/Text Game Sessions.

XP may be spent at any time you are not in a scene; mark down the expenditure on your tracker and add the
purchased dots to their appropriate location in your sheet and tracker. You do not need to notify a storyteller
or a narrator for XP expenditures that do not explicitly require them (as below); rather, be prepared to submit
a current copy of your sheet and tracker upon request.

If you retire your character, 75% of the XP on your sheet, rounded up, carries forwards to your next
character. This penalty does not apply to the first ever character you retire. Retired characters may never
return to play, but if they are sufficiently setting-important, may be converted into NPCs at the storyteller‘s
exclusive privilege.

If your character dies, 90% of the XP on your sheet, rounded up, carries forwards to your next character.
This penalty may be waived, and full XP may be returned, if storyteller or narrator determines the cause of
death to be sufficiently dramatic, or narratively satisfying.

The following XP expenditures are available when carrying over XP from a prior character:
~ Numina can be advanced for a cost of (7 × current rating) XP. True Faith requires storyteller or narrator
approval.
~ Characters made with XP may add 0-3 years to their age as a vampire or ghoul per 1 XP on their starting
sheet. This age has no mechanical benefits or penalties (except possibly for ghouls).
~ Backgrounds may be purchased with XP during creation at a cost of 3 XP per dot. (Restrictions are
applied.) You cannot buy Backgrounds with XP on your very first character.

Rituals of any Blood Sorcery tradition are obtained by having access to materials or teachers to impart the
knowledge, and the expenditure of (2 × Ritual level) XP, or (3 × Ritual level) for Abyss Mysticism rituals.

Once the 5th dot in an Attribute or Ability has been reached, additional Specializations can be purchased with
XP at the cost of (2 x current number of Specializations) XP. Storyteller or narrator still holds the right to
demand justification or deny these purchases.

With storyteller or narrator approval, Flaws may be bought off for (2 × current rating) XP. This does not apply
to every Flaw. A reason must be provided.

The following Merits may be purchased with storyteller or narrator approval, for (2 × current rating) XP and
fulfillment of their minimum requirements or actions in roleplay or downtime.

Advanced Tech (ST Approval)


Ambidextrous (Dexterity 4)
Blush of Health (Humanity only)
Broken Bond (Must have a Blood Bond faded in play)
Bruiser (Intimidate 3)
Calm Heart (Self Control 5)
Code of Honor (Conscience or Conviction 4)
Computer Aptitude (Computer 2)
Concentration (Willpower 6)
Connoisseur
Early Riser (Humanity only)
Eat Food (Humanity only)
Elysium Regular
Enchanting Voice (Training: 180 days, or Vicissitude.)
False Reflection (Science 3 (Any Spec))
Fatalist (ST Approval + Humanity must be 4 or less.)
GrandLibrary (Downtime Actions + XP)
Heart of Needles (Chimerstry 3)
Impressive Restraint (Self Control 4)
Indelible (ST Approval)
Inoffensive to Animals (Animal Ken 2 Required)
Iron Will (Willpower 8)
Language (may be bought multiple times)
Lawman’s Friend
Legerdemain (Subterfuge 3)
Lesser Mark of the Beast (Gangrel only)
Light Sleeper (Willpower 8)
Long Term Planning (Intelligence 3)
Loyalty (ST Approval)
Master of the Masquerade (Perform 3 + Subterfuge 3, either at 4)
Mole (ST Approval)
Mute Devotion (Animalism 3)
Occult Library (Downtime actions)
Outside Haven (Chantry Tremere only; ST approval)
Peacemaker (ST Approval)
Personal Masquerade (ST Approval)
Prized Patch (ST Approval)
Quartermaster (ST Approval)
Rep (ST Approval)
Scholar of Enemies
Scholar of Others
Science Laboratory (Resources 3 + Science 3)
Secret Society Member (ST Approval)
Sense Influence (ST Approval)
Sleep Unseen (Obfuscate 3)
Slowed Degeneration (Conscience 5)
Thousand Meter Killer (ST Approval)
Tunnel Rat

2. Willpower

Expended dots of temporary Willpower recover at a rate of 1 dot every two days. If you reach zero temporary
Willpower, your dice pools are halved for all non-reflexive rolls, stacking with wound penalties to a minimum
of 1 die in any pool.

You may not spend more than one Willpower per combat round on an extra success on an action.

Unless specifically mentioned in a power’s text, powers that require Willpower to be spent for their activation
cannot also have Willpower spent to gain an automatic success on their activation roll.

3. Humanity

~ At 3 Humanity, character gains the effects similar to the Eerie Presence Flaw. They will have trouble
operating in the open without disguise. Additionally, Hunters and Werewolves will instantly recognize what
they are, unless masterfully decieved.
~ At 2 Humanity, everyone will blatantly move away from them while making frightened noises and will flee or
attack if they draw near depending upon Willpower, Self Control, Courage and circumstances. Character‘s
unaltered appearance is considered a Masquerade breach at this point.
~ At 1 Humanity or Path rating 1, normal humans run screaming into the night or fight with all their tiny might
if cornered. Only supernatural powers can mask this monstrous nature.

All vampires on Paths suffer the penalties for Humanity 2 as long as their Path Ratings are 2 or higher, and
as stated in the Corebook, cannot spend blood to “Blush”. Using mundane methods of disguise will
effectively give you +1 Humanity ONLY for the application of the above listed penalties, and it lasts the entire
night unless the disguise is ruined, or cover blown. The roll for disguising in this way is Manipulation +
Subterfuge (difficulty 6). Supernatural disguise and appropriate Merits always remove all these penalties.

4. Dice and Difficulties

Humanity/Path and Virtue Pools are capped at 10 dice. Aggravated Damage Pools are capped at 10, Lethal
Damage at 15 dice and Bashing damage, as well as all other dice pools are not capped. Automatic
successes gained by spending blood to activate Potence bypass this cap for damage pools. Using dice pools
above ten for obvious actions in the presence and under the observation of mortals is usually a breach of the
Masquerade. You may willingly subtract dice from your pools to prevent this.

Difficulties are always between 2 and 10, unless specified otherwise. You must always roll to account for 1’s
and Exploding 10’s due to Specialties.

5. Discerning the Transmundane

Vampires and ghouls are immediately capable of recognizing each other when no means of disguise are in
place (ex. Obfuscate, certain Merits): their Beasts know, as a supernatural effect, when they encounter
another Beast (although this does not inform whether the character is a ghoul or vampire). This extends to
the impact of the Conviction Virtue any character with it is tangibly off, even beyond the sense of the Beast.

Mortals with Awareness who succeed on a Perception + Awareness roll (difficulty 7) can determine a
vampire’s state in this supernatural way.

6. Blood

6.1.1 Getting it

The hunting system is subject to the following cumulative modifiers:


~ +1 difficulty if you are at 2 or 3 Humanity (as per the Bearing modifier).
~ +1 difficulty if you are at 1 Humanity (as per the Bearing modifier), or have the Conviction or Instinct
Virtues.
~ +2 difficulty if you break the Masquerade by appearance alone (Appearance 0, Kiasyd, Nagaraja, Gangrel
ofsufficient Curse affliction, certain Flaws such as Glowing Eyes), or if you are of Clan Ventrue or Giovanni
(representative of their Clan curses; this cannot be mitigated by disguise).
~ +Variable difficulty if you have any Flaw that would ward mortals away from you, as specified by the Flaw
(such as, but not limited to, Beacon of the Unholy, Cold Breeze, Eerie Presence, etc.)

Supernatural disguise and appropriate Merits can remove the first three modifiers, and Domain, Fame, and
Herd apply their pool or difficulty effects per Vampire: The Masquerade, p. 112-114.

The difficulty of hunting rolls by region is as follows, per Vampire: The Masquerade p. 259-260:
Slum neighborhood/the Rack: 4
Lower-income/Bohemian: 5
Downtown business district: 6
Warehouse district: 6
Suburb: 7
Heavily patrolled area: 8

Once per calendar day, you may make a hunting roll in the #hunting channel. This roll should include a full
breakdown of its difficulty (any applicable modifiers listed above, applied to the chosen region), what dice
pool is being used , whether you are storing the blood, etc. Your successes on this roll are the number of
blood points you receive, unless you are storing the blood, in which case the stored amount of blood is half
the amount, rounded down, of successes on the roll.

6.1.2 Human Bodies

The sensory ecstasy of the Kiss, combined with the blood loss from feeding, leaves mortals in a brief, mild
fugue. They will remember something, but nothing distinct (excepting effects such as the Giovanni Clan
curse).

Per Vampire: The Masquerade p. 269-270, mortals regain one blood point a day.

~ Taking 1 blood point from them will leave them light headed until they eat and rest.
~ Taking 2 blood points will leave them woozy and slightly low for a few days.
~ Taking 3 blood points will most likely cause them to pass out and feel drained for a week.
~ Taking 4 blood points will harm them to the extent of needing several days of medical care.
~ Taking 5 or more blood points will almost certainly kill them without immediate transfusion

6.1.3 „Vegaterian“ Vampires

It is no secret that some Vampires often feed on blood of the animals, mainly those of Clans Gangrel and
Nosferatu. Some even feed on Animals exclusively. They are known as Farmers in the society, a derogatory
term, which makes these individuals frowned upon, and shunned by the others, as it is seen a sign of
weakness and shame for a kindred. Stereotypes aside, food is still food, and a character may choose to feed
on animals if they want (except for Ventrue).

The rolls for hunting animals MUST be either Dexterity/Manipulation + Animal Ken, for luring the animals in
urban areas, or Wits + Survival for trapping or stalking them in the wild. The difficulty for these rolls is
variable, consult a storyteller or a narrator.

Blood from animals is less nutritious, not less voluminous it’s all about the quintessence. Animal blood is
also less appetizing: Vampire: The Masquerade, p. 132 states that “vampires find the blood of animals flat,
tasteless, and lacking in nutritional value; [...] in fact, it heightens [their] desire for ‘real food”’.

Due to animal blood being less nutricious, Farmers are the ONLY exception to „one hunt per day“ rule, and
may roll susequent hunting rolls (maximum 4 total) in the #dice-rolling channel, after the daily hunting roll. It
will respectively consume more time of their waking hours spent hunting, which could be used to perform
other activities (such as Rituals) and players are expected to properly menage their playtime because of this.

Blood pools of various animals listed in the Vampire: The Masquerade p. 388-391.

6.2 Keeping it

One blood point extracted from any source other than a vampire (ex. a point of blood, not vitae) is about
one US pint or half a liter.

Sterile drawing and sealed preservation in a refrigerated environment (requiring Resources 2+ and Medicine
2+) preserves blood’s drinkability for 3 weeks. When storing blood in this way, explicate it in your hunting roll.

7. Vitae
One blood point of vitae is approximately a mouthful of fluid.

The first time in a scene that a given vampire’s vitae is tasted directly from the source (ex. from an opened
vein), the drinking party must make a Self-Control roll at difficulty 6 to resist a terrible thirst incited by its
intoxicating, addictive taste. Success on this roll allows the drinking character to consume as much or as little
as they desire, failure causes them to consume a full blood point’s worth, and a botch causes them to drink
until they are sated (this cannot cause accidental Diablerie). Effects such as the Foul Blood Merit and the
Assamite Clan curse override the prior mechanics in their entirety, and the Addictive Blood Merit increases
the Self-Control roll’s difficulty to 8.

The taste of vitae cannot ever be disguised or altered, but beyond its baseline, varies from kindred to kindred
based on diet due to the emotional resonance and health of their prey. A vampire, ghoul, or previously
exposed mortal may detect vitae by taking a moment to smell it with a Perception + Alertness roll (difficulty
6). Mixing with other sorts of potable liquids preserves vitae’s ability to ghoul and bond but removes its ability
to confer the Embrace.

Vitae sitting in the open loses its ability to ghoul in 3 hours, its ability to bond and attune to Disciplines in 6
hours, is useless for Blood Sorcery that requires a target’s vitae after 12 hours, and is spoiled in all ways
after 24 hours. Refrigeration and sterile isolation double these times. Freezing or boiling vitae destroys all its
supernatural qualities.

8. The Blood Bond

Beginning or advancing a blood bond requires ingestion of a full point of vitae, per Ghouls & Revenants p.
36. Bonds are no longer maintained by proximity or interaction alone, more vitae must be provided.

At a third-level bond, attempting to do any of the following things to your regnant requires a successful
Willpower roll as per Vampire: The Masquerade p. 288: disobeying them, physically resisting them,
scheming against them, damaging their property, relationships, or interests, divulging their secrets, or
attempting to directly harm them.

9. Ghouls

Creating a ghoul requires the mortal be fed an entire point of vitae, per Vampire: The Masquerade p. 269, in
addition to the expenditure of one temporary Willpower. Increasing a ghoul’s Blood Pool takes an entire
blood point of vitae as well. Ghouls do not inherit Clan weaknesses from their regnant (i.e. they are all
treated as having the Blood Flaw Immunity Merit from Ghouls & Revenants p. 137)

You may ghoul animals without Animal Ken or Animalism Discipline, but their effectiveness as thralls is
significantly reduced as you don‘t possess any way of communicating or training them. They will be your
harmless pets at best (approaching them in the first place will prove to be a significant obsticle without
Inoffensive to Animals Merit). Once an animal is ghouled, its instinctive aversion to vampires is gone, and
any vampire (not just the original domitor) can maintain its ghouldom, though Animalism is still necessary to
command and Animal Ken is still necessary to train ghouled animals.

Ghouls count as “mortal” rather than “supernatural” for purposes that distinguish between the two, except
where explicitly stated otherwise (eg. Burning Blade does not deal aggravated damage to ghouls).

10. The Embrace

To imbue vitae with the power to Embrace, the sire-to-be must expend one temporary Willpower and transfer
vitae directly to the childe-to-be. If the sire is unable to spend Willpower, the childe will rise a Caitiff of the
appropriate Generation; if the transfer of vitae is either interrupted or indirectly administered, the Embrace
fails. If the childe-to-be possesses any Numina other than True Faith, they are lost at the moment of
Embrace, and the XP spent on them is fully refunded.

11. Aggravated Damage (Healing and Soak)


Aggravated damage may be healed once every real-time day with the mechanics on Vampire: The
Masquerade p. 285. Strenuous activity during the night prevents healing aggravated damage that night.

If multiple types of damage are applied at the same time and the character is able to soak all three of them,
the soak roll is applied first to Aggravated, then to Lethal, then to Bashing, otherwise, first to Lethal, then to
Bashing.

12. Torpor

A torpid vampire donated at least one blood point by another vampire of three or more Generations below
them automatically awakens (with a new blood bond, should it be applicable).

A vampire in voluntary torpor may choose to wake up dusk at any day after the first spent in torpor, and may
wake immediately by spending a point of Willpower if they sense blood or danger in their vicinity.

13. Diablerie

We will be using the Diablerie rules found on pg. 180 of The Black Hand: A Guide to the Tal’Mahe’Ra.

14. Combat

Both in order to speed up combat, and because players keep forgetting about it, actions are declared and
resolved in one go of initiative order, from highest to lowest no longer is there a preliminary declare phase
that runs from lowest to highest initiative. Because of this, defensive maneuvers (block, dodge, and parry)
are now either queued on your turn and rolled in response to the first attack from a lower-initiative opponent,
or declared off your turn in response to an attack from a higher-initiative opponent (in which case, your turn is
spent on the defensive action).

14.1 Maneuvers

Clinch (Vampire: The Masquerade p. 276): “No other actions are allowed until one combatant breaks free.”
This sentence is replaced with “Any action may be employed except attacking with weapons not concealable
in a pocket (P) or jacket (J), moving away from the being you are in a clinch with, dodging, and hiding without
the aid of supernatural powers. Being in a clinch counts as touch for any power that requires touch to be
used.”

Pull Punches: When you wish to do less damage than you rolled, you may subtract as much damage as
you want from the hit, to a minimum of 1 damage still inflicted (this does not allow damage to be shifted
between type, i.e. aggravated damage cannot be “pulled” to lethal). Characters in frenzy cannot pull
punches. Automatic successes on damage rolls from activated Potence cannot be affected by this mechanic
and will always do full damage.

Targeting (Vampire: The Masquerade p. 274): now has expanded effects for the following hit locations:
~ Head (difficulty +2): lethal (as per usual); +1 difficulty to Perception-based rolls until the wound is healed.
~ Hands (difficulty +2): if armed, see Disarm (p.276) instead; if unarmed, +1 difficulty to actions taken with
that hand until the wound is healed.
~ Arms/Shoulders (difficulty +1): can bypass Armor, but otherwise same as targeting the torso.
~ Legs (difficulty +2): applies the movement (but not dice pool) penalty of the Mauled health level until the
wound is healed.
~ Disarm (p.276) can be performed with ranged weapons. The difficulty for this roll is at +2 instead of +1, and
is made with a Dex + Firearms pool.

15. Equipment
15.1 Form

So long as you preserve the mechanical aspects of an equipment entry, it can take whatever physical form
that you like within reason (ex. a sword can be a rapier or katana).

15.2 Damage

Incendiary Ammunition is damaging enough to inflict Aggravated, rather than Bashing damage. For tracer
rounds, convert the first point of damage to Aggravated. For shotgun slug shot shells – two points. The
effective range of this is 5 meters. Anything beyond that applies Bashing damage only. Access to this sort of
armament requires either the Armory Background to possess, the Resources and Contacts (Military)
Backgrounds for legal purchase, or Resources and Contacts (Underworld) Backgrounds/dots in Streetwise
for illegal purchase.

Explosions use the Fire & Burns table on Vampire: The Masquerade p. 297.

All arrows and bolts behave as bullets do: bashing damage to vampires, that becomes lethal when they hit
the head or the heart. Wooden arrows and bolts may stake at range.

Brass knuckles and other similar weapons (boxing gloves, metal gauntlets, etc.) use the Brawl Ability, but
only ever inflict Bashing damage and cannot be used to parry melee attacks (but can block Brawl attacks).
Additionally, they are always capped at Strength +1 damage. A similar bladed weapon (such as a tiger’s
claw, dragon knuckles etc.) always uses Melee.

15.3 Armor

You may conceal armor. Purchasing armor requires Resources Background dots equal to (Armor class) -1
~ Class One (Reinforced/Heavy Clothing): Needs no concealment.
~ Class Two (Armored T-Shirt): Street clothes, outside work clothes, suit jacket, dress.
~ Class Three (Kevlear Vest): Trench coat, heavy winter gear.
~ Class Four and Five: You may not conceal this level of armoring without supernatural abilities.
~ Helmets: Remove two dice of damage from headshots before soak. Helmets cannot be concealed.

Armor soak rolls are made separately and before the normal soak rolls.

15.4 Shields

Sheilds come in two classes:


~ Light (+2 Armor/-1 Dexterity)
~ Heavy (+5 Armor/-2 Dexterity)
In Melee combat they provide a +1 (Light class) or +2 (Heavy class) bonus to the Parry Maneuver and
generally don’t suffer enough damage to be significantly damaged, though opponents may specifically target
their enemy’s shield and damage it normally like armor. Against modern firearms the Player may choose to
sacrifice one Armor point of the Shield to negate 2 points of damage after the damage roll. Once the Shield
loses all of its Armor points, it is destroyed. Only one Armor point can be sacrificed in this fashion per
damage roll recieved. This mechanic takes priority over Armor soak and the normal soak rolls.

16. Backgrounds

16.1 Background NPC‘s

NPCs represented by dots of Background (ex. Mentor, Retainer, Spirit Slaves) have drastically reduced stats
for ease and balance of play. Note that this is narrativist, not simulational; that is, their stats represent how
much they will do for you in specific more than they represent their total capabilities in the abstract.
~ One-dot NPCs have Attributes of 2, with one at 3, two Abilities at 2, and two at 3, Willpower 3 and all
Virtues at 2
~ Two-dot NPCs have Attributes at 2, with two at 3, four Abilities at 2 and two at 3, Willpower 5 and all Virtues
at 3
~ Three+ dot NPCs have their own sheets that must be submitted and approved.

Full-sheet NPCs (3+ dots) are still fully-statted per the base point allocation, but have no freebie points or
Merits, and are limited to their dot rating for any Attribute or Ability (ex. a 3-dot Retainer can have a maximum
of 3 dots in any given Attribute or Ability). Backgrounds should remain representative of a real person (ex.
Not five dots in Influence and nothing else), and may not create additional NPCs (ex. a Retainer cannot have
dots in Retainers).

Players may spend XP on full-sheet Retainers. No Retainer may have any sort of Numina.

16.2 Armory

This Background now represents only what you, as an individual can posses. This extends to your Retainers
as well, but not other character you meet along the way. You can no longer load your Armory into a van, drive
it to a location and arm several random individuals you find at the scene with military-grade weaponry.
Armory dots can be transfered to other players via Downtime actions. Additionally, the Background can be
pooled with the Coterie, for other characters to reap benefits from it.

1st dot:
At this level you only have access to simplest of low caliber weapons, such as pistols and SMG‘s, as well as
molotovs, and nothing more.

2nd:
At this level you have access to more powerful weapons that can rarely be possessed by civilians, such as
revolvers, hunting riffles and shotguns.

3rd:
At this level you have access to military-grade weaponry and equipment, such as assault and sniper riffles,
military shotguns, flash and smoke grenades, as well as incendiary ammo and slug shells. Possesing this
level of Armory, as well as anything beyond is prohibited by the government and will require some effort to
retain it, like proper Contacts or Influence levels in the right department, or bribery and extortion of the
officials, or you will be tracked by the government and find yourself in trouble with the law.

4th and 5th dot grant access to more powerful hardware, rather than granting a larger and larger stock of
more mundane weapons and the ability to service them. These dots also grant the equipment to store,
service and repair everything listed below.

4th dot:
~ Heavy Machine Gun (100 ammo, 8 damage, 150 range, 3 rate)
~ RPG (single use, 8 damage +2 AoE fire damage in 15m radius, 150 range)
~ Hand Grenade (single use, 8 damage +2 AoE fire damage in 15m radius, Throw mechanics)
~ APC (unarmed) (10 Bashing damage on hit, max speed 60MPH/100KPH, invulnerable to most forms of
damage, except anti-tank riffles, AP or HE tank shells and explosive charges, rockets and supernatural
powers.)

5th dot:
~ Mortar (7 damage +3 AoE fire damage in 24m radius, 6000 range, 1 rate)
~ Phosphorus Grenade (single use, 6 damage +4 AoE fire damage in 15m radius, Throw mechanics)
~ FGM-148 Javelin (guided missle) (7 damage +3 AoE fire damage in 15m radius, 4500 range, 1 rate)
~ Swiftboat (Mounted Heavy Machine Gun, use stats above, max speed 60MPH/100KPH, Armored)
~ APC (armed) (Everything listed as APC above, PLUS - 40mm Cannon, use RPG stats above, Mounted
Heavy Machine Gun, use stats above)

16.3 (True) Black Hand Membership

The effects of this Background have been changed. Instead of its use described in the Corebook, the
Background can now be used as following:
Once per month, the player may add their dots in this Background as additional dice for a single roll where
the (True) Black Hand may assist them as allies. (ex. Spying on another character via Downtime Actions, but
not Discipline rolls.)

Keep in mind that associating with the (True) Black Hand doesn‘t come for free, and may have severe
consequences, permanent even. This Background should be used with care.

16.4 Contacts

Individual contacts can provide you with information in the relevant categories. Specializing Contacts in the
same category as Influence Background (listed below) can provide a mechanical benefit in form of additional
dice equal to your dots in Influence Background when making approprite dice rolls that use Contacts instead
of Abilities.

16.5 Influence

This Background is too vaguely described in the Corebook and therefore is expanded and categorized to
give it more meaning. Upon taking the first dot of Influence, it MUST be specialized in one of the categories
below. This Background may be taken multiple times to represent different spheres of influence.

Taking the 4th and 5th dot of this Background will require an explicit justification, and may only be available
to those who fulfill certain requirements, like having enough dots in appropriate Abilities, Disciplines and
other Backgrounds.

Available categories:
~ Business (Covers categories of finance, industry and bureaucracy)
~ Church (The non-secular world. This includes all faiths, places of worship, and religious hierarchy.)
~ Health (Hospitals, blood banks, doctors.)
~ High Society (Culture and subculture, fame, fashion, trendsetting.)
~ Law Enforcement (Covers categories of Police, Fire department and Legalism in general)
~ Media (Newspapers, television and radio)
~ Politics (Elected officials; sheriffs, mayors, state and congressional representatives, county commissioners,
and City Councils.)
~ Transportation (By land, water, or air. Cabs, buses, freeways, trains, shipping, airports.)
~ Underworld (Homeless people, street gangs, unorganized and organized crime, prostitution, gambling,
fraud, extortion.)
~ University (Higher education, research, administration of colleges.)
Influence 5 now only covers nearby nations, rather than global scale.

16.6 Library and Mentor

These Backgrounds can support learning Blood Sorcery. This source comes from a single tradition of Blood
Sorcery (ex. Thaumaturgy, Abyss Mysticism, etc.) which must be chosen at the time the first dot in the
Background is taken.

1st dot - One Path to level 1. 3 Rituals up to level 1.


2nd dot - One Path to level 2. 6 Rituals up to level 2.
3rd dot - Two Paths to level 3. 12 Rituals to level 3.
4th dot - Three Paths to level 4. 18 Rituals to level 4.
5th dot - Unlimited, as though you were a member of the Clan and trained in its practice.

Secret, Clan Specific, or Unique Rituals are not included or taught with these Backgrounds. Examples
include but are not limited to: Pavis of Foul Presence, From Marduk’s Throat, Eternal Mask, Nectar of the
Bitter Rose, and others like them. Bloodline Disciplines are also excluded from these methods.

16.7 Nosferatu Information Exchange

Works in similar fashion to Anarch Information Exchange Background. Higher dots of this Background give
access, not only to the verbal aspect of trading in secrets but also deeper access to Schrecknet 2.0. Only
members of the Clan Nosferatu or those who posses Friend of the Underground Merit can acquire this
Background at creation, but there are various ways to get involved in this network in play.

16.8 Resources

Taking the 4th and 5th dot of this Background will require an explicit justification, and may only be available
to those who fulfill certain requirements, like having enough dots in appropriate Abilities, Disciplines and
other Backgrounds.

Resources 5 now excludes the phrases proximate to national and government import. You’re not a multi-
billionaire in 2021 terms; it’s more around 100 million in total.

17. Disciplines

When first learning an out-of-Clan Discipline, you must receive instruction and purchase the first dot in that
Discipline at the same time, within the same night you drunk a point of vitae from someone with the
Discipline. While subsequent advancements do not require further vitae to be drunk (per Vampire: The
Masquerade p. 128), XP must still be spent at the same time instruction is provided. Advancing out-of-Clan
Disciplines requires an instructor for every level, except Potence, Celerity, and Fortitude, which only require
instruction for the first dot.

No Discipline or other supernatural ability can cause damage across dimensions (except where explicitly
noted) or remotely through any power that has the capacity to expand or relocate your senses (Auspex, etc.).

All powers with listed duration may be canceled at any point prior to the end of their duration.
Any Discipline that requires a roll on the part of its target involving a Knowledge as part of the pool for that
roll (ex. resisting Chanjelin Ward) may be rolled at a +1 difficulty if no dots in the Knowledge are possessed.

Discipline effects that add dice to pools (chiefly Potence to Strength, Celerity to Dexterity, and Fortitude to
Stamina) also add their ratings as “phantom” dot modifiers to appropriate Traits’ raw ratings when applicable
(ex. for the purposes of calculating movement speed, use Dexterity + Celerity, for the purposes of calculating
lifting or throwing capacity, use Strength + Potence). These benefits are only gained when the Disciplines
aren’t being actively used, just as the Disciplines only contribute to pools when not activated.

All Mind and Emotional Control Disciplines (including Presence, Dominate, Path of Corruption, and all similar
effects) have a subtle effect upon activation. In no way shall a character express that their hand is being
forced, but instead, there shall be a focus on internalizing the effects. Failure to do this will be considered
metagaming. (Presence can still be resisted as normal.)

All Discipline powers and Rituals that remove dots permanently, or for a period longer than a year
automatically have their duration reduced to one year of real time, upon which the dot is returned. (The
exception to this rule is The Revelations of Eden, which has it‘s duration reduced further. Listed below in the
Setite Sorcery section.)

17.1 Blood Sorcery

All rituals from all traditions that lack explicit casting times now take 5 minutes per level to cast, as
generalized from the rules for Thaumatugy rituals on Vampire: The Masquerade p. 230.

Botching a roll to activate a power or ritual incurs the following cumulative penalties:
-1 botch = Lose 2 blood points,
-2 botch = Lose 2 temporary Willpower,
-3 botch = Take 3 lethal damage, soakable with Stamina + Fortitude,
-4 botch = Lose one permanent Willpower

Rituals like Scry, Vision of Shadows, and certain other powers allow their users to remotely sense other
locations, which functions much better in a traditional coterie-based game than the LARP-style multiscene
gameplay here. When employing these powers, awareness of the scene or subject begins after an amount of
real time equal to the casting time of the power, if applicable.

Only one difficulty reduction mechanic may apply to casting Path Dots of Blood Sorcery. If more mechanics
are operating than allowed, the Player may choose one.

Infusion of Khalif Ritual is available to all Blood Sorcery Traditions and grants its mechanical effects to the
user while employing her particular Tradition on all appropriate rolls.

Necromancy does not cause Sequela (ToS p52).

Lifeless Tongues lasts one Scene.

Vitreous Path 5, Night Cry: The buff lasts for one scene, and the damage done by the offensive use of this
power does One Aggravated Wound per success to each target. (ex. the Player spends what is required for
2 targets and gets 4 successes, thus they both take 4 aggravated wounds.)

Incepting Novel Rituals/Adapting Rituals From Other Traditions: As stated in the #character-creation channel,
you must have 5 Dots in a Sorcery Path and have one Ritual at each level.

Incepting or Adapting Rituals is a function of Downtime. To do either requires a variable number of successes
for each Level: 10/15/20/25/30. The pool to roll is Intelligence + Occult. Once you acquire your successes,
the Ritual is now recorded in a form of your choice that any Sorcerer from your Tradition may review and
learn the Ritual on their own if you don’t choose to destroy the notes after learning it. Regardless, once
you’ve codified the Ritual, you must then spend the appropriate amount of Experience Points to add it to your
sheet like any other Ritual.
Adapting secret Rituals from other Traditions requires you to have Occult 5 to know about them. These
include, but aren’t limited to: Pavis of Foul Presence, From Marduk’s Throat, Eternal Mask, Nectar of the
Bitter Rose, and so on.

Death‘s Communion Ritual is strictly tied to the Necromancy Discipline and cannot be adapted to any other
Sorcery Tradition under any cicumstances.

The approval process will depend on the scope and reach of the Ritual. Replicating the effects of already
existing Rituals will be approved. Those that are variations of the Rituals that affect different creatures, things
or powers also have a decent chance of approval. Completely novel Rituals that don’t resemble anything
already in any of the books will be much more difficult to adjudicate and have a high chance of being denied.

17.1.1 Abyss Mysticism

Calling the Hungry Shade: The casting time for this Ritual is 3 hours. If Successful, the Shade is under the
caster’s control. The controlling caster for group Rituals must be decided when the Ritual is begun. Shades
remain until destroyed, or dismissed by the caster. As the controlling caster falls to daysleep, they must make
a control roll to keep the Shade under control for the day, and the same roll when they wake for the evening.
This roll is the same as if the controlling caster performed the Ritual themselves. The controlling caster must
make a separate roll for each Shade they wish to keep under control. The controlling caster may spend a
Willpower for a success on these rolls.

17.1.2 Anarch Sorcery

Rituals and Paths labeled as Anarch Sorcery are stolen from other Blood Sorcery traditions. The list below is
also a complete list of what Rituals Anarch Blood Sorcerers have access to. They are divided up below and
these Rituals are available to those Traditions for In Clan XP Costs. Some rituals appear in multiple
traditions.

Assamite Sorcery: Ward vs Vitae, Blood Crystal, Bloody Mary, Calling Card, Beat Your Way To Glory, Baron
Zaraguin’s Sting
Koldunism: Water Walking, Bloody Mary
Necromancy: Sanctify the Temple, All Old Skool Rituals, Bloody Mary
Obtenebration: Bloody Mary
Setite Sorcery: Flatline, Enfolding The Believers, Transcending Barriers Through Love,
The Pursuit of Apotheosis, Sanctify the Temple, Bloody Mary
Tremere Thaumaturgy: Iron Body

17.1.3 Dur‘An‘Ki

Assamite Sorcerers have access to everything mentioned in their section on page 440 of the V20 Core, the
sidebar found there, and ALL the Tremere Thaumaturgical Rituals except the following:
Bind the Accusing Tongue
Blood into Water
Blood Rush
Chime of Unseen Spirits
Devil’s Touch
Domino of Life
Impressive Visage
Incantation of the Shepherd
Learning the Mind Enslumbered
Purify Blood
Purity of Flesh
Sense The Mystical
Wake With Evening’s Freshness
Widow’s Spite
Communicate with Kindred Bond Mate
Eyes of Babel
Eyes of the Nighthawk
Hidden Haven
The Jinx
Machine Blitz
Oinos of Dionysus
Rutor’s Hands
Recure of the Homeland
Vitality Hack
Whispers of the Ghost
A Touch of Nightshade
Amulet of the Mnemosyn
Brotherhood of the Cup
Dante’s Urban Legend
Pavis of Foul Presence
Ward of the Winged Sepulcher
Sanguine Assistant
Soul of the Homonculus
Transubstantiation of the Seven
Innocence of the Child’s Heart
Mirror Walk
Stolen Kisses
Track Transgressor
Asymmetrical Reproduction
At Our Command It Breathes
Blood Contract
Cobra’s Favor
Mirror of Blood
Nectar of the Bitter Rose
Ward vs Technology

Directing Ahriman‘s Lance does not apply to Reflexive rolls.

17.1.4 Setite Sorcery

Where the Corebook does not specify what systems are used to invoke these powers, this branch of Blood
Sorcery shall use the system described for Thaumaturgy and its Rituals located on pg. 213 & 230 of the V20
Core, respectively.

The Revelations of Eden Sorcery Path’s permanent effects now last two Real Time weeks and the
Rating/Permanent Dot then returns.

17.1.5 Thaumaturgy Rituals

Incorporeal Passage Ritual also makes any damage you deal out incorporeal, and thus useless, unless used
against an opponent also under this Ritual.

Principal Focus of Vitae Infusion: Releasing the blood stored in an item produced by this ritual takes one
turn, and only one Principal Focus per turn can be activated in this way. This ritual can only be made with the
caster‘s own vitae and therefore can be released by their mental command only.

Wards cannot be bypassed through planar travel, transformation, teleportation, possession or other such
methods. You must defeat the mechanics mentioned in the ward to travel past it, no matter the situation. If
you fail to defeat the mechanics, you can‘t go past it or interact with the warded objects until you do. This
also applies to any objects you try to get past the ward, including projectiles and ammunition, as well as to all
of your powers, etc.
Different types of Wards may be cast on the same object, but the same type of Ward cannot be cast multiple
times on the same object.

Warding Circles cannot be stacked atop each other and require at least 2 feet/1 meter between their active
fields.

17.2 Combo Disciplines

Any physical combo Discipline incorporating Celerity (such as Burning Wrath, below) cannot be learned by a
character possessing True Celerity rather than Celerity. Mental-based combo Disciplines, such as Doubletalk
or Scalpel Tongue, can be learned with either.

Burning Wrath applies generic aggravated damage, not specifically fire.

Retaliatory Terror: activation is optional.

Fear of the Dark uses Dominate rather than Presence.

Necromancy is separate from the other Blood Sorceries for these purposes and has specific Combos that
require it. (Lore of the Bloodlines pages 49 and 71). All the other Blood Sorceries meet the “Thaumaturgy”
requirement listed in the Combo’s requirements unless it specifies a specific Path; in which case you must
have that Path or your Tradition’s equivalent.

Thaumaturgical Sight does not automatically reveal Thaumaturgically hidden beings. Use “Seeing the
Unseen“ mechanics.

17.3 Animalism

Animalism 3 (Quell the Beast) has been replaced with Song of Serenity (Vampire: The Dark Ages p. 192):
As an extended action requiring a number of successes equal to the target’s Willpower, roll Manipulation +
Intimidation (if cowing) or + Empathy (if calming) at difficulty 7. Failure negates all previously accumulated
successes, and a botch renders the target immune to the vampire’s Animalism for the scene. If a mortal
is successfully affected by this power, they cannot regain or spend Willpower, nor will they act in any way
except to preserve their own life; this effect persists until the mortal gets a number of successes equal to the
vampire’s Willpower on an extended, daily Willpower roll (difficulty 6). If a vampire is affected, they cannot
be provoked to frenzy (or gain an additional roll against Frenzy if Quell the Beast is used on them as they
begin to Frenzy) and the extended Willpower roll occurs every scene instead.

Animalism 5 (Drawing Out the Beast) has been replaced with the Animalism 6 (Species Speech) power.

17.4 Auspex

Auspex 1 (Heightened Senses) does not decrease the difficulty of other Auspex powers.

Auspex 2 (Aura Perception) can only be used on beings, not objects, therefore cannot detect any sort of
Blood Sorcery, Hedge Magic, or Mortal Sorcery, operating on objects or areas.

Any dots in this discipline that exceed the level of this power can be used as difficulty reduction moddifiers
down to a minimum of diff 4 (ex. Auspex 5 is -3 diff on Aura Perception rolls.)

Auspex 3 (Spirit‘s Touch) The following difficulties shall be used for this power:
Diff 4 – up to a week
Diff 5 – up to a month
Diff 6 – up to three months
Diff 7 – up to a year
Diff 8 – up to a decade
Diff 9 – up to two centuries
Diff 10 – everything beyond

Objects do not contain information about events they weren’t used for or during. Only very scant visual
information is gained, enough for a positive ID on the person using the object, and the person or thing the
object is being used on. To read impressions from previous owners adds +2 Difficulty for each previous
owner before the most recent.

Auspex 4 (Telepathy) If the target of Telepathy is aware the power will be used on them (i.e. if they have
been told in advance), they can allow the telepath to read their without making a roll. Only the chosen
memories can be perused - further digging requires a roll as normal. The target cannot be coerced into this
choice by other supernatural powers – probe their mind instead.

Auspex 5 (Psychic Projection) Only the Projector may see the entire length of their own cord. All others who
are able to interact with the projector can see the short lengths extending from projectors and their bodies
and may attack it.

A “location” may not be larger in volume than a single high-rise building.

A projector may use Heightened Senses and Aura Perception powers and nothing else while in the projection
form.

These difficulties apply for the roll in addition to those in the corebook:

Difficulty 5: Very closely known, familiar location; have an object owned by the person in your possession.
Difficulty 7: Passing acquaintance; Picture of them; Psychic reading.
Difficulty 9: Verbal or written description only.

Having none of these makes the task impossible.

17.5 Celerity

Activating the first dot of this power is not considered a Masqurade breach.

Cannot be learned alongside True Celerity (which can only be learned via Temporis and the True Celerity
Merit) and vice-versa. If you possess one, you cannot acquire the other through any means.

17.6 Chimerstry

Additions from Vampire: The Dark Ages p. 204


Chimerstry 1 (Ignis Fatuus) The user must be able to sense the area where the illusion is created. For
example, they cannot create the illusion of a coin inside a box unless he can see or feel the inside of the box,
but they can create the sound of coins rattling around if the box is shaken.

Chimerstry 2 (Fata Morgana) The user must choose what the illusion is anchored to at the time it is created.
17.7 Dementation

Additions from Vampire: The Dark Ages p. 213.


Each level of Dementation may only be used once per night on a victim. While Malkavians are the natural
masters of this Discipline, it is usable by any vampire who possesses a Derangement. Vampires learning
Dementation will gradually develop a Derangement; if this Derangement is cured by means magical or
mundane, their knowledge of Dementation becomes unusable academia.

Dementation 1 (Passion) is now replaced with it‘s verson from Vampire: The Dark Ages p. 213 (Incubus
Humor) with the following system: Roll Manipulation + Empathy against a difficulty of the target’s
Humanity/Path rating (for vampires) or Willpower (for mortals). Each success extends the duration of the
inflamed humor. Effects might include one or two-point changes to difficulties of frenzy or Virtue rolls, rolls to
resist Presence powers, etc. Respite comes only if the humor imbalance is properly diagnosed and treated
(Intelligence + Medicine, difficulty 8) — every success on the treatment roll cancels one of the Malkavian’s
duration successes.
The humor now only embeds itself within the target and triggers when the proper conditions are met. It no
longer immediately overwhelms the target‘s emotions.

Dementation 2 (The Haunting) Precisely when the visions manifest or what form the visions take is up to the
storyteller, but they inflict a -2 penalty to all dice pools for two turns after manifestation.

Dementation 3 (Eyes of Chaos) The player asks a storyteller a direct question about hidden information in
the situation at hand. The answers are relaid to the player directly and to the character via metaphors and
imagery, with more successes providing a clearer and more complete answer. Failure produces imagery
unrelated to the matter at hand, while a botch on the roll relates a completely untrue but nevertheless
believable answer. Viable questions include, but are not limited to:
⬩ What’s this person’s Nature and Derangements?
⬩ What’s the worst choice I could make?
⬩ What’s the safest choice?
⬩ Is this person being controlled by another?
⬩ What’s the underlying or hidden message here?
⬩ How relevant to our overarching goals is this scene?

17.8 Fortitude

Addition from Vampire: The Dark Ages p. 221.


A character’s Fortitude rating adds to all their Stamina-based dice pools. Once per turn, they may spend a
blood point to automatically soak their Fortitude in damage, instead of adding it to their Stamina; this can be
used to soak aggravated damage as well, but not damage from fire or sunlight.

17.9 Melpominee

Melpominee 4 (Siren’s Beckoning) Each tick on the extended roll is one song (approximately four minutes).

17.10 Obfuscate
This Discipline covers the senses of Sight, Hearing and Smell.

Obfuscate 2 (Unseen Presence) Even when seen or unseen, a secondary use of this power allows a
vampire to conceal small items already on their person, or, with a successful Manipulation + Subterfuge from
5 to 9 (based on the amount of observation) they can grasp and conceal an easily moved item.

Obfuscate 5 (Cloak the Gathering) The range for targeting individuals with this power is the same 5 meters
per dot of Wits + Stealth that governs the range of Obfuscate’s mental occlusion.

17.11 Obtenebration

Obtenebration 1 (Shadow Play) Lasts until sunrise, but can be canceled earlier by the user. Counts as attack
for the mechanical purposes and suffers all the penalties of such actions (ex. breaking Unseen Presence)

Obtenebration 2 (Shroud of Night) The effects cease after combat ends, but last for 5 minutes outside of
combat.Counts as attack for the mechanical purposes and suffers all the penalties of such actions (ex.
breaking Unseen Presence)

Obtenebration 3 (Arms of the Abyss) The effects cease after combat ends, but last for 5 minutes outside of
combat.

Obtenebration 4 (Black Metamorphosis) The effects cease after combat ends, but last for 5 minutes outside
of combat.

Obtenebration 5 (Tenebrous Form) Lasts until sunrise, but can be canceled earlier by the user. The user
takes double aggravated damage from fire and sunlight while this power is active.

17.12 Presence

The additions from Vampire: The Dark Ages p. 235-237.


Presence 1 (Awe) The player chooses what impression they want to make. The impression should be
something that can be summed up in one or two words: honest, competent, or dangerous are good
examples. The character gains their dots in Presence as additional dice to any action that would foster or
take advantage of the chosen reaction against an affected individual.

Presence 4 (Summon) Dissipates at dawn, unless extra successes have been spent to prolong it. The
vampire can allocate successes either to make the subject make haste or to prolong the duration of the
Summoning.

Presence 5 (Majesty) In order to spend Willpower to contest Majesty via the general Presence resist
mechanic, you must first overcome the mechanics inside Majesty itself. If you physically attack someone
affected by your Majesty, they are freed from its effect for the remainder of its activation.

17.13 Protean

The addition to Eyes of the Beast is from Vampire: The Dark Ages p. 240.
Protean 1 (Eyes of the Beast) The dice pool for Intimidation rolls increases by one when the power is active.

Protean 4 (Shape of the Beast) On learning this power, a character may select any appropriately-sized fight
and flight form (as though they were a Gangrel) the mechanical benefits applied to the wolf and bat forms
remain applied irrespective of the flavor choice. These selections are permanent unless the character has
the Totemic Charge merit. In essence, the rules on Lore of the Clans p. 91 for form selection apply to all
characters. When in any Flight or War form that has teeth, you still have access to your Vampire Fangs and
you cause The Kiss when you bite. In bat form you may only drink 1 Blood Point every 2 combat turns. War
Forms may drink 3 per combat turn.

17.14 Quietus

Quietus 2 (Scorpion's Touch) This exercept from V20: pg 204 is stripped out:
„Weapons so envenomed must be of the melee variety — arrows, sling stones, bullets, thrown weapons, and
the like cannot carry enough of the stuff to do damage, or it drips off in flight.“

and added is the following excerpt from Dark Ages:V20: pg 245


„An envenomed weapon that is swung or fired loses the potency of its poison at a rate of one success per
attack until depleted (whether it’s dodged, parried, deflected by armor, misses, or hits). Envenomed weapons
bathed in water, or open to the mercy of heavy wind or rain, lose the potency of their poison the turn after
exposure, while those passing through fire or sunlight lose it instantly and appear dusted in a fine ash.“

Poisonous blood still retains the supernatural properties of Vitae, and therefore poison is rendered innert
after 24 hours.

17.15 Serpentis

All Serpentis powers last a scene unless ended prematurely, and can be used while other Serpentis powers
are active.

Serpentis 1 (The Eyes of the Serpent) Affecting a supernatural creature requires the user of this power to
make a successful Willpower at difficulty 9.

Serpentis 2 (The Tongue of the Asp) Successful attacks inflict the Kiss on mortals and supernatural
creatures.

17.16 Temporis

Additions from Vampire: The Dark Ages p. 257.


Temporis 2 (Recurring Contemplation) This power may be applied to its user as well, by spending a
Willpower and rolling Wits + Alertness (difficulty 6) as a reflexive action. Success on that roll allows the user
to pull their mind out of the flow of time for as long as they wish, although no actions can be undertaken other
than thought and observation from the user’s body’s frozen point of view. At will, the user may return their
mind to the flow of time. Contemplation of their current challenge during this timeless sojourn allows the user
to reduce the difficulty of their next non-Discipline roll that uses a Social or Mental Attribute or a Knowledge
by the number of successes on this power’s activation roll, as long as that roll would be something that
impacts a time-sensitive issue (ex. thinking of a witty rejoinder or disarming a bomb, but not a research
breakthrough).

Temporis 4 (Patience of the Norns) In addition to completely suspending a single object, the character may
now use this power as a Temporis 3 (Leaden Moment) on multiple targets. To slow multiple targets, the
player spends a blood point and a Willpower point.Multiple targets do not require separate rolls and suffer
the effects according to the successes scored against their difficulty. A number of targets up to the
character’s Wits rating may be affected in a single action.

17.17 Thaumaturgy

Path of Blood 2 (Blood Rage) The difficulty increase to frenzy from this power lasts for the current scene.
Path of Blood 3 (Blood of Potency) Once the effect ends, all Generation-related effects applied during it
(for example, Vicissitude, Dominate) re-key to the thaumaturge’s original Generation.

Path of the Focused Mind does not apply to Reflexive rolls.

17.18 Vicissitude

Vicissitude can add Physical Merits and remove Physical Flaws, requiring at least Bonecraft (Vicissutide 3)
or greater and storyteller approval. Application of Vicissitude in this manner requires the recipient make a
Courage roll (difficulty 6), and inflicts unsoakable aggravated damage (1 point for a 1-point Merit/Flaw, 2
points for a 2- or 3-point Merit/Flaw, 3 points for a 4+ point Merit/Flaw). Success on the Courage roll allows
the recipient to spend XP on the Merit or Flaw as normal. (Gaining Merits or removing Flaws with this
method must be approved by the Storyteller)

18. Numina

18.1 Astral Projection


Astral Projection Numina is very similar in nature to the Auspex 5 (Psychic Projection) and as such will follow
the same restriction rules.

Only the Projector may see the entire length of their own cord. All others who are able to interact with the
projector can see the short lengths extending from projectors and their bodies and may attack it.

A “location” may not be larger in volume than a single high-rise building.

These difficulties apply for the roll in addition to those in the corebook:

Difficulty 5: Very closely known, familiar location; have an object owned by the person in your possession.
Difficulty 7: Passing acquaintance; Picture of them; Psychic reading.
Difficulty 9: Verbal or written description only.

Having none of these makes the task impossible.

19. Occult Knowledge

Occult is specialized at 1st, 3rd and 5th dot, and these specializations represent the sum total of knowledge
outside the general kindred lore provided by it. (Additional Specializations can be purchased with XP)

Occult 0 - Understanding of the basic necessity (blood) and the banes (fire, sunlight, and stake) of a vampiric
existence.

Occult 1 - Knowledge of the eight common Disciplines (Animalism, Auspex, Celerity, Dominate, Fortitude,
Obfuscate, Potence, and Presence). Knowledge that kindred are separated into Clans, with millennium-
spanning lineages. Understanding all the properties of vitae. The names of the most common Clans in your
area. Knowledge of other supernatural creatures in existance, but nothing of their lore.

Occult 2 - Can name the 13 Clans and know their descriptions, including the common weakness of each
Clan. Understanding of the rarer Clan disciplines (Chimerstry, Dementation, Obtenebration, Protean,
Quietus, Serpentis, and Vicissitude). A nuanced understanding of the Embrace, the blood bond, creating
ghouls, Generation, and diablerie. Has heard of the Book of Nod and vague, nameless rumors of the concept
of Gehenna. A rough knowledge of major events in Cainite history.

Occult 3 – Knowledge of the several of the legends of the First Days or Gehenna. Knowledge of the many of
the old terms and their meanings. Knowledge of the existence of the Antediluvians as figures past mythic
archetypes. A basic, non-practicable understanding of Blood Sorcery traditions. Has heard rumors of
Golconda. Know of Clan-specific open history, such as the Gangrel/Tzimisce/Nosferatu war against the
Tremere.
Occult 4 – Knowledge of the commandments of Caine. Basic knowledge of the minor bloodlines, including
the names and nature of Disciplines common to them. Heard rumors of the Inconnu and Tal’mahe’ra. May
know something about Golconda. Can name many Antediluvians and many of the major Methuselah.

Occult 5 - A working familiarity with several editions and translations of the Book of Nod, as well as rumors of
apocrypha such as the Erciyes Fragments. Knowledge of the legends surrounding the diablerie of the
Antediluvians (Saulot, Brujah, Cappadocius). Heard rumors about the City of Enoch in the Shadowlands, and
the buried Second City in Tanis.

There are many knowledges even beyond the scope of Occult 5, some of which can be covered with
appropriate Specializations, and some are beyond the grasp of kindred who aren‘t low enough Generation to
learn them.

20. Miscellaneous Rules

During frenzy, the only active Disciplines you may use are Potence, Celerity, and Fortitude, and outside of
those Disciplines, blood may only be spent to heal or increase physical Attributes.

Traps are set with the following system: first, roll Dexterity + Subterfuge to set and conceal it; when sprung,
damage is determined by the trap type: guns use their base damage, pits and drops cause falling damage,
spring loaded systems do damage equal to your successes on an Intelligence + Survival roll.

Diluted silver bullets are not a conventional ammo type, and therefore cannot be bought in any way. The only
groups that use them are Hunter organizations, who know they will be hunting supernaturals. The only way
of acquiring this type of ammo would be taking it from them. Additionally, characters who possess both
Science (Chemistry) and Crafts (Gunsmithing) can make Intelligence + Crafts (Diff 7) rolls to make some
themselves.

Maximum blood absorption rate is 5 per round.

Vampires without the Indelible Merit return as closely to the state in which they were Embraced as possible.
If the change causes no appreciable damage (ex. shaving, cutting one’s hair, piercing a body part, getting a
tattoo) the vampire’s body eliminates the change during the day.

To create an alchemical concoction, roll Intelligence + Expert Knowledge (Mixology) typically, Kiasyd are the
only ones with knowledge of this practice and protect its secrets, but it can be taught. Success on the roll
creates a cocktail consumable by kindred as though it were blood (this does not overcome feeding
restrictions like the Ventrue Clan curse). The difficulty varies based on what is being attempted:
Difficulty 5 Mixing kine blood with water (includes adding ice)
Difficulty 6 Mixing kine blood with mundane substances
Difficulty 7 Mixing kindred vitae with mundane substances
Difficulty 8 Mixing other supernatural vitae with mundane substances

A player may take dots of the Advanced Tech Merit at character creation, representing the knowledge
required to design and build technology that surpasses what is commercially available. Dots in Advanced
Tech obtained during play represent possessing advanced technology, which must be crafted by someone
who took the Merit at character creation.
1. The Advanced Tech designer spends one downtime action and makes a normal roll to create the piece.
Advanced Tech weapons and armor require two points of the Merit apiece, and respectively provide a
-1 difficulty to attack (not damage) or increase the soak dice provided by the armor by 1.
2. The Advanced Tech designer must instruct the recipient, in-character, on the proper operation and care
of the tech. There is no mechanic needed to represent this, and ensures any third party recipient will
need to be taught by a designer or current owner in order to use the tech.
3. The recipient of advanced technology is required to spend XP appropriate to the amount of dots of the
tech itself, as per the general Merit purchasing guidelines. Dots are granted to the initial recipient and
can be transferred to a third party recipient (at same XP cost to third party, no XP refund to donor).
Knowledge of how to use the tech is not included in a third party transfer.
All animals have 1 dot of Intelligence, except monkeys. Monkeys will have 2, because they smurt. :3

21. Downtimes

When Downtimes are called for, players may begin the process of preparing their downtime actions - a
document describing goals their character works towards (divided across three downtime actions), and how
they go about it. This can be a Background dot (or concurrent progress on several Background dots),
information, rendering assistance to another character, or a way to further certain plotlines. Once it is written,
send the document the storyteller. The storyteller will provide a pool or pools to roll based on the narrative
presented (with bonus dice provided by Disciplines and Merits where appropriate; Willpower may be spent
on these rolls).

The following Backgrounds take the corresponding number of downtime successes to advance, based on
the next step from their current rating (ex. advancing from Fame 3 to Fame 4 requires 30 downtime
successes). If you meet or exceed the threshold needed for advancing a Background, mark the increase in
the Background and record any excess successes towards the next dot.
Retainers, Spirit Slaves 15 (no matter what)
Fame, Alternate Identity, Domain, Influence (Category), Mentor, Herd, Contacts 15, 20, 25, 30, 35
Armory, Library, Memento de Morte, Nosferatu Info Exchange 15, 25, 35, 45, 55
Resources, Cult 15, 30, 45, 60, 75

22. Transitioning onto a Path of Enlightenment

To switch from Humanity to a Path of Enlightenment (or from one Path to another) via downtime, you must
invest downtime actions to represent your study. A minimum of (6 with a Mentor on that Path or 12 without a
Mentor) downtime actions is needed to transition to a new Path. You must spend at least one action per
downtime studying your chosen path; if you skip a full downtime, you must start over from the beginning.
Each downtime action spent studying a Path drops your character’s Humanity or Path rating by 1. If this drop
would reduce your character’s current morality to a rating of 0, you must immediately roll Willpower at
difficulty 6 (no Willpower can be spent on this roll). If you succeed on this roll and have spent enough
downtime actions to study the Path, your character moves from their current morality to the new Path at a
rating of 1. If you succeed on this roll but haven‘t invested enough downtime actions to study the Path, the
character remains at 1 on their current morality. A failure leaves the character at 1 on their current morality,
and a botch causes the character to wassail.

This process can be sped up with normal Degeneration, but the time to study the Path is still required.

Once your character has successfully transitioned onto a Path (or between Paths), invert the applicable
Virtues to conform to the Path’s Virtues, and if gaining a Path-only Virtue, remove one dot from it.

23. Offscreen Actions

Offscreen actions not warranting a full downtime action (ex. researching small pieces of information, fulfilling
a boon so minor as “walk my dog” or similar, studio work, etc.) can be performed with a simple roll and a
temporary removal of your character from RP.

The pool and difficulty for this action, the amount of in-game time it takes to perform (and thus the amount of
time your character is removed from RP), and whether the action can be attempted at all are determined by
storyteller or narrators. Do not roll until you have spoken with a storyteller or narrator about the action you
intend to take.
24. Boons

Trivial and minor boons combine, at a three-to-one ratio, into a boon of the next category.

Record your boons owed in the #prestation channel with the following formatting:
~ <MY CHARACTER> is owed <NUMBER> <BOON TYPE> boon(s) by <DEBTOR>
~ The <BOON TYPE> boon(s) owed by <DEBTOR> was transferred to <NEW OWNER>

Fullfilled or otherwise negated boons can be simply crossed out.

24.1 Trivial Boons

A trivial boon is a simple favor owed for receiving a minor service, political consideration, or forgiving a faux
pas. This type of boon should be freely offered and accepted, much like a business card. Payment of a trivial
boon should involve simple one-time favors or services that take no more than a single game session or a
night to complete. Example scenarios involving trivial boons include:
~ Making a formal social introduction to an important Kindred.
~ Covering a potentially embarrassing social faux pas.
~ Supporting a political or social agenda that does not undermine your own position.
~ Assisting with a task for the evening, such as working security for a salon.
~ Leveraging one of your disciplines to aid your creditor’s cause.

24.2 Minor Boons

A minor boon represents a favor that requires a significant amount of time or effort, but is ultimately low-risk.
Payment of a minor boon should involve simple one-time favors or services that take no more than a month
to complete. Example scenarios involving minor boons include:
~ Leveraging backgrounds and influences on someone’s behalf.
~ Revealing crucial information.
~ Disposing of a threat without risking life or blood.
~ Teaching low levels of common disciplines.

24.3 Major Boons

A major boon represents a large debt that requires a good deal of time or resources to pay, and may involve
risking your personal political or social capital. Payment of a major boon should involve one-time favors or
services that take no more than three months to complete. Example scenarios involving major boons include:
~ Leveraging your backgrounds and influences to someone else’s agenda.
~ Teaching advanced levels of a common discipline or low levels of an uncommon discipline.
~ Revealing a major secret that is potentially very damaging.
~ Purchasing a major business, building, or land.
~ Aligning yourself with a political or social agenda that potentially harms your own position with your clan
and allies, such as supporting someone’s bid for praxis.

24.4 Blood Boons

A blood boon is a sacred debt that can only be repaid by shedding blood on behalf of the creditor. The debtor
will betray allies, ruin her reputation, or place herself in a potentially life-threatening situation in order to
further the agenda of the creditor, thus the name “blood boon”. Example scenarios involving blood boons
include:
~ Coming to another’s aid and suffering grievous injury.
~ Betraying clan secrets or teaching proprietary disciplines, knowing that you will be labeled a traitor.
~ Assisting in a praxis seizure via force, and killing allies to see it done.
~ Holding off a fearsome enemy so that the creditor can flee.
~ Murdering a rival or an enemy knowing that you might be blood hunted if you are caught.

24.5 Life Boons

A life boon is a rare boon that should only be given in circumstances when a vampire saves another vampire
from an external threat that will destroy the life of the debtor. A powerful vampire cannot simply threaten a
weak enemy and claim a life boon for not destroying her. Many vampires consider owing a life boon as
equivalent to being an unreleased childer. To owe a life boon is to surrender all of your own will until you
have saved the life of the one that owns your life boon. Example scenarios involving life boons include:
~ Protecting a fugitive (who might even be Bloodhunted or on the Red List) on behalf of your creditor.
~ Protecting your creditor from the Prince’s justice to the bitter end.
~ Hiding a terrible crime, such as diablerie or infernalism.
~ Saving the life of another vampire from an enemy at significant risk to your own life.

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