House Rules

List of House Rules.

**Persecution Complex**: Everyone is out to get you, even your friends and family. The vampire actively distrusts everyone around them. When asked to do something, they will actively expect the outcome to be detrimental, and must be convinced with a conflict pool. While under this compulsion, you gain 3 dice to resist Dice Pools using Manipulation or Charisma. The compulsion ends when the Vampire is convinced that someone isn't out to get them, or at the end of the scene.

### Tremere Clan Bane

Tremere cannot buy positive bonding merits.

## **Experience**

1 EXP for per Session
1 EXP for per Story (1-3 Sessions)
1 EXP for progressing towards your ambition
1 For Fulfilling Minor Boons
2 For Fulfilling Major Boons
10 For Fulfilling Life Boons
2 EXP for Story Milestones - Events that move the story forward.
3 EXP for a Great Feat, such as beating a powerful character or overcoming overwhelming odds
1 EXP for consuming a Dyscrasia

## **The Beast**

### Frenzy

A Vampire in Frenzy adds their Bane severity to their Physical Attribute Pools.
### Messy Criticals

A character will *always* succeed on a **Messy Critical**, and in an explicitly better and/or more spectacular manner than a normal Critical. Attacks made with **Messy Criticals** are treated as All-Out Attacks that add the player's Bane Severity in bonus Superficial Damage.
If there is no good immediate downside, carry the penalty forward (A player character breaks into a house with a **Messy Crit**, but their subsequent Dice Pool for Stealth is reduced, or difficulty increased). Otherwise, increase **Hunger** by 1 if at 2 or lower **Hunger**, or force a Rouse Check at 3 or higher. One of the easiest things is to force a Rouse Check, or increase **Hungry** by 1 directly.

### Bestial Failure

**No random compulsions**. All compulsions are context based. If for some reason the ST cannot decide on a compulsion, default to the Hunger Compulsion. If the PC is at 1 or less **Hunger**, also increase their **Hunger** by 1.

## **Hunting & Hunger**

### Passage of Time

If no PC is at Hunger 4 or 5, everyone remains at the **Hunger** until the night when the next Session begins, in which they make a Rouse Check as per normal.

### Quick Hunts

Ask the player how they are going to Hunt, and create a Dice Pool for them. This is generally an Attribute + Skill + Discipline against a contextual difficulty, player Domain uses Chasse rating as Difficulty (6 - Chasse). Margin of success reduces of Hunger by 1, to a minimum of 1, margin of failure increases it by 1 to a maximum of 5.

### Active Hunt Scene

PCs should be encouraged to perform Hunt Scenes, which have come to be called something roughly translated as "Active Hunt Scenes" by players in my games. These scenes are instigated by the Player (I want to hunt for a specific SPC, I want to find a specific resonance, I want to poach in this specific Domain, I want to feed from this specific Vampire), and not by the ST. These scenes are run with a goal in mind beyond just slaking hunger, and can evolve into a Story on their own. Running these scenes always awards 1xp, and depending on PC performance, will award additional experience, temporary backgrounds, or potent Blood Resonance.

### Blood Resonance

When a player feeds from a mortal, there should be an obvious Resonance associated with the feeding based on the mortal's state of mind. From there, roll a die:

1-5: Fleeting; No mechanical benefit, only for learning/leveling up Disciplines.
6-8: Intense; +1 to associated Dice Pools
9-0: Acute; Dyscrasia gained
### Dyscrasias

These should be curated by the ST. If there is not apparent Dyscrasia that the victim should have, then roll a die and pick the result. Dyscrasias can be consumed to add 1 Experience to learn an associated Discipline that matches that Dyscrasia.

### Choleric

**1 Bully**
You deal +2 Superficial Damage to weaker foes (or against the kinds of foes the vessel most enjoys tormenting). This bonus applies to both Health and Willpower damage.
**2 Cycle of Violence**
Your next feeding on choleric blood slakes one additional **Hunger**; other blood slakes one less **Hunger**.
**3 Envy**
Drinker does +2 damage against foes that they feel are "better" than them. Younger, stronger, more talented, wealthier, etc. This bonus applies to both Willpower and Physical damage.
**4 Principled**
When you roll in a conflict with a perceived ideological enemy, you may reroll any number of Dice in that Pool once. You cannot re-roll **Hunger Dice** that resulted in a 1.
**5 Vengeful**
Add two dice to one test against the type of target on which the vessel wished revenge (cheating spouses, social rivals, loud neighbors, the government, etc.), or on all rolls against a specific individual the vessel hated.
**6 Vicious**
When you roll with Intimidation, you may reroll any number of Dice in that Pool once. You cannot re-roll **Hunger Dice** that resulted in a 1.
**7 Steadfast Strength**
Add 2 to your non-combat Strength pools.
**8 Vicious**
**9 Vicious**
**10 Driving**
You may consume this Dyscrasia to gain 2 Bonus dice, instead of one, in pools that include Celerity or Potence, for the remainder of the scene.

## **Additional Advantages & Merits**

### Clan Specific

#### Tremere

Merits:

•• **Mage Blooded**: When you Blood Surge to increase a Dice Pool that includes Blood Sorcery, add one additional dice.
Flaws:

• - •• **Arcane Curse**: You suffer a strange oddity, a supernatural curse that may be of your own doing, or perhaps brought about by another Sorcerer, Kindred or otherwise. This curse incurs some kind of Dice Penalty equal to its rating to one of your pools, or increases the pools of others that would act against you.

### Disciplines

##### Dominate

•• **Domineering**: The first time you Dominate one of your Thralls in a session, restore 1 Willpower.

##### Blood Sorcery

•• **Prodigal Ritualist**: Reduce the experience cost to learn new Rituals by 1, and the difficulty of Extended Tests to learn new Rituals by 2.

### Bonding

Merits:

•• **Servant of the Bond**: Your blood quickens as long as you are fully bonded to another. Once per session, increase your Dice Pool by 1 when acting under the command of your Domitor. If your Domitor is present, increase it by 2 instead.
••• **Master of the Bond**: Whether by mere circumstance of your blood, or an inherited trait, your blood exerts greater control over others. Those that drink from your blood have 2 steps towards a Blood Bond rather than 1, and your bonds last twice as long. Your Childer are fully Bonded to you.

### Feeding

Merits:

• **Bloodhound**: You have a supernaturally acute sense of smell when it comes to Blood. Not only is it easier for you to sniff it out, you can smell the Resonance of a Human's Blood without tasting it. You still need to be within olfactory range of the person. Using this skill takes a bit of time (at least 1 "turn"), and requires a Resolve + Awareness; Difficulty 3. This difficulty is contextual, with overbearing smells increasing it, and more intimate contact lowering it. Additional dots can be purchased, reducing the Difficulty to detect Blood Resonance by 1 for each additional dot purchased beyond 1.

### Mythic

Flaws:

• **Bestial**: You cannot retract your fangs. This contextually reduces or increases Dice Pools by 1.
Merits:

• **Life Like**: Your body remembers what it is to be alive. Once per night, you may spend a Willpower to assume the Blush of Life for a single scene.

### Traits

Merits:

•• **Dynamic Assistant**: Regardless of your character's shortcomings on their own, when working as part of a group effort, they pull through. You character always lends at least 1 die when providing assistance in a teamwork action.

• **A Particular Set of Skills**: Perhaps due to fate, talent from your mortal days, or maybe your blood just gravitates towards one aspect of your life in particular. Choose Physical, Mental, or Social when buying this Merit. Dots and Specialties purchased with xp for skills under the chosen type cost 1 less. This only reduces the *total* cost by 1, so purchasing a second dot in a skill would cost 5xp, rather than 6xp, a third dot would be 8 instead of 9, etc. This Merit can only be bought once.

### Animalism

#### Level 4

**Dual Famulus**
**Prerequisite**: Bond Famulus
This power allows the vampire to have a second Famulus.

**System**: As per Bond Famulus.

### Auspex

#### Level 2

**See Beyond**
When activated, this allows the vampire to see through solid, opaque, surfaces to some degree by bolstering their sight with an inherent psychic phenomenon.

**Cost**: One Rouse Check
**Dice Pools**: Wits or Resolve + Auspex; An applicable Awareness Specialty may be added
**System**: The user activates this power with a Rouse Check, and for one scene they can attempt to see through obscuring surfaces. Thin or nearly transparent materials, such as fog, smoke, warped glass, or the user's eyelids, can be easily seen through. However, if the Vampire wishes to see through strictly opaque materials, they must make a test of Auspex + Wits for quick looks, or Resolve for extended observations, against a difficulty relative to what they're trying to peer through. Thin low-density materials like drywall would be Difficulty 1, a thick wall of stone or concrete would be difficulty 3, and seeing into a safe clearly would by difficulty 6. Failing the roll doesn't necessarily prevent the Vampire from seeing through the material, allowing for the player to succeed at a cost in some cases. Applicable specialties can be purchased for Awareness and added as a single die to these tests. Examples include "Darkness", "Safes" etc. The "Sight" specialty does not award a die, as the user isn't using their eyes to peer through surfaces, so much as a psychic power.
**Duration**: One scene

### Dominate

#### Level 1

**Cloud Memory**
Same as CRB.

**Cost**: Same as CRB
**Dice Pools**: Same as CRB
**System**: Add: Stuns the target for 1 turn on crit. Erases a number of turns or an amount of time equal to five minutes, times the margin of success.
**Duration**: Same as CRB

### Fortitude

#### Level 2

**Toughness**
Same as CRB.
**Cost**: Same as CRB
**Dice Pools**: Same as CRB
**System**: Add: User is immune to impact-based stuns while this power is active.
**Duration**: Same as CRB

### Protean

Characters that change shape do not keep clothing or worn items. Swallowing items is possible, however the assumed shape must be able to fit the swallowed item in their stomach, else the vampire violently retches it up, possibly taking superficial damage.

### Blood Sorcery

Players can purchase dots in this Discipline as per normal, but must have a valid in-story reason to learn their next power. Whether from a tutor, and old tome, or some other supernatural contrivance.

#### Rituals

To learn a new Ritual a player enters an extended test. Difficulty dependent on Ritual level. Level 1 and 2 Rituals are easy to learn. Level 3+ take much more time. A player can work towards learning a Ritual before they have the experience to buy it. Once they have the required XP, they can purchase the Ritual and have instant access to it.

Once the player picks a Ritual they want to work towards, they make a roll towards an extended test with the following Difficulty:

Level 1: 15
Level 2: 20
Level 3: 30
Level 4: 35
Level 5: 45
The first roll requires an Intelligence + Blood Sorcery roll. A second roll can be made in the same night if the character chooses to push themselves, which costs 1 Willpower, this second roll is made with a pool of Resolve + Blood Sorcery. A third roll, also made with Resolve + Blood Sorcery, can be made, however the previously spent Willpower becomes **Aggravated**. Each roll requires at least three full hours of study.

If the character works with someone else to learn the ritual, they may add 1 Dice to the Pool. If the person they're working with already knows the ritual, they add 1 additional dice. If the individual teaching them has significantly higher Blood Sorcery, they add 1 (Jareth) to 3 (Aradia) more.