House Rules

There are a few house rules for the game, here are the following categories that have had changes made to them:

***Backgrounds***

***Merits and Flaws***

***Secondary Skills***

***Crafting***

## **Misc. Rules**

Players may be in more than one scene, but only with ST permission to do so.

Ten’s explode on stats and rolls that cannot have specialties. (Willpower, Gnosis, Arts, etc.)

### NPCS:

NPCs are common in WOD and in the server. Players may not play their NPCs without express permission from the Staff. With the expectation of the Retainers background Players will not make sheets for their NPCs though they can request certain things with the consent of the ST assigned to the NPC.

#### The NPC Share System:

Players may play anther's NPC with the consent of the STs. Doing so they will not receive a sheet for the NPC and need to defer to the STs when they wish to do anything that would need a roll. This system is to help fill out role play and player fun.  Characters of the player playing a NPC may *not* interact in any way.  These NPCs may be Retainers, Mentors, wards, and all sorts of relevant characters. If a ST believes you to be abusing this system you will be banned from playing NPCs.

### Hung magic slots:

Hung slots for Changelings work as such: You can hang as many spells as your permanent glamor. Non-changelings work the same, and cannot have *any* unless they are granted glamor through the use of arts.

### Fortitude:

Fortitude runs like in the dark ages book, so as follows: Once per turn, she may spend a blood point to automatically soak her Fortitude in damage, instead of adding it to her Stamina.

### Fetishes/Treasures and Talens/Trinkets:

You can only have as many fetishes (Treasures) as you have gnosis (Glamor). You may carry as many talen (Trinkets) as is reasonable. (Ex. Gaia’s breath are gourds, so you can only have so many in your pocket, if they even fit at all.)

Players may use the ‘Hammer and Klaive’ book for more fetishes.

All Legacy Treasures, Unique Fetishes and Magic Items are subject to ST discretion

### Called Shots

Called shots are run as follows: Players choose a location and add a difficulty (Determined by the ST) which will be either a +1 +3 or +4. In return the player will receive additional dice to damage that scale as follows: +2 dice, +4 dice, + 5 dice. Called shot attacks do *not* necessarily out right kill an opponent. Though if the attack does more damage (post soak) than the opponent's stamina (minimum of 3) that body part is severed.

### Extra actions and Split actions:

#### Split Actions:

The player declares how many actions the character will take in a turn, determining which has the smallest dice pool. That many dice can then be split among the actions in proportions the player sees fit. Split actions happen at the end of the turn order like Rage, Quicksilver and Celerity actions.

### Diablerie:

We use the system from The Black Hand Guide to the Tal'Mahe'Ra for diablerie with a few changes:

You take the disciplines from the victim and randomly pick one (the player may make a willpower to ‘choose’ which one at diff 9, they only need succeed (They can only do this once)) from there they get a random number of dots. The player may make a 50/50 roll to gain another discipline at random.

These dots are free, though they are still out of clan, and the vampire still needs a teacher in order to further the discipline.

### Learn Times:

Players may only buy *one* dot of an attribute, skill, secondary, virtue, willpower, gnosis, rage, glamor, moral path, at once (IE. per day).

Players can only learn one dot per Discipline, Art, Paths, or major power once a week. (They may learn more than one from separate powers.)

Players learning a ritual must spend one week per level of ritual to learn time. They do not need to spend experience to learn them.

Players learning and teaching an out of clan/tribe etc. power must spend a *month* teaching said power before it can be bought by the other player. (Gifts, Out of clan Disciplines (Unless a player consumes a blood point from the teacher, in which case this rule can be disregarded for disciplines.))

Combo disciplines have a learning time of one week per highest discipline need.

In order to learn a lore, out of clan discipline, attribute over 3, ability over 3, or rituals, you need a teacher.

Mentors can allow players to take out of special Clan disciplines at character gen, but *only* ones they have access too.

### Kindred and Feeding:

One of the many advantages of the lovely Dracula Bot is its ability to automatically update a vampire character's bloodpool through its system of timekeeping. Every 24 hours, the bot subtracts a single point of blood from your pool.

Naturally, in order to keep up your bloodpool, you'll need to feed.

Well, it's simple. During character creation, from here on out, your lovely local vampire ST (that's me) will work with you to decide how exactly your character feeds. From there, we can determine a dice pool, and what abilities or merits/flaws you have that will affect your pool and difficulty. Are you the type to assault your victims through brute force? Dex+Brawl or Melee might be the way to go. Are you the type to seduce your victims with the promise of sexual favors? Appearance or Manipulation + Subterfuge might be the way to go. Every Kindred is unique, and finding the unique feeding style for your Vampire's day to day use will lend to their uniqueness as a character.

Backgrounds like Herd and Domain add their score to your dice pool

Once you know your pool and difficulty, the act of feeding becomes simple. You roll in #feeding, and the number of successes determines the amount of bp you gain from the act.

Failing or botching your feeding role might lead to unintended consequences...

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