House Rules

Underlined rules are tentative and might get changed with no warning. Rely on them at your own risk. If something gets significantly nerfed, I will consider refunding XP.

If you take Necromancy, Thaumaturgy, or anything outside the core book, be prepared to explain it to the ST.

Downtimes

Blood & Feeding

Artifacts

## Time

* The LARP happens in real time. The IC date is always 130 years before the OOC date.
* Events that happen between game are asynchronous. The date of the scene or post doesn't have to match the canonical date of the event.
* Whenever possible, time passes two weeks at a time (one game and one round of downtimes). Anything that takes/lasts "one month" or "30 days" lasts for two full games and two rounds of downtimes. Some durations may be rounded up or down so that they begin and end immediately before or after a game. The game in which a countdown begins is not considered one of the two full games unless the countdown begins in the first hour. The round of downtimes in which a countdown occurs is not considered one of the two rounds of downtimes.

## Sheets

* Character Creation
* Disciplines
* Backgrounds
* Merits & Flaws
* Abilities
	+ Airship Pilot has been added to the skill list.
	+ Replace the Computers Knowledge with Clockwork. You create small automata capable of carrying out simple tasks.
	+ Add "Languages" to the Knowledges list. You know one language per dot.
* Experience Points

## Torpor

* You can be awakened from damage-induced torpor by being fed one point of shifter blood, Changeling blood, or vitae from a Kindred at least two generations lower than you.
* If you are awoken the same night, you have +1 difficulty to all checks for the remainder of the game and the following round of downtimes.
* The narrators will assign you a derangement and (10 - Humanity)/2 points of flaws (round up) for the expected duration of your Torpor.

## Miscellaneous

* Blood Bonds and Vinculum:
	+ 3 point blood bonds fade if they are not maintained, even if the thrall and regnant are still in contact.
	+ The Embrace destroys all existing blood bonds and replaces them with a one-point blood bond to the sire.
	+ The Vinculum is *not* considered a blood bond. Rules that refer to blood bonds do not apply to the Vinculum unless specifically stated.
	+ When rolling to update an existing Vinculum rating, you have to roll two points lower than the existing rating to go down one. The Vinculum should slowly ratchet up each time you participate in the Vaulderie.
* The blood taken when teaching the first dot of a discipline does *not* create a blood bond. Instead, it forms a link between the teacher and student. From that point on, any checks the teacher makes to gather information about the student are at -1 difficulty.
* Toreador: The check to resist being entranced is made at a difficulty of the number of successes on the Crafts or Performance check (max 9). You do not need to make a check for unskilled Crafts or Performance.
* Body armor costs $1 per level per body part (arms, legs, torso, head). For example, full body class 2 armor costs $8
* Use modified BNS rules for withdrawal from ghouling: If a ghoul goes more than one month without consuming vitae, it experiences one month of excruciating withdrawal as it catches up to its chronological age. A younger ghoul will have less severe withdrawal, but it will last just as long. As a general rule, withdrawal will kill a ghoul that is over 100 years old. Ghouls with life-threatening deformities or incurable illnesses being held at bay through the power of blood may perish sooner.
* You meet final death when all of your health levels are filled with aggravated damage, not just the last level. If all of your health levels are filled with normal damage, each additional point of damage upgrades one level of normal damage to aggravated. Bashing damage is still halved.
* Weapons