House Rules

Gameplay House Rules

Aura Perception

  • Aura perception cannot be used to scan a crowd, and can only be used to examine the aura of individuals.

Soul Feast

  • Only one Wraith may be consumed every two days.

Automatic Successes

  • Automatic successes can only be declared by spending willpower or using a discipline (such as Potence) correctly.

Mind Control

  • Attempts to mind control other player character are resisted actions, with the defending player using Willpower for their dice pool. Furthermore, no mind control effects can last longer than one scene without the defending player's consent. A Storyteller may be called at any time to supervise a mind control scene and break it up should it become inappropriate.

Drive and Computers

  • All characters start with the first dot in Drive and Computers at no cost. You may remove these dots if you feel they are not appropiate for your character.

Earning Merits & Flaws

  • Merits and Flaws may be earned in-character through roleplay. Inquire with an ST to learn how a certain one can be acquired!

Arms of the Abyss

  • Mechanical changes can be read about here.

Frenzy Rules

  • Taking a mechanic from Requiem, all vampires who frenzy add their generation dots to all physical (strength, dexterity, and stamina) rolls while controlled by the beast.

Alternative Botch Rules

  • On a roll, any negative result is considered a botch. If you spend willpower, it'll always be 1 success negative or not.

Tremere Sect Alignment

  • Tremere may only be aligned to House Tremere/the Camarilla. This is not negotiable.

Learning Rituals

To learn rituals, you must work towards learning it in-character. This process may last several weeks, even months, as determined by a Storyteller. You must spend XP equivalent to 3x the Ritual Level in order to learn it. In order for time to be counted, a post must be made at least once every five days demonstrating the player character is studying and practicing the Ritual.

The Path to Golconda

In order for a player character to pursue Golconda, the following requirements must be met:

  • The character must be on Humanity. Golconda may not be pursued if the character is on a Path.
  • The character must have a Humanity rating of 8 or higher. Once they reach this threshold, the character may not allow themselves to Frenzy, lest they lose their opportunity to pursue Golconda.
  • After maintaining their Humanity and avoiding Frenzy for an appropiate period of time (as determined by Storytellers), the character may go on a journey where they must confront their beast and come out the victor. Failure means the character forever loses the chance to achieve Golconda. This is a special event scripted by Storytellers.
  • Upon achieving Golconda, the character's beast is completely under control, and can no longer Frenzy or Rötschreck.They need only to feed once a week, and may even become mortal once again.

True Faith

While the starting Merit of True Faith is restricted, player characters may still earn the True Faith trait. In order to do so, the following requirements must be met:

  • The character must be on Humanity. True Faith may not be earned if the character is on a Path.
  • The character must have a Humanity rating of 8 or higher. If Humanity ever falls below this threshold, they will lose access to True Faith. Losing access to True Faith will earn the character the Paradise Lost Flaw.
  • The character must have faith in a higher power and an appropiate holy symbol. The faith need not be based in christianity, as jews may use their star of david, pagans may use an ankh, etc.
  • After maintaining their Humanity for an appropiate period of time (as determined by Storytellers), the character may go on a journey where their Faith is tested and they come out resolute. Failure means the character loses a point in Humanity. A character may attempt to gain True Faith again once they regain their lost Humanity. This is a special event scripted by Storytellers.
  • Upon unlocking True Faith, the character receives one dot in Faith. Higher ratings may rise and fall at a Storyteller's discretion, as Faith is a measure of religious certainty and zeal.

Benefits of True Faith Ratings

† • The faithful may attempt to repel vampires and other supernatural creatures by brandishing a holy symbol or uttering prayers.

  • The player of the Faithful spends a Willpower point and rolls their character's True Faith rating against a Difficulty equal to the creature's permanent Willpower. The successes garnered indicate the number of turns that the creature must flee from the character while they invoke the protection of prayer or the holy symbol. If the activation roll yields no successes, a supernatural creature need not step back, but may not advance. A botch indicates that it may advance unhindered. If the religious symbol is placed against a vampire's body, each success causes a level of aggravated damage, burning into the creature's flesh.

† •• The Faithful may sense the presence of a vampire and can purchase the Awareness talent.

  • They need not consciously try to detect the vampire's presence, but they must be in peaceful, quiet surroundings. The Faithful will not sense the vampire if they are preoccupied (ie: arguing) or in a crowded, noisy place. This ability is not infallible; the Storyteller may decide to allow a character to sense a presence when it is dramatically convenient, or only after a successful Faith roll. Note that the character cannot know exactly what they sense through their Faith; all that they will know is that something unclean or evil is nearby.

† ••• The Faithful is immune to Chimerstry, Dementation, Dominate, Obfuscate, and other supernatural effects that confound the mind.

† •••• The Faithful may not be turned into a Ghoul. They are unaffected by Presence and other supernatural effects that manipulate emotions.

† ••••• The mere presence of the Faithful may fill a vampire or other supernatural creature with self-loathing, disgust, terror, or even physical pain.

  • Any vampire hearing the character pray, preach, or touched by the faithful must make a successful Rötschreck roll at Difficulty 9 to resist the urge to flee immediately for the duration of the scene. A vampire who is unable to flee is reduced to a gibbering wreck, flailing on the floor and screaming, sobbing, or begging forgiveness.

Miracles of True Faith
A miracle is an instance of direct divine intervention. The Faithful often pray to the divine as a form of worship and meditation. On rare and inspiring occasions, the divine answers a prayer in the form of a miracle. Such miracles are extremely rare, and always dramatic. Prayers that are selfless and seek to help or inspire others have the best chance of being answered. No hard-and-fast system for invoking miracles exists — it’s simply a dramatic reminder that Faithful individuals bear a divine duty and can occasionally serve as conduits for their greater power’s will in the world.

Miracles can occur at a Storyteller's discretion. Some examples of possible miracles are:

  • Helping a barren woman be able to bear a child.
  • Curing a terrible and painful disease, such as cancer.
  • Helping someone trapped under a collapsed building.
  • Finding yourself at the side of a friend in desperate need.

Paradise Lost (2 pt. Flaw)

  • You once had the True Faith that could light the night. It is now extinguished. This is not the simple loss of an advantage, but a gaping wound of the soul. You know what it was like to be seen in the light of the divine, but now stumble outside the sight of God and drown in the corpse-cold murk of doubts, an ever-flowing river with no end in sight. Whenever you are confronted with this loss (holding a holy symbol, asked to perform a miracle, entering a church, etc.), make a Willpower roll at Difficulty 7 or lose one die on all actions for the scene as sorrow seizes you. A botched Willpower roll consumes a Willpower point and opens you to despair. Indulging a vice (alcohol, drugs, pornography, etc.) can replenish Willpower points lost in this way.

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