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Lirbo
Lirbo
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Vampire House Rules Empty Vampire House Rules

Sat May 06, 2023 12:33 am
Official Vampire Books
• Vampire: The Masquerade 20th Anniversary and all of its supplement books (older versions as well).
• Wraith: The Oblivion 20th Anniversary and all of its supplement books (older versions as well).



Clarifications
• Character creation without an application allows you to create a Camarilla 13th Generation Vampire from one of the following clans: Brujah, Gangrel, Nosferatu, Malkavian, Toreador, Tremere, Ventrue, or Caitiff.

• The lowest Generation available on character creation is 9th.

• Upon character creation, applicants may choose to add one extra Discipline, which can be either In-Clan with the Additional Discipline (5pt. Merit) or Out-of-Clan without it. Please be aware that a secondary path (for Disciplines such as Thaumaturgy, Necromancy, etc...) is also considered an extra Discipline. However, it is crucial to note that the option to apply for an extra Discipline carries high requirements, necessitating a proper portrayal of how the character acquired this additional power.

• Diablerie follows the systems described in The Guide to Tal'Mahe'Ra.

• Tal'Mahe'Ra & Ebony Kingdom characters follow the character-creation rules stated in their own book.

• Common Disciplines are considered: Potence, Celerity, Fortitude, Animalism, Auspex, Dominate, Obfuscate, and Presence.

• Single attacks with a number of damage successes greater than the Vampire's Stamina + 2 will daze the vampire (Fortitude doesn't apply to this count under any circumstance)!
e.g in order to Daze a Vampire with Stamina 4 you must deal at least 7 Health Levels in a single attack.

• Vampires enter Torpor instantly if the amount of damage they take is reducing them below Incapacitated (AKA -1 Health Level).




Vampire House Rules

• The lowest generation that can be accepted upon character creation is 9th, and will only be granted to the most experienced players.

• You may increase Attributes/Abilities/Disciplines up to 5 with Starting Points/Freebies, and up to 3 with Experience. Usage of Experience to purchase further dots requires an elaborate application showing in-game progression and excessive practice of the Discipline in question. This can be also done without applications if all of the sessions were supervised by a Vampire Moderator.

• Caitiffs may only pick 1 Rare-Discipline upon character creation, more than one requires a spectacular background story with a Vampire Moderator's special approval.

• You may only apply for one extra Discipline upon character creation, this Discipline can be either In-Clan with Additional Discipline (5pt. Merit) or simply Out-of-Clan. Extra paths for Disciplines such as Thaumaturgy and Necromancy are counted as an extra Discipline.

• Powers that require Non-Vampire characters to roll a Virtue they don't have will require a Willpower (halved, rounded up) roll instead.

• All long-lasting powers may last up to 3 months.

• Blood Points effect fades at the rating of one level per 12 - Permanent Willpower weeks.



Starting Experience
Vampires, as venerable and skilled beings, possess considerable expertise. Each vampire begins their journey with a specific amount of Experience, tailored to their Generation. Moreover, there is an opportunity to acquire additional Experience by submitting your Character Application. The exact amount of Experience granted will be determined by the Race Moderator who reviews your application, considering the quality of your character's background story and the overall impression made. It's important to note that even characters not subject to the application process (13th Generation and above) can still submit their character's background story to potentially receive extra Experience to bolster their initial progress.

15th Generation: 10 Experience (Up to additional 7 with a story)
14th Generation: 12 Experience (Up to additional 9 with a story)
13th Generation: 15 Experience (Up to additional 15 with a story)
12th Generation: 17 Experience (Up to additional 17 with the story)
11th Generation: 19 Experience (Up to additional 19 with the story)
10th Generation: 21 Experience (Up to additional 21 with the story)
9th Generation: 25 Experience (Up to additional 25 with the story)



Disciplines

Daimoinon:

Dementation:

Dominate:

Obfuscate:

Obtenebration:

Presence:

Protean:

Quietus:

The Path of Blood:

Movement of the Mind:

Backgrounds

Domain:

Generation:

Herd:

Mentor:



Features

All of the Merits and Flaws available in our game are listed here:
https://docs.google.com/spreadsheets/d/1UofIY4D9DRN7l4F8-KsgnIaGVOi0lzEhqzA7TjPen6g

Particularly long features that require elaborate mechanics will be present down here.

Psychic Leech (5pt. Merit):



Torpor
In order to make Vampires more playable for the long run, the durations of involuntary-Torpor have been adjusted. The duration of Torpor starts from the end of the scene where your character fell torpid.
This duration may be halved with the green light of the attacker who sent your character into Torpor (This option may be easily overruled by a Vampire Moderator).

Humanity/Path 10: Immediately after the scene
Humanity/Path 9: 15 minutes
Humanity/Path 8: 1 hour
Humanity/Path 7: 3 hours
Humanity/Path 6: 6 hours
Humanity/Path 5: 12 hours
Humanity/Path 4: 36 hours
Humanity/Path 3: 1 week
Humanity/Path 2: 2 weeks
Humanity/Path 1: 1 month
Humanity/Path 0: Never


Last edited by Lirbo on Fri Feb 02, 2024 4:42 am; edited 3 times in total

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Mephisto
Mephisto
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The game begins. A pawn is moved.
Posts : 23
Join date : 2023-07-29

Vampire House Rules Empty Re: Vampire House Rules

Sat Dec 23, 2023 1:27 pm
Power Adaptations
Illusion of Perfection (Thaumaturgy Ritual - Rank 3):
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