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Rules

  • House Rules

    Population Control
    In order to prevent Salem from being overrun by vampires of a certain clan, the Storyteller is allowed to reject a character on the basis of there being too many. I'm looking at you, clans Toreador and Tremere.

    Current population is as follows:

    Main Clans (Limit 5/ea.)

    Assamite - 0
    Brujah - 1
    Followers of Set - 1
    Gangrel - 0
    Giovanni - 1
    Lasombra - 2
    Malkavian - 2
    Nosferatu - 2
    Ravnos - 1
    Toreador - 3
    Tremere - 3
    Tzimisce - 2
    Ventrue - 3

    Bloodlines/Etc. (Limit 1/ea. Seek ST approval.)

    Baali - 0
    Caitiff - 1
    Children of Osiris - 0
    Daughters of Cacophony - 1
    Gargoyle - 1
    Kiasyd - 1
    Nagaraja - 0
    Samedi - 1

    Restricted Clans/Bloodlines:
    Abominations (at chargen), Cappadocians, Dhampirs, Harbingers of Skulls, Kuei-Jin, Laibon, Salubri, Thinbloods.


    Experience
    Whisper the Storyteller on Sundays for your weekly XP reward, which will coincide with what your character accomplished and how they grew during that week of playtime.

    Spending XP
    Whisper the Storyteller with how you allocate your experience points with a brief description (1 sentence) as to how your character advanced in that area.

    5th Dot - Keep in mind that attributes and abilities of this level are the pinnacle of PC ability. Additional 5's in Attributes or abilities past your first may require justification.


    Haven Security
    Haven Security is an optional "background" point that players may purchase at any point using their characters' resources background.

    Level 1: Basic Deadbolts, Chain-locks, Peephole in door. +1 Diff to enter residence. Prerequisites: Resources 1. Takes 2 days to set up. No public attention.

    Level 2: Self installed basic security system. Doors & Windows. Intercom with indoor/outdoor box. Remote Control [50yrd range] for door lock Enabling and Disabling. Motion Sensor Outdoor Lighting. +1 Diff / -1 to dice pool. Prerequisites: Security 1, Resources 2. Takes 5 days to set up. No public attention.

    Level 3: Advanced System with Video Camera(s) and Monitor(s), Intercom(s), Motion Sensor Lighting, Card Locks. +2 Diff / -1 to dice pool. Prerequisites: Security 2, Resources 3. Takes one week to set up. People notice.

    Level 4: Highly Advanced System with Video Cameras, Monitors, Intercoms, Motion Sensor Lighting, Keypad Locks, Security Guard(s)/K9 Unit(s) Security Station, Gated Property, Police Assistance. +2 Diff / -2 to dice pool. Prerequisites: Security 3, Resources 4, Contacts 2 (Police). Takes one month to set up. People are definitely talking about you.

    Level 5: Perfect System with Video, Monitors, Intercoms, Security Station, Guard(s)/K9 Unit(s), Keypad Locking, Thermal Sensors (Perception based system), Ultrasonic Sensors, Police Assistance. + 3 diff /-2 to dice pool. Prerequisites: Security 4, Resources 5, Contacts 4 (Police). Takes three months to set up. Everybody knows about it, and many are suspicious.

    Depending on your characters resources these items would be available to them so that you may mix and match your system to your own preferences if you so choose OR you can simply use the basic chart listed above. Should your character not have the resources for the security you have in mind, you may have your character "save money." Your characters resources would be frozen for a period of time (depending on what it was you wanted) and they would be unable to many any expenditures until that time was completed.


    Coterie Forming

    1. Your Coterie needs a purpose (Be it social, traveling, security, war, defense, magic,) anything within reason.
    2. You need at least three members
    3. You can choose to be appointed (chosen by the prince), Publically formed (The Prince knows you are working in concert with others) or Secret (You formed in secret the Prince has no knowledge of your doings as a group.)
    4. Combine common backgrounds if you so desire.
    (The STs must be aware of the Coterie especially if you wish to do scenes with it)


    Staking, Character Death
    These scenes cannot be run without a Storyteller or Assistant Storyteller present. At times, this may require a scene-lock if no Storyteller is available immediately. Additionally, note the date and time of the scene, so the Storytellers can access logs if necessary. Additionally, character death must be consented to by the killer and the owner of the character to be killed.


    The Embrace
    PC sires are not required, but are encouraged as we would like to establish family lines in the game to add more depth and intrigue.
    A Storyteller is not required to be present for embrace, but both players must confirm that it took place.
    A frenzy roll at difficulty 8 is required upon Embrace.
    The embraced character will receive the appropriate generation background dots free.
    Characters embraced IC receive 2 dots of Disciplines to be spread out over any two in clan disciplines.


    Diablerie
    A Storyteller must be present for a diablerie scene.
    If successful, the vampire’s generation will be lowered by one generation (if applicable), but no disciplines will be gained. The [Black Veins in Aura] tag will be added to the end of the vampire's description in-game. The diablerist (if on the path to Humanity) will automatically lose one point of Humanity and a Conscience roll will be required. If the roll fails, a second point of humanity is lost. If the roll is a botch, a derangement is also gained and the diablerist will also lose a point of Conscience.


    Disciplines

    - At character creation, no disciplines may have more than 3 dots in them.
    - Out-of-clan disciplines require either an NPC or PC mentor.

    Celerity
    - Celerity actions cannot be split.

    Chimerstry
    - Chimerstry can be used to disguise appearance; however, the effects are very short-term and require continual spending of blood points as per the movement rules for Chimerstry 3.

    Dementation
    - Passion: The use and effects of Passion are subtle; they are not blatant and they are not easily pinpointed. A player under the effects of passion must take into account that their emotional state of being has either been amplified or dulled. Your character is by no means locked into an emotional state, as emotions in the psyche flux and flow from day to day, hour to hour, minute to minute. Just remember when passion is used on your character you have to account for any emotion that may be or arise in your character.

    Dominate
    - Dominate 1 can be used in combat, so long as the vampire is able to see its opponent's eyes.
    - A target trying to avoid eye contact must make a Willpower roll against a difficulty equal to the Dominate user's Manipulation + Intimidation (or other appropriate combinations for other Disciplines or specific situations, at the Storyteller's discretion). The difficulty for each may be reduced for mitigating factors: -1 in the case of the target obscuring his eyes slightly (such as closing her eyes or wearing dark sunglasses) up to a -3 for the eyes being completely unseen (such as with a thick blindfold or having her eyes torn out). Ultimately, however, it is up to the Storyteller to decide whether eye contact is established in a particular case.

    Presence
    - Majesty:
    - A WP point must be spent by the subject of Majesty in order to make the Courage roll (Diff Cha + Intim of Vampire using Majesty)
    - Success on that roll only allows the Subject to act normally for one turn.
    - For the subject to keep acting contrary to the Vampire using Majesty, the Subject must continue spending WP and succeeding in their Courage roles.
    - When Subject is out of WP, they are unfortunately out of luck.

    Thaumaturgy
    - Restricted paths: All dark Thaumaturgy.
    - Learning New Paths and Rituals will be dealt with on a case by case basis with no particular hard and fast rules. Justification, teachers, mentors, and practice are generally good methods to ensure your requests are granted. Secondary paths raised to 4 or 5 will require an IC teacher. Rituals and Paths taught by other characters will be given for the same level of experience costs, however the learning time is reduced by a third.

    Combination Disciplines
    - Free, so long as the player has the prerequisite dots in each discipline.
    - Blood points used are a sum of the two disciplines, can be performed in one turn, or over two turned with an increased difficulty.


    Backgrounds

    Age
    - Age background is entirely disallowed.

    Generation
    - Absolutely no vampires are allowed to be 8th or lower generation at character creation. 9th generation vampires may be considered. Higher-generation vampires (10+) are encouraged.

    Contacts
    - Please specify who these contacts are, and a few of examples of what these contacts can accomplish. If the player has no contacts in a particular sphere of influence, roll as per the book in order to uncover a minor contact that will last one week.


    Merits and Flaws

    Iron Will merit is currently restricted.
    Nine Lives merit is currently restricted.
    Nightmares flaw is currently restricted.

    Custom Merits/Flaws (Require preapproval from ST):
    Exceptional Student (7 pts) - You absorb information like a sponge, and mastering disciplines was like clockwork do you. You gain 2 extra dots to spend in disciplines at character creation, but it is more difficult for you to learn anything without a tutor. XP cost for disciplines learned without specific instruction is increased by 50%.