As some of you already know, the Chronicle where we will all be playing is a crossover of various World of Darkness books that in most cases weren't meant to be played together, and because of that house-brewed systems were made to bring balance and fair-play among of the races; these rules will have priority over those of the books, and the /help guide in-game, and are expected to be followed by everyone; every Vampire Player is expected to follow these rules and is also expected to keep himself/herself updated, as the Vampire Race Moderators may revise them.
Extra Actions & Blood Expenditure: Your character can go beyond their blood expenditure limit when employing Celerity, but only if they used it for nothing else. An 8th Generation Vampire can employ Celerity 5, thus spending 5 blood points rather than the maximum of 3. However, he can't use 1 blood point to heal then spend another 3 for Celerity extra actions.
When declaring extra actions, the +1 buff to your Dexterity per employed dot is lost for the turn.
Chimerstry:
Horrid Reality: The power takes 2 turns to activate, given the requirement of 2 Willpower points. You can only spend 1 Willpower point per turn. The player's regular action is exhausted in the first turn, but he may perform other actions in the following turn or use Celerity. The power is rolled in the second turn.
Daimoinon:
Using powers against non VTM characters: When employing powers such as Sense the Sin against targets such as Mages who do not have Self-Control, Courage or Instinct, the target difficulty becomes half their Willpower rating (rounded up).
Conflagration: The target declares the amount of blood spent, then throws the fireball with a normal Dexterity + Occult throw. Any additional successes over the target's dodge roll will yield add to the damage pool which is then rolled based on the size of the flame. The amount of damage dice received from nets is limited to 10 Just like other Flame based attacks, it inflicts Rotschcreck and ignores Armor.
Condemnation: The maximum debuff length is 3 IC months. The chart's duration is thus revised to:
1 - 3 IC days;
2 - 1 IC week;
3 - 1 IC month;
4 - 2 IC months;
5 - 3 IC months.
Dementation:
Passion; The Haunting, Total Insanity & Shattered Mirror: The duration on all of these powers has a maximum of 3 months at 5 or 6 successes.
Dominate:
The Forgetful Mind: The maximum duration when achieving 5 or more successes allows for up to 3 months of memory changes/erasal.
This limit does not apply when using it to clear someone's memory of supernaturals only; This limit does not apply if the player gives their consent.
Fealty & Memory Block: The maximum duration is limited to 3 months.
Obfuscate:
The passive radius of effect has been increased from 5 to 20 dots of Wits + Stealth.
Obtenebration:
Arms of the Abyss: The tentacle origin points MUST be declared alongside with the blood expenditure.
The shade from which the tentacles originate must have a size greater than 1ft square. This will let you summon one from the cast shadow of a human, or a light pole - but not something as small as a cane leaning against a wall.
The user can attack with the tentacles in the SAME turn they are summoned. The player must declare specifically whether he is constricting (to damage) or grappling (to incapacitate) a target.
The player rolls Obtenebration + Potence to attack with a tentacle, which the target may roll normally. He then follows up with a Obtenebration + Potence + 1 to deal damage. Nets on the attack do not add up to the damage roll.
Tentacles do not count as additional enemies for the purpose of adding +1 to the difficulty of action rolls.
When breaking free from multiple tentacles, the defender rolls Strength + Brawl, with the difficulty being 6 + 1 for each additional Tentacle after the first. If restrained by 4 tentacles, you would roll only once at a difficulty of 9, which consumes an action. The Obtenebration user only rolls once at difficulty 6. If the victim beats their successes, they break free. Keeping a target restrained counts as a reflexive action for the Obtenebration user.
Multiple tentacles are counted as separate sources of damage. Roll multiple times when damaging an opponent.
Black Metamorphosis: The user can perform 1 tentacle attack + 1 regular action, or use 2 tentacle attacks; but not make 2 regular actions as if using Celerity.
Presence:
Entrancement:
-The duration chart is revised to:
1 - 12 hours;
2 - 3 days;
3 - 2 IC weeks;
4 - 1 IC month;
5 - 3 IC months
Protean:
Eyes of the Beast: The power can not pierce the darkness of Obtenebration.
Feral Claws: The power does not take a complete action to activate, and will manifest at beginning of the following turn. The player can dodge normally while they grow, and attacks will deal bashing.
Earth Meld: It is impossible to meld into earth through another substance. Wood slats, blacktop, even artificial turf blocks Earth Meld’s effectiveness.
Change Shape: The target's belongings are magically transformed with the Vampire and restored when returning to human form.
Flesh of Marble: The power can be used instantly and does not consume an action. It still requires a conscious expenditure of blood, and will not work in an ambush.
The damage dice BEFORE being halved can exceed 20 with this power. If the user scores 15 nets and have Strength 15, they would halve 30 dice for the damage roll, and not 20/2.
Smoke and Mirrors: The effect lasts only for 1 hit.
Quietus:
Scorpion's Touch: Activating the power does not require an action.
The coating wears off or drips off weapons within 12 hours.
The Stamina loss duration is limited to a maximum of 3 months at 5 successes.
Baal's Caress: Coating a weapon does not require a full, dedicated action, but blood expenditure limits apply - even if forcefully cutting yourself. This action can still be interrupted.
The coating wears off or drips off weapons within 12 hours.
Serpentis:
Snake Forms or Properties: Transforming requires no action, but occurs on their turn. The target may dodge or attack normally while assuming advanced forms. Assuming forms is a continuous process, that is clearly visible.
Vicissitude:
Bone/fleshcrafting other characters: Powers employed to either buff or debuff targets via Bonecraft, Fleshcraft or other forms of the discipline will have a maximum limit of 3 IC months.
Exception: The rule may be ignored and deemed invalid if both parties agree to have the effects last forever. This exception only applies to deformities and debuffs done onto another through the usage of the discipline. If it is a buff rather than a debuff, the rule above applies.
Note: Empowering yourself through Vicissitude can be done permanently, as long it's used on yourself, the 3 months rule applies ONLY on other player characters.
(edited)
Combination Disciplines:
Command the Swarm (Animalism 1; Daimoimon 2): May not use Daimoinon 3 in order to shoot flames through vermin.
Blood Thorns (Protean ••, Potence ••): The player shoots their feral claw that takes 3 turns to regrow (Dexterity + Firearms [difficulty 7]; Range: 10 yards).
Blood Sorcery
Path of the Focused Mind:
Readiness: The special dicepool can only be used for Wits related dicepools/rolls or an Initiative boost.
One-Tracked Mind: This power is reflexive and it must be declared BEFORE the target has made their declaration.
Path of Conjuring:
*Vampires who conjure weapons via Path of Conjuring must have a minimum of Science 3 rating in order to conjure a weapon that contains enough silver purity to damage a werewolf spiritually.
Magic of the Smith: Conjured items only retain bare stats from the books. As a rule of thumb, you cannot copy items enhanced in any way or items that possess supernatural properties or ingredients.
Create Simulacra: LIMIT: Creating and managing simulacra takes a toll on the Thaumaturge. A Sorcerer may only create a number of simulacra equal to the sum of their Willpower + Thaumaturgy ratings.
DURATION: Simulacra last for 7 IC days, but the duration may be extended without a roll, but the full amount of blood is spent. When creating a simulacra, you must copy the roll, as well as the server AND local time stamp - into the npc description of the created NPC. Each time they are extended, you must write in the new stamp.
STATS: Simulacra do not possess abilities beyond rank 2. The simulacra have a dicepool equal to the rating of Thaumaturgy the sorcerer possesses, plus 1 extra die for each success achieved on the simulation roll. The simulacra inherit the copied target's Strength and Stamina. Simulacra can't soak aggravated by default. Simulacra are mindless, and are thus immune to any form of emotional control. They're prone to possession but targets attempting must beat the sorcerer himself in a Willpower 7 contested roll. The simulacra function on the basis of direct orders. They lack Wits and always act last in initiative.
Path of Blood:
Blood to Water: This power does 1 level of aggravated damage per success. The instant kill only works on human NPC's.
Path of the Blood Nectar:
The Sorcerer can now expend willpower and 2 blood points to extend the blood potency duration of 1 week per point up to a maximum of 1 IC month, the potions will lose their discipline effect then. (Other Alchemic benefits will remain, only the path power will disappear.)
Herd Background: Since we will promote feeding rather than walking around with 500 bloodpacks in your inventory, here's the system about Herd background, which will allow you to get bloodpacks every six paychecks, I really recommend any vampire to take it as starting since bloodpacks won't be as common.
Herd • - two bloodpacks.
Herd •• - four bloodpacks.
Herd ••• - six bloodpacks .
Herd •••• - eight bloodpacks.
Herd ••••• - ten bloodpacks.
The specified number is gained each six paychecks.
Vampire Starting XP: Vampire characters will have a boost of starting XP depending on their starting generations following this list.
11th get 24 extra Experience Points
10th get 32 extra Experience Points
9th get 48 extra Experience Points.
8th get 72 extra Experience Points.
7th get 80 extra Experience Points.
6th get 100 extra Experience Points.