Blood bonds
Blood bonding a PC requires the vampire to directly provide the blood to a specific victim. There are no mass or accidental blood bonds. The Vampire must be physically present to blood bond a victim.
Blood bonds range from 1 to 3. Initiating and increasing a blood bond requires a drop of blood and each must be administered on separate nights. A blood bond provides no powers or ability: just emotional attachment.
- A level 1 bond inspires friendliness. The victim will look upon you favorably and hear what you have to say. They might want to hang out in the future but they're not going to go out of their way for you. If you act creepy, a level 1 bond is not going to compel someone to get into your car.
- A level 2 bond inspires strong positive feelings. The victim would want to date you if it were an option. Like an ally, they're willing to occasionally accept a moderate inconvenience for your benefit. They still have their own life and responsibilities and they won't drop everything for you. They think of you often and look forward to seeing you.
- A level 3 bond inspires obsession. The victim has great difficulty not thinking about you. They will take risks with their responsibilities to make you happy. If shunned, they will likely have an extreme reaction ranging from despondency to violence. Long-standing level 3 bonds in a negative relationship have resulted in the suicide of the victim and/or the final death of the vampire.
A cautionary note to vampires: A level 2 blood bond can get awkward and a level 3 bond can easily become problematic. Level 2 and 3 bonds force the victim to perceive you as playing an important role in their life. People talk about those that play important roles in their lives. When you blood bond someone, ensure you know who their friends are and that those friends won't come back to haunt you.
Buying disciplines
- See Disciplines and XP Chart
- Only a PC vampire counts as a teacher
- Restricted disciplines:
- Cannot be learned out of clan
- Cannot be learned by ghouls without a teacher
- Ghouls cannot learn Thaumaturgy
- Any disciplines not listed count as restricted
- Risen and Kuei-jin are handled separately
Generation
Staff feel that vampires should have a chance to lower their generation via xp. It is up to the individual player to decide on how to rp out this change. Keep in mind that it's a significant faux pas for any vampire to disclose their generation.
Generation |
XP
|
13th to 12th |
10
|
12th to 11th |
15
|
11th to 10th |
20
|
10th to 9th |
30
|
9th to 8th |
40
|
See Also: +policy Hand Waving
Ghoul PCs
See House Rules - Ghoul
Ghoul retainers
Standard Ghouls (From WW2300/276)
Trusted Valet - Balanced
- Attributes: Strength: 2, Dexterity 3, Stamina 2, Charisma 3, Manipulation 3, Appearance 4, Perception 3, Intelligence 3, Wits 3
- Abilities: Academics: 2, Alertness 2, Computer 1, Crafts 2, Dodge 2, Drive 2, Empathy 3, Etiquette 4, Finance 2, Firearms 2, Leadership 2, Linguistics 1, Medicine 2, Melee 1, Occult 1, Subterfuge 3
- Disciplines: Potence 1
- Misc: Humanity 7, Willpower 4, Mid-size Sedan, Light Pistol (+equip/db 18)
Ghoul Bodyguard - Protection
- Attributes: Strength: 4, Dexterity 4, Stamina 4, Charisma 2, Manipulation 2, Appearance 2, Perception 4, Intelligence 2, Wits 3
- Abilities: Alertness 4, Athletics 2, Brawl 4, Dodge 3, Drive 2, Firearms 4, Intimidation 3, Investigation 2, Medicine 1, Melee 3, Occult 1, Stealth 3, Streetwise 2
- Disciplines: Potence 1, Fortitude 1
- Misc: Humanity 5, Willpower 5, Heavy Pistol (+equip/db 4), Pump Shotgun (+equip/db 9)
Custom Ghouls
Ghoul Stats can be customized by reallocating Attributes or Abilities. Like those above, no Attributes or Abilities should be above 4. Custom ghouls should be oriented toward serving a distinct role other than the two above: Balanced and Protection. Stat reallocations should clearly support that.
Animal Ghouls (From WW2300/302)
Alligator
- Attributes: Strength: 4, Dexterity: 2, Stamina: 4
- Abilities: Alertness: 2, Athletics: 2, Brawl: 2, Stealth: 3
- Disciplines: Potence 1
- Misc: Blood: 5, Willpower: 3, Health Levels: OKx3, -1x3, -2, -5, Incap
- Combat: Bite for 7L, Tail Slap for 6B, Soak 1 B/L
- Notes: Must be hidden outside of sewers
Bear
- Attributes: Strength: 5, Dexterity: 2, Stamina: 5
- Abilities: Alertness: 3, Brawl: 3, Intimidation: 2, Stealth: 1
- Disciplines: Potence 1
- Misc: Blood: 5, Willpower: 4, Health Levels: OKx3, -1x3, -3x2, -5, Incap
- Combat: Claw for 7L, Bite for 5L
- Notes: Must be hidden outside of forest
Large Bird
- Attributes: Strength: 2, Dexterity: 3, Stamina: 3
- Abilities: Alertness: 3, Athletics: 2, Brawl: 2, Dodge 2, Empathy: 4, Intimidation: 3, Stealth: 2
- Disciplines: Potence 1
- Misc: Blood: 1/2, Willpower: 3, Health Levels: OK, -1x2, -2, -5
- Combat: Claw for 2L
Large Dog
- Attributes: Strength: 4, Dexterity: 3, Stamina: 3
- Abilities: Alertness: 3, Athletics: 2, Brawl: 3, Dodge 3, Empathy: 2, Intimidation: 3, Stealth: 2
- Disciplines: Potence 1
- Misc: Blood: 2, Willpower: 5, Health Levels: OK, -1x2, -2x2, -5
- Combat: Claw for 4L, Bite for 5L
Large Horse
- Attributes: Strength: 6, Dexterity: 2, Stamina: 5
- Abilities: Alertness: 3, Athletics: 2, Brawl: 3, Empathy: 2, Intimidation: 2
- Disciplines: Potence 1, Celerity 1
- Misc: Blood: 4, Willpower: 5, Health Levels: OKx2, -1x2, -2x2, -5
- Combat: Trample/Kick 7B, Bite 3L
- Notes: Not street-legal.
All Ghoul notes require approval.
Obfuscate
Changes and clarifications for Obfuscate:
- At CGen, Gargoyles can opt to swap Fortitude, Potence, or Visceratika for Obfuscate as in-clan.
- Obfuscate 1 + Stealth is sufficient to travel unnoticed at night.
- Obfuscate 2 or higher is required to travel in the presence of people.
Prestation (Camarilla)
- Status Rating begins with Acknowledged, Camarilla positions, and the Status background as a base.
- Status is exchanged through boons; when a favor is rendered, status is loaned until the favor is repaid.
- Kindred agree between themselves on the Status Rating value of a boon and the circumstances under which it is considered repaid.
- A negative Status Rating carries no explicit penalties, just the lack of social power.
- In the case of dispute about whether or not a boon has been repaid, a Harpy can make a judgement about the repayment criteria and potentially dismiss a boon.
- Some decisions will be made by individual vote. The weight of an individual's vote is their Status Rating.
- Some decisions will be made by clan vote. The Primogen casts a vote that is the sum of the status of the clan members, including those with negative status.
- Many cultural decisions tend to be made by status such as preference for appointments, etc.
- Status Rating can be committed by certain member of the court to temporarily nullify the status of others:
- The 'victim's' status is nullified as long as the enactor's status is committed.
- The Prince can negate status at a 3:1 ratio for any member of court.
- The Seneschal and Harpy can negate status at a 2:1 ratio for any member of court.
- A Primogen can negate status at a 1:1 ratio for members of their own clan.
- No kindred may owe another kindred more than their base status.
Protean
- Shape of the Beast (WW2352/67) is permissible for Gangrel.
- Gangrel must submit a +request to have the custom forms set and they may be set only once.
- To +prove the Agg and other implications that aren't simple stat modifications, +prove/eff here|<player>=Shape of the beast/1
- Standard forms:
- Standard Wolf: Strength:1|Dexterity:2|Stamina:2|Shape of the Beast:1
- Standard Bear: Strength:3|Stamina:2|Shape of the Beast:1
- Standard Bat: Shape of the Beast:1
- Standard Deer: Dexterity:2|Shape of the Beast:1
Thaumaturgy
- House Background: Thaum Library. This reduces difficulty of Thaumaturgy rituals by one for each dot when at the location of the library. This is limited to three dots. This brings Thaum rituals to parity with Quintessence spends for Mages, and Mana spends for Hedge Mages.
- Sabbat Thaumaturgy is not available to PCs.
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