What is Vampire: Council of Blood?
These are by no means the completed rules. These are simply to give you an idea of what to expect. Why so many changes/rules? Simple. Some of the rules in the MET books are written poorly, broken, or just don't work for this game. Other rules that have been added/changed just work better in this game. Some of you may pick up relatively quickly, others it may take you awhile. Don't be afraid to stop what your doing and ask a Storyteller for clarification. Most of these rules have been implemented for years in my other games and they are tried and true. Others are brand new and we will see how they work out.
Storytellers
Marshall Jones, CoB Creator - Head Overfiend Storyteller
Character Creation - Laws of the Night: Revised w/ a few notes (also on pg. 62 in LotN:R)
Step
One:
House - May choose
any of the 9 great houses.
Morality Path - May choose
any of your house's Morality Paths.
Step
Two:
Attributes -
Primary trait category is +1 to
generation maximum, and the teriary trait category is -1.
Step
Three:
Abilities -
+1 Lore for whatever house you are
part of. This is in addition to any house-specific advantages.
Disciplines and Blood Magic - If you wish
to have a power or ability or whatever, that is not
covered in the main Laws of the
books, then
you must have a photocopy or have the particular book with you.
If you dont, you cannot use it at that time.
Backgrounds - The
Generation Background is not allowed in this game. All characters
are of the 10th Generation. Mentor does not allow you to buy
out-of-house Disciplines, only Blood Magic Paths.
Step
Four:
Flaws, Negative Traits, and
Derangments - You may take up to five
points in Negative Traits and seven points in Flaws. you may also
take one Derangement that will give you two addition points, and
you may lower your Path by one point to gain two more. This
allows a starting character to begin with up to sixteen extra
Freebie points to spend. You may choose even more, but you will
not gain any extra points for them.
Merits - Unbondable,
Luck, and Nine-Lives and only available at one per chronicle and
are on a first come first serve basis at this time. Iron-Will may
only be bought with express permission of the Storyteller (most
likely you will not get it). You may also buy Merits/Flaws out of
the White Wolf Clanbooks as well. For these you should consult a
storyteller to see how some of them are used in MET.
Step
Five:
Spark of Life
- All new characters are from
out-of-town, or have been embraced by a local vampire. Every
vampire is a maximum of 25 years active.
Experience:
-- 1 xp for attendance, 7:00pm is the cutoff time for the xp. I suggest you get there early.
-- 1 xp for good roleplaying
-- 1 xp to be given out by the STs each night to one (and only one) person that showed exceptional roleplaying or impressed us with something they did.
-- If you are killed, the only way you will receive up to half of your total experience is if you have the total written down on your exp sheet and if you die a good death, not "Well, I got bored so I got myself killed". You can retain up to a maximum of 30 exp for your next character..
Spending Experience:
-- 1xp= 1 trait per Attribute category per week
-- 1xp= 1 per Ability per week
-- 3xp= 1 Willpower per week
-- 3xp= 1 per Virtue per week
-- 3xp= 1 Influence per category per week. Influence gains will also be handled the way they are presented in Dark Epics.
-- You may only learn out-of-house Disciplines with strict approval from the Storyteller. Dont try to slide it by because you will be caught. See the "More Rules" section for deatils on punishments.
-- You may learn out-of-house Blood Magic as a normal out-of-house Discipline.
-- You may only buy one Blood Magic Ritual per week. Rituals are not free when you learn a Blood Magic level, and you must pay for them with experience. You must also put in the time to research them and learn them.
-- Haven ghouls can be bought with 1, 2, or 3 exp depending on how tough you want the ghoul to be. Storyteller approval for level 3 ghouls
Rules Clarifications, Changes, and Additions
Attributes
Strength: Brawny,
Ferocious, Stalwart, Tough, Wiry, Tenacious, Vigorous, Vicious,
Agressive
Dexterity:
Dextreous, Graceful, Lithe, Nimble,
Quick, Agile, Steady, Fast, Fierce
Stamina: Enduring,
Resilient, Robust, Rugged, Tireless, Energetic, Deadly, Savage
Charisma: Charismatic,
Charming, Dignified, Eloquent, Exressive, Genial, intense,
Threatening, Diplomatic, Friendly, Witty
Manipulation:
Beguiling, Commanding, Ingratiating,
Persuasive, Empathetic, Intimidating, Cruel, Manipulative
Appearance: Alluring,
Elegant, Gorgeous, Magnetic, Seductive
Perception: Attentive,
Discerning, Insightful, Observant, Vigilant, Patient, Analytical
Intelligence: Cunning,
Disciplined, Knowledgeable, Rational, Reflective, Dedicated,
Determined, Wise, Focused
Wits: Alert,
Clever, Creative, Intuitive, Shrewd, Wily, Insidious
-- Initiative
is calculated by adding Dexterity and Wits-related traits
together.
Abilities
-- When resolving challenges,
add your Ability traits to your total traits.
-- Only 1 Ability retest per
person per challenge.
Merits
and Flaws
Rules Additions and Changes
-- Luck can be overbid.
New Merits
New Flaws
Disciplines and Powers
The 'Vampire Leap' is something that all vampires can do as of the first moment they are Embraced. Vampires can leap great distances by utilizing the power of the blood in their veins. By spending a Blood Trait, a vampire can leap five feet up and across for every Strength-related trait they possess. Example: If a vampire has 3 Strength Traits, then they may leap a total of fifteen feet. A vampire may only leap once per turn no matter how much blood they are able to spend. The maximum distance that a vampire can leap is 25 feet. It is said that older vampires can leap even farther.
Following powers can be enacted instantly by spending a Willpower Trait: Mist Form, Down Pour, Form of the Cobra, Fleshcraft, Cloak of Fog, Shape of the Beast, Bonecraft (1 for limb, 5 for whole body), Tenebrous Form, Horrid Form, Blood Form, Earth Meld. If there is anything that was missed, please consult an ST.
Potence:
Fortitude:
Celerity:
Blood Magic
Generation Table
| Generation | Max Traits | Max Abilities | Blood/Rnd | Willpower | Max Disciplines |
| 1'st | 25 | 9 | 50/10 | 10/20 | Methuselah |
| 2'nd | 20 | 8 | 40/8 | 9/18 | Ascendant |
| 3'rd | 18 | 7 | 30/6 | 8/16 | Master |
| 4'th | 16 | 6 | 20/5 | 7/14 | Elder |
| 5'th | 14 | 5 | 15/3 | 6/12 | Advanced |
| 6'th | 13 | 5 | 14/2 | 6/10 | Advanced |
| 7'th | 12 | 5 | 13/1 | 4/10 | Advanced |
| 8'th | 11 | 5 | 12/1 | 4/8 | Advanced |
| 9'th | 10 | 5 | 11/1 | 2/8 | Advanced |
| 10'th | 10 | 5 | 10/1 | 2/6 | Advanced |
Combat
Dragon
Rules
In an effort to speed up combat, I am allowing Dragon Rules. It
must be agreed upon by the other players involved and once
chosen, cannot be changed during that scene. It will, however, be
determined on a scene-by-scene basis whether or not they will be
used. Due to the powerful nature of this, it will be highly
governed by the Storytellers. If you choose Dragon Rules for a
combat, you must let a
storyteller know that you are doing so prior to the fight.
*PLAYERS: If you do not know
what Dragon Rules are, do not just agree to use them. If you do
know what Dragon Rules are and you sucker a newbie into using
them, you will be in alot of trouble and will be punished
severely.
Common Misconceptions about Vampires
Dining
All vampires are able to eat and drink food (as per the Eat Food
Merit). This does not mean they gain any sustenance from this
activity, it merely is a tool that allows them to function more
readily in human society. After a while, their bodies reject what
they have consumed and make them vomit it back up. Not too
pleasent, but effective at keeping the mortals from knowing
something is out of place.
Appearance
Vampires are able to make their
fingernails and hair grow. They can also get tattoos, piercings,
and other such things as well. By redirecting their blood to or
from a specific area, they can decide on what they want to keep
and what they wish to get rid of. A vampire may have had a tattoo
for years then get tired of it one night and remove it while she
sleeps during the day, waking up with no evidence that there was
ever any marking there. The only things they cannot fix without
extensive effort (Disciplines, Blood Magic, ect...), are things
that were there prior to their Embrace.
Sex
Sex. Yes, vampires can and do have sex. They don't have the
reputation for being the most alluring and erotic creatures in
existance from mere fairy tales. They are able to enjoy it as
much in death as they did in life. In fact, some of them crave it
so much they could possibly become addicted to it. Now then, does
this mean that a vampire can get pregnant or get someone else
pregnant? No, because they are creatures fueled by unlife, they
are unable to reproduce. It is, however, rumored that those of
such dilluted generations may be able to accomplish this, but it
has yet to be proven.
More Rules Thou Shalt Never Break (See p. 14 in LotN:R for the originals)
If
its not on your sheet, you can't do it/don't own it.
Do not attempt to sneak anything by
us either, for if you do so and later we find out about it,
prepare to be punished extremely severely. Cheating, metagaming,
and powergaming will not be tolerated at all. A
First offense will get you a warning and
possible decrease in exp. A Second offense
means your character suddenly explodes and you make a new one
from scratch. A Third offense will
get you banned from the game. If you then show up, you will asked
to leave. Keep in mind, STs do not have to follow this format.
They may skip to the third if they feel it is warranted.
Storytellers
have the 'Voice of God'.
What they say goes. Do not
attempt to ask another Storyteller if one has already made a
judgement. You will be punished severly if you try to do this (we
always find out).
You
are always in-character.
Only Storytellers may grant an
exception to this. None of this "Well, I'm out of character
so what I said didn't count." If you wish to talk out of
character, then go into the OOC Room or far away from the ears of
others.
If
Thoust Pouts, Thoust Shall Be Asketh To Leaveth.
Nobody likes a crybaby and nobody
likes cheater. If you are either of these, please don't come. Our
game is built on having fun. The Storytellers don't get paid to
do this, we do it cause we love the game. Have no fear, we have
no compunction about asking problem players not to return to the
game. And if your one of those players who absolutely, positively
has to play a 3rd generation Xie Long even though you don't know
a thing about them... beware what you ask for. I have no problem
kicking a troublemaker to the curb.
Mature
themes and material.
Anyone under 18 years of age is
required to have a parental waver. This is to cover myself, my
storytellers, and any location we may be playing at should
anything happen while playing in the game or at the site.
Leave
your problems at the door.
If you have any problems with
anyone bring it up to a storyteller who is free at the moment or
wait until the game is over to confront the person. There will be
no arguing with any other member for any reason while the game is
in session. If you cannot settle your differences, then please do
not come and spoil other people's enjoyment. This game is based
people having fun, and bickering and anger will only bring it
down. The STs are not babysitters and since we all pretend to be
adults, every player will act like one while the game is in
session. Rudeness and bad behavoir will not be tolerated, and if
someone exhibits such, they will be asked to leave for the
evening to cool down.
Trust
in your Storytellers.
Everything we do is for a reason. You
may not understand why certain things happen to your character.
Rest assured that we do. It may be because way back in your
characters youth, you pissed off some elder who has decided
that now is a good time to get even. You may have pissed off
another player who is using his or her influences to mess with
you. If you really have no idea, dont worry
we do.
Trust your STs.
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