Rules of the House

 

The following is a list of the Rules of the House that I will be instituting (or have already been instituted, but not really discussed).  These are designed to either keep the game in the spirit that I want it in, or to remove some long-term rules disputations that have been occurring.  Note, however, that the Storyteller (me) can overrule anything in any of the rulebooks or on this page, if I so choose.  The Storyteller can also fudge any roll, both rolls by Players and by the Storyteller.

 

The index for this page is immediately below.

 

Character Creation Guidelines  |    Hunger and Self-Control Rolls  |    Feeding       |    Last Ditch Efforts  |    Experience 

Out of Character Knowledge        |    Ammunition Types          |    Concealing Your Aura         |    Non-Canon Games    | Rules of Conduct

Game Related Rules of Conduct    |    Derangements

 

Character Creation Guidelines

 

Most of the house rules are regarding Character Creation Guidelines.  I want to make sure that starting characters are balanced, fair, and diverse, and have developed a few rules in order to facilitate such characters.

 

Trait Limitations

 

Starting characters have several limitations.  First, they cannot have any Abilities higher than a four, unless they are Secondary Abilities.  Second, they cannot have the Clan Prestige, Generation, or Herd Backgrounds higher than three or the Influence, Military Forces, and Status Backgrounds higher then two.

 

Disciplines

 

Character cannot have any Disciplines that are specific to a Bloodline.  They also cannot have any of the following Disciplines unless they are Clan Disciplines: Chimerstry, Dementation, Necromancy, Obtenebration, Protean, Quietus, Serpentis, Thaumaturgy, and Vicissitude.  You absolutely cannot have Dark Thaumaturgy.  What is that, you ask?  It doesn't matter.  You can't have it.

 

In addition, the following Disciplines are to be considered fourth Clan Disciplines for Player Characters (with their respective clans listed after the Discipline name).  However, they cannot be purchased with one of your three (or four) initial Discipline points; they can only be bought with Experience.  Too.  Damn.  Bad.

 

     Discipline                        Clan

     Assamite Sorcery           Assamites and Assamite Antitribu

     Setite Thaumaturgy              Setites and Setite Antitribu

     Koldunic Sorcery           Tzimisce and Old Clan Tzimisce

 

Banned Clans

 

Characters can be from any of the thirteen major clans (or Caitiffs), but cannot be from a Bloodline.  In addition, the following clans are allowed but discouraged: Assamite, Lasombra, Ravnos, Tzimisce.  Although you can play one, you had better have a damn good reason for it.  None of those clans are currently represented in Baltimore.  Tremere, and Ventrue are currently restricted due to the inundation or Tremere and Ventrue in the city.  I also want to discourage you from playing a Gangrel, because there is already a Gangrel Player Character.  Finally, Setites are pretty much off limits - again, you can play one, buy you probably won't be allowed to.

 

Banned Backgrounds

 

You cannot, under any circumstances, take the Backgrounds Age or Black Hand Membership.  Too damn bad.

 

Available Merits / Flaws

 

The following is  a list of the Merits and Flaws that I will allow as standard, and their costs in my game.  Note that if the costs below differ from the costs noted in books, then the costs below apply.  If you don't see a Merit or Flaw on this list that you want to take, there is probably a very good reason for it.  However, if you must, you can approach me about anything not listed below for approval.  But you had better have a damn good reason.

 

Physical

Acute Sense (1), Ambidextrous (1), Bruiser (1), Catlike Balance (1), Early Riser (1), Eat Food (1), Friendly Face (1), Blush of Health (2), Enchanting Voice (2), Daredevil (3), Efficient Digestion (3), Huge Size (4), Dulled Bite (-1), Hard of Hearing (-1), Short (-1), Smell of the Grave (-1), Twitch (-1), 14th Generation (-2), Bad Sight (-1 or –3), Child (-3), Disfigured (-2), Infectious Bite (-2), One Eye (-2), Vulnerability to Silver (-2), Addiction (-3), Deformity (-3), Glowing Eyes (-3), Lame (-3), Lazy (-3), Monstrous (-3), Open Wound (-2-4), Permanent Fangs (-3), Permanent Wound (-3), Slow Healing (-3), Mute (-4), Thin Blood (-4), Disease Carrier (-4), Deaf (-4), Flesh of the Corpse (-5), Infertile Vitae (-5), Blind (-6)

 

Mental

Coldly Logical (1), Common Sense (1), Concentration (1), Time Sense (1), Useful Knowledge (1), Code of Honor (2), Computer Aptitude (2), Eidetic Memory (2), Light Sleeper (2), Natural Linguist (2), Calm Heart (3), Iron Will (3), Precocious (5), Deep Sleeper (-1), Impatient (-1), Introspection (-1), Nightmares (-1), Prey Exclusion (-1), Shy (-1), Soft-Hearted (-1), Speech Impediment (-1), Unconvinced (-1), Amnesia (-2), Lunacy (-2), Phobias (-2), Short Fuse (-2), Stereotype (-2), Territorial (-2), Thirst for Innocence (-2), Vengeful (-2), Victim of the Masquerade (-2), Weak-Willed (-3), Conspicuous Consumption (-4), Guilt-Wracked (-4), Flashbacks (-6)

 

Social

Elysium Regular (1), Former Ghoul (1), Harmless (1), Natural Leader (1), Prestigious Sire (1), Protégé (1), Rep (1), Sabbat Survivor (1), Boon (1-6), Debt of Gratitude (1-3), Bullyboy (2), Old Pal (2), Open Road (2), Sanctity (2), Scholar of Enemies (2), Scholar of Others (2), Sheriff’s Friend (2), Domain (2-4), Alternate Identity (3), Friend of the Underground (3), Mole (3), Rising Star (3), Clan Friendship (4), Broken Bond (4), Primogen Friendship (4), Harpy (5), Botched Presentation (-1), Dark Secret (-1), Expendable (-1), Incomplete Understanding (-1), Infamous Sire (-1), Mistaken Identity (-1), New Arrival (-1), New Kid (-1), Recruitment Target (-1), Sire’s Resentment (-1), Special Responsibility (-1), Sympathizer (-1), Bound (-2), Catspaw (-2), Enemy (-1-5), Escaped Target (-2), Masquerade Breaker (-2), Old Flame (-2), Rival Sires (-2), Uppity (-2), Disgrace to the Blood (-3), Hunted Like a Dog (-3), Narc (-3), Sleeping With the Enemy (-3), Clan Enmity (-4), Hunted (-4),  Loathsome Regnant (-4), Overextended (-4), Probationary Sect Member (-4), Blood Hunted (-4-6), Laughingstock (-5), Red list (-7)

 

Supernatural

Deceptive Aura (1), Inoffensive to Animals (1), Lucky (3), Unbondable (3), True Love (4), True Faith (7), Cold Breeze (-1), Repulsed by Garlic (-1), Touch of Frost (-1), Cursed (-1-5), Beacon of the Unholy (-2), Deathsight (-2), Eerie Presence (-2), Lord of the Flies (-2), Haunted (-3), Repelled by Crosses (-3), Grip of the Damned (-4), Dark Fate (-5), Light Sensitive (-5)

 

Custom Hierarchies of Sins

 

If you feel that the standard Hierarchy of Sins for Humanity does not quite fit with your character's perception of Humanity, then feel free to alter the Hierarchy and show it to me for approval.  Note that this doesn't give you license to create some sort of monster with a  Humanity of 10 who doesn't have a problem with sodomizing dead babies, so you had better have a good reason for altering the Hierarchy.

 

Restricted Abilities

 

The following is a list of Abilities that are Restricted - meaning that you can take them, but I would really prefer that you didn't.  If you really want to and you have a really good reason, then run it by me for approval.

 

Black Hand Lore, Camarilla Lore, City Secrets, Clan Knowledge, Faerie Lore, Kindred Lore, Lupine Lore,  Mage Lore, Sabbat Lore, Sewer Lore, Spirit Lore, Wyrm Lore

 

Incentives

 

Since I want some diversity in my game, I am willing to hand out extra freebie points to players who create new and different characters.  Therefore, if you play a female character, then you get 10 extra freebie points upon creation.  If you play a Brujah or Nosferatu, then you get 5 extra freebie points upon creation.  If you choose to play a Toreador (and this only applies until the first person to pick a Toreador as a clan creates his character), you get 10 extra freebie points.  Finally, if you come up with a really incredible character concept with a genuinely detailed background that I feel will bring something wonderful to the Chronicle, you could get a whole lot of extra freebies.  Ooooo….

 

Hunger and Self-Control Rolls

 

The rules state that a feeding character must make a Self-Control roll when if they are Hungry in order to resist Frenzy.  What exactly does Hungry mean, in game terms?  I have decided that if the character has four or less Blood Points in their Blood Pool, then they are Hungry.  This also will effect all Self-Control rolls made by the character, increasing the difficulty of any non-feeding related Self-Control roll by one for each Blood Point less than five that the character has, and increasing the difficulty of feeding related Self-Control rolls by one for each Blood Point less than four currently in the character's Blood Pool.

 

Feeding

 

Although this has not previously been the case, all feeding from this point on will be completely roleplayed.  This means that you must tell me exactly where you are going to feed, what kind of prey you are looking for, how long you want to search, and the like, and when you do find a viable option to feed on, you must tell me exactly what you are doing.  The entire process will be roleplayed, including dialogue.  This will force you to pay attention to such things as witnesses and law enforcement, body disposal and the like.  Remember that if you take more then four Blood Points, a normal human being will require hospitalization or they will die.  And don't forget to lick the wound.  I have also decided, just to be difficult, that any undue violence or cruelty on the part of the character while feeding will result in a Humanity roll.  So be nice, kiddies (or as nice as can be expected when you are draining blood out of someone).

 

Last Ditch Efforts

 

Several times during the course of our little chronicle, I have forced a person to reroll when they have failed a roll and I felt it was dramatically incongruous.  I have also, on numerous occasions, saved the life of a Player Character that I really didn't want dying.  I have decided that it is a little unfair for the NPCs, so I have made a rather difficult decision regarding the whole situation.  Therefore, once a game session you may spend a point of permanent Willpower and forfeit one Experience Point in order to negate the results of a single roll or to reroll once.  If this negation or reroll drags your character from death back into life, you forfeit all of the Experience Points you would have gained in that game session and must spend two permanent Willpower points.  Hopefully, this will make you think twice about attacking the gigantic, heavily armed Tzimisce who just killed a werewolf and is snacking on any entire SWAT squad.

 

Experience

 

Gaining Experience

 

I don't want to give away an insane amount of Experience, so I am going to reward it as shown in the chart below.  You can never gain more than one experience point for any one thing listed.

 

Reason

- Showing up for the game (whether it occurs or not)

- Engaging in some out-of-game character development.  This can range from a family tree to a history of your character, to

some Blue Booking or even some one-on-one Roleplaying (which gets you a maximum of one point).

- Learning.  If you feel you have learned something, declare it at the end of the game.  If I think it is something valid (meaning

that you actually pursued the knowledge without me handing it to you, and it is at least a little important [and not obvious], then

you get one point.

- Roleplaying.  At the end of any game, I will ask everyone to nominate anyone who they think did a good job Roleplaying.  If I

agree with their reasons, the nominee gets one point.

- Heroism.  At the end of any game, I will ask everyone to nominate anyone who they think did something genuinely heroic.  If I

agree with their reasons, the nominee gets one point.

- Wisdom.  At the end of any game (Are you detecting a trend?), I will ask everyone to nominate anyone who they think acted

with wisdom at some point.  If I agree with their reasons, the nominee gets one point.

- Addditional Experience may be given out at my whim.  So kiss my ass, and you might go far.

 

Experience Expenditure

 

Although it is cruel and heartless, I admit, I am going to set up some fairly stringent guidelines on Experience Expenditure - the first one being that you can never, ever tell me about spending your experience except during one of my game sessions.  No exceptions possible.  Other than that, here is a list of Experience Expenditure Do's and Don’ts.  Kinda.

 

          - You cannot spend Experience on Backgrounds.  They can only be earned in game, and will be granted when you get them.

          - You can't spend Experience in the middle of a game.  Do it at the beginning, or wait until the end.

- You must successfully use a trait that you already have in game before you can raise it.  This means that you will have had to make at least one success on a roll involving that trait at some point in the prior game session.

- You can buy new Talents without training, but you need to have successfully used the new Talent before (remember, you can roll for Talents even if you don't have any dots in them).  This can be achieved through practice.

- You can only buy new Skills if you are taught them in game.

- You can only buy points in Knowledge (whether it is a new Knowledge or one you already have) if you are trained in game.

- You can only purchase Disciplines without training if they are Clan Disciplines (except for Thaumaturgy - see below) or if the Discipline in question is Celerity, Fortitude, or Potence.  All other Disciplines require in-game training in order to get more dots in them, whether you already know them or not.  To clarify 'training', one must have another character make a successful Instruction roll (difficulty equal to 10-the learning characters Intelligence, plus one if the Discipline in question is a clan-specific Discipline) in order to begin to spend experience on that Discipline.

- The addition of any kind of magic (Thaumaturgy, Assamite Sorcery, Setite Thaumaturgy, Necromancy, Koldunic Sorcery and Dark Thaumaturgy), whether Paths or Rituals, can only be done through in game training.  This applies even if it is a Clan Discipline.

 

Docking Experience

 

Arguing overlong with the Storyteller or just pissing him off will result in some Experience being docked.  So there.  If this happens too much, you might not be right for my games.

 

Out of Character Knowledge

 

Feel free to talk amongst yourself about the game.  Reveal horrible secrets.  Buy the Storyteller's Companion and the Storyteller's Handbook.  I am not Big Brother.  However, if I find that anyone is acting - in game - on OoC information, I will remove one Experience Point for each such action, with no warnings.  Just don't do it.  It ruins the game for everyone, especially you.

 

Ammunition Types

 

Since we have debated numerously over the effectiveness of various types of ammunition, I am presenting the one and only definitive list of ammunition types and their effects.  If you have a problem with it, too bad.

 

 

Concealing Your Aura

 

Characters experiencing normal ranges of emotions can conceal their Aura for one scene by making a Self-Control roll, difficulty of the observers' Perception + Empathy (whether they are using Auspex on you or not).  However, if they are suddenly thrown into extremes of emotion (great sorrow, shock, frenzy, etc.), then they must spend a Willpower point not to have their Aura visible, and must make the Self-Control roll again at +1 Difficulty.

 

Non-Canon Games

 

I don't like certain aspects of several White Wolf games.  Therefore, the following games will have been altered from their Canon versions, so don't expect to know about them.  If your character has the requisite Lore, then I will tell you in private what your character knows.

 

Changeling the Dreaming, Hunter the Reckoning (doesn't exist), Mage the Ascension, Mummy the Resurrection (doesn't exist as a core game), and Wraith the Oblivion.

 

Rules of Conduct

 

Since we are playing at my house, I want to set up a few guidelines for everyone, primarily to keep me (and to a lesser extent, the other inhabitants of the house and the various players) happy and comfortable.

 

- Don't eat or drink anything unless it is specifically provided for the game.  Feel free to bring your own food for everyone - I do have a somewhat limited budget.

 

- Don't lie on my bed.  Sit on it, sure.  But no lying on it unless you are a) very clean, b) an attractive female or c) me.

 

- Don't touch any of my stuff.  Many of the action figures on my shelves are pieces that are no longer being produced or where somewhat expensive; they are not toys, they are collectibles.  Just don't touch them.  If they break (and several have), it really pisses me off, and I feel that I should be reimbursed for that.  The same goes for by DVDs, CDs, computer, television, PS2, Dreamcast, VCR, videos, comics, swords, and Legos.  And anything else not game related that I haven't listed here.  Capiche?

 

- Try to keep the volume down if possible; I have neighbors and there are other people living in this house who may be just a little bit annoyed if people are screaming about vampires at one in the morning.

 

- Everybody out when the game is over.  I usually have things that I want to do, and usually have to work the next day.

 

- Don't argue with the god damn Storyteller.  Ever.

 

Game-Related Rules of Conduct

 

Again, these rules are merely to make everyone a little more comfortable and happy.

 

- Don't kill another Player Character without the approval of the Storyteller.  The death of a PC can really ruin that game, especially if it is arbitrary.  If you go ahead and do it anyway, I may simply discount it.  I need to know ahead of time so that I can work it into the plot.  I will only give it the go ahead if I think it is truly an appropriate move.  I would much prefer if people would go to the Camarilla authorities or attempt to the undermine another PC's influence then just kill them, since this would not only keep everyone happy, but it would also help create new story threads.

 

- Don't invite anyone into the game unless I tell everyone I am looking for a new player.  I have found that the game runs the most smoothly if there are three players and a Storyteller.  However, it doesn't hurt to have a fourth player, since someone usually cancels for one reason or other.  I don't want someone told how great the game is and how they should come and play only to find that I didn't want any more players; its not fair to them, and its not fair to me.

 

- If at all possible, bring your own dice.  I have plenty to give out, but I would prefer that everyone had there own.  I also wouldn't mind if people all had their own copy of the core rulebook.

 

Derangements

 

I have never seen anyone play a Malkavian correctly.  This is not an attack on any individuals, nor is it merely some arbitrary judgment.  My reasoning?  Every Malkavian must have a derangement as a weakness.  This shouldn't be some minor inconvenience or mere humor device; this a crippling insanity that permeates every waking hour (and some hours of slumber) for the Malkavian in question.  Therefore, I suggest that people really play their derangements.  Although there are some (hallucinations, for instance) that I can force on the Player, I want to see anyone playing a Malkavian really making their derangements a part of the character.  Therefore, I have decided two things: first off, I will dock an experience point every game that the player does not play their derangement, and secondly, I will never allow any experience for Roleplaying if the player did not play the derangement.  This could result in no experience in a game where you would've gotten two… so play your derangement!

 

 

 

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