By Ronald C.E. Hoppe & Friends 1997.

Copyright 1997, Mr. Hoppe Entertainment., (c).

Written By:

Ronald C.E. Hoppe

Editing By:

Adam Hossack

Jacob Bergen

Jason Lummiss

John Huculiak

Sean Wilde

William Hamlyn

Play Testers:

You (*and all of your friends)

Special Thanks:

Dean, Jason Rochon, Rick, All of the players in Ron's L.A.R.P,

Ron's Mom and Dad.


Other Take On Disciplines

Animalism:

No system changes :). For system questions see L.O.T.N (p. 76).

Auspex.:

No system changes :). For system questions see L.O.T.N (p. 77).

Note for Telepathy: You can be linked to as many individuals you have Mental Traits.

Bardo:

Is used for N.P.C Players and Characters only.

Celerity:

No system changes :). For system questions see L.O.T.N (p. 82,83, and p. 84).

Ron's F.A.Q for Celerity:

Q: Ron. What is the blood cost for Celerity if I'm in combat in your game?

A: It costs one blood for Alacrity, and one for Rapidity.

For any other system questions please see L.O.T.N (p. 82,83, and p. 84).

Chimerstry:

Fata Margana, ( Basic Minor Illusions):

We changed the name, and also changed the test from a "Social" to "Mental" challenge.

No system changes :). For system questions see L.O.T.N (p. 81).

Apparition, (Intermediate Complex. Illusions).

Instead of defeating your opponent in a 'Social Challenge', you must win a Mental Challenge and spend a Blood Trait for one illusion that effects three senses, for an additional illusion it cost one additional blood trait. Also, you can affect other characters for the cost of one Blood Trait for each opponent. The illusion or illusions last for as long as you want them to, or until you leave the vicinity. Or, until your opponent succeeds in a Mental Challenge. Same as system. L.O.T.N (p. 81)

Horrid Reality, (Advanced)

We liked the name, so we kept it:). First, You must engage your opponent in a Mental Challenge. If you win, you must spend One Willpower Point and One Blood trait. The illusion lasts for as long as you want it to, or until you leave the vicinity whichever comes first. For system questions see L.O.T.N (p. 81)..

Another Mass Reality Mastery, ( 2nd Advanced)

This is just like Horrid Reality. First, you must defeat your opponent in a 'Mental Challenge' and spend a Blood Trait. Unlike Horrid Reality, you can affect other characters simply by defeating them in a Mental Challenge. (Thus, if an illusion of machine gun were created, the gun could shoot a number of people.) The illusion or illusions last for as long as you want it to. Nevertheless, you have a be within one mile of the illusions. Or until your opponent spends a Willpower, and succeeds you in a Mental Challenge. If your opponent lose this Challenge, the Willpower is returned. Prerequisites: Horrid Reality.

Daimoinon:

Is used for N.P.C Players and Characters only.

Dementation:

Derange 2nd Advanced,

This power allows the Vampire to grant her victim one permanent Derangement which may only be removed by the one who granted it. The Vampire must look her victim in the eyes describe his new Derangement to her.

System:

The Vampire must look her victim in the eyes AND describe his new Derangement to him for one full minute. If the Vampires are disturbed they must, start again. Then the attacker must win a Mental Challenge against the other Vampire, after that two more Challenges are called for, these are Static Challenges against the other player's Mental Traits. If one or both of the simple tests fail or tie , the target Vampire suffers nothing. If both are won, the Vampire must spend one permanent Willpower to give the new Derangement. If the Change starts, the target Vampire can not spend a Willpower to negate this effect. The Willpower HAS to spent be for the First Challenge.

Prerequisites: All of Dementation.

For system questions see L.O.T.N (p. 81, 82).

Ron's F.A.Q for Dementation:

Q: If I have 'Iron Will' or 'Blasé''. Dose that protect from me from Dementation?

A: You to just need Iron Will.

Q: If I have 'Weak Willed' Am I highly susceptible to Dementation?

A: Yes. See L.O.T.N p.52 for the "Weak Willed" Flaw.

Dominate:

No system changes :). For system questions see L.O.T.N (p. 82,83, and p. 84).

System Note:

If a Player Dominates your Character, and the Dominate command goes against your Character's Nature, you can retest the last command. Furthermore, the retest is to be done immediately.

Melpominee:

The Missing Voice. (First Basic)

A vampire with this power can "throw her voice" causing it to emanate from any place with in his line of sight. This voice operates independently of the vampire, and she can talk normally at the time her voice is briefly heard elsewhere.

System:

This power works automatically by spending a Social Trait, but if the vampire undertakes any other actions while using this power, she is one bid down on all Social tests, and the effect is canceled. Heightened Senses can be automatically used not to be tricked by this power

No system changes :). For system questions see L.O.T.N (p. 86).

Ron's F.A.Q for Melpominee:

Q: Ron, can I still do Death of the Drum if I do not spend any blood? Moreover, can I still inflict damage?

A: Yes. But it would not be aggravated. For other system questions see. L.O.T.N (p. 86)

Mortis:

Lost in time...

.... Lost in the Dark Ages. If found, Is used for N.P.C Players and Characters only.

Mytherceria:

Goblinism (2nd Intermediate)

The Vampire has an innate understanding of earth and stone. The Vampire can instantly identify metals, rock formations and stones. Underground, The Vampire has an intuitive direction sense.

Through long and strenuous effort, the Vampire can use this power for many purpose, such as shaping tunnels, building supports for underground havens, and smoothing out surfaces into flat floors and walls.

System :

The knowledge and direction sense associated with this power do not require a challenge, but shaping rock means the Vampire must summon faerie goblins to aid him. The goblins will be inclined to help the Vampire, but not obligated. One goblin will appear per success. Using leadership, the player 'Simple Test' is against traits four if under ground. A mine shaft would mean a 'Simple Test' against traits six, on the urban streets it would have a difficulty of eight traits, and at the top of the Sears Tower would have a difficulty of twelve traits, if the Storyteller permits it at all.

A Riddle Of Phantastique (1st advanced)

As soon as someone hears a Riddle of Phantastique , she will do nothing but try to solve it. This Riddle is so impenetrable that it can actually damage the fragile brains of those who think about it. Malkavians and other twisted degenerates, however, seem to have an easier time figuring it out.

System:

The riddler using her 'Faerie Lore', must defeat her opponent in a Social Challenge. If the test is successful the victim can do nothing but sit and ponder the riddle. (The duration is Ten minus for each Derangement. If you have no Derangement, then it's only ten minutes.) To answer the riddle, the victim must use their 'Faerie Lore' make a 'Test' , it is against the opponents Socials. If the victim wins, nothing happens. If the victim loses, she may not initiate any challenges but can defend. This effect lasts until the riddle has been solved. The riddler can end this trance just by telling the victim the answer. But no one else can give, the answer . :)

To get Stone Travel, the player must learn 'A Riddle Of Phantastique.' It is now a Prerequisite.

For other system questions see L.O.T.N (p. 86).

Necromancy:

We have change Necromancy, has a new Basic leave.

The order is now;

Insight 1st Basic

Summon Spirit 2nd Basic

Compel 1st Intermediate

Haunting 2nd Intermediate

Soul Stealing Advanced

Insight (First Basic)

The Superstitious have long believed that a dead person's eyes hold an image- the last thing seen in life or an image of the person's death or killer. This power allows a character to look into the eyes of a corpse and see the last thing those eye beheld.

System: With but a touch, and expenditure of a Blood point, the character, (depending on Mental Traits) can retrieve the following information. No test is needed.

1 Mental Traits. A sense of how the subject died, or what caused it.

6 Mental Traits. See what happened in the minutes before death.

9 Mental Traits. See and hear what happened in the minutes before death.

11 Mental Traits. See and hear what happened up to half an hour before death.

14 Mental Traits Completely understand every thing that happened up to an hour

before death.

Summon Spirits (2nd Basic.)

No system changes :). For system questions see L.O.T.N (p. 87).

Compel (1st Intermediate)

No system changes :). For system questions see L.O.T.N (p. 87).

Haunting (2nd Intermediate)

The character may keep a spirit from returning to the spirit world.

System:

You now can compel the spirit to perform a Haunting. If the spirit is unwilling the character must succeed in must a Social Challenge. If you win, the spirit will do you the Haunting. The duration of the Haunting is a 'Static Challenge' against seven traits. As an Example: Lets say, that Jacob calls on a spirit to do a Haunting on Bill, for one month, (The month happens to be February) Their are 4 weeks in this month. So.. Jacob has to make (4x1=4) 4 Simple Tests against seven traits, if he wins all 4 tests. Poor Bill, now has a spirit Haunting him for 4 weeks. If Jacob wins 2 out of the 4 tests, the spirit is Haunting Bill for two weeks. The haunting may last for as many weeks as the user of this discipline has Mental Traits (Poor Bill. :( )

Prerequisites: Compel (1st Intermediate)

Soul Stealing: (Advanced)

No system changes :). For system questions see L.O.T.N (p. 87).

Ron's F.A.Q for Necromancy:

Q: If I have Necromancy do I have the Medium merit?

A: No. Because it is a 2 point merit. But, you can see the spirit as a gray blob.

(Nevertheless, it is recommended to buy the Medium merit).

Q: If I take advantage of my victim's Haunting, is the spirit or spirits more powerful?

A: Yes. (See Ghost-Busters for cool, but eerie ideas.)

Nihilistics:

Is used for N.P.C Players and Characters only.

Obeah: New System Changes

Not all Storytellers like Obeah, I would like to change that. And make it playable. (or so I hope)

Panacea: (Basic)

Just like a Vampire can lick a would he has made with claw or fang and cure it, so can those with Panacea lick a wound that someone else has made and heal it.

System:

The character can only heal one aggravated Health Level. Note that the character must be able to lick the wound to heal it.

Neutral Guard: (First Intermediate)

No system changes :). For system questions see L.O.T.N (p. 88.)

Note: With this power, the third eye has developed but cannot yet open.

Treat the Sick Mind: (2nd Intermediate)

By the time a character has learned to 'Treat the Sick Mind' the third eye has become completetly developed. Using the third eye on a umoving target allows the Vampire to sense the target's Derangements (s), and to cure them. During the treatment, the target's body is bathed in a soft golden glow from the third eye, and anyone in the area will more that likely notice both the glow and the eye.

Note: The third eye has fully developed.

System:

See 'Healing the mind' p.88 of L.O.T.N.

Renewed Vigor: (First Avanced)

By touching the Target's bare skin, a character using this Discipline is able to heal all health levels lost. During the treatment, the target's body is bathed in a soft white glow from the third eye, and anyone in the area will more that likely notice both the glow and the eye.

System:

This requires an expenditure of one blood point for each heath level. If the Vampire is in Torpor it cost two Willpower and four Blood traits. If it's aggravted, it cost one Willpower trait and a Blood trait, to heal each wound level .

.

To note if the Vampire receives aggravated wounds up to Torpor the Character is destroyed.

Anestetic Touch : (2nd Avanced)

By touching the Target's bare skin, a character using this Discipline is able to heal all health levels lost. During the treatment, the target's body is bathed in a soft blue from the third eye, and anyone in the area will more that likely notice both the glow and the eye.

System:

This requires an expenditure of one blood point for each heath level. If the Vampire is in Torpor,it cost one Mental trait and three Blood traits. If it's aggravted, it costs a Blood trait to heal each wound level .

Prerequisites: Renewed Vigor.

Unburdening Of The Bestial Soul 3rd Advanced.

This power allows a character to pull someone's soul from it's body and store the soul within himself while working powerful healing magic upon it. Meanwhile, the target's body becomes a mindless zombie. The character must use her third eye to look into the eyes of her target, and then make three Mental Challenges against the target to take the soul. The character must accumulate three successes; if interrupted, the process must start all over again. No challenge is necessary when a willing target is involved. However, The evil Tremeres propaganda about the user of this power means that there are few willing targets. The Tremere point to this power as an Example of the 'Soul-stealing of the Salubri.' The soul becomes a part of the stealer's being, and can be released back into its host body whenever the character desires.

Until this happens, the body remains a mindless slave, following whatever simple orders it is given. The body can still die, however, and must be told to eat, move out of harm's way or anything else that requires voluntary action. If the target's soul is not returned to its body in a reasonable amount of time, the character will automatically gain a path trait for such a heinous act. Use of this power in such a way has been known to send at least one Salubri spiraling away from the path of Golconda.

System:

Once the soul has joined with the character's own, the character may being to restore health to a soul that may have been overcome with the beast. On a point-for-point basis, the character may spend Willpower to restore humanity to the target. The maximum number of path traits that may be removed equals the character's Willpower point rating. A character may unburden the ills of given soul only once, even if the character's path trait rating later increases or if the character did not remove path traits equal to his current Willpower . Once flaws have been overlooked, they cannot later be cleared.

Prerequisites:

All levels of Obeah must be possessed. In addition, the character may only have one path trait and no derangement's.

Obfuscate:

No system changes , until you reach INTERMEDIATE.

Cloaked From The Mind (2nd Intermediate.)

This power is an advanced form of Unseen Presence, with which the Cainite knows it may disappear from plain view. Even if standing face-to-face with some other person, she may simply fade away whenever she chooses. All but the most jaded mortals would be stunned for a turn or two if the person in front of them suddenly disappeared; one or two among a large group might be able to react. Most people simply panic, especially weak-willed peasants or serfs who will wipe the memory of the character from their minds out of fear. If a Kindred has any Forgetful or Weak-Willed Flaws or Negative Traits, this power works on them as on a typical Kine, the memory of the Cloaked Vampire's recent presence fading from memory. Although vampires are not shaken so easily, even the undead may be disconcerted if a companion vanishes this way. Heightened senses can be used to detect a Cloaked From the Mind Vampire, but if touched, the Cloaked Kindred will not be made visible to all, as she simply fades again. If you are using Cloaked From The Mind . If someone takes a picture of you ,or a video camera records you, or they watch you on a video camera that is on delay, or if they have Clear Sight, you look like an indistinct, or a ghostlike figure. Other system questions please see L.O.T.N (p. 89).

Prerequisites: Cloak of the Gathering (1st Intermediate)

Note: Cloak of the Gathering (1st Intermediate)

1 you do not spend a Mental Trait to 'cloak' someone. It is a

Simple Test.

2 You can 'cloak' to as many individuals you have Mental Traits.

(Same as Telepathy.)

3 You can interact with others under the same Cloak, non-verbally

Ron's F.A.Q for Obfuscate:

Q: Can I use Soul Mask to hide my colorful Aura?

A: Yes, because it is and Advanced Discipline.

Q: If I have Clear Sight, and Basic auspex. can I see the Character. Even if they have this new

Cloaked thing?

A: Yes, because Clear Sight is a Spiritual Merit. Plus, it is a 3 point Merit as well. But, they only see a ghostlike figure. Vampires Cannot Have Spiritual Merits!

Note: If you received the dark gift, you lose your Numina and other spiritual mortal merits.

Q: Can I hide my friends and I from Heightened Senses, if I use Cloak of the Gathering ?

A: No, because we are using the system from L.O.T.N :).

For system questions see L.O.T.N (p. 88 AND p. 89.)

Q: Can my Soul Mask save me form the evil uses of Thaumaturgy?

A: No. Why? Because its blood magic . (Sorry man.)

Q: Can Telepathy be use to find The ' yes' or ' no', answer if I use my Soul Mask?

A: No. Why? , Because it is and Advanced Discipline.

Obtenebration:

Shadow Step 2nd Advanced,

The Vampire can walk through one shadow and exit another up to 50 feet away. This power acts as a limited form of teleporation. The Vampire may use it to bypass solid walls, ascend a floor in a blur, and move around other obstacles. The Vampire may also try to use this power to pull others reaching into the shadow, grabbing the victim and pulling the victim through the shadow to his own location.

System:

The Vampire must decide where he will emerge before he enters and inform the Storyteller or Narrator of the decision. He must make a Static Mental Challenge against 5 traits, to go anywhere. A tie he goes nowhere, while failing the test gives the Storyteller or Narrator free license to go wild (Shadow dimensions, shadow deist attacks, et...HAHAHAHA. Ronald Hoppe, Storyteller .:) ) Pulling someone through requires at least two Static Mental Challenges against 6 traits. A failed Challenge means the target is grabbed but goes nowhere.

Prerequisites:

All levels of Obtenebration must be possessed.

For other system questions see L.O.T.N (p. 91.)

A Note about Shroud of Night, from John;

You must be either in the area or on the periphery of the affected area. If area is reduced, the caster can be farther away.

Thank-you.

John.

Ron's F.A.Q for Obtenebration:

Q: Can you see through your own Obtenebration?

A: Of course you can :); but not normal darkness, or the darkness created by other peoples Obtenebration. There is a 'Merit' (or a power) for Obtenebration that does let you see through other Obtenebration.

Q: Ron if I spend Three Blood can I Transform into a Shadow instantaneously? Just like 'Shadow of the Beast?'

A: Yes.

Q: Ron.... what happens if my Character is caught in the Shadow World?

A: BA-HAHAHAHAHAHAHAHAHAHAHAHAHA. (oh-my), hehe. Anything they (or I) want. (Think... red, thick and chunky salsa without the jalapenos:)). hahaha!!

Potence:

New System order.

Prowess (1st Basic.)

Vigor (1st Intermediate)

Might (2nd Intermediate)

Puissance (Advanced)

For system questions see L.O.T.N (p. 91.)

Presence:

Entrancement: (2nd Basic.)

System changed they have to see you, and you have to see them.

For any other system questions see L.O.T.N (p. 92.)

Majesty: (Advanced)

System changed. You can turn off your Majesty by spending a Social Trait, instead of a Willpower trait .

For any other system questions see L.O.T.N (p. 92.)

Ron's F.A.Q for Presence:

Q: Ron. If I'm under the Embrace of the Beast, (i.e. Frenzing ) can I still cut through someone who has Majesty?

A: NO. When you are in a 'Frenzy' you can not engage in a Social or Mental Challenge. In addition, you have to defeat the character in a Social Challenge when they have Majesty. For any other system questions see L.O.T.N p. 92. (Have fun ... Grrrrrr!! :))

Quietus:

Taste of Death 2nd Intermediate.

The Vampire can effectively spit blood at her foes, doing aggravated wounds to those hit. The attack is almost silent but the wounds it leaves cause horrible, permanent scars on mortals and Kindred alike. This type of attack is automatically given a surprise re-test.

System:

This attack has a range of 5 feet for every point of Willpower Traits that the character has. It does only one aggravated damage, this costs one point of Blood.

Prerequisites: Poison Blade (1st Intermediate)

No system changes :). For system questions see L.O.T.N (p. 94.)

A Note about Quietus, from John;

You must be either in the area or on the Periphery of the affected area.

(Note: If area is reduced, the caster can be farther away.)

And, thank-you.

John. :)

Ron's F.A.Q for Quietus:

Q: If I have Heightened Senses on, does Taste of Death still get a surprise retest?

A: No.

Sanguinus:

Is used for N.P.C Players and Characters only.

Serpentis:

System Changes. It is now;

(new) The Serpent's Tongue is Basic.

(new) Eyes of the Serpent is Intermediate.

The Serpent's Tongue, Basic

If any damage is done, the tongue can suck blood from the target as though the Setite had sunk her fang into the victim's neck.

To note: To get another blood trait, you need to stick them again with the tongue.

Form of the Serpent.

You are no longer six inches in diameter, it is now, three inches in diameter. You also gain the Traits: Quick x3. And, you can call on the "Fair Escape" rule. If you spend three Blood ,you can transform instantaneously.

Spiritus:

No system changes

:). For system questions see L.O.T.N (p. 95).

Thanatosis:

Hags' Wrinkles: First Basic

The character can expand or contract his skin. This ability allows the character to change both his general appearance and his apparent age This power allows the user to give her face the semblance of a living human being of any appearance for 66 minutes, and 6 seconds (see Darkman). After this time, the face seems to "melt" back into its original form. This ability can also be used to conceal small items on the body by creating pockets of flesh that are then tightly sealed against the rest of the body. Cancelable items include guns, large quantities of cash, etc..

System:

This power requires the Expenditure of one Blood point.

Vicissitude:

No system changes :). For system questions see L.O.T.N (p. 106).

Body Arsenal 2nd Advanced,

The Vampire can use her own body to create weapons. The Vampire can manifest claws similar to the Protean ability Wolf's Claws, but this power goes far beyond that. It can create knives, sword, clubs, and most other melee weapons that The Vampire can imagine (no gun projectiles.) the attack and damage numbers are identical to those of regular weapons, but the damage is caused is aggravated.

System:

The Vampire must spend a Blood point for each weapon.

Visceratika:

Is used for N.P.C Players and Characters only.

Optional Combat

Combat for the system questions see L.O.T.N (p. 114.)

Aiming

Under certain circumstances, a character may aim a shot at a specific area of the target's body; most commonly the head. When dealing with projectile weapons there are additional modifiers for circumstance, as follow;

Circumstances Difficulty Modifier.

Target running and dodging +4 Traits

Aiming at limb on far side of body +3 Traits

Target running +3 Traits

Target area behind soft cover +3 Traits(or more*)

Target walking +2 Traits

* = An aimed shot may only be made against a body area which is behind soft cover (e.g. drapes, a lacquer screen, a thin wooden door) if the firing character can se enough of the target's body to be able to judge the position of the target area. The Storyteller is the final arbiter in such circumstances.

New Weapons and Armor :

These tool's of fun are Optional.

Weapon: Throwing Knife

Bonus Traits: One

Damage: ONE

Negative Trait: Short

Concealability: Pocket Ability to use: Melee

Weapon: Hatchets

Bonus Traits: Two

Damage: ONE

Negative Trait: Heavy

Concealability: Jacket Ability to use: Melee

Weapon: an AXE

Bonus Traits: Three

Damage: ONE

Negative Trait: Heavy

Concealability: Trench Coat. Ability to use: Melee

New Weapons cont.:

Weapon: Scythe

Bonus Traits: THREE

Damage: ONE

Negative Traits: Heavy, Clumsy

Concealability: Not applicable, (Its a wooden shaft, with a big knife on it's end... Think about it.)

Ability to use: Melee

Weapon: Whip

Bonus Traits: One

Negative Trait: Clumsy

Damage: ONE

Concealability: Jacket Ability to use: Melee

Weapon: Bow

Bonus Traits: One

Negative Trait: Clumsy

Damage: ONE

Concealability: Not applicable, (Its a wooden shaft with a string..)

Special Ability: See 'Stake through the Heart' L.O.T.N p.116

Note: It will take a full action to reload the Bow. the Bow must be loaded, to be able to use it in combat. Ability to use: Firearms

Weapon: Crossbow

Bonus Traits: TWO

Damage: ONE

Negative Trait: Heavy

Concealability: Trench Coat

Special Ability: See 'Stake through the Heart' L.O.T.N p.116

Note: It will take two full actions to reload the crossbow. The crossbow must be loaded, to be able to use it in combat. Ability to use: Firearms

Weapon: Flame ~ Thrower.

Bonus Traits: Three

Damage: One Aggravated Wound

Negative Trait: Heavy, Heavy, and Clumsy.

Concealability: N/A

Note: It will take THREE full actions to reload the flame thrower.

The flame thrower has only four volleys. Ability to use: Firearms

Remember: Kindred hit by a flame thrower are -shock- ON FIRE! They must spend one action (at least) putting out the flames or will suffer an additional aggravated wound. Thus, students, flame throwers are extremely nasty, icky, BRUTAL weapons, and... Ahh, they'll figure that out for themselves.

Love, Adam -Storyteller '97

Fire:

The Vampire will suffer one Aggravated wound each round of Combat, until the fire is out. If Vampire does not put of the fire, when he reaches 'Torpor', the character will burn to death.

Influence to get a Weapon

Influence to get a Weapon is up to the Storyteller. In the case of the Flame Thrower, it up to the Storyteller and the Head Storyteller.

A note to all Storytellers,

I don't know about you, but I found that Dragon Breath Shotgun rounds are too troublesome to play with. So, I took them out, and I found that my game is now a little easier and fair to play with... Food for thought .

Ronald.

Armor:

Armor...To protect your character, wow.:)

Ronald Hoppe. A Head ~ Storyteller in Waterloo. 97'

Bidding traits with Armor. During a normal hand-to-hand fight, you add your Traits, with your Armor Traits against your opponent's Traits. I.e. Your character have 5 Traits, and your Armor has 3 Traits. [5+3=8] You have 8 traits. (Its just like the Weapons system in L.O.T.N p.114)

Light Armor:

Bonus Traits: Two

Negative Traits: Clumsy

Concealability: Coat.

Composite Armor:

Bonus Traits: Three

Negative Traits: Heavy

Concealability: Coat.

Heavy Armor:

Bonus Traits: Four

Negative Traits: Heavy and Clumsy

Concealability: Trench Coat.

Armor Availability Through Influence:

Armor Influence

Light: Industry of 3, Finance of 1, Underworld of 1, Street of 2,

Police of 4

Composite: Industry of 3, Finance of 3, Underworld of 2, Street of 3,

Police of 4

Heavy: Industry of 3, Finance of 4, Underworld of 3, Street of 4,

Police of 4

Getting Influence;

(Buying, Asking, or Stealing)

Hello. There ARE many ways that your Character can get Influence:

1) Two points of X.p can get one point of Influence.

2) One point of X.p gets you a 'Dance With The Devil'

(It's random.)

Won: You got the influence.

Tie: You got the influence, but other defender may discover you.

Lost: YOU LOSE, the X.p, you don't get the influence, and your discovered

by the defender. (if any. ha)

3) ROLEPLAY for it.

4) Borrow influence from a friend and grow it.

(You will need a note, for this.)

thank-you

John.

Sources Of Injury

There are MANY ways to inflict harm upon a character. These are some of the most common.

Falling:

Occasionally, characters will fall. (One way or an other...) We are using the following table, to help in the application of damage form these highest.

Distance Injury

0 to 9 Feet Nothing .

10 to 20 Feet One Heath Level.

30 Feet One Health Level

40 Feet Two Health Levels

50 Feet Three Health Levels

60 Feet Four Health Levels

70 Feet Five Health Levels

80 Feet Six Health Levels

90 '+' Feet Seven Health Levels

Note:10 feet is = to one storey

Pick up things It Up & Throwing them

This system works is on the same basis as automatic successes (to pick it up) . If the character's Physical Strength equals of exceeds the difficulty of the task she is attempting, she succeeds automatically. Only if the difficulty is higher than her Physical Traits, then a Physical Challenge is asked for. Depending on the type of surface, and to a lesser extent, the weather conditions. The Storyteller sets a Physical Challenge against what the character wants to throw. If the Character wins, the Challenge, then they have done it with little or no effort.

.

To Pick It Up and Throw it:

` One Physicals Traits 3 lbs. 10 Feet

Two Physicals Traits 6 lb. 20 Feet

Three Physicals Traits 9 lb. 30 Feet

Four Physicals Traits 12 lb. 40 Feet

Five Physicals Traits 15 lb. 50 Feet

Six Physicals Traits 20 lb. 50 Feet

Seven Physicals Traits 20 lb. 60 Feet

Eight Physicals Traits 30 lb. 60 Feet

Nine Physicals Traits 50 lb. 50 Feet

10 Physicals Traits 50 lb. 70 Feet

11 Physicals Traits 60 lb. 70 Feet

12 Physicals Traits 60 lb. 90 Feet

13 Physicals Traits 80 lb. 90 Feet One additional

Health Level.

14 Physicals Traits 80 lb. 110 Feet One additional

Health Level.

15 Physicals Traits 100 lb. 110 Feet One additional

Health Level.

16 Physicals Traits 140 lb. 90 Feet Two additional

Health Levels.

17 Physicals Traits 140 lb. 100 Feet Two additional

Health Levels.

18 Physicals Traits 200 lb. 100 Feet Three additional

Health Levels.

19 Physicals Traits 200 lb. 110Feet Three additional

Health Levels.

20 Physicals Traits 280 lb. 100 Feet Four additional

Health Levels.

Ron's F.A.Q for picking things up & Throwing them:

Q: Ron, if I have Potence and I start to pick up thing throw them about, what happens to my Physical Traits?

A: Why, a very good question.

First;

If you have BASIC Potence; all Physical F/X are multiplied by

two.

And, if you have INTERMEDIATE Potence; all Physical F/X are multiplied by Three.

Furthermore, if you have ADVANCED Potence; all Physical F/X are multiplied by FOUR.

Aiming Effects

Under certain circumstances, a character may aim a shot at a specific area of the target's body; most commonly, the head or the heart:

Head

System:

The Player must spend, One full minute of concentration, if disturbed, start again. If the Character is in combat, it will take Three full combat rounds. Then the Player must win a Physical Challenge against the other Vampire, then two Challenges are called for. These are Static Challenges against 6 Traits. If one or both of the simple test fail, the Vampire only suffers a wound.

Damage:

The wounded result means demise for a mortal, but a Vampire is only stunned and cannot do anything that turn. A resulting health level of "Wounded" means the Vampire is stunned until she spends Blood from her Blood pool. The Damage is Two additional health levels.

Arms, Legs, and Limbs

System:

The Player must spend, one full minute of concentration. If disturbed, start again. If the Character is in combat, it will take Two full combat rounds. the Player must win a Physical Challenge against the other Vampire, then two Challenges are called for. These are Static Challenges against 5 traits. If one or both of the simple test fail, the Vampire only suffers a wound.

Damage:

The wounded result means demise for a mortal, but a Vampire is only stunned and cannot do anything that turn. A 'Wounded' result means the Vampire is stunned until she spends Blood form her Blood pool. The Damage is one additional health level.

Chest and Torso

System: See L.O.T.N p.114

The Heart .

System:

The Player must spend one full minute of concentration. If disturbed, start again. If the Character is in combat, it will take Two full combat rounds. To hit the Vampire's heart the Player must win a Physical Challenge against the other Vampire, then two simple tests in which he impales the heart. If one or both of the simple test fail, the Vampire only suffers a wound. If won, then Vampire is "Incapacitated".

Pulling off a limb;(hey, need a hand?)

Effects and Damage:

Pulling off a Arm or Leg.

To Pull off the Vampire arm or leg is sick. First, the Player must win a Physical Challenge against the other Vampire. Then they must win two Static Challenges against the players Physicals. If one or both of the test fail, the Vampire only suffers a wound. If both are won, he pulls off the limb. The Vampire will receive a 'Permanent Wound' at the health level Wounded. To remove this 'Wound' the Vampire must have their original limb, and must be fed the Blood of a Vampire at least three generations lower to able to heal themselves. OR, the Character can re-grow the limb in one month. The cost of re-growing a limb is 3 blood traits every two weeks.

If the limb is pulled off then it causes one additional level of aggravated damage.

The Heart;

Pulling out the Vampire heart is also sick. Fist, the Player must win a Physical Challenge against the other Vampire. Then they must win two Static Challenges against the players Physicals in which he pulls out the heart . If one or both of the tests fail or tie , the Vampire only suffers a wound. If won, then Vampire is in Torpor. To get out of Torpor, the Vampire must have their Heart, and must be feed the Blood of a Vampire at least three generations lower to get out of Torpor. If the Heart is lost then the Character is in permanent Torpor.

If the heart is pulled out then its one additional of aggravated damage.

THE HEAD:

To pull off the head of Vampire the Player must win a Physical Challenge against the other Vampire. then two Static Challenges against double the target's Physicals. If one or both of the tests tie or fail, the Vampire's only suffers a wound. If won, then Vampire's head comes off, and they are dead. (Yes, dead)

Cutting off a limb;(hey buddy, have you seen my...)

Effects and Damage:

Cutting of an Arm or leg.

To cut off a Vampire's arm or leg is sick. First the Player must win a Physical Challenge against the other Vampire. Then they must win two Static Challenges against the player's Physicals. If one or both of the test fail, the Vampire only suffers a wound. If won, the limb come off. The Vampire will suffer a Permanent Wound at the heath level Wounded. To remove this 'Wound' the Vampire must have their original limb, and must be feed the Blood of a Vampire at least three generations lower then yourself to able to be heal themselves. OR the Character can re-grow the time in one month. The cost of re-growing a time is 3 blood point for every two weeks.

If the limb is cut off then it causes one additional leave of aggravated damage.

The Heart;

Cutting out the Vampire heart is also sick. Fist, the Player must win a Physical Challenge against the other Vampire. Then they must win two Static Challenges against the players Physicals in which he pulls out the heart . If one or both of the tests fail or tie , the Vampire only suffers a wound. If won, then Vampire is in Torpor. To get out of Torpor, the Vampire must have their Heart, and must be feed the Blood of a Vampire at least three generations lower to get out of Torpor. If the Heart is lost then the Character is in permanent Torpor.

If the heart is cut out then its one additional leave of aggravated damage.

THE HEAD:

Cutting off the head of the Vampire Head is too sick . First the Player must win a Physical Challenge against the other Vampire. Then two Static Challenges against double the players Physicals. In which case he pulls off the head. If one or both of the test tie or fails, the Vampire only suffers a wound. If won, then Vampire head comes off, and they are dead.

Driving over things. OR, Things that go bump in the night.

Driving an Automobile at:

Speed Injury Throw back

30 km. One additional Health Level. 5 feet

50 km. One additional Health Level. 10 feet

100 km. Two additional Health Levels. 20 feet

150 km Two additional Health Levels. 25feet

200 km. Three additional Health Levels. 50 Feet

Driving Over things cont....

Driving an Truck at:

Speed Injury Throw back

30 km. One additional Health Level. 10 feet

50 km. two additional Health Levels 15 feet

100 km. Three additional Health Levels. 25 feet

150 km Three additional Health Levels. 50feet

200 km. Four additional Health Levels. 55 Feet

Driving a Transport truck at:

Speed Injury Throw back

30 km. One additional Health Level. 10 feet

50 km. two additional Health Levels. 20 feet

100 km. Three additional Health Levels. 50 feet

150 km. Four additional Health Levels. 55feet

200 km. Four additional Health Levels. 60 Feet

Healing.

Vampires can heal wounds immediately with Blood. see L.O.T.N (p. 113) for the Health system questions.

Health

Characters are considered to be at full health at the beginning of each story unless the Storyteller states otherwise. Of course, characters can be hurt or even destroyed during a story. There are Four levels of health beneath Healthy: Bruised ,Wounded, Incapacitated, and Torpor.

Aggravated Wounds:

Their is two ways to heal aggravated wounds;

1) Immediately healing one aggravated wound, with one Willpower trait and three Blood . see L.O.T.N

(p. 113) for system questions.

2) Taking time to heal. Aggravated wounds can only be healed at the rate of one per day and night of rest and cost of three Blood points per health Level healed. If you are in Torpor, the Vampire still needs 'the Blood of a Vampire at least three generations lower then them selves.' extra hunting test will asked for :)

Torpor, Sunlight, and Fire (oh-my!)

Torpor

As demonstrated above, death does not come easily to vampires. However, when their injuries grow too great, they go into a very deep sleep known as torpor.

When a vampire becomes injured beyond Incapacitated or loses all Blood Points, the vampire goes into torpor (though if the injury is aggravated, the result is Final Death instead). The character is completely immobilized and unconscious, though more powerful Kindred (such as the Antediluvians) can still use some of their Disciplines in this state.

Additionally, the character loses a rating point from a Physical Attribute once torpor is entered. The player must choose which Physical Attribute suffers. In addition to the loss of a Physical Attribute, is one of every month in torpor.

The Vampires with a high Humanity or Path Traits can come out of the deep sleep within short preened of time, while those with less Humanity will sleep longer. The blood of an Ancient can sometimes prematurely revive a vampire in torpor.

Path Traits Length of Time

1 3 weeks

2 6 weeks

3 12 weeks

4 24 weeks

5 Up to the Storyteller .

While in torpor, a vampire uses Blood Points normally at the rate of one per day, but once the blood is gone, no Health Levels are lost.

A character may go into torpor voluntarily. When the character goes to sleep, the player simply informs the Storyteller that the character is entering torpor. Many ancient Cainites voluntarily enter this state in a protected place to avoid the risk of frenzies or other dangers. Voluntary torpor does not require the loss of a Physical Attribute.

Sunlight

Sunlight is one of the few ways to truly kill a vampire. Sunlight causes aggravated wounds, and each turn a vampire is exposed to sunlight, he is burned.. The difficulty depends on the intensity of the rays, the time of day and the cloud or smog cover. See the chart below for a rough guide to assigning difficulties.

If the character can take from one to three levels of damage, depending on how much he is exposed (see the second chart below). If he succeeds in the day light, he takes one less level of damage per success. Botches indicate the character has actually caught fire and the character must now resist both the sunlight and the fire. The Vampire must spend One perment Willpower for every Three hours that they are in the day light. If the Vampire has Exposure to sunlight, the damage is amettit

There are some "sun lamps" commercially available that produce the ultraviolet light the sun emits. Though these lamps are not nearly as deadly as the sun, they can still irritate or even harm vampires, though the damage may not be aggravated.

Wounds Exposure to sunlight

One Only part of body exposed (only a hand).

Two Part of body is exposed (wearing a hood).

Three Much of body is exposed (wearing normal clothing)

Four All of the body is exposed (wearing a T-shirt and briefs.)

Fire

Fire is quite hazardous to vampires and some fear it more than nearly anything else. Fire always causes aggravated damage, and therefore it can kill vampires. Any size flame can potentially harm a vampire, but she can resist the effects if she possesses Fortitude.

Wound Size of Fire

N/A A flame candle; (first degree burns)

One A Bunsen Burner or a open torch; Unspecified part of body is

burned. (first to second degree burns)

Two A chemical fire or a Bonfire; General part of body burned

(second to third degree burns)

Three A Raging Inferno; Half all of body burned (third degree burns)

Four Molten metal : All of body is burned

Healing Time for a Mortal and Ghouls.

Bruised. One day.

Wound. One week to a One Month (It's up to the Storyteller.)

Incapacitated. One week to three Months (It's up to the Storyteller.)

Dying. Healing time is up to the Storyteller. If not...then see "dead"

Dead. Cant heal if you are dead. ( Damn it! He's dead, Jim!)

If the Mortal has the Huge Size merit, it will treated as an additional box of healthy. If the player is a Ghoul, she can follow the times and spend Blood. ( To me, a Ghoul is both a Vampire and a Mortal. Moreover this is why they can get both. )

The Time and Age Of The Blood

'The greatest enemy of the vampire is another of his own kind.'

Someone cool. 1997.

A Neonate:

These are vampires who have not yet reached 100 years of age. They are usually of the 11th through 13th generations-the "teenagers" among vampires.

Attributes: 7/5/3, Abilities:5 to 8, Disciplines: 3

An Ancilla:

These are the vampires usually who have survived 100 years or more, though the term is used very loosely. They are often of the, eighth to the 10th generations.

Attributes: 9/6/4, Abilities: 9 to 12 Disciplines: 6

An Elder:

These are Kindred of the sixth, seventh or eighth generations, who have usually survived a 500 years and therefore have considerable inherent power.

Attributes: 10/7/5, Abilities: 21 to 24, Disciplines: 10

A Methuselah:

These vampires are of the fourth, fifth, or sixth generations, and are often members of the Inconnu. They no longer concern themselves with the affairs of mortals. They are usually over 1000 years old.

Attributes:?, Abilities: ? to ?, Disciplines: (a lot)

An Antediluvian:

These Ancients are of such immense power that to assign them Traits of any sort would be foolish -they are far too powerful for this game system to define. Simply assume that any conflict between an Antediluvian and any other Kindred (including the characters) would automatically result in the Ancient's victory. To the other vampires, they are GODS. Furthermore, it is nearly impossible to defeat them-at least directly. Only through the use of creative tactics, diplomacy, and coordination between many allies is it possible to defeat an Antediluvian's plans.

The Blood

Blood Traits work like other Traits, but they can only be used to heighten your physical power or heal yourself, and they can only be regained by feeding. Your Blood Pool indicates your maximum Blood Trait capacity, not necessarily the amount of blood you currently have in your system. Blood Traits are not assigned adjectives; each simply represents a volume of blood.

You start the game with three Blood Traits (unless you have lowered your generation by using Negative Traits). These Traits are either used as sustenance or as desperate situations arise. Blood Traits aren't assigned adjectives as other Traits are; each Blood Trait simply represents a volume of blood. A breakdown of the ways Blood Traits can be used follows:

Upon awakening from sleep each night, you expend one Blood Trait. This represents the basic nourishment your character requires to survive.

Blood Traits can be used to heal Health Levels on a one-for-one basis. The wounds are healed instantly. Note, however, that injuries inflicted by fire and sunlight (aggravated wounds) require three Blood Traits and a Willpower Trait to heal. You may also let other vampires drink your blood, thereby healing them. However, if a vampire is in torpor, only the blood of a vampire three generations or more lower than she is can revive her.

Vampires often use blood to fuel Disciplines, such as Celerity or the Path of Blood.

You may use blood to boost your Physical Traits during a Physical Challenge. Each Blood

Trait spent adds one to your total Physical Traits for the duration of a single conflict. Employed in this manner, you can use Blood Traits just as if they were Physical Traits, including the ones used to bid. This lasts for the duration of the conflict, not the challenge. The difference is that a conflict may actually involve several challenges. You may hold onto used Traits up to five minutes after the last challenge in the conflict is completed, at which time all marked Traits are gone. Each used Trait must be marked in some manner (E.g., crossed with an 'X').

The most common way a character can regain Blood Traits is by feeding, but a Kindred can never imbibe more Traits than she has in her permanent Blood Pool. Vampires of lower generation have much larger pools than those of higher generation, which is one of the greatest advantages of generation.

The Deterioration of a good Staking

Being Staked sucks!

A player form Ron's game

Vampires deteriorate through lack of care. If a vampire has been staked through the heart and cannot move, she will still lose one Blood Point per day. Once all Blood Points have been lost, the vampire will begin to lose Health Levels at the rate of one per day. Once the vampire reaches Incapacitated, she enters torpor. Note that vampires cannot "die" from this

A stake through a vampire's heart does not cause death, but does completely immobilize her. Over time, the vampire will deteriorate due to a lack of blood, eventually falling into a full torpor. Of course, fire or sunlight may destroy her first. It is extremely difficult to aim a stake precisely through the heart during melee. At least three successes are required for it to transfix such a precisely delineated area.

Hostile Environment

Though vampires cannot die from cold, they can suffer the effects of frostbite and even become entirely frozen in severe temperatures. Cold is especially dangerous because vampires do not have any body warmth except in the minutes immediately following a feeding, so clothing of any sort is of no purpose. Characters need to make challenge after they have been outside in the cold for a certain period of time. This

varies depending on how cold it is, but usually it's about half an hour. They must make Challenge with a difficulty starting at three but increasing by one every Challenge. The time between the Challenges is determined by the Storyteller, but keep in mind that vampires are much more resistant to cold than humans, is the Vampire burn Blood Points to warm themselves, but such activity will not provide lasting heat.

Generation:

Unless a player buys down his generation with Negative Traits, his character will start at 13th generation. For every two Negative Traits spent in this fashion, the character can lower his generation by one. A character can never buy his generation lower than 8th, unless he has the express permission of the Storyteller.

A NEW Generation Table:

Generation Blood Pool Willpower Traits Maximum Traits

Starting Pool Maximum Pool Starting pool Maximum pool

13th 4 5 1 3 9

12th 4 6 1 3 10

11th 5 7 2 4 11

10th 6 9 2 4 12

9th 8 11 3 5 13

8th 9 13 3 6 14

7th 11 16 4 7 16

6th 13 20 4 8 18

5th 16 25 5 9 20

4th 20 31 6 10 25

3rd ? ? ? ? ?

Over Feeding

No really. BURP! I can drink another point. Oh-my; get a bucket!! (Thank-you)

If the player goes over their 'Permanent Blood Pool'. The following happens (ha-ha):

1 point over. the Character gets the negative Physical Trait of: Lethargic. Skin color: white, and red

blemishes on bits of the body

2 points over. the Character gets the negative Physical Traits of: Lethargic and Flabby. Skin color: little bit of white, red, and blue blemishes are starting to show over the body

3 points over. the Character gets the negative Physical Traits of:x2 Lethargic, Flabby and Clumsy. Skin color: no sign of white, red, and are now showing blue. With blemishes of black. The blemishes are starting to show in the face, hands and legs.

Overfeeding is now starting to break the Masquerade.

4 points over. the Character gets the negative Physical Traits of:x3Lethargic, x2 Flabby and Clumsy, the player gets 1/2 of their movement. Skin color: no sign of white or red. Blue and Black blemishes are now over the entire body.

The Masquerade is now in danger to Overfeeding.

5 points over. The Character gets the negative Physical Traits of:x3Lethargic, x3 Flabby and x2 Clumsy, the player gets no movement. Skin color: no sign of white or red. Blue and Black blemishes are now over the entire body.

If they are seen in mortal world, The Masquerade is broken.

6+ points over. It's up to the storyteller (have fun).

Summary. If the Character spends the Blood, the skin blemishes are gone with in five minutes, within game.

The Other Blood Pools:

Now, if you are not A Vampire it takes a full-week to gain a Blood trait. In the midst of feeding, if a Vampire drinks a source dry, a test will be issued, if the test fails, then the "source" is dead.

Source Blood Pool

A Lupine 12

A Ghoul with Huge Size 5

An Average Ghoul 4

A Human with Huge Size 4

An Average Human 3

A Cow 3

A Human Child 2

A Dog, Pig or Sheep 2

A Cat 1

A Rat 1/2

A Bird 1/4

Ron's F.A.Q for Blood Pools:

Q: Ron, Can I use my Blood to boost up my Physical Traits beyond the Maximum

Traits?

A: Thummm. Let me think... NO.

Q: Ron, lets say... I have a juicer with me is I use it, to get every last drop. What happens?

A: O.K. Let us take this step~by~step:

1st) You're SICK! (....Get help.)

2nd) You can get an other blood trait. But, takes time. (Sicko.)

Willpower

Willpower reflects your basic drive, self-confidence and tenacity. It is essential for controlling the actions and behavior of your character, especially in times of stress when predatory instincts emerge. You may choose only one Willpower Trait at this point in the game, although you can gain more by lowering your generation (see below). Willpower gives a character the extra strength to overcome any obstacles and to succeed where others would surrender and fail. Each character begins the game with a number of Willpower Traits. For vampires, the number of Traits depends on the character's generation. These Willpower Traits can be used for almost anything that the player deems important. For example:

Willpower can be used to negate the effects of frenzy (by using a Willpower Trait, the

character gains a new tolerance of the situation that would ordinarily throw her into frenzy) .

Willpower allows a character to replenish all lost Traits in any one category:

Physical, Social or Mental.

Willpower allows a character to ignore the effects of wounds, up to and including

Incapacitation, for one challenge.

A Willpower Trait can be expended to negate the effects of any one Mental or

Social Challenge.

Once a Willpower Trait has been used, it is gone until the end of the story. At this time, the character regains all Willpower used during the course of the story.

Ron's F.A.Q for Willpower:

Q: Ron, in short. WHAT CAN I DO WITH WILLPOWER?

A: Any thing you want... Any thing you can think of. (Oh-my, what did I just say!?.)

Q: Ron, is any thing that I can't do with Willpower.(Is their a System, or rules?)

A: Yes! As an Example: Lets say, that Sean calls on a Social Challenge on Jason, Sean can not use Willpower to win that Challenge. BUT, Jason can. So what happens? One. Sean can move on to his next Challenge, or he USE a Willpower to redo that lost Challenge. Now their is a small thing called WIPOWER ETIQUETTE. One, using a Willpower be of the Challenge to determined who wins that Challenge. Two, moving on. If you lose a Challenge, be a good sport about, and just move on. These are not rules, its just good etiquette, and just fairness. So, just to recap. The only thing that you can't do with Willpower is win a Challenge that you have started.

The Time Line for a Story:

The duration of time in a Story, can last along time...How long? Well, that's up to the Storyteller.

A Session

One or two games. It's up to the Storyteller on how long a session is. And the story and

chapters begins

A Chapter

Two games to two month. It's to the Storyteller its up to the Storyteller on how long a

'Chapter' is.

End of Story, (or End of Chapter),

One to Six months. (Of course, It's to the Storyteller its up to the Storyteller on how long

a 'Story' is.

Advanced Use the Ability PERFORMANCE

This system is used whenever a character gives any type of performance, whether it be comedy, music, acting or storytelling. It can be at the high court or on a street corner, and can be formal or informal. The player must use their Performance Ability in a Static Challenge against four traits. (or Music, or whatever Performance Ability is most appropriate). The difficulty is based on how receptive the audience is. A failure indicates a lackluster, eminently forgettable performance. A botch indicates a miserable performance that cannot even be finished-the instrument breaks, or the character is booed off the stage. The number of successes indicates how moved the audience is (see the chart below). These successes determine the artistic merit or technical verisimilitude of the piece.

Successes Your Performance Reaction

1 Average Polite Applause.

2 Good Approval.

3 Superior Genuine Appreciation.*

4 Exceptional Vigorous Applause.

5 Superb Ecstatic Reaction.

6 Brilliant Immediate Sensation.

7 Sensational An Outstanding piece of work.

8 Remarkable A New Masterpiece.

Note:

Each Performance form is a new art Ability, you can not use A Performance Ability like the Merit Jack~of~all~trades.

*The Toreador Disadvantage is now activated. See L.O.T.N p.70.

Optional Feats of Physical Traits.

Climbing:

System:

Step 1) The Storyteller must ask the Player how many Physical Traits that their character has.

Sept 2) Depending on the type of surface, and to a lesser extent, the weather conditions. The Storyteller stets a Static Physical Challenge against what the character wants to climb. If the Character wins, the Challenge, then they done it with little or no effort. If the Character ties, then it takes time, if failure occurs, then the Character falls. To attempt too climb again, the player must spend a Mental Trait.

Three Physical Traits Easy climb: A tree with many stout branches.

Four to Five Physical Traits Simple climb: A tree, with thin branches.

Six to Seven Physical Traits Straightforward: A cliff ,with many handholds.

Eight to Nine Physical Traits Treacherous: A cliff or a surface with very few

handholds.

Ten to Fourteen Physical Traits extremely difficult: A nearly sheer surface.

Ron's F.A.Q for Climbing:

Q: Ron, if I have Protean(I.e. Wolf claws,) and I start climbing stuff, what happens?

A: All Static Physical Challenges have their difficulty by ONE.

Q: Ron, if I Potence and I start climbing more stuff, what happens?

: Good question (thank-you). Well, first;

If you have BASIC Potence; all Static Physical Challenges have their difficulty by two.

If you have INTERMEDIATE Potence all Static Physical Challenges have their difficulty by tree.

And, if you have ADVANCED Patience all Static Physical Challenges

have their difficulty by four.

Feats of Strength by Lifting:

A character's Strength is often used without a Challenge where brute force is all that matters. This system works is on the same basis as automatic successes. If the character's Physical Strength equals of exceeds the difficulty of the task she is attempting, she succeeds automatically. Only if the difficulty is higher than her Physical Traits, then a Physical Challenge is asked for;

Physical Traits Lift:

One Physicals Traits 50 lbs.

Two Physicals Traits 100 lb.

Three Physicals Traits 250 lb.

Four Physicals Traits 350 lb.

Five Physicals Traits 400 lb.

Six Physicals Traits 600 lb.

Seven Physicals Traits 800 lb.

Eight Physicals Traits 1Ton. (a car)

Nine Physicals Traits 1Ton,200 lb.

10 Physicals Traits 1Ton, 500 lb.

11 Physicals Traits 2 Tons .(a military truck!) 12 Physicals Traits 3 Tons

13 Physicals Traits 4 Tons.

14 Physicals Traits 5 Tons.

15 Physicals Traits 6 Tons .

16 Physicals Traits 7 Tons.

17 Physicals Traits 8 Tons.

18 Physicals Traits 9 Tons.

19 Physicals Traits 10 Tons.

20 Physicals Traits 20 Tons.(a tank!!)

System for Leaping;

This system works is on the same basis as automatic successes. If the character's Physical Strength equals of exceeds the difficulty of the task she is attempting, she succeeds automatically. Only if the difficulty is higher than her Physical Traits, then a Physical Challenge is asked for. Depending on the type of surface, and to a lesser extent, the weather conditions. The Storyteller stets a Physical Challenge against what the character wants to leap to. If the Character wins or ties, the Challenge, then they done it with little or no effort. If the Challenge fails, then the Character falls (See Falling for Damage). To attempt too leap again, the player must spend a Mental Trait. Unlike Jumping, The Character dose not need a running start. Leaping takes one full combat turn..

Physical Traits In Leaping:

Three Physicals 5 Feet

Four Physicals 6 Feet

Five Physicals 7 Feet

Six Physicals 9 Feet

Seven Physicals 10 Feet

Eight Physicals 12 Feet

Nine Physicals 13 Feet

10 Physicals 15 Feet

11 Physicals 16 Feet

12 Physicals 18 Feet

13 Physicals 19 Feet

14 Physicals 21 Feet

15 Physicals 22 Feet

16 Physicals 24 Feet

17 Physicals 25 Feet

18 Physicals 27 Feet

19 Physicals 28 Feet

20 Physicals 30 Feet

Ron's F.A.Q for Leaping, and Lifting:

Q: Ron, if I have Potence and I start Leaping around and Lifting stuff, what happens to my Physical

Traits?

A: Good question.

Hummm . First;

If you have BASIC Potence; all of the Physical F/X are multiplied by two.

And, if you have INTERMEDIATE Potence; all of the Physical F/X are multiplied by three.

Furthermore, if you have ADVANCED Potence; all of the Physical F/X are multiplied by four.

Advanced Use of Mental Traits

Number of Mental Traits Reaction Ability

Three Mental Traits Average See L.O.T.N

Eight Mental Traits Exceptional You can buy off Negative

Traits at the cost of one

experience Point per Trait instead of two.

Twelve Mental Traits Brilliant It only costs two

experience points to buy a

Basic In Clan Disciple, instead of three points.

Fourteen Mental Traits A Genius It only cost three

Experience points to buy

a Basic out of Clan

Disciple, instead of four points.

Note: you still need a teacher

The Social System:

Status:

One of the main aspects of your background is Status-an indication of where your character stands in vampiric society, particularly within your city. You start with a single Status Trait, which represents the fact that you have been presented to and recognized by the prince. If you are Caitiff, or choose to be an Anarch, you have no initial Status Traits in the Camarilla. This could be because you have never been presented to the prince, or you may have such a terrible reputation that any former Status has been lost. ( You can acquire more than one Status Trait by taking on Negative Traits, but Anarchs and Caitiff cannot gain Status this way.)

Your initial Status Trait is always the word "Acknowledged," representing the Prince's acknowledgment of your existence. You can also choose or earn other Traits as the story progresses. Status is the central focus of many Kindred's existence. It represents the amount of power and social prestige a character has within vampire society. Those of lower status are expected to show respect to those of higher status. As one's status increases, one is granted more rights and powers within the hierarchy of the Camarilla. Within a city, the prince typically (though not always) has the most status. Neonates generally have little status,

while Anarchs and most Caitiff have no status.. In-between are the power hungry Ancillae and Elders who continually jockey for position in hopes of increasing their status.

Common Camarilla Status Traits include:

Admired, Adored, Cherished, Esteemed, exalted, Famous, Faultless, Feared, Honorable, Influential, Just, Praised, Respected, Revered, Trustworthy and Well-Known.

Several positions or stations exist which give their holders great sway over the status of other Kindred. These posts are greatly sought after and jealously guarded by those who hold them. Only powerful elders can attain many of these positions, but ancillae and even a precocious neonate or two may hold a few.

Gaining and Losing Status

Once presented before The Prince, a neonate acquires a single Status Trait. This initial Trait is usually Acknowledged. During the course of a chronicle, the character may gain or lose Status. In small games, the Storyteller is generally responsible for awarding or taking away Status. However, larger games usually allow the Status system of Camarilla society to blossom fully, as other Kindred in the game govern Status gains

and losses while the Storyteller only monitors (and occasionally arbitrates) them.

Characters may gain Status by helping to preserve the Masquerade, doing favors for The Prince or an elder or saving an elder's unlife. They may also gain it by overthrowing the holder of a station and assuming her mantle, granting it in return for a boon, or defeating a Sabbat menace in the city. The possibilities are endless; the point is to get your fellow Kindred to view you as more than just another Lick.

Note that you may never gain more than one Trait of Status per story. There are only two exceptions to this rule: if The Prince awards or sanctions an additional Trait, or if the Status Trait(s) are conferred when a Kindred assumes a station within Kindred society.

Status can be lost for a multitude of reasons, as well, such as making an enemy of an elder, ignoring a boon or refusing to recognize another Kindred's Status. You can also lose it as a result of breaking the Masquerade. Obviously, if you plan to commit such acts, it's best to ensure that no one is around to report your actions.

Using Status

Players usually begin with one Status Trait, representing the fact that they have been presented to The Prince and accepted by the Kindred of the city.

There are two types of Status: permanent and temporary. Permanent Status is recorded on your character sheet. It is your actual standing in Kindred society-no matter how much Temporary Status is lost, it has no effect on Permanent Status. You can lose both Temporary and Permanent Status over the course of a story, although you'll probably lose Temporary Status more often. A Permanent Status loss or gain is

permanently added or removed from your character sheet. Temporary Status losses or gains are added or removed for the duration of the story. Temporary Status Traits may be represented by Status Cards to keep track of them more easily.

You can choose to ignore another character's Status Traits, but by doing so, you risk losing one

or more of your own Status Traits permanently if word of the offense spreads to the Harpies. If you happen to offend less influential people, you may only lose Status temporarily or not at all.

It would seem that Anarchs and Caitiff have an advantage in this case, seeing as they have no Status to lose. (Some Anarch groups, however, have their own form of Status.) However, having no Status usually hurts more than it helps. Elders almost never grant favors to Anarchs (they are untrustworthy and have no Status to back their deals), rarely give them the benefit of the doubt and are much more likely to vent their

full wrath on them (it is much easier to pick on characters who have no political backing). Also, by not having Status, Anarchs and Caitiff are considered outside the Camarilla's protection and are thus extremely vulnerable in times of crisis.

Although paying lip service to your elders has its price, the benefits are almost always worthwhile-receiving protection, gaining the benefit of the doubt and getting favors granted. Therefore, as a general rule, it is considered prudent to possess and preserve at least one Status Trait.

Examples of Status

The following are some Examples of the uses of Status:

Status is a measure of a character's credibility. In any situation where there is an open debate between Kindred (one Kindred's word against the other), Status is used as the determining factor. The same is true in the case of accusing another of a crime in which there is no concrete evidence. In all such cases, the character with the most Status is the one whose word is accepted.

You may give Temporary Status to another to show your favor, though the individual to which you give the Status must return it immediately upon the asking. However, the bearer may spend this Trait as a Temporary Trait, after which it is gone for the duration of the story. (This is the only way a character's Temporary Status can rise above her Permanent Status rating. ) You can use loaned Status exactly as you would use your own, but you can only give one Trait of Status to any one person in this fashion.

You must posses at least one Trait of Status (your own or one borrowed from someone else) in order to petition The Prince for any reason, such as when gaining feeding grounds or accusing someone of a crime.

Anyone of higher Status may remove Permanent Status from those lower than themselves at a cost of one Permanent Status Trait per Trait removed. Temporary Status may be removed in the same fashion.

You may grant Permanent Status to another of your own clan if he has less than half of your permanent Status. The cost for such a boon is one Temporary Status Trait, and the boon must be made publicly, such as during a meeting of the Prax or another such gathering.

A clan may remove one Status Trait from its elder by expending a group total of Permanent Status Traits equal to the elder's Permanent Status. The Prax may also lower The Prince's Permanent Status in the same fashion.

Remember, you may only gain one Status Trait per story, but may lose more than one Trait. Again, there are two Exceptions to this: Status granted or sanctioned by The Prince, and Status received for assuming a station.

An Advanced Social System & Other Status Traits.

At anytime, a player gains a status trait, he also gains a corresponding social trait. E.g. The status trait feared gains the social trait intimidating .If the status trait is lost, then so is the social trait.

Status Traits Social Traits

Valued Valued

Distinguished Distinguished

Honest Honest

Feared Intimidating

Intrepid Courageous

Honorable Honorable

Devoted Devoted

Virtuous Virtuous

Negative Status Traits Negative Social Traits

Perjurer Untrustworthy

Pugnacious Pugnacious

Miscreant Miscreant

Disdainful Condescending

Coward Cowardly

Asinine Foolish

You can only use other Status Traits and Social Traits, for other meetings. If you get The Status Traits: Recognized, Intrepid and Honorable. You now have the Social Traits of Accepted, Courageous, and Honorable. But you can not use these, Social Traits, Camarilla, Sabbat or in any other Sect.(Unless, if the storyteller allows it in game their game.)

A Kindred can hold different stations, each of which grants Status within a city. Of course, there may be more than this, but these are some of the most common. Certain responsibilities and powers are inherent in each of these stations, and all powers that a station confers are lost if a character is removed from or relinquishes it.

How Status and Status Traits?

See L.O.T.N p.121.

Prestidigitation

Prestidigitation is the art of cutting a deal, an invaluable resource for those who know how to use it. Consequently, those ignorant of its applications should beware. Technically, Prestation is defined as the system through which one Kindred becomes officially indebted to another for services rendered. In actuality, it is something much more complicated-and deadly.

When striking a deal, players should make clear who's doing the favor and who's receiving it. Except in cases of mutual favors, there should always be a bestower and a receiver. The receiver owes a boon to her bestower which must be categorized as trivial, minor, major, blood or life boon. The players either assign the boon an appropriate number of Status Traits which the receiver then gives the bestower, or they make other arrangements, such as giving Influence rather than Status. The agreement must be amenable to all Kindred involved in the deal.

The bestower may continue to use the Boon Traits just as he would any other loaned Status Traits. However, the bestower's loss of Boon Traits is only temporary-they are restored at the beginning of the next story, at which time he may use them again as usual. The primary difference between Boon Traits and other loaned Traits is that the original owner of the Traits may not request their return as is usual with such

Traits. They may only be resumed once the boon has been settled.

The only way for a receiver to rid herself permanently of a boon is to repay or ignore the favor. By ignoring a favor, the receiver not only certainly cost the Kindred Status, but also risks the bestower's ire. If the bestower is a minor Kindred, the receiver who ignores a boon may only temporarily lose a Status Trait (the Status Trait returns with the next story). However, if the bestower has considerable social influence, word may spread of the receiver's offense, causing the permanent loss of a Status Trait, especially if word gets to the Harpies. Furthermore, when the receiver disregards a major, blood or life boon (regardless of the bestower's standing), the receiver loses Status. Breaking boons is considered a major social faux pas among vampires.

When a deal is Cut (a favor is arranged), both parties should agree on the nature of the favor, the number of Traits assigned to it and any other stipulations or additions. Kindred who bestow boons usually require only one thing: "You may not take any physical action against me for the duration of this boon." In terms of the story, the receiver may seek to eliminate the bestower rather than repay the favor, but the bestower can use the legal terms of their agreement as protection from harm. It is usually a good idea to clarify

agreements in writing and to have both parties sign the document to assure its validity.

Paying the Piper

Paying back a favor (getting yourself out of debt) is usually an event arranged through role-playing. Typically, players eliminate boons by returning equivalent favors. However, if a bestower is in sufficient trouble, you could pay off your debt by returning only a small favor; everything depends on your skill at bartering. To set some standard, a favor is as valuable as the Traits associated with it. Thus, a minor boon (two Traits) and a major boon (three Traits) are fair compensation for a life boon (five Traits).

==>Trivial boons are one-time favors, such as protecting someone for the evening,

aiding someone using a Discipline or supporting an other's political move.

==>Minor boons can last more than one evening and usually entail some sort of

inconvenience, such as allowing safe passage through a hostile city, revealing crucial

information or disposing of a threat.

==>Major boons usually entail a great expenditure of time or resources on the

bestower's part. The effects of the favor usually last for many game sessions. An

example of such a boon would be teaching the receiver a new Discipline or ritual or

purchasing a nightclub to serve as the receiver's haven.

==>Blood boons occur when the bestower places herself in a potentially life-

threatening situation in order to help the receiver. Thus the name "blood boon": The

bestower is willing to shed her blood for the receiver.

==>Life boons involve the bestower actively risking her immortal life for the receiver

so that the receiver may live.

Mortal Characters

Attributes 6/4/3; Abilities 4 ; Freebie 4 points (To spend as x.p..)

For any other Mortal Creation, see Antagonists book p.34.

Ghouls.

To keep a Ghoul, a Ghoul you must feed it Kindred vitae once a month, minimum. Or, they will become mortal once more. They can never again become a Ghoul. Furthermore the Ghoul will revert instantly to their true age, at the following rate:

Real Age

Less than a 100 years They revert to their true age.

101 to 250 They revert to old age, and then extinguished.

250 or more years They revert to old age, then they die. Furthermore,

they instantly crumble in to dust.

Ghouls who begin the game at 101 or more years get three X.p to spend on Traits, Powers, Abilities, and merits. Ghouls who are 250 or more yeas old have five X.p to spend. To be a Ghoul that has no master, and is 101 years old, is a 5 point merit. (And yes, they only get one Discipline; Basic Potence.)

.

If a Vampire character wants this Merit, they MUST have an other person to play it.

If a Ghoul acquires the 'Dark gift.' The Ghouls will loss all of their Power, Disciplines, and Spiritual Merits.

Significant disadvantages of being a Ghoul:

After three months, most Ghouls have been Blood Bound to their masters, and now will suppress their own desires for the new Vampire master. Part of the reason they are often seen as little more than slaves.

Their powers also suffer limitations. Except for the Potence they gain from first becoming, they can learn no Disciplines that their feeder (Regnant) does not have. Second, they are limited in how far they can advance in those Disciplines based on the Generation of their regnant, as illustrated in the following chart.

Generation: Suggested Maximum Discipline Level for a Ghoul

13th 1st Basic

11 and 12 2nd Basic

Tenth 1st Intermediate

Ninth 2nd Intermediate

Eight Advanced

Seven to Third Not Telling :) (ask your Storyteller)

Also, increasing Disciplines is more difficult for ghouls than it is for Vampires. (+1 XP to all Disciplines.) A Ghouls body can hold more blood than an average human's can.(see 'The Other Blood Pools' ) Furthermore, imbibing blood above what can contain cause a level of damage per point. The Ghouls Blood can not be used for increasing Physical Traits. Unless, they have a Merit ,Discipline, or the Storyteller, that would let the player do so. Thus, a ghoul must be drained of a Blood point before taking in more. Each point of blood taken acts as a wound level, thought those effects are cured by the drinking of Vampiric blood. No ghoul can spend more than on blood point per Combat turn. If the Ghoul loses more 3 blood points at any time, the Ghouls life is in danger, if all of the blood is gone, then the Ghoul will die. Obviously, if the Vampire give the Ghoul blood, it will serve. For a Ghoul to learn an~of~Clan Discipline, the cost is still '+1'. Furthermore the Ghoul has to brake a way from their old master, and then drink the Blood of it's new master for three months. After the end of, that three months, the Ghoul can start leaning the new Disciplines of its new master.

Ron's F.A.Q for Ghouls:

Q: Ron, can I give the "Dark Gift" to an animal?

A: No.

Q: What can be a Ghoul?

A: If you follow the rules. Any thing. (and with Storyteller approval.)

Q: Ron, I'm role playing a Ghoul, and I have Potency of the Blood what happens to the System?

A: Well Sean. First the Blood pool does get bigger. The Blood pool becomes that of the generation of that you are going for. AND that is it, nothing else. It also cost; 5 extra blood traits on top of the normal total cost.

Q: What are my Maximum traits when I'm a Ghoul?

A: Your character two less traits then your original characters Vampire Master's E.g.

If the Master is 13th generation, they have 9 Traits. The Ghoul would have 7 traits.

If the Master is 8th generation, they have 14 Traits. And the Ghoul would have 12 traits.

Q: What happens if my Ghoul "OVER FEED'S"?

A: See " Overfeeding" And add one point of damage of every blood point take in .

Faith

For any other Mortal Creation, see Antagonists book p.34. And ask, the man.. known as John.

Humanity & The Paths.

Beast Traits represent how close your character is to the Beast. The more Beast Traits you have, the more likely you will periodically lose control and enter into a state the Kindred call "frenzy." The more Beast Traits you possess, the less human you become. When your character accumulates five Beast Traits, she is completely is overwhelmed by the Beast and becomes a mindless raving monster. At that point, you must create a new character; your last one is now an uncontrollable monster.

Kindred must also start the game with a single Beast Trait or Path Trait. If you wish, you may take a second Beast Trait, which is worth the equivalent of two Negative Traits or Path Traits. However, remember that your character goes into a permanent frenzy upon receiving the fifth Beast Trait or Path Trait, so you would need only three more to lose your character. For the SINS of all of the Paths ask your Storyteller.

The Other Sins.

(Or... How dose the Character get a Path Trait, and what can they get a way with?)

The Sins Of Caine

One; Failing to pursue evidence concerning Caine when it could cost your unlife. Failing to spend at

least three hours in meditation every night.

Two; Acting against the Sabbat. Being disrespectful to your elders; failing to pursue evidence of Caine if

there is only moderate danger.

Three; Failing to participate in a War Party. Refusing to attempt to destroy other Vampires that are not of or

sect; considering humans to be of any more value than food sources.

Four; Feeling sorry for killing a human; failing to pursue evidence concerning Caine if there is only minor

danger. Not killing a mortal when there is need to do so.

Five; Relying on a human allies or friends; failing to pursue evidence of Caine when there is no sing of

danger. Drinking the blood of an animal when humans are available.

The Sins Of Cathari

One; Refusing to sire a new vampires. Failing to pursue a new form of pleasure.

Two; Failing to ride a wave of a frenzy. Avoiding injury to others at the cost of your own pleasure.

Three; Refusing to murder humans and, refusing to commit cruel acts that are when it would be in your best

interest

Four; Failing to brag about yourself if it is a good opportunity. Turning down a chance for material gain.

Five; Acting altruistically. Restraining yourself unnecessarily.

The Sins Of Death and Soul

One; Failing to kill of the sake of knowledge. Showing fear of Death.

Two; Acting in an emotional manner. Riding the wave during frenzy.

Three; Showing any sign of beast or the human with in you. Failing to study death when the opportunity

affords itself.

Four; Showing no interest in Death, or an aversion to it. Displaying overt compassion.

Five; Needlessly preventing a death. Allowing your emotion to override your logic.

The Sins Of Harmony

One; Failing to spend at least two hours per night communing alone with nature. Killing an animal of any

reason other than survival.

Two; Failing to hunt and drink blood when ever hungry (less than maximum Blood Points) and time

permits. Acting in an overly cruel manner, and refusing to ride the wave as long as it is not

detrimental to your own survival.

Three; Killing a mortal for any reason other than survival.

Four; Failing to provide safety for your loved ones and comrades. Allowing yourself to act too human or

too bestial.

Five; Feeling guilty about doing something you needed to do. Refusing to kill when it is important of your

survival.

The Sins Of The Honorable Accord

One; Failing to act in accordance with the Sabbat in any matter, and failing to show hospitality to all other

of your sect.

Two; Failing to observe an Ignoblis Ritus of your pack; failing to observe an Auctoritas Ritus of your sect.

Three; Acting against your leader; failing to protect fellow sect member. Placing personal welfare over that

of the entire sect.

Four; Failing to honor an agreement. Showing cowardice.

Five; Showing overt disrespect for the sect. Breaking your WORD.

The Sins Of Humanity

One; Accidental, and Purposeful wrongdoing.

Two; Purposeful infliction of injury. Theft and robbery.

Three; Unmeditated murder, and wanton destruction.

Four; Deliberate cause of injury. Sadism and perversion.

Five; Meditated murder. Only the most heinous and demented acts.

The Sins Of Paradox

One; Refusing to commit diablerie upon an elder of another clan. The refusal to lead a "locked" being into

the light or into destruction.

Two; Showing any concern for mortals. Refusing to acquire items or knowledge that would affect the Flux.

Three; Failing to trick others when the opportunity arises. Being caught altering an other's reality via the

select redistribution of possessions. (Known among the vulgar as stealing)

Four; Refusing to release the weig of an empowered device. Joining another sect (Camarilla or Sabbat). Actively maintaining the existing structure thereof

Five; Actively hindering change or inducing boredom.

The Sins Of Power And The Inner Voice

One; Spending less than two hours per night in silent meditation. Failing to use whatever means are

necessary to achieve greater power.

Two; Accepting defeat. Helping others when it is not to your advantage.

Three; Failing to respect those who possess greater power and greater wisdom. Treating your underlings

poorly

Four; Backing down when you know you are right. Turing down a chance for increased wealth or power.

Five; Losing face in front of a crowd. Accepting someone equal or less capable than yourself as your

superior.

The Sins Of Typhon

One; Attempting to maintain any sense of self-control, purity or worth. Refusing to succumb to one's own

weakness (this includes attempting to avoid a frenzy, ect..)

Two; Failing to destroy a vampire in Golconda. Also failing to destroy a foe expediently and mercifully

rather than "poetically"

Three; Failing to undermine the current social order in favor of the Setites. Also failing to replace faith with

cynicism and despair.

Four; Failing to exploit an other's weaknesses. Allowing one's feelings for a mortal to override the need to corrupt said mortal.

Five; Refusing to corrupt a vampire for the Setites. Not attempting to awaken Set at the earliest

opportunity.

The Sins Of Caine

One; Failing to pursue evidence concerning Caine when it could cost your unlife. Failing to spend at least

three hours in meditation every night.

Two; Acting against the Sabbat. Being disrespectful to your elders; failing to pursue evidence of Caine if

there is only moderate danger.

Three; Failing to participate in a War Party. Refusing to attempt to destroy Camarilla Vampires; considering

humans to be of any more value than food sources.

Four; Feeling sorry for killing a human; failing to pursue evidence concerning Caine if there is only minor danger. Not killing a mortal when there is need to do so.

Five; Relying on a human allies or friends; failing to pursue evidence of Caine when there is no sing of

danger. Drinking the blood of an animal when humans are available.

Kindred must also start the game with a single Beast Trait or Path Trait. If you wish, you may take a second Beast Trait, which is worth the equivalent of two Negative Traits or Path Traits. However, remember that your character goes into a permanent frenzy upon receiving the fifth Beast Trait or Path Trait, so you would need only three more to lose your character. For the SINS of all of the Paths ask your Storyteller.

Lore:

Knowledge is the key. Knowledge is Power.

Q: How does a Character advance in lore?

A: One point. Do they have to do some light reading from a Occult

Library, one week on and off.

Two points. Experience it in game. Do some research the Occult

research in that one lore. (One full week of nothing of but

research)

Three points. Some hear say, Game talk from an other N.P.C,

heavy Occult research in that lore. (Two full week's of nothing but research)

Four points. Influence some to only each it to you. (Two full week's of

nothing but research)

Five or more points. They will need a Teacher or Mentor. (Two full week's of

nothing but research)

Character's Clan and Sect.

1) Kindred of Clan and sect only. One to Three points. Maybe a bit of history.

2) More then One.

3) Elder Knowledge- e.g. Clan "Roots" in the Sect.

4) Power of the Clan and Sect. This is a lot.

5) Rituals, a lot of Clan Knowledge's, the Sect that they are in but not everything.

6) Storytellers Aid- Secret of the lore- this is RARE!

For spending X.p treat like a buy a new ability. But they have to ROLE-PLAY it out .

(And of course, the Storyteller has last call.)

Camarilla Lore

You know information about the Camarilla. You know who many of The Princes are, who many of the real rulers are details about the Masquerade, Camarilla history, legend and propaganda.

1) Novice: What just about all Camarilla Kindred know

2) Practiced: What most Nosferatu and Tremere Cainite know

3) Competent: What most Ventrue Cainite, Nosferatu and Tremere Elders would know.

4) Expert: What most princes know

5) Master: What most Methuselah's know

Possessed by: Camarilla Kindred, Inquisitors, Sabbat Spies

Specialties: History, Legends, Famous Rulers, Princes

Strategies, Current Activities, Secrets, Propaganda

Faerie Lore

You possess information pertaining to the Seelie and Unseelie fairies, and know something of their great king cadom: Arcadia. Because Kindred are unable to travel to this realm, most of your knowledge is hearsay, and thus difficult at to verify.

1) Novice: Your knowledge is largely speculation and hearsay.

2) Practiced: You know some relevant facts.

3) Competent: You possess a general knowledge of their ways.

4) Expert: You possess expansive knowledge.

5) Master: You think you know the secrets of these creatures.

Possessed by:

Fairies, Lupines, Magi, Witch-Hunters, some Occultists and Vampires,

Specialties:

Enchanting Music, Faerie Food, Somniare, Atlantium, Antrum, Caelum, Barathrum, Tartarus

Kindred Lore

This Knowledge cannot be taken during character generation; it can only be obtained through direct Experience. Kindred Bore reflects a character's knowledge of the great secrets of the Kindred: the ]Jhad, Gehenna, the Antediluvians, Methuselah, Inconnu and the Book of Nod. At the end of some stories, the Storyteller will announce the maximum number of Experience points a character can allot to the acquisition or improvement of this Knowledge, based on what each character has discovered during the course of the story. Unlike the Occult Knowledge, most of what you know about your subject is actually true (though certainly not all).

1) Novice: But a whelp.

2) Practiced: Still mostly unfamiliar.

3) Competent: Broad familiarity with the legends.

4) Expert: Knows a few of the great secrets

5) Master: Possessor of some of the great secrets

Possessed by: Vampires, some Fearless Witch-Hunters

Specialties: Jyhad, Inconnu, Antediluvians, Caine,

Book of Nod, Gehenna

Lupine Lore

You possess information pertaining to werewolves what they eat, when they gather, their strengths and their weaknesses. You can use this Knowledge to discover how best to combat them, or how to bring about a peace between their tribes and you. Unlike the Occult Knowledge, most of what you believe about your subject is actually true (though certainly not all)

1) Novice: Your knowledge is largely speculation and hearsay.

2) Practiced: You know some relevant facts.

3) Competent: You possess a general understanding of your subject.

4) Expert: You possess knowledge.

5) Master: You know as much about them as they do themselves.

Possessed by: Vampires, Magi, Witch-Hunters

Specialties: Tribes, Totems, Spirit Guides, Packs, Ancestors

Mage Lore

You are familiar with the lore of magic and witchcraft. You know of the ancient orders of wizards: their cabals, covenants, and secret rituals. More importantly, you also know about their modern counterparts. Unlike the Occult Knowledge, most of what you believe about your subject is actually true (though certainly not all).

1) Novice: Your knowledge Is largely speculation and hearsay.

2) Practiced: You know some relevant facts.

3) Competent: You possess basic knowledge of the mystic ways.

4) Expert: You possess Expansive knowledge.

5) Master: You understand the theory of magic .

Possessed by:

Vampires, Mages, Witch-Hunters

Specialties:

Rituals, Wicca, Astrology, Order of Hermes, Kabbalah, Mystic Traditions

Sabbat Lore

You know information available only to members of the Sabbat. If you are not Sabbat and you possess this Knowledge, you had better keep it a secret. If the Sabbat were to hand out, your unlife expectancy

would plummet. You know Sabbat history, legends, rituals, tactics, strategies and much more.

1) Novice: What almost all Sabbat know

2) Practiced: What most Sabbat priests know

3) Competent: What most Sabbat bishops know

4) Expert: What mots Sabbat archbishops know

5) Master: What the prisci, cardinals and Regent know.

Possessed by: Archons, Sabbat

Specialties: History, Auctoritas Ritae, Famous Sabbat, Local Sabbat, Propaganda

Sewer Lore

You know much about sewers in general and a great deal about the sewer system in your own city. This is valuable because it allows you to know what tunnels to take to go where you want to go. You know where the havens of the Nosferatu are, and you know where the city's Giovanni meet. You may know of other creatures in the sewers. You can survive safely and indefinitely in the sewers if you need to do so. You also have enough general knowledge to navigate through unfamiliar sewers and emerge close to your destination.

1) Novice: You are a real tunnel rat.

2) Practiced: What a city worker might know

3) Competent: What a Nosferatu or Giovanni would know

4) Expert: What older Nosferatu would know

5) Master: What a Nosferatu elder would know.

Possessed by;

Nosferatu, Giovanni, some Malkavians, City Employees, Sewer Monsters, some Street People, Dwarves, Bone Gnawsers, members of the Black Hand and some Elders

Specialties: Havens, Food, Hiding, Places, Shortcuts, Slums.

Spirit Lore

You know of the spirit world, and its structure and forms. Though you may not necessarily have the ability to travel astraly, you understand how the process works. The world of ghosts is also known to you. Unlike Occult Knowage. edge, most of what you believe about your subject is actually true (though certainly not all).

1) Novice: Watched one of those bad TV shows .

2) Practiced: Got scared in a haunted house.

3) Competent: You know where they are.

4) Expert: You know what they are.

5) Master: You know why they are.

Possessed by: Werewolves, Giovanni ,Mages, Vampires, Psychics, Clairvoyants, Witch-hunters

Specialties: Benign Spirits, Malevolent Spirits, Mischievous Spirits, Astral Travel, Specific Site, Haunting

Wyrm Lore

Some vampires delve into the lore of the Lupines' enemy-the Wyrm. This is dangerous; for every bit of information they gain, they risk destruction or corruption. For more information on the Wyrm, see Werewolf: The Apocalypse or Book of the Wyrm.

1) Novice: You are aware of and can name many Wyrm creatures.

2) Practiced: You know there are many Wyrm manifestations (Triatic Wyrms, Urge

Wyrms). You may know some of the Black Spiral Dancers' pictograms.

3) Competent: You know something of the geography and people of Malfeas.

4) Expert: You know of the Black Spiral Labyrinth and some of its secrets.

5) Master: You are a danger to the Wyrm and yourself.

Possessed by: Black Spiral Dancers. Uktena Banetenders, Pentex. Board Members

Specialties: Triatic Wyrm, Urge Wyrms, Monsters, Banes, Black Spiral Dancers, Malfeas

Black Hand Knowledge

You have learned information about the Black Hand, information known to few outside the organization. You know the history of the Hand, typical strategies used by the Hand, intrigue within the Hand, and Hand rituals. In addition, you can recognize all Black Hand within your own city and the surrounding area

.

1) Novice: You know mostly secondhand information.

2) Practiced: You know what most Hand members know.

3) Competent: You know a great deal of information not known by many Hand

members.

4) Expert: You know as much as the dominions know.

5) Master: You know as much as the Seraphim know.

Possessed by:

Black Hand Members, Sabbat Leaders, Assamite Antitribu, some Assamites, some Nosferatu Antitribu

Specialties:

History, Famous Leaders, Tactics, Strategies, Secrets, Rituals, Local Members

Mummy Lore

If you are not a Mummy, you have studied with Inauhaten or another of these strange beings. You know of their origins, their history, their cycle of death and rebirth, their magic and, though you are not a practitioner, their spiritual belle You know a little about the Silent Striders, the Setites and the Children of Osiers, but most of your information is confined just to their relations with the Mummies.

1) Novice: You have seen a Mummy and talked with him a little.

2) Practiced: You know a few relevant facts.

3) Competent: You are knowledgeable in their beliefs and practices.

4) Expert: You possess great insight into their ways.

5) Master: You understand their cycle of rebirth and the nature of their Existence.

Possessed by: Mummies, Eaters of the Dead, some Euthanatos, a few Giovanni, and a rare few members of the Black Hand

Specialties: Mummy Magic, Ancient History, the Nine Divisions of Mummies' Souls, Individual Mummies

Underworld Lore

You know something about the Underworld. While you

do not have in-depth knowledge of the various political, professional and spiritual factions of wraith culture, you do know about the various groups. You know a little about the Hierarchy, the guilds, the Renegades and the Heretics. You know how the economy works, what Existence is like and some about nearby holdings. You have heard a little about Stygia and about the Tempest. You have also heard about Doom shades, Specters and other creatures that roam the Tempest

.

1) Novice: You know your way around Epoch.

2) Practiced: You have heard tales of the Underworld outside Epoch.

3) Competent: You know a few facts about the Under world outside Epoch.

4) Expert: You have traveled a little outside the holding.

5) Master: You visit other holdings.

Possessed by:

Wraiths, Mummies, Euthanatos, some Giovanni, and members of the Black Hand.

Specialties:

Tempest, Guilds, Epoch, Doom shades

Romany Lore

You are knowledgeable in the lore of the Romany, (Gypsy's) You have listened with care to all the old tales, and can recount the history, and can recount the history and legends of the Romany.

This skill reflects the character's Knowledge of your people.

This skill reflects the character's Knowledge of the position Gypsies hold in the world, of the Seeds of Knowledge, and of their role as wildcards in the upcoming Convergence. The higher the character's rating, the greater her Knowledge of such secrets.....

1) Novice: you've sat through a few of grandma's stories.

2) Practiced: you know the mundane history of the Romany.

3) Competent: You Have heard of the seeds of knowledge and Deanna.

4) Expert know of the true power of the Blood of the Romany

5) Master: Have heard all the tales and understand the Romany role in history.

Possessed by:

Ravnos, , old clan Tzimisce, Wraiths, members of the Black Hand some Gangrel ,some Giovanni, some Kiasyd , some Nosferatu. and older; Brujah, Toreador, and Ventrue.

Setite Lore

You know information available only to Followers of Set. Kindred from other clans who learn such information often become Setite targets if they make their knowledge known. You know Setite history, legends, strategies and secrets:

1) Student: What any Setite fledgling, or a mortal cultist priest knows: you are

fighting Set's holy war.

2) College: what most ancillae know: that Set's enemies are the Third Generation

and mummies.

3) Masters: what most elders know: the mummy Hours lives in Switzerland, while

the agents of the Third Generation are everywhere.

4) Doctorate: what most Methuselah and Typhonists know: the Followers of Set

are striving to trigger Gehenna, for total victory can only be gained

through total destruction.

5) Scholar: what only Set knows, conveyed in dreams to the putrescence high

priests.

Church Lore:

You know the real nitty-gritty about how the church operates; who bosses around whom, who to avoid, who is in favor, and how to bend the right ear. If you are not in the proper circles of power, then you know where they are. Getting access to them, or getting heard, is another matter entirely.

1) Student: You know only a little more than the average priest or layman.

2) College: You need to read '30 Days' and the 'Osservatore Romano.

3) Masters: You've had you experiences and encounters.

4) Doctorate: Little escapes your attention and less suppress you.

5) Scholar: You can predict trends. Nothing surprises you.

Possessed by:

Priests, Bishops, Witch-Hunters, Church Politicos.

Specialties:

College of Cardinals, Opus Dei, American Church, Canadian Church, Vatican.

Inquisition Lore.

You know about the history of the witch-hunters, from the early days of the Inquisition to the current activities of the Society Of Leopold. You are well-versed in issues of Society leadership, actives, history and beliefs. It is recommend that all menders of the Society of Leopold have a minimum rating of 1 in this Lore.

1) Student: You know the basic facts.

2) College: You need learned a few unusual details of interest

3) Masters: You are well-grounded in the lore of the Inquisition.

4) Doctorate: You know as much as most-learned Inquisitors.

5) Scholar: You are privy to the secrets of the society of Leopold.

Possessed by: Inquisitors, Vampires

Specialties:

History, Poultices, Organization, Regulations.

Other Aspects:

Background Story-You need to create a background narrative for your character, describing her life before the Embrace: what she did, how she lived and what was unique about her. This background may describe what your character did for a living, how she saw herself and what others thought of her. It will probably influence who she is now-indeed, many Kindred cling to the trappings of their former lives because they find it difficult tic abandon their concepts of themselves as humans. Their pasts remain with them forever.

Regardless of when you were Embraced, whether in the days of Ancient Rome in the modern age, you have spent 50 waking years or less as a vampire. All other years of undead existence are assumed to have been spent in torpor.

Motivations-What is your purpose? What motivates you on a night-to-night basis? Is it hate, fear, lust, greed, jealousy or revenge? Describe your motivations in as much detail as possible; ask the Storyteller for help if you can't think of anything. Unless you are an experienced player, it's likely that the Storyteller will provide you with a motivation or two at the start of the chronicle.

Appearance-Find props and a costume that will help others understand at least recognize your character at a glance. You need to not only act like you character, but look like him as well. Your character's appearance makes his Physical (and many Social) Traits visible to other characters.

Equipment-Your character likely begins the game with equipment of one sort

or another. Ask a Narrator for more details on your personal possessions and assets. If you want to spend money on equipment right away, feel free. Just get the Storyteller approval.

The Basic Rules

These are the most important rules of MET, the only ones that absolutely must be obeyed. On one hand, there are a lot of people out there who either don't know or don't care that The Masquerade is just a game, and on the other hand, there are some people who take the game far too seriously. By following these rules, you provide yourself with ammunition against the former and protect yourself and your game

against the latter. Both groups are equally dangerous to a solid Mind's Eye Theater group, and these rules are designed to make certain that they're given as little opportunity as possible to interfere with your games.

# 1 - No touching.

This means none whatsoever, even with consent. Things do have a way of getting

out of hand. Better not to allow that opportunity. For that matter, running, jumping

and swinging on chandeliers across hotel lobbies are also not allowed. Again, there's

too much opportunity for someone to get hurt.

#2 - NO weapons as props.

Props are a wonderful way to make a game real. However, real weapons or anything that

even looks like a real weapon (and we're talking sword canes, peace-bonded Clammores,

rabid trained attack gerbils, matte-black painted water guns and sword-shaped toothpicks

from a dry martini) are a definite no-no. It's TOO easy for someone to get hurt with them.

Even if you're responsible with your shiny new dagger, some idiot will choose the moment

you take it out to come pelting around the comer full-tilt and impale himself on it.

Regardless if the weapon looks amazing with your costume, leave it at home.

#3 - No illegal drugs.

This one is a real no-brainier. Drugs and alcohol are a way of distancing you from yourself.

Role-playing gives you the chance to be someone else. Why go to all the trouble of creating

another persona to inhabit if you're just going to wander out of that persona in a haze ?

On a more serious note, players who are impaired through drugs or alcohol represent a

danger to other players and a threat to the flow and mood of the game. There's nothing

wrong with playing a character who's drinking or stoned, but actually bringing drugs or alcohol

into a game is going too far, not to mention the legal repercussions of the former.

#4 - Feel free to ignore or adjust any of the rules.

We at White Wolf or, the person who is throwing the game e.g. the Storyteller call this

"The Golden Rule."

Obviously, it should be applied within limits, and rules changes should be consistent throughout a troupe. On the other hand, if your troupe finds a way to handle, say, Celerity, that works better for you than the one in this book does, by all means go for it. (This rule is for Storytellers only. Sorry. Well, we aren't, really. Godhood has to have its privileges, y'know :))

#5 - It's only a game.

This is by far the most important rule. It is only a game. If a character dies, if a plot falls

apart, if a rival wins the day-it's still only a game. Don't take things too seriously, as that

will spoil not only your enjoyment but also the enjoyment of everyone around you.

Plus, remember to leave the game behind when it ends. Informal Masquerade is a

lot of fun; spending time talking about the game is great. On the other hand, getting

annoyed with your regent because she wasn't up to plotting for Saturday's

game at 3:32 A.M. on Wednesday signifies a need for a change in perspective.

#6 - Have fun.

It's not about "WINNING. HA!". It's NOT about "Gooutandkilleveroneelse" It's about to Just "H-A-V-E F-U-N." because in Masquerade it's not about how the game ends, it's about everything that happens to you along the way.

The Last of Ron's F.A.Q's:

Q: What happens to my character if he eats toxic waste?

A: Shut-up. It's dead.

Well, that is all - Thank-you for your time.

Ronald C.E. Hoppe

Head Storyteller, for the Berlin Anarchy Game

Waterloo/Kitchener,

Ontario, Canada.


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