For players: This is the part you have to read carefully to participate in the tournament… these are the RULES…
*A) At least 75% of your crypt must belong to same clan (i.e. 9 on 12 vampires).
*B) Tournment rules apply (as Grouping).
*C) Some cards are not allowed: as for tournament rules, plus Recalled to the Founder, Consanguineous Condemnation.
*D) The rules about “circoscrizioni” (districts) and “quartieri”.

At the beginning of each game each table will receive 3 random “district” cards.
First one is in play from the beginning of the game. If during the game a “district” card is burned, and there are “district” cards left for the table, a new one enters play during the next discard phase.
There are 13 “district cards”. But I don't put here those cards because I don't want to spoil the surprise...
If you *REALLY* want to know the text of the events...
Follow this link! (it's more than 800Kb)
*E) The rules to create “your” vampire.
You have to put 2 or 3 copies (not less, no more) of a home made vampire. This vampire will be “yourself”. You can give it a nickname or you can use sour name, as you want… but choose wisely because vampires with the same full name will contest.
Keep the names clean. Vampires (and other cards) with offensive or vulgar names, as determined soley by the discretion of the judge, will be burned upon entering play just as if the vampire (or other card) would self-contest.
The rules to create this vampire are based on Create-A-Clan tournament rules by Ben Peal (thanks to him for format idea and for laying the groundwork for these rules).
*Capacity*
The capacity of this vampire have to be between 4 and 9 and and must be of the main clan or bloodline of the crypt. Sept can be different from default as detailed below.
The vampire get points to spend on disciplines, titles, attributes, and specials as follows:
4 capacity: 3 points
5 capacity: 5 points
6 capacity: 6 points
7 capacity: 8 points
8 capacity: 9 points
9 capacity: 11 points
*Disciplines*
The vampire must have three "in-clan" Disciplines. You know which disciplines are “in clan”, but I will point out some special rules…
If you are using Malkavian the “in-clan” disciplines are Auspex, Dominate, Obfuscate for group 1-2, Auspex, Dementation, Obfuscate for other grouping options (2-3 or 3-4).
If you are using Gangrel Anti-tribu the “in clan” disciplines are Animalism, Fortitude, Protean OR Celerity, Obfuscate, Protean… you have to choose!
The bloodlines Disciplines are allowed if you have chosen a Bloodline.
Disciplines cost is 1 point per level: basic Discipline à 1 point, superior Discipline à 2 points.
A vampire with 5 different Disciplines gets an additional 0.5 points to spend. A vampire with 6 (or more) Disciplines gets an additonal 1 point. (that is, the fifth and sixth Disciplines cost a half point less each.)
A vampire with only one or two Disciplines must have only in-clan Disciplines.
A vampire with three Disciplines can have at most one out-of-clan Discipline.
A vampire with four or more Discipline must have all three in-clan Disciplines.
(That is, the first two Disciplines must be in-clan, and one of the next two Disciplines must be the final in-clan Discipline).
In all cases, the vampire must spend more points on in-clan Disciplines than on out-of-clan Disciplines.
No vampire may have a bloodlines discipline as an "out-of-clan" discipline.
*Titles *
The
permitted titles are: Primogen/Bishop: 0.5 points (min Cap: 6), Priscus: 1
point (min Cap: 8), Independent with 1 vote: 0.5 points. (min Cap: 5).
A vampire has to belong to the appropriate clan/sect in order to have a title.
*Sects*
The permitted sects are: Sabbat, Camarilla, Indipendent. If your vampire is from a different sect than default. The cost is 0.5 points.
i.e.A Camarilla Tzimisce (WOW!) will cost 0.5points.
*Attributes*
Alternate identity: 1 points (min Cap: 8). Choose a different clan (not bloodline) and sect. The vampire now belongs to both for purpose of using cards and can have titles in both sects (‘Primogen’/’Bishop’/’1 vote’ only) but it doesn’t gain other “in-clan” disciplines. At least 1 “in-clan” disciplime must be in common with the chosen clan.
Anarch (Independent only): 1 point.
Black Hand (Sabbat only. Non-titled vampires only): 0.5points.
Black Hand Seraph (Sabbat only. Non-titled vampires only): 1 points.
*Special abilities*
The vampire can have any number of special abilities, but cannot spend more points in special abilities than in Disciplines (attributes and titles are not counted as special abilities).
This is the list of Abilities (minimum requisite, cost):
+1 bleed (capacity 6 / 1.5 points*),
+1 bleed when bleeding the controller of a ready vampire of a specific sect (capacity 4 / 1 point)
+1 bleed when bleeding a Methuselah with no ready titled vampire (capacity 4 / 1 point)
+1 bleed when bleeding your prey (Capacity 5 AND only if +1 bleed already chosen/ 1 point)
+1 strength (capacity 6 / 1.5 points*),
+1 strength when in combat with a specific sect (capacity 3 / 1 point)
+1 intercept (capacity 6 / 1 point*),
+1 stealth (capacity 8 / 2 points*),
+1 stealth when hunting (capacity 5 / 0.5 points),
+1 stealth on political actions (titled only / 0.5 points),
+1 stealth when equipping (capacity 2 / 0.5 points),
+1 stealth when employing or recruiting retainers and allies (capacity 5 / 1 point)
Blood hunts may not be called against this vampire (capacity 9 / 1.5 points)
Flight (capacity 2, cost 0.5)
May burn an equipment on a minion controlled by your predator or prey as a (D) action (capacity 6 / 2 points**)
May enter combat with a vampire controlled by your predator or prey as a (D) action (capacity 6 / 1.5 points**)
May enter combat with a tapped minion controlled by your predator or prey as a (D) action (capacity 5 / 1 point**)
May steal up to 2 blood from a ready vampire controlled by any Methuselah as a (D) action (capacity 7 / 2 points**)
May tap a minion controlled by your predator or prey as a +1 stealth D action (capacity 7 / 2 points*)
* ability cost can be modified by -0.5 points if the ability cost 1 blood to be activated for the current action
** ability cost can be modified by +1point if the ability is at +1 stealth
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