Character Creation and Advancement
- There is a limit of three Negative traits in each trait category, barring Clan weaknesses.
- Costs of Attributes are increased. The 1st through 7th traits in a category cost 1 XP, the 8th through 10th traits cost 2 XP, and all traits after the 10th cost 3 XP. This also affects costs at character creation.
- Costs of Ability have been increased as well. The 1st through 3rd levels in an ability cost 1 XP, the 4th costs 2, and the 5th costs 3. This also affects costs are character creation. Characters begin with 10 XP worth of Abilities, instead of the regular 5.
- Experience
rates are fixed: 4/game for Neonates, 3/game for Ancilla and 2/game for Elders.
Challenges:
- If you lack an appropriate trait to bid, you may not initiate a challenge. If you are defending against a challenge, you may still defend, but your opponent does not have to risk their trait. If required to bid more than one trait, you are down an extra trait for each trait you cannot bid beyond the first.
- Only appropriate Negative traits may be bid against someone in a challenge(i.e.: Don't bother bidding 'Your Longbow is too fragile to hit me from 50 yards away!').
- See p. 230 of F&F for initiative rules. Unless unable to act for some reason, the defender always has the option of making a counter-attack(making pre-empting of limited value for first strike). The defender can choose to save his one action until later in the round, however.
- Traits are bid as per the Challenge Sequence on p. 231 of F&F. Traits are lost after tests and retests, but before an overbid takes place.
Damage and Combat:
- There are no called shot rules, but results of a challenge are only by default a wound - if the players agree, they may decide challenge outcome will have other effects, and allow called shots by agreement.
- Just being beaten past Incapacitated will not send a Kindred to Torpor. Additional wounds done to a Vampire at Incapacitated takes away 1 additional Blood Trait. When they have no blood, and are hit for one more wound, they enter Torpor. Any wound that sends a Vampire into Torpor or Final Death must be significant - stubbing out a candle on the toe of a Torpored Vampire will not send them to Final Death. Use common sense.
- Staking
requires you to win outright two difficult tests if the attempt is made against an active opponent. The staking effect is done in place of a wound - staking attempts do not inflict damage.
- Healing
with blood work automatically, even when taking other actions. Bashing heals two for one.
Disciplines:
- In general, Celerity can not be used for grappling(initiating or escaping), Fortitude can only be used defensively, and Potence can only be used in melee or brawl attacks. Of course, non-challenge related benefits(ie: Celerity's extra actions and preempt, all of Fortitude except for win all ties with Aegis, and Potence's refreshing of strength-related traits) are not limited in that way.
- Auspex
seeing Obfuscate: Neither person may retest with Willpower.
- Auspex: Soul Sight
can not be used as a lie detector.
- Auspex: Steal Secrets
requires a Willpower trait to be spent for the first challenge on a vampire.
- Celerity: Alacrity
moves your action to the top of the 'initiative list', no more, no less.
- Celerity: Rapidity
: The bomb does not need to be declared.
- Dementation: Silence the Sane Mind
: Frenzies created may last for longer than a turn.
- Fortitude
: Endurance negates Bruised wound penalties as well.
- Fortitude
: Aegis also grants the possessor the ability to win all ties in Stamina-related challenges(as Fleetness for Celerity, or Puissance for Potence).
- Fortitude: Resilience
: As Resilience and Resistance, but the tests are always difficult.
- Fortitude: Resistance:
As Resilience and Resistance, but the tests are always simple.
- Mortis: Grave's Decay: Rigor Mortis:
Target does not have to spend a Willpower to attempt to break free prematurely, but suffers a level of Bashing damage if they fail.
- Mortis:
Grave's Decay: Dissolve the Flesh: Target can make physical challenges each turn until one is failed, and the power can never do more damage than the user's Willpower.
- Mortis:
Corpse in the Monster: Cold of the Grave: Bonus/penalty is 2 traits, not a retest.
- Obtenebration: Arms of Ahriman
can not be used with Potence, but the arms get 2 times your Obtenebration rating in physical traits.
- Potence
: You do not have to declare the Bomb in order to use it in a challenge.
- Potence:
Might is your last retest in a challenge, and you may not make any other retests after declaring use of Might. Your opponent, however, may make retests of their own.
- Potence:
Use of Intermediate or higher may break weapons. You can use less Potence than you have, but such must be declared before the start of the challenge.
- Presence
: Awe does not require a trait expenditure. However, it is your last retest in a challenge, like Might(see below).
- Presence
: Summon will not force an individual into a situation he knows to be hazardous.
- Presence: Majesty
is not limited to 10 feet.
Miscellaneous:
- For the Toreador "herd-like" Clan Advantage, only their highest artistic ability counts. All their artistic abilities do not stack.
- Diablerie
may have effects not mentioned in the book. The only way to find out what exactly the effects of Diablerie are, is to do it…not recommended.
- Willpower
completely refreshes at the start of each (yearly) game. Otherwise, your allotment of willpower must last you for a year's worth of downtime. Nature is not usually taken into account, although a poorly played Nature may well be grounds for a Willpower penalty.
Morality:
- Road Ratings are on a 1 to 10 scale, as in tabletop, and at character creation it is obtained from adding Conscience to Self-Control. At character creation, selling back Morality only grants 1 trait, but it can be done twice. During daytime, a character may not declare more traits than 1.5 times their Morality.
- Conscience
tests are at a difficulty of the character's half of their Morality(rounded up), meaning the lower your humanity, the harder it is to lose.
- Characters with high Self-Control/Instinct or Courage do not have to test for as many triggers. Characters with ratings of 2 or 3 do not have to test for level 1 triggers, and characters with ratings 4 or 5 also do not have to test for level 2 triggers.
- No permanent Negative traits are gained from losing Virtue tests.
- A Willpower spent before a Frenzy challenge will stave off the challenge for 10 minutes. If it is spent after the challenge is entered and failed(i.e.: During Frenzy), it only allows the vampire to make another Self-Control/Instinct test or regain control for one turn.
Status:
Status is a measure of the respect a Cainite can command from his fellows. Those with more status are more likely to believed in disputes, and gain many priviliges. See Faith and Fire for the effects of status.
At the start of the game, Status is assigned by Storyteller fiat. Afterwards, status moves up and down by three methods:
1) Storyteller ruling.
2) The players can use the mechanics in the book.
3) Slander and Praise:
During downtime, people can spread rumours about their fellows. Everyone who is trying to Slander or Praise someone spends 1 or more temporary Status to do so during downtime, representing putting their reputations on the line as they gossip. Whether the attempt is successful or not, the most status you spend on an attempt, the more likely it is that people will identify you as the source of the rumour, which may have repercussions of its own.
Judging success of Slander:
Total up all the temporary status spent to slander someone, and subtract the target's permanent status. The amount needed to succeed is a portion of the amount of status in the game as a whole, and how justified the slander is. If it's an extremely justifiable slander, you need 1/5 of the game's total to knock someone down a permanent status. Normally, you'll need 1/4-1/3 of the game's status. Lies made up out of whole-cloth with little to no justification require 1/2 of the game's status to be successful. The Storytellers will make a judgment call as to exactly how much status needs to back a Slander attempt.
Judging success of Praise:
Increasing someone's status through Praise works the same, except you don't subtract the target's permanent status(although they can't praise themselves). Generally, it's harder to Praise than to slander, so bump up the requirement a step or two - 1/3 of the game's total for justifiable praise, 1/2 for somewhat justifiable praise, and 2/3s of the game's total for meaningless praise.