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Vampiric House Rules

Vampiric Powers

Blood Bonds and Childer

Posted Thu May 15, 1998 by Judge Dredd

Regarding the bonding of a sire to a childe:

In the beginning of V:TM, during Vlad's letter to W.H., page 16 - bottom, he states, "I have already mentioned the Blood Bond, which is undertaken by drinking the Blood of another vampire (usually one's sire or Prince). It is known that taking the Blood of one's own Get carries no such bond, and it seems also that the Antediluvians -- and those others who habitually prey on their own kind -- are able to do so without creating any kind of bond or obligation."

Get = Childe

So, yes, childer can, of course, be bound to their sire, but sires cannot be bound to their own childer (whose blood is theirs).

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Cast No Reflection

Posted Thu May 15 by Judge Dredd

White Wolf has spoken. in the Clan Lasombra clanbook it states:

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Chimestry

Posted Thu May 15, 1998 by Judge Dredd

For chimestry to work, in addition to any WP or BP costs, the player must roll Manipulation + Expression/Artistic Expression vs. 7, the outcome will determine how well the illusion was conjured.

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Discipline Learning Revision

General Discipline Learning

Out of Clan Discipline Learning

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Dominate

Posted Tue Jun 16, 1998 by Judge Dredd

Fortitude

Posted Thu May 15, 1998 by Judge Dredd

For non-aggravated damage, Stamina and Fortitude may be rolled together to soak, at the usual difficulty (6).

For non-sunlight, non-fire aggravated damage, only Fortitude may be rolled to soak, at the usual difficulty (6).

For sunlight or fire damage, only Fortitude may be rolled to soak, at the listed difficulties (dependant on conditions, see V:tM basic book).

Armor may ALWAYS be added to a soak roll, regardless of type, as long as the body part targeted is covered by the armor.

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Obfuscate

General Posted Thu May 15,1998 by Judge Dredd - Obfuscate 3 Posted Wed Apr 7, 1999 by Memnoch

Obtenebration

Posted Thursday June 10, 1999 by Memnoch

Presence

Posted Thu May 15, 1998 by Judge Dredd

Vicissitude and Derangements

Posted Wed Dec 2, 1998 by Judas Iscariot

Various WW books have alluded to the mentally unbalancing effects of the Vicissitude 'disease'. The destabilizing nature of the power and the loss of identity makes its use dangerous to wielder and victim alike. To this end, we've worked out a system which will now be used to reflect this. In this system, rolls will be made for the effect on OTHERS and the RAISING of it through XP to determine if any Derangements have been incurred.

Whenever Vicissitude 1-3 are used, a Self-Control/Instincts roll must be made by the victim to check for derangement. The difficulty of the roll is a base of 2, plus the number of times Vicissitude has been used on the person.

This 'usage count' decreases by one for every RL month in which Vicissitude is not used on them. Note that this roll is made after EVERY Vic 1-3 roll, so in an extended Vic session there will be multiple derangement checks. Only one success is needed to not acquire a derangement. Failure means a STORYTELLER-determined derangement is gained. A botch means not only do they get a somewhat stronger STORYTELLER-determined derangement, but they also Terror Frenzy on the spot.

Example: Bob the Lasombra (Instincts 5) asks Joe the Tzimsce to do a face change for him. Joe spends one blood point and rolls the appropriate roll for Vicissitude 1, scoring 3 successes. Now comes the check for stability. Bob, however, has been in a lot of trouble recently and this is his 6th face change this week, so he would roll his Instincts of 5 against diff 8 (2 + 6 previous uses). Now, say Bob manages to stay out of trouble for 3 RL months but decides after that long he wants his Appearance raised so he goes back to Joe. Joe spends one blood point and rolls the appropriate Vicissitude roll, gaining zero successes. Disheartened, they still have to check for sanity. Bob is rolling against diff 5 this time (2 + 6 prior uses - 3 months = 5).

Raising your level of Vicissitude also has a roll to check for derangements which is different from the one listed above and will be used for increase to any level, not just 1-3. This roll is Willpower against a diff of twice your current level of Vicissitude (max diff of 10). ie, Willpower vs.(2 x current Vic level). The first dot of Vicissitude comes for free but others have an increased chance of derangement. Only one success is needed.

Failure indicates a Storyteller-determined derangement is acquired while a botch means an especially strong (or perhaps 2) Storyteller-determined derangement has set in.

Example: Say Joe the Tzimsce (Willpower 6) from the previous example wants to raise his Vicissitude from 3 to 4. Joe saves up the 15 XP it costs to raise an In-Clan discipline from 3 to 4 and gets approval from the appropriate staffer. He would then roll his Willpower of 6 against a difficulty of 6 (2 x 3). Later on, if he was able to get up the XP and convince staff to allow him to buy Vicissitude 5, he would roll his Willpower of 6 against diff 8 (2 x 4).

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