House Rules

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This page contains House Rules and is therefore OUTGAME

This campaign is build on Vampire V20 core rulebook. In order to fit those rules in the story the following errata:

Character Creation

In the process of character creation the following rules must be followed:

  • PC’s are all fledgelings embraced within the last 25 to 30 years
  • PC’s are about to be released into adulthood via Final Exams
  • PC’s can only be the seven camarilla clans
  • Maximum dots in a individual influence-trait during character creation is 3

An exception to these rules can be bought by PC’s at the cost of downgrading their characters to Limited Playing Characters. This means that ST is allowed to take control over the PC at any time for a short period of time.

Influences

The background influences in V20 Core Rulebook is disallowed. It is being replaces with 15 specialised influences backgrounds. More details can be found here.

Setting

  • The departure of Clan Gangrel never happend. They are still considered to be a solid part of the Camarilla.
  • The Great Prank is still in effect, although the Week of Nightmares has occurred.

Disciplines

Within the section the following changes have been applied to the disciplines:

Thaumaturgy

  • The Path ‘Hands of Destruction’ will be disallowed.
  • The Path ‘Lure of Flames’ works as following:

1) Hellish candle
With this power the player has no longer a need for matches. With a succesfull roll the player can conjure forth a flame the size of a candlelight. This flame cannot be placed on a fire resistance target or on living or dead flesh. However, it can be used in an attempt to set someones pants on fire. Every succes rolled grants the player 1,5 meter of space to place the flame.

Difficulty to soak 3, one health level of aggravated damage / turn

2) Hand of Flame
A dancing puff of fire surrounds your hand (or both hands) at your command. This palm of flame creates light and allows you to strike with your hand to burn your opponents. Once cast, the Hand of Flame remains until you decide to snuff it out. This power can be combined with the use of Celerity and Potence.
The Hand of Flame causes aggravated damage, if you strike with your flame hand(s) and has normal soaking rates. The player suffers no damage or inconvenience. If you were gloves or other clothing there remain unaffected by the Hand. Should you cause something else to catch fire, then you can burn yourself.

Difficulty to soak 4, one health level of aggravated damage / turn

3) Flame bolt
By pointing at a target, you may launch a Flame Bolt. This dart of fire streaks through the air to wound whomever it strikes with a searing blast of approximately one meter, and it causes readily flammable object to catch fire. More succeses give more speed to the dart. One succes indicates a dart at normal walking speed, three running speed, five speed of sound.

Difficulty to soak 5, 2 health level of aggravated damage / turn

4) Engulf
By a short, but intently staring, you cause the victim to burst into flames, combusting rapidly. This fire burns the subject powerfull, remaining until the subject manages to extinguish the flames.

Difficulty to soak 6, Three health level of aggravated damage / turn

5) Infernocircle
by spreading your arms and calling there names you bring forth a searing wash of flames that literaly sets the house on fire. The internocircle rains a hail of flame down in a big area (20 meters diameter) burning everything within it’s limits. The player is immune to the flames as long as they haven’t burnt anything. Every succes indicates that the centre of the circle can be placed anywhere within a five meter radius. Needless to say that the use of this power in public is considerd a breach of the masquerade.

Difficulty to soak 9, three health level of aggravated damage / turn

House Rules

Realm of the Great One Timmie