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Ocala Sabbat: Hell Is Taken (O.S.H.I.T.

) House Rules
Head STs: Aaron Gentry and Matt Asbell
Narrator: Tom Metcalfe

Rules:

0) Respect your ST by NOT arguing during a scene. If you have an immediate concern, please
ask and the ST will address you if time allows. Incorrect rulings will be handled after the fact, if
necessary.

1) Respect the grounds we play on. Damage the property and you will be held responsible.

2) Do not touch another player without consent in any way, shape, or form. If you are
uncomfortable with another player's presence, find an ST.

3) You may not come to game under the influence of drugs and you must drink responsibly. Any
disruptions due to intoxication or drug use will result in removal from the event.

4) Retests that may be used on a single action are: 1 ability, 1 merit, 1 Discipline, 1 willpower
when applicable, and 1 magic retest if you have one. The only exception will be for retests
granted OOC for any PvE challenge.

5) Dark Epics is used as a rules supplement, and these rules may replace certain rulings.
Replace item traits and abilities with what is listed there and use the guide for use of influence.

Character Creation:

Starting Generation for new characters is based on a d20 roll, which can be done with the bot
on Discord on in person with a staff member. If you have a PvE retest it can be used on this roll.
The Generation background must still be purchased to support your generation.

Roll a d20:
20: 8th
18-19: 9th
16-17: 10th
11-15: 11th
6-10: 12th
1-5: 13th

Ability Clarifications:

Ability Specializations: You may have a defensive ability specialization. To specialize against
a discipline, you must specify a specific level. You may also choose an offensive ability
specialization as normal. Sometimes a specialization may apply both to offensive and defensive
tests as decided by the ST.

Specializations require an ability level of at least 3. (e.g. If you have a specialization in


leadership for Majesty, at ST discretion, you may gain the bonus trait granted by specialization
for both maintaining your own Majesty as well as breaking through someone else’s).
Improvised weapons may be purchased as a specialization for an ability, effectively negating
their penalty.

Alertness: May be used to cancel a Surprise retest. (See Surprise)

Awareness: Willpower and/or the Jack-of-all-Trades Merit may not be spent to simulate this
ability. You must have the awareness ability in order to enter this challenge. The information
received by winning this challenge is based on a graduated, cumulative scale based on how
many dots of Awareness your character possesses. You may only call for an Awareness test if
a discipline was used against you and failed.

● 1-2 Dots: Know that a power was used on you with a vague impression of what the
power’s purpose was. (ex: Knowing that an emotion affecting power was attempted
against you if somebody attempts to use presence on you.)
● 3-4 Dots: Know exactly which power was used (Assuming your character has the lore to
know.)
● 5 Dots: Know who used the power on you if the person is visible. If they are not visible,
you are aware that nobody within your line of sight used the power.

Crafts: See crafting section of this document.

Fleshcraft: This ability used in place of ‘Craft: Body Crafts’ for Vicissitude.

Lore: This ability can be used as a retest in situations where you are seeking information
pertaining to that specific lore’s field of knowledge. Kindred Lore and Cainite Lore are the same
ability. Clan/clan anti- Lores work in the same way unless otherwise stated in the Clan’s
Packet.

All PC’s in Ocala Sabbat: Hell is Taken are required to buy their Sect and Cainite Lore up to at
least 1 each within the first year of play.

Medicine: May be used to retest staking challenges. Cannot be used to block.

Occult: This ability may not be used as a retest on Sabbat rituals.

Politics: Politics may be used as a Lore for the purposes of finding out different Faction planks
and platforms.
Repair: Expend a dot of this ability and spend 10 minutes out of game to restore a health level
to an item (assuming you have the materials to do so). You may only do this to an item that has
not lost all of its health levels. Armor is exempt from this rule and may be repaired if completely
broken.

Rituals: This ability is only used for Sabbat rituals. All rituals must have at least three people
(Sabbat members) participating in them or the Ritae fails. Your dots in this ability dictate how
many rituals you know. Please see the rituals section of this document for details on specific
rituals.

● One Dot: You know three Auctoritas Ritae of your choice.


● Two Dots: You know 9 Auctoritas Ritae and 3 Ignoblis Ritae.
● Three Dots: You know 13 Auctoritas and 9 Ignoblis Ritae. You may begin to develop
your own custom Ignoblis Ritae at this level, with ST approval.
● Four Dots: You know all Auctoritas and 20 Ignoblis Ritae. You are aware of all the
regional custom pack Ignoblis Ritae, even if you cannot perform them.
● Five dots: You know all Auctoritas and 40 Ignoblis Ritae.

Stealth: Please see the stealth section of this document.

Tactics: To use this ability characters must actually draw up and discuss a detailed plan of
action, assigning responsibilities to different team members and ensure that everyone involved
knows at least their role and their objective. Team members who aren’t present during the
planning, who don’t pay attention to the discussion, who disagree strongly or who otherwise
choose not to participate in the plan cannot receive the benefit of this ability. It should be noticed
that Tactics is not just limited to just combat situations. Rescue missions, infiltration efforts,
shadowing a target and other such activities can all receive the benefits of Tactics, with ST
approval. Note: Get ‘em Ray is NOT a plan.

Once a plan has been finalized, the character with the highest Tactics rating in the group makes
a Mental Challenge against a difficulty of the number of people involved in the plan plus three.
(Each additional character in the plan who has Tactics adds one Trait to the testing character’s
total for the purposes of resolving ties) Success means that the group receives a “pool” of
retests equal to twice the testing characters Tactics rating, plus an additional retest for each
member who spends either a Tactics level or Willpower Trait at the end of the planning session.
Each character can add only one retest to the pool in this fashion. These retests are then
distributed to the team members by the testing character, whether that means distributing them
evenly among the group to give the whole team an edge, or perhaps concentrating them on a
few members with harder tasks (or to make up for some members with less ability).

Once assigned, retests gained in this fashion can be used on any challenge made during the
execution of the plan, provided the character is acting strictly according to the orders they were
given. Only one Tactics retest may be used on any particular challenge, and it cannot be used
in combination with other ability retests on the same challenge. Teams may make multiple plans
with this ability at once, but the character can only receive the benefits of one Tactics session
each scene, regardless of how many plans she might execute during that time. Thus, a team
cannot make redundant or overlapping plans in order to gain a large number of retests.
Additionally, a character who deliberately goes against their orders, no matter what the reason,
immediately loses all benefits of this ability for the rest of the scene.

Fire Dance: Only one person may gain three social traits (and a courage trait) from this ritae
(ST’s choice). All participants who make it through the ritae unassisted get two social traits and
a trait of courage. To complete the ritae, the participant must pass a courage challenge
(difficulty 4) or expend a dot of the Fire Dance ability. If your description is elaborate, it may
require physical challenges, but the more daring the dance, the better your chance of being the
winner of this ritae.

Monomacy: All challenges of Monomacy must take place after mediation has failed. Vinculum
is suspended for the duration of this ritae. The challenged sets the terms and the challenger
sets the time and date. The ritae must be overseen by a priest that is agreed upon by both
parties, and this priest has the ability to set final terms in the challenge. Anyone caught
interfering in a Monomacy will be automatically given the negative status “Disrespectful”. The
monomacy is mystically-enforced, and it will use various means to stop the participants from
cheating including the ability to suspend powers used to cheat. Outside observers may cheat at
their own peril, but the overseeing priest gets an Awareness chop (if they have the ability,
normal results as per rules). See the OWBN Sabbat packet for further details on Monomacy.

Custom Ritae: You must carry a write up (that has been approved by an ST) of the ritae with
you at game in order to use it. If you do not have the write up, you cannot use the ritae.

Discipline Clarification

All powers end at sunrise unless the power specifically states otherwise. Dominate is the
exception to this rule.

If a power does not have a visual effect, you do not know who or what has been used unless the
Awareness ability is used.

The range of social and mental powers is 50 feet, though some powers will still require you to
make an awe challenge in order to get the attention of your target. In all cases of possession
powers (Dominate, Animalism, Necromancy, ect) the power in which you are possessing is
linked to your real body. If the possessed body takes any damage, your real body does, too,
though Fortitude may be used on your real body.

If you are outside your body for any reason (Possession, Psychic Projection, ect) you are NOT
automatically aware of what is happening to your body unless you are looking at it in your
altered form. If your body takes damage, you are unaware unless you can see your body.
In all forms that take place outside your body, you retain access to your blood pool, though you
are limited on what disciplines you can use in your forms. Those limitations are either discussed
in their rules write up or in this document. This document supersedes what is written in the
books.

Animalism:

Beckoning: At the beginning of game, after “feeding chops”, players with beckoning may spend
social traits to get blood traits on a one for one basis as a “quick and dirty” feeding scene. PC’s
may use this on behalf of their pack mates as well.

Quell the Beast: The effects of this power last for a scene or an hour, not the remainder of the
evening.

Drawing out the Beast: The beast returns to the user of this power at dawn. You cannot
permanently steal a Cainite’s beast by running away while under the effect of this power.

Auspex:

Heightened Senses: Negates one penalty from darkness (see Shroud of Darkness)

Aura Perception: This power is treated as a contested challenge, using normal rules for such.
Subterfuge is normally the retest ability used in defense.

Spirit’s Touch: No permanent drawbacks can be gained from using this power, only temporary
ones.

Telepathy: What you can learn from Telepathy is outlined in Laws of the Night. If you wish to
push someone out of your mind, it is a willpower challenge, not a mental challenge.

Astral Projection: You are considered a Cainite while in astral form and you have full access to
your blood pool. You may freely use Auspex powers in the astral or material world. If you wish
to use a non Auspex power, you must first spend a willpower to manifest. Please see above
rules and limitations for being outside your body. While in astral form, please use the hand sign
to indicate you are in this form or wear a card on your person indicating you are in this form.

Celerity:

Celerity adds your levels of the discipline into your initiative score instead of having an Alacrity
round. All extra actions must be physical. Carrier attacks cannot be used in extra celerity
actions.

You cannot use Celerity ties on ranged attacks, but you may use the bomb on thrown weapons.
Chimerstry:

This discipline may be used to add to a scene, but not take away something from the scene.
This power may be used to simulate certain aesthetic properties of other disciplines, ST
discretion. When in a scene with a chimerical illusion, and you are actively looking (with non
metagaming reasons) for something out of place, you may enter an Auspex vs Chimerstry
challenge. If you do not have auspex, you do not get a chop unless you interact with the illusion.
Even then, the Ravnos may add his or her dots of Chimerstry to the challenge.

Horrid Reality: You may not add Chimerstry or auspex traits for challenges of Horrid Reality.
This may may only be used to add to a scene, not take away. Powers or abilities can be used to
actively negate an effect, just like its real equivalent, however they still retain their normal
function and are not necessarily fooled. (e.g. Aegis can be used to block the damage of a
chimerical stake that would prevent staking. However, a Pavis cord would not break in the use
of chimerical Dread Gaze, offering an immediate chance to disbelieve).

Dementation:

Voice of Madness: This power can affect everyone who can hear your natural voice in a
reasonable tone.

Total Insanity: ST deck only. The ST rolls a d20 to determine the effects. Time for TI effect: 10
hours – permanent willpower rating of the target, minimum of one scene.

1. Regression: Your mental state becomes more childlike. While in this state of mind, you are
down two mental traits. [Note that this doesn't mean you think you're actually a child.]

2. Bulimia: Make a static conscience chop when feeding. If you lose, you feed till you're full
regardless of the condition of the vessel you're draining. Purge if there's more blood left to drink.
If anyone tries to stop you, test for frenzy

3. Berserk: When you test for frenzy, you must win 2 simple tests to avoid frenzy.

4. Fugue: Win a static willpower challenge or act out a predetermined (by the ST) set of actions
for the rest of the scene. These actions can be regardless of environment such as "flop like a
fish" or "shoot straight ahead" even if there's no one in front of you or flopping like a fish would
seem like a bad idea. You do not remember these actions later.

5. Sanguinary Animism: You believe the souls of the people you feed off of are haunting you
(regardless if you killed during feeding). Down 1 trait on all challenges due to the distraction of
their voices in your head.
6. Immortal Terror: You can't stand the idea that you're immortal. Make a willpower test against
4 traits if you are confronted with evidence that you are more than mortal. If you lose, you
unconsciously decide to do something that could wind up getting you killed.

7. Antisocial Disorder: Down 2 social traits and gain the negative traits callous x 2

8. Demophobia: Fear of crowds. Down 2 traits on social challenges. Make a willpower challenge
against 4 traits if you're in an area with more than 3 or 4 people. Failure makes you run away.

9. Obsession: You can't live without the person you're obsessed over. You effectively have a
vinculum 10 (or Blood Bond 3) to that person (decided by the ST) for as long as this
derangement is active.

10. Hysteria: In times of stress, test for frenzy immediately. The St has the right to make you
frenzy automatically with no test.

11. Puppeteerism: You are the master of puppets! Or so you think. Up one trait on non-
supernatural social challenges to manipulate or deceive someone. Down two traits on every
other kind of social challenge.

12. Dissociative Blood Spending: You spend blood at random. The St can make you randomly
spend blood.

13. Blood Sweats: Lose a point of blood as your body visibly sweats it out.

14. Post-Traumatic Stress Disorder: You must spend a willpower in order to enter a stressful
situation.

15. Hypochondria: You believe you're super sick. Down 1 physical trait.

16. Amnesia: You can't remember who you are. Test for frenzy when you are confronted with
evidence that you have lost your memory.

17. Quiotism: Like Don Quiote you are delusional to the point where you see the supernatural
everywhere. Cars are monsters, sewer tunnels are caves and caverns, etc. etc. Down 2 mental
traits.

18. Masochism: When you drop below Bruised Health Level, make a willpower challenge
against 2 traits or stand there as you exalt in the pain. Also, you must make a SelfControl
challenge against 3 traits to spend blood to heal yourself.

19. Depression: Your willpower is halved rounded down for purposes of willpower challenges.
You cannot spend blood for physical traits
20. Paranoia: Down 1 trait in all social tests.
All effects from this power STACK with itself.

Dominate:

Any use of Dominate (other than Command or non-delayed Mesmerism) on another player
requires an ST to be involved and item cards written up. If a Gen check is asked for by a player,
find an ST and compare.

Mesmerism: Lasts until triggered. Once triggered it lasts no longer than a scene.

Conditioning: It is not obvious that someone is conditioned, unless the person using conditioning
wants it to be.
Possession: When you are riding a mortal using this discipline, the aura will show as two auras
overlapping. Please see above rules about effect while outside your own body and rules for
possession powers.

Fortitude:

Resilience: The effect of this power is automatic without a challenge.

Resistance: The effect of this power is automatic without a challenge.

Aegis: Use of this power does not prevent carrier attacks that are Social and Mental challenges
after a successful physical challenge.

Koldunic Sorcery & Spirits:

Please see the Koldunic Sorcery Packet and refer to the ST for any clarifications. On a mental
vs. Physical challenge, the victim can use Potence or Celerity for defense, ST discretion.
Anything that resists magic also resists Koldunic Sorcery. A Koldun can use extra celerity
actions per normal rules.

Necromancy & Wraiths:

Please see the Serpent of the Light Voldun Packet and refer to the ST's for clarifications.
Anything that resists magic can also resist Necromancy. A Necromancer can use celerity
actions per normal rules.

Obfuscate:

Willpower may not be used for a retest for this discipline. To remain unseen you may not move
faster than 3 steps a round, psychic projection being the exception. If you are astral, your astral
form is affected not your body. You may carry a body in obfuscate if they are willing. If they are
dead/torpor, they are considered willing. You cannot cloak an unwilling person. Celerity may be
active when Obfuscate is used; however, you are still limited to only three steps a round without
it breaking.

Vanish from the Mind’s Eye: This occurs at end of turn. If using a Mental or Social power while
under Vanish would draw attention to yourself, you must make another Vanish challenge
against observers to stay hidden.

Cloak the Gathering: Character benefiting from Cloak must stay at least twice your
willpower in steps to remain cloaked.

Obtenebration:

Only a total of 2 Clumsy traits can be imposed with this discipline.

Shroud of Night: Fire does not burn shroud away. The two traits lost in challenges are from your
biddable total. Certain powers or merits may reduce these Penalties. See: Heightened Senses,
Eyes of the Beast, Tongue of the Asp/Form of the Cobra, and the Blind-fighting ability.

May also spend an additional Blood to double the size (from 10’ diameter to 20’ diameter) This
blood may be spent over multiple rounds.

Arms of the Abyss: You may summon a number of tentacles equal to your Obten rating. You
assign which powers they use when summoned or during the blood and willpower combat
phase. The arms may NOT use weapons. Arms of the abyss may not use Aegis.

Black Metamorphosis: The tentacles that sprout as part of this transformation are considered a
part of your body for all intents and purposes. They can be attacked as part of you. Tentacles
may not be used to perform carrier attacks.

Tenebrous Form: While in this form you are considered a Kindred. You do have a blood pool.
Only your clothing and items with a conceal rating of Trench coat or less, go with you. This
applies to Protean and Blood form as well.

Potence:

Potence is only usable defensively if you are being grappled or parrying (see combat section
below for details). You may declare any physical attack as a hit for distance. These attacks will
cause no damage, but move a player two steps per dot of Potence in a direction of your choice.
You may throw someone for distance using the same rules. If thrown or hit, victim must make
an athletic challenge vs. 2x the number of steps hit to not lose their action. You may not use
celerity for the athletics challenge. Characters can only be thrown or hit for distance once a
round and it counts as their movement. See new combat rules as well. If you grapple someone
they take no damage. They may be crushed the next action for full damage.
Might: Might may cancel Might in a strength based challenge

Puissance: “Puissance Proof” weapons can be made as a crafts 5 modification. Please see
crafts rules for details

Presence:

Awe: Awe may cancel Awe.

Entrancement: If used upon you, it is not an excuse to attack the user at a later point without a
successful awareness challenge after the power has worn off.

Summon: People who are summoned know roughly where they are going, but are not aware
who is summoning them or that they are being summoned, though they are allowed to be
suspicious/on guard.

Majesty: If you attack someone while you have Majesty active, only the target becomes immune
to the effects of Majesty. Majesty that has been broken cannot be reactivated for the scene.
Someone who has failed to break your majesty also cannot attempt to do so again for the
scene. Only the person trying to break through Majesty may spend willpower as a retest. This
power activates on your initiative.

Protean:

Clothing and items with a conceal rating Trench Coat or less shift with you with Shape of the
Beast and Mist form. Otherwise, items fall off of you during the shift.

Eyes of the Beast: May reduce penalty of Shroud of Darkness by 1. This does still see through
natural darkness, however, as per LotN:R

Feral claws: The sharp trait stacks with all discipline trait bonuses.

Earth meld: Normal disturbances do not disturb the ground. Digging or other abnormal
disturbances cause subject to be ejected.

Shape of the Beast: Non-Gangrel are limited to Wolf and Bat forms. Wolf form bonuses: x2
movement, +3 physical traits (Quick, Lithe, Tireless) (the sharp trait from feral claws adds to
this), +2 mental traits (Attentive, Alert), bite does 2 aggravated wounds, Bat form bonuses:
physical traits become limited to 3 traits, x3 movement, +3 mental traits (Any that are Perception
or Wits focused chosen when buying Shape of the Beast), acute sense of hearing (as per the
Merit). You cannot use weapons in any protean form, even if you are a gangrel in a form with
opposable thumbs.
If you shift into flight form while grappled, you may make a mental vs. physical speed based
challenge to escape the grapple.

Mist Form: While in this form you are considered Kindred. You have a blood pool.

Quietus:

Any melee or thrown weapon may have blood placed upon it (an amount up to the traits of the
weapon) and it lasts for the night (get a card signed). You may place an amount of blood traits
up to the bonus traits of the weapon. You may only use one Quietus effect per attack.

Dagon’s call: Damaged from this power is lumped together as one sources after the chops are
thrown. You may use fortitude to test down as normal, but since the damage comes from a
single source, you may only test down one damage. Add simple challenge, physical vs physical,
only base traits count.

Taste of death: you may spend up to 3 blood traits and then spit them all at your target as one
attack. Blood changed by this power may be held in your mouth for a scene or hour, though of
course it will make it difficult to speak. Physical challenge, retest Brawl.

Serpentis:

Clothing and items with a conceal rating of Trench coat shift with you in Form of the Cobra.
Otherwise, if an item doesn’t have a conceal rating, it falls off during the shift.

Eyes of the Serpent: the victim of this power can still use powers that do not require movement
or speech.

Tongue of the Asp: May reduce the penalty of Shroud by one


.
Form of the Cobra: When in use, you are considered to have the bonus traits from Skin of the
Adder, an extra movement bonus, and your bite requires any living creature (that can be
effected by poison) to make a stamina based physical challenge for a number of turns equal to
your Serpentis rating. A loss on this challenge results in a lethal damage from poison. Also
ignores Darkness mechanic (except Clumsy neg trait). Cannot use weapons.

Heart of Darkness: Wherever your heart is to be placed, must be written on a signed card and
documented by a ST. If you wish to change locations, get ST approval immediately

Thaumaturgy:
Please see the Blood Magic Packet and refer to the ST for any clarifications. May take other
physical actions with celerity. On a mental vs. Physical challenge, the victim may use Celerity or
Potence depending on the nature of the challenge.
Path of Blood

Cauldron of Blood: The thaumaturge evaporates blood from their victim equal to the damage
dealt before test down unless aegis is spent.

Mastery of the Mortal Shell

Seizure: The thaumaturge must expend a number of mental traits (Up to 5) when he activates
this power. This lasts a number of rounds equal to the mental traits spent.

Marionette: The thaumaturge must expend a number of mental traits (Up to 5) when he
activates this power. This lasts a number of rounds equal to the mental traits spent.

Valeren:

Only Salubri can learn dark ages valeren.

Burning Touch: Fortitude does not negate this power.

Vicissitude:

When making changes to someone in combat, you may not cripple them. You can, however,
give them 1 negative physical trait per attack. Add list: LAME, SLOW, CLUMSY, or you can give
someone a negative social trait. You may only give up to two of each of these negative traits in
a scene. These attacks do no damage. Any changes to a character require a signed card and
need to be noted in our records. Use of appropriate levels of this power may justify purchase of
certain physical merits after character creation, including some clan specific merits such as the
gangrel beast traits and/or nosferatu merits provided the fleshcrafter has enough Lores (or a
subject to copy from).
Vicissitude levels one, two and three, cost blood. Both for Horrid Form and Blood form, clothes
and items with a conceal rating of trench coat or less shift with you. Anything else will fall off
during the shift.

Fleshcrafting: As per book, you may lose a health level and gain a physical trait or lose a
physical trait to gain a health level. The bonus trait is considered a base trait and stacks with all
other discipline trait bonuses. You may not rebuy the physical trait traded after you turn it into a
health level.

Bonecraft: You may spend a blood and a full turn modifying your fists to create “bone spurs”.
These bone spurs last for the rest of the scene and deal an extra level of lethal damage to all
brawl attacks. Only someone who has bonecraft may benefit from this--this is not a modification,
as much as it is a mastery of your own body.

Horrid Form: Also adds an extra step.


Blood Form: You may seep into the earth if it is soft enough, ST discretion. This power
activates on your initiative.

Buying Merits: You may purchase physical merits after character creation for double listed cost.
In addition to the limitations and requirements listed above, you may only have these types of
modifications equal to your base permanent physical trait, not counting the extra physical trait
granted by fleshcrafting.

Ie: Zeitgeist the Zany Tzim is a 10th gen and therefore has a max of 12 physical traits. He may
give himself (after doing the appropriate research) with Vicissitude enchanting voice (2 points),
long fingers (1 point), a gangrel beast trait (2 points) and efficient digestion (3 points). He has 8
points of physical merits granted by his bone and fleshcrafting experiments, though he must still
expend the 16 points since they are after character creation merits. He may in the future give
himself 5 more points worth of physical merits at the cost of double xp.

Combination Power Clarification

Blood Tempering:

Only the creator of a blood tempered weapon or armor may use the created item.

Burning Wrath:

Spend one blood for this power and it activates for the scene. Your fists ignite in a manifestation
of your anger. Weapons held by the user are not damaged by this effect.

Iron Heart:

This power is only effective against Basic and Intermediate based powers and combos.

Shadow Feint:

Spend a willpower and a blood to activate this power. It lasts for the scene. When this power is
active, the user may call for an additional retest when attempting to dodge an attack. This works
similar to Might, but it does not end the challenge once used, and may only be used in defense.
This ability may cancel a might retest used against the Cainite in possession (and vice versa) so
long as the power is activated.

Backgrounds
Any property, business, or Haven your PC owns, requires a signed card to be documented in
our records. Allies and Contacts (and uses of Fame) are only influences that can be used at
game, though influences may provide advantages or information during games.

Growth of any background requires downtimes/RP and described actions.

Allies: May be used as an equivalent level of another influence, but cannot be used for other
actions as described in Dark Epics (i.e. Boost, Block).

Artifact/Treasure/Fetish, etc.: Any permanent magic item you possess requires an item card
or notation on your character sheet, or you do not have it.

Contacts: Information (or an action that essentially provides information) only; no other actions.

Echelon Training: Echelon Training program is converted to equivalent levels of the Mentor
Background.

Fame: To use any influence in game on Saturday, you must spend levels of fame for each
action taken. Influences spent at game may not be used during the next downtime.

Haven: This background is split into three categories: Location, Security, and Facilities, and
allocations in each must be noted on the character sheet. If shared and points allocated
between several members, this must also be noted (or it ain’t there). A fully detailed write-up
may also include other benefits not listed below. [Nosferatu Warrens and other special haven
rules are covered separately]:
● Location: You have an ideal location in the middle of your territory. Each dot represents
2 additional “rooms” in your haven (of increasing or varying size), and grants one of the
following for a single Haven member: feeding retest, travel time retest (within territory),
or one unique ‘escape’ route. One Haven member cannot have two of the same bonus.
● Security: Your Haven may be hard to get in, hard to reach...or hard to survive. Each dot
may be allocated either as a penalty to find your location, or a penalty for those attacking
you in it (up to -3 in each).
● Facilities: You have modified your Haven to suit your needs and specific tastes. Each
dot grants a +1 bonus to use of a specific ability, and you are treated as having an extra
level in that ability for the purpose of expertise and facilities (not retests). Each ability
must be separate from the one before.

Insight: This is restricted to Malkavians and thin blooded PC's. You may only have either
Insight or Malkavian Time--decide at PC generation.

Military Force: Treated as Allies, purchased as Allies, nothing more.

Nosferatu Information Network: Nosferatu only. This Background provides local secrets. The
higher your level in this background, the more sensitive the secrets you can access. Once you
learn a secret, you must share an equally valuable secret back into the network before you can
use this background again.

Retainer: Retainers are purchased individually.

1 point -
Attributes 6/5/3 (max 9), 5 Abilities, 5 points of Backgrounds, 1 Willpower, up to 5 points of
Merits and 5 points of Flaws. 5 Freebie points.

The following benefits can be added to Retainers:


1 point - Ghouled. Add 1 dot of Potence, and a pool of 4 Blood Traits. Tzimisce may have
Revenants from the Bratovitch, Obertus, or Zantosa families. Only Tzimisce Bishops may have
Grimaldi Revenants.

1 point - Add 10 XP to the character sheet. Ghouls may only purchase Celerity, Fortitude, and
Potence as Disciplines, unless they are Revenants.
Bratovitch have Animalism, Potence, and Vicissitude as their Disciplines.
Grimaldi have Celerity, Dominate, and Fortitude.
Obertus have Auspex, Obfuscate, and Vicissitude.
Zantosa have Auspex, Presence, and Vicissitude.

They may have skills, influence, and backgrounds as approved by the ST staff. They can play in
combat, but only in scenes where your Haven or property is under attack, unless they are Hell
Hounds (see below). The ST will run the sheet for such scenes unless it is Hell Hounds.

Any vampire with more than three known retainers has the negative status trait “Cow herder.”
The Order of St. Blaise does not suffer this negative drawback.

Revenants:

All revenant sheets are built and controlled by the staff.

Only Bishops may take Grimaldi revenants. Tzimisce may take any other revenant family
(subject to ST approval for rarer revenant families) Revenants do not contribute to the “Cow
herder” status.

Hellhounds and Szlachta:

Hellhounds are beasts of war that start with 10 physical traits and are immune to mental and
social powers. They have 10 skills, no backgrounds, influences, merits, or flaws. They have
potence 2, celerity 2, and fortitude 2. Their bites do 2 levels of aggravated damage. Experience
points may be spent on them as normal. Hell Hounds may be taken into any scene the owner of
the Hell Hounds goes, and the sheets are run by the player. If the player does not have the
sheets, the Hounds cannot leave their Haven.

Only Tzimisce may create or control Hellhounds or Szlachta. A Tzimisce is capable of


controlling a number of Hellhounds equal to their levels in animalism. Bratovich--embraced or
not--have special capability with controlling Hellhounds and they are considered having 2 more
levels of animalism for the purposes of how many hell hounds they may control.

Szlachta are built with the same rules as a regular ghoul, with these differences:
● At creation, the Tzimisce chooses whether it is to be an animal-based or human-based
creation (szlachta are otherwise assumed to be a mix of both parts). Animal-based have
characteristics (such as fly, swim) and are immune to most mental and social Disciplines
as per animal ghouls. Human-based can use tools/equipment, and are capable of
speech.
● All szlachta are built with bonus XP equal to twice the current normal Physical traits of
their creator. Each additional dot of Retainer adds another pool of bonus XP equal to
traits at time of purchase.
○ Physical merits only with ST permission. No flaws for points, or backgrounds.
○ One Discipline--Potence, Celerity, or Fortitude--in clan.
○ Creator’s in-clan Disciplines may also be learned, up to the creator’s level, and
purchased at out-of-clan costs.
● After creation, the Tzimisce may perform additional enhancements as per LotN: SG..
These must be recorded on sheet.

Merits and Flaws:

Merits and Flaws are all subject to ST approval. Merits do not stack (e.g. Enchanting Voice may
not be used in conjunction with Natural Leader)

The Mixed Blessing in the gangrel book is considered a 2 point merit.

Ability Aptitude: can only be placed on a non-combat ability, but may be used in combat if that
ability has a combat application. Ie: leadership for dread gaze. Ability Aptitude may be
purchased no more than twice.

Acute Sense: cannot be used for combat. (I.e. Acute Sense: Touch for Brawling)

Code of Honor: This merit must be specified and signed off on. Please keep the write up for
your Code of Honor on you. If you do not have the write up for it (or if it is not signed and
approved) it cannot be used.

Danger Sense: Provides a “merit” retest for when the character is “surprised”. (See Surprise)
Gaping Maw: This merit also allows 4 blood traits to be drained per turn, instead of 3.

Maw: This attack does not require a grapple. Maw adds on 1 level to base damage.

Oracular Ability: test must be thrown at check in. This merit gives three retests per night. A
player cannot possess this merit and the Lucky merit.

Harbinger of the Abyss: The 2 traits granted to Intimidation social challenges may not be used
on supernatural challenges.

Blase: This merit may be used as a retest on Presence challenges. This retest requires the
expenditure of 1 willpower to perform. This merit is only available to Toreador and Toreador
Anti.

Sight Beyond Sight (Salubri): WP challenge, difficulty of the local gauntlet, to open or keep
the third eye open and use its effect. Adds +2 traits to pierce obfuscate and Chimerstry and
allows user to see into the Umbra.

Overview of Combat:

You may declare a full move action during combat. This allows the character to take up to
double the characters normal move. You may only make this move action.

1) Blood and willpower expenditures: raise your hand and state if you are spending blood or
willpower to fuel powers this round.

2) End of round declarations: raise your hand and declare any powers that happen at end of
round. Example: leaving Possession, any transformation effects, any use of obfuscate and
dismissing any of your powers.

3) Everyman action: Your initiative order is decided by your trait base of the action you are
performing, plus levels of Celerity (when activated), plus any additional traits you get from the
form you are in. This is true for all actions taken in a turn. Forms add to this number.

4) Swiftness action take place. (Only Physical powers/actions can be used on the Celerity
Actions.)

5) Legerity actions take place. Only Physical powers/actions can be used on the Celerity
Actions.)

6) Black Metamorphosis bonus attack occurs now. This is an attack only and you may not
move.

7) End of turn actions occur.


USING SHIELDS:

Shields grant defensive bonuses to dodging or soaking attacks. Shields can also be used as
offensive weapons. Base damage 2 bashing.

Breaking opponents weapons: All weapons/equipment has effective health levels equal to twice
their bonus traits. Players may attempt to break other player’s weapons/shields by dealing
sufficient damage with a physical challenge. In that case, the character takes no damage, but
his weapon does. Weapons broken can be reforged with sufficient crafts/time.

MUNDANE STEALTH:

Characters not using obfuscate for stealth may engage in mundane stealth to conceal
themselves. Some sort of cover is required. Attempting to detect individuals using Mundane
stealth may make a mental vs. mental challenge retest with investigation vs. stealth. People
searching for characters hiding in mundane stealth may add their auspex to their mental traits.
(People hiding in Mundane stealth MAY NOT use their obfuscate levels for this challenge, but
may use obtenebration 1 to help with the challenge.)

Characters may use Mundane Stealth, or a discipline that hides them such as obfuscate, but not
both simultaneously for the purpose of challenges.

FRENZY:

When you are in an uncontrolled frenzy whatever caused the frenzy is your target. When your
target is downed you move on to something else. If your target is someone you have a vinculum
rating to you must spend the appropriate willpower to attack the target. If you are unable to
spend the required willpower you cannot attack the person whom you have the vinculum. Other
frenzy rules apply as normal.

CRAFTS RULES:

All uses of Crafts require time and energy as well as appropriate tools, resources, etc.. To craft
or modify an item with crafts, you must dedicate 2 times the level of crafts in weeks to create or
modify said item. Items being modified in such a way may not be used in game until an
appropriate amount of time has passed as that item is “in the shop”, so to speak.

For example:
Crafts 1 modification- 2 weeks
Crafts 3 modification- 4 weeks
Crafts 5 modification- 6 weeks
All modifications are cumulative with each other, so a craftsman with crafts x 5 who spends 10
weeks dedicated to making or modifying his weapon automatically gains the benefits of a Crafts
1 and a Crafts 3 modification as well as a Crafts 5 modification.

The crafts skill is consumed during this period and cannot be used in game or on multiple
projects.
However, if you have more than sufficient skill in crafts, you may dedicate yourself to multiple
projects. Example: If you have Crafts x 4, you may simultaneously work on a crafts 1 weapon
AND a separate crafts 3 weapon.

Melee Weapons:

Crafts 1: Add a trait to the melee weapon OR remove a negative trait OR add a level of
damage

Crafts 3: Add a trait to the melee weapon OR remove a negative trait OR add a level of
damage.

Crafts 5: Makes Weapon Puissance proof so that it does not break while being wielded
properly. Attempts to purposefully break the weapon are still effective.

Note: You cannot bestow the same benefit with crafts 3 to a weapon that has already been
bestowed to it with Crafts 1.

Crafts 7: Add an additional level of damage, the creator of the weapon is the only one who may
use this weapon to its full effect. Anyone else using this weapon, unless they possess Crafts 7,
treat this weapon as a Crafts 5.

Ranged Weapons:

Crafts 1: Adjust rate of fire. (ie. A bow can now shoot twice, or a gun may have a larger ammo
clip.)

Crafts 3: Add a trait OR remove a negative trait OR add a level of damage

Crafts 5: Add a trait OR remove a negative trait OR adjust rate of fire OR add a level of damage

Note: You cannot bestow the same benefit with crafts 5 to a weapon that has already been
bestowed to it with crafts 3

Crafts 7- Add an additional level of damage, the creator of the weapon is the only one who may
use this weapon to its full effect. Anyone else using this weapon, unless they possess crafts 7,
treat this weapon as Crafts 5.
Armor:

Crafts 1: Enhance the concealment rating by one degree. (Make it easier to hide).

Crafts 3: Add a health level OR remove a negative trait

Crafts 5: Add a health level OR remove a negative trait.

Note: You cannot bestow the same benefit with crafts 5 to armor that has already been
bestowed to it with Crafts 3.

Crafts 7: Add an additional health level OR remove a negative trait. Anyone else using this
weapon, unless they possess Craft 7, treat this weapon as a Crafts 5.

Shields:

Crafts 1: Remove a negative trait OR gain an extra trait for purposes of ties

Craft 3: Remove a negative trait OR gain an extra trait for purposes of ties

Crafts 5: Puissance proof OR gain concealability Trench coat

Note: You cannot bestow the same benefit with crafts 3 to armor that has already been
bestowed to it with Crafts 1.

Crafts 7: Add an addition health level OR remove a negative trait. Anyone else using this
weapon, unless they possess Crafts 7, treat this weapon as a Crafts 5.

Additional Crafting: For any other specialty crafting (such as crafts computers, crafts vehicle,
artwork etc., please see ST’s, though we will be using the above as a reference points and
bonuses modifications etc. should be comparable. No crafts is useless.)

COMBAT MANEUVERS:

Parrying/Blocking:

At the top of the round, you may declare that you are taking a parrying/blocking/defensive
posture. AKA, body guarding for fun and profit. (That’s right, Templars can actually protect
people)

You may sacrifice your action for the round to add your melee weapon and shield traits to your
base traits and form for purposes of comparing ties when you are on the defense against brawl,
melee attacks, or shooters unwise enough to attack you at point blank range . You may use
potence defensively, as well as use melee (if holding a weapon) or brawl (if you have no
weapon in hand) for the purposes of defensive retests.

Interpose:

If you decide to do this, you may make yourself the target of ONE attack meant for someone
who is within 1 step of you. Please remember, that this applies only to situations where the
attacker is within melee range. While doing this action (and remember, MUST be declared at
the beginning of a round) you may also choose to be hit by a ranged physical attack meant for
someone within one step of you. (Yes you can take bullets for a buddy) You have no test, you
just take the damage. You may test down the damage as per usual.

Note: You are limited to the number of attacks you can intercept. You may use an action to this
for a maximum of 3 interceptions (Once on normals, once on swiftness actions, and once on
legerity actions.)

YOU MUST TAKE THE DEFENSIVE POSTURE! NOT TENTACLES! NOT RETAINERS!

Grappling:

Establishing a grapple does no damage, it merely prevents the grappled from moving and
allows biting. For purposes of carrier attacks such as Quell, Pain Touch, or Cauldron of Blood
etc. etc. Both parties meet the touch requirement for the carrier attack.

Carrier Attacks:

Certain disciplines require touch to activate. These Disciplines may be used in conjunction with
a brawling strike, or grapple and are termed “Carrier Attacks”. A PC may use only one carrier
attack a turn, and only on non-Celerity or non-end-of-round actions.

Surprise:

A character may attempt to declare “Surprise” on another character with an unexpected attack
or ambush.

When using “Surprise”, a character must bid a trait, and then say “Surprise 1, Surprise 2,
Surprise 3” and should be no faster than 3 seconds in saying it (aka no speed counting). If the
defending character has not bid a trait by then he is considered “surprised” and may then bid a
trait, spend blood for disciplines as normal etc. etc.

Benefits of Surprise: Anyone attacking a character considered to be “surprised” for the round,
gains a free surprise retest. This retest may be canceled by the surprised character spending a
level of the alertness ability on a one-for-one basis. This surprise retest is in effect for the entire
round, including celerity actions. Note: The surprise retest is only applicable to ATTACKS
against the surprised character.

Speeding up Surprise: If a character declares surprise from stealth, obfuscate, shroud of


absence, or appearing from another plane of existence, they may reduce the countdown by one
second. Ex: “I’m potent bomb ties to hit you, surprise 2, surprise 3” when coming out of
obfuscate.

If a character declares surprise from stealth while using “Silence of death”, you may also reduce
the surprise countdown by one second. These benefits stack.

Danger Sense allows for a merit based retest for the surprised defender

[Note for Snipers: Sorry, I know they can’t see or hear you from 3 miles away…you’re still
gonna have to count to 3 to declare surprise.]

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