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ALRATAN'S V5

H OUSE RULES

AHOMEBREWSOURCEBOOKFOR
credits
design & development -
Alratan on the World of Darkness 5th Edition Discord | Email: alratan (at) gmail (dot) com

original google doc template - Eunomiac

various discussions & inspiration - World of Darkness 5th Edition Discord


oblivion tweaks ideas, salubri bane ideas - Sharkey
dominate for salubri-themed amalgams - ChipotleChris
protean discussions - ChipotleChris & Sharkey
low clan merit - Graspiloot

images
cover page - Brown Castle Under Stars - Pexels

back page - "Dark Gothic Macabre" - Pixabay

This document is a fan-work and the author is not affiliated


with Paradox Interactive AB.

Portions of these materials are the copyrights and


trademarks of Paradox Interactive AB, and are used with
permission. All rights reserved. For more information
please visit worldofdarkness.com.

Last updated: 03/03/2022


Alratan’s V5 House Rules
— by Alratan

TABLE OF CONTENTS
Ceremonies 6
INTRODUCTION 2
Presence 6
ADVANTAGES 2 Awe 6
MERITS 2 Lingering Kiss 6
BACKGROUNDS 2 Protean 6
Allies 2 Horrid Form 6
Contacts 2 Shapechange & Metamorphosis 6
Haven 3 Unfettered Heart 6
Influence 3 Vicissitude & Fleshcrafting 6
Low Clan & Shifts 3
OBLIVION CEREMONIES - Putrid Sustenance 8
COTERIE MERITS 3
OBFUSCATE - Touch of Shadow 8
CLAN BANES 4
Ravnos Bane: Doomed 4 PROTEAN - Draught of Metamorphosis 8
Salubri Bane: Third Eye 4 CHARACTER ADVANCEMENT 8
Tremere Bane: Bonds 5
PREDATOR TYPES 8
DISCIPLINES TWEAKS 5 Custom Predator Types 8
Draught Powers 5 Back-Alley Doctor 9
Elder SPCs 5 Bounty Hunter 9
Time 5 Rapacious Doctor 9
Auspex 5 Scavenger 9
Heightened Senses 5 Slayer 10
Sense the Unseen 5
Unburdening the Bestial Soul 5 THE BLOOD 10
Dominate 5 Diablerie 11
Cloud Memory 5
EXPANDED HUNTING RULES 12
Salubri-Themed Amalgams 5
Hunting Rolls 12
Fortitude 5
Difficulty 12
Prowess From Pain 5
Win at a Cost 13
Valeren 5
Take Half 13
Obfuscate - Fata Morgana 5
Disciplines 13
Oblivion 5
Oblivion's Sight 5 ALTERNATE CHASSE RULES 14

OTHER DOCUMENTS 15
Arms of Ahriman 5
Necrotic Plague 6
ALRATAN’S V5 HOUSE RULES

•• Gifted mortal or a
Introduction Backgrounds dangerous group of
Average mortals (a
his document includes a street gang, a celebrity
bunch of house rules I use
Allies entourage, a
There is no longer a distinction blue-collar union local)
in my games, as well as
between Efficiency and Reliability, ••• Deadly mortal, a
links to my other
Gifted mortal with
homebrew rules. I hope that they are with all dots in Allies contributing to
magic or other
useful for ideas for your own games, Efficiency and the Background
supernatural powers, or
whether you use all of them or just a capped at four dots. Allies will now

a group of Gifted
single one come to their aid based on how mortals (a private
convenient aiding you is, how much security squad, a lawyer

Advantages aligns to their current activities and


interests or how much of a favour you
contingent, a Russian
Mafia bratva)
will owe them in return. They •••• Deadly mortal with
Merits typically assist within 1-10 hours. magic or other
supernatural powers or
Allies should typically not be
substance use a group of Deadly
aware of the supernatural unless they
mortals (a special
The High-Functioning Addict merit themselves have supernatural
forces team) or a group
is now a two-dot merit and can only abilities, in which case they should of Gifted mortals with
be taken alongside Flaw: (•) Add- still not be as aware as a typical supernatural powers (a
iction, with each trait sharing the Kindred. hedge mage, an old
same drug of choice. Enemies are unaffected by this independent ghoul, a
house rule to Reliability as they group of psychic
mythic merits & flaws investigators, a gang of
already ignore it.
Flaw: (••) Stake Bait is not blood thieving ghouls)
recommended for use in most ••••• Group of deadly
chronicles, as it is not a Flaw players mortals with magic or
can meaningfully interact with, and VARIANT RULE: other supernatural
Storytellers cannot exploit it for POTENT ALLIES powers
You may also opt to have
narrative value without permanently
Allies function as one-dot
killing a player character.
more powerful than an Contacts
equivalent rating of
■ Flaw: (•) Stake Weakness. While An Informant is the opposite of a
Retainer, so that they are
the rest of your body is as Contact and may be taken as a Flaw.
more powerful than
resilient as any vampire's, your An Informant knows about you and
Retainers, but more
heart is more vulnerable than your activities and shares it with the
independent.
most, whether due to weaker ribs wrong people, while having the means
• Average mortal or a
or a curse placed upon you. tight-knit group of Weak to provide further assistance. They
Attempts to drive a stake or mortals (neighborhood may do it to destroy you, or they may
other weapon into your heart kids who solve just be toying with you, but will cause
require only three successes mysteries, church serious trouble either way.
(before halving) instead of five. group, NGO chapter). An Informant acts as a Contact
with one dot higher effectiveness

2
ADVANTAGES & BACKGROUNDS

than the Flaw rating, with materials and other aids for
information about you and some designing and producing objects. Low Clan & Shifts
resources at their disposal for those Each dot of this Merit adds one Shifts in the Blood (Cults of the
who mean you harm. An Informant to the dice pool for rolls relating Blood Gods, p. 202) is now a
typically only knows about your to one Craft specialty, or to a three-dot merit.
mortal dealings and persona, and Firearms specialty related to Trade Among Equals, the
rarely has access to any knowledge of crafting (e.g. Gunsmithing). four-dot merit of the Low Clan
the supernatural, and will make their Small havens limit this Merit to a Loresheet (Vampire: The Masquerade,
capabilities available to your rivals. maximum of one dot. p. 401), is now a three-dot merit. The
existing three-dot merit, Uncanny
Influence Kinship, is now a four-dot merit
Haven which grants 5 dots to distribute
The Flaw variants of Influence now
In addition to the existing Flaws & between Mawla, Status & Fame
have the below rules, rather than
Merits for Havens, here are more: (Kindred), but also Adversary 1 in the
applying penalties to every mortal in
form of High Clan Kindred who wish

the city - or even the world. In both
■ Flaw: (•) Shared. Your Haven is to sow discord among the Low
cases, a group could include all police
not under your exclusive control
and law- enforcement professionals,
and, whilst it is safe, mortals
regularly use the space. You could
street criminals, everyone in a Coterie Merits
particular area of the city, etc.
share an apartment with a
flatmate, share your house with Lasombra’s At Any
■ Flaw: (••) Despised. One group
your mortal relatives, be a Cost (Clan Coterie
or region of the city lives only to
landlord with regular interrupt- Merit) can only be
thwart you and your faction.
ions from tenants, lack perfect applied to a dice
Subtract two dice from dice
security between your office roll which is eligible for Hunger dice,
pools involving that group or
Haven and the other workers of and therefore may not be applied to
region, or when attempting to
the building or run a flop house. Tracker or Remorse rolls.
convince a neutral actor related
While you do not lose the Additionally, only the negative or
to this faction to support you.
bonuses your Haven rating Beast-related effects of a messy
This does not apply to your
provides you, nor are you at risk
Allies, Contacts or other critical occur; the roll does not
of a mortal casually walking in
explicitly loyal supporters within become a critical for any positive
during the day to open the
that group. The Storyteller purposes, such as greater effectiveness
curtains, you cannot use the
should take any opportunity to of a Discipline power.
space with perfect freedom and
involve your haters in the story.
must be aware of possible
■ Flaw: (•) Disliked. Subtract one •• Dogged Survivor (Salubri Clan
interruptions whilst engaged in
die from Social test dice pools Coterie Merit): Salubri have long
sensitive business. In addition,
involving a particular group or been hunted and persecuted,
any Social dice pools to
region in the city, or when both by other Kindred for
command, intimidate or
attempting to convince a neutral rumours about their theft of
negotiate with Kindred guests
actor related to this faction to souls and by the kine for their
are made at a two-dice penalty.
support you. This does not apply
clearly inhuman third eye.
to your Allies, Contacts or other
• Workshop. Your haven has Once per session, any
explicitly loyal supporters within
tools, workbenches, free areas, member of the Salubri's coterie
that group.

3
ALRATAN’S V5 HOUSE RULES

may gain a two-dice bonus to any Discipline power known by every time a Salubri Embraces. This
dice pool towards avoiding or another coterie member by third eye is not always recognizably
escaping someone hunting them. drinking a mixture made of the human in origin, and rumors persist
vitae of the Thin-Blooded of vertical, serpentine pupils, or even
•• Scapegoat (Caitiff Clan vampire and the other coterie worm-like eyespots. While this third
Coterie Merit): Along with member whose power they wish eye can be physically covered, such as
lacking a Clan, Caitiff often lack to use. The power uses the with a headscarf or hood, it is always
someone to educate them in the Discipline rating of the Kindred present, and no supernatural power
proper etiquette of Kindred whose power they wish to use. can obscure it, nor can it be moved
society. Whilst this is more felt This requires only a small around the body.
in Camarilla domains, even amount of fresh vitae, less than While the third eye was said to
Anarchs sometimes look askance that required by a Rouse Check. give Salubri the ability to see what
at the Clanless. Thin-Blood Alchemy may not be others did not, in reality the opposite
Once per session, any borrowed with this merit ◾ was true. Due to the distinctive vitae
member of the coterie can gain a in their veins, any dice rolls to
two-dice bonus to any Social roll
with other Kindred in order to
Clan Banes identify or track the Salubri, or to
magically affect them using their
avoid repercussions for their n this section I have suggested vitae gains a number of bonus dice
behaviour, as long as they blame slightly altered Banes for the equal to the Salubri's Bane Severity.
the Caitiff’s inexperience, Ravnos and Tremere to make In addition, the Salubri loses a
outsider status or lack of training them impact play more number of dice equal to their Bane
from their sire. significantly and a different Bane for Severity when attempting to resist
the Salubri which does not discourage magical detection targeted against
••• Corruptive Thinning (Thin- exciting or risky play from players. them, such as Scry the Soul. This
Blooded Vampire Clan Coterie makes them easy targets of Blood
Merit): The Time of Thin Blood Sorcerers and alchemists, as well as
is upon all Kindred, prompting
Ravnos Bane: Doomed easy to identify for hunters.
many elders and even neonates A Ravnos now always takes some Combined with the third eye on
to scorn the and persecute the measure of damage when they their forehead, the Salubri are
thin-blooded. This scorn and slumber in the same place, suffering encouraged to stay hidden because
arrogance blinds many to the un-halved Superficial Health damage exposing themselves and their vitae
truth of the Duskborn's alch- equal to Bane Severity when means they can be targeted.
emical power and the para- triggered. This is upgraded to
doxical power which lies within Aggravated Health damage for each
roll of a 1 or 10 on a number of dice Tremere Bane: Bonds
their vitae, despite it being bereft
equal to Bane Severity. All of this In addition to their existing Bane
of all potency. The true strength
damage occurs during daysleep, and properties, any who do become may
of a Thin-Blooded vampire's
cannot be mitigated or avoided. resist commands placed on them
Blood is its versatility, and that is
more easily, as if they possessed the
felt keenly when mixed with the
Salubri Bane: Third Eye Bond Resistance merit at level three
Blood of the thick- blooded.
Once per story, any other The third eye that Saulot opened if they did not already ◾
member of the Thin-Blooded while on one of his many journeys
vampire's coterie may use a passes down through the bloodline

4
DISCIPLINES

initiate, but this does not need


Disciplines Auspex maintaining for the entire time scene
of use.
Tweaks heightened senses
This power does not grant the
Draught Powers automatic, perfect night-vision or Fortitude
other sensory obstacles. Instead the
Draught powers, including Draught prowess from pain
bonus to perception rolls represents
of Elegance, Draught of Endurance In line with the changes to Blood
being able to peer through or
and Draught of Might, now grant Surge in the v5 Companion, this
compensate for penalties or higher
their relevant Discipline rating power may now only increase
difficulties resulting from low light.
rounded up, rather than rounded Attributes up to a value of Blood
This power also allows a Kindred to
down. For clarity, mortals can benefit Surge + 5.
make such a perception check when a
from each of the Draughts at once,
Storyteller might otherwise rule that
but these must be from three valeren
they could not reasonably sense
different drinks, each requiring a This power may now heal mortals.
without the use of this power.
Rouse Check.
Obfuscate
sense the unseen
Elder SPCs
This power does not grant perfect fata morgana
Elder SPCs - particularly those of low
perception of ghosts, as they may Rolls to disbelieve are made against
Generation - may have more powers
wish to remain hidden and typically the user’s Manipulation + Obfuscate,
for Disciplines than just 5. This is
require a relevant detection roll. not Manipulation + Presence.
primarily a rule to ease up on
book-keeping for Storytellers. This power may be used to
unburdening the bestial soul
Storytellers are encouraged to still disguise objects, but only by making
This power may be resisted by the
keep the number of powers close to 5 them appear as similar objects and
subject on a Composure + Resolve
unless the SPC in question has a not to conceal them entirely. For
test but they may choose to waive the
particularly high Blood Potency. instance, a character could make their
resistance if they trust the user. The
wall appear pristine instead of
Duration is now a night, rather than a
Time session.
covered in blood splatters.
There is no strict time required to ALRATAN’S COMMENT: The intent
learn Blood Sorcery Rituals, Oblivion Dominate behind this power is not to render other
Ceremonies and Thin-Blood Alchemy Obfuscate powers irrelevant by allowing
formulae. Instead, assume that they cloud memory a user to hide themselves, but it should
can be learnt in whatever period is This power requires eye contact. still allow them to make hallucinations
narratively appropriate, such as about the nature of their surroundings.
salubri-themed amalgams
during any downtime.
Any abilities which reduce the
Obeah and Valeren are now Level 2 Oblivion
Dominate powers, with Amalgam:
acquisition and research time, such as
Auspex 1 and Fortitude 1, oblivion’s sight
from Loresheets, instead apply to the
respectively. Unburdening the Bestial A character with this power active
time taken to enact a Ritual or
Soul is now a Level 5 Dominate may see hidden spirits as if using
Ceremony, or to distill an Alchemical
power, with Amalgam: Auspex 3. Sense the Unseen, using their
formula.
These powers require eye contact to Oblivion rating in place of Auspex.

5
ALRATAN’S V5 HOUSE RULES

may distribute as they wish. One


arms of ahriman lingering kiss
Thousand Eyes also gains this ability.
A turn is no longer required to Vampires under the effect of a Blood
In addition, Shapechange is now a
summon the arms. Whilst active, the Bond or with the Unbondable Merit
Level 2 power and Metamorphosis is
user is able to speak and make slight can use this power.
now a Level 3 power. Both last for the
movements to maintain line of sight Storytellers and players are
rest of the night unless ended early.
of targets, and can can make slightly encouraged to roleplay all the effects
larger movements as long as they have of addiction and bonding which unfettered heart
no meaningful impact on combat. result from this power. Blood The abilities of Heart of Darkness
They cannot activate other Discipline Bonding or addicting another (Cults of the Blood Gods, pp. 85 - 86)
powers whilst the Arms are active. character, may result in Stains, as has now been entirely merged in
The arms can defend themselves could abusing an addicted character. Unfettered Heart (Vampire: The
and their user with a dice pool of Masquerade, p. 271). A character with
Wits + Oblivion. This is handled as if
Protean Unfettered Heart may move their
defending normally, dealing no ALRATAN’S COMMENT: I would heart around their body, or move it
damage with these rolls and applying recommend using the One Thousand Eyes outside as described in The Heart of
a cumulative one-die penalty to each power, written by Sharkey. Darkness.
defense. The user can choose whether
earth meld
◾ Repeated Changes
vicissitude & fleshcrafting
to prioritise themselves or the arms
As long as the user is awake, i.e. not
when making these defensive rolls.
during daysleep, they may move All changes can be redistributed to
ALRATAN’S COMMENT: This makes
through the earth at their normal changes of other types with a use of
Arms of Ahriman less of a glass cannon
walking speed. the power, rather than requiring
in group combat and removes the needless
healing. Healing rules are only
charge-up time which makes conflict less horrid form
required if Fleshcrafting is not
interesting for a user. This power no longer has any
available.
prerequisites, nor is it an amalgam.
necrotic plague ALRATAN’S COMMENT: These are
The user may increase their Physical
This power no longer has a default actually the intended rules according to
Attributes to a maximum of 4 +
cost of Two Stains, as this is an old Justin Achilli.
Blood Surge by using this power.
rule which was missed during errata.
shapechange & metamorphosis
◾ Skill-focused Changes
ceremonies Changes such as suckers for climbing,
The statistics described under More
If you wish to have more Abyss or hooves for running, or changing
Versatile Animal Stats on the v5
Mysticism in your game, I highly appearance to impersonate someone,
Homebrew Wiki should be used for
recommend using the Ceremonies should be represented by providing
animals. The user takes on the
written by Sharkey. one extra die pool to most rolls
Physical traits of the form they
involving a specified Skill, but two
transform into, although they may
Presence dice rolls involving a specific Skill
choose to simply keep their existing
Specialty.
awe Skill values if already superior. In
As these dice bonuses are a result
For clarity, anyone with a reasonable addition, the changed form gains an
of physical body modification rather
suspicion that they are under the additional dot in a Physical Attribute
than the mystical power of the Blood,
influence of Awe may roll to resist its equal to their Blood Potency’s
this dice-bonus does not benefit from
effects. Discipline Power Bonus, which they
Discipline Power Bonus from Blood

6
DISCIPLINES

Potency, nor the dice-bonus from If examined too closely, these At the Storyteller’s discretion,
Resonance, but is cumulative with changes almost always result in a Vicissitude, Fleshcrafting and Horrid
normal Skill Specialties. Masquerade-breaching effect on the Form may now grant an additional
For instance, climbing suckers body, or at least signs of plastic Health level to Kindred in exchange
would provide a one-die bonus to all surgery. Obvious and exposed for Attribute dots, but this is capped
Athletics dice pools and a two-dice changes, such as hooves, may be at three additional Health levels from
bonus to all Athletics (Climbing) noticed almost immediately, whilst three separate changes. This may
pools, running hooves would provide subtle signs may be noticed by a keen cause unfortunate issues when
a one-die bonus to Athletics pools or prepared observer on a roll such as stacked with Fortitude, so discretion
and a two-dice bonus to Athletics Resolve + Awareness or Medicine is advised.
(Running), whilst crafting your versus Resolve + Protean. Alternatively, you can use one of
features to impersonate your ALRATAN’S COMMENT: This allows the other armour rules within my v5:
neighbour Mary would provide a Vicissitude to be incredibly flexible (with Dark Ages document.
one-die bonus to Subterfuge and a
two-dice bonus to Subterfuge
bonuses to 9 Skills plus/multiplied by
potentially infinite Specialties), whilst
◾ Fleshcrafting
Fleshcrafting no longer exists as a
(Impersonate Mary). preventing terrible powergaming abuses
separate power, with Vicissitude now
A character may make multiple and the ability to mimic many other
able to force changes on another
changes which outwardly manifest in powers, particularly focused powers such
being using the original Fleshcrafting
the same way, such as a sucker which as Cat's Grace or Imposter's Guise +
rules.
helps with both Athletics (Climbing) Ghost in the Machine. It is a bit gamey in
ALRATAN’S COMMENT: Even with
and Larceny (Pickpocket), as long as that one could plausibly replicate
the above changes, Fleshcrafting others is
they sacrifice an Attribute dot for someone's features exactly and that feels
still more thematic/narratively flavourful
each mechanical benefit. like it should be worth more than just a
than it is actively powerful, as rarely will
Vicissitude can grant bonuses to two-dice bonus, but it is more balanced.
one want to min-max a Retainer to a fine
Skills (and related specialties in) The same is true for other things like
degree and in such a way that it has
Craft, Larceny, Stealth, Survival, perfectly chameleonic skin, stupendously
significant benefits in a conflict, so I
Intimidation, Performance, powerful limbs for jumping, and so on.
would recommend merging Vicissitude
Subterfuge and Awareness. Whilst this structure is not perfect, it
and Fleshcrafting. Not only does two
Vicissitude may only apply to the gives some much needed guidance to
powers seem extreme for the relative
non-combat applications of these players as to how high they should reach,
value of adding Fleshcrafting to
Skills, providing no bonus to and to Storytellers to help adjudicate on
Vicissitude, but it also occupies a lot of
activities such as Archery, Dodging or the fly.
the Protean tree with Vicissitude-only
Throwing, even if granting a different
Athletics & specialty bonus. ◾ Other Changes powers, which seems bloated. If
necessary, this could make the merged
A character may only benefit With the agreement of the
Storyteller, more profound changes Vicissitude a Level 3 power rather than
from bonus to a single skill at once,
can be made with Vicissitude/ Level 2, but even that might not be
such that a character who gives
Fleshcrafting, such as fleshcrafting an necessary given that the number of
themselves suckers for climbing and
changes to a single subject is capped by
hooves for running would gain a
two-dice bonus for all Athletics
exact body-double, but this should
normally be limited to narratively Protean level ◾
(Climbing) and Athletics (Running) impactful results rather than changes
rolls and a one-die bonus to all other which provide a specific benefit to
Athletics rolls outside of combat. dice rolls.

7
ALRATAN’S V5 HOUSE RULES

Oblivion Obfuscate Protean


Ceremonies Level 1 Level 4
Level 3 touch of shadow
draught of metamorphosis
Rather than disguising themselves or
The Blood of the vampire becomes
putrid sustenance their movements, some vampires
saturated with the power of Protean,
The enterprising necromancer does focus on applying their Obfuscate to
conveying a part of that power to
not just use nearby corpses as the world around them. This power
components for their craft, but also anyone who drinks it. This is the
allows them to supernaturally conceal
to slake the ever-present hunger Protean equivalent of Draught of
any objects on their person: anything
which gnaws at their being. This Elegance (Vampire: The Masquerade,
from a stolen wallet to an
Ceremony allows a vampire to slake p. 254).
inconvenient corpse.
Hunger from a corpse, but does ■ Cost: One Rouse Check
■ Cost: Free ■ Dice Pool: N/A
nothing for the disgust they may feel.
■ System: This power conceals a ■ System: Drinking a Rouse
■ Prerequisite Power: Aura of
single inanimate object no larger Checks worth of Blood directly
Decay or Passion Feast
than an average duffle bag. As from the user gifts the drinker
■ Ingredients: The corpse of an
long as the object does not leave with temporary Protean equal to
animal or mortal, a mixture of
the vampire's possession and is half the Protean dots (rounded
the caster's vitae and the ashes of
not used in a violent or down) of the donor. The drinker
the same species of the corpse
attention- drawing action, gains the same powers as the
■ Process: The necromancer pours
observers will overlook it donor’s, up to that level.
their prepared mixture of vitae
completely. ■ Duration: One scene
and ashes into the corpse's
An observer who knows
mouth, where it is absorbed into
the body and transmutes its vital
essence into something they can
exactly what they're looking for,
with some specificity, can see Character
consume.
through this power without
requiring a roll: "the Regent's
Advancement
■ System: The vampire makes their
notes on her new warding ritual"
Ceremony roll and on a win can
slake an amount of Hunger from
is specific enough, but "stolen Attributes
papers" is not. Attributes now cost 4 XP per dot,
the corpse equal to 1 plus the
■ Duration: One scene
lower of: their margin of success rather than 5.

or the amount of blood the
corpse can normally slake
(typically 3 for a human corpse).
The caster does not require the
Iron Gullet Merit, and may
count their Blood Potency as two
levels lower with regards to
penalties to slaking Hunger from
corpses, but only for this corpse.
■ Duration: One scene

8
THE BLOOD

■ A point of Humanity may be


Predator gained or lost, and is treated as
equivalent to two dots of
Bounty Hunter
The bounty hunter hunts down

Types Advantages or Flaws; the total


number of effective Advantages
escaped prisoners and those fleeing
bail, securing them a solid cover
dots including Humanity cannot under which to hunt. They may be
n addition to the below rules
exceed three officially licenced, or they may just
for new Predator Types, players
Predator Pool: An Attribute + carry out the same practices as a
and Storytellers should bear in
Skill (Specialty) pool relevant to the hunter and hope that no questions
mind that the Predator Pools
Predator Type. are asked.
described in the Corebook (Vampire:
■ Add a specialty: Brawl
The Masquerade, pp. 307 - 308) are
(Grappling) or Streetwise (Urban
guidelines. Back-Alley Doctor
Survival)
To avoid imbalance during This back-alley doctor runs an illegal
■ Gain one dot of: Obfuscate or
character creation, when a character surgery, or may even just provide help
Potence, but at the Storyteller's
gains a dot in a Discipline from a out in the street. Any patients they
discretion the character may
Predator Type, the cost of gaining help are incredibly grateful for the
hunt down psychopaths and gain
that dot via XP should be calculated. aid provided, and barely notice the
Oblivion instead
The character should then receive little extra taken from them.
■ Spend two dots between Allies
additional XP which can only be Back-alley doctors tend to be a friend
and Resources
spent only on Disciplines equal to 15 of many on the streets, but make
■ Gain the Enemy Flaw (•) to
minus the cost of the dot gained. In none in high places.
represent someone who you once
addition, Banu Haqim may gain As an optional variant and at the
tracked down
Blood Sorcery via Bagger. Storyteller's discretion, the player
Predator Pool: Wits + Streetwise
may choose to gain a dot in
to find someone who has eluded the
Humanity in exchange for also
Custom Predator Types law until now.
gaining Flaw: (••) Despised
Players may create custom Predator
(Healthcare Industry or Police) when
Types for their characters using the
selecting this Predator Type. Rapacious Doctor
following structure:
■ Add a specialty: Medicine (First The rapacious doctor lurks in the
■ Gain one specialty in a skill
Aid) or Streetwise (Urban hospital waiting for patients to die, or
which assists with your hunting
Survival) swooping in on those too incapitated
style
■ Gain one dot of Auspex or to object. This predator even includes
■ Gain one dot in a Discipline
Dominate those who are not actually doctors,
which is gained either to help
■ Gain one dot in either the Haven but merely put on the airs and
with your hunting style, or as a
or Influence (Poor & homeless) costumes in order to feed on family
consequence of it
Backgrounds or any other visitors.
■ Gain one to three dots in
Predator Pool: Composure + ■ Add a specialty: Medicine
Advantages related to your
Medicine as you treat patients who (Autopsy) or Subterfuge (Bluff)
hunting style
are down on their luck, or Resolve + ■ Gain one dot of Fortitude or
■ Gain (# dots of Advantages
Streetwise to look for unfortunate Oblivion
minus one) in Flaws which are a
souls who are in need of aid.
cause or consequence of your
hunting style

9
ALRATAN’S V5 HOUSE RULES

■ Spend three dots between


Influence or Contacts within the
healthcare sector
Slayer
The slayer hunts the scum of the
The Blood
■ Gain Flaw: (••) Obvious Predator mortal world, whether they be killers,
■ Hunger Frenzies: In the rules as
Predator Pool: Resolve + rapists, crime lords or other horrible
written, Hunger Frenzies only
Medicine to locate a corpse or figures which decent society would
target humans. I recommend
sufficiently incapacitated patient. not miss. Perhaps their victims are
allowing them to target animals
open and proud, incarcerated, or even
and Kindred as well, but with a
hiding amongst good people - their
Scavenger few rough prioritisations
crimes undiscovered. detailed below. If using the
The scavenger primarily feeds from
■ Add a specialty: Investigation Salubri rules from the v5
dead animals, typically roadkill or
(Criminology of Forensics) or Companion, then Hunger
other unfortunate vermin who met
Stealth (Shadowing) Frenzies prompted by their Bane
their end in the city or are dragging
■ Gain one dot of: Oblivion or will always target the Salubri.
out the last few hours of their
Potence ◻ Kind:
existence. This un-life is not
■ Spend three dots between the ■ Mortals
glamorous or even clean, but it does
Contacts or Influence ■ Vampires
give the vampire easy access to their
Backgrounds, representing access ■ Animals
sustenance, along with the moral
to inmates, or contacts in the ◻ Miscellaneous:
surety that they are not harming
Underworld or Police force. ■ Close before far
anyone in their feedings. places.
■ Gain Flaw: (••) Obvious Predator ■ Bleeding before not
As an optional variant and at the
Predator Pool: Resolve +
Storyteller's discretion, the player Humans & Vitae: Pure Blood
Investigation to identify a wolf in ■
may choose to gain a dot in which is fresh or well-preserved
sheep's clothing or Wits + Stealth to
Humanity in exchange for gaining all enough to sustain ghouls will also
hunt down a criminal without anyone
three Flaws listed below.
■ Add a specialty: Medicine
else seeing ◾ Blood Bond mortals, even if not
drunk straight from the source.
(Veterinary) or Survival
(Hunting) ■ Blush of Life: Touch screens do
■ Gain one dot of Animalism, not require Blush of Life to use,
Oblivion or Protean although they are impacted by a
■ Gain the Feeding Merit: (•••) Lasombra’s Ban
Iron Gullet
■ Gain the Resources Flaw: (•) ■ Attempting to slake Hunger
Destitute and the Mask Flaw: (•) from a Kindred at Hunger 5,
including using Brutal Feed,
Known Corpse, or gain Flaw: (••)
slakes no Hunger, but deals 1
Obvious Predator
Aggravated Health damage per
Predator Pool: Resolve + Survival
Hunger that would have been
or Animal Ken as you hunt down
taken
dead or dying animals.

10
THE BLOOD

standard XP gain in the game is 2 XP would still lose 3 Humanity as


Diablerie per session, then diablerie should normal.
award 10 XP per success.
core rules generation & diablerie
As a reminder, the core rules for failure & consumption If the diablerist consumes a victim of
diablerie are: As an optional rule, particularly for significantly lower Generation than
■ Diablerist rolls Strength + narratively important diablerie, them, you may wish to make the
Resolve at Difficulty 3 a number failure on a Consumption roll does diablerie more impactful, as it often
of times equal to Victim’s Blood has been described in lore.
not cause the entire diablerie to fail,
Potency. If the victim’s Generation is at
but inflicts 1 Aggravated Willpower
If successful: least 3 steps removed from the
damage.
■ Diablerist loses 1 Humanity. diablerist (treating a Thin-Blood’s
If a greater cost is desired, then
■ Diablerist then roll Humanity + Generation as 14th, regardless of
both diablerist and victim lose 1 die
Blood Potency versus Victim’s actual Generation) and the diablerist
on the Control roll. This means that
Resolve + Blood Potency. For wins the Control roll, their
the diablerist will likely gain less XP,
each success, Diablerist gains 5 Generation is lowered by an amount
but is not significantly more likely to
XP, regardless if they win or fail. equal to the margin of success on the
lose Humanity.
If the Victim wins, the Diablerist Control roll.
loses Humanity equal to the failure & control If the victim’s Generation is at
margin. least 5 steps removed from the
To emphasise the value of diablerising
■ If Victim was of lower
the powerful, for every point of Blood diablerist, then the diablerist’s
Generation, Diablerist lowers
Potency higher the victim is, the Generation is instead lowered by an
Generation by 1. Diablerist’s aura
diablerist will gain a minimum amount equal to their number of
changes appropriately.
amount of XP from the diablerie as if successes on the Control roll.
For convenience, I will call the first
they had a number of successes on the In both cases, the Diablerist has
set of rolls the Consumption rolls,
Control roll equal to the difference. If their Generation lowered by a
and the second roll the Control roll.
this happens, as much of this XP as minimum of one, and cannot have
experience possible must be spent on Blood their Generation reduced below that
The core rules for gaining experience Potency before being spent on of the victim. This reduction in
points from diablerie are balanced Disciplines. Generation occurs prior to spending
around the standard experience gain Any loss of Humanity occurs XP, which may raise their minimum
detailed in Vampire: The Masquerade based on the actual margin of failure, Blood Potency, and therefore their
(p. 130): 1 XP per session, and an actual Blood Potency, even without

if any, and by no means prevents a
additional 1 XP after every story, would-be diablerist from being spending XP
which is assumed to be around 3 possessed by their target.
sessions long on average, leading to an For instance, if the victim has 3
average XP gain of roughly 1.33.. XP higher Blood Potency than the
per session, meaning that diablerie diablerist, then even if the diablerist
grants as much XP as 4-5 sessions. only rolled one success on the
As a result, if the standard XP Control roll, they would gain
has been raised, the XP gain from experience as if they had rolled three.
diablerie should raise by a If the victim rolled four successes on
proportionate amount. e.g. if the Control roll, then the diablerist

11
ALRATAN’S V5 HOUSE RULES

As an additional option, the Storyteller may allow


Expanded Hunting critical successes to automatically find an intense
resonance rather than finding an additional vessel.

Rules Additionally or alternatively, if the player only found


one vessel and has enough time in the narrative that the
Storyteller allows them to make an additional hunting
he default hunting rules on page 308 of
roll, “spare” successes/margin from the original roll could
Vampire: The Masquerade describe some
be added as automatic successes to any immediately
simple rules for hunting using simple tests
subsequent hunting rolls of the same type.
rather than roleplaying a hunt within normal
scenes of play. This section attempts to expand upon animals & blood bags
those rules for greater clarity and to allow for better For hunting rolls related to normal city animals (e.g. rats,
interaction of relevant rules. stray dogs) or to find bagged blood, each successful roll
(or multiple of the difficulty) should allow for enough
animals to be hunted or blood bags to be acquired to
Hunting Rolls
slake two levels of Hunger.
By default, succeeding at a hunting roll allows the player
At the Storyteller’s discretion, the margin of successes
character to have successfully found a single vessel, which
may contribute to additional Hunger which may be
they may slake hunger from as they wish. It is worth
slaked. If this method is used when acquiring blood bags,
remembering that the example Predator Pools on pp. 307
Storytellers may wish to require a level of Resources per
- 308 of Vampire: The Masquerade are simply typical
additional Hunger they wish to slake in a single roll or
guidelines, and can be changed for the situation or even
else require some other justification for how they are
for a character’s preferred method. For instance,
acquiring them, to prevent players from stocking up with
Charisma + Leadership may be suitable as a generic pool
endless supplies.
for a certain style of Osiris or Scene Queen, while Wits +
For characters with a Blood Potency such that they
Larceny might be appropriate for a Sandman. Care
would only slake half Hunger from animals or corpses, all
should be taken to not trivialise hunting rolls with these
Hunger levels described above are halved.
changes, such as allowing a Siren to hunt with Charisma +
Persuasion (Seduction) and always benefiting from Awe. hunger frenzies
If the character has Hunger 4, do not forget to roll for a
scaling successes Hunger Frenzy when they first taste blood from the
For normal humans, a success allows a vampire to slake vessel, which could result in them slaking more than they
between 1 and 5 Hunger (but only up to 2 safely), whilst originally wanted. The section on Frenzies (Vampire: The
for corpses this allows a vampire to slake between 1 and 3 Masquerade, p. 220) strongly implies that the Storyteller
Hunger (Cult of the Blood Gods, p. 151). This amount is has discretion on when these trigger and it may be
reduced by high Blood Potency, as normal. narratively convenient to ignore this in some situations.
To allow for scaling success, if the margin of success is That said, the peril of being a vampire is that these
equal to the original hunting difficulty, or if they monstrous things can happen so they should not be
experience a critical success, the Storyteller may allow the avoided entirely. As a Hunger Frenzy ends when a
player to have located two vessels instead of just one. This Kindred reaches Hunger 1, a vampire with Hunger 4
allows them to slake additional Hunger without risking always harms their victim.
harm to their prey. Alternatively, Storytellers may simply wish to leave a
Hunger Frenzy as a possible cost a character must pay in
order to succeed (see below).

12
EXPANDED HUNTING RULES

afterwards which caused them to fall ill. Gain a Stain or


Difficulty roll immediately for a Hunger Frenzy.
Whilst down to the Storyteller’s discretion, if hunting
cut corners
rolls will be the primary method of hunting, with few
You had to make some quick moves and take some risks
scenes acted out, a character with Flaw: (•) Prey Exclusion
in order to catch your prey, leading to you either needing
should increase the difficulty of any relevant hunting roll
to throw off some social barbs or take a punch before
by 1 for each relevant Prey Exclusion, unless the hunting
your fangs sunk in. Take a point of Superficial Health or
location has an abundance of suitable vessels. This means
Willpower damage.
that a typical Prey Exclusion will increase hunting
difficulty against humans by 1, but not affect the hunting
Take Half
rolls of animals. The same applies for those who wish to
Taking half may not always be appropriate for hunting
feed off a particular drug and Ventrue characters, each
rolls due to hunting being an inherently risky and
adding a cumulative Difficulty of 1. Characters may
drama-filled aspect of the night, but sometimes it may be
choose to hunt in spite of their preferences, but a success
for the best. However, players may have very high dice
on such a hunting roll means that they have found an
pools available to them which would make taking half
unsuitable vessel and they will incur Stains, Superficial
trivialise hunting in some regions.
Willpower damage or penalties to dice pools, as
In these cases, it is recommended to remove a number
appropriate. Alternatively, allow them to hunt as normal,
of dice from the hunting dice pool equal to a character’s
but only feed without penalty if they win with a margin.
Hunger level before halving, or even removing the
Finally, modify Difficulty by Fame or Infamy.
Hunger level from the total number of successes after
Win at a Cost halving. This makes taking half when very Hungry
impossible, whilst still allowing it when relatively sated.
Due to the high difficulty of many hunting rolls, it is
encouraged to allow players to win at a cost for many
Disciplines
hunts, and to make the costs more manageable for hunts
within their own domain. Example costs include: The default rules make for very unequal application of
Disciplines to hunting rolls, with Presence able to add its
carelessness full rating to relevant hunting rolls via Awe, whilst
You hunted without sufficient care of the Masquerade, Obfuscate provides no benefit.
and may have attracted attention. The repercussions may Whilst balancing Disciplines will never be perfect and
not be felt now, but could result in investigation by police is not reasonable to strive for, a compromise for narrative
and/or hunters, a temporary removal of a dot in a abstraction is to allow players to gain a dice bonus equal
Background, or temporarily gaining a social Flaw. to half of a relevant Discipline rating, rounded, up to
their hunting rolls, but not allow the use of powers to
hurry
affect hunting rolls. If players wish to take full advantage
You hunted for a long time without success, and then of a Discipline power when hunting, such as Awe, then
rushed the act. You were only able to slake a single they must roleplay a relevant scene.
Hunger from a vessel before being spotted, making you
unable to hunt in that area for the rest of the story.
Dyscrasias
over-eager
Dyscrasias may now be tapped from a single feeding,
You were desperate and sloppy, and either fed from
rather than requiring draining multiple feedings or
someone who looked ill or forgot to clean the wound
draining the victim.

13
ALRATAN’S V5 HOUSE RULES

increasing to five dots for a hunting Masquerade like any other hunting
Alternate difficulty of 2.
Once you have a starting trait
ground, or based on the original
chasse rules from page 196. For
Chasse Rules rating, you may modify the rating instance, if the coterie wished to have
required by applying merits or flaws a domain in a wealthy neighbour-
very Domain is centred to your coterie’s Haven within the hood, but have a low hunting
around a particular area, domain, to your rolls within the difficulty, they could simply represent
which comes with an domain in a similar manner as the this by having a large domain, or by
associated trait rating, Haven merit Location or penalties to having lax security and clubs, or
hunting difficulty and additional your domain as if the inverse of Lien near-permanent festivals going on.
bonuses and penalties related to the or Portillon. When considering a domain’s Chasse,
locale and size. This area, including its For instance, the sample chasse of bear in mind that the hunting
size and internal locations is called a The Rack in the table below requires difficulty applies to all hunting rolls -
Chasse. Examples are listed in the two dots and grants a hunting whether for animals, blood bags,
table below. difficulty of 2, but causes any and all corpses or living humans. As a result,
If constructing a custom Chasse Havens within it (such as any shared there may be limits to how much a
for your coterie, start by reviewing haven of the coterie) to have the particular locale may suit a particular
the hunting ground table on page 308 Creepy Flaw, as well as adding two coterie and its preferred hunting
to see the kinds of locales available dice to any opponent’s attempt to methods.
and what their normal hunting enter the domain. Players and Storytellers are
difficulty is. The base trait rating Any Chasse may also be affected encouraged to work together to have
required for a locale is determined by by permanent or temporary modifiers the right blend of mechanics and
its hunting difficulty, starting at one from page 308 of Vampire: The flavour which suits everyone ◾
dot for a hunting difficulty of 6 and

hunting
locale description difficulty additional rules
●● the rack 2 -2 to Portillon, Haven Flaw: (●) Creepy

●●● gentrifying neighbourhood 3 -1 to Lien

●●● downtown 4
●● suburban sprawl 5
●● wealthy neighbourhood 6 Two-dice bonus for Finance rolls

14
OTHER DOCUMENTS

Other Immortal: The Gathering The Chantry (Loresheet)


5th Edition
Documents
Link

Link A stand-alone loresheet providing


rules for Tremere Chantries,
This update includes the original fan
Fragile Mortality rules updated to follow V5's
including access to the Chantry's
Link library, the collective "wisdom" of the
mechanics, as well as significant
Chantry's members, being a roguish
An expanded sourcebook for playing changes to the rules and themes of
associate of a Chantry, knowing a
as mortal (or mortal-like) characters, the game to be more in keeping with
Gargoyle and being a permanent
with additional descriptions and V5's street-level, personal and
resident of a Chantry.
archetypes for human and ghoul narrative style.
It is (theoretically) suitable for all
player characters, as well as rules for This includes rules for playing
four Houses.
revenants and dhampirs. Immortals from the H
​ ighlander
This document includes new ​setting in a V5-compatible rule set,
merits, flaws, backgrounds and lore- new Backgrounds, Merits, Flaws, v5: Dark Ages
Loresheets, rules for the Quickening,
sheets, as well as (Fan Supplement)
modified/repurposed old ones, for use ethical system (Desolation, Urge and
Link
by fragile characters ranging from Anchors) and advice for both players
blood cultists to inquisitors to and Storytellers.
A document with tweaks to rules
arcanists to vassal ghouls. There are In addition, all of this can be
which make it easier to play V5 in the
also rules for Callings, and expanded integrated with both vampire coteries
Dark Ages, including more
rules to handle Group Backgrounds and player characters, mortals and
period-appropriate Banes for many
(like Domain for mortals). ghouls from the ​V5 Companion ​and
Bloodlines and Clans, some simple
In addition, there are some my expanded mortal rules (​Fragile
tweaks to Skills and Advantages to
variant rules to suit your game, Mortality​), but is also designed to
make them more immersive for the
including Sanity, a mortal-specific work perfectly as an entirely stand-
time period and optional, but still
Humanity system and revamped rules alone game (although it requires a
lightweight rules for arms and
for True Faith so that it's more sui- copy of ​Vampire: The Masquerade​).
armour in the Dark Age.
table for player characters. There are
also some rules inspired from
Hunters Hunted II (v20)​, like sites of v5 Homebrew Wiki
True Faith, Plans and artifacts. Link
There are also some Thin-Blooded
I have a few articles on here amidst
vampire-specific titbits including
the many contributions by others, so
Alchemy powers and aloresheet.
I recommend checking it out. Some
of my entries are included in this
document or the others linked, but
some only exist in the wiki. Some of
my works on the wiki are
explanations of rules rather than new
rules, and may be helpful ◾
15
GAZE INTO THE ABYSS WITH ME

AHOMEBREWSOURCEBOOKFOR

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