House Rules, Constitution, and all other Rules needed to play in our game

Vampire House Rules

Books allowed for character creation or augmentation. Only books from the current edition will be considered or added.
Books Alowed: Laws of the Night Storyteller guide, Laws of the Night, The Camarilla Guide, The Sabbat Guide, Liber des Goules. Clan books, note: Only items that we have MET conversions listed will be considered and final approval rests with the main and vampire storyteller. Only Merits and Flaws, new interpretations of either disciplines or Ritae are to be considered.

1. Fortitude and Soaking

In order to soak damage a character must bid a stamina related trait. To soak bashing the target is five traits, to soak lethal the target is seven traits. In order to soak aggravated damage the vampire character must have fortitude. If he or she does have fortitude then they add their fortitude level to the CURRENT amount of stamina traits, and attempted to soak with a target of number of ten traits. Characters may retest with survival, and must risk a trait to attempt to soak. If the soak test fails, they may attempt to test down the damage with fortitude normally. This soak attempt does not count as an action.

2. Staking

A vampire may attempt to soak an attempt to stake them (see above soaking rules). If the soak test fails, then the staking test continues as per Laws of the Night, win or tie two tests. IF a ranged weapon is doing the staking attack then in order to stake the attacker must win two tests, providing the vampire character does not soak. Relevant retests for staking in close combat are melee and athletics (only if the attacker has a specialization in staking). Ranged weapons would be firearms for crossbow, and archery for longbows, and athletics with a specialization in throwing if the attacker is throwing a stake.

3. Movement

Vicissitude Level 4 allows the player to take an additional step in rounds. Penalties for movement are as follows: three or four steps require an additional trait to be bid.
Protean Level 4 allows the player to take three additional steps in rounds. Penalties for movement are as follows: three through six steps require an additional trait to be bid.

4. Abilities

The following abilities are not listed in all of the books for vampire; please feel free to take these abilities, see a storyteller if the desired ability is not in a book you own. Alertness, Animal Kin, Cosmology, Empathy, Enigmas, Finance, Meditation, Politics, Poisons, Repair, Riding, Security, Scourge, Technology, and Traps.

5. Lore

Characters can purchase Lore. No more than one lore a year can be purchased above three. If a lore is outside of your venue you must have your storyteller's approval before making the purchase.

6. Ghouls Learning Disciplines

IF the player character has the merit "may learn disciplines" then the PC may learn any of the basic disciplines up to Level 2. Note: This merit is allowed for PC ghouls ONLY.

7. No vampire character may ever teach an out-of-clan discipline.

8. No vampire character may ever play a PC that is lower than 8th generation.

9. Learning Thaumaturgy or Necromancy Out-of-Clan

In order for any character to learn Thaumaturgy or Necromancy out of clan they must complete the following requirements.
1. Have at least 7 mental traits.
2. Be able to read the language that the text is written in.
3. Have ready access to the various texts needed.
IF the character can complete the above then they can learn the various paths of Thaumaturgy. First, expend four xp to purchase the first level of the path. Second, thake the occult ability of the player and subtract it from 12, that is how many months it will take to learn the first level of the specific path. So if a player has an Occult ability score of 3, it would take them 9 months to learn their chosen path. Also, once the purchase has been made, the player can not shorten his/her time by increasing the occult ability. Plus, the player can not purchase out of clan disciplines during this time period (due to the need to study), however they can increase their in clan disciplines. In addition, the player is learning the path, not the rituals. The character will be able to buy up the path when their time of study is over, however rituals DO NOT come with the path since these require their own books and time of study. A CHARACTER CAN ONLY STUDY ONE PATH OF THAUMATURGY AT A TIME, NO MORE.

10. Generation

Players must test to determine possible generation. The player tests versus the venue storyteller. For 13th through 11th generation the player must simply win or tie the test. Once testing for 10th through 8th generation, the player must win the test. Note: This does not give the player the generation background, it simply allows the player to buy up the background to the level they won.

Common, Rare, and Unique Character Types

Common: Player may create on eof these without Storyteller approval.

Rare: Requires Venue Storyteller approval before character creation.

Unique: Only ONE type allowed per venue.

Note: If a type is not listed assume that it is banned, or check with the venue storyteller.

1. Sabbat

Common Character Types

Assamite Antitribu, Brujah Antitribu, Malkavian Antitribu, Nosferatu Antitribu, Toreador Antitribu, Ventrue Antitirbu, Lasombra, Tzimisce, City Gangrel, Country Gangrel Antitribu, Serpents of the Light.

Rare Character Types

Salubri Antitribu & Pander

Rare Paths

Path of Lillith, Path of Evil Revelations, all paths not listed in The Sabbat Guide, The Camarilla Guide, Laws of the Night.

Unique Character Types

Assamite Viziers, Assamite Sorcerers, Ravnos Antitribu

Disallowed Character Types

Blood Brothers, Harbingers of Skulls, Tremere Antitribu, True Hand

2. Camarilla

Common Character Types

Assamite, Brujah, Country Gangrel, Malkavian, Nosferatu, Tremere, Toreador, Ventrue

Rare Character Types

City Gangrel, Caitiff

Unique

Lasombra Antitribu

Disallowed

Gargoyles, Rogue Thaumaturigists

3. Anarchs/Independents/Bloodlines

Common Character Types

Setites, Brujah, Assamite, Country Gangrel, Ventrue, Malkavian, Giovanni

Rare Character Types

Assamite Loyalists, Mariner Gangrel, Caitiff, Tremere

Unique Character Types

Ravnos, Samedi, Daughters of Cacophony, Baali, Tzimisce Koldun, Tzimisce Antitribu (non-Sabbat), Setite Daitya

Disallowed

Children of Osiris, Salubri (non-Sabbat), Assamite Bedouins Warriors, Assamite Byzantine Viziers, Setite Tlacique, Kiasyd, True Brujah, Sons of Discord, Nagaraja, Old Clan Tzimisce