Tag: House Rules

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  • House Rules

    Where not specified, we are using _Vampire: the Masquerade 20th Anniversary Edition_ Some of these are house rules and some are new rules that came with the 20th Anniversary Edition that I'm putting up here for reference. h3. Disciplines [[Ausepx …

  • Chimerstry

    In my opinion, Chimerstry has always been backwards in terms of cost. So in my house rules, it begins with spending blood points and at higher levels moves to spending willpower, not the other way around. If we have a Ravnos I can go into more detail. …

  • Fortitude

    Fortitude adds dice to all Stamina-based dice-pools and provides dice to soak aggravated damage. Also, if you spend a blood point, it provides automatic successes on all (non-agg) soak rolls for one scene.

  • Potence

    Potence changed in V20, and I'm just noting that here. It adds dice to all Strength-based dice-pools, and when you spend a blood point, it adds automatic successes to all Strength-based pools for a scene.

  • Influence

    There are three levels of each kind of influence: just plain Influence and then Control and finally Lock-down. Take Underworld as an example: Underworld *Influence (2pts)*: you can get meetings with movers and shakers in the underworld with some time …

  • Ausepx

    *Auspex 4* enables a character to try and detect whether there are other minds nearby - possibly hidden. It requires a Perception + Awareness roll, resisted by the target's Manipulation + Subterfuge, to determine where the thoughts are coming from. …

  • Celerity

    As before, Celerity provides extra actions in a combat round - one per level of Celerity, with a cost of one blood point per action taken. Levels of Celerity used for extra actions no longer count as extra dice. Extra actions cannot be split, but …

  • Retainers

    The way I handle Retainers, primarily Ghouls but also things like Spirit Slaves or whatever, is as is implied in the V20 and Revised books. Ghouls are very good at one thing, or pretty good at a few things, and they have one significant flaw. I don't have …

  • Presence

    Dread Gaze is broken, but it doesn't mention any chance of frenzy, and that's the way I'd like to un-break it. If a character is reduced to zero dice through an extended Dread Gazing, they automatically fear-frenzy. The first time Dread Gaze is used on …

  • Shared Backgrounds

    One Background, usually Domain, is chosen as an "anchor" for the others, and then every player who wishes to can contribute more backgrounds to the shared pool. Note these on your character sheet somehow, since anyone might tax them and they may not …

  • Combat and System

    *Initiative* As per the V20 rules, initiative is a set number equal to Dexterity + Wits, with Celerity added in. Celerity level breaks ties. Potence breaks ties when Celerity doesn't work. You can hold an action for the first round of combat and re-enter …

  • Combat Maneuvers

    *Atemi*: a precise strike executed against a pressure point, chi meridian or locus of blood/vitae (must have minimum Medicine 2 or Occult 2 or appropriate Lore 2) Dex + Brawl difficulty 9, Str +2 damage and your target loses one Chi or blood point, or you …