House Rules
Learning Disciplines
1. All dots of disciplines (1 to 5), whether in-clan or out-clan, must be learned/taught.
2. Scripts will be able to take on more then one “Student” at a time to teach disciplines.
3. PC’s may take on 2 “Students” during BGAs to teach disciplines.
4. First dot of the physical disciplines (Potence, Fortitude, and Celerity) may be learned independently, whether it is an in-clan or out-clan discipline.
Combat House Rules
Combat Round order (3 seconds).Combat Sticks are handed to players, marking them in the combat. Players without combat sticks may not enter combat.
First round initiative is rolled. Dexerity + Wits + 1 die (rolled only first round, or when entering an existing combat).
Judge then asks each player their intention for the round in reverse initiative order (slowest to fastest) and the Judge asks at this time if the player is burning a Blood point for this turn and for what. Judge marks paper work appropriately.
Then he takes each player in order of initiative and makes the appropriate rolls for the combat.
Second round begins and goes by straight initiative scores Dexerity + Wits. And the process repeats.
Note: If a player wishes to hide their stats from other players in
a combat, please remind the combat judge of this.
Special Situations;
Surprise: Rolls Stealth + Dexterity vs. Perception + Alertness. Attacker wins, free round for attack and next round both roll initiative (if they have not already for the scene). Defender wins - they roll initiative (if they have not already for the scene).
Called Shot: +2 to diff (8), To cripple requires a called shot and 6 levels of damage. Decapitation is a called shot and requires 9 levels of damage (final death anyway)
Staking: diff 9 and 3 levels of damage.
Soaks: are rolled – no “auto-soak” Difficulty for all soak is 7.
Diablerie: Not the way it is in the book. There is a greater danger to the diablerist, there is also a chance of greater reward. If you want to know.....try it.