House
Rules...
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Rules
at Diablerie
are basically what's printed in the books, Vampire the Masqerade,
Revised edition, Guide to the Sabbat and Guide to the Camarilla
being the core books with references made to other White
Wolf Publications.
We have tried to keep the number of House Rules to a minimum,
but given the medium we play on, some adjustments had to
be made to maintain game balance.
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Partial list
of things changed or modified from the book rules. This list does
not include individual rulings on specific situations, only includes
large all encompassing rules that would apply to all players
Torpor:
vampires raise from torpor if given blood one generation lower
than they are, however being raised in this way has a penalty...a
permanent loss of a physical attribute dot. Vampires can wait out
the torpor and raise according to the humanity chart, at no penalty.
Secondary
Skills/Talents/Knowledges: Have variable Costs. See Secondaries
Disguises:
perception+alertness diff 5 + targets diguise rating vs target's
wits+performance
Mental
Attacks
- Presence --as per
the book. (WP expenditures resist for a turn.)
- Dominate -- Roll wp
diff 8, if successful you may spend the number of willpower equal
to the dominator's successes. This makes you immune to further
dominate attempts for the rest of the scene (as per second edition
rules)
- Dementation -- no
resist for levels one and two, (wp expenditure may resist the
effects for a turn), resist for level three outlined in VtM revised.
Clinches,
Tackles, and Holds:
Use dex + brawl for the hit. Does damage as per book. At
storyteller discretion as always for everything. Those subjected
to a clinch or hold MAY be allowed to perform some actions at the
Storyteller's discretion.
Weapons:
All weapons must be approved by a ST. Fully automatic and semi-automatic
weapons obtained with the right Contacts Background(see ST). Weapons
of mass destruction will not be approved.
Retainers:
Retainers may not be used in combat, though they can be used
in Haven defense and will be played by an ST.
Obfuscate:
The blurb under Unseen Presence where you may find an obfuscator
if you are simply looking for them has been stricken from record.
See an ST if you're interested in finding out why this was done.
Otherwise an Auspex vs Obfuscate resisted roll when needed as per
VTM revised.
Obtenebration:
Arms of the Abyss act the next round, -after- being summoned.
Retirements:
If you retire a character, which is generally considered a bad thing
as it disrupts game flow and squelches storylines, but if you do,
your character becomes the cyberproperty of the Storytellers. This
means we may play your character to finish up any storylines that
you may be involved in and may kill it off. You cannot return to
your character after a retirement.
Mailing
List:
In addition to Rules listed here. The Mailing
list is also used to clarify and post rulings. Please make sure
you are subscribed to the mailing list (it is moderated and spam
free). Archives of mails can also be viewed through the mail link.
Some mails of note are listed below.
Combat
Rules...
This is in no way a complete
list of all the maneuvers and rolls used in combat, just a general
guideline for the order of operations. Please refer to the book
for a complete listing
Inits:
!inits <your rating> --your rating is your dex + wits, the
bot adds that to a single dice roll and posts the initiative results
Multiple
Actions: you can split actions
as many times as you like. Penalties apply as follows: basically
you decide how many times you are going to split 1st, then you substract
the number equal to the number of actions from your first dicepool,
then you subtract that number +1 from each subsequent roll
EX. #split 3 ways for
3 knife slashes# (dex + melee pool is 7)
1st action 4 dice (7-3)
2nd action 3 dice (7-4)
3rd action 2 dice (7-5)
Multiple
or split manuevers cannot
be applied to celerity actions
Celerity:
blood spent for celerity before inits applies to the immediate round.
Overages:
to hit successes apply to the damage roll, but the first success
doesn't count, its any successes over one. So if you punch someone
and get 4 success, you get 3 extra dice on the damage roll. The
same applies for gun damage
Damage:
Bashing
Damage: player rolls damage as per normal, target
rolls soak, then the final damage is divided by two. Damage types
include blunt weapons, fists. Gunshots are bashing to vampires unless
targeting the head. Some bashing head shots may be called as lethal
(ST discretion)
Lethal
Damage:
sharp knives
and swords. Damage applied normally, soak with stam + fort.
Aggravated
Damage: sun/fire and supernatural claws/weapons, soak
with FORT only.
Wound penalties subtract
from your inits rating, no penalties apply to soak rolls. All other
actions suffer wound penalties according to the Health Chart
Blood
Spending:
Spend blood before inits for simplicity, though blood spending is
considered a reflexive action and can be spent at any time during
combat as long as you don't spend over your max amount according
to generation. Attributes may be raised past your generational max,
but the trait increase will only last 3 rounds. Attributes cannot
be raised past 10.
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Combat
Order
- Declare inits
(call ST into channel)
- Spend blood
- Roll for Initiative
- Declare actions
and make rolls during your turn according to initiative
- Target declares
either a defensive maneuver or a soak
- Roll damage
- Target rolls
soak
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