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House Rules...

 

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.

 

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.

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