INTRODUCTION:
Use of any White Wolf Game Systems words, phrases, or concepts is not a challenge
to those copyrights.
These rules are derived from the original Minds Eye
Theater Rules produced by White Wolf Game Studio.
The following rules represent a combined effort on the part of the several authors initiating and operating
Elysium Nights Theater.
Please remember this is just a game.
The purpose of this group is to create a venue whereby participating adults can exercise
their imagination, creativity, and problem-solving skills in a fictitious
setting using characters culled from the World of Darkness.
This game is for the enjoyment of all, but please remember
this is taking place in the World of Darkness and characters die,
get injured, get maimed, and get used. If you do not feel you can
deal with this or accept this, please do not play.
This game is supposed to be an escape from reality. Topics
such as rape and child abuse are not appropriate in this game.
Use appropriate discretion.
PRIMARY RULES:
No touching. If you are initiating a physical challenge, just say so. Do not simply walk up and try to hit the person.
No running and no stunts.
No weapons, real or otherwise, are to be used in this game.
Use the physical representations prepared by the Storytellers.
No illegal drugs or alcohol will be tolerated on the game site.
Anyone caught with a controlled substance will be asked to leave the game.
All players must sign a consent form before each game. Minors (under 18)
are not permitted to participate.
The location we play in must be left in the same condition that we receive it.
If anyone litters or causes other cleanup difficulties, there will be severe penalties.
Although players are encouraged to manipulate these rules to their
character's advantage, cheating will not be permitted.
Cheating is a violation of either the letter or the spirit of the rules.
If a player is determined to be cheating, they will first receive a warning.
A second offense will result in halving of their earned XP.
A third offense will result in the player being banned from the game.
TABLE OF CONTENTS:
Introduction;
Primary Rules;
Table Of Contents;
Clans;
Character Creation and Development;
Disciplines;
Abilities;
Rituals;
Blood;
Willpower;
Control Traits;
Influence;
Tests;
Combat Sequence;
Combat Tests;
Combat Notes;
Fair Escape;
Wound Levels;
Wound Penalties;
Aggravated Wounds, Coup de Grace, and Diablerie;
Blood Drain and Staking;
Surprise;
Frenzy;
Astral and Possession;
Blood Bonds;
Hunting and Blood Storage;
Havens;
Miscellaneous;
Storytelling;
Downtimes and XP Awards;
Links;
Version Control.
CLANS:
- Assamite: In-clan disciplines: Celerity, Obfuscate, and Quietus.
No clan advantage.
Assamites gain no benefit from drinking kindred blood (but may benefit from diablerie).
-
Brujah: In-clan disciplines: Celerity, Potence, Presence.
May choose to turn any frenzy into a rage frenzy.
Minus one control trait, maximum control possible is 8.
-
Caitiff: May choose three non-restricted disciplines as "in-clan".
3 XP per generation, +1 XP per level of out-of-clan discipline costs.
-
Gangrel: In-clan disciplines: Animalism, Fortitude, Protean.
Gains one level of survival ability. Maximum control possible is 7.
-
Gargoyle: In-clan disciplines: Fortitude, Potence, Visceratika.
No clan advantage.
Minus 2 to all mental tests initiated by someone else.
-
Lasombra: In-clan disciplines: Dominate, Potence, and Obtenebration.
No clan advantage.
Lasombra cast no reflection in mirrors, but machines can still capture their image.
-
Malkavian: In-clan disciplines: Auspex, Dominate, Obfuscate. May choose to
win one social test once per night initiated by someone else. Must
start with two major disadvantages / derangements (or three minor), one of which must be
non-physical.
-
Nosferatu: In-clan disciplines: Animalism, Potence, Obfuscate.
Gains one level of sewer lore ability or +1 physical trait (may go above generation maximum).
Must have two major physical disadvantages / derangements (or one major and two minor;
one major must be "hideously ugly").
-
Settite: In-clan disciplines: Obfuscate, Presence, and Serpentis.
No clan advantage.
Settites are made uncomfortable by bright lights and they will try to avoid
them when possible (roleplay only - no trait penalties).
-
Toreador: In-clan disciplines: Auspex, Celerity, Presence.
Gains one level of herd influence or +1 social trait (may go above generation maximum).
Every time a Toreador loses a social test initiated by herself, she loses a control trait.
-
Tremere: In-clan disciplines:
Auspex, Dominate, and one of the three Thaumaturgies: Blood, Fire, or Mind.
The other two Thaumaturgies may be bought any time at out-of-clan cost
without requiring a teacher; only one of the Thaumaturgies is considered
"in clan" for teaching purposes. Blood Thaumaturgy is not a prerequisite
of the other Thaumaturgies.
Gains 1 free basic ritual. May be called on to perform risky Tremere duties.
-1 influence (if no additional influenccces are purchased, Tremere characters begin with 2
influences).
-
Tzimisce: In-clan disciplines: Animalism, Auspex, and Vicissitude.
No clan advantage.
Tzimisce havens are special. Their haven must contain at least a cubic meter of earth from their embrace
location; if that earth is disturbed they will be uncomfortable and will work to replace it.
On moving to a new haven, they will be uncomfortable for the first month
staying there regardless (roleplay only - no trait penalties).
-
Ventrue: In-clan disciplines: Dominate, Fortitude, Presence.
Gains +1 leadership ability or +1 physical trait (may go above generation maximum).
Selective feeding - must choose a demographic less than 20% of the general population -
hunting takes at least twice as long and herd costs twice as much.
CHARACTER CREATION AND DEVELOPMENT:
- All PCs must choose two minor or one major disadvantage / derangement(s).
If not played properly, the PC will be given new ones in game play.
Disadvantages can be considered a physical impairment (such as being
blind or having a limp) or a psychological condition that causes some
detriment to the owner (such as complete truthfulness).
Derangements are likewise psychological conditions that will cause detriment
to the user (such as phobias, vengefulness, or power madness).
- Initial character creation for kindred, ghoul, or kine:
There are three "trait areas": physical, social, and mental.
Each area confers certain advantages and disadvantages;
with a higher physical, a character is more combat-ready (or harder to kill);
with a higher social, a character can use (or resist) the disciplines
Animalism and Presence better;
with a higher mental, a character can use (or resist) the disciplines
Auspex, Dominate, Obfuscate, and Thaumaturgy better.
Mote bids are calculated by adding the appropriate trait area,
abilities (see below), and bonuses from disciplines.
- Begin vampire character creation with one of the clans listed, with 7
in one trait area, 5 in another trait area,
and 3 in the last trait area. 5 abilities (though there must be at least 3
different abilities listed), 2 willpower,
3 influences, 3 basic in-clan disciplines, and 10 "freebies" (similar to XP) to
be put in any area. Clan advantages and disadvantages may alter these numbers.
Generation may be bought at character creation with freebies, and may be lowered in
game-play by diablerie, though the player must pay XP for the generation to
balance the character before spending any XP on any other area. Diablerie
costs one additional point per generation gained (so a Brujah who
diablerizes pays 3 XP, a Caitiff pays 4 XP).
Caitiff are limited to 13th-10th gen at character creation, though they may diablerize to any generation.
- Begin ghoul character creation with 7 in one trait area, 5 in another trait area,
and 3 in the last trait area.
5 abilities (though there must be at least 3 different abilities listed), 1 willpower, 3
influences, and
19 "freebies" (simiar to XP) to be put in any area.
(note: ghouls start off three points down). Ghouls may only buy
Celerity, Fortitude, and Potence disciplines. Ghouls may have up to three points of
kindred blood in addition to their normal blood.
- Begin kine character creation with 7 in one trait area, 5 in another trait area,
and 3 in the last trait area.
5 abilities (though there must be at least 3 different abilities listed), 1 willpower, 3
influences, and
16 "freebies" (similar to XP) to be put in any area.
(note: kine start off six points down). Kine may not buy any disciplines.
- If a ghoul or kine is embraced during game play, that character must be
recreated from scratch as a kindred with the same XP.
- Spending freebies vs. additional XP:
- Freebies may be spent freely on generation, though they may not be spent on rituals.
- Only up to 5 freebies may be spent on influences. Any number of XP may be spent on influences.
- XP may be spent on rituals, though they may not be spent on generation unless
diablerie takes place during gameplay.
- General XP costs: 1 physical, mental, or social trait: 1 XP; 1 ability: 1 XP;
1 control trait: 1 XP;
in-clan category 1 discipline: 3 XP, in-clan category 2 discipline: 6 XP,
in-clan category 3 discipline: 9 XP; willpower: 3 XP;
generation: 2 per gen past 13; basic ritual: 1 XP; advanced ritual: 3 XP;
1 influence: 1 XP. Generation at character creation if Caitiff: 3 XP;
Generation at character creation if not Caitiff: 2 XP;
Diablerie if Caitiff: 4 XP;
Diablerie if not Caitiff: 3 XP. Out-of-clan disciplines: see "out of clan disciplines" below.
- Generation:
- Lowest starting PC generation is 8.
- Trait maximums: kine, ghoul, or 13: 13, 12: 14, 11: 14, 10: 15, 9: 15, 8: 16,
7: 16, 6: 17. (13 + (13 - gen)/2).
- Willpower maximums: 13: 4, 12: 5, 11: 6, 10: 8, 9: 10, 8: 12, 7: 15, 6: 18.
Kine or ghoul: 3.
- Blood pools are the same as willpower maximums for kindred or kine; below 6th gen
adds six blood per gen: 5: 24, 4: 30, 3: 36.
- Out of clan disciplines: OOC disciplines can be bought two ways.
-
If bought during character creation, the path costs an additional three
points and each level costs two additional points per level. Thaumaturgy,
Protean, Quietus, Visceratika, Obtenebration, Serpentis, or Vicissitude
cannot be bought out of clan at character creation (there is an exception for
Tremere buying other Thaumaturgy paths at character creation).
Examples:
- A Nosferatu buys Heightened Senses at character creation: costs 3 (buying
the Auspex path) + 3 (Heightened Senses) + 2 (additional cost for the
1a) = 8 points.
- A Tremere chooses Mind Thaumaturgy as in-clan, but wants to buy Blood
Mastery at character creation: costs 3 (buying the blood path) + 3 (
Inqusisition) + 2 (additional cost for the 1a) + 3 (Blood Mastery) + 2
(additional cost for the 1b) = 13 points.
-
If bought during game play, the path costs nothing, and each level costs
one additional point per level, but both basics (category 1) must be
specifically taught by someone who has that discipline in-clan at
intermediate (category 2) or higher. Once both basics have been learned (
either during creation or game play), the player may choose to buy the
intermediate and advanced without a teacher.
The restricted disciplines such as Thaumaturgy, Protean, and the derived disciplines,
are slightly different: they can only be taught if the teacher has that
discipline in-clan at advanced (category 3).
Examples:
- A Nosferatu is taught Heightened Senses during game play needs one month
and a teacher who has Auspex at 2a or higher: costs 0 (buying the Auspex
path) + 3 (Heightened Senses) + 1 (additional cost for the 1a) = 4
points.
- A Tremere chooses Mind Thaumaturgy as in-clan, but wants to learn Blood
Mastery during game play. She needs two months but does not need a teacher: the
first month: 0 (buying the blood path) + 3 (Inqusisition) + 1 (
additional cost for the 1a) = 4 points; the second month: 3 (Blood
Mastery) + 1 (additional cost for the 1b) = 4 points, for a total of 8
points over 2 months.
- A Tremere who has Blood Thaumaturgy as her in-clan and has Cauldron (Blood 3a)
could teach a Brujah the discipline Inquisition (Blood 1a) one month and Blood Mastery
(Blood 1b) the next month (the Tremere cannot teach Mind or Fire Thaumaturgy,
since those count as "out of clan").
The Brujah could then buy Potency, then
Blood Destruction, then Cauldron at one level a month over the next three months without
a teacher.
The Brujah could never teach Blood Thaumaturgy, since it was not in-clan for her.
- Caitiff choose three non-restricted paths at character creation. Out of
clan disciplines cost an additional XP per level (above and beyond the
cost listed for out of clan disciplines).
- If a character is killed (by PC or NPC) or retires, the player gets 50% of that
character's spent points plus any unspent points
for creating a new character.
- A character may be retired at any time. If the player maintains control of their character
(that is, not killed, staked, or otherwise trapped), the player may bring that character back into
the chronicle later. The player must rebuild the character with the player's current XP total.
- Point caps per character lifecycle: no more than 100 XP may be spent on any PC.
- Point caps per game: no more than one level of any discipline may be bought per game.
Example: character T has Obfuscate 1b
and Potence 2a. Character T may choose to buy Obfuscate 2a and Potence 2b next month,
but cannot buy any more until next month.
- Control traits: Characters can buy control traits at 1 XP per control.
Maximum control is still 10 (or 8 if Brujah, 7 if Gangrel). Control is the higher of these:
generation - number of discipline levels - number of childer - number of diableries
+ additional control traits + willpower, or additional control traits + willpower.
- Starting equipment:
All characters start with 1000$ cash per influence and the choice of one +0
trait, 1 wound weapon of any type (pistol, stake, knife, etc).
DISCIPLINES:
- Animalism:
Bid: social traits + survival ability + level of Animalism vs. same.
If the victim has Animalism 1b or 2b, the victim gets additional traits.
The use and source of 1a, 2a, and 3a is obvious to victims and enlightened onlookers.
- 1a: Beast Within - No cost, ranged. If victim is not kindred, it has no effect.
If test is successful, victim loses 4 control traits. If victim frenzies,
the user of this discipline may choose what type of frenzy the victim enters.
-
1b: Overcome the Beast - No cost, always on, self only.
The user gains +3 to defend against all Animalism, Dominate, or Presence disciplines;
user gets +3 to penetrate Majesty.
User also gets +3 control traits (maximum control traits is still 10 (8 if Brujah, 7 if
Gangrel)).
-
2a: Song of Serenity -
Cost is 1 blood. On successful use the victim comes out of frenzy
(if they were in frenzy), regains max normal control pool,
and gives one of their willpower to the user (if the victim has any willpower).
The user may spend this stolen willpower as if it is a normal willpower during the same scene.
Only one stolen willpower may be held at any given time.
If the user takes another willpower (either from the same victim or someone else), the previously stolen willpower
is lost.
If the willpower is used or if the scene ends without using the stolen willpower, it also is lost.
-
2b: Embrace the Beast - No cost, only usable on self. Users of this discipline may add
+6 to defend against all Animalism, Dominate, or Presence disciplines; user also gets +6 to penetrate Majesty.
This bonus already includes the bonus from Animalism 1b and applies regardless if Embrace is active.
If this discipline is active, the user then may double their normal bid to defend against all Animalism, Dominate, or
Presence disciplines; user also gets double normal bid to penetrate Majesty. The multiplier is applied after
all other bonuses are added together.
If this discipline is active, user cannot use Animalism 1a, 2a, or 3a. Does not require test to activate or
deactivate; is an instant action to activate or deactivate.
This power does not effect the control rating of the user.
-
3a: Control the Beast - Costs 1 blood, ranged. If test is successful, the victim has all
blood costs tripled (ie,
discipline activation, soaking, healing, pumping, etc) for 10 minutes or the scene,
whichever is longer. Not stackable on the victim.
- Auspex:
If the auspexer fails a test, he must wait at least 10 minutes before trying the same test
on the same victim again.
Bid: mental traits + investigate ability + level of Auspex vs. mental traits + subterfuge
ability + level of obfuscate.
If the auspexer uses 1a, 1b, or 2b and fails the test, the auspexer gets static.
If 1b, 2a (aura), or 2b is used on a victim having Obfuscate 3a (Soul Mask), the victim may answer whatever they wish.
Use and source of 2a (aura) is obvious to victims and enlightened onlookers.
The use of 2b is obvious to the victim, though the source is not obvious.
The use of 3a to manifest (without using mask of 1000 faces) is obvious to all onlookers.
Auspex use excluding Telepathy and Astral is ranged.
- 1a: Heightened Senses - No cost.
Cannot be used in combat except to penetrate Obfuscate (see Obfuscate 1a).
If the obfuscator tries to disappear (either as a noncombat or instant), auspexers may test to see through the obfuscate
as a special instant action (this does not take an action on the part of the auspexer).
If the obfuscator is using mask, an auspexer may test to see through the obfuscate as a noncombat action.
Using this power, an Auspexer may test against Obfuscate 1a, 2a, and 2b only if the Obfuscated individual moves.
An Auspexer may test against Obfuscate 1b without needing the Obfuscator to move.
Note- the player of the Auspex character must see the player of the Obfuscating character.
May also be used for listening in on conversations. The radius of spying is 12 paces.
If a loud noise (gunshot, very loud music, shouting, etc) occurs nearby during such listening,
the user may not use Heightened Senses for spying for 10 minutes.
- 1b: Aura Perception - No cost. If test is successful, the user one of the
following: type of creature, emotional state, diableries in the last year, or if truthful.
If used on a possessed body, this power reads the possessor's aura. Cannot be used in combat.
- 2a: Senses of the Enlightened - This power comprises of two abilities.
- Sense hidden:
No cost, cannot be used in combat; requires a full minute of concentration to use.
Bid is half of normal Auspex bid.
If test is successful, the user sees through Obfuscate 1a, 2a, 2b, Protean (and its derived disciplines)
2b, or any other hiding immediately (even if targets were standing perfectly still).
This may be used only once per scene per user.
- Identify aura:
No cost, usable in combat.
Bid is half of normal Auspex bid.
This power is sourced and obvious to the enlightened.
If test is successful, the user sees the victim's unique and distinct aura.
Physical disguises cannot prevent this power from working.
If the victim is using Obfuscate 1b and that has not been penetrated, the auspexer sees the
aura of the mask.
If the victim has Obfuscate 3a, he may choose to change their aura, including mimicing another
character's aura.
Usable once per 30 minutes per victim.
Must be used from true body (cannot be used from astral form or possession).
-
2b: Telepathy - No cost. The victim must be within the presence and line of sight of the auspexer
during the initial test; the auspexer may then leave the presence and/or
line of sight of the victim for later tests.
Telepaths may enter the victim's mind (initial test, does not count as an offensive action) then win a test for each
desired effect (these tests count as offensive actions).
Possible effects: truthful result of a single yes/no question, access vision, or access hearing.
Simple conversation between the user and victim does not require any additional test.
The "access" effect lasts for 1 hour or until the telepath tries to enter a different victim's mind, whichever comes
first. If the telepath fails any effect test, they are ejected from the victim's mind and may not try to enter again
for 10 minutes. The victim may spend a willpower at any time to eject the telepath, but the telepath may counterspend.
Telepaths may use Command at half traits (only on the telepathy victim) through the initial entry, however,
the victim may do the same thing: the victim may use Command at half traits on the telepath without needing eye contact.
If either the telepath or the victim has Mastery, their Commands are at full traits.
Telepathy may be used during combat,
but only one event per combat round (i.e., first round, the telepath may enter the victim's mind, second round,
the telepath may access vision, third round, the telepath may ask one question).
Victims know when there is a telepath in their head.
When conversing or questioning, telepaths have distinct "voices". These voices can be changed (and other
telepaths' voices imitated) by Obfuscate 1b. The victim may test against the imitator if they have auspex 1a.
If a victim has multiple telepaths in her head, all the telepaths are aware of all others present and each
can hear any conversing and effects going on.
Telepathy cannot detect Mesmerism or Conditioning but can detect if memories have been altered (such as with
Forgetful Mind or Mesmerism).
Telepaths automatically see astrals (auspex 3a).
-
3a: Astral Projection - No cost. Users of this discipline may project their minds and observe nearly anything.
Astrals may use all Auspex powers, Command (only via Telepathy), Embrace the Beast, Majesty,
Mask of 1000 Faces (to make their otherwise ghostly manifestation appear solid; note telepaths automatically
see the astral form in addition to the mask),
and Soul Mask. Astrals cannot use a physical disguise - when projecting, the user appears as her true self.
Does not require a test to activate or deactivate.
A projector (aka astral) has several movement possibilities:
1) move normal movement rate (this rate may not be modified by celerity) as their normal move;
2) move directly to a place they are familiar with regardless of distance as their normal move;
3) move step-for-step with anyone they are following (regardless of the victim's celerity) as their normal move;
4) follow another astral or possessor back to their body as a special action.
See the section on Astral and Posession for additional detail.
- Celerity:
Always on, but user can choose not to use full effect. Costs nothing.
Bid: See combat test section. Does not require a test to activate or deactivate.
Use of 2a and above is obvious to all onlookers.
- 1a: fastdraw, +3 to bid to all brawl, melee, missile, or firearm offensive or defensive tests.
- 1b: 2* normal move total, +6 to bid total to all brawl, melee, missile, or firearm offensive or
defensive tests.
- 2a: 3* normal move total, +12 to bid total to all brawl, melee, missile, or firearm offensive or
defensive tests.
- 2b: 4* normal move total, +18 to bid total to all brawl, melee, missile, or firearm offensive or
defensive tests.
- 3a: 5* normal move total, +27 to bid total to all brawl, melee, missile, or firearm offensive or
defensive tests.
- Dominate:
In order for Dominate to work, the dominator must be equal or lower generation than the victim.
Non-kindred are treated as 14th generation.
Bid: mental traits + leadership ability + level of Dominate vs. same.
If the victim has Animalism 1b or 2b, the victim gets additional traits.
Use and source of 1a (unless used via telepathy), 2b (mastery), and 3a are obvious to
all enlightened onlookers.
Use and source of 1b and 2a are obvious to the victim only if the victim successfully resists.
Dominate use excluding Command and Conditioning is ranged.
If a command / mesmerism / mastery instruction takes several rounds or minutes to complete,
the victim must spend a minimum of one round trying to fulfill it.
However, if after (or during) that round the victim takes a wound, the instruction fades.
-
1a: Command - No cost, requires eye contact and common spoken language.
The dominator must be within four paces of the victim unless this power is used by Telepathy.
However, the dominator gets full traits only if used during roleplaying or during the first round of combat and
not used via Telepathy.
During other circumstances, the dominator is at half traits.
May not be used to directly cause wounds, blood loss, or willpower loss to the victim.
If test is successful, the victim must immediately fulfill a simple request.
Unless a time is explicitly specified or the instruction fades, a command lasts 10 minutes.
-
1b: Forgetful Mind - No cost, requires eye contact. Cannot be used in combat.
If test is successful, the victim has a 10 minute segment (user's choice) of memory changed.
-
2a: Mesmerism - No cost, requires eye contact. Cannot be used in combat.
May not be used to directly cause wounds to the victim.
If test is successful, the victim now has a delayed Command implanted and forgets the mesmerism took place.
The mesmerism will remain until discharged.
One mesmerism may be implanted if the dominator is the same generation as the victim;
an additional mesmerism may be planted for each generation the dominator is removed from the victim.
The dominator gets no indication of success or failure from this multiple implanting.
If the dominator plants too many mesmerisms, the oldest one(s) fade.
- 2b: Mastery / Conditioning - No cost. Mastery allows Command to be used in combat at
full bid (including via Telepathy) without eye contact; the user must have a common language with the victim.
Conditioning is a downtime action and assumes the user has total control over the victim's
body. If a kindred is conditioned, then the victim may then be possessed by that dominator.
Once any victim (kine, ghoul, kindred, etc) is conditioned, the victim is at half traits
to any Dominate test by that dominator. Conditioning may not be reversed and conveys no
advantages for the victim.
-
3a: Possession - No cost. Users of this discipline may take control of a victim's body.
Use requires touch (either through roleplay, use of a power that causes a touch, or a successful brawl test;
the Possession itself does not require a test), and may only be used from the possessor's true body.
Possession does not work on kindred unless they have been previously conditioned by the user.
A possessor in a host body can be staked (even if in a kine), and he is immediately driven out of the host body.
The possessor can use the true body's mental and social disciplines, mental and social traits, abilities,
and willpower, and the physical traits of the host. If an NPC is possessed, the NPC will have 3 physical traits.
Only social and mental traits can be increased by pumping blood. If disciplines require blood to use, the
possessor must spend double the normal amount. The host body cannot be healed and blood spent for disciplines
or pumping must come from possessor's true body.
If the host body takes any aggravated damage, the aggravated damage is taken by the possessor's true body.
If the possessor has the appropriate level of Fortitude, the damage may be soaked.
It is a noncombat action to flee the host body and return to the true body.
A possessed host does not recall any of the events that transpired while he was possessed.
See the section on Astral and Posession for additional detail.
- Fortitude:
Always on, no cost. Use of Fortitude is not obvious to onlookers, but the side effects
(such as walking through a hail of gunfire) may be.
Bid: See combat test section. Does not require a test to activate or deactivate.
-
1a: +1 to bid for brawl, melee, missile, or firearm defensive tests.
User gains +1 wound level (gains a third bruised).
-
1b: +3 to bid total for brawl, melee, missile, or firearm defensive tests.
Ignore wound penalties up to, but not including torpor.
-
2a: +5 to bid total for brawl, melee, missile, or firearm defensive tests.
Aggravated damage is treated as normal (and may be soaked during combat),
however, if the user is in torpor and takes an agg which cannot be soaked, the user dies.
-
2b: +8 to bid total for brawl, melee, missile, or firearm defensive tests.
May soak or heal three wounds per two blood spent, may spend blood for soaking or healing at
any time. If the user is in torpor, drinking any kindred blood will bring her to incapacitated.
As in 2a above, if the user is in torpor and takes an agg which cannot be soaked, the user dies.
-
3a: +12 to bid total for brawl, melee, missile, or firearm defensive tests.
May soak or heal three wounds per blood spent, may spend blood for soaking or healing at any
time.
As in 2a above, if the user is in torpor and takes an agg which cannot be soaked, the user dies.
- Obfuscate:
All but 3a are non-combat actions.
Bid: no bid, but may defend against Auspex. Does not require a test to activate or deactivate.
Unseen characters (1a, 2a, 2b) may be Summoned; no other powers will work if they cannot be seen.
There are two types of obfuscate - disguise (1b) and hiding (any one of the following: 1a, 2a, or 2b).
If a character has both types of obfuscate active, then
an auspexer must test once per each type of obfuscate active to completely break
the character's obfuscate.
Otherwise, an auspexer only has a single test to break obfuscate.
The auspexer must first break the invisibility (1a/2a/2b), then may try to break the disguise (1b).
- 1a: Unseen Presence - No cost. The obfuscator is rendered invisible until he interacts
with the outside world (or vice versa). If the obfuscator tries to disappear while others
are watching, the watchers get a test, even if they do not have any heightened senses:
mental traits + investigate ability + level of Auspex vs. mental traits + subterfuge ability
+ level of Obfuscate. Any brawl, melee, missile, or firearm attacks initiated by the
obfuscator gain partial surprise on the target.
- 1b: Mask of 1000 Faces - No cost. The obfuscator appears like anyone they choose.
They may alter their mass by plus or minus 25%.
- 2a: Vanish - No cost. As unseen presence with the following changes:
Only people with Auspex have a chance to see the obfuscator as he disappears.
Any brawl, melee, missile, or firearm attacks initiated by the obfuscator gain total
surprise on the target.
- 2b: Cloak - No cost, vanish up to 6 others within a 4 pace radius.
In order to be cloaked, the characters being cloaked may not take any actions during
the round of cloaking.
Any brawl, melee, missile, or firearm attacks initiated by the obfuscator gain
total surprise on the target, but others within the cloak attack at partial
surprise.
- 3a: Soul Mask - No cost. Immune to Aura Perception, Senses of the Enlightened (Identify Aura), and Telepathy -
user may tell the auspexer whatever he wishes. Soul mask may not be deactivated.
May vanish (2a) as an instant action for 1 blood, 0 otherwise. If this power is used to instantly
vanish, the user may not take a combat action that round, though they may take a noncombat action.
- Obtenebration:
Restricted discipline (Obtenebration may be taught to non-Lasombra only by a Lasombra
having the discipline at advanced level).
Bid: mental traits + subterfuge ability + level of Obtenebration vs. same.
Only one of the 2a, 2b, or 3a may be active at the same time. If 2a (Snare), or
3a disciplines are in use, neither the user nor the victim may be obfuscated -
if line of sight between user and victim is broken otherwise, the discipline effect
will stop. Use and source of 1a, 2a, 2b, and 3a are obvious to all onlookers.
This discipline path is based on Thaumaturgy- Mind.
- 1a: Stab - See Mind Thaumaturgy 1a.
- 1b: Shadow Shield - See Mind Thaumaturgy 1b.
Bid used is Obtenebration, not Mind Thaumaturgy.
- 2a: Flight / Snare - See Mind Thaumaturgy 2a.
- 2b: Arms of the Abyss - Costs 1 blood, ranged. If test is successful, the victim
takes 3 wounds levels. Unlike Telekinesis, an object is not used as a focus.
- 3a: Shadow Mastery - See Mind Thaumaturgy 3a.
Unlike Control, the victim suffers no direct damage from this power.
- Potence:
Always on. User may choose not to use full effect. No cost.
Use of Potence is not obvious to onlookers, but the side effects (such as picking up a car) may be.
Bid: See combat test section. Does not require a test to activate or deactivate.
No super-leap. Weapons break if too much Potence is used (if they more than double their original
wound levels without being reinforced).
-
1a: +1 to bid for brawl, melee, or missile offensive tests.
+1 wound level for brawl hits.
-
1b: +2 to bid total for brawl, melee, or missile offensive tests. +1 wound level total for brawl,
melee, or missile hits.
-
2a: +4 to bid total for brawl, melee, or missile offensive tests.
+2 wound levels total for brawl, melee, or missile hits.
-
2b: +6 to bid total for brawl, melee, or missile offensive tests.
+2 wound levels total for brawl, melee, or missile hits.
If victim takes damage from a brawl or melee hit, the victim is at half bid on brawl, melee,
missile, and firearm
offensive and defensive tests next round.
-
3a: +9 to bid total for brawl, melee, or missile offensive tests.
+3 wound levels total for brawl, melee, or missile hits.
- Presence:
Bid: social traits + leadership ability + level of Presence vs. same.
If the victim has Animalism 1b or 2b, the victim gets additional traits.
Use and source of 1a, 1b, and 2b are obvious to the victim regardless if the victim wins or loses the
test. Source of 3a is obvious to enlightened onlookers. Presence use excluding Majesty is ranged.
-
1a: Dread Gaze - No cost. Lasts 10 minutes. Successful use causes the victim to move out of
the presence of the user; the victim may not attack user unless user corners the victim.
If the victim cannot leave the presence of the user, he must move as far as possible away from the user.
May be used in combat.
-
1b: Anathema - No cost. Dread gaze against up to three victims. May be used in combat.
-
2a: Summons - Costs 1 blood. Only usable against a target once every hour.
There are four requirements to summon someone; all four must be fulfilled:
1) know a recent name of the victim;
2) know a recent appearance of the victim;
3) recently and knowingly spent a minute of time in the victim's presence; and
4) the victim must be within the city of the summoner (if the victim is not in the city, the summoner
realizes this when this power is used).
If the victim has Majesty active, the summoner must overcome the victim's Majesty. If the victim is a possessor or
astral, the summoner must have spent time with the victim's true body in order to summon the victim's true body.
However, if the summoner has recently and knowingly spent time in a astral's presence, the summoner may choose to
summon the astral form of the projector. Recent is defined as any time in the last six months.
Obfuscated characters may be Summoned.
The victim must come within 4 paces of the summoner and verbally announce he is responding to a summons.
The victim must wait a minute or one full combat round (whichever comes first), then he may leave the
presence of the summoner. The victim may use an instant escape if combat begins.
If a victim is sucessfully summoned multiple times, the victim must answer them each in the order they were
initiated.
-
2b: Enthrallment - No cost. The user may test up to three victims in his presence; if successful, the
victims may not initiate any offensive physical actions or move, though they must defend at full
brawl defense (even against allies).
The enthrallment may be broken in one of four ways; any one of the four will break the enthrall:
1) the victim may try to resist the Enthrallment (counts as the victim's combat action for that round;
victim must win another Presence test to successfully resist);
2) if the victim is successfully hit;
3) if the enthraller releases the victim;
4) After 10 minutes, or the scene is over, whichever is longer.
Enthrallment may only be used once per victim per scene.
-
3a: Majesty - No cost. Only usable on self, user cannot be attacked or insulted unless
the user loses a Presence test. This presence test is instant and sourceless.
Attacker may only test once every 30 minutes (see exception below), and the
Majesty user knows someone is probing their Majesty. Can be activated or deactivated
as an instant action. Does not require a test to activate or deactivate.
All Presence powers may be used without dropping Majesty or allowing another test to break the Majesty.
If user attacks someone (excluding the use of Presence),
the Majesty automatically drops with respect to that one person.
All other viewers of this attack may attempt to break the user's Majesty every round the
user attacks.
-
Protean:
Restricted discipline (Protean may be taught to non-Gangrel only by a
Gangrel having the discipline at advanced level).
Bid: no bid. Does not require a test to activate or deactivate. Protean may not be stacked;
that is, only one Protean power may be active at a time.
If a user of protean wants to change from form to form (2a, 2b, and 3a), they must revert back to
human form first.
Use of this discipline is obvious to all onlookers.
There are four bloodlines that natively know a Protean-like discipline- Gangrel (Protean),
Gargoyle (Visceratika), Settite (Serpentis), and Tzimisce (Vicissitude).
If this discipline is learned out of clan, the teacher's bloodline form is what they learn.
Each bloodline's Protean-like discipline is obviously different from the others, and it cannot be masked
or otherwise disguised as another bloodline's. Celerity can add to movement to any of the forms.
-
1a: Wolf Claws - Costs 1 blood to activate instantly, 0 otherwise.
One wound level per brawl hit becomes agg.
-
1b: Earth Meld - Costs 1 blood to activate as a non-combat action, 0
otherwise. Cannot be used as an instant. The user's physical body becomes one with the earth.
The earth melded into must be roughly equivalent in mass to the user.
The user must be able to take movement in order to use this power.
Physical effects may be ignored -
the only powers that can directly effect an earth-melded person are Summons, Engulf, and Firestorm.
While earth-melded:
- The user cannot initiate any test, nor may she activate or deactivate any disciplines
- The user cannot hear what is going on nearby (this power cannot be used to spy on others).
- Certain disciplines continue (if they were active before the user earth-melded),
such as Fortitude, Soul Mask, Embrace the Beast, and Majesty.
-
2a: At character creation, player decides on either Wolf Form or Bat form (may not have both): Either choice costs 1 blood to activate instantly, 0 otherwise. Communication is only possible with others with the same power. Movement at 6 paces, either form, though the bat does fly.
- Wolf Form - User changes shape into a large wolf with +3 physical traits, +3 investigate, and
bite becomes aggravated (Brawl test to hit; Potence may add traits and normal wounds)
- Bat Form - User changes form to a large bat and cannot initiate any offensive action. Gets +6 physical for
defense only.
-
2b: Form of Mist - Costs 1 blood to activate instantly, 0 otherwise.
Change to mist form.
Physical effects may be ignored - the only powers
that can directly effect a mist are Beast Within, Song of Serenity, Mastery, Dread Gaze,
Anathema, Summons, Flame Bolt, Engulf, Firestorm, Snare, or Control.
The mist is easily visible unless the user uses appropriate cover,
in which case Senses of the Enlightened must be used to discover the mist.
The user cannot initiate any test while
mist form, nor may she activate or deactivate any disciplines.
However, certain disciplines continue (if they were active before the user
tranformed to mist form), such as Fortitude, Soul Mask, Embrace the Beast, and
Majesty.
- 3a: Aspect of the Wolf - Costs 1 blood to activate instantly, 0 otherwise.
When activated, the user gets the following: brawl hits now do 2 aggravated damage
(Potence may add traits and normal damage); +9 physical traits.
While Aspect is activated, the character cannot be obfuscated at all,
including being cloaked. The character appears to be a large monstrous humanoid of the player's choice.
- Quietus:
Restricted discipline (Quietus may be taught to non-Assamite only by an Assamite having the discipline
at advanced level).
Bid: Standard missle test (only 2a and 2b have Quietus tests).
Use and source of 2a, 2b, and 3a are obvious to all onlookers.
This discipline path is based on Thaumaturgy- Blood and Fire.
- 1a: Taste Of Blood - Requires 1 blood of victim to be analyzed. Automaticly determines the generation of
the victim. Does not consume the blood tested. Does not require a test to activate.
- 1b: Cloud Of Silence - Costs 1 blood to activate instantly, 0 otherwise.
When active, no sound may be heard within 4 paces of the user (user may choose to shrink the volume covered).
While in use, only the user is immune to Command (unless used via Telepathy) and Mastery.
Does not require a test to activate.
- 2a: Blood Spit - See Fire Thaumaturgy 2a, but the user must be within four paces of the victim.
Like Fire 2a, a victim may only be affected by one blood spit per round.
- 2b: Blood Sweat (range) - See Blood Thaumaturgy 2b.
- 3a: Blood Sweat (touch) - See Blood Thaumaturgy 3a.
- Serpentis:
Restricted discipline (Serpentis may be taught to non-Settites only by a Settite having the discipline
at advanced level).
This discipline path is based on Protean and has its limitations.
- 1a: Fangs - See Protean 1a.
- 1b: Earth Meld - See Protean 1b.
- 2a: Snake Form - Costs 1 blood to activate instantly, 0 otherwise.
The user changes form to a large snake: bite becomes aggravated (the bite uses a brawl
test to hit; Potence may add traits and normal damage), and has a four pace move. This form may also spit
poison for 1 aggravated wound (cost is 1 blood per attack, Potence does not add,
spit uses a missle test to hit). Anyone with this power can verbally communicate with another user of this power.
- 2b: Mist Form - see Protean 2b.
- 3a: Aspect of the Serpent - see Protean 3a. However, this form gets +6 physical instead of the stated
bonus for Protean 3a.
- Thaumaturgy- Blood:
Restricted discipline (Thaumaturgy may be taught to non-Tremere only by a
Tremere having that particular discipline in clan at advanced level).
Bid: mental traits + occult ability + level of Blood Thaumaturgy vs. same.
Use and source of 2b is obvious to all enlightened onlookers.
Use and source of 3a is obvious to all onlookers.
-
1a: Inquisition - Costs 1 blood of victim to be analyzed. One test each to
determine the following - generation, clan, number of blood bonds, the generation
and clan of the regnant(s) at the time of the bonding, rough date for the most recent
diablerie, and the occasional odd thing. If user has Thaumaturgy 1a, user loses on ties;
1b, wins on ties; 2a gets a retest; 3a automatic determination of all questions.
-
1b: Blood Mastery - Costs 1 blood (of the victim); instant, can only be used once per
combat round; the user must have a blood point of the victim somewhere on the user's
person; this blood is destroyed by use of this power; the user does not spend any blood.
In the next test against the victim, the user gains four temporary willpower
which can only be used to increase bids against the victim during that scene.
If the test or scene ends without using all of the temporary willpower, the willpower fades away.
Does not require a test to use.
-
2a: Potency of the Blood - Costs 1 blood and 10 minutes.
This power allows the user to lower their generation three levels.
This confers the blood pool and Dominate use / resistance of the destination generation.
At the end of the night, the user returns to their true generation.
This may cause implanted mesmerisms to fade. Does not require a test to use.
The user cannot embrace while using this power.
-
2b: Blood Destruction - Costs 1 blood, ranged. If test is successful, victim loses 3 blood.
If victim is not kindred, the victim takes 6 wound levels damage and no blood loss.
-
3a: Cauldron - Costs 1 blood, victim takes three wounds and loses three blood.
If victim is not kindred, the victim takes nine wounds and no blood loss.
Use of cauldron requires touch (either through roleplay, use of a power that causes a touch,
or a successful brawl test;
the cauldron itself does not require a test).
Potence or weapons may not be added to the damage, though the Potence bonus to bid may be
added to the brawl bid.
No other discipline or power may modify the damage (such as with hand of flame, fire shield,
wolf claws, or wards).
Armor may not soak any of the wound levels, though the damage may be soaked as normal.
- Thaumaturgy- Fire:
Restricted discipline (Thaumaturgy may be taught to non-Tremere only by a
Tremere having that particular discipline in clan at advanced level).
Bid: mental traits + occult ability + level of Fire Thaumaturgy vs. same.
No fire effects over the 1a (up to three attackers may inflict hand of flame) may be stacked on a single victim
in the same round - only the single most damaging effect applies.
Use and source of this discipline is obvious to all onlookers.
- 1a: Hand of flame - Costs 1 blood to activate instantly, 0 otherwise.
One wound level per brawl hit becomes aggravated. Does not require a test to use.
- 1b: Flame Bolt - Costs 1 blood, ranged.
If test is successful, victim takes one aggravated wound.
- 2a: Engulf - Costs 1 blood, ranged. If test is successful, victim takes two aggravated wounds.
- 2b: Fire Shield - Costs 1 blood to use as an instant; no test. A flame shield appears and lasts
the combat round.
Anyone touching or attempting a brawl or melee test will take two aggravated wounds.
If the user touches somone (standard brawl test), the victim takes two aggravated wounds -
this damage may not be modified by any other discipline or power.
- 3a: Firestorm - Costs 1 blood, ranged.
If test is successful, up to six victims within a up to four pace radius takes
two aggravated wounds, no frenzy effects.
User may choose to effect a single victim as per engulf, but cost to use becomes zero blood (no cost).
- Thaumaturgy- Mind:
Restricted discipline (Thaumaturgy may be taught to non-Tremere only by a
Tremere having that particular discipline in clan at advanced level).
Bid: mental traits + occult ability + level of Mind Thaumaturgy vs. same; exception: 2b.
Only one of the 2a, 2b, or 3a may be active at the same time.
If 2a, 2b, or 3a are active, the user may not make any other offensive test.
Use and source of 1a, 2a, 2b, and 3a is obvious to all onlookers.
- 1a: Stab - Costs 1 blood, ranged. If test is successful, victim takes two wounds.
- 1b: Mind Shield - Costs 1 blood to activate instantly, 0 otherwise.
Lets user defend against brawl, melee,
missile, or firearms tests with Mind Thaumaturgy bid instead of
standard physical bid. If user is successfully hit, the Shield falls at the end of the combat
round.
The user may only have one Shield active at one time, but may continue to
bring the Shield up every round. Does not require a test to activate.
- 2a: Flight / Snare - Costs 1 blood, ranged.
If used on self, there is no test and user may fly at normal movement rate.
If used on another party and test is successful, all brawl, melee, missile, or
firearms offensive and defensive tests are at half bid and victim may move at
one quarter of normal movement.
This discipline's half bid is not cumulative with any other event which causes half bid.
If a victim is being Snared, neither the thaumaturgist nor the victim may be obfuscated, nor may the thaumaturgist move or initiate another offensive action.
Snare may be broken in one of three ways; any one will break the effect:
1) the victim may try to resist the Snare (counts as the victim's combat action for that round;
victim must win another Thaumaturgy test to successfully resist); or
2) the thaumaturgist releases the victim; or
3) line of sight between the thaumaturgist and victim are broken.
- 2b: Telekinesis - Costs 1 blood, ranged.
The user chooses an object from the scene (the object may not be held by another
character, not on another character, not bolted down, and must be a reasonable size)
and it is thrown at the victim. Bid is user's Mind Thaumaturgy vs. victim's missile defense.
If test is successful, the victim takes three wounds. The object is not destroyed and may be
reused.
- 3a: Control - Costs 1 blood, ranged. If test is successful, the victim takes three wounds and is frozen in place.
All brawl, melee, missile, or firearms offensive and defensive tests are at quarter bid and
the victim may not move from the spot they are in.
This discipline's quarter bid is not cumulative with any other event which causes half bid.
If a victim is being Controlled, neither the thaumaturgist nor the victim may be obfuscated, nor may the thaumaturgist move or initiate another offensive action.
Control may be broken in the same three ways that Snare (mind 2a) can.
The damage from Control may only be taken once per victim per scene, but someone may be
Controlled any number (or length) of times.
- Vicissitude:
Restricted discipline (Vicissitude may be taught to non-Tzimisce only by a Tzimisce having the discipline
at advanced level).
This discipline path is based on Protean and has its limitations.
- 1a: Bone Shards - See Protean 1a.
- 1b: Earth Meld - See Protean 1b.
- 2a: Fleshcraft - Costs one blood to use. User actually changes physical appearance within same body mass parameters. This alteration takes 5 minutes and lasts until sunrise. May only be used on self.
- 2b: Mist Form - see Protean 2b.
- 3a: Horrid Form - see Protean 3a. However, this form gets +6 physical instead of the stated bonus for Protean 3a.
- Visceratika:
Restricted discipline (Visceratika may be taught to non-Gargoyle only by a Gargoyle having the discipline
at advanced level).
Bid: Only the 2b has a bid: mental traits + investigate ability + level of Visceratika vs.
mental traits + subterfuge ability + level of obfuscate.
Otherwise, this discipline path is based on Protean and has its limitations.
- 1a: Claws - See Protean 1a.
- 1b: Stone Meld - See Protean 1b. This can be used on unpainted stone, cement, or brick.
- 2a: Minor Gargoyle - Costs 1 blood to activate instantly, 0 otherwise.
The user changes form to a man-sized gargoyle:
its claw attack becomes aggravated (Potence may add traits and normal damage), has a 4 pace move, and can fly.
- 2b: Whispers of the Chamber - see Auspex 1a and Auspex 1b.
- 3a: Major Gargoyle - The user changes form to a large gargoyle. See Protean 3a.
However, this form gets +6 physical instead of the stated bonus for Protean 3a.
ABILITIES:
New abilities:
Missile- any non-firearm distance weapon.
Sewer Lore- knowledge to navigate and change the labyrinth.
There are no cap on abilities, but character must start with at least three
different abilities on character creation.
-
Brawl: adds to brawl offense and brawl, melee, and missile defense.
- Melee: adds to melee offense and brawl and melee defense (but not firearms or missile defense).
- Firearms: adds to firearms offense and defense.
- Missile: adds to missile offense (but not defense).
- Survival: adds to Animalism offense and defense.
- Investigate: adds to Auspex/Visceratika offense.
- Subterfuge: adds to Auspex/Visceratika defense (obfuscate) and to Obtenebration offense and defense.
- Leadership: adds to Dominate and Presence offense and defense.
- Occult: adds to Thaumaturgy offense and defense and is used for rituals.
- Sewer Lore: secrets of the labyrinth; may only be taken on character creation by Nosferatu.
A "location" is a set of instructions on how to get to a particular place in the labyrinth.
Out of game, locations are represented by a number. In order to find your way to a certain
location, you must know that number or be led by someone who knows that number.
Nosferatu may learn four locations per Sewer Lore and non-nosferatu may learn one location per Sewer Lore.
Locations can be forgotten and/or memorized instantly.
Non-nosferatu must be taught each level of Sewer Lore.
Anyone with Sewer Lore may teach Sewer Lore.
Already existing locations may be found during downtime or at the game if the sum of the searchers' Sewer Lore
is greater than or equal to four times the sum of the defenders' Sewer Lore.
- Any other skill may be learned for background and role-playing purposes, but will not
add to any test.
RITUALS:
For ritual information, see the Links section.
BLOOD:
- Blood may be used for soaking and healing.
Soaking is a "unconscious" part of combat (see combat sequence section),
and healing is a non-combat action (see combat sequence section).
Normal cost to soak or heal is one blood per wound level, though Fortitude may modify this.
Soaking may be done while in frenzy or total surprise; healing may not be done in frenzy nor in
total surprise (unless the user has the appropriate level of fortitude).
- Blood cannot be used to activate powers while in frenzy.
- Also, blood may be pumped for any test except while in frenzy or under total surprise.
Blood may be used to increase physical, social, or mental bids at one blood spent to one bid point.
The increased bid will last the round (any number of offensive and/or defensive tests).
The maximum blood which can be pumped is the current maximum blood pool of the user.
If the user is at half or quarter traits (partial surprise, snare, wound penalties, etc),
the halving occurs before blood is added.
- When spending blood, it must be announced to all players involved in the scene (this is considered
out-of-game information and provided only to reduce possible confusion).