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Mountains Dark Heart

House Rules
Preface:
These rules may be changed at any given time and will be updated within two weeks of the change. All players, visiting or
otherwise, are responsible for reading the house rules on their own. There will be a copy of the house rules for any and all
to read over at game site. These rules are effective and to be followed by
Mountains Dark Heart Sabbat and all satellite games.

1.
2.

3.
4.

Sections:
Introduction
Character Creation
2.1 Kindred
2.2 Caitiff
2.3 Ghoul
2.4 Backgrounds
Experience Expenditures
Game Mechanics
4.1 Items & Tags
4.2 Backgrounds / Influences
4.3 Abilities
4.4 Merits / Flaws
4.5 Negative Traits
4.6 Combat
5. Disciplines
Blood Magic Paths and Rituals: Appendix A
2.0 Character Creation
It is important to note that in One World by Night (OWbN), no character may start with more than 60 points beyond the initial
creation process. As such the additional free dots in Lores or Merits are considered part of that 60 and will reduce the
amount we can award you for a character background.
All Characters will be given 30 build points to begin with. You may earn up to 30 more with a character background story
written and handed in/emailed, within 1 calendar month of beginning play. You may also (with storyteller permission,
rearrange starting points within that timeframe. We feel this gives the player 2 game sessions to determine if they forgot or
misspent points.
Mountains Dark Heart (MDH) is a Sabbat Genre game.
2.1 Kindred
No character may be lower than 10th Generation without specific ST approval. This is not to say that lower Generation is
not permitted, merely that it requires a background and ST approval.
Capped clans: Are determined by what the game has in excess and will be made available on the Story Teller
Announcements page of the website.
Morality: Independent, Anarch and Sabbat vampire characters may start on Humanity or on a Morality Path. Ghouls must
start on Humanity. If a character starts on a Morality other than Humanity they do not start with the one free dot in
Conscience/Conviction or Self-Control/Instincts, though they do still receive a free dot in Courage.
Disciplines: You may not begin play with any Advanced Discipline, or with any out-of-clan Disciplines higher than 2nd
Basic without prior ST permission.

Ability/Background/Influence caps: You must have ST approval to begin play with any Ability, Background, or Influence
higher than 3.

Freebie Points: No player can receive more than 7 points from Flaws. Players may receive up to a max of 5 points from
negative traits, 2 points from Derangements, and 2 points from the lowering of their Morality Path rating.
Free Items: Characters entering play have the option of taking one (1) free dot in their Sect and Clan lores as well as one
(1) free dot in Kindered/Cainite Lore.
Commons Sense: Brand new players to Vampire are considered to have this merit for the first 6 months of play.
2.2 Caitiff/Pander
Caitiff and Pander come from all walks of life and are failed embraces from almost any clan. As such they have a couple of
rules that apply to them that do not with other Kindred. First and foremost is the fact that they are almost always of weak
generation, 12th or worse. All players wanting to make a Caitiff or Pander of 11th generation or lower must get permission
from the ST staff as a whole. The character will require a background and the ST will make the final decision based the
background and other factors.
When making a Caitiff or Pander the player may choose any combination of 3 of the Cardinal 8 disciplines. (Animalism,
Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, and Presence)

2.3 Ghouls
Ghouls may be played in this game. Below is a list of the rule governing the creation of a Ghoul for the MDH Chronicle.
Ghouls begin play with one Basic level of Potence. Ghouls can learn Potence, Celerity, Fortitude and their Domitors Nonunique in-clan Disciplines at out-of-clan costs. All other Discipline levels, including the Domitors Non-Unique in-clan
Disciplines must be purchased with Free Traits, paying the increased costs.
Ghouls can learn Discipline levels depending on the generation of the Domitor.
8th and 9th generation Domitor allow for second Intermediate
10th and 11th generation Domitor allow for first Intermediate
12th or higher generation kindred have Ghouls that can only learn the first and second Basic.
Having an NPC Domitor can only happen with direct storyteller permission but if such permission is granted then the
following addition to the above rules should be noted. A Ghoul with a Domitor of 7th generation or lower (always an NPC)
can learn advanced level Disciplines.
Ghouls are created in the same manner as a Vampire with the following exceptions.
Traits begin at 6/4/3 and trait categories are maxed at 9 traits.

All Ghouls start with 2 Willpower and max at 4 Willpower.


Some Merits and Flaws may not be taken at all by Ghouls and some can ONLY be taken by Ghouls, your ST or Narrator will
be able to help you with clarifications on this.
Ghouls have ten blood traits total, four of them from their Domitor (Vampiric) and six of their own. (Mortal) They may spend
one blood per round and may only spend a total of four without penalty. Every blood point spend after the forth causes the
Ghoul to suffer one un-soakable Lethal Damage. If a Ghoul is emptied of all of their blood points, by any means, the
character dies.
Additionally Ghouls get only 3 Backgrounds but do get 7 Free Traits instead of the normal 5.

2.4 Character Background


Any player may submit a character background to the ST staff within 1 calendar month of first playing their characters for
points. These character backgrounds allow us to flesh out the world that character exists in a bit more and also allows the
character to get more points (as character creation Free Traits) to build the PC up with. These points will be determined by
the ST staff after all members of the staff have had a chance to review it. Points awarded cannot exceed 60, minus any rollover points from previous characters, and freebies offered at character generation.
We would like to see a background for every character in the game but it is not, nor will it ever be a requirement, unless the
player wants a low generation for his character. If you max out your 60 points without writing a background we still
encourage you to give us a little something (preferably written) about your character so that we can attempt to enhance the
realism for you a bit and maybe even bring NPCs from your character's past into the game for a cameo or two.
A character with a submitted background must reflect appropriate aspects on their character sheet. The storyteller staff has
the right to choose certain things from your background that must be represented on your sheet.
3.0 Experience Expenditures
You may spend XP at any time, but may purchase only up to 1 level in any one specific category at a time, as long as you
have enough XP. (IE this month Kyle is working hard to improve his ability to sway emotions, he has enough XP and
already has Awe, he can then purchases Dread Gaze, but must wait until after the next game to purchase Entrancement.)
Experience expenditures submitted by email any less than 48 hours prior to a game session will not be added until after that
game.
Experience expenditures can be submitted at game on an index card. These points will be added prior to the following game
session.
Only in extenuating circumstances will a player be allowed to spend experience at game for use at that game session.
4.0 Game Mechanics
Fair Escape: When game off is called all characters are granted fair escape. Unless otherwise notified by the Storyteller
staff.
Diablerie: This is run as per Laws of the Night Revised except for the following: Any character who has diablerized must
tell anyone using Auspex (Aura Perception) on them that they have diablerie veins in their aura if it has been less than three

(3) months since the act of diablerie took place.


Any character on Humanity that diablerizes automatically loses one path rating and may be given a Derangement based on
how the diablerie happened. Any character not on Humanity must make a Path check (lose on ties) to see if they lose a
path rating from the act. Characters that follow Paths that specifically require or condone the act of diablerie are not subject
to the test for loss of Path rating. Any PC that does not lose a path rating due to the act may be given a derangement by the
STs based on if their Path was properly followed.
4.1 Items & Tags
You may check in no more than 15 cards. Only show us what is on your person. Other items may be left in the car. Getting
anything out of your car requires an ST.
We try to have tags available each game for those of you who cannot costume or who have some noticeable feature that
costuming cannot portray, or that you do not have costuming for. This includes inhumanity (Paths). Please wear your tag
prominently. Failure to do so can hamper role-play significantly. Any item on your person must be displayed unless validly
concealed. You do not have to wear a tag for Mask of 1000 Faces, but we do request that you wear a tag indicating Merits,
Flaws, or distinguishing characteristics about your PC that would otherwise influence role-play (ie. Touch of Frost, Eerie
Presence, missing eyes or limbs).
4.2 Backgrounds / Influences
All Backgrounds/Influences that can directly provide income can be collected every game session.
Alternate Identity: Vampires often find it necessary to assume new identities. Sometimes this means assuming a new
mortal identity, obtaining a drivers license and social security card for their intended persona. Other times this means
cultivating a new self at a new Diocese- going under a new name, sometimes with a new face. Each level of the Alternate
Identity Background represents an additional identity you've cultivated, whether it is a mortal identity or a Cainite/Kindred
identity. It might even represent a person you've developed among a different sect. As you gain more identities you get
better at doing it-you have more knowledge and connections in the areas needed to make a new self.
This background also requires a write-up that must include each of the following per ID: Name, Race (Human, Kindred,
etc.); Clan & Sect (if Kindred); Career/Job (if Human), Location (Originally Established and How Long). Other race
selections are available but subject to ST approval (may also be required to write up additional information about identity).
Haven: Is considered a 1-5 point background. All characters with Haven on sheet must turn in a written description of
location and layout of their Haven for approval or the characters Haven will be assumed for you by the ST staff. Each dot
increases the number of security traits it possesses.
Examples as follows:
0: You have the equivalent of a windowless apartment and a baseball bat.
1: Standard door and window locks. 3 traits
2: Above average door and window locks. 5 traits
3: Basic ADT or Brinks home security system. 7 traits 1 Security retest
4: Significant security system or architecture that helps prevent entry. 9 traits 2 Security retests
5: Neighborhood watch, alert guard or the police station is near. Private electronic security definitely present 11 traits 3

Security retests
Holdings: Holdings represent mostly dormant properties but may be used to gain no more than $1000 per dot in holdings
per game session.
Resources: May be used in place of Haven with a write up and layout for your haven subject to ST approval with the
difference being the recourses only covers the building and the furnishings not the security.
Resource collection is a players responsibility. Similar to any other background action a submission of action must be
initiated to gain its benefit. The player must maintain a stamped, signed and dated item card showing their resource
collection to date. The amount collected from resources is per month.
Retainers: Retainers gain 6xp per level of retainers designated for them. No retainer can have more than 5 level of the
Retainers background designated for them.
Rituals: The rituals background expresses how knowledgeable you are of rituals. For each level of the Rituals background
a characters may choose 1 Ignoblis Ritae and 1 Auctorous Ritae in which he/she is familiar and may perform. Beyond level
5 each Ignoblis Ritae costs 1xp to learn and each Auctorous Ritae costs 2 xp to learn. (each Ritae learned in this fashion
does require a teacher)
Mentor: Using the Mentor background requires at least a 1/2-page write-up detailing who they are and how you managed to
ingratiate yourself to them. Until this background is given to the STs, you may not use your Mentor. Expect them to show up
and demand things of you at inconvenient times. The STs will work with the player to figure out what the Mentor has.
Influences: We use the Influence rules from Dark Epics. This book contains the rules for building, attacking, tracking, and
other Influence actions. The only difference is influences refresh at each game.
Importing Influences: An influences action used to transition from one city to another for purposes of IC game location
change and character transfers. Influences Import into the new city at one point every game session across all areas. While
an area of Influence is in an Import action none of that Influence area can be used toward a Growth action. Those Influence
points received through an Import action are free to be used in any other manner.
4.3 Abilities
General Use: If any ability makes logical sense, it can be used for a retest. For instance, Intimidation will retest Dread
Gaze. But, no matter how little sense it makes, Ability retests from the book will always work.
Specializations: You must have three levels of an Ability to specialize. These must be very specific. Melee: Swords is not
acceptable; Melee: Rapiers is. You may specialize in one level of a Discipline, but not the whole Discipline
Notable specialization: 2 Hand Combat/ 2 Weapon Fighting/2 Gun Mojo will be run as per LoTNR.
Academics: A field of study must by chosen at the time of abilities purchase. Multiple fields of study require multiple
purchases.
Acrobatics: Acrobatics will allow you to soak some of the damage of falling. To use this ability you must make a static
physical challenge versus six traits to negate up to 10 feet worth of falling damage.
Alertness: This ability may not be used to cancel surprise. This ability is used to notice things at a glance.
Archery: Archery allows you to retest bows.

Athletics: This Ability may be used for more mundane or broad categories that are not covered by another physical Ability.
It cannot be used to retest with a thrown weapon; thats what the Throwing ability is for.
Awareness: You may make an Awareness test to realize when a Discipline/Gift/Sphere/Magic Ninja Power of
Indeterminate Origin has been used on you, but ONLY if the attempt was unsuccessful. Perform a static Mental challenge
against the user of the power. If you lose, you have no idea that a power was used on you. If you win, you know that
something was used on you (and may be able to deduce what it was, although meta-gaming will **NOT** be tolerated), but
not necessarily who used it. Note that some powers, such as Path of Corruption, specifically state that the target
automatically is (or is not) aware of the power; such rules trump these.
Blindfighting: Each level of this Ability reduces the penalties for darkness or blindness by one, to a minimum of zero.
Additionally, levels of it may be spent to negate the forced retest on challenges made while blind for the round. (See the
Darkness rules in the Combat section for further detail). Finally, spending a level of this Ability allows a blind character to
avoid the penalties for blindness (losing on ties) for one round.
Demolitions: Use of Demolitions is not permitted, except for purposes of disabling bombs.
Empathy: Inhumane characters can purchase and use this Ability. A person's ability to understand and perceive emotions
is not limited by the ability to feel them.
Firearms: Allows you to retest crossbows
Hunting: Kindred use this Ability to find prey. You may spend a level of this Ability to retest the pre-game feeding test, or as
a retest for in-game challenges to find prey. If you use it for the feeding test, you may spend multiple levels of the Ability,
taking the most favorable result.
Investigation: This ability is used as a retest when actively looking/searching for something or someone.
Leadership: This Ability can be used to retest any Social challenge that is not covered by another Ability, including a social
challenge in which you bid a Trait such as Dignified or Commanding.
Linguistics: The number of languages you speak varies with the level you have in the Ability.
Level
1: One additional language.
2: Two additional languages.
3: Four additional languages.
4: Eight additional languages.
5: Sixteen additional languages.
Lores: Can be learned in this fashion:
Level Learning
1: One Teacher with at least 2 levels of desired lore.
2: One Teacher with at least 3 levels of desired lore.
3: Two Teachers with at least 3 levels of desired lore.
4: Two Teachers with at least 4 levels of desired lore.
5: Two Teacher with at least 5 levels of desired lore.
A signed card or email correspondence must be received by the MDH STs from the individuals teaching the desired lore
with conformation from their home chronicle.

Clan Lores are run per the genre packets issued by OWbN. All other Lores not covered by OWbN documents will be per ST
approval.
Crafts: Crafts covers a wide variance of abilities and it would be impossible for us to write rules for each individual medium
or style. A player must choose an individual area of focus when purchasing a crafts ability. (IE: Your PC wants to be able to
repair and build Motorcycles. You would purchase the ability Crafts: Motorcycles.) If you want to expand into another area of
focus, you will need to purchase Crafts ability in that area of focus. These new areas of focus can complement a current
Crafts ability or be a totally different one. Please refer to the MDH Crafts Packet for actual crafting rules and process.
Expression: Expression covers a wide variance of abilities and it would be impossible for us to write rules for each
individual medium or style. A player must choose an individual area of focus when purchasing a dot of Expression ability.
(IE: Your PC wants to be able to write stories. You would purchase the ability Expression: Writing.)
*Storytellers have the final say in determining what affect is generated.
Performance: Performance covers a wide variance of abilities and it would be impossible for us to write rules for each
individual medium or style. A player must choose an individual area of focus when purchasing a dot of Performance ability.
(IE: Your PC wants to be able to play guitar. You would purchase the ability Performance: Guitar.)
*Storytellers have the final say in determining what affect is generated.
Meditation: Meditating takes ten minutes. Then you will expend a level of the Meditation ability and test against 5 traits (or
more if the chosen location is distracting) and if successful, the character will restore 1 level of spent temporary willpower.
Rituals: Sabbat Ritae cannot be done by any character who is not an Initiated member of the Sabbat. The Sabbat is a sect
with strong religious beliefs. If you don't believe them, they don't work. If you deny the Sabbat, they don't work. You may
possess academic knowledge of these rituals, but they will not function for you. The Rituals ability represents how proficient
you are at performing Rituals.
Science: A field of study must by chosen at the time of abilities purchase. Multiple fields of study require multiple
purchases.
Throwing: This Ability is used to retest with a thrown weapon. It also allows you to use your Mental traits instead of
Physical traits if you so choose.
Vamp: This ability may not be taken without the express permission of the ST staff.
4.4 Merits / Flaws
Ability Aptitude: A character can only have this Merit once. Certain other merits, like Natural Leader, take the place of this
merit. In such a case, they do not stack (i.e., you can have both Natural Leader and Ability Aptitude: Leadership but since
they both do the exact same thing and dont stackit would be dumb). This merit can only be taken for non-combat abilities.
Blind: This Flaw does not prevent a character from having (and certainly not from being subjected to) Disciplines that
require eye contact or something similar (Dominate, Dread Gaze, etc.). It's a 6-point Flaw, not a Merit that makes you
immune to a bunch of Disciplines. Someone using Dominate on a blind character must be able to see her eyes (or eyelids)
clearly, and the blind character must be facing him. A blind character using Dominate must be facing the intended target,
and the target must be looking at her face. Also just because you are wearing sunglasses, does not mean someone cant
get eye contact with you, if you attempt to use this excuse you will be asked to put the sunglasses away.
Child: Characters with this flaw may start within the Sabbat with permission of the Story Teller Staff and a well written

background explaining the use of the Flaw.


Fourth In-clan Discipline: This merit is permitted with Story Teller's permission only. The forth in clan may be either
chosen at random from the discipline deck or the player may work with the STs to choose the discipline. The discipline
chosen gains all of the benefits of being in clan. The discipline cannot be a clan specific discipline. This merit may only be
taken once.
Lucky: Due to the difficulty in tracking this Merit's use over the course of a story, you will be given three item cards to
represent the number of times you may be lucky. When you use a luck retest you must find an ST or Narrator and give them
one of these cards. At the first game of each month you will return any unused luck cards and receive three new ones. Only
luck cards with that months date stamp and signature may be used for the retest. All Visitors will follow the same rules as
locals and the cards will be handed out when they sign in.
Natural Leader: You may only use this merit when Leadership is the appropriate ability retest.
Pale Aura: As per Laws of the Hunt Revised. This merit may only be taken with Storyteller permission.

4.5 Negative Traits


If someone bids a negative trait against you and you have multiples of that trait, you are required to only bid extra traits
equal to the number of times it was called. IE if youre a Heartless bastard Brujah with Callousx3 and someone calls you on
your Callousness in a challenge you only have to bid 1 extra trait, if they say Youre Callous, Callous, and Condescending
you must bid 2 extra traits for the Callous (and possibly one for the Condescending if it applies).
If you are a member of clan Nosferatu or Gangrel and someone sees your true visage you MUST tell them the actual names
of the negative traits you possess and sign off on an item card with these traits listed. It is the responsibility of the person
who witnessed your visage to get the card and have it signed off on.(Note: In the case of Nosferatu and Gangrel traits, the
PC must have personally witnessed these looks and produce a stamped item card with the traits listed to bid them against
you)
4.6 Combat
Rule of Three: Any game mechanic with a variable effect based on trait expenditures is limited to an expenditure of three,
subject to ST discretion, unless otherwise specified in a Minds Eye Theater book.
Contested Challenges: This will be handled on a case by case basis. IE if it is reasonable we will more than likely allow it,
but you cannot use a contested challenge against someone who has Celerity if you do not.
Surprise: A character attacking from surprise gain one free attack action where the defender may ONLY bid a stamina
related trait.
Initiative: Your initiative number is equal to the number of base traits you would declare in a tie before bonus traits
(although you may delay your action until 1 on the countdown if you so choose). You act on the traits appropriate for your
action (Mental traits for a Dominate or Thaumaturgy challenge, etc.). No type of action takes special priority over others,
except Alacrity.
Action Sequence: Actions will proceed as follows: Alacrity, Normal (excepting those who acted on Alacrity), Swiftness, and

Legerity. Most additional follow-up actions, such as those from two-weapon fighting, take place at the end of the round.
Celerity actions will not be counted down from amount of Celerity; they will be counted down from Initiative as if they were
Normal actions. Miscellaneous actions are likewise based on Initiative traits. Mental and Social Disciplines function on the
Normal action. Not Alacrity.
Trait Use: While certain limitations are inevitable, traits are fairly fluid. Bidding the trait Tough is valid both in attacking and
resisting damage. The main exceptions to this rule involve Potence and Celerity. You must bid Strength- or Dexterity-related
traits (respectively) to gain the benefits of these powers. The trait must make sense for the challenge, you may not be
Friendly enough to Dread Gaze someone.
Move Actions: You may take up to 3 steps and still get an action, every step after the first causes a -1 trait penalty on said
action (i.e. if you take 2 steps you are at -1, if you take 3 steps you are -2 traits down) If you take no action besides moving
quickly (i.e. leaping, sprinting, jumping, etc.) you may take double movement in steps.
Natural Darkness: Darkness creates a 2-trait penalty on all combat challenges. Additionally, any successful challenges
must be retested by the person initiating the challenge. This retest replaces any surprise retest that the attacker would
otherwise claim. Eyes of the Beast negates these penalties entirely. Heightened Senses reduces the trait penalties by one,
as do the Acute Sense: Sight or Hearing merits, but they do not negate the forced retest. Note that you may not heighten
multiple senses to stack uses of Heightened Senses, nor do Acute Sense: Sight and Acute Sense: Hearing stack. Levels of
the Blindfighting Ability can lessen these penalties (see Blindfighting under the Abilities section). Certain types of actions,
such as Dominate, most Thaumaturgy, or Dread Gaze cannot be used in darkness. In general, if a power requires line of
sight, it will not work in darkness. By expending a level of the Blindfighting ability you may cancel one of the forced retests.
Called Shots: MDH does allow called shots, the ST handling the combat will decide what happens if the called shot hits.
We DO NOT allow the removal of body parts or instant kill called shots. Whenever a player wishes to use a called shot the
player must first declare their intention, bid two traits applicable for the attack, make a successful attack, and then engage in
2 Simple Tests. If the 1st simple test wins or ties, it allows for the damage of the hit to be applied. If you fail the first simple
test your attack did not land as planned and you lose the traits that you bid, if applicable. If the 2nd Simple test succeeds
you will succeed in striking the area you called, or having the desired effect. In some cases further tests may be required.
Carrier Attacks: Carrier attacks are limited to one per action, and require expenditure of any traits as the attack hits, unless
specified. All of the following are examples of carrier attacks:
Animalism: Quell the Beast
Necromancy: Mortus Path: Mercy for Seth
Quietus: Scorpions Touch (if not expended previously)
Thanatosis: Putrefaction, Withering, Necrosis
Thaumaturgy: The Path of Blood: Blood Rage, Cauldron of Blood
Mastery of the Mortal Shell: Vertigo, Contortion, Seizure, Body Failure
Vine of Dionysus: Methyskein, Hamaratia
Neptunes Might: Blood to Water
The Path of Corruption: Addiction
Hands of Destruction: Atrophy
Vicissitude: Fleshcraft, Bonecraft
Any Ritual requiring touch
The above list is NOT a complete listing, merely examples of.

5. Disciplines
Out of Clan Advanced Disciplines: You may not ever have more Out-of-clan Advanced Disciplines than you have In-Clan
Advanced Disciplines until youre In-Clan Disciplines are maxed. For the case of Blood Magic using clans, only your primary
path of Sorcery will count as an in-clan discipline.
Combo-Disciplines: You must have one of the requisite Disciplines as a natural in-clan to teach a combo-Discipline. You
may learn combo-Disciplines if you have the requisite disciplines at the appropriate level. You must find a teacher for all
combo-Disciplines. Ghouls cannot learn combo-Disciplines.
Approximation of Loyalty Absolute: The target of this power will not take suicidal actions (such as attacking a pack of
Lupines or diving into a vat of molten steel to retrieve a dropped object). However, he will take hazardous actions that are
not inherently suicidal (such as distracting the pack of Lupines or tipping the vat of steel and searching through the spilled
contents for an object). The target receives another test to resist the power if ordered to take actions that run directly
contrary to his Nature, or that contradict an existing 3-trait blood bond or a level 8+ Vinculum.
Iron Heart is effective against Dominate, Presence, and the following Thaumaturgy Paths: Path of Corruption, some
powers of Focused Mind (such as One-Tracked Mind), and Vine of Dionysus. It may also provide protection against rituals
and other magic at ST discretion.
Lifesong: This power determines a mortals Nature, not their Demeanor.
Shroud of Absence: Remember that anyone who wishes to attempt to pierce this power may do so with a Willpower
challenge against the user. This attempt does not require any supernatural power.
Thaumaturgical Sight: This power can be used to detect all types of blood magic, but can only accurately determine types
(i.e., Paths) of Thaumaturgy. It cannot discern specific powers of Necromancy, Setite Sorcery, Koldunism, etc...
Form Powers: Form powers (Shape of the Beast, Black Metamorphosis, Skin of the Adder, etc.) cannot be stacked. Partialtransformation powers, such as Feral Claws or Bonecraft, can be used in conjunction with these powers normally. You may
change directly from one form power to another with the normal expenditures; you do not need to return to your normal form
between shifts.
Thaumaturgy/Assamite Sorcery/Koldunic Sorcery/Setite Sorcery: All rules that apply to Thaumaturgy are assumed to
apply to Assamite and Setite Sorcery powers that mimic them.
All Blood Magic that affects another person requires a challenge against that person, no exceptions!!!!!!
Animalism:
Feral Whispers: allows people in beast form to communicate despite their differing forms. You cannot use Feral
Whispers as a special language while in human form.
Beckoning: If you are summoning small creatures (bats, rats, etc.anything that is worth less than one Blood trait for
feeding.), 1 Social Trait will summon a swarm (5-10 creatures, which can be the equivalent of 1 Blood trait). Summoning a
single such creature can be done for free and does not cost a Social Trait.
Quell the Beast: This power does not negate Aegis in any way. You can deal damage and Quell on the same action.
Quelling someone out of frenzy only brings them out of frenzy. They are not Submissive and can spend Willpower.
Remember, using this power on a vampire costs a Willpower trait.
Drawing out the Beast: You may retrieve your Beast by finding the person in to whom you tossed it and demonstrating

some form of behavior to entice it back to you. You may also simply kill the person holding your Beast; this will automatically
return it. If someone has had a foreign Beast thrown into them with this power, they may be Quelled out of frenzy. However,
a Quelled character may be subjected to this power or any other kindred who has somehow become unable to frenzy (as
this is not their beast thats gone off the deep end). If you fail the challenge you automatically frenzy, no test, no willpower.
Auspex:
If you are obfuscoping You enter a mental challenge against the person with Obfuscate, you gain a bonus trait for every
level of Auspex you have (IE if you have telepathy you gain +4 traits).
Heightened Senses is not obvious. You do not know someone is using it.
Aura Perception: This power requires a Static Mental Test to use, rather than a simple test. Thus, it cannot be relented
to. Vampires lie, A lot. Its nice when they can do so without being thwarted by a basic Discipline. Furthermore, it does not
distinguish normal mortals from near-mortals, kinfolk, or hedge mages. Finally, lies of omission or misleading words are not
detected by this power. If a vampire is using Animalism: Subsume the Spirit or Dominate: Possession the aura that is seen
is the aura of the physical body (Usually simple Mortal or Ghoul).
Telepathy: If you scan someones brain deeply (beyond surface thoughts) they immediately get an Awareness challenge
to notice. Remember, using this power on a vampire costs a Mental trait (expended *before* the challenge).
Psychic Projection: Places you on a different plane, but allows you to view this one with perfect clarity. When Astral
you appear as an idealized image of yourself. As per the book you may use any Social or Mental powers on yourself
normally, you may also use all Mental and Social powers on anyone within normal range if you manifest (by spending
Willpower) and expending a Mental trait along with any other expenditures for the power. Due to the fact that you are still
connected to your body via your Astral cord a character may still use powers that require blood expenditures. IE if Dr. Ruby
wants to Engulf Primogen Klink from the Astral realm, he must first expend Willpower to manifest, then a Mental trait to use
the power, and finally spend the blood required by the power and make the test.
Celerity:
Order of Actions: For sake of ease, rather than having characters with the highest level of Celerity act first with their
additional actions, Celerity actions will be counted down by traits like normal actions.
Any use of Celerity above Swiftness by someone who is Obfuscated breaks their Obfuscate due to the interaction it
causes with their environment (small objects whipping around, candles being blown out, etc.). This is also the highest level
of Celerity one could use without being considered a breach of the Silence of the Blood.
Rapidity: You do not need to declare use of the Bomb. Your opponent will discover that you have super-speed when
you hit them really fast.
Blood Magic and Celerity: Unless otherwise noted within a power, Blood Magic is a full round action, no matter how
many Celerity or additional actions a player may get, all of them are used up when activating or using Blood Magic.
Chimerstry:
Horrid Reality: Horrid Reality only effects one person at a time (so when Bob flips out over nothing people will
notice). It can create enough illusionary damage to put victim into a Torpor like state at the end of the round. The use of
Aegis or other powers that would alter the effectiveness of the illusion created can prolong survival and/or can cause you to
survive longer than the first round, or even completely negate the effect depending upon the illusion created. To use this
power you must have line of sight.

Dementation:
Passion: This power will not bring someone out of frenzy, but you can use it on them while they are in frenzy. It will give
them an additional test to resist. Passion does not stack.
Voice of Madness: The difficulty of the challenges to resist this frenzy is 4, and the target may not spend Willpower to
automatically resist said frenzy (although they may retest normally).
Total Insanity: An ST must be present for the use of this discipline, and will determine what derangements the target is
afflicted with. Note the suppression of Derangements with the expenditure of a Willpower is possible with the newly acquired
Derangements. Also, if the victim acquires 2 or more Derangements that conflict with each other they will immediately go
into a catatonic state for the duration of the power. Though the Willpower to suppress can still be spent.
Dominate:
Eye Contact: Eye contact is approximate. As long as the characters are looking one another in the face, they don't need
to be literally staring into the depths of each others eyes. You do not however need eye contact if you are currently using
Auspex: Telepathy on the victim.
Command/Mesmerism: Only directly suicidal actions are impossible. You may be told to stay until you see the boot
party coming, at which time the command is broken and you can haul ass.
Possession: While in Possession, you use the mortal's Fortitude, Celerity, Potence, Blood, and Physical traits. You use
your own Mental and Social traits, as well as Mental and Social Disciplines. You may use Dominate at your normal
Generation. When using spending Blood to power Disciplines (such as Thaumaturgy), you use the mortals blood. However,
spending a mortal's human blood inflicts one level of lethal damage per Blood point. In the case of ghouls, Kindred Vitae
(which has a maximum of 4) may be used without injury. You may speak while using Possession, although your voice is that
of the mortal being possessed.
Fortitude:
Aegis: Use of this power is reflexive. Wounds taken before its declaration seem to heal instantly. Aegis can be used at
any time to prevent any sort of damage from any attack, and all damage dealt that turn is negated. This works retroactively.
This also gives you ties on testing down damage when using Resilience/Resistance. You may declare the use of Aegis
even after being staked (after the simple tests), but it must be immediately after, before other actions are taken within that
round. Aegis negates all damage dealt, but not the effects of carrier attacks that do not cause damage (you can blow Aegis
to negate the damage from the sword that the Assamite used to hit you, but the poisonous Scorpions Touch still takes the
extra physical away as it only needs to touch you to do so).
Mytherceria: This can only be possessed by Kiasyd
Changeling Ward: To use this power on an item currently worn by another individual, you must touch the item for a full
minute. (If you are obfuscated this act counts as interacting with your environment)
Riddle Phantastique: This power works in 15 minute increments instead of 30 minute.
Obeah:
Corpore Sano: This power can only be used on others.

Mens Sana: This power will suppress a Derangement for an hour or scene which ever comes first, unless two (2) XP
points are spent by the recipient to remove the Derangement permanently. It will still not remove the core Derangement of a
Malkavian. This power cannot be used to cure your own Derangements.
Unburdening the Bestial Soul: This power can restore Humanity, Harmony, and H.A. at one (1) XP per level. These
levels can be bought at once.

Obfuscate:
If someone is obfuscoping You enter a Mental challenge against the person with Auspex, you gain a bonus trait for
every level of Obfuscate you have (IE if you have Mask of 1,000 Faces you gain +3 traits).
Unseen Presence: You may use Celerity up to Swiftness and still remain hidden (as long as you abide by the other
rules of not interacting with your environment).
Mask of 1000 Faces: Can be kept up in combat. It can be broken by Auspex normally. If you activate Mask of 1000
Faces, others may still bid your appearance-related Negative Social traits against you (only if they have seen them and
have a stamped item card to prove it).
Cloak the Gathering: May be used on unwilling individuals if you best them in a Mental challenge. They are unaware of
the effect, and may break it normally (shooting a gun, throwing fire, screaming and dancing like a rabid howler monkey, etc.)
Multiple uses of Cloak the Gathering may not be stacked so that someone would have to beat multiple PC's in a challenge,
instead choose the PC you want to maintain the Cloak and each other use of Cloak the Gathering will lend a free retest to
that PC for any challenge against him attempting to see through
Obtenebration:
Shroud of Night: This power takes effect at the end of the round.
Arms of the Abyss: You can spend a number of Social Traits equal to the number of levels in Obtenebration that you
possess. IE having the 1st intermediate would allow you to create three (3) tentacles.
Potence:
Potence may be used defensively to block a melee or brawl attack (by using your actions to do so, if you do not have
actions left you cannot block or parry), but cannot be used to defend against any ranged attack. You cant be strong enough
to block a bullet.
Potence-jumping: Is an Elder power called Relentless Pursuit. It is not allowed.
Prowess: If you have this power, you may always inflict lethal damage when making unarmed attacks if you choose. This
benefit applies even if you are using a Dexterity related trait.
Might: Might does not cancel any test.
Vigor: You need not declare your use of the Bomb. Your opponent will find out about your super-strength when you hit
them really hard.
Puissance: The extra damage dealt by Puissance is of the same type as the base damage. A punch does 2 levels of
Lethal damage, whereas a swipe with Feral Claws deals 2 levels of Aggravated damage.

Presence:
Awe: May be used (at the expenditure of a social trait) to automatically gain a retest on all Social challenges. You cannot
use Awe over distance, for such things as Summons; the target must be in your presence and aware of you. Awe does not
cancel Awe. You may also expend a Social trait and engage a target in a Social challenge (after expending the trait) to get
them to lock gazes with you for a split second. This may be used as a carrier power for dominate or any other power that
requires eye contact.
Summon: A person who has been Summoned does not know that a Discipline has been used on them. To answer a
Summons, you must make your Presence known to the Summoner. You must go to that person, not as an Astral Projection
(unless you were in astral at the time of the summons) or a telephone call. You will use abilities within reason, as you would
to get to a very important, private meeting. You will do everything in your power to go alone and will even get annoyed if
anyone insists on following you or accompanying you. You may be Summoned to be killed, but you may not be Summoned
into obvious danger or through dangerous terrain. Either will break the Summons. (Ex.: You may be Summoned into a
combat situation by someone who means you harm, but once you see the danger, the Summons will break. You may be
summoned to a meeting, but you would not go across a wide, sunlit room without protection. This will also break the
Summons.)
Majesty: You should flavor your majesty with a Social trait, and people should react appropriately. For instance, you may
use Intimidating Majesty, and become terrifying and imposing. Likewise, "Dignified" Majesty inspires respect and awe. If
others do not role-play the effects of Majesty, the STs will discuss the situation with them. Remember the line heads bow,
hearts break and spines quiver. However, if you attack while your Majesty is active, you automatically drop it to everyone it
is currently affecting. You cannot invoke Majesty while pinning or restraining someone.
Majesty is both line of sight and has a ten foot radius, IE even they can't see you, and as long as they are within ten feet
of you they are still under the effects of this power. This power does not however work through walls, doors, or any other
solid object that completely blocks your line of sight.
Protean:
Shape of the Beast: Anyone who learns Shape of the Beast out-of-clan is limited to wolf and bat form. Wolf form gives
you three physical traits and two mental traits and you do one more level of aggravated damage with your bite. For Gangrel
PCs this game uses the alternate rules for this power published in the Gangrel Clanbook.
Mist Form: You may not use physical Disciplines while in this form, which not only means Potence and Celerity, but also
any other Disciplines which require a physical form, such as Protean, Vicissitude, etc.
Quietus:
Silence of Death: You may not reverse this power to create a private conversation bubble.
Scorpions Touch: Changing your blood is not an action; applying it is an action. This power can be used to poison
those who are drinking from you.
Baals Caress: Changing your blood is not an action; applying it is an action. This power can be used to cause horrible
internal burning to those who are drinking from you.

Temporis:
Clothos Gift: This power fallows the rule of three.

Thanatosis:
Withering: If the head is Withered, the victim may not initiate Mental or Social challenges, nor may they expend Mental
or Social traits, except in defense. They may only use Celerity, Potence, and Fortitude. This also stops Combo Powers that
use more than Celerity, Potence, and Fortitude. The use of Aegis does NOT prevent the effects of Wither (see Aegis and
Carrier attacks under Fortitude)
Necrosis: This power cost 1 Blood trait and does 2 levels of Lethal damage in addition to inflicting the Negative traits
Decrepit and Repugnant.
Vicissitude: Any use of Vicissitude in combat for anything above the LoTNr write up requires it to be a Called Shot (see
Called Shot in section 4.6).
Flesh Craft: Cannot be negated by using Aegis.
Body Modifications using Vicissitude are per the MDH Vis mod packet.
These rules may be changed at any given time and will be updated within two weeks of the change. All players, visiting or
otherwise, are responsible for reading the house rules on their own. There will be a copy of the house rules for any and all
to read over at game site.

Blood Magic
Preface:
These rules may be changed at any given time and will be updated within two weeks of the change. All players, visiting or
otherwise, are responsible for reading the house rules on their own. There will be a copy of the house rules for any and all
to read over at game site. These rules are effective and to be followed by MDH and all satellite games.
Sections:
1. Introduction
2. Blood Magic Paths
Abyssal Mysticism
Necromancy
Technomancy
Thaumaturgy
3. Blood Magic Rituals
4. Counter Magic
1. Introduction Blood Magic:
Using blood magic is overt. It cannot be done imperceptibly (although it can be used somewhat discreetly by whispering the
incantations and surreptitiously making the hand gestures). However, being bound or restrained does prevent you from
using blood magic. Unless otherwise noted, all blood magic powers require line of sight. If they require a touch, the touch is
initiated by a normal Physical challenge to achieve skin to skin, unless the target relents; the blood magic effect is
considered a carrier attack.
All characters get a test against Blood Magic: If the blood magic power does not allow an initial test, characters will get a
test. In the case of continuous effect magic, should a character stay in the area of effect they are relenting to continuous
effects or damage or are attempting to soak it.
All other powers not specifically mentioned here function as per the MET write up in whatever book they are contained in. If
there is NOT a MET write up, discuss it with the STs and its ruling will be added here in the house rules during the next
Round-Table.
2. Blood Magic Paths
Abyssal Mysticism: Run as per Abyssal Mysticism Packet
Koldunic Sorcery:

Way of Spirit: The user cannot detect any individuals in the Umbra, Shadowlands, or Astral Plane unless the user is in
one of those realms. The user can attempt to see Spirits/Wraiths within the area allowed by the level used with the
appropriate Auspex test. This power can sense users of Hunters Wind
Way of Earth: The targets of this power must be on naturally occurring earth (i.e. soil, sand, stone, etc.)
Kupalas Fury: If used in an open rural setting with no structures damage is considered Bashing due to being tripped
or thrown to the ground. If target is under the effect of Hungry Earth the damage is still lethal.
Way of Wind:
Biting Winds: This power has a 30 area of affect and if used outside of combat it lasts for a scene or hour.
Way of Water:
Watery Solace: The amount of water used for this power must be approximate to a bathtubs volume of water and
deep enough to completely cover the user. The Koldun rises from the water in the exact location that they sank into, no
matter the size of the body of water.
Way of Blood: Run as per Path of Blood with the cost of one Temporary Willpower trait in place of one Blood Trait.
Necromancy:
Sepulchre Path:
Summon Soul: This power cannot be used to summon someone's soul who is currently under the effects of Soul
Stealing.
Ash Path:
Ex Nihilio: You may not pre-cast this.
Shroud Mastery: You may only expend a total of three mental traits to lower the shroud rating.
Bone Path:
Soul Stealing: If this power is used on a Supernatural Creature (Vampire, Werecreature, or True Mage) the power
only last for one scene or hour, whichever is shorter, regardless of other Blood Magic used on the victim. The victim
retains the traits they had in their body and may still use reflexive powers (Fortitude). The victim's Corpus levels are equal to
their health levels and they retain their Willpower as a Wraith. If the body is damaged the soul will return to the
body regardless of being bound, but not until after damage is done and remains on the body (the damage cannot be soaked
via Fortitude or any other means to return the soul). If the soul is damaged they will continue to remain as a wraith until they
run out of Corpus at which time the soul goes back to the body. Any traits lost as a wraith reflects upon their body, but the
damage does not.
Demonic Possession: The possession lasts for one week per temporary willpower you are willing to expend, up to
three. If something would return the soul back to the body while possessed the other soul is kicked out of the body. While
under the effects of this power the foreign soul does not have access to any of the powers the host has.
Technomancy: Is run as per LoTNR: Camarilla Guide

Thaumaturgy:
Alchemy: Run as per LoTNR: Storytellers Guide
Assamite Sorcery/Dur-An-Ki: Run as per Assamite Sorcery Packet
Bio-Thaumaturgy: Run as per LoTNR: Storytellers Guide
Elemental Mastery:
Elemental Form: Some Disciplines will not work, please see the STs for clarification.
Focus Mind: Run as per LoTNR: Storytellers Guide
Gift of Morpheus:
Dream Mastery: Any combat that might end in final death of the caster or target will result in caster or target being
placed into torpor.
The Green Path
Verdant Haven: The structure created by this power has 6 health levels. After taking 3 health levels it can no longer
protect against sunlight.
Hands of Destruction: Aegis may not be used to counteract the effects of this power.
Hearth Path:
The Cauldrons Rede: Items may see through windows of the house may see up to 100 yards, unless obstructed by
physical objects. Objects may not pierce supernatural powers.
Mastery of the Mortal Shell:
Seizure: Supernatural creatures, by their inherent ability, may be rendered unconscious, but are not killed by this
power. Characters affected by this ability may spend a temporary Willpower to have one normal action. (May not use
Celerity, Dual Thought, or Temporis)
Body Failure: Characters affected by this ability may spend a temporary Willpower to have one normal action. (May
not use Celerity, Dual Thought, or Temporis)
Movement of the Mind:
Flight: This power can affect a person regardless of their weight, or an object up to 200 pounds.
Path of Blood:
Blood of Potency: You automatically double your current blood pool up to the lowered generational cap.

Path of Conjuring: Items conjured in this manner do not have a crafts rating.
Path of Fathers Vengeance: Is run as per LoTNR: Sabbat Guide
Path of the Levinbolt: Supernatural creatures, by their inherent ability, may be rendered unconscious, but are not killed
by this power. Characters affected by this ability may spend a temporary Willpower to have one normal action. (May not
use Celerity, Dual Thought, or Temporis)
Path of Mars: Is run as per LoTNR: Sabbat Guide
Path of Neptunes Might:
Eyes of the Sea: The area viewable around the body of water is limited to 10 feet.
Blood to Water: The caster may only spend 3 mental traits per casting.
Flowing Wall: The initial summoned wall is 10 tall by 10 wide, each additional spent Mental trait can increase the
height or width by 10 (to a max of 3 traits)
Shadow Crafting
Abyssal Pact: Use of this power can counter Abyssal Mysticism.
Spirit Manipulation:
Entrap Ephemera: If the user is a practitioner of Spirit Manipulation the total number of fetishes that may be activated
at any one time for the standard cost of 1Temporary Willpower is equal to their Occult Ability Rating. The total number of
fetishes that a non-practitioner may activate at any one time for the standard cost of 1 Temporary Willpower is 1. Any
fetishes activated past that amount costs a cumulative increase of one Willpower per additional fetish activated. (I.E. First
fetish past total = 2 WP, 2nd = 3, 3rd = 4, etc.) Anyone who wishes to activate and use a fetish must possess the
appropriate level of Spirit Lore to show that they have the necessary knowledge of how a Fetish works. See the following
chart. Non-practitioners of Spirit Manipulation are considered one level lower on the chart.
Spirit Lore Level
1: Powered by Wyrm Spirit, Simple Effects, Granting One Trait
2: Complex Effects, Granting Two Traits
3: Powered by a Weaver Spirit, Weapon, Granting Three Traits
4: Mimicking Supernatural Effects
Duality: Objects moved from one plane to another cannot be more than 10 pounds and a one foot cube.
Soul of the Serpent:
Form of the Hydra: Each snake has a max of 3 health levels.

Spirit Thaumaturgy:
Journey: When under the effects of this power you are susceptible to Necromancy.
Path of Corruption: The ST staff has final say on what a PC can become addicted to.
Dependence: The conversation length to invoke this power must be at least 10 minutes long.
Voudoun Path: Is run as per the Serpent, Voudoun, & Wanga, packet.
Weather Control: Is run as per LoTNR: Sabbat Guide
Setite Sorcery: Run as per Setite Sorcery Packet
Wanga: Run as Per Wanga, Voudoun, Serpent Packet
3. Rituals
-All custom and PC developed rituals must be approved by the ST staff before use. Visitors are required to notify STs of the
custom rituals they will be using.
- Due to the complexity and time involved in casting a ritual the caster needs only to make a test as per the static difficulty of
the ritual unless otherwise noted.

Addendums to House Rules


Crafts
Crafting Weapons and Armor
- The Crafts ability produces base weapons and armor with less inherent flaws
- Game Mechanics: Crafts
o The difficulty is equal to 10+ the crafts rating desired
o The time it takes to produce weapons or armor is equal to one week per Crafts rating
o At Crafts level 5, you can remove one negative trait from the item crafted
o The appropriate retest is the Crafts ability. The use of a retest will not lower the Crafts rating
-

With the appropriate science ability, such as alchemy or metallurgy, the weapon or armor can be produced with
bonus traits
Game Mechanics: Appropriate Science
o The difficulty is equal to 15 minus the appropriate science ability rating
o No additional production time is added
o At the appropriate science level 5, you can add one bonus trait
o The appropriate retest is the appropriate science ability. The use of a retest will not lower the quality rating.
With the appropriate secondary ability, such as metal folding, the weapon or armor can be produced with greater
effect.
Game Mechanics: Appropriate Secondary Ability
o The difficulty is equal to 15 minus the appropriate secondary ability rating
o No additional production time is added
o At the appropriate secondary level 5, you can add one bonus damage or health level
o The appropriate retest is the appropriate secondary ability. The use of a retest will not lower the quality
rating.

Crafting Items
- The Crafts ability produces higher quality items
- Note: You cannot produce an item that increases intelligence based traits
- Game Mechanics: Crafts
o The difficulty is equal to 10+ the crafts rating desired
o The time it takes to produce the item is equal to one week per Crafts rating
o At Crafts level 5, you can add one bonus trait to the item crafted
o The appropriate retest is the Crafts ability. The use of a retest will not lower the Crafts rating
-

With the appropriate science ability, such as alchemy or geology, the item can be produced with bonus traits
Game Mechanics: Appropriate Science
o The difficulty is equal to 15 minus the appropriate science ability rating
o No additional production time is added
o At the appropriate science level 5, you can add one bonus trait
o The appropriate retest is the appropriate science ability. The use of a retest will not lower the quality rating.

With the appropriate secondary ability, such as gem cutting or jewelry design, the item can be produced with
greater effect.

Game Mechanics: Appropriate Secondary Ability


o The difficulty is equal to 15 minus the appropriate secondary ability rating
o No additional production time is added
o At the appropriate secondary level 5, you can add one bonus trait
o The appropriate retest is the appropriate secondary ability. The use of a retest will not lower the quality
rating.

Vis Mods
- Generational limits apply
o Only mods created by an equal or lower generation character are permanent.
o Modifications made by higher generation characters may be healed normally and/or automatically revert
upon sleeping
o Note: all modifications removing the effects of a clan curse revert upon sleeping regardless of generation.
- Mods are subject to the Rule of Three as anything more would change the physiology of a character too much.
- All modification benefits also include drawbacks and require ST approval
o Example: Adding a health level via bone armor is possible, however the drawback is that the targets
generational max on physical traits is lowered by one and one negative social trait is added.
o Example: You may add one bonus social trait above generational maximum, however the drawback is that
the target receives a negative physical trait.
o Example: You may add one bonus physical trait above generational maximum, however the drawback is
that the target receives a negative social trait.
o Example: You may add body weaponry, such as bone spikes, adding one level of damage to your brawl
attacks, however the target will lose an available health level.
o Please see STs if you have other body modifications not addressed.

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