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ALRATAN'S V5

H OUSE RULES

AHOMEBREWSOURCEBOOKFOR
credits
design & development -
Discord: Alratan on both World of Darkness & World of Darkness 5th Edition Discord
Email: alratan (at) gmail (dot) com

original google doc template - Eunomiac

various discussions & inspiration - World of Darkness 5th Edition Discord


oblivion tweaks ideas, salubri bane ideas - Sharkey
dominate for salubri-themed amalgams - ChipotleChris
protean discussions - ChipotleChris & Sharkey
low clan merit - Graspiloot

images
cover page - Brown Castle Under Stars - Pexels

back page - "Dark Gothic Macabre" - Pixabay

This document is a fan-work and the author is not affiliated


with Paradox Interactive AB.

Portions of these materials are the copyrights and


trademarks of Paradox Interactive AB, and are used with
permission. All rights reserved. For more information
please visit worldofdarkness.com.

Last updated: 18/07/2022


Alratan’s V5 House Rules
TABLE OF CONTENTS
INTRODUCTION 3 Oblivion’s Sight 7
Arms of Ahriman 7
ADVANTAGES 3 Aura of Decay 7
MERITS 3 Necrotic Plague 7
Substance Use 3 Passion Feast 8
Mythic 3 Shadow Cast 8
BACKGROUNDS 3 Ceremonies 8
Allies 3 Presence 8
Variant Rule: Potent Allies 3 Awe 8
Contacts 4 Lingering Kiss 8
Haven 4 Protean 8
Influence 4 Earth Meld 8
Low Clan & Shifts 4 Horrid Form 8
Variant Rule: Fewer Flaws 5 One Thousand Eyes 8
Shapechange & Metamorphosis 8
COTERIE MERITS 5
Unfettered Heart 8
CLAN BANES 6 Vicissitude & Fleshcrafting 8
Ravnos Bane: Doomed 6 Alternate Shapechange & Vicissitude 10
Salubri Bane: Third Eye 6 Shapechange 10
Tremere Bane: Bonds 6 Vicissitude 11
Social Conflict 13
DISCIPLINES TWEAKS 6
Draught Powers 6 OBLIVION CEREMONIES 13
Elder SPCs 6 Level 3 13
Learning Time 6 Putrid Sustenance 13
Auspex 6
OBFUSCATE 13
Heightened Senses 6
Level 1 13
Sense the Unseen 7
Touch of Shadow 13
Unburdening the Bestial Soul 7
Dominate 7 PROTEAN 13
Cloud Memory 7 Level 4 13
Salubri-themed Amalgams 7 Draught of Metamorphosis 13
Fortitude 7 CHARACTER ADVANCEMENT 14
Prowess from Pain 7 Attributes 14
Valeren 7
Obfuscate 7 PREDATOR TYPES 14
Fata Morgana 7 Custom Predator Types 14
Oblivion 7 Back-Alley Doctor 14
ALRATAN’S V5 HOUSE RULES

Bounty Hunter 14 Win at a Cost 19


Rapacious Doctor 14 Take Half 19
Scavenger 15 Disciplines 19
Slayer 15 Dyscrasias 19

THE BLOOD 15 ALTERNATE CHASSE RULES 20


Diablerie 16
OTHER DOCUMENTS 21
TIME 17 In Darker Ages 21
Fragile Mortality 21
ADVANCED CONFLICT RULES 17
Immortal: The Gathering 5th Edition 21
EXPANDED HUNTING RULES 18 The Chantry (Loresheet) 21
Hunting Roll Wins 18 v5 Homebrew Wiki 21
Difficulty 19

2
ADVANTAGES

mysteries, church
Introduction Backgrounds group, NGO chapter).
•• Gifted mortal or a
his document includes a dangerous group of
Allies Average mortals (a
bunch of house rules I use
Without any dots in Reliability, Allies street gang, a celebrity
in my games, as well as
will come to your aid based on how entourage, a
links to my other rules. I
convenient aiding you is, how much blue-collar union local)
hope that they are useful for ideas for
aligns to their current activities and ••• Deadly mortal, a
your own games, whether you use all
of them or just a single one ◾ interests or how much of a favour you
will owe them in return. They typic-
Gifted mortal with
magic or other
supernatural powers, or

Advantages ally assist within 1-10 hours. Reliab-


ility represents your ability to force
a group of Gifted
mortals (a private
or otherwise require aid from an Ally, security squad, a lawyer
Merits without any negotiation or aligned contingent, a Russian
interests. Enemies are unchanged. Mafia bratva)
substance use
Allies should typically not be •••• Deadly mortal with
The High-Functioning Addict merit magic or other
aware of the supernatural unless they
is now a two-dot merit and can only supernatural powers or
themselves have supernatural abi-
be taken alongside Flaw: (•) Add- a group of Deadly
lities, in which case they should still
iction, with each trait sharing the mortals (a special
not be as aware as a typical Kindred.
same drug of choice. forces team) or a group
of Gifted mortals with
mythic merits & flaws supernatural powers (a
Flaw: (••) Stake Bait is not VARIANT RULE: hedge mage, an old
recommended for use in most independent ghoul, a
POTENT ALLIES
group of psychic
chronicles, as it is not a Flaw players You may also opt to have
investigators, a gang of
can meaningfully interact with, and Allies function as one-dot
blood thieving ghouls)
Storytellers cannot exploit it for more powerful than an
••••• Group of deadly
narrative value without permanently equivalent rating of
mortals with magic or
Retainer, so that they are
killing a player character. other supernatural
more powerful than
powers
Retainers, but more
■ Flaw: (•) Stake Weakness. While
independent. The fifth dot is
the rest of your body is as primarily presented to
resilient as any vampire's, your represent three-dot ■ Flaw: (•) Charge. You owe
heart is more vulnerable than Enemies, or potentially as a someone a favour, do contract
most, whether due to weaker ribs coterie Background, and is work for them or are otherwise
or a curse placed upon you. not intended for individual sworn to protect them. Whatever
Attempts to drive a stake or characters to possess. the relationship, once per story
other weapon into your heart • Average mortal or a you can be called upon to act in
require only three successes tight-knit group of Weak someone else’s defence as if you
(before halving) instead of five. mortals (neighborhood
are their Ally. Your capabilities
kids who solve
determine the kind of help, such
as legal, diplomacy or brute

3
ALRATAN’S V5 HOUSE RULES

force. Your charge is always a the city - or even the world. In both
mortal, and is likely unaware of ■ Flaw: (•) Shared. Your Haven is cases, a group could include all police
the supernatural. not under your exclusive control and law- enforcement professionals,
and, whilst it is safe, mortals street criminals, everyone in a
regularly use the space. You could particular area of the city, etc.
Contacts
share an apartment with a
■ Flaw: (•) Indebted. You owe
flatmate or with your mortal ■ Flaw: (••) Despised. One group
someone a favour, do contract
relatives, be a landlord with or region of the city lives only to
work for them or are otherwise
regular interruptions from thwart you and your faction.
sworn to aid them. Whatever the
tenants, or lack perfect security Subtract two dice from dice
relationship, once per story you
between your office Haven and pools involving that group or
can be called upon to aid
the other workers of the region, or when attempting to
someone as if you are their
building. convince a neutral actor related
Contact. The nature of your
While you do not lose the to this faction to support you.
relationship and who they
bonuses your Haven rating This does not apply to your
believe you to be typically
provides you, nor are you at risk Allies, Contacts or other
determines the nature of the aid,
of a mortal casually walking in explicitly loyal supporters within
such as governmental access,
during the day to open the that group. The Storyteller
money or rare information. You
curtains, you cannot use the should take any opportunity to
are always a mortal’s contact, and
space with perfect freedom and involve your haters in the story.
they are likely unaware of the
must be aware of possible ■ Flaw: (•) Disliked. Subtract one
supernatural.
interruptions whilst engaged in die from Social test dice pools
sensitive business. In addition, involving a particular group or
■ Flaw: (•) Informant. An
any Social dice pools to region in the city, or when
Informant is the opposite of a
command, intimidate or attempting to convince a neutral
Contact, aiding your rivals and
negotiate with Kindred guests actor related to this faction to
standing in opposition to your
are made at a two-dice penalty. support you. This does not apply
efforts. They may do it to destroy
to your Allies, Contacts or other
you, or they may just be toying
• Workshop. Your haven has explicitly loyal supporters within
with you, causing serious trouble.
tools, workbenches, free areas, that group.
An Informant counts as a
materials and other aids for
three-dot Contact, with
designing and producing objects. Low Clan & Shifts
information about you and some
Each dot of this Merit adds one Shifts in the Blood (Cults of the
resources at their disposal for
to the dice pool for rolls relating Blood Gods, p. 202) is now a
those who mean you harm. An
Informant only knows about to one Craft specialty, or to a three-dot merit.
your mortal dealings and Firearms specialty related to Trade Among Equals, the
persona, rarely having access to crafting (e.g. Gunsmithing). four-dot merit of the Low Clan
any supernatural knowledge. Small havens limit this Merit to a Loresheet (Vampire: The Masquerade,
They will make themselves maximum of one dot. p. 401), is now a three-dot merit. The
available to rivals once per story. existing three-dot merit, Uncanny
Influence Kinship, is now a four-dot merit
Haven The Flaw variants of Influence now which grants 5 dots to distribute
In addition to the existing Flaws & have the below rules, rather than between Mawla, Status & Fame
Merits for Havens, here are more: applying penalties to every mortal in (Kindred), but also Adversary (•) in

4
ADVANTAGES

the form of High Clan Kindred who applied to a dice roll which is eligible ••• Corruptive Thinning (Thin-
wish to sow discord among the Low. for Hunger dice, and therefore may Blooded Vampire Clan Coterie
not be applied to Tracker or Remorse Merit): The Time of Thin Blood
rolls. Additionally, only the negative is upon all Kindred, prompting
VARIANT RULE: or Beast-related effects of a messy many elders and even neonates
FEWER FLAWS critical occur; the roll does not to scorn the and persecute the
Given that a coterie of 5 become a critical for any positive thin-blooded. This scorn and
ancillae player characters purposes, such as greater effectiveness arrogance blinds many to the
could plausibly have as of a Discipline power. truth of the Duskborn's alch-
many as 30 distinct Flaws emical power and the para-
between them and a •• Dogged Survivor (Salubri Clan doxical power which lies within
Storyteller is encouraged to Coterie Merit): Salubri have long their vitae, despite it being bereft
include each Flaw in every
been hunted and persecuted, of all potency. The true strength
story, some Storytellers may
both by other Kindred for of a Thin-Blooded vampire's
find this overwhelming.
rumours about their theft of Blood is its versatility, and that is
Under the Fewer Flaws
rule, each player character souls and by the kine for their felt keenly when mixed with the
begins with only one dot of clearly inhuman third eye. Blood of the thick- blooded.
Flaws instead of two, Once per session, any Once per story, any other
gaining an extra one dot member of the Salubri's coterie member of the Thin-Blooded
instead of two as an
may gain a two-dice bonus to any vampire's coterie may use a
Ancilla. Each Predator Type
which grants two dots of dice pool towards avoiding or Discipline power known by
Flaws must be taken as a escaping someone hunting them. another coterie member by
two-dot variant of a Flaw drinking a mixture made of the
rather than as two one-dot •• Scapegoat (Caitiff Clan vitae of the Thin-Blooded
Flaws (with the player
Coterie Merit): Along with vampire and the other coterie
opting to take one dot less
lacking a Clan, Caitiff often lack member whose power they wish
of Advantages if they only
wish to gain a one-dot someone to educate them in the to use. The power uses the
Flaw). proper etiquette of Kindred Discipline rating of the Kindred
At the Storyteller’s society. Whilst this is more felt whose power they wish to use.
discretion, players may in Camarilla domains, even This requires only a small
upgrade their one-dot
Anarchs sometimes look askance amount of fresh vitae, less than
Flaw(s) to two-dot Flaw
at the Clanless. that required by a Rouse Check.
versions in exchange for an
Once per session, any Thin-Blood Alchemy may not be
extra Advantage dot.
member of the coterie can gain a borrowed with this merit ◾
two-dice bonus to any Social roll
with other Kindred in order to
avoid repercussions for their
Clan Banes
Coterie Merits behaviour, as long as they blame
the Caitiff’s inexperience,
n this section I have suggested
slightly altered Banes for the
outsider status or lack of training Ravnos and Tremere to make
Lasombra’s At Any
from their sire. them impact play more
Cost (Clan Coterie
significantly and a different Bane for
Merit) can only be

5
ALRATAN’S V5 HOUSE RULES

the Salubri which does not discourage magical detection targeted against unless the SPC in question has a
exciting or risky play from players. them, such as Scry the Soul. This particularly high Blood Potency.
makes them easy targets of Blood
Sorcerers and alchemists, as well as Learning Time
Ravnos Bane: Doomed
easy to identify for hunters. There is no strict time required to
A Ravnos now always takes some
Combined with the third eye on learn Blood Sorcery Rituals, Oblivion
measure of damage when they
their forehead, the Salubri are Ceremonies and Thin-Blood Alchemy
slumber in the same place, suffering
encouraged to stay hidden because formulae. Instead, assume that they
un-halved Superficial Health damage
exposing themselves and their vitae can be learnt in whatever period is
equal to Bane Severity when
means they can be targeted. narratively appropriate, such as
triggered. This is upgraded to
during any downtime.
Aggravated Health damage for each
Merits which reduce the
roll of a 1 or 10 on a number of dice Tremere Bane: Bonds
acquisition and research time instead
equal to Bane Severity. All of this In addition to their existing Bane
apply to the time taken to enact a
damage occurs during daysleep, and properties, any who do become may
Ritual or Ceremony, or to distill an
cannot be mitigated or avoided. resist commands placed on them
Alchemical formula.
more easily, as if they possessed the
Salubri Bane: Third Eye Bond Resistance merit at level three Auspex
The third eye that Saulot opened if they did not already ◾
while on one of his many journeys heightened senses
passes down through the bloodline
every time a Salubri Embraces. This
Disciplines This power does not grant the
automatic, perfect night-vision or
third eye is not always recognizably Tweaks other senses. The bonus to perception
human in origin, and rumors persist rolls represents being able to peer
of vertical, serpentine pupils, or even Draught Powers through or compensate for penalties
worm-like eyespots. While this third Draught powers, including Draught or higher difficulties resulting from
eye can be physically covered, such as of Elegance, Draught of Endurance low light. This power also allows a
with a headscarf or hood, it is always and Draught of Might, now grant Kindred to make such a perception
present, and no supernatural power their relevant Discipline rating check when a Storyteller might
can obscure it, nor can it be moved rounded up, rather than rounded otherwise rule that they could not
around the body. down. Mortals can benefit from each reasonably sense without the use of
While the third eye was said to of the Draughts at once, but these this power.
give Salubri the ability to see what must be from three different drinks,
others did not, in reality the opposite each requiring a Rouse Check.
was true. Due to the distinctive vitae
in their veins, any dice rolls to Elder SPCs
identify or track the Salubri, or to Elder SPCs - particularly those of low
magically affect them using their Generation - may have more powers
vitae gains a number of bonus dice for Disciplines than just 5. This is
equal to the Salubri's Bane Severity. primarily a rule to ease up on
In addition, the Salubri loses a book-keeping for Storytellers.
number of dice equal to their Bane Storytellers are encouraged to still
Severity when attempting to resist keep the number of powers close to 5

6
DISCIPLINE TWEAKS

a cumulative one-die penalty to each


sense the unseen Obfuscate defense. The user can choose whether
This power does not grant perfect to prioritise themselves or the arms
perception of ghosts, as they may fata morgana
when making these defensive rolls.
wish to remain hidden and typically Rolls to disbelieve are made against
ALRATAN’S COMMENT: This makes
require a relevant detection roll. the user’s Manipulation + Obfuscate,
Arms of Ahriman less of a glass cannon
not Manipulation + Presence.
in group combat and removes the needless
unburdening the bestial soul This power may be used to
charge-up time which makes conflict less
This power may be resisted by the disguise objects, but only by making
interesting for a user.
subject on a Composure + Resolve them appear as similar objects and
test but they may choose to waive the not to conceal them entirely. For aura of decay
resistance if they trust the user. The instance, a character could make their Every mortal who failed (or drew)
Duration is now a night, rather than a wall appear pristine instead of their resistance roll suffers a two-dice
session. covered in blood splatters. penalty to all Physical pools, as if
ALRATAN’S COMMENT: The intent Impaired, whilst within the aura.
Dominate behind this power is not to render other
Obfuscate powers irrelevant by allowing necrotic plague
cloud memory
a user to hide themselves, but it should This power no longer has a default
This power requires eye contact.
still allow them to make hallucinations cost of Two Stains, as this is an old
salubri-themed amalgams about the nature of their surroundings. rule which was missed during errata.
Whilst suffering from the
Obeah and Valeren are now Level 2
Dominate powers, with Amalgam: Oblivion standard Necrotic Plague, mortals
suffer a two-dice penalty to all
Auspex 1 and Fortitude 1,
oblivion’s sight Physical pools, as if Impaired.
respectively. Unburdening the Bestial
A character with this power active Instead of applying the standard
Soul is now a Level 5 Dominate
may see hidden spirits as if using plague, the user of this power may
power, with Amalgam: Auspex 3.
Sense the Unseen, using their instead inflict a more mundane, but
These powers require eye contact to
Oblivion rating in place of Auspex. contagious mortal disease such as
initiate, but not maintain.
influenza, which takes effect by the
arms of ahriman
end of the scene. The disease can be
Fortitude A turn is no longer required to
passed onto a number of additional
summon the arms. Whilst active, the
victims equal to the margin of success
prowess from pain user is able to speak and make slight
on the initial roll, and lasts for a
In line with the changes to Blood movements to maintain line of sight
number of days equal to the margin
Surge in the v5 Companion, this of targets, and can can make slightly
for each victim. Victims suffer a
power may now only increase larger movements as long as they have
two-dice penalty as if Impaired, but
Attributes up to a value of Blood no meaningful impact on combat.
to all Attribute pools. Weak or sickly
Surge + 5. They cannot activate other Discipline
mortals may suffer worse effects, even
powers whilst the Arms are active.
valeren death, as determined by the
The arms can defend themselves
Storyteller. With a strong enough
This power may now heal mortals. and their user with a dice pool of
margin, this disease may have other
Wits + Oblivion. This is handled as if
far reaching effect, such as causing an
defending normally, dealing no
damage with these rolls and applying

7
ALRATAN’S V5 HOUSE RULES

epidemic in a city, overwhelming result from this power. Blood now a Level 3 power. Both last for the
public services, etc. Bonding or addicting another rest of the night unless ended early.
Regardless of the plague type, character, may result in Stains, as
unfettered heart
mortals suffering from a Necrotic could abusing an addicted character.
Plague cannot suffer the strain of The abilities of Heart of Darkness
blood loss, and any Hunger slaked (Cults of the Blood Gods, pp. 85 - 86)
Protean has now been entirely merged into
from such mortals is considered a
harmful drink. This includes Herds. Unfettered Heart (Vampire: The
earth meld
Masquerade, p. 271). A character with
As long as the user is awake, i.e. not
passion feast Unfettered Heart may move their
during daysleep or torpor, they may
The Hunger slaked by using this heart around their body, or move it
move through the earth at their
power does not return later. Any outside as described in The Heart of
normal walking speed whilst the
wraith this power is used against is Darkness.
power is active, but are blocked by
likely to bear the user ill will.

◾ Repeated Changes
anything other than normal earth. vicissitude & fleshcrafting
shadow cast
horrid form
For anyone standing within the All changes can be redistributed to
This power no longer has any
shadow’s reach, the Willpower changes of other types with a use of
prerequisites, nor is it an amalgam.
damage from social conflict increases the power, rather than requiring
The user may increase their Physical
by 1 per dot in Oblivion after halving healing. Healing rules are only
Attributes to a maximum of 4 +
for Superficial harm. In the case that required if Fleshcrafting is not
Blood Surge by using this power.
a subject is under several shadows, available.
only the highest Oblivion rating one thousand eyes ALRATAN’S COMMENT: These are

counts. I would recommend using the One actually the intended rules according to
Thousand Eyes power, written by Justin Achilli.

◾ Skill-focused Anatomy
ceremonies
Sharkey.
If you wish to have more Abyss
Mysticism in your game, I highly shapechange & metamorphosis Changes such as suckers for climbing,
recommend using the Ceremonies The statistics described under More or hooves for running, or changing
written by Sharkey. Versatile Animal Stats on the v5 appearance to impersonate someone,
Homebrew Wiki should be used for should be represented by providing
Presence animals. The user takes on the one extra die pool to most rolls
Physical traits of the form they involving a specified Skill, but two
awe
transform into, although they may dice rolls involving a specific Skill
Anyone with a reasonable suspicion
choose to simply keep their existing Specialty.
that they are under the influence of
Skill values if already superior. In As these dice bonuses are a result
Awe may roll to resist its effects.
addition, the changed form gains an of physical body modification rather
lingering kiss additional dot in a Physical Attribute than the mystical power of the Blood,
Vampires under the effect of a Blood equal to their Blood Potency’s this dice-bonus does not benefit from
Bond or with the Unbondable Merit Discipline Power Bonus, which they Discipline Power Bonus from Blood
can use this power. may distribute as they wish. One Potency, nor the dice-bonus from
Storytellers and players are Thousand Eyes also gains this ability. Resonance, but is cumulative with
encouraged to roleplay all the effects In addition, Shapechange is now a normal Skill Specialties.
of addiction and bonding which Level 2 power and Metamorphosis is

8
DISCIPLINE TWEAKS

For instance, climbing suckers body, or at least signs of plastic for Attribute dots, but this is capped
would provide a one-die bonus to all surgery. Obvious and exposed at three additional Health levels from
Athletics dice pools and a two-dice changes, such as hooves, may be three separate changes. This may
bonus to all Athletics (Climbing) noticed almost immediately, whilst cause unfortunate issues when
pools, running hooves would provide subtle signs may be noticed by a keen stacked with Fortitude, so discretion
a one-die bonus to Athletics pools or prepared observer on a roll such as is advised.
and a two-dice bonus to Athletics Resolve + Awareness or Medicine Alternatively, you can use one of
(Running), whilst crafting your versus Resolve + Protean. the other armour rules within my v5:
features to impersonate your ALRATAN’S COMMENT: This allows Dark Ages document.
neighbour Mary would provide a
one-die bonus to Subterfuge and a
Vicissitude to be incredibly flexible (with
bonuses to 9 Skills plus/multiplied by
◾ Fleshcrafting
Fleshcrafting no longer exists as a
two-dice bonus to Subterfuge potentially infinite Specialties), whilst
separate power, with Vicissitude now
(Impersonate Mary). preventing terrible powergaming abuses
able to force changes on another
A character may make multiple and the ability to mimic many other
being using the original Fleshcrafting
changes which outwardly manifest in powers, particularly focused powers such
rules.
the same way, such as a sucker which as Cat's Grace or Imposter's Guise +
ALRATAN’S COMMENT: Even with the
helps with both Athletics (Climbing) Ghost in the Machine. It is a bit gamey in
above changes, Fleshcrafting others is still
and Larceny (Pickpocket), as long as that one could plausibly replicate
more thematic/narratively flavourful
they sacrifice an Attribute dot for someone's features exactly and that feels
than it is actively powerful, as rarely will
each mechanical benefit. like it should be worth more than just a
one want to min-max a Retainer to a fine
Vicissitude can grant bonuses to two-dice bonus, but it is more balanced.
degree and in such a way that it has
Skills (and related specialties in) The same is true for other things like
significant benefits in a conflict, so I
Craft, Larceny, Stealth, Survival, perfectly chameleonic skin, stupendously
would recommend merging Vicissitude
Intimidation, Performance, powerful limbs for jumping, and so on.
and Fleshcrafting. Not only does two
Subterfuge and Awareness. Whilst this structure is not perfect, it
powers seem extreme for the relative
Vicissitude may only apply to the gives some much needed guidance to
value of adding Fleshcrafting to
non-combat applications of these players as to how high they should reach,
Vicissitude, but it also occupies a lot of
Skills, providing no bonus to and to Storytellers to help adjudicate.
the Protean tree with Vicissitude-only
activities such as Archery, Dodging or
Throwing, even if granting a different ◾ Other Changes powers, which seems bloated. If
necessary, this could make the merged
Athletics & specialty bonus. With the agreement of the
Storyteller, more profound changes Vicissitude a Level 3 power rather than
A character may only benefit
can be made with Vicissitude/ Level 2, but even that might not be
from bonus to a single skill at once,
Fleshcrafting, such as fleshcrafting an necessary given that the number of
such that a character who gives
exact body-double, but this should changes to a single subject is capped by
themselves suckers for climbing and
normally be limited to narratively Protean level.
hooves for running would gain a
two-dice bonus for all Athletics impactful results rather than changes
(Climbing) and Athletics (Running) which provide a specific benefit to
rolls and a one-die bonus to all other dice rolls.
Athletics rolls outside of combat. At the Storyteller’s discretion,
If examined too closely, these Vicissitude, Fleshcrafting and Horrid
changes almost always result in a Form may now grant an additional
Masquerade-breaching effect on the Health level to Kindred in exchange

9
ALRATAN’S V5 HOUSE RULES

change causes the loss of either a narrative benefits. This may include
Alternate Shapechange & single Physical Attribute dot of hiding behind objects, slipping
the user, to represent the body between gaps or finding it easier to
Vicissitude
mass being moved, or a single barge through obstacles. Dramatic
ALRATAN’S COMMENT: The normal rules changes in size, such as to the size of a
Social Attribute dot, to
for Vicissitude make it incredibly whale or ant, are not possible.
represent the user giving up
flexible, but it requires a Physically gifted Mobility: Additional forms of
some of their humanity to fuel
character to take advantage of. Mean- mobility each require a change, such
the animal identity and
while, Shapechange is remarkably as flight, climbing on walls or simply
transformation. No Attribute
restrictive, and penalises a user who is running particularly quickly.
can be taken below 1. They must
Innate Skills: The user gains a Skill to
already good at fighting and wants to also gain that animal’s natural
represent the capabilities of the being
shapechange into a combat-relevant limits of communication,
whose form they now possess, setting
animal. These rules seek to strike a manipulation (most animals can their rating for that Skill to 2 and
balance between these extremes, but are carry one thing in their mouth), gaining a specialty relevant to the
more complex, particularly for and so forth. animal. This is normally restricted to
Shapechange, and my not be to all The user can use Discipline Athletics, Awareness, Brawl,
tables’ tastes. In addition, Shapechange powers at the Storyteller’s Intimidation, Stealth and Survival,
is now a Level 2 power in order to be an discretion, but may typically use but other Skills may be available at
easily accessible ‘iconic power’ and Auspex, Animalism, Celerity, the Storyteller’s discretion, and may
Fortitude, Potence and Protean only be selected once per Skill.
neither Fleshcrafting nor
power, along with some No dice pools are gained from
Metamorphosis exist.
Obfuscate, Oblivion and Blood Potency’s Discipline power
shapechange Presence powers. Many bonus, nor Intense Resonance. The
The user can assume the shape of Dominate, Obfuscate, Oblivion total number of Attribute changes a
animals, rapidly transforming their and Presence powers pose character can receive is limited to the
flesh and bone to match that of problems, while Blood Sorcery user’s Protean rating.
another species. The animal, while and Oblivion Ceremonies are The player and Storyteller should
usually a spectacular example of their never available. agree changes which make sense for
species, shows no signs to a mundane Potential Shapechange the form chosen, e.g. a pigeon is
observer of being supernatural. They changes are listed below:
may appear to be gravely ill to those unlikely to have Strength 3 or
Redistribution: Add a single dot to
familiar with animals, as per their tentacles. If a user cannot afford the
any of the user’s Physical Attributes.
normal form and depending on their number of changes required for a
This cannot cause any Attribute to
Humanity and use of Blush of Life. exceed 5 dots. form to make sense (e.g. if they wish
■ Cost: One Rouse Check Weapons: The user gains the to become a pigeon that is small, can
■ Dice Pool: N/A equivalent of a light piercing or heavy fly and is much less physically strong)
■ System: The user may choose to impact Brawl weapon (+2 Damage), then they either cannot adopt that
change into the shape of any e.g. in the form of claws, teeth, talons, form, or are notably lacking in some
animal whose blood they have a beak, heavy muscled limbs. (In of the characteristics (e.g. they
tasted. The transformation takes contrast to Feral Weapons, the damage become a flightless pigeon).
one turn, during which the user caused by these weapons is mundane.)
■ Duration: One scene unless
may take no other actions. Upon Size: This has no strict mechanical
ended voluntarily before that. At
transformation, the user chooses effect, but changing size substantially
the beginning of each following
changes from the below list to from the user’s natural form, such as
scene, a user may make a Rouse
represent the mechanical effect to the size of a cat or large horse,
of the animal chosen. Each requires a change and may have other

10
DISCIPLINE TWEAKS

Check to retain their shape for and so forth. The user can use specified Skill, but two dice rolls
that scene. Discipline powers at the involving a specific Skill Specialty.
Storyteller’s discretion. As these dice bonuses are a result
vicissitude
Potential Vicissitude of physical body modification rather
◾ Amalgam: Dominate 2 changes are listed below. They
can be mended as Aggravated
than the mystical power of the Blood,
this dice-bonus does not benefit from
Rare outside clan Tzimisce, this
power allows the vampire to demand Health damage, with each change Discipline Power Bonus from Blood
obedience of their own flesh. Skin, equivalent to a single level of Potency, nor the dice-bonus from
muscles, and even bone can be damage (restoring lost Attribute Resonance, but is cumulative with
sculpted or warped out of shape, the points accordingly). normal Skill Specialties.
end result sometimes unnervingly Redistribution: As per Shapechange. For instance, climbing suckers
beautiful but just as often monstrous. Weapons (Once per subject only): As
would provide a one-die bonus to all
Skilled users can craft bizarre per Shapechange, but weapons often
Athletics dice pools and a two-dice
characteristics or reshape their entire take the form of bone spurs or
bodies, though larger transformations bludgeons of dense cartilage. (In bonus to all Athletics (Climbing)
exact a heavy toll on their physique contrast to Feral Weapons, the damage pools, running hooves would provide
and psyche. Kindred who use caused by these weapons is mundane, a one-die bonus to Athletics pools
Vicissitude create everything from but Feral Weapons employed by a and a two-dice bonus to Athletics
useful body-tools to… expressive vampire proficient in Vicissitude (Running), whilst crafting your
ornamentations. often take the shape of similar features to impersonate your
■ Cost: One Rouse Check osseous spikes and blades.) neighbour Mary would provide a
■ Dice Pool: Resolve + Protean, Appearance: The user can change
one-die bonus to Subterfuge and a
possibly vs Stamina + Resolve their appearance, either for the sake
two-dice bonus to Subterfuge
■ System: Roll Resolve + Protean. of hiding their identity, enhancing
their Looks Merit, or to mimic (Impersonate Mary).
Every success on the roll allows a
someone else. This is a time- A character may make multiple
single Vicissitude change to be
consuming affair, taking an entire changes which outwardly manifest in
made to the user, though the
scene to perform, and requires a the same way, such as a sucker which
total number of changes cannot
Dexterity + Craft test in order to helps with both Athletics (Climbing)
exceed the user’s Protean rating,
succeed. Difficulty is 3 to hide one’s and Larceny (Pickpocket), as long as
no matter the number of
identity, 4 to increase Looks (each they sacrifice an Attribute dot for
applications or successes.
level of the Merit counts as one
Changes made by Shapechange each mechanical benefit.
change) and 5 to mimic a specific
count as changes made for the Vicissitude can grant bonuses to
person. A failure on the test yields no
purpose of Vicissitude and result (but the Attribute dot is still Skills (and related specialties in)
vice-versa for this purpose. Each lost) while a total failure causes the Craft, Larceny, Stealth, Survival,
change causes the loss of either a Looks Merit to drop one level, Intimidation, Performance,
single Physical Attribute dot of potentially turning into a Flaw if at Subterfuge and Awareness.
the user, to represent the body baseline. Nosferatu are unable to use Vicissitude may only apply to the
mass being moved, or a single this aspect of the power for anything non-combat applications of these
Social Attribute dot, to but hiding their identity. Skills, providing no bonus to
represent the user giving up Skill-focused Anatomy: Changes such
activities such as Archery, Dodging or
some of their humanity to fuel as suckers for climbing, or hooves for
Throwing, even if granting a different
the Bestial transformations. (No running, or changing appearance to
impersonate someone, should be Athletics & specialty bonus.
Attribute can be taken below 1.)
represented by providing one extra A character may only benefit
Each use of the power takes one
die pool to most rolls involving a from a Skill bonus for each Skill once,
full turn to perform.eir mouth),

11
ALRATAN’S V5 HOUSE RULES

such that a character who gives willing or restrained. For a between occasions, the form often has
themselves suckers for climbing and willing subject, follow the same an individual, specific appearance
hooves for running would gain a system as above. An unwilling that manifests every time this power
two-dice bonus for all Athletics subject can resist with their is used, a vision of the user’s Beast
(Climbing) and Athletics (Running) Stamina + Resolve, with the made flesh. Some, especially users
rolls and a one-die bonus to all other user’s margin counting as who also know Shapechange, look like
Athletics rolls outside of combat. Vicissitude successes. hellishly malformed animals, while
Each use of this power takes
If examined too closely, these some, especially those of users who
a full scene to perform. In case of
changes almost always result in a also know Vicissitude, look demonic or
multiple users working on a
Masquerade-breaching effect on the atavistic, and some defy any sense of
single subject, only count the
body, or at least signs of plastic worldly familiarity. Many incorporate
highest Protean rating for the
surgery. Obvious and exposed the traits of other vampires in nature,
purposes of the maximum
changes, such as hooves, may be such as leeches, bats, ticks, and
number of changes possible.
noticed almost immediately, whilst Changes can be mended as mosquitoes, magnified to grotesque
subtle signs may be noticed by a keen aggravated damage, with each proportions.
or prepared observer on a roll such as change equivalent to a single ■ Dice Pools: None
Resolve + Awareness or Medicine level of damage. (Mortals will ■ Cost: One Rouse Check
versus Resolve + Protean. thus require extensive surgery.) ■ System: Horrid Form takes a full
Other changes: More creative uses of In addition, Fleshcrafting can turn to activate, during which
this power, such as creating a secret also apply the Armour change to time the vampire can only
pouch somewhere on the body or mortal subjects: defend, using their pre-Horrid
moving eyes around, are beyond the Armor: One Attribute point can be Form dice pools. It then grants
turned into two points of armor value the vampire a number of free
scope of these mechanics, and the
(p. 304), with an upper limit of six changes (no Attribute dots are
Storyteller needs to decide on the
points of armor. This often takes the lost) equal to their Protean
number of changes (and Attribute
form of reinforced sub-dermal rating, chosen from the change
points lost) required, and the
reinforced bone or layers of fat and list(s) of whichever prerequisite
Difficulty and time required for the
cartilage, and appears increasingly power(s) the user has. Generous
operation. Dexterity + Craft and
inhuman as the points so allocated Storytellers can also consider
Intelligence + Medicine are the most other changes such as wing-like
increase.
important rolls in these cases. This
■ Duration: Permanent, or until membranes allowing the vampire
should normally be limited to
healed to glide, extended limbs for
narratively impactful results rather
reach, or other creative (but fair)
than changes which provide a specific horrid form uses. However, with the Beast so

◾ Prerequisite: Shapechange or
benefit to dice rolls.
close to the surface, any criticals
■ Fleshcrafting System: In
rolled while using Horrid Form
addition, Vicissitude can also be Vicissitude
for any reason are considered
used on other subjects, with the With a mastery of the body so
messy criticals, and any Frenzy
subject suffering the required complete that it surpasses natural
test taken is done at a +2
loss in Attribute dots to fuel the limitations, the vampire can take on a
Difficulty level. Whether
transformation, but otherwise truly monstrous form, complete with transforming into an animal
using the same rules. In order to
vicious claws, protruding fangs, (based on Shapechange changes)
do so, the user must be able to
ridged features, and corded muscles. or staying humanoid (based on
work undisturbed on the subject,
Although its exact traits can vary Vicissitude changes), the vampire
who thus either needs to be

12
DISCIPLINE TWEAKS

also assumes an unmistakably ■ Prerequisite Power: Aura of than an average duffle bag. As
unnatural appearance and is Decay or Passion Feast long as the object does not leave
unable to communicate in ■ Ingredients: The corpse of an the vampire's possession and is
anything but grunts, hisses, and animal or mortal, a mixture of not used in a violent or
roars, and is incapable of feeding the caster's vitae and the ashes of attention-drawing action,
in any way other than harmful the same species of the corpse observers will overlook it
drinks (Vampire: The ■ Process: The necromancer pours completely.
Masquerade, p. 212). their prepared mixture of vitae An observer who knows
■ Duration: One scene, unless and ashes into the corpse's exactly what they're looking for,
voluntarily ended sooner. mouth. It is absorbed into the with some specificity, can see
body, transmuting vital essence through this power without
into something consumable. requiring a roll: "the Regent's
Social Conflict ■ System: The vampire makes their notes on her new warding ritual"
During Social Conflict, Discipline Ceremony roll and on a win can is specific enough, but "stolen
powers should have an altered use in slake an amount of Hunger from papers" is not.
order to be in line with how they the corpse equal to 1 plus the ■ Duration: One scene
affect Physical conflict to avoid overly lower of: their margin of success
high dice pools. or the amount of blood the
During Social Conflict, all powers corpse can normally slake Protean
which add dice to a social pool (typically 3 for a human corpse).
instead add to the damage modifier. The caster does not require the
Level 4
As with all damage bonuses, they do Iron Gullet Merit, and may
not benefit from Resonance or count their Blood Potency as two
draught of metamorphosis
Discipline power bonus, but levels lower with regards to
The Blood of the vampire becomes
otherwise retain the same rules (e.g. penalties to slaking Hunger from
saturated with the power of Protean,
corpses, but only for this corpse.
resistance rolls, inability to apply conveying a part of that power to
■ Duration: One scene
both Awe and Enchantment bonuses
◾ anyone who drinks it. This is the

Obfuscate
to the same pool) Protean equivalent of Draught of
Elegance (Vampire: The Masquerade,
Oblivion p. 254).
Level 1
Ceremonies
■ Cost: One Rouse Check
■ Dice Pool: N/A
touch of shadow ■ System: Drinking a Rouse
Rather than disguising themselves or Checks worth of Blood directly
Level 3
their movements, some vampires from the user gifts the drinker
focus on applying their Obfuscate to with temporary Protean equal to
putrid sustenance
the world around them. This power half the Protean dots (rounded
The enterprising necromancer does
allows them to supernaturally conceal up) of the donor. The drinker
not just use nearby corpses as
gains the same powers as the
components for their craft, but also any objects on their person: anything
donor’s, up to that level.
to slake the ever-present hunger from a stolen wallet to an
■ Duration: One scene
which gnaws at their being. This inconvenient corpse.
Ceremony allows a vampire to slake ■ Cost: Free
Hunger from a corpse, but does ■ System: This power conceals a
nothing for the disgust they may feel. single inanimate object no larger

13
ALRATAN’S V5 HOUSE RULES

with your hunting style, or as a ■ Gain one dot in either the Haven
Character ■
consequence of it
Gain one to three dots in
or Influence (Poor & homeless)
Backgrounds
Advancement Advantages related to your Predator Pool: Composure +
hunting style Medicine as you treat patients who
■ Gain (# dots of Advantages are down on their luck, or Resolve +
Attributes
minus one) in Flaws which are a Streetwise to look for unfortunate
Attributes now cost 4 XP per dot,
cause or consequence of your souls who are in need of aid.
rather than 5.
hunting style

Predator
■ A point of Humanity may be
Bounty Hunter
gained or lost, and is treated as
The bounty hunter hunts down
equivalent to two dots of
Types Advantages or Flaws; the total
escaped prisoners and those fleeing
bail, securing them a solid cover
number of effective Advantages
under which to hunt. They may be
n addition to the below rules dots including Humanity cannot
officially licenced, or they may just
for new Predator Types, players exceed three
carry out the same practices as a
and Storytellers should bear in Predator Pool: An Attribute +
hunter and hope that no questions
mind that the Predator Pools Skill (Specialty) pool relevant to the
are asked.
described in the Corebook (Vampire: Predator Type.
■ Add a specialty: Brawl
The Masquerade, pp. 307 - 308) are
(Grappling) or Streetwise (Urban
guidelines. Back-Alley Doctor Survival)
To avoid imbalance during
This back-alley doctor runs an illegal ■ Gain one dot of: Obfuscate or
character creation, when a character
surgery, or may even just provide help Potence, but at the Storyteller's
gains a dot in a Discipline from a
out in the street. Any patients they discretion the character may
Predator Type, the cost of gaining
help are incredibly grateful for the hunt down psychopaths and gain
that dot via XP should be calculated.
aid provided, and barely notice the Oblivion instead
The character should then receive
little extra taken from them. ■ Spend two dots between Allies
additional XP which can only be
Back-alley doctors tend to be a friend and Resources
spent only on Disciplines equal to 15
of many on the streets, but make ■ Gain the Enemy Flaw (•) to
minus the cost of the dot gained. In
none in high places. represent someone who you once
addition, Banu Haqim may gain
As an optional variant and at the tracked down
Blood Sorcery via Bagger.
Storyteller's discretion, the player Predator Pool: Wits + Streetwise
may choose to gain a dot in to find someone who has eluded the
Custom Predator Types Humanity in exchange for also law until now.
Players may create custom Predator gaining Flaw: (••) Despised
(Healthcare Industry or Police) when
Types for their characters using the Rapacious Doctor
following structure: selecting this Predator Type.
The rapacious doctor lurks in the
■ Gain one specialty in a skill ■ Add a specialty: Medicine (First
hospital waiting for patients to die, or
which assists with your hunting Aid) or Streetwise (Urban
swooping in on those too incapitated
style Survival)
to object. This predator even includes
■ Gain one dot in a Discipline ■ Gain one dot of Auspex or
those who are not actually doctors,
which is gained either to help Dominate
but merely put on the airs and

14
PREDATOR TYPES

costumes in order to feed on family Predator Pool: Resolve + Survival


or any other visitors.
■ Add a specialty: Medicine
or Animal Ken as you hunt down
dead or dying animals.
The Blood
(Autopsy) or Subterfuge (Bluff)
■ Hunger Frenzies: In the rules as
■ Gain one dot of Fortitude or
Slayer written, Hunger Frenzies only
Oblivion
The slayer hunts the scum of the target humans. I recommend
■ Spend three dots between
mortal world, whether they be killers, allowing them to target animals
Influence or Contacts within the and Kindred as well, but with a
rapists, crime lords or other horrible
healthcare sector few rough prioritisations
figures which decent society would
■ Gain Flaw: (••) Obvious Predator detailed below. If using the
not miss. Perhaps their victims are
Predator Pool: Resolve + Salubri rules from the v5
open and proud, incarcerated, or even
Medicine to locate a corpse or Companion, then Hunger
hiding amongst good people - their
sufficiently incapacitated patient. Frenzies prompted by their Bane
crimes undiscovered.
will always target the Salubri.
■ Add a specialty: Investigation
◻ Kind:
Scavenger (Criminology of Forensics) or
■ Mortals
The scavenger primarily feeds from Stealth (Shadowing)
■ Vampires
dead animals, typically roadkill or ■ Gain one dot of: Oblivion or
■ Animals
other unfortunate vermin who met Potence
◻ Miscellaneous:
their end in the city or are dragging ■ Spend three dots between the
■ Close before far
out the last few hours of their Contacts or Influence
■ Bleeding before not
existence. This un-life is not Backgrounds, representing access
glamorous or even clean, but it does to inmates, or contacts in the ■ Blood Bonds: Pure Blood which
give the vampire easy access to their Underworld or Police force. is fresh or well-preserved enough
sustenance, along with the moral ■ Gain Flaw: (••) Obvious Predator to sustain ghouls will also Blood
surety that they are not harming Predator Pool: Resolve + Bond mortals, even if not drunk
anyone in their feedings. places. Investigation to identify a wolf in straight from the source. Vitae
As an optional variant and at the sheep's clothing or Wits + Stealth to will only grant the drinking
Storyteller's discretion, the player hunt down a criminal without anyone Kindred access to Disciplines if
may choose to gain a dot in else seeing ◾ drunk directly from the vein,
Humanity in exchange for gaining all risking a Blood Bond.
three Flaws listed below.
■ Add a specialty: Medicine ■ Blush of Life: Touch screens do
(Veterinary) or Survival not require Blush of Life to use,
(Hunting) although they are impacted by a
Lasombra’s Bane.
■ Gain one dot of Animalism,
Oblivion or Protean
■ Attempting to slake Hunger
■ Gain the Feeding Merit: (•••)
from a Kindred at Hunger 5,
Iron Gullet
including using Brutal Feed,
■ Gain the Resources Flaw: (•)
results in either damaging the
Destitute and the Mask Flaw: (•)
victim or diablerie, depending on
Known Corpse, or gain Flaw: (••) the choice of the feeding
Obvious Predator vampire. If they choose damage,

15
ALRATAN’S V5 HOUSE RULES

they slake no Hunger and instead average XP gain of roughly 1.33.. XP For instance, if the victim has 3
deal 1 Aggravated Health damage per session, meaning that diablerie higher Blood Potency than the
per Hunger that would have grants as much XP as 4-5 sessions. diablerist, then even if the diablerist
been taken. Once a Kindred’s As a result, if the standard XP only rolled one success on the
damage tracker is full they enter has been raised, the XP gain from Control roll, they would gain
a damager torpor as normal, and diablerie should raise by a propor- experience as if they had rolled three.
continuing to feed results in tionate amount. e.g. if standard XP If the victim rolled four successes on
either killing the victim (likely
gain in the game is 2 XP per session, the Control roll, then the diablerist
restoring the feeding vampire to
then diablerie should award 10 XP would still lose 3 Humanity as
Hunger 0) or diablerie,
per success. normal.
depending on the feeder’s
preference. failure & consumption generation & diablerie
As an optional rule, particularly for If the diablerist consumes a victim of
Diablerie significantly lower Generation than
narratively important diablerie,
failure on a Consumption roll does them, you may wish to make the
core rules
not cause the entire diablerie to fail, diablerie more impactful, as it often
As a reminder, the core rules for
has been described in lore.
diablerie are: but inflicts 1 Aggravated Willpower
If the victim’s Generation is at
■ Diablerist rolls Strength + damage.
least 3 steps removed from the
Resolve (Difficulty 3) for each If a greater cost is desired, then
diablerist (treating a Thin-Blood’s
level of Victim’s Blood Potency. both diablerist and victim lose 1 die
Generation as 14th, regardless of
If successful: on the Control roll. This means that
actual Generation) and the diablerist
■ Diablerist loses 1 Humanity. the diablerist will likely gain less XP,
wins the Control roll, their
■ Diablerist then rolls Humanity + but is not significantly more likely to
Generation is lowered by an amount
Blood Potency versus Victim’s lose Humanity.
equal to the margin of success on the
Resolve + Blood Potency. For
failure & control Control roll.
each success, Diablerist gains 5
XP. If Victim wins, Diablerist To emphasise the value of diablerising If the victim’s Generation is at
loses Humanity equal to margin. the powerful, for every point of Blood least 5 steps removed from the
■ If Victim was lower Generation, Potency higher the victim is, the diablerist, then the diablerist’s
Diablerist lowers Generation by diablerist will gain a minimum Generation is instead lowered by an
1. Diablerist’s aura changes. amount of XP from the diablerie as if amount equal to their number of
For convenience, I will call the first they had a number of successes on the successes on the Control roll.
set of rolls the Consumption rolls, Control roll equal to the difference. If In both cases, the Diablerist has
and the second roll the Control roll. this happens, as much of this XP as their Generation lowered by a
possible must be spent on Blood minimum of one, and cannot have
experience
Potency before being spent on their Generation reduced below that
The core rules for gaining experience
Disciplines. of the victim. This reduction in
points from diablerie are balanced
Any loss of Humanity occurs Generation occurs prior to spending
around the standard experience gain
based on the actual margin of failure, XP, which may raise their minimum
detailed in Vampire: The Masquerade
if any, and by no means prevents a Blood Potency, and therefore their
(p. 130): 1 XP per session, and an
actual Blood Potency, even without

would-be diablerist from being
additional 1 XP after every story,
possessed by their target. spending XP
which is assumed to be around 3
sessions long on average, leading to an

16
TIME & ADVANCED CONFLICT RULES

Time Advanced
n Vampire: The Masquerade p. Conflict Rules
117, a Story is defined, and is
used as the core measurement he core V5 rules describe
of time for some XP gain and using called shots for
for some Advantages and Flaws - e.g. staking and decapitation.
Allies can only be called once per Given the high difficulties
story, Flaws should be relevant once involved, the option is virtually
per story. impossible for most mortals or
As some Stories only last a scene, Kindred, even if working in a team,
this measure can sometimes be yet the same group could kill a
awkward. For my games, positive Kindred more easily than this.
interpretations of a Story now apply Staking can be more interesting
to a ‘story arc’, lasting from a scene to narratively, however, as it allows
several sessions, with Advantages and characters to survive and be interr-
bonus XP gains applying once per ogated rather than suffer Final Death.
story arc. Inclusion of Flaws should I recommend allowing staking to
be understood as appearing once per be an automatic consequence of any
‘volume’, alonger period of time Strength + Melee attack made with a
containing several story arcs. stake (almost always a +0 weapon)
If a story arc could be as which deals at least 5 damage, prior
straightforward as “The Coterie meets to halving, if the attacker chooses.
the Prince”, a volume could be a This allows staking to occur far more
compilation of escapes such as “The frequently. At the Storyteller’s
Coterie Earns a Boon from the discretion, the same could also apply
Prince”. In Hunter: The Reckoning with decapitation and an attack with
terms, a volume could be an entire a bladed weapon dealing at least 10
Hunt ◾ damage, or a non-bladed weapon and
a higher margin (e.g. at least 12
damage) if the Storyteller so chooses.
It is not recommended to apply this
to player characters, instead using it
to speed up combat ◾

17
ALRATAN’S V5 HOUSE RULES

As an additional option, the Storyteller may allow


Expanded Hunting critical successes to automatically find an intense
resonance rather than finding an additional vessel.

Rules Additionally or alternatively, if the player only found


one vessel and has enough time in the narrative that the
Storyteller allows them to make an additional hunting
he default hunting rules on page 308 of
roll, “spare” successes/margin from the original roll could
Vampire: The Masquerade describe some
be added as automatic successes to any immediately
simple rules for hunting using simple tests
subsequent hunting rolls of the same type.
rather than roleplaying a hunt within normal
scenes of play. This section attempts to expand upon animals & blood bags
those rules for greater clarity and to allow for better For hunting rolls related to normal city animals (e.g. rats,
interaction of relevant rules. stray dogs) or to find bagged blood, each successful roll
(or multiple of the difficulty) should allow for enough
animals to be hunted or blood bags to be acquired to
Hunting Roll Wins
slake two levels of Hunger.
By default, succeeding at a hunting roll allows the player
At the Storyteller’s discretion, the margin of successes
character to have successfully found a single vessel, which
may contribute to additional Hunger which may be
they may slake hunger from as they wish. It is worth
slaked. If this method is used when acquiring blood bags,
remembering that the example Predator Pools on pp. 307
Storytellers may wish to require a level of Resources per
- 308 of Vampire: The Masquerade are simply typical
additional Hunger they wish to slake in a single roll or
guidelines, and can be changed for the situation or even
else require some other justification for how they are
for a character’s preferred method. For instance,
acquiring them, to prevent players from stocking up with
Charisma + Leadership may be suitable as a generic pool
endless supplies.
for a certain style of Osiris or Scene Queen, while Wits +
For characters with a Blood Potency such that they
Larceny might be appropriate for a Sandman. Care
would only slake half Hunger from animals or corpses, all
should be taken to not trivialise hunting rolls with these
Hunger levels described above are halved.
changes, such as allowing a Siren to hunt with Charisma +
Persuasion (Seduction) and always benefiting from Awe. hunger frenzies
If the character has Hunger 4, do not forget to roll for a
scaling successes Hunger Frenzy when they first taste blood from the
For normal humans, a success allows a vampire to slake vessel, which could result in them slaking more than they
between 1 and 5 Hunger (but only up to 2 safely), whilst originally wanted. The section on Frenzies (Vampire: The
for corpses this allows a vampire to slake between 1 and 3 Masquerade, p. 220) strongly implies that the Storyteller
Hunger (Cult of the Blood Gods, p. 151). This amount is has discretion on when these trigger and it may be
reduced by high Blood Potency, as normal. narratively convenient to ignore this in some situations.
To allow for scaling success, if the margin of success is That said, the peril of being a vampire is that these
equal to the original hunting difficulty, or if they monstrous things can happen so they should not be
experience a critical success, the Storyteller may allow the avoided entirely. As a Hunger Frenzy ends when a
player to have located two vessels instead of just one. This Kindred reaches Hunger 1, a vampire with Hunger 4
allows them to slake additional Hunger without risking always harms their victim.
harm to their prey. Alternatively, Storytellers may simply wish to leave a
Hunger Frenzy as a possible cost a character must pay in
order to succeed (see below).

18
EXPANDED HUNTING RULES

afterwards which caused them to fall ill. Gain a Stain or


Difficulty roll immediately for a Hunger Frenzy.
Whilst down to the Storyteller’s discretion, if hunting
cut corners
rolls will be the primary method of hunting, with few
You had to make some quick moves and take some risks
scenes acted out, a character with Flaw: (•) Prey Exclusion
in order to catch your prey, leading to you either needing
should increase the difficulty of any relevant hunting roll
to throw off some social barbs or take a punch before
by 1 for each relevant Prey Exclusion, unless the hunting
your fangs sunk in. Take a point of Superficial Health or
location has an abundance of suitable vessels. This means
Willpower damage.
that a typical Prey Exclusion will increase hunting
difficulty against humans by 1, but not affect the hunting
Take Half
rolls of animals. The same applies for those who wish to
Taking half may not always be appropriate for hunting
feed off a particular drug and Ventrue characters, each
rolls due to hunting being an inherently risky and
adding a cumulative Difficulty of 1. Characters may
drama-filled aspect of the night, but sometimes it may be
choose to hunt in spite of their preferences, but a success
for the best. However, players may have very high dice
on such a hunting roll means that they have found an
pools available to them which would make taking half
unsuitable vessel and they will incur Stains, Superficial
trivialise hunting in some regions.
Willpower damage or penalties to dice pools, as
In these cases, it is recommended to remove a number
appropriate. Alternatively, allow them to hunt as normal,
of dice from the hunting dice pool equal to a character’s
but only feed without penalty if they win with a margin.
Hunger level before halving, or even removing the
Finally, modify Difficulty by Fame or Infamy.
Hunger level from the total number of successes after
Win at a Cost halving. This makes taking half when very Hungry
impossible, whilst still allowing it when relatively sated.
Due to the high difficulty of many hunting rolls, it is
encouraged to allow players to win at a cost for many
Disciplines
hunts, and to make the costs more manageable for hunts
within their own domain. Example costs include: The default rules make for very unequal application of
Disciplines to hunting rolls, with Presence able to add its
carelessness full rating to relevant hunting rolls via Awe, whilst
You hunted without sufficient care of the Masquerade, Obfuscate provides no benefit.
and may have attracted attention. The repercussions may Whilst balancing Disciplines will never be perfect and
not be felt now, but could result in investigation by police is not reasonable to strive for, a compromise for narrative
and/or hunters, a temporary removal of a dot in a abstraction is to allow players to gain a dice bonus equal
Background, or temporarily gaining a social Flaw. to half of a relevant Discipline rating, rounded, up to
their hunting rolls, but not allow the use of powers to
hurry
affect hunting rolls. If players wish to take full advantage
You hunted for a long time without success, and then of a Discipline power when hunting, such as Awe, then
rushed the act. You were only able to slake a single they must roleplay a relevant scene.
Hunger from a vessel before being spotted, making you
unable to hunt in that area for the rest of the story.
Dyscrasias
over-eager
Dyscrasias may now be tapped from a single feeding,
You were desperate and sloppy, and either fed from
rather than requiring draining multiple feedings or
someone who looked ill or forgot to clean the wound
draining the victim ◾

19
ALRATAN’S V5 HOUSE RULES

dot for a hunting difficulty of 6 and from page 308 of Vampire: The
Alternate increasing to five dots for a hunting
difficulty of 2.
Masquerade like any other hunting
ground, or based on the original
Chasse Rules Once you have a starting trait chasse rules from page 196. For
rating, you may modify the rating instance, if the coterie wished to have
very Domain is centred required by applying merits or flaws a domain in a wealthy neighbour-
around a particular area, to your coterie’s Haven within the hood, but have a low hunting
which comes with an domain, to your rolls within the difficulty, they could simply represent
associated trait rating, domain in a similar manner as the this by having a large domain, or by
hunting difficulty and additional Haven merit Location or penalties to having lax security and clubs, or
bonuses and penalties related to the your domain as if the inverse of Lien near-permanent festivals going on.
locale and size. This area, including its or Portillon. When considering a domain’s Chasse,
size and internal locations is called a For instance, the sample chasse of bear in mind that the hunting
Chasse. Examples are listed in the The Rack in the table below requires difficulty applies to all hunting rolls -
table below. two dots and grants a hunting whether for animals, blood bags,
If constructing a custom Chasse difficulty of 2, but causes any and all corpses or living humans. There may
for your coterie, start by reviewing Havens within it (such as any shared be limits to how much a particular
the hunting ground table on page 308 haven of the coterie) to have the locale may suit a particular coterie
to see the kinds of locales available Creepy Flaw, as well as adding two and its preferred hunting methods.
and what their normal hunting dice to any opponent’s attempt to Players and Storytellers are
difficulty is. The base trait rating enter the domain. encouraged to work together to have
required for a locale is determined by Any Chasse may also be affected the right blend of mechanics and
its hunting difficulty, starting at one by permanent or temporary modifiers flavour which suits everyone ◾

hunting
locale description difficulty additional rules
●● the rack 2 -2 to Portillon, Haven Flaw: (●) Creepy

●●● gentrifying neighbourhood 3 -1 to Lien

●●● downtown 4
●● suburban sprawl 5
●● wealthy neighbourhood 6 Two-dice bonus for Finance rolls

20
OTHER DOCUMENTS

table for player characters. There are


Other also some rules inspired from
Hunters Hunted II (v20)​, like sites of
The Chantry (Loresheet)

Documents
Link
True Faith, Plans and artifacts.
A stand-alone loresheet providing
There are also some Thin-Blooded
rules for Tremere Chantries,
vampire-specific titbits including
In Darker Ages including access to the Chantry's
Alchemy powers and aloresheet.
Link library, the collective "wisdom" of the
A supplement with tweaks to rules Immortal: The Gathering Chantry's members, being a roguish
which make it easier to play V5 in the associate of a Chantry, knowing a
Dark Ages, including more
5th Edition Gargoyle and being a permanent
period-appropriate Banes for many Link resident of a Chantry.
Bloodlines and Clans, some simple It is (theoretically) suitable for all
This update includes the original fan
tweaks to Skills and Advantages to four Houses.
rules updated to follow V5's
make them more immersive for the mechanics, as well as significant
time period and optional, but still changes to the rules and themes of v5 Homebrew Wiki
lightweight rules for arms and the game to be more in keeping with Link
armour in the Dark Age. V5's street-level, personal and
narrative style. I have a few articles on here amidst
the many contributions by others, so
Fragile Mortality This includes rules for playing
Immortals from the H
​ ighlander I recommend checking it out. Some
Link
​setting in a V5-compatible rule set, of my entries are included in this
An expanded sourcebook for playing new Backgrounds, Merits, Flaws, document or the others linked, but
as mortal (or mortal-like) characters, Loresheets, rules for the Quickening, some only exist in the wiki, especially
with additional descriptions and ethical system (Desolation, Urge and the list of clan Bane-inspired Flaws.
archetypes for human and ghoul Anchors) and advice for both players There are also explanations of rules,
player characters, as well as rules for and Storytellers. such as how to create SPCs and
understand Difficulty probabilities

revenants and dhampirs. In addition, all of this can be
This document includes new integrated with both vampire coteries
merits, flaws, backgrounds and lore- and player characters, mortals and
sheets, as well as ghouls from the ​V5 Companion ​and
modified/repurposed old ones, for use my expanded mortal rules (​Fragile
by fragile characters ranging from Mortality​), but is also designed to
blood cultists to inquisitors to work perfectly as an entirely stand-
arcanists to vassal ghouls. There are alone game (although it requires a
also rules for Callings, and expanded copy of ​Vampire: The Masquerade​).
rules to handle Group Backgrounds
(like Domain for mortals).
In addition, there are some
variant rules to suit your game,
including Sanity, a mortal-specific
Humanity system and revamped rules
for True Faith so that it's more sui-

21
GAZE INTO THE ABYSS WITH ME

AHOMEBREWSOURCEBOOKFOR

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