Tag: House Rules

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  • Home Page

    h1. In His Shadow h4. Chapter Three: The Prophet With the second fall of the second city, this time to the Sabbat, six years of blood and decay began. It is now 1998, and again the nights hint of change. Someone called The Prophet has arisen, …

  • House Rules

    House Rules are pretty much always negotiable, but I'd like for a rule to come up in play before we talk about changing it. h4. A New House Rule for Combat Particularly since we might be getting 2 additional players, I would like to try out a house …

  • Character Creation

    The game is going to start with the characters in the Camarilla. It may go different directions from there, but for starters, PCs should be a Camarilla clan unless there is a great reason for something different. So, we're talking [[Brujah]], [[Gangrel …

  • Potence

    As written, Potence in V3 is incredibly expensive. Here is how it works in this game - still a bit weaker than Revised, but not absurd: You always add dice equal to your level of Potence to every strength-related rolls. If you spend a point of vitae …

  • Presence

    Presence is pretty much fine, except for Awe, which has one ridiculous new rule. Overcoming Awe only requires a point of Willpower.

  • Fortitude

    Fortitude is the mirror image of Potence. It always adds dice to Stamina rolls, including soak rolls, and then for one scene it adds automatic successes for one vitae.

  • Influence

    h3. Influence Rules There are three levels of each kind of influence: just plain Influence and then Control and finally Lock-down. Take Underworld as an example: Underworld *Influence (2pts)*: you can get meetings with movers and shakers in the …

  • Masquerade Track

    The Masquerade Track is a measurement of how well the Masquerade is being maintained in a given city. It also gives some foreshadowing and other minor effects as to what it means when the Masquerade begins to fall. It goes like this: h4. Iron-clad …