Vampire:House Rules

Occult
The following is a description of the knowledge that the occult skill grants to vampires. This is primarily a gross representation of the knowledge of the vampire of his own kind, ranging from basic information to the obscure. Characters other than vampires can also get knowledge from this list, but must use specific skill specialties related to vampires.


 * ● - Basic vampire anatomy and capabilities. Basic idea of vampire social order.
 * ●● - Common Disciplines, basic idea of the base clans and covenants.
 * ●●● - Covenants social structure, Bloodlines, Chosen Bloodlines, Legendary Bloodlines
 * ●●●● - Knowledge of the powers of obscure bloodlines, knowledge of Hidden Bloodlines or the hidden bloodlines of covenants other than your own.
 * ●●●●● - Knowledge of the powers of even the most unknown of bloodlines, and those of hidden bloodlines.

Disciplines (Can't Use What You Haven't Been Taught)

 * Clan Specialties: Auspex, Dominate, Majesty, Nightmare, and Protean must be learned in-game from a teacher if the character is not a member of the Clan. They cannot be taken at creation and 'backstoried'.
 * Clan Specialties: Auspex, Dominate, Majesty, Nightmare, and Protean can only be taught by that Clan's respective members. Such Disciplines gained through a Bloodline are not teachable.

Dead Man Walking
Vampires are the living dead. They do not need many of the processes that sustain the living, such as a beating heart, lungs, digestive tract. Even brain matter is dispensible, provided the vampire doesn't lose to much of it. As such, vampires are unnaturally resilient, granting them +1 armor against all forms of bashing damage per dot in Blood Potency. However, they mustn't let themselves get too arrogant. A startled police officer may waste his entire clip on a vampire, who will shrug the damage off without any effort, but a hunter who knows how to bring the damned down will perform far, far better.

Signatures
All vampires must have a signature containing the following:


 * Current HP/WP/Vitae
 * Blood Potency if Aspect of the Predator or Mask of Tranquility is not active
 * Defense/Armor
 * Persistent effects which affect others (Obfuscate 2 or Protean 1, for example)
 * Status (Domain/City, Covenant, Clan)
 * Striking Looks/Sexualized Merit (including dots and a single word summary)
 * Nosferatu Curse
 * Daeva Vice

Ghouls

 * Ghouls are as per the game rules. Ones that are created in game take on the ghoul template in the VTR Core rulebook.
 * Family Line Ghouls and players starting out as ghouls may use the template out of the Ghoul rulebook.
 * Ghouls that have been able to feed on their master's vitae start each thread with 1 vitae. The vampire must list this as a regular expenditure in his/her sheet. If the vampire would allow the ghoul to drain more vitae than 1 a month, this must be listed in his/her sheet and tracking thread (if applicable).
 * A vampire who creates a ghoul now spends one dot of Temporary Willpower [b]permanently[/b], until the ghoul has been de-ghouled or destroyed. This point of Willpower cannot be spend under any circumstances, and is effectively considered to have been spent already. In a scene where you gain Willpower, it is possible to regain this dot, but only temporarily. At the end of the scene, the extra dot is lost automatically.