This page governs house rules as affecting the scale, use, application, etc. of the various vampiric disciplines.

For house rules governing how to learn new disciplines, please see House Rules - Learning Disciplines.

Celerity Edit

  • Celerity Actions can not be split. Celerity actions allow you

to take on extra moves at the end of the turn without the "split an action" mechanic in the first place; don't split what you're already, in

effect, splitting.

Chimerstry Edit

  • Chimerstry can be used to disguise appearance; however, the

effects are very short-term and require continual spending of blood points as per the movement rules for Chimerstry 3.

Dominate Edit

  • Dominate 1 can be used while in combat. See "Eye Contact" as well.

Obtenebration Edit

  • Obtenebration and Potence: Tentacles add Potence to their strength.
    • You cannot spend 1 BP to turn all Potence dice into successes

for the turn, so you can summon 5 tentacles and know you're automagically doing 5 damage all the time if you have so much as Potence

1 and dump that into all your tentacles.
  • Arms Of The Abyss: Successive use of Arms Of The Abyss

destroys the previous manifestation. If you summon tentacles in one combat round and then try to summon more, the previous "generation" of tentacles disappears.

    • Tentacles summoned with Obtenebration 3 cannot

independently relocate. The surface upon which the tentacle was summoned must instead be moved. So, if you were to summon a shadow in a box and kick the box, the shadow would still be 'growing' out of the box rather than stay fixed to wherever the box was.

  • Tenebrous Form: How much stuff can you take with you in

Tenebrous Form? Your clothes, and all carried objects that are conceal class "P" or "J". If you can't effectively wear it, then it ain't coming


Vicissitude Edit

  • Major physical changes to your character or another caused by

Vicissitude (including Malleable Visage and Fleshcraft) must be witnessed by an ST or logged in a +job. Storytellers will determine the appropriate difficulty for the task.

  • Major changes include:
    • Changes to Appearance score. XP cost must be paid for increases.
    • Any change that replicates a Merit or Flaw, like "Huge Size" or "Disfigured."
    • Removing a Flaw or Merit.
    • Major height or weight changes.
    • Copying another PC or NPC's appearance.
    • Disguises lasting more than a scene.
    • Changes for an Alternate ID.
    • Changes to avoid a hunt.
  • Exempted changes:
    • Purely cosmetic changes that last a scene.
    • Cosmetic changes that do not change appearance to a degree the AlternateID background is required.
    • Minor, temporary alterations to NPCs.