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All secrets are deep. All secrets become dark. That's in the nature of secrets.
 - Cory Doctorow

The following house rules generally only effect certain specific clans.


Caitiff are unlike other Clans in that they do not have an inherent flaw of the blood as other vampires do. Their flaw manifests as the poor treatment they receive as having ties to no Vampiric 'family' or clan. This is represented by their difficulty to gain and hold Status. A Player wishing their Caitiff character to begin play with any dots in the Status Background must have an appropriate story approved by the Staff.

Caitiff PCs also do not have a specific set of Disciplines forced upon them. According to the supplement book Guide to the Camarilla, the default Discipline set for a Caitiff is:

  • Fortitude
  • Potence
  • Presence

However, in our game, we provide Caitiff Players the option to choose 3 Disciplines from a set list that, mechanically, act as their "Clan" Disciplines in the context of teaching and learning powers. The available Disciplines to choose from at character generation are:

  • Animalism
  • Auspex
  • Celerity
  • Dementation *
  • Dominate
  • Fortitude
  • Obfuscate
  • Potence
  • Presence
  • Protean *

* Requires an appropriate story justification, as well as requiring approval by the Head Vampire Sphere Storyteller.

As with other Clans, additional Disciplines may be acquired granted if a teacher is found. And, regardless of what Discipline is being improved, be it one of the Caitiff's "Clan" Disciplines, or powers they learn from others, the XP cost of "6x (Current Discipline rating)" to increase it remains constant.


Assamite Sorcery

Assamite Sorcery differs from Tremere Thaumaturgy, in that Assamites who follow the spiritual path of Sorcery that originated in the Middle East have comparatively easy access to new rituals, because they have the benefit of being without the strict higherarchy that is the Tremere clan flaw. While the developers of Vampire did not clearly distinguish Assamite Sorcery from Thaumaturgy in most cases, the 'magic' of Assamite Sorcery differs in method and means, though often effects are the same. For example if a Tremere path or ritual's effect is duplicated by Assamite Sorcery, the spell components, magic words, etc. indeed even the very method by which the magic of the path or ritual effects the world is actually completely different. Because the developers did not get into details about any Assamite Sorcery rituals that are 'repeats' of Thaum effects, it is up to the player to be creative in the execution of these rituals, with guidance from the storytellers.

Paths and rituals for Assamite Sorcery are listed specifically in books like the Assamite Clanbook Revised and the Blood Sorcery Book. Paths and Rituals that are not specifically listed as being part of Assamite sorcery are not available to be learned by Assamites.

The primary advantage of Assamite Sorcery over Tremere Thaumaturgy is that Tremere require extremely strict in-character permission to learn new rituals and Assamites don't, however the Tremere have access to more total rituals and paths. If you have questions about which paths or rituals your Assamite Sorcerer has access to, or need help defining the 'flavor' of Assamite Sorcery, please see a storyteller.


pirit Slaves Background - Giovanni Necromancy

(Wraith Retainers - Giovanni only) In the Giovanni Clanbook, it gives details on how to use the Spirit Slaves background.  Unfortunately, it's kind of vague, saying stuff like "levels the storyteller deems appropriate", etc etc.  So, here's the codification of what Discipline-Equivalents your Wraith can have.

The Spirit Slave Background acts as the 'pact' between the Necromancer and the Wraith or Specter. Giovanni players should have an idea of the story reasons behind the pact between the Gio and the Wraith and the method generally used to compel the Wraith (Authority or Taboo). More information about the two main 'schools' of Necromancy are available in Clanbook: Giovanni Revised.

Follow general Neonate Vampire character creation rules, points and exceptions are listed below:

  • Spirit Slaves get no starting Background points, starting Freebie points, Merits or Flaws.
  • Each individual Spirit slave may be purchased at a level from 1-5.
  • Each Background point spent per Spirit Slave after the first one confers 5 Freebie Points.
  • A Necromancer may have up to five total dots in Spirit Slaves. Not including any exp spent into the wraith.
  • Spirit slaves may be Spirriti (Wraiths) or Spettri (Specters), however each confers different risks and rewards in both system and story.
  • It is not neccessary to spend a point of permenant Willpower on a Summoned and Compelled Wraith or Specter (Per Ash Path Necromancy) that is immediately purchased with XP using the Spirit Slave Background.
  • Attributes: 7/5/3 Max 4 before freebees/XP
  • Abilities: 13/9/5 Max 3 before freebees/XP
  • Virtues: 7
  • Willpower: Max 6
  • Backgrounds, Starting Freebee points, Mertits or Flaws: 0
  • Starting Pathos (similar to a vampire's Blood Pool): 5 (Wraith), 7 (Spectre). To raise Pathos at Spirit Slave creation, cost is 1 Pathos per 2 Freebies spent, to a max of 7 Pathos.
  • Corpus (Health Levels): Standard. Spirit Slaves take no wound penalties, however Incap does incapacitate the Spirit Slave.
  • Additional Freebees: 5/dot of spirit slave background after first dot.
  • Automatic Wraith Starting Disciplines: Manifest (see description below), Auspex 1: Heightened Senses, +1 Common Power (player choice)

pecters as Spirit Slaves

Specters cost an Additional point of the Wraith Retainer Spirit Slave Background for each level, but begin play with +2 Pathos (7 total) and have the potential benefits and problems associates with the Specter 'hive mind'. For good background on this aspect of Giovanni Necromancy, see pgs, 54 and 55 of Clanbook: Giovanni Revised.

If a Specter Spirit Slave is in danger of destruction a number of uncontrolled nearby Specters may either come to that Spectre's aid OR aid in it's destruction, much like a school of sharks might react to blood in the water. Whether the Spirit Slave Spectre will be helped or hindered by the 'wandering' Specters will be based on a Charisma+Intimidation roll, Diff 8, based on the controlled Spectre's stats. At one or more successes, a number of Specters (ST discretion) will assist the wounded Specter in destroying whatever is accosting the Spirit Slave. On a failure or botch, any number of nearby Specters may attempt to destroy the Spirit Slave Spectre, and possibly turn on anyone else nearby in a near frenzy.

As Spettro are evil, wrath-filled agents of Oblivion, Necromancers not on the Path of Bones may not purchase Spectres as Spirit Slaves. Additionally, Specters may not be purchased at character creation and must be Summoned and Compelled per the appropriate levels of Necromancy prior to being purchased as Spirit Slaves.

Summoned and Compelled Wraiths not immediately purchased as Spirit Slaves will likely be taken directly from the Wraith NPCs listed in the Main V:tM Revised book on pages 282 and 283, and as such will likely not have the benefits and versitility that a well crafted Wraith Retainer may have, including many powers.

raith Retainer Powers

Powers available to Spirit Slaves in the table below are for the most part taken directly from the Wraith NPCs listed in the V:tM Revised core book on pages 282 and 283. Slight changes made to the available power litings include the addition of the Ultra-Rare catagory and slightly additional XP cost associated with that and the re-naming/reclassifying of Dominate 5 (Possession) to be a 'happy medium' between the Puppetry ability (Reign in the Mind from Wraith: The Oblivion 2nd Edition), and the Dominate 5 (Possession) vampiric Discipline. Overall, more levels of more powers are now available to Spirit Slaves. Additionally there are some powers unique to Spectres, and Skinland effecting powers require the Wraith Manifest in some way before affecting the Skinlands. More details about Manifesting are below the power chart.

PowerCommonUncommonRareUltra-Rare
Freebee Cost551010
XP Cost1091827
Auspex (Auto)Heightened Senses Aura Perception N/AN/A
Chimerstry$Ignis Fatuus Fata Morgana ApparitionPermanency
Dementation$PassionThe Haunting Eyes of Chaos Voice of Madness
Dominate* CommandMesmerizeForgetful Mind (See Puppetry)
Obfuscate*Cloak of Shadows Unseen PresenceN/AN/A
Obtenebration$+
N/A
Shadow Play
Shroud of
 Night
Arms of the
 Abyss**
Presence$ AweDread GazeN/AN/A
Protean+N/AEyes of the BeastFeral Claws**N/A
Vicissitude*Malleable Visage Flesh Craft Bone Craft Horrid Form+**
Lure of Flames$LoF 1LoF 2LoF 3N/A
Movement of
the Mind
$
MotM 1
MotM 2
MotM 3
N/A
Embodiment (Auto) Manifest EmbodyN/AN/A
PuppetryN/AN/ASkin Ride Controlli La Carne

ll blood costs for Discipline use: are converted to Pathos at 1:1

* Power works only on creatures in the Shadowlands or on Wraith(s)/Spectre(s) only
** Must Embody to use outside of Shadowlands
+ Only Spettri (Spectres) may have this ability.
$ To use these abilities in the skin lands the Spirit Slave must Manifest.

As with any ability or power they must be purchased in a chain starting with lowest level going to the highest level.

anifestations of Spirit Slaves and the Skinlands.

A Wraith or Specter in the Shadowlands that has an object from the Skinlands pass through it (or attempts to pass through something, like a wall) takes one level of unsoakable Lethal damage and then is trapped incorporeal for a number of rounds equal to its Stamina rating.

Aside from passing through objects in the Skinlands, Wraith Retainers may also Manifest, Embody and Control mortals, stepping partially across the Sudario to do so.

Embodiment

Manifest: Spirit Slaves attempting to effect the Skinlands will automatically enter the Skinlands in a state of semi-Embodyment, causing secondary effects to the surrounding Skinland environment prior to using a Skinland effecting power. Examples of a Manifestation could be anything from frost or an uncommonly cold breeze, the sound of rattling chains, moans or screams, movement out of the corner of the eye seen by those in the Skinlands, bleeding walls, or simply appearing eerily in a ghostlike semi-transparent way. Aside from the automatic 1 level of Lethal damage noted above from passing through a Skinland's object, a Manifest Spirit Slave takes 1/2 damage (round down) from ANY damage type, (even Lethal and Aggrivated) and then is trapped incorporeal for a number of rounds equal to it's Stamina rating.

Embody: With this power the Spirit Slave may assume a full Mortal form. While Embodied they breathe, bleed, sweat and enjoy all of life's glory.

System: Embody costs the Spirit Slave 3 Pathos and one Willpower. Player tests with Spirit Slave's Manipulation + 2 (Level of Embody power) Diff equal to the Shroud rating. Each success allows the Wraith to be Embodied for one turn. If attuned to the person 1 hour per success. Any damage sustained they suffer as if mortal in this form. (To attune to a person for this power the Wraith must embody infront of them on five separate occasions)

Puppetry

Skin Ride: The Spirit Slave has the capability to join with a mortal's body and go along for a ride. The Spirit Slave is in no way in control but will experience every sensation of the physical world (all 5 senses) that the host feels while along for the ride and will take all Damage as normal that the victim takes.

System: Player tests the Spirit Slave's Dex+3 dice (Level of Embody power) Diff equal to the victim's permanent Willpower. Each success determines how many successes another Wraith or Specter requires to displace the original rider.

Controlli La Carne: Allows the Spirit Slave to possess someone to whom they are attuned, without the host's knowledge. The host is semi-conscious and passive during use, and once the Spirit Slave releases them they will try to rationalize their actions. If the host is forced to perform actions that are dangerous or far outside of their morality (Humanity) they may fail to rationalize thier actions and may seek therapy or mental help and testing after the scene. (Storyteller discretion) Any Damage the host takes the Spirit Slave takes normally.

System: The Spirit Slave must first successfully Skin Ride the victim, then spend 4 Pathos and test using the Spirit Slave's Manipulation + 4 (Level of Puppetry power) Diff the victim's permanent Willpower or Shroud rating, which ever is higher. The number of successes determines the number of scenes that the Spirit Slave may stay in command of the mortal's body. Any damage suffered by the mortal is taken by the Spirit Slave, no additional soak rolls. Any time the Spirit Slave requires the mortal or Ghoul to do something against their nature (or self destructive) the mortal may make a Willpower check, diff 6. Each success is one less scene that the Spirit Slave may continue to be in control, thus if the test exceeds the number of successes left in Controlli La Carne, the Spirit Slave is expelled from the mortal's body into the Shadowlands.

Attempting this power on non-attuned Mortals adds +2 Diff for the Spirit Slave. To attune a mortal for Controlli La Carne, the Spirit Slave must on five separate occasions successfully Skin Ride the Mortal and spend a Willpower during the Skin Ride.

umanity, Paths and Wraith Retainers

Wraiths begin on Humanity, Specters begin on the Path of Humanity (-1). A Spirit Slave's Necromancer who is on a Path, (such as Path of Bones) may elect to try to put the Spirit Slave on a path, but a Spirit Slave at zero Humanity/Path will Obliviate. Humanity and Path checks will be made for Spirit Slaves when applicable.


Nosferatu Information Network

Nosferatu Information Network is a Background from page 69 of the Nosferatu Clanbook Revised. It represents the entire network of information gathering the Nosferatu have at their disposal including cameras, informants etc. Your character must be a Nosferatu Kindred to purchase this background. Once per game session a Nos player may make a Nos Info check where the dice pool is equal to the rating of the background. Influences and secondary skills do not apply to these tests. The number of successes from this test determines the quality and quantity of information obtained from the test.

Scanning the network for random info is diff 6
Searching the network for specific info is a diff 8

Nosferatu may work together using their connections to the network to make seeking out obscure information easier. In order to do this all of the Nos players involved in the effort must come to a Storyteller at the same time and declare they are working together before tests are made.

Each player makes an individual test and the total number of successes are pooled.

Please be aware that this system will never detail the exact location of another character's Haven, but may provide enough information that you can then begin a scene with a Storyteller to discover this powerful information.


Tremere Thaumaturgy

Tremere Thaumaturgy is based on the Hermetic Magic of Western Europe and therefore is distinctive in form and function from Middle Eastern Assamite Sorcery or Egyptian Setite Sorcery. Tremere Thaumaturgy is given the most attention from the developers of Vampire of any type of Blood Magic so does not require extensive clarification here. Paths and rituals for Tremere Thaumaturgy are listed in a LOT of books, including the main Vampire Revised, the Players Guide, Guide to the Camarilla, Blood Sorcery and a few others.

Although Tremere as a clan have acess to a prodigious amount of Paths and Rituals, individual clan members are subject to the clan flaw of the strict Tremere higherarchy. Therefore a PC Tremere must acquire in-character permission from their appropriate clan elder before applying to the Bookkeeping ST to learn a new path or ritual (with the exception of their primary path). Even to learn a new rating of a path your PC has already begun, you still must obtain in-character permission first. There are no automatically available rituals or paths except Path of Blood, which is the required primary path of all Tremere player characters. This is the trade off for having access to more paths and rituals over-all than any other 'magic user' character.

Blood Coins: A thaumaturge may only have as many blood coins as she has permanent willpower.

Blood coins still register to Kindred physiology as non-food (even if made of food), and cannot be held in one's stomach, even with the eat food merit.  Put another way, you cannot combine this ritual with a one point merit to vastly increase your blood pool.

Incorporeal Passage: By looking into a fragment of a mirror while intoning this chant, your character becomes completely incorporeal. Physical attacks pass through your character while your character may step unhindered through any solid barrier. Your character can only move forward or stand still once Incorporeal Passage has been invoked - the character may not turn or back up. The ritual takes 3 minutes to cast, and lasts for the next full hour or scene, but the character can end it by simply turning away the piece of mirror they hold.

  • The mirror fragment must be held in a manner such that it falls in your character's eyeline should you look for it.
  • Your character and the mirror exist independent of other objects / light sources. Interposing another object between your character's eyes and mirror causes no problems for the ritual, nor does the loss of light, either through natural means or through the use of Obtenebration.
  • Once the character has cast the ritual, they are "On a plane" (note, a geometric defined plane, not a different plane of existence) meaning that you go forward only, so if your character uses it to walk out the side of a building on the 13th floor, your character will be stuck at that same 140 feet or so above the street for as long as the ritual is on. This also means that once cast, your character cannot climb stairs. The only exception to this is that your character can still walk forward through the natural curvature of the earth, and hills.
  • As before, dominate and presence may continue to function on the incorporeal individual, but no physical affecting disiciplines.


Malkavian Time Background

The Malkavian Madness Network is based on Malkavian Time which found on page 59 of the Revised Malkavian Clanbook. The rules below are based on the descriptions in that book, and include the ST's interpretation and revisions needed to make it work in EC or to clarify vague rules in the book itself.

Only Malkavians can have Malkavian time (per book), and there are no specialties for Malkavian Time (per book). There is a mention that Caitiff sired by Malkavians may have limited access to the net, but this requires a derangement (per book) and an ST approved story (per EC). There are several ways to use Malkavian Time, but all rolls are Wits + Malkavian Time.

Ways to Use the Network

Intentional communication: This is communication intentionally instigated through the Network from one Malkavian to another.  When the two Loonies are within touching distance the roll is Diff. 6. Players may choose to roll with or without an ST, all other distances within the city are Diff. 9 and any distances outside the city are 10+, these last two require the presence of an ST.

System: The Malkavian wishing to communicate must declare thier words or sentence to the ST before the test is made. They then roll at the appropriate Diff. All tests result in a communication of 2 words per success, starting at the begining of the predetermined sentence and cutting of when appropriate. (Those with high Malk Time ratings may be aware that communication is limited and compose shorter messages accordingly)

Calling a Meeting: Malkavians who want the clan to assemble may send a kind of bat-signal through the Network to let them know. Any player wishing to do this MUST inform the STs of thier intentional meeting BEFORE announcements (email is good here).

System: The calling Malkavian rolls at a Diff. 6, then all other Malkavians roll with an ST at a Diff. 10 minus the number of successes the caller got to see if they get the invite and how much detail/advance warning they receive.

  • 0 successes: You receive an impulse to immediately head to a not quite specific location, after the meeting has started. (Interpretation)
  • 1 success: You receive an impulse to immediately head to a specific location, just as the meeting is starting (per book).
  • 2 successes: You know before the start of a meeting that there will be a meeting and where. (Interpretation.)
  • 3 successes: You know a day or two of a meeting that there will be a meeting, where and a general idea about what. (per book)
  • 4 successes: You know several days in advance of a meeting that there will be a meeting, where and a general idea about what. (Interpretation)
  • 5 + successes: You know a week in advance of a meeting that there will be a meeting, where and a clear vision of the meeting's focus. (per book)

Unintentional communication: 
 
this is any communication across the Network that is not intentionally done. This communication is represented by a set of cards kept at the Bookkeeping Table. These cards represent the messages a Malkavian sends up and receives from the Network. These messages may be words, sounds, images or smells. They can be anything from random gibber to important plot devices.
 
Cards System:  Malkavians make one test per week to represent their unconscious interaction with the Madness Network.  For each success on the test, the player receives one Malk Time card.  The player may add 2 words per dot in Malk Time to the card, or 1 "sense" per dot.  These may be mixed and matched.  Sense descriptions should be bracketed text. (ex. [The sight of a beat up Oldsmobile], or [The taste of stale Funyuns])  Malkavians with 0 Malk Time make a straight Wits test, and if successful receive one card to read, but not to add to.  The Madness deck will contain 2x as many cards are there are total dots of Malk Time in the city.
 
Anytime a Malkavian fails or botches a nightmare, frenzy or Rotschreck check something will go up through the net even if they do not have Malkavian Time. ST will send them to the table to make up a card.

Spontaneous Meetings: Sometimes Malkavians can sense meetings before or as they are happening, even if they were not planned. For ease of LARP play, this function of Malkavian Time is wholly at ST discretion.

System: If a Storyteller happens to see some Malkavians having a meeting they may go over to any other Malkavian and give them a test to see if they are aware of or drawn to the spontaneous meeting.


For All Malkavian Time Rolls:
All Malkavian Time rolls are Wits + Malkavian Time (or Wits only if Malkavian Time is 0)

  • In the case of a Botch: One of your character's derangements (ST discretion, but not usually the primary) gets written on a card and your character looses that derangement until either the night after it is drawn or when the card expires.
  • In the case of 6 successes: Your character will gain a derangement (ST discretion) that lasts one hour.
  • In the case of 7 successes: Your character will gain a derangement (ST discretion) that lasts the entire night.

Extra System Notes:
Malkavians with Malkavian Time zero may not make any intentional rolls. They may, however, roll (wits only) to receive cards or to sense meetings, and may be asked to contribute cards in the event of a botched nightmare, frenzy or Roschreck check.

  • Malkavians with at least Malkavian Time four will know when a Malkavian has died in the city.

Go to the next Rules section: Feeding

 
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