House Rules for
Vampire: The Masquerade
"Hunger, I want it so bad I can taste it.
It drives me mad to see it wasted.
But I need it so bad that it's burning me
-- Spectre General, "Hunger" from Transformers: The Movie
[Rego Vitae (Path of Blood) | Creo Ignem (Path of Flame) | Rego Motus (Movement of the Mind)]
[Rego Tempestas (Weather Control) | Rego Aquam (Neptune's Might) | Rego Elementum (Elemental Mastery) ]
[ Path of Conjuring | Spirit Thaumaturgy | Path of Corruption]
Beckoning includes the type of call; i.e. for help, the hunt, to gather, etc.) It functions like a limited Sweet Whispers on a group, like a person speaking to a mob.
Sharing of Spirits
Just as original Level 4 ability, only the success chart changes as follows:
- 1 success - cannot use Disciplines
- 2 successes - can use Auspex
- 3 successes - can use Obfuscate
- 4 successes - can use Presence
- 5 successes - can use Dominate
Song of Serenity/Cowing the Beast
Affects Kindred, but not as greatly. If the subject is enraged or in a Frenzy, Manipulation + Empathy to soothe and calm down. In an extended action, if enough successes are obtained, the subject calms down (but does not suffer the effects as normally described).
Using Song of Serenity on a subject who is not enraged can put the individual to sleep (same roll required). If the subject, such as a vampire, cannot go to sleep, the subject will be placid unless aroused.
If attempting to cow the beast, roll Manipulation + Intimidation, but difficulty 9 for vampires. Lower generation vampires may not be affected (their blood is too powerful, their connection to the Beast too strong) by higher generation vampires.
Drawing Out the Beast
The vampire does not have to be near Frenzy to unleash the Beast upon another, nor does unleashing the Beast mean the vampire runs the risk of losing it. Roll Manipulation + Animal Ken, difficulty of the target's Self Control + 3 (or Willpower if Self Control is not listed), -1 difficulty if the vampire was near Frenzy.
If the vampire fails, then she may not use Drawing Out the Beast on that target for the rest of the scene. If the vampire botches, the target is immune to that vampire's Drawing Out the Beast for the rest of the story, possibly longer.
The target regains control by spending a number of Willpower points equal to the vampire's success or making a Self Control roll versus difficulty 6 and getting as many successes as the vampire did. If the target fails the Self Control roll, he must ride out the Frenzy or spend Willpower points to regain control. If the target botches, he may not even spend Willpower points to regain control and may pick up a Derangement in addition.
Embrace the Beast
The vampire becomes extremely violent and likely to take offense or attack at a moment's notice. All rolls to resist Frenzies are at +2 difficulty. However, the vampire gains all the benefits of the Frenzy without actually being in a Frenzy, i.e., the vampire ignores a number of Health Level penalties equal to her Stamina, and is immune to R�tschreck, Dominate, and Presence.
However, use of this power is considered an aggressive act, much like drawing a weapon. Because it is noticeable when a vampire has Embraced the Beast, caution is advised.
Become the Beast
When either in Frenzy or close to it, the vampire may let all who view the vampire see into the heart of the Beast. Everyone with a Courage of 3 or less automatically flees as far away from the vampire as possible. Those unable to flee will either faint or be driven mad with fear. Mortals will later forget what they saw and anything in connection with it or will rationalize it away.
Everyone else who wishes to remain in the vampire's presence must make a Willpower roll (difficulty 7). Those who fail may remain in the vampire's presence, but suffer a two die penalty on all actions and are unable to act against the vampire for this scene. Those who botch are paralyzed with fear and may not make any actions for the rest of this scene.
This power may only be used once per scene. However, if it is used, it is active throughout the scene and anyone who enters the scene will suffer its effects.
Shared Soul/Twin Spirits
These two powers are as one. The vampire makes a Perception + Animal Ken roll to absorb all the memories of the animal. Then the vampire can transplant her own personality and memories into the animal by making a Manipulation + Intimidation roll. The animal will act as a double of the vampire, retaining its own memories, but also accessing the memories of the vampire and acting as the vampire would. At will, the vampire may terminate the Shared Soul, restoring the animal completely. A vampire may only Share Soul with one animal at a time.
Conquer the Beast
The vampire is not quite immune to frenzies, but is fairly close. Anytime the vampire fails a Self Control or Courage roll and is about to frenzy, the vampire may elect to postpone the frenzy, even if the vampire has no Willpower to spend.
The vampire may postpone the frenzy for a number of hours equal to her Self Control, at which point the object of the frenzy must be gone or the vampire will succumb to the frenzy. Furthermore, the vampire will display no signs of being near frenzy while this power is in use.
Master's Voice/Mass Summons
The vampire communicates with all animals in range of voice, and summons animals from even further away, called by her voice on a supernatural level. If the vampire wishes, Master's Voice can be subdued, talking only to the animals in range of her voice, or the communication can be a general summons.
Unless the vampire stands still and concentrates, only one sense at a time can be enhanced. If the vampire wishes to invoke other senses, the vampire is at +1 difficulty for all actions for each extra sense activated.
As per Dark Ages, one Blood is spent for every extra action taken. Celerity costs are in addition to Blood limitations based on Generation.
Vampires may possess other vampires at the expense of spending one Willpower Point and making the roll at +1 difficulty.
If the host vampire has a different Via or a lower Via score than the one doing the possessing, the Storyteller may require a Conscience/Conviction roll as the host vampire's mind attacks the original vampire.
If the host dies (or is Diablerized), the vampire's mind immediately returns to its body and goes into torpor. If the vampire's body is destroyed, the vampire dies the Final Death once it leaves the current body. A vampire may not "skin-ride" (go from host to host without returning to the original body). The vampire's mind returns to its original body by next sunrise.
When possessed, the vampire retains all mental and social powers, but acquires the physical powers of the body. However, this does not grant the vampire the ability to shape-shift if possessing a Werewolf (for example).
Possession is done through eye-to-eye contact.
This is a more potent version of Possession. Now the vampire may possess others through mere touch and may go from host to host without returning to the original body. Furthermore, the vampire's mind may coast from mind to mind, never returning to the original body, as long as the vampire is successful with each Possession. But if ever the vampire botches, the vampire returns to the original body.
As per Dark Ages (it affects vampires).
Thaumaturgy may only be used once per turn, regardless of the vampire's level of Celerity.
Thaumaturgy is divided into Paths and Rituals. When the vampire earns experience points, those points can go to either Thaumaturgy itself or a Path. Experience in Thaumaturgy automatically gives knowledge of Rituals.
When learning Thaumaturgy, a vampire chooses a primary Path. All other Paths are secondary, and may only be learned once the vampire has received her second dot in her primary Path. If the vampire raises her Thaumaturgy rating above 5, she may make one secondary path into a primary path for each level above 5.
All secondary Paths ratings are less than the primary Path rating, although once the vampire has learned mastery (level 5) in her primary Path, she may bring the other Paths up to level 5.
When using her primary Path, the vampire must spend one Blood Point and make a Willpower roll versus a difficulty of the power's level + 3. When using her secondary Path, the vampire must also spend one Willpower Point. Furthermore, if the vampire doesn't have any temporary Willpower, she cannot use either primary or secondary Paths.
If the vampire fails the roll, the magic fails. However, if the vampire botches, for each "1" that is not canceled out by a success, the vampire loses a temporary Willpower point. If the vampire has no more temporary Willpower points left, then the vampire also loses a permanent Willpower point (regardless of how many Willpower points the vampire was supposed to lose).
Rego Vitae (Path of Blood)
A Taste for Blood
Every success gives one bit of information.
If the victim's physical traits are maxed, then the Thaumaturgist may trigger any Discipline at any level that both vampires share. Blood Rage is useless on non-vampires.
Blood of Potency
Blood of Potency may only be used (for better or for worse) once per night.
Theft of Vitae
Theft of Vitae makes the blood exchanged to be neutral; it will not help a Blood Bond form.
Creo Ignem (Path of Flame)
Although the vampire can create flame, the vampire must master her own fear. A Courage roll is required at a difficulty of the power level + 3 each time the power is used.
Coax the Candle
If the vampire concentrates on something fairly flammable, the object will ignite as if a match was put to it. The vampire must concentrate (taking no actions for an entire turn) on a spot (within reach, although the vampire doesn't have to actually touch the spot). Furthermore, the object can't be disturbed during this time (so using this on a moving target is impossible).
Anyone may take an action to extinguish the flame, automatically successful.
Alternatively, the vampire may concentrate and snuff a candle-fire. The same restrictions and limitations apply.
Palm of Flame
The vampire makes one hand ignite in fire. If the vampire fails her R�tschreck roll at this point, she loses control of the fire and starts taking damage. Otherwise, she may use her burning hand to destroy burnable objects just by touching them. Anyone touching or touched by caster's hand takes one level of aggravated damage (soakable by Fortitude) and, in the case of vampires, will continue to burn unless the target attempts to extinguish the fire (Wits + Athletics roll, difficulty 5; number of successes necessary equal the number of turns the fire has been burning minus the number of previous successes accumulated).
The vampire may hurl a bolt of flame (Dexterity + Occult roll, difficulty 7, considered a ranged attack) at a target up to forty feet away. The blast does a level of aggravated damage for each success and will do another level of aggravated damage every turn the fire is not put out.
Use of this power requires the vampire to remain completely still as she focuses her devastating energy. If successful (on a Strength + Occult roll, difficulty 8), the target is literally engulfed by a pillar of fire (although the target can dodge). The target must be within twenty feet of the vampire and will suffer four levels of aggravated damage plus an additional level of aggravated damage per success. The vampire may continue the pillar by spending a Blood Point a turn, causing the target an extra two levels of aggravated damage a turn.
The vampire covers an area twenty feet in diameter and up to sixty feet away in a rain of fire. Although people are allowed the chance to escape, everyone and everything still in the area when the storm hits takes one level aggravated damage per success rolled (Stamina + Occult, difficulty 7). All who do not spend an action putting out the fire on them take an additional level of aggravated damage.
Rego Motus (Movement of the Mind)
The vampire can manipulate relatively light items (about what an average human can lift in one hand). The manipulation is done at a delicate level at about the speed of a casual walk. The power has a 100-foot range.
Anyone trying to stop the vampire from using Unseen Hand on a particular object must make a resisted Strength + Brawl roll, difficulty 4, and obtain more successes than the vampire obtained.
The vampire focuses her will into a tangible, ranged bolt of mental force that can send a foe reeling. Force Bolt does Stun Damage equal to the number of successes obtained on the Thaumaturgy roll. If the Bolt does more Health Levels than the target has Stamina, the target is Dazed. Dazed targets lose their next combat turn unless they spend a Willpower Point to act, and opponents attacking item are at -1 difficulty to hit (for the next turn). A target may not be Dazed two turns in a row, but can still suffer the wound penalties from stun. If the target rests, he recovers one Stun Level a turn.
Force Bolt also knocks targets back and down, how far depending on the number of successes and the weight of the target (see the Strength chart).
Force Bolt has a 100-foot range.
Hurricane Snap is used to propel small objects at incredible speeds. The number of successes obtained is the number of successes to hit (as a ranged attack). Damage is rolled as 3+ the number of successes on the Willpower roll. Because the object is first lifted up before snapped in an attack, the target gets a chance to dodge, although at whom the object is directed is unknown until the last moment.
Alternatively, Hurricane Snap can be used to rip small objects off and hurl them in a particular direction. Such objects include buttons from shirts, pendants from their chains, and key rings from the hands that hold them.
Hurricane Snap has a 100-foot range.
The vampire can lift and move large objects (no more than 500 pounds), but cannot exercise fine manipulation over them. The power can be used to "fly" for short distances and avoid falls. If used against an opponent, it holds foes at bay by lifting them off the ground, but it does not stop them from fighting.
When using Flight/Snare against an opponent, the opponent must make a successful Strength + Brawl roll (difficulty 7) to resist the successes the vampire got. If the vampire wins, the opponent is lifted into the air, although he can still use Disciplines, call for help, fire a gun, etc.
If using the power to fly, the number of successes determines the speed of flight (# of successes times 2 equals speed in miles per hour). The speed is the same, regardless of which direction the vampire is flying. However, when using the power to escape, the vampire may jump up and gain a quick lift for the flight.
Flight/Snare may only affect targets within 100 feet of the vampire.
At this level, the vampire can lift up to half a ton and manipulate the object with remarkable control. When used against an opponent, it can either immobilize or hurl the foe against a nearby wall.
If used to immobilize, the vampire must get more successes than the target has Strength + Potence. Upon success, the target is completely helpless (although the target may use certain powers at the Storyteller's discretion). However, the vampire must retain complete concentration, taking no other actions. Hitting either the vampire or the target is at -2 difficulty.
When hurling the target, the vampire must get enough successes to pick up the target as per Strength chart (i.e. a child requires one success, a normal man requires two, etc.). Each additional success is an automatically level of damage the target takes upon impact (although the target can soak).
Rego Tempestas (Weather Control)
This power only works outdoors and only where the climate permits (i.e., you can't call for a downpour in a bone-dry desert, nor can you call for lightning on a cloudless night).
Cloak of Fog
An obscuring fog blankets the area, cutting visibility. Clear visibility is limited to five feet and by twenty feet only vague shapes can be made out (the range is greater if the vampire has Gleam of the Red Eyes or Heightened Senses activated). The difficulty for ranged attacks is raised by one for every ten feet (to a maximum of five) unless the attacker can compensate for the fog.
The fog starts out being 100 feet in diameter and takes about a minute to appear. Successes obtained can either double the diameter or pull the cloak down quicker (ten seconds per success).
When used during the day, the fog can protect the vampire from the sun, reducing the difficulty to soak the rays by one per two extra successes used to increase the size of the fog.
The skies darken and moisture-laden clouds come to bring rain. Visibility is limited to fifty feet and by two hundred feet only vague shapes can be made out (again, taking into account Gleam of the Red Eyes, Heightened Senses, and similar powers). Any physical action taken in the Downpour is at +1 difficulty and the Storyteller may rule that actions involving hearing are at +1 difficulty (if not more).
Downpour starts out being 100 feet in diameter, making the surrounding area overcast and sullen. It takes about a minute to appear, although successes obtained can be used just as successes for Downpour can be used. Like Cloak of Fog, Downpour can reduce the difficulty to soak sun rays, although it is one per extra success.
The vampire can create a wind powerful enough to uproot small trees and send people flying. Each success is equal to ten miles per hour, although successes can be used to make the wind last longer (ten minutes per success). Gale normally lasts for ten minutes.
Anyone caught in the Gale must make a Strength roll every ten minutes not to get blown away, getting as many successes as the vampire did in creating the force of the Gale. Due to weight, children automatically get one success, the average man gets two, etc., as per the Strength chart. If the target cannot grab something, then only weight is taken into consideration.
The local weather patterns are altered in large areas, calling forth a variety of weather effects (thunderstorms, hailstorms, blizzards or clear skies).
Tempest affects 10 miles in diameter and all within that area suffer the effects of Cloak of Fog, Downpour, and Gale. Successes obtain determine the force of the Gale, how long the Tempest lasts (as per Gale), and how quickly the Tempest takes to form (five minutes, minus one minute per success).
By will alone, the vampire can bring forth devastating bolts of lightning from the heavens to smite her foes. This power only works outdoors in overcast, stormy, or rainy conditions.
The number of successes indicates how quickly the weather can change to allow for lightning bolts. Generally, five successes are needed to turn an overcast sky into a stormy sky immediately.
remaining, difficulty 8, to hit the target. Like other powers, the target may move, but without prior knowledge of what is going on, it is unlikely.
If the lightning bolt hits, it does 10 dice of aggravated damage.
Rego Aquam (Neptune's Might)
As per Dark Ages.
The Thaumaturgist uses successes to increase the size of the wall, and the energy needed to break through it. The wall starts off being 10 feet by 10 feet and requiring one success to break through. Each additional success the Thaumaturgist gets can increase the height or the width of the wall by 10 feet, or increase the number of successes necessary to punch through the wall (on a one-to-one basis).
Rego Elementum (Elemental Mastery)
As per Dark Ages.
The number of successes indicates the number of dots to add to Physical Attributes. Each turn the vampire wishes to retain these heightened Attributes costs one Willpower Point. A vampire may use Elemental Strength twice, but it costs two Willpower Points a turn to maintain (and so on).
The number of successes times two equals the number of dots in Mental Attributes the object possesses for the scene.
Animate the Unmoving
Each success gained determines how many turns the object is animated. If the Thaumaturgist wishes to animate more than one object at a time, it requires the expenditure of a Willpower Point for each object beyond the first. Objects animated may only remain animated if the caster keeps it in line of sight.
Success also indicate how quickly the transformation takes place and how quickly it can be restored.
This power requires two turns to perform, during which time the Thaumaturgist may not engage in any other actions. The first turn, the Thaumaturgist summons the elemental with 3 in all Physical Attributes. Each success on the first roll may be used to add one point to the elemental's Attributes.
The second turn, the Thaumaturgist must convince the elemental to help her. A Wits + Occult roll is needed, difficulty 4. The more powerful the elemental is, the less the elemental will be willing to do for the caster and the less time the elemental will wish to remain on this plane, but one success is all that is needed for the caster to assure that the elemental will not attack her unless provoked.
The Thaumaturgist may not summon more than one elemental at a time. Banishing the summoned elemental back requires one turn, and requires another Path roll.
Sample elementals follow:
- Air (Sylph) - Besides flight, the sylph may hurl blasts of air or pick up opponents and drop them from great heights. Due to its largely insubstantial and invisible body, the base difficulty to hit a sylph is 9, although the sylph only has 4 Health Levels.
- Earth (Kobold) - Kobolds move through earth and rock as if it was air. Besides their fists and hurling boulders, kobolds can also produce shock waves, after making a Strength roll (difficulty 6). Everyone within 100 feet who does not get as many successes on the kobold did, on a Dexterity + Athletics roll, difficulty 8, gets knocked off their feet. Furthermore, they take damage equal to the successes the kobold got. Even if they are not knocked off their feet, all opponents on the ground suffer a +1 difficulty on all physical actions, +2 if it involves moving from one place to another. Kobolds have 20 Health Levels.
- Fire Elemental (Salamander) - Salamanders are pure fire, burning everything and everyone they touch. When they strike someone, the person takes fire damage equal to the number of successes to hit minus one, all aggravated. Furthermore, if the salamander hit, the person will continue to burn until the person spends an action putting out the fire (Wits + Athletics, difficulty 4). Although the salamander has only 8 Health Levels, the salamander can feed off of the fire it creates, regaining one Health Level a turn. The exception to this is anything used to extinguish fires does aggravated damage to the salamander (which is healed one Level an hour). Even when the salamander is extinguished, an extra action must be taken to ensure the salamander does rise again.
- Water (Kraken) - Krakens are water elementals, virtually invulnerable in the water because instant immersion heals the kraken of all wounds. The kraken can grow tentacles of incredible length and can drown most mortals in minutes. The tentacles can toss people around or slap people hard enough to kill. The kraken has 12 Health Levels, but takes twice as many Health Levels from fire damage. The difficulty to soak regular attacks is 4 however.
Path of Conjuring
Summoning the Simple Form
The number of successes gained is the number of turns the object lasts.
The roll for quality may be substituted with the Path roll.
Magic of the Smith
The roll for quality may be substituted with the Path roll.
The Thaumaturgist must make an extended Path roll and obtain twice as many successes as the original conjurer obtained. If the Thaumaturgist has Path of Conjuring as the primary path and the original conjurer has it as a secondary path, then no Willpower needs to be expended. If the two are equal, each Path roll requires a Willpower Point. If the Thaumaturgist has the Path as a secondary while the original conjurer has it as a primary, then two Willpower Points must be expended each turn.
Power over Life
The number of successes obtained is how long the simulacrum exists.
- 1 success -- One hour
- 2 successes -- One night
- 3 successes -- Three nights
- 4 successes -- One week
- 5 successes -- Two weeks
- 6 successes -- One month
- 7 successes -- Six months
- 8 successes -- One year
- 9 successes -- Five years
- 10 successes -- Permanent
The Path roll (difficulty of the victim's Via) equals the number of "1s" the character can assign at any point in the scene.
Spirit Eyes ("The Sight")
The Path roll represents how long the sight lasts, one minute per success.
Path roll versus the spirit's Willpower roll (difficulty 6). If the Thaumaturgist gets as many successes as the spirit's Willpower, the spirit is enslaved.
The system is as above.
The number of successes is the number of hours the spirit form can journey. Journey does not cost one extra Willpower point.
Path of Corruption
The Path roll must accumulate as many successes as the target has Willpower. The effect is cumulative.
The number of successes determines how long the disfigurement lasts in days. Disfigurement may be done at range.
The Path roll determines how long the effect lasts, although the target may spend Willpower to overcome the effects (all or nothing, just like Dominate). Change Mind may only be used on someone once per night.
The Path roll may be resisted by a Courage + Fortitude roll (difficulty 6).
The Path roll determines how long the effect lasts, although the target may spend Willpower to overcome the effects (all or nothing, just like Dominate). Corrupt Soul may only be used on someone once per night.