The Golden Rule. There is no OOC bickering allowed in this chat site any OOC bickering and both parties will be removed from the chatsite.
Game rules:- All types Vampires can now walk in the sunlight, but are more comfortable on overcast days. The Vampires do suffer effects of being at half effectiviness during the day every Attribute, Abilities, and Disciplines are a maximum of three dots, and on extremely bright and sunny days they are at quarter effectiviness every Attribute, Abilities, and Disciplines are a maximum of 2 dots.
1. Silver weaponry. Silver requires 2 blood points to heal by vampires & other supernaturals this is not aggrivated as it is to certain shifer, Rules for shifters have a little change silver on a shifter does not burn, but stops them from shifting or using there gifts. Silver bullets can not be used in in fully automatic weaponry as it is to soft and will jam in the gun.
2.Initiative. Initiative works as Dexterity + Wits + a D10 , to this Vampires can add there levels of Celerity and Auspex to the Initiative roll. as long as they have the discipline active
3.Fae. Fae dont not suffer Banilty around other supernaturals or mortals except from Technocratics, Rogue Technocratic's do not cause banality useless player states other wise.
4.Vicissitude Tempory Healing. With Vicissitude the vampire can use flesh and bone craft to do a tempory heal. but at the end of the night the vampire taken the damage must spend the apropriate amount of blood to heal the wounds, for Mortals these is counted as being healed. (Vicissitude can be used to remove beast features from Gangrels curse.)
5.Camarilla & Sabbat. This is a independant site so all Camarilla and Sabbat are Npced.
6.Mage's Coincidental Effects. A mage gains no paradox from using coincidental effects.
7.Maximum Disciplines. A maximum number of disciplines that can hold be held by Ghouls is 5, Vampyle's is 7, Vampires & (insert name)is 9,
8.Stats at 6 and above. A character with a Attribute or Ability at 6+ will never botch, but this does not mean they will automatically pass either. Plus they recieve a further -1 to base difficulty.
9. RXP. (Retirement Experience Points). A character can be retired, total experience points earned is divided by 2, upto a maximum of 20 RXP. Which is then added on to the freebies of the next character created. You can not add two sets of RXP into one new character at creation.
10. Potency of Blood. Each supernatural creature has unique advantages, which also lie in the blood as well, If a Vampire or Vamplye or (Insert name) feeds from a supernatural creature it will gain the following effects from the blood :-
Mortals :- normal 1 bp
Potent Vitae :- 2bps per 1bp fed
Vampyles :- 2bps per 1bp fed
Vampires :- diference between generation gap is added to bps per 1 bp fed, if the generation is higher than the one being fed upon, if lower it will be minused.
(Insert Name)
Shifters :- +1 diff to resist frenzy, +1 action, 2 bps per 1 bp fed
Fae :- -1 diff to resist frenzy, +1 willpower 1bp per 1bp fed.
Mage/Sorceror :- -1 diff to thaumaturgy +1 willpower 1bp per 1bp fed
Wraith :- Whats blood ??
Mummies :- see book
Demons :- 3 bps per 1 bo fed, gains taint temporarily
11. Learning. Out of Clan Disciplines and Abilities A vampire can learn a disipline from another clan, but they can only learn up the number of levels -1, from the person teaching them. A person learning an ability can only be mentored up to level 4 after that the ability has to be gained through game play, also on top of this if mentored the ability cost's -1 xp each time it is increased.
12. Diablerie. When a vampire commits diablerie on another vampir they gain one of its disciplines as a in-clan discipline ... even if the discipline is not listed in thier in-clan discipline, the discipline will begin at a automatic one dot, If you already hold the discipline on your character at above two dots, it the effects gained from the diablerie is not counted. This is also counted with the generation drop, if the victim is a lower generation to the vampire comitting the diablerie.
13.Generations. a vampire in Carmen City, can only go as low as 1st generation, but they gain no bonuses from achieving the the lower generation as, all Attributes and Abilities and Disciplines can reach a maximun of 10 dots at 6th generation and bloodpool maxs out at 30bps and usage at 6 a turn.