Wednesday, 19 March 2003

My Storyteller House-rules

These are my current working set of House Rules for the Storyteller system. They apply principally to Vampire: the Masquerade, and would require some re-working for other games.

Character Generation

No character can begin play with an Attribute higher than 5, an Ability higher than 4, a Discipline higher than 3, or Willpower or Humanity higher than 9. Characters may only begin play with clan disciplines - Caitiff are exempt from this rule.

The Generation background is not available - all PCs will start at the same generation, this been announced before the game begins.

No Merits and Flaws will be used.

Only the following clans and bloodlines may be considered for PCs:

Clans: Assamite, Brujah, Follower of Set, Gangrel, Giovanni, Lasombra, Malkavian, Nosferatu, Ravnos, Toreador, Tremere, Tzimisce, Ventrue

Bloodlines: Baali, Caitiff, Salubri

Dark Ages: Giovanni is added to the list of Bloodlines. Cappadocian is added to the list of Clans.

No other vampires exist is my setting - these will not be encountered. Additionally, I don't do crossovers.

Dice Rolling

1's do not cancel successes. 10's are not re-rolled.

There is no bonus in having a specialisation declared for a trait, nor is it possible to botch any roll except a Virtue roll.

Characters botch Virtue rolls normally; the only consequence is the acquisition of a derangement.

Damage

All successful attacks do a minimum of 1 damage, before soak.

The claws and bite of a Vampire do Lethal, not Aggravated, damage. This also applies to Vicissitude bone spurs, Serpentis attacks, and the like. Fire summoned by vampiric disciplines still does Aggravated damage.

Characters without Fortitude cannot soak Aggravated damage of any sort. Characters with Fortitude use only their Fortitude dice to soak Aggravated damage. Armour generally does not apply to soak rolls against Aggravated damage.

Abilities

5 dots in an Ability represents the pinnacle of achievement. No vampire, however mighty, can ever achieve 6 dots in Melee.

Dominate and Generation

Dominate affects characters of a higher generation just as effectively as those of low generation. However, woe betide the vampire who tries and fails :-)

Blood Bonds

It is possible to be blood bound to multiple masters.

True Faith

True Faith does not damage vampires. It's major effect is to render the mortal totally immune to vampiric mental influence. Mortals with True Faith are therefore immune to Dominate, Presence, Obfuscate, Chimerstry, and the like. They cannot be Embraced, but can still be torn apart with vampire claws.

Experience

I am very stingy with experience awards. Don't expect to gain more than 2 points a session. Also, there will be no "End of Story" awards.

Experience points can be spent freely on anything except new Disciplines and new Thaumaturgical paths. This includes Humanity.

New disciplines must be taught to a character by a vampire who has the discipline. Most teachers insist their student drink their blood, but this is not strictly required.

All experience costs are Multiplier times New Rating. I suggest you design a character you like, because he won't be changing much over the course of a chronicle.

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