House Rules
For rules concerning character creation, see CharGen. For rules concerning experience, see Experience Curve. For everything else, see below.
Additional House Rules
Hunting: To keep hunting from bogging the game down, characters are assumed to have found one human and taken the safe 20 percent of their blood every night before they go about their business (unless the player says otherwise). If the player wishes to make the standard hunting rolls to find more blood, they are allowed to, but assuming they do not, each character nets a gain of 1 blood point (because of the passive loss of 1 blood point for waking up each night).
Botches: Unless stated otherwise before the roll, knowledge rolls cannot botch. Additionally, each player gets a "get out of botch free card" for use each session for their first botch of the session. Occasionally, the GM will rule that another type of roll is unbotchable as well.
Auspex - Soulsight: In addition to the colors and patterns in the book, the following also applies:
Curious = Apple Green
Cautious = Periwinkle
Amused = Coral
Thaumaturgy Ritual: Blood Tie - Level 3
This ritual is designed to create a (much) lighter version of a blood bond, channeled through a fetish created by the ritual caster. It can only be used between two vampires. The caster cannot tie two vampires to each other; only between him or herself and another vampire.
System: The fetishes are fashioned with hair from the caster and the target, braided with a length of ribbon or rope to create what's typically a bracelet. The focal point is a glass charm or bauble, approximately one inch in diameter. The underside - closest to the skin - is inscribed with a rune. In order to enchant these fetishes, the caster must enact a ritual that involves the bracelets absorbing blood from both parties; this takes about an hour of preparation for the ritual space (mystical circle), half an hour of ritual chanting, and one blood point from each party. Upon the ritual being completed, the blood is completely absorbed into both fetishes, and they should be worn against skin to work properly.
When the charm in one fetish is shattered, it will pull on its sister fetish through pain identifiable to that of the person in trouble. (For instance, if Eliana were to shatter her fetish, it would simultaneously burn and freeze). This causes no damage, though it can hurt a great deal; if far enough away, the vampire in question may lose one die from their pool due to distraction (they can spend a willpower point to ignore this). As the fetish approaches the vampire who owns the sister fetish, the pain will lessen, until they reach their location and it disappears entirely. Fetishes - and therefore the pain involved with the tie - can be removed at any point.