to download the NEW lex in .rtf format, zipped, click here.
to download the NEW lex in .htm format, zipped, click here.
Volume II
Shadowland RPG IRC Server at IP 155.41.13.5 (type /server 155.41.13.5 in any IRC client)
In case of server issues backup channel on dalnet in #vampirehall
INTRODUCTION & HISTORY
Back in 1995 I started vamp RPing on DalNET & NewNET. I quickly came to the realization that, though quite enjoyable, the total lack of structure led to many problems. One of them, the most annoying in my opinion, is when two characters fight. There was no easy way to resolve the situation. So for five, ten, twenty minutes or even more, all the other noncombatants had to be dragged through something like this...
"I lunge and rip into your neck!"
"But I dodge and you go thru the window"
"But I turn into a giant bat and land on my feet, then I pull out my silver tipped crossbow"
"I duck your arrow and pull a dire wolf from my butt and it kills you"
"But my pet dragon flies from the rafters, pulls a m-16 out of his back pocket loaded with nukes and blows you away..."
Etc... etc... etc...
I had gone through this MORE than enough times and decided to draw up some basic rules to resolve combat. Which I did and started my first vampire RP room in late 1995. Well almost 4 years later, many versions, 2 IRC nets, a channel taker-over, 3 Rping rooms and my own IRC server later, what you hold in your hand are those rules in its most current state: The Lextalionis. The objective is to have a workable version of the popular V:tM rules that run quickly and fairly to all thats designed for IRC. Thank you taking the time to look this over.
I hope you find my channels as useful and enjoyable as I intended them to be.
Enjoy!
Harlequin
Methuselah of clan Tremere, Overseer of the Vampire Senate
*** IMPORTANT NOTICE ***
#Vampirehall and its affiliated channels ARE NOT strict nor strictly based on V:tM RPG. I have taken MOST of the information here from V:tM BUT also Bram Stoker and Anne Rice. Because of that, there will be some differences here vs. rules in V:tM. So please keep this in mind. Thanx.
The Lextalionis rules supersede **ALL**other published material.
Common Questions about the Lex
Q. Why are you using the lex to begin with, whats wrong with the white wolf system?
A. For a table top game, the WW rules work well generally speaking. But that is the point, its made for table top not IRC. In a table top game you have 2-6 people in most cases and a collection of rules books. Thus, if theres a dispute the Game Master pulls the book and looks up the rule, makes a call, and the game goes on. In a IRC Free Form Rping channel its quite different. You can have 10,20 or 30+ players all involved at the same time, each one having different rule books and playing styles. And in the channel there is no one GM. Who ever is the Op at the moment makes the call. Thus, there is little continuity in that regard. So without one standard set of rules, the channel would fall into chaos, as has been proven many times in many other channels. This is the lexs goal, to provide an IRC playable set of rules.
Q. Can I convert my current V:tM character sheet to your system or use the stats I have on my sheet?
A. No. The two systems are not compatible on a mathematical level. I may in the future create a conversion chart, but currently you must create your character from scratch using the system below.
Q. Well I still want to port over my current V:tM character, what do I do?
A. If youre kindred go to your clan leader (Justicar) and tell him this is what youd like to do and give him your generation. And generally speaking they will probably put you in the clan as that generation under this system. There are many variables keep in mind, I stress GENERALLY in the last sentence. All the slots of your generation might be filled (you can only have so many of each generation in a clan) so you might in the process of converting add a generation or two. But then again he might have a lower generation free and give that to you as well. So its best to talk to them ASAP. But they make the final call on such conversions. If youre anything else but kindred then the process is a little less painful ;) Again, seek your Senate Leader and s/he will fill you in.
Q. I dont see the different levels for the disciplines on your chart.
A. That is because there are none. When I was stripping things away for the original system, some things had to go. The different levels of a discipline would have made the lex much more complex then I wanted. Thus, what you see is what a discipline can do, period. Now if you wish to have your discipline do something not listed ask for an Ops O.K. If they say fine then you may use it, in such a manner. But thats usually only for non-combat situations will we allow such use.
Q. I dont see a way to advance my Kindred Character with this system, How do I?
A. With a Kindred character, to be closer to V:tM, its more difficult then a non-Kindred Character. With a mage for example, all you have to is be promoted / earn favor of your group leader and s/he will promote you. With a Kindred, you can advance your generation, thus your stats, by killing a kindred of higher generation. No matter how much lower the generation of the vampire you killed is, you only lower your generation by 1.
Q. Theres some things in here that contradict WoD, what gives?
A. As I have always said, This channel and these rules are BASED on a lot of the background of the WoD games but IS NOT a strict WoD channel. I also took a few ideas from other sources and edited a few WoD ideas as well. This is how I envision my vampire world(channel) and thats basically the reason.
Q. How do I get started in your channel?
A. Towards the bottom of this text is a list of all the clan/race leaders (Senate Members), Seek the one of your clan/group/pack. And he will tell you what to do from there. Also reading and having a good understanding of the lex helps quite a bit.
LATEST HALL NEWS
Our New Server located at 155.41.13.5 , Basically the hall on dalnet will remain open but mainly as a backup/secondary when our primary server has issues. The primary will be the new server. For those who are having issues getting on I am looking into it. Please be patient. =)
MANY thanx to Ineluki and Katherynn who gave me a much needed break. I think they did a great job from what I saw and perhaps have a little more understanding of why I needed a break ;)
Also thanx go out to my bud Pete here in Boston who helped with the new dice system!
The next few channel meetings are QUITE important. I urge everyone to attend!
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CHANNEL/SERVER RULES
1: Have FUN and enjoy yourself!
2: No swearing, obscenities, or vulgarities
3: No advertising of IRC channels or Mass Invites without a Ops permission (Yes we DO give permission to advertise other chans as long as they arent lame or offensive in nature)
4: No sexually explicit or obscene nicks
5: English language only, take other languages to private chats
6: No over usage of CAPS, Caps are considered as YELLING !!
7: No harassing of the Admins/OPs ( That WILL get you kicked/banned/KLined ) Respect them and they will respect you.
8: No rudeness toward other users or obnoxious behavior
9: No remarks about a user's ethics, morals, or religious beliefs
10: No remarks about a user's sexual preferences
11: Do not ask or beg for OPs.. We do the choosing!
12: No Flooding, nuking, warring or other lameness!
13. Character descriptions should not exceed 2 paragraphs. Anything in excess of this will be considered flooding.
14. Please don't use control-K-1 to make black text - many vampire scripts have black backgrounds, please select a different color.
15. To use telepathy in the Hall or its official channels requires the discipline Auspex or the sphere Mind. Without one of those two abilities, you cannot use telepathy. Those with Auspex of 6 or higher (gen 7 or lower) may open a 2-way telepathic link with a non-telepath.
Failure to comply will result in a warning to kick/ban/klined, Admins/Ops desecration.
If you feel you have a LEGIT complaint with an OP see one of the Methuselahs. They have the final word on rule interpretation and disputes.
We are an EOE non-biased Server/Channel. All Bisexual Females ENCOURAGED to apply for server/channel positions! =)
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#VAMPIREHALL Information / Description
The Hall was constructed in the early 1680's in Boston, MA. It is structured after the Middle Ages' great halls of England, A mix of gothic and middle ages construction. The Hall is 6 stories tall, with 2 round towers on the south end and 2 square towers on the north. Inside on the first floor, Highly polished Marble floors, a 50' high ceiling, statues and pictures of various great kindred, 2 large granite fireplaces, and dim lighting consist of the basic appearance. On the east and west wall is a self serve bar. The bar serves all drinks in either silver goblets or crystal glasses. Oak tables, velvet padded chairs and sofas consist of the furniture. There is a large pool table in the far end of the Hall as well as a modern sound system. The upper dais level holds a large oak table with carvings of old. Around this table is seat for every senate member and overseer. To both the far corner of the hall are 2 wrought iron spiral staircases that lead to the upper levels. There is a single similar staircase that leads to the lower levels that is covered by a trap door and magically locked. Rumor has it only Harlequin and Katherynn know the way around this magic. The Citadel-like building has many lofts, terraces and balconies in the upper levels... which contain a labyrinth of hallways, chambers, guestrooms, bedrooms, ancient libraries, laboratories, and many others. The lower levels are even more maze-like. Below the wine cellar there rumored to be as many as 13 sub levels of various rooms and chambers. Rumors can be heard floating around about a dungeon and a sub-terrarium river cavern beneath the entire complex. It is said only Harlequin knows of all the rooms and passageways.
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LAWS OF THE KINDRED
This section states rules ALL players must follow if playing a Kindred.
If your character breaks any one of these laws, they could be punished by the rest of their clan (or others) up to death of the character. These laws are of the highest regard to all Kindred and some of them may apply to other non-mortal character types as well.
The Six Traditions
The First Tradition:
The Masquerade
Thou shall not reveal thy nature to those not of the Blood. Doing so shall renounce thy claims of Blood.
The Second Tradition:
The Domain
Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.
The Third Tradition:
The Progeny
Thou shall sire another only with the permission of thine elder. If thou createst another without thine elder's leave, both thee and thy progeny shall be slain.
The Fourth Tradition:
The Accounting
Those thou create are thine own childer. Until thy progeny shall be released, thou shall command them in all things. Their sins are thine to endure.
The Fifth Tradition:
Hospitality
Honor one another's domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.
The Sixth Tradition:
Destruction
Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine elder. Only the eldest among thee shall call the blood hunt.
NOTE: A Mortal has certain limitations to it's size, e.g. 9' demons running around and trying to sit in sofas without destroying them IS considered a Masq-breach. So for now the limit is around 8', a few inches up or down is possible depending on how powerful or discrete the character is. Remember, anyone above 7' will stick out in a crowd unless out on a basketball court! Failure to follow these kindred rules shall be punishable by a Elder or higher status as s/he deems fit. Up to and including death.Vampire Facts
1) All Kindred have the unique ability to regenerate practically ANYTHING with blood. Only thing that wont regenerate is the head, once chopped off and the body burned you are TRULY dead. FINAL DEATH also occurs as the result of diablerie - there is no way to regenerate or return from diablerie either. Another nasty move is a stake through the heart that will immobilize the vampire totally until pulled out again, it wont die but can't move or use Disciplines except Auspex.
2) A vampire cannot digest normal food or drinks unless mixed with blood. Sure, they can eat it but feel REALLY sick and throw up ALL over the place (mALkaVian favorite at the Prince's little get-together). This includes liquor as well, the only fluids a Kindred can drink is blood or bloodwyne (a mix of red wine and blood). ANY other substance taken in that is not mixed with blood will make the character very ill.
3) A vampires body is dead. It doesn't have to breathe, must have blood to move around and is pale as a fish. Unless using stored blood, the body can't have sex (Kindred CAN NOT become pregnant by ANY means period!), blush or use certain Disciplines.
4) Since the vampire has no natural resistance in the skin for UV-rays the vamp will suffer "instant skin cancer" by the sun and certain lamps, leaving nasty burned-like wounds that are quite difficult to heal. This also goes for fire and humans using Faith and holy water. 7th and lower generation have immunity to sunlight although their dice pool/hp are halved from current totals; 4th generation loses 25% of their dice pool in direct sunlight.
5) Vampires cast no reflection in mirrors.
6) Sacred crosses, garlic and not being able to cross running water are just myths, unless it's a clan weakness or someone using a holy item has true faith in which case the vampire must flee the direct line of sight of the holy item, if the holy item touches their skin it has the same effect as direct sunlight, generation irrelevant. In game terms if this happens the kindreds dice pool is be cut by 30% and he will do everything in his power to flee.
7) Kindred are dead in effect, thus they have no soul.
8) Once Kindred, there is NO WAY to revert back to being a mortal or switching clans on a blood level. The ONLY escape is destruction of your physical body.
Recognized Sects of #VAMPIREHALL The Camarilla
The Camarilla is a great sect of vampires that formed in the late medieval period. A vampire "United Nations" of sorts, it was formed to protect vampires from the purges of the Inquisition, to uphold the Traditions of Caine, and to enforce the great Masquerade. Many Camarilla vampires, remembering the nights of fire when vampires were uprooted and destroyed, uphold the Masquerade fanatically. Camarilla vampires reject the idea of vampires as monstrous predators, instead preferring to live clandestinely among mortals and feed cautiously.
The Camarilla is the most populous sect, and (in theory) the most powerful. But it is comprised of six clans of vampires, each with its own culture and agenda, and this renders it prone to discord. Ruled as it is by a fractious sort of parliamentarianism, the Camarilla is slow to act and often indecisive in the face of threats; when it brings its combined might to bear, however, the Camarilla is virtually unstoppable.
Beginning characters are assumed to be Camarilla vampires, and to belong to one of the six clans. The clans are:
! Brujah: A clan of violent, antiauthoritarian vampires espousing freedom from societal restrictions.
Clan Disciplines: Celerity, Potence, Presence
!Gangrel: A clan of solitary, nomadic shape shifters who prefer the wilderness to the confines of the cities. They are feared warriors whose animal instincts surface more so than other clans.
Clan Disciplines: Animalism, Fortitude, Protean (Sabbat City Gangrel: Celerity, Obfuscate, Protean)
! Malkavian: A bizarre clan of lunatics whose members are infamous for their insanity - and insight.
Clan Disciplines: Auspex, Dementation, Obfuscate (Tho some elder Malks still have Auspex, Dominate, Obfuscate)
! Nosferatu: A loathsome clan of deformed monsters who skulk in subterranean tunnels and sewers.
Clan Disciplines: Animalism, Obfuscate, Potence
! Toreador: A clan of elegant, passionate vampires who patronize artists, musicians, actors and the like.
Clan Disciplines: Auspex, Celerity, Presence
! Tremere: A secretive, treacherous clan of vampire warlocks who practice blood magic.
Clan Disciplines: Auspex, Dominate, Thaumaturgy
! Ventrue: A clan of aristocrats and nobles who consider it their duty to lead the Camarilla.
Clan Disciplines: Dominate, Fortitude, Presence (Sabbat Ventrue: Auspex, Dominate, Fortitude)
The Sabbat
The Camarilla's bitter rival is the dread sect called the Sabbat. Originally the remnants of the shattered anarch packs, the Sabbat has evolved - or devolved - into something much deadlier. The Sabbat would "liberate" all vampires from the chains of the Camarilla and their sires. The ultimate Social Darwinists, the Sabbat espouses the tenet of vampiric supremacy - the doctrine that, because vampires are highest on the food chain, they should not hide from mortals, but instead dominate them outright. This attitude toward humans often manifests itself in actions that appear horrific and cruel by mortal standards; accordingly, the Sabbat is often branded a sect of violent evildoers by outraged Camarilla vampires.
Two clans lead the Sabbat. The Lasombra clan is the most prestigious clan and is dreaded for its members' control over the stuff of shadow. Its ally and occasional rival is the Tzimisce, a clan of twisted scholars and sorcerers infamous for cruelty. Tzimisce are said to have the power to warp and mold their own and others' flesh and bone.
Lasombra
A clan made of noble blood, and the arrogance that coincides with it. Manipulators of shadows and leaders of the Sabbat, only they see themselves as knowing what it truly means to be the monster called vampyres. Long ago they rose up against the elders and slew their clans founder thus forcing them to join with the Tzimisce to form the Sabbat. They are cold, ruthless, and sadistic killers, seeing themselves as far greater than any other clan.
Disciplines: Obtenebration, Dominate, Potence
Tzimisce
Once undisputed masters of eastern Europe, since the awakening of Baba Yaga (the Nosferatu Progenitor), the Embracing of Tremere and the Sabbat creation when the young slew their Sires, only a few Houses remain. Tzimisce are seen as sadistic monsters, Dracula and Countess Bathory are counted among the Elders of immense power. The truth is they are just slightly misunderstood, having mastered the demonic Discipline of Vicissitude and upholding orthodox methods of being a vampire. Not at all upholding any illusions of humanity in their dead corpses they often have an alien mind, not unsimilar to the Malkavians, only difference shaping their madness instead of being shaped by it.
Disciplines: Animalism, Auspex, Vicissitude (though some Houses of the clan may have slightly different disciplines:: (Koldun: Animalism, Auspex, Thaumaturgy) (Old Clan: Animalism, Auspex, Dominate) (Revenant family: Animalism, Vicissitude, Potence))
The AnarchsSome younger vampires strive to remain free of both Camarilla and Sabbat control. These vampires style themselves "anarchs" in homage to the warriors who led the great revolt of the 15th century. For the most part these modern anarchs are ragtag bands of Brujah and Caitiff predators, though all clans are represented in their ranks. The Camarilla treats them as it would termites - individually insignificant, but potentially crippling if allowed to breed and fester.
The NeutralsThese clans choose to remain neutral in the great Jyhad, bartering their services to (and jockeying for power with) Camarilla and Sabbat indifferently. These are: the Assamites, a deadly clan of vampire assassins based in the Middle East; the Followers of Set, a dark cult of vampires devoted to the worship of the snake-god Set; the Giovanni, an insular family of incestuous necromancers and financiers; The Gangrel, a clan of shapeshifting loners; and the Ravnos, a nomadic line of Gypsy charlatans and thieves.
Assamites
The Assamites are a secretive type and do not associate with others of the Camarilla and Sabbat. They are known to have contacts in the tal'mahe'ra (black hand) but there is little known about them. One thing is known for sure: they kill and they kill well...but for a price. The Assamites price is always blood and for the right price, they will take out most any target, so be wary of these ancient killers.
Disciplines: Celerity, Obfuscate, Quietus
Followers of Set (Setites)
The most distrusted and feared of all the clans, the Sandsnakes use their corruptive powers to gain control over the vampiric society as well as the Mortal wherever they gain a stronghold. Most consider themselves the children of their god, the mythic serpent god Set of ancient Egypt, which they claim one day will return and make them all rule over the lesser beings of the earth.
Appearance: Many Setites are of Egyptian origin and dress in tasteful clothes, with a tendency to wear jewelry formed as serpents and snake tattoos over their bodies.
Clan Disciplines: Obfuscate, Presence, Serpentis
Giovanni
His family always having been Necromancers of great potency, Augustus Giovanno, the cappa di cappo cappa, managed to slay the Antedeluvian of the Cappadocians to take over the role himself. Since then the Giovanni family has ruled Italy with an iron fist, claiming mastery of all dead, and undead, as well as the deceased spirits.
Appearance: Black suits, combed back black hair and sunglasses, the Giovanni try to uphold the image of a respectable Italian family.
Clan Disciplines: Dominate, Necromancy, Potence
Ravnos
The Ravnos share many characteristics with the Gangrel, but there is no other clan from which they differ more. Despite their shared Gypsy heritage, hatred of authority and nomadic lifestyle, Ravnos and Gangrel are often found in diametrical opposition. The Gangrel are loners; the Ravnos love companionship. The Gangrel are combative; the Ravnos try to avoid physical confrontations. The Gangrel are honest and forthright; the Ravnos are masters of lies and deceit. Theft and con games are their most prominent activities. Constant traveling makes it harder for Ravnos to be caught engaging in their favorite pastimes and gives them an infinite number of marks and shills to exploit. Ravnos find no greater pleasure than taking advantage of other Kindred, and a vampire is advised to watch his wallet, gun, and pants while these Licks are around.
Appearance: Ravnos differ greatly in their appearances and styles, which is understandable since they come from all parts of the world. More common traits of the Ravnos are a calm collected demeanor, uniquely alluring looks, a quick hand, and even quicker wits.
Disciplines: Animalism Fortitude Chimerstry (those of Phuri Dae background have Animalism, Auspex and Chimerstry)
The InconnuThe Inconnu, as they were called later, were originally a coalition of Ventrue, Lasombra, and Malkavians, and a few True Brujah. Some say the Inconnu are old pacifistic vampires who only seek wisdom and mastery over themselves, others say they have a darker purpose to fulfill. On the other hand some say the Inconnu nowadays gives you excellent guidance and advice, others just disappear as they spread rumors that all Inconnu are pawns of the Antediluvian...
Ghouls/Revenants Mortals serving the Children of the Night during the day, these can be as powerful as the younger vampires or even stronger depending on who their Master is. By drinking the blood of their Vampire Master they attain some of her powers, along with the body rapidly mutating into a strong warriors skills. The drawback though is once the Masters blood has entered the body, the Ghoul is forever her slave, loyal until death and must defend the Master no matter what. Forever as it may seem, since the Ghoul cannot die of age for as long as the Master gives it her vampiric blood...
Appearance: Ghouls are Mortal, but usually takes on some of the Clan-specifics above. The Tzimisce Szlachta and Vohzd though are warped beyond recognition, truly the monsters the name Ghoul, and therefore an obvious Masquerade-breach if ever seen out in the open. It's not rare though to see a 15' Vohzd on the Tzimisce grounds defending it's Masters; the Vohzd is a creation of many Ghouls crafted together into one big massive tank of flesh and bone, almost unstoppable...
Disciplines: Fortitude, Potence and one of the Masters Disciplines.
Non-Kindred Sects/ClansSeek your Senate Leader to be given a generation and/or Title in your Clan/Group. Associated with each generation and/or Title is a dice pool or dp bonus. During combat or combat-like situations you will use this dice pool (total of your base pool plus bonus, if any) to attack, defend, or resist your foes actions. Resisting the affects of disciplines (such as dominate or presence) is always a resisted roll of dice, unless otherwise specified. See Combat for how dice are used to resolve fighting. Dice pool: Your base dice pool for combat. This may be adjusted by a bonus for Title or Rank held. The total of these two figures is also your hit points. When dividing dice pool for any reason always round to the nearest number. If rounding off 1/2, always round down. Max Disp/Gifts/Spheres: Max. number of powers your char may learn. If Kindred and the listing is more than 3 disciplines, you must first choose among your Clan Disciplines. Those choosing non-clan disciplines are limited to choosing from the 8 basic disciplines (auspex, celerity, dominate, fortitude, obfuscate, potence, presence, and protean) unless they obtain Methuselah approval (and have a good background story/reason for having it - even learning in channel from another character still requires Meth approval). See the section on Disciplines/Powers for which Meths approve which Disciplines. Camarilla/NeutralsGarou/Bastet
The Garou are the protectors of Gaia, the dying Earth Mother. They devote their lives to defending her against the ravages of humanity and the minions of the Wyrm. The word Garou means "shape shifter." The Garou are creatures part human, part wolf, and part spirit.
The differing parts of their souls continuously clash. This results in one of the most emotional and passionate creatures alive. Garou are constantly struggling to contain their inner beasts, so that they will not cause harm to those that they care for be they lover, packmate, or kin. This battle is just as often lost as won. When a garou's rage consumes him, he turns into a marauding monster, thoughtlessly tearing apart all that is around him. Garou can be as any of three breed, depending on what their parents were. These breeds are: Lupus, Homid, and Metis
Powers: Using gifts from allied spirits, the shapeshifters become even more potent foes in combat. Shifter/Garou gifts are listed below, after the combat section.
Mages
The ancient mystic powers of magic have always been there, these days seemingly weakened by circumstances only a few know, much less can do, something about. An Awakened Mortal has the ability to cast spells, write powerful runes or simply use natural birthright abilities that make them extremely powerful and dangerous, to others as well as themselves...
Appearance: Almost any, long white beards and robes are a thing of the past.
Powers: Wielding the ancient magic powers, you better run and hide if they're angry. Mage Spheres are listed below, after the combat section.
CHARACTER CREATION
| Generation | Max # in clan/sect | Starting dice pool | Max Disciplines |
| 4 | 0 | 20 | 6 |
| 5 | 1 | 16 | 5 |
| 6 | 2 | 13 | 4 |
| 7 | 3 | 10 | 4 |
| 8 | 3 | 8 | 3 |
| 9 | 4 | 7 | 3 |
| 10 | 5 | 6 | 3 |
| 11 | Unlimited | 5 | 3 |
| 12 | Unlimited | 4 | 3 |
| 13 | Unlimited | 3 | 3 |
| ghoul* | Unlimited | 3 | 3 |
* Ghouls will not be given a Rank in the Clan but will gain the same bonus as their Masters Rank. Ghouls, like childer, start with no disc for a month, then gain one disc per month until they have their three disc.
| Caitiff/Outcast/ Pander (non-aligned/any sect/any non-registered kindred) | Unlimited | 3 | 0 (3 with meth approval only) |
| Kindred Title | Max # in clan/sect | Bonus Dice pool | Bonus Disciplines |
| Methuselah | 0 | 10 | 2 |
| Justicar | 1 | 5 | 1 |
| Archon | 2 | 4 | 1 |
| Prince | 3 | 3 (5 if controls a city) | 1 |
| Primogen | 3 | 2 | 0 |
| Elder | 4 | 1 | 0 |
| Neonate | Unlimited | 0 | 0 |
| Childe* | Unlimited | 0 | 0 |
Sabbat/Assamites*All Childe characters are at 1/2 their base dice for gen and 0 disc for the first month of their existence to simulate their weakness as their bodies change and adjust.
Sabbat anti-tribu clans are NOT considered separate clans for the purposes of assigning gens or clan positions such as bishop or pack priest.
| Generation | Max # in clan/sect | Starting dice pool | Max Disciplines |
| 4 | 0 | 17 | 6 |
| 5 | 1 | 13 | 6 |
| 6 | 2 | 11 | 5 |
| 7 | 2 | 9 | 5 |
| 8 | 3 | 9 | 4 |
| 9 | 3 | 8 | 4 |
| 10 | Unlimited | 7 | 4 |
| 11 | Unlimited | 6 | 3 |
| 12 | Unlimited | 5 | 3 |
| 13 | Unlimited | 4 | 3 |
| Sabbat Title | Max # in clan/sect | Bonus Dice pool | Bonus Disciplines |
| Regent/Priscus (Methuselah) | 0 | 8 | 2 |
| Cardinal | 1/sect | 4 | 1 |
| Archbishop | 1/clan | 4 | 1 |
| Bishop | 2/clan | 3(4 if controls a city) | 0 |
| Templar/Paladin | 3/clan | 2 | 0 |
| Pack Priest | 4/clan | 1 | 0 |
| Brother/Sister | Unlimited | 0 | 0 |
| Childe* | Unlimited | 0 | 0 |
*All Childe characters are at 1/2 their base dice for gen and 0 disc for the first month of their existence to simulate their weakness as their bodies change and adjust.
| Assamite Title | Max # in clan/sect | Bonus Dice pool | Bonus Disciplines |
| Master/Duat/Chief Silsila | 0 | 12 | 2 |
| Castellan | 1 | 5 | 1 |
| Silsila | 8 | 3 | 1 |
| Rafiq | 10 | 1 | 0 |
| Fidai | Unlimited | 0 | 0 |
| Childe* | Unlimited | 0 | 0 |
*All Childe characters are at 1/2 their base dice for gen and 0 disc for the first month of their existence to simulate their weakness as their bodies change and adjust.
Garou/Bastet Ranks
Garou/Bastet Ranks: base dice for all shifters (except Abominations), including any who are not yet ranked, are 5, plus dice by rank. Abominations get their base dice pool based on their generation +2. In most cases, they may either be ranked as part of their new clan OR as shifters. If a shifter does manage to get ranked both in clan and sept, ONLY the highest rank bonus applies. The maximum rank they may achieve as shifters is Spiritcrafter.
| Garou/Bastet Rank | Max # in sept | Bonus Dice Pool** | Max # Gifts |
| Sept Leader | 1 | 13 | 5 |
| Sept Steward | 1 | 10 | 4 |
| Den Mother/Father | 2 | 7 | 3 |
| Spiritcrafter | 3 | 4 | 3 |
| Pack Leader | 4 | 3 | 3 |
| Werewolf | Unlimited | 2 | 2 |
| Abominations*** | Unlimited | By gen/rank +2 dice*** | By rank (if not ranked as shifter may use disc only) |
| BlackSpiralDancers/Wyrm | Unlimited | 2 | 3 |
Mage Ranks
* During battle a garou may Rage, if they do so they may raise their dice pool by double for any 2 combat rounds of their choice. During such time no other ability/gift may be activated. These Rages may be used for other actions as well (see powers descriptions below).
**When in human form divide their dice pool in half, it takes 1 combat round to morph from one form to another. During that time they can not have any other action except defend. If they win that round it does NOT count as a loss again the attacker, it means they just avoided getting hurt.
***Becoming an abomination requires meth approval, AND must be embraced in channel. A high Mortality rate applies. Roll the characters base dp of 5 dice. If any botches (1's) at all are rolled, the character dies final death. No Abomination may hold sept rank higher than Spiritcrafter, nor may they benefit from holding rank in both sept AND a clan only the highest rank bonuses apply. Abominations who are NOT ranked as shifters, have no access to Shifter Gifts.
*Mage Ranks: Basic dice for all mages are 3 dice. This is the amount of dice to be used by any unranked mage. To this, add the appropriate dice by rank.
| Mage Ranks | Max # in Guild | Dice Pool Bonus | Max Spheres |
| Oracle | 0 | 14 | 6 |
| Archmage | 1 | 14 | 6 |
| Master | 1 | 12 | 5 |
| Adept | 2 | 10 | 5 |
| Magus | 2 | 10 | 4 |
| Mystick | 3 | 9 | 4 |
| Disciple | 4 | 7 | 4 |
| Magician | Unlimited | 5 | 3 |
| Aspirant | Unlimited | 4 | 3 |
| Novice | Unlimited | 2 | 2 |
| Apprentice | Unlimited | 1 | 1 |
Others:*Magick is a VERY potent tool to magi. When a mage declares the use of magick in combat, it has the same effect as the disciplines Thaumaturgy and Necromancy. His starting dice will be increased 50% for that turn. Magick is a very demanding tool to the mage. He literally channels the energies of magick through his own body and as well as building up paradox. Thus, his total dice pool will go down 1 per each round he uses it but, may still be increased by 50% from the new pool. For example, a mage wishes to declare that he is going to use magick for this battle. His power is 6 and is increased by 50% to 9 for the first turn with the use of magick. The next round his power goes down one die due to the strain of channeling magic through his body and paradox built up. His power is now 5 and he continues to use magick so his dice pool is 7 for this turn, 6 for the next, then 4 and so on. His hit points are NOT affected by his use of magick unless he botches. HPs are always based on total starting dice pool.
| Type | Starting Dice Pool /HP |
| Human/Mortal | 3* |
| Trained Mortals | 5** |
| Vampire Hunter | 6*** |
| All others not listed | 4**** |
The Challenge*Mortals are an ingenious type, always quick to think on their feet. Once per day to save their hide they may x2 their dice pool.
** Trained Mortals are Army, SWAT teams, Special Forces, etc. They are NPC's only, for storyline purposes. Players who want to play competent mortals should choose the Hunter class.
*** A Vampire Hunter is assumed to have some sort of special weapon. To simulate this, during combat, s/he may use this weapon. For that combat round they may either raise their dice pool by 50%, OR decrease their target number by 1. They may not use this weapon two combat rounds in a row therefore, it may be used a maximum of every other round. Vampire Hunters fighting as a group with no other Types on their side in group combat may pool their special weapons and still get their bonuses every other round, contrary to normal group combat rules. They must do this as a group - the entire group doubles or not each round.
For every 3 vampires s/he slays, (legal kills in channel only), a Hunter may add 1 die to his/her starting dp/hp. This is a permanent bonus for that Hunter. Kills must be witnessed by ops and recorded and logged with a meth as soon as possible. When Hunters slay as a group, only one may claim the kill. This must be decided amongst the Hunters. If disputed, no credit can be claimed by any of them.
**** If a character isnt kindred, garou, mage, mortal or Hunter they get this dice pool, with no special abilities. No other char classes/types are recognized in the hall and its subchannels. In other words if you want to play a fae, wraith, time traveler, talking cat or living ball of string you use the other pool.
KINDRED SENATE MEMBERS VERY IMPORTANT: Once you allow a Kindred to advance by generation, you can NOT at a later date take that advancement away. So once an 11th gen kindred kills a 8th gen and becomes 10th gen you can not take that advancement away unless it was a illegal kill or its part of a storyline which they agree to. You may hand out titles like "Prince" and "Elder" and take them and their bonus dice pools away as IC punishment but you can not do the same with their base dice pools.
NOTE: The Max in Clan/Group is for reference only. Try to stick close to it for game play balance BUT its not written in stone. I will let the clan leaders dispense generation as they see fit as long as its kept realistic. If I see a clan who has no one greater than 8th generation, for example, then I will enforce compliance. Sabbat anti-tribu bloodlines still get their gen assignments from their base clan affiliations. Pander are considered Caitiff.
Creating a Childe: A Kindred can create another one of his kind, if allowed. That new character will have the generation of the sire plus one. To simulate the character developing in his/her new body the new childe will have ½ their normal dice pool by generation and no disciplines for the 1st month real time of its creation. After that they will get normal dice pool for their generation. 13th generation can NOT create a childe.
COMBAT
Challenges are to be made in legal channels. The Challenger makes a challenge to either one-on-one combat OR group combat. The Challengee may collect allies to fight with him, but only among characters who are in channel at the time of the challenge (summoning people from other channels, or off ICQ, or whatever is not allowed). That means if you are in #vh_garden and you are alone, and you are challenged, you may not bring people from the main channel #Vampirehall unless you have Auspex 6 (are at least 7th gen with the Auspex discipline). You may not bring people from #Vampireblah or any other non-hall related channel at all. The Challenger, if faced with a change from one-on-one to group combat may also collect allies with the same restrictions. If both agree to one-on-one combat, non-involved people may NOT jump in unasked on either side. You cant join a fight if that person doesn't want you fighting with them. You may continue to add people to your side up until the time of the first legitimate dice roll. However, any late arrivals to the combat must still meet the criteria of having been in channel at the time of the challenge.
1-on-1 Combat At least 2 non-involved senate members (Ops) must be witnessing for a combat to be valid. The attacker must declare IN THE CHANNEL who s/he is attacking. In all cases, neutral ops dice are to be used if available. Round all fractions to the nearest whole number, ½ 1/2 rounds down in all cases. 1. Challenger and Defender each choose to either attack or defend. 2. Each player rolls a number of d10 equal to their current adjusted dice pool. Target is always 6, adjusted for use of powers, if any. Player MUST state powers they are using before the roll, either in the channel or secretly to the GM overseeing the battle. They MUST do one or the other or the roll is invalid. 3. If both players chose defense, then the characters just circle and stare down each other, go back to step 1. If both players chose to attack, go to step 4 otherwise use system below: 3a. Use of special powers MUST be stated before rolling is done; Count total number of successes minus botches (rolls of 1). Meths are immune to botches. 3b. Compare the 2 rolls. Who ever gets more net successes, they do that number of HP damage to their opponent. Ties mean no damage to either character. 3c. Repeat process starting at step 1 until either someone flees (see free escape rules under disciplines) or is reduced to 0 or less HP. In that case s/he is defeated and unconscious. 4. Use of special powers MUST be stated before rolling is done; Count total number of successes minus botches (rolls of 1). Meths are immune to botches. 4a. Each character does their net number of success damage to each other. 4b. Repeat process starting at step 1 until either someone flees or is reduced to 0 or less HP. In that case s/he is defeated and unconscious. Feel free to RP the scene out between dice rolls. This makes for a much more interesting time! Stakes, bane weapons, or one-hit-kill magic can only be used as a RP element during combat. It offers no combat assistance. The winner has the option to 'kill' the defeated character or spare him/her, winner's option. If spared, the character will attack/defend at half power for next 24 hrs real time (exception: see Vicissitude). NOTE: Any character leaving in the middle of combat without having a legitimate reason (ie making a legitimate escape roll or a verifiable system crash) will be considered lost in the battle and at the mercy of the attacker. Group Combat If more than 1 person wishes to attack 1 or more people (group attack) use this system. Other people can not join once combat starts. Combat starts with the first legitimate roll of the dice at the direction of ops. Group combat would be the common way to fight for a city. Clones MAY NOT be used in Group Combat! A. Total dice pool of each group is tallied up into one roll per group. B. Each group rolls the sum of their dice in one roll. Each group does damage to the other group equal to their net die roll (Check with the OP for accuracy). C. Each character in each group rolls their respective attack dice pool. The lowest roll character takes the damage. If this is greater than that character's remaining HP, that character is incapacitated and extra pts of damage done have no effect. D. Remove the amount of damage done or the eliminated characters' attack power from the group tally, continue battle in this fashion until one group is completely eliminated. E. Winning group has the right to kill ONLY 1 character from loser group OR capture that city if that's what the situation is, not both. F: Any characters incapacitated during the battle but not killed are at 1/2 dice and hp for 24 hours. Ratio may not be more than 3:1 characters in group combat. Powers (Disciplines, Spheres, Gifts) are NOT allowed in mass combat (exceptions: see Obtenebration and Hunters). A meth fighting alone or grouped only with other meths in group combat is still immune to botches, but not when grouped with non-meths. (Anyone who takes on a group of meths deserves whatever they get). Separate groups with a marker by each person's name (for example, everyone fighting in Ineluki's group would appear as Nick-Ine). NOTE: Any character leaving in the middle of combat without having a legitimate reason (ie making a legitimate escape roll or a verifiable system crash) will be considered lost in the battle and at the mercy of the attacker. Kills for such reasons are IN ADDITION to the one character the attacker is allowed to kill. And the loser in a battle may also claim victims for such a reason. EscapeAnyone may attempt to escape from a challenge. Before the battle begins, any character who wishes to escape from combat may make a contested die roll against their opponent. This is done with base dice only - not modified in any way by disciplines or other powers. If the combat is group combat, the escapee makes the contested roll vs. the single toughest opponent on the other side. A character may attempt to escape between EVERY round of combat, so an initial failure does not mean it is impossible. However, in one-on-one combat, after making an unsuccessful escape roll, a character may NOT opt to take an offensive stance on the following combat round...he may defend only. He may still freely use any disciplines or powers without penalty.
Formal Combat Terms Trial of Grievance If a Kindred feels betrayed by another kindred s/he may call a Trial of Grievance. This is to resolve 1-on-1 conflict without fighting. Both shall appear before no less than 5 senate members. Both the accuser and defender will state their positions and verbally defend themselves. The senate will decide who is right. The loser will lose 20% of their total dice pool for one week real time. This would be the usual way to take on someone much more powerful than yourself. The loser has the option to physically fight the winner right after the judgment has been made (without losing dice for the fight). If they take this option resolve combat as normal, with normal challenge rules. Clan War A Justicar may declare war on another clan or race at any time. It is up to the Justicar to make/break alliances, use their members to the best possible advantage, time when to strike, etc. The war can not last more than 1 week (real time). Whoever totals the most 'kills' (which non-involved senate members will keep track of) wins. The losing clan/sept/guild Leader/Justicar must step down. A new Justicar/Leader must be chosen by the other clan members by a clan vote pending Meths approval. Blood Hunt A Prince or higher title member of a clan may call a bloodhunt on a fellow clansperson. If so done all members of that clan shall 'hunt' for the chosen one. If found, call a battle and proceed. If the attacker wins, The hunted character will be considered destroyed and the player must create a new character if they wish to return. If the attacker loses, s/he will be out "recovering" for the rest of the day. The hunted may seek non-kindred or non-aligned kindred for allies (or other kindred clans if the hunted person can convince the leaders of that clan, though that might lead to a clan war.) If a kindred of the same clan or anyone else is found to be helping the hunted, s/he may be punished by the clan leaders, up to death or hunted themselves. Unless a meth gives approval a hunt can not last more than 2 weeks real time.![]()
POWERS
DISCIPLINES
At the end of each discipline, the effect it has on/for your character is listed. See the generation chart to determine your disciplines. Each clan gets 3 disciplines unless otherwise stated above in your clan listing. Use of these powers MUST be stated before dice are rolled. You may use as many physical disciplines (marked *) as you have/want and one mental or social discipline per turn. For those who get more than 3 disciplines, you must first choose among your Clan Disciplines. Those choosing non-clan disciplines are limited to choosing from the basic 8 disciplines (auspex, celerity, dominate, fortitude, obfuscate, potence, presence, protean) unless they obtain Methuselah approval. Specific meths are assigned specific disciplines to handle - if you want one of these special disciplines, please see the meth assigned to approve that discipline.Please note that these are combat uses of these disciplines. For rp purposes outside of combat, most people use the VtM levels of the disciplines. Any use of these disciplines is at discretion and approval of ops, with any disallowed uses listed below. When using these disciplines against another person, that person is always allowed a resistance roll (dice pool vs dice pool).
Animalism Vampires with the Discipline of Animalism find themselves with greater control over both the animal world and the Beast Within. Effect: Once per combat you may call a beast to assist. The beast will have the same attack power (total dice pool) as you. Once the rolls for the combat turn are done you MUST state you are using this power. This counts as your mental discipline for the following turn. You may then roll your attack pool again, no other disciplines apply, but ignore botches. Your opponent rolls the same dice and uses the same disc, if any, that he used on the previous turn. If you get more net successes, subtract that amount of HP from your enemy, if you lose the roll, no effect to you, it does not count as a loss against you. In essence it is a free attack. Auspex The Discipline of Auspex bestows telepathic and extrasensory perception powers on its practitioners. This means just what it says and implies:: Vampires must have Auspex to use telepathy in the Hall or its official channels. Effect: Using this power during combat you concentrate your powers to the maximum and cannot do wrong, ignore all Botches. May only be used once per combat. Celerity * Vampires with Celerity are dangerous foes, for this Discipline enables them to move and attack at superhuman speeds. Effect: Raise your Opponents target number to hit by +1 (normally getting a 7 tn). Dominate Vampires with Dominate may mesmerize others, or even control their minds outright. Use of this power requires eye contact. The victim must be of equal or higher gen or be a non-vamp. Effect: The vampire may make one resisted roll against the victim. No other Disciplines or powers may be used on either side. If it succeeds s/he may either give the subject a short command to do something (nothing obviously lethal to the victim), erase a certain memory from its mind or possess it for a max one day (possession only effective on Mortals). If the roll fails the vampire cannot attempt another Dominate power on that victim for 24 hours. Use of dominate requires eye contact, and if the roll succeeds, eye contact is assumed to have been made. However, iF there is a rp reason why eye contact may not be possible, consult an op to adjudicate. Garou may ignore any dominate command by expending one of their two daily Rages. Mages with mind sphere get +2 dice to defend vs. Dominate. Fortitude * Vampires with Fortitude prove unnaturally resistant to damage. They must often be literally hacked apart, like the walking corpses they are. Effect: Use of fortitude increases the characters hps by 50%. If failure to declare use of fortitude would drop a characters HP to 0 or below, that character drops incapacitated (unconscious). ObfuscateObfuscate is the ability to mystically cloak oneself to the minds of others, thereby disguising or concealing oneself.
Effect: You can attack someone hidden in your cloak of Obfuscate once/combat. Make an attack as normal, both roll their dice, all Disciplines/spheres/gifts counted in. If you win, you damage the opponent as a normal attack, but if the defender wins she only evades and you take no damage. Potence (*) Vampires with Potence are terrifying opponents, for they possess the strength of several humans. When resolving any feat of strength (arm-wrestling, tug-of-war, etc.), a character with Potence always beats a character without Potence. Effect: If the combat is HtH the vampire gains 1 target number for that turn. Presence All vampires are impressive, scary creatures, but those with the Discipline of Presence are particularly captivating. Vampires with Presence can manipulate others' emotions, becoming their victims' dream lovers - or most terrifying nightmares. Effect: Use like dominate in RP situations, with the exception that presence does NOT require eye contact to be effective. In combat, For anyone to be able to attack you they must first challenge your Presence with their own. Each rolls total number of dice with a difficulty of 6 on both sides. If the Challenger wins she may assault as normal, otherwise she may not attack the defender for 24 hours. Attacking someone who is affected by your Presence breaks all effects of the Presence. If both parties possess the Presence discipline, whoever wins the die roll has affected their opponent, regardless of who challenged whom. Protean * Protean is the purview of the shape shifting Gangrel, though they have taught their secrets to other vampires. Vampires with Protean may shape shift into a variety of forms. Effect: The vampire can morph its body to gain sharp claws, or even turn into a wolf to gain +2 to their total dice pool during combat.![]()
(this path may be taken ONLY by Setites. Meth approval is not required for Setites to take this path; Meth approval may NOT be given to non-Setites. Those who have Thaumaturgy discipline may have use of this path for rp purposes - but not the special uses for combat listed below)
This Path is widespread among the Followers of Set, and can be known by followers without the rigid ritualistic training (ie Thaumaturgy discipline) that Tremere need for their paths. A Follower may take this path if they are allowed enough disciplines - it counts as a discipline choice but they must take their 3 clan disciplines first.
Effect:
To avoid combat, the Setite may roll their total dice pool in a resisted roll against their opponent's total dice pool to convince them not to fight. If successful, this prevents the challenger from challenging the corrupter again for a number of hours equal to his/her net successes. This can be used if Presence fails. Also, The Setite can use it to cripple an opponent during combat, lowering their dice pool by 25% on a successful resisted roll. Limit one successful use per battle, as a person can't be crippled more than once.
Quietus, Screwface (Mikal) The Assamites' spiritual beliefs about blood, combined with their death fixation, led to the discipline of Quietus. While it is suggested that the Assamites used the curse of the Tremere to originate this discipline, the reverse is actually true. The curse of the Tremere made use of the Assamites' own blood powers, and turned that power against them. The powers of Quietus reflect two things: the growing toxicity of the Assamites blood, and the Assamites' growing spiritual connection with blood. Effect: The vampire can use its blood as an effective poison. The Assamite can weaken the victim by touching it, the victim loses 2 dice for the rest of the day (24 hrs). Subsequent attempts may be made to lower the victims dice pool again no victim may have their dice pool reduced below 1 die by use of this power. The first time this power is used on a victim in a day there is no resistance roll. Subsequent uses of the power allow the victim a resistance roll, iF he or she is aware of the touch as being hostile, ops discretion. These touches must be witnessed by an op - either as a function of rp or during combat by getting an opportunity to touch the attacker - ops have final say on this. The Assamite may declare use of this power AFTER a successful touch in combat and it will count as his/her mental discipline for the following turn. Note that skin contact is NOT necessary, but the touch must be to the body - not a loose piece of clothing...Except for the first use of the power on an individual, touches that are NOT skin to skin ALWAYS get a resistance roll.Serpentis, Jack (Casius)
Enables the vampire to use the mythic powers of Set, much based on the serpents of Egypt. The ability to remove one's heart and become unstakeable is limited to being used on self only in VampireHall. One cannot remove the heart of another person in this way, with or without that person's cooperation.
Effect: The vampire gains the legendary hypnotic gaze of the serpent, rendering Mortals immobilized until the vampire takes her eyes of her victim. Even supernaturals can be affected but you must then roll your total dicepool vs your victims total dicepool. If you choose to assault someone who is affected by this power make an attack as normal - both parties roll their dice, all Disciplines counted in. If you win you damage the opponent as a normal attack, but if the defender wins she only evades and you take no damage and the combat carries on as normal. You may only use this power once per combat once affected, they know better than to look you in the eyes again.
Temporis, Screwface
Temporis is the time-bending discipline of the True Brujah. They are rare and little is known of this powerful discipline outside of their clan.
Effect: Once per day, the True Brujah may warp time and go back to reroll any resisted roll, combat or otherwise that was just made. The roll MUST have involved the TB (ie he cant warp time for others), and both parties involved reroll their entire dp for that roll. If the TB loses on the re-roll, he may not warp time again for that roll. The 'Day' ends at midnight EST for the purposes of what is a day for use of this power.
Thaumaturgy/Necromancy/Koldun Sorcery (Thaum/Necro: Jack, Koldun: Casius)
The study of Thaumaturgy is largely restricted to the Tremere, although certain vampires among the Sabbat are rumored to employ it. Thaumaturgy is vampiric sorcery: ritual spell casting and blood magic. Unlike other Disciplines, Thaumaturgy requires blood expenditure. Necromancy is a variation on Thaumaturgy practiced by the Giovanni. Koldun Sorcery is a type of wild blood magic used by elder Tzimesce. It is rarely taught in modern nights. All three powers are used in the same way for purposes of Lex combat.
Effect: The users starting dice will be increased by +50% for that turn. To use these disciplines requires a high expenditure of blood, and this is reflected in the fact that the users total dice pool will go down 1 per each round he uses it. For example, a Tremere wishes to declare that he is going to use Thaumaturgy for this turn. His dice pool is 6 and is increased by 50% to 9 for the first turn with the use of Thaumaturgy. The next round his total dice pool goes down one die due to use of blood. His power is now 5 and he continues to use Thaumaturgy so his power is 7 for this turn, 6 for the next, then 4 and so on. His hit points are NOT affected by his use of magick unless he botches. A character who botches (rolls 0 or fewer net successes) while using Thaumaturgy makes a single roll of his total dp, tn 6 and does that amount of damage to himself. You can regain these lost dice by drinking huge amounts of blood (WILL be a Masq-violation if done inside the Hall) or the next day.
Vicissitude * (`Casius)
The ability to warp and mold anothers or ones own flesh and bone. This can be used to have the Kindred using this power look like some one else, form themselves into a monster-like form with increased combat ability, warp another persons body causing extreme pain and damage, or take a plasmic-like form that can ooze thru cracks or into the ground.
Effect: The vampire can shape and mold its body into a 8' horrid looking being gaining +4 dice. If a non-Tzimisce uses Vicissitude, make a roll with 10 dice, if he/she gets 3+ botches the body is IMMEDIATELY deformed and loses half her total dice pool and cannot use Vicissitude for one week full time. A vampire with Vicissitude who has lost a battle and was not killed, gets one roll of their RANK DICE ONLY, diff 6. If they score at least 1 net success, they are NOT affected by the 24 hour dice pool reduction. A vampire of gen 7 or lower with vicissitude who has lost a battle and is killed (including decapitation and burning, but not diablerized), gets one roll of their RANK DICE ONLY at diff 8. If they score at least 1 net success, they are not killed, but incapacitated for a week. Note that Diablerie is ALWAYS final. As with all dice rolls, 2 ops MUST be present and witnessing the roll.
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Garou / Bastet Gifts
Normally, a garou can use only two gifts per turn (unless specified otherwise below). Any gifts that have a continuous effect may be activated and left on while other gifts are activated on later turns.
Razor Claws
The garou may hone his claws to Razor sharpness. This Gift is taught by a Cat or Wolf spirit.
Effect: The Garou takes a turn to scratch his claws over a hard surface. After that he gets an additional single success to each combat roll. This gift, once activated, lasts for the remainder of that combat.
The Falling Touch
This Gift allows the garou to send her foe sprawling with but a touch. This Gift is taught by any aerial Spirit.
System- The Garou rolls their dice, difficulty 7. Every success gives the opponent a botch on a single combat role. Ops call if there are any other ill effects of using this power on a situation by situation decision. Works on meths, even though they are normally immune to botches.
Silver Claws
The Garou can turn her claws into silver, making her a terror against other Garou on the battlefield. This Gift is taught by a Lune.
Effect: Make one roll of the entire dicepool, diff 8. You may ignore this many botches on your next combat roll. If the garou is fighting another garou, they may add +2 dice to their total dp for that round of combat in addition to ignoring botches as above. *NOTE* This Gift is RARE and must be passed by the Sept Leader before you can learn it.
Body Wrack
The garou can cause a victim to suffer immense pain. This Gift is taught by a Pain-spirit.
Effect: Use of this power increases the opponents difficulty to hit by 1 for that turn.
Luna's Armor
The garou calls upon the blessing of Luna to deter any damaging attacks aimed at her. The Gift is taught by a Lune.
Effect: Use of this power allows +25% of dp added to defense only (not usable when declaring an attack). The affects of this gift will last until the garou uses her dice offensively for attack as long as the garou continues to declare defense as his/her mode of combat, s/he will keep the +25% and use another gift as well.
Halo of the Sun
The garou becomes surrounded by a sphere of blazing sunlight. Certain Wyrm creatures- Denizens of the Dark- may flee before the brightly shining Garou. This Gift is taught by a Spirit allied to Helios, the Sun Celestine.
Effect: The effect lasts one combat round. The damage of any hand to hand attack is increased by 2 dice. Anyone directly facing the Garou adds 1 to all attack difficulties because of the glare, and any vampire within 20 yards suffers damage as if exposed to true sunlight. From sunlight, the vampire will take 50% of its current hp in damage and lose 50% of its base dp for this turn. 4th gen meths will take only 25% of their current hp in damage, and lose 25% of their base dp for the turn. In all cases, (hp AND dp), halve the effects if the vampire declared use of fortitude in the current turn.
*NOTE* This Gift is VERY Rare. May only be learned if passed first by both the Sept Leader and a Meth. User may not use any other gifts on the same round, tho other gifts may still be active from prior rounds. This gift may only be used once per combat.
Clap of Thunder
The Garou may clap her hands together, sending forth a shockwave that can stun all before her. This Gift is taught by a Stormcrow.
Effect: The opponents dice may not exceed the garous dice for this one turn, regardless of gen, title or disciplines, spheres or gifts used. This is allowed only if the user is in Human, Glabro or Crinos form. This may be used only once per combat.
Speed of Thought
The garou can double her land speed. This Gift is taught by a Cheetah-Spirit.
Effect: This works just like the kindred celerity the Opponents difficulty number is increased by 1 for that round.
Cutting Wind
The Garou may summon a painfully bitter blast of wind, which he may direct at foes. This Gift is taught by a spirit servant of Wendigo.
Effect: The garou gains +2 dice to reflect the damage done by the icy wind. Cannot be used 2 turns in a row, so can be in effect at the most, every other round max.
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Mage Powers/Spheres
Mages may use no more than 2 Spheres per combat round. With the exception of Life Sphere, they may NOT use the same spheres 2 turn in a row.
Correspondence
The Sphere of Correspondence involves an understanding of locations, spatial relativity, and the interrelation between people and objects. This allows mages to teleport, pull rabbits out of hats, create magickal barriers, and levitate or fly in the air. Correspondence is also commonly mixed with other Spheres to allow mages to work magick on subjects hundereds of miles away as easily as if they were right in front of them.
Effect: In combat a mage may use correspondence to teleport about to avoid offensive assaults. Thus, it increases the opponents difficulty number by 1.Entropy
All things eventually make way for that which follows in the great Cycle. With each death and re-birth, there is new hope. Some call it decay, others Fate. Whatever name it goes by, this Art allows the mage to manipulate the forces of probability, disorder, and destruction.
Effect: Like kindred auspex, use of this sphere, allows the mage to ignore all botches for one roll.
Forces
Students of this powerful Sphere know the forces of the elements - electricity, magnetism, fire, wind, gravity, kinetic energy, and nuclear energy.
Effect: Add 2 dice to simulate the destructive powers of the forces in play.
Life
The Sphere of Life addresses biological patterns and energies - incredibility complex and intricate Arts requiring careful study and practice to master. Masters of this Sphere can create and alter organic life patterns.
Effect: : A mage who uses the Life Sphere in combat may better his body drastically or heal himself. Use of life sphere, like vampiric fortitude, increases the characters hps by 50%. If failure to declare use of life sphere would drop a characters HP to 0 or below, that character drops incapacitated (unconscious). Unlike other spheres, Life sphere may be used every turn if the mage so desires.
Matter
This Sphere covers the study of physical, inorganic patterns. These templates, though simpler to use than forces, are not quite as flexible.
Effect: The Sphere of Matter allows a mage to control the climate about him such as granite walls, the ground, and so on. Thus, a mage could turn the ground below a person into mud or even heat or cool the air around him. In combat a mage may use matter to lower the opponents dice by 2 or raise his own by 2 to simulate changing in climate.
Mind
The Sphere if Mind is the study of sentience. It allows the mage to delve into the mysteries of the human brain, to explore and avail himself of the powers within.
Effect: Mind works the same as the discipline Dominate, ie mainly a RP element. Though if someone wants to resist this power make 1 attack roll vs a defense roll using each characters total dice pool. Highest roll wins. If the defender resists the mental control, you can not try again for the rest of the day on that person. Any non self-destructive command can be issued and must be followed. Seek OPs ok if unsure. Mages with mind sphere get +2 dice to defend vs. mind sphere of others or vampiric dominate.
Prime
The Art of Quintessential reality; training in this Sphere allows a mage to understand and manipulate reality in its rawest forms, to detect, absorb and manipulate this mysterious element.
Effect: In combat, prime may be used to enchant a weapon (even the mage's own hands!), thus, allowing the mage a 1 to difficulty on his/her combat roll that turn.
Spirit
To know the Other worlds and their inhabitants, a mystic must study the elusive and ephemeral Sphere. With it, he may converse with the Umbrood and even enter their worlds.
Effect: In combat, the magi may use Spirit to have more potent attacks against Kindred and Wraiths. He/she gets +3 dice against an undead opponent.
Time
This Sphere teaches that time is as subjective as space and matter. Mastery of it allows a mage to manipulate perception or the passage of time.
Effect: This sphere works exactly the same as the discipline Celerity. The mage gets to raise his Opponents target number by 1.
*Mages follow a Masquerade just as the Kindred. This better helps them preserve their arts - people fear what they don't understand. As well, mages have been known to suffer ill effects from their magics when casting it in front of Sleepers (Non-Awakened mortals that do not believe in magic).
Camarilla
| Brujah | `Vincent` |
| Gangrel | ^Vampiress^ |
| Malkavian | Xorcia |
| Nosferatu | ^Masked^ |
| Toreador | ``Samuel_Clemons`` |
| Tremere | `Raziel |
| Ventrue | Sun_Wu-Cong |
Neutrals:
| Assamite | Siraj`al`Din |
| Giovanni | Ignazio_Goya_Giovanni |
| Ravnos | Queenie` (Elise) |
| Setites | Sertanis |
| Old Clan Tzimisce | Carmy |
| Shifter Rep | Sits_and_Watches |
| Mage Rep. | Autumn_Magnus |
Other Sects:
| Sabbat Rep. | Naejjak_Janstz |
CURRENT METHUSELAH'S
This list goes from highest ranking to lowest raking within the meth positions. If need be, the present highest ranking meth in the channel has the final say on all disputes and matters (unless a meth of greater rank decides to overrule that decision at a later time.)
| Harlequin (Ancient Meth) | Tremere |
| Katherynn (Ancient Meth) | Tremere |
| Jack (Ancient Meth) | Tzimisce |
| {Samantha`} (Elder Meth) | Toreador |
| Mikal | Ravnos |
| Screwface | ? |
| `Casius | Tzimisce |
| ^Jade^ | Ventrue |
JUSTICAR Responsibilities / Duties
A. Must recruit/assign ranks to all members of his/her clan, and
keep an updated list of all members/ranks at all times.
B. Justicars are AOPs in channel. Be a FAIR op of all aligned channels of the hall.
* OOC insults will NOT be tolerated by OPS or RPers
* Violators WILL be kicked/banned if needed.
C. Create role-playing 'adventures' for your clansmen by assigning them tasks, quests, missions, etc..
D. senate members must be able to log on NO LESS than 3 days a week.
E. a Senator who misses 3 meetings in a row or fails to show up for more then a week without prior notice may be stripped of their title.
F. If more than half the channel is OPd make sure all the non-OPS deOP and be willing to deOP themnselves also (AOps deop if there are too many ops)
G. AOPs should deOP when AFK, sleeping, away, etc.
METHUSELAH Guidelines
A. They will assist Justicars in creating RP storylines.
B. Meths MAY get involved in storylines as long as they are not intrusive or abusive of their power. Use your better judgment.
C. Enforce the Lextalionis and make sure the senate members do the same.
D. Meths may over rule all senate members, Elder Meths overrule all lower ranks, and Ancient meths may veto/over rule all others.
E. Try to keep an updated list of species/clan/ranks of the Hall to be used as a reference during combat and to keep clan lists in check.
F. Meths are SOPs in channel. Be a FAIR op of all aligned channels of the hall.
* OOC insults will NOT be tolerated by OPS or RPers
* Violators WILL be kicked/banned if needed.
G. If more than half the channel is OPd make sure all the non-OPS and xtra AOps deOP themselves so the channel is not topheavy.
H. Meths should stay OPd at all times.
SENATE PROCEDURES
The governing body is broken up into 2 levels. The Senate is composed of the clan Justicars and the Overseers are composed of the Methuselahs. This is to simulate the true body of government in the V:tM books but also not bring the channel administration to a stand still as we found out it did at times in the past. Thus, with this format, the channel rules and all major admin decisions are made by the Overseers (Meths) only. The Senate takes care of all RP and IC matters and votes on such as well.
The Senate will gather the 1st Tuesday at 20:00 EST and the 3rd Sunday at 14:00 EST of each month for meetings. They may vote on clan, hall and city level issues. After clan business is done anyone who wishes to approach the senate with a issue may do so. The Senate also votes on new Senate members. A vote on any issue can not take place with less then half the senate present. Methuselahs have the right to veto any decision passed. All are welcome to attend a meeting. Meetings shall be held in #kindred_senate so as not to interrupt the RPing.
The Overseers deal with Channel issues, filling senate/meth positions if need be and general admin duties. They also update the lextalionis as needed. At least 1 meth must be present for a senate meeting.
Ancient Meths (founders) have the final say on all matters.
CURRENT CHANNELS (Shadowland IRC Server)
These are official channels of the hall. NO other rooms are recognized. Unless combat, death, or other major events takes place in one of these rooms it will not be considered valid or legal.
|
The main Downstairs room |
#KINDRED_SENATE |
The Senate room |
#VH_ALCOVE |
Intimate private area away from the main room |
#VH_VERANDAH |
The balcony on the outside of the hall. |
#VH_BALCONY |
The landing that surrounds the inside of the hall - a 30' drop to the main floor. |
#VH_CHAMBER |
The main sitting room upstairs |
#VH_COMMON |
Boston Commons, The main park just outside the hall |
#VH_GARDEN |
The other part of the Commons - an arboretum where trees and flowers from all over the world are planted. |
#VH_DUNGEON |
The dungeon below the hall. (If you wish to bring fight somewhere this is the place or the Common) |
#VH_OOC |
For all Out of Character discussions |
#VH_CAERN |
Cave under the hall that is accessed thu the sewer ; Meeting place for all Garou and shape shifters |
#VH_BURIALGROUNDS |
The old kings burialgrounds (cemetery) in downtown Boston. A historic sightseeing place. Sabbat meeting area... |
#VH_CRYPT |
300+ yr old crypts under the Hall. |
ONLY senate members and meths get ops in #vampirehall unless otherwise stated by a Meth. Certain loyal friends of the hall may get honorary ops on a case by case basis. Ops is a privilege NOT a right. Dont ask us for ops, Well ask you if we feel its warranted.
Thanx for your support and visiting the Hall!
Joining #Vampirehall Mailing List
There are three ways for people to joining the hall e-mail news group:
1. Email the Hall addy with your email and ask to be added to the list.
2. Users add themselves by entering their e-mail addresses into themembership form found with the group's messages on the eGroups.com site.
(You also can add such a Web-based membership form on your own Web site. Click on "HTML for your Web site" in the group manager interface, to obtain the HTML code you need.)
3. Users send an e-mail to vamphall-subscribe@egroups.com
The messages of your group and other group information is found at
http://www.egroups.com/list/vamphall/
E-mail address:
Hall Email Addy = vampirehall@yahoo.com
Websites:
Official Page:
www.members.tripod.com/VampireHall/
(Webmaster: Mikal)
Other supported pages:
http://members.xoom.com/vamphall Webmistress: Carmy
CREDITS
Thanks to Mikal for the help with this version and to Kath, Ine, Cas, Dark, Chant, Rose, Ashlyn, Tza, Rak, Arc, Carmy, }{aily, kit and all the others who came with me to my new channel and back again. Without your support no set of rules would matter!
COPYRIGHT
Use of copyrighted White Wolf names and material should not constitute a challenge to said material. Used without permission. All other information is Copyrighted 1995, 1996, 1997, 1998, 1999 to Shadowland Enterprises and can not be used without permission of the author of this document. Doing so you violate federal copyright laws and the author will seek legal action against such use.
USING THESE RULES IN YOUR CHANNEL
Because a few people have asked me to use these rules in their channel I have added this section. If you would like to use these rules in your channel I grant permission to use and modify as you see fit with the following stipulations:
a. My name and email will clearly appear either at the beginning or end of the document giving credit to me as the original writer.
b. This section, my web page and my IRC server information will remain "as is" unedited in any way.
c. You email me as to what chan and network your using them on.
Thanx and Enjoy!
-H
