Base Rules Set
We are using the (new) World of Darkness rules set, NOT the Mind’s Eye Theatre rules set, however MET damage limits (MET p 211) apply. The optional rule ‘Weapons are deadly’ is not in use.
Draw System
We are using the 40 Card Draw System, with no reshuffle before drawing explosions.
Setting Specific Changes
The ‘Predator’s Taint’ system does not apply as it is setting inappropriate. Vampires appear on recording media and cannot burn a willpower to avoid this. Blood Potency does not increase by any means other than diablerie and cannot be purchased. For starting Blood Potency see ‘Merits’.
Fighting Styles
No matter how many fighting styles a character possesses, you may only use one per round. Note that the Sniping Fighting Style cannot be used in close combat.
Grapple
The Weaponry skill (rather than Brawl) may be used when making an attack on your opponent while engaged in a grapple (note that you are still restricted to those weapons that are usable in a grapple), but not for other manoeuvres.
Upon successfully attempting an Escape manoeuvre, you may immediate move your speed in steps away from your opponent, provided that you are not still engaged in a grapple with another opponent.
Shape-shifting (for instance, the use of Protean 4) automatically breaks a grapple.
The Immobilize Opponent Manoeuvre has been removed.
Firearms and Close Combat
If you BEGIN your turn in close combat with the target you are firing at, you subtract the target’s defence from your attack pool. This represents the fact that as the shooter moves back, she is doing so while near enough to the flurry of combat to make it harder to take the shot.
Weapons for High Strength/Vigor characters
When attacking with a melee weapon, draw Strength – (Durability of Weapon + 2) where successes are damage to the weapon’s structure. Do not draw if this would be reduced to a chance draw.
Making Items
If you wish to personally manufacture specific items, this requires a downtime action and a Crafts draw to succeed in the task. In the specific case of Melee Weapons a rating of Crafts 3 and the appropriate specialty allows additional durability to be added to the item at 1 per Crafts dot over 2; the successes required are equal to the durability of the item. Further modifications to durability or items bonuses require devotions such as Blood Tempering and Rituals such as Ward vs Kindred.
How to Hunt down your Enemies
If you are attempting to discover the haven or whereabouts of another character, this requires a contested draw of your Intelligence + Investigation + Auspex vs their Wits + Stealth + Obfuscate + Haven. The defender may substitute Haven of X (Protean 2) for Haven if they wish. Draws go to the defender. Note that both hunting and hiding draws are penalised by actions taken in a month. If the hunting attempt is successful, the defender may attempt a standard clash of wills to notice the intruder.
We are using the (new) World of Darkness rules set, NOT the Mind’s Eye Theatre rules set, however MET damage limits (MET p 211) apply. The optional rule ‘Weapons are deadly’ is not in use.
Draw System
We are using the 40 Card Draw System, with no reshuffle before drawing explosions.
Setting Specific Changes
The ‘Predator’s Taint’ system does not apply as it is setting inappropriate. Vampires appear on recording media and cannot burn a willpower to avoid this. Blood Potency does not increase by any means other than diablerie and cannot be purchased. For starting Blood Potency see ‘Merits’.
Fighting Styles
No matter how many fighting styles a character possesses, you may only use one per round. Note that the Sniping Fighting Style cannot be used in close combat.
Grapple
The Weaponry skill (rather than Brawl) may be used when making an attack on your opponent while engaged in a grapple (note that you are still restricted to those weapons that are usable in a grapple), but not for other manoeuvres.
Upon successfully attempting an Escape manoeuvre, you may immediate move your speed in steps away from your opponent, provided that you are not still engaged in a grapple with another opponent.
Shape-shifting (for instance, the use of Protean 4) automatically breaks a grapple.
The Immobilize Opponent Manoeuvre has been removed.
Firearms and Close Combat
If you BEGIN your turn in close combat with the target you are firing at, you subtract the target’s defence from your attack pool. This represents the fact that as the shooter moves back, she is doing so while near enough to the flurry of combat to make it harder to take the shot.
Weapons for High Strength/Vigor characters
When attacking with a melee weapon, draw Strength – (Durability of Weapon + 2) where successes are damage to the weapon’s structure. Do not draw if this would be reduced to a chance draw.
Making Items
If you wish to personally manufacture specific items, this requires a downtime action and a Crafts draw to succeed in the task. In the specific case of Melee Weapons a rating of Crafts 3 and the appropriate specialty allows additional durability to be added to the item at 1 per Crafts dot over 2; the successes required are equal to the durability of the item. Further modifications to durability or items bonuses require devotions such as Blood Tempering and Rituals such as Ward vs Kindred.
How to Hunt down your Enemies
If you are attempting to discover the haven or whereabouts of another character, this requires a contested draw of your Intelligence + Investigation + Auspex vs their Wits + Stealth + Obfuscate + Haven. The defender may substitute Haven of X (Protean 2) for Haven if they wish. Draws go to the defender. Note that both hunting and hiding draws are penalised by actions taken in a month. If the hunting attempt is successful, the defender may attempt a standard clash of wills to notice the intruder.