Centre of the Chaos

House Rules - Game Mechanics


Tags are available at the sign in desk.

Social Traits (x3 or more)

Negative Traits (x3 or more)

You do not change tags if you temporarily lose traits. The loss of traits in a challenge is not an actual loss of the attribute, but a representation of your PCs belief that they are no longer as "buff" or "eloquent" as they can be. This is the reason you can replenish your trait supply with a willpower expenditure.

The following Merits/Flaws must either be placed on a tag or be obvious in some way:



When the challenge is started, both parties must bid an appropriate trait. If either side does not bid a trait, they lose on ties.

You can relent to any challenge, unless otherwise stated.

Retesting: You now only get one retest from each source. Abilities, Merits, Disciplines, and Willpower are the areas you can generally get a retest from.

You can only cancel a retest with an appropriate retest from the same source (ie. an Ability can cancel any Ability, A Merit can cancel a Merit and so on.)




Moving and Attacking: You may take up to two steps and attack without penalty. On your third step, you suffer a two-trait penalty on your attack, which means that you have to bid three traits.

Drawing a Weapon: While you can draw a weapon and use it in the same round, doing so causes a 1-trait penalty, so you would have to bid two traits in order to hit. Items such as quick draw holsters or Arm rails remove this penalty.

Healing: In order to heal aggravated wounds, it costs 3 blood, 1 willpower, and a night's rest. If you wish to let the aggravated wound heal naturally, they will heal back at the rate of one wound per month. Please note that if left to heal naturally, the wound will leave scars. For each of these scars, you gain a repugnant negative trait.

Fair Escape: There are many circumstances under which kindred may call for fair escape. Under no circumstances does a properly called fair escape require a test. For fair escape to be possible at all, there must be a clear method of egress. Ask an ST.

Surprise: People who are Surprised may only soak (bid a Stamina Trait), and cannot dodge or attack for that turn.

Surprise is an ST call. If you want surprise in a situation, talk to an ST beforehand. Also, if both parties involved agree that someone would be surprised, then that person is surprised.

Staking: Vampires that have been staked are physically immobile. They may not use any disciplines. They remain aware of activity around them.

If you are staked while awake, you remain awake. While staked, you awaken with the sunset as normal, spending a blood trait each night. You cannot lapse into torpor willingly during this time.

If a character is able to successfully soak the damage, either through fortitude (i.e. Aegis, or reducing the damage), a ballistic vest (the vest takes the damage), or with some other means that will prevent them from taking the damage, then they cannot be staked

In order to stake someone with a missile weapon, you must succeed in four simple tests.


Humanity 5 1 Month
Humanity 4 1.5 Months
Humanity 3 2 Months
Humanity 2 2.5 Months
Humanity 1 3 Months

If you are on a path and fall into torpor, your character is out of play for 4 months unless they can get the blood of a kindred 3 generations lower. The blood of a Tremere using potency does count towards this. Blood rage also works to immediately revive; however, if you have no blood left in your system, feeding you and then blood raging you will not work.

Combat Sequence

There is a proper sequence to be followed in combat, which makes for combat that is as realistic and fair as possible. This sequence should be followed for all combat. Wound modifiers are in effect instantly upon receiving the wound.

  1. Spend blood (must be announced)
  2. Social or Mental Challenges (may choose to wait till 4th step; must be announced)
  3. Declare Normal Physical Action
  4. Alacrity (replaces the normal action)
  5. Normal Physical Action (includes a physical action bidding mental traits; i.e. firing a gun)
  6. Swiftness
  7. Legerity
  8. Elder-level Celerity (not that you have to worry about that)
  9. Thaumaturgy goes off just before normal actions (is declared in Soc/Ment actions)

Frenzying and Effects

  1. Willpower can be used to resist the Frenzy
  2. While in Frenzy, you cannot use Mental or Social based powers
  3. You don't suffer the effects of wound levels other than Torpor or Final Death
  4. You cannot do any Social Challenges other than Intimidation
  5. You need not risk a trait in a Social Challenge, and the only social tests you can take part in must have to do with calming you down.
  6. The Beast will use all of its power to remain in control; it will spend willpower for retests.
  7. While in Frenzy it is very hard to be Dominated. The person doing the Dominate must get right up in to your face to make eye contact. This will likely make them the closest target.
  8. Role-play the frenzy. The frenzy causes you to attack with teeth and claws. Weapons will rarely be used, only as bludgeoning weapons, and will quickly be discarded. You will attack the closest person, without regard to who the original target was.
  9. The Beast will use blood every turn it is in control. First, to heal wounds, followed by Celerity and then to pump up its physical traits.


For each point of blood you take from a human you cause one level of bashing damage (2 is safe). Damage affects humans as per the following table:

Bashing 1
Lethal 2
Aggravated 3

Social Tests

A social challenge cannot require someone to do something that is harmful or suicidal to him or her. Something stupid will give you the opportunity to spend willpower to ignore the suggestion, but you have to avoid that character for five minutes afterwards.

Social challenges should be played out. The test will usually represent at least several seconds of conversation; that time has to be played out before the test can be done.


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