Angel

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Copyright 2003
White Wolf

The Habit of Being logo
Errata


RULES FOR EMBRACING

The act of the Embrace is both knowing and intentional. There is no "accidental embracing" as it takes a conscious effort to drain the blood from a mortal and replace it with your own. These are the rules for Embracing in the Habit of Being.

1. Physical challenge against the target. The target may relent to this action.
2. If the target relents, one blood trait is automatically drained per action. If the target does not relent, a physical challenge may be made by the target. If the vampire takes no other action other than to continue his grasp on the target, he may consume another blood trait per action.
3. When all blood traits have been consumed from the target (a mortal normally has 3 blood traits where a ghoul normally has 6 blood traits), she is considered "dead." Any vampire with a Humanity Rating of two, three, four, or five must then engage in a normal Humanity test as she has killed the target.
4. After the Humanity test is made, the vampire must feed at least one trait of vampire blood to the target.
5. Finally, the vampire must engage in two simple tests (win or tie) to determine the success of the Embrace. Should either of these simple tests be lost, the Embrace was unsuccessful and the target remains dead. Should the simple tests be successful, the newly embraced vampire will rise as one generation higher than her sire.
Notes: Embraced ghouls retain all abilities and disciplines that they acquired as a ghoul. The only exception to this is the Sniping ability which is immediately lost upon being embraced.

Ghouls gain the background of appropriate Generation, willpower, and blood maximum capability. They also gain three dots in the appropriate disciplines of their sire (basic levels only). Any vampires of 12th Generation who attempt to Embrace must engage in a third simple test. Should she fail this test, the target is embraced, however, she becomes a caitiff vampire of the 13th Generation.

Vampires of 13th Generation who attempt to Embrace must engage in two static challenges (win only) to determine the success of the Embrace. Should either of these tests be lost, the target dies instantly. If successful, the target becomes a 14th Generation vampire. As with a 12th Generation vampire, the 13th Generation sire must engage in a third simple test (win or tie) to determine if the target becomes a caitiff vampire.




LEARNING AND TEACHING DURING THE DOWNTIME PERIOD

Normally, there are two weeks between game dates. In character, this limits the amount of teaching and learning a kindred can accomplish. The following rules have been added to the House Rules in order to better define what can and cannot be accomplished in relation to the education of disciplines, lores, languages, and other abilities.

You may only teach or learn one discipline level per downtime period. You may only learn one type of a particular discipline per month. For example, if you learn Potence: Prowess during the first downtime period of the month, you may not learn another level of that same discipline in the last downtime period of that same month.

You may teach or learn one lore or language per downtime period. You may only learn one type of a particular lore per month. For example, if you learn Lore: Wraith during the first downtime period of the month, you may not learn another level of that same lore in the last downtime period of that same month. Unless you have the Merit: Natural Linguist, you may only learn one language per month.

You may teach or learn up to five abilities during a downtime period. You may only learn one type of a particular ability per month. For example, if you learn Dodge during the first downtime period of the month, you may not learn another level of that same ability in the last downtime period of that same month. Some abilities such as Crafts, Performance, Science, Expression, etc. will still require Storyteller approval and progressive role-play in order to be purchased. Role-play is highly encouraged for learning any ability."




DIABLERIE

Of all the crimes of the Camarilla, none is more feared than the soul-stealing sin known as diablerie, or Amaranth. As with Embracing, there is no "accidental diablerie" as it takes a complete conscious effort to drain the blood, health levels, and life essence from another vampire. These are the rules for Diablerie in the Habit of Being.
1) The diablerist must incapacitate and immobilize the target.
2) The diablerist then drains the target of their blood, taking one Blood Trait per turn.
3) The diablerist must then drain the targets health levels until she is put into torpor. The target may resist this process with a Physical Challenge per health level though she may only bid Stamina related traits. The diablerist may continue trying until she cannot match the targets Physical traits. When she cannot match the Physical traits of the target, the victim falls to immediate Final Death.
4) Once drained of blood, reduced to torpor, and removed of all health traits, the diablerist attempts to ensnare the targets soul before it can escape. The effort is a Physical challenge and the target is always three traits up. The diablerist may continue trying until she cannot match the targets Physical traits. Success means that the soul is devoured while failure means the targets soul flees to the afterlife.
Notes: When draining health levels, the diablerist cannot be targeted by Mental or Social disciplines. However, she must relent to all outside physical challenges. The diablerist may simply stop the process anytime previous to draining the health levels of the victim with no penalty. Once the diablerist begins draining health levels from the victim, she must spend a Willpower and succeed at a Static Mental challenge (win only) against a difficulty of three traits to stop the diablerie.

Following a successful diablerie, the vampire enters a state of euphoria and must immediately test to avoid Frenzy.

The diablerist lowers her Generation by one and gains all the appropriate willpower and blood maximum capabilities.

If the victim was five or more Generation levels lower than the diablerist, she may gain more than one Generation trait (Storyteller discretion).

A player who successfully commits diablerie and survives through the night gains two additional experience points for the session.

A character on Humanity ALWAYS loses one trait of Humanity upon committing diablerie. No test is made. If the diablerist is on a Path that specifically condones diablerie, she is not subject to a loss in her Path rating. Otherwise, as with Humanity, all other Paths automatically loses one trait.

Black veins known as "diablerie veins" will be present in the diablerists aura for up to three months following the act.




LIMB REGENERATION

This is a table for "regrowing" limbs and organs that are lost AFTER becoming a vampire (if you have lost said items before the embrace, you cannot grow them back). First, whenever you lose a limb or an organ, the damage will ALWAYS be aggravated. The table below will state how much aggravated damage a vampire will take if he/she should lose a particular limb or organ. Here is the Limb/Organ Regeneration Table:

Type of Wound Wound Levels to Heal
Flesh One Aggravated Wound (per pound of flesh)
Random Organ (Liver, lung, eyes, tongue, etc.) Two Aggravated Wounds (per organ)
Hand / Foot Four Aggravated Wounds (per limb)
Arm / Leg (including hand / foot) 5 Aggravted Wounds (per limb)


Keep in mind that in order to heal one (1) Aggravated Wound, you must spent three (3) Blood Traits, one (1) Willpower, and have one (1) full night of rest. Of course, this is cumulative with multiple, Aggravated Wounds.

For example: Dolby the vampire gets his eyes cut out by Mr. Black, a vampire hunter. Each eye removed causes 2 aggravated wounds to Dolby. In this instance, both eyes being cut out will cause 4 aggravated wounds to Dolby. It will take Dolby spending 12 blood traits, 4 willpower, and spending 4 full nights of rest to completely regenerate his eyes.



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