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![]() RULES FOR EMBRACING
1. Physical challenge against the target. The target may relent to this action.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. 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.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:
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. ![]() |