Our Rules

These rules supplement the basic discipline rules. Unless otherwise noted here, assume the book rules apply to discipline use.

In Clan Disciplines

In order to raise one of your In Clan Disciplines to the fourth (4th) dot or beyond, you must first get your other two In Clan Disciplines to the second (2nd) dot. This is to preserve game balance and prevent characters from becoming too powerful too quickly.

Learning Out of Clan Disciplines

To start the mystical process of assimilating a new out-of-clan Discipline, the learning vampire must drink a point of blood from someone who possesses the desired discipline in-clan (the mentor) before instruction can begin. Improving knowledge of a Discipline already known does not require such a transfer.

Learning out of clan disciplines takes five (5) lessons, with no more than one (1) lesson per week from the teacher. The teacher must also possess the discipline at a level one (1) higher than the level they are teaching

You should speak to your Clan Elder before starting such lessons and they MUST come to a Storyteller's attention for final approval. We are very strict about the passing around of Disciplines in-game. Clan specific disciplines (Protean, Thaumaturgy, Necromancy, etc) can never be taught.

E.G: The student wishes to learn Obfuscate 2, the teacher must possess Obfuscate 3 in order to instruct.

Combo Disciplines

Combination Disciplines from the Third Edition books are not allowed in our game. We think they have exactly two settings - overpowered and broken, or expensive and useless.


If you possess the ability to transform into an animal, or possess an animal, in order for you to communicate with your fellow Kindred, they must be in animal form as well or possess the Animalism power of Feral Whispers.


Heightened senses

It is necessary to declare it inside the channel, saying ::HS On:: or if you are only using one sense, ::HS Hearing On::. If you have not declared this, you cannot act as if you have heard anything beyond normal sensory perception.

Selectively heightening one specific sense, rather than all, decreases the difficulty to perceive stimuli using that sense by one, although the difficulty to avoid distraction or temporary bedazzlement increases by one as well. When activated in its entirety, dice rolls associated with using the senses (such as Perception + Alertness) decrease in difficulty by a number equal to the character’s Auspex rating.

Aura Perception

This is a difficult thing to do and takes time and effort. You can not casually glance at someone and see their aura. It takes concentrated and deep study. This means you must actively stare at a person for at least several minutes (about 3 "rounds") before you roll. You need to emote you are doing this as well and it is such a deep, intense stare, others may find it creepy or disturbing, depending on how it is played.

A character may choose to do a cursory scan of a large area, like a dance floor or crowded audience, and seek one particular characteristic of aura (the most nervous, the palest ones, etc). If the roll is successful, that is the only information they're able to glean, although afterwards the player may narrow down her scrutiny to a single individual with an additional roll as per norm. The character may focus in on a particular subject’s aura only once per scene with any degree of clarity.

You can only do this once per scene. If you fail, you can not try Aura perception until the next day. If you try to do it too soon, it is an automatic botch.

Botches are horrific. You are inundated with every color, every emotion, from everywhere around you. It is extremely painful and you feel like your head is about to explode. You can also not try to read that persons aura again for a full month.

Spirit Touch

The greater the individual’s emotional connection to the object, the stronger the impression he leaves on it — and the more information the Kindred can glean from it. Assume that each success offers one piece of information, as per the chart below.

  • Botch: The character is overwhelmed by psychic impressions for the next 30 minutes and unable to act.
  • 1 success: Very basic information: the last owner’s gender or hair color, for instance.
  • 2 successes: A second piece of basic information.
  • 3 successes: More useful information about the last owner, such as age and state of mind the last time he used the item.
  • 4 successes: The person's name.
  • 5 successes: A wealth of information: nearly anything you want to know about the person’s relationship with that object is available. /li>


Difficulty changed to the subjects current willpower, not permanent.

Telepathy on supernaturals:

Willpower does not have to be spent to send thoughts to other supernaturals, although reading thoughts requires so. The subject recognizes that the thoughts come from somewhere other than his own consciousness, though he cannot discern their actual origin without a successful Perception + Awareness roll (difficulty equal to the vampire's Manipulation + Subterfuge). The character may attempt to disguise her mental "voice" with a roll of Manipulation + Subterfuge (difficulty equals the target's Perception + Awareness) so the target doesn't recognize her as the "speaker."

Psychic Projection

Roll changed to Perception + Awareness. The player may spend a point of Willpower to activate this power, and an additional point of Willpower to gain the success necessary to perform the jaunt. This is an exception to the normal rule where a player may not spend more than a single point of Willpower per turn.

Other beings with particular sensitivity to psychic activity may notice the hovering, immaterial shade with a Perception + Awareness (diff 8) roll, with more successes than the Psychic Projection activation roll.


Each dot passively adds one die to all Dexterity rolls (this includes inits).

One blood point can be spent per extra action desired, up to the number of dots available -- this can exceed the generational limit (within Celerity only).

Any dots used in this fashion cannot be used for passive Dexterity gain.


A 12th generation Brujah with Strength 3, Dexterity 2, Celerity 3, and Potence 2.

They can spend 3bp on activating Celerity 3 in its entirety with no extra dots for Dexterity,

... or spend 2bp on activating Celerity 2 and use the leftover Celerity dot to have Dexterity 2 + 1.

... or spend 1bp on Dexterity 2 --> 3, and use all the Celerity dots to have Dexterity 3 + 3.

... or spend 1bp on activating Potence 2 for damage autosuccesses, and have Dexterity 2 + 3.

... but not spend 2bp on Celerity 2, then 1bp on Potence 2, or on Dexterity 2 -> 3, or any other expenditure.


Sunglasses, veils and other fashion accessories do not block eye contact for purposes of Dominate. All that is required is that the dominator meets your eyes and he is in your presence. All Dominate rolls will be done in secret by a Storyteller. If you wish to use Dominate, report to #stchambers first. If a storyteller is not online, you must pause your scene until one is available.

All powers (save Possession) use the target's current willpower, not permanent, as their difficulty.

Remember, too, that being commanded to act against one's Nature confounds the use of this power. Being told to "Sleep!" in a dangerous situation or "Attack!" in police custody may not have the desired effect, or indeed, any effect at all.

Avoiding Eye Contact

In order to avoid eye contact, the target may make a Willpower roll against a difficulty equal to Dominate user's Manipulation + Intimidation. Simply emoting you are not looking in the Dominate user's eyes is not effective. You must roll.

Enchanted Voice

Enchanted Voice does not have any effect on using Dominate. It does not work and therefore you do not get the decrease in difficulty.

Dominate Use in Combat

The only dominate power we allow to be used in combat is Dominate 1 (Command). In order to use this power, you must first roll to catch the victims eyes. This roll is: perception+alertness, diff 7, if you succeed, you may then roll for Dominate.

With the use of the power, the only sort of commands that will work are things such as: "STOP" "FREEZE" "FLEE" "RUN", etc. Commands such as "SLEEP" will NOT work as this puts the person in mortal danger.

Any attempt to mortally harm the person you have commanded will break the command.


Each dot passively adds one die to all Stamina rolls, and Fortitude can be rolled to soak aggravated damage. When soaking non-aggravated damage, you may spend a blood point to gain autosuccesses equal to your Fortitude instead of extra soaking dice. Fortitude MUST be rolled in order to soak Aggravated damage. If you do not possess Fortitude then you can not soak it.


Despite some obtuse language on the subject in the books, you must use Heightened Senses to find anyone using Obfuscate, using a standard resisted roll as per the main rulebook. You cannot simply look for them.

As for the old 'Using video cameras to break Obfuscate' trick - for the purposes of general sanity, we ban characters from using mobile cameras to break through Obfuscate. So, no, you can't send your ghoul around with a remote camera and feed it back to your van to see if anyone is obfuscate. And you can't do the spy camera in your wristwatch trick either. However, if you want installed security cameras at your haven to pick up obfuscated individuals, that is just groovy.

Obfuscating in front of witnesses

Unless you possess Vanish from the Mind's Eye, you must be out of sight in order to obfuscate. You must find a place completely hidden. You can not just have people close their eyes or turn away.

Distance of Effectiveness

Most Obfuscate powers last for a scene or so, or until the vampire ceases maintaining them. Once evoked, they require very little mental effort to keep in place. Typically vampires using Obfuscate must be within a short range of their witnesses (approximately five yards or meters per dot of Wits + Stealth) for the power to be effective. See this forum post for more information.

Entering doors or windows, etc

This can not be done. Period. If you come in contact with static objects, your obfuscate is broken. Period. Any movement other than a simple path requires stealth rolls and the player must be conscious of puddles and obstructions. Moving in through doors that an unwitting character is opening for themselves requires a Dexterity + Athletics roll, diff 8.

Mask of 1000 Faces

Vampires wishing to mask themselves as a person more attractive than they really are must pay spend one blood point per extra dot between their natural Appearance score and the mask's target rating.

If you are using Mask of a Thousand Faces, we allow you ONE free Mask per night, which is no more than an Appearance 1 mask. For further information, please see this forum post for further information.

Animals and Obfuscate

Animals can not see through Obfuscate, there is a chance they can sense that a Kindred is in the area and may act frightened and skittish. But that can be caused by many other things as well. If there is a question about this, see a staff member.


Each dot passively adds one die to all Strength rolls. One blood point can be spent to change these dots into automatic Strength successes for a turn.


Remember, in all cases, if you want to use Presence, you must spend a blood point, as per the new V20 rules. All Presence rolls will be performed in secret by a storyteller. If you wish to use Presence, please report to #stchambers to do so. If an storyteller is not online, you must pause the scene until one is available.


Awe is not for one-on-one engagement. That is Entrancement's job. It does not get your character to do anything they are not inclined to do. Your character would be more willing to the person using awe and want to agree with them, but if it goes against your self-preservation, you will ignore them. Awe is used mainly for mass communication, not one-on-one interaction. It just makes people nearby want to "follow the leader" so to speak. Nothing more.

If you encounter that character again, you are more likely to go, "hey, he/she really has useful things to say" but that is all.

We must repeat, it is not Entrancement and should not be used as a replacement or "light" version of it. You do not love the person. You are not a willing slave to their desires. You are just likin' what they say, as in, "Hmm. They have a good point. I kinda agree." And using awe as if it is entrancement mixed with dominate is just plain wrong. Presence is not dominate and should never be used as such.

Further, it can be shaked off with the expenditure of willpower if you want to fight it. You have to spend a willpower point each minute as long as you are in the characters vicinity until you spend more than the number of successes the roller got.


Entracement must be rolled by a Storyteller in private.

Entrancement is love. All consuming, obsessive love - but not like the blood bond. You still have your free will. You still think for yourself. You do want to please the person because you are in love with them and want to make them happy, but you will not kill yourself or others at their request, unlike with the blood bond, which can most certainly make you do things you wouldn't normally do. Entrancement is best used prior to instigating a blood bond, to make it easier.

This only applies if you are affected by Presence. Witnesses and onlookers do not get to roll.

Entrancement can only be used in at least cordial social situations - it cannot be rolled in any confrontational situation (like during a fight or confrontation). This is simply because if a person is already inclined to act against a person, no amount of supernatural love is going to stop this.

  • Botch: Target is immune from all further attempts at Entracement forever.
  • 1 success: 1 hour
  • 2 successes: 1 day
  • 3 successes: 1 week
  • 4 successes: 2 weeks
  • 5 successes: 4 weeks

Detecting Presence

The following rule will apply to the use of Awe, Entrancement, and Summon only. Dread Gaze and Majesty are obvious when used and would not fall under this category.

As we've stressed, Presence is an extremely subtle and powerful discipline. The use of Presence is not something that is readily known, even by those who possess the skill. In order to tell if this discipline has been used, the following rolls must be done. In order to realize that Presence was used on you, make a contested Perception+Kindred Lore roll, diff 8 vs the user's Charisma+Subterfuge roll, diff 8. No willpower may be used in this roll. You must have at least Kindred Lore 2 if you do not have Presence in-clan to use this power. If you have Presence as an in-clan discipline, you only need Kindred Lore 1.

How many successes you get determines how quickly you realize Presence was used on you. Remember, your number of successes is how many successes you get minus however many the user got on the same contested roll.

  • 1 success: You realize the next night.
  • 2 successes: You realize the next scene.
  • 3 successes: You realize immediately.

Resisting Presence

You can only resist Presence if you first detect it, and you must have good reason for resisting it.

Anyone can resist Presence for ONE TURN by spending a Willpower point and succeeding on a Willpower roll (difficulty 8)- if you fail, you lose the willpower point. If you botch, you can not roll again.

The affected individual must keep spending points until he can no longer see the vampire (or, in the case of Summon, until the effect wears off).

The simplest way to deal with this is to turn around and stop looking.(In the case of Dread Gaze)

Those who don't understand that they're dealing with supernatural influences (as is the case with most mortals) seldom think of this tactic, but it's a simple assumption for clever vampires.

Vampires three or more generations lower than the wielder (to be determined by Storyteller ONLY) need only spend a single Willpower to ignore the Presence for an entire scene and need not roll Willpower to do so.


Shape of the Beast

The bonuses for Shape of the Beast are per the main rulebook, increasing speed and perception, basic combat benefits, etc. We do not use the "revisited" rules given in the Gangrel clanbook that grant additional attribute dots.

Alternative fight and flight forms besides Wolf and Bat are allowed within reason, and the Storytellers may make minor alterations to reflect the given animals attributes (i.e. increasing sight instead of hearing with a hawk flight form). Each Gangrel has only one fight form and one flight form - these are set in stone. Fight forms must be approximately the same size as a wolf - bears, tigers and other large predators are not allowed except with Elder levels of Protean. Flight forms can be no larger than an owl or hawk, and can include small land-bound animals such as house cats.

Mist Form

In mist form, a vampire only possesses the most rudimentary of senses. One cannot use mist form to spy on others or overhear conversations. A misted vampire can sense what is nearby (people, places) but not who exactly those people are. Also, the mist form is a fairly sizable unnaturally moving cloud. In places where fog or low clouds would not be expected (inside vehicles or buildings), it is fairly obvious.