BackRob's House Rules

 

This is a note for more experienced players about my personal interpretation of the Rules. Look at the Order of Draco site for my interpretations of Ghouls, Obfuscate, Magick, Diablerie and others.

Character Generation: Your character gets the standard points allocation according to what type of being you are playing.

Otherwise, my rules are as follows:

  • I use the Vampire:tM Second Edition rules, with some concessions to the Third Edition (which I don't possess a copy of).
  • Combat: My games are more character than combat orientated. I get bored of meaningless extended Combat sequences, except where they're (a) fun or (b) necessary for the plot (which usually the same thing), or to add tension.

As a result, my combat rules are simplified because I feel the White Wolf combat system is way too time consuming.

  • Initiative goes in order of Wits - there are no wits rolls, unless there is an obvious reason why someone would be distracted.
  • Obfuscate: this only has immediate effects on the minds of viewers within the vicinty. Video or other recordings can be seen, if played after the character leaves. (Though this is fortunately irrelevant for 1845.)
  • Diablerie: See my rules - I'm more generous than White Wolf. Diabolising a powerful vampire doesn't just drop you one generation point.
  • Humanity: I'm not sure whether this is an official thing, but I've always played this rule: the lower your humanity, the later a vampire wakes up. Humanity 10 gets up at sunset, every point lower than that adds half an hour until total blackness. (eg if sunset is at 6pm, Hum 8 gets up at 7pm, Hum 4 at 9pm) Remember, even after the official time of sunset, it is still pretty light outside.

Otherwise, my interpretation of the rules is pretty standard, though any particular ones I've forgotten I'll try to remind you of.

 

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