Rob'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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