# House Rules (BAD) # General ### Character Limits Players are limited to 5 in-play (active) characters at any time. ### Ancillae and Elder Characters To play a character above Neonate you must be pre-approved by Staff; please request a discussion through the ***\#ask-staff*** channel on the Discord Server. ### First Character BAD is first and foremost a vampire-centric chronicle. As such, new players are asked to create a vampire as their first character. ### Banned Character Types & Concepts The character types and concepts listed below are not permitted in the chronicle. Do not propose them; they will not be approved for play. - Dhampir ### Generation Caps The cap on attributes and disciplines for generations 8 & 9 is 6, but this can only be obtained through the expenditure of experience in play subject to Storyteller approval, and not as part of character generation. ### Blush of Life BAD uses a variation of VtR rules when it comes to the Blush of Life. A Kindred may mimic human life by infusing their dead tissue with Vitae. This makes them appear to be human: they are warm to the touch, their heart seems to beat, they produce natural bodily fluids. They can function sexually, becoming physically aroused, lubricated and erect. They can eat and drink (but must vomit it up later). They can effectively pass as a human including medical inspection. **System:** Mechanically, a Kindred spends 1 Vitae to active Blush of Life for 1 scene.
Certain kindred may not be able to use Blush of Life due to a specific Flaw, Weakness or Path of Enlightenment. Speak to your ST if you are not on the Path of Humanity to verify if your character can use Blush of Life. That being said, while some kindred may not be able to use Blush of Life to mimic being alive, they may still be able to produce bodily fluids and do other things that the Blush can do - but they can never be mistaken for completely alive.
### Death Death between Player Characters (PC vs PC) can only occur with consent to the risk of it occurring by all parties involved and must only occur during a scene moderated by a Storyteller. In the event that a PC is killed (with the exception of off-screen death), then any unspent XP may be transferred to the Player's next character, or with approval, it may be transferred to one of the Player's existing approved characters. ### Damage #### Limits An NPC can not inflict more damage than a PC's full uninjured track in a single hit.Optional: Upon agreement by all participants prior to combat, this rule can be extended to include PC vs PC combat.
#### Lazy Strike You may decrease your attack dice pool as much as you'd like, down to one die, before rolling. This requires initiative declaration. ### Detecting Kindred (Non-Supernatural Means)The use of Blush of Life, the Blush of Health merit, and many Obfuscation abilities negate the ability to detect kindred using this method.
In the absence of supernatural means (e.g. Auspex), *kindred* may be able to detect one another through careful observation. They may be able to pick-up on subtle cues like the absence of micro-ticks, no breathing, or other physical signs. The lower the target vampire's Humanity/Path rating, the easier it is for other kindred to identify them as vampires. The roll to detect a fellow kindred is:**Dice Pool** | Perception + Awareness |
**Difficulty** | Target's \[Humanity Rating + 1\] OR \[Path Rating - 1\] to a Maximum of 9 |
A player who plays a 'victim NPC' for a standard hunting scene can receive bonus XP to be applied to one of their characters so make sure that they are noted in your #scene-summaries post.
### Weekly Feeding Each character must perform a weekly feeding roll or lose half their remaining Blood Pool and be subjected to a Frenzy check at a difficultly of 6.A successful weekly feeding roll will fill-up the character's blood pool to their generational maximum.
The results of a botched weekly feeding roll or a failed Frenzy check will be provided by the Storytelling staff.
To perform your character's weekly feeding, roll as follows: **Pool:** A justifiable Attribute and Ability combination that reflects the character's hunting technique. E.g.: Appearance + Subterfuge might be used to seduce someone, Stamina + Athletics could represent chasing down a jogger, and Wits + Streetwise could be used to find an unsuspecting homeless person. *Pool Modifiers:* Herd (+1 / dot) **Difficulty:** The difficulty depends on the area your character is attempting to hunt in as follows:Area | Difficulty | Example In-Play Locations |
Slum neighborhood/The Rack | 4 | The Rack: Fells Point/Patterson Park |
Lower-income/bohemian | 5 | |
Business/warehouse district | 6 | |
Surburbia | 7 | |
Heavily patrolled | 8 |
Remember Feeding Rights! IC actions have IC consequences.
*Difficulty Modifiers:* Domain (-1 /dot, no less than 3), Humanity (+1/dot less than 4), as noted on your character's sheet **Specialty:** Name a specialty if relevant to the hunting technique. **Comment:** Name the hunting technique and where (generally) the character is hunting, e.g. Seduction, The Rack. #### Example Roll: `/mm 7 6 # Sneaky hunt in the Port area` # Basic Retainer Rules For each retainer that a character has, a separate Retainer background must be purchased. When required to perform a roll for a retainer, the following quick stat rules will apply: - If the action is within the retainer's area of expertise, they are allocated a dice pool equal to 2x their Retainer dots plus any applicable modifiers (use of disciplines etc)Retainer Dots | Dice Pool |
1 | 2 |
2 | 4 |
3 | 6 |
4 | 8 |
5 | 10 |
Retainer Dots | Discipline Dots |
1-2 | 1 |
3-4 | 2 |
5 | 3 |
Currently the Retainer background is capped at 4!
# (Playtest) Notes Concerning the Use of Socials Against Player CharactersThese rules are being play-tested from December 2022 - February 2023. During this time, these rules may be adjusted based on feedback and following the play-test period they may be rescinded, modified further or put into permanent play.
Antagonistic actions between player characters (PC) - also know as 'Player-Versus-Player' or 'PVP' - can be contentious particularly when it comes to Social actions. However, Social builds are no-less valid mechanically than Physical or Mental ones. In the BAD chronicle, Social attributes and abilities can be used against PCs. Some examples include: persuading a character to do something, or getting a getting to believe something. These notes provide some guideline and limitation concerning the use of Social actions against PCs. Without the use of Disciplines (e.g. Dominate) a PC cannot be made to: 1. Physically harm themselves 2. Physically harm another 3. Do something entirely counter to their character, e.g. getting a vegan to knowing eat meatEstablishing what is anathema to a character must be clearly noted in the character's sheet, in the Storytellers' Book of Secrets or in previous roleplay that can be referenced. Head canon cannot be used to invoke this limit.
4. Do something entirely counter to their well-being, e.g. getting a fledgling to spit in the Prince's face 5. Perform an impossible action, e.g. getting them to turn back time.Notwithstanding the above, these limits may not apply in the case of extended actions (e.g. convincing a vegan over time to eat meat) but such extended actions must be approved and overseen by a ST. More detail on extended actions is provided below.
If there is a dispute between players with respect to these limits or any aspect of these rules, then a ST should be asked to arbitrate.
When contemplating a Social action against a PC, the first step is determining the required number of target successes. This should be appropriate for the type of action. For example, persuading a someone at a club to drink a shot would be easier than getting someone to streak at a football game. This will also determine whether the action can be undertaken as an immediate action, or requires an extended action (multiple actions over a period of time). For example, convincing a friend to carry your luggage through customs might be possible as an immediate action, but indoctrinating someone into a cult would likely take many actions over weeks, months or years. Like Physical combat, Social actions can be defended against / resisted. In this case, the action becomes contested, with the 'attacker' using a dice pool appropriate for the type of Social action and the 'defender' using a dice pool appropriate for the type of defense. Specialty, merit and flaw modifiers should apply. The attacker's successes add to those needed (target successes) while the defender's subtract. The following are some examples of Social action dice pools that could be used. This is not an exhaustive list, but a sample of what could be possible.**Action** | **Attack** | **Defense** |
Lying | Cha|Man + Sub|Exp \[+ modifiers\] | 'Detection': Per + Emp|Sub \[+ modifiers\] 'Fact-check': Int + (appropriate Knowledge) \[+ modifiers\] |
Reading a person (can be used to build a modifier on a future action) | Per + Emp \[+ modifiers\] | Man + Sub \[+ modifiers\] |
Simple persuasion | Cha|Man + Sub|Exp \[+ modifiers\] | Wit + Emp|Sub \[+ modifiers\] |
'Pulling rank' | Cha + Lea \[+modifiers\] | Wit + Emp|Sub \[+ modifiers\] |
While the BAD chronicle uses V20 rules, the history of the Ravnos is based on the V5 version found in Vampire: The Masquerade Companion and the clan mechanics have been House Ruled. This has been done specifically to address cultural insensitivities and stereotyped misrepresentations present in the V20 version of the Ravnos.
> A clan almost annihilated, its embers are now growing brighter with each passing night. Others know them as > message-bearers, wanderers, and mind-fuckers, but the Ravnos know their legacy to be far greater. They walk in the footsteps of Anansi, Coyote, Hanuman, Hermes, Rabbit, Loki, and their ilk, a flame of capricious divinity simmering in their Blood. The Ravnos are a broken clan whose origins and history practically wiped out during a forgotten war. Those who remain are a disorganized and motley assortment of once-footsoldiers and the newly embraced. As a consequence, there are no Ravnos less than 11th generation.**Plural** | Ravnos |
**Pronunciation** | PAHV-nohs |
**Nicknames** | Rogues |
**Antediluvian** | Unknown / Forgotten |
**Sect** | Independent |
**Disciplines** | Animalism, Chimerstry, Obfuscate |
**Weakness** | The blood of every Ravnos burns with a need, a vice or virtuous trait that they must satisfy whenever circumstance demands. When a situation presents itself where the Ravnos can satisfy their compulsion, they must either act on the compulsion or spend one Willpower. Example compulsions: petty theft, gambling, charitable giving, protecting the meek, etc. |
**Other** | A Ravnos cannot be less than 11th generation |
The history of the Assamites in the BAD chronicle is different than that presented in the core book and supplements.
In the BAD chronicle, the Assamites are one of two factions within an old clan called the Banu Haqim. While Assamites are playable, the Banu Ur-Shulgi faction **is not**.
The Assamites are an independent clan of assassins for hire.**Plural** | Assamites |
**Pronunciation** | AH-SAH-mite |
**Nicknames** | Assassins, Judges |
**Antediluvian** | Haqim |
**Sect** | Independent |
**Disciplines** | Celerity, Obfuscate, Quietus |
**Weakness** | Due to the Tremere blood-curse, should an Assamite consume the blood of another Kindred, she suffers one automatic level of unsoakable lethal damage per blood point imbibed. Diablerie attempts result in automatic aggravated damage, one health level per point of permanent Willpower the victim possesses; the would-be diablerist gains no benefits (including Generation reduction) if he survives the process. In addition, Assamites must tithe some of the profits from their contracts to the Eayn (generally around 20 percent of all such earnings). |
**Other** | - Assamites grow darker with age. - Assamites get 1 dot of Haven to represent access to the clan *malja* |