candle
Houe Rules for
Atlanta Interactive Theatre

version 3.7.0
October 1999

These rules are a derivative of Vampire the Masquerade, Laws of the Night, Player's Guide to the Sabbat and other books written and published by White Wolf.

1 Introduction
1.1 Legal Stuff
The rules for Atlanta Interactive Theatre (AIT) are based on the rules and ideas in the Mind's Eye Theatre Rules produced by the White Wolf Game Studio.

These rules have been heavily modified by many authors and contributors. All parties retain what ever appropriate legal right. Use of any of White Wolf Game Systems copyrights is not a challenge to those
copyrights.
Mind's Eye Theater copyright 1997 White Wolf Publishing, Inc.
All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and blank character sheets, which may be reproduced for personal use

only. White Wolf, Vampire the Masquerade and Mage the Ascension are registered trademarks of White Wolf Publishing, Inc. All rights reserved. Trinity, Werewolf the Apocalypse, Wraith the Oblivion, Changeling the
Dreaming, Vampire the Dark Ages, Werewolf the Wild West, and all other books published by White Wolf are trademarks of White Wolf Publishing, Inc. All rights reserved.

THE CAMARILLA, VAMPIRE: THE MASQUERADE, AND WEREWOLF: THE APOCALYPSE and associated terms and concepts are all registered Trademarks of White Wolf Game Studios.
Any use of White Wolf Game Studios' copyrighted material or trademarks in the AIT rules should not be viewed as a challenge to those copyrights or trademarks.
These products use the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. Reader discretion is advised.
For more information about White Wolf, check out White Wolf online at http:// www. white-wolf. com; alt. games. whitewolf and rec. games. frp. storyteller
As always, please remember that this is just a game. We want to keep it that way.

1.2 AIT Web Sites and Mailing Lists
AIT has an official web site located at http:// www. necromancy. org.
There are several mailing lists for AIT. This first list is open for anyone to subscribe. The last two lists are only open to the Storytellers, although anyone may submit messages to them.

The general in-game mailing list or AIT is "ait-list@ necromancy. org". This list is for in-character discussions and announcements.
The general out-of-game mailing list for AIT is "ait-oog@ necromancy. org". This list is for general discussion concerning AIT (out of game) as well as announcements.
The Storyteller mailing list is "ait-st@ necromancy. org". Send messages to this list if you wish to communicate with the AIT Storytellers.
The mailing list for Game Reports is "ait-st@ necromancy. org". This is where Game Reports should be sent. Submission of Game Reports is necessary in order to receive experience points (more about this later).

2 Clans
Each member of a clan has the same blood running through her body. All vampires in a given clan can exhibit the same powers, although each member can deviate from the norm. In most cases, when someone

5 6.

is embraced, she already exhibits the traits found in the bloodline itself, but there are cases where the actual Embrace causes the traits to surface. The stereotypes associated with each clan are not necessarily represented in each of its members. The following is the list of allowed clans for Atlanta Interactive Theatre. The special clans are Gargoyles, Giovanni, Setites, Lasombra and Tzimisce. These five clans require a well developed background at character submission. The background needs to be good because this game is a Camarilla game and these five clans are not truly representative of our paradigm. It is also possible to get a character submission of an Antitribu version of the primary Camarilla clans, but this submission must also be extremely good for storyteller approval. Please use common sense when submitting characters from the non-standard clans.

2.1 Assamites
Advantage An Assamite does not suffer a permanent control loss from committing the act of
diablerie.

Disadvantage An Assamite suffers one aggravated wound for each point of non-Assamite Kindred
vitae he consumes.

Disciplines Celerity, Obfuscate, Quietus

The Assamites are an ancient clan of Kindred assassins. Once believed to be avid practitioners of Diablerie, the entire clan was rumored to have been cursed by a group of powerful sorcerers to find the taste of other Kindred blood deadly. Stories go that after the curse, the Assamites went into seclusion somewhere in the Middle East. However, the powers developed by the Assamites during centuries of hunting other Kindred made them too useful as assassins. Inevitably, the other clans dragged the Assamites back into the Jyhad. Working as personal assassins for powerful Kindred, both Camarilla and Sabbat, Assamites were still a rare sight. Recently, the Assamites are being seen more often outside of the Middle East. Their numbers are growing, and they are even beginning to Embrace new members from more than just Arab stock. However,
dark rumors circulate that the curse is fading if not already broken. Many fear the day when the Assamites will again resume their voracious campaign.

2.2 Brujah
Advantage When about to enter a Blood Frenzy or Terror Frenzy, Brujah may choose to enter
a Rage Frenzy instead.

Disadvantage Brujah have a one point penalty on their permanent Control Rating.
Disciplines Celerity, Potence, Presence.

The members of this clan spend their time searching for the ultimate expression of their individuality. They are considered by many to be the most antisocial and rebellious members of the Camarilla. While the Brujah
lack organization, they do have a common goal in the overthrow of the system. The members of this clan run the gamut of bullheaded crusaders through idealists and intellectualists who believe their superior cause
can bring about the changes necessary. Although the clan may lack organization, when members call for help in times of crisis, the typical response is to ignore past slights and differences to join in the common
cause. An attitude of group preservation has drilled its way into the members, but if this advantage is used too often, other members of the clan will begin to see weakness and pay less attention to the call.

2.3 Caitiff
Advantage Caitiff can pick three paths from the following disciplines as their "clan disciplines"
during character creation. For details, see the section on Caitiff Clan Disciplines, pg. 109.



Animalism Auspex Celerity Dominate Fortitude Obfuscate
Potence Presence
Disadvantage Lower generations cost three points per generation for Caitiff.
Disciplines As listed above.

The Caitiff are the outcasts of Kindred society. They are the lepers that no one would approach. As much as the Ventrue are the pillars of the Camarilla, the Caitiff are frowned upon, ignored and unable to have
their voices heard.

2.4 Gangrel
Advantage Gangrel start with one free Survival ability.
Disadvantage The lower a Gangrel's permanent Control Rating is, the more animalistic in ap-pearance
and behavior he becomes.

Disciplines Animalism, Fortitude, Protean.

Members of this clan are wanderers and rarely remain in one place at a time. They are quite capable of surviving on their own. Although they do not despise civilization, they do not need it.

2.5 Gargoyle
Advantage Gargoyles have stone-likeflesh. They are simply harder to stake. When some-one
attempts to stake a Gargoyle, the staking challenge will require winning an additional static test.

Disadvantage Created as servants for the Tremere, Gargoyles are at half traits when defending
against any Dominate challenge from Tremere. Also, the odd features and stone-likeflesh of the Gargoyle make it more difficult to move unnoticed through mortal

society. Their true appearance is a Breach of the Masquerade.
Disciplines Fortitude, Potence, Visceratika.

Most Gargoyles lead a terrible existence. They are a clan of normal size, yet inhuman looking vampires, that were created by the Tremere in an experiment trying to mix several bloodlines together. Most Gargoyles
are loyal guardians of a Tremere Chantry and few are willing even to admit this is a problem. When the Tremere created Gargoyles, they deliberately included a aw that would allow easy manipulation and weaken
resistance to Dominate. Through this aw, the Tremere are able to keep rigid control over their creations.

2.6 Ghouls
Advantage Humans with disciplines.
Disadvantage If a Ghoul does not imbibe Kindred blood once a month, she will become human
again.

Disciplines Celerity, Fortitude, Potence.

Ghouls are simply humans with disciplines. As long as they get a monthly dose of vampiric blood, they are able to use disciplines and heal damage just as vampires do. If they are unable to get a dose of vampiric
blood during a month, they will become human again. For the very old ghouls, this means death. For young ghouls, this simply means losing disciplines and the ability to heal like a vampire. A ghoul also gains the
benefit of not aging while a steady diet of vampiric blood is available.



2.7 Giovanni
Advantage One free Health Influence
Disadvantage Due to their obsession with Death, Giovanni cannot drink from a living vessel.
Giovanni cannot purchase Herd. Giovanni may feed from Kindred without restric-tion.

Disciplines Dominate, Necromancy, Potence.
The Giovanni are rumored to have started as a decadent family of Italian merchants who, out of boredom, began dabbling in the dark mysteries surrounding Death. Somewhere in their history, they drew the attention
of a powerful Kindred who brought them into the ranks of the immortals. With the shrewd business practices they learned in life, combined with the power they garnered through the usage of Necromancy, the Giovanni
quickly rose as a force to be watched in the World of Darkness. When the Camarilla formed, the Elders of the Giovanni signed a treaty with the Camarilla to remain independent of Camarilla politics. The reasons
for this treaty are unknown, but it stands to this day.

2.8 Lasombra
Advantage Due to their authoritative natures, Lasombra begin with one free Authority ability.
Disadvantage Lasombra cast no reflection, so they do not appear in any re ective surface in-cluding
mirrors, glass, and cameras. They will, however, appear on videotape and digital cameras.

Disciplines Dominate, Obtenebration, Potence.
Lasombra are the self-enthroned leaders of the Sabbat. They are incredibly manipulative, aggressive and war-like. They hold immense sway over mortal society as they believe this influence can protect them and
their society. Their solemn nature derives from their power over the forces of night and shadow.

2.9 Malkavian
Advantage Malkavians can resist one primarily social challenge initiated by another player per
night. This ability cannot be used to overcome Majesty. When used, this ability must be declared after the challenge has been initiated and trait totals compared,

but before the test is performed. This does count as a failure for your opponent (opponent must wait 10 minutes to use this power on you again, if applicable).

Disadvantage Malkavians are insane. Players creating them must describe their insanity when
they submit their character.

Disciplines Auspex, Dementation, Obfuscate.

Malkavians revel in their insanity and they manipulate others to relieve themselves of boredom. No one, save the Malkavians themselves, really understand what motivates them and the majority of Malkavians are
unable to express those feelings. They are children in a world of new pleasures playing right on the edge.
Note: Malkavians do not have a special ability that lets them use out of game knowledge, nor do they have a special ability to communicate telepathically with each other, other than the discipline Telepathy.


2.10 Nosferatu
Advantage Nosferatu begin with one free Sewer Lore ability.
Disadvantage A Nosferatu's true appearance is a Breach of the Masquerade.
Disciplines Animalism, Obfuscate, Potence.

Nosferatu are among the least human in appearance of all the Kindred. They do little to improve their appearance, as there is nothing they can do. When someone is first embraced, she goes through a physical
transformation that is quite painful. This change is due to the bloodline that she is entering. They are noted for being grumpy and lewd and, in almost all cases, socially unacceptable.

2.11 Setite
Advantage Setites begin with either an additional Street influence or an additional Underworld
influence (player's choice).

Disadvantage Setites are at half traits in bright light.
Disciplines Obfuscate, Presence, Serpentis.

Setites are the masters of physical and spiritual corruption and exploit weaknesses they find everywhere, as they believe corruption is absolute and no one is immune. Their uncanny ability to discover and exploit
weaknesses make them at the very best a necessary evil. It is not a good idea to become a Setite's target. Setites are very impressed with their own lineage, and most claim to trace their bloodline back to Set himself.

2.12 Toreador
Advantage Toreador start with one free Herd.
Disadvantage Toreador can become enthralled by beautiful or fascinating things.
Disciplines Auspex, Celerity, Presence.

Toreador are the most artistically inclined of the Kindred. This is not to say that other Kindred do not appreciate and produce art, but Toreador have reached a level above most others. Their enhanced senses
lend themselves quite well to the eternal search for beauty. In some cases, the search for beauty becomes simplified into a search for simple pleasure. Through the years a refined and sophisticated individual might
become twisted and sadistic in her own private quest.

2.13 Tremere
Advantage Tremere start with one free Occult ability. Tremere have a reduced cost for ritual
research. Tremere also pick (during character creation) which Thaumaturgical Path (Path of Blood, Path of Flame, Path of Mind) is their third "clan discipline".

Tremere may not begin with the Path of the Dead (Necromancy). For details, see the section on Tremere Clan Disciplines, pg. 109.

Disadvantage Tremere are at half traits when defending against Aura Perception tests for the
purpose of detecting Diablerie.

Disciplines Auspex, Dominate, and one Thaumaturgical Path (Path of Blood, Path of Flame,
Path of Mind).

The Tremere are a well-organized group. Most are very aggressive and feel that they must use others to prosper. Many Tremere claim to have been magicians who gave up their magic for the eternal life granted
by Kindred. The leaders of the clan are based in Vienna and maintain a great deal of control from that locale. It is rumored that a council of seven rules the entire clan.


2.14 Tzimisce
Advantage Tzimisce start with one free Medicine ability.
Disadvantage For each level of Vicissitude gained by the Tzimisce, they lose one permanent
control point due to the stress the possession of this discipline path places on the psyche of the Kindred. Their control rating may not drop below their willpower

total by this means, however.
Disciplines Animalism, Auspex, Vicissitude.

Clan Tzimisce is one of the oldest and most honored of the vampire clans. The Tzimisce are most definitely a central figure in the Sabbat and as such not trusted by Camarilla members. Tzimisce value their privacy
and although they are highly educated, their knowledge is not as comprehensive as the Tremere. Few can match the Tzimisce tendency toward sadistic behavior.

2.15 Ventrue
Advantage Ventrue start with one free Finance influence.
Disadvantage Ventrue have selective digestion. Herd costs twice as much, and hunting times are
double. At character creation, all Ventrue must choose a single type of mortal from which they may feed. Ventrue may feed on Kindred blood without restriction.

Disciplines Dominate, Fortitude, Presence.
The Ventrue serve as the pillars of vampiric society. From their perspective, they uphold the traditional structures that would allow a vampire to ourish and attain those things they deem important: culture,
civilization and sophistication. It is the clan's intention to lead through example, avoiding violence and using diplomacy to strengthen the whole.

3 Challenge System and Combat
3.1 Attributes
Each character has certain number of three different general characteristics, which are called attributes. The amount of each of these attributes which a character possesses represents her general aptitude in each of
these areas.
These attributes are a fundamental unit of the game and will be relevant in every challenge or con ict that occurs.

Mental { This attribute represents the general mental prowess of your character.
Social { This attribute represents the general social prowess of your character.
Physical { This attribute represents the general physical prowess of your character.

3.2 Abilities
Each character will possess certain non-supernatural talents or skills called abilities. These various talents al-low your character to take certain actions. They also will enhance your characters use of various supernatural
powers or increase resistance to their effects (See section on Disciplines, pg. 41).
There are 32 types of Abilities. The following is a description of the skills that each ability type covers.


Acting { With the use of this skill, you are able to disguise yourself or pretend to be someone you are
not. Acting grants anyone the ability to convince an audience that something is true, when it is not. This includes the ability to apply make-up that convincingly disguises you as someone else and to alter

physical mannerisms in such a way close friends do not recognize you. This particular skill is useful as you are able to not only look like, but also act like someone else.

Arcane Lore { This ability measures your knowledge of all things mystic and supernatural. Though it will
not aid in the casting of magics or use of Thaumaturgy, this ability will allow you to grasp the esoteric meanings of ancient mysteries, identify supernatural creatures, and generally aid in the understanding

of things otherworldly.
Authority { This ability represents your Authoritative nature. Those with high levels of Authority appear
as natural leaders whose commands should be followed without question.

Awareness { This ability represents your awareness of your environment or surroundings.
Bureaucracy { This ability allows you to cut through red tape within government institutions. It is
useful when attempting to deal with government officials and getting things accomplished within the governmental framework.

Brawl { When you are in hand-to-hand combat, you make Brawl challenges. Brawl can be used for a variety
of purposes such as striking for damage or performing special effects in combat such as grabbing and biting. If you win a Brawl challenge, then you are able to perform the physical action you declared,

assuming the action is not a special effect. (Note: If a special effect is declared, the parties involved must agree to it before it can happen. This is an out of game mechanic). In general, objects that are
no larger than your hand are considered brawl items, such as brass knuckles.
Casting { This ability re ects your knowledge of rituals and your ability cast rituals.
Computer { Your Computer ability allows you to use computers and related technology such as networks,
storage devices and commonly used software. The more Computer you have, the easier it is for you to use the technology to your advantage. Hacking uses your computer skill.

Concealment { Your Concealment ability represents your ability to use sources of shadow and cover to
hide items from others' eyes.

Drive { This ability is used to operate motor vehicles in abnormal situations. This includes cars, pick-ups,
buses, tractor trailers, and motorcycles. It does not allow you to operate construction equipment such as backhoes and bulldozers. This ability is not needed to simply drive from one place to another, but

if anything unusual happens when driving, the Drive ability can be used to determine the result.
Empathy { This ability allows you to look beyond an individual's demeanor to discern the emotions behind
them.

Finance { Your skill with money allows you to take a little bit and make more. You are also able to invest
it wisely: the more of this ability you have, the better you are at finding those lucrative investments. Financial institutions and banks are places you would willingly call home.

You have an income simply because you have this ability. For each game you play, you may use this ability at the game to acquire $200 for each level of this ability you possess. You must go to the
Influence desk and spend five minutes out of play to acquire this money.
Firearms { If you are using a firearm in a challenge, you are involved in a Firearms challenge. If you win
the challenge, then you have successfully shot your target. Your level of Firearms re ects how well you are able to handle guns and nothing else. You are not able to build or modify firearms with this

ability.


Investigation { This ability allows you to seek out things that may be hidden. You are able to determine
whether or not someone is lying to you, to follow hints and vague leads to a final destination (clues reveal bits of information to you) or to determine non-specific bits of information about an item or

place (i. e.: While searching a room you are able to spot a bit of blood on the carpet that someone else may overlook).

Languages { Using language abilities allows you to read, write, and speak languages. The higher your
ability, the better you are able to read, write and speak the language, however, one level of a language indicates uency. You must choose a language that your ability specifically refers to (i. e.: French).

You can use this ability to determine if an accent is real or fake, or if there is something unusual about a particular piece of writing. All characters are assumed to be uent in English.

Law { You are able to write briefs for court cases, and are familiar with legal proceedings to knowledgeably
discuss the law and make decisions about where the law can take a direct hand in things. Although you may not be able to speak in front of people, your mind is able to wring loop holes out of the law.

A law library and its wonderful store of knowledge can be home to you and your research. Without a doubt, you have the legal knowledge to represent someone in a court of law, with enough of this ability,
you could quite possibly win a case.
Leadership { You exude presence and inspire those around you. This inspiration can be in the form of
respect or fear, but it will cause someone you are interacting with to listen to what you have to say.

Medicine { This ability covers the wide range of medical skills someone could have. With this skill, you
could determine why someone is sick or if someone is healthy. The complexity of the diagnosis that is possible is dependent on the level of this ability you possess. You may also render medical assistance

to Mortally Wounded mortals (See Wound Levels, pg 24). This requires two minutes, and will stabilize the mortal at Mortally Wounded. This ability is also necessary for the proper storage and handling of
blood.
Melee { This ability is much like Brawl, except it is used in challenges involving weapons such as clubs,
batons, swords, axes, stakes or any other objects larger than your hand. (Note: In general, objects larger than your hand are considered melee objects). If you win the Melee challenge, you hit your target

with your weapon. The weapon itself will determine the damage in icted. Your Melee level re ects how well you are able to handle melee weapons. You are not able to build them with this ability.

Occult { This ability re ects your mental capacity to affect the world around you, with the powers of your
mind. This ability is used primarily with the Thaumaturgy discipline.

Performance { This is a catch-all ability which includes many forms of artistic expression. Each level of
Performance must be specified as to what it is, and it is possible to have several levels of one specialty. Some examples include: Singing, Dancing, Sculpting and Painting. The Acting ability is a specialized

form of Performance and as such is listed separately. Performance abilities can be used to potentially enthrall a Toreador.

Persuasion This ability represents your ability to convince others to do your bidding. By using your charm
and guile, you are able to coerce others into acts that they would not otherwise have done.

Repair { This represents your ability to fix items of a mechanical nature. As your skill increases, you may
attempt to repair more and more complex devices. Your skill also factors into determining how long it takes you to fix the item in question.

Science { A measure of your basic knowledge of the mundane physical world around you. It measures your
knowledge in all fields of study from history and geography to physics and chemistry.

Scrounge { This ability allows you to find things under almost any circumstances. It can be used to locate
almost any kind of service or item, although it is not as effective as the use of influences. The more Scrounge you have, the more likely you are to find what you are looking for and the shorter amount

of time it will take.


When you are using Influences to acquire an item (See section on Influence Actions, pg. 97), the wait time will be reduced by 10% per level of Scrounge.
Security { This is a very specific ability. With it, you are able to place security systems and you are able
to detect and disarm them. You are not able to build a security system, but you know how to use and misuse them for your own purposes, depending on the level you have. A Security challenge will allow

you to successfully disarm/ activate a security system or pick a lock.
Sewer Lore { This ability allows you to navigate the labyrinthine network of tunnels and passages beneath
the city. You must have at least one level of this skill if you desire to enter the Sewers without getting lost and disoriented. The more levels of Sewer Lore you have, the deeper into the Sewers you can go.

This ability may not be purchased at character creation except by Nosferatu.
Stealth { This ability is used to hide yourself from plain view. If you are attempting to be quiet while
moving across a room or up a set of stairs, you would use your Stealth to accomplish this. The more levels of Stealth you have, the quieter and less obvious you can be.

Streetwise { This is the ability to survive on the streets. This ability allows you to blend in with the local
scene without drawing much attention to yourself. It is also useful in dealing with people you may encounter on the streets, such as gang members, homeless people, pimps, and beat cops.

Subterfuge { You use this ability to effectively lie or misdirect. When using this ability, you are attempting
to cover up information from observers. With a successful Subterfuge challenge, you can cover up obvious bits of information from anyone investigating. A successful challenge does not mean the

information is unobtainable, just difficult to get. Your level of Subterfuge re ects how well you can hide something.

Survival { This ability is used to determine how well you can survive in a hostile environment. The more
Survival you have, the easier it is for you to emerge from situations unscathed. This does not relate to surviving combat with another individual, but would include surviving in an unfamiliar location with

little trouble.
Throwing { If you are throwing an object, you are involved in a Throwing challenge. If you win the
challenge, then you have successfully hit your target. Your level of Throwing re ects how well you are able to throw objects and nothing else.

3.3 Challenges
When you wish to take an action against another character that will be resisted in some fashion, it is resolved with a challenge. Such challenges may arise due to the use of a discipline power or due to attempting a
physical action (such as striking your opponent with a sword) against another character.
There are many different types of challenges. Each challenge may be classified in several ways. Depending on the situation, it may be necessary to classify a challenge based on the discipline (if any) that is used, the

attribute (Physical, Mental, Social) that is used, or the relevant ability (Investigation, Melee, etc.) that is used.

A challenge is resolved by comparing each character's relevant trait total, and then making a certain number of rock/ paper/ scissors tests.
The following entities are called basic traits. These are the basic quantities that are relevant for calculating the total used in a challenge:

1. Attributes (Physical, Mental, or Social).
2. Abilities (Brawl, Melee, etc.).


3. Discipline Bonuses. For each challenge, you receive a bonus equal to the number of levels you possess of the relevant discipline path. For example, if you are striking an opponent with a sword and you
have advanced Celerity, you would add an additional 5 traits.
4. Weapon bonuses or penalties.

For each challenge, these entities are added together to form your basic trait total.
Certain penalties such as Surprise, Wound Penalties, or Confusion, may place your character at half traits. This means that after the basic traits (attributes, abilities, discipline bonuses, and weapon bonuses) have

been added together, this total is then divided by two (rounded up). If multiple penalties of different types are incurred, they are cumulative (divide by four, eight, etc.), although you may not suffer multiple instances
of the same penalty.
Your trait total may be further modified by things such as spending willpower and blood. These modifiers are discussed in later sections.

The various parties involved in the challenge calculate their trait totals, then compare them according to the following table to determine the manner in which to test:

If one party's total traits are: The outcome is determined by:
One quarter the opponent's total or less Automatic loss One half the opponent's total or less Test, lose on ties, opponent can re-test once

Less than the opponent's total Test once, lose on ties Equal to the opponent's total Test once, re-test on ties until one party wins
Greater than the opponent's total Test once, win on ties Twice the opponent's total or more Test, win on ties, can re-test once
Four times the opponent's total or more Automatic win

Once this is known, the players engage in the necessary number of rock/ paper/ scissors tests in order to see who wins the challenge.

You have the option of declaring less than your calculated trait total.
At any time, a player may decide to forfeit the challenge or relent. Relenting in a challenge is an out of game mechanic. Therefore, you cannot tell if someone is trying to resist (such as with Dread Gaze or Beast

Within) simply because they did not relent.
If using a discipline, the discipline must be declared before comparing traits.
Attributes and abilities are not lost when used.
Players must always carry their character sheets with them when they are in play. If a player does not have a character sheet, then the only option during a challenge is to relent.

When two or more players engage in multiple challenges, and the order in which they are resolved is impor-tant, then this is done according to the rules of Combat (See Combat section, pg. 17).

3.4 Sourceless Challenges
Some disciplines require challenges, the source of which the target is unaware. If you wish to initiate a sourceless challenge, you must find a Narrator or Storyteller to run the challenge for you. Do not run a
sourceless challenge you initiate yourself. Send the total number of traits you are using, plus the number of willpower points you are willing to use to overcome her use of willpower, if any. These willpower points are
separate from any used to double your traits. You will not be able to use those willpower points until after the challenge is resolved. As soon as the challenge is completed, the Narrator or Storyteller will return and
tell you the result. Any willpower you dedicated to the challenge but did not use is recovered.


3.5 Martial and Touch challenges
The following table describes the Attributes and Abilities used in combat when using various standard weapons.

Attributes and Abilities used with standard weapons
Attacker Defender Type of Attack Attribute Ability Attribute Ability

Hand-to-hand attack with hands or weapon Physical Brawl Physical Brawl or Melee smaller than size of hand
Hand-to-hand attack with large weapon Physical Melee Physical Brawl or Melee
Firearms attack Mental Firearms Physical Brawl
Throwing attack Mental Throwing Physical Brawl
Touch attack Physical Brawl Physical Brawl or Melee

A Touch challenge or attack, is an attempt to firmly but gently grab your victim. This is typically done as a precursor to certain attacks such as Cauldron of Blood. Generally, a Touch challenge is a Brawl challenge,
although in special circumstances (using Vicissitude 1A/ 2A), it may be a Melee challenge. A successful Touch attack does no damage. Potence may not be used to add damage to a Touch attack, nor may Celerity
be used to get two Touch attacks per combat round. If an opponent makes casual in-game contact with you (such as shaking hands), this may be considered a successful Touch attack by you, and no challenge
is necessary. Such casual contact should either be consensual (your opponent willingly shakes your hand), caused via Dominate (you Command your opponent to shake your hand), or due to your opponent making
a successful Touch or Grapple attack against you. Otherwise you will need to initiate a Brawl (or Melee, if using Vicissitude 1A/ 2B) challenge with your opponent to attempt to touch her. The contact due to standard
combat, such as being struck by a fist in a Brawl attack is not considered a successful Touch attack.
A Grapple attack is a special attack that is available when you possess the discipline Might (See section on Might, pg. 67).

A Martial challenge or attack, is any Brawl, Melee, Firearms, or Throwing attack with the exclusion of Grapple attacks and Touch attacks.
In order to take an action that requires a certain type of challenge (say an Investigation challenge), you must possess at least one level of the relevant Ability required for the challenge. The only exceptions to this are
under the following circumstances:

Martial attacks.
Touch attacks.
You possess a discipline and are using it to make a challenge. For instance, you can use Auspex to make an Investigation challenge, without having any Investigation ability, as long as the challenge directly relates to the given discipline.

For these particular situations, you are allowed to make the relevant challenge, even if you do not possess any of the relevant Abilities.

3.6 Abilities and Disciplines
The following table describes the abilities that are used to initiate the challenges for various disciplines.


Disciplines and Abilities
Discipline Attribute Used Ability Used
Animalism Social Survival
Auspex Mental Investigation
Celerity Physical Brawl, Melee Mental Firearms, Throwing

Dementation Mental Empathy
Dominate Mental Authority
Fortitude Physcial Brawl, Melee Mental Firearms, Throwing

Obfuscate Mental Subterfuge
Obtenebration Mental Concealment
Potence Physical Brawl, Melee Mental Firearms, Throwing

Presence Social Leadership
Protean Physical Brawl
Quietus Mental Stealth
Serpentis (1A, 2A) Physical Brawl Serpentis (1B, 3A) Social Persuasion

Thaumaturgy Mental Occult
Vicissitude (1A, 2A) Physical Melee Mental Throwing

Vicissitude (1B, 2A, 2B) Mental Medicine Vicissitude (3A) Physical Brawl
Visceratika Mental Awareness

There are many Abilities that are not used as part of any discipline. But for certain situations, it may be necessary to make a challenge of one of these types. The following table shows the relevant attributes that
are used when making challenges of each type.

Abilities and Attributes
Acting Social
Bureaucracy Social
Computer Mental
Drive Mental
Finance Mental
Language Mental
Law Mental
Performance Social
Repair Mental
Scrounge Mental
Security Mental
Streetwise Mental

3.7 Example of Challenges
Here are a few examples to clarify the system:


Bob the Brawler Dan the Dominator
Generation: 9 Generation: 9 Physical: 7 Physical: 5

Social: 15 Social: 15 Mental: 5 Mental: 7
Abilities: Brawl x 6, Authority x 4 Abilities: Authority x 5, Brawl x 2 Disciplines: Haste, Alacrity, Disciplines: Command, Forgetful Mind,
Strength, Prowess Mesmerism, Mettle, Endurance

Bob attacks Dan with his fists (Brawl challenge) and Dan retaliates with an attempt to Command Bob (Authority challenge) to stand still. Bob's bid for the attack on Dan would be 15 (7 + 6 + 2 (discipline
bonus for Alacrity or Prowess)) and Dan would defend with 9 (5 + 2 + 2 (discipline bonus for Endurance)). Dan would then resolve his challenge with Bob using his Dominate skills. Dan's bid to Command Bob would
be 15 (7 + 5 + 3 (discipline bonus for Mesmerism)) against Bob's bid of 9 (5 + 4).

Susan the Summoner Sammy the Setite
Generation: 13 Generation: 13 Physical: 3 Physical: 4

Social: 9 Social: 5 Mental: 5 Mental: 7
Abilities: Leadership x 5 Abilities: Persuasion x 6 Disciplines: Dread Gaze, Disciplines: Tongue of the Serpent
Entrancement, Summon Eyes of the Serpent, Form of the Serpent

Susan is trying to summon Sammy (Leadership challenge). Her bid to summon him would be 17 (9 + 5 + 3). Sammy would resist with a bid of 5. If Sammy were attempting to use Eyes of the Serpent (Persuasion
challenge) on Susan, his bid would be 14 (5 + 6 + 3) versus Susan's resisting bid of 9.

Oliver the Obfuscator Ingrid the Investigator
Generation: 13 Generation: 13 Physical: 3 Physical: 9

Social: 7 Social: 3 Mental: 10 Mental: 12
Abilities: Subterfuge x 5 Abilities: Investigation x 5 Disciplines: Unseen Presence, Disciplines: Heightened Senses,
Mask of 1000 Faces, Aura Perception, Insight, Vanish from Mind's Eye Telepathy

Oliver is walking past Ingrid while hidden with Vanish from Mind's Eye. Ingrid challenges Oliver in order to see if she pierces his obfuscate (Investigation challenge). Ingrid's bid for this challenge is 21 (12 + 5 +
4), while Oliver would defend with a bid of 18 (10 + 5 + 3).

3.8 Combat
When two or more characters are engaged in a challenge involving attack, or if they are engaged in a sequence of challenges such that the order of their resolution is important, then these players are said to be in combat.

Combat is organized into a sequence of rounds. Each round of combat is then broken down into phases. For the purpose of combat we use the relevant attribute type (Physical, Mental, Social) to determine in which
phase a challenge (and its effect) takes place. It is these phases that determine the order in which challenges are made and resolved.


A character may make (at most) one combat action per combat round, along with other auxiliary actions. It is possible (such as in the case of high levels of Celerity) for a combat action to actually consists of multiple
attacks.
A character may be physically attacked (Brawl or Melee) by a maximum of three attackers in a given combat round. There is no limit to the number of social and mental attacks (including Firearms and Throwing

attacks) that may be targeted at a given character in a single combat round.
If you are both attacking and defending in the same combat round, the relevant challenges are handled separately, even if they are against the same person. So if two people are attacking each other, it is possible

for both to hit, or both to miss.
Combat can be modified by various penalties such as Surprise, Confusion, or Wound Penalties. These penalties will modify the bids for certain challenges. Additionally, Surprise can disallow a character to take

particular (or even any) actions in a combat round. See the Surprise section, pg. 21 for details.
Unless disallowed by surprise, in each combat round you may initiate ALL of the following actions:

Any number of instant actions. This consist of auxiliary actions which happen "instantly" when they are initiated. Examples are spending 3 blood to activate Celerity, or spending 3 blood to activate Form of Mist.

Any number of delayed actions. This consist of auxiliary actions which must be initiated at the beginning of the round, but take a full combat round to complete. Examples are spending 1 blood to activate Celerity, or spending 1 blood to activate Form of Mist. These actions are considered to
be complete at the end of the combat round. This category does not include attacking actions whose effects are delayed.

One combat action. A combat action consist of making either one Attack action or one Non-attack action.
An Attack action can consist of ONE of the following:

One mental-based attack (excluding Firearms and Throwing attacks).
One social-based attack.
One or two Martial attacks. Whether you may take one or two attacks depends on the level of Celerity used.

One Touch attack.
One Grapple attack.
A Non-attack action consists of ONE of the following:

Movement. You are able to move a certain number of steps depending on your current form as well as level of Celerity (See section on Movement). When multiple people are taking movement in the same combat round, those who are able to take the fewest steps will move first.

Fair Escape (See section on Fair Escape, pg. 28)
Drinking blood. You are able to drink one blood point plus one blood point per level of Celerity. You are only allowed to drink from an inanimate object (such as bottle or bucket) or drink from someone who is in torpor or staked.

Healing one wound. This is in addition to any wounds you may have soaked. The use of Fortitude may modify this.

Initiating a non-attacking discipline that does not happen instantly (such as initiating Unseen Pres-ence).
These challenges and their resolution are done in phases, in the following order:
1. Select target. In this phase you will need to select the target to attack. This phase also includes any challenges to downgrade Surprise or pierce Majesty. The target you select may be dependent on the
outcome of these challenges.
2. Initiation and resolution of instant actions. Initiation of delayed actions. Initiation and resolution of combat actions that cause Confusion (Eyes of the Serpent, Shadow Veil, Echoes of Death, Delusions).

Initiation and resolution of the instant Unseen Presence via Soul Mask.
3. Challenges for mental attacks and social attacks (excluding Firearms or Throwing challenges).
4. Challenges for first strike Martial attacks, and their resolution (Celerity 1B and higher).
5. Challenges for normal Martial attacks (no Celerity, or Celerity 1A).
6. Resolution of phases 3 and 5.
7. Challenges for second strike Martial attacks, and their resolution (Celerity 2B and higher). Chal-lenges for Grapple attacks (Potence 2A) and their resolution. Challenges for Touch attacks and their

resolution.
8. Non-attack actions.
9. Resolution of delayed actions. Reversion from altered form (Form of Mist, Horrid Form) to original form.

Note that for certain attacks, the challenge (playing rock/ paper/ scissors) and its resolution (taking wounds, running from Dread Gaze, etc.) occur at different steps.
If an attack is resolved and you incur wound penalties, those penalties become effective for the remaining offensive actions in the current combat round. Starting in the next combat round, the wound penalties affect
both offensive and defensive actions (See section on Wound Levels, pg. 24).

3.9 Movement
Each form has a base movement rate. This is the number of steps a creature may take in a single combat round without the use of Celerity.

Base Movement
Ground Based Flying Movement
Zombie 4 Mist Form 4 Human 8 Shadow Body 4

Ghoul 8 Bat (Protean 2A) 16 Kindred (normal form) 8 Wings of Stone 28
Form of the Serpent 16 Flight (Movement of the Mind) 32 Wolf (Protean 2A) 16
Aspect of Wolf 12 Horrid Form 12


The use of Celerity (if activated) will add 8 steps per level to this base rate for movement on the ground, or will add 4 steps per level for movement while ying.
The exception to this is:

Celerity cannot be added to increase the speed of Flight (Movement of the Mind 2A).
Potence can affect your ability to carry others on the ground. With no Potence, you may carry one normal size form at your base movement rate. With Basic Potence, you may carry one normal size form at your

full movement rate (including Celerity). With Intermediate Potence, you may carry two normal size forms at your full movement rate. With Advanced Potence, you may carry three normal size forms at your full
movement rate.
Potence can also affect your ability to carry others while using certain disciplines to y. Except for Flight (Movement of the Mind 2A), you are unable to carry anyone while ying without the use of Potence. With

the bat form (Protean 2A) and Basic Potence, you are able to move at your full movement rate and carry one normal size form. With Wings of Stone and Basic Potence, you are able to move at your full movement
rate and carry one normal size form. With Wings of Stone and Intermediate Potence, you are able to move at your full movement rate and carry two normal size forms. Form of Mist and Shadow Body are unable to
carry anyone regardless of level of Potence.
All passengers must be willing or incapacitated in some way to be carried (Staked or Torpored). Being carried is a combat action.

For purposes of being carried, large forms count as two normal size forms.

3.10 Flying and Discipline Use
Due to the effort of ying or holding on to a ying individual, you and your passenger (or passengers) are limited in the actions and disciplines that may be used while ying.

The disciplines you or a passenger may initiate while ying are: Heightened Senses, Aura Perception, Insight, Celerity, Mask of 1000 Faces, Majesty, Protean (expect for Earthmeld), Tongue of the Serpent, Form of the
Serpent, Body Weaponry, Body Arsenal, Horrid Form, Whispers of the Chamber, Wings of Stone, Stonemeld (movement modification only), Whispers of the Castle, Shadow Body, Flight, Deflection, Shield of Flame,
and Sense of the Predator.
While ying the only actions you or a passenger may take are: normal conversation, initiation of one of the above disciplines, drinking blood, healing wounds, or movement.

Each individual mode of ying may have extra limitations or exceptions to the above lists.

3.11 Sewer Structure
The sewers are a complex system of networks, tunnels, traps, timed water and subway passings and natural underground chambers. Although all Nosferatu are taught this special talent during their Embrace, to truly
develop the skill they must train. Additionally, just as mortals can be trained to have a good direction sense, so can Kindred be trained in this ability.

The sewers are divided into 9 levels and there is an additional area beneath the sewers known as the "abyss". The highest level of the sewers (level 1) is little more than a confusing, dark and puzzling maze of corridors
and tunnels that will completely fuddle any attempt at travel through the sewers unless at least one person travelling in the group has a level of Sewer Lore.

Lower levels of the sewers become more complex, as various entities deliberately construct false walls, col-lapsing passages, traps, water ooded chambers, shifting corridors, pitfalls, shafts, hidden stairwells and


unidirectional hallways. Technology and disciplines will not allow characters to reach, chart or traverse any level of the sewers, unless one character in the party has a level of Sewer Lore equal to or greater than the
current level of the sewers. Additionally, those skilled in Sewer Lore cannot mistakenly travel into lower levels of the sewers, they know the limits of their abilities and they know which areas are safe and which are
not.
If you are travelling through any level of the sewers without a guide with Sewer Lore, or with a guide who does not have the proper level of Sewer Lore, you must find a Storyteller.

The lowest level of the sewers is the "Abyss". No sane Nosferatu travels into this area. It is unknowable, mutable, limitless and a place filled with horrors the like of which even Sabbat Malkavians have not dreamed.
Any character wishing to travel into the Abyss must find a Storyteller.
No level of the sewers can ever be mapped, even by a character with the appropriate level of Sewer Lore.

Sewer Locations
All locations in the sewers are indicated by a 4 digit number. The first digit of that number represents the level of the sewers that the location is on. For example, sewer location 1234 represents a loction on level 1
of the sewers, while location 5678 represents a loction on level 5 of the sewers. To even consider getting to a location in the sewers you must have a level of Sewer Lore equal to the level of the sewers that the location
is on. For example, to find location 5678, you must have at least Sewer Lore x5.
If you are able to use In Game methods (Psychic Projection for example) to follow someone to a location in the sewers, then you have found that location, but only for as long as you remain there. Your character has

not gained permanent knowledge of that location unless your Sewer Lore is equal to the level the location is on. Furthermore, you cannot remember, describe, direct or map anyone else to that location, unless your
level of Sewer Lore is equal to the level the location is on.
When a new sewer location is created, or whenever a sewer location is revealed or found, a card must be created by a Storyteller listing the character name and the sewer location number. This card represents that

character's knowledge of that sewer location. Failure to have the card for the sewer location in question, results in failure to find the location. Once again, it is not possible for a character to find a location without
the proper level of Sewer Lore.

Searching the Sewers
Sewer locations can only be found through In Game methods (following someone, Telepathy, etc). No amount of Sewer Lore will allow you to randomly search the sewers hoping to find something in particular.

Additionally, even if you know the sewer location, you cannot travel to that location without Sewer Lore equivalent to the location's level or without a guide with the proper level of Sewer Lore.

3.12 Surprise
Surprise is the process of catching an opponent (or of being caught) unaware with an attack which is essentially instantaneous, unforeseeable, or unexpected.

An opponent is caught by surprise if you initiate a combat attack against her at the same time an associated and compatible surprise enabler is used. Examples of such attacks are:

Initiating combat with a Throwing attack at Rapidity speed.
Using Dread Gaze from Unseen Presence
Attacking an enemy from behind the door with Engulf, when he enters the room.


There are two levels of surprise, called partial surprise and total surprise.
There are three types of surprise: surprise by stealth (Unseen Presence, Vanish from Mind's Eye, etc.), surprise by speed (high levels of Celerity, Body Arsenal), and situational surprise.

These three types of surprise may be further divided into five different classes of surprise enablers, based on the level of surprise which it creates (partial surprise or total surprise) and the different class of combat
attacks with which it is compatible.

Total Surprise
Higher stealth { This includes the disciplines Vanish from Mind's Eye and Cloak the Gathering.
These enablers may be used with any attack which initiates combat.

Partial Surprise
Lower stealth { This includes the disciplines Unseen Presence, Cloak of Shadows, and Skin of the
Chameleon, as well as the ritual Donning the Mask of Shadows. These enablers may be used with any attack which initiates combat.

Celerity { This includes the use of Celerity at speeds of Swiftness and higher. These enablers may
only be used when initiating combat with a Martial attack.

Body Arsenal { This enabler is only effective when you are using Body Arsenal (Vicissitude 2A) by
spending three blood to instantly create a weapon, and immediately use that weapon to initiate an attack.

Situational surprise { Situational surprise is a catch-all term to represent the scenario in which you
manipulate the situation (without the use of a discipline) to catch your opponent unaware. This is the only surprise enabler which does not involve the use of a discipline. An example of this

would be to spring an attack upon your opponent from behind the door, when he enters the room. These enablers may be used with any attack which initiates combat.

After it has been determined that the initiating attack was compatible with the surprise enabler (and hence you are surprised), you must determine the effects of the surprise. There are three possible effects of being
surprised by someone:

You are at half traits for certain offensive and defensive challenges against that opponent.
You are unable to initiate any Attack actions against that opponent in a given combat round.
You lose the ability to make any actions (including instant and delayed actions) in a combat round.
The challenges with which you may be at half traits are called surprisable challenges. This class of challenges includes the following:

Martial attacks
Touch attacks
Grapple attacks
An alternate way of characterizing the class of surprisable challenges is that it includes all challenges which use one of the following abilities: Brawl, Melee, Firearms, Throwing.

Notice that for several of the surprise enablers, the class of attacks which may generate surprise (those which are compatible with that surprise enabler) is much larger than the class of attacks for which the victim will
be at half traits when surprised (the surprisable challenges).


The class of surprisable challenges is symmetric. This means that when you are in partial surprise, the class of challenges to which you defend at half traits, is exactly the same as the class of challenges in which you
may initiate against that opponent at half traits.
When surprised by an opponent, the effects will only last for the first combat round against that opponent.
Your level of surprise (and its associated penalty) may be different for each of your individual opponents in the same combat round. For example, this may occur if you are totally surprised by a group, but are able to

reduce some of them to partial surprise using Heightened Senses. The effects of being surprised are always calculated individually with respect to each person who has surprised you.

If you are in Partial surprise in relation to someone, this will have the following effects:

You are at half traits for the first surprisable challenge which you initiate against this person.
You are at half traits for the first surprisable challenge from which you defend against with this person.

If you are in Total surprise in relation to someone, this will have the following effects:

You are unable to initiate any Attack actions against this person in this combat round.
You are at half traits for all surprisable challenges from which you defend against with this person in this combat round.

If you are in Total surprise in relation to ALL opponents in a combat round, this will have the following effect:

You are unable to make any actions (including instant and delayed actions) in that combat round.
You are at half traits for all surprisable challenges from all opponents from which you defend against in this combat round.

The use of multiple surprise enablers has no additional effect. When you are making an attack and multiple enablers have the possibility to create surprise, you must declare which one you are using to create the
surprise.
It is possible for two people to simultaneously surprise each other. For example, this will be the case, if at the onset of combat, two people with Swiftness, each make a Martial attack upon the other.

The effects of being Surprised are cumulative with other penalties, such as Confusion, Wound Penalties, or the effects of being Grappled.
You may still spend willpower, use blood to soak wounds, or use blood to increase traits when you are totally or partially surprised. Additionally, Fortitude is always active and usable, regardless of your current surprise
level.
You may not spend willpower to ignore being Surprised. You may only attempt to downgrade the surprise in severity.

3.13 Downgrading Surprise
Even if you are caught by surprise with an attack, it is possible through the use of certain disciplines to either downgrade the severity of the surprise, or nullify its effects completely.

Each different type of surprise enabler has a different class of disciplines which may attempt to downgrade or eliminate it:


Higher Stealth Sense of the Predator, Haste, Heightened Senses.
Lower Stealth Sense of the Predator, Haste, Heightened Senses.
Situational Surprise Sense of the Predator, Haste, Heightened Senses.
Celerity Sense of the Predator.
Body Arsenal Sense of the Predator.

Whispers of the Chamber and Whispers of the Castle do not downgrade surprise. These disciplines give immunity from various types of surprise, and if they are successful, the surprise is simply never generated in
the first place. No test to downgrade is necessary.
It is possible to have and use multiple surprise downgraders against a surprise attack. But using multiple downgraders only gives you multiple chances to reduce the surprise level a single time. Once one of the

challenges to downgrade surprise has been won, no additional surprise downgraders may be used. So with the exception of Sense of the Predator, which allows you to eliminate even Total Surprise, the use of multiple
downgraders does not allow you to downgrade surprise by more than one level.

3.14 Confusion
Confusion is the term used to define a specific set of effects caused by certain Disciplines (Eyes of the Serpent, Shadow Veil, Echoes of Death, Delusions). The general reason for these effects is an inability to properly
concentrate during combat, whether caused by a sudden inability to see or some other distraction.
The effects of being Confused in a given combat round are:

You are at half traits (rounded up) on all offensive and defensive Martial, Touch, and Grapple chal-lenges, from ALL opponents in a given combat round.
When powers that cause Confusion are used in combat, the test and resolution of these powers will be made during the instant phase, although it will still be considered the users combat action for that round (See
section on Combat, pg. 17). Additional instant actions may be taken during that combat round as normal.
Though you are the target of multiple successful attempts to cause Confusion, only one is necessary. The effects of multiple successful Confusion attacks are not cumulative, nor do multiple successful Confusion

attacks done in the same round increase the duration.
The effects of Confusion are cumulative with other penalties, such as Surprise, Wound Penalties, or the effects of being Grappled.

A Willpower may be spent to ignore the effects of Confusion for that combat round. This willpower cannot be counterspent, as the willpower is spent to ignore the Confused state, not to negate the successful use of
such a discipline. This willpower expenditure includes all successful attempts to cause Confusion in that round.

Disciplines that cause Confusion may have additional effects beyond the Confusion itself. Spending a willpower to ignore the Confused state does not allow you to ignore the additional effects of such a dis-cipline.

3.15 Wound Levels
All creatures have wound levels to determine how damaged they are. The more damage a creature has taken, the harder it is for that creature to do things. This is represented by wound penalties which are associated
with certain wound levels.
Humans have five wound levels; Ghouls and Vampires have six wound levels.


Humans Healthy, Bruised, Wounded, Incapacitated, Mortally Wounded, Death.
Ghouls Healthy, Bruised, Wounded, Wounded, Incapacitated, Mortally Wounded, Death.
Vampires Healthy, Bruised, Bruised, Wounded, Wounded, Incapacitated, Torpor.

The effects of the various wound levels are:
Healthy No wound penalties.
Bruised No wound penalties.
Wounded You are at half traits (rounded up) for all challenges.
Incapacitated You cannot move for the first ten minutes in which you are Incapacitated. Also,
for the entire time you are at this wound level, you may not initiate any challenges, activate any disciplines, maintain any disciplines that require full concentration,

and must relent to all Martial, Touch, and Grapple challenges. Additionally, you are at half traits for all other challenges.

Mortally Wounded Humans and Ghouls at Mortally Wounded will die in ten minutes, unless
they receive medical attention (See the Medicine ability, pg. 12). Persons at Mor-tally Wounded are unconscious and may not move, initiate challenges, activate or

maintain disciplines, and must relent to all challenges. Any additional damage will kill them.

Torpor You cannot move. You cannot initiate any challenges, activate any disciplines, and
must relent to all challenges. But while in this state, your mind is not active, so powers such as Dominate or Telepathy will have no effect on you. You can only be

revived by blood three generations below you (Fortitude may modify this), usage of Necromancy 2B, or by waiting one month.

Death It's time to create a new character. Bodies of characters over one hundred years
old will be reduced to ash within minutes of death. Bodies of any Kindred who are killed by fire or Diablerized will also fall to ash upon death.

When you incur wound penalties during combat, those penalties become effective for the remaining offensive actions in the current combat round. Starting in the next combat round, the wound penalties affect both
offensive and defensive actions.
Generally, for vampires, the worst possible wound level is torpor. However, if a vampire suffers damage in a single round, in which at least one wound level is aggravated, which would place her below torpor, then the

vampire will die.
Vampires cannot voluntarily enter torpor. If a Vampire is in torpor, she will be revived within several minutes if given blood of sufficiently low generation. She cannot choose to stay in torpor.

The effects of being Wounded are cumulative with other penalties, such as Surprise, Confusion, or the effects of being Grappled.
Wound penalties can be ignored under certain circumstances, with willpower (See Willpower, pg. 26) or with the use of certain disciplines (See Fortitude, pg. 58).

3.16 Healing and Soaking Wounds
This section details how characters may soak and heal wounds. The rules in this section are modified for those with high levels of Fortitude (See section on Fortitude, pg. 58).

When you are wounded, you are able to heal wounds by spending blood. If you are Bruised, Wounded, or Incapacitated, you are able to heal one normal wound level with the expenditure of one blood point, or one
aggravated wound level with the expenditure of three blood points.


If you are not in combat, it will only require a minute or two to heal all your wounds (assuming you have sufficient blood). If you are healing while in combat, it will require a full combat round to heal each wound
(See section on Combat, pg. 17).
If you are in Torpor, you cannot heal any wound levels, unless you are awakened by the consumption of a blood point from a vampire that is three generations or more below you. If you consume such a blood point,

you will heal from Torpor to Incapacitated and be revived. This blood is expended in the healing process. If you have no additional blood in your system when revived, you will immediately enter blood frenzy. After
revival from Torpor, all remaining wounds may be healed in the standard fashion.
If you are not given blood of sufficiently low generation, you will not be revived until the next game, although you will begin the next game fully healed.

During combat, for each successful attack against you that causes damage, you are able to soak a wound. In other words, you are able to immediately spend one blood point to heal one of the normal wounds from
that attack. If all of the wounds from that attack are aggravated, you are not able to soak any wounds from that attack (an exception is made for those with high levels of Fortitude).

When soaking a wound, you must do it immediately after the attack, and declare that you are doing so. If you do not declare that you are soaking, you must heal the wound at a later time, in the normal fashion.
Soaking and healing are done after any wound level reductions due to Armor you are wearing (See section on Armor, pg. 35).

3.17 Willpower
Willpower can be spent in a number of ways. It can be used to boost one's traits during challenges, ignore wound penalties, ignore the effects of certain disciplines, avoid frenzy and replenish control points.

If willpower is used to ignore the effects of a discipline, the attacker is allowed to counter-spend willpower. In all other cases, the willpower cannot be countered. For instance, when you spend willpower to avoid
Mesmerism, this willpower can be countered by the Dominator, but when you spend willpower to boost your traits for a Summons challenge, this willpower cannot be countered.

Willpower can be used to ignore wound penalties. Spending one willpower will allow you to ignore the effects of wound penalties for one combat round, or ten minutes while not in combat. Willpower cannot be used to
ignore the effects of Mortally Wounded or Torpor.
Willpower can be used to ignore the effects of Confusion. Spending one willpower will allow you to ignore the effects of Confusion for one combat round.

Willpower can be used to replenish control points (See section on Control Rating, pg. 29). But you are not able to spend willpower while in a Frenzy (see section on Frenzy, pg. 30).
Willpower may be used to double your traits for various challenges. If you are participating in a challenge, then after trait totals are announced but before the challenge is resolved, each side has the option of spending
willpower. For each willpower spent, the trait totals for this person will double for this challenge. Both sides may continue spending willpower until they run out of willpower to spend. Once each side decides to stop
spending willpower, the challenge is then resolved.
Also, at the beginning of a combat round, you may declare you are spending willpower for defensive challenges of a given attribute type (such as primarily mental, primarily physical, or primarily social challenges). For

each willpower spent, the trait totals for every defensive challenge (of that attribute type) for that combat round will be doubled. Willpower spent in this fashion will only apply for defensive challenges, not offensive
challenges, or challenges for non-attack actions.


3.18 Spending Blood for Traits
You may spend blood to temporarily increase your traits for various challenges.
If you are participating in a challenge, then after trait totals are announced but before the challenge is resolved, each side has the option of spending blood. For each blood spent, the trait totals for this person

will increase by one. Both sides may continue spending blood in this back and forth manner as long as they have blood available. Once each side decides to stop spending blood, the challenge is then resolved.

Also, at the beginning of a combat round, you may spend blood to increase the trait totals for all defensive challenges of a given attribute type (such as primarily mental, primarily physical, or primarily social chal-lenges).
For each blood spent, the trait totals for every defensive challenge (of that attribute type) for that combat round, will be increased by one. Blood spent in this fashion will only apply for defensive challenges,
not offensive challenges or challenges for non-attack actions.
You may spend both blood and willpower to increase your trait total in a single challenge. In this case, your final trait total will depend on the exact order in which they are spent.

3.19 Hunting
During the game, a vampire may acquire blood by hunting. This entails the stalking of a victim and attacking her to take blood.

When hunting, the first blood point may be acquired in 15 minutes. Each additional blood point will require 5 minutes of additional hunting time. This action must be taken at the Influence Desk.
The act of hunting results in the loss of one control due to the stress of the hunt, and an additional one control due to the sight, smell, and taste of blood, if applicable.
Due to their feeding restrictions, hunting times are double for members of Clan Ventrue.
The Storytellers may occasionally alter the length of time required to hunt, or availability of hunting victims, due to situations that arise in the game. Under special circumstances, the Storytellers may run a scene with

a character to play out the details of the hunt.

3.20 Corpse Acquisition
During the game, a vampire may acquire a corpse through a variety of means. Of course, killing another character or NPC on-site will most likely leave a corpse. There are other standard ways of getting corpses
while off-site.
One way is through Influence expenditure. By spending two Influences, a character may have an intact body (with no blood) delivered in ten minutes.

A second way is through Harvest the Death Energies (Thaumaturgy: Necromancy 2A). At the end of the process which this discipline entails, the user is left with a corpse.
A third way is through hunting (See section on Hunting, pg. 27). This entails the stalking and killing of a victim for the purposes of taking her body and blood. After thirty minutes of hunting, a character gains
four blood points and one corpse.

3.21 Herd
Herd is a representation of a person or group of people, from which you can quickly acquire blood.
During the game, you may acquire two blood points for each level of Herd that you possess. You may spend each level of Herd, once per night, although you are not required to spend all of them at one time. When


acquiring blood in this fashion, it only requires five minutes of time in which to get the blood, regardless of the number of Herd being used.
Drinking the blood of your Herd results in the loss of one control, due to the presence of blood, if applicable.
During downtime, you may acquire one blood point for each level of Herd that you possess.
You may purchase additional Herd with experience points (See section on Buying Herd, pg. 113).
Herd is not an influence. It cannot be used for any purpose other than acquiring blood.

3.22 Fair Escape
A character who sees another character approaching him but has not yet been challenged may attempt fair escape. She must have a reasonable escape route. If none of her potential challengers have a higher rate of
movement, she may Escape. She must leave the area immediately. She may not be followed for two minutes.
Fair Escape can only be used before being challenged, however, escape is still possible after combat has started. At the end of the combat round, the non-attack actions take place. One of these actions can be to

attempt to leave the combat scene. This escape can only be prevented by someone actively attempting to follow you. If you are able to get out of sight with no one following you by the end of the round, you can
declare escape and cannot be followed for two minutes.

3.23 Staking
Due to the magical nature of the heart, a Kindred can be rendered powerless by stabbing a wooden stake into her heart. This process is called staking.

In order to stake a Kindred, you must first engage in a standard Melee challenge in order to see if you can stab the Kindred in the chest with the stake. If this is successful, you make a staking challenge (static
test, lose on ties), to see if the stake has successfully penetrated the heart. If both of these challenges are successful, the Kindred is staked.

It is possible that certain disciplines (Aspect of the Wolf), innate abilities (Gargoyles), rituals (Deflection of the Wooden Doom), or equipment (anti-staking plates) will make it more difficult (or impossible) to stake a
Kindred.
If your heart has been removed, then you cannot be staked in the normal fashion. But the person who has your heart can easily stake you (no test necessary) by staking your heart directly.

Only Kindred can be staked. Attempting to stake a non-Kindred will do the standard number of wound levels, but will not affect them in any other way.
The stake must be at least 6 inches long, and made of wood.
While you are staked, you are fully cognitive of the world around you. You cannot move or speak, but you are able to hear. You are not able to initiate any disciplines or challenges. You must relent to all physical

challenges. You are able to communicate through Telepathic links, but you cannot initiate them. You are able to resist Telepathic questioning in the normal fashion. But since you cannot initiate any challenges,
you cannot use Dominate over such a Telepathic link.
You are able to spend willpower when defending on challenges of a non-physical nature.
While you are staked, certain disciplines you may have active will fail or drop (Majesty and Mask of 1000 Faces), while other will remain active (Soul Mask and Embrace the Beast).


3.24 Control Rating
Every vampire has both a permanent and temporary control rating. A vampire's permanent control rating corresponds to how much (or how little) humanity she has retained. It is based on willpower, generation,
number of disciplines known, number of childer sired, number of diableries, and age. A vampire's temporary control rating represents her general emotional state. The lower her temporary control rating, the closer her
Beast is to the surface and the more likely she is to frenzy.
A vampire's permanent control rating is calculated as follows: Willpower + Generation Number of disci-plines
Number of childer sired 1 per 100 years of age; or simply Willpower, whichever is greater. Control Rating is further lowered by one for all Brujah and further lowered by one for each diablerie committed, regardless of generation gained. It can also be raised or lowered based on your actions, at Storyteller dis-cretion.

These reductions come after willpower and therefore can lower the control rating below Willpower. The maximum control rating a character can have is ten. The lowest control rating a character can have is
one. If a character drops to a permanent control rating of zero, then the character has lost all humanity and is therefore retired.

As a vampire grows older, gains disciplines, drops in generation, or sires childer, her permanent control rating will go down until it reaches a certain point based on her willpower. Even after that point, her permanent
control rating can still go down due to acts such as diablerie, or at the discretion of the Storytellers for doing things that are strongly vampiric in nature. As she buys willpower or does things which deny her vampiric
nature and show a connection to humanity, her permanent control rating can increase.
A vampire also has a temporary control rating that will uctuate during the game. At the start of the game, this temporary control rating begins at the same value as the permanent control rating. But during the

game, certain events will cause a vampire to lose control points, temporarily lowering her control rating. When she has lost all of her control points, she may spend a willpower to refresh her pool of control points
back to its initial value. If a willpower is not spent in this fashion, she will enter a frenzy. Once she enters the frenzy, willpower cannot be spent in this fashion. The frenzy will be one of three kinds (Rage, Terror or
Blood) depending on what triggered the last control loss (See Section on Frenzy, pg. 30).
The following things will cause a vampire to lose one control point:

Being threatened by fire or getting too close to ames
Seeing sunlight
Seeing or smelling blood
Drinking blood
Being the subject of an aggressive action
Taking an aggravated wound
Being humiliated
Being in a situation that stimulates a derangement

No more than three control points can be lost in this way in a single scene.
In addition, the following will cause a vampire to lose all of her control points and immediately frenzy:

Being engulfed by fire
Being engulfed by sunlight
Being out of blood in her blood pool


As you lose control points you should role-play having less self-control, even though you do not frenzy until you have lost all your control points. When you have only a few control points you will be "on the edge",
and any derangements you have will be more pronounced. You may not voluntarily enter a frenzy. You only frenzy when you have lost all your control points.

At any time (other than while in frenzy) you may spend a willpower point to regain all your control points up to your permanent control rating. Your control points are also restored up to your permanent control
rating after each time you frenzy.
If you are sent into torpor while in a frenzy, when you emerge from torpor you will no longer be in frenzy, and your control points will be restored.

Control points are very important to a vampire. The closer to zero you get, the closer you are to losing yourself. It is very important to keep your control points under control.

3.25 Frenzy
When you lose your last control point, you frenzy. The kind of frenzy is determined by what caused you to lose your last control point. A Blood frenzy can be provoked by the sight or smell of blood, by feeding, or
by having no blood left in your blood pool. A Terror frenzy can be provoked by fire and sunlight. A Rage frenzy can be provoked by humiliation, attacks or other aggressive actions, and aggravated damage.

While in a frenzy, you must do your utmost to fight, ee, or feed, depending on the type of frenzy. This will include using the physical disciplines Potence, Celerity, and Fortitude. If your Celerity is not already active
when you enter frenzy, you will activate it. If you have no blood in your blood pool at the time you enter frenzy, you will spend the first blood point you consume to activate Celerity. You will act without regard to
personal safety, social propriety, or effectiveness and efficiency.
While in a frenzy, you may ignore wound penalties, including incapacitation (but not torpor). However, you may not do anything that requires you to initiate a primarily mental or primarily social challenge (except for

piercing Majesty and Deflection); you may not spend willpower; nor may you activate any discipline other than Potence, Celerity, and Fortitude. You are still subject to disciplines such as Dominate and Presence.
You may soak wounds, but you may not take actions to heal wounds.
You cannot relent to challenges while in the grip of a frenzy, nor may you bid less than your normal trait total. The Beast has taken control and you must hope that you do not do something foolish while under its

power.

Rage Frenzy { When in a Rage frenzy, you must immediately attack the cause of your frenzy using
whatever weapon is closest at hand, or bare-handed if weapon-less. You may not use firearms, except as Melee weapons. If you are in an altered form incapable of making a physical attack, you will revert

to your normal form.
If the cause of the frenzy is unknown or inaccessible, you must attack the person closest to you. If there is no one in your presence, you must attack an object or otherwise do something aggressive to

vent your rage.
The Rage frenzy ends when the target of the frenzy is incapacitated or inaccessible. It will last at least one combat round and can run as long as the frenzying character, Narrator, or Storyteller deem

necessary. In any case, the frenzy will not end if the target is still provoking the character.
Terror Frenzy { When in a Terror frenzy, you must ee whatever provoked your frenzy. If anyone or
anything attempts to prevent your ight, you will attack that person or object as if in a Rage frenzy until they are no longer in your way. The Terror frenzy lasts until you are well out of the presence of

whatever provoked your frenzy.
Blood Frenzy { When in a Blood frenzy, you will feed from the nearest and easiest source of blood,
whether the blood is in a container or in a person. You will continue to feed until both your own blood


pool is completely full and whatever or whoever you are drinking from is completely empty. If anyone attempts to stop you, you will attack them as if in a Rage frenzy until they are incapacitated, then
feed from them until they are drained.
Willpower may be spent to delay a Blood Frenzy caused by an empty blood pool, and will allow the individual 10 minutes to find an acceptable source of blood. Should 10 minutes pass and the individuals

blood pool remain empty, she will again enter into a Blood Frenzy.
Ventrue and Giovanni in a Blood Frenzy will drink from the nearest and easiest source of blood, just as any other Kindred, regardless of their feeding restrictions. However, once the frenzy has passed, if

they have ingested any blood which is not within their restrictions, they will become sick and lose half of the unacceptable blood points they have ingested.

3.26 Blood Bonds
The Blood Bond is a mystical link between people that is created by the sharing of vampire blood. In order to create the bond, the Thrall must drink the Regnant's blood on three separate occasions (i. e.: three
separate nights). Each level of the bond exhibits its own special characteristics.

One step blood bound { Once you are one step bound to someone, you feel a stronger kinship with your
Regnant. This is akin to a friendship where the ties are strained and not necessarily very strong. This level will not cause you to completely abandon your own thoughts in favor of your Regnant. The

strength of this level is not completely unusual, as people's feelings toward each other are constantly changing.

Two steps blood bound { Two steps blood bound to someone brings a much stronger closeness to your
Regnant. Your feelings are starting to become noticeable and no matter your feelings before the bond started; however, due to the nature of the bond, you may not realize that this is happening. Your

actions come without you specifically thinking about them. (Role-playing hint: Act as if you are in the early stages of falling in love.)

Three steps blood bound { The full blood bond is comparable to being in love. All the strange and
stupid things you may do when you are in love come easily now. Sometimes, you think about how stupid they are and other times you simply follow your hunches.

Just because you are blood bound to someone does not mean you are a helpless puppet. Your Regnant can ask you to do things, but you may ignore them, in a friendly manner, if they may cause you great injury;
however, reasonable requests that pose no danger will be followed to the best of your ability.
You can ignore the requests posed by your Regnant by spending a willpower in cases where you otherwise would follow the order. But you cannot directly attack your Regnant in any way, except in self-defense. This

is true even when in Frenzy, and cannot be overridden with the expenditure of willpower. Of course, this doesn't prevent you from plotting and planning against your Regnant.

The strength of a blood bond is tied directly to how often it is reinforced and how well the Thrall is treated. The better the relationship, the stronger the bond. The worse a relationship, the weaker the bond. It is
possible for you to break the bond to your Regnant, but it requires a lot of effort. In order for you to break it, you must spend a significant amount of time away from your Regnant and actively resist the hold over
you (i. e.: expenditure of willpower). Obviously, you must not drink from your Regnant again.

3.27 Diablerie
It is possible for a vampire to lower her generation through the process of diablerie. In this process, you consume not only all of the blood of another vampire, but also consume her life essence as well. This route
to increasing personal power is considered a heinous act by most of Kindred society.


If you diablerize a vampire of lower generation than yourself, you will lower your own generation by one. If you diablerize a vampire of equal or higher generation, then your generation will not change. Any drop
in your generation does not take place immediately; instead, it takes approximately one month to get the effect of the lowered generation. You can only lower your generation by one in a single month, regardless of
how many lower generation vampires you diablerize. You cannot gain the benefit of a lowered generation by diablerie of a newly embraced vampire; the vampire must be at least a month old.

When you diablerize another character, you must also pay off the generation boost with experience points (cost is the same as at the time of character creation). Until the generation is paid off, future diablerie
will simply not benefit you with generation. Additionally, if your character does not satisfy the attribute minimums for the new generation of your character, you will need to purchase attributes to satisfy this
minimum (after paying for the generation itself).
To diablerize a vampire that is incapable of resisting requires you to spend two minutes of actual time engaged in the diablerie of your victim for every willpower point possessed by her. If she has no willpower,

the diablerie still takes a minimum of two minutes. As long as no one makes an attempt to physically interfere with your activities, the diablerie automatically succeeds after the required time has passed.

Diablerizing a vampire while anyone may want to interfere and is capable of interfering requires that the act take place over a certain number of combat actions. In order for the diablerie to succeed, the victim must
be drained of blood and reduced to torpor, after which you must overcome her willpower while draining the vampire's essence.

Draining her blood and reducing her to torpor can be done in any number of ways, including via typical violent methods such as shooting and stabbing, as well as by draining with the fangs and mouth. Diablerie
does not begin until you attempt to drain with fangs and mouth someone who has no blood left. At that point, you will either drain health levels, or if the victim is in torpor, her essence. Diablerie may also be
committed by drinking a vial of Aquam Spiritus formed from a Kindred by Necromancy 2B.
Blood can be drained by fang and mouth from a vampire at the rate of one blood point per action (modified by Celerity). If the victim has no blood left and is drained by fang and mouth, she will take one normal

wound level per combat round, until in torpor. If she has no blood and is in torpor and is drained by fang and mouth, you will begin consuming her essence.

To completely consume the victim's essence, you must win a number of tests equal to the victim's willpower. You may test once per combat round. Celerity will not allow you to test more often. The test is a simple
test between you and your victim, with ties going to whomever has more willpower. If both have equal willpower, ties are re-tested. Once you have won as many tests as the victim has willpower, the diablerie is
complete. Victims with no willpower require you to spend one round consuming their essence, but no test is required.

Once you begin draining either health levels or essence, you become completely consumed by the act of diablerie. As long as you are engaged in the act of draining, you cannot resist any primarily physical
challenge initiated against you. If you are pulled away or otherwise prevented from draining the victim, you may take whatever physical actions you feel appropriate to be able to return to your task. You will be in a
frenzy, the object of which is to be able to continue draining your victim.
If you diablerize a vampire out of combat and are discovered or interrupted before the required time has elapsed, the act must be completed using combat rounds. When combat begins, you are assumed to be at

the point where you are just starting to drain your victim by fang and mouth, whether that is to drain the blood, health levels, or life essence.

3.28 Derangements
This section deals with those personal idiosyncrasies that can cause aberrant behavior when they are trig-gered. In general, when creating your character and choosing derangements to help portray the character,
you can be as creative as you want.


One derangement is handled in a special way. The derangement "Multiple Personality Disorder" cannot be used to defeat the use of Aura Perception. If someone tests against you and wins, you cannot use the
derangement to shield personalities. For example: if one personality believes it is Brujah and another one believes it is Toreador, if someone wins an Investigation challenge through Aura Perception, asking the
question "Are you of the Toreador bloodline?" you may say, truthfully, that you are of that bloodline, but must also include the fact that the statement is not entirely true.

3.29 Character Recognition
In order to recognize a character, you must have spent at least fifteen minutes truly interacting with the character. The fifteen minutes is made up of three five minute blocks acquired during the course of one
evening. This does not mean standing in the same room with someone for five minutes on three different occasions. You must be interacting with that person and not passively watching. Once you fulfill the criteria,
any discipline or other supernatural power which targets the individual in the spiritual sense will see through any disguise the individual may employ. Example: A masked individual can be summoned if the criteria for
recognition is met. The recognition criteria need only be achieved one time. Once you are able to recognize a person, you can recognize them forever.

Mental images received via Telepathy are not sufficient for character recognition. You certainly would be able to recognize the person if they showed up in the room with you, but for the act of Summoning someone
to you via Presence, you are not able to do this unless you have fulfilled the above requirements.
If the storytellers feel that a player is abusing the system for recognizing other characters, they could rule that someone who has most closely approached recognition on the abusing player's character has in fact

achieved that recognition. It is possible, given enough time, that someone could get character recognition outside the strict rules described above.

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