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4 Equipment
4.1 Equipment and Item Cards
Weapons and other equipment can be acquired from other characters or through the use of Influences or cash.

Items and Equipment that your character is carrying must be represented by an item card. If you do not have the card, then you do not have the item.
Every item has a certain level of concealability. The various levels of concealability are pocket, jacket, trench coat, and unconcealable. If you are carrying an item that you cannot conceal, you must hold the item card
so that other players may see it.

4.2 Blood
Blood Cards are used to represent points of blood. They are available from the Influence Desk. Whenever you obtain a point of someone's blood, you should record it using a Blood Card. On the back of the card,
write the player name and character name of the person whose blood you have taken, and the current date. Then have the card signed by the other player and by a Storyteller.

A point of human blood is about two pints. A point of vampiric blood is much smaller, and can be contained in a vial. A point of blood cannot be collected from things such as bloody stakes, clothing soaked in blood
from wounds, blood dripped or spattered from combat, etc. Such methods will not result in enough blood to be of use for things such as Thaumaturgic disciplines or rituals, healing, replenishing blood pools, or
anything else of practical value.

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4.3 Blood Acquisition
Blood can be acquired in several ways. The methods available are different depending on whether it is done during the game or during downtime.

During the game, blood may be acquired by hunting (See section on Hunting, pg. 27), the use of Beckoning (See section on Beckoning, pg. 42), and the use of Herd (See section on Herd, pg. 27). Additionally you may
get blood by interacting with other characters during the game.
You may not use influences to acquire blood during the game.
During downtime, you may only acquire blood with influences or with Herd (See section on Herd, pg. 27). For each influence that is spent or Herd that is used, you will gain one blood point. For each Health influence

that is spent, you will gain two blood points.
You may not acquire blood via hunting or with Beckoning during downtime.

4.4 Blood Storage
In order to properly store blood between games, you must have certain skills (Medicine).
A character is able to properly store (between games) three blood points per level of Medicine ability. Those without Medicine ability cannot store blood in this fashion.

In addition to the need for Medicine ability, Kindred are also limited in that they may not store more blood points between games than their permanent control rating, regardless the number of levels of Medicine.
This limitation does not apply to those Kindred who have the disciplines Embrace the Beast or Blood Thaumaturgy (any level).

Both vampiric blood and human blood must be refrigerated or it will go bad in less than a day. Properly refrigerated blood (of any type) will last indefinitely. It is not necessary to actually purchase a refrigerator
with influences. It is assumed that anyone with the necessary levels of Medicine will have the proper facilities.
Medicine is not needed to carry or store blood during the game. There is no limit to the amount of blood that may be carried during the game, although possession of large quantities of blood will have a dramatic

effect on your control rating.

4.5 Weapons
In order to keep the game sane and fair, we will never allow weapons such as ame throwers, large bombs, or weapons that do large amounts of aggravated damage at range. It doesn't matter how many Influences
are spent, you will never acquire these type of weapons.
A weapon may be used to increase your effectiveness in combat. Each weapon will have a certain number of basic traits that it will add to (or sometimes subtract from) your trait totals when it is properly used.

These traits are added to your trait total before any penalties (such as for wounds) or any bonuses (such as from expending willpower) are factored in. A weapon may also increase the base amount of damage you
in ict, or have other special effects.
When acquiring a weapon (for example, by spending Influences at the Influence desk), it will need a signature from a Narrator in order to be valid. If the weapon has special effects, such as a Ward vs. Kindred, then it

will need a signature from two Storytellers.
If a weapon is used in conjunction with Potence in order to in ict any extra wound levels, then the weapon must be reinforced in order to withstand this extra strain. The amount of reinforcement needed is dependent

on the number of extra wound levels added by the Potence. If a weapon without sufficient reinforcement is used in conjunction with Potence, then on the first successful strike, the weapon will do full damage and
then shatter.

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At the beginning of a combat round, if you do not have a weapon drawn, you will need to draw your weapon for combat. Drawing a weapon is an instant action, and can be done in all situations where instant actions
are allowed. You may put away and/ or draw a maximum of one weapon per combat round.
The firing of a gun will make a large noise. In order to simulate this situation, when you fire a gun you should yell "Gunshot!" loudly enough for everyone around you to hear. If a gun has a silencer attached, you

do not need to yell in this fashion.
Attaching a silencer to a gun will reduce its concealability by one category. There are different types of silencers, in the sense that each type of silencer can only silence weapons of a given level of concealability.

Guns which are unconcealable cannot be silenced.
It is possible to use a crossbow with wooden quarrels. In the event of a successful shot, it will allow a staking test, but will require two statics tests for a successful staking, rather than one. Any individuals which would

normally receive a defensive retest on a staking challenge (such as individuals with Protean 3A { Aspect of the Wolf) may not be staked in this manner. Additionally, an individual wearing an anti-staking plate
cannot be staked in this manner.
When firing a crossbow, the bolt cannot be recovered unless it is recovered from the victim's body. If the challenge to hit the victim is lost, the bolt cannot be recovered.

Thrown objects may be retrieved after an unsuccessful throw. But this retrieval cannot be done during combat. After a successful throw, the object can only be retrieved from the victim's body.
When throwing a small object (smaller than a body) that was not specifically designed as a throwing weapon (rock, sword), it will be treated as a 1 wound,
2 traits weapon. When throwing a large object (equal to or larger than a body) that was not specifically designed as a throwing weapon, it will be treated as a 1 wound,

5 traits weapon. This will be true even if the object does more than 1 wound when used as a Melee weapon.

4.6 Armor
Armor may be worn to absorb a limited number of wound levels or staking attempts that you receive in combat. There are four types of armor: ballistic vests, chainmail vests, ballistic-chainmail, and anti-staking
plates.
All armor is ablative. Each piece of armor can only be struck a certain number of times, before it is destroyed or requires refurbishing. The number of strikes that a piece of armor can withstand is dependent on the

type of armor as well as its quality (cost).
In general, armor may not be stacked. The only exception is that an anti-staking plate may be worn simultaneously with one of the other three types of armor.

A ballistic vest will only protect its wearer from Firearms and Throwing attacks.
A chainmail vest will only protect its wearer from Brawl and Melee attacks.
Ballistic-chainmail is a combination ballistic and chainmail vest. It will protect its wearer from Firearms, Throwing, Brawl, and Melee attacks. But this type of armor is more expensive and will not withstand as

many strikes as a ballistic vest or chainmail vest.
A ballistic vest, chainmail vest, or ballistic-chainmail will reduce each strike you receive (if it is of the correct type) by one normal wound level. If all the wound levels caused by a particular strike are aggravated, then

the armor will have no effect for that particular strike. Each time such a reduction is used, you must mark this on the item card representing the armor. When the appropriate number of strikes has been reduced,
the armor will become useless and will require refurbishing.
If a chainmail or ballistic-chainmail vest is used to absorb one of the wound levels of a successful strike with a stake, it will not stop the staking challenge (even if all the wounds are absorbed). The only armor that

will prevent a staking challenge is an anti-staking plate.

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An anti-staking plate will protect its wearer from a limited number of staking challenges. In other words, after a successful physical strike with a stake, there will be no staking challenge (typically a static test) since
the plate will prevent the stake from reaching the heart. Each time a staking challenge is prevented in this fashion, you must mark this on the item card representing the anti-staking plate. When the appropriate
number of staking challenges has been prevented, the anti-staking plate will become useless and will require refurbishing.

An anti-staking plate will not absorb the damage in icted by the stake, nor destroy the stake. But if the defender is also wearing chainmail or ballistic-chainmail, then one of the normal wounds from the stake may
be absorbed as detailed above.

4.7 Repairing Armor
Armor may be repaired through the expenditure of Influences. It costs a number of Influences per box dependent on the type of Armor box( es) being repaired.

4.8 Sashes
Sashes are out-of-game objects worn by a player to denote effects, powers, or physical differences that might cause an adjustment in how other characters react to your character. There are five types of Sashes that
can be worn in the game by any player. Each Sash represents a different effect and not all of these effects are directly noticeable in the game.

Yellow Sash { This sash denotes that a person is using a power that allows them not to be noticed. Persons
using powers such as Unseen Presence or Cloak of Shadows must use a Yellow Sash to denote this effect.

Green Sash { This sash is used to denote changes in appearance. Changes in appearance are either defined
as the person does not look like the character's normal appearance (i. e. using a discipline to disguise themselves), or that the visage actually seen by other players is a fake that can be pierced or noticed

with other disciplines.
Purple Sash { This sash denotes that the wearer has Majesty and that the wearer should be treated with
the respect that is due such an individual.

Silver Sash { This sash denotes that a person is Psychically Projected and that they cannot be noticed
normally unless they choose to verbally say that you are allowed to see them.

Red Sash { This sash is used to denote something special about the presence of a person wearing it. All
subjects seeing this Sash are instantly aware of this something special unless the person is hidden from their presence. Nosferatu who are not hiding their visage must wear a Red Sash. Persons who are in

Horrid Form or Aspect of the Wolf must wear a Red Sash. Lasombra who are in room with several mirrors should wear a Red Sash. Anyone manifesting from Psychic Projection must wear a red sash.
Individuals representing Zombies must wear a Red Sash.

5 Rituals
Rituals are prepared magical spells which must be performed according to exacting procedures.
Rituals may be learned by studying from someone who already possesses the ritual, or by researching it; and then by spending experience points.

In order to learn rituals, you must also possess a certain level of Casting ability. The level required depends on the level of the ritual.
See the section on Learning and Buying Rituals, pg. 112 for details.
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5.1 Wards
Any individual item which can be utilized as a melee or thrown weapon (knife, stake, sword, cane, etc.) may be warded; additionally, non-weapon items no larger than a car may be warded (a throne, a briefcase, a
book, etc). Wards change the base damage of a one wound weapon to one aggravated wound and the base damage of two wound weapons to one aggravated and one normal wound against the appropriate creature
type.
When cast, a ward lasts for a single night. However, the ward can be made permanent with the expenditure of a permanent mental trait. This trait is not regained if the item is lost, but is regained if the item is

destroyed (destroyed item cards MUST be returned to a Storyteller or the mental trait is simply lost).
If an individual weapon is temporarily warded against a particular type of being, there is no visible indication of the Ward, nor any noticeable effect until actually triggering the ward and receiving one aggravated wound

in the process. Permanent wards are always represented by permanently inscribed runes. An item may only have one ward of any type cast on it.

An area can be warded at a cost of three blood and a glyph inscribed on a stone appropriate to the specific ward. Additional components to complete the ritual may be necessary based on the type of creature being
proscribed. The ward will last while the stone containing the glyph resides within the warded area and is not destroyed or until sunrise, whichever is longer. An area ward may be made permanent by the expenditure
of a permanent mental trait and by permanently etching the runes on the appropriate ward stone. The area has a minimum size of nine feet in diameter and a maximum size of a small house. Warded areas are
considered to be three dimensional. You may not have a warded area within a warded area. Permanent area wards require the expenditure of a permanent mental trait, which is regained if the ward stone is ever
destroyed. Removing a ward stone from within the warded boundary will cause the ward stone to explode, causing three aggravated wounds to anyone within five feet.

5.2 Basic Rituals
Blood Walk { This ritual requires one blood point from the subject and one blood point from the caster.
The ritual reveals the Clan and Generation of the subject and a vision of the true appearance of the vampire's sire. Additionally, this ritual reveals the Clan and Generation of all Kindred that the target

is Blood Bound to, as well as the type of Blood Bond (i. e. partial, full, shared, vaulderie).
Contagion of the Vitae { This ritual costs the caster one blood point and takes fifteen minutes to cast.
When the ritual is complete, for the remainder of the night, if the caster's blood is poured directly from his vein and is mixed with any other blood, Kindred or otherwise, the mixture will be transformed

into the caster's blood.
This ritual lasts until sunrise. Only one ritual of this type may be placed on a person at a time and a skull of a small rodent (represented by an item card) must be carried as long as the ritual is in effect.

All properties of converted blood will revert to normal at sunrise save for the fact that the blood is still that of the caster.

Deflection of the Wooden Doom { Once this ritual has been performed, the target is immune to one
successful staking attempt. If a wooden stake should touch the heart of the target (a successful physical strike with a stake followed by a successful staking challenge) then instead of actually being staked,

the object used to stake her will disintegrate. Any wounds in icted during the physical strike will still be incurred as normal (although this may be absorbed by armor or soaked in the standard fashion),
but the stake is destroyed.
This ritual requires one blood and 15 minutes casting time, per target. This ritual lasts until used, or sunrise.

Only one ritual of this type can be placed on a person at a time, and a small wooden sliver (represented by an item card) must be carried as long as the ritual is in effect.

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Domino of Life { This ritual allows a vampire to simulate various aspects of humanity. The vampire can
take on any, or all of the following aspects: ability to eat and drink, re exive breathing, healthyflesh tone, normal body temperature, and beating heart. This ritual costs one blood point to cast. The

casting time is five minutes for each of the above effects desired. The effects of this ritual last until sunrise.

Only one ritual of this type can be placed on a person at a time, and a heart shaped locket (represented by an item card) must be carried as long as the ritual is in effect.

Donning the Mask of Shadows { By spending two blood points and fifteen minutes, the caster can make
himself invisible in the minds of others just as the discipline Unseen Presence. The ritual's obfuscate-like power remains in effect until you do something to break your obfuscate (see Unseen Presence) or

until a half hour has passed.
Engaging the Vessel of Transference { The caster can mystically prepare a container to act as a means
of transferring one blood point from a person into the container and vice versa. The container must be able to hold the amount of blood that will be enchanted. Objects not normally able to hold liquids

must be specially prepared with a hollow chamber. When the container touches someone, the blood point from the container will enter the victim and at the same time, a blood point from the victim is
transferred into the container. You must touch some portion of exposed skin to activate the magic. The enchantment placed on a container by this ritual lasts until the blood is transferred, the container
is opened, or until sunrise, whichever comes first.
If the victim has two levels of Casting ability, or has this ritual herself, then the person using this ritual must immediately inform the victim that she feels a cold chill. In this case, the victim will immediately

know the cold chill was the result of this ritual. If the victim does not have enough Casting ability, they will feel no effect.

The victim of the ritual will now have a point of someone else's blood inside her. The normal rules for blood bonds will apply (see section on Blood Bonds). So typically, the victim will become one step
blood bound to the vampire whose blood she has received due to the transfer.
Hunter's Bane { This ritual allows the caster to "charge" an object to drive away a specific opponent.
The item must be some sort of religious symbol of a size that can be conveniently held in the hand (pocket concealability). Once enchanted, the item may be triggered by the possessor to act exactly as

though the owner were using the discipline Dread Gaze; the bid for this effect will be Mental + Casting vs. Social + Leadership + Presence; Willpower may be spent (and counterspent) to ignore the effect
of the Dread Gaze, as per the normal rules. Once triggered, the enchantment is gone, even if the use was unsuccessful. Charging the item requires one blood point from the caster. The caster must also
have a blood point from the target of the enchantment.
A maximum of three Hunter's Bane enchantments may be cast during downtime.

Principal Focus of Vitae Infusion { This ritual causes an object of the caster's choosing to alter cor-poreally,
becoming infused with a blood point of her Vitae. The object must be of a size that can be held in two hands but can be as small as a Pea. For each such object fused in this manner, the caster

must spend two blood points and one hour of casting time. One of these blood points will be magically consumed, but the other will be bound into the object. Once completed, the blood will no longer be
visible, although the object will take on a deep red hue.
If needed, the caster may release such an object from its enchantment, causing it to completely break down into a single blood point. This may be done instantly, but only one such enchanted object may

be broken down in this fashion per combat round. Also, if the object is touching the skin of the caster when the enchantment is released, the blood point may be instantly absorbed through the skin (if
desired). If the blood point is to be consumed by someone other than the caster, it must be done in the normal fashion.

Only the caster may release the enchantment from an object created by this ritual. The object will last until it is used. A maximum of three such enchanted objects may exist for a given caster, at any
given time.

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Ward vs. Ghouls { This ritual causes an item or area to do mystical damage against Ghouls. Temporary
wards expire at sunrise.

This ritual requires fifteen minutes casting time and one blood for a temporary item ward; or one hour casting time, three blood, and one permanent mental attribute for a permanent item ward.

This ritual requires fifteen minutes casting time, one blood, a circle of human bile and a beryl ward stone for a temporary area ward; or three blood, a circle of human bile, a $1,000 emerald ward stone,
and one permanent mental attribute for a permanent area ward.
If you are a Ghoul, you can sense that you are approaching an area warded with this ritual by your skin beginning to tingle. If a Ghoul crosses the ward, he will take three aggravated wounds.

You may not cast multiple wards upon the same object.

5.3 Intermediate Rituals
Blood Mastery { This ritual requires one blood point from the desired target. During a 30 minute ritual,
the caster intones arcane words over a piece of obsidian while drawing runes onto the stone with the targets blood. The blood and one blood from the caster are consumed in the ritual, leaving a solid

piece of unmarked obsidian that is now charged with mystical energy. The obsidian must be pocket concealable, but may be part of jewelry, etc.

Once the ritual is complete, the possessor of the Blood Mastery charged obsidian can call forth its power as an instant action whenever initiating an offensive challenge against the target. The charged
obsidian is consumed when the ritual is invoked. The user of the Blood Mastery charged obsidian gains the casters Mental + Casting (at the time the stone was charged) as a bonus to his bid in the stated
challenge, provided that the blood used in the creation of the stone is the blood of the intended victim. Regardless of the success of the challenge, the charged obsidian is destroyed.

Anyone with Casting x4 may determine whether a piece of obsidian has been charged with the Blood Mastery ritual, but they will not be able to tell whose blood was used in the ritual. Insight will
determine that the obsidian has been charged and who it has been charged against. Furthermore, the charged obsidian will be consumed even if it is used against an invalid target (someone Masking as the
victim, for example).
Blood Mastery may not be used in the following challenges: Detecting Psychic Projectors, Downgrading Surprise or Piercing Obfuscate (and similar powers). A maximum of three Blood Mastery enchantments

may be cast during Downtime.
Pavis of the Foul Presence { This ritual allows the caster to nullify a single Presence attack, possibly
re ecting this attack back towards the original attacker.

When an attempt is made to use a basic Presence discipline (Dread Gaze, Entrancement) against a person with this ritual cast upon them, the attack is nullified and has no effect on the target.

Additionally a simple test (lose on ties) is performed. If the person with the ritual cast upon them wins, the Presence attack backfires and the original attacker is affected.

When an attempt is made to use an intermediate Presence discipline (Summon, Anathema) against a person with this ritual cast upon them, the attack is nullified and has no effect on the target. It does
not re ect back against the original attacker.
When this ritual has nullified or re ected a Presence attack, it must be re-cast in order to nullify additional attacks.

This ritual does not affect your ability to pierce or resist Majesty, in any way.
This ritual costs one blood point to cast and requires 30 minutes of casting time. It is active until it has nullified or re ected a Presence attack, or until sunrise, whichever comes first.

Only one ritual of this type can be placed on a person at a time, and a blue cord (represented by an item card) must be carried as long as the ritual is in effect.

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Ward vs. Kindred { This ritual causes an item or area to do mystical damage against Kindred. Tempo-rary
wards expire at sunrise.

This ritual requires thirty minutes casting time and one blood for a temporary item ward; or one hour casting time, three blood, and one permanent mental attribute for a permanent item ward.

This ritual requires thirty minutes casting time, one blood, a circle of pure water and a rose quartz ward stone for a temporary area ward; or three blood, a circle of pure water, a $1,500 ruby ward stone,
and one permanent mental attribute for a permanent area ward.
If you are a Kindred, you can sense that you are approaching an area warded with this ritual by your skin beginning to tingle. If a Kindred crosses the ward, he will take three aggravated wounds.

You may not cast multiple wards upon the same object.

5.4 Starting Game with Rituals Cast
It is possible to begin the game with a certain amount of rituals already cast upon yourself.
The amount of rituals which you may have cast upon yourself at the beginning of the game, is equal to half your levels of Casting (rounded up). For instance, if you have 4 levels of Casting, you may begin the game

with 2 basic rituals cast upon yourself, or 1 intermediate ritual cast upon yourself. Any additional rituals, or rituals cast upon others, must be done after the game has begun.

5.5 Occult Books
Occult Books represent a wide category of arcane, mystical, supernatural and philosophical writings. An Occult Book can be anything from a fragment of the Book of Nod to a papyrus sheet detailing the rites of
Egyptian mummification.
Occult Books can be purchased using certain Influences at the game. Ten influences will acquire one Occult Book.

In addition to representing stores of knowledge on a particular subject, Occult Books can indirectly aid in the research of other Occult and arcane matters. For every ten (10) Occult Books that you own, you may
trade them in and receive one Occult BU. This represents your acquisition and collection of a vast arcane and occult library.

5.6 Tomes
Tomes are a special form of Occult Book. Tomes are the compiled research notes from ritualists that have learned and passed on their knowledge. A Tome is an invaluable tool to those that would seek to research
rituals, since a Tome can significantly decrease the time and cost for researching a ritual.
A Tome can be created by any occultist that knows a ritual. Tomes are created specifically for a single ritual. To create the Tome, the ritualist must purchase special inks, parchments, bindings, oils, quills, incense and

other miscellaneous tools. The total cost of these materials is equal to 35% of the total reseach cost of the ritual to be inscribed into the Tome. Creating a Tome is a long and mentally exhaustive process as the
mystical inscription of the arcane knowledge drains the energy reserves of the ritualists. Tomes may only be created during downtime.

Once the Tome has been created, any other person may use the Tome to aid in their own research of that same Ritual. The total reseach cost for learning a ritual from a Tome is 35% of the original research cost of
the ritual. The magic of the Tome completes the remainder of the learning process.
Tomes are permanent until destroyed and are reusable.

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5.7 Scrolls
Scrolls are powerful mystical items that can only be created with the ritual, Create Scroll. As with the creation of a Tome, expensive materials of the finest quality (inks, papers, bindings, quills, etc) must be
accumulated before the scroll can be inscribed. The total value of all of these materials is equal to 50% of the total research cost of the ritual to be made into a Scroll. Once the materials are assembled, the Scroll is
created in a week long process. When the Scroll is complete, the knowledge of the ritual has been mystically trapped within the pages of the Scroll. Anyone else that reads the Scroll may learn the ritual that is trapped
within its pages for zero research cost. The magic of releasing the ritual into the mind of the reader destroys the Scroll, making it forever useless.

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