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7 Influence System Using their vast powers and immortal vision, Kindred have cultivated temporal power amongst the Kine populous. Kindred influence is not hindered by political, social, or other man-made institutions. Kindred, and through them their minions, ghouls and ambitious humans, hold much of the true power in the World of Darkness. These being have only one true adversary... themselves.

This section deals with how powerful you are, or may become, within Kine society. The influences you that you have describe what kind of sway and power you possess in the mortal world. You are able to derive information, money and personal favors from your contacts.

7.1 Influences There are 15 types of Influences. The following is a description of the area of Kine society that each Influence covers. Also listed are the specialties each has during downtime (DT) actions and its actions available at game (G). Specialties and actions are explained later.

Bureaucracy { This grouping of influences represents your contacts within governmental agencies. This may include clerks, civil servants, and officials in agencies ranging from local municipalities to federal departments such as the Environmental Protection Agency or the Internal Revenue Service.

Game Actions: Hinder, Reduce Acquisition Time Downtime Specialty: Global Hinder

Church { This grouping of influences represents your contacts in the religious and spiritual community. This may include clergy, lay staff or even congregation members.

Game Actions: Research Arcane, Acquire Occult Books Downtime Specialty: Misdirect{ Investigations of People

Finance { This influence represents your closeness to the movers and shakers of the financial world. Your contacts consist of bankers, stockbrokers and other individuals who deal with large amounts of money on a regular basis.

Game Actions: Help, Acquire Small Weapons Downtime Specialty: Acquire Cash

Health { This diverse influence allows you contacts in the medical community. This may include hospital administrators, research scientists, and doctors.

Game Actions: Help, Acquire Armor Downtime Specialty: Acquire Blood

High Society { This grouping of influences represents your contacts within the "social elite". This may include dilettantes, the wealthy, famous movie and music stars, and artists of all types or even fashion models.

Game Actions: Misdirect, Acquire Small Weapon Downtime Specialty: Investigate{ Specific Person

Industry { Your contacts in this sphere are those individuals who are commonly referred to as "captains of industry". These contacts control businesses that produce raw and processed goods for consumption (steel, automobiles, chemicals, furniture, electronics, ships, boats, food processing, etc).

Game Actions: Acquire Armor, Acquire Large Weapons Downtime Specialty: Modification of Items or Structures

95 96. Legal { This specialized set of influences is located squarely in the legal profession. It consists of lawyers, judges, paralegal, secretaries, law professors and other faculty at law schools.

Game Actions: Cover Up, Misdirect Downtime Specialty: Hinder-Specific Person

Media { Your contacts are those that can be found in radio, television and the print medium. This will be a powerful influence for the 21st century.

Game Actions: Cover Up, Misdirect Downtime Specialty: Misdirect-Investigation of Events

Occult { This grouping of influences represents your contacts within the Occult community or your contact with "unique" individuals. This may include, "certified psychics", occult bookstore owners, para-psychologists, or legitimate occult researchers. This is the only influence that may research Occult

Rituals. Game Actions: Research Arcane, Acquire Occult Books Downtime Specialty: Research-Occult Rituals

Police { This grouping of influences represents your contacts within law enforcement agencies. This may include beat cops, FBI, GBI, CIA, INTERPOL, SWAT teams and private detectives.

Game Actions: Hinder, Acquire Armor Downtime Specialty: Cover Up{ Investigations of Events

Politics { Although not necessarily an overtly illegal field, politics do seem to have an air of illegal activity. Your contacts include not only politicians on the local level, but also all entities that can be found in the political process; including Political Action Committees and Special Interest Groups.

Game Actions: Help, Hinder Downtime Specialty: Global Help

Transportation { This grouping of influences represents control of all aspects of travel. For example, in Atlanta your contacts might include employees of MARTA, Hartsfield, Amtrak, and Delta.

Game Actions: Reduce Acquisition Time, Acquire Large Weapon Downtime Specialty: Help-Specific Person

Street { This grouping of influences is an eclectic mixture of individuals including gang members, pimps, drug dealers, homeless and other such individuals.

Game Actions: Reduce Acquisition Time, Acquire Small Weapons Downtime Specialty: Investigation{ Specific Event

Underworld { The range of your activities has now entered the wide range of illegal activity that permeates all of society. The contacts you have made in this arena are those unsavory types that hold sway over drugs, gambling, smuggling (various goods) and other illegal activities and goods, which are regulated

by powerful individuals or groups. Game Actions: Cover Up, Acquire Large Weapons Downtime Specialty: Acquire{ weapons and armor

University { This grouping of influences represents your contacts in the realm of academia. This may include researchers, administrators, professors or even students.

Game Actions: Research Arcane, Acquire Occult Books Downtime Specialty: Research-Arcane and Mundane

Using Influences Influences may be used, both at game and during downtime, to take certain types of actions. The more Influences that are directed towards a particular action, the more powerful or effective the action will be.

Each Influence may be "spent" once at game and once during downtime. When an Influence is used in this manner, it is not lost or destroyed. Influences cannot be destroyed, or permanently sold or given away. However, you may temporarily loan Influences to other characters, both during the game, and during downtime (See section on Influence Transfers, pg.100).

7.2 Influence Actions Below is a list of standard Influence actions available. Other actions may be possible during downtime and at game with ST approval.

7.2.1 Downtime Actions (DT) Actions taken during DT are more effective due to the longer planning period available. As such, powerful DT actions may affect a subsequent game or future DT. Each influence can accomplish just about anything any other influence can during DT. However, each Influence has a specialty that grants a 25% bonus to that type of action. There are exceptions to Influence actions available and those are noted in the Influence Actions section.

Acquisition{ Item Your influences may aid you in acquiring material goods such as: personal items, weapons, armor, occult books, havens and businesses. For more information see the Havens and Business Units sections.

All items cost the same during the game as they do during downtime. Items may be purchased over several downtimes.

Acquisition{ Item Modification With this action you may upgrade or repair an item or structure to increase its functionality. An example of this is reinforcing weapons to withstand use with Potence. Item Modification may be done only during downtime.

Investigation Influences may be spent to dig for information regarding events, places, items and people as specified. As a rule, the more specific an investigation is, the more accurate and effective it will be.

Examples of Investigations: People { You can investigate what a person does (track influence actions), what influence a person has (types of influences), how much influence they have in a certain arena (relative power in 'X' influence)

etc. Events { You can investigate who took an action (attacked BU), who distorted an event (used Misdirect action), what is going on in a particular field (who is researching rituals) etc.

Downtime investigations are very thorough. They may be carried on as extended actions as long as a player wishes. However, investigations may falter after a period of time. Investigations may be hindered by Cover-Up and Misdirect actions. If an investigation is not successful during the two DTs following the subject event, the investigation action will fail. This rule relates mainly to player vs. player actions. Ongoing plots and certain other events/ actions may not follow this two-month guideline. Broad or vague investigation requests could be met with a vague or general response.

Research There are three types of research: Ritual, Arcane, and Mundane. 1. Ritual research is performed in the pursuit of magical rituals. This research must be performed using only the Occult Influence during downtime. The Occult influence does not receive a 25%

bonus to researching rituals as it is the only influence able to accomplish this task. 2. Arcane research is performed on mystical subjects or items. It covers all non-ritual occult subjects. This research may be performed by any influence. 3. Mundane research may be performed by any influence and may investigate any subject except rituals and occult subjects.

Cover-up The antithesis of Investigation. Influences spent in this manner go towards hiding evidence concerning an event, a person, item or some locale. This action seeks to erase all evidence concerning the specified subject. This also includes concealing your Influences from the eyes of others. Influences

spent on Cover-Up directly counteract those spent on investigation. Cover-Up actions are automatically hidden and may not be investigated. The Cover-Up and Misdirect actions are mutually exclusive. You may not perform both on any one subject. However, you may cover up Misdirect actions if desired.

Misdirect Using this action type you may change details surrounding a specific subject or event. You may also use the Misdirect action to create entirely fictitious events, persons, etc. Influences spent on Misdirect directly counteract those spent on investigation. This action seeks to cloud details or shift

blame for actions. The Misdirect action is not automatically hidden. The Cover-Up and Misdirect actions are mutually exclusive. You may not perform both on any one subject. However, you may cover up Misdirect actions if desired.

Help and Hinder Influences spent in this manner, may be spent in one of two ways: Specific Individual: Influences may be spent to help/ hinder another individual's action. Any influences spent in this manner are added/ subtracted from any Influences being spent by that individual.

You may specify whether to help/ hinder a specific task or all tasks by the individual. If you choose to help/ hinder all tasks made by a specific target, the influences will be split evenly between all actions taken by the target character. Specific Task (Global Help/ Hinder): Influences spent to help/ hinder a specific task, such as acquiring guns, are only one quarter (drop fractions) as effective as individual help/ hinder actions. However,

Global actions add/ subtract from all attempts at the specified action. A player may only benefit from any Global help action once during a particular downtime. However, Global hinder actions will affect each attempt at the specified action, even if the same person makes multiple attempts. Global actions may only be taken during downtimes (DT).

You may not use Global Help to aid in Ritual Research or to produce BUs. You may only Global Hinder Ritual Research with Occult influences. You may only Global Hinder BU production using the same influence type as the target BU. Hindering influences may not reduce expenditure below zero. Thus if a player were purchasing an item over several DTs they would not lose any influences already invested.

Example 1: Player 1 takes a global help action to aid in gun Acquisition. He spends 32 influences. This means that anyone attempting to purchase a gun (Acquisition{ Item) during the same downtime will add 8 influences to their first gun Acquisition action. Each player may only benefit from this Global action once so if they attempted to purchase a second gun in the same downtime there would be no additional benefit. Example 2: Player 2 takes a global hinder action to interfere with armor Acquisition. She spends 20 influences. This means that anyone attempting to purchase armor (Acquisition{ Item) during the same

downtime will subtract 5 influences from all of their armor Acquisition actions. This is true no matter how many times the same person tries this action during this downtime.

Acquiring Blood You may acquire one blood point per influence spent. These points are collected at the game following the DT in which the action was taken. As such, these blood points do not count against between game storage limits. However, you must have an appropriate container to store this blood.

Note: the DT specialty of the Health Influence will allow you to acquire two blood points per Health influence spent. Acquiring Cash Any Influence may be cashed out to generate $100. 7.2.2 Game Actions (G) Actions taken at game are less effective due to the short time frame in which they are made. Their influence is restricted to that game time only. Actions taken will not carry forward into the following DT or subsequent games. For example, items acquired in game must be paid for in full at the time of purchase. Likewise, Cover-Up and Misdirect actions performed at game only last that game time.

In game investigations may not pierce Misdirect and Cover-Up actions taken during DT. Each influence may only take specific types of actions during the game. These are listed in the Influence descriptions at the beginning of this section. Regardless of type, each influence may always be used to

acquire basic gear, acquire cash and perform mundane investigations during the game.

Acquire-Small Weapon The action taken to acquire one wound weapons. Acquire{ Large Weapon The action taken to aquire two wound firearm, brawl and melee weapons. Acquire{ Occult Books The action taken to acquire occult books. Acquire{ Armor The action taken to acquire ballistic vests, anti-staking plates, etc. Acquire{ Gear The action taken to acquire generic items such as cell phones, canteens, etc. Acquire{ Cash In-game influences may be cashed for $100 per influence. Hinder As in DT, you may directly interfere with another individual's in game influence actions. Help As in DT, you may directly assist with another individual's in game influence actions. Misdirect As in DT, you may falsify information about a given event, item, place or person. Cover-Up As in DT, you may hide information about a given event, item, place, or person. Research Arcane You may perform an investigation into a mystical/ arcane subject. Research Mundane You may perform an investigation into a non-mystical, mundane subject. Reduce Acquisition Time You may reduce the wait time for item delivery.

7.2.3 Spending Cash Cash may be acquired through in game interactions, the use of the Finance ability (at game only), or by spending influences to generate it. Each influence spent will generate $100. This conversion between cash and Influences is the same during downtime as during the game. Cash may be spent to augment to effect of influences. Each $100 spent simulates the effect of one influence (receives no specialty bonus). You may spend no more than $100 per influence used toward an action. Note:

Cash may be used to augment the research ability of the Occult influence.

7.2.4 Time for In-Game Item Acquisition The player must remain out of play for one minute per influence spent for the transaction. The transaction includes the influences spent on the item and any influences spent to reduce the length of time for item delivery. Items take a base (Cost X 10) minutes to be delivered. Both times begin when the player completes the Influence Request form at the Influence desk. Reducing the length of time for delivery is possible through the spending of additional influences that possess the Reduce Acquisition Time ability and/ or by using the Scrounge ability. For every influence spent above

the cost of the item, the delivery time is reduced by 10 minutes while the out of play time is increased by 1 minute, as mentioned above. At best, the acquisition time can be reduced to 50% of normal in this manner.

The Scrounge ability can further modify the acquisition times for items. Scrounge is factored in after the above calculations. For each level of the Scrounge ability the item delivery time is reduced by 10%. However, the item delivery time cannot be less than the out of play time needed to enact the transaction.

7.2.5 Transfer of Influences Transferring influences to another character at game and during DT enables them to make use of your contacts without your direct involvement. Once transferred, the receipient may use the influences as if they were his own. The transferring party will have no knowledge of what is done with their influences unless they perform an investigation.

To transfer an influence during DT, the donator must clearly specify the type and number of influences being transferred and to whom they will be transferred. The receipient must also clearly specify the type and number of influences being received and from whom the influences are being transferred. If this is not done the transfer will fail.

To transfer an influence during a game, both parties must go to the influence desk together and a narrator will mark the influences off the donator's character sheet and will list the source, type, and number of influences being transferred on the back of the receipient's character sheet. The receipient may then use these influences as her own.

7.3 Business Units You are able to use influences to buy, destroy, or take over various businesses and related organizations. The actions are handled via the use of Business Units (BU). BUs are a downtime influence mechanic that can not be used during a game. Important Note: Business Units are usable during Downtime only. BUs are listed on a player's character sheet for player convenience only. BUs may not be transferred or used at game. It currently takes a BU's

action to transfer from owner to owner, though they may pass through any number of hands during a particular DT. BUs under construction may not be transferred until completed.

Influences spent at the game have no effect on BUs. The buying, selling, destruction, or takeover of a BU must be done exclusively during downtime.

Buying Business Units With an investment of 20 influences, you are able to purchase a Business Unit (BU). Only downtime influences may be used to purchase a BU, although it may be done incrementally over a period of several downtimes.

At least 15 of the influences used to buy the BU must be of the same type. This will be the type of the influence that is generated by the BU each downtime. The other 5 influences can be of any type, or an equivalent amount of cash. Each BU that you own will generate one influence per downtime. The influence generated by a BU can only be spent for downtime actions. These generated influences must be used for downtime actions, temporarily

transferred to another character for downtime purposes, or converted to cash. They cannot be accumulated. In all other respects, they are the same as normal influences.

A BU is a permanent entity and can be sold or transferred to another person. This must be done in downtime, and cannot be done at the game. The act of transferring a BU uses its action for that DT. Also, a BU can be "willed" to another character, in case of your death or retirement. However, this must be approved ahead of time, and be recorded by the Storytellers. No posthumous wills are allowed.

If a BU has been transferred to another character, it does not vanish if the original buyer or creator of the BU is killed or retired. If a character is killed or retired before a will is approved, then any BU owned by this character is removed from the game. You cannot transfer a Business Unit to another person with the intent of having it transferred back to your next character. This is considered cheating, and people who try this will be asked to find another game to

play. Although a BU is an in-game entity, the transfer of a BU is an out-of-game mechanic. You cannot force someone via Dominate or other powers to transfer her Business Units to you.

Destroying Business Units You are able to attack and destroy the Business Units owned by other people. It costs at least 30 influences to attack a BU. When attacking a BU, no more than one third of the influences spent may come from cash.

Destroying a BU must be done during downtime. The system for destroying a BU takes a minimum of 2 downtimes, and is done according to the following system:

Downtime 1 { Attacker declares an assault on Defender's BU and spends a certain number of influences towards its destruction. The downtime report of the Defender will show that his BU is under attack.

Downtime 2 { Attacker and Defender may both spend additional influences. At the end of the downtime, if the Attacker's cumulative total is 30 greater than the Defender's cumulative total, then the BU is destroyed. If this is not the case, then the contest will continue into the next downtime and so forth

until the Attacker's cumulative total exceeds the Defenders by 30 and the BU is destroyed or the Attacker's cumulative total reaches 0 and the attack fails. If an attack fails then the attacker may begin a new attack.

Business Unit Takeover You are able to take over a Business Unit owned by another person via hostile takeover. It costs at least 40 influences to perform a hostile takeover of another BU. When spending influences on such an action, no more than one third of the influences can come from cash. The takeover of a BU must be done during downtime. Business Unit takeovers work the same way as Destroying BU's, except that in this case, the Attacker must spend 40 more than the Defender.

7.4 Havens The following Haven rules are a deliberately simplified consideration of all of the defenses and security that any Kindred might be able to construct in or around his Haven. Even though many players may have extensive knowledge of electronics, security, computers and various other gadgets, all such systems, regardless of how they are described must fall within the boundaries of the Haven rules listed below. For example, a retinal scanner is simplified under the category of Lock. A bank vault used as a coffin is simplified under the categories of Crypt and Reinforcement. A trap door in the oor with a time triggered escape hatch would fall under the simplified categories of Time Lock and Alternate Exit.

You must have the Security ability to utilize any of the security tests on a Haven. Havens have two structures: an "Outer Haven" and at least one "Crypt". Characters can combine to have a communal Haven (an Outer Haven and several Crypts), or several Havens, or both.

All Outer Havens are assumed to have only one door. Additional doors can be had at no cost, but Locks and Alarms must be purchased separately for each door. All kindred characters start off at character creation with a choice of four generic Haven templates. Herd, ghouls, conditioned creatures, or other NPCs are not used as part of Haven defense. Havens may be transferred between characters. Sewer Havens cannot be mobile. Havens and Crypts may only be built by spending influences and money during downtime. Any influence may be used for the construction of Havens, Industry influences, however will receive a +25 percent bonus when used for Haven construction. Cash used on Haven construction follows the standard influence rules for money.

Havens must be found before they are attacked, and mobile Havens must be found every game. Havens may only be found through in game play. Havens may be attacked in one of two ways: by spending influence and money during downtime (see Influence Attack and Influence Resistance), or by in-game play.

During in-game play, a structure may be penetrated in several different ways: physical attacks (see Reinforcement), defeating lock( s) , mist form (see Seals), or collusion with someone on the inside. Havens with any amount of Reinforcement or with Seals do not have windows. Havens and Crypts may have either normal lighting or be completely dark at no additional cost. Haven attributes (Locks, Alarms, Seals, etc) cannot be transferred between Havens. All repair costs are half the amount of normal construction.

Haven Attributes Alarms There may be alarms on all structures; each is bought separately. Cost: Cost is 3 influences per alarm with a Security Rating of 5; +1 influence per 5 points of Security Rating, to a maximum Security Rating of 25. Each alarm has one trigger and one effect (subject to Storyteller

approval). Test: Mental + Security vs the Alarm's Security Rating to bypass the alarm. One test per alarm, 5 minutes time required per alarm. A successfully bypassed alarm can be permently disabled at the option of the Haven

attacker, otherwise the alarm will still be operational the next time the structure is attacked and must be defeated again. Every 5 minutes of searching will find an alarm, if any are present.

Possible Triggers: physical attack of a structure (based on a fixed number of damage done to the structure), physical penetration of a structure (entering a room, setting off a motion detector), or failure to open a set locks. If you make an attempt to bypass an alarm and fail, the alarm is automatically tirggered. Possible Effects: audible alarm, silent alarm, awaken a possessor or projector (by causing one normal wound level of damage), or paging one or several characters.

Alternate Exits A Haven or Crypt can have hidden doors leading to different areas. All alternate exits from a Crypt lead into the Outer Haven. All Alternate Exits in an Outer Haven lead outside. Alternate Exits are always concealed.

Cost: 5 influences base cost per exit with a Concealability Rating of 5; maximum of 5 alternate exits per Crypt; unlimited Alternate Exits can be purchased for an Outer Haven. Cannot be bought if the Haven is mobile. +1 influence per 5 additional points of Concealability Rating, to a maximum Concealability Rating of 25. +5 influences to add Seals on each Alternate Exit.

Test: Mental + Security vs the Alternate Exit's Concealability Rating. One test per exit, 5 minutes searching time required to find each exit. Anyone in the Crypt may choose to leave through any of the available exits. However, the attackers may choose to cover various other areas where the exits may open into. Each exit is out of line of sight of the other, but each exit is 20 paces from the other. Obfuscate is not broken by opening one of the exits. An Alternate Exit that has been successfully found can be destroyed if the searcher wishes.

Haven Decay Resistance A Haven can be made resistant to influence attacks in downtime and to Haven Decay due to Maintenance neglect. This has no effect on in-game play.

Cost: 1 influence per 5 Haven Decay Resistance points. Test: See Influence Attacks.

Locks There are two kinds of locks: standard and timelock. Locks may be placed on standard exits and on Alternate Exits.

Standard Locks allow people outside to get in if they have the correct secret, item, or appearance. There may be many standard locks on each structure.

Cost: Standard locks cost 3 influences per lock for a Security Rating of 5; +1 influence per 5 additional points of Security Rating, to a maximum Security Rating of 25. Test: Security test for each lock. One test every 5 minutes. When each standard lock has been defeated, that structure has been penetrated. The attacker can choose if the locks have been bypassed or destroyed. If the locks have been destroyed and not repaired, anyone can enter through that entrance. Failing a test to defeat a lock may cause an alarm.

Timelocks are used by characters seeking to defend against summoning or certain dominate attacks. Time-locks only prevent characters from leaving the structure.

Cost: Timelocks cost 2 influences. Test: If a timelock is active, the person inside the lock cannot leave the structure for 15 minutes after the first attempt to exit is made. No test from outside is needed. Timelocks cannot be destroyed.

Mobility The Haven must be reasonably capable of moving. All Mobile Havens are considered Crypts. Cost: Costs 10 influences. A maximum of 75 influences may be invested in a Mobile Haven. Test: No test. A mobile Haven is easier to hide and cannot be attacked through influence attacks, but cannot be reinforced past 15 Reinforcement Points and cannot have alternate exits. Every game, a mobile Haven

must be found again before it can be attacked again. Mobility cannot be destroyed.

Reinforcement Reinforcement makes a structure resistant to physical attack. There may be reinforcement on all structures; Reinforcement is purchased separately for each structure.

Cost: 1 influence gives 2 reinforcement points per structure. Mobile Havens may have a maximum of 15 points of reinforcement.

Test: No test required. If a character has Potence, he can begin destroying the reinforcement in an attempt to penetrate the structure. The following list explains the damage that Potence causes a structure.

Potence 1a: 1 point of damage per minute. Potence 1b: 2 point of damage per minute. Potence 2a: 3 points of damage per minute. Potence 2b: 4 points of damage per minute. Potence 3a: 5 points of damage per minute.

Multiple attackers with Potence will, of course, combine their destructive power. For example, if three attackers with Potence 3a are attempting to pierce the Haven, they will cause 15 points of damage per

minute. There is no limit to the number of attackers that may attack a structure. Once the total damage points equals or exceeds the total number of reinforcement points, the structure has been penetrated. Once the structure has been penetrated anyone can enter through the new opening.

Physically attacking a structure or physically penetrating a structure may cause an alarm.

Seals This is a category used to describe various construction that will prevent access by supernatural means such as Form of Mist, Shadow Body, Shadow Walk and Stone Meld.

Cost: Seals cost 10 influences per structure and prevent access via Form of Mist or Shadow Body. A shadow free environment (expensively engineered track lighting) costs an additional 10 influences per structure and

prevents entrance via Shadow Walk. Wooden paneling on all internal surfaces costs 5 influences per structure and prevents access via Stone Meld.

Test: No test. If seals are not bought for a structure, a mist form or shadow body can freely penetrate that structure. Seals cannot be destroyed, but if all reinforcement is punctured, the seal is destroyed.

Wards Cannot be purchased with influences. Must be cast during downtime or during the game by a player character with the appropriate ritual.

Downtime Attacks Influence Attack: The attacker( s) can weaken a Haven (that has already been found) and eventually have it destroyed through mundane means during downtime. For each influence the attackers spend on attacking this Haven, the Haven loses one Haven Decay Resistance point. If a Haven Decay Resistance is reduced below zero, the Haven has been destroyed. None of the contents of the Haven are damaged (such as items/ blood stored there, etc); however, the characters must find or create a new Haven from scratch. A mobile Haven cannot be attacked through influence attacks but can suffer Haven Decay from failure to pay Maintenance costs.

Once the first influence attack occurs against a Haven, the Haven owner will immediately become aware of the attack and the size of the attack, but not the source of the attack.

Maintenance Large and extensive Havens will eventually begin to require maintenance and upkeep costs. If a Haven has more than 50 influences invested in it, then every month a certain amount of influences must be invested in the Haven to maintain it. This is representing the expense of upgrading alarm systems to

new standards, paying utility companies for redundant power grids, generators, servicing and repair of seals, structure, paying bribes to city officials to keep the zoning laws in place, paying informants to keep quiet about the Haven's location, etc. The following chart lists the maintenance costs (in Influences per month) according to the total influence value of the Haven, and the default penalty for not paying the upkeep (in points of Haven Decay).

Haven Maintenance Total Haven Cost Maintenance Cost Default Penalty 1{ 50 0 N/ A 51{ 75 5 25

76{ 100 10 50 101{ 150 15 75 151{ 200 20 100 201{ 350 35 175 351{ 500 50 250 500+ ST Discretion ST Discretion

Failure to pay the Maintenance cost will reduce the Haven Decay Resistance of the Haven by the amount listed in the Maintenance Default Penalty column. If the Haven Decay Resistance of the Haven is reduced to less than zero, the Haven has been destroyed due to neglect. EXAMPLE: Bob has 140 influences spent on his Haven, with 80 points of Haven Decay Resistance built into it. The monthly upkeep on the Haven is 15 influences.

In the month of March, Bob fails to pay his Haven maintenance. The Haven Decay Resistance on his Haven is therefore reduced by 75 (the full amount of the Haven Maintenance Default Penalty). Bob's Haven now has an effective Haven Decay Resistance of 5.

8 Character Creation This section deals with all the things you need to be aware of when creating a new character. The various sections have bits of information on how to create a character with no points and with points transferred from another character.

8.1 Character Submission Characters must be submitted to and approved by the Storytellers two Tuesdays before being brought into play. This means the character must be turned into the storytellers two Tuesdays before the game. If it is not, then the character will not be approved for the game. Character submissions require filling out a character submission form and submitting a short paragraph on the character. The paragraph will indicate where the character will fit into the chronicle.

The following are not generally approved without special consideration: merits and aws; generation lower than 8th; vampires other than those from the seven Camarilla clans and Caitiff along with their antitribu counterparts; non-vampire characters other than ghouls or normal humans. In-game embraces are subject to the same approval process as submitted characters.

8.2 Creating Vampires Vampires start with the following:

13th generation 7/ 5/ 3 attributes 3 disciplines (basic and in-clan) 3 influences 5 abilities 2 willpower 10 freebie points Each derangement taken will give an additional one point to spend on the character with the maximum number of points possible through this method being two.

You must decide to which clan this vampire will be a member. Certain clans are restricted and require prior Storyteller approval (See section on Character Submission). Once you have decided on a clan, you may choose three basic discipline levels from among the in-clan disciplines. You must decide which of the three different attribute types (Mental, Social, Physical) is your primary (7 attributes), secondary (5 attributes), or your tertiary (3 attributes). You may use the freebie points (or transferred experience points) to purchase additional attributes, abilities, influences, Herd, willpower, generation, and disciplines. Each reduced generation of the character will cost two points (three points for Caitiff). The lowest generation that is accepted is 8th generation. For each generation that is purchased, three additional attributes will need to be purchased in order to satisfy the attribute minimums for that generation (See section on Maximums and Minimums, pg. 108).

Buying such additional items is the same as for established characters. See the sections "Learning and Buying Disciplines" on pg. 112, and "Buying Attributes, Abilities, and Willpower" on pg. 113. It is also possible to buy certain out-of-clan discipline paths at the time of character creation (See the section on "Starting with Out-of-Clan Disciplines" on pg. 109).

8.3 Creating Ghouls Ghouls start with the following:

7/ 5/ 3 attributes Strength (Potence 1A) 3 influences 5 abilities 2 willpower 10 freebie points Each derangement taken will give an additional one point to spend on the character with the maximum number of points possible through this method being two.

You must decide which of the three different attribute types (Mental, Social, Physical) is your primary (7 attributes), secondary (5 attributes), or your tertiary (3 attributes). The "in-clan" disciplines for ghouls are Potence, Celerity, and Fortitude. As a ghoul, you must have Strength (Potence 1A). Beyond Strength, you are able to buy other in-clan disciplines with freebie points or experience points.

You may use the freebie points (or transferred experience points) to purchase additional attributes, abilities, influences, willpower, and disciplines. Buying such additional items is the same as for established characters. See the sections "Learning and Buying Disciplines" on pg. 112, and "Buying Attributes, Abilities, and Willpower" on pg. 113. It is also possible to buy certain out-of-clan discipline paths at the time of character creation (See the section on "Starting with Out-of-Clan Disciplines" on pg. 109).

8.4 Creating Humans Humans start with the following:

7/ 5/ 3 attributes no disciplines 3 influences 5 abilities 2 willpower 10 freebie points Each derangement taken will give an additional one point to spend on the character with the maximum number of points possible through this method being two.

You must decide which of the three different attribute types (Mental, Social, Physical) is your primary (7 attributes), secondary (5 attributes), or your tertiary (3 attributes). You may use the freebie points (or transferred experience points) to purchase additional attributes, abilities, influences, and willpower. Humans cannot buy disciplines. Buying such additional items is the same as for established characters. See the section "Buying Attributes, Abilities, and Willpower" on pg. 113.

8.5 Creating Host Bodies If your character has the discipline Possession, you may create host bodies on which you may use your discipline. Such host bodies start with the following:

7/ 0/ 0 attributes no disciplines no rituals no influences no abilities no willpower no derangements 0 freebie points

You may choose for the host body to be either a human or a ghoul. In either case, it is a mindless shell, specially prepared to receive your awareness.

Host bodies may only be created during downtime. However, you may have as many vessels as you wish stored at your haven, awaiting use.

8.6 Maximums and Minimums A character is always limited in the number of attributes, willpower, blood, etc. that a character may have. These limitations are in effect both when the character is created, and later when the character purchases additional such resources with experience points. The following table specifies the maximums and minimums for these various attributes based on character type and generation.

Max/ Mins due to Character Type or Generation Generation Max Blood Max Willpower Max Attributes Min Attributes Max Abilities Human 4 4 12 15 6
Ghoul 4 4 12 15 6
13 5 5 12 15 6
12 6 6 12 18 6
11 7 7 13 21 7
10 9 9 14 24 7
9 11 11 15 27 8
8 13 13 17 30 9
7 15 15 20 33 10
6 17 17 23 36 12
5 20 20 27 39 14

8.7 Bank Account A character begins with a bank account equal to $100 per starting Influence + $200 per level of Finance Ability.

8.8 Derangements You may give your character derangements. Each derangement is worth one additional freebie point each, with a maximum of two points possible. However, characters can have any number of additional derangements

simply by role-playing them. Players are not limited to a specific list of derangements, but can instead choose as a derangement any kind of neurosis, psychosis, abnormality, or aberration they can describe.

8.9 Transfer of Experience Points Experience points are transferred to a new character from an old character with 3/ 4 of the spent experience plus all of the unspent experience. This formula is used each time a character is retired, killed, or removed

from the game.

8.10 Starting with Out-of-Clan Disciplines To create a character that begins play with out-of-clan disciplines costs an additional three points per out-of-clan discipline path. This cost is in addition to the actual cost of the discipline levels and in addition to

the extra point per discipline level when buying out-of-clan disciplines. The three points per path cost only applies to characters who begin with out-of-clan disciplines, not those who learn them during the course of play.

Regardless, only Gangrel characters can begin with Protean, only Malkavian characters can begin with Dementation, only Tremere characters can begin with Blood Thaumaturgy, only Setites can begin with Serpentis, only Giovanni can begin with Necromancy, only Gargoyles can begin with Visceratika, only Lasombra can begin with Obtenebration, only Assamites can begin with Quietus, and only Tzimisce can begin with Vicissitude.

8.11 Caitiff Clan Disciplines When creating a Caitiff character, you must choose three discipline paths which are to be considered your "in-clan" disciplines. Once these three are chosen, the other disciplines paths are considered out-of-clan. In

particular, to start at the time of character creation with any discipline paths other than the three that were chosen, will require spending three additional experience points per additional discipline path.

A Caitiff may not choose Dementation, Protean, Blood Thaumaturgy, Necromancy, Quietus, Serpentis, Visceratika, Obtenebration, or Vicissitude as one of her clan disciplines. Nor may she buy these disciplines paths at the time of character creation. A Caitiff may not choose Lure of Flame or Movement of the Mind as clan disciplines, but she may start with these paths at the time of character creation with the expenditure of three additional experience points (for

each Path).

8.12 Tremere Clan Disciplines The clan disciplines for Tremere are Auspex, Dominate, and one Path of Thaumaturgy. When creating a Tremere character, you must choose which of the Thaumaturgical paths will be "in-clan" for this character. You may not select Necromancy: Path of the Dead as your "in-clan" path. Once this

is chosen, the other paths are considered out-of-clan. This includes both for the purpose of cost (costs an additional experience point per level) as well as for the purpose of learning (you must find a teacher). To start with these additional Thaumaturgical paths at the time of character creation, will require spending three additional experience points per path, as detailed above.

If a Tremere does not choose Path of Blood as her in-clan Thaumaturgical path, then she may not start with this path at the time of character creation.

8.13 Starting with Rituals To create a character that will start with rituals, the character must spend one additional point per starting ritual. This extra point is in addition to the cost of the ritual itself.

Subject to this additional cost, a character may begin with any commonly known ritual (all rituals in this ruleset are considered commonly known). For example, for a character to start with the basic ritual Deflection of the Wooden Doom, the character must spend two points to learn the ritual during character creation. In order to start with rituals, the character must also start with the necessary amount of Casting ability (See section on Learning and Buying Rituals).

9 Advancing Your Character As you play more games, your character can increase in power. This is done by buying disciplines, rituals, willpower, abilities, attributes, and influences.

9.1 Game Reports After the completion of a game, you may submit a Game Report in order to receive additional experience points for your character. These experience points allow your character to purchase additional abilities or disciplines, and grow in power. Game reports are required to receive experience beyond the one point given for attending.

A Game Report should consist of four parts: general player/ character information, a report of your charac-ter's activities, a list of downtime actions, and general comments. The first part should be general player/ character information. Please make sure you include your name, your character's name, and your character's clan. The second part should be a report of what your character did, what she saw, and to whom she spoke during the evening. It should be written from the perspective of your character. The third part should be a list of actions your character will attempt to accomplish during the time till the next Gathering. What your character can accomplish during this time is generally dependent on the influences and cash that are spent in attempting these activities. The fourth part should be any comments you may have about the game in general. It is helpful if you list any problems or confusions you had with the rules. Also, please mention other players you encountered

during the game, whose role playing you feel deserves mention. Note: If you hand write the game reports, please be sure to use a dark colored pen and write legibly. The storytellers prefer that you submit the game reports via electronic mail, as it is easier to manage the game

reports in this fashion.

9.2 Experience Points XP Awards (descriptions of each category are found beneath the full list)

1.00 Attendance
.50 Downtime Report
.50 Narrator Award
.25 Extra Shifts
.25 Setup
.25 Cleanup
.25-. 75 OOG Work **
.25-1.00 Extraordinary Roleplaying **
+1.00 First Game Bonus
+. 50 Neonate Bonus
+. 25 Human Bonus

** These two categories are the only areas that are Storyteller discretionary.

Attendance This is determined by reviewing the signed disclaimers that are received at the game. If you do not turn in a signed disclaimer, you will not receive XP.

Downtime Report Turning in a Downtime Report by the deadline. A well written downtime increases the chances of earning a discretionary award.

Narrator Award If you are a Narrator and perform your required one hour Influence Desk shift. Extra Shifts You receive extra XP for each additional hour of Influence Desk shift work you perform. Setup Helping to setup the game (moving furniture, decorations, setting up the Influence Desk, unloading vehicles, etc)

Cleanup Helping to cleanup after the game (retrning furniture, packing decorations, cleaning trash, loading vehicles, etc)

Out of Game Work A Storyteller discretionary award for Out of Game help over what is mentioned above (this can include maintaining servers, writing for the web page, newsletters, printing, providing snacks and drinks, donating props and decorations, etc)

Extraordinary Roleplaying A Storyteller discretionary award for exemplary role-playing, decorating, props or costumes.

First Game Bonus A special award for first time players of AIT. Neonate Bonus A bonus for all characters that are under 20xp. (not cumulative with the first game bonus)

Human Bonus A bonus for all characters that are human (this does not include ghouls) Finally, the Storytellers may assign a penalty of .25-3.5 xp for Adverse Play. This includes such items as cheating, destruction of property, meta-gaming, bringing weapons, alcohol or drugs to the game, disruptive

and bad tempered behavior and generally being an extremely poor sport and spoiling the fun playing environment of others. Repeated offenses in these areas can result in more extreme disciplinary action such as the termination of characters and permanent expulsion from the game. The Maximum XP award for a game cannot exceed 3.5

9.3 Background and History Any player may receive between 1-3 xp for turning in a background and history for their character. This award is judged on the basis of thoroughness, world integration, personality description, character motivation and goals, explanation of quirks, aws and derangements, description of sire/ lineage and reason/ circumstances of embrace. The storytellers encourage you to write a background and history for every character you play; although each character will only receive this bonus once. Character backgrounds assist the Storytellers in writing character driven plots and scenes.

9.4 Learning and Buying Disciplines In order to gain levels of disciplines, you must spend experience points. For both Kindred and Ghouls, the cost of in-clan disciplines is three points per basic level, six points per intermediate level, and nine points for advanced. Ordinary Humans cannot learn disciplines. When buying out-of-clan disciplines, there is an additional cost of one experience point per level. You must buy discipline levels in a given discipline path in the order specified. You are not required to completely buy all levels of one discipline path before purchasing levels of another discipline path.

To gain levels of an in-clan discipline requires only the expenditure of experience points. These disciplines path are considered innate to your clan and require no teaching or counseling. In order to learn levels of an out-of-clan discipline, you must find a teacher who will teach you the discipline path. Both of you must indicated in your Game Report that the discipline path is being taught. If either of you fail to do this, the discipline is not taught. After you have learned a discipline path, at the next game you attend, you must purchase at least one level of this new discipline path. If you fail to purchase one level of this discipline path (such as for lack of experience

points) you will need to be re-taught this discipline path again, if you wish to purchase any levels of this discipline path in the future. Once you have learned a discipline path and bought the first level, you may purchase further levels of this path as you wish, without further teaching. In order to teach any discipline path, you must possess this discipline path at the intermediate level or higher.

You may only teach one discipline path to one person per Game Report. You may only learn one new discipline path per Game Report. You are allowed to do both of these tasks in a single Game Report. It is also possible to possess certain out-of-clan discipline paths at the time of character creation (See the section on "Starting with Out-of-Clan Disciplines" on pg. 109).

9.5 Learning and Buying Rituals Rituals may be learned by studying from someone who already possesses the ritual, or by researching it; and then by spending experience points.

If someone is teaching you a ritual, then the study of the ritual from the teacher will require at least one month. Both you and your teacher must indicated in your Game Reports that the ritual is being taught to you. If either of you fail to do this, the ritual is not taught. If you do not have a teacher, then you must first research the ritual by spending time and influences (in your Game Report) to discover its secrets. Once you have completed a sufficient amount of research on the ritual,

you will be able to learn it. This research must be done on even commonly known rituals. The amount of research necessary to discover or develop a ritual depends on its power and rarity.

In order to learn a ritual, you must have the appropriate level of Casting ability. It requires 2 levels of Casting per level of the ritual you want to learn (2 Casting for basic rituals, 4 Casting for intermediate rituals, 6 Casting for advanced rituals). Once you have completed your study or research on a ritual, you must spend experience points in order to gain the ritual. The cost of a ritual is one point for basic rituals, two points for intermediate rituals, and

three points for advanced rituals. You may teach a maximum of two rituals per Game Report. This may occur by teaching two different rituals to the same person, or by teaching one ritual to two different people (in this case, the rituals may be

different for each person). Also, you may learn a maximum of two new rituals path per Game Report. You are allowed to do both of these tasks in a single Game Report.

It is also possible to possess certain rituals at the time of character creation (See the section on "Starting with Rituals" on pg. 110).

9.6 Buying Attributes, Abilities, and Willpower You may buy additional attributes, abilities, and willpower by spending experience points. The cost of each additional attribute (physical, social, mental) is one experience point. The cost of each additional ability (Investigation, Brawl, Leadership, etc.) is one experience point. The cost of each additional willpower is three experience points.

The number of attributes, abilities, and willpower that your character may possess is limited by the type of creature. Vampires are further limited by their generation.

9.7 Buying Herd You may buy additional Herd by spending experience points. The cost of each additional Herd is one experience point. For members of clan Ventrue, the cost of each additional Herd is two experience points. Members of Clan Giovanni may not purchase Herd. There is no limit to the number of Herd that a single character may possess.

9.8 Buying Influences You may purchase additional Influences by spending experience points. The cost of each additional Influence is one experience point.

There is no limit to the number of Influences that a single character may possess.

11 Revision History November, 1994 AIT adopts Mind's Eye Theatre: The Masquerade, Second Edition rules with modifica-tions. Modifications compiled as Beta Release of House Rules, released at character changing party.

December, 1994 First Official Release of House Rules at December AIT game. July, 1995 House Rules reorganized, updated, reprinted, and distributed, incorporating numerous additions and revisions made since December 1994.

August, 1995 New challenge system adopted. Many rules modified to be consistent with new challenge system. Combat, Escape, Mass Combat, and Surprise clarified.

September, 1995 Minor revisions to clarify numerous points raised by the new challenge system. Signifi-cant changes include: cost per attempt for Beast Within and The Beckoning; all attacks drop Unseen Presence; penetrating multiple uses of Cloak the Gathering; clarified surprise from Obfuscated attacks;

surprise halves traits in physical challenges only; clarified which disciplines are obvious when used; Command is always obeyed unless it would clearly, immediately, and directly cause the death of the victim; Animal Ken has been replaced with Survival; Blood Mastery can use blood from either a pos-sessed host or the possessor; Telepathy can detect the use of Forgetful Mind but cannot recover the original memories. See the specific rules for details. Other minor, less significant changes have also been made.

November, 1995 Major changes: Eliminated Beast Traits; added Control Rating; changed Frenzy, De-rangements, Beast Within, Embrace the Beast, and Majesty. Minor changes include: influence trans-fers and characters leaving play; progressing in out-of-clan discipline paths; learning rituals; blood

storage; diablerie and newly created vampires; embracing requires fresh blood; feeling blood bonds. December, 1995 Major changes: Added numerous Thaumaturgic Rituals; Clarified and expanded Telepa-thy, Possession, Summons, and Majesty; Offensive actions give everyone a chance to overcome Majesty; You can use Dominate via Telepathy; Soul Mask adds nine traits to Obfuscate challenges; Willpower

prevents further use of Dominate and Presence for ten minutes; Lose up to three Control Traits per scene; Beast Within loses five Control Points. Minor changes: Ventrue can feed from Kindred; Thrown objects; Ventrue in a Blood Frenzy; Explained use of Blood Cards. January 19, 1996 Major changes: Conditioning a victim grants her five authority for resisting dominate by anyone other than conditioner instead of three willpower; Beckoning uses control points instead of blood. Minor changes: Clarified Song of Serenity, Clarified use of Willpower used to resist disciplines.

January 24, 1996 Minor changes: Corrected part of the summon rules, spelling corrections. Additions: Players must carry character sheets with them while in play. Failure to do so results in relenting to any challenges.

February 21, 1996 Major changes: Obfuscate is not a breach of the Masquerade, Cloak the Gathering adds an additional three traits to Obfuscate challenges, The nine traits added by Soul Mask include the three added by Cloak the Gathering. Minor changes: When using Heightened Senses, if you can touch

your target a test is not required, otherwise a test is required. Addition: Heightened Senses allows you to downgrade being surprised from total surprise to partial surprise with a mental + investigation test versus mental + Subterfuge. February 22, 1996 Minor changes: Added duration to the ritual Domino of Life, defined distance above that Flight / Snare can hold someone above ground, made more specific what "breaks" Majesty. Additions: Added new ritual; Principal Focus of Vitae Infusion.

March 1996 Minor changes: Specifically state what conditions are necessary to use Heightened Senses to pierce Obfuscation, Clarification for WP use and certain disciplines, Added a cost of a control trait to activate Song of Serenity, Must specify the discipline used in the challenge before resolving challenge.

Major changes: Redefined what information is gotten from the ritual Blood Walk. May 1996 Major changes: Specifically state rules on detecting possessed individuals. Minor changes: Obfuscate does not break the contact initiated by Telepathy or manipulate, changed rules on length of the ritual Principal Focus of Vitae.

June 1996 Major changes: Ghoul rules changes (basic stats altered, blood pool always four, start game with one point of vampiric blood), XP halving rule changed (3/ 4 spent XP + all unspent XP), use of Telepathy is anonymous, telepathy can be canceled by the expenditure of a willpower, influences can

no longer be transferred permanently. Minor changes: Clarification on Dominate (command "sleep" and command "frenzy"), Changed rules and XP required for creating a character starting with rituals, Extra charge for non-Tremere starting with rituals, Corrected mistake with number of Subterfuge traits given by Cloak the Gathering. Additions: Deadline for character submissions.

August 1996 Major changes: Diablerie must be paid off with XP, each generation has a minimum number of traits associated with it. Minor changes: Majesty is always on, unless in torpor, The lowest buyable generation is 12th without special consideration, You have to have in-clan disciplines at intermediate

level to teach them, 9th generation now has 10 blood points. Additions: In-game embraces are subject to the same approval process as submitted characters. Clarifications: Outlined specific summoning situations, Specify when willpower can be spent to throw someone using telepathy out of your mind.. October 5, 1996 Minor changes: Added a short paragraph requirement to the character submission form, Celerity will not allow someone with obfuscate multiple uses during a combat round.

April 5, 1997 New challenge system adopted and released at character changing party, which includes changes to disciplines and basic character creation. Many of the previous revisions are invalidated due to the complete change to the rules. All references to Mind's Eye Theatre: The Masquerade, Second

Edition have been eliminated and the rules used by AIT are contained within these pages. May 17, 1997 First game with new rules, version 3.0 with a Revision History and credits. June, 1997 Major changes: Changed Telepathy to allow non yes/ no questions under certain circumstances, ability to come out of torpor on your own with Aegis, moved ability to come out of torpor with any kind of blood from Aegis to Vitality, must manifest to use Dominate from Psychic Projection, you

must have Might in order to attempt to move someone who is being held by Flight/ Snare, unless a discipline is used, the best surprise you can achieve is partial surprise. Minor changes: Added more people to credits, expanded range of Sense of the Predator (tracking), removed cost for Shadow of the Beast to revert back to human form, Syntax errors, misspellings and other edits to make the rules read more smoothly, Added condition about Dominate not working against someone with more potent blood than yourself.

July, 1997 Major changes: Lowered the cost on Potency of the blood. Minor changes: Quantified the movement rate for a bat, quantified movement for Flight/ Snare as well as when someone else can affect the snared individual, specified the amount of time to use Inquisition of the Captive Vitae as a

per question time constraint, changed the ability used for Flame Bolt to Occult instead of Firearms, clarified that Ghouls must buy Strength (Potence 1A), but not necessarily two other basic disciplines.

September, 1997 Minor changes: Added section specifically on derangements, clarified the use of Psychic Projection to search more quickly in the real world.

November, 1997 Major changes: Obfuscate re-worked. Minor changes: Clarification of willpower, clar-ification of might/ grapple, Corrections to Wolf's Claws, Aspect of the Wolf, Body Weaponry, Eyes of the Serpent, Heightened Senses, Combat, Skin of the Chameleon and Surprise for the changes in

Obfuscate. December, 1997 Minor changes: Changed Vessel of Transference recognition rules. January, 1998 Major changes: Changed how Majesty affects those that challenge it. Minor changes: Corrected willpower column for Path of Mind in the discipline table, added Stone Strength as a form that is considered large for Obfuscate, Dread Gaze is obvious to victim, update when Entrancement

is obvious, Anathema is only obvious to victim, removed sleep clause from Mask of 1000 Faces, added trait penalties when being held by Might or using Might to hold someone.

February, 1998 Major changes: Added section on learning disciplines, changed Celerity, changed Fortitude. Minor changes: Update to Fleetness, Forgetful Mind; updated table for Dread Gaze, Anathema, Majesty, modified use of Sense of the Predator slightly.

March, 1998 Major changes: Rewrote Anathema (again) to work on multiple targets. Added new section on Staking. Heart of Darkness now costs a permanent mental trait. Removed Stone Strength. Re-worked Whisper of the Castle and made it the 3A. Added Stone Heart as new Visceratika 2B. Removed

references to specific locations from Whisper of the Chamber and Whisper of the Castle. Added ability to give simple commands without eye contact, to Conditioning. Renamed Conditioning to Mastery. Changed Heart of Darkness to create "temporary" blood bond when you remove the heart.

April, 1998 Clarifications to Mesmerism. Clarified that blood can be used to increase traits during total surprise. Changed ability of Telepathy to use senses of target, to just able to transfer static mental images. Clarified that Mesmerism doesn't require spoken command. Clarified that Embrace the Beast

is not "obvious". Added new section on "Use of Weapons". Clarified the blood pool given by Potency of the Blood. Removed restriction that required ST approval to teach Thaumaturgy or Visceratika. Clarified how vampires are killed. Added that Psychic Projector may use Embrace the Beast while in psychic form. Clarified how fast Form of Mist and Shadow Body can move. Added new section on "Use of Armor". Changed weapons to require reinforcement for each additional wound level from Potence. Removed tests from Conditioning and Heart of Darkness. Clarified that Conditioning is stronger than previous blood bonds. Changed that the disciplines usable from Stonemeld are the same as for Earthmeld. Clarified the method by which a Projector sees and follows the silver of another Projector or Possessor. Clarified effect of spirit warded weapon on Possessor. Clarified which disciplines a Possessor may carry forward. Clarified the section on wound levels. Removed the Nosferatu disadvantage from Gargoyles. May, 1998 Clarifications about when you may prevent Earthmeld or Stonemeld. Clarification of Authority ability. Clarified the effects of Entrancement. Clarified that for Mastery, the ability to give simple commands without eye contact, is only a modification to Command, and not a new power. Clarified that

Forgetful Mind has a spoken component. Clarified Serpent's Tongue. More clarifications to Possession. Clarified the effects of spirit wards on Psychic Projection. Added clause about reversing a Telepathic link. Noted that Entrancement is subject to standard willpower counterspending. Noted that spending willpower to ignore Entrancement must be front-end only. When a Possessor fails a challenge and is stunned, it now lasts for 4 combat rounds, rather than 1 minute. Telepathy can now be used in Combat to communicate with willing participants, and for the purposes of Dominate. Changed chart so that max traits for human and ghoul is 12. Clarified that while in wolf form (Shadow of the Beast), a successful bite will cause one aggravated wound. Created new section on the Influence System. Added subsection on Business Units. Added subsection on Armor Repair. Noted that Visceratika doesn't confer the ability to y. Clarified which disciplines may be used in Form of Mist. Clarified which disciplines cause you to drop out of Obfuscate. June, 1998 Added subsection on soaking and healing wounds. Added subsections about Herd. Change Unseen Presence, so that use of Dominate via Telepathy will cause Obfuscate to drop. Added a small clarification about Rage Frenzies.

August 1998 Added information about the various AIT mailing lists. September 1998 Rewrote Embrace the Beast. October 1998 Clarified that anti-staking plate doesn't destroy stake or absorb wound levels. Clarification on spending willpower to refresh control traits. Rewrote Beast Within. Small change to Domino of Life. Rewrote Principal Focus of Vitae Infusion. Added ritual Deflection of the Wooden Doom to

the rules. Made clarification that Song of Serenity may be ignored by spending willpower (subject to counterspending). Added new subsection on Abilities and Actions to describe traits/ abilities used in different physical attacks. Added Throwing ability. Changed Ballistic vests to also absorb attacks from Thrown weapons. Throwing attacks no longer count among the maximum of three attackers against a single target. Clarified section on storage of Blood (must have Medicine ability). Clarified section on creating new characters. Modified Potence (1A is +1 for Throwing attacks, 3A is +2 for Throwing attacks). Clarified that thrown objects can be retrieved after combat. Changed Engulf and Theft of Vitae to require only line of sight. Noted that Possessors and Projectors may not travel further than 30 minutes away from real body. November 1998 Increased distance so that Projectors and Possessors may travel up to 1 hour away from real body. Added the ritual Pavis of the Foul Presence to the rules. Specified that starting bank account is $1000 per Influence + $1000 per Finance Ability. Specified that Finance Ability adds $1000

to bank account each game. Added new section on Hunting. Added Skin of the Chameleon to chart of disciplines that work through Possession. Added new sections on Blood Acquisition and Blood

Storage. You may now use influences to acquire blood during downtime. You may now use Herd to gain blood during downtime. Added definitions for Martial attacks and Touch attacks. Changed Cauldron of Blood and Possession to require Touch attacks. Added new section on Host Bodies. Modified section on Possession to refer to new section on Host Bodies. Clarified that Possessor may not use influences of host body. Sense of the Predator may now completely eliminate the effects of Total Surprise. Heightened Senses may now downgrade situational surprise. Possessors are no longer down one willpower when possessing a host body. Those with Embrace the Beast and Path of Blood are not subject to blood storage limitations based on blood. Path of Blood is immune to control loss due to sight, smell, and drinking of blood. Rewrote section on Surprise. Added new section on Downgrading Surprise. Heightened Sense may no longer pierce Mask of 1000 Faces. Aura Perception is now used to pierce Mask of 1000 Faces. Added new ability called Awareness. Visceratika now uses the ability Awareness, rather than Investigation. Added new ability, Persuasion. Changed Serpentis to use Persuasion rather than Subterfuge. Added new section on Movement. Rewrote Obtenebration. Beast Within may be ignored with willpower. Note that Possession and Projection may only be used at night. Rewrote Vicissitude. Clarified that Mastery requires line of sight. Human characters now start with 3 influences and 13 freebie points.

January 1999 Changed the Tzimisce clan advantage to one free Medicine ability, instead of a free Occult ability. Rewrote most of Thaumaturgy. Changed so that Path of Flame and Path of Mind do not require purchasing Path of Blood. Changed Tremere to choose which Thaumaturgical path is in-clan.

Changed Tremere clan advantage and disadvantage. Removed concept of Tremere Chantry library. Added new Casting ability. Changed rituals to require Casting ability rather than Occult. Changed so that Casting is required for rituals, even when have Thaumaturgy. Changed so that non-Tremere may also start with intermediate and advanced rituals at the time of character creation by spending an additional xp. Changed so that Tremere must pay additional xp to start with rituals at time of character creation. Changed so that the amount of rituals that character may begin the game cast upon themselves, is equal to half her amount of Casting (rounded up). Added new sections on Tremere disciplines, and Caitiff disciplines to the rules on Character Creation. Changed Vessel of Transference to require two level of Casting (rather than Occult) to detect its use upon yourself. Clarification of Wound Penalties. Changed Drain Essence to do an aggravated rather than normal wound. Add definition of delayed action to section on Combat. Clarification on which actions cause Unseen Presence to drop. Added that Deflection and Shield of Fire may be used while in Form of Mist and Shadow Body. Changed Embrace the Beast to be activated by spending 1 control rather than 1 blood. Changed Aspect of the Wolf, so that large form is unstakeable (normal form still gets defensive retest). Added new section on Confusion. Rewrote Serpentis. Simplified the clan disadvantage for Nosferatu. April 1999 Changes to Entrancement. Changes to Visceratika. Changes to Gargoyle advantage/ disadvantage. Added Giovanni. Added Necromancy. Added section on Sourceless Challenges. Added section on Havens. Added section on Sewers and the Sewer Lore skill. Change to Nosferatu advantage. Changed

the amount of money Influences provide. Changed Finance ability. Changes to Movement. Added section on Flying and Discipline Use. Added the ritual Blood Mastery. Added subsection on Wards. Lowered Ward vs. Ghouls to Basic and Ward vs. Kindred to Intermediate. Removed Ward vs. Lupines. Added section on Occult Books, Tomes, and Scolls. Renamed Thaumaturgical Paths of Blood, Flame, and Mind. Clarified that Tremere may not select Necromancy as their "in-clan" Path of Thaumaturgy. Changed chart on Blood and Willpower maximums. Changed the amount of freebie points available during character creation. Added section clarifying XP Awards. Changes to Wound Levels. Added section on Corpse Acquisition. Changes to Armor Repair. Multiple minor changes throughout the rules to bring them in to line with the new sections. July 1999 Addition of Dementation. Changed Malkavian Clan disciplines to Auspex, Dementation, Ob-fuscate. Replaced Spirit's Touch with Insight. Changes to Possession. Changes to Psychic Projection. Change to Telepathy. Changes to Cloak the Gathering. Changes to Soul Mask. Added the abilities

Arcane Lore and Empathy. Change to Aspect of the Wolf. Changes to Science ability. Changes to the ritual Blood Mastery. Changes to Host Bodies. Clarification to Summon. Minor changes to Frenzy. Small changes throughout the rules for consistancy and to bring them in line with the new sections.

October 1999 Addition of Assamites and Quietus. Major changes to Animalism. Removed the 1 agg. for failing a Grapple on a slowly Earth or Stone Melding person. Added special grapple manuever to Form of the Serpent. Major changes to the Influence System. Clarification to Shadow Walk. Addition of

Concealment ability. Changed Obtenebration to use the Concealment ability. Added ability to detect Derangements to Clarity of Thought and ability to fool Clarity of Thought to Soul Mask. Miscellaneous cleaning up of typos and small adjustments to accomodate new rules and chnges.

12 Credits The following is a list of the various people who have helped in creating these rules. This list does not include all those people who made the various Vampire texts distributed from White Wolf available for public consumption. It is with much appreciation that the storytellers thank these individuals for their help in making the rules as complete as possible.

Hunter Adams Patrick Ballinger Brian Black Aziel Burton Richard Campbell Stephen Carter Richard Coleman Michael Cook Julian Draven Geoffrey Fortier George Galang Thom Galloway Adam Grant Craig Hall Clint Hauser Hue Jacobs Rena Jones Jay Lastinger Eddie Maise D. J. McBride Scott McDaniel Stephen Morton Greg Mullin Borut Pfeifer Geoffrey Sarra Tom Sechler Allen Tower Reyer Withrow

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