Baltimore by Night House Rules
Effective: 2019-04-03
Last Revised: 2026-01-29
Before Play
Rules in this section do not directly relate to game play, but aren't truly background or downtime matters either. Rules here apply before play begins, whether related to character creation, declarations, or other matters handled just before game begins.
1:
Sign-in
- You may only play one character per game session unless you have prior permission from the Storytellers to play multiple. Permission should be acquired before you go enter play with any character. If your character is deemed "unplayable" (removed from play through plot, death, etc.), you may play a second character. In any case where you play more than one character, regardless of reason, you may only apply XP towards one of them.
- Obvious merits, flaws, appearance-related social traits, negative traits, and apparent humanity should be written on an easily readable tag. Any obvious equipment, like a sword on your back, should also be indicated in this manner.
- All characters based in Baltimore by Night as their Home Chronicle are fully under the authority of the Baltimore by Night Storytellers.
- Characters that visit Baltimore territory for downtime scenes must sign-in to the Chronicle to do so. Any character that is signed-in to Baltimore by Night is considered to be Hard Proxied into the scene.
- Hard Proxied is defined as the character being fully signed into the Chronicle. Should challenges be directed toward the proxy character, they must accept the challenges. Such challenges are not optional.
- Hard Proxied characters cannot decide to sign out of the Chronicle in an effort to avoid consequences. The decision falls to the Storyteller staff of Baltimore by Night as to whether or not a character may leave a scene / sign out of the Chronicle.
- Characters that are fully Infernal / Diabolists (hereafter simply referred to as Infernal) are not permitted in play in Baltimore or associated event games (such as Glitter & Gloom). Infernalism is a storytelling tool and has been found to be inappropriate for PCs.
- Characters that are partially Infernal (such as those with Dark Thaumaturgy or the Demon Blood merit) will be permitted in play but Infernal items will be not allowed in play.
1.1:
Free Rituals
At the beginning of the night, before going into game, each blood mage is allowed to cast three rituals without hindering their in-game time. Any rituals beyond the first three or rituals cast after going into play will require the player to wait out of play while the rituals are cast. If you wish to "chain cast" rituals such as Eyes of the Past or Scry, you will have to wait the appropriate amount of time to cast each ritual.
1.2:
Card System
At the beginning of the night, all characters signing into Baltimore by Night will receive full blood. Instead of a blood chop each player will draw a card from a deck of cards. This will be used as a randomizer to see what "real-world" consequences a character suffers. Maybe they get pulled over for speeding. Maybe they witness an accident. Maybe they get introduced to an aspect of plot. The Storytellers (STs) will assign certain events to certain cards at the beginning of each night. Also, they will attempt to prevent any random scenes generated in this manner from causing the Player Character (PC) to be unable to enter play for too long.
2:
Changing Characters Mid-game
- If you know in advance that you want to play multiple characters in a single session, please do your best to declare this to STs before game begins.
- There is a 30-minute "fair escape" timer that begins when you switch characters. This means that other PCs have 30 minutes to Summon or otherwise go after the first PC you portrayed. This time may be shortened or lengthened at ST discretion.
- If your PC becomes unplayable for some reason (death, staking, torpor, etc.), you will be allowed to portray (or create) a different character for the rest of the session.
- The Storytellers reserve the right to not allow someone to swap PCs in the middle of a game session.
3:
Character Creation
- Some clans or bloodlines may be capped at ST discretion.
- Tremere must start on Path of Blood unless they receive both ST and local sub-coordinator approval.
- A Character cannot start with more than three levels in an ability at character generation.
- A character cannot start with more than three points in any background at character creation without Storyteller approval.
- Tremere must start on Path of Blood unless they receive both ST and local sub-coordinator approval.
3.1:
Build Points
- Up to 10 for character background
- Up to 5 for haven write-up
- 20 for Fourteenth or Fifteenth generation without the Inceptor merit
- 15 for Thirteenth or Fourteenth generation
- 10 for Twelth generation
- 5 for scarce clans (2 or fewer active PCs)
A character can only start with 30 build points which must be given within four games of creation
3.2:
Core Camarilla Clans
- Nosferatu
- Assamite
- Brujah
- Gangrel
- Malkavian
- Toreador
- Ventrue
New players are required to make a character from one of the seven core Camarilla clans or be a Caitiff. You must be an active player (at least 1 game per month) at Baltimore by Night for at least 6 months before you can request a character that falls into a R&U category (including Tremere).
3.3:
Merits and Flaws
While not outright banned a player must have a very good reason for their character to possess any of the merits and flaws listed in the following section. A character can never posses more than one Merit and one Flaw from the restricted list at character creation. Additional merits and flaws can be earned and purchased through roleplay or plot.
Existing characters that already have multiple merits or flaws from this list will be allowed to retain them.
Existing characters that already have multiple merits or flaws from this list will be allowed to retain them.
3.3.1:
Restricted Merits
- Ability Aptitude
- Additional Discipline
- Ambidextrous
- Destiny
- Driving Goal
- Enchanting Voice
- Fast Learner
- Higher Purpose
- Luck
- Natural Leader
- Nine Lives
- Medium
- Oracular Ability
- Sanctity
- Sympathetic Bond
- True Faith
- Unbondable
Any merits found in these rulebooks: Faith and Fire, Laws of Elysium, Laws of the Hunt, Laws of the Night 2nd Ed., or Vampire by Gaslight
3.3.2:
Restricted Flaws
- Flesh of the Corpse
- Mistaken Identity
- Prey Exclusion
- Uncontrollable Night Sight
Any flaws found in these rulebooks: Faith and Fire, Laws of Elysium, Laws of the Hunt, Laws of the Night 2nd Ed., or Vampire by Gaslight
4:
Time
- Time at game is purposefully vague. We do not specify exactly when the game starts or when it ends because frankly it would be way too difficult to try and keep track of that, especially with visiting characters, feeding, the various times different vampires wake up, etc. The rules for time, where they do exist, approach the subject in a more arbitrary way.
- To that end, only STs can set specific times for scenes, and will do so rarely. This is primarily to prevent the headache of trying to adjudicate timing when multiple scenes run concurrently. We want to be inclusive of all Players / Characters that are checked into the game. Scenes where some PCs are excluded by virtue of an arbitrary timeline will be avoided as much as is possible.
During Play
1:
Attributes / Traits
- There is a difference between Bonus Traits and Extra Traits. Bonus Traits ONLY add to a character's tie-breaker resolution, nothing else. Extra Traits can be bid in challenges, added to tie-breaker resolution, spent where effects call for spending traits, and added to Initiative.
- Check the language of the source and consult the STs if there is any uncertainty about a character's powers. As a rule of thumb, if the power grants a Named trait or traits (e.g., the Sharp trait given by Feral Claws), it counts as an Extra Trait. Some things in the books are specifically noted as Bonus Traits; Ability Specializations, bonus traits from Merits such as Natural Leader, and Enchanting Voice. Generically, if the power grants a blanket +N (e.g., Bonus Traits on Weapons) it is likely considered a Bonus Trait, not an Extra Trait.
- A character cannot use multiple trait-enhancing Merits in the same challenge. For example, if a character is giving someone orders and wishes to issue a basic social challenge, traits granted by both Natural Leader and Enchanting Voice cannot be stacked. One or the other must be chosen. However, multiple Merits may be used in the same challenge for the purposes of acquiring retests, e.g., using Natural Leader and then retesting with Lucky.
- A character may only use one Entrap Ephemera made Fetish per challenge. If the character has a Fetish that gives traits and another that adds damage only one may be chosen.
- Any challenge that calls for a character's traits vs. an opponent's Willpower is against the opponent's permanent Willpower.
- Any challenge that calls for a character's traits vs. an opponent's Vitrue Traits is instead the character's traits vs. the opponent's traits in the same category, e.g., Social vs. Self-Control becomes Social vs Social.
- Influence and Willpower traits refresh at the beginning of each game.
- Attributes and Abilities refresh at sunset every night.
2:
Abilities
- Specialization cannot apply to more than one Discipline level. A character may, however, take a specialization in a level of a Discipline. For instance, a character may not take a Leadership specialization in Presence, but may take a Leadership specialization in Entrancement. A specialization must be a narrow focus of the ability and cannot incorporate a group of actions. For example, a character cannot buy the Melee specialty Swords but can buy a specialty in Broadswords or the Katana.
2.1:
Awareness
This ability allows a character to detect if a supernatural ability was used against them. It does not, however, allow the character to know which ability was used or who used the ability. Additionally, if a power has a visible, recognizable effect and is used within the character's vicinity, but is not used against that character specifically, said character may use Awareness to discern the bend in reality. Occult may be used to cancel an Awareness retest.
2.2:
Blind-fighting
This ability is only used to counter darkness as it applies to brawl and melee attacks. It does not apply to ranged combat. The ability works by being used as a cancel for the shroud retest when it is called against the character. If a character has the Blind flaw he must have the blind fighting ability to initiate physical challenges.
2.3:
Drive
All Kindred without the Anachronistic Flaw have a basic understanding of driving without the Drive ability but cannot perform precision stunts (at least without wrecking their vehicle).
2.4:
Etiquette
This ability can only be used to correct a faux pas; it cannot be used for obviously rude or insulting actions. In the case of a written message, Etiquette can cover up one mistake per Etiquette spent. One Etiquette may not be spent to fix all mistakes.
2.5:
Linguistics
- Each point of Linguistics represents one language that the character is fluent in: reading, writing and speaking. There is no limit to the number of languages a character may learn.
- A character with the Natural Linguist merit learns two languages for each point of linguistics purchased.
2.6:
Lore
When a character does not have an appropriate Lore ability on their sheet, that character does not have knowledge applicable to that Lore. If the character encounters knowledge pertaining to a Lore, but does not have a high enough level of the applicable Lore, the player may ask a ST to buy that lore. If the ST feels the PC has learned enough about the lore to buy the next level, the spend will be allowed. Any knowledge encountered that is not backed up by an appropriate Lore ability will be forgotten.
3:
Backgrounds
- Only one level of a Background may be purchased per month and the purchase is at Storyteller discretion.
- Backgrounds found in a Clanbook will only be available to members of that Clan. For example, Information Network is available to Nosferatu only.
3.1:
Allies
Characters with this background should be prepared to assist their allies with a favor from time to time.
3.2:
Clan Prestige
BBN:DH does not charge XP costs for Clan Prestige or similar Backgrounds. Largely, these may be raised or lowered through roleplay.
3.3:
Fame
Each level corresponds to an increasingly broad geographical area.
- Suburbs and cities surrounding Baltimore
- State of Maryland
- Mid-Atlantic Region
- Eastern Time Zone
- United States
3.4:
Mentor
- Learning out of clan Disciplines from a Mentor requires a successful static challenge determined by the ST.
- Using a Mentor to learn an advanced out of clan Discipline permanently decreases the Mentor background by one level.
- A PC may normally only have one Mentor at a time. If the character breaks ties with their Mentor to seek another, those points are lost and the PC must buy levels of the Background as though they had none. In other words, the character's 5 points invested in Mentor do not carry over to new relationships. Exceptions to this provision may be extended in specific cases and at ST discretion.
- If a PC's mentor is killed as the result of plot progression, the character will receive a new mentor of a level equal to the recently deceased at no cost.
3.5:
Retainers
- A retainer will gladly put themselves in harm's way for the character and will go against their own self interest for a character's benefit.
- Ghouls can have a maximum of 9 traits in each category.
- All sheets for retainers may be created by the players, however, they will be reviewed by a ST for balance.
- As Oblivion does not specify a trait cap for Wraiths, the following formula will be used to determine the maximum number of Traits a Wraith can have in each category: 10 + Memoriam Background + Status + 1 per century as a Wraith.
A character can buy up to five separate retainers. A retainer's maximum rating decreases from five for each retainer beyond the first. The character's second retainer has a maximum rating of 4, the third 3, and so on. Each level of the retainer grants them 10 experience points above the base build for a mortal or ghoul. For example, a character's maximum retainer configuration (a total of 15 xp spent) is as follows:
- 5 Point Retainer (Base build + 40 XP)
- 4 Point Retainer (Base build + 30 XP)
- 3 Point Retainer (Base build + 20 XP)
- 2 Point Retainer (Base build + 10 XP)
- 1 Point Retainer (Base build only)
3.6:
Animal Retainers
- The Regnant of an animal Ghoul must have Intermediate Animalism or they won't be able to control their "pet".
- Animals are divided into 2 categories: size (small, medium, large) and domesticity (wild vs. domestic). Many of their traits are dependent upon these categories.
3.6.1:
Traits
- Starting Traits
- Small - 5/3/1
- Medium - 6/4/2
- Large - 7/5/3
- Maximum Physical Traits
- Small - 5
- Medium - 7
- Large - 9
- Maximum Social Traits
- 9 regardless of size category
- Maximum Mental Traits
- 9 regardless of size category
- Negative Traits
- All animal ghouls automatically have the following negative traits for which they receive no free points. They may still take up to 5 other negative traits with no more than 3 in any category.
- Domestic: Bestial x2 (Social), Submissive (Mental)
- Wild: Feral x2 (Social), Violent (Mental)
- All animal ghouls automatically have the following negative traits for which they receive no free points. They may still take up to 5 other negative traits with no more than 3 in any category.
3.6.2:
Abilities
Animals start with 5 dots of skills. They must make sense for the animal in question to have. Examples of acceptable Skills include (though are not limited to), Animal Ken, Hunting, Stealth, Intimidation, Brawl, and Dodge. Examples of unacceptable Skills include (though are not limited to), Drive, Etiquette, Finance, Melee, and Firearms. Use common sense. STs or the Admin have the right to deny skills.
3.6.3:
Backgrounds and Influences
Animal ghouls may NOT take any backgrounds or influences.
3.6.4:
Derangements
All animal ghouls start with a derangement and receive no free points for it. You can choose to take a second derangement for 2 "free" points but this will be watched carefully by the STs. Some examples of acceptable starting derangements are: Crimson Rage (large wild animals), Agoraphobia (rats, mice), Claustrophobia (birds and "range" animals), Kleptomania (rats, raccoons), Trichotillomania (pulling one's hair out), and other non-social phobias,. Discuss the issue with a ST if you have trouble coming up with an acceptable derangement.
3.6.5:
Blood
Small animals have 2 blood traits (1 "mortal", 1 "kindred"); Medium have 6 (3/3); Large have 10 (5/5). Only the "vampiric" portion of the blood pool may be used to fuel powers.
3.6.6:
Willpower
All animal ghouls start with 1 WP. Maximum WP: Small - 2, Medium - 4, Large - 6.
3.6.7:
Humanity and Virtues
Animals do not have Humanity. They do, however, have Virtue Traits. 7 points may be spent, and animals use Conviction & Instinct (+ Courage). Their "Animality" is still configured the same way, but is used only as the difficulty for a social challenge to get the animal ghoul to follow complex orders (retest: Animal Ken). They do not lose or gain animality. A Wild animal gains an automatic +1 to this statistic. Buying DOWN this rating is the same cost as buying up humanity (3 XP per point lowered - this cannot be reduced to less than 1.)
3.6.8:
Disciplines
Animal ghouls start with 1 dot in one of the three physical Disciplines (Celerity, Fortitude, or Potence). Additional levels can be purchased with free traits, but never above the second basic level. After character creation, animal ghouls may learn any physical Discipline up to 1st intermediate at normal out-of-clan costs (this applies to ALL Disciplines, even the one they started with).
3.6.9:
Merits and Flaws
These must make sense for an animal to have. STs will pay careful attention to merits and flaws for an animal.
3.6.9.1:
Huge Size
If an animal has the Huge Size Merit, that increases their size category by 1 (i.e., a cat would become Medium, a Dog would become Large, a bear would become Huge). The animal's starting traits, blood, health, and willpower should be modified accordingly. Any animal increasing to Huge is a potential masquerade issue, but does gain the benefit of the extra Bruised health level, as per the merit. Smaller animals do NOT gain the additional health level Bruised, they merely get the health pool of the next size up. This merit may not be purchased more than once to further increase an animal's size (a Large mouse, for example, is not possible).
3.6.9.2:
Additional Discipline
Currently, animal ghouls are permitted to purchase this merit. This may change as more animal ghouls get playtested. Animal Ghouls with this merit cannot learn any clan-specific Disciplines (e.g., Chimestry, Dementation, Melpominee, Necromancy, Obtenebration, Protean, Quietus, Serpentis, Thanatosis, Thaumaturgy). They can learn (in addition to the physical Disciplines): Animalism, Auspex, Dominate**, Obfuscate, or Presence. These animals must have a teacher who has the Discipline in-clan, and the teacher must be able to communicate with the animal (Feral whispers). They cannot learn these Disciplines on their own. **Dominate only works on creatures that share the animal's type (a dog could Dominate a dog, but not a cat, nor a wolf).
3.7:
Influences
- Influences will be run using the rules from Dark Epics with minor modifications.
- In order to buy the next level in an Influence, the character must have justification for the spend and have it approved by the ST staff. This will usually take the form of a completed grow action but other situations may arise. Once allowed to buy a level of Influence, the character doesn't acquire the level spending the XP on the purchase. Any influences attacked will be inaccessible until you regrow them using a grow action.
3.7.1:
Personal Influence Maximum
The maximum level of Influence a player character can have is equal to the character's total number of base Physical, Social, and Mental traits, plus 1 for each Retainer (to a maximum of Five). At best, an 8th Generation Kindred with maximized traits and retainers could have 47 levels of Influence (14+14+14+5). Additionally, if the Ventrue Merit Paragon is taken for an Influence sphere, that will add an additional level to allow for the 6th dot.
3.8:
Growing Fame, Resources, and Alternate Identity
- The Fame, Resources, and Alternate Identity Backgrounds can be "grown" as though they were Influences. Dedicating a number of Influence actions equal to three times the current level in one of these Backgrounds will allow the character to increase that Background to the next level. For instance, dedicating Bureaucracy x2 towards growing your Alternate Identity x2 three times will grant the character the ability to buy Alternate Identity x3.
- Not all spheres of Influence will aid in growing one of these Backgrounds. It is unlikely that Occult influence, for example, would be able to raise your Resources level or that Industry will be able to raise your Alternate Identity.
- There may be situations where STs make special allowances and these Backgrounds may be grown faster (such as using a High Society x6 action to immediately increase one's Fame).
3.9:
Uncovering an Alternate Identity
- There is no such thing as an iron-clad, untraceable Alternate Identity, though they take a lot of work to be discovered. If a character has successfully applied a Trace to an Influence that is protected by an Alternate Identity, they will receive the Alternate Identity's name, not the user's actual name. If the character then suspects that this is an Alternate Identity, they may attempt to uncover it. To do so you must submit an "Uncover" action against that Alternate Identity. Uncover actions may only be taken and supported by relevant Influences. For example, in most cases Occult would not aid in Uncovering someone's true identity unless their Alternate Identity was a known occult dealer.
- In order to Uncover an Alternate Identity and discover the user's real identity, a character must defeat each level one at a time, starting with the highest level the opponent has. It takes significantly more actions to defeat an Alternate Identity than it does to create one. In descending order, these are the number of actions required to defeat each level of Alternate Identity:
- Level 5 - 31 actions
- Level 4 - 19 actions
- Level 3 - 10 actions
- Level 2 - 4 actions
- Level 1 - 4 actions
- After each level is Uncovered, a character does not have to attempt to Uncover it again unless the opponent submits actions to increase their Alternate Identity again. A character may use the Conceal action to protect their Alternate Identity and they may also Watch for Uncover actions to see if anyone is attempting to do so.
- Once all levels of an Alternate Identity are uncovered, the opponent's identity is revealed but only to the person who submitted the Uncover actions. The user does not lose any of their Alternate Identity levels.
4:
Challenges / Combat
4.1:
Order of Combat
- Alacrity actions
- Normal actions (at trait initiative - Mentals, Socials, and Non-Celerity Physical Normals)
- Swiftness actions
- Legarity actions
- Any "end of the round" actions (such as off-hand or Vanish)
4.1.1:
Initiative
The total number of traits bid at the time of a character's challenge (weapons add to traits for this purpose).
4.2:
Eye Contact in Combat
Eye Contact is assumed as long as the character is not behind the target (a ST will adjudicate in cases of unclear positioning). The defense against eye contact is to keep the opponent behind the character or have the character close their eyes and accept Blindness penalties.
4.3:
Messaging in Combat
- Related to the concern around time, there is a recurring problem with communication in and out of Time Stops. A mass combat in Vampire might take 2-5 hours OOC, yet is almost always less than 60 seconds IC. Unfortunately, when someone NOT in the combat gets a message, they are stuck IC with no option to react to it, and thus have to just spend the 4 OOC hours waiting to arrive at the fight which lasted 30 IC seconds. This kind of bleed-over between those in Time Stop and those outside of it is sometimes unavoidable but we hope to mitigate it.
- Communication from within a Time Stop Combat and communications immediately prior to a combat will be restricted. If you want to send a text message or call someone elsewhere, it will be logged with the STs, but the message will NOT be delivered until the combat is over.
- Instead of being stuck doing nothing but trying in vain to reach a combat you can never be part of for the entire night, you won't receive the message until after the fight is over. This makes sense since the fight probably all but ended in the time it took Verizon to get the text to your phone and you to read the message. There will still be a discontinuity in time, but one that doesn't ruin RP for those outside the Time Stop.
- This communication blackout will be invoked ad-hoc by the STs, primarily for mass CVC combat. During ST Plot Stuff, STs are more likely to be able to find ways to be inclusive, but will evaluate usage of a comms blackout on a case by case basis.
4.4:
Movement in Combat
- You may move up to 3 steps in combat without penalty.
- If you choose to make a Dedicated Move you may move up to 6 steps as your complete action and are down 2 traits on all challenges until your next Normal Phase initiative.
- Clanbook: Gangrel (Revised) states that for a character's fight form (most commonly a wolf), "the animal form runs at double normal speed, or at normal speed with an additional mode like swimming or burrowing.". Therefore Baltimore is allowing a character in fight form (wolf) to move 6 steps without penalty or 12 as a Dedicated Move.
4.5:
Ranged Weapon Rules
4.5.1:
Guns
Guns use the Rate system out of Dark Epics. Each gun item card should have a rate stat which determines the maximum number of times it can be fired in a round (such as with Celerity).
4.5.2:
Ranged Surprise Retest
According to Laws of the Night: Revised (LotN:R), page 206, if the attacker has a ranged attack method, but the defender doesn't, the attacker can always treat the target as though they were surprised. BBN:DH will use this rule.
4.6:
Surprise Rules
- When an aggressor successfully declares Surprise against a target, the target character may not use ability retests in the Surprise challenge, and the aggressor receives one free Surprise retest against the target. This is contrary to the way Surprise is run in LotN:R.
- The three second surprise rule is in effect. The defending character has three seconds to respond to the attacker, or the attack will be considered to be from surprise and only the defending character can be harmed in the challenge. The attacker should say, for example, "Physical challenge", and then count to three. If the defender has not responded by the time the attacker gets to "three", the attack is considered a surprise.
- If the attacker is Obfuscated the defender has only two seconds to respond to the challenge declaration.
- If the attacker is using Quietus and Obfuscate the defender is automatically surprised and no count is required.
4.7:
Bashing Damage
- BBN:DH will use Bashing damage. Most melee and ranged attacks will do lethal damage, so Bashing won't be too common. Key points to remember are:
- Bashing damage is healed by blood at the rate of 2 bashing damage per blood spent.
- Vampires take half damage from bashing. If a source deals 12 bashing damage, a vampire takes 6 (and then may heal it with 3 blood).
- Bashing damage cannot torpor a vampire, it knocks them unconscious.
4.8:
Static Willpower Challenges
There is much confusion about how a Static Willpower Challenge works. This is how BBN:DH defines a Static Willpower Challenge, which makes the most sense relative to the rest of the rules.
The initiator bids (not spends) a Willpower Trait and tests with the target. If he wins the challenge his WP is not expended. If he loses the challenge he expends the WP trait. On a tied chop you compare the current temp willpower traits of both characters (not permanent willpower). The ONLY retests either party has access to are Overbid, Luck, and Oracular Ability.
Note: these rules are for Static Willpower Challenges and not Static Challenges in general.
The initiator bids (not spends) a Willpower Trait and tests with the target. If he wins the challenge his WP is not expended. If he loses the challenge he expends the WP trait. On a tied chop you compare the current temp willpower traits of both characters (not permanent willpower). The ONLY retests either party has access to are Overbid, Luck, and Oracular Ability.
Note: these rules are for Static Willpower Challenges and not Static Challenges in general.
4.9:
Simple Tests
- Several powers call for a Simple Test (notably Fortitude: Resilience and Resistance, Thanatosis: Withering and Staking). LotN:R clearly discusses Simple Tests and Retests but in neither section does it preclude a retest when chopping for a Simple Test. Therefore, to clarify, in Baltimore, a retest is not available for a Simple Test.
- Active Pursuit must be declared to a Storyteller immediately after combat.
- Fair Escape must also be declared to a Storyteller.
5:
Diablerie
- All instances of Diablerie must have a Storyteller present.
- If the Diablerie victim is one or two generations lower than the diablerist one of the XP earned for diablerie must be spent to purchase a dot of the Generation Background.
- If the Diablerie victim is three or more generations lower than the diablerist both points earned from the Diablerie must be used to buy the Generation background.
- If the victim is of sufficiently lower generation than the Diablerist (ST discretion) part of the victim's soul may exert some influence over the Diablerist. This can manifest as mental and social traits changing to reflect the victim, or the Fugue derangement to reflect the victim occasionally gaining control of the Diablerist's body.
- If the victim is of significantly lower generation than the Diablerist (ST discretion) the victim can completely take over the body of the Diablerist. This will mean a significant reworking of the character sheet and may mean the PC becomes an NPC.
- A character on the Path of Humanity or a Path of Enlightenment that doesn't allow diablerie will automatically lose one morality trait.
- A character must log with the Admin any diablerie they have committed. A note will be placed in the character sheet recording the date of the diablerie.
6:
Disciplines
6.1:
Out of Clan Disciplines
- Out of clan disciplines require a teacher. Both the teacher and the student must document this relationship by informing the Admin who will place a note in the student's character sheet.
- A character cannot learn an out of clan Discipline to Advanced until they have learned at least one in clan Discipline to advanced.
- A character cannot learn Disciplines from staked / torpored Kindred whose bodies they posses (AKA a "Trunk Monkey").
- A character cannot learn Disciplines from a subject they have Conditioned as the subject no longer has the mental capacity to teach.
- A character can only teach a Discipline to another kindred if they have the Discipline in clan and at one level higher.
- In order to learn a unique discipline (ex. Protean, Melpominee, etc.), a character must ingest one Blood Trait from their teacher, thus creating a one-step Blood Bond. This Bond should be role-played appropriately. The process of breaking the bond can only begin after the student has learned the discipline to the full extent allowed / desired. If, for some reason, the bond is broken sooner, the student must re-ingest blood of their teacher before they begin learning again.
- A Mentor will only teach the Advanced level of a unique discipline if the 4 other levels were taught by a PC.
6.2:
Combination Discipline General Rules
- All Combination Disciplines are at ST Discretion
- To teach any combination Discipline a PC must possess at least one of the contributing Disciplines in clan.
- If one of the Discipline is unique you must have that Discipline in clan.
- The PC must have been in play for at least one year. ***Need to confirm if PC learning, or PC teaching is year
- A character must have an appropriate teacher for all combination Disciplines.
- Ghouls cannot learn Combination Disciplines. If a ghoul from another game has a combo and signs in to Baltimore, they cannot use combination Discipline(s) while signed in to Baltimore.
- For House Rules regarding Specific Combo Disciplines see the 'Specific Disciplines Rules' section below.
6.3:
Combination Discipline Specific Rules
6.3.1:
Alpha Glint (Animalism 3, Protean 3)
- Found in: OWbN Gangrel Packet
- The rules in the Gangrel Packet will not apply in Baltimore:
- The following are the rules for Alpha Glint in Baltimore.
- In response to a Physically or Socially aggressive action, the Gangrel may preempt that action and initiate a Static Willpower Challenge.
- Activating Alpha Glint is a Free Action, however, you cannot use the power against the same target again in the same round if you lose the Challenge.
- If the Gangrel wins the Challenge, the would-be attacker loses their action for that Phase (if in combat) and may not attempt to initiate any challenge against the Gangrel again for the remainder of the Round and the next round (if in combat) or 5 minutes (if in RP).
- Alpha Glint (as written) is a contest between the Gangrel's Beast and the Target's Beast. Thus, the Gangrel would have to make separate challenges against all would-be attackers if they wanted to try and block all attackers.
- For the remainder of the scene, the would-be attacker is down N traits in all challenges against the Gangrel where N = the number of times he has succumbed to Alpha Glint.
- The prohibition against attacking the Gangrel is rescinded if the Gangrel attacks the target, however the N Trait penalties remain in effect on the Target.
6.3.2:
Rod Raw Rending (Potence 1, Fortitude 1)
- Found in: Vampire: Dark Ages, 20th Anniversary Edition
- This power will allows the character to spend a blood trait and, for the scene or an hour (whichever comes first), their brawl and melee attacks will function as though they have they have the Armor Piercing special effect.
6.3.3:
Read the Winds (Animalism 4, Auspex 5)
- Found in: Libellus Sanguinis 3 pg. 30
- Note that Auspex cannot be used in combination with this power, although this power may be used by a character employing Earth Meld, to perceive more than the mere dirt around him.
- Read the Winds costs 17 Experience Points to learn
- The wielder makes a Static Mental Challenge against seven Traits, retested with Animal Ken, and then spends Mental Traits for the desired distance and effect based on the chart below.Traits SpentDistanceDetailsTraits SpentOneTwoThreeFourFiveDistance50 yards100 yardsOne MileThree MilesFive MilesDetailsGarner general impressionsSee blurry detailsSee details clearlySee details clearly, hear faintlySee and hear details clearly
6.4:
Specific Discipline Rules
6.4.1:
Animalism
6.4.1.1:
Feral Whispers
When a vampire is in Subsume or Shape of the Beast they may be understood by others with Feral Whispers. Characters in human form cannot speak in feral whispers.
6.4.1.2:
Quell the Beast
- Does not prevent Aegis.
- Does not prevent the expenditure of permanent willpower traits.
- A Vampire who is in Mist Form, Tenebrous Form, or other incorporeal forms (at ST discretion) cannot use Quell the Beast through touch since they lack the physicality needed to enact the power.
6.4.1.3:
Subsume the Spirit
- STs must be notified when a character is in subsume. STs will issue an item card with important details, such as where their body is and the number of physical traits possessed by the inhabited animal.
- Using Aura Perception on a character in Subsume shows a dual aura (animal overridden by vampire).
- If a character posseses three or more Traits of Subsume, they can use Obfuscate in addition to Animalism and Presence.
- As a reminder, LotN:R states that when using Subsume the Spirit, a character must declare their intention to abandon a subsumed animal at the beginning of the round but does not actually leave the animal body until the end of the round.
- You cannot use Subsume the Spirit from Psychic Projection.
6.4.2:
Auspex
6.4.2.1:
Auspex vs. Chimerstry
Per LotN, if you have Auspex active, you may make a challenge to attempt to break through any Chimerical effects. Each party adds the levels of Chimestry or Auspex to the challenge.
6.4.2.2:
Auspex vs. Obfuscate
When both individuals are using contrasting powers the parties may add their levels of the discipline to their traits.
6.4.2.3:
Aura Perception
When a character uses Aura Perception on someone using possession or subsume, they see dual auras (human/animal overridden by Kindred).
6.4.2.4:
Telepathy
- Line of sight is required for all uses of telepathy.
- Telepathy may not be actively used in combat.
- If a character chooses to use Telepathy to ask a question that character may not take another action that round.
- If a character and another wish to communicate, they may do so for 30 seconds per round. However, both participants may take no other action that round.
- If a character is communicating with someone via telepathy and taking no other action, but the recipient is taking other actions, they will be unable to receive your message as they are too focused on other actions.
6.4.2.5:
Psychic Projection
A character may not use Blood Magic, or any blood expenditures, while using Psychic Projection.
6.4.3:
Celerity
Celerity may be used in conjunction with Ranged attacks.
6.4.3.1:
Rapidity
The Bomb does not need to be declared prior to the challenge (though it can be if a character wishes to do so)
6.4.3.2:
Fleetness
Ties do not need to be declared prior to the challenge (though they can be if a character wishes to do so).
6.4.4:
Chimestry
- All uses of Chimestry require a Storyteller to be present
- If one character disbelieves a Chimerical illusion, it only breaks the illusion for that individual. They can still see the illusion but they know it is not real. However, if someone who has already disbelieved an illusion breaks that illusion (e.g., putting their hand through an illusory wall), it breaks the illusion for everyone present.
- In order to disbelieve an illusion, a character must interact with the illusion in such a way as to prove it is not real (e.g., they have to place their hand inside what they believe is illusory fire and believe it is not real, or allow what they believe is an illusory stake to pierce their chest without dodging, soaking, or testing down the damage).
6.4.4.1:
Chimerstry vs. Auspex
Per LotN, if you have Auspex active, you may make a challenge to attempt to break through any Chimerical effects. Each party adds the levels of Chimestry or Auspex to the challenge.
6.4.4.2:
Permanency
Does not work with Horrid Reality.
6.4.4.3:
Horrid Reality
Everyone sees the illusions but it only affects one individual.
6.4.5:
Dementation
Any use of Dementation past the Haunting requires a storyteller to be present.
6.4.5.1:
Passion
- Passion will be run from the Faith and Fire rulebook instead of the LotN:R version.
- Passion Up: Impatient and the difficulty of any frenzy or self-control/Instinct challenge is increased by one.
- Passion Down: Submissive and the difficulty of any frenzy or self-control/instinct challenge is reduced by one.
6.4.5.2:
Eyes of Chaos
Must be declared to a ST before the surprise.
6.4.5.3:
Voice of Madness
A victim of this power may not spend a Willpower to resist the Frenzy brought on by the power. They must engage in the Courage challenge.
6.4.6:
Dominate
Telepathy can be used for the verbal component of Dominate.
6.4.6.1:
Mesmerism
Requires a Storyteller to be present and an item card signed by both players and the Storyteller. One item card is to be kept by the player. A note will also be made in the characters' character sheets.
6.4.6.2:
Forgetful Mind
Requires a Storyteller to be present and an item card signed byboth players and the Storyteller. One item card is to be kept by the player, and one is to be kept in their folder. A note will also be made in the characters' character sheets.
6.4.6.3:
Conditioning
Requires an item card. A note will also be made in the characters' character sheets.
6.4.6.4:
Possession
- STs must be notified if a character possessing another. The character will be issued an item card with important details, such as where their body is, and how many physical traits the body being possesd has.
- When a character uses Aura Perception on someone using possession, they see dual auras (human overridden by Kindred).
- When possessing a human, a character bids the human's physical traits on challenges instead of their own. The Kindred is also unable to use any physical disciplines they may possess. If a character possesses a ghoul however you may use its physical Disciplines as if they were the character's own.
- Three or more Traits in Possession also allows the use of Obfuscate (in addition to Dominate and Presence).
- As a reminder, LotN:R states that when using Possession, a character must declare their intention to abandon a possessed human at the beginning of the round but does not actually leave the human body until the end of the round.
6.4.7:
Fortitude
6.4.7.1:
Resilience
This power no longer requires a test, a character automatically negates one point of lethal damage per source of damage. See the Simple Test rule in the Challenges / Combat section.
6.4.7.2:
Resistance
This power no longer requires a test, a character automatically converts one point of aggravated damage to lethal per source of damage. See the Simple Test rule in the Challenges / Combat section.
6.4.7.3:
Aegis
- Unspent traits must be spent first when burning for Aegis.
- You may use Aegis after the two Simple Tests in a staking challenge.
6.4.8:
Melpominee
All uses of Intermediate or Advanced levels require a Storyteller to be present.
6.4.9:
Necromancy
6.4.9.1:
Soul Stealing
- In order to Compel a soul which has been stolen, a character must first successfully use Summon Soul on the target per the requirements listed for Compel.
- You are considered a ghost/wraith while using Soul Stealing and are unable to use Vampiric Disciplines.
- A Kindred's stolen Soul will return to its body in torpor if the Soul loses all of its corpus (health levels).
- Soul Stealing can only be declared against targets in the same realm as the caster (i.e., no Soul Stealing across the Shroud).
- A "vacant" body can still use Fortitude. If the "vacant" body blows Aegis from damage taken then the Soul returns to the body.
- Note: Vampires do not have fetters
6.4.10:
Obeah
All uses require a Storyteller to be present.
6.4.11:
Obfuscate
- Barring Merits Obfuscate does not trick technology.
- Obfuscate is an offensive power not defensive.
6.4.11.1:
Obfuscate vs. Auspex
When both individuals are using contrasting powers the parties may add their levels of the discipline to their traits.
6.4.11.2:
Mask of 1000 Faces
Allows you to change your clothing as well as your physical features.
6.4.11.3:
Vanish from the Mind's Eye
In combat this requires a declaration to the Storytellers at the beginning of the round.
6.4.12:
Obtenebration
All Obtenebration effects happen at the end of the round
6.4.12.1:
Shroud of Night
There is a common belief that Shroud of Night provides a retest against those affected and that they are Clumsy x2. The correct mechanical effect is that they are Clumsy x1, suffer from the Shroud retest, and suffer a 2 trait penalty on all challenges. A target may use Eyes of the Beast, Heightened Senses, or Tongue of the Asp to negate 1 trait penalty.
6.4.12.2:
Arms of the Abyss
The maximum number of arms you can have is your levels in Obtenebration. Each arm still costs a social trait to produce.
6.4.12.3:
Black Metamorphosis
This is not a shape changing power.
6.4.13:
Potence
Potence can be used defensively, assuming the situation allows for it. &Potently& dodging a bullet would not be allowed, but trying to Potently shrug off a grapple would be.
6.4.13.1:
Prowess
Refreshes only strength related traits.
6.4.13.2:
Might
This is your last retest. Not the last retest for the challenge
6.4.13.3:
Vigor
The Bomb does not need to be declared prior to the challenge (though it can be if a character wishes to do so)
6.4.13.4:
Puissance
- Causes an additional lethal damage.
- Ties do not need to be declared prior to the challenge (though they can be if a character wishes to do so).
6.4.14:
Presence
6.4.14.1:
Awe
This power gives the character a social challenge as a free action in order to get eye contact for use of an additional discipline (ie. Dominate, Total Insanity, etc).
6.4.14.2:
Entrancement
This power improves the attitude of the target by one level i.e., from Hostile to Neutral, from Neutral to Friendly, and from Friendly to your Best Friend and companion that you would do almost anything for.
6.4.14.3:
Summon
- In order to Summon someone a character must have previously, successfully used a Presence power on the target or have engaged in an active conversation with said target for at least 15 minutes.
- Responding to a Summons does not require a character to evade their allies if those allies are not stopping them, but it also does not allow a pause to gather allies before responding. STs will do their best to scrutinize this for the fairest adjudication possible.
- A character cannot be Summoned back into combat. This does not mean that they cannot be Summoned into a dangerous situation. This rule is at Storyteller discretion as to what constitutes combat vs. a dangerous situation.
- When a character reaches the destination they are aware of the person to whom they must present themselves. The Summoned character does not automatically know the identity of the Summoner if the Summoner is Masked or otherwise disguised, however, the Summoner cannot prevent the Summoned from knowing who to present themselves to by clever placement. It is a supernatural power.
- When a character is summoned, that character cannot Summon the person who initiated the Summons in response.
- Line of sight Summons are allowed. When using a line of sight Summons it is not necessary to have previously used a Presence power on the individual or have engaged them in active conversation. All other Summoning rules, however, still apply.
- A character may not use Unseen Presence (or be under someone else's Cloak for Unseen Presence) and still use Summon.
- Example: Tim Summons Jill. Tim and friends are at an abandoned amusement park. Jill rationalizes to herself that she needs to go visit the amusement park. She will not ask Bob to go with her, but if they were in the middle of a Monopoly game, Bob might decide to follow or go with her. When she gets there, even though Tim and eight other people are riding around the carousel on wooden horses, she will know that she should go see Tim (or the guy in the clown costume were he disguised as a clown).
6.4.14.4:
Majesty
This power works out to 30 feet. If a character moves out of the radius that character is still affected by the user's Majesty. The aura created by Majesty takes on the characteristics of the Social Trait used in its creation, i.e., if a character uses a Fearsome Social Trait to create Majesty the aura created is one of terror that cows everyone within its range. Whereas, if a Seductive Social Trait is used, the aura created would be of rampant lust and everyone who is affected will see the user as a living embodiment of sexual passion. Once majesty has been broken, it is broken for the scene. If the attempt to break majesty fails, a character may not try to break the majesty again during that scene.
6.4.15:
Protean
6.4.15.1:
Shape of the Beast
- Gangrel (and only Gangrel) use the optional rules for Shape of the Beast (Clanbook: Gangrel (Revised), pgs. 67-69). Non-Gangrel turn into a bat and a wolf and gain the wolf traits listed in the Gangrel book.
- Note that the Gangrel forms are named Fight and Flight. Human form is your Utility form. If you are not fighting or fleeing you will have the most options available in Human form. A drawback of having no hands, being on four legs, etc., is that it is difficult to perform tasks such as carrying groceries or opening doors. STs may impose ad-hoc penalties on actions that would be difficult or improbable for various animal forms.
6.4.16:
Quietus
6.4.16.1:
Silence of Death
The radius of this power stops sounds from escaping the radius. It does not stop the casting of Blood Magic.
6.4.16.2:
Silence of Death
- An Assamite who is not a Sorcerer may choose to replace Taste of Death with Blood Essence from Faith and Fire.
- With the expenditure of a permanent Willpower trait, the blood vassal created by Blood Essence is permanent until used.
6.4.16.3:
Variant Sorcerer [Coordinator Approval Required]
6.4.16.3.1:
Silence of Death
As standard Silence of Death, except that despite no one being able to hear the character, the Sorcerer can still speak. While this may seem a meaningless distinction, many applications of Dur An Ki require verbal incantations, which this power allows the sorcerer to use without drawing attention to themselves.
6.4.16.3.2:
Scorpion's Curse
- The sorcerer version of Scorpion's Touch is Scorpion's Curse.
- Scorpion's Curse allows the sorcerer to place a ward on a solid surface such as a door, a section of floor, or even a small object such as a box or a letter.
- The sorcerer may ward any object or area up to her Mentals in square yards/meters.
- The Sorcerer spends a Blood Trait to create the blood ward and a few seconds later the power is activated.
- The blood ward fades and can only be spotted with a static mental challenge against the sorcerer's mentals at the time of casting (retest: Investigation).
- The ward lasts for a number of days equal to the character's Traits in Occult before dissipating.
- While the blood ward lasts, anyone who touches the affected area or item is targeted by the Discipline just as though a warrior using Scorpion's Touch had successfully touched him.
- The blood used to fuel the blood ward has been transformed into a potent spiritual poison and may not be used as a sympathetic link to the caster.
6.4.16.3.3:
Dagon's Call
This causes the loss of a Willpower Trait per lost challenge instead of the Damage caused by the Warrior version. Other effects remain the same.
6.4.16.3.4:
Baal's Caress
- The sorcerer version of Baal's Caress is less useful for slaying enemies than for smiting demons.
- With this power, the sorcerer can spend one point of blood that gets smeared across the character's eyes.
- For the rest of the scene, the sorcerer can perceive dematerialized spirits (regardless of what realm they currently inhabit) and similar creatures as if they were material.
- If the character spends additional points of blood to coat a melee weapon such as a dagger or sword, that weapon can strike such targets and harm them normally despite their intangibility.
- The blood coating the blade has been transformed into a potent spiritual poison and may not be used as a sympathetic link to the caster.
6.4.16.3.5:
Taste of Death
- This attack only targets dematerialized spirits and the like (regardless of what realm they currently inhabit) as if they were solid.
- The sorcerer must have already used Baal's Caress to become capable of perceiving such beings.
- The blood used for this attack has been transformed into a potent spiritual poison and may not be used as a sympathetic link to the caster.
6.4.16.4:
Variant Vizier [Coordinator Approval Required]
6.4.16.4.1:
Silence of Death
Once the zone of silence is activated the vizier can decide who, if anyone, can hear them when they speaks. Thus, while the power is active, the character can allow one or more people to hear them while no one else can. More importantly, the Vizier can deliver instructions backed by Presence or Dominate without anyone else noticing.
6.4.16.4.2:
Ishtar's Touch
- The vizier version of Scorpion's Touch is Ishtar's Touch.
- Instead of yielding a deadly poison, this power converts the vizier's blood into a touch-activated narcotic that puts the victim into an inebriated state under which the victim is more vulnerable to Presence, Dominate, and even mundane Social manipulation.
- The vizier must spend a variable number of blood points (up to their Generation maximum) and touch the target's exposed skin (possibly requiring a physical challenge).
- If is is required and the physical challenge is a success, or no physical challenge is necessary, the tainted blood passes into the target's bloodstream through the skin and the victim must then make a static physical challenge against the vizier's physicals.
- If the vizier wins this challenge, the power takes effect.
- While the effect lasts, the target is unable to spend Willpower to resist mental or social manipulation by the vizier, and the difficulties for all challenges by the vizier for such manipulation (whether natural or supernatural) are reduced by the number of blood points spent.
- This effect only lasts while the target remains in the vizier's presence, after which he will come to his senses.
- If the vizier returns to the victim's presence after leaving, the victim will automatically fall back into an addled state.
- This disability lasts for the remainder of the scene or an hour, whichever comes first.
6.4.16.4.3:
Dagon's Call
This causes the loss of a Willpower Trait per lost challenge instead of the Damage caused by the Warrior version. Other effects remain the same.
6.4.16.4.4:
Baal's Caress
- Viziers are rarely as eager to slay their opponents as the warriors are; subjugation is much more desirable.
- The vizier may coat a weapon with some of their vitae just as in the warrior version of this power.
- On a successful strike, the blow does not inflict any damage at all. Instead, a successful hit causes the target to lose a point of temporary Willpower.
- Importantly, if the target loses all of his temporary Willpower being affected by Baal's Caress, they temporarily behave as though they have become one step further blood-bonded to the vizier.
- This aspect of the power is unaffected by Unbondable.
- This effect only lasts for a single scene, but during that time, the target responds to the vizier as if he had drunk the vizier's blood and increased whatever existing blood bond (if any) by 1.
- If the target is already fully (3-steps) bound to another vampire, they may make a Simple Challenge to resist commands from the vizier that conflict with the wishes of the victim's regnant as they understand them.
6.4.16.4.5:
Taste of Bliss
- Unlike the distasteful and caustic version of this power used by the warriors, the vizier equivalent is Taste of Bliss.
- Instead of spitting out a deadly acid, the vizier softly exhales a fine reddish mist towards the target.
- The vizier spends a number of blood traits up to their generational limit and may target someone up to 10 feet away per physical trait he possesses.
- Hitting the target requires a physical challenge (retest: Athletics).
- If the challenge succeeds, the victim loses one temporary Willpower per spent blood point.
- Moreover, upon success, treat the challenge as if the target had actually consumed a point of blood for normal blood bonding purposes.
6.4.17:
Serpentis
- Spend 1 blood
- Takes 3 turns to transform
- Gain all the advantages of Skin of the Adder
- fit through tight spaces
- free retest on grappling challenges
- poisonous bite does 7 points of aggravated damage to mortals
- Form lasts until dawn or until discarded
- Takes 3 turns to return to human form
Per Faith and Fire, pg. 198
6.4.18:
Temporis
6.4.18.1:
Subjective Suspension
A character may not suspend items that would also immobilize or detain someone. For instance, a bullet in mid-air or the sword in someone's hand could be suspended, but not the watch on their wrist or their shirt, as this would also freeze the wearer.
6.4.18.2:
Clotho's Gift
- The number of actions a character may gain is restricted by the amount of Stamina related physicals that character is able to bid.
- Once activated, each use of any Discipline will result in a point of lethal damage that cannot be soaked via Fortitude.
- Multiple uses of the same Discipline inflict multiple points of damage.
- Additionally, this doesn't just apply to the bonus actions gained from Clotho's Gift, it applies to any round in which you've benefited from Clotho's Gift.
- For example: if a character activated Clotho's Gift for 3 rounds, declared Might 3 times in their bonus actions, and used Awe defensively 2 times during an opponent's action, that character will sustain 5 unsoakable lethal damage.
6.4.19:
Thanatosis
- All uses of this discipline require a Storyteller.
- A character whose head is withered can only use the Celerity, Fortitude, and Potence disciplines.
6.4.20:
Thaumaturgy
- Unless otherwise noted, casting Thaumaturgy takes a full turn, and the magic takes effect at the time of your action.
- You cannot use Alacrity to preempt normal actions with Thaumaturgy
- Celerity does not allow for additional actions that round.
- The Bomb and Ties may be used defensively or as part of the Thaumaturgy action.
- Multiple rituals may not be stacked on top of each other for multiple effects unless specifically allowed.
- For example, casting Vires Acquirit Eundo in conjunction with Pavise of the Foul Presence is allowed, as Vires is a ritual that enhances other rituals.
- Effects such as Engaging the Vessel of Transference and Protean Curse cannot be combined such that one physical challenge delivers both effects.
6.4.20.1:
Paths
6.4.20.1.1:
Focused Mind
6.4.20.1.1.1:
Perfect Clarity
The bonus provided in winning ties is not against all mental and social actions, just those that are mind or emotion affecting. As a result, it will allow a character to win ties against Presence, Dominate, and Chimestry, but it will not protect from effects such as Soul Stealing.
6.4.20.1.2:
Elemental Mastery
6.4.20.1.2.1:
Elemental Form
BBN:DH runs Elemental Mastery using rules from Laws of the Night: Camarilla Guide, not Faith and Fire.
6.4.20.1.3:
Path of Blood
6.4.20.1.3.1:
Blood Potency
The caster gains the new maxium blood pool from the new temporary generation, but his/her current blood pool does not change. For example, a 13th gen potencies down to 10th gen. The character's blood pool would now be 10 of 13 max.
6.4.20.1.4:
Mastery of the Mortal Shell
Seizure will not render a character unable to act, they will simply be -4 traits on any physical challenge.
6.4.20.2:
Rituals
6.4.20.2.1:
Eyes of the Past
- No disciplines are to be used while viewing the past from Eyes of the Past. All powers and effects that were up in the past are still considered up when viewing the incident from the future.
- For example: Molly uses Eyes of the Past in a warehouse where it's believed the Sabbat have been meeting. Simon the Sabbat was at the meeting, but was hidden with Obfuscate. Molly can't use Heightened Senses with Eyes of the Past to see Obfuscated people, so she doesn't know Simon was at the meeting.
6.4.20.2.2:
Pavis of the Foul Presence
Awe retests against someone with this ritual active are negated as are uses of Summon. The ritual reflects Dread Gaze and Entrancement, but it does not affect Majesty.
6.4.20.2.3:
Bureaucratic Condemnation
If successful, choose one of your spheres of Influence and double the number of traits that you have. These excess traits can be used either to initiate a BLOCK action or a CONCEAL action.
6.4.20.2.4:
Expedient Paperwork
If successful, choose one of your spheres of Influence and double the number of traits that you have. These excess traits can be used either to initiate an additional action or to STEALTH your action. They may not be added together to perform a larger action.
6.4.21:
Valeren
All uses of this discipline require a Storyteller.
6.4.22:
Vicissitude
- All uses of this discipline require a Storyteller.
- To create an exact replica of somebody you need to have Crafts (Body Craft) x3 or greater.
- Horrid Form: this is a physical manifestation of your inner beast. It cannot be changed to look like something else. The extra level of damage, per the book, is only inflicted in brawling combat.
7:
Merits and Flaws
7.1:
Merits
7.1.1:
Ability Aptitude
Cannot be used in combat situations. Occult Aptitude cannot be used with any type of Blood Magic.
7.1.2:
Ambidextrous
The extra offhand attack is resolved at the end of the round.
7.1.3:
Enchanting Voice
The bonus two traits only add to Social challenges.
7.1.4:
Lucky
Regardless of the number of games a player attends in a week, month, story, etc., Lucky will simply be usable once per night. This alleviates the headache of trying to determine how long a story is and removes the need to track the number used.
7.1.5:
Sect Status Affecting Merits
BBN:DH does not charge XP for Sect Status Affecting Merits (such as Dignitary and Luminary). Largely they are roleplay items that may be added or removed through roleplay and are impossible to purchase at character creation.
7.2:
Flaws
7.2.1:
Flesh of the Corpse
This is a 2 point flaw for characters of Clan Gangrel, Nosferatu, and Tzimisce or for the Gargoyle, Harbinger of Skulls, and Samedi bloodlines.
7.2.2:
Mistaken Identity
You cannot have Mistaken Identity as a previous character. Keep in mind that Mistaken Identity is a flaw and will be treated as such by the STs, i.e., you won't gain any benefits from looking like a powerful and well known Kindred. Instead, enemies of that Kindred will target the character with this flaw by mistake and the Kindred themselves will take an active interest in the character when their existence is discovered.
8:
Miscellaneous
- Willpower may be spent to remain active during the day at a rate of one willpower per hour, up to a total number of hours equal to the PC's path rating.
- Low humanity and paths look inhuman. Characters on paths or at humanity 1 without Mask of 1000 Faces will attract undue attention and the horror of mortals who see them.
- All Officers for the Domain of Baltimore must be based in BBN:DH. Exceptions may be made on a case-by-case basis and at ST discretion.
8.1:
Blood Bonds
If the Domitor dies, the blood bond slowly fades over the course of the next two weeks. It is not an immediate dissolution.
8.2:
Dead Drops
- Any time an action is to occur post mortem, be it dead drops or ghouls delivering information, such declarations must be fully and clearly defined with the STs, including what triggers the release.
- Information must be so well-documented that STs have no need to contact the player about what is to occur.
- If there is any uncertainty about the dead drop set up, the STs will resolve the uncertainty.
- No alterations to these sorts of actions may be declared after they would go into effect.
8.3:
Instinct Paths
- Baltimore will use an alternate mechanic for "Instinct" paths found in Faith & Fire, pg. 130.
- A character on Instinct will always Frenzy unless the difficulty of the frenzy test is less than her Instinct Score.
- This varies from the LotN:R variant, in which a character on Instinct will always Frenzy unless the difficulty of the frenzy test is less than HALF of their Instinct Score.
- Be aware that Instinct characters that never frenzy will have a very cranky beast and STs may take action accordingly.
8.4:
Torpor
- Baltimore will use the Torpor rules from LotN:R, pg. 111, not pg. 199. Note that this system measures time in Game Sessions, not Calendar Dates.
- Characters voluntarily entering torpor may add 1 to their effective Morality score for determining when they may wake up; they do not wake up at any time they desire.
- As it is measured in Game Sessions, waking up from Torpor will be handled at game check in.
- Going into torpor must be registered with and approved by the STs. Trivial uses of voluntary torpor, such as trying to go into torpor for a week or two to evade Summons, are not likely to be approved.
9:
Disallowed / Banned Items
The following items are not permitted in Baltimore by Night: Dark Harbor. If you have any questions, please reach out to the STs.
Merits
Rituals
Combination Disciplines
Backgrounds
Merits
Arcane Heritage
Blasé
Home Advantage
Mist Guide
Sense the Stock
True Berserker
Rituals
Portrait Link (Akhu)
Trigger (All Paradigms)
Lesser Trigger (All Paradigms)
Combination Disciplines
Approximation of Loyalty Absolute
Aegis of the Void
Beatitude
Cleopatra's Dominion
Eternal Emnity Approach
Face of the Gods
Here There Be Monsters
Legacy of Fenris
Lure of the Otherworld
Mastering...mind
Norton's Blessing
Psychic Double
(Allowed for Inconnu and Infernal)
(Allowed for Inconnu and Infernal)
Pulse of Haqim
Soul Punch
Untameable
View the Maya
Walk in Maya
Water in the Rock
Wild Heart
Backgrounds
Berserk
Bystanders
Destiny
Everyman
Exposure
Fraternity
Grace Under Pressure
Iron Willed
Military Force
Patron
Pawn
Roots
Soulmate
Steel Nerves
Behind the Scenes
The rules included in this section are for things like crafting, ritual creation, magic item creation, etc. Things that are typically handled during "downtime" versus live at game. To make the rules easier to navigate, all such House Rules have been moved to this section.
1:
Blood Magic Ritual Creation
The following Ritual creation rules apply to all forms and paradigms of Blood Magic, be it Tremere Thaumaturgy, Setite Sorcery, or Giovanni Necromancy. These rules differ slightly from those found in the Tremere Arcane Compendium.
1.1:
Creation
- In order to create a ritual, a character must first have a number of rituals at the corresponding level and a a sufficient level of the Occult ability as detailed below:
- Basic Ritual: Basic Rituals x7, Occult x2
- Intermediate Ritual: Intermediate Rituals x7, Occult x4
- Advanced Ritual: Advanced Rituals x7, Occult x5
1.2:
Time
- Creating a ritual takes time, specifically a number of months equal to the Ritual's cost x2.
- Basic Rituals will take 4 months
- Intermediate Rituals take 8 months
- Advanced Rituals take 12 months.
- During this creation time, no other rituals can be purchased without the expenditure of Occult influence.
- To learn a Basic Ritual requires an Occult x3 Influence action.
- To learn an Intermediate Ritual requires an Occult x4 action.
- To learn an Advanced Ritual requires an Occult x5 action.
- While other player characters can assist in creation of a ritual, there will be no mechanical effect. The STs have intentionally tried to keep Ritual creation straightforward and simple without a lot of mechanics.
1.3:
Allowable Creations
- When creating rituals, keep an eye on the ritual's power level.
- It's a good idea to compare the effect of your custom ritual to the effects of existing rituals to determine what level of ritual you will be creating and to determine if it's balanced.
- Bear in mind that all custom rituals must be approved by the Baltimore staff and may not function in other games where you travel.
- Beyond the level requirement, consider the following when thinking about difficulty:
- Does the ritual require a chop against the victim in addition to the standard ritual chop? If the ritual puts a victim down traits, for example, it probably should.
- Does the ritual have drawbacks? If yes, what are those drawbacks?
- What components are required for the ritual? A ritual requiring a clothespin is less likely to be approved, while, a ritual requiring three hairs from a mountain lion might have more success getting approved.
- Custom rituals cannot deprive others of their powers. There is constant debate over the power level of Pavise of the Foul Presence and as such, we don't want to see Pavise of the Devious Dominate.
- If you wish to create a custom ritual to assist against a power, create something that gives you bonus traits. Perhaps your custom "Defend the Mind" gives you +2 traits against Dominate.
2:
Crafting
2.1:
Basic Crafting and Function Points (FP)
- In order to Craft an item successfully, you need to have an appropriate craft skill.
- With a craft skill of 3 or lower, everyday items (including gear from Dark Epics) can be crafted with varying levels of ease.
- Items crafted at 1 or 2 may be more fragile, or prone to mishaps at ST discretion.
- Crafting with a skill level of 4 or higher you are able create true works of art, or items that fit outside of the normal realm for that item type.
- To represent this, any item crafted over Crafts 3 will have additional FPs that can be used to improve the design if appropriate.
- Craft 4 - 1 point
- Craft 5 - 2 points
- In some cases related Crafts or Sciences skills over level 3 can add FPs. For instance a sword made with Crafts x5 and Science: Metallurgy x4 will have a total of 3 FPs (2 Crafts x5, 1 from Science: Metallurgy x4).
- When crafting weapons, FPs can add various bonuses to weapons.
- All weapons use a model from Dark Epics for the base.
- A weapon can be crafted with up to five of the following options, and each can be selected only once:
- Improve bonus traits by +1 - Cost: 1 FP
- Remove a negative trait - Cost: 1 FP
- Add an extra damage trait - Cost: 2 FPs (requires at least 1 associated skill at x5 traits)
- Make weapons from non-standard materials - Cost: 1 FP ((such as a silver sword or a non-metallic gun); must have an associated Science such as Metallurgy)
- Make the Melee Weapon Potence Resistant - Cost: 1 FP (Crafter must also posses Puissance)
Note: this is not Puissance-proof. Beating a Puissance-resistant sword into a solid concrete wall with Puissance may still cause the weapon to break. - Add a special ability such as High Caliber or Mass Trauma - Cost: 1 FP (and a good reason why it should get the ability!)
2.2:
Crafting Times
- Crafting an item takes time and concentration.
- Crafting items at Crafts 3 or lower - 1 week.
- For each level of crafts used to improve an item an additional week is added to the creation time.
- Examples:
- Crafts 5 Painting - 3 weeks.
- Crafts 4 Pistol with a bonus trait - 2 weeks.
- Greatsword with bonus trait, extra damage, negative trait removal, lacing the weapon with silver, and Potence-resistant - 7 weeks
2.3:
Challenge Difficulty
- Crafting chops must be thrown as normal using Crafts as a retest.
- Each week of required work the character must make a test.
- The difficulty of the challenge is 8 + the number of weeks so far invested.
- You add the current week to base of 8.
- Using the above example, on week 1, the test would be against 9 traits, week 2 - 10, week 3 - 11, etc.
- If a challenge is failed the crafter may use one of their Craft retests.
- If that restest fails, the crafter may also retest once for each related ability they have at 5.
- Example: A crafter is making an amazing gun.
- The character has Crafts: Gunsmith x5, Science: Physics x5, and Mechanical Engineering x5.
- The STs allow the Physics and Engineering to be used in the creation of this gun.
- While crafting, the week 6 challenge is failed (difficulty: 6 [week] + 8 [base] = 14).
- A standard craft retest fails and the crafter is allotted two additional retests as he has 2 additional, related abilities at 5.
2.4:
Item Modifiers
2.4.1:
Armor Piercing
- Armor piercing will only negate mundane armor.
- Supernatural armor (such as Disciplines or combos that give Armor levels) will not be negated by Armor Piercing.
- Supernaturally fortified armor such as Blood Tempered Armor will not be affected by Armor Piercing.
- Armor that is supernaturally treated but not fortified (any magical enhancement that does not add health level) will be affected by Armor Piercing.
2.5:
Miscellaneous
A weapon may have no more permanent supernatural effects applied to it then it has permanent bonus traits. This includes, but is not limited to, fetish effects, wards, enhancements from Combination Disciplines such as Blood Tempering and Madman's Quill, etc.
A 3 trait sword could be a fetish, have Ward vs. Kindred and be Blood Tempered, however, it could not then later be enhanced with Ward vs. Ghoul.
A 3 trait sword could be a fetish, have Ward vs. Kindred and be Blood Tempered, however, it could not then later be enhanced with Ward vs. Ghoul.
3:
Fetishes
3.1:
Making
There are 2 types of Fetishes accessible to Kindred. Ones made with Spirit Manipulation x4 (Entrap Ephemera) and ones made with Spirit Thaumaturgy x5 (Fetish). The latter tend to be more powerful and require the expenditure of a permanent mental trait upon creation. In either case, when binding a spirit, be aware that Gaian, Wyld and most Weaver spirits will not willingly work with a vampire and will therefore have to be forced into the Fetish. This is cruel to the imprisoned spirit and its brood will likely seek retribution. Binding an Elemental or Wyrm spirit will not provoke the ire of the spirits as much but it is still an imprisonment to the spirit.
3.2:
Activating
To activate a fetish made with Entrap Ephemera, you must spend a willpower and make a simple challenge (you win on ties, but no retests are allowed save for Luck or Oracular Ability). Should you win, the fetish is activated. Should you loose, the fetish does not activate and you must make another simple challenge. Should you win this second challenge, the fetish does not activate, but it is intact but you cannot attempt to reactivate it for the scene. Should you loose the second challenge, you must make a third. If you win this third challenge, the fetish is intact but cannot be activate for the remainder of the evening. If you fail this third challenge, the spirit inside is freed and will react accordingly.
3.3:
Multiples
While you may have multiple fetishes active at the same time, you may only use one per challenge. So, if you are engaging in a physical attack and have an active fetish that gives you +3 physical traits and another that gives you +1 damage, you may only use one or the other and it must be declared at the beginning of the challenge. However, you may swap from one fetish to the other in the same round (example: normal action you use the +3 physical trait fetish and on Swiftness and Legarity you use the +1 damage).