Diabolrie house rule
if the victim is not lower enough gen to gain from under current rules no reason to diabolerize gain nothing personally don't like this rule used to get a level etc of ablity here my house rule you live through thier experiences as tou eat them and can gain derandments, so i think you should get exp. for the diaboliery.
the character or characters get 15-victim gen per centry of victims life xp to be spent on what ever ablities or disiplines the victuim had.
the character or characters get 15-victim gen per centry of victims life xp to be spent on what ever ablities or disiplines the victuim had.
Npc vampire creation rules
While this system was proposed by one player as an alternative means for
creating Elders, (taken from the 3rd ed. Sourcebook 'Children of the Night'), it
seems to raise more questions than it answers, and is obviously not really meant
to be used by players.
The numbers in brackets reflect the addition of the 'free' dots these areas
receive.
Where you see the term 'none set' next to 'Freebies', it means that there are
no Freebie points specifically dedicated to that area of the stat sheet,
improving those stats come from the overall freebie pool.
The cost to raise the given stats is represented by the 'x FrPt per dot'
rating in each section.
Attributes
Primary Secondary Tertiary
7(10) 5(8) 3(6)
Freebies 2/century age for the first 5 centuries 1 per century after
Abilities
Primary Secondary Tertiary
13 9 5
Freebies 5/century age
Advantages
Disciplines
square root of age
Backgrounds freeby pts
Virtues freeby pts
Humanity Conscience+Self Control
Willpower Equals Courage
Overall Freebies 15 + 1 per century
creating Elders, (taken from the 3rd ed. Sourcebook 'Children of the Night'), it
seems to raise more questions than it answers, and is obviously not really meant
to be used by players.
The numbers in brackets reflect the addition of the 'free' dots these areas
receive.
Where you see the term 'none set' next to 'Freebies', it means that there are
no Freebie points specifically dedicated to that area of the stat sheet,
improving those stats come from the overall freebie pool.
The cost to raise the given stats is represented by the 'x FrPt per dot'
rating in each section.
Attributes
Primary Secondary Tertiary
7(10) 5(8) 3(6)
Freebies 2/century age for the first 5 centuries 1 per century after
Abilities
Primary Secondary Tertiary
13 9 5
Freebies 5/century age
Advantages
Disciplines
square root of age
Backgrounds freeby pts
Virtues freeby pts
Humanity Conscience+Self Control
Willpower Equals Courage
Overall Freebies 15 + 1 per century
weapons rules
Aiming:
A character may add her Perception rating to her Dexterity + Firearms Dice Pool if she spends time aiming. However, it takes one turn for each die added, and
during this time the character can do nothing but aim - it takes time and patience to aim. Additionally, the target may not be moving at a speed faster than a walk. Shotguns and SMGs cannot be aimed.
If the gun has a scope, the character may add two dice to her Pool in addition to the dice added for Perception.
The scope bonus can only be used once per shot - after the +3 added in the first round (+2 for the scope and +1 for Perception), the character continues aiming as outlined above.
Targeting:
Aiming for a specific location (gun hand, the heart, etc.) increases the difficulty by two.
Multiple Shots: If a character wants to take more than one shot in a turn, he must divide his Dice Pool into two or more actions. Also, for every additional shot after the first, the difficulty increases by one. Ten is, of course, the maximum the difficulty can be raised to. A character can only take as many shots as allowed by the rate of the firearm. This penalty is cumulative. Thus a character adds two on the third shot, and three on the fourth. It is not usually wise to blindly take off potshots; the recoil always catches up with one. Using these rules, it is permissible to fire two or more three-round bursts in a single turn, though a character can only fire on full-auto once per turn (and must reload to do it again).
Full-Auto: The full-auto option is the most damaging attack a firearm can make, as the attacker unloads the full contents of a gun's ammunition clip within a very short time span . However, the gun becomes a bucking bronco, difficult to control and even harder to aim. A character gets 10 additional dice to roll on the attack, thus
increasing the chance to hit and cause damage. However, the difficulty is raised by two due to recoil. Full-auto fire can only be done when a weapon has more than half its clip remaining. Whenever a character uses the full-auto option, he uses up the entire clip of the weapon. Reloading takes one full action and requires the character's full concentration (and Dice Pool).
Three-Round Burst: The semi-auto option is the middle ground between the full-auto and the single-shot options, and has some of the strengths and weaknesses of both. A burst gives the attacker three additional dice on the attack roll. However, due to the recoil, the difficulty increases by one.
Spray: When on full-auto, a character can decide to spray across an area instead of focusing on only one foe. A spray uses the extra 10 dice given by full-auto fire, but the attack has a base difficulty of five, increased by one for every yard covered by the spray, in addition to other modifiers.