Appearing Human

One of the more low-key down sides of being a vampire is falling into the Uncanny Valley. You still look and move pretty much like a human, but slightly wrong, and mortals may notice (even if only subconsciously). The lower your Humanity, the worse this gets. It's possible to socialize with mortals and still maintain the Masquerade (obviously), but it requires some effort.

V20 311: "Vampires with low Humanity acquire unnatural and disturbing features like sunken eyes, perpetual snarls and bestial countenances…"

V20 269: "…display certain corpselike features; for example, their skin is unnaturally cold and grows more ashen with age, and they do not breathe." Appearing more human for a scene costs (8 minus Humanity) blood points; vampires with Humanity 8+ can do it for free, while vampires on a Path of Enlightenment can't do that at all.

V20 312-313: "Humanity 3-2 … Physical changes show up at this stage; while not hideous in the sense of the Nosferatu or certain Gangrel, the vampire acquires a pallid, corpselike, and noticeably unwholesome aspect."

V20 310 (Bearing sidebar): For social rolls to appear normal and win sympathy, Humanity above 7 decreases difficulty, while Humanity below 4 increases it. For Paths of Enlightenment, Bearing uses same modifiers but applies them to different rolls (varies by Path).

Countermeasures include (but are not limited to):

  • Obfuscate discipline.
  • Vicissitude discipline (somewhat).
  • Blush of Health merit.
  • Eat Food merit (but you have to heave it back up later in the evening).
  • Lots of makeup.
  • Hanging around with goths.
  • Hanging around in dark or poorly lit places.

Blood Bond

Blood bonding a PC requires the vampire to directly provide the blood to a specific victim. There are no mass or accidental blood bonds. The Vampire must be physically present to blood bond a victim.

When a blood bond on a PC is added/changed/removed, both vampire and victim should set a +note and ask staff to approve it. In case of ambiguity, staff will err in the direction of assuming that no bond exists.

Blood bonds range from 1 to 3. Initiating and increasing a blood bond requires a drop of blood and each must be administered on separate nights. A blood bond provides no powers or ability: just emotional attachment.

  • A level 1 bond inspires friendliness. The victim will look upon you favorably and hear what you have to say. They might want to hang out in the future but they're not going to go out of their way for you. If you act creepy, a level 1 bond is not going to compel someone to get into your car.
  • A level 2 bond inspires strong positive feelings. The victim would want to date you if it were an option. Like an ally, they're willing to occasionally accept a moderate inconvenience for your benefit. They still have their own life and responsibilities and they won't drop everything for you. They think of you often and look forward to seeing you.
  • A level 3 bond inspires obsession. The victim has great difficulty not thinking about you. They will take risks with their responsibilities to make you happy. If shunned, they will likely have an extreme reaction ranging from despondency to violence. Long-standing level 3 bonds in a negative relationship have resulted in the suicide of the victim and/or the final death of the vampire.

A cautionary note to vampires: A level 2 blood bond can get awkward and a level 3 bond can easily become problematic. Level 2 and 3 bonds force the victim to perceive you as playing an important role in their life. People talk about those that play important roles in their lives. When you blood bond someone, ensure you know who their friends are and that those friends won't come back to haunt you.

  • A level 3 blood bond cancels all lesser bonds. (V20 287)
  • A blood bond (even level 3) fades by 1 level if the victim neither sees nor feeds from the vampire for (12 - victim's Willpower) months. This includes ghouls. (V20 288)
    • Blood bonds on PCs (documented in an approved +note) are assumed to be maintained at their current level until/unless one PC dies, retires, or notifies staff of a change in the situation.
    • Vaulderie/Vinculi do not fade over time. (V20 290)
  • Bonding another type of supernatural PC is a good way to get yourself escalated to high risk.

Blood Magic (Thaumaturgy etc.)

Discipline Clan Primary Path
Necromancy Giovanni Sepulchre Path
Thaumaturgy Tremere Path of Blood
  • Blood magic cannot be learned out-of-clan. Additional Discipline merit can make one of them in-clan, but you may face lethal IC consequences from its usual clan.
  • Primary path is limited as noted above, and increases automatically with the discipline (ask staff to update your +sheet for clarity).
  • Secondary paths:
    • Not available in chargen (because they have no freebie cost).
    • Thaumaturgy (V20 212): Must be lower than Path of Blood until it reaches 5.
    • Necromancy (V20 160): First one requires Sepulchre Path 3 first, second one requires Sepulchre Path 5 first.
  • One free ritual at each level, but only during chargen.
  • Thaumaturgical Countermagic (V20 228): Cannot be taken in chargen. Counts as a path for those with Thaumaturgy, a discipline for anyone else.
  • Thaumaturgy is not available to Sabbat. (super rare, V20 212)

Buying Disciplines

Learning out-of-clan disciplines:

  • First dot requires drinking a point of a PC vampire teacher's blood. (V20 128)
  • Widely used disciplines (Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence) have no other restrictions.
  • Dementation requires gaining an incurable derangement (V20 290).
  • Other disciplines are not available. Additional Discipline merit can make one of them in-clan, but you may face IC consequences from its usual clan, especially for blood magic.

For ghouls, see '+rules ghouls'.


See HouseRules-General - Pooling Backgrounds


Vampires, ghouls, and mortals have a Humanity rating ('Path Rating' on +sheet). If they do Bad Things, they risk losing Humanity. For convenience, here's a summary of how this works.

If your Humanity is this or higher… …then you risk Humanity loss for doing this: (V20 312)
10 Selfish thoughts
9 Minor selfish acts
8 Injury to another (accidental or otherwise)
7 Theft
6 Accidental violation (e.g. drinking a vessel dry out of starvation)
5 Intentional property damage
4 Impassioned violation (e.g. manslaughter, killing a vessel in frenzy)
3 Planned violation (e.g. outright murder, savored exsanguination)
2 Casual violation (e.g. thoughtless killing, feeding past satiation)
1 Utter perversion or heinous acts

The ST should warn you that an action risks Humanity loss, and give you a chance to change your mind. (If there's no ST, go with player consensus.)

If you still take the action: (V20 309)

  • Roll Conscience vs 8. (Difficulty may vary at ST discretion.)
    • Cannot roll more dice than your Humanity. (V20 311)
    • Some Paths of Enlightenment use Conviction instead.
  • Succeed = No change. (You feel remorse, or manage to justify the action.)
  • Fail = Lose 1 Humanity. (Submit a +request to have staff update your +sheet.)
  • Botch = Also lose 1 Conscience and gain a derangement at ST discretion.

For Paths of Enlightenment, see V20 316-340.


If a vampire is sufficiently angered, their inner Beast may take over and send them into frenzy. For convenience, here's a summary of how this works.

Provocation Difficulty
Smell of blood (when hungry) 3*
Sight of blood (when hungry) 4*
Being harassed 4
Life-threatening situation 4
Malicious taunts 4
Physical provocation 6
Taste of blood (when hungry) 6*
Loved one in danger 7
Outright public humiliation 8
Urge to commit blatant evil 9 - Conscience

* or higher in extreme cases

When one of these things happens: (V20 298)

  • Roll Self-Control vs appropriate difficulty.
    • Cannot roll more dice than your blood pool. (V20 120)
    • Cannot roll more dice than your Humanity. (V20 311)
    • Some Paths of Enlightenment (V20 316-340) use Instinct instead.
  • Succeed = Resist frenzy for one turn per success. If you accumulate 5+ successes, you're done.
  • Fail = frenzy for rest of scene.
  • Botch = Remain in frenzy longer and gain a derangement at ST discretion. (If there's no ST, go with player consensus.)

While in frenzy:

  • You go into an emotional rampage, directly pursuing immediate gratification of your immediate desires with no worries of later repercussions.
  • You will do anything to sate your hunger or destroy the source of the frenzy, even attack friends, family and lovers (though you usually attack enemies first if they're present).
  • You can spend a Willpower to regain control for one action, no longer than one or maybe two turns.
  • You do not lose dice due to wound penalties.
  • +2 difficulty to Dominate you.
  • -2 difficulty for you to resist Dominate.
  • You do not need to roll Willpower to act.
  • You are immune to Rotschreck.

Ghoul Retainers

  • Statting NPC ghoul retainers is optional.
  • If you do stat them, then use the chargen rules for PC ghouls, except with backgrounds omitted.

Ghoul PCs

It is recommended (but not required) that Ghoul PCs have an off-stage, statless NPC domitor.

Ghoul disciplines are limited based on GR 120 and 122. For ghouls with a PC domitor, "Domitor (background)" determines how well the ghoul has acclimated to vitae, assigning an effective Generation that may be weaker than the domitor's actual Generation.

Discipline level Minimum "Domitor (background)"
2 2
3 3
4 5

Upon becoming a ghoul (Cgen or IC), the Ghoul gets Potence:1, and 1 dot of an in-clan discipline.

  • In the Master's Footsteps (GR 120): Replacement is limited to in-clan if domitor is a NPC, and does not reduce any costs.

All ghouls must have Clan set on their sheet.

All ghouls must have Domitor set on their sheet. This may be set to NPC.

Disciplines are retained when a Ghoul is embraced. However, if the Ghoul has dots in a restricted discipline and Clan changes, those dots must be moved into a common or in-clan discipline.

Daylight and Aging Ghouls (GR 44) is not used.

Blood pool (GR 140): A ghoul can only spend a total of 2+N per scene, where N is whatever was fed to them within the past 24 hours. If N exceeds their Stamina, then roll for overfeeding (GR 43).

See Also: Cgen, Buying Disciplines, XP Costs


For characters with numina:

  • We use the numina from The Hunters Hunted II chapter 4 and Kinfolk chapter 3.
  • In chargen, you should select "Mortal+/Hunter".
  • ICly, you can self-identify however you want: hunter of monsters, sorcerer, hedge magician, psychic, mutant, whatever.
  • Maximum of two types (hedge magic, psychic, True Faith) per PC. Within those two types, you can learn as many individual numina as you can afford.
  • Bastet with the Cat Magic merit and Kitsune with the Fox Magic merit may buy numina with XP.

House rules for pools/dificulties:

  • Base difficulty is 6, unless the individual level specifies otherwise.
    • Exception: Soulstealing difficulty is per canon (varies by target).
  • If different books use different pools, you can choose which one to use.

True Faith:

  • Counts as a (7*level) dot merit.
  • Is available to all races.
  • Requires IC justification.
    • The requirement for acceptance is not disclosed in advance. ("I have Cat/Fox Magic" does not qualify.)
    • If your first attempt does not meet the requirement, then it's permanently off the table for all your alts.


  • Cast No Reflection (including all Lasombra): Applies to all forms of photographic / video recording equipment, as well as mirrors and other traditional 'reflective' media.
  • Clan variations:
    • Sabbat Assamites have the ancient clan weakness, others have the modern one.
    • Week of Nightmares came and went. Ravnos remain playable.
    • Some but not all Gangrel have left the Camarilla.
    • Some but not all Malkavians have Dominate instead of Dementation as an in-clan discipline. This must be set during chargen (Type = Dominate Malkavian).
    • Other bloodlines and disciplines will probably be added later, but we want to get the core going first.


  • Obfuscate 1 + Stealth is sufficient to travel unnoticed at night.
  • Obfuscate 2 or higher is required to travel in the presence of people.


  • Status Rating begins with Acknowledged, Camarilla positions, and the Status background as a base.
  • Status is exchanged through boons; when a favor is rendered, status is loaned until the favor is repaid.
  • Kindred agree between themselves on the Status Rating value of a boon and the circumstances under which it is considered repaid.
  • A negative Status Rating carries no explicit penalties, just the lack of social power.
  • In the case of dispute about whether or not a boon has been repaid, a Harpy can make a judgement about the repayment criteria and potentially dismiss a boon.
  • Some decisions will be made by individual vote. The weight of an individual's vote is their Status Rating.
  • Some decisions will be made by clan vote. The Primogen casts a vote that is the sum of the status of the clan members, including those with negative status.
  • Many cultural decisions tend to be made by status such as preference for appointments, etc.
  • Status Rating can be committed by certain member of the court to temporarily nullify the status of others:
    • The 'victim's' status is nullified as long as the enactor's status is committed.
    • The Prince can negate status at a 3:1 ratio for any member of court.
    • The Seneschal and Harpy can negate status at a 2:1 ratio for any member of court.
    • A Primogen can negate status at a 1:1 ratio for members of their own clan.
  • No kindred may owe another kindred more than their base status.


If a vampire is threatened by sunlight or fire, their inner Beast may take over and send them into Rotschreck ("the Red Fear"). For convenience, here's a summary of how this works.

Provocation Difficulty
Lighting a cigarette 3
Sight of a torch 5
Bonfire 6
Obscured sunlight 7
Being burned 7
Direct sunlight 8
Trapped in burning building 9

When one of these things happens: (V20 299)

  • Roll Courage vs appropriate difficulty.
    • Cannot roll more dice than your Humanity. (V20 311)
  • Succeed = Resist Rotschreck for one turn per success. If you accumulate 5+ successes, you're done.
  • Fail = Rotschreck for rest of scene. Spend a Willpower to regain control for one action.
  • Botch = Remain in Rotschreck longer and gain a derangement at ST discretion. (If there's no ST, go with player consensus.)

While in Rotschreck:

  • You flee madly from the danger, directly toward safety.
  • If someone tries to restrain you, you attack them as if you were in frenzy.
  • You can spend a Willpower to regain control for one turn.