House rules

As much as I adore the job Obsidian Path did with VTM20, there are a few house rules that need to be implemented. This list will expand as we go on.

Character creation

  • The 13 traditional clans (Assamite, Brujah, Gangrel, Followers of Set, Lasombra, Malkavian, Nosferatu, Tremere, Toreador, Tzimitzse, Ravnos, Venture, Giovanni) are available, as well as the two bloodlines of Salubri and Cappadocian. In the lore of PCAPOAYH, both of those bloodlines are exclusively Sabbat
  • You get FOUR dots to distribute among your Disciplines during character creation (and you can buy additional ones with freebies), not three
  • All Vampires can see in the dark, however, without Protean 1, all their Perception and Perception-related rolls are at +2 difficulty.

Disciplines

  • Protean 1 now removes the +2 difficulty in pitch black
  • Fortitude is given the same “spend one blood point for an automatic success” mechanic as Potence has. Therefore, a vampire with Fortitude 3 gains three additional Soak dice, and may spend up to three blood points for three guaranteed successes in soak. This is an either/or ability, so you either gain 3 dice to roll, or you spend 3 blood and gain 3 successes, but you cant get 3 dice AND 3 successes for the same Soak roll.
  • Vicissitude 3 and up inflict aggravated damage. All supernaturally transforming Disciplines (Protean, Vicissitude, Quietus, Serpentis) grant aggravated damage where appropriate.

Combat

  • Initiative is determined ONCE, at the start of combat, by rolling a single die, and adding your Dex+WITS to it. The higher your initiative, the earlier you act. This translates to declaring your actions LAST, and taking them FIRST.

Actions are then resolved in order of their actors Initiative.

Rounds are now reduced to two resolutions:

  • A to hit roll:
    The dice pool is the result of (Attacker Dex) + (Attacker Brawl/Melee/Firearms Skill) – (Lower of Defender Wits or Dex) – (Defender Athletics)
    Only one success (diff 6 by default) is required to hit the target. HALF of the excess successes of the “to hit” roll carry over into the damage phase.
    If the dice pool is reduced to or below zero, the attacker gets a single die at difficulty 10.
  • Damage calculation:
    For brawling:
    (Carryover successes from to hit roll) + (Attacker Strength) + (Maneuver damage bonus) – (Defender Stamina, if applicable) – (Defender Fortitude, if applicable) – (Defender armor, if applicable)
    For melee:
    (Carryover successes from to hit roll) + (Attacker Strength) + (Weapon damage bonus) – (Defender Stamina, if applicable) – (Defender Fortitude, if applicable) – (Defender armor, if applicable)
    For firearms:
    (Carryover successes from to hit roll) + (Weapon damage bonus)*(Weapon fire rate) – (Defender Stamina, if applicable) – (Defender Fortitude, if applicable) – (Defender armor, if applicable)

The number at the end of these calculations is then halved, rounding down, and applied as damage. Bashing damage is further halved for vampires.

If the result of the first calculation is zero or less, one level of bashing damage is applied, as all combatants who get hit should suffer some wounds.

House rules

Pacific City: A Plague On All Your Houses AldericReed