Vampire House Rules

Day and Night
The Day/Night System is important for vampires, and as most other splats prefer to meet in the morning, do keep your wits aware and realize you can only really be out (Unless using a ghoul) in the night.

Auspex
Auspex can help you determine other vampires, but it has no effect on other splats, outside of having unique auras. Remember, demon characters simply can't be sussed out at all.

Obfuscate (And Abilities like that)
For all intents and purposes, Obfuscate (and Merits/Abilities that offer a form of invisibility) do in fact work on the Sentinel system. However, on Closed Circut TV's (Normal Shops, private security) it fails just as much. Your character can recognize the difference between these by either having points in Streetwise, or Technology.

Celerity
Celerity 1 to 5 more closely follows the DAV20 system instead of what is in the V20 core rulebook. System: Characters add their Celerity rating to their Dexterity-based dice pools, including their Initiative ratings. Add their Celerity rating to the number of yards or meters she moves in a turn.

Additionally, they may reflexively spend one point of blood to ignore penalties for multiple actions up to their Celerity dots for the turn. For example, a character with Celerity 3 makes three extra actions before suffering dice pool reductions for multiple actions. A number of these additional actions equal to half their Celerity (rounded up) may be attack actions.

Lastly, by spending one blood point, they may multiply their movement speed by 1 plus her Celerity dots. In combat, this lasts one turn. Otherwise, it lasts the scene.

Generation and Blood Potency
We are taking a page out of Requiem's book, and adding a system for Blood Potency attached directly to one's Generation. A character has a minimum Blood Potency, which they start at when embraced, and a maximum, both determined by their Generation. It can be bought with freebees at character creation at a cost of 8 freebees per additional level.

A chart concerning each generation's minimum and maximum Potency, as well as the blood pool and blood point per turn values of each level of Potency, can be found here. Resistance to Dominate and Presence are now tied to BP instead of Generation, as well as the maximum Discipline levels for ghouls created.

After character creation, Blood Potency progresses in one of three ways.


 * Every century after the character is embraced, and not in torpor, their Blood Potency increases by one.
 * Experience may be spent to increase Blood Potency at a cost of 10 times the current level.
 * Diablerie may increase a character's blood potency if their victim has a higher level in it than them.