Redemtion of the Lost Clans
There are several changes that will make this game better while keeping a sense of balance, that we will be using.
House Rule 1 – Celerity Cost
In the 20th aniversary edition of Vampire the Masquerade, Celerity is modified.
System: Each point of Celerity adds one die to every Dexterity-related dice roll. In addition, the player can spend one blood point to take an extra action up to the number of dots he has in Celerity at the beginning of the relevant turn; this expenditure can go beyond her normal Generation maximum. Any dots used for extra actions, however, are no longer available for Dexterity- related rolls during that turn. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn), and extra actions occur at the end of the turn (the vampire’s regular action still takes place per her initiative roll).
Normally, a character without Celerity must divide their dice if she wants to take multiple actions in a single turn, as per p. 248. A character using Celerity performs his extra actions (including full movement) without penalty, gaining a full dice pool for each separate action. Extra actions gained through Celerity may not in turn be split into multiple actions, however.
We are keeping the bonus dice to dex. To clairify on the lost extra die while using celerity, assuming you have 5 points of celerity, and use it, a turn looks like this:
Celerity round 1
Celerity round 2
Celerity round 3
Celerity round 4
Celerity round 5
What Happens with this ruling is that any dex related roll, you get an extra die for each point you have. So a Celerity 5 individual has 5 extra dice to Dex Brawl for example. Assuming they attempted to attack, every action, this is what the bonus dice look like.
Main Round – Celerity provides 5 extra dice for Dex Brawl
Celerity round 1 – Celerity provides 4 extra dice for Dex Brawl
Celerity round 2 – Celerity provides 3 extra dice for Dex Brawl
Celerity round 3 – Celerity provides 2 extra dice for Dex Brawl
Celerity round 4 – Celerity provides 1 extra dice for Dex Brawl
Celerity round 5 – Celerity provides 0 extra dice for Dex Brawl
Now, with that said, all of that is the official rules for using Celerity that we are following. The house rule, is this; To spend blood on Celerity actions you must spend 1 point of blood per 2 Celerity actions, which does not count against your generation maximum. So, someone with Generation 8 (can only spend 3 blood on a turn), and Celerity 5 can spend 5 blood, 3 going to other actions, and 2 for Celerity, gaining only 4 extra turns, but not the 5th. Someone with 3 Celerity has to spend 2 blood to get all three actions, and no benefit is bestowed since he could have a 4th action if he had Celerity 4, he doesn’t have it so he loses more by spending the blood on it. If anyone has questions about this, please ask.
House Rule 2 – Merits and Flaws Limit
The books all say that the most flaws someone should have, ammount to only 7 points, meaning you have a total of 22 freebie points to spend on other things. This is bull shit. Merits and Flaws give a character flavor and a sense of who they are, and is one of the best features of the system. I say no limits. Take as many flaws and merits as you can afford, no flaws or merits banned, although try not to mix up vampires taking flaws or merits designed for other groups like mage or mortals. If you do see a merit or flaw designed for another supernatural or mortal, and you still want it, discuss it with me.
House Rule 3 – Dodge and Awareness
In V20 Vampire, Dodge is no longer an individual talent, and is including in Athletics. If you want dodge, put points in Athletics. Also, a new talent is added called Awareness. As you make a Perception Alertness roll to examine your surroundings, you make a Perception Awareness roll, to sense other supernaturals nearby.
House Rule 4 – Reduced/Increased Difficulties
If modifiers from situational bonuses or modifiers from merits bring a difficulty to 2, any left over benefits result in extra dice for the role. Allow me to elaborate. Performance covers various performance based activities. However taking a secondary ability (a focused and specific ability) such as sing, reduces the difficulty by 2. Thus a difficulty 6 drops to 4. The average difficulty for a task is usually 6, though a situational modifier might be a tough crowd, so difficulty 8. There are several merits that will provide benefits for performances such as singing or playing instruments. If you had 2 of these merits and sing, that would effectively make a task 6 difficulty less. So a difficulty 6 would be reduced to 2 and the extra points lost normally. By this rule a difficulty 6 challenge is brought to 4 by sing, 2 by one merit, and the second merit gives you 2 extra dice, instead of being wasted.
The same is true true for flaws or negative situational modifiers, after reaching difficulty 10, instead of having difficulty 11+, reduce your dice pool by one for each point over 10.
This should simplify matters and provide benefits for characters.
House Rule 5 – Abombwe or Protean
According to the original book for the Laibon clans, Abombwe is an offshoot of Protean, and you can not have both. You must dump all experience in one to trade for the other if you wish to learn it. However these disciplines are differnent in many ways and Protean goes beyond one level 6 power. As such, my argument is this, through the books, it says a vampire can learn any discipline with time and tutelege. By this stance, I say you can learn both. First off, a teacher can teach you without forcing you to forget something else. Second, the vast experience wasted (in my opinion), on having both disciplines is more than suffecient to grant them access to both. A player interested in having both will have to spend much of their time building up to it and I won’t deny them.