Major Rules Changes

his page lists the major changes that we have made compared to the main book. Changes to specific Devotions, new systems, etc. will generally be on their own page.toc

=Die Rolls=

  • When making a roll, at least one other person (i.e. other Player, Narrator, or Storyteller), must see the Encapsulated Dice before it is picked up. If you need a die case, please confer with a Narrator or Storyteller before going into game.
  • Roll Type: There are a small number of powers in game which depend on something being a “Social” roll, such as Playing the Part and The Court Concurs. We found that these two powers were ruled inconsistently. One defined a Social roll by the skill that was used, whereas the other defined a Social roll by the attribute that was used. The closest thing we could find in the books to remedy this confusion was under Physical Augmentation in the tabletop Red book. “In rules terms, for each Vitae the player expends, he adds two dice to one Physical dice pool — one based on Strength, Dexterity or Stamina.” Because of this, we are interpreting a die roll’s type by the attribute used in the roll. If multiple attributes are used, (such as with Perception checks), use the first Attribute in the die pool.

=Willpower=

  • Due to contradictions in the Blue book(pages 110 and pages 178), we are using this rule for spending willpower. If you are making the die roll, you get a +3 to your roll when spending Willpower. If you are penalizing someone else’s die roll, you apply an additional -2 penalty to their roll when you spend Willpower.

=Character Sheets=
During the game session, you should have your character’s sheet available either via a physical copy or a digitized (PDF) form on your phone. Your memory is not a substitute. STs will not be looking up sheets for players during game as it slows down a scene, and as such should you not have your character’s sheet available, your character will be mechanically treated in the following way:

  • You have 1 willpower
  • Resistances are at a chance die
  • You have no Powers
  • Attacks are a chance die
  • You have no defense

=Character Questionnaire=

In the interest of fairness, characters who have not submitted a Character Questionnaire will not have the ability to research other characters’ backstories.

=Daytime Activity=

  • Instead of giving you an extra roll per Downtime, they instead provide an additional Downtime box.
  • When using these effects, your die pools are not subject to the Humanity Cap that normally applies to daytime activity.
  • Note that the Downtime is done during the day, which limits what you can do. The sun still hurts!
  • These effects cannot stack.
  • Examples of powers that give you daytime ability: [[Rarity – Clanbook Merits#True%20Worm|True Worm]], [[Rarity – Coils#Coil%20of%20Banes|Coil of Banes]] 2
  • If you think you have a power that gives you daytime ability, please check with the Storytellers for approval.
    =Extended Actions=
  • Failing the first roll of an extended action generally means that the effort fails (though it can be restarted if circumstances allow for it).
  • Failing future rolls does not mean that the effort immediately fails, but it may take more time.
  • These rules do apply to Blood Sorcery like Theban and Cruac.
  • Note that Frenzy is not a typical extended action, and explicitly requires success on every one of your rolls until you meet the required number of successes.

=Contested Actions=

  • A contested action is when two characters make die rolls against each other, usually for the purpose of a Discipline.
  • One example is Mesmerism. The user rolls Intelligence + Expression + Dominate vs. Resolve + Blood Potency.
  • One example of something that is not a contested action is Forgetful Mind. The user rolls Wits + Persuasion + Dominate – Victim’s Resolve. The victim does not get to make a roll.
  • As per the book, you subtract the defender’s successes from the aggressor’s successes to find the total number of successes used to calculate any effects of the power.

=Storing Blood=

  • There are a few powers that grant you benefits as long as the Blood is in your system. We are standarizing the ways this blood is tracked thusly, you may store a number of special Blood Traits between games equal to your Blood Potency. If at any point your starting Blood is reduced below your Blood potency, then the number of stored traits is reduced to your starting value.
    • Examples: Arcane Vitae and Suikast: Taste of the Dragon
      >>

=The Courtesy Rule=

  • We use the courtesy rule as per the book, which means that you cannot attempt to use the same power against someone multiple times in a scene if you previously failed to do so.
  • Combat is the exception to the courtesy rule, as one’s health levels act as a natural restriction on how many times a power can be attempted.

=Resources=

  • To represent the wealth that a character would have entering game, we give everyone an extra month of Resources at character creation.

=Blood Potency=

  • You cannot purchase Blood Potency using Merit Dots at character creation.
  • No PC can have a Blood Potency greater than 5.
  • All powers which raise Blood Potency can only increase Blood Potency to the BP5 Cap.
    • Any ability which gives a boost to Blood Potency can increase a character’s Blood Potency by no more than +2. These abilities cannot be stacked.
      >>

=Disciplines=

  • General
    • To preserve the uniqueness of the five clans, the signature clan Disciplines (Auspex, Dominate, Majesty, Nightmare, and Protean) cannot be learned as an out-of-clan Discipline.
    • Bloodlines may still have these Disciplines as normal
    • Physical Disciplines (Celerity, Resilience, Vigor) require a teacher to learn, just like Animalism and Obfuscate.
    • Covenant-specific Disciplines can only be learned by a character of that covenant
  • Animalism
    • PCs with Animalism 2 or above will get an extra DT box. This can only be used to have animals act on your character’s behalf. They will act like Allies with a dot level equal to your dots of Animalism.
    • Note that you’re limited by what an animal can reasonably do. In addition, the animals don’t have an influence “sphere” when it comes to Influential Sites and the like, which means they can not be used to interact with any influential site.
    • If you or someone you are assisting can feed from animals, you may use this DT box to either heal Aggravated Damage or receive extra blood at game.
    • For ease of bookkeeping, bonus DT boxes are not provided to people who have temporary access to Animalism through powers like Tap the Torpid Mind.
  • Auspex
    • Special: Clash of Wills
      • Clarification: Clash of Wills is //not// considered to be a Perception roll. This is relevant in certain special cases, most commonly with the Gangrel flaw.
    • Auspex 1: Heightened Senses
      • None
    • Auspex 2: Aura Perception
      • For ease of use, users can ask for the most dominant emotions in a target’s aura rather than ask about specific emotions.
      • Any creature type or other non-emotion question which the user is not personally previously familiar with may come up as “Unknown” at ST discretion.
      • Aura Perception cannot be used to detect Vinculum of any level.
      • We are using the optional rule that says that Aura Perception cannot detect a Kindred lying (Kindred will always be seen as deceptive).
    • Auspex 3: The Spirit’s Touch
      • None
    • Auspex 4: Telepathy
      • You make a single activation roll. At this time you choose which effect you desire – reading surface thoughts, projecting a message, digging for knowledge, etc. This roll is made with the appropriate by-book penalty.
      • If you succeed, the desired effect happens.
      • As per the book, if you successfully dig, you can be detected with an Intelligence + Composure roll after-the-fact. Detecting the trespasser does not prevent them from getting the information.
      • As per the book, a given link must be reestablished each time the character wishes to send or dig for thoughts on supernatural targets. That means that the trespasser is automatically kicked out of the target’s mind after the singular effect without costing a Willpower point. This cannot be suppressed for willing targets.
      • The book option to spend a Willpower point to kick a trespasser out of the target’s mind is designed for non-supernaturals (who do not benefit from automatically kicking the trespasser out after a single effect).
      • Because supernatural minds automatically kick out trespassers after a single effect, it is very difficult to have a telepathic conversation. This is intentional to avoid covert mental conversations becoming commonplace.
      • Being a willing Telepathy target is declared for a specific individual but applies across-the-board to the individual. They can claim to be wanting to communicate but instead steal your secrets first. Be wary!
      • You may send memories to other players. The details you focus upon are shown in detail, while the rest is blurred out. This means the general idea is transferred, not all the information. This image is not vivid enough trigger frenzy or provide any mechanical benefit.
        • E.g. You can send an image of a face or person, not every detail about the room they were in and every aspect of their person while send it.
    • Auspex 5: Twilight Projection
      • Clarification: Other Auspex abilities (Auspex 1-4) can be used while in Twilight Projection. Note that the Spirit’s Touch requires physical interaction, which is nearly impossible in all cases.
      • Clarification: Devotions of any sort may not be used in Twilight Projection
      • The resulting outcome involving a clash of wills involving obfuscate lasts for the scene. (This means it can only be rolled once on an obfuscated character per character using Auspex)
  • Dominate
    • Dominate 1: Command
      • Command can be used in Combat, but takes a -2 penalty for doing so. The target must at least be looking in the direction of the User to activate it.
    • Dominate 2:
      • Mesmerism Mesmerism cannot be used in Combat at all, unless explicitly stated otherwise (such as with the Shout devotion)
    • Dominate 3: Forgetful Mind
      • Failing a Forgetful Mind roll means that your efforts to modify memories stop at the point where the roll was failed.
    • Dominate 4: Conditioning
      • We are using the Manchurian Candidate optional rule for all PCs. This is what that means: Conditioning does not impact a PC’s personality or actions in any way except those specified below. NPCs are affected as normal.
      • Conditioning applies the mechanical bonuses / penalties to Dominate rolls as specified in the book in addition to the ability to Dominate without eye contact.
      • In the scenes where the Conditioner uses Dominate against the Conditioned Kindred, the Conditioned Kindred will pick up some of their quirks for the scene. Even if the effect of the Dominate lasts past the end of the scene, the quirks need not continue to be roleplayed.
      • Don’t be a dick! While Conditioning does not require player consent, please remember Rule 0 and give new players a level of leniency.
      • Because Conditioning takes a lot of time, it can only realistically be done in DTs.
    • Dominate 5; Possession
      • A Kindred possessing a mortal using Dominate 5 can use their own dots of Dominate while possessing that mortal. No other Disciplines or Devotions can be used. See Retainer Stats for Possession when using a personal retainer in this regard.
  • Majesty
    • Majesty 1-3: Awe, Revelation
      • By book, those with higher BP than the Majesty user can ignore the effect for the scene with a Willpower expenditure and one-success BP+Composure roll
    • Majesty 2: Revelation
      • By book, the power states that you should receive one major fact per success gained. The Storytelling Staff’s interpretation of this is that you may ask one question per success and expect a truthful response in an effort to streamline gameplay. We discourage people from attempting to cheese the power by going off on tangents unrelated to the question asked in an attempt to avoid answering the question.
      • Due to the potentially game altering nature and long term ramifications of Revelation, we are requesting that any use of Revelations is presided over by a not-in-Training Narrator who isn’t directly involved in the scene OR a ST. Narrators who preside over such rolls, please take notes and give those notes to the Storytellers as soon as reasonably possible.
    • Majesty 4: Summoning
      • Summoning is contested by a BP+Composure roll. At the cost of 1 Willpower with a 1 success BP+Composure roll, those with higher BP than the summoner can ignore the summons for the night.
    • Majesty 5: Sovereignty
      • In a deviation from book, the Sovereignty user is the attacker and the BP+Composure roller is the defender in all situations.
      • The characters who qualify as "close allies of the victim" are determined by the Storyteller.
  • Nightmare
    • The use of Nightmare 1 during Plot Combat is at ST discretion to be either run by book, or to be run as follows: the target must flee the combat at running speed for a number of turns equal to the final successes achieved by the Nightmare user, upon which they must run back an equal number of turns to re-enter the combat (meaning at the very least, a successful use of Nightmare 1 will take an NPC out of combat for the following 2 rounds, or following 1 round if that NPC decides to forfeit their Defense and charge attack on their return as per charge attack rules by book)
  • Obfuscate
    • Specials:
      • Obfuscate cannot be pierced by a mundane detection roll without Auspex. The exception is any Stealth (active or passive) overcome by Patrols in Downtime Actions.
      • Obfuscate is the discipline of being unnoticed, not invisibility. Purposefully acting in manners which would draw attention to you may unintentionally break Obfuscate (at ST discretion).
    • Obfuscate 2: Mask of Tranquility
      • Hides a character’s BP, but does not affect an individual’s aura; viewing a character with Aura Perception (Auspex 2) will still show the player as a Vampire..
    • Obfuscate 5: Cloak the Gathering
      • Any form of talking (even whispering) breaks Obfuscate. However, hand gestures, including Sign Language, does not break Obfuscate, but requires the Language to be purchased with XP by all in such conversation
  • Protean
    • Protean 1: Aspect of the Predator
      • To clarify, this provides the character possessing Protean 1 to be unaffected by Beasts with greater BP from Predator’s Taint. In addition, all other vampires continue to perceive the character as either their normal BP or the BP of the perceiving Kindred, whichever is higher(can still be hidden by Obfuscate 2).
    • Protean 3: Claws of the Wild
      • Claws are not considered Supernatural Weaponry for the purposes of the Fighting Style Merits (Boxing, Kung Fu, Two-Weapon) listed in the Blue MET book.
        • This means that a defender can use Boxing and Kung Fu against Claws, but not Two-Weapon Fighting
        • An attacker cannot use ANY fighting style in conjunction with Claws.
    • Protean 4: Shape of the Beast
      • Alternate animal forms can be found here: Animal Forms
      • Maximum size for any alternate form is 7.
      • For any animal form not native to Illinois (Exotic Animal Form), you must find and drink a trait of their Blood in order to purchase their form. This can be done in downtimes or at game. If you want to walk into game with an Exotic Form, any backstory you write must justify that purchase.
  • Resilience
    • Resilience does NOT increase Stamina when added to Discipline Activation Rolls.
    • Resilience can act as an Equipment bonus (Max +5) to mundane Stamina-based rolls.
    • Resilience DOES increase Stamina for Resistance rolls or rolls penalized by Stamina.
    • Resilience DOES add to Stamina when determining the lowest Attribute score.
  • Vigor
    • Vigor does NOT penalize an opponent’s roll in grapple. The opponent is penalized by the Strength of the grappler.
    • Vigor will add to the Overpowering Maneuver roll or Breaking Grapple roll for both the grappler and the grappled.
    • Simply put: Vigor adds to accuracy, not penalty while in grapple.
      = =
      =Devotions=
  • Due to the limit on clans’ signature Disciplines, we have developed a system where someone can purchase a Devotion without having the necessary Disciplines so long as they are forbidden from learning the Discipline in-game.
    • For each Discipline dot that you do not possess and cannot possess, you must spend 3 extra experience to purchase the Devotion.
    • This additional experience must be spent on every Devotion that you purchase without the necessary requirements.
    • This is in addition to the normal experience cost of the Devotion.
    • You must possess at least one of the Disciplines involved in the Devotion.
  • This system cannot be used for Bloodline-specific Disciplines.
  • If the Devotion uses a dice pool involving the Discipline that you do not possess, you use the minimum requirement of that Discipline for the Devotion when rolling the associated die pools.

=Blood Sorcery=

  • This term refers to Cruac, Theban Sorcery, and any other Discipline that uses those casting mechanics.
  • To make Sorcery more Combat ready, Casting goes off every other round of combat, starting with the first (1st, 3rd, 5th, etc)
  • Clarification: The amount of successes a sorcery-user achieves is equal to the overall successes on the ritual’s activation roll(s).
    • Touch of the Morrigan, for example, will do at least 3 Lethal as three successes are required to activate the ritual, but it may be stronger for 4 or 5 Lethal, should the caster roll well.

=Coils of the Dragon=

  • By book, all Coils stack when determining the experience cost of your next Coil. We determined that this makes Coil costs scale too quickly. Instead, every Coil will be purchased as a separate Out-of-Clan Discipline, with Downtime costs equal to your total number of Coils in a given Coil “tree”.
    • Example 1: Daemien Valentine has Coil of the Beast 1 and wishes to purchase the Coil of Banes 1.
      • In the old system, this would be his second Coil purchase, costing him (7 * 2) = 14 xp.
      • In the new system, this is his first Coil of Banes, so it will cost him 7 xp and 1 Downtime
    • Example 2: Clark Gibson has Coil of the Beast 1 and Coil of Blood 1. He wishes to purchase the Coil of Blood 2.
      • In the old system, this would be his third Coil purchase, costing him (7 * 3) = 21 xp.
      • In the new system, this is his second Coil of Blood, so it will cost him 14 xp and two Downtimes.
    • Example 3: Wu Wei has Coil of Blood 1, Coil of the Soul 2, and Coil of the Beast 2. He wishes to purchase the Coil of the Beast 3.
      • In the old system, this would be his sixth Coil purchase, costing him (7 * 6) = 42 xp.
      • In the new system, this would be his third Coil of the Beast, so it will cost him 21 xp and three Downtimes.
    • Coil of Banes 2: Surmounting the Daysleep
      • If a Willpower is spent on a Downtime action for the purpose of activating this Coil, the Coil gives an extra roll on Extended Research rolls or Crafts rolls.
        =Grapple=
  • With the rules change to Vigor, Escaping Immobilization will only require 1 Success total.

=Frenzy=

  • By-book, the vast majority of frenzy triggers require a large number of successes. For ease of play and to better account for the limitations of the larp system, we have decided to use the system below.
    • Minor provocations require a 1-success Frenzy check. This generally applies to the provocations that require 1-3 successes as per the book, but it is not always the case.
    • Major provocations require a 2-success Frenzy check. This generally applies to the provocations that require 4-6 successes as per the book, but it is not always the case.
    • Extreme provocations require a 3-success Frenzy check. This generally applies to the provocations that require 7-10 successes as per the book, but it is not always the case.
    • Provocations related to sunlight require a 5-success Frenzy check.
  • Reminder: Rolling to resist Frenzy is a reflexive extended action.
  • We are still using the miscellaneous modifiers as per the book.
  • You do not reroll Frenzy checks for the same trigger (each scene) unless the provocation has moved up a tier (Minor to Major, Minor to Extreme, Major to Extreme).
    • This means that if you are struck with a torch, that is a Major provocation and requires a 2-success Fear Frenzy check (with the by-book -3 penalty). However, if you are struck with it again in that scene, you do not need to check for Frenzy again (unless the provocation somehow increases to Extreme).
      =Bloodhunts=
  • Bloodhunted characters receive a negative penalty to all rolls at the blood map equal to the City Status of the [[City Positions#Prince|Prince]].
    • Anyone aiding the Bloodhunted individual will also suffer this penalty.
  • Bloodhunted characters do not have the limit of four attackers per round applied to them. You have become the target of the entire city, do not be surprised if they all come to find you.

=Praxis Mechanics=

  • If the Praxis is in contention, the limit of four attackers per round on someone is removed.
  • If the Praxis is in contention, no player gains their City Status as free Blood.
  • If a Praxis challenge begins at the end of the Gathering and involves a combat/aggression action, there is an effective time freeze for the entire game until the start of the next Gathering, which includes that any and all Downtimes will not be processed. This is to highly encourage players to claim Praxis earlier in the evening.
  • The players have the game of the Praxis Challenge and two games following to resolve the contended Praxis via in-character methods. Should no resolution be reached, the victorious side is determined by calculating which faction has the highest combined City Status.

=Status Checks=

  • We allow both Intelligence + Occult and Intelligence + Politics as valid die pools for Clan / Covenant / City Status checks.

=Leaving a Covenant=

  • If a character leaves a Covenant in any fashion (voluntarily or [[Status#Kicking%20from%20Covenant|forcefully ejected]]), a character must sell back any special / discounted abilities to bring them back down to a total of 5 Rarity or less, and they get an experience bounty placed on them equal to the total experience they have in Covenant specific / discounted abilities.
    • These Covenant-Specific/discounted abilities include: Coils, Theban, Cruac, Merits, Devotions, or other Discounted Social Merits.
    • Upon leaving a Covenant, the character may voluntarily relinquish these abilities and get their experience refunded to reduce/negate this bounty. They have until the end of their next game after their departure to exact these refunds before the XP bounty takes effect. The bounty persists indefinitely so long as the character is still a PC.
    • The player has to make the decision whether or not to keep their bonuses by the end of the game following their removal (regardless of reasoning)
    • Removing a character from a Covenant (whether by forced removal, or leaving on their own accord) can only be done at Game.
  • This bounty is not announced to characters in the Covenant at the time that the character leaves the group: to check to see if a character has a bounty on them, players may submit a Minor Action Status Check //(Intelligence + (Occult/Politics) + Covenant Status) //in their Downtimes to see whether or not the target has a bounty (though the value of the bounty remains hidden until collected).
  • If the character is killed by members of their former Covenant, this experience bounty is divided among the Covenant members involved in the effort.
    • Any individual character can gain a maximum of 25 xp from collecting this bounty.
    • Killing a character the same game they are removed, or remove themselves, from a Covenant will not give an XP Bounty.
  • Most covenants have a type of Hierarchy consisting of special interest groups or extremely tight knit coteries that should not be entered into lightly upon character creation or as an IC pursuit. (Examples: Sworn in the Ordo Dracul, Invictus Houses, etc) Making such a connection with your character should not be entered into lightly as these are the upper echelon of the Covenants that are held in the highest esteem and often give a character bit of sway over others. Betraying these type of honors is something not met with a light hand in the World of Darkness, usually earning the full ire of the group whether it is PC or NPC.To be deeply entrenched in the traditions of a covenant is just that, to be deeply entrenched. Understand there is no hope of leaving your covenant without repercussions even if PCs are allowing it.

=Viniculum (Blood Bond)=

  • A PC cannot be unwillingly subjected to a Level 3 Blood Bond.

=End of Gathering Combat=

  • If a character attacks another character towards the end of the night, the Storytellers will work to resolve the scene to the best of their ability; however, should the scene run beyond the allotted game time, any involved in the scene will remain in a time freeze until the next game session. Remaining in a time freeze between game sessions forfeits the ability to submit Downtime actions during the Downtime session.

=Skills=

  • Larceny: Pickpocketed items must be identified and targeted in order to pickpocket—characters cannot simply fish for the first available item.
  • Firearms: Guns do bashing damage to kindred with the ONLY exception being to coup-de-grace a kindred in torpor for lethal damage
  • Crafting: Pools for Crafting vary; consult an ST with desired product and flavor for the appropriate pool
    • 1 roll per Downtime box (although this can be an extended action)
    • You need Successes equal to (Total Bonuses +1)
    • Can’t put bonuses higher than your own dots in Crafts plus specialty for a single bonus type
    • Can only have 1 type of mundane bonus on a single item
    • Mundane bonus can only be Expression, Intimidation, Persuasion, Socialize, Streetwise, Subterfuge (Stealth only on appropriate clothing)
    • Half money cost for what item is worth for materials
      • +0 or Resources 1: $250
      • +1 or Resources 2: $500
      • +2 or Resources 3: $1000
      • +3 or Resources 4: $5,000
      • +4 or Resources 5: $25,000
    • Can only benefit from 1 item’s bonuses for a single roll (ex. Three +1 rings will NOT give you a total bonus of +3)
    • You still must possess a dot of the skill on your sheet to not incur the penalty
  • Occult: If your character would have knowledge of other supernatural types (Werewolves, Mages, Spirits, Ghosts, Changelings, etc), it requires the purchase of that creature-type as an Occult Specialty for 3xp. This does not give in-depth detailed knowledge (such as secret hierarchy, special powers, names of “subtypes,” etc), but it does give your character a general understanding of the creature sub-type and typical behaviors.

=Merits=

  • Fast Reflexes can be purchased as a Dot 1 or Dot 2 Merit for 2 or 4xp respectively.
  • Retainers, Allies, and Contacts now can be used once at game and once in the downtime session.

=Mentors=

  • You can have Mentors cast a number of rituals on your behalf per mentor action equal to an equivalent Ally’s autosuccess level. This allows Mentors to cast a reasonable amount of rituals without being able to help in an excessive amount. Please note Mentors cannot cast any self-targeted ritual upon you.
  • For your convenience, here’s a quick reference:
    • Mentor 1: 1 ritual per Mentor use.
    • Mentor 2: 1 ritual per Mentor use.
    • Mentor 3: 2 rituals per Mentor use.
    • Mentor 4: 2 rituals per Mentor use.
    • Mentor 5: 3 rituals per Mentor use.
      >>
      =Miscellaneous=
  • Blush of Life: Please note that Blush of Life (Red MET p219) imitates the physical appearance and functions of life, but it does not affect the Aura of a Kindred.
  • Starving: Please note that a Kindred can exist actively in a state with 0 Blood in their system. A Vampire in this state is considered Starving for the purposes of Frenzy rolls and is very likely to lose their composure quickly. Zero Blood in the system does not bring a character immediately into torpor. Also, see page 250 of the Red MET book for the quirky circumstantial rules on Vampires who go into their Daysleep (night-to-night Torpor) with zero Blood in their system.
  • Two Hand Rule: Each player extends their arms towards the other. If the hands can touch, they’re within close range. If they can’t, then they aren’t.
  • Carrying Capacity: Keep it realistic. You’ll need a bag or other carrying device if you want to hold 5 or more molotov cocktails, for example.
    • In Alternative Forms: When using powers such as Mist Form, [[Rarity – Mekhet#Khaibit|Obtenebration]], or Animal Form, you can carry objects of Size 4 or below. This prevents people from carrying statues or other large objects when shapeshifting.
  • Ghouls: Ghouls are considered Supernaturals as they possess a minor template. This applies in cases where it is relevant (such as Telepathy). Ghouls have a distinct kindred-esque aura.
  • Stealth: A player may spend 1 downtime covering their or another character’s tracks.
  • The Shelving Clause: A character still within their respec period may be “shelved” when that character steps up to the ST crew and gain the ST XP on that sheet.

Major Rules Changes

Brave New Midnight (UIUC) FallenFactol