This section of the House Rules addresses changes, clarification or modifications to the adjudication of the LotNR rules covering Abilities.
Awareness- must have an ST present to use.
To retest an Awareness challenge you use Awareness rather than Occult.
The TCW will reference the Arsenal for the base model of any item. Your crafting ability will determine what type of modifications your PC can make to the item.
|Trait Rating||Modifications allowed|
|2||Add +1 trait.|
|3||Remove a negative trait.|
|4||Add a special ability as long it is reasonable in the crafting process. Example: you cannot add Shield Destroyer on a Pistol.|
|5||Adds +1 damage.|
Each level of crafts completed takes 2 weeks. For instance to modify a Crafts 3 weapon would take 6 weeks. To complete a Crafts 5 would be 10 weeks to symbolize the amount of time it takes to build a strong and powerful item.
To craft the item, you must chop to add in each level of the weapon (retest being Crafts).
For example: You wish to make a Crafts 3 Longsword. You must chop 3 times with your crafting ability. Success means you have successfully upgraded the weapon to a Crafts 3 Longsword with +1 trait and a negative trait removed.
If you fail however, you may attempt to “repair” the item by using the repair ability as your applicable retest. If you fail on the repair, the weapon is destroyed and unusable. If you succeed, the weapon gains 1 negative trait, and the level you attempted to modify must be skipped in the crafting processes, thus causing the weapon to be overall one less crafts level when completed.
For example: You are crafting the Crafts 4: Longsword. You make the 1st chop, and on the second chop you fail to upgrade the weapons trait value. You attempt to repair the item and succeed, it causes the item to gain a Clumsy negative trait, and does not gain the bonus trait from dot 2. You then succeed in the 3rd and 4th level of the weapon. In the end, you get only 2 bonuses which is the removing the initial negative trait the weapon was given, and adding the special quality of Shield Destroyer. Your 2nd level of the weapon was skipped due to failing the crafts chop.
Melee weapon creation includes Crafts: Bladecrafting (knives, swords, axes) and Crafts: Macecrafting (maces, mauls, staves). Ranged weapon creation includes Crafts: Gunsmithing-Rifles (rifles, shotguns) and Crafts: Gunsmithing-Pistols (pistols, SMGs). Armorsmithing stands alone. Other forms of weapon crafting will be implemented as encountered.
Crafting ammunition takes one fortnight (or two week period).
|Trait Rating||Modifications Allowed|
|1||Can create standard rounds with the appropriate materials; Can perform basic modifications to rounds such as converting bird/buck shot into "Wax Slugs" and standard rounds into hollow point. [50 rounds]|
|2||Can create Flares (requires Science: Chemistry 2; Can create exotic (Gold/Silver) rounds. [40 rounds]|
|3||Can create Armor Piercing rounds (Requires Metallurgy 1) [30 rounds]|
|4||Can create Tracer Ammunition (see Pg. 47 for Tracer Ammunition Description) [20 rounds]|
|5||Can create Incendiary / Dragons’ Breath rounds (Requires Science: Chemistry 3) [10 rounds]|
Craft: Body Armor
Categories – Antique / Modern Armor
|Trait Rating||Modifications Allowed|
|1||Can craft the armor.|
|2||Add +1 Armor (Requires Metallurgy 2 for Metal Based Armor)|
|3||Can craft exotic armor (ie. Gold/Silver, etc…)|
|4||Add +1 Armor (Requires Metallurgy 4 for Metal Based Armor)|
|5||Can remove a negative trait.|
|Trait Rating||Modifications Allowed|
|1||Can craft the shield.|
|2||Add one trait.|
|3||Can craft exotic shields (ie. Gold/Silver, etc…)|
|4||Add one trait.|
|5||Can remove a negative trait.|
Creating a disguise requires a Mental Challenge, where the difficulty depends on how much of a change the user is trying to make. Appearing as a generic “someone else” is a difficulty of three Traits, appearing as a general type of individual (soldier, repair man, gang member, etc.) is a difficulty of 6 Traits, and taking on the appearance of a specific person is a difficulty of 9 traits. Appearing as a member of the opposite sex adds 2 to the difficulty of a test. Storytellers may vary these numbers based on other, independent factors as well. The Player MUST make Storytellers aware they are in disguise. Other characters may make a Mental Challenge against the disguised character to try to pierce the disguise, providing they have a valid in-game reason to be suspicious about the character’s identity. Note that without abilities such as Subterfuge, Acting, etc. a disguise is only skin-deep.
Creating a disguise requires 1 hour spent out of or before game per level used in the ability.
Disguise is a Expert sub-ability.
Disarming explosives requires a Static Mental Challenge; the difficulty equals the total Mental Traits of the individual who set the explosive. If you do not possess this Ability, you cannot use or disarm explosives at all. Similarly, Demolitions does not help you to aim a thrown bomb or grenade, it simply allows you to build, arm, and disarm explosive devices.
|1||Can safely use and create fireworks and very small explosives. (Think like M80s and other "high powered" fireworks).|
|2||Can safely use and create explosives with low destructive power (Capable of breaching non-reinforced doors and similar structures).|
|3||Can safely use and create explosives with moderate destructive power such as car bombs, pipe bombs and the like; Can safely use and create compact explosives with low destructive power such as Hand Grenades.|
|4||Can safely use and create compact explosives with moderate destructive power such as Land Mines and other such small, but powerful explosives.|
|5||Can safely use and create explosives with high destructive power such as C4 (Requires Science: Chemistry 4).|
This may not be used to "unsend" an email over the lists. This may however be spent to cover mistakes in spellings or titles. It is preferred that this expenditure be done at the beginning of the email sent.
Linguistics utilizes the following system: 1 = 1, 2 = 2, 3 = 4, 4 = 8, and 5 = 16. Individuals with the Natural Linguist Merit double their pool. However, while slots are opened at the expense of experience points, each language used to fill said slots require one month learning PER LANGUAGE.
Beyond this limit of 16 languages (32 with Natural Linguist) it is possible to learn additional languages. To do so one must purchase each additional language as a separate focused ability much like a Craft or Performance ability.
No PC may have, while in TCW’s jurisdiction lores above level 3 for those lores considered out of genre, without ST approval.
For those whose paths of magic are linked directly to specific lores (Giovanni and wraiths, Lasombra and Abyss, etc.) this limitation may be exceeded in those specific areas.
Further if the major motivating force for a particular character is or requires expertise in such an area they may be permitted to exceed this limitation for said particular area. While stating that your character is dedicated heart and soul to combating the infernal, finding multiple teachers to help you improve in this area, and being allowed to exceed this limitation for infernalism/demons may be permitted. It will not be looked well upon if a year later you declare that your character is now even more dedicated to becoming a Noddist scholar. It is potentially conceivable for such changes in character focus to occur however such will not be considered without very significant role-play over a noteworthy period of time.
You can learn lore even when you do not attend the game as the learn time is per game session.
The higher this ability, the more likely one is to know more obscure members of the Sabbat. With a successful test using this ability, a vampire may learn what a Sabbat vampire’s Status is (not the actual number of different traits, just their general rough “ranking” within the Sabbat).
This ability works in a “reverse manner,” of sorts. As such, the chart below provides you with what level of the ability you are required to have to know the corresponding status level. The Status Level listed on the chart is the minimum status required to throw the challenge. If the status is higher than the requirement, you may also throw the challenge. Rule of Thumb: the higher the status, the more likely you are to have heard of the vampire. The lower the status, the more obscure they are (and thus require more Sabbat Lore to recognize).
|Sabbat Lore Traits||Status Level|
|5||18 or more|
Lore: Sabbat Factions
This Lore specialty informs you about the nature, purpose, goals and other details specific to the Factions within the Sabbat. Taking this Lore requires 3 traits of Lore: Sabbat to purchase.
|Trait Rating||Facts Known|
|1||You know the names of the major Factions of the Sabbat.|
|2||You know the basics differences between each of the major actions.|
|3||You know the names of the Sub-Sect Factions, as well as more in-depth details of the major Factions.|
|4||You know the names of the Heretical Factions, as well as major information on the Major Factions.|
|5||You know the ins and outs of the Major Factions, as well as the names of the Player-Made Factions.|
May be used during game to regain a single willpower. Spend 15 minutes in quiet contemplation, expend a dot of the Meditation ability and make a successful static mental challenge vs. 8 traits regain a single willpower.
Melee (with Shield)
Shields give their user one or more extra bonus traits in melee combat, these traits are added to the defensive actions for dodging and resisting damage. In order to receive these bonus traits, the wielder must possess at least one level of the Melee Ability.
Only Sabbat vampires may use this ability to gain the Status of Sabbat vampires. With each expenditure of this ability, a vampire may ask what the Status of the vampire is within the Sabbat and what (if any) Faction the vampire is known as a member (if a membership in a faction is unknown then this information is not given).
Rituals (Sabbat Ritae)
|1||You know three of the Auctoritas ritae (your choice).|
|2||You know nine of the Auctoritas ritae (your choice) and three Ignoblis ritae (your choice).|
|3||You know all 13 of the Auctoritas ritae and nine Ignoblis ritae (your choice). Also you may create your own Ignoblis ritae given enough time (consult your storyteller for development time and game effects).|
|4||You know all the Auctoritas and 20 Ignoblis ritae (your choice). You may create your own Ignoblis ritae, given enough time (consult your storyteller for development time and game effects). You are also familiar with the functions of numerous regional and pack specific Ignoblis ritae, even if you cannot perform them.|
|5||You know all the Auctoritas ritae and 40 Ignoblis (your choice). You may create your own Ignoblis ritae given enough time (consult your Storyteller for development time and game effects). You are also familiar with the functions of
almost all regional and pack specific Ignoblis ritae, even if you cannot perform them; if it has been written down or passed around in lore, you’ve heard of it.
This can have countless uses, but most would involve acids/bases and incendiary applications in regards to crafting. It should be noted that anything you can create with Chemistry you can identify and reverse engineer if you have a sample and time to perform tests.
|1||Can utilize chemicals for basic reactions such as novelty (non-damaging) explosives.|
|2||Can effectively utilize acids and bases for most applications; Can create Flares. (See Craft: Ammunition 2)|
|3||Can effectively utilize chemical reactions for incendiary purposes; Can effectively synthesize advanced adhesives, solvents and other such compounds. Can create Incendiary / Dragons’ Breath rounds (Requires Crafts: Ammunition 5)|
|4||Can effectively synthesize complex chemical compounds. Can create small, chemical-based explosives (Requires Demolitions 2 minimum).|
|5||Can effectively synthesize advanced, complex chemical compounds.|
This ability allows you to purchase an extra special ability to an item being crafted.
Requirements: The character must possess a Metallurgy 4 rating to add any special abilities to an item being constructed. Metallurgy rating must be equal to, or higher, than the current craft rating of the item being constructed in order for benefits to be applied.
|1||Can create hard metal (Armor Piercing) ammunition (Requires Crafts: Ammunition 3).|
|2||Can create gun barrels capable of handling high pressures (Adds Neg: Heavy). Can add 1 additional Health Level to metal-based armor.|
|3||Can create gun barrels capable of handling
high heat and wear due to special ammunition and/or high rate of fire.
|4||Can create gun barrels capable of handling high pressures (With no Negative Traits) Can add 1 additional Health Level to metal-based armor.|
|5||Can create gun barrels capable of handling excessive heat and pressures due to special ammunition and/or high rate of fire.|