House+Rules

** Universal **
**Bone Breakage** - Exceptional success with a blunt weapon breaks a bone for remainder of Story. **Head Shots** - Any called shots to the head (-3 to hit) damage type gets upgraded. **Firearms do Automatic Damage** - Firearms do a base damage equal to their modifier if hit is successful. **Subterfuge/Empathy** - If being lied to the defender will roll Wits + Subterfuge instead of Wits + Empathy; Wits + Empathy will be reserved for sensing motives and hidden emotions. **Chance Roll** - If your dice are reduced to zero, the storyteller will roll your chance die outside of combat.
 * Bleed Out** - Damage that causes 2 or more lethal or aggravated inflicted by firearm, blade, claw or anything that can cause deep tissue damage causes bleed out. The victim suffers one bashing damage per turn the wound is left unattended. Bleeding victims can be stabilized with an Intelligence + Medicine roll, with a -1 dice penalty for each point of damage caused by the initial wound.

Mage: The Awakening
**Magical Buildup** - Every Vulgar spell cast in combat adds a die to all paradox pools, not just the mage in question.

** Vampire: The Requiem **
**Blood Augmentation** - 1 Vitae increases a physical attribute by 1 point for an entire scene; if you increase an attribute beyond your attribute cap you lose the bonus unless you keep spending Vitae to increase it every 3 turns. Cannot increase a physical attribute beyond 10. **Resilience** - Subtract your points in resilience from bashing and lethal damage* you receive; on aggravated damage you roll your resilience pool to "soak" the damage. resilience is always considered on. **Vigor** - Your points in vigor become automatic successes in any non-combat strength related feat. In combat you may add your points in vigor to any strength based attack roll; this ability is always on. **Torpor (Atrocity)** - Use permanent atrocity dice and reverse the humanity chart to determine length of torpor. **Ventrue (Banes)** - Ventrue clan weakness is changed to -2 to rolls to avoid gaining banes; furthermore if a ventrue exchanges temporary atrocity dice for a bane the rate is also at -2 (up to 3 dice for a mild, up to 7 dice for a sever)
 * Atrocity** - Atrocity replaces humanity.
 * Banes** - Vampires can exchange up to 5 temporary atrocity dice for a mild bane, or up to 9 temporary atrocity dice for a server bane. When a vampire increases its Blood Potency it must roll 10 - permanent atrocity dice or gain a bane; if the vampire fails the roll it gains a mild bane. The vampire can choose to automatically fail the roll and gain a sever bane, this reduces the experience cost to new dots x 7. If the vampire raises its blood potency through diablerie the degeneration roll is made after the mandatory gain of a permanent atrocity die; on a success it gains a mild bane, on a failure it gains a sever bane.
 * Dead Flesh** - Bashing damage is reduced by half, rounded up; vampires also do not suffer from bleed out.

* Rules above applies to vampires, if you're a ghoul you can only automatically soak bashing, any lethal damage is rolled for like aggravated.

Play-test rules for disciplines: **[|Animalism/Dominate]** **[|Auspex/Vampiric Senses]** **[|Majesty]** **[|Nightmare]** **[|Obfuscate]**
 * !!!New!!! **
 * [|Protean]**
 * [|Physical Disciplines]**

** Werewolf: The Forsaken **

 * Mindless Rage -** When a werewolf enters a Death Rage it always makes all-out attacks.
 * War Form Gamble -** Werewolves can maintain War Form safely for turns equal to Stamina + Primal Urge (+ Primary Renown under their Auspice moon). After the time limit the werewolf must succeed on a Resolve + Composure roll (Werewolf can add primary Renown to the roll on Auspice moon) every turn, as well as suffer a cumulative -1 every turn after the first or enter a Death Rage.