These rules are to clarify rules questions within the White Wolf MET books. Should there be confusion regarding any rule, the C:DR Storytellers have final adjudication power. These house rules are a guideline. The storytellers reserve the right to make changes as needed at game. The house rules are to be followed by the spirit in which they were intended AKA no rules lawyering the house rules.
Storytelling Staff
The collective email for C:DR STs is chi-st@yahoogroups.com.
HSTs: Jimmy Reckitt (tirzeal@hotmail.com)
AST: Jim Jernigan (jim.jernigan32@gmail.com)
AST: David Lieberman (Regent_tept@yahoo.com)
Base Rules
We only allow mechanics from White Wolf 3rd Edition MET rule books, non-MET books with MET conversions, what is found in our Thaumaturgy Packet, and supplimental genre guides that have been approved for use. Only those supplimental rules available at check-in will readily be allowed in play, so we suggest keeping a copy of any OWBN or MET documents you may need to rely on close at hand. Laws of the Night: Revised is the core rule book, and any other rules from other MET books do not supercede this book without explicit notification here. Other exceptions may be made on a one by one basis.
Storytellers may have NPCs exhibit powers that you may not find in books. It's all part of telling a story.
Any player who attends a game with the specific purpose of killing another player character, you must contact the ST staff prior to that game or at check in to discuss reasoning behind your actions.
Character adjudication
Any player who shows up to the site is expected to play, if you are onsite you can be called into a scene unless you have been given fair escape from the game. Players who are at the site for non-game reasons need to notify an ST upon arrival, and then are expected to conclude their business promptly.
In the event you have to leave the site for any reason prior to game wrap you should ask a ST to escape game. The ST may then ask you to wait out of game for an amount of time to determine if you are being pursued. If you are in the middle of a scene or plot a ST can request you to finish the scene, if you are unable to, the ST can than request your sheet and play for you (point out your intents and any fair escapes you may wish to declare)
Check-in Procedures
Game upkeep: Playing C:DR requires a $5 site fee, used to pay for the rental of the current game location, and any expenses incurred by the game. Money earned in excess of rent is banked for future expenses. Any C:DR player may request a ledger of the games income and expenditures, and shall be provided with such information in a timely fashion.
Visitors: If you send your sheet in advance, we will attempt to convert any disallowed power on your sheet with something comparable which we allow in Chicago. This change IS NOT an IC effect, so suspend your disbelief.
Email lists and Communication
The email lists, by and large, unless otherwise specified, are not really email lists. They are various forms of communication, hidden from the mortal population in various ways. Using etiquette for fixing grammar/spelling/word usage type things, getting titles right, etc. is perfectly acceptable. However, using etiquette for incorrectly sent messages is not acceptable. Once a message is sent, you cannot grab back the courier. All lists related directly to the C:DR game, or the characters within, must have a storyteller present to moderate the list in case of dispute by players.
Any interaction with NPCs - either OWBN coordinator NPCs, or NPCs from other chronicles - must be cc'ed to the Chicago storytellers.
IC and OOC lists are moderated by the HST. Any person may be taken off the lists for misbehavior at the HSTs discretion.
IC Cell phone use during game between players is considered consent to be playing and may have IC or OOC repercussions. An ST needs to be notified prior to any IC communication with someone who is not at game.
Disciplinary Procedures
Chicago uses a three strike system. A strike is a verbal and/or written warning that certain behaviors are detrimental to the game. Cheating, meta-gaming, lying to STs and playing STs off of one another are examples of what we consider strike-worthy offenses in C:DR, and will be handled on a case by case basis by the entire ST crew. Refer to the game's charter for further details on disciplinary action.
Character Definitions
Active Characters: You may only have one active PC at a time in C:DR. If you wish to activate an inactive character, please notify the storytellers at least 24 hours before the game when you want the character active. It is the firm belief of the staff that regular play of a single character serves the game best, and therefore restrict "character swapping" to once per every six months unless otherwise negotiated beforehand with the storytelling staff. If you have a character based in Chicago and you wish to play a character from another chronicle, you must have the consent of the STs before check-in. If you have a C:DR PC and you wish to play another character from another chronicle regularly in our game, please contact the ST staff to make arrangements on how to handle your CDR PC.
Inactive Characters: Inactive characters are either shelved or otherwise unable to be played. A player may voluntarily shelve their character with permission from the storytellers at any time.
Characters that have not played in Chicago for four months are automatically shelved (inactive) until the player talks to the storytelling staff, or unless an agreement has been reached otherwise before this time. An inactive character may not interact in OWBN in any way, including email lists and attending other games. Characters that remain inactive for more than nine months may be retired at storyteller discretion.
Returning Inactive Characters: Characters may only be returned from inactive status to active status at ST discretion. Any PC to be returned to active status must have an original record in the C:DR character database to be returned to play, or failing that, a signed stamped copy of the PC’s character sheet issued by C:DR. C:DR is not required to keep records of inactive characters. In the event that no record can be found of the character, the ST’s can at their option allow the player to remake their character as a starting character, subject to character creation guidelines.
Character Creation
For anything requiring storyteller approval, submitting a written background will help with the approval process, and will increase the odds that your request is approved.
Current Clan Limitations: Clan availability is dependant on current population, and is subject to ST discretion.
Current Generation Limitations: Character Generation is determined by ST discretion, based upon the current generation spread in the game, taking into account other factors such as background stories, character concepts, and the general power level of the proposed PC.
Traits: Sabbat traits may not be used by Camarilla characters. All traits must be listed in the core rule book for use on a character sheet.
Character Advancement
Experience (XP) – Earning
Attendance: Each character receives one experience for attending game. This includes non-Chicago games. In Chicago, if you attend game, but do not spend at least one hour In-Character, you will not earn attendance XP. Also, if you are unable to pay for game and have two outstanding IOUs, you will not earn XP for playing.
Role-play/Costuming/Golden Ankh: Each game, the storytellers may award discretionary experience to players who have demonstrated exceptional role-playing or costuming.
Travel: Characters will receive one XP for attending a game outside the Chicago and surrounding suburbs area. Characters are required to request this additional XP online.
Qualifying Events: Events that the storytelling team deems worthy of extra experience will be announced to the game. If players attend these events, they may request and be awarded one experience point per night of the event.
Downtime: Characters may earn one XP a month for submitting a downtime report or character journal. These are per ST discretion and must be in depth enough to forward your character’s story. Downtime journals can be submitted to chi-st@yahoogroups.com. After submission, players need to request their XP online.
Experience (XP) – Spending
Spending XP: Experience may be spent by emailing the ST list or submitting a card or character sheet at game. All experience expenditures will be reviewed by the storytellers and are subject to approval.
XP from other games: All XP earned in other games must be recorded on a stamped and dated card or by a stamped and dated character sheet for verification.
Morality and Virtues: Regaining morality and virtues requires the expenditure of experience, as well as attendance at 4 events and a period of time no less than two months of consistent role-play at the higher morality or virtue level. The experience is spent at the beginning of this period, and the trait is awarded at the end. If, at any time during this period, you encounter a situation which would call for a morality test at the higher level, but not at your current level, you must succeed in the challenge. Failure has its normal effects, as well as the forfeiture of the experience spent to regain the morality trait.
Changing Paths: A character receiving instruction in the beliefs of another path of morality may change paths, but this is hard. To adopt a new morality, you must first lose your current path (drop to path level one), and then receive at least six months of instruction, during which time you must uphold the tenets of the new path at level one also. Failing at either the new path or the old one during this time period will result in wassail.
Backgrounds: All background increases require storyteller approval. The Mentor Background must be of your character’s Sect. Outside of sect mentors require ST approval.
Disciplines: In-clan disciplines have no learning times. Out-of-clan disciplines require both a teacher, and time; two week per basic level, four weeks per intermediate level, six weeks for an advanced level. Experience is spent at the end of the learning time. If the instruction is interrupted for any reason, you must begin again. Combo disciplines have learning times equal to the combined out of clan learning times for each of their component discipline levels (for example, Iron Heart requires Intermediate Presence and Intermediate Potence, so the total learning time is equal to 4 weeks + 4 weeks = 8 weeks).
Learning disciplines from other characters requires ST approval. For two Chicago-based PCs, simply turn in a card to the HST declaring the intent. For PCs outside of Chicago training home chronicle PCs, please have a card filled out at the appropriate game with signed approval and stamp by the local STs, or have the local STs contact the HST of Chicago.
Combo Disciplines: You must have a teacher for any combo discipline, approved by the storytellers. It takes as long as the combined levels of required disciplines would out-of-clan, and you must possess the appropriate levels of those disciplines. C:DR PCs may not learn combo disciplines from PCs in other games, and may not teach combo disciplines to PCs from any game.
C:DR Places a limit of 5 combo disciplines for any PC. Travelers will be restricted to the first 5 combo disciplines their PC learned.
PC’s with combo disciplines are required to have one of the component disciplines as an in-clan discipline.
C:DR does not allow clan specific combo powers to be used by members of different clans (eg: non-Brujah cannot use Iron Heart, non Ventrue cannot use Denial of Aphrodite’s Favor, etc), unless that power specifically mentions that it can be used by members of a different clan. The ST staff is the final arbiter as to whether a combo discipline belongs to a specific clan, and to which one. Exceptions to this can only be grated on a case-by-case basis, and only with the complete consensus of the ST staff.
C:DR does allow combo disciplines which may not have rules published in WW sources, but which have rules published in OWBN clan packets.
C:DR does not allow combo disciplines which were created by PC’s under any circumstances.
Game-play Rules
Combat: If you wish to cause physical harm, torpor or death to another PC, you must have storyteller approval. All combat must have a storyteller, or storyteller-assigned narrator, present. Not adhering to this rule will automatically gain you a chronicle strike, and the questionable combat will be stricken from the game.
Influence: Influence may be bought with ST approval at a rate of 1xp per level with a one week delay before you may use it. Influence actions are all run per Dark Epics.
Tests: Traits spent to initiate a test (telepathy, and some others) may be included in comparing ties for that test, and will only be considered spent after the challenge concludes. When bidding negative traits, if a negative trait is successfully called against you, you must bid an extra trait for every negative trait you possess that matches. (Example: If Joe is has the negative social traits Callous x3, and Jane states, "You are too callous to entrance me!", Joe must bid three extra traits.)
Retests: The sources of retests do not need to match, but the type must (ability, discipline, etc). A Willpower retest cannot be countered. Willpower cannot be used offensively. You may cancel abilities with other abilities but you cannot cancel any other retest type.
Traits: No character may be more traits than double their generational maximum even if bonus traits allotted to them would exceed that number.
Specific Abilities:
•Awareness: Per Dark Epics.
•Etiquette: Can only be used to cover up recent faux pas. Immediately after saying/doing something accidentally, you can blow the Etiquette, to omit your statement/action. You may not wait until later, and it must be an accident.
•Subterfuge: Note that subterfuge does not allow one to detect if another is lying.
•Crafts: You can make one item per game attended up to your highest level of crafting ability. This must be done at check-in. Retroactive crafting from past games is not allowed. Retainers can only make one crafted item per month. Note: Your character must have access to the materials to make the items.
Backgrounds
Items listed in this section, unless specifically changed, otherwise following the core rules.
•Mentor: All mentors must be Chicago based, with the exception of Coord controlled NPCs or clan advantages previously approved by the storytellers.
•Resources: Money gained from resources may be obtained bi-weekly, on Saturday game dates. Because our game only players twice a month, players will be awarded twice the typical expenditure amount for each use of resources. Missed expenditures of the Resources background can be issued up to two games after the missed expenditure.
•Retainers: Retainers function primarily by the book. You must specify if you have a ghouled or other supernatural retainer. If you have a ghouled retainer, build a starting ghoul sheet to accompany this level of background. This sheet is run by the storytellers. Retainers may not have backgrounds. You may purchase further xp for any retainer at a rate of 1xp for the sheet for 1xp.
Merits and Flaws
Merits and Flaws are up to ST discretion at character creation. It is exceedingly difficult to purchase a merit after character creation but it can be done with time and experience. Any merits purchased after character creation cost double their original point cost.
Traits gained from Merits and Flaws do not stack. Also, unless the traits in the description are called Bonus Traits, they do not exceed your generational trait cap.
Oracular Ability: You must test with the STs at check-in to see if you gain your retest and get an item card for that retest. It must be given back to the ST when used. You may not use this item card at a later date.
Conspicuous Consumption: All feeding requires an ST or Narrator present to feed.
Lucky: Allows one free retest a night, not three.
Torpor:
The only natural way to revive from Torpor is through time, the expenditure of Blood, and successful completion of a static mental challenge (versus 3 traits, retest survival). The Chicago change to this is that blood from a Kindred 3 generations more potent than a character in torpor allows that character to test to revive immediately. Otherwise, the time which must pass before a challenge may be attempted is based on the character's Humanity/Path Rating, according to the following chart:
Humanity/Path Rating |
Weeks in Torpor |
5 |
1 |
4 |
2 |
3 |
4 |
2 |
8 |
1 |
16 |
Other Rules:
-- Willpower May be spent at the beginning of the round, end of the round, or on your action. There is no limit to how much willpower you may spend in a round.
-- There are NO Called Shots with the exception of staking challenges.
Disciplines
Rule of 3: The expenditures of Blood, Social, Mental, or Physical traits to gain a desired effect, or the amount of times an action may be repeated upon an object are limited to 3 per round unless otherwise explicitly stated by the affect or power's rules, or called out in this document. ALL DISCIPLINES ARE GOVERNED BY THE RULE OF 3.
Transformation: Transformation powers do not stack. Some examples: Black Metamorphosis & Tenebrous Form (Obtenebration), Shape of the Beast, & Mist Form (Protean), The Skin of the Adder & The Form of the Cobra (Serpentis), Ashes to Ashes (Thanatosis), Elemental (Thaumaturgy), Horrid Form & Bloodform (Viscissitude), Armor of Terra (Viscertika), Typhonic Beast (Combo).
Animalism
Feral Whispers: Can be used to communicate between kindred provided one of them is in either in Shape of the Beast, or is using Subsume the Beast.
Beckoning: If you use Beckoning to get enough blood to fill yourself up and then refresh your socials afterwards, remember you cannot refresh your socials again.
Quell the Beast: Being quelled does not prevent blowing a permanent willpower for Aegis. It does prevent burning a willpower for temporary Aegis, however.
Auspex
Auspex versus Obfuscate: When comparing Auspex versus Obfuscate, you gain 1 trait for having basic level powers, or 2 for intermediate, or 3 for advanced for a possible maximum of 3. Please note these traits are only allowed when comparing Auspex versus Obfuscate. LotN allows for the use of willpower for a retest in the use of Auspex vs. Obfuscate.
Aura Perception: Aura Perception is NOT a lie Detector.
Psychic Projection: You can travel at the speed of thought IF you know an area. You can only be in one scene at any time. You may not possess another body while psychic projecting. When psychic projecting from a possession suit, your possession suit falls dormant as if it were your real body.
Celerity: Traits which may be used with Celerity are: Agile, Dexterous, Graceful, Lithe, Nimble, Quick, and Steady.
Chimerstry: Must be done in the presence of an ST. If there is sufficient evidence, an affected player may request a challenge to disbelieve the Chimestry (not Horrid Reality though.)
Ignis Fatuus: Requires the expenditure of a blood trait only.
Fata Morgana: Requires the expenditure of a blood trait only.
Apparition: Requires the expenditure of a second blood trait, along with the expenditure of the first blood trait for the lower level.
Permanancy: Requires the expenditure of a Willpower Trait. You may allow this illusion to dissolve or it will dissolve at the end of the night.
Dementation: You may not use Melpominee for long distance Dementation.
Passion: Opposite uses of Passion on the same target in the same scene/hour, will cancel each other out.
The Haunting: An ST or Narrator must be present.
Total Insanity: To use this power, a Storyteller must be present, and the ST will assign derangements for the subject. If the player has a pre-approved insanity deck, they may use that. A deck can be provided for you if you do not have one. If a player is unable to roleplay the derangements he has gained, then the character will go catatonic.
Dominate: All Kindred have a free retest when dominating a Mortal or a Ghoul. You cannot command someone to do anything detrimental to their self-heath.
Command: Can't last more than 10 minutes.
Conditioning: Anyone who is conditioned will not act of their own free will and will only follow your specific commands. If you have not given any commands, then they will go catatonic. Conditioned Kindred cannot teach.
Possession: Psychic feedback damage to your real body is lethal damage, regardless of the damage source. Fortitude possessed by a ghoul you are possessing will not stop sympathetic damage, but your own Fortitude can. You may not possess another body while psychic projecting. When psychic projecting from Possession, your possession suit falls dormant as if it were your real body.
Fortitude: Physical Traits which may be used with Fortitude are: Enduring, Resilient, Robust, Rugged, Steady, Tenacious, and Tireless.
Mettle: Adds 2 health levels.
Aegis: CDR allows temp Aegis rules. This means that you may expend a temporary willpower in order to negate the damage taken from one source during an action. Permanent Aegis uses your permanent Willpower and Physical Traits and will negate all damage done to your character during a round. If you have expended temporary willpower towards Aegis, you may not use it again as a permanent Aegis for the rest of the evening. (Example: John Gangrel has used 3 out of his 6 willpower for temporary Aegis. Now he only has 3 willpower to spend towards Permanent Aegis for the rest of the night.)
The usage of Aegis can prevent various status effects, such as those caused by Thanatosis, Quietus, or the Thaumaturgical Path: Hands of Destruction. The use of Aegis will prevent you from being staked during the round in which you use it. You must declare the use of Aegis immediately before the simple tests when being staked, if you have not already spent it this turn, or the staking may be successful. Having Aegis will allow you to reduce damage with resilience or resistance on a tie. Certain massive damage types may not be soaked with Aegis - nuclear explosions, for example.
Necromancy:
•Dead hands does NOT allow you to reach from the Shadow Lands, and interact with the Skinlands!
•Torment: The effects of this power will extend about any melee weapon you wield, allowing you to add the bonus traits for such.
•Shambling Hordes: Use of this power requires the presence of a Storyteller.
•Soul Stealing: If your "wraith" would be forced into a Harrowing you go back to your real body in torpor. The ten minute courtesy rule applies to Soul Steal even in combat. If a person’s body takes damage while they are Soul Stolen, they will return immediately to their body.
•Soul Stealing: When the power of Soul Steal's duration expires so do ALL effects that are dependant on the vicitim being a wraith (e.g. Daemonic Possesion, Haunting, Compell, and many others)
•Ritual, Esilio: Effects only last for as long as the Soul Steal stays in effect.
•NO RITUALS MAY BE USED WITHOUT A ST OR NARRATOR PRESENT.
Obfuscate:
Auspex versus Obfuscate: When comparing Auspex versus Obfuscate, you gain 1 trait for having basic level powers, or 2 for intermediate, or 3 for advanced for a possible maximum of 3. Please note these traits are only allowed when comparing Auspex versus Obfuscate. LotN allows for the use of willpower for a retest in the use of Auspex vs. Obfuscate.
Mask of 10,000 Faces: You may mask clan disadvantages and Skin of the Adder. You may not mask extreme alterations such as Horrid Form, and Typhonic Beast. You may not mask items carried unless they are already hidden by your current clothing. You may mask clothing.
Cloak the Gathering: Cloak can only be done to a willing target and may not be done to unwilling unconscious targets.
Obtenebration
Shadow Play: Bonus traits for ranged combat are usable for defense only. The clumsy from Shadow play does not stack with others.
Shroud of Night: A shroud will dissipate if it takes more than 4 health-levels of fire damage, or a variable amount of magic damage subject to ST discretion. Shroud does break line of site. Shroud retest is only on Physical Challenges. Shooting into a shroud is ineffective, however you may still shoot within a shroud, incurring the normal shroud penalties. Blindfighting applies per Dark Epics.
Arms of the Abyss: Arms cannot wield weapons or shields. They are arms, not weapons. Therefore, they cannot have poisons applied to them. No more than 3 arms may be formed by a character at one time. Arms of the Abyss cannot blow temporary or permanent Aegis and cannot be used as armor. Arms of the Abyss can use the wielder’s melee for a retest, but not their brawl.
Black Metamorphosis: The additional attack from Black Metamorphosis can only be used to attack. All of your brawling attacks inflict the Clumsy negative trait. This does not stack with other carrier attacks. Carrier attacks may not be used through Black Metamorphosis action.
Shadow Body: You may not seep into the ground with Shadow Body. Shadow Body is obvious since you have taken the form of a viscus liquid. You cannot activate any blood-based powers while in Shadow Body.
Potence: The physical traits which may be used with Potence are: Brawny, Brutal, Energetic, Ferocious, Stalwart, Tough, Vigorous, and Wiry.
Presence
Dread Gaze: Dread Gaze is obvious. Dread Gaze also is offensive and will break your own Majesty.
Summon: The target knows who is attempting to summon them, before the challenge is thrown, but they do not feel this is supernatural, and will have no idea that a discipline has been used. You cannot warn people around you that you are being Summoned. You may not Summon someone if you or your friends with you intend to inflict damage to them upon the completion of the Summons. You cannot Summon another character to their death, torpor, or capture. If you are summoned, you must go as you are (i.e. not Astral Projecting or Masking as someone else)
Majesty: The range for Majesty is 30 ft. or a room. If an offender is within Majesty range when power is activated, no matter where they go, they are affected by it until outside line of sight. Majesty does not take an action; it is an expenditure. Majesty happens at the time of the willpower expenditure. An attacker must test against their victim’s Majesty during each round they wish to inflict harm, or otherwise act in contrast to the effect of Majesty.
Protean
Shape of the Beast: All non-Gangrel Characters receive the Wolf and Bat forms detailed in the Gangrel Clan book: Wolf: 3 Bonus Physical, 2 Bonus Mental, 2 Ag Bite, 1 Ag Claw, double run speed. Bat: 3 Physical, flight speed of 20, may declare fair escape if no one has a higher celerity and more than 5 paces away. Gangrel characters may use the optional rules in the Gangrel Clanbook, subject to ST discretion.
Mist Form: A kindred in Mist Form is obvious. You cannot enter another living or undead being when in it. You cannot activate any blood-based powers while in Mist Form.
Quietus: Weapons coated with Scorpion's Touch or Baal's Caress may only have as many applications as the weapon has bonus traits (a 3 bonus trait weapon may have 2 of one, and 1 of the other, but not 3 of each). If there is a mixture of both types of poison on a single weapon, only one application will function at a time, and the item card must clearly show the order in which the poisons are to be expended (first poison to be put on is the last one to come off).
Scorpion's Touch: Blood converted to venom by this Discipline will become clotted and useless by the next sunset.
Baal's Caress: Blood converted to venom by this Discipline will become clotted and useless by the next sunset.
Taste of Death: This adheres to the rule of 3.
Serpentis
The Tongue of the Asp: Tongue of the Asp is an offensive action, even during draining of blood. Therefore you cannot do a secondary attack while draining blood. You may only drain one blood per action. You cannot wear a Kindred Warded tongue ring to do additional damage.
The Form of the Cobra: Kindred in this form gain the same bonuses as The Skin of the Adder. The user also does not require a grapple before biting. The venom only effects living creatures.
Thanatosis
Withering: No head shots
Thaumaturgy: See the OWBN Thaumaturgy (Blood Magic) Packet.
Control: You may fly at 5 miles per hour per mental trait. Victims under control gain a test to break free should the caster lose concentration. This does not include the caster taking damage. They can still concentrate.
Atrophy: You must engage in a physical grappling challenge for each application of this power.
Summon Elemental: You summon a real spirit. Don’t expect them to appreciate that.
Lightning Storm: The damage caused by this power is 3 agg per hit.
Rituals
Engaging the Vessel of Transference: You cannot blood bond someone using this ritual.
Blood Walk: You cannot discern anyone’s true name using this ritual. You may only gain the most commonly known name of their progenitors.
Vicissitude: You can use this power in combat. You cannot use this discipline to mimic other disciplines, gifts, arcanoi, spheres, etc. (Example: You cannot use combat vicissitude to disable limbs.) You can turn a physical trait to a health level or you can reverse this procedure. Vicissitude used in combat is obvious as Vicissitude.
General Combat Rules
Declaration of Combat
1. Combat starts as soon as any physical challenge is declared (this includes mental versus physical challenges)
2. Combat stops when no further physical challenges remain unresolved, and no one wishes to make any further physical challenges
3. Combat requires a storyteller present
Effects of Combat
1. Turns are resolved one at a time
2. Eye contact can be made during combat, at the victims discretion.
Turns:
1. Players decide on the nature of their challenge: Physical, Social, Mental.
2. Initiative starts with the character with the most traits in the appropriate category.
3. Swiftness and Legerity are handled in the same trait based initiative system. Only physical actions may happen on celerity based, or follow up rounds.
4. Bonus actions, such as those granted from Black Metamorphosis, happen after Legerity.
Carrier Attacks:
1. A carrier attack is an attack that is made possible with a successful physical challenge.
2. One carrier attack may be resolved (with additional challenges if necessary) at the time the physical challenge succeeds.
3. You can only use one carrier attack per action, keeping in mind your generational limits on blood expenditure per round.
Weapons:
1. Default weapon rules and stats are found in Dark Epics, plus speed gains the pre-emptive capability described in Laws of the Night.
2. Negative traits on weapons are obvious. Any player may ask to see an item card being used in combat.
3. Disarming: You attempt to disarm with a successful physical challenge.
4. Staking: a stake must deal at least one level of damage to have a chance to paralyze the target. Anything that may reduce the damage a stake deals must be resolved before the simple tests are thrown or it is too late.
5. A staked vampire is aware of their surroundings. Movement, Speech or Disciplines may not be used by a staked vampire.