Vampire Rules

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NOTE: This page is a work in progress.

Character Creation


See Vampire Character Creation.

Disciplines


The following are house rules which apply to disciplines in the vampire sphere.

Approved Disciplines

The following is the approved list of disciplines for the game and how difficult they are to learn. See the Learning Disciplines and Combination Disciplines section below for more details on learning.

Common Discipines

        • Potence
        • Fortitude
        • Celerity

Uncommon Disciplines

        • Presence
        • Dominate
        • Obfuscate
        • Auspex
        • Animalism

Rare Disciplines

        • Dementation
        • Protean
        • Thaumaturgy
        • Necromancy
        • Obtenebration
        • Viccisitude

Unique Disciplines

        • Temporis
        • Valeren
        • Visceratika
        • Serpentis
        • Quietus
        • Abombwe
        • Bardo
        • Daimoinon
        • Flight
        • Melpominee
        • Mytherceria
        • Obeah
        • Ogham
        • Sanguinus
        • Spiritus
        • Thanatosis

Approved Combo Disciplines


See Vampire Combination Disciplines.

Celerity

System:Each point of Celerity adds one die to every Dexterity-related dice roll, including initiative during a combat round. In addition, the player can reflexively spend one blood point to gain a number of additional full actions equal to her Celerity rating at the beginning of the relevant turn; this blood spend counts against a vampire's generational maximum per turn. A number of these actions equal to half their Celerity (round up) may be attack actions. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn). All non-dodge actions occur on he vampire's turn in the initiative order. A vampire may reserve their dodge actions for any incoming attacks throughout the turn or choose to take the hit. A vampire may not use their standard (non-Celerity) action during a turn to spend the entire turn defending. Characters can also add their celerity rating to number of yards or meters they can move in a turn. Lastly, by spending one blood, the vampire may multiply their movement speed by 1 + their celerity dots. In combat, this accelerated speed lasts one turn. Otherwise, it lasts the entire scene.

Normally, a character without Celerity must divide their dice if they want 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. The extra actions gained through Celerity may not in turn be split further.

Thaumaturgy

Donning the Mask of Shadows


XXXX

Warding

Thaumaturgists can apply their wards to other locations and objects and the purpose of this post is to outline how exactly that works.

Havens


We won't outline how Chantries (and other such locations) work in terms of defenses as those are already well established, but if a Thaumaturge want to ward a location other than a Chantry, they can do so, but it requires a Level 5 Ritual: Dedicate the Haven (DA V20 p 310). Once that ritual is performed on a location, the following defenses can be applied to that location:

Ward versus Ghouls Ward versus Lupines Ward versus Kindred Ward versus Spirits Ward versus Demons Ward versus Ghosts Defense of the Sacred Haven Animated Assistants Scry the Hearthstone

The dedicated haven access to the wards can then be keyed in one of two methods:

  1. The vampires who wish to bypass the wards can volunteer 1 blood point of their vitae and be present at the time that Dedicate the Haven is cast. This will exempt any vampire who donated blood from the haven defenses (including the caster).

  2. At the time of the dedication of the haven, the caster may set a password that can be spoken and it will drop the warding defenses until the password is spoken again. This method is less secure as if the password is found out by an enemy, they can drop those defenses. The caster can change the password as they wish.

Dedicate the Haven is considered to be permanent, though the caster can disrupt the magic anytime they choose and end the magic. Similarly, if the caster of the ritual meets the final death, the dedication of the haven will also drop as the mystic ties to the magic will be severed.

Warded Items


Thaumaturgists can ward other items for characters. This can include weapons or other items but mostly applies to weapons. The terms for warding a weapon or item is as follows:

  1. The item that you want to ward must be acquired through the +equipreq process. Use that process for acquiring your desired item first.

  2. The character the item is for must donate 1 blood point of their vitae and be present for the ritual casting. The item is then exempt from them and the caster being harmed by it. All other characters will be harmed by holding/wielding the item.

  3. The warding on items lasts for a year and a day. The character with the warded weapon will need to find a Thaumaturgist to rework the item at that time but they will have already been considered to have 'paid for' the item they own.

Costs


The above services can be very powerful and it is rare that a Thaumaturgist does not charge a boon (or some equivalent) to do such things on behalf of another Kindred. Haven defenses can cost a Major Boon, while a weapon is at least a Minor Boon per casting of the ritual. A weapon with multiple minor wards can cost multiple boons.

Also, in cases where vampires have to donate their blood to the sorcerer, it is well-known among vampire circles that more than a few thaumaturgists (Tremere especially) are blood sorcerers and giving your blood to any thaumaturge can be a risky proposition, due to the fact that it inherently has a powerful connection to you and could allow them to do terrible things to a character if they so chose. So, while these magics seem a boon, among some vampiric circles, these kinds of magics are widely distrusted as a double edge sword when it comes to help. This does not even account for the fact that the caster themselves is immune to these defenses and could, in theory, drop those defenses when they chose to do so, without your character even being aware of now being exposed to the world.

Finally, the warding costs Equipment dots in accordance with the following:

  1. The character who will claim the warded item will have to purchase 1 of the Equipment background to account for the cost of 1 ward on the item. These costs must be paid at the time the ritual is cast. Note that this is in addition to any other costs paid to acquire the item.

  2. There is technically no limit on the number of wards that can be placed on one item. However, each ward placed on the item beyond the first will cost an additional dot of Equipment. So a sword with 3 wards would cost Equipment 3 (plus any costs incurred for acquiring the item).

Combat Rules

Combat Conditions

Certain combat maneuvers require and can impose special conditions on PCs. The following rules apply:

Size

Size Creature
1 Human infant (up to 1 year old)
3 Human child (5 to 7 years old)
4 Wolf
5 Human
6 Gorilla / Glabro Garou
7 Grizzly Bear / Crinos Garou

Stun

Some weapons pack such a wallop that if damage successes inflicted in a single attack equal or exceed the target’s Size, he loses his next action.

Knockout

A single blow delivered to the head (+2 penalty to hit) that equals or exceeds the target’s Size in damage might knock him unconscious. A Stamina roll is made for the victim. If it succeeds, he behaves normally. If it fails, he is unconscious for a number of turns equal to the damage done.

Knockdown

A power, weapon or effect forces a target off his feet. A successful Dexterity + Athletics roll allows him to maintain his footing as a reflexive action. If the roll succeeds, the character behaves normally. If the roll fails, the character is forced to go prone. If he has not performed an action in the turn, he loses his action that turn. He cannot perform any tasks and cannot move that turn; he just hits the ground. He can rise again as an action in a subsequent turn. Or once he lands, he always has the option of remaining prone.

In case of a dramatic failure on the Dexterity + Athletics roll, a character falls hard or at an odd angle and suffers one Health point of bashing damage (which may be absorbed automatically if armor is worn).

Immobilization

When a character is held in a grapple by someone else, they are considered immobilized. Anyone who attacks that PC, can do so at -2 difficulty and the character who is immobilized cannot avoid the attack with a dodge.

Flank / Rear Attacks

Flank and Rear Attacks: Characters attacking targets from the flank gain an additional attack die. Characters attacking from the rear gain two additional attack dice.

Point Blank Ranged Attacks

Point blank ranged attacks can be performed at -2 difficulty.

Targeting

Aiming for a specific location incurs an added difficulty, but can bypass armor or cover, or can result in an increased damage effect. The Storyteller should consider special results beyond a simple increase in damage, depending on the attack and the target.

Target Difficulty Damage
Medium (limb, briefcase) 1 No modifier
Small (hand, head, cellphone) 2 1
Precise (eye, heart, lock) 3 2

Prone

Ranged attacks suffer a -2 penalty when the target is prone. A standing attacker who uses a Brawl or Weaponry attack gets a +2 dice bonus to hit a prone target in close combat. If an attacker approaches a prone target such that he is about a yard away (within range to be considered in close combat), and conducts a ranged attack at the target, the attack receives the +2 bonus.

Blind Fighting

Combat Points

Characters who are sufficiently high level in a Brawl, Melee, Firearms, and Martial Arts skill can acquire Combat points that will enable them to purchase combat maneuvers within different combat styles. These skill points can be then used to purchase maneuvers from the chart below. Note that Martial Arts Maneuvers are separate and only Martial Arts skill points can be used to purchase them. There may also be additional requirements to acquire certain maneuvers and those will also be listed with it as well. Combat points can be used to purchase maneuvers in any style that the character qualifies for. The only limitation is that Combat Styles that require specific skills such as Firearms, Melee, or Brawl can only be purchased with Combat Points earned in that skill. For example a character cannot purchase a style that requires Firearms with Brawl Combat points. If a Style does not list a specific combat ability as a requirement then any Combat Points can be used to purchase it.

Skill points are acquired starting at Level 3 of a skill in line with the following chart:

Level 1 Ability - No Points
Level 2 Ability - No Points
Level 3 Ability- +1 Free Combat Point
Level 4 Ability- +1 Free Combat Point
Level 5 Ability: +1 Free Combat Point

Additional Combat Points can be purchased for 5 XP per point.

Note that purchasing a maneuver at a certain level unlocks all the maneuvers beneath it. So, purchasing a 3-point maneuver grants you the level 1 and level 2 maneuvers of that style as well. To acquire the next level of a style, players only have to spend the difference between their current level and the level they wish to purchase. For example, if a player has level 1 of a style and gets 2 more Combat Points, they can spend both of that points to raise their style level to 3 and acquire both the level 2 and 3 maneuvers of that style.

Also, note that combat styles and maneuvers are only available to PCs and cannot be purchased by NPCs.

Combat Maneuvers

These maneuvers can be purchased with any Combat Points points acquired through Brawl, Melee, or Firearms. A character must still meet the requirements to use the maneuver.

General Combat Styles


Melee Combat Styles


Firearms Combat Styles


Brawl Combat Styles

Backgrounds

Approved Backgrounds

XXXX

Group Backgrounds

XXXX

Base of Operations

XXXX

Domain

Claimed domain is represented on this map. When you claim domain be sure to reach out to staff and let them know so it can be added to this map.

Current Domains Held By Kindred
Kindred/Position Clan Domain in City
Ha-Joon/Prince Toreador Theater District
Montrose
Midtown
Fourth Ward
River Oaks
Sonja Ashton/Seneschal Ventrue Second Ward
Magnolia Park
Estrella Camden-Pierce/Primogen Ventrue Central Business District
Eddie Dubois Brujah Port Houston
Clinton Park/Pleasantville
Jason Asano/Primogen Gangrel Memorial Park
Abraham Creed/Sheriff Brujah Harrisburg

Domain Grants

Domain is granted in the game by powerful vampires -- either the Prince or Primogen. A player cannot purchase the a domain background either in chargen or in character without it being granted or approved by either the Prince or a Primogen in advance.

The Primogen will receive a pool of Domain points that they can grant, which may vary depending on the whims of the Prince. Some Primogen may get more domain points than others. Once they are given these points, the Primogen can distribute them as they see fit, to themselves, other vampires, or even coteries. The Prince remains the ultimate arbiter if a domain will be granted and while it will not happen often, they can override and deny a domain grant by a Primogen.

For example, if the Primogen of Toreador has been given 9 points of domain. They can reserve 4 domain points for themselves to claim the Museum District. That leaves them 5 points to distribute as they wish. They decide to grant 1 Domain to a Toreador Neonate who wants to open a club. They grant 2 domain to a small, up and coming coterie, and 2 more domain to their Clan Whip.

These same Primogen or Prince can revoke those domain grants to any Kindred who displeases them or does not do a good job holding domain. Remember that it is the Kindred who owns the domain's responsibility to defend that turf and uphold the Traditions within it. Failure to do so can have consequences. No Primogen is required to spend all of their domain grants and they can certainly hold some in reserve to offer as incentives for later. For example, if a Primogen grants a coterie 2 points for domain, if the coterie performs well for them, they could be granted another point of domain as a gift for good service.

Last note, all Domain Grants must be purchased with XP, as Domain Territory background, at the regular cost. So, if a Primogen gives your character 4 domain points, you must spend the XP to purchase Domain Territory 4 to claim that and have a practical mechanical effect in the game.

Current Domain Grants
Kindred Grant Assigned
Clan Toreador 16 6
Clan Ventrue 9 3
Clan Brujah 9 7
Clan Gangrel 7 4
Clan Tremere 0 0
Clan Malkavian 7 0
Clan Nosferatu 8 0

Domain Territory

The Domain background is being split into two backgrounds. One is called: Domain Territory and the other is called Domain Influence. Each represents a different portion of turf or territory that your vampire controls.

Domain Territory represents how much territory your character actually controls. The size of your domain. This has no mechanical benefit but represents the extent you can hold someone responsible for the Second Tradition. This stat follows the regular purchasing rules for backgrounds and generational maximums. The only exception is Domain 6. This can only be purchased by someone with the title of Prince who is recognized by the Inner Council of the Camarilla.

Domain ****** A large swath of the cityscape, such as a downtown. You claim domain over 5 grid spaces.
Domain ***** Several neighborhoods in a city. You claim domain over 2 grid spaces.
Domain ***** A single neighborhood in a city. You claim domain over 1 grid space.
Domain *** Half of a neighborhood in a city. You have domain over 1/2 of a grid space.
Domain ** A subdivision within a neighborhood. You have domain over 3-5 blocks of a grid space.
Domain * A single building or structure, like a bar or warehouse. You have domain over a single structure.

A vampire can control any number of Domains up to their 5 dots. So, if a vampire had Domain 5, they could control a single Domain 5 in two grid spaces or they could elect to have Domain 4 and only control a single grid space but have Domain 1 in a nightclub in another part of the city. They also could claim two subdivisions in two different parts of the city with two Domain 2s, and then a 3rd domain in a warehouse in still another section of the city.

Within this domain, your vampire is lord/lady and master. All must respect and obey the laws that the vampire who owns it sets. Depending on the Prince, vampires may even have the Sixth Tradition within it to those who trespass and disrespect them. Vampires who have extensive territory are generally more respected and held in higher esteem, especially if the territory is particularly valuable.

Domain Influence

TBD

Coterie Domain

Exactly how this works will be covered under Anchors, but coteries will be able to pool both Domain backgrounds to create a single, cohesive domain. Remember though that they are limited in their purchase by their total amount of Domain Territory granted by the Primogen or Prince. For example, a coterie of three Kindred has a total of 4 Domain Territory and 3 Domain Influence between the three of them. If they are granted 2 domain by a Primogen, they can allocate 2 of their Domain Territory to that grant (but no more). They can allocate all of their Domain Influence points as they like to help or hurt allies or intruders to that size 2 domain.

Retainers

See rules on Retainers located within the Influence System.

Information Exchange

We are adopting a the Anarch background Information Exchange (page 98 of Anarchs Unbound) for a more general use.

Your PC can qualify for it in two cases:

1. You can justify to staff that you have enough connection to Anarchs (or generate it) to get access to their information exchange network.

2. You are a Nosferatu and this represents your connection to SchreckNet.

We will be scrutinizing level 3+ in the skill and it would require a significant connection to the Anarchs or a Nosferatu of some experience and connections.

The background itself remains largely unchanged in how it works:

INFORMATION EXCHANGE


Characters with this Background may use their network to contact other Kindred in order to learn information about specific vampires, local secrets, domain politics, or general rumors about the movements of other sects. The advantage of the Exchange is that it allows those with it to tap into information sources from a global reach.

Each dot of this Background allows you to ask a single question once every two weeks. The Storyteller determines what amount and quality of information the Exchange can offer at a given time. In some cases, the Kindred who make up the Information Exchange may not possess a given bit of information, or may not know it immediately. For example, the Exchange might know about the Prince of a domain, a number of rumors about her past, and even how to contact her, but it’s unlikely to have a detailed schematic of her haven.

Extremely rare tidbits of lore or information might be known by a member of the Exchange, but could be considered to be too valuable to simply share. There’s no such thing as a free lunch, and brotherhood and reputation can take you only so far. Under such circumstances, Anarchs may attempt a Manipulation + Subterfuge roll to mediate a deal for desired information. Alternatively, the Storyteller may allow you to spend two of your usages of this Background for such rare or sensitive information.

Types of information that can be found via the Information Exchange include:

• General information or rumors about a Kindred, such as contact information, general age, known clan and notable lineage, how long said Kindred has dwelled in a city, political affiliations, general reputation, and generation (or a general estimate, such as neonate, ancilla, or elder).

• Information about specific topics, such as basic and brief overviews on a subject relating to Kindred (What is Thaumaturgy? Who are the Setites? What happens when you diablerize? What does a black crescent moon mean?) or personal characteristics of certain Kindred (Why does Prince Vaclav hate the color yellow?).

• Significant status or events in sect politics (What’s happening with the Movement in a Naples? What is the Sabbat interest in Sao Paolo? Who has the Prince of Chicago placed under blood hunt?).

Spending XP

All XP growth should be submitted via the +xpreq command: +xpreq <stat>/<level>=<cost>.

Please do not use the +xpspend commands on the game to do instant purchases.

XP Chart

Trait Cost
Attribute current rating x 4
New Ability 3
Ability current rating x 2
New Background 3
Background current rating x 3
Willpower current rating x 1
New Merit 3 X Merit Value (Chargen only)
Vampire Cost
New Discipline 10
New Path (Necromancy or Thaumaturgy) 7
Clan Discipline current rating x 5
Other Discipline current rating x 7
Caitiff Discipline current rating x 6
Secondary Path (Necromancy or Thaumaturgy) current rating x 4
Thaumaturgy Ritual Current rating x 0
Virtue current rating x 2
Humanity or Path of Enlightenment current rating x 2

Learning Times

Disciplines

Path levels and Rituals are considered 'Disciplines' for the purpose of these Wait Times.

In Clan Disciplines:

        Level 1 = 1 Week
        Level 2 = 2 Weeks
        Level 3 = 3 Weeks
        Level 4 = 4 Weeks
        Level 5 = 5 Weeks

Out of Clan Disciplines:

        Level 1 = 2 Weeks
        Level 2 = 3 Weeks
        Level 3 = 4 Weeks
        Level 4 = 5 Weeks
        Level 5 = 6 Weeks

Thaumaturgy Rituals

Thaumaturgy rituals count toward your XP 'spend' for learning disciplines even though they cost 0 XP to learn. You can learn either a ritual or a discipline, but not both at the same time

        Level 1 = 1 Week
        Level 2 = 2 weeks
        Level 3 = 3 weeks
        Level 4 = 4 Weeks
        Level 5 = 5 Weeks

Combination Disciplines

Combination disciplines also count against your learning a discipline. You can learn a discipline, a ritual, or a combination discipline but only one of those.

        1-8 XP = 1 Week
        9-12 XP = 2 Weeks
        13-18 XP = 3 weeks
        19-24 XP = 4 Weeks
        25-32 XP = 5 Weeks
        32+ XP = 6 Weeks

Attributes & Abilities

You should include a write-up in your xqreq for all level 4 and 5 requests that explain roughly what your character is doing or has done to learn that attribute or skill at that level.

        Level 1 = 1 Week
        Level 2 = 2 Weeks
        Level 3 = 3 Weeks
        Level 4 = 4 Weeks
        Level 5 = 5 Weeks

Backgrounds

All backgrounds levels take 1 Week to learn but must be purchased one level at a time.

For example, a player with Allies 0 can buy Allies 1, waiting 1 week. They can buy Allies 2, waiting another week. They cannot buy Allies 0 - 5 in 1 week. It would take 5 weeks of total wait time (and submissions) to get to Allies 5, from Allies 0.

The only exception to this rule is Retainers and Mentor, who can purchase all their levels at the time they are acquired if the player has sufficient experience to do so. The wait time is a number of weeks equal to the highest level purchased.

For example, if a player wanted to purchase a Level 4 Retainer or Mentor, they would spend 15 XP and have to wait 4 weeks, but they would have a Level 4 background at the end of that time.

Virtues, Path, and Willpower

Submit an +xpreq, but these submissions will require good RP and potentially log justification to get approved. These are fundamental changes to a character's outlook, psyche, morals, and ethics.

Multiple XP Spends

Characters can only submit 1 +xpreq in a specific area at a time.

Those areas are:

  1. Disciplines (which includes Rituals, Paths, and Combination Disciplines)
  2. Attributes
  3. Abilities
  4. Backgrounds

For example, you can have an xpreq in for a Discipline, a Background, and an Ability, but not 2 Disciplines at the same time. All other stats (Virtues, Willpower, Paths) will be decided upon at the time of submission depending on the stat and justification for the raise.

Learning Disciplines and Combination Disciplines

Discipline learning is determined by the rarity of the discipline. Some disciplines are very easy to learn, and others are so unique that only certain bloodlines can manifest them. Note that PCs can teach these skills, but a PC cannot be taught any non-Clan disciplines by an NPC, even a Mentor.

Common Disciplines

Anyone can learn these disciplines with no additional training.

Uncommon Disciplines

If it's not in-Clan for a character, they can learn if someone with it teaches to them and they drink 1 blood point of their blood once. The character can advance the discipline normally on their own after without instruction or further vitae.

Rare Disciplines

If this is not in-Clan for a character, they can be taught by someone who possesses the discipline and then teaches them. They must also drink 1 blood point of their vitae. Due to the difficulty of learning these disciplines, each additional level a character wishes to purchase they must be instructed and drink an additional blood point. The characters can wait out the blood bond (which takes quite a long time) or they can risk being two or even three-step bound to another vampire.

Unique Disciplines

It is not possible for anyone who is not of a Clan for whom this is an in-Clan discipline to learn these. The powers are proprietary to their blood. Note that anyone who becomes Baali with the Rite of Rite of Apostasy can purchase Daimonion.

Combination Disciplines

We are not allowing Combination Disciplines that are clan-specific to be taught to non-Clan vampires, even with a teacher.

Also, in order to learn a combination, discipline you will either need a PC teacher who owns that discipline, or you can work with staff to purchase the Mentor background, and that NPC can instruct you in Clan secrets and other lore. Combination disciplines are something that is a taught skill more than it is simply being able to manifest it via your blood. NPCs from within the game or in your background are not valid for teaching combination disciplines.

The Price of Power

Learning disciplines and combination disciplines are rarely free. The cost for being taught an Uncommon discipline is often a Minor Boon or similar debt. The cost for a Rare discipline could be as much as a Major Boon for a single level and more boons required for additional advancement. A vampire could even demand a Blood Boon or a Life Boon for learning multiple levels of a Rare discipline. So rare and wonderous are Unique disciplines, that vampires with them might even charge boons to learn what powers they have and to utilize them on the behalf of other Kindred.

Combination Disciplines 15 XP cost and under could go for a Minor Boon but those over 15 XP in cost are sufficiently powerful that a PC could demand a Major Boon to be taught those powers.

Torpor Durations

The following are times for being in torpor based on your humanity or path:

        Humanity/Path 10: Twelve hours
        Humanity/Path 9: One day
        Humanity/Path 8: Three days
        Humanity/Path 7: One week
        Humanity/Path 6: Two weeks
        Humanity/Path 5: Three weeks
        Humanity/Path 4: One Month
        Humanity/Path 3: One year
        Humanity/Path 2: Ten years
        Humanity/Path 1: One century
        Humanity/Path 0: Five centuries

These weeks are all based on in-game time, which translates to 1 RL week = 1 IC week.

Banality

We have made a decision regarding the banality stat and vampires. Our goal in making this choice was to adjust banality to an appropriate level and the biggest driving factor behind the adjustment was that it appears like age is the major determiner in a vampire's final banality, this representing how their unchanging and immortal natures increasingly make them quite rigid, grounded and banal in thought and action.

Starting banality is fixed by age at the following numbers:

Childe = 4
Neonate = 5
Ancilla = 7
Elder = 9

Characters can request to have their banality lowered or raised by up to 2 points, but 4 is the lowest that a vampire can ever go and 10 is the highest.

A general guide for clans and banality:

        Less Banal Clans: Toreador, Kiasyd, Ravnos, Tzimisce (Dark glamour), Malkavian

        Average Banality Clans: Gangrel, Brujah, Tremere (static, but magical), Setite

        Higher Banality Clans: Ventrue, Giovanni, Nosferatu, Assamite, Lasombra

Banality is not generally dynamic and won't change radically in the course of play, but if you feel there is a reason, submit a request to staff along with reason.

Influence System


See Influence System.

Hunting

The Hunt system is managed by players and as vitae is lost, it can be replaced by using the +hunt command in certain room locations throughout the MUSH.

The system works as follows:

    1. Vampires lose 1 vitae per day automatically from the system. Vampires can also lose vitae by spending it with the +lose command.
    2. Vampires can go to a to a valid grid space and use the +hunt <style> command to regain their blood.
    3. Players can see where is valid to hunt by using the +hunt/where command.
    4. Players can see what hunting styles are available in a grid space by typing +hunt/here.
    5. All of the hunting styles are:
                  Ambush: Strength + Stealth
                  Carousing: Charisma + Etiquette
                  Coercion: Manipulation + Subterfuge
                  Seduction: Appearance + Performance
                  Stalking: Wits + Streetwise
                  Voluntary: Charisma + Leadership
    6. The system will roll your dice and output the result.
    7. The difficulty of the roll will vary depending on grid space. The hunting difficulties are not listed in the +hunt/where command.
    8. Vampires will gain +1 blood pool per success on the roll. Failures yield no blood. A botch will be reported to the system and require a scene with staff.
    9. The Herd background will add +1 die to your hunting pool regardless of the hunting style.
  10. Vampires can hunt once every 24 hours.

Notes:

• Potence adds to the Strength + Stealth role for Ambush.