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All timing for things like feeding, beast traits, flaws, rituals, etc. will be taken into account and enforced. However, so will things like when the sun set (in game time) versus when the game is supposed to be taking place.
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Abilities may be spent on a 1 for 1 basis to gain additional traits. Abilities used in this fashion last for one scene, and may not be used to more than double traits. They may be spent for retests as well.
We feel this will allow for a broader range of options and perhaps a bit more strategy on the part of the players.
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To clarify an issue, in case of a tie during a test, you reveal the current number of traits you have in the appropriate category. Any traits you have lost due to other challenges or other reasons lowers your current number of traits. This will allow several weaker opponents to gradually wear down stronger ones.
Also, being bids down in a challenge means that you have to risk an additional trait for each bid you are down to enter the challenge (i.e., if you are two bids down in a challenge, you must risk an additional two traits to even test, otherwise you have just lost that challenge). Being bids up on a challenge means that your opponent must bid an additional trait for each bid you are up to enter the challenge or the difficulty of a Static Challenge is lowered by one for each bid you are up.
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A character in Sanguis Priscus has five Health Categories. A character is in one of these categories at all times. The categories and their effect on gameplay are as follows:
To force a Kindred into Final Death requires that the last box of Damage at theTorpor category be filled, after that the Kindred loses one Blood Trait for each level of damage done until empty. Once that has been achieved, then the kindred can be killed by anything that can cause Aggravated Damage.
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To clarify the issue of surprise, someone who doesn't respond within the allotted amount of time (remember some Merits, Flaws, and
Disciplines can change this) is considered surprised. Responding to an attack is defined by answering the attacker's challenge in kind; saying, "Wait a minute, I'll be with you as soon as I'm done over here," doesn't qualify. On the other
hand, any challenge issued must be both coherent and audible, and cannot be made from excessive distance or in such a way that the environment of the game itself prevents the challenge from being heard clearly. You may not challenge someone who is already involved in a challenge.
Surprise simply means that only the surprised defender can be harmed by the outcome of the first challenge in a fight. The challenger, fully aware of what's going on, cannot be harmed during a challenge when he has surprise.
Other ways of being surprise exist (i.e., being in an ambush), but for these situations a Storyteller must be consulted and he will let the defenders know if they are surprised or not. Remember, surprise is only for combat, not any other situation.
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(This section will be discussed and voted on by all players of the game. Please feel free to sends comments and concerns about this section to the Storytellers. Actually that goes for all sections of the rules, but doubly so for this one.)
Many powers in various Disciplines require a touch before they can be activated. While touching is generally discouraged in Live Action
games, the following rules for such powers are being instituted.
In all cases, you must inform your victim after touching them what is now happening as a result of you using your powers on them. In no cases are you to actually strike someone, these rules are for those powers requiring touch, they are not here to simulate combat, that follows the normal rules governing Physical Challenges. Also, you will not touch people in inappropriate places, offenders breaking this rule will be kicked out of the game.
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Staking requires three challenges, in the following order:
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To clarify the issue on how long it takes to feed during game time, it takes 15 minutes to gain one Blood Trait using reasonable precautions and without killing the target. Double this time if being extra careful and half that (7 minutes) if taking hardly any safety measures. A second or third Blood Trait may be gained from each victim every 15 minutes, but the victim might die which may have other consequences. This rule will be strictly enforced and a character can only assume to have fed before the game if the game starts long enough after sunset to have fed using these rules.

Ethics Traits may be spent in place of Willpower for avoiding Frenzy. The Ethics Trait expended must be appropriate to the situation; however, no matter how Conscientious you are, it does not help face down a fire, and no amount of Courage will justify killing an unarmed innocent.
Ethics Traits are lost; at least temporarily, any time the character would have to make a Beast Trait Test in the stock Mind's Eye Theatre rules and at the Storyteller's discretion. A Static Ethics Challenge is made to determine whether the loss is permanent. If it is, the character must test immediately for a Beast Trait.
As in the stock Minds Eye Theater, once a character has reached five (5) Beast/Path Traits, he has entered Wassail and is now a NPC.
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Frenzy occurs when the conditions of a Beast/Path Trait are fulfilled or if you fail a Storyteller called Frenzy Test. This Test is a Static Ethics Test (no traits risked, against a difficulty
set by the Storyteller based on what is happening) called for a variety of reasons: you are facing the traditional banes of being a vampire, fire and sunlight; you have just been humiliated; you have no Blood Traits and see, smell, taste blood; you are in extreme pain, etc. Of course, Storytellers cannot be everywhere, so if you feel that your character might be in a state where he would frenzy you can find a Storyteller and have them conduct a test with you. That is up to you, of course, but it could be worth extra role-playing points.
Stopping Frenzy can happen in several ways:
The benefits of Frenzy are that you may ignore wound penalties until Torpor and you are not susceptible to Mental or Social Challenges, though you may not initiate them either. You may use certain "intuitive" Disciplines such as Celerity, Fortitude, Potence, Wolf's Claws and others are possible, check with a Storyteller if you have questions.
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We have decided that there is an additional way to recover both Traits and Abilities, which is to take time away from everybody, rest, and think things over. This allows you to calm down, recover some of your composure/confidence/whatever, and slowly regain your Traits and Abilities, a second wind if you will.
You must spend 10 minutes "resting" for each Trait or Ability you want back. You must go somewhere and sit down, no wandering around OOC or anything. You may decide to go somewhere other than where the gathering is taking place; but you will not start "resting" until you get there, so keep travel time in mind. If you are interrupted before the 10 minutes is up, you must start over after you have dealt with the interruption. Meditation ability can help with this by cutting the necessary rest time in half if the ability is spent. In addition, you must be in either complete health or only Bruised; if you are worse off, you have reason to seriously doubt your abilities and are in too much pain to really think clearly. Again Meditation can help against this last state as well, by allowing the character to try and ignore the pain, which is done as a Static Mental Challenge (difficulty 9 if you are Wounded, 12 if you are Incapacitated, 15 if you are in Torpor).
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A minor clarification of Diablerie from the book is in order, Diablerie does not automatically cause one to gain a Beast/Path Trait; an Ethics Test is conducted as per the rules in this document. In addition, you gain a level of a Discipline that the victim had but that you do not. You do not, however, get the two additional experience points as stated in the book.

Anytime your character dies or is permanently retired you may start a new character using the character generation rules plus you will have 1/2 of your last character's earned experience as additional freebie points.
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You must inform the Storytellers of any and all in-between game actions your character takes. If the Storytellers are not informed, your action does not happen. There are to be no face to face meetings in character between games without the consent of a Storyteller. All other communication between characters (email, telephone, irc, etc.) should be "carbon copied" to the Storytellers (in the case of email) or summarized in an email to them (in the case of all other communications). The reason for this is that you never know who may be listening in, following you, or doing something that may affect, or be affected by, your actions or communications. There will be absolutely no exceptions to this rule, if caught you will be asked to leave the game.
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