House Rules

FORTITUDE
Vampires with Fortitude can spend one blood to give themselves automatic successes against bashing or lethal damage equal to their rating. So, someone with Fortitude 3 would be unharmed by three levels of lethal or bashing damage. Fortitude provides soaking dice (not auto successes) against aggravated damage. Without the blood expenditure, Fortitude ratings are added in soak rolls against bashing and lethal damage.

STRENGTH AND POTENCE:
Falling:

You roll one die of bashing damage for every 10 feet you fall before hitting something solid. It can be soaked normally. Landing on something sharp or pointy will turn this damage into lethal damage (at the ST’s discretion). If you fall 100 feet or more, you reach terminal velocity. The damage effect reaches a maximum of 10 dice and is considered Lethal damage. Vampires reduce Bashing damage from falls by half as described below.
Armour worn functions, although at only half it’s regular rating.
Every dot in Fortitude will eliminate one die of damage, as your body is tougher and can absorb the impact better.
Every dot in Potence also eliminates one die of damage, due to your enormous strength allows you to ignore the sheer force of the impact. This also helps you land long distance jumps described below.
To land on your feet after a fall or a long jump, make a Strength + Athletics roll Diff. 6

Jumping:

You can jump 1’ up and 2’ forward for every dot in Strength you have. This is your starting base value.

If you jump from an standing position, you roll Strength. difficulty 5. The total is multiplied by 1 up or 2 forward .
(this averages you past the world record for the standing long jump and just under the record for the standing high jump assuming a human maximum of 5 strength)

With a running jump you roll Strength +Athletics diff. 3 . Again you multiply by 0.5 up or 3 forward.
(this reflects that with 10 dice in your athletics + str dice pool, with 10 successes, you can travel 40’ This is higher than the current long jump world record of almost 30’, but the likelihood of receiving that many successes is negligible)

Add the base value to the die roll value for the total distance or height travelled.
The total equal the number of feet travelled.

If the character has Potence, calculate as above, but multiply results by the amount of dots in Potence +1. This will result in the character achieving vast jumps. Between 5’ and 240’ forward and 1’ and 60’ straight up assuming a range of up to 5 in all stats.

To jump successfully, you must clear more than the distance between you and your destination. On a failure, you don’t clear the distance, but you can roll Dex +Athletics (difficulty 6) to grab onto a ledge or other safety as you fall. If you botch, you will plant face into the ground.
You can roll Perception + Athletics (diff. 6, 3 successes required) to accurately gauge the distance you need to jump and how many successes you will need to safely make the leap.

Feats of strength:

Strength: Lift: Break:

1: 90 (41kg) crush a sheet of tin
2: 180 (82kg) break a wooden chair
3: 350 (159kg) break down a wooden door
4: 600 (272kg) snap a thick wooden beam
5: 950 (431kg) break open a metal door
6: 1.550 (703kg) dent a 1’’ steel plate
7: 3.000 (1.361kg) rip up a small tree
8: 5.500 (2.495kg) snap a metal pipe / fold coin
9: 9.500 (4.309kg) punch through a 12’’ stone wall
10: 15.000 (6.804kg) battering ram.
11: 20.000 (9.072kg) break a foot wide tree
12: 26.000 (11.793kg) punch through 5’’ steel
13: 34.000 (15.422kg) destroy a siege engine
14: 43.000 (19,504kg) you are a siege engine
15: 53.000 (24.040kg) ultimate carnage.

This chart represents the minimum strength required to dead lift without a roll. You may affect heavier weight by rolling willpower (diff 9) to advance one level on the chart. Potence gives you a level on the chart for each dot.

Throw:

Strength x 10 in meters for objects weighing 2 kg or less. (Aerodynamic objects will have larger distance increments and unwieldy ones will have lesser ones)

for every kg added, loose 1 meter. If the distance becomes 0 you can only toss it aside. If can’t lift it you can’t throw it. If you have Potence, your distance doesn’t shrink. This is to reflect Vampires throwing cars etc.

You multiply the final distance by your Potence score +1.

For accuracy, roll Dex +Athletics (diff 6 for up to half max range and 7 for half max to max range) This roll will be adjusted for environmental conditions etc.

Push/Pull:

You can push objects aside weighing up to 3 times your lifting weight limit. You can push or drag objects weighing up to 5 times you max. lift. Conditions will modify this.
Consult the lift table for Potence.

BLOOD POINT EXPENDITURE:
I allow vampire characters of Thirteenth Generation or lower to spend more blood points that they normally could; this is known as “pushing.” The character must spend a point of Willpower and take one health level of lethal damage (which can be soaked, difficulty 9); doing so allows a vampire to spend one more blood point than her normal generational limit that turn. The damage and spent Willpower reflects the strain of exceeding one’s normal capacity. Pushing is useful because it allows characters to perform astounding feats on occasion, when they really need to spend that extra blood point. However, ghouls and those of Fourteenth or Fifteenth Generation can’t push, because such weak-blooded creatures don’t have as much control over their vitae.

DAMAGE RESOLUTION:

When resolving Bashing damage, Vampires reduce the total of successful damage dice by half, to reflect their undead form’s resilience. Their tissue is dead, invigorated through the curse, and only partly living in as far as it is permeated by the living vitae they consume. Lethal and Aggravated damage are unchanged. Ghouls aren’t dead, so they resolve Bashing Damage as normal.

House Rules

The Erebus Chronicles Aernout_van_Pallandt