Underground Theater does not allow house rules for each individual troupe. As an organization we share the same set of house rules which are administered by the Organizational Storytellers and the Vice President.
We attempt to have as few custom house rules from the core By Night Studios books, but some situations require us to make explicit modifications. Here we will document any house rules and link to rationale documents in the FAQ.
Volume 2 Issue 1
Animal Retainers may only have one Discipline specialization like other types of Retainers.
The Iron Heart Merit will remove the word “Social” from the description of the challenge. This has the effect that Iron Heart applies to all Dominate challenges as the introductory text implies it should.
The effects of Warrior’s Bond are imparted through Telepathy whether or not you are the initiator. The character with Warrior’s Bond is able to expend a Willpower on behalf of the other character’s they are connected to whether or not they initiated the Telepathy connection.
Stock Location Qualities
Only the Stock Location qualities that were in the original book may be taken for a player character’s Haven except Firewall. All of the write-ups from the original book have been updated in V2 I1 except Occult, so, unfortunately, you will have to get the available list from the original core and use the write-ups from V2 I1.
Web of Knives
The following text shall be added to Web of Knives: This merit cannot be combined with other Merits that give your character additional in-clan disciplines.
Priests and the Vaulderie
The following text shall be added to the Passive powers of the Abiding Status Ordained. While you possess Ordained, you may perform the Vaulderie once per night for members of the Pack for which your are Priest.
The following text shall be added to page 416 at the end of the sentence on “Ordaining.” The Regent may initiate the Blood Bath anywhere within their jurisdiction without being physically present.
The following text shall be added to page 417 at the end of the sentence on “Ordaining.” The Cardinal may initiate the Blood Bath anywhere within their jurisdiction without being physically present.
The following text shall be added to the Passive effect of Ascendant. “This includes powers granted by the passive or spent effects of Status.”
The following text shall be removed from the Spent effect of the Sovereign status. “ If you are blood hunted, you are considered to have the negative status Forsaken while in that Prince’s city. This has no effect if you travel to a city where you are not blood hunted . If the wielder of this status dies or is removed from praxis, your blood hunt is also removed.”
Architect of the Tower
The following text shall be added to Architect of the Tower. “You may only purchase this merit if your character is of one of the following clans: Gangrel, Toreador, Malkavian, Nosferatu, Ventrue, Brujah, Tremere.”
You shall not purchase Architect of the Tower without the explicit permission of the CCST.
Prestigious Sire and Social Nobility
You shall not purchase Prestigious Sire or Social Nobility without the explicit permissions of the CCST.
Elder of the Camarilla
The text on Elders of the Camarilla shall be modified to include a further provision described here. “To be considered an elder of the Camarilla, a vampire must be of a potent generation (Pretender Elder, Master Elder, or Luminary Elder), and have been known to be active for at least 300 years. Any character meeting this definition must purchase the merit Elder of the Camarilla.”
A 1 point, setting-specific, Camarilla merit named Elder of the Camarilla shall be added with the following text: “You have been known to be active for at least 300 years. You have the potent generation of either Pretender Elder, Master Elder, or Luminary Elder. As a result, you gain the abiding status traits Confirmed, Established, and Privileged as described on page 400.”
The following text from Mind’s Eye Theater Werewolf the Apocalypse shall be added to the Influence Actions section on page 307: “An active chronicle often has a complex hidden world of influence actions and downtime actions. The following guidelines are designed to help Storytellers adjudicate processing influences and downtime actions when timing matters in a given scenario. The goal is to weave an immersive experience for your players and your chronicle with a minimum amount of work outside of a game session:
“1. Defensive actions are always processed first. Attack actions trigger a defense action if one has been submitted.
- Influence actions occur before downtime actions, unless they represent defense actions, such as patrolling.
- If there is an issue where the timing of an attack influence action matters, the initiative order is determined by the Influence background + the character’s Social attribute. The character with the highest total has her actions adjudicated first.”
The following text shall be added to the Nightmare’s flaw on page 264: “You begin each game session with 1 Beast trait.”
Exceptionally Difficult Static Challenges
The following text shall be added to the Static Challenge Variations section on page 273. “Exceptionally Difficult
“A static challenge may be considered even more difficult than the assigned difficulty rating reflects. For these challenges, a Storyteller may add an Overbid retest to be used against the Player. If the difficulty rating is equal to or greater than double the Player’s pool, then the Storyteller gains a retest as described in the Overbidding section on page 275.”
Blood Per Turn Specialization
The following text shall be added to the NPC Specializations section on page 489. “Blood Per Turn
“Vampires can specialize in blood per turn. Doing so gives her the ability to spend up to her Stock Rating in blood per turn.”
The following text from Mind’s Eye Theater Werewolf the Apocalypse shall be added to Alternate Identity on page 98. “In order to determine if a character is using an Alternate
Identity, you may choose to spend a number of downtime actions investigating a character you suspect of having an Alternate Identity, researching your target’s bona fides. After you have spent your chosen number of actions, make a challenge using your Mental attribute + Investigation skill versus the target’s Mental attribute + Subterfuge skill. If you succeed in this challenge, and you have spent a number of downtime actions equal to or greater than your target’s dots of Alternate Identity, you discover the true identity of the target character.
“If you fail the test, if you have not spent a number of downtime actions that equal or exceed your target’s dots of Alternate Identity, or if your target is not using an Alternate Identity, the identity appears legitimate. Storytellers should conduct the test in secret so as to avoid
indicating whether or not someone is using an Alternate Identity. Additionally, a Storyteller should not tell a player in advance how many downtime actions are needed to thoroughly investigate someone, or if such an investigation is even warranted.”
Epic, Giant, and Elder Specializations
Storytellers may create stock NPCs according to the rules for Epic (p 612) and Giant Monsters (p 613) from Mind’s Eye Theater Werewolf the Apocalypse.
Storytellers may add the NPC specialization Elder to stock NPCs using the rules on page 612 from Mind’s Eye Theater Werewolf the Apocalypse.