| [[house_rules|BACK TO ALL HOUSE RULES]] ||||||| | [[Vampire House Rules|Bloodpool and Feeding]] | [[Torpor/Slumber]] | [[Disciplines]] | [[Disciplines II]] | [[Ghouls]] | [[Rituals]] | [[Other Misc]] | \\ \\ \\ ====== Discipline Changes ====== ===== Auspex ===== __• Heightened Senses__\\ Instead of giving a flat reduction on difficulty this power will give you a bonus to dice pool instead.\\ ===== Celerity ===== You gain one additional action per blood spent, up to the number of dots you have. For example, if you have Celerity 5 you can spend 3 Blood Points to gain 3 extra actions and keep 2 extra dice on Dexterity-based rolls.\\ As per the standard rules, this expenditure can go beyond the normal Generation maximum. ===== Obtenebration ===== __••• Arms of the Abyss__\\ Tentacles are subject to a regular attack roll and don't automatically grapple the target. ===== Thaumaturgy ===== This list is **NOT** exhaustive. Any paths or rituals not listed in either V20 core, V20 Lore of the Clans, or V20 Rites of the Blood are //banned//. No revised, no DA20.\\ ==== Path of the Focused Mind ==== __• Readiness__\\ More a clarification than a house rule: It only works for Wits related rolls, and only on this turn. This is //not// a reflexive action, so you need to gain additional actions through other means. __•••• Dual Thought__\\ Does *not* stack with additional actions gained through Celerity. Use either this or Celerity.\\ __••••• Perfect Clarity__\\ Choose one effect: Either -1 on difficulty all actions taken, immunity to Frenzy and Rotschreck (except supernatural sources), or +2 difficulty on any attempts to mind-control or influencing the Thaumaturge