Essa's Rules of Kind

The following are specific changes and house rules regarding Kindred, Mage, and Wraith. This page is for you if you play one of these kinds.

Wraith: The Oblivion House Rules

 * 1) All Wraiths will be created only from the Second Edition core rule book. No creatures from any of the source books are allowed as playable because they can be mind-bendingly game tilting.
 * 2) Merits and Flaws from the Wrath: Player's Handbook are allowed and acceptable, to a maximum of TWO(2) each.
 * 3) Wraith characters must have a Fetter. A Fetter, being on object or individual that links the ghost to the world, can even be an NPC or another player character, with that player's permission.
 * 4) All wraiths have the ability to manifest in the corporeal world, as anything from an ambulatory shadow, to a hazy and translucent figure, to a solid flesh and blood looking individual. To appear as a hazy and translucent figure costs the Wraith nothing, and the wraith cannot speak above a whisper. To appear and sound completely 'real', the wraith must spend a point of Pathos. ANY manifested form the wraith takes can be maintained for as many hours as they have Stamina in every 24 hour period, after that time runs out the wraith becomes invisible again and can only interact with the physical world through the use of arcanos or having a Mage friend/ally with at least 1 dot in Spirit to dictate or describe anything the wraith says, does, or points to.
 * 5) Pathos, defined, is the amount and level of emotion that a wraith uses to manifest and draw upon their arcanoi.
 * 6) Arcanoi are the powers of ghosts. Each type of Wraith has their own unique Arcanoi, and can only use that Arcanoi until and unless taught a new Arcanos pool by another Wraith.
 * 7) Other creatures of darkness can become Wraiths upon death, conditionally. The character must possess the Occult or Lore skill, Wraiths, at least at rank 4. At the last few seconds of life, they must roll Willpower against Difficulty of 10. They only need one success, but no Botches. If the characters succeeds, he will become a Wraith. Or, an easier way, is to have a friendly Euthantos mage--like Toi's character--with high ranks in Mind AND Spirit rip the soul from the body at the last second and fling it into the Underworld. Be warned, however, that the grass is always greener....

Vampire: The Masquerade House Rules

 * 1) The biggest change to Kindred are that sunlight no longer destroys them. However, they are diminished during the daylight hours. When indoors or when the sky is overcast all Vampiric Disciplines, except Fortitude, are limited the Rank 2. Out in the open under the unobstructed sky, all Disciplines, again except Fortitude, cannot be accessed at all.
 * 2) Only the seven Clans of the Camarilla, as provided in the core rule book, and one additional clan are playable. The Pandemic destroyed all of the bloodlines and weaker clans entirely. So only Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue, and Caitiff (newly created vampires abandoned by their makers), are playable.
 * 3) Certain other (non-playable) Clans also survived the Pandemic and are enemies of the Camarilla. These are the Followers of Set, Lasombra, Tzimisce, and a select few antitribu (vampires that left the Camarilla to join the Sabbat).
 * 4) Vampires cannot become Wraiths when they die for good. There's not enough of the original human soul left to exist after the Final Death.
 * 5) Vampires can only begin play with their Clan Disciplines. Like learning additional Skills, Talents, and Knowledge, learning other Disciplines must be taught by a vampire (NPC or otherwise) that possesses the desired Discipline.

Mage: The Ascencion House Rules

 * 1) Happily, there aren't many house rules regarding Mages.
 * 2) Only a Mage from one of the Nine Traditions, Hollow Ones, or Orphans as detailed the the Mage: The Ascension 2nd Ed. rule book are allowed as playable characters. Mages from the Technocracy, Nephandi, and Marauders are not acceptable as player characters.
 * 3) Like Skills, Talents, and Knowledge new Rotes must EITHER be taught to a Mage by another Mage (most preferably a PC Mage) whom possesses the rote or the Mage wishing to learn an established rote from scratch must have access to instructions on how to use the rote and study. Three game Episodes in a row need to pass before the new rote is learned from scratch. For a rote being taught by a friend or the Mentor background ( and only then if the Mentor knows the rote) will be learned between one game session and the next.