House Rules for Vampire the Masquerade
- Prescience - The ability to call up visions of the future.
- Library - A hoard of information regarding topics occult or mundane.
- Disciplines: Auspex, Obfuscate, Presence
- Weakness: Vulnerability to Faith -- Must flee religious symbols, and suffer double damage from the Bane of Faith. (V20)
- Disciplines: Auspex, Dominate, Fortitude
- Weakness: Necrotic Aura -- Cappadocians exude a spiritual blight as a result of their innate closeness to death. Insects die if they come too close and plants wither at the touch of a Graverobber. Extended periods of time in physical contact with a Cappadocian cause inexplicable weakness and fatigue, inflicting one level of Bashing damage per hour. This unnatural Aura of Death unnerves mortals and even vampires, adding 1 to the difficulty of all Social rolls not based on Intimidation. Finally, Cappadocians may never spend blood to appear more human; they are far closer to a corpse than a living being and cannot pretend otherwise. (Hand of Hades Flaw)
- Disciplines: Animalism, Fortitude, Protean
- Weakness: Bestial Visage -- A Gangrel's Beast displays itself in times of stress. Whenever a Feral would make a Frenzy check, they must make an additional, separate Self-Control check at the same difficulty. If they fail this roll, their Appearance is reduced to 0 for the rest of the scene as the Beast twists them into an animalistic monster. Gangrel with Instinct assume the Bestial Visage whenever a Frenzy roll would be required, unless the difficulty of the roll is less than their Instinct score. (Face of the Beast Flaw)
- Disciplines: Auspex, Dominate, Obfuscate
- Weakness: Eternal Madness -- Afflicted with an incurable Derangement. (V20)
- Disciplines: Animalism, Obfuscate, Potence
- Weakness: Soul's Visage -- A Nosferatu's maximum Appearance is equal to 1/4th of their Morality rating, rounded down. Even those Nosferatu with an Appearance of 1 or 2 are disfigured and project an unsettling air. Their Appearance difficulties have a permanent +2 difficulty, unless related to Intimidation. (new)
- Disciplines: Auspex, Celerity, Presence
- Weakness: Entrancement -- Falls into a trance when confronted with beauty. (V20)
- Disciplines: Auspex, Dominate, Thaumaturgy
- Weakness: Blood Attunement -- The first drink of a blood bond counts as the second. (V20)
- Disciplines: Animalism, Dominate, Protean
- Weakness: Respect for Domain -- Respect for territory and hospitality is bound into the very blood of the Tzimisce. They may not ever willingly enter a mortal's home without freely given permission. If forced to enter by external means, the Fiend must roll her temporary Willpower (difficulty 8) each turn or flee by the most expedient (non-destructive) means possible. While inside a mortal home uninvited, taking any impolite or hostile act towards the residents requires a Willpower point. (new)
- Disciplines: Dominate, Fortitude, Presence
- Weakness: Selective Thirst -- Able to feed only on a single, specific type of mortal. (V20)
- Disciplines: Fortitude, Necromancy, Obfuscate
- Weakness: Putrescent Form -- A Stiff's body requires constant upkeep to prevent rot and putresence from setting in. As a Samedi's blood pool is exhausted, their bodies start to decay, transforming them into zombie-like walking corpses. For every three blood points missing from their maximum blood pool, a Samedi's Appearance is reduced by 1, to a minimum of 0. Even when fully sated, their skin is inhumanly pale, their eyes milky and sunken and they stink of decay. All non-threatening Social difficulties are increased by 2, and they can never spend blood to appear human. (new)
- Each character may take one defensive and one offensive action in a turn, or activate a Discipline.
- Extra attack successes do not add to damage rolls.
- Grapple - All attacks made against a grappled or grappling character are at +2 difficulty and botches will result in the attack hitting the other character.
- Each Hunting roll takes 1 hour; each success grants 1 point of blood without harming the victims.
- The number gained can be doubled for moderate harm to the victims (Humanity 6 roll required).
- The number gained can be tripled for severe harm to the victims (Humanity 4 roll required).
- By killing and draining a victim, 10 points are gained. This requires at least 2 successes on a hunting roll, to find an appropriate victim without witnesses, but requires an automatic Humanity roll.
- The dangers of a botch become more severe as more blood is taken. Botches for murder are always terrible.
The nine Major Disciplines: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence, and Protean.
Outside of the 9 Major Disciplines, there are many other permutations of the Blood. These include all former "signature" Disciplines.