General Rules / Clarifications:
1. Blood Bonds
1.1. Contrary to the description in the book, a Thrall knows instantly if their Regnant is dead and vice
versa. The blood bond “snaps” in such an event. However, other things may also cause the bond
to “snap”, so it should not be used as a determinant that someone has met Final Death. However,
if either the Thrall or Regnant takes steps to break the bond over time (as per the book), the bond
fades slowly and is not “snapped”.
1.2. Clarification: You may blood bond a mortal without making them a ghoul. Instead of feeding
them a full Blood Trait, you need only feed them a smaller portion of blood for the bond to take
1.3. Clarification: If you begin play with the Bound Flaw, you must go through the standard
procedure for breaking the bond (as per LotN:R) AND spend the 4 XP to buy off the Bound
Flaw. If you are blood bound during active play, you are not required to purchase the Flaw.
2. Awakening a Kindred from “self-inflicted” Torpor requires blood of sufficient strength. Use the
following formula: The torpored Kindred‟s Generation, minus their humanity score, equals the
minimum generation required to awaken them. (Ex. An 8th generation Vampire with Humanity 3 can
be awakened by 11th generation or better.) Characters who enter torpor from damage can be
awakened with any blood (human, animal, Kindred, etc).
3. Clarification: Linguistics: Each point of Linguistics represents one language that the character is
fluent in: reading, writing and speaking. The maximum number of languages a character can speak is
equal to their maximum number of Mental Traits based on Generation.
4. Trait Renewal
4.1. Willpower traits refresh at a rate of one per week at sunset on each Sunday.
4.2. Influence traits refresh at the beginning of each Dallas Generations -game.
4.3. Attribute and Ability Traits refresh at sunset every night.
1. Out of clan non-physical disciplines require a teacher. Both players must inform the head-ST of the
teaching which will take place, this relationship will also be documented in the character‟s Grapevine
file. Celerity, Fortitude and Potence do not require a teacher however you can only learn one dot
among the three every two weeks unless an ST approves otherwise.Out of clan disciplines cost
2. You cannot learn disciplines from Kindred that you have the staked/torpored bodies of. Additionally,
you cannot learn Disciplines from a subject you have Conditioned as they no longer have the mental
capacity to teach.
3. You must have an in-clan advanced before learning an out-of-clan advanced.
4. If you do not have Blood Magic in-clan you cannot teach Blood Magic.
5. In order to learn a Clan- or Bloodline-specific discipline (ex. Protean, Melpominee, etc), you must
ingest one Blood Trait from your teacher, thus creating a one-step Blood Bond. This Bond should be
roleplayed appropriately. You can only begin the process of breaking the bond after you have learned
the discipline to the full extent allowed/desired. If, for some reason, you break the bond sooner, you
must re-ingest blood from your teacher before you begin learning again.
6. Specific Disciplines
6.1.1. Feral Whispers: When a vampire is in Subsume or Shape of the Beast they may be
understood by others with Feral Whispers.
6.1.2 Quell the Beast: Please inform an ST if you use this power on a player as they will need
to turn in all available Will Power tickets.
6.2.1. Telepathy: Line of sight is required for all uses of telepathy.
6.2.2. Psychic Projection: May not use Blood Magic, or any blood expenditures.
6.2.3. Obfuscate vs. Auspex vs. Chimestry: When both individuals are using contrasting
powers the parties may add their levels of the discipline to their traits. (ST required)
6.3.1. All uses of Chimestry require a Storyteller to be present.
6.3.2. Obfuscate vs. Auspex vs. Chimestry: When both individuals are using contrasting
powers the parties may add their levels of the discipline to their traits. (ST present)
6.3.3. If one person disbelieves a Chimerical illusion, it only breaks the illusion for that
individual. They can still see the illusion, but they know it is not real. However, if
someone who has already disbelieved an illusion breaks that illusion (ex. Putting their
hand through an illusory wall), it breaks the illusion for everyone present.
6.4.1. All uses of dementation: Voice of Madness and Total Insanity require a
Storyteller to be present.
6.5.1. Forgetful Mind: Requires a Storyteller to be present to note the action and reflect the
effect in the affected characters grapevine file.
6.5.2. Mesmerism: Requires a Storyteller to be present to note the action and reflect the effect
in the affected characters grapevine file.
6.6.1. Aegis: To prevent staking, you must "blow" aegis before you throw the two simple
challenges. Any character affected by Quell the Beast must burn 3 physical traits to enact
6.7.1. All uses of Intermediate or Advanced levels require a Storyteller to be present.
6.8.1. Soul Stealing: If you are soul stolen, for every level of lethal damage you receive, it is a
simple test vs. the Necromancer's Social Traits to return to your body.
6.9.1. All uses require a Storyteller to be present.
6.10.1. Obfuscate vs. Auspex vs. Chimestry: When both individuals are using contrasting
powers the parties may add their levels of the discipline to their traits. (with ST present)
6.10.2. Obfuscate does not trick technology (barring merits).
6.10.3. Mask of 1000 faces allows you to change your clothing as well as your physical features.
6.10.4. Vanish from the Minds Eye requires a declaration to the Storytellers at the beginning of
6.11.1. All new Obtenebration effects happen at the end of the round. (summoning new
tenticles or summoning a shourd. Players will move shroud and control Arms fo the
Abyss on their turn.
6.11.2. Arms of the Abyss: The maximum number of arms you can have is your levels in
Obtenebration and Occult divided by two and rounded down. Each arm still costs a social
trait to produce. Level 5Ob +5Occult = 10 /2 = 5 arm limit at 1blood 5 socials. The arms
are considered to attack as a Mob and will be treated as such. You may only imbue your
Arms with Fortitude.
6.11.3. Black Metamorphosis: This is not a shape changing power.
6.12.1. Prowess: May be used to refresh Brawny, Ferocious, Stalwart, Tough and Wiry
6.12.2. Might is your last retest. Not the last retest for the challenge.
6.12.3. Puissance causes an additional lethal damage.
6.12.4 Any use of Potence above 4 with a weapon requires a static challenge to see if the
weapon breaks (fail the weapon shatters). Any use of Potense 5 requires two static
challenges to see if the weapons breaks (single fail and the weapons shatters).
6.13.1. Awe can also give you eye contact in combat with the expenditure of a social trait.
6.13.2. You cannot be summoned back into combat. This does not mean that you cannot be
summoned into a dangerous situation. This rule is at Storyteller discretion as to what
constitutes combat vs dangerous situation.
6.13.3 Majesty: You may force the focus of those in combat to gaze upon your
greatness with the use of a full turn and speaking a short speech to grab the
attention of those who failed to resist the application of Majesty.
6.14.1. Shape of the Beast: Gangrel (and only Gangrel) use the optional rules on pg. 67-9 of the
Revised Gangrel Clan book.
6.15.1. Form of the Cobra is run out of Faith and Fire.
“You can complete the transformation begun by Skin of the Adder, becoming a giant
black and gold cobra. Expend a Blood Trait- it takes three full turns to transform into a
cobra. As a cobra, you have all of the advantages of the Skin of the Adder, you can fit
through even tighter spaces and you get a free retest in all grappling challenges. Finally
your bite is poisonous to mortals, causing seven levels of aggravated damage. This form
last until dawn or you decide to discard it. It takes three turns to return to human shape.”
6.16.1. All uses of this discipline require a Storyteller.
6.17.1. All uses of this discipline require a Storyteller.
6.17.2. Horrid Form: This is a physical manifestation of your inner famori. It cannot be
changed to look like something else. The extra level of damage, per the book, is only
inflicted in brawling combat.
6.17.3 Attempting to move your heart is a risky task. You must posses atleast 3 ability points in
Medicine and the process takes one month to complete. Your heart must retain is original
shape and can only be moved to the following areas. Right upper chest, right or left
6.18.1. All uses of Blood Magic require a Storyteller to be present.
6.18.2. All uses of Blood Magic require blood expenditure.
6.18.3. All uses of Blood Magic require both verbal and somatic components.
6.18.4. Any and all Blood Magic not found in a Minds Eye Theater Book must be present at
game to be used. It is highly suggested that you bring a write up with you.
6.18.5. Homegrown paths and rituals are subject to Storyteller review and discretion.
6.18.6. Blood Magic will not affect beings on other planes of existence by default. There are
some paths that are obvious exceptions to this rule.
6.18.7. Unless otherwise noted in the power description, all uses of Blood Magic require a full
round. The effect goes off on your action.
6.18.7a Using Dual Thought from Path of the Focused Mind: You must spend a single Will
Power at the start of each round when you wish to use Dual Thought. Dual Thought
allows a second Thaumaturgical action in the same round. You can not use Celerity in
rounds when you use Dual Thought. The second Thaumaturgical action happens at the
end of the round
6.18.8. Weapons can only have one type of enhancement(s) placed on them. For example: You
cannot have a warded weapon with a spirit bound into it using Entrap Ephemera, but you
can have Ward vs Kindred and Ward vs Lupine on the same weapon.
6.18.9. The following rituals do not work in Dallas Generations :
Court of the Hallowed Truth
Chill of the Windsaber
The Deserts Thirst
Pebble from the Mountain
Dead Mans Hand
Touch the Earth
6.18.9a Ritual changes
Paviss the Foul Presense: This ritual is expended after it is first used. The
thaumaturgist may select when it is used and if they wish to use it after failing in
a challenge. (if they use after failing a challenge they retain all traits, abilities and
Will Power they may have expended in an attempt to defend, the agressing player
loses the challenge and the bid traits as well as the abilities expended attempting the
challenge except for Majegty)
Vitae Infussion: A thaumaturgist may only have "blood stones" equal to their
blood pool minus their humanity traits.
6.19. Combination Disciplines NO COMBINATION DISCIPLINES ARE ALLOWED
WITHOUT EXTENSIVE RP, written ST permission and all Combination Disciplines requires
an ST to be present when used! No exceptions.
6.19.1. All Combination Disciplines, regardless of source/origin, are subject to Storyteller
review and discretion.
6.19.2. Combination Disciplines require a learning time of 3 months and a player character
6.19.3. Combination Disciplines from the Anarch Guide are not clan specific.
6.19.4. If there is not an MET rule for the combo discipline, it is not allowed at Dallas
Generations - games (characters based at Dallas Generations - cannot learn it, and
visiting characters may not use it while signed into the game).
6.19.5. Dark Ages combination disciplines are not allowed in Dallas Generations -.
6.19.6. Combo Disciplines from Archons and Templars will only be allowed if there is a MET
write up in a genre packet for the discipline and the character requesting it is an Archon
or Templar. A character must have their Coord‟s approval to learn a combo discipline
from Archons and Templars.
6.19.7. Home-Grown Combination Disciplines will not be allowed unless/until they are
propped and included in a Genre Packet. At that point, the staff will review it and make
a decision and the House Rules will be modified appropriately.
6.19.8. You must have at least one of the required disciplines In-Clan to be able to learn a
6.19.9. The following list of combo disciplines are not allowed at Dallas Generations -:
7th Chinese Brother
The Iron Glare
Under the Skin
Approximation of Loyalty Absolute
6.19.10. The following chart shows available and allowed combination disciplines, their source,
the discipline levels required, XP cost, and whether or not they are restricted by clan.
Name Required Disciplines Source Clan(s) XP
Burning Wrath Celerity 3, Potence 3 Clanbook: Brujah p 66 Brujah 8
Iron Heart Potence 3, Presence 3 Clanbook: Brujah p 66 Brujah 9
Pulse of Undeath Auspex 1, Potence 3 Clanbook: Brujah p 66 Any 3
Thaumaturgical Sight Auspex 2, Thaumaturgy 1 Clanbook: Tremere p 47 Thaums 3
Forced March Celerity 2, Fortitude 2 Clanbook: Assamite p 71 Any 6
Shadow Feint Celerity 2, Obfuscate 2 Clanbook: Assamite p 72 Any 6
Sympathetic Agony Chimesty 2, Fortitude 2 Clanbook: Ravnos p 67 Ravnos 10
Heart‟s Desire Auspex 4, Chimestry 2 Clanbook: Ravnos p 68 Ravnos 10
Mask of Cathay Animalism 3, Chimestry 3 Clanbook: Ravnos p 68 Any 7
Bliss Dominate 2, Presence 2 Clanbook: Toreador p 73 Toreador 7
Soul Painting Auspex 4, Presence 2 Clanbook: Toreador p 74 Toreador 9
Double Talk Auspex 2, Celerity 1, Obfuscate 1 Clanbook: Toreador p 75 Any 5
Denial of Aphrodite‟s Favor Dominate 3, Fortitude 3 Clanbook: Ventrue p 77 Ventrue 10
Lifesong Dominate 1, Presence 1 Clanbook: Ventrue p 77 Any 4
True Love‟s Face Obfuscate 3, Presence 3 Clanbook: Setite p 69 Any 9
Typhonic Beast Potence 3, Serpentis 4 Clanbook: Setite p 69 Setite 11
Weigh the Heart Auspex 3, Serpentis 5 Clanbook: Setite p 70 Setite 12
Claw Immunity Animalism 2, Fortitude 4 Clanbook: Gangrel p 72 Any 9
Flesh Wound Fortitude 2, Obfuscate 3 Clanbook: Gangrel p 72 Any 8
See the Reflected Form Auspex 4, Protean 4 Clanbook: Gangrel p 72 Gangrel 12
Aspect of Beast Animalism 3, Dominate 3 Anarch Guide p. 55 Any 8
Badger‟s Hide Fortitude 1, Protean 4 Anarch Guide p. 56 Any 6
Call Upon the Blood Animalism 5, Auspex 4 Anarch Guide p. 57 Any 9
Chaos Fold Dementation 5, Dominate 4 Anarch Guide p. 57-8 Any 12
Give „Em Hell Fort. or Potence 1, Presence 3 Anarch Guide p. 58 Any 6
Guardian Vigil Auspex 1, Celerity 1, Fort. 1 Anarch Guide p. 58-9 Any 7
King of the Hill Fortitude 5, Presence 3 Anarch Guide p. 59-60 Any 8
Memory Rift Obfuscate 5, Presence 3 Anarch Guide p. 60 Any 5
Retain the QuickBlood Celerity 5, Quietus 5 Anarch Guide p. 61 Any 10
Sensory Overload Auspex 1, Dementation 3 Anarch Guide p. 61-62 Any 8
Smiling Jack‟s Trick Dominate 5, Obfuscate 5 Anarch Guide p. 64 Any 9
Suck it Up Animalism 1, Protean 5 Anarch Guide p. 64-65 Any 5
Tenebrous Veil Obfuscate 2, Obtenebration 1 Anarch Guide p. 65 Any 3
Phobic Affliction Dementation 3, Dominate 3 Malk Genre Packet p. 26-7 Malkavian 9
Scalpel Tongue Presence 1, Celerity 1 Toreador Genre Packet Toreador 4
Focused Reflexes Celerity 5, Auspex 4 Toreador Genre Packet Toreador 9
*Random Patterns Auspex 2, Dementation 2 Malk Genre Packet p. 25-6 Malkavian 7
*Anticipatory Visage Auspex 4, Obfuscate 3 Malk Genre Packet p. 27 Malkavian 12
*Anticipatory Locution Auspex 4, Obfuscate 3, Malk Genre Packet p. 27 Malkavian 10
Catch a Whiff of Madness Dementation 2, Auspex 3 Malk Genre Packet p. 26 Malkavian 9
Shroud of Absence Dominate 3, Obtenebration 3 Clanbook: Lasombra p 72 Lasombra tbd
(Please note: Shroud of Absence is still under review. Players will be notified when a final decision is
* Indicates a Combo Discipline from Archons & Templars.
Merits & Flaws:
1 All Merits & Flaws require ST approval and active role playing to show the merits.
2 The following Merits & Flaws are not allowed in Dallas Generations without ST permission. All Merits
& Flaws are subject to change or removal if abused. This list is not intended to be a complete listing of all
Merits & Flaws.
Natural Leader (or any other trait boosting merit)
3.1.0 Lucky: You have three retests at any time for any reaons. These DO NOT refresh. Once
they are all spent the merit is removed from your character sheet and cannot be earned again for the