House Rules
for
The Wasteland Chronicle



-Age Limit
-Boons
-Combat Rules
-Clan Clarifications
-Disallowed Bloodlines and Clans
-Discipline Clarifications/Changes
-Graduation Requirements
-Influence
-New Abilities
-New Discipline Levels
-New Merits and Flaws
-New Derangments
-New Influences
-Sabbat Defectors
-Sanctioned Bloodlines
-System Rules


Age Limit

In order to play in “The Wasteland Chronicle”, a player must be at least fifteen years old or a Sophomore in High School.


Boons

Information on Boons for ‘The Wasteland Chronicle’ can be found here: ( http://groups.yahoo.com/group/the_wasteland/message/2 )

*this link is dead... if anyone has a copy of this page, please e-mail Ian with the word Boons in the subject line.

Note that your character most likely does not have access to the original message listing the details of boons.


Combat Rules


Called Shots

Any successful called shot does an additional level of damage. Any damage to the head with a weapon or Potence of at least level three is aggravated damage. Two additional traits must be bid for called shots. One simple test must be won by the attacker, and the defender must lose another simple test in order for the called shot to be successful. Surprised or immobie characters do not gain a simple test in defense, and in such cases only additional trait must be bid.


Damage

Damage by any weapon to a vampire is considered “Weapon Damage”. “Weapon Damage” requires two blood points per level of damage to heal. Damage done without weapons(Including damage done by claws of supernatural creatures, if soaked down from aggravated) is considered non weapon damage and only required one blood point to heal.


Incapacitation Clarification

Wound Level – Incapacitated
When a character is at the 'incapacitated' wound level they are still able to hear and see what goes around them(providing their eyes are open etc). However, the character is incapable of movement in the slightest and their mental faculties are not at their fullest. They may be contacted telepathically but may not mentally communicate. They are, however, capable of sharing what they see and hear with the individual in contact with them. If a character with a telepathic link provided by another individual becomes incapacitated, the telepathic link remains.


Soaking

Once per round a character may choose to soak. The discipline of ‘Fortitude’ is not required. This may be done when the character is surprised, or in leiu of one of the character’s actions, but no more than once per round. This is a DIRECT physical challenge between the attacker and the character.
The attacker may use any retests as normal, but the defender can only retest with willpower traits. If the character wins the challenge, the defender may elect to either ignore up to two normal wounds OR change an aggravated wound into a normal wound.
Additionally, if a character has not already attempted to soak damage in this manner in a round they may attempt to soak damage one time and no more than one time when attacked by a character with more actions than them. This attempt may be made even if the character has already taken an action in that round.


Clan Clarifications


Assamite

Assamites who defected to the Camarilla no longer have the Clan advantage listed in “Laws of the Night”. These Assamites now gain a free level of the Stealth and Survival abilities, representing the skills necessary to hide from their former Clansmen who are hunting them.


Daughters/Sons of Cacophany

There may be male characters from these bloodlines as well as female characters. Sexism may exist in-character, but there will be no sexist restrictions out of character.


Caitiff & Panders

Caitiff and Pander characters start at 15th Generation as opposed to 13th Generation, and may “buy” themselves down in character creation as such. Caitiff may choose any three disciplines in-clan, as may Pander. Two of the three chosen disciplines must not be 'Clan Specific'.

Disciplines that are not 'Clan Specific' are as follows-
Animalism
Auspex
Celerity
Dominate
Fortitude
Obfuscate
Potence
Presence

Disallowed Caitiff/Pander Disciplines are as Follows-
Abombwe
Daimoinon
Kineticism
Obeah
Ogham
Mortis
Nihilistics
Rifts
Sanguinus
Temporis
Dark Thaumaturgy
Thaumaturgy(Pander may posess with Narrator approval)
Valeran
Visceratika
Any player-created or web based discipline.


Malkavians

Most “religious” Malkavians are not truly religious, as it is nothing more than their insanity prompting them towards believing in their religion. In rare instances, however, a Malkavian may posess the merit “True Faith”. In order to have the “True Faith” merit, a Malkavian character may never have more than one derangement or one beast trait. If at any time another beast trait is gained for whatever reason the Malkavian loses their “True Faith” irrevocably and the points that were spent on it. If the beast trait(s) is(are) removed through “Restore Humanitas” or an equivalent power, the Malkavian may repurchase True Faith again for fourteen experience points if they so choose.


Disallowed Bloodlines and Clans

These bloodlines and Clans may not currently be played as PCs under any circumstances.

Ahrimane
Baali
Blood Brothers
Cappadocian
Lamia
Lhiannan
Old Clan Salubri
Salubri
Salubri Antitribu
Nagarajah
Old Clan Tzimisce
Tzimisce Antitribu
Tremere Antitribu
True Brujah
Any non-sanctioned player created or web based clans and bloodlines.


Discipline Clarifications/Changes

User of Passive Powers:
There are some powers that do not require a user to leave the protection of ‘Unseen Presence’ and similar powers. Ask a Narrator if you have questions as to which apply.
When these powers are used the individual may still test to see the user with Auspex(Or equivalent powers), even in the individual in question is standing still, for a full fifteen minutes.

Auspex Vs. Obfuscate
Characters with at least “Heightened Senses” in Auspex may test to see through “Unseen Presence” being used by a character with up to “Cloak the Gathering” in obfuscate.
Characters with at least “The Spirit’s Touch” in Auspex may test to see through “Unseen Presence” being used by a character with up to “Soul Mask” in obfuscate.
Characters with at least “Heightened Senses” in Auspex may test to see through “Mask of 1000 Faces” being used by a character with up to “Fade From Mind’s Eye” in obfuscate.
Characters with at least “The Spirit’s Touch” in Auspex may test to see through “Mask of 1000 Faces” being used by a character with up to “Cache” in obfuscate.

Bardo(Pillar of Osiris – Intermediate)
This level no longer exists.

Celerity
The blood trait spent to activate celerity counts towards a character’s maximum blood trait per round expenditure. Level 1- Basic - Alacrity
Six steps in combat. May take action during pre-empt or normal round.
Level 2- Basic - Swiftness
Nine steps in combat. Take action during pre-empt and normal.
Level 3- Intermediate - Rapidity
Twelve steps in combat. Take action during prempt, normal and one after.
Level 4- Advanced - Fleetness
Fifteen steps in combat. Take action during prempt, normal and two after.
Level 5- Master
Eighteen steps in combat. Take action during prempt, normal and three after.
Level 6- Master
Twenty-one steps in combat. Take action during prempt, normal and four after.
Level 7- Ascendant
Twenty-four steps in combat. Take action during prempt, normal and five after.

Celerity and Flight
Celerity may now be used in conjunction with flight in order to have extra steps for characters that can fly and also have celerity, with the exception of Tremere using the movement of the mind power 'flight'. However, flying no longer grants extra steps in and of itself.

For Gargoyles, their ability to fly is no longer dependant on Visceratika, but on a fourth discipline- 'Flight'. This discipline is learned like any other in-clan discipline, although it may not be taught to those outside the bloodline. Gargoyles without any levels in 'Flight' may not fly at all, nor do they have wings. Gargoyles need no longer take actions getting up to full speed.

Flight has levels like a standard discipline - Two basic, one intermediate, one advanced. Seventh Generation Gargoyles have access to two additional 'Master' levels of flight.

Each level of 'Flight' adds three steps of flight movement an action(6 in the pre-emptive), along with increased maneuverability relative to the level of the discipline. The physical size of the wings grows in accordance with the level of 'Flight' that the Gargoyle has.

Magic/Thaumaturgy
Unless stated otherwise, the maximum range of all magical/thaumaturgical powers is thirty yards.

Obtenebration(Arms of the Abyss – Intermediate)
The Shadows created by use of this power now have six physical traits as opposed to three.

Potence
Expenditure of a blood trait refills all physical traits, not just brute strength related traits.

Presence
Level Two - Entrancement - Summary of Change: Enhanced Subtlety The Entrancee no longer realizes afterwards that she has been Entranced. When it wears off, it simply does. In the event that the would-be Entrancee wins the Social challenge, that party is not aware of the Entrancement attempt.

Level Three - Summon - Summary of Change: Reduced Cheese & Enhanced Subtlety If you spend a Willpower to avoid Summon, you do not realize that summon was being used against you. In the event that you suceed in the social challenge against the Summoner, you know some sort of effect was being used on you, something compelling. If you are successfully summoned, you do not commence with zombie-like walking towards your goal. You simply wish to interact with the person again, and suspect that going to a certain location(where the Summoner was when the power was activated) will likely result in finding them. You are welcome to utilize all powers in your pursuit of meeting this person. In the event that you suspect you will be impeded from reaching your goal, you are expected to deceive those who would interfere with your forward progress towards the Summoner. If you have Obfuscate and people might try to stop you, you WILL use it. Situational circumstances certainly will alter these rules, with Narrator approval.

Level Four - Majesty - Summary of Change: Reduced Cheese If you ever make any comment along the lines of "Hey, do you ever notice that when Joe isn't around, you don't like him anymore?" You may be subject to immediate berating. If you fail to realize that this is meta-gaming in its purest, then you might find yourself subject to being put on a list of people whose deaths would be inconsequential to me. Majesty is subtle.

Serpentis(Form of the Serpent – Advanced)
This discipline now grants the user four additional physical traits; Lithe, Wiry, Steady and Resilient. The user may choose one type of snake to turn into. This must be the type of snake the user changes into every time the power is used.

Spirit/Wraith Thaumaturgy
From now on, there are two separate paths. "Spirit" Thaumaturgy affects only spirits in the middle umbra(Banes, weaver spirits etc.). Spiritsight will allow one to gaze into the middle umbra, also allowing them to see any garou there etc.

The Wraith branch of Spirit Thaumaturgy will be called "Wraith" Thaumaturgy. There are two slight changes in the rules for "Wraith" Thaumaturgy from Spirit Thaumaturgy. First, the first intermediate level cannot be used to bind a wraith to a location. Second, in order to use the advanced level on a wraith the user must posess a fetter of the wraith and win in a direct mental challenge(which will be as obvious an attack as they get).

Yes, this does mean that middle umbra spirits will be easier to control and bind than wraiths. It's supposed to be that way. No one will be playing any middle umbra spirit PCs(um.. I hope).

Also, it should be noted that the controlling power of Wraith Thaumaturgy does not have the bonding affect that "Compel Spirit" does for Necromancy. While the Tremere are a very powerful, versatile Clan there can be no doubt that Necromancy is the be-all, end-all power for controlling wraiths and that Clan Giovanni has much more of an edge in that department than the Warlocks.

As an additional note on related subjects.. all Giovanni that are relatively connected to their clan can be assumed to have access to the Wraith Thaumaturgy path, and it must be their "primary path"(Just as the Path of Blood is the primary path for all Tremere).

However, as Thaumaturgy is not in-clan for them they pay out of Clan costs to buy it and the rituals they have access to are extremely limited.

Also, having at least one level of Necromancy will allow the Necromancer to sense nearby wraiths, such as if they had the medium merit but without the power of communication. The "Compel Spirit" power can be used on any wraith nearby, providing the Necromancer can sense it(Some powers, most notably Argos, can hide the wraith from detection).


Graduation Requirents

Zero Graduations
Mortals:
Ghouls.(PC Domitor Necessary)
Vampire:
Camarilla- Main Seven Camarilla Clans.
Anarch- Brujah
United Cainite Democracy- Brujah
Any other Clans, Bloodlines & Caitiff- Must be Fanatically, Gung-Ho Camarilla.

One Graduation
Mortals:
Ghouls.(Independent Ghouls, Revenants)
May play mortal characters(Laws of the Hunt).
Vampire:
May play Anarch, Sabbat or Independent character of any allowed Clan or Bloodline(Including Caitiff).

Two Graduations
Changeling:
Changelings(The Shining Host).
Sorcerer:
Sorcerers(Laws of the Hunt: Player’s Guide).
Werewolf:
Garou(Laws of the Wild).
Wraith:
Wraiths(Oblivion).

Three Graduations
Changeling:
Dauntain( https://www.angelfire.com/md/Kiasyd/Dauntain.html )
Thallain(Minds Eye Theatre Journal)
Vampire:
7th Generation character(12 Freebies).
Werewolf:
BSDs(Laws of the Wild)
Pumonca(Minds Eye Theatre Journal)
Wraith:
Spectres(Oblivion)

Four Graduations
Werewolf:
Other Changing Breeds
Wyrm-Corrupted Pumonca

Five Graduations
Werewolf:
New Changing Breeds
Ajaba
Wyrm-Corrupted Other Changing Breeds

Six Graduations
Werewolf:
New Changing Breeds, Wyrm-Corrupted


Influence

Characters are allowed a maximum of 10 levels of influence in any category other than Herd. Characters are allowed a maximum of 30 levels of Herd. Additional levels of influence gained in other category are taken away and immediatley converted into experience points for the character who gains them. Additional levels of herd are not converted in this manner.


New Abilities

Weapon Ability- Sharp
Weapons with this ability bypass armor.

Clan Networking
With this ability the character may recieve information from NPC's of their clan. Primogen automatically recieve one temporary level of Clan Networking. Certain clans will obviously benifit from this ability more than others. IE: Nosferatu vs. Brujah. If I have to explain why, there is something wrong in the world.

Dodge
Use of the dodge ability allows a retest when evading attack and only when evading attack. Every level dodge that a character has remaining may also be added on to their traits for purposes of a tie or overbid.

Masquerade
When a character breaks the masquerade, they may use the Masquerade ability to immediately take the breach back (as if it never happened) with a static mental test against the storyteller. The greater the breach, the higher the number of traits one must test against.

Seduction
Seduction is the vampiric ability to bring about the internal desires of others. Roleplayed accordingly, Seduction allows a retest for Entrancement challenges. With the Seduction ability, the character may also initiate a social challenge to make the target favorably inclined towards drinking their blood. Remember, feeding is like sex.

Stealth
Knowledge in stealth indicates that one is adept at knowing how not to be detected. It allows a retest in challenges to see characters utilizing Unseen Presence, Fade From Mind's Eye, Shadow Play, Shadow Body and other applicable powers.

Fey Lore, Garou Lore, Kindred Lore, Sorcerer Lore, Wraith Lore
Lore abilities allow the character to have knowledge on a specific type of supernatural creature. A character that does not posess at least one level of Fey Lore or Mage Lore is unaware of their existence. A character that does not posess at least one level of Garou Lore or Wraith Lore may know of their existence, but nothing more. In order for these abilities to be bought, the character must have access to the knowledge in character.

The first level of lore gives rudimentary knowledge. The second level gives the knowledge most young supernaturals of the type know.
The third level gives the knowledge the average supernaturals of the type know.
The fourth level gives the knowledge the elder supernaturals of the type know.
The fifth level gives exotic and rare knowledge of the supernaturals that is even mostly unknown to them.

Kindred Lore and the consequences of not having it

Yeah, if you are Camarilla, and you don't have Kindred Lore 1, you don't know about any clan-specific disciplines other than Thaumaturgy and Protean. Even with K Lore 1, you don't know any details about the others really.

If it's in your background, then you probably know that something about the Setites might turn them into Snakes or something. But who's to say that's a discipline? And not something else alltogether? If your sire just crammed a bunch of shit down your throat while he still tutored you in the ways of the Kindred, then you probably don't remember that much anyway. If you want to remember these things, buy Kindred Lore 1.

An Example:

-=A Camarilla Neonate's First Exposure to a use of Vicissitude=-

Portrayed by: Hypothetical Generic Cammie

Bad Roleplaying: "Yeah, Tzimice can do that. They can also shape and form bone, and turn into a giant black monster of death."

Good Roleplaying: "WHAT THE FUCK HAPPENED TO YOUR FACE?"
Also Good: *disgusting noises of a Vampire vomiting blood*


New Discipline Levels

All new basic levels listed in “Laws of Elysium” are currently in use, counting as the second basic for the discipline in question.

Obfuscate Level 4 - Fade From Mind’s Eye - Intermediate
With a declaration of "Fade From Mind's Eye" the character may cross their arms and enter obfuscate, even with witnesses present. Use of this discipline is not a breach of the masquerade.

Mytherceria Level 4 - Banshee's Wail – Intermediate
The character can expend a Mental Trait to emit a sonic blast from their mouth at a target within thirty feet. If the character succeeds in a direct Mental Challenge(Unnecessary if target is surprised), the victim becomes highly disoriented for the next hour and is down two bids in all challenges. If the character loses the challenge, the Trait is still lost. Further uses of Banshee’s Wail on the target while effects are still in place cause the target to be down an additional bid on all challenges, to a maximum of five bids.

Quietus Level 4 – Blood Spit - Advanced
With the expenditure of a blood trait, the character may propel a point of acidic blood on to another character with a physical challenge. Success means the attacked character takes 1 point of aggravated damage.


New Merits and Flaws

Bad Sight Flaw- 1 or 3 points
This Flaw now has to point values. The 1 point version is correctable with glasses or contacts. The three point version is the same as listed in Laws of the Night.

Gift of Proteus Merit- 4 Points
Option 1-4 Forms- The character has four animal forms instead of two. The additional forms the character changes into MUST be animals traditionally related to vampires, such as black cats, rats and crows. Said animals cannot be fictional or extinct. Players are advised to check with the narrator team before choosing said animal forms.

Option 2-2 Forms- Characters with the five point "Supernatural Kinfolk" merit only may choose to have one of their forms that of the form for the animal they are kinfolk too. For example- Kinfolk to a Simba could change into a lion and a Gurahl kinfolk could change into a bear. This form replaces "wolf form". They may choose to have their second form be bat or any other creature traditionally related to vampires as described in Option 1.

Haunted- 1-5 Points
Same as the ‘Haunted’ flaw listed in “Laws of the Night”, except the player may lower/raise the points level of the flaw in order to decrease/increase the danger represented by it.

Ghoul Before Embrace- 5 Points
The character spent some time as a ghoul before they were embraced and taken into kindred society. The character gains Prowess and may learn the basic levels of Celerity, Fortitude and Potence as in-clan.

Fey/Kindred/Shifter/Wraith Companion- 3 Points
The character has a companion(NPC) that is their friend and ally. They sometimes help the character when they are in trouble, but they will likely ask for help from the character themselves.

Rank 2 (Shifter merit)- 6 Points
Shifter Characters may start play at 2nd Rank.

Supernatural Ghoul- 5 Points
This merit functions just as the ghoul merit, but may be taken at character creation by Fey and Sorcerer characters. Shifter and Wraith characters may not become ghouls.

Supernatural Kinfolk- 5 Points
The character is kinfolk. Although a supernatural creature, the character is accepted by those they are kinfolk to and afforded all the status of a kinfolk(Which isn’t much). Fey and Sorcerer characters may take normal Kinfolk powers as allowed in “Laws of the Wild”.

New Bloodline- 7 Points
The character is the first of a new, player created bloodline. The player picks the discipline combination and origin of the bloodline, and may(with approval) create a new discipline for their bloodline. No more characters of this bloodline may be played until a story has been written for it that is worth at least 7 points.

The "Color Blind" flaw as found in the Hunter book may now be taken by vampire characters.


New Derangements

"Homocidal"
The character has an all consuming need to kill, and kill again. It is only through the constant murder of sentient beings that the character can maintain any semblance of sanity. The character will continue to seek new experiences in murder, moving further towards more unique and challenging kills. The character will be able to appear completely normal if they are allowed to murder with regularity, but if prevented from doing so their madness will become starkly apparent.


New Influences

Herd
Herd represents mortals that will do services for the Vampire. For every influence used in herd before the game, the character may gain one blood trait. The herd may also be used to perform simple tasks, with storyteller approval.

Hunting Grounds
Every level of Hunting Grounds gives the character access to two blood traits. For every level of survival the character possesses, they gain an additional blood trait from Hunting Grounds.


Sabbat Defectors

Characters who have joined the Camarilla after defecting from the Sabbat gain the negative trait “Untrustworthy” automatically. No points are given for this trait.


Sanctioned Bloodlines

Arachnid
Requirements to Play: One Graduation. Must be Sabbat. No exceptions. Ever.

Dochin
Requirements to Play: One Graduation, or Zero Graduations with fanatical loyalty to Camarilla.

Isogyre
Requirements to Play: One Graduation, or Zero Graduations with fanatical loyalty to Camarilla.

Nephilim
Requirements to Play: One Graduation, or Zero Graduations with fanatical loyalty to Camarilla.

Xanthian
Requirements to Play: One Graduation, or Zero Graduations with fanatical loyalty to Camarilla.

Megronin
Requirements to play: One Graduation, or Zero Graduations with fanatical loyalty to Camarilla.

Golem
Requirements to Play: One Graduation. Must be Independent. No exceptions.

Salubri Antitribu
Requirements to Play: One Graduation. Sabbat only. No exceptions. Ever.


System Rules

Blood Bonds

A full blood point must be drunk to begin or continue a blood bond along it’s course. Partial blood bonds apply, but only one may exist at a time.
Drinking any other vampire’s vitae before full blood bond destroys any former partial blood bonds.

When one third blood bound, a character will have some trust for the domitor..
System- Character is one bid down on all social challenges with the domitor.

When two thirds blood bound, a character will consider the domitor a close friend, a very capable leader or a romantic interest. Whatever is most applicable.
System- Character is two bids down on all social challenges with domitor. A willpower trait must be spent in order to take any action that may result in harm to the domitor.

At the third drink, the character is fully blood bound. This state is equal to full and complete, willing slavery.
System- Character is three bids down on all social challenges with the domitor. A willpower trait must be spent to think bad thoughts about the domitor, or take any action that might potentially displease the domitor.
This must have come about due to a command or action taken by the domitor that was abusive or against the character’s nature. At least two willpower traits and the approval of the Head Storyteller must be gained in order to take any action that may result in harm to the domitor.
See “Laws of the Night” or another applicable resource for additional information on how to play out blood bonds.

Although playing out a blood bond can sometimes not be fun, and can be a definite challenge, all players are expected to do so to their best ability. Engineering the death of one’s own character in any way because they have been blood bound to another character is not allowed. If a player is not enjoying playing a character who is blood bound, they are recommended to take up the issue with the character playing the domitor and a Narrator to attempt to resolve the problem.


Blood Pools & Trait Maximums

“Table-Top” blood pools are used for Kindred. This number is also their trait maxmimum.

15th Generation-10, 1/2Rounds
14th Generation-10, 1/Round
13th Generation-10, 1/Round
12th Generation-11, 1/Round
11th Generation-12, 1/Round
10th Generation-13, 1/Round
9th Generation-14, 2/Round
8th Generation-15, 3/Round
7th Generation-20, 4/Round
6th Generation-30, 6/Round
5th Generation-40, 8/Round
4th Generation-50, 10/Round

Characters do not begin the game with full blood pools. Starting blood pools are as per the blood pools listed in “Laws of the Night”. Blood must be gained in character at all times, and may only be gained over the week through approved use of Influences. Starting blood pools are only applicable at character creation. From that point forward, all blood must be gained in character.


Ghouls

Ghouls are made according to the mortal rules presented in “Laws of the Hunt.” The Merit to play a ghoul in ‘The Wasteland Chronicle’ costs three points as opposed to five.

Ghouls gain Prowess and may choose first basic of discipline of domitor or Fortitude or Celerity.

Ghouls who have an 8th Generation domitor or higher may not possess disciplines higher than the first basic level.
Ghouls of 7th Gen Domitor may learn second Basic (only if applicable).
Ghouls of 6th Gen Domitor may learn Intermediate.
Ghouls of 5th Gen Domitor may learn second Intermediate (only if applicable).
Ghouls of 4th Gen Domitor may learn Advanced.

It costs twice the amount of experience points for a ghoul to learn a discipline, but disciplines are never considered “Out of Clan” for Ghouls. Ghouls may only learn disciplines posessed by their domitor, unless blood from another kindred posessing the discipline in question is regularly imbibed as well.

Ghouls may hold up to two blood points in their body, +1 for every generation the domitor has lower than eighth.


Embracing a Ghoul

The character gains only one discipline level at the embrace. The player may choose to abandon up to two of ghoul disciplines for new in-clan disciplines (total of three).


Learning Disciplines

Celerity, Fortitude, Potence and Vicissitude (If Vicissitude is present in blood stream) can be learned up to the intermediate level without a teacher.

Learning an out of clan discipline requires a teacher. A character may teach no more than one discipline to one character at a time, though they may themselves learn while teaching.

In Clan
Basic- Two Weeks, 3 Exp
Intermediate- Four Weeks, 6 Exp
Advanced- Six Weeks, 9 Exp
Master- Eight Weeks, 12 Exp
Ascendant- Ten Weeks, 15 Exp

Out of Clan
Basic- Three Weeks, 4 Exp
Intermediate- Six Weeks, 7 Exp
Advanced- Nine Weeks, 10 Exp
Master- Twelve Weeks, 13 Exp
Ascendant- Fifteen Weeks, 16 Exp


Obtaining Thaumaturgical Rituals

When a character gains a new level of thaumaturgy, they may study for a ritual (providing adequate resources are available) and learn it as well. The ritual costs experience points as well as learning time. Time spent learning a ritual cannot be used to learn a discipline as well. Characters may not learn disciplines while they are learning rituals.

Basic Ritual- 1 Experience Point & 1 Week of Study
Intermediate- 2 Experience Point & 2 Weeks of Study
Advanced- 3 Experience Point & 3 Weeks of Study