House Rules


Level One

Restore Humanity

The first discipline taught to new Children is the ability to regain lost Humanity. This ability must be used within a week of the loss. The user must meditate for one hour per point she is attempting to regain. Then, Conscience and Empathy are rolled with a difficulty equal to the level of Humanity being restored. The number of successes is the number of Humanity points gained back (though the Child cannot gain back more than were lost). If the roll is botched, the user must perform penance before this ability can be used again. The Temple’s Undying King can recommend appropriate measures.

If this ability is successfully used within the week after losing Humanity, then the any levels of Bardo also lost are regained.

Level Two

Banishing Sign of Thoth

The Child learns a mystic gesture which can defend against any supernatural influences. The

Child rolls her Dexterity and Occult. The number of successes is the number added to the difficulty roll of any supernatural power attempting to work upon the Child. These include Thaumaturgy, Vampiric disciplines (Domination, Presence, Auspex, etc.), Lupine spirit magics and the enchantments of Faerie. It will also work against the Faith of mortals who are attempting to turn the Child, or injure him with their Faith.

Rumor says this ability was taught to the Children by Thoth, an ancient Mage and powerful ally of Osiris. None know today if he was a Kindred or a powerful mortal, or if he even existed at all.

System: roll Resolve + Occult + Bardo, successes add defense vs supernatural attack. (e.g. Remove dice from the attacker’s pool)

Level Three

Gift of Apis

This level of ability frees the Child from the curse of having to drink from mankind to survive. The Child can drink from animals and gain as much nourishment from their blood as from mortal Vita . As long as the proper rituals are maintained, this ability does not diminish with time.

The Grand Undying King of the Children of Osiris has not drunk mortal blood since the fall of Rome.
Level Four

Pillar of Osiris

The Child can create a Pillar of Osiris, the center of a Temple, where the study and meditation of Bardo can be maintained. Any spells or supernatural disciplines practiced within the Temple subtract three from the difficulty factor to succeed. However, if a Child spends an extended time away from a Temple, the chance of frenzy increases. For every month away, increase the difficulty roll to frenzy by one. Also, the instances in which a frenzy are called for increase, until after a few months, even the slightest annoyance may trigger it. Only regular meditation at a Temple can prevent this degeneration.

Most Children reside at a major Temple, where fellow sect members aid them in the maintenance of their strict path. But sometimes, a Child may have to enter the outer world on sect missions. This level of ability is vital to the Child’s mystic health.

Any place can be fumed into a Pillar after a night-long ritual. The Pillar is an abstract concept of a mystical center, and does not require a physical pillar. The Child rolls Willpower versus a difficulty decided by the Storyteller, dependent on the nature of the location. A secluded cave, never disturbed by violent Kindred or mortals, would only be a difficulty of 5. But a city apartment on the most crime-riddenstreet in the area would be a 9. A suburban home in a nice neighborhood would fall in the middle, with a 7 difficulty. The number of successes is the number of weeks the Temple can be maintained before another ritual is required.

Level Five


With this level, the Child has gained enough knowledge in her mystic studies as to innately understand the illusory nature of the world. She can utter an extemporaneous remark about it, usually a nonsensical phrase or haiku.

System: The Child rolls her Wits + Manipulation against each listener’s Willpower. Anyone whom she is successful against suddenly becomes overwhelmed with knowledge of the essential oneness of the universe. They are in a confused trance and must make a Willpower roll (difficulty 7) to successfully attempt any action for the rest of the Scene. At the end of the scene, the knowledge will fade away, sunk again into the illusions of the mind.

The person so affected by the paradox must add one to any difficulties to harm the Child after that, as part of their self remembers the bliss the Child delivered, if only for a few fleeting moments.

Sometimes the phrase’s effectiveness can be added to by striking the intended listener with a sudden blow while pronouncing the phrase. This subtracts two points from the difficulty (the listener’s Willpower).

House Rules

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