House Rules

Starting experience - 30. You may also utilize the humanity loss rule to net additional experience to a maximum of 10.

Bloodlines - There are no restrictions on bloodlines as long as they are chronologically appropriate to 1869

Covenants – All covenants are available, though be aware that the Ordo Dracul is not an official covenant at this time, but simply a secret society. If you so choose to be part of the Ordo, this will not be public knowledge. Also, your covenant status holds no sway in a city without any know kindred living in it.

Merits – Merit discounts from Covenant status apply only at character creation. Merits such as haven, herd, allies, and resources cannot be transferred with you into the Frontier, so there is no cost break applied after you reach your final destination.
The two-weapon fighting merit may be applied to protean claws.
Merits invalidated by actions outside of the characters control will be refunded back at cost.

Disciplines -
Resilience is getting a boost. It now downgrades all damage types, changing aggravated to lethal, and lethal to bashing.

Celerity is still utilizing the extension bonus. Roll dexterity + athletics, successes obtained equal the rounds that celerity is active.

Auspex is also getting a boost. The first dot of auspex will provide a +3 bonus to perception rolls involving the 5 senses.

Disquiet - I’m implementing a house rule this pits your ability to blend versus the towns/cities overall perception and general unease due to your presence. At the end of each session tally together any instances of flagrant use of vampiric disciples or powers in the presence of mortals. Roll the groups average wits + stealth or socialize versus the towns overall wits + composure or occult + any bonus dice gained from vulgar displays of power during this session. This roll is contested, the coterie is considered the defender. If this roll fails, the town starts getting suspicious of your presence and will eventually move against the demonic fiends that are infecting its streets. The total necessary for this action is up to the GM.

Gear - Here is the list of available firearms for the era

Type Damage Ranges Capacity Strength Size Cost
Hand Cannon
Hand Cannon –2 (8 again) 40/80/160 1 4 5 ••••

Matchlocks
Pistol –1 (8 again) 10/20/40 1 2 2/L •••
Musket 0 (8 again) 40/80/160 1 3 4 ••••

Flintlocks
Pistol, single 1 15/30/60 1 2 2/J •••
Pistol, double 1 15/30/60 2 2 2/L •••
Pistol, pepperbox 0 (8 again) 10/20/40 9 2 2/N ••••
Musket 2 (8 again) 30/60/120 1 3 4 ••
Musket, double 2 (8 again) 30/60/120 2 3 4 •••
Rifle 3 50/100/200 1 3 4 ••
Rifle, double 3 50/100/200 2 3 4 •••

Percussion Cap Firearms
Revolver, light 2 15/30/60 9 2 2/J •••
Revolver, heavy 3 25/50/100 6 2 2/L •••
Rifle, light 3 125/250/500 1 3 3 •••
Rifle, heavy 4 200/400/800 1 3 3 •••
Rifle, elephant gun 5 250/500/1000 2 4 4 ••••

Generic Shotguns
Generic Break-Action 4 (9 again) 20/40/80 2 3 3 •
Generic Lever-Action 4 (9 again) 20/40/80 2+1 3 3 ••

House Rules

Requiem for the West victim8u