My House Rules<br/><br/><strong>Influence</strong><br/>Rather than having a single Influence Background, there are several different ones, as follows:<br/><br/>Church (Religions in general)<br/>Corporate (Various company interests)<br/>Education (K-12, PTAs, etc.)<br/>Finance (Brokers, Insurers, etc.)<br/>Health (Hospitals, etc.)<br/>High Society (The upper classes)<br/>Industry (Industrial producers)<br/>Judicial (Judges, etc.)<br/>Law Enforcement (Police, Fire, etc.)<br/>Media (TV, News, Radio)<br/>Occult (Faith healers, Occultists, etc.)<br/>Political (Local politics, Mayor, etc.)<br/>Transportation (Public transit)<br/>Underworld (Criminal elements)<br/>University (post-High School ed.)<br/><br/>There are up to 20 dots in each area for the whole city.  No individual character may have more than 7 dots in a given area.<br/><br/>Judicial, Political, Corporate, Police, Underworld, etc. Ties are still valid and cannot be wrested from the character.  Influence can be taken away, if challenged.  Also, Influence can be “pinged” - a character with 1+ dots can see who else has Influence in a given area by twitching the strings.  On the down side, this alerts everyone who has that influence to the character (and exactly how much control (s)he has).<br/><br/>Additionally, for one Freebie Point/XP, the character can control one given location (say a particular church/synagogue or a particular museum).<br/><br/><strong>Kindred/Changing Breeds</strong><br/>The lowest generation allowable for Kindred is 7th.  Most should be in the 9th to 13th range.  No 14th generation Kindred are allowed.<br/><br/>For Changing Breeds, the highest Rank allowable is 2, though there'd better be a good reason for it and it requires my approval.<br/><br/><strong>Lifespans</strong><br/>Changing Breeds: Assume an average lifespan of 140 years, though Garou over 60 are very rare while Mokole in their 180s or older aren't too unlikely.<br/><br/><strong>Disciplines</strong><br/>Kindred of Ancilla standing (Status 2+) may have non-Clan Disciplines, however, their level in a non-clan discipline cannot exceed their highest level clan discipline.  Also, they must have at least one level of each clan discipline before purchasing non-clan ones.  Finally, unless the character has a good (GM approved) reason, they may not take Quietus, Necromancy, Chimerstry, Serpentis, Obtenebration, Thaumaturgy, or Protean as a non-clan discipline.  Neonates and childer can only have clan disciplines unless they learn new ones in game (e.g. get another PC to teach them, probably for hefty payment).<br/><br/><strong>Blood Bonds and Magick</strong><br/>As noted in Ghouls: FA, magick can break a blood bond.  Since no mechanics are given, here are mine:<br/><br/>Life or Mind 4 = 2 hours work per month of Blood Bond + 1 hour of research per six months of the Bond.  Difficulty = 6 + # of years (round up), max. difficulty 10.  Roll each hour versus the Sphere Rating.  On a success, the hour’s a good one.  One a failure, the hour’s lost.  On a botch, the mage strengthens the Blood Bond and adds 1d hours to work time.<br/><br/>Life or Mind 5 = 1.5 hours per month of the Bond + 1 hour of research per six months.  Difficulty and results remain the same.<br/><br/>Life and Mind 4 = as per Life 5/Mind 5, combine the Sphere Ratings.<br/><br/>Life and Mind 5 = 1 hour per month of the Bond + 1 hour per six months.  Difficulty stays the same, combine Sphere Ratings.