Lextalionis vr 1.0.7
Vampire Edition 

Shadowland RPG IRC Server at IP pc065.ed.bmc.org (type /server pc065.ed.bmc.org in any IRC client)
In case of server issues backup channel on dalnet in #vampirehall

INTRODUCTION & HISTORY 

     Back in 1995 I started vamp RPing on DalNET & NewNET. I quickly came to the realization that, though quite enjoyable, the total lack of structure led to many problems. One of them, the most annoying in my opinion, is when two characters fight. There was no easy way to resolve the situation. So for five, ten, twenty minutes or even more, all the other noncombatants had to be dragged through something like this... 

"I lunge and rip into your neck!" 
"But I dodge and you go thru the window" 
"But I turn into a giant bat and land on my feet, then I pull out my silver tipped crossbow" 
"I duck your arrow and pull a dire wolf from my butt and it kills you" 
"But my pet dragon flies from the rafters, pulls a m-16 out of his back pocket loaded with nukes and blows you away..." 
    Etc... etc... etc... 

I had gone through this MORE than enough times and decided to draw up some basic rules to resolve combat. Which I did and started my first vampire RP room in late 1995. Well almost 4 years later, many versions, 2 IRC nets, a channel taker-over, 3 Rping rooms and my own IRC server later, what you hold in your hand are those rules in its most current state: The Lextalionis. The objective is to have a workable version of the popular V:tM rules that run quickly and fairly to all that’s designed for IRC. Thank you taking the time to look this over.

I hope you find my channels as useful and enjoyable as I intended them to be. 

          Enjoy! 

               Harlequin
          Methuselah of clan Tremere, Pornomonster of the Vampire Senate

           
     
                     *** IMPORTANT NOTICE *** 

#Vampirehall and its affiliated channels ARE NOT strict nor strictly based on V:tM RPG. I have taken MOST of the information here from V:tM BUT also Bram Stoker and Anne Rice.

Because of that, there will be some differences here vs. rules in V:tM. So please keep this in
mind. Thanx.

The Lextalionis rules supersede **ALL**other published material. 

Common Questions about the Lex

Q. Why are you using the lex to begin with, what’s wrong with the white wolf system?
A. For a table top game, the WW rules work well generally speaking. But that is the point, its made for table top not IRC. In a table top game you have 2-6 people in most cases and a collection of rules books. Thus, if there’s a dispute the Game Master pulls the book and looks up the rule, makes a call, and the game goes on. In a IRC Free Form Rping channel its quite different. You can have 10,20 or 30+ players all involved at the same time, each one having different rule books and playing styles. And in the channel there is no one GM. Who ever is the Op at the moment makes the call. Thus, there is little continuity in that regard. So without one standard set of rules, the channel would fall into chaos, as has been proven many times in many other channels. This is the lex’s goal, to provide an IRC playable set of rules.

Q. Can I convert my current V:tM character sheet to your system or use the stats I have on my sheet?
A. No. The two systems are not compatible on a mathematical level. I may in the future create a conversion chart, but currently you must create your character from scratch using the system below.

Q. Well I still want to port over my current V:tM character, what do I do?
A. If you’re kindred go to your clan leader (Justicar) and tell him this is what you’d like to do and give him your generation. And generally speaking they will probably put you in the clan as that generation under this system.  There are many variables keep in mind, I stress ‘GENERALLY’ in the last sentence. All the slots of your generation might be filled (you can only have so many of each generation in a clan) so you might in the process of converting add a generation or two. But then again he might have a lower generation free and give that to you as well. So its best to talk to them ASAP. But they make the final call on such conversions. If you’re anything else but kindred then the process is a little less painful ;) Again, seek your Senate Leader and s/he will fill you in.

Q. I don’t see the different levels for the disciplines on your chart.
A. That is because there are none. When I was stripping things away for the original system, some things had to go. The different levels of a discipline would have made the lex much more complex then I wanted. Thus, what you see is what a discipline can do, period. Now if you wish to have your discipline do something not listed ask for an Ops O.K. If they say fine then you may use it, in such a manner. But that’s usually only for non-combat situations will we allow such use.

Q. I don’t see a way to advance my Kindred Character with this system, How do I?
A. With a Kindred character, to be closer to V:tM, it’s more difficult then a non-Kindred Character. With a mage for example, all you have to is be promoted / earn favor of your group leader and s/he will promote you. With a Kindred, you can advance your generation, thus your stats,  by killing a kindred of higher generation. No matter how much lower the generation of the vampire you killed is, you only lower your generation by 1.

Q. There’s some things in here that contradict WoD, what gives?
A. As I have always said, This channel and these rules are BASED on a lot of the background of the WoD games but IS NOT a strict WoD channel. I also took a few ideas from other sources and edited a few WoD ideas as well. This is how I envision my vampire world(channel) and that’s basically the reason.

Q. How do I get started in your channel?
A. Towards the bottom of this text is a list of all the clan/race leaders (Senate Members), Seek the one of your clan/group/pack. And he will tell you what to do from there. Also reading and having a good understanding of the lex helps quite a bit.

LATEST HALL NEWS

Our New Server located at 155.41.13.5 , Basically the hall on dalnet will remain open but mainly as a backup/secondary when our primary server has issues. The primary will be the new server. For those who are having issues getting on I am looking into it. Please be patient. =)

MANY thanx to Ineluki and Katherynn who gave me a much needed break. I think they did a great job from what I saw and perhaps have a little more understanding of why I needed a break ;)
Also thanx go out to my bud Pete here in Boston who helped with the new dice system!

The next few channel meetings are QUITE important. I urge everyone to attend!

CHANNEL/SERVER RULES

1: Have FUN and enjoy yourself!
2: No swearing, obscenities, or vulgarities
3: No advertising of IRC channels or Mass Invites without a Ops permission (Yes we DO give permission to advertise other chans as long as they aren’t lame or offensive in nature)
4: No sexually explicit or obscene nicks
5: English language only, take other languages to private chats
6: No over usage of CAPS, Caps are considered as YELLING !!
7: No harassing of the Admins/OPs ( That WILL get you kicked/banned/KLined ) Respect them and they will respect you.
8: No rudeness toward other users or obnoxious behavior
9: No remarks about a user's ethics, morals, or religious beliefs
10: No remarks about a user's sexual preferences
11: Do not ask or beg for OPs.. We do the choosing!
12: No Flooding, nuking, warring or other lameness!
13. Character descriptions should not exceed 2 paragraphs.  Anything in excess of this will be considered flooding.

Failure to comply will result in a warning to kick/ban/klined, Admins/Ops desecration.

If you feel you have a LEGIT complaint with an OP see one of the Methuselahs. They have the final word on rule interpretation and disputes. 

We are an EOE non-biased Server/Channel. All Bisexual Females ENCOURAGED to apply for server/channel positions! =)

#VAMPIREHALL Information / Description

The Hall was constructed in the early 1680's in Boston, MA. It is structured after the Middle Ages' great halls of England, A mix of gothic and middle ages construction. The Hall is 6 stories tall, with 2 round towers on the south end and 2 square towers on the north. Inside on the first floor, Highly polished Marble floors, a 50' high ceiling, statues and pictures of various great kindred, 2 large granite fireplaces, and dim lighting consist of the basic appearance. On the east and west wall is a self serve bar. The bar serves all drinks in either silver goblets or crystal glasses. Oak tables, velvet padded chairs and sofas consist of the furniture. There is a large pool table in the far end of the Hall as well as a modern sound system. The upper dais level holds a large oak table with carvings of old. Around this table is seat for every senate member and overseer. To both the far corner of the hall are 2 wrought iron spiral staircases that lead to the upper levels. There is a single similar staircase that leads to the lower levels that is covered by a trap door and magically locked. Rumor has it only Harlequin and Katherynn know the way around this magic. The Citadel-like building has many lofts, terraces and balconies in the upper levels... which contain a labyrinth of hallways, chambers, guestrooms, bedrooms, ancient libraries, laboratories, and many others. The lower levels are even more maze-like. Below the wine cellar there rumored to be as many as 13 sub levels of various rooms and chambers. Rumors can be heard floating around about a dungeon and a sub-terranian river cavern beneath the entire complex. It is said only Harlequin knows of all the rooms and passageways.

LAWS OF THE KINDRED

This section states rules ALL players must follow if playing a Kindred. 
If your character breaks any one of these laws, they could be punished by the rest of their clan (or others) up to death of the character. These laws are of the highest regard to all Kindred and some of them may apply to other non-mortal character types as well. 

The Six Traditions

The First Tradition: 
The Masquerade
Thou shall not reveal thy nature to those not of the Blood. Doing so shall renounce thy claims of Blood.

The Second Tradition: 
The Domain
Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.

The Third Tradition: 
The Progeny
Thou shall sire another only with the permission of thine elder. If thou createst another without thine elder's leave, both thee and thy progeny shall be slain.

The Fourth Tradition: 
The Accounting
Those thou create are thine own childer. Until thy progeny shall be released, thou shall command them in all things. Their sins are thine to endure.

The Fifth Tradition: 
Hospitality
Honor one another's domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.

The Sixth Tradition:
 Destruction
Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine elder. Only the eldest among thee shall call the blood hunt.

Failure to follow these kindred rules shall be punishable by a Elder or higher status as s/he deems fit. Up to and including death.

NOTE: A Mortal has certain limitations to it's size, e.g. 9' demons running around jerking and trying to sit in sofas without destroying them IS considered a Masq-breach. So for now the limit is around 8', a few inches up or down much depending on how powerfull and discreete the char is. Remember, anyone above 7' will stick out in a crowd unless being on a basketballfield!

Vampire Facts 

1) All Kindred have the unique ability to regenerate practically ANYTHING with blood. Only thing that won’t regenerate is the head, once chopped off and the body burned you are TRULY dead. Another nasty move is a stake through the heart that will immobilize the vampire totally until pulled out again, it wont die but can't move or use Disciplines except Auspex.

2) A vampire cannot digest normal food or drinks unless mixed with blood. Sure, they can eat it but feel REALLY sick and throw up ALL over the place (mALkaVian favorite at the Prince's little get-together). This includes liquor as well, the only fluids a Kindred can drink is blood or bloodwyne (a mix of red wine and blood). ANY other substance taken in that is not mixed with blood will make the character very ill.

3) A vampire’s body is dead. It doesn't have to breathe, must have blood to move around and is pale as a fish. Unless using stored blood, the body can't have sex (Kindred CAN NOT become pregnant by ANY means period!), blush or use certain Disciplines.

4) Since the vampire has no natural resistance in the skin for UV-rays the vamp will suffer "instant skin cancer" by the sun and certain lamps, leaving nasty burned-like wounds that are quite difficult to heal. This also goes for fire and humans using Faith and holy water. 7th and lower generation have immunity to sunlight although their dice pool/hp are halved from current totals; 4th generation loses 25% of their dice pool in direct sunlight.

5) Vampires cast no reflection in mirrors.

6) Sacred crosses, garlic and not being able to cross running water are just myths, unless it's a clan weakness or someone using a holy item has true faith in which case the vampire must flee the direct line of sight of the holy item, if the holy item touches their skin it has the same effect as direct sunlight, generation irrelevant. In game terms if this happens the kindred’s dice pool is be cut by 30% and he will do everything in his power to flee.

7) Kindred are ‘dead’ in effect, thus they have no soul.

8) Once Kindred, there is NO WAY to revert back to being a mortal or switching clans on a blood level. The ONLY escape is destruction of your physical body. 

Recognized Sects of #VAMPIREHALL

The Camarilla
The Camarilla is a great sect of vampires that formed in the late medieval period. A vampire "United Nations" of sorts, it was formed to protect vampires from the purges of the Inquisition, to uphold the Traditions of Caine, and to enforce the great Masquerade. Many Camarilla vampires, remembering the nights of fire when vampires were uprooted and destroyed, uphold the Masquerade fanatically. Camarilla vampires reject the idea of vampires as monstrous predators, instead preferring to live clandestinely among mortals and feed cautiously.
The Camarilla is the most populous sect, and (in theory) the most powerful. But it is comprised of six clans of vampires, each with its own culture and agenda, and this renders it prone to discord. Ruled as it is by a fractious sort of parliamentarianism, the Camarilla is slow to act and often indecisive in the face of threats; when it brings its combined might to bear, however, the Camarilla is virtually unstoppable.
Beginning characters are assumed to be Camarilla vampires, and to belong to one of the six clans. The clans are:

! Brujah: A clan of violent, antiauthoritarian vampires espousing freedom from societal restrictions.
Clan Disciplines: Celerity, Potence, Presence

!Gangrel: A clan of solitary, nomadic shape shifters who prefer the wilderness to the confines of the cities. They are feared warriors whose animal instincts surface more so than other clans.
Clan Disciplines: Animalism, Fortitude, Protean (Sabbat City Gangrel: Celerity, Obfuscate, Protean)

! Malkavian: A bizarre clan of lunatics whose members are infamous for their insanity - and insight.
Clan Disciplines: Auspex, Dementation, Obfuscate (Tho some elder Malks still have Auspex, Dominate, Obfuscate) 

! Nosferatu: A loathsome clan of deformed monsters who skulk in subterranean tunnels and sewers.
Clan Disciplines: Animalism, Obfuscate, Potence

! Toreador: A clan of elegant, passionate vampires who patronize artists, musicians, actors and the like.
Clan Disciplines: Auspex, Celerity, Presence

! Tremere: A secretive, treacherous clan of vampire warlocks who practice blood magic.
Clan Disciplines: Auspex, Dominate, Thaumaturgy

! Ventrue: A clan of aristocrats and nobles who consider it their duty to lead the Camarilla.
Clan Disciplines: Dominate, Fortitude, Presence (Sabbat Ventrue: Auspex, Dominate, Fortitude)

The Sabbat
The Camarilla's bitter rival is the dread sect called the Sabbat. Originally the remnants of the shattered anarch packs, the Sabbat has evolved - or devolved - into something much deadlier. The Sabbat would "liberate" all vampires from the chains of the Camarilla and their sires. The ultimate Social Darwinists, the Sabbat espouses the tenet of vampiric supremacy - the doctrine that, because vampires are highest on the food chain, they should not hide from mortals, but instead dominate them outright. This attitude toward humans often manifests itself in actions that appear horrific and cruel by mortal standards; accordingly, the Sabbat is often branded a sect of violent evildoers by outraged Camarilla vampires.
Two clans lead the Sabbat. The Lasombra clan is the most prestigious clan and is dreaded for its members' control over the stuff of shadow. Its ally and occasional rival is the Tzimisce, a clan of twisted scholars and sorcerers infamous for cruelty. Tzimisce are said to have the power to warp and mold their own and others' flesh and bone.
	
Lasombra
A clan made of noble blood, and the arrogance that coincides with it. Manipulators of shadows and leaders of the Sabbat, only they see themselves as knowing what it truly means to be the monster called vampyres. Long ago they rose up against the elders and slew their clans founder thus forcing them to join with the Tzimisce to form the Sabbat. They are cold, ruthless, and sadistic killers, seeing themselves as far greater than any other clan.

Disciplines: Obtenebration, Dominate, Potence

Tzimisce
Once undisputed masters of eastern Europe, since the awakening of Baba Yaga (the Nosferatu Progenitor), the Embracing of Tremere and the Sabbat creation when the young slew their Sires, only a few Houses remain. Tzimisce are seen as sadistic monsters, Dracula and Countess Bathory are counted among the Elders of immense power. The truth is they are just slightly misunderstood, having mastered the demonic Discipline of Vicissitude and upholding orthodox methods of being a vampire. Not at all upholding any illusions of humanity in their dead corpses they often have an alien mind, not unsimilar to the Malkavians, only difference shaping their madness instead of being shaped by it.

Disciplines: Animalism, Auspex, Vicissitude (though some Houses of the clan may have slightly different disciplines:: (Koldun: Animalism, Auspex, Thaumaturgy) (Old Clan: Animalism, Auspex, Dominate) (Revenant family: Animalism, Vicissitude, Potence))

The Anarchs
Some younger vampires strive to remain free of both Camarilla and Sabbat control. These vampires style themselves "anarchs" in homage to the warriors who led the great revolt of the 15th century. For the most part these modern anarchs are ragtag bands of Brujah and Caitiff predators, though all clans are represented in their ranks. The Camarilla treats them as it would termites - individually insignificant, but potentially crippling if allowed to breed and fester.

The Neutrals
These clans choose to remain neutral in the great Jyhad, bartering their services to (and jockeying for power with) Camarilla and Sabbat indifferently. These are: the Assamites, a deadly clan of vampire assassins based in the Middle East; the Followers of Set, a dark cult of vampires devoted to the worship of the snake-god Set; the Giovanni, an insular family of incestuous necromancers and financiers; The Gangrel, a clan of shapeshifting loners; and the Ravnos, a nomadic line of Gypsy charlatans and thieves.

Assamites 

The Assamites are a secretive type and do not associate with others of the Camarilla and Sabbat. They are known to have contacts in the tal'mahe'ra (black hand) but there is little known about them.   One thing is known for sure: they kill and they kill well...but for a price.  The Assamites price is always blood and for the right price, they will take out most any target, so be wary of these ancient killers. 

Disciplines: Celerity, Obfuscate, Quietus

Followers of Set (Setites)

The most distrusted and feared of all the clans, the Sandsnakes use their corruptive powers to gain control over the vampiric society as well as the Mortal wherever they gain a stronghold.  Most consider themselves the children of their god, the mythic serpent god Set of ancient Egypt, which they claim one day will return and make them all rule over the lesser beings of the earth.

Appearance: Many Setites are of Egyptian origin and dress in tasteful clothes, with a tendency to wear jewelry formed as serpents and snake tattoos over their bodies.

Clan Disciplines: Obfuscate, Presence, Serpentis, (Path of Corruption)

Giovanni

His family always having been Necromancers of great potency, Augustus Giovanno, the cappa di cappo cappa, managed to slay the Antedeluvian of the Cappadocians to take over the role himself. Since then the Giovanni family has ruled Italy with an iron fist, claiming mastery of all dead, and undead, as well as the deceased spirits. 

Appearance: Black suits, combed back black hair and sunglasses, the Giovanni try to uphold the image of a respectable Italian family.

Clan Disciplines: Dominate, Necromancy, Potence

Ravnos 

The Ravnos share many characteristics with the Gangrel, but there is no other clan from which they differ more. Despite their shared Gypsy heritage, hatred of authority and nomadic lifestyle, Ravnos and Gangrel are often found in diametrical opposition. The Gangrel are loners; the Ravnos love companionship. The Gangrel are combative; the Ravnos try to avoid physical confrontations. The Gangrel are honest and forthright; the Ravnos are masters of lies and deceit. Theft and con games are their most prominent activities. Constant traveling makes it harder for Ravnos to be caught engaging in their favorite pastimes and gives them an infinite number of marks and shills to exploit. Ravnos find no greater pleasure than taking advantage of other Kindred, and a vampire is advised to watch his wallet, gun, and pants while these Licks are around. 

Appearance: Ravnos differ greatly in their appearances and styles, which is understandable since they come from all parts of the world. More common traits of the Ravnos are a calm collected demeanor, uniquely alluring looks, a quick hand, and even quicker wits. 

Disciplines: Animalism Fortitude Chimerstry (those of Phuri Dae background have Animalism, Auspex and Chimerstry)

The Inconnu
The Inconnu, as they were called later, were originally a coalition of Ventrue, Lasombra, and 
Malkavians, and a few True Brujah. Some say the Inconnu are old pacifistic vampires who only seek wisdom and mastery over themselves, others say they have a darker purpose to fulfill. On the other hand some say the Inconnu nowadays gives you excellent guidance and advice, others just disappear as they spread rumors that all Inconnu are pawns of the Antediluvian...

Ghouls/Revenants
Mortals serving the Children of the Night during the day, these can be as powerful as the younger vampires or even stronger depending on who their Master is. By drinking the blood of their Vampire Master they attain some of her powers, along with the body rapidly mutating into a strong warriors skills. The drawback though is once the Master’s blood has entered the body, the Ghoul is forever her slave, loyal until death and must defend the Master no matter what. Forever as it may seem, since the Ghoul cannot die of age for as long as the Master gives it her vampiric blood...

Appearance: Ghouls are Mortal, but usually takes on some of the Clan-specifics above. The Tzimisce Szlachta and Vohzd though are warped beyond recognition, truly the monsters the name Ghoul, and therefore an obvious Masquerade-breach if ever seen out in the open. It's not rare though to see a 15' Vohzd on the Tzimisce grounds defending it's Masters; the Vohzd is a creation of many Ghouls crafted together into one big massive tank of flesh and bone, almost unstoppable...

Disciplines: Fortitude, Potence and one of the Masters Disciplines.

CHARACTER CREATION

Seek your Senate Leader to be given a generation and/or Title in your Clan/Group. Associated with each generation and/or Title is a dice pool or dp bonus. During combat or combat-like situations you will use this dice pool (total of your base pool plus bonus, if any) to attack, defend, or resist your foes’ actions.  Resisting the affects of disciplines (such as dominate or presence) is always a resisted roll of dice, unless otherwise specified.  See ‘Combat’ for how dice are used to resolve fighting.
			
Dice pool: Your base dice pool for combat.  This may be adjusted by a bonus for Title or Rank held.  The total of these two figures is also your hit points.  When dividing dice pool for any reason always round to the nearest number.  If rounding off ½, round down.
Max Disp/Gifts/Spheres: Max. number of powers your char may learn. If Kindred and the listing is more than 3 disciplines, you must first choose among your Clan Disciplines.  Caitiff are limited to choosing from the following disciplines: auspex, celerity, dominate, fortitude, obfuscate, potence, presence, protean.  Those choosing non-clan disciplines are also limited to these 8 choices unless they obtain Methuselah approval (and have a good background story/reason for having it, even learning in channel from another character still requires Meth approval).

Camarilla/Neutrals

Generation	Max # in clan/sect	Starting dice pool	Max Disciplines
4	0	20	6
5	1	16	5
6	2	13	4
7	3	10	4
8	3	8	3
9	4	7	3
10	5	6	3
11	Unlimited	5	3
12	Unlimited	4	3
13	Unlimited	3	3
Ghoul*			Unlimited	      3			 (3)

*Ghouls will not be given a Rank in the Clan but will gain the same bonus as their Masters Rank.

Caitiff/Outcast (non-aligned/any sect/any non-registered kindred)	
(14th Gen)	Unlimited	3	0 (3 with meth only approval)

Kindred Title	Max # in clan/sect	Bonus Dice pool	Bonus Disciplines
Methuselah	0	10	2
Justicar	1	5	1
Archon	2	4	1
Prince	3	3 (5 if controls a city)	1
Primogen	3	2	0
Elder	4	1	0
Neonate	Unlimited	0	0
Childe*	Unlimited	0	0

*All Childe characters are at ½ their base dice for gen and 0 disc for the first month of their existence to
 simulate their weakness as their bodies change and adjust. 

Sabbat/Assamites
	Sabbat anti-tribu clans are NOT considered separate clans for the purposes of assigning clan positions such as bishop or pack priest - 

Generation	Max # in clan/sect	Starting dice pool	Max Disciplines
4	0	17	6
5	1	13	6
6	2	11	5
7	2	9	5
8	3	9	4
9	3	8	4
10	Unlimited	7	4
11	Unlimited	6	3
12	Unlimited	5	3
13	Unlimited	4	3

Sabbat Title	Max # in clan/sect	Bonus Dice pool	Bonus Disciplines
Methuselah	0	8	2
Cardinal 	1/sect	4	1
Archbishop	1/clan	4	1
Bishop	2/clan	3(4 if controls a city)	0
Templar/Paladin	3/clan	2	0
Pack Priest	4/clan	1	0
Brother/Sister	Unlimited	0	0
Childe*	Unlimited	0	0

*All Childe characters are at ½ their base dice for gen and 0 disc for the first month of their existence to
 simulate their weakness as their bodies change and adjust.

Assamite Title	Max # in clan/sect	Bonus Dice pool	Bonus Disciplines
Master/Duat/Chief Silsila 0	12	2
Castellan	1	5	1
Silsila	8	3	1
Rafiq	10	1	0
Fida’i	Unlimited	0	0
Childe*	Unlimited	0	0

*All Childe characters are at ½ their base dice for gen and 0 disc for the first month of their existence to simulate their weakness as their bodies change and adjust.

    Others:		

Type	Starting Dice Pool /HP
Human/Mortal	3*
Vampire Hunter	6**
All others not listed	4***

*Mortals are an ingenious type, always quick to think on their feet. Once per day to save their hide they may x2 their dice pool.

** A Vampire Hunter is assumed to have some sort of special weapon. To simulate this, during combat, they may use this weapon.  For that combat round they may either raise their dice pool by 50%, OR decrease their target number by 1.  They may not use this weapon two combat rounds in a row - therefore, it may be used a maximum of every other round.  Vampire Hunters fighting as a group with no other Types on their side in group combat may pool their special weapons and still get their bonuses every other round, contrary to normal group combat rules.
For every 3 vampires s/he slays, (legal kills in channel only), a Hunter may add 1 die to his/her starting dp/hp.  This is a permanent bonus for that Hunter.  Kills must be witnessed by ops and recorded and logged with a meth as soon as possible.  When Hunters slay as a group, only one may claim the kill.  This must be decided amongst the Hunters.  If disputed, no credit can be claimed by any of them.

*** If a character isn’t kindred, garou, mage, mortal or Hunter they get this dice pool, with no special abilities. No other char classes are recognized in the hall and its sub channels. In other words if you want to play a fae, wraith, time traveler, talking cat or living ball of string you use the ‘other’ pool.

KINDRED SENATE MEMBERS VERY IMPORTANT: Once you allow a Kindred to advance by generation, you can NOT at a later date take that advancement away. So once a 11th gen kindred kills a 8th gen and becomes 10th gen you can not take that advancement away unless it was a illegal kill or its part of a storyline which they agree to. You may hand out titles like “Prince” and “Elder” and take them and their bonus dice pools away as IC punishment but you can not do the same with their base dice pools
.
NOTE: The ‘Max in Clan/Group’ is for reference only. Try to stick close to it for game play balance BUT it’s not written in stone. I will let the clan leaders dispense generation as they see fit as long as its kept realistic. If I see a clan who has no one greater than 8th generation, for example, then I will enforce compliance. 

Creating a Childe: A Kindred can create another one of his kind, if allowed. That new character will have the generation of the sire plus one. To simulate the character developing in his/her new body the new childe will have ½ their normal dice pool by generation and no disciplines for the 1st month real time of its creation. After that they will get normal dice pool for their generation. 13th generation can NOT create a childe.

COMBAT

1-on-1 Combat 

At least 2 non-involved senate members (Ops) must be witnessing for a combat to be valid. The attacker must declare IN THE CHANNEL who s/he is attacking.

Anyone who gets 0 success net will have a +1 target number the next combat round.  If that brings their target to a total of higher than 10, then they automatically lose the next combat round.  

Round all fractions to the nearest whole number, ½ rounds down in all cases.

1. Challenger and Defender each choose to either attack or defend.

2. Each player rolls d10 x their adjusted dice pool.  Base target is always 6, adjusted for use of powers, if any.  Player MUST state disciplines they are using before the roll, either in the channel or secretly to the GM overseeing the battle. They MUST do one or the other or the roll is invalid.

3. If both players chose defense, then the characters just circle and stare down each other, go back to step 1. If both players chose to attack, go to step 4 otherwise use system below:

3a. Use of special powers MUST be stated before rolling is done; Count total number of successes minus botches (rolls of 1). Meths are immune to botches.
3b. Compare  the 2 rolls. Who ever gets more net successes, they do that number of HP damage to their opponent. Ties mean no damage to either character.
3c. Repeat process starting at step 1 until either someone flees (see free escape rules under disciplines) or is reduced to 0 or less HP. In that case s/he is defeated and out cold.

4. Use of special powers MUST be stated before rolling is done; Count total number of successes minus botches (rolls of 1). Meths are immune to botches.
4a. Each character does their net number of success damage to each other.
4b. Repeat process starting at step 1 until either someone flees or is reduced to 0 or less HP. In that case s/he is defeated and out cold.

Feel free to RP the scene out between dice rolls.  This makes for a much more interesting time! 

Stakes, bane weapons, or one-hit-kill magic can only be used as a RP element during combat. It offers no combat assistance.

The winner has the option to 'kill' the defeated character or spare him/her, winner's option. If spared, the character will attack/defend at half power for next 24 hrs real time (exception: see Vicissitude).
	
If a character wishes they may decline combat once challenged. They MUST state this right after being challenged. If they elect to do so the char must leave the Hall for 24 hours to simulate the character fleeing. They may return when 24 hours has expired. If the player wishes to bring in a different character to continue to RP they may do so.

A character using a discipline to effect a Free Escape is not subject to the 24 hour flight rule, but is still subject to further challenges by the same character(s), so would be wise to be discrete.

Group Combat 

If more than 1 person wishes to attack 1 or more people (group attack) use this system.  Other people can not join once combat starts although if wanting to defend someone after her opponent has declared a formal Challenge it automaticly switches into Group Combat. This would be the common way to fight for a city. Clones MAY NOT be used in Group Combat! 

The escape roll may be used by the single strongest combatants on each side. 

A. Total dice pool of each group is tallied up into one roll per group. 

B. Each group rolls the sum of their dice in one roll. Highest roll wins the round. (Check with the OP for accuracy) 

C. Each character in losing group rolls their respective attack dice pool. The lowest roll character takes the net damage and reduces not only their hp, but their dice pool (and therefore the total dice pool of their group) by the amount of damage taken. 

D. Remove the damaged characters' lost attack power from the group tally, continue battle in this fashion until one group is completely eliminated. 

E. Winning group has the right to kill ONLY 1 character from loser group OR capture that city if that's what the situation is, not both.

Ratio may not be more than 3:1 characters in group combat. 

Disciplines are NOT allowed in mass combat. A meth fighting alone or grouped only with other meths in group combat is still immune to botches, but not when grouped with non-meths.

Separate groups with a marker by each person's name.

NOTE: Any character fleeing in the middle of combat will be considered lost in the battle and at the mercy of the attacker.

Formal Combat Terms

Trial of Grievance

If a Kindred feels betrayed by another kindred s/he may call a Trial of Grievance. This is to resolve 1-on-1 conflict without fighting. Both shall appear before no less than 5 senate members. Both the accuser and defender will state their positions and verbally defend themselves. The senate will decide who is right. The loser will perm loose 20% of their total dice pool for one week real time. The loser has the option to physically fight the winner right after the judgment has been made (without losing dice for the fight). If they take this option resolve combat as normal.

Clan War

A Justicar may declare war on another clan or race at any time. It is up to the Justicar to make/break alliances, use their members to the best possible advantage, time when to strike, etc. The war can not last more than 1 week (real time). Whoever totals the most 'kills' (which non-involved senate members will keep track of) wins. 
The losing clan/sept/guild Leader/Justicar must step down. A new Justicar/Leader must be chosen by the other clan members by a clan vote pending Meths approval. 

Blood Hunt

A Prince or higher title member of a clan may call a bloodhunt on a fellow clansperson. If so done all members of that clan shall 'hunt' for the chosen one. If found, call a battle and proceed. If the attacker wins, The hunted character will be considered destroyed and the player must create a new character if they wish to return. If the attacker loses, s/he will be out "recovering" for the rest of the day. The hunted may seek non-kindred or non-aligned kindred for allies (or other kindred clans if the hunted person can convince the leaders of that clan, though that might lead to a clan war.) 
If a kindred of the same clan or anyone else is found to be helping the hunted, s/he may be punished by the clan leaders, up to death or hunted themselves. Unless a meth gives approval a hunt can not last more than 2 weeks real time.

DISCIPLINES

At the end of each discipline, the effect it has on/for your character is listed. See the generation chart to determine your disciplines. Each clan gets 3 disciplines unless otherwise stated above in your clan listing. Use of these powers MUST be stated before dice are rolled.  You may use as many physical disciplines (marked *) as you have/want and one mental or social discipline per turn.  
For those who get more than 3 disciplines, you must first choose among your Clan Disciplines.  Caitiff who are allowed disciplines are limited to choosing from the following disciplines:  auspex, celerity, dominate, fortitude, obfuscate, potence, presence, protean.  Those choosing non-clan disciplines are also limited to these 8 choices unless they obtain Methuselah approval.  
Disciplines marked with (F) allow a free escape AFTER combat has begun.  Use of the discipline for escape must be announced.  The opponent has the option of countering the escape if he has an appropriate discipline/sphere/gift to do so.

Animalism
Vampires with the Discipline of Animalism find themselves with greater control over both the animal world and the Beast Within.

Effect: Once per combat you may call a beast to assist. The beast will have the same attack power (total dice pool) as you. Once the rolls for the combat turn are done you MUST state you are using this power. This counts as your mental discipline for the following turn. You may then roll your attack pool again, no other disciplines apply, but ignore botches.  Your opponent rolls the same dice and uses the same disc, if any, that he used on the previous turn. If you get more net successes, subtract that amount of HP from your enemy, if you lose the roll, no effect to you, it does not count as a ‘loss’ against you. In essence it is a free attack.

Auspex
The Discipline of Auspex bestows telepathic and extrasensory perception powers on its practitioners.

Effect: Using this power during combat you concentrate your powers to the maximum and cannot do 
wrong, ignore all Botches.  May only be used once per combat.
 
Celerity (*, F)
Vampires with Celerity are dangerous foes, for this Discipline enables them to move and attack at superhuman speeds.

Effect: Raise your Opponent’s target number to hit by +1 (normally getting a 7 tn). Further you may take a Fair Escape unless the opponent has Celerity, Speed of Thought or Time sphere.  Garou may expend one of their two daily Rages to stop a Celerity escape.

Dominate
Vampires with Dominate may mesmerize others, or even control their minds outright. Use of this power requires eye contact.  The victim must be of equal or higher gen or be a non-vamp.

Effect: The vampire may make one resisted roll against the victim.  No Disciplines or powers may be used on either side.  If it succeeds she may either give it a short command to do something (nothing obviously lethal to the victim), erase a certain memory from its mind or possess it for a max one day (possession only effective on Mortals). If the roll fails the vampire cannot attempt another Dominate power on that victim for 24 hours.   Garou may ignore the command by expending one of their two daily Rages.  Mages with mind sphere get +2 dice to defend vs. Dominate.

Fortitude *
Vampires with Fortitude prove unnaturally resistant to damage. They must often be literally hacked apart, like the walking corpses they are.  

Effect: Use of fortitude increases the character’s hp’s by 50%.  If failure to declare use of fortitude would drop a character’s HP to 0 or below, that character drops incapacitated (unconscious).

Obfuscate (F)
Obfuscate is the ability to mystically cloak oneself to the minds of others, thereby disguising or concealing oneself.

Effect: You can attack someone hidden in your cloak of Obfuscate once/combat. Make an attack as normal, both roll their dice, all Disciplines/spheres/gifts counted in. If you win, you damage the opponent as a normal attack, but if the defender wins she only evades and you take no damage. Further you can attempt a Fair Escape from combat unless the opponent has Auspex or Mind sphere.  Against shifters, you may take a Fair Escape if you win a contested die roll against them, indicating you have outwitted their highly attuned senses.

Potence (*)
Vampires with Potence are terrifying opponents, for they possess the strength of several humans. When resolving any feat of strength (arm-wrestling, tug-of-war, etc.), a character with Potence always beats a character without Potence.
	
Effect: If the combat is HtH the vampire gains -1 target number for that turn.

Presence
All vampires are impressive, scary creatures, but those with the Discipline of Presence are particularly captivating. Vampires with Presence can manipulate others' emotions, becoming their victims' dream lovers - or most terrifying nightmares.

Effect: Use like dominate in RP situations. For anyone to be able to attack you they must first challenge your Presence with their own. Each rolls total number of dice with a difficulty of 6 on both sides. If the Challenger wins she may assault as normal, otherwise she may not attack the defender for 24 hours.

Protean (*, F)
Protean is the purview of the shape shifting Gangrel, though they have taught their secrets to other vampires. Vampires with Protean may shape shift into a variety of forms.

Effect: The vampire can morph its body to gain sharp claws, or even turn into a wolf to gain +2 to their total dice pool during combat. Further, gens 8 and lower may take a Fair Escape morphing into mist.  Cannot be used at the same time as Vicissitude.

The following clan-specific disciplines require Methuselah permission to learn unless you are a member of the appropriate clan that gets that discipline as a clan discipline.

Chimerstry
The Ravnos Ability to create illusions.

Mainly a RP skill, The vampire can create an illusion by winning a contested roll against the victim.  If the victim has auspex or mind sphere or is a shifter, they get +2 dice to resist with.
This can even be used to make the victim think she's "dead" and harm her, the difficulty for the Ravnos is then 8, but will on the other hand make the victim unconscious.  If the vampire then decides to assault the victim, the victim cannot win or flee the first turn, then resolve combat as normal.  As with dementation, if there is no attack made against he victim after this use of chimerstry, the unconsciousness lasts for a number of hours equal to the difference in successes between attacker and defender.

Dementation
The special legacy of the Clan Malkavian works by channeling madness.

Effect: The vampire channels her inner being into the victim by winning one roll, no powers used in the roll. If the vampire wins, the victim will roll on the chart below to see the effect. This MUST be RPed out for a number of hours equal to their net successes (diff btwn malk and victim’s dice rolls). If the Malk loses, the victim cannot be targeted by Dementation for 24 hours.  Mages with mind sphere get +2 dice to defend against dementation.

Roll one d10
1-2. Victim thinks s/he is someone else, perhaps famous. Either living or dead. (Pro wrestler, Brittany Spears, Capt. Kirk, Alexander the Great, a friend/enemy, Cleopatra, etc). The character using this power may choose the personality if they so wish.
3-4. Victim sits in a corner drooling all over him/herself, unable to complete a full thought.
5-6. Victim runs around screaming, thinking someone/something is after them.
7-8. Victim loses all memories of his/her past, likes/dislikes, etc.
9-0. Victim displays total frigidity or nymphomania/satyrism, whichever is most opposite the character's normal personality and behavior.

Obtenebration (F)
The Lasombra’s mystical skill to bend shadows and darkness to do your will.

Effect: By calling the dark powers to your aid you can fight a whole group on your own, they will still fight with the group-combat rules while you can use obten plus any physical Disciplines per turn as normal and they need to do your full hp damage on you. Further you gain +1 die for each person in the group you fight (+1 if 1 on 1, and so forth).  Note: you must start the group combat alone on your side to fight with this power in group combat - but if you are the last standing member on your side in a group combat, you may use the free escape if applicable.
This power may be used for a free escape by Vampires of generations 7 and below.

Path of Corruption (this path may be taken ONLY by Setites.  Meth approval is not required for Setites to take this path; Meth approval may NOT be given to non-Setites.  Those who have Thaumaturgy discipline may have use of this path for rp purposes - but not the special uses for combat listed below)

This Path is widespread among the Followers of Set, and can be known by followers without the rigid ritualistic training (ie Thaumaturgy discipline) that Tremere need for their paths.  A Follower may take this path if they are allowed enough disciplines - it counts as a discipline choice - but they must take their 3 clan disciplines first.

Effect:
To avoid combat, the Setite may roll their total dice pool in a resisted roll against their opponent's total dice pool to convince them not to fight.  If successful, this prevents the challenger from challenging the corrupter again for a number of hours equal to his/her net successes.  This can be used if Presence fails.  Also, The Setite can use it to cripple an opponent during combat, lowering their dice pool by 25% on a successful resisted roll.  Limit one successful use per battle, as a person can't be crippled more than once.

Quietus
The Assamites' spiritual beliefs about blood, combined with their death fixation, led to the discipline of Quietus. While it is suggested that the Assamites used the curse of the Tremere to originate this discipline, the reverse is actually true. The curse of the Tremere made use of the Assamites' own blood powers, and turned that power against them. The powers of Quietus reflect two things: the growing toxicity of the Assamites blood, and the Assamites' growing spiritual connection with blood.  

Effect: The vampire can use its blood as an effective poison. The Assamite can weaken the victim by touching it, the victim loses 2 dice for the rest of the day.  Subsequent attempts may be made to lower the victim’s dice pool again - no victim may have their dice pool reduced below 1 die by use of this power.  The first time this power is used on a victim in a day there is no resistance roll.  Subsequent uses of the power allow the victim a st, IF he or she is aware of the touch, ops discretion.  These touches must be witnessed by an op - either as a function of rp or during combat by getting an opportunity to touch the attacker - ops have final say on this.  The Assamite may declare use of this power AFTER a successful touch in combat and it will count as his/her mental discipline for the following turn.

Serpentis
Enables the vampire to use the mythic powers of Set, much based on the serpents of Egypt. 
Effect: The vampire gains the legendary hypnotic gaze of the serpent, rendering Mortals immobilized until the vampire takes her eyes of her victim. Even supernaturals can be affected but you must then roll your total dicepool vs your victim’s total dicepool. If you choose to assault someone who is affected by this power make an attack as normal - both parties roll their dice, all Disciplines counted in. If you win you damage the opponent as a normal attack, but if the defender wins she only evades and you take no damage and the combat carries on as normal. You may only use this power once per combat - once affected, they know better than to look you in the eyes again.

Thaumaturgy/Necromancy/Koldun Sorcery
The study of Thaumaturgy is largely restricted to the Tremere, although certain vampires among the Sabbat are rumored to employ it. Thaumaturgy is vampiric sorcery: ritual spell casting and blood magic. Unlike other Disciplines, Thaumaturgy requires blood expenditure.  Necromancy is a variation on Thaumaturgy practiced by the Giovanni.  Koldun Sorcery is a type of wild blood magic used by elder Tzimesce.  It is rarely taught in modern nights.  All three powers are used in the same way for purposes of Lex combat.

Effect: The user’s starting dice will be increased by +50% for that turn. To use these disciplines requires a high expenditure of blood, and this is reflected in the fact that the user’s total dice pool will go down 1 per each round he uses it. For example, a Tremere wishes to declare that he is going to use Thaumaturgy for this turn. His dice pool is 6 and is increased by 50% to 9 for the first turn with the use of Thaumaturgy. The next round his total dice pool goes down one die due to use of blood. His power is now 5 and he continues to use Thaumaturgy so his power is 7 for this turn, 6 for the next, then 4 and so on.  His hit points are NOT affected by his use of magick unless he botches.  A character who botches (rolls 0 or fewer net successes) while using Thaumaturgy makes a single roll of his total dp, tn 6 and does that amount of damage to himself.  You can regain these lost dice by drinking huge amounts of blood (WILL be a Masq-violation if done inside the Hall) or the next day. Tremere who use this that make a opposed dice pool roll when magic is involved use target number 5 rather then 6. All other clans using this, for such purpose, use TN 6. Once per day, Tremere may double botches of a opponet using this disp againt them.

Vicissitude (*, F)
The ability to warp and mold another’s or one’s own flesh and bone. This can be used to have the Kindred using this power look like some one else, form themselves into a monster-like form with increased combat ability, warp another persons body causing extreme pain and damage, or take a plasmic-like form that can ooze thru cracks or into the ground.

Effect: The vampire can shape and mold its body into a 8' horrid looking being gaining +4 dice. A vampire of 8th gen or lower may use plasmic form to take a free escape. If a non-Tzimisce uses Vicissitude, make a roll with 10 dice, if he/she gets 3+ botches the body is IMMEDIATELY deformed and loses half her total dice pool and cannot use Vicissitude for one week full time.  A vampire with Vicissitude who has lost a battle and was not killed, gets one roll of their total dice pool, diff 8.  If they score at least 1 net success, they are NOT affected by the 24 hour dice pool reduction.  A vampire of gen 7 or lower with vicissitude who has lost a battle and is ‘killed’, gets one roll of their total dice pool at diff 8.  If they score at least 1 net success, they escape, but must go into hiding for 1 week time while they reform their body.  If they are caught/found during this time - they are at 50% of their normal dice pool and may not use any disciplines.  

CURRENT SENATE	

Camarilla
Brujah 	TBD
Gangrel      	^Vampiress^
Malkavian	Xorcia
Nosferatu   	^Masked^
Toreador    	Stormsekr
Tremere     	`Raziel
Ventrue      	Ruchys

Sabbat Sect Rep: ikol

Neutrals:
Assamite	Loviatar	
Giovanni	Ignazio_Goya_Giovanni	
Ravnos	Brian_LeBlanc	
Setites	Sertanis
Old Clan Tzimisce	Carmy

Shifter Rep  	Rafarga	
Mage Rep.  	Autumn_Magnus

CURRENT METHUSELAH'S

This list goes from highest ranking to lowest raking within the meth positions. If need be, the present highest ranking meth in the channel has the final say on all disputes and matters (unless a meth of greater rank decides to overrule that decision at a later time.)

Harlequin (Ancient Meth)	Tremere
Katherynn (Ancient Meth)	Tremere
`Ineluki (Ancient Meth)	Tzimisce
{Samantha`} (Elder Meth)	Toreador
Mikal	Ravnos
}{Cally}{	Ventrue

JUSTICAR Responsibilities / Duties

A. Must recruit/assign ranks to all members of his/her clan, and 
   keep an updated list of all members/ranks at all times. 
B. Justicars are AOPs in channel.  Be a FAIR op of all aligned channels of the hall. 
   * OOC insults will NOT be tolerated by OPS or RPers 
   * Violators WILL be kicked/banned if needed. 
C. Create role-playing 'adventures' for your clansmen by assigning them tasks, quests, missions, etc.. 
D. senate members must be able to log on NO LESS than 3 days a week. 
E. a Senator who misses 3 meetings in a row or fails to show up for more then a week without prior notice may be stripped of their title.
F. If more than half the channel is OP’d make sure all the non-OPS deOP and be willing to deOP too.  
G. AOPs should deOP when AFK, sleeping, away, etc.

METHUSELAH Guidelines

A. They will assist Justicars in creating RP storylines. 
B. Meths MAY get involved in storylines as long as they are not intrusive or abusive of their power. Use your better judgment.
C. Enforce the Lextalionis and make sure the senate members do the same. 
D. Meths may over rule all senate members, Elder Meths overrule all lower ranks, and Ancient meths may veto/over rule all others. 
E. Try to keep an updated list of species/clan/ranks of the Hall to be used as a reference during combat and to keep clan lists in check. 
F. Meths are SOPs in channel. Be a FAIR op of all aligned channels of the hall. 
   * OOC insults will NOT be tolerated by OPS or RPers 
   * Violators WILL be kicked/banned if needed. 
G. If more than half the channel is OP’d make sure all the non-OPS deOP, and xtra AOPs as well.
H. Meths should stay OP’d at all times.  
		
SENATE PROCEDURES 

The governing body is broken up into 2 levels. The Senate is composed of the clan Justicars and the Overseers are composed of the Methuselahs. This is to simulate the true body of government in the V:tM books but also not bring the channel administration to a stand still as we found out it did at times in the past. Thus, with this format, the channel rules and all major admin decisions are made by the Overseers (Meths) only. The Senate takes care of all RP and IC matters and votes on such as well. 

The Senate will gather the 1st Tuesday at 20:00 EST and the 3rd Sunday at 14:00 EST of each month for meetings. They may vote on clan, hall and city level issues. After clan business is done anyone who wishes to approach the senate with a issue may do so. The Senate also votes on new Senate members. A vote on any issue can not take place with less then half the senate present. Methuselahs have the right to veto any decision passed. All are welcome to attend a meeting. Meetings shall be held in #kindred_senate so as not to interrupt the RPing.

The Overseers deal with Channel issues, filling senate/meth positions if need be and general
admin duties. They also update the lextalionis as needed. At least 1 meth must be present for a senate meeting. 

Ancient Meths (founders) have the final say on all matters.

CURRENT CHANNELS (Shadowland IRC Server)

These are official channels of the hall. NO other rooms are recognized. Unless combat, death, or other major events takes place in one of these rooms it will not be considered valid or legal.
		
#VAMPIREHALL      	The main Downstairs room	
#KINDRED_SENATE        	The Senate room	
#VH_ALCOVE                   	Intimate private area away from the main room	
#VH_TERRACE                 	The balcony on the outside of the Hall
#VH_Balcony	The landing the surrounds the inside of the hall. A 30' drop to the main floor.
#VH_CHAMBER	The main sitting room upstairs 	
#VH_COMMON	Boston Commons, The main park just outside the hall	
#VH_Gardens	The other part of the Commons, where trees and flowers from all over the 	world are planted.
#VH_DUNGEON	The dungeon below the hall. (If you wish to bring fight somewhere this is the 	place or the Common) 	
#VH_OOC	For all Out of Character discussions 
#VH_CAERN	Cave under the hall that is accessed thu the sewer ; Meeting place for all	Garou and shape shifters	
#VH_BurialGrounds				          The old kings burial grounds (cematary) in downtown boston. A historic 						          sight seeing place. Sabbat meeting area...
#VH_Crypt					           300+ yr old crypts under the Hall.

ONLY senate members and meths get ops in #vampirehall unless otherwise stated by a Meth. Certain loyal friends of the hall may get honorary ops on a case by case basis. Ops is a privilege NOT a right. Don’t ask us for ops, We’ll ask you if we feel its warranted.

Thanx for your support and visiting the Hall!

Joining #Vampirehall Mailing List

               There are three ways for people to joining the hall e-mail news group: 

                   Email the Hall addy with your email and ask to be added to the list.
 
                    Users add themselves by entering their e-mail addresses into the
                    membership form found with the group's messages on the eGroups.com site.
                    (You also can add such a Web-based membership form on your own Web
                    site. Click on "HTML for your Web site" in the group manager interface, to
                    obtain the HTML code you need.)
 
                    Users send an e-mail to vamphall-subscribe@egroups.com 

The messages of your group and other group information is found at 

               http://www.egroups.com/list/vamphall/ 

E-mail address: 

Hall Email Addy = vampirehall@yahoo.com

Websites: 

Official Page:

www.members.tripod.com/VampireHall/
(Webmaster:  Mikal)

Other supported pages:

http://members.xoom.com/vamphall       Webmistress: Carmy

CREDITS

Thanks to Mikal & Ine for the help with this version and to Kath, Ine, Cas, Dark, Chant, Rose, Ashlyn, Tza, Rak, Arc, Carmy, }{aily, kit and all the others who came with me to my new channel and back again. Without your support no set of rules would matter!

COPYRIGHT
Use of copyrighted White Wolf names and material should not constitute a challenge to said material. Used without permission. All other information is Copyrighted 1995, 1996, 1997, 1998, 1999 to Shadowland Enterprises and can not be used without permission of the author of this document. Doing so you violate federal copyright laws and the author will seek legal action against such use.

USING THESE RULES IN YOUR CHANNEL

Because a few people have asked me to use these rules in their channel I have added this section. If you would like to use these rules in your channel I grant permission to use and modify as you see fit with the following stipulations:

a.  My name and email will clearly appear either at the beginning or end of the document giving credit to me as the original writer.

b.  This section, my web page and my IRC server information will remain “as is” unedited in any way.

c. You email me as to what chan and network you’re using them on.

Thanx and Enjoy!

-H