House Rules and Disciplinary Policy

Disciplinary Policy

The staff of Sacramento by Night asks all its players to remember that we are all a part of this game in order to have fun together enjoying a shared hobby. Live Action Role-Playing is about the group having fun together, not about any specific individual. Players engaging in behaviors that are disruptive to the shared experience may have disciplinary actions applied against them with varying degrees of severity based on the nature of the disruptive event or the individual player’s history of disruptive behaviors and severity of the incident. Please refer to page 14 of Laws of the Night Revised for a guideline. Beyond that, we remind players that no one has a right to be abusive to other players or to staff out-of-character. See: Wheaton’s Law.

General Administrative Rules

Source Material

Sacramento by Night is a One World by Night Camarilla genre Vampire game. As such it uses Laws of the Night Revised, Dark Epics, The Storyteller’s Guide, The Camarilla Guide, The Anarch Guide and Revised Clanbooks supplemented by One World by Night packets as its primary source material. Material from other Mind’s Eye Theatre products may be allowed at storyteller discretion on a case-by-case basis. The primary determination of whether or not to allow something outside of this material is what the storytellers believe is beneficial to the overall story of Sacramento by Night. As such, just because someone else was allowed access to something outside the usual material doesn’t mean it is now available to everyone. Sacramento by Night encourages all of its players to periodically re-read the source material used by the game. Many players have a collection of ideas of what the rules for the game are that is derived from a history of playing under various house rules, not what is in the source books. Sacramento by Night tries to adhere as closely as possible to the original source books. That said, staff retains the right to make calls that differ from source material on a case by case basis.

Character Creation

Character creation is per Laws of the Night Revised. New characters are awarded 30 experience at creation to help flesh out their characters. Additional storyteller awards may be allowed at storyteller discretion (max 60XP). Players are encouraged to work with the storyteller staff regarding all new character concepts not only to determine if any additional awards are available but also to help the new character better integrate with the existing story. Additional storyteller awards are more likely to happen for characters that support the central Camarilla genre of the game than they are for fringe or unusual characters.

One option for additional experience is the Background Questionnaire. Every substansive answer will grant an additional starting experience trait.

There may be caps on certain Clans, sects, merits, flaws, etc. Please check with STs.

Ghouls & Humans

Ghoul and Human PCs are created as per Laws of the Hunt Revised. Trait caps for humans and semi-supernaturals are taken from the Storyteller's Guide page 178 - 8 traits for normal humans, 9 for semi-supernaturals such as ghouls. While this sounds harsh, note that this cap is applied to NPCs as well. 5 of the ghoul PC's free traits must be invested in the Ghoul merit. We do not use the "Powerful Ghouls" rules; the domitor must be 7th generation or better for the ghoul to learn Intermediate disciplines, and 5th generation or better to learn Advanced disciplines.

Blood and Feeding

Characters enter play in Sacramento by Night with full blood. This is reduced by the value of any feeding related flaws (which include all flaws that affect your ability to interact with humans), the number of supernatural retainers you have, clan flaws, and other items as noted in these house rules or by plot effects.

Downtime/Spend Cycles

The downtime cycle for Sacramento by Night consists of 2 cycles per month. Cycles end at 11:59pm on the 2nd & 4th Wednesdays of the month. New Cycles start at 12:00am on Thursday immediately after the end of the previous cycle. This means if you send in a spend on a 2nd Thursday, it’s not going on your sheet for game on Saturday that week. It’ll be on there the game AFTER that game. Cycles will happen as scheduled even if game is cancelled for the weekend. Purchase limits per cycle are explained in the XP section.

Continuing DT actions (like influence) must be sent in each DT cycle they are being used. Sending in “I’ll be using ___ for the next 2 cycles” will give the STs a heads up for what you’re up to. But, it will only officially count for the cycle you sent it in. You still need to send in “This is cycle 2 of using ___ for my master plan” on the next cycle.

Experience Points (XP)

Experience points are spent per the chart on page 124 of Laws of the Night Revised. There are a variety of reasons characters may be awarded experience points. Please note that all awards for anything other than attending Sacramento by Night are the responsibility of the player. Other games may not remember to email in your attendance and we can’t necessarily monitor every email list for your participation. If you believe you character has qualified for an experience award, ask the storyteller staff.

Purchase limits per cycle are as follows
  • 1 trait in each category
  • 1 dot in each ability (you can buy multiple abilities, but 1 dot apiece)
  • 1 background
  • 1 discipline
  • 1 combination discipline
  • 1 blood magic ritual
  • 1 virtue
  • 1 path trait
  • 1 willpower
The storyteller staff may apply a test of reasonableness. Any given purchase may be declined if the storytellers feel that too much is being done in the individual period or the storytellers do not feel the purchase is justified.

Experience may be awarded for the following:
  • 2 XP is awarded for attendance at a live session.
  • Travel is 2 XP if you bring your Sac character to another game. Please send that you went to a game if you want this XP to the ST board & sheet admin.
  • 4 XP is awarded for attending any special event game. While this award is meant for conventions and similar large games other types of events may qualify at storyteller discretion. Please note that this award is applied once for an event regardless of the number of nights the event lasts.
  • 1 XP can be awarded for receiving a roleplaying nod at the end of a live session.
  • 1 XP for downtime activities that significantly add to personal character development. Experience or Influence spends are not usually enough on thier own. Note that this award is not automatic; if you feel you qualify for a given cycle, ask.
  • Good Citizenship - The storyteller staff reserves the right to reward players who go out of their way to help support the game with additional experience. Examples may include but are not limited to: helping new players create characters, bringing items to help decorate the game site or promoting the game to recruit new players.
  • 4 XP can be awarded as a leadership reward for those who volunteer their time for an administrative position within One World by Night. This award comes with its own series of rules and limitations:
    • It is the responsibility of the player to request this award. You must designate the character that this goes to by emailing the ST board & sheet admin.
    • The effective date of the experience from this award is the last day of the month.
    • Sacramento by Night believes that only a single character belonging to the player should receive this award. As such, this award may not be divided between multiple Sacramento by Night characters. Further, if Sacramento by Night believes that the player is receiving a similar award for another character from another One World by Night Game, this award will be denied. If evidence proves you are getting this XP on multiple characters, XP may be stripped depending on Sac by Night ST ruling.
  • Holiday XP- On months that have only 1 game due to holidays (example: November & December), all active characters in the database get 8XP for that month.
  • 8 XP is the OWbN & Sac by Night XP cap per month.

Online Activities

  • All proxies into Sac by Night are hard proxies.
  • All downtime interactions with Sacramento by Night based PCs must CC the SacNight staff. The SacNight Discord server is monitored by staff and satisfies this requirement. If staff isn't involved, the scene didn't happen. Period.

Rules Clarifications


Sacramento by Night prefers the Dark Epics interpretation of most rules. In cases where revised material conflicts with Dark Epics it is safe to assume that the storyteller staff will use the Dark Epics version of the rules. In cases where material from editions earlier than Revised conflict with Revised material, Sacramento by Night prefers the Revised material.

As well, Sacramento by Night reserves the right to adjust these rules as necessary to support the specific scene at the specific moment. While the storyteller staff tries to avoid these instances, there are some cases where the rules need to be adjusted for the sake the story. With these sorts of adjustments, keep in mind that just because worked previously doesn’t mean it will the next time you try it. This is especially true if a creative interpretation of a rule is allowed against an NPC; do not expect the same ruling will hold when later targeting other player characters.

Attribute Traits

1) "Inhumanely Beautiful" - The idea that having more than 5 appearance traits makes one unnaturally beautiful and thus a risk to the Masquerade is an adaptation of Table Top rules. Under those same rules, anyone short of an elder cannot have attributes over 5 in a category. Sacramento by Night will not adapt only half of this rule, and is choosing to adopt none of it. No number of appearance traits will, on its own, cause a character to be a breach of the Masquerade. A character with nothing but appearance traits is simply a character who only knows how to get what they want by leveraging their appearance.

2) Trait Loss - When engaging in a challenge, if you lose the initial test, you lose the trait. The use of a retest does not reverse this trait loss. The rest simply allows that the victory condition happens. If you win on a retest, you are still down the initial trait, and the expended retest as appropriate.

Blood Bonds

There is a lot of misinformation on how blood bonds work. Sacramento by Night uses a rather strict interpretation of the rules from Laws of the Night Revised page 212. Blood Bonds are no joke; the Anarch Revolt happened largely because of them. Some specific items to be aware of:
  1. As it is not discussed in the book, a two trait blood bond will decrease by one trait after 12 - Permanent Willpower months, with a minimum of one month, the same as a three trait bond as described in the book. A one trait bond will fade after one month, regardless of the Thrall's will power.
  2. The time spent away from the Regnant must be spent actively avoiding contact with them. Time spent staked or in Torpor does not qualify. It's not about the amount of time that passes, but the act of will resisting the bond.
  3. This time must be demonstrated with role play. At least one downtime journal per month demonstrating the struggle with the bond is required for the month to count.
  4. Avoiding contact means all contact. Even emails to mutual lists will qualify as contact.
  5. Blood bonds do not break when the Thrall is embraced.
  6. Blood bonds only break on the death of the Regnant if the Thrall personally destroys the Regnant, and succeeds at a Willpower challenge using their current willpower, at a difficulty of 8 traits. Otherwise, death does not end bonds but is certainly a way to ensure there is no contact (mostly.) Thralls will continue to act in their Regnant's interests until the bond fades with time.


  • The most damage that may be done with any single attack is five, regardless of augmentations.
  • A character's initiative rating will be that character's base traits for the desired challenge (i.e. no merits or item modification) unless otherwise specified by a powers usage. Ties will be determined by the levels of celerity, then mental traits if there is still a tie.
  • Social and Mental challenges occur simultaneously of one another on that character's initiative, before Physical Challenges, at the start of the "Everyman" round. Firing a gun with Mental traits will use their Mental traits for initiative but will be enacted as if using Physical traits.
  • Failing a Self-Control/Instinct test to resist frenzy will give the user a Callous of Condescending negative trait for 6 weeks, subtracting one week per level of humanity, not permanently.
  • Rules for Two-Weapon Fighting will be taken from Laws of the Night, and not from Dark Epics.
  • Merits do not stack.


Blood Preparation

This ability allows a character to create food and drink that can be consumed by vampires. Each use creates one item, within reason. Preparing a bottle of rum or a wedding cake is a reasonable use; larger items will require more traits expended. Each use of this ability reduces your starting blood pool by one.


This ability may be expended to gain one blood trait. If used in play, it requires 15 minutes out of play, like Herd.


Lore is representative of what a character knows on a subject outside of what they have direct experience with. One does not need Lore to talk about areas they have personally experience in play but they do need Lore to fill in the details surrounding that topic that weren’t brought up. For example, if someone hands your character a copy of the Convention of Thorns, you don’t need Anarch or Camarilla Lore 3 to remember its contents, though you would need a related lore to discuss the historic context of the Convention.

There are a couple distinctions that need to be made about types of lores. The first is the difference between Insider Lore and Outsider Lore. Insider Lores are those that are taught by the particular group in question to its own members. Outsider Lores are those taught by others about these groups. Outsider Lores are less nuanced and detailed than their insider variants. For example, Vampire Lore is an outsider lore that a Hunter might pick up when studying vampires. This would focus more on the physical abilities of vampires and loosely on their current political structures. The Insider version of this lore, Kindred Lore, includes the same material but also much deeper details into the peculiarities of the blood and the history of the Kindred in the world. Sect lores, clan lores, and their equivalents from other settings are considered insider lores

The next distinction is between common, uncommon and rare. Common Lores are insider lores relevant to the specific character and setting or outsider lores for groups not directly part of the same setting but part of a related setting. For example, a Camarilla Brujah would consider the Clan Lore for any other Camarilla Clan as a Common Lore. They would also view Lupine Lore as a common lore as Lupines have some overlap with the Camarilla Setting but are not part of the setting itself.

Uncommon Lores are insider lores for groups in a related setting or outsider lores for groups with no relationship to the setting. For example, that same Camarilla Brujah would consider Giovanni Lore to be an Uncommon lore as the Giovanni are not part of the Camarilla but are related to it. That Brujah would consider Mummy Lore an uncommon lore as there is little to no relationship between the two settings.

Insider Lores for groups that are not at all related to the setting or for any particularly small, obscure group are considered Rare Lores. For example, that same Camarilla Brujah would consider Lore: Iteration X to be a Rare Lore because it is an insider Lore for a group with nearly no cross over to Camarilla Genre. That same Brujah would consider Ahrimane Lore to be rare due to the obscurity of the group.

Any character may learn a lore from a teacher that has one more level of the lore than they are teaching, without the need for other teachers. For example, a Camarilla Brujah with Camarilla Lore 5 can teach any other Camarilla member up to Camarilla Lore 4. Level 5 require RP with ST at game, or DT & ST approval.

OWbN restrictions on uncommon & rare lore do apply, and all are subject to ST approval.

Backgrounds and Influence


All backgrounds are subject to attack in Sacramento by Night, not just Influence. Attacks backgrounds other than Influence require knowing what it is you're targeting and explaining to staff how you intend to attack it. As a general rule, spending 3 times the background rating in Influence will be a successful attack, though that's certainly not the only method. Certain specific Dar Epics Influence actions qualify on thier own, as do certain in-person actions taken by less Influence oriented individuals.

Backgrounds, including Influence, lost in this way is not removed from the character's sheet but instead is temporarily unavailable. Downtime actions must be taken to regrow these items. Note that this is not activated; if you don't send in the downtime email, no progress  is made. As a general rule, spending 3 times the background's normal rating will count as one growth action, though certain individual downtime actions and certain in-person actions may qualify. Despite the number of such actions used, a given background can only regrow one level per downtime cycle.


Allies represents specific individuals, not a pool of ever changing individuals to draw from. The particular individual will be recorded by staff. Allies start with 6/4/3 to distribute in attribute traits. For each trait invested in the ally, they gain 2 attribute traits and 2 ranks of a useful abilities or influences.

Every time you ask your ally for a favor, throw a simple test as per mentor. If you win, the ally helps you for free. If you tie, the ally helps you but expects repayment afterwards. If you lose, the ally needs a favor before they can help you. In all cases of outstanding favors, you will not have access to the Allies background again until the favor is paid.

Alternate Identity

This background represents different mortal identites usable to help with Influence actions. Traits in this background can be divided between multiple identities, or fewer more established identities. A single action can be associated with only 1 identity.

Every trait in Alternate Identity requires 1 additional Trace action more than normal to uncover who was responsible. For example, Billy the Brujah used 5 points of Street to Conceal his action, with a 2 trait Alternate Identity. Vinny the Ventrue scrounged up 6 traits of Trace. This is enough to successfully trace the action, but only so far as to get the fake name involved.


In addition to the uses in Dark Epics, Contacts may be expended to perform the following Influence Endeavors: Follow, Trace, Watch.


The Domain background represents a specific location of prime feeding territory your character has access to, such as a night club or other night life spot. These domains are granted by the Prince IC. This background may be spent like Herd to gain access to blood on a 1 to 1 basis.


A character may expend a level of Fame to try to have their influence action happen during a game session instead of during downtime. This is subject to a test of reasonableness; while people are willing to go out of their way to help the famous, there are some things that simply cannot be accomplished at eleven in the evening on a Saturday. 

In addition to the above and the uses listed in Dark Epics, Fame may be used to perform the following Influence Endeavors: Attack, Block, Boost, Defend, Grow.

Actions performed using Fame may not have Stealth actions applied to them.

Information Network

Also known as Nosferatu Information Network or NIN. This background is available to Nosferatu only. It can perform all the same functions as Contacts, however the information gained is not necessarily limited to what humans would know.


Sacramento by Night uses Dark Epics for its influence rules with a few modifications. The influence cycle for Sacramento by Night is the same as the downtime cycle. Where Dark Epics discusses something happening “monthly” this will instead happen once per downtime cycle. Influences may be spent for actions in other categories given an appropriate explanation as to how it would function. When this is allowed, it is as if the Combine action was used and so the influence used at half effectiveness. For example, a character can use their Media influence in a Grow action for their Political influence by arranging for discounted advertising rates for re-election campaigns. For every two points of Media spent in this manner, one point of Political Influence growth would be noted.

Important note: You can’t have more influence than the total of all your (positive) Attribute traits (Dark Epics, page 57) unless a retainer is involved, or you have an applicable merit.

Influence is not something done by bots. Continuing influence actions must be sent in each DT cycle.

Additionally, certain abilities may be used in conjunction with Influence expenditures to add additional phantom traits. These traits may only be used in areas one already has Influence, and only for Influence Endeavors (the additional action types in Dark Epics). This represents that a character who is personally skilled in an area can more effectively employ thier Influence. For example, a character could use thier Bureaucracy Influence level 1 to trace a utility bill, and then use their Bureaucracy Ability level 2 to add two levels of Stealth to the action. These additional traits still cannot exceed the 20 point limit on a given action, and no more than 5 ability points can be used for a single action.

Example abilities are listed below. The Storytellers may allow other abilities for specific actions, with a good enough explanation from the player as to why it should work.

 Influence Related Ability
 Bureaucracy Bureaucracy
 Church Theology
 Finance Finance
 Health Medicine
 High Society Etiquette
 Industry Leadership
 Legal Law
 Media Media
 Occult Occult
 Police Investigation
 Political Politics
 Street Streetwise
 Transportation Area Knowledge: Sacramento
 Underworld Intimidation
 University Academics

Occult Library

Occult Library is treated as a background in Sacramento by Night. This background is used as a resource for learning lores and esoteric abilities. The occult library counts as a teach to its level for any common lore or esoteric ability. Occult Library cannot be used as the sole teacher for a lore above 3 but it does reduce the number of teachers needed for higher level common lores by 1. For example, a Camarilla Assamite with Occult Library 5 could use that library as the sole teacher of Lupine Lore up to 3, but would still need other teachers to learn Lupine Lore 4 or 5. At storyteller discretion, Occult Library can help to pull together information personally experienced to justify learning lower levels of uncommon lores. You are certainly free to ask, though this is a very uncommon situation.

Occult Library is primarily grown through influence. Occult Influence can be spent to help build a library. 5 x desired level growth points are necessary to build the library. So, gaining Occult Library 1 takes 5 growth points and increasing an occult library from 3 to 4 requires 20 growth points. Alternatively, the storytellers may decide to allow certain in game actions to increase a player’s occult library. For example, if a plot culminated in raiding the personal home of a hedge mage and your character stole all the books, the storyteller may allow the character to increase their level of Occult Library without needing influence growth actions. 


The cash values presented in the Resources background represent an estimation of the spare spending cash one has during the cycle. Players may choose to collect this into Resources Cards if they want however Sacramento by Night does not feel this was the intention of the background. Players that choose to regularly collect their “spare cash” onto resources cards can expect that they will need to provide these cards for any large purchases they make. Players that do not collect Resources Cards can expect more leniency from the storytellers for large purchases that are within the general limits represented by Resources.

If a character owns multiple businesses, then the player is encouraged to discuss with staff the break down of how much of thier resources come from each. Distributing your resources across multiple properties will help mitigate the damage caused by an attack against any one property, though such attacks will always take at least one level of Resources.

In addition to the above and the items listed in Dark Epics, Resources may be used to perform the following Influence Endeavors: Attack, Block, Boost, Conceal, Defend, Follow, Growth, Stealth, Trace, Watch


There are multiple Retainers backgrounds available in Sacramento by Night. Each one can be taken separately up to five traits. Retainers traits may be divided between multiple individuals or invested in fewer, more capable retainers. Each separate retainer that has supernatural abilities will reduce your starting blood pool by one. Specific rules for each category of retainer follow:

Animal Retainers: These are animals with useful abilities that are loyal to your character. You do not need to invest in this background to have a pet, but if you want to use that pet in any way other than background flavor you will need to. Note that animals do not naturally tolerate vampires; you will need some means of overcoming that aversion to invest in this background.

Retainers from this background are generated following the same rules for human retainers, though the abilities they can invest in are necessarily limited. Ghouled animal retainers are much more limited in what disciplines than can invest in though those disciplines do not need to be in clan for their domitor. Ghouled animals may select from Auspex (Heightened Senses only), Celerity, Fortitude, Obfuscate, and Potence.

Retainers: This represents humans who are loyal to your service. They start with 6/4/3 to distribute in attribute traits. For each trait invested in a human retainer, they gain one additional attribute trait and one level of a useful ability. Yes, this makes them less powerful than PC ghouls; that is by design. If this retainer is a ghoul, then they may also select one Discipline from its domitor's set of in clan disciplines.

Spirit Retainers: These are umbral spirits that are loyal to your character. Investing in this merit requires some ability to interact with umbral spirits. As well, there are few spirits who would willingly work with vampires; even the Weaver isn't too keen on vampires. Each trait spent on a spirit retainer grants 3 traits of Essence, which are distributed between Rage, Gnosis and Willpower (to a maximum of 10 in any one category). Each trait spent also allows the spirit to know one Charm.

Wraith Retainers: These are ghosts who are loyal to your character. Investing in this background requires some method to interact with the restless dead. Wraith retainers follow the general rules for human retainers, except that each trait grants one Arcanoi. Wraith retainers may not have Arcanoi powers greater than Basic.


A character may produce a number of crafted items per downtime equal to their relevant crafts rating. The crafts rating of a particular item is equal to the highest crafts used, not the sum of all crafts used. Specific crafting rules will be expanded on over time as necessary.

Art Items

A character producing an artistic work must first choose a primary crafts for the item. The maximum crafts rating of the final result is limited by this ability. To produce the item, the character engages in a series of challenges with a difficulty of 3 times the desired final crafts rating. The character must spend a level of the primary craft to enter into the challenge, and may spend additional levels to retest as normal. The category of this challenge is determined by the item in question, as is the possibility of other retests. Items that allow the character to win on ties instead may allow an additional retest, within reason. The item is completed when a number of challenges have been won equal to the desired crafts rating of the item. A given character can enter into multiple Crafts challenges for an item in given period, until they are out of Crafts to expend.

For example, Bastion decides to sculpt something at crafts 5. To do this, he expends a level of Crafts: Sculpture and makes a Physical Challenge against 15 traits. If he loses, he can spend a second Crafts for a retest. If he has Puissance he can gain a retest for working with the stone, as he can with Might. Fleetness, on the other hand, would require a significant investment of blood and would not be able to be active for the entire crafting period. Once Bastion has won 5 challenges against 15 traits, the crafted item is completed.

Merits & Flaws

Supernatural Ally

This merit allows you to invest your Allies background in someone with supernatural abilities. In addition to the rules noted for the Allies background, such an Ally has access to two supernatural powers per trait invested. These allies are generally not supposed to be working with vampires and so are universally young or lower powered members of their group. This merit will decrease your starting blood pool in the same manner as Retainers. Specific limitations include but are not limited to:

Fae: Changelings or other Fae characters can have no more than Basic Arts & Realms, and nor more than Title 1. Power points are divided between Arts and Realms.

Hedge Mage: Numinous mortals or hedge mage allies may not have Numina or Sorcery higher than Intermediate.

Shapechangers: Garou and Fera allies cannot exceed rank 2, and will not have out of breed/auspice/tribe gifts.

Spirit: A spirit ally has 6 traits of essence and two charms per point invested.

Wraith: A Wraith ally may not have Arcanoi greater than Intermediate.



Feral Whispers

While Feral Whispers is not telepathy, it is also not something an observer can translate.

Subsume the Spirit

Obfuscate may be used within this form at the expense of two mental traits during activation, as an addition to the chart located in Laws of the Night. Use of this power requires Storyteller notification with the whereabouts of the location of your body. A card may need to be created to act as the item that has become your body.


Psychic Projection

Use of this power requires Storyteller notification with the whereabouts of the location of your body. A card may need to be created to act as the item that has become your body. No powers that require the use of Blood may be used while Projecting.



Obfuscate may be used within this form at the expense of two mental traits during activation, as an addition to the chart located in Laws of the Night. Use of this power requires Storyteller notification with the whereabouts of the location of your body. A card may need to be created to act as the item that has become your body.


Resilience & Resistance

All characters risk traits instead of spending them to win this challenge on a tie.


Once a character has achieved this level of Fortitude, they no longer have to risk traits to win challenges for lower level fortitude powers. They do so automatically.

Use of Aegis must be declared before the results of any staking challenges are revealed.


Mask of 1000 Faces

Use of this power does not obfuscate the user’s clothing, merely their personal distinguishable features. At ST discretion additional blood and mental traits can be used to change your clothing, smell, and height.


Sacramento by Night adheres to “Potence for Distance,” wherein the user may strike their opponent without causing harm and relocate them a distance equal to 3 steps multiplied by the level of Potence exerted by the user.



Use of this power may guarantee eye contact between the user and the target if the situation would call for it, only if the target would be within line-of-sight.

All uses of this power require a Storyteller of Narrator to perform in proxy of the user. Until notified otherwise by the proxy, the character is considered to have lost any traits and abilities potentially expended by the use of this power. The recipient of this power’s effect will not be forcibly summoned from combat or scene if they are an active participant but can try to leave early if they wish to at ST discretion. The effect will begin once the character’s participation in the combat or scene is no longer considered active. This power’s effect will work if the aggressor is hostile, commonly known as “summoning to a boot party.” Once the recipient of this power has seen the target, and if they are known to be hostile, they may attempt to leave the scene as normal. Summon will not function if the user would Summon the target into a dangerous area (i.e. the Warrens.)
If a character has reason to be aware of the presence of a user of this power, then that character is under the effects of Majesty. Line-of-sight is not a requirement to maintain use of this power. There is no “10 Feet” requirement that exists in printed materials. The effects of this power are instant, and are applied at the end of the “Everyman” round.


Shape of the Beast
Exact traits given to the user will be determined by the Storyteller staff, and may vary from animal to animal.


Scorpion’s Touch
A single weapon can only possess a number of coats of any user’s blood equal to the number of bonus traits granted to the weapon, and all coats become inert at sunrise.

Dagon’s Call
A Storyteller or Narrator is required for all uses of this power.


This power works as written with one major exception, when the power is used to with a target's head it makes the target only able to use Potence, Celerity, and Fortitude instead of unable to use them. All other effects from withering still apply.

Combination Disciplines

Blood Sight

Use as written in V20 Lore of the Clans except replace successes rolled with Mental Traits expended. Information is revealed at the following rates. All lower expenditures are included in higher expenditures; for example, spending 3 traits gives results for 1, 2, and 3 traits. Appropriate lores may be necessary to interpreted higher level results, at ST discretion.
  1. Animal, Human, Supernatural
  2. Type of Supernatural (i.e. Vampire, Werewolf, etc.)
  3. Relative Power (i.e. Generation, Rank, etc.)
  4. Specific Subtype (i.e. Clan, Tribe, etc.)
  5. Additional Specific Subtype (i.e. Auspice & Breed, other information at ST discretion, may not apply to all creature types.)

Iron Heart

This power has no effect on the use of Majesty. We’re tired of the arguments about who is the aggressor, so both parties are.

Thaumaturgy / Necromancy (General)

All uses of Thaumaturgy and Necromancy are subject to the rule of three, even if the power used states differently

All uses of Thaumaturgy requires the expenditure of a blood trait unless the power specifically states no such expenditure is required. If a power doesn’t mention an expenditure at all, then one is required.


Mastery of the Mortal Shell


Users of this power may not make any offence actions while this power is in effect, even with the usage of Intermediate Path of the Focused Mind – Dual Thought

Path of Corruption

All uses of this path are subtle in nature. Other than the rules written in the book for detecting specific powers in use, there are no obvious tell-tale signs that the thaumaturge did anything at all. One watching a thaumaturge use this path will not necessarily see that they did anything.

Spirit Manipulation

Entrap Ephemera
No Fetish or Talen created with this power can be any more potent than an intermediate power.

A character may choose to make Talens with this power. A talen is a single use fetish. As opposed to Fetishes, there is no test required on activation of a Talen to determine if it breaks as the spirit is released as soon as the item is used. A willpower is still required to activate the item.


Before play, blood mage characters may enact a limited number of rituals on their self with no need for time out of play. A number of rituals equal to the average of the character’s Occult and Path Rating (rounded up) may be cast in pregame. For example, a Tremere with Occult 3 and Humanity 4 could come into play with 4 rituals cast, while a Tremere with Occult 5 and Humanity 1 could come into play with only 3. Characters are free to cast additional rituals though they will require the appropriate casting time spent out of play.

If these rituals only affect the caster (such as Deflection of the Wooden Doom or Impressive Visage) then no test is required. If these rituals can aggressively affect other characters (Paper Flesh, Rend the Mind) or create persistent items (Wards, Splinter Servant) then tests will be required.

A character may make no more persistent magical items in a downtime cycle than their primary ability rating for their form of magic. These items do not count against your pre-game rituals.

Each ritual cast either before game or to create items in downtime reduces your starting blood pool by one.

Bureaucratic Condemnation / Expedient Paperwork

There is no mechanical effect to these rituals. The use of these rituals is taken into account by the storytellers when determining the outcome of influence actions. This is generally meant to affect the amount of time an action takes. As such it is more effective on influence uses that require extended time (for example, acquiring a large business) than it is on something quick (for example, getting an unregistered firearm).

Knowing Stone

This ritual is not as precise as GPS. Results for this ritual will be no more specific than a general neighborhood, such as "Elk Grove" or "Natomas."

Pavis of the Foul Presence

This ritual has no effect on Presence powers greater than Intermediate. This power is effective on combination powers using presence so long as the prerequisite Presence is less than advanced.

Principle Focus of Vitae Infusion

Each use of this ritual reduces your starting blood by 2; one for the ritual and one for the blood being stored. The blood from this ritual is always the caster's blood.

Sanguinous Phial

Each use of this ritual reduces your starting blood pool by 2; one for the blood placed in the phial, and one for the ritual. The blood in the phial need not be yours, but it's blood you're not drinking.

Vires Acquit Eundo

The effects of this ritual are determined by the storyteller at the time of its use. The storyteller will consider the game impact of the usage and its benefit to the story. The more the power can be used against other players aggressively, the more strict the interpretation for this power will be.

Banned Material

The following items are banned in Sacramento by Night.

Abilities - Demolitions
Backgrounds - Military Force
Combination Discipline: Guardian Angel

Custom Content

All custom content must be explicitly approved by Sacramento by Night Staff before it is allowed to be used. Simply having a sheet signed off with the content is not sufficient. A list of previously approved custom items is below.

Combination Discipline: Aura of Authority
Combination Discipline: Time Bomb
Combination Discipline: Water in the Rock

Thaumaturgy: Path: Astral Manipulation
Thaumaturgy: Path: Path of Bio-Hacking
Thaumaturgy: Path: Path of Data Manipulation

Thaumaturgy: Ritual: Attention to Detail
Thaumaturgy: Ritual: Caveat Emptor
Thaumaturgy: Ritual: Deny the Dragon
Thaumaturgy: Ritual: Doppelganger
Thaumaturgy: Ritual: Obscure the True Name
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