Mechanics · Updated 2026-05-22

House Actions

Golden rule, Rule of 4 but Never 6, overbid, surprise, carrier attacks, and true names.

  • retests
  • overbid
  • surprise
  • carrier

Bomb / Ties declarations: this is stupid, we don’t require that here, but feel free.

Rule of 4 but Never 6

Any power that requires expenditure of Traits, that does not specify otherwise, is capped at an expenditure of Four Traits.

A character may only call upon a maximum of 4 retests on a challenge from Abilities, Merits, Items, Disciplines and Combination Disciplines, Ritae, or Rituals.

Situational retests vs the Rule of Four

Situational retests do not count as one of the four. One situational retest per challenge when appropriate. If there are numerous situational retests, you still only apply one extra past four. Additional situational retests become bonus Traits for ties and overbidding.

Situational retests include, but are not limited to: Ambidextrous, Nature, Overbid, Range, Darkness/Blind, and Player vs Environment retests.

Overbidding

Overbidding cannot be used against an opponent who has a Tie-Winning ability unless the overbidder has a relevant Tie-Winning ability as well. If both have ties, follow overbid rules as normal.

Bonus traits from merits

Characters may not normally stack Merits on top of Merits for bonus Traits — select one source. If a source is linked to a physical change (Vicissitude modifications), stacking rules do not apply.

Ties

In a tie where equal traits are bid, the Defender wins and loses a Trait.

Ability adding for ties and overbids

When bidding Traits, add the permanent levels of the relevant Ability to the Trait total even if those Ability traits have already been spent on retests. Billy the Brujah with Brawl 3 adds 3 Traits to all Brawl challenges. This is in addition to bonuses from items, specializations, disciplines, etc.

Only one merit and one fetish can contribute bonus traits to this total. Other sources are not so limited.

Line of

  • Line of Sight is what your eyes can see independently of the physical target. Scopes have limited effects.
  • Line of Interaction is anyone you can reasonably interact with.
  • Using a scope to fire a ranged power does not work unless the power specifies. Using a scope to try to bypass Majesty from a distance still puts you in line of interaction — you still have to break Majesty. Majesty does not transfer through electronics.

Surprise

We do not allow a three-count. That rule does not exist here. We use Caught Off Guard: the storyteller assigns the aggressor(s) a retest. Players may cancel that retest with Alertness or other appropriate means such as Danger Sense.

Carrier attacks

  • Go on initiative of the Physical action used to deliver them.
  • Only one carrier attack on a given action.
  • Must be declared before the challenge by stating “Carrier Attack” along with the physical action. Naming the specific type before the throw is optional. The words “Carrier Attack” are not.

True names

True names are item cards. They may not be transferred between players. You must get the name on your own. If you cannot produce the item card, you do not have it. Eidetic memory and writing it down do not prevent this loss. At staff discretion, an email from the appropriate Storytelling staff will be accepted in lieu of the card.

See also