The Dice: Its the one with ten sides, Mary. 6 and above is success. 5 and below is a failure.
Rouse Check: When you need to rouse your undead blood (to wake at night, certain disciplines, and other mechanics) you roll 1d10. If you succeed you accomplish activating said effect. If you fail you still activate said ability but your hunger increases by one.
Dice Pools: You roll a number of d10s and count the number of success. To create the dice pool you will combine an Attribute+Skill and add up the number of dots. That is the number of dice you roll.
Criticals- getting a 10 on two dice. Every pair of 10’s counts as 4 success.
Messy Criticals- Critical success in which one or more 10s are on the hunger die. You do what you want but the Beast helps out. Stains on Humanity, Masquerade breaches, or losing a dot from an advantage (i.e. lose status from an out burst, crash your car into the bridge and watch Resources burn!) are all common.
Bestial Failure- You roll no successes and get a 1 on hunger die. You loose control to the beast and bad shit happens.
Hunger Dice: See the hunger tracker? See the red dice? For every dice pool you roll you must replace a number of dice in the pool with a number of hunger dice equal to the tracker. It is possible to roll more hunger dice than that pool would normally have (ie your Resolve and Etiquette comes out to two dice but you're at hunger 3. You roll 3 red dice).
Willpower- Mental and social damage tracker. Maximum Willpower= Composure+Resolve. When Willpower runs out the character is impaired and takes a -2 die penalty to Social and Mental pools. Willpower can also be “spent” by taking a point of superficial damage.
Spend |
Recover |
Reroll up to three non hunger die in any pool unless rules state otherwise |
Unless previous session was a cliffhanger, remove Superficial damage up to Composure OR Resolve at the start of the session |
When your character is under frenzy or supernatural control, take control for one turn. |
At Storyteller’s discretion when a character acts towards their Desire they can recover 1 Superficial Willpower |
When staked through the heart, you can make minute movements (Eyes open, fingers twitch, etc.) |
At Storyteller’s discretion when a player “Satiates the Beast” by role playing out a frenzy, compulsion, messy critical or bestial failure. Drama baby! We love drama. |
Ignore damage penalties for 1 turn |
When the character works toward their Ambition they can recover 1 Aggravated Willpower |
|
When the character upholds a Conviction when it DOESN’T benefit them or makes their Touchstone’s life significantly better |
Humanity- This is what the game is all about. You are a monster being guided by The Beast. The only way to fight back is to try and hold on to humanity. Higher humanity is the act of caring and benefiting Mortal lives when it could cost you. Lower Humanity is giving yourself over to The Beast and committing selfish, depraved acts. At higher humanity one can pass themselves off as mortal, wake during the day, enjoy food.
- Loosing humanity outright usually only happens in response to major events (Diablerie, Embracing a Childe, etc.)
- Stains are the accumulation of the “Lesser Evils” you commit in your unlike. They are marked on the unmarked boxes of the humanity tracker with a /
- You can make a Remorse Check at the end of the session. Roll a number of dice equal to the unmarked boxes. If you get 1 success you can retain your current humanity and clear all stains. If you get no successes you still clear all stains but you lose 1 point of Humanity
- If you accumulated more stains than you have unmarked boxes you become Impaired (-2 to all dice pools) and take Aggravated Willpower Damage as the guilt of your actions tears you apart
- That is unless of course you don’t feel guilt. You can end this state by voluntarily losing a point of Humanity
Humanity |
Dice added to resist Frenzy |
Torpor Length |
9 |
3 die |
Three Days |
8 |
2 die |
One Week |
7 |
2 die |
Two Weeks |
6 |
2 die |
One Month |
5 |
1 die |
One Year |
4 |
1 die |
One Decade |
3 |
1 die |
Five Decades |
2 |
N/A |
One Century |
1 |
N/A |
Five Centuries |
Blush of Life- You’re dead and you look it. So make a rouse check and get that blood flowing. Makes you look less pale, you “breathe,” also you can use touch screens now.
Blood Surge- Increase an attribute (Physical, Social, Mental) for one roll (excluding rolls that last for more than one scene, Humanity and Willpower rolls.) Number of dice depends on Blood Potency.
Blood Bond- After 3 drinks of a vampire’s “Vitae” (on separate nights) the drinker becomes enamored with the “Donor.” The official terms for bonded vampires are the
Thrall and
Regnant. A thrall can only have one regnant, while the regnant can have as many thrills as they have dots of Bloop Potency. They can have as many ghouls as they want though. The Blood Bond is measured in Bond Strength (1-6 dots) and deteriorates at a rate of 1 dot per month away from the regnant’s influence.
Blood Wedding- A mutual Blood Bond between two kindred. Both are are Regnant and Thrall. It isn’t love so much as control.
Torpor- The vampiric coma entered through either Hunger, Damage, and Willingly. Oh and stakes as well. Stakes increase the length of the torpor until it is removed. When a vampire rises from torpor they are at hunger 5.
Diablerie- Frowned upon in all kindred circles this the act of consuming the vitae and the very “soul” of another kindred. Diablerie does have it’s benefits: it can lower ones Blood Potency, give you access to Disciplines they knew. However it does carry quite a few risks: you will be executed by other kindred should they find out, you lose some of that precious Humanity, and should you fail the roll (
Humanity+Blood Potencey vs the victim’s Resolve+Blood Potency) you could simply become the new body of the soul you just sucked on.
Combat and Damage
Combat is a series of simultaneous actions. Each character and NPC states what they plan to do for their turn. Unless surprise is involved the order this gets resolved in is Melee> Ranged> Everything else.
So say want to punch this asshole meanwhile this asshole wants to hit you with a tire iron. You both roll the appropriate pools. Who ever gets more successes wins. They then subtract the loser’s successes from theirs to find the damage total (ie you get 4 they get 6. They win and you take two damage.)
Damage is separated into two categories Superficial and Aggravated. Damage can affect the Health (physical combat) and Willpower (social combat) trackers. If the Health tracker is filled the character takes a -2 die penalty to all Physical pools. If Willpower is filled they take a -2 die penalty to Social and Mental pools. Mortals are incapacitated at this stage. While impaired in such a way and still taking damage, the player coverts a point of Superficial to Aggravated on a 1 to 1 basis.
Superficial- Less serious injuries. Blunt objects and non leather weapons deal this type of damage to Mortals. Marked on the sheet with a /
Aggravated- Life threatening injuries. Sharp and piercing weapons deal this type to Mortals. Fire, sunlight, supernatural weapons deal this to Vampires. Marked on the sheet with an X
Healing-
Vampires don’t heal normally. They have to will their blood to fix the damage.
Mending Superficial- Once per turn player can make a Rouse Check and heal a number of Superficial Damage depending on Blood Potency
Mending Aggravated- When waking for the night a vampire rolls 3 additional Rouse Checks when they have Aggravated Damage. Heals One Aggravated Damage a night and one Crippling Injury.
Multiple Opponents- When defending against multiple attackers in one turn you lose 1 die from the defense pool (ie Dodging) for each subsequent attack. If you attack multiple opponents in a turn you must divide your pool amongst the foes [Ie you want to shoot two guys so when you roll Composure+Firearms (lets say you roll 5 dice for this pool) you roll 3 die against one dude 2 die against the other.
Example Combat Rolls
- Composure+Firearms= Shoot Shooty Bang Bang
- Strength+Brawl= Unarmed combat
- Strength+Melee or Dexterity+Melee= using any close range weapons
- Dexterity+Athletics= Dodging
The Blood
Blood Potency |
Blood Surge |
Mending per Round (Superficial) |
Discipline Bonus |
Discipline Rouse Reroll |
Bane Severity |
Feeding Penalty |
0 |
+1 die |
1 point |
N/A |
N/A |
0 |
N/A |
1 |
+2 die |
1 point |
N/A |
Level 1 |
2 |
N/A |
2 |
+2 die |
2 points |
1 die |
Level 1 |
2 |
Animal/Bagged slakes 1/2 hunger |
3 |
+3 die |
2 points |
1 die |
Level 2 and below |
3 |
Animal/ Bagged slakes no hunger (every higher potency has this as well) |
4 |
+3 die |
3 points |
2 die |
Level 2 and below |
3 |
1 less hunger per human |
5 |
+4 die |
4 points |
2 die |
Level 3 and below |
4 |
1 less hunger per human
Must drain a human to get hunger below two |
6 |
+4 die |
4 points |
3 die |
Level 3 and below |
4 |
2 less hunger per human
Drain to get below hunger 2 |
7 |
+5 die |
5 points |
3 die |
Level 4 and below |
5 |
2 less hunger per human
Drain to get below hunger 2 |
8 |
+5 die |
5 points |
4 die |
Level 4 and below |
5 |
2 less per human
Drain to get below hunger 3 |
9 |
+6 die |
6 points |
4 die |
Level 5 and below |
6 |
2 less per human
Drain to get below 3 |