Difficulty Levels
3 |
Trivial (scanning a small crowd for a familiar face) |
4 |
Easy (following a trail of blood) |
5 |
Straightforward (seducing some one who’s already “in the mood”) |
6 |
Standard (firing a gun) |
7 |
Challenging (locating where those agonized whispers are coming from) |
8 |
Difficult (convincing a cop that this isn’t your cocaine) |
9 |
Extremely difficult (walking a tightrope) |
Combat Phases
Stage One: Initiative
• Roll initiative (1d10 + (Dex + Wits)) (or add 6 to the initiative rating). Everyone declares their actions. The character with the highest initiative performs her action first. Actions can be delayed to any time later in the order of initiative.
• Declare any multiple actions, reducing dice pools accordingly. Declare Discipline activation and Willpower expenditure.
Stage Two: Attack
• For unarmed close-combat attacks, roll Dexterity + Brawl.
• For armed close-combat attacks, roll Dexterity + Melee.
• For ranged combat, roll Dexterity + Firearms (guns) or Dexterity + Athletics (thrown weapons).
• A character can abort to a defensive action (block, dodge, parry) at any time before her action is performed, as long as you make a successful Willpower roll (or a Willpower point is spent).
Stage Three: Resolution
• Determine total damage effect (weapon type or maneuver), adding any extra dice gained from successes on the attack roll.
• Targets may attempt to soak damage, if possible. |
Frenzy Difficulties
Provocation |
Difficulty |
Smell of blood (when hungry) |
3 (or higher in extreme cases) |
Sight of blood (when hungry) |
4 (or higher in extreme cases) |
Being harassed |
4 |
Life-threatening situation |
4 |
Malicious taunts |
4 |
Physical provocation |
6 |
Taste of blood (when hungry) |
6 (or higher in extreme cases) |
Loved one in danger |
7 |
Outright public humiliation |
8 |
Rötschreck Difficulties
Provocation |
Difficulty |
Lighting a cigarette |
3 |
Sight of a torch |
5 |
Bonfire |
6 |
Obscured sunlight |
7 |
Being burned |
7 |
Direct sunlight |
8 |
Trapped in a burning building |
9 |
Simple Antagonists
Type of Antagonist |
Difficulty |
Insignificant (Inexperienced or sickly mortal) |
1 |
Weak (Average mortal, thug, or beat cop, other unremarkable professional) |
2 |
Average (Gifted mortal or ghoul, trained officer or mob hitman, recently Embraced thin-blood) |
3 |
Challenging (Neonate, motivated thin-blood, ancient ghoul, Second Inquisition operative) |
4 |
Strong (Ancilla, Second Inquisition commander, young werewolf) |
5-6 |
Overpowering (Elder, adult werewolf) |
7+ |
Mortals Template
Type of Mortal |
Attributes |
Skills |
Advantages |
Weak mortal |
2 at 2; the rest at 1 |
3 at 2; 5 at 1 |
None |
Average mortal |
2 at 3; 3 at 2; the rest at 1 |
3 at 3; 4 at 2; 5 at 1 |
Up to 3 pts. (2 pts. max Flaws) |
Gifted mortal |
1 at 4; 2 at 3; 2 at 2; the rest at 1 |
2 at 4 (1 Specialty); 4 at 3; 4 at 2; 4 at 1 |
Up to 10 pts. (4 pts. max Flaws) |
Deadly mortal |
2 at 5; 2 at 4; 2 at 3; the rest at 2 |
1 at 5; 3 at 4; 5 at 3; 6 at 2 (3 Specialities) |
Up to 15 pts. (no Flaws) |
Hiearchy of Sin: Humanity
Humanity |
Moral Guideline |
10 |
Selfish thoughts |
9 |
Minor selfish acts |
8 |
Injury to another (accidental or otherwise) |
7 |
Theft |
6 |
Accidental violation (drinking a vessel dry out of starvation) |
5 |
Intentional property damage |
4 |
Impassioned violation (manslaughter, killing a vessel in a frenzy) |
3 |
Planned violation (outright murder, savored exsanguination) |
2 |
Casual violation (thoughtless killing, feeding past satiation) |
1 |
Utter perversion or heinous acts |
Bearing
Humanity/Path Rating |
Bearing Modifier |
10 |
-2 difficulty |
9-8 |
-1 difficulty |
7-4 |
no modifier |
3-2 |
+1 difficulty |
1 |
+2 difficulty |
Generally, a vampire's bearing has little or no direct effect on her nightly activities - it's only a vague impression. Very high or low morality ratings impose a bonus or penalty to specific rolls associated with the character's bearing-for Humanity, the bearing modifier affects Social rolls for appearing normal and winning sympathy. These modifiers can affect rolls used for Disciplines, where relevant. Paths of Enlightenment have their own bearings, which are listed with each Path description.
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Degrees of Success
Botch |
Total Failure (The gun doesn't just miss, it jams) |
0 |
Failure (missing a punch) |
1 |
Marginal (getting a broken refrigerator to keep running until the repairman arrives) |
2 |
Moderate (making a handicraft that’s ugly but useful) |
3 |
Complete (fixing something so that it’s good as new) |
4 |
Exceptional (increasing your car’s efficiency in the process of repairing it) |
5+ |
Phenomenal (creating a masterwork) |
Whenever one or more of the dice comes up as a 10, that counts as a complete success.
Whenever one of the dice comes up as a 1, it cancels out a success.
If none of your dice comes up a success, and one or more dice are dice showing 1, the roll is a botch.
Targeting
Target Size |
Difficulty |
Damage |
Medium (limb, briefcase) |
+1 |
No modifier |
Small (hand, head, cellphone) |
+2 |
+1 |
Precise (eye, heart, rock) |
+3 |
+2 |
Melee Weapons
Weapon |
Damage |
Conceal |
Sap+ |
Str +1 |
P |
Club+ |
Str +2 |
T |
Knife |
Str +1 |
J |
Sword |
Str +2 |
T |
Axe |
Str +3 |
N |
Stake? |
Str +1 |
T |
P = Can be carried in the pocket
J = Can be hidden in a jacket
T = Can be hidden in a trenchcoat
N = Cannot be concealed on the person at all
+ Denotes a blunt object. Blunt objects inflict bashing damage unless targeted at the head (see Targeting, p274). Headshots inflict lethal damage.
? May paralyze a vampire if driven though the heart. The attacker must target the heart (difficulty 9) and score three damage successes.
Fire and Burns
Soak Difficulty |
Heat of Fire |
3 |
Heat of a candle (first-degree burns) |
5 |
Heat of a torch (second-degree burns) |
7 |
Heat of a Bunsen burner (third-degree burns) |
8 |
Heat of an electrical fire |
9 |
Heat of a chemical fire |
10 |
Molten metal |
Health Levels/Turn |
Size of Fire |
One |
Torch; a part of the body is exposed to flame |
Two |
Bonfire; half of the body is exposed to flame |
Three |
Raging inferno; entire body is engulfed in flame |
Soaking Sunlight
Soak Difficulty |
Intensity of Light |
3 |
Faint light coming through a closed curtain; heavy cloud cover; twilight. |
5 |
Fully protected by heavy clothes, sunglasses, gloves, and a wide-brimmed hat. |
7 |
Indirect light coming through a window or light curtains. |
9 |
Outside on a cloudy day; hit by one ray of direct light; catching the sun's reflection in a mirror. |
10 |
Direct rays from an unobscured sun. |
Health Levels/Turn |
Exposure |
One |
Small part of body exposed-a hand or part of the face. |
Two |
Large part of body exposed-a leg, an arm, or the whole head. |
Three |
Fifty percent or more of the body exposed-wearing thin clothing. |
Aura Signifiers
Condition |
Color |
Afraid |
Orange |
Aggressive |
Purple |
Angry |
Red |
Bitter |
Brown |
Calm |
Light Blue |
Compassionate |
Pink |
Conservative |
Lavender |
Depressed |
Gray |
Desirous or Lustful |
Deep Red |
Distrustful |
Light Green |
Envious |
Dark Green |
Excited |
Violet |
Generous |
Rose |
Happy |
Vermilion |
Hateful |
Black |
Idealistic |
Yellow |
Innocent |
White |
Lovestruck |
Blue |
Obsessed |
Green |
Sad |
Silver |
Spiritual |
Gold |
Suspicious |
Dark Blue |
Diablerist |
Black veins in aura |
Anxious |
Aura appears scrambled like static or white noise |
Confused |
Mottled, shifting colors |
Daydreaming |
Sharp, flickering colors |
Frenzied |
Rapidly rippling colors |
Psychotic |
Hypnotic, swirling colors |
Mortal |
Weak aura |
Vampire |
Aura colors are pale |
Shapeshifter |
Intensely vibrant aura |
Ghost |
Splotchy, intermittent aura |
Mage |
Myriad sparkles in aura |
Sleepwalker |
Muted aura with faint glimmers |
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Armor Chart
Class |
Armor Rating |
Penalty |
Class One (reinforced clothing) |
1 |
0 |
Class Two (armor T-shirt) |
2 |
1 |
Class Three (kevlar vest) |
3 |
1 |
Class Four (flak jacket) |
4 |
2 |
Class Five (full riot gear) |
5 |
3 |
Health Levels
Health |
Dice Pool Penalty |
Description |
Bruised |
0 |
Only somewhat bruised. |
Hurt |
-1 |
Superficially hurt. |
Injured |
-1 |
Suffers minor injuries and movement is mildly inhibited (halve maximum movement speed). |
Wounded |
-2 |
Suffers significant damage and may not run (though they may still walk). At this level, a character may only move or attack. He always loses dice when moving and attacking in the same turn. |
Mauled |
-2 |
Badly injured and may only hobble about (3 meters per turn). |
Crippled |
-5 |
Catastrophicaly injured and may only crawl (1 meter per turn). |
Incapacitated |
None |
Incapable of movement, likely unconscious. Incapacitated vampires with no blood in their bodies enter torpor. |
Torpor |
None |
Enters a deathlike trance. He may do nothing, not even spend blood, until a period of time has passed. |
Final Death |
None |
Character is killed permanently. |
Blood Pools
Vessel |
Blood Pool |
Vampire |
10+ |
Werewolf |
20 |
Average Human |
10 |
Child |
5 |
Cow |
5 |
Dog |
2 |
Cat |
1 |
Plasma Bag |
1 |
Bird |
1/2 |
Bat/Rat |
1/4 |
Diablerie
Commiting Diablerie: To commit diablerie, the diablerist must take blood directly and immediately from the victim; the blood may not be stored and used later and only one diablerist may commit the act on a given victim.
Once a vampire’s body has been drained of all blood, the diablerist’s makes an extended Strength roll (Diff. 9). Each success inflicts one automatic health level on the victim (the victim cannot soak, and damage is considered aggravated). When all the victim’s health levels have been drained, the body begins to decay immediately.
A vampire committing diablerie is vulnerable to attack, all attacks against a vampire attempting diablerie are made versus a difficulty of 2
Rewards: Upon completion of diablerie, the diablerist is overwhelmed by euphoria, and a Self-Control/Instincts roll is necessary (Diff. 10 - Humanity/Path) to avoid losing control.
The true benefit of diablerie becomes evident if the diablerist feeds on the vitae of a vampire of lower Generation (e.g., 9th gen. diablerizing 7th gen.). The diablerist literally steals the power and potency of the victim’s own blood, and thus permanently lowers her own Generation by one. All benefits of the lowered Generation: a larger and more potent blood pool, the ability to Dominate more Kindred and, in some cases, the ability to increase Traits above 5 — are bestowed.
If the victim was of far greater power (5 or more Gen. levels) than the diablerist, the ST may rule that the predator lowers her Gen by more than one step. It would not be unreasonable for a 12th gen. neonate who drank the blood of a 3000-year-old 5th gen. to advance 3 or more Generations.
Drinking the vitae of elder vampires can temporarily increase the diablerist’s Discipline levels by 1, 2, or more. These increased powers last for a single scene, unless the ST decides otherwise. |
Blood Bonds
First drink: The drinker begins to experience intermittent but strong feelings about the vampire. She may dream of him, or find herself “coincidentally” frequenting places where he might show up. There is no mechanical effect at this stage, but it should be roleplayed.
Second drink: The drinker’s feelings grow strong enough to influence their behavior but not yet enslaved. She may act as she pleases, but might have to make a Willpower roll to take actions directly harmful to the vampire. The vampire’s influence is such that he can persuade or command her with little effort (Social rolls against the thrall are at -1 difficulty)
Third drink: Full-scale blood bond. A regnant may use the Dominate Discipline on a thrall, even without the benefit of eye contact. Additionally, should the thrall try to resist the Dominate (or similar mental control power) for some reason, the difficulty of such resistance is increased by two. Naturally, a higher-Generation vampire still cannot use Dominate on a lower-Generation thrall.
Resisting the Bond: It's possible, though difficult, for a vampire to temporarily resist a blood bond. Doing so requires the player to make a Willpower roll (difficulty is typically 8, but can be modified based on the regnant’s treatment and the thrall’s Nature) and accumulate a number of successes equal to the number of times the thrall has partaken of the regnant’s blood, to a maximum of difficulty 9. The thrall must then spend a Willpower point. Upon doing so, the bond is negated for a variable amount of time. |
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