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The World Of Darkness, basic setting and rules.

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krome_devil

PostPosted: Sat Jun 17, 2006 5:04 pm


The World of Darkness, and those who inhabit it.


The world of Vampire: The Masquerade is not our own, though it is close enough for fearsome discomfort. Rather, the world inhabited by vampires is like ours, but through a looking glass darkly. Evil is palpable and ubiquitous in this world; the final nights are upon us, and the whole planet teeters on a razor's edge of tension. It is a world of darkness. Superficially, the World of Darkness is like the "real" world we all inhabit. The same bands are popular, violence still plagues the inner city, graft and corruption infest the same governments, and society still looks to the same cities for its culture.

The World of Darkness has a Statue of Liberty, an Eiffel Tower and a CBGB's. More present than in our world, though, is the undercurrent of horror - our world's ills are all the more pronounced in the World of Darkness.

Our fears are more real. Our governments are more degenerate. Our ecosystem dies a bit more each night. And vampires exist. Many of the differences between our world and the World of Darkness stem from these vampires. Ancient and inscrutable, the Kindred toy with humanity as a cat does with a trapped mouse. The immortal Kindred manipulate society to stave off the ennui and malaise that threaten them nightly, or to guard against the machinations of centuries-old rivals. Immortality is a curse to vampires, for they are locked in stagnant existences and dead bodies.
This chapter examines the vampires' world. The World of Darkness reflects the passion and horror of its secret masters, and the hope of redemption is the only thing that lets most denizens of this cursed place go on living - or unliving.


The vampires who walk the Earth in modern nights are both similar to and different from what we might expect. It is perhaps best to begin our discussion of the undead as if they were a separate species of being � sentient, with superficial similarities to the humans they once were, but displaying a myriad of physiological and psychological differences.

In many ways, vampires resemble the familiar monsters of myth and cinema. (There is enough truth in the old tales that perhaps they were created by deluded or confused mortals.) However, as many an intrepid vampire hunter has learned to his sorrow, not all of the old wives' tales
about vampires are true.

"Gothic-Punk" is perhaps the best way to describe the physical nature of the World of Darkness. The environment is a clashing mixture of styles and influences, and the tension caused by the juxtaposition of ethnicities, social classes and subcultures makes the world a vibrant, albeit dangerous, place.

The Gothic aspect describes the ambience of the World of Darkness. Buttressed buildings loom overhead, bedecked with classical columns and grimacing gargoyles. Residents are dwarfed by the sheer scale of architecture, lost amid the spires that seem to grope toward Heaven in an effort to escape the physical world. The ranks of the Church swell, as mortals flock to any banner that offers them a hope of something better in the hereafter. Likewise, cults flourish in the underground, promising power and redemption. The institutions that control society are even more staid and conservative than they are in our world, for many in power prefer the evil of the world they know to the chaos engendered by change. It is a divisiveworld of have and have-not, rich and poor, excess and squalor.

The Punk aspect is the lifestyle that many denizens of the World of Darkness have adopted. In order to give their lives meaning, they rebel, crashing themselves against the crags of power. Gangs prowl the streets and organized crime breeds in the underworld, reactions to the pointlessness of living "by the book." Music is louder, faster, more violent or hypnotically monotonous, and supported by masses who find salvation in its escape. Speech is coarser, fashion is bolder, art is more shocking, and technology brings it all to everyone at the click of a button. The world is more corrupt, the people are spiritually bankrupt, and escapism often replaces hope.



Truth or Myth?


Vampires are living dead, and must sustain themselves with the blood of the living.
True. A vampire is clinically dead, its heart does not beat, it does not breathe, its skin is cold, it does not age , and yet it thinks, and walks, and plans, and speaks and hunts and kills. For, to sustain its artificial immortality, the vampire must periodically consume blood, preferably human blood. Some penitent vampires eke out an existence from animal blood, and some ancient vampires must hunt and kill others of their kind to nourish themselves, but most vampires indeed sustain themselves from the blood of their former species.

Anyone who dies from a vampire's bite rises to become a vampire.

False. If this were true, the world would be overrun by vampires. Vampires feed on human blood, true, and sometimes kill their prey, but most humans who die from a vampire�s attack simply perish. To return as undead, the victim must be drained of blood and subsequently be fed a bit of the attacking vampire's blood. This process, called the Embrace, causes the mystical transformation from human to undead.

Vampires are monsters, demonic spirits embodied in corpses.
False.and True..
Vampires are not demons per se, but a combination of tragic factors draws them inexorably toward wicked deeds. In the beginning, the newly created vampire thinks and acts much as she did while living. She does not immediately turn into an evil, sadistic monster. However, the vampire soon discovers her overpowering hunger for blood, and realizes that her existence depends on feeding on her species. In many ways, the vampire's mindset changes, she adopts a set of attitudes less suited to a communal omnivore and more befitting a solitary predator.

At first reluctant to feed, the vampire is finally forced to by circumstance or need, and feeding becomes easier and easier as the years pass. Realizing that she herself is untrustworthy, she ceases to trust others. Realizing that she is different, she walls herself away from the mortal world. Realizing that her existence depends on secrecy and control,
she becomes a manipulative user of the first order.

And things only degenerate as the years turn to decades and then centuries, and the vampire kills over and over, and sees the people she loved age and die. Human life, so short and cheap in comparison to hers, becomes of less and less value, until the mortal "herd" around her means no more to her than a swarm of annoying insects. Vampire elders are among the most jaded, unfeeling, paranoid, in short, monstrous, beings the world has ever known. Maybe they are not demons exactly, but at that point, who can tell the difference?

Vampires are burned by sunlight. True. Vampires must avoid the sun or die, though a few can bear sunlight�s touch for a very short period of time. Vampires are nocturnal creatures, and most find it extremely difficult to remain awake during the day, even within sheltered areas. There are rumors of the truly old and powerful vampires, or those who have reached the state of Golconda, able to withstand the suns's burning effects, but those are generally considered old wives' tales.

Vampires are repulsed by garlic and running water.
False. These are myths and nothing more. (Though if you take the flaws.... >.>)

Vampires are repulsed by crosses and other holy symbols.
This is generally False. However, if the wielder of the symbol has great faith in the power it represents, a vampire may suffer ill effects from the brandishing of the symbol.

Vampires die from a stake through the heart.
False. However, a wooden stake or arrow, crossbow bolt, etc. through the heart will paralyze the monster until it is removed.

Vampires have the strength of 10 humans; they can command wolves and bats; they can hypnotize the living and heal even the most grievous wounds.
True. and False.. The power of a vampire increases with age. Young, newly created vampires are often little more powerful than humans. But as a vampire grows in age and understanding, she learns to use her blood to evoke secret magical powers, which vampires call Disciplines. Powerful elders are often the rivals of a fictional Lestat or Dracula, and the true ancients, the Methuselahs and Antediluvians who have stalked the nights for thousands of years, often possess literally godlike powers.



The Hunt


When all is said and done, the most fundamental difference between humans and vampires lies in their methods of sustenance. Vampires may not subsist on mortal food; instead, they must sustain their eternal lives through the consumption of blood, fresh human blood. Vampires acquire their sustenance in many fashions. Some cultivate "herds" of willing mortals, who cherish the ecstasy of the vampire's kiss. Some creep into houses by night, feeding from sleeping humans. Some stalk the mortals' playgrounds, the nightclubs, bars and theatres, enticing mortals into illicit liaisons and disguising their predation as acts of passion. And yet others take their nourishment in the most ancient fashion, stalking, attacking and incapacitating (or even killing) mortals who wander too far down lonely nocturnal alleys and empty lots.



The Nocturnal World of the Vampire
Vampires also value power, for its own sake and the security it brings, and vampires find it ridiculously easy to acquire mundane goods, riches and influence. A mesmerizing glance and a few words provide a cunning vampire with access to all the wealth, power and servants he could desire. Some powerful vampires are capable of implanting posthypnotic suggestions or commands in mortals' minds, then causing the mortals to forget the vampire's presence. In this way, vampires can easily acquire legions of unwitting slaves. More than a few "public servants" and corporate barons secretly answer to vampire masters.

Though there are exceptions, vampires tend to remain close to the cities. The city provides countless opportunities for predation, liaisons and politicking, and the wilderness often proves dangerous for vampires. The wilds are the home of the Lupines, the werewolves, who are vampires' ancestral enemies and desire nothing more than to destroy vampires outright.



The Embrace

Vampires are created through a process called the Embrace. The Embrace is similar to normal vampiric feeding, the vampire drains her chosen prey of blood. However, upon complete exsanguination, the vampire returns a bit of her own immortal blood to the drained mortal. Only a tiny bit, a drop or two, is necessary to turn the mortal into an undead. This process can even be performed on a dead human, provided the body is still fairly recently dead.

Once the blood is returned, the mortal "awakens" and begins drinking of his own accord. But, though animate, the mortal is still dead; his heart does not beat, nor does he breathe. Over the next week or two, the mortal's body undergoes a series of subtle transformations; he learns to use the Blood in his body, and he is taught the special powers of
his clan. He is now a vampire.

Some vampire clans Embrace more casually than others, but the Embrace is almost never given lightly. After all, any new vampire is a potential competitor for food and power. A potential childe is often stalked for weeks or even years by a watchful sire, who greedily evaluates whether the mortal would indeed make a good addition to the clan and the line.


History

Vampires, or Kindred, as they call themselves, exist for centuries and often seem unchanging to mortal eyes. Even Kindred society, however, has undergone evolution, upheaval and strife. Let us look at history as the Kindred view it, that we might better understand their actions tonight.

Caine and the First Nights

According to Kindred myth, the first of their kind was Caine, the first murderer. For his crime, Caine was cursed by God and thereby transformed into a vampire. Exiled from his people, Caine was forced to stalk the fringes of civilization, fearful of the sun and ravenous for blood.

In his loneliness, Caine came upon a mighty witch named Lilith, who had been Adam�s first wife. Lilith taught Caine how to use his blood for mighty magic (indeed, a few heretics claim that Lilith, not Caine, was the First Vampire). Lilith taught Caine many things, including how to use his blood to evoke mystic powers, and how to create others of his kind.


The Second Generation and the First City
At first Caine refused to beget, believing it wrong to curse the world with others of his kind. But eventually he grew lonely and brought three others into the vampiric fold. These three in turn begat 13 more, and these voracious monsters went among the early peoples of the world, carelessly feeding and using mortals as puppets in their sibling feuds.

Caine, outraged by this behavior, forbade the creation of any more progeny. Gathering his childer and grandchilder to him, Caine built a great city, the First City in the world, and here vampires and mortals coexisted in peace.


The Antediluvians and the Clans


It could not last. Caine�s childer squabbled for their sire's affections, and once again the mortals were used as pawns in the feud. Finally the city was thrown down, some say a natural disaster was the cause; (the great flood) others, that a spurned childe's vengeful sorcery precipitated the cataclysm. Caine vanished into the wastes, never to be heard from again. The three vampires of the Second Generation likewise disappeared into the mists of legend.

But Caine's 13 grandchilder, free from restraint, began breeding new vampires with abandon. The 13 vampires became known as Antediluvians, and their childer, created in their images, inherited the Antediluvians� magical gifts and curses. Thus were the clans formed.

The Dark Ages

The clans spread across the world, sowing discord and misery. Though each successive generation of vampires proved weaker than the last, they made up for it with greater numbers. In the ziggurats of Babylon, in the palaces of Crete, in the tribunals of Rome, vampires ruled as shadowy tyrants, forever using mortals as food and unwitting soldiers. Vampire warred with vampire, clan with clan, and thus, from the ancient rivalries of the First City, was born the great Jyhad, which is still fought today.

The Kindred reached their worst excesses during the early Middle Ages. During this period, many vampires ruled openly, smothering peasant and lord alike beneath their nocturnal grip. The vampiric population reached unhealthy numbers, and it seemed that the Earth would belong to the
Kindred forever.


The Anarch Revolt

Again, it could not last. The Children of Caine, in their hubris, began to flaunt their power flagrantly. Terrified peasants whispered of the monsters in their midst, and the Church began to listen. The reports of a few horrified priests spawned a frenzied Inquisition, and vengeful mortals rose up in a tide of fire and blood. Though individually much more powerful than mortals, even the mightiest vampires could not stand against the humans� sheer numbers; vampire after vampire was dragged from its lair and hurled into fire or sunlight.

In the throes of the Inquisition, a current of revolt gripped the Children of Caine. Younger vampires, who were being deployed as sacrificial lambs by terrified elders, began to rise up against their sires and masters. In Eastern Europe, a group of vampires learned how to sever the mystic bonds through which sires controlled their childer. Soon all of Europe seethed beneath a nocturnal revolt, as rebellious childer threw off the yoke of their masters. Between the Inquisition and the revolt of the vampire "anarchs," it seemed as though the Kindred would not survive.

And so, in the 15th century, a council was called. Seven of the 13 clans united in an organization called the Camarilla. With its advantage of numbers, the Camarilla suppressed the anarchs and agreed to exist behind a great Masquerade. Never more shall vampires rule openly, the lords of the Camarilla decreed. We shall hide among the mortals, and conceal our natures from our prey, and in a few decades the mortals will know vampires only as myths.

Thus, the Masquerade was born, and the Inquisition gradually forgot its original target. Those anarchs who would not join the Camarilla were driven into the wastes, from which they would later emerge as the dread Sabbat cult. With the discovery of the New World and the dawn of science, humanity gradually forgot about the Kindred, relegating them to the status of childhood legends.

But, though hidden, vampires were still quite real. The wars of the Jyhad raged on, though the nights of open battle were replaced by sudden ambushes and maneuvering of human pawns. Weaving their webs throughout the ever expanding cities, the Kindred eschewed their previous games for more methodical but no less deadly ones.

The Modern Nights and Gehenna
And the wars continued down the centuries, and continue still. The Jyhad rages as it always has � though skyscrapers take the place of castles, machine-guns and missiles replace swords and torches, and stock portfolios substitute for vaults of gold, the game remains the same. Kindred battles Kindred, clan battles clan, Camarilla battles Sabbat, as they have for eons. Vampiric feuds begun during the nights of Charlemagne play themselves out on the streets of New York City; an insult whispered in the court of the Sun King may find itself answered by a corporate takeover in Sao Paolo. The ever-swelling cities provide
countless opportunities for feeding, powermongering, and war.

Very slightly increasingly, vampires speak of Gehenna, the long prophesied night of apocalypse when the most ancient vampires, the mythical Antediluvians, will rise from their hidden lairs to devour all the younger vampires. This Gehenna, so the Kindred say, will presage the end of the world, as vampires and mortals alike are consumed in an inexorable tide of blood. Some vampires strive to prevent Gehenna, some fatalistically await it, and still almost all Vampires consider it a myth. Those few who believe in Gehenna, however, say that the end time comes very soon, perhaps in a matter of years.

[Brief Blurb on the sects, you'll find much more in depth info under the sects section]

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 comprises seven 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.

Brujah
As the Brujah tell the tale, they were once philosopher-kings of Mesopotamia, Persia and Babylon. They controlled an empire that spanned from the cradle of civilization to northern Africa, and collected lore and knowledge from around the world. In their pursuit of freedom and enlightenment, however, they killed their founder. For this, Caine cast them out from the First City. Since then, the Brujah have suffered inescapable decline. Now they are perceived as little more than spoiled childer who have no sense of pride or history. One of the mainstays of the Great Anarch Revolt, the Bmjah were barely brought to heel by the founders of the Camarilla, and the clan as a whole still resents the elders.

Though nominally in the Camarilla, the Brujah are the sect's firebrands and agitators, testing the Traditions and rebelling in the name of whatever causes they hold dear. Many Brujah are outright anarchs, defying authority and serving no prince.

Gangrel
The night-prowling Gangrel are feral vampires and possess disturbing animalistic tendencies and features. Rarely staying in one place, Gangrel are nomadic wanderers, satisfied only when running alone under the night sky. Their founder is whispered to have been a barbarian, unlike the other clan progenitors, and for this reason, Gangrel often Embrace outsiders. Distant, aloof and savage, Gangrel are often tragic individuals; although many hate the cities' crowds and constrictions, the presence of hostile werewolves prevents most Gangrel from living outside their confines. Gangrel vampires seem to support the Camarilla solely because it intrudes upon their unlives less than the Sabbat. Some members of Clan Gangrel think that independence would be better than their nominal Camarilla involvement, however, and the clan's continued membership in the sect is uncertain.

Malkavian
Clan Malkavian has suffered throughout history, and continues to do so to this very night. Every member of this clan is afflicted with madness, and all are slaves to their debilitating lunacy. The Malkavian clan founder is rumored to have been one of the most important vampires of old, but in committing some grievous crime, Caine cursed him and his descendants with insanity. Throughout Cainite history, Malkavians have been alternately reared for their bizarre behavior and sought out for their even more bizarre insight. Kindred who have regular dealings with the Malkavians report that the clan is now more morbidly unstable than ever, spreading madness in its wake like a contagious disease. Though the Malkavians have historically been fragmented and disorganized, recent migratory waves and nexplicable gatherings have many elders questioning - and fearing - the possible future of the lunatic clan.

Nosferatu
The members of Clan Nosferatu suffer the most visible curse of all. The Embrace hideously deforms them, twisting them into literal monsters. Legends say that the Nosferatu were blighted as punishment for their founder's degeneracy and his childer's wicked behavior, but in the modern nights, Clan Nosferatu is known for levelheadedness and calm in the face of adversity. Nosferatu have reputations as information brokers and harvesters of secrets, as their horrid appearances have forced them to perfect their mystical ability to hide, sometimes in plain sight. At present, the clan claims that it has distanced itself from its founder and no longer serves him. Some Kindred whisper that the clan is on terrible terms with its progenitor, and that he actively seeks their destruction.

Toreador
Prodigals of the Kindred, Clan Toreador indulges in excess and degeneracy, all while claiming to maintain patronage of the arts. To a great degree, this patronage is true, as the clan claims many talented artists, musicians, writers, poets and other gifted creators. On the other hand, the clan possesses just as many "poseurs," those who fancy themselves great aesthetes but lack the ability to create at all. According to legend, the Toreador's support of the arts dates back to the clan founder's Embrace of a pair of twins. The twins pursued unlives of beauty and indolence while their sire, Arikel (if the tale is to be believed), doted on them, protecting them from the ravages of plague, famine and parricide that swallowed the First City.

Further, darker rumors circulate that one of the twins eventually grew depraved in her immortality and slew her brother and sire. Clan Toreador vehemently denies this, and those who bring up the subject suffer the clan's wrath.

Tremere
No clan is so shrouded in deliberate mystery as the Tremere. The inventors and practitioners of terrible blood magics, the secretive Tremere have a tightly knit political structure based on the acquisition of power, as well as a fanatical clan loyalty practically unknown to any other Kindred. Because of the veil of secrecy that surrounds the clan, disturbing stories have surfaced as to the nature of their vampirism. Some Kindred claim that the Tremere are not truly vampires at all, but rather mortal wizards who cursed themselves for eternity while studying the secret of immortality. One of the most rampant rumors, spread by a Gypsy visitor to their chantry-house in Vienna, is that the clan founder, Tremere himself, is undergoing a horrid metamorphosis into something else. Clan Tremere is silent on the matter, and looks askance upon those who would presume to know its secrets.

Ventrue

The nominal leaders of the Camarilla, the Ventrue claim to have created and supported the organization of the sect since its inception. The clan suspects that its founder was slain by a member of the Brujah clan, which is a great blow to its members' pride. In any event, the clan almost certifiably has no founder any longer, and has thereby achieved untold independence from the Antediluvians. Nonetheless, Ventrue actively involve themselves in the Jyhad, in which they exercise their formidable influence over the doings of the kine. Much curiosity exists among the Kindred as to the innerworkings of this well-organized clan, as rumors of dark mysteries and slumbering Ancients sometimes slip out from under the Venrrue's austere facade.

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.

Lasombra
The Lasombra are masters of darkness and shadow, and possess a knack for leadership as keen as that of Clan Ventrue. Indeed, many Kindred see the Ventrue and Lasombra as twisted reflections of each other. Once, the Lasombra were nobles, but the chaos of Kindred history and the formation of the Sabbat have caused most of them to turn their backs upon their origins. Now, the Lasombra give themselves wholly over to the damnation of being vampires. The Sabbat has affected this clan as profoundly as the Lasombra have affected the Sabbat, and without the rulership of these fallen aristocrats, the Sabbat would likely disintegrate.

Tzimisce
Formerly the tyrants of Eastern Europe, the Tzimisce (zhi-mee-see) have been uprooted from their Old Country manses and relocated into the clutches of the Sabbat. Possessed of a peculiar nobility, coupled with an evil that transcends mortal perception, Clan Tzimisce leads the Sabbat in its rejection of all things human. Certain Kindred apocrypha claims that the Tzimisce was once the most powerful clan in the world, but that history and other Kindred conspired to bring its members down to their current state. More so than any other vampires, the Tzimisce revel in their monstrousness. They practice a "fleshcrafting" Discipline that they use to disfigure their foes and sculpt themselves into beings of terrible beauty.


The Independents
Four 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; and the Ravnos, a nomadic line of Gypsy charlatans and thieves.

Assamite
The Assamites are feared assassins from lands far to the east. No other clan has earned such a deserved reputation for diablerie, though they also sell their murderous services to other Kindred, acting as contract killers. According to the Assamites' own teachings, they drink the blood of other Kindred on the command of their founder, in an attempt to purify their own taint. So dreaded were the Assamites that, during the nights of the Great Anarch Revolt, the Tremere cursed them, making them unable to drink the blood of other Kindred. However, the Assamites have recently thrown off this curse, and so they hunt other Kindred for their blood once more.

Kindred who regularly deal with the clan have noticed an increased bloodthirstiness on the part of the Assamites, as well as a disregard for their former codes of honor. Some Kindred believe that the Assamites now act at the behest of older powers, perhaps preparing to play their preordained part in the Jyhad's final moves.

Followers of Set
Originally hailing from Egypt, the serpentine Setites are said to worship the undead vampire-deity Set, serving him in all their efforts. The Setites seem intent on "corrupting" others, enslaving victims in snares of their own weakness, but for what inscrutable purpose, none can guess. Other Kindred despise the Followers of Set, and the clan claims no allies. Nonetheless, many vampires seek out the Setites, as the clan is whispered to possess arcane gifts and secrets from elder nights. Inevitably, sin and debasement follow in the Setites' wake, and many princes refuse to allow them in their cities. Some sinister purpose unites the Followers of Set, and they are one of the few clans rumored to have consistent contact with their founder. Many Kindred rightly fear these fork-tongued vampires, for their very presence is often enough to set a Kindred down the road to ruin.


Giovanni

Reviled almost as much as the Setites, the Giovanni is a clan of financiers and necromancers. Trafficking in the commodity of souls has given this clan a disproportionate amount of power, while trafficking in world finance has made the clan sickeningly rich. Other Kindred are loath to trust the mercenary Giovanni, who seem to be using their influence toward some unknown end. Part of Clan Giovanni's unhealthy reputation stems from the fact that it is a very insular clan, drawing almost all its members from its incestuous mortal family. Further damaging the Giovanni's reputation is the pervasive rumor that its members usurped their Kindred status from the vampire who originally Embraced them. Soon after becoming a vampire, the Giovanni clan leader destroyed his sire and the bloodline, reinventing the clan in his own image.

Ravnos
Descendents of the Gypsy Rom and their forebears in India, the Ravnos vampires lead nomadic unlives. Like the Gypsies of history, the Ravnos are spurned due to their reputations as thieves and vagrants. Many princes and Sabbat leaders persecute the Ravnos because of the chaos that follows these Kindred. The Ravnos return the scorn of their peers manyfold, holding Camarilla and Sabbat in equal contempt. The Ravnos are also known for their ability to create amazing illusions, the better with which to trick their marks. Recently the movements of the Ravnos have become even more erratic than usual; whispers have begun to circulate among the cities of Europe and Asia, speaking of Ravnos Methuselahs who have risen from torpor to direct their younglings' games.

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 Inconnu
Finally, certain ancient vampires withdraw from the sects' games altogether, seeking solitude amid the wastes. These old ones, called Inconnu, reject the power-games of the clans and sects, instead seeking self-mastery and enlightenment. Some whisper of a darker purpose behind the Inconnu�s withdrawal from the Jyhad, but most vampires think of Inconnu as nothing more than deluded recluses.


Cities
Vampires are inherently creatures of the city, though some claim this is a matter of decision rather than nature. Urban landscapes offer everything a Kindred could want: near-infinite supplies of blood, enough contact to satisfy the most social of vampires (and enough seclusion to satisfy the most isolationist), and refuge from the werewolves who linger in the country lands beyond the city lights.

Unfortunately for the Kindred, cities are breeding grounds for the events of the Jyhad, the great cannibalistic war that has raged among the undead for longer than the eldest vampires remember. The night is as capricious as the Kindred themselves are, and long periods of relative peace can erupt into bloodshed with little or no warning. As vampires cling to the cities for
protection and sustenance, juxtaposition with other Kindred is inevitable.

In the nights of old, when humans were fewer and cities not so congested, Kindred often stalked their hunting grounds alone, never seeing another of their kind. In the modern era, contact with other predators is nearly unavoidable, and so some balance of power usually exists within a city. Elder vampires control their own territories, the princes of the undead govern with iron talons, lawless anarchs clash on the streets of the slums, and wild vampiric fetes take place far from the eyes of mortals. Even the gravest Kindred conflicts occur behind the veil of the Masquerade, the code of silence that prevents the Kindred from revealing themselves to the humans around them.

Ironically, the cities are both prisons and paradises to the Kindred. By leaving, they risk losing their unlives to starvation or the claws of werewolves. By staying, they may indulge their passions, but inevitably clash with others of their kind. It is a tense, tenuous existence, and one devoted to staving off the myriad curses of immortality: depression, futility and maddening boredom.

A rough ratio of vampires to mortals has evolved in the last century. Many vampire princes enforce a limit of one vampire per 50,000 mortals, in the interests of keeping the existence of the Kindred a secret. Nonetheless - and particularly in the last few years - some cities exceed this ratio, and the ever-growing population of Kindred is becoming a very dire concern.

In cities that do not slavishly heed the Masquerade, such as those under Sabbat control, the ratio may soar to two or three times the acceptable level. Overpopulation is not an easy problem to address; arbitrarily deciding which vampires may stay and which must suffer the Final Death is a matter of policy no prince wishes to decide, except in the most critical of
circumstances. Some vampires, though, feel that the situation will be addressed forcibly. Young vampires of weak blood appear with increasing frequency in the elders' cities, and many Kindred whisper that the time of the "grazing," when the hidden masters of the Jyhad will arise and devour the rest, is nigh.



Elysium
Though most younger vampires consider the tradition of Elysium a stuffy, outdated custom, it is one of the more honored of the Kindred's traditions. A prince may declare portions of domain to be Elysium, places free from violence. It is here that many vampires come to pass the nights, debating, politicking and conducting intrigues among themselves for long hours.
This is also where the Kindred business of the city takes place, and just about every vampire will have at least one occasion to visit Elysium, if only to speak with the prince or an elder. However, it is certainly an elders' playground, and the young who venture here are expected to remember that.Elysium is said to be under the "Pax Vampirica," meaning that no violence of any sort is permitted to take place and that Elysium is neutral ground.

While tempers may flare and heated words may be exchanged, rivals are expected to keep a leash on their tempers. When apologies don't work, offenders are usually shown the door and told to correct their behavior. If
things do get out of control on the premises, the prince may punish the offenders through the invocation of the First Tradition.

Most areas of Elysium tend to be spots conducive to artistic or intellectual pursuits, such as opera houses, theaters, museums, galleries, university halls and the like. Occasionally, nightclubs or even certain Kindred havens are declared Elysium. Wherever one goes, one is expected to have some semblance of proper dress and manners, if for no reason other than the Masquerade.

Elysium rules are simple:

1) No violence is permitted on the premises. (Many princes take this a step further and demand that no weapons be brought into Elysium, to prevent hot tempers from having ready means.)

2) No art is to be destroyed on pain of Final Death. ("Art" has been expanded to include the artist on occasion, making the vampires of Clan Toreador some of the greatest proponents of Elysium.)

3) Elysium is neutral ground. (With relation to Rule One; what happens off Elysium grounds is another thing, however, and the upstart neonate who insults an elder during Elysium had best have reliable transportation back to her haven when she leaves.)

4) Remember the Masquerade at all times.
(This includes such matters as entering and leaving, taking a heated argument outside to cool, or hunting.)
It is also considered bad manners to show up to Elysium hungry. While refreshments are sometimes provided, often they are not, and hunting around Elysium grounds can draw suspicion. If a Kindred brings a guest to Elysium, she is responsible for that guest's behavior.
PostPosted: Sat Jun 17, 2006 9:07 pm


Kindred Laws and Traditions


First Tradition: The Masquerade

Thou shalt not reveal thy true nature to those not of the Blood. Doing so shall renounce they claims of Blood.

A prince if given the right to interpret the Masquerade as he or she sees fit. The interpretation of the Masquerade is very simple, under no circumstances except if you are in danger final death will any kindred reveal their true nature.

Second Tradition: The Domain

Thy Domain is they own concern-All others owe thee respect while in it. None may challenge thy word while in thy Domain.
A prince has the leeway to set the boundary of the area he or she designates to each clan. No other clan shall feed upon those outside of their boundaries.

Third Tradition: The Progeny

Thou shalt not sire, only with the permission of thine elder. If thou createst another without thine elder's leave, both thou and thy progeny shall be slain.
Princes have the absolute right to allow or disallow the creation of Progeny, and in some cases the making of ghouls or Childer of any kind human or animal. All must ask permission before creating Progeny.


Fourth Tradition: The Accounting

Those thou createst are thine own children, until thy progeny shall be released. Thou shalt command them in all things, their sins are thine to endure.
Very simple, when you create Progeny and they do something wrong, you will be held responsible for them until you release them into Kindred Society. This does not mean create Kindred at will, if you create and then abandon your progeny you will be seen as breaking the traditions, and as such will face some sort of censure, the most likely of which the order to destroy.

Fifth Tradition: Hospitality

Honor one another's Domain. When thou comest to a foreign city, thou shalt present thyself to the one who ruleth there. Without the words of acceptance, thou art nothing.

Any kindred caught in violation of this Tradition will be made an example of. Intruding on the territory of another vampire is considered extremely offensive, if done without warning, and or without justification. Those who bring the the prince or his Seneschal information about a new arrival are usually awarded justly.

The Sixth Tradition: Destruction

Thou art forbidden to destroy another of thy kind. The Right of Destruction belongs only to thine elder. Only the eldest among thee shall call the Blood Hunt.

Princes are almost without fail the only ones that are able to call a Blood Hunt. A Blood Hunt is the *ONLY* time diablerie is ok within the Camarilla.

Elysium: Places within cities that are considered safe grounds for Vampires. No fighting allowed without strict strict punishment.


No Kindred shall trespass these area's doing so will evoke punishment upon all who breaks this law.

krome_devil


krome_devil

PostPosted: Sat Jun 17, 2006 9:45 pm


Frenzy

Vampires, like mortals, are creatures of instinct. However, the instincts of the vampire are those of a hunter, not a gatherer. Vampires struggle to suppress the Beast but, no matter how hard they try, they do not always prevail. At times it gets loose, and the havoc it creates goes far beyond the horror of any mortal rage. Every vampire must constantly struggle to restrain the Beast within him.

Provocation: Hunger often provokes the frenzy and can result in the death of the vessel as the character drinks it dry. This occurs only if the character is hungry (3 blood points or less), and is brought on by the sight, taste or smell of blood. A frenzy can also be provoked through anger and can turn into a great vampiric rage. Rage can be ignited by many factors, and these can vary widely from character to character. It is most often provoked by humiliation or taunting.

System: A vampire does not have to resist frenzy, but if she wishes to do so, she must make a Self-control check. It is an extended action, and five successes must be collected before the frenzy is entirely overcome. However, even one success temporarily prevents the frenzy from taking effect (one turn only). The difficulty for the roll is the number indicated on the chart below. (d10)

Provocation

Difficulty
4- Smell of blood (when hungry)
5- Sight of blood (when hungry)
5- Being bullied
5- Life threatened
5- Taunted
6- Provoked into anger
7- Taste of blood (when hungry)
8- Lover in danger
8- Outright humiliation


Role-playing: During a frenzy, a vampire is capable of nearly any sort of immortal, risky and psychotic behavior. While in a frenzy, a character must behave with animalistic abandon, concerning himself only with immediate gratification - whether that means a berserk attack or start raving madness depends on the stimuli. No logical thought occurs and all reactions are instinctive and emotional.

If blood is available, the character will drink until she can drink no more. It is likely the character will kill a vessel, for she is consumed by the desire for blood. If no blood is nearby, she will rush off in search of it. The character becomes enraged and attempts to destroy everything and anything in sight. While she will attack her enemies first, if her friends get in the way (or there are no enemies nearby), she will attack them as well.

However, while in a frenzy, the character gains some benefits as well as the obvious drawbacks. Firs of all, she may ignore a number of Health Level penalties equal to her Stamina - she simply does not have to apply that number of dice as a penalty. Second, she does not have to make many Willpower rolls, since she is capable of doing nearly anything. The difficulties of all Dominate rolls against a person in frenzy are increased by two, and the character is immune to the crippling terror of the Rotschreck.

A player can decide to use a Willpower point in order to control a single action of his character for a single turn. This Willpower point provides just enough control to formulate a single thought or purpose, and unless other events get in the way, the character's behavior can be guided over the following few turns. Just keep in mind that Willpower cannot stop the frenzy- it only offers a little control over what form it takes.

If the ST decides you do not role-play out your frenzy correctly, after the end of the frenzy he or she can announce that you have lost a Willpower point. Frenzies are not trivial.

Duration: A frenzy can last a variable length of time. It is up to the ST to decide when it comes to an end. In some ways, a frenzy moves along a simple cycle. When things calm down and the tension level falls, the frenzy slowly comes to a halt.

A character's friends can help him overcome a frenzy by confronting him and speaking with him. They must make appropriate Social roll; success allows the character to make a Willpower roll (which, if successful, end the frenzy). However, only those who have successfully resisted frenzies in the presence of the character, may attempt this. A botch on the player's Willpower roll could well mean he attacks those who tried to help him.

Rotschreck

Vampires do not fear much but, being immortal, they still fear that which can put an end to their existence. The two greatest threats a vampire faces are sunlight and fire, and these dangers provoke in Kindred a terror which goes beyond all normal fear -- the Rotschreck.

System: Whenever a vampire encounters, the sun or fire, the ST can call for a Courage roll. This roll can be provoked by anything the character truly fears - most commonly the rays of the sun or open flames. At the STs whim, this roll may sometimes be required when a new vampire is first confronted with a holy cross or even a stake.

The difficulty for the Courage roll is usually six, but can vary according to circumstances as detailed in the chart below. Each success on the roll indicates the number of turns the character can stay in the presence of the thing or circumstances which he fears. When those turns have passed, another Courage roll must be made. A failure indicates the character enters the Rotschreck, a frenzy-like state, and loses all control.

A botch indicates the character not only enters the Rotschreck, but gains a Derangement of some sort. The type of Derangement created by a botched Courage roll are generally twisted versions of the basic urge to flee in terror, escape and get away.

The player can spend a Willpower point in order to take a single action which the character would not otherwise be able to do because of the Rotschreck.

Effect

Difficulty
4- Lighting a cigarette
5- Lighter flame
5- Sight of torch
6- Bonfire
6- Obscured sunlight
7- Being burned
8- Direct sunlight
9-Trapped in burning building


Role-playing: When a character fails a Courage roll, he is incapable of taking any action other than panicked flight. If he is trapped with no place to run, he will collapse in terror. This reaction will last at least a few minutes (longer in some cases) after the character reaches cover and is no longer in sight of the sun or the fire.

When the character reaches a safe place, the player may make a Willpower roll to regain control (difficulty 8 ). Each success reduces the amount of time needed to recover from a base of 10 minutes.
PostPosted: Sat Jun 17, 2006 11:35 pm


Age and Power

In response to their environment, the Kindred have evolved a complex society that exists just out of sight of the mortals who surround them. Age, clan, sect, sire, power, influence and many other aspects of unlife make the Kindred who they are. Part of any Kindred's being is membership in a number of social castes that grace vampire society. By creating and enforcing divisions and roles for themselves, no matter how artificial, the Kindred seek to escape the Beast that roils within them.

Vampire: The Masquerade is, in fact, a double entendre. Not only do vampires hide from mortals, they hide from themselves as well, pretending they are not the horrors they have truly become.

One way the Damned distinguish themselves is through a combination of age and generation, or how far removed a Kindred is from the progenitor vampire, Caine. Young vampires must prove themselves to their elders to be afforded any bit of status, and Kindred society is often as stagnant and stultifying as the immortal Damned themselves. There is a small degree
of mobility, however, as elder Kindred are always looking for assets and allies who may aid them against their rivals in the Jyhad.

The greatest status is accorded to the Antediluvians, vampires of the Third Generation. Most vampires consider these Kindred to be legendary - certainly, none has been verifiably seen in the modern nights. The lowest rung of status is held by rank neonates and the clanless Caitiff, those claimed by no clan or with blood too weak to trace a proper lineage.

- Antediluvians: These ancient vampires, if they exist at all, are likely the most powerful creatures in the world. Members of the Third Generation, the Antediluvians are only two steps removed from the First Vampire, Caine. Antediluvians, when they choose to rise from their long sleep, affect all with whom they come in contact; according to the few fractured accounts of their doings, they possess virtually godlike power. According to Kindred legend, there were 13 original Antediluvians, though some have allegedly been destroyed. Their eternal struggle, the Jyhad, touches all Kindred, and innumerable layers of manipulation and deception make the plots of these Ancients almost imperceptible.

- Methuselahs: If the Antediluvians are the Kindred's gods, the terrible Methuselahs are demigods and avatars. At a point between a vampire's thousandth and two thousandth year, a grave change overtakes the Kindred. Sometimes the change is physical, while at other times it is mental or emotional. Whatever the nature of the change, the end result is that the vampire no longer bears any semblance of humanity. Having truly moved from the earthly into the realm of the supernatural, the Methuselahs often retire into the earth, where they may slumber away from the thirsty fangs of younger vampires. Their powers are so great, however, that they continue to direct their inscrutable plans mentally, communicating magically or telepathically (and almost always invisibly) with their minions.

Kindred greatly fear the Methuselahs, who are accorded any number of horrifying characteristics. Rumors speak of Methuselahs whose skin has become stone, of everything from hideous disfigurements to unearthly beauty that cannot be looked upon. Some are believed to drink only vampire blood, while others control the fates of entire nations from their cold tombs.

- Elders: Elders are Kindred who have existed for hundreds of years, and typically range from sixth to eighth generation. With centuries of accumulated cunning and a terrible thirst for power, elder Kindred are the most physically active participants in the Jyhad - they do not usually go through the long fits of torpor that the Methuselahs and Antediluvians embrace but they are not so powerless or easily manipulated as the younger Kindred are. The term "elder" itself is a bit subjective; a Kindred
who qualifies as an elder in the New World might be just another ancilla in Europe or older corners of the Earth.

Elders keepa stranglehold on the Kindred power structure, preventing younger vampires from attaining positions of influence by exercising control they have maintained for decades, if not centuries.

- Ancillae: Ancillae are relatively young vampires (between one and two hundred years of unlife) who have proved themselves as valuable members of Kindred society. Ancillae are the lackeys to greater Kindred, and - if they're clever or lucky - tomorrow's elders. Ancilla is the rank between neonate and elder, signifying that the Kindred has cut her teeth (so to speak), but lacks the age and experience to become a true master of the Jyhad. Because the world's population has grown so in the last two centuries, the vast majority of vampires are ancillae or neonates (see below).

- Neonates: Neonates vary from newly released fledglings to indolent Kindred of a hundred years or more. Marked by the stigma of not yet having proved themselves to the elders, neonates are inexperienced vampires who might one night make something of themselves - but, more likely, will fall as pawns in the schemes of the other undead.

- Fledglings: Also known more loosely as "childer" (although every vampire except Caine is someone's childe), fledglings are newly reborn vampires still under the tutelage and protection of their sires, the vampires who created them. Fledglings are not considered full members of Kindred society and are often treated disrespectfully or as the sire's property. When her sire decides her childe is ready, the fledgling may become a neonate, subject to the prince's approval.

- Anarchs: Anarchs are vampires who reject the Traditions of Caine and the dictates of the elders who enforce them. Ironically, elders grudgingly afford anarchs some degree of status, due to the anarchs' ability to obtain power in spite of the elders' opposition. Anarchs are also respected for their passion and drive, which few elder Kindred, mired as they are in their age and dissatisfaction, can muster. Ultimately, however, most Kindred see anarchs as jackals, scavenging their unlives from what slips through the elders' fingers.

- Caitiff: The Caitiff are the clanless vampires, outcast by other Kindred and despised by those who bother to notice them at all. Vampires may become clanless either by having no idea of their sires' identities (and thus having no sense of lineage) or by being of such a weak generation that no identifying clan characteristics are discernible. Caitiff are almost universally regarded as b*****d children and orphans, though some rise to a degree of prominence among the anarchs. Once there were few Caitiff, but the post-WWII period has seen a sharp increase in their numbers. Some elders whisper direfully of the "Time of Thin Blood" that signifies the imminence of Gehenna.

krome_devil


krome_devil

PostPosted: Sun Jun 25, 2006 9:51 am


Rules


The only reason to have rules in a game, especially a storytelling game like Vampire, is to more or less level the playing field. The Storyteller can adjudicate most things in her Vampire game, deciding on her own whether or not the characters accomplish the actions they attempt. But truly unbiased rulings need some sort of standard or precedent, just so everybody knows that everyone's getting the same treatment.

Hence, rules.

Vampire uses only a few basic rules to get things done, but these rules can have countless permutations in the context of the game. This chapter covers the very basics, such as rolling dice; more specific, detail-oriented rules can be found throughout the book. Don't worry about mastering all the permutations at once - learn these basic rules first, and then everything else will come naturally.

Time


Over the course of the game, time is presumed to pass as it would in the normal world - Tuesday follows Monday, month after month, and so on. However, there's no need to roleplay out every second ticking away. There's a huge difference between the speeds at which "game" time and real time pass.

You can play out a combat turn by turn, taking it in three-second increments, or you can let months pass away in a few minutes of real time. (The passage of time without players taking any real actions is called "downtime"; learning to use this little trick can help the pacing of your game immensely.)

To help maintain a sense of the passage of time without resorting to tedious charts and the like, Vampire uses six basic units to describe game time:
- Turn - The amount of time you need to take a fairly simple action; this can range anywhere from three seconds to three minutes, depending on the pace of the current scene.

- Scene - Like the basic division of plays and movies, a scene is a compact period of action and interaction that takes place in a single location. This could be the storming of a Tremere chantry, or a moonlit conversation on a park bench. There are exactly as many turns in a scene as the scene requires - there might not even be any turns if the scene consists of nothing but dialogue and character interaction.

- Chapter - An independent part of a story, virtually always played out in one game session. It consists of a number of scenes interconnected by downtime (see below); essentially, like a chapter in a novel or an act in a play.

- Story - A full tale, complete with introduction, rising action and climax. Some stories can take several chapters to complete; others can be finished in one.

- Chronicle - A series of stories connected by the characters themselves and their ongoing narrative, possibly even by a common theme or overarching plot.

- Downtime - Time that is "glossed over" with description rather than played out turn by turn or scene by scene. If the Storyteller says, "You wait in the foyer for four hours before the prince's ghoul summons you," rather than actually letting the characters play out their wait, the Storyteller is considered to be invoking downtime. Downtime allows trivial or tedious passages of time to be played through quickly.

Actions

Over the course of a game, your character will do many things. Some of these tasks are considered actions, while others aren't. Speeches and conversations aren't considered actions as such - but just about everything else, from throwing a punch at your sire to trying to decipher a code, is probably an action. One action typically takes one turn (see above) of game time to complete.

It's easy enough to attempt an action - just type out what your character's trying to do and how she plans to go about it. And most actions - crossing the street or loading a pistol, for instance - are easy enough to be considered automatically successful. However, if you're trying to cross a four-lane highway full of speeding trucks, or trying to reload while you're hanging from a fire escape by one hand, there's a chance you might fail.

So when there's reasonable doubt whether an action will succeed or not, you may have to roll dice to determine the results.

Reflexives
Not everything that your character actually does counts as an action. For instance, spending a blood point to increase an Attribute is considered to take less than a second of game time - no dice are rolled, and your
character can do this while doing something else. Such a "free action" is called a reflexive - in essence, a feat that doesn't require taking an action to accomplish.

Reflexives include such activities as spending blood points to increase Attributes, soaking damage, making a Virtue check, or activating Celerity to take extra actions. They aren't considered actions in any real way - you don't have to subtract from your dice pool to soak damage while you're firing a gun, for example. Of course, you still have to be conscious to perform many reflexives, but they don't get in the way of anything else you want to do in a turn.

Rolling Dice
Although the Storyteller is within perfect rights to declare whether a given action succeeds or fails (usually for dramatic purposes), in many cases chance enters into the equation. Therefore, Vampire uses a simple, portable form of "chance in a pocket" - dice. To be specific, Vampire uses 10-sided dice; Gaia provides dice rollers for us to use ^_^ So it's extremely convenient.

You roll dice whenever the outcome of an action is in doubt or the Storyteller thinks there's a chance your character might fail. Your character's strengths and weaknesses affect the number of dice you roll, and thus directly affect your chances of success.

Ratings

Although your character's personality is limited only by your imagination, his capabilities are defined by his Traits - all of his innate and learned aptitudes and abilities. Each Trait is described by a rating of 1 to 5; a 1 in a Trait is barely competent, while a 5 is the pinnacle of human achievement. Most people's Traits range from 1 to 3; a 4 in a Trait indicates an exceptional person, while a 5 is nearly incomparable - among humans, at any rate. Think of this as similar to the "star" rating system of movies and restaurants - a 1 is barely passable while a 5 is superb. It's also possible to have a zero in a Trait - this usually represents a skill that the character never learned, but some exceptions (such as the hideous Nosferatu's lack of an Appearance Trait) do occur.

0 Abysmal
X Poor
XX Average
XXX Good
XXXX Exceptional
XXXXX Outstanding

Whenever you roll dice, you roll one die for every dot in the appropriate Trait; for instance, if your character is trying to find something and he has three dots in Perception, you would roll three dice. However, you almost never simply roll the number of dice you have in an Attribute; raw potential is modified by skill, after all. The most common rolls in the game involve adding the dice gained from an Attribute to the dice gained from an Ability.

For instance, if Veronica were trying to find a specific file in a cluttered clerk's office, the Storyteller might have her player Lynn roll Perception + Finance - an Attribute plus an Ability. In this case, Lynn would take two dice for Veronica's Perception of 2, plus as many dice as she had in Finance; Veronica has Finance 4, so Lynn gets four more dice from that.
Veronica has a total of six dice tcr attempt her task. These dice are called the dice pool - in other words, the total number of dice you roll in a single turn. Most often, you'll calculate a dice pool for only one action at a time, although you can modify it to be able to perform multiple tasks in a turn

Of course, you might not need to add an Ability to an Attribute for some rolls; for instance, there's no skill that will help Veronica heft a small safe. In such cases, Lynn would use only the dice from the Attribute - in this case, Strength.

There is absolutely no situation in which more than two Traits can add to a dice pool. What's more, if your dice pool involves a Trait whose maximum rating is 10 (such as Humanity or Willpower), you can't add any other Traits to your dice pool. It's effectively impossible for a normal human being to have more than 10 dice in a dice pool.
Elder vampires, on the other hand...

Difficulties

There's no point in rolling dice unless you know what results you're looking for. Whenever you try to perform an action, the Storyteller will decide on an appropriate difficulty number and tell you her decision. A difficulty is always a number between 2 and 10. Each time you score that number or higher on one of your dice, you're considered to have gained a success. For example, if an action's difficulty is a 6 and you roll a 3, 3, 8, 7 and 10, then you've scored three successes. The more you get, the better you do. You need only one success to perform most actions successfully, but that's considered a marginal success. If you score three or more, you succeed completely. (MOST OF THE TIME)

Naturally, the lower the difficulty, the easier it is to score successes, and vice versa. Six is the default difficulty, indicating actions neither exceptionally tricky nor exceptionally easy to accomplish. If the Storyteller or rulebook ever call for you to make a roll, but doesn't give you a specific difficulty number, assume the task is difficulty 6.

The Storyteller is the final authority on how difficult attempted actions are - if the task seems impossible, he'll make the difficulty appropriately high, while if the task seems routinely easy, the difficulty will be low (if the Storyteller decides you even have to roll at all). Particularly easy or difficult tasks might even demand difficulty numbers of 2 or 10; however, these should be extremely rare. A difficulty 2 task is so easy that's it's not really worth the trouble of a die roll, while a difficulty 10 action is almost impossible - you have an equal chance of botching (see below) as you do of succeeding, no matter how many dice you're rolling.

And, in case it needs to be said, a result of a 10 is always a success, no matter the difficulty number.

Multiply Actions

Occasionally, a player will want her character to perform more than one action in a turn - for example, firing a gun at two different targets, or climbing a ledge while kicking at pursuers below. In such situations, the player can attempt actions normally, though all actions suffer a penalty.

The player declares the total number of actions he wishes his character to attempt. He then subtracts a number of dice from his first dice pool equal to the total number of actions. Additional actions lose an extra die from
their pools, cumulative; if a dice pool is reduced to zero or below in this manner, the action may not be attempted.

Quote:
Example: Justin wishes his character, Hall the Nosferatu, to throw a punch while simultaneously dodging two incoming blows. Hall has Dexterity 3, Brawl 4 and Dodge 3. Justin calculates the dice pool for the punch
(Dexterity 3 + Brawl 4 = 7 dice pool), then subtracts three dice from it (because of the three actions total), for a final dice pool of 4.

The first dodge has a base dice pool of 6 (Dexterity 3 + Dodge 3), minus four (three for the number of actions, plus one for being the second multiple action), for a final dice pool of 2. The final dodge has a dice pool of 1 (6, minus three for the number of actions, minus an additional two for being the third action attempted). Hall had better be pretty lucky.


Vampires with the Discipline of Celerity may take multiple actions without subtracting dice from their dice pools. These extra actions may not themselves be divided into multiple actions.

Failure
If you score no successes on a die roll, your character fails his attempted action. He misses his punch. His pitch is a ball instead of a strike. His attempt to persuade the prince falls flat. Failure, while usually disappointing, is not so catastrophic as a botch (below).

Example: Feodor, a Nosferatu, is attempting to spy on some suspicious-looking activities in one of the galleries of the sewers, and is perching precariously on an overhead pipe to do so. Justin the Storyteller tells Feodor's player, John, to roll his Dexterity + Stealth (difficulty 7). John rolls and gets 2, 5, 6, 6, 4, 3 - no successes. Justin rules that as Feodor attempts to shift position on the pipe, his foot slides on something slimy, and he loses his balance. The thugs below don't see Feodor, but he is definitely in trouble...

The following charts should give you a good idea of how to combine difficulties and degrees of success.

Difficulties

Three Easy (installing software on a Macintosh)
Four Routine (changing a tire)
Five Straightforward (seducing someone who's already "in the mood")
Six Standard (firing a gun)
Seven Challenging (replacing a car's sound system)
Eight Difficult (rebuilding a wrecked engine block)
Nine Extremely difficult (repairing a wrecked engine block without parts)

Degrees of Success
One Success Marginal (getting a broken refrigerator to keep running until the repairman arrives)
Two Successes Moderate (making a handicraft that's ugly but useful)
Three Successes Complete (fixing something so that it's good as new)
Four Successes Exceptional (increasing your car's efficiency in the process of repairing it)
Five of More Successes Phenomenal (creating a masterwork)

Botches
Bad luck can ruin anything. One more basic rule about rolling dice is the "rule of one," or (spoken in a despairing tone) "botching." Whenever one of the dice comes up as a "1," it cancels out a success. Completely. Take the die showing "1" and one of the dice showing a successful number and set them aside. In this manner, an otherwise successful action may be
reduced to failure.

Occasionally, truly bad fortune strikes. If a die roll garners no successes whatsoever, and one or more "1s" show up, a botch occurs. In other word, if none of your dice comes up a success, and there are dice showing "1s", the roll is a botch. If you score at least one success, even if that success is canceled out and additional "1s" remain, it's just a simple failure.

A botch is much worse than a normal failure - it's outright misfortune. For instance, rolling a botch when trying to gun down a hunter might result in your gun jamming. Botching a Computer roll when hacking into a system will probably alert the authorities, while botching a Stealth roll is the proverbial "stepping on a dry twig." The Storyteller decides exactly what
goes wrong; a botch might produce a minor inconvenience or a truly unfortunate mishap.

Automatic Success
Let's face it - sometimes rolling dice gets tiresome, particularly when your character could perform a given action in his sleep. And anything that streamlines play and reduces distractions is a good thing. Thus, Vampire employs a simple system for automatic successes, allowing you to skip rolling for tasks that your character would find frankly mundane.

Simply put, if the number of dice in your dice pool is equal to or greater than the task's difficulty, your character automatically succeeds. No dice roll is necessary. Mind you, this does not work for all tasks, and never works in combat or other stressful situations. Furthermore, an automatic success is considered marginal, just as if you'd gotten only one success
on the roll; if quality is an issue, you might want to roll dice anyway to try for more successes. But for simple and oftenrepeated actions, this system works just fine.

There's another way to get an automatic success on a roll: Simply spend a Willpower point. You can do this only once per turn, and since you have a limited supply of Willpower you can't do this too often, but it can certainly help when you're under pressure to succeed.

Trying It Again

Failure often produces stress, which often leads to further failure. If a character fails an action, he may usually try it again (after all, failing to pick a lock does not mean the character may never try to pick the lock again). In such cases, though, the Storyteller has the option to increase the difficulty number of the second attempt by one. If the attempt is failed yet again, the difficulty of a third attempt goes up by two, and so on.

Eventually, the difficulty will be so high that the character has no
chance of succeeding (the lock is simply beyond her ability to pick).

Examples of when to use this rule are: climbing a wall, hacking into a computer system, or interrogating a prisoner. After all, if you couldn't find a handhold, defeat the security program, or get the prisoner to talk the first time, there's a reasonable chance you might not be able to do it at all.

Sometimes the Storyteller shouldn't invoke this rule. For example, failing to shoot somebody with a gun, detect an ambush, or keep on another driver's tail are to be expected in stressful situations. Such failure does not automatically lead to frustration and failed future attempts.

Quote:
Example: Winters, a diplomat for the Prince of Atlanta, is not having a good night. He's at the table with a Nosferatu envoy in some critical negotiations, and things aren't going well. When Winters wishes to add a little witty Elizabethan repartee to smooth things over with the lady, the Storyteller craftily suggests that Winter's player, Edward, roll Wits + Etiquette (difficulty 6) in addition to roleplaying his banter. Edward does so - and Winters fails to realize that his antiquated compliment insults the Nosferatu (she, however, has no difficulty informing him of the fact). He attempts to make amends, but this time the Storyteller tells Edward the difficulty is 7; Winters is under the gun, and another insult could break
negotiations off entirely.


Complications

The preceding rules should be enough to get you going, and for chronicles that favor storytelling over dice-rolling, they might be all you ever need. However, they don't necessarily cover all instances - for example, what if you're trying to do something while a Storyteller character is actively trying to stop you? What if your friend tries to help you break a code?

The various ways to complicate matters below are intended to bring extra color to games. You certainly don't have to use them, but they might add more realism and suspense to your game. The following complications are relatively simple and generic, usable to describe a wide variety of actions. For plenty of situation-specific complications, see Chapter Six.

Extended Actions
Sometimes you need more than one success to accomplish a task fully. For example, you might have to spend all night tracking down obscure newspaper articles in a library, or climb a cliff face that's impossible to scale in a turn. If you need only one success to accomplish an action, the action in question is called a simple action. But when you need multiple
successes to score even a marginal success, you're undertaking an extended action.

Simple actions are the most common in Vampire, but you will have ample opportunity to perform extended actions. In an extended action, you roll your dice pool over and over on subsequent turns, trying to collect enough successes to succeed. For example, your character is trying to dig a temporary haven in the forest floor, using only his bare hands. The
Storyteller tells you that you need 15 successes to hollow out a den that provides sufficient protection from the sun. You'll eventually succeed, but the longer you go, the more chance there is of you botching and collapsing the tunnel. What's more, if you have only so many turns before dawn, the speed with which you finish your task becomes doubly important. The
Storyteller in all cases is the final authority on which tasks are extended actions and which aren't.

You can usually take as many turns as you want to finish an extended action (but situations being what they are in Vampire, you won't always have that luxury). If you botch a roll, however, you may have to start over again from scratch. Depending on what you're trying to do, the Storyteller may even rule that you can't start over again at all; you've failed and that's that.
Krome's Note: Extended rolls... almost ALWAYS, i'm just going to tell you to roll a set number of dice once, and then depending on the amount of successes, i'll let you know how successful you are. Subjective? Yes, takes a pain out of my neck (or someplace else?) yes.

Example of Extended Action

Quote:
Veronica Abbey-Roth is trying to work up a large portion of capital for a certain upcoming project others. Even though she has Resources 4, the Storyteller rules that she'd have to liquidate much of her belongings to
get the money she wants. So Veronica decides to play fast and dirty with her money, running a number of illegal operations and playing a very intricate game with the stock market to raise the money she needs. The
Storyteller decides that for Veronica to reach her goal, Lynn will have to score 18 successes on an extended Wits + Finance roll (difficulty 7 - this is an intrinsically tricky way to earn money). What's more, since this
sort of thing takes time, she can make only one roll per night of game time.

Veronica has Wits 3 and Finance 4, so Lynn rolls seven dice each night. She gets three successes on her first roll - things are opening up nicely. On her second roll, she gets two successes, for a total of five.

Unfortunately, luck isn't with her on the third roll. She gets 3, 4, 1, 6, 4, 1, 6 - a botch! The Storyteller rules that one of Veronica's brokers has gone sour, and she's actually lost money on the transaction. But the efforts
of three nights' work have been neatly condensed into five minutes or so of real time. As the game continues, Veronica is left with a tighter budget for a while, and the choice of trying again (and running the risk of
attracting the Justice Department's attention) or abandoning her grandiose plot...


Resisted Actions

A simple difficulty number might not be enough to represent a struggle between characters. For instance, you may try to batter down a door while a character on the other side tries to hold it closed. In such a case, you'd make a resisted rott - each of you rolls dice against a difficulty often determined by one of your opponent's Traits, and the person who scores the most successes wins.

However, you're considered to score only as many successes as the amount by which you exceed your opponent's successes; in other words, the opponent's successes eliminate your own, just as "1s" do. If you score four successes and your opponent scores three, you're considered to have only one: a marginal success. Therefore it's difficult to achieve an outstanding success on a resisted action. Even if your opponent can't beat you, he can still diminish the effect of your efforts.

Some actions (arm-wrestling contests, debates, car chases) may be both extended and resisted. In such cases, one or the other of the opponents must achieve a certain number of successes to succeed. Each success above the rival's total number in a given turn is added to a running tally. The first to achieve the designated number of successes wins the contest.

Example of Resisted Action

Quote:
Veronica, prowling for trouble at the latest Camarilla soiree, has determined by night's end to spite her rival, a Ventrue by the name of Giselle. Giselle arrived at the fete with her latest childe in tow: Tony, a talented and delicious young man with a medical license and a much-vaunted pedigree. Veronica decides that there would be nothing more amusing than stealing Giselle's childe away from her for the evening - of course, that'll take some doing, as Giselle will be watching him like a hawk.

Lynn (Veronica's player) and the Storyteller roleplay out much of the initial three-way conversation (as well as the covert knife-edged glances) between Veronica, Giselle and Tony. Finally, the Storyteller has Lynn roll Veronica's Manipulation (3) + Subterfuge (3), resisted by Giselle's Manipulation (3) + Subterfuge (4).

Lynn rolls six dice versus a difficulty of 7 (Giselle's Manipulation + Subterfuge); the Storyteller rolls Giselle's seven dice versus difficulty 6 (Veronica's Manipulation + Subterfuge). Lynn manages to score four successes, while Giselle remarkably manages only three. Giselle's successes subtract from Lynn's, leaving Lynn with one success. Tony opts to make the rounds with Veronica, although her marginal success means he casts a few longing glances back Giselle's way...

Teamwork
You don't always have to go it alone. If the situation warrants (usually during an extended action such as researching a family tree or decoding an Aramaic inscription), characters can work together to collect successes. If the Storyteller decides that teamwork is possible for the task in question, two or more characters can make rolls separately and add their successes together. They may never combine their Traits into one dice pool, however.

Teamwork can be effective in many situations - dogpiling on the prince's pet enforcer, shadowing a hunter or doing research in the library, for instance. However, it can actually prove to be a hindrance in certain situations (including social interaction such as fast-talking or seducing a subject), and one person's botch can bollix the whole attempt.

Example of Rolls

This rules system is designed with flexibility in mind, and as a result, there are about 270 combinations of Attributes and Abilities. This daunting number is just the beginning, too - you can certainly devise more Talents, Skills or Knowledges if you think there's need.

In this manner, you have a huge variety of rolls to simulate actions-whatever you think is most appropriate. The following examples of rolls are meant to give you some idea of the possibilities that might come up in a game.

Quote:
- You want to conduct yourself flawlessly at the governor's formal dinner (and you can't actually eat anything). Roll Dexterity + Etiquette (difficulty 8 ).

- You're miles from your haven, and the sun will be up soon. Roll Wits + Survival (difficulty 7) to find shelter for the day.

- You try to distract the bodyguard with your left hand while surreptitiously slipping your knife back into your belt with your right. Roll Dexterity + Subterfuge (difficulty of the bodyguard's Perception + Alertness).

- You lock gazes with the gang leader, trying to cow him into submission before his gang - of course, he wants to do the same to you. Make a Charisma + Intimidation roll, resisted by his Charisma + Intimidation.

- The ritual requires three days of nonstop chanting. Can you stay awake even through the daylight hours to finish it? Roll Stamina + Occult (difficulty 9 ).

- You need to board up the door to your haven in record speed - and it needs to be durable, too. Roll Wits + Crafts (difficulty 7).

- You've got access to the chantry library for exactly one night - you'd better find the name you want quickly, but there are a lot of books here. Roll Wits + Occult (difficulty 8 ) every hour; you need to achieve 15 successes.

- It's not the message of the song, it's how good you look singing it. Roll Appearance + Performance (difficulty 6) to have your choice of groupies.

- How long can you remain motionless in the bushes while the guards chat about the game? Roll Stamina + Stealth (difficulty 7). Each success allows you to hold still for one hour.

- It would be foolish to threaten your rival openly while in the confines of Elysium. Roll Manipulation + Intimidation (difficulty 8 ) to properly veil your threat without leaving her in doubt as to your intentions.

- Suddenly, a man pushes a crate out of the van you've been chasing - roll Wits + Drive (difficulty 6) to swerve out of the way in time.

- Can you distract the guard dogs while you slip in? Roll Manipulation + Animal Ken (difficulty 8 ).

- Did she just threaten you? Roll Perception + Intimidation (difficulty 5) to figure out what that Lick meant by that comment.

- You try to get his attention by driving your knife through his hand and into the oak bar. Roll Strength + Melee (difficulty 6).

- You try to pull alongside the fleeing Mercedes so your friends can leap aboard. Make an extended Dexterity + Drive roll, resisted by the Mercedes driver's Wits + Drive. If you accumulate five total successes more than his total successes, you're in position. If he accumulates a total of five more successes than you get, he escapes.

- The new gang in town's been awfully good at picking out Kindred-run operations to take over. Roll Charisma + Streetwise (difficulty 8 ) to see what people know about them. The more successes you get, the more information you receive, but the legwork will take an entire night regardless.

- What sort of alarm system does this place have? Roll Perception + Security (difficulty 6).

- Whose story will the prince believe - yours or your enemy's? Roll Manipulation + Expression, resisted by your rival's Manipulation + Expression.

- You try convincing the clerk of the court that you're an IRS auditor and that you need to see the court records. Roll Manipulation + Finance (difficulty 8 ).

- Can you read the German translation of The Book of Nod without losing something in the transition? Roll Intelligence + Linguistics (difficulty 8 ).

- You have to keep running if you're going to outdistance your pursuers. Make an extended Stamina + Athletics roll (difficulty 7); if you collect 15 successes, you've outlasted them.

- You need to convince the judge to release you before the sun rises. Roll Charisma + Law (difficulty 8 ) to make a plea eloquent enough.



Quote:
The Golden Rule

This is the most important rule of all to the storyteller, and the only real rule worth following:
There are no rules. This game should be whatever you want it to be, whether that's a nearly diceless chronicle of in-character socialization or a long-mnning tactical campaign with each player controlling a small coterie of vampires. If the rules in this book interfere with your enjoyment of the game, change them. The world is far too big - it can't be reflected accurately in any set of inflexible rules. Think of this book as a collection of guidelines, suggested but not mandatory ways of capturing the World of Darkness in the format of a game. You're the arbiter of what works best in your game, and you're free to use, alter, abuse or ignore these rules at your leisure.



What does that mean kiddies? It means that as storyteller i can subvert, change or ignore the rules, or tell you to do the same. I'm a STORYTELLER, not a DM, i'm not a person who's all about dice rolls. I'm more interested in ROLEplaying, not ROLLplaying. Almost all your social interactions are going to be without dice, i expect you to be able to play your characters. This roleplay is one that might be extremely difficult, and we may need to change and modify it as time passes. I've never tried it before for forum, so there may be problems i dont' forsee. But we'll work around it.

The all powerful Mistress
~Krome_Devil~
~Mello~
PostPosted: Tue Jul 04, 2006 1:35 pm


Systems and Drama


While Vampire's focus is on roleplaying and character interaction, dramatic scenes often involve some element of die rolling. As Chapter Five shows, the basic Storyteller rules are designed to streamline this process as much as possible, allowing you to pay attention to the story. To assist you and the Storyteller further, this chapter covers more specific dice mechanics, including general dramatic systems, combat, injury and recovery.

We reiterate that the following systems are suggestions for how we think situations can be best handled. If, in your chronicles, you come up with a way you like better, by all means use it. Also - particularly when dealing with social actions like seductions and speeches - the dice should never get in the way of roleplaying. If a player has his character make a particularly inspired (or painful) speech, deliver a particularly smooth (or cheesy) opening line, or come up with a brilliant (or laughable) alibi, feel free to let the character succeed (or fail) automatically, regardless of what the dice and Traits say.

Dramatic Systems

The only things limiting your actions are your imagination and your character's skill. During a game session, characters - both player and Storyteller personalities - may attempt numerous diverse and complicated activities. The Storyteller is responsible for keeping all of this action organized while determining success or failure for all characters. Dramatic systems simplify the Storyteller's job by supplying rules for a number of common activities. Generally, a character attempting to accomplish a task adds together an Attribute and Ability.

Storytellers should, and will undoubtedly have to, invent their own dramatic systems for new situations. The list of systems below is in no way exhaustive, but provides a solid foundation on which to base events. Bear in mind that for rolls involving Talents and Skills, characters lacking a specific Ability may default to the Attribute on which the Ability is based (albeit at +1 difficulty for Skill-based actions).

Most of these systems involve taking one or more actions over one or more turns. A number of these systems may be tried again if the first attempt is unsuccessful. Subsequent efforts may suffer a difficulty penalty, at the Storyteller's discretion.

Automatic Feats
Automatic feats require the character to take an action, but don't involve a die roll under most circumstances. The following are common automatic feats; Storytellers may decide that other feats are automatic, at their discretion.

Blood Use (Healing, Augmenting Attributes, etc.): Vampire characters may spend blood to heal themselves. To do so, the character must concentrate and do nothing else for one full turn. A character may attempt to heal while performing other actions, but this requires success on a Stamina + Survival reflexive roll (difficulty 8 ). Failing this roll means the vampire
loses all expended blood points with no effect, while a botch causes the vampire to lose both an additional blood point and an additional health level. Spending blood to raise Physical Attributes or power Disciplines may be done automatically, without the need for concentration. A character may spend an amount of vitae equal to her per-tum rating, as dictated by her generation.

Getting to Feet: Characters may rise from the ground in one turn without making a roll. If a character wishes to get to her feet while doing something else in the same turn, she must take a multiple action with a
penalty.

Movement: Characters may choose to walk, jog or run. If walking, a character moves at seven yards per turn. If jogging, a character moves at (12 + Dexterity) yards per turn. If all-out running, a character moves at (20 + [3 x Dexterity]) yards per turn. Characters may move up to half maximum running speed, then subsequently attack or perform another action. Characters may also wish to move while taking another action. This is possible, but each yard moved subtracts one from the other action's dice pool. Note that injured characters cannot move at maximum speed.

Readying Weapon: This can involving drawing a weapon or reloading a gun with a prepared clip. In most cases, no roll is required, so long as the character takes no other action that turn. If the character wishes to ready a weapon while doing something else in the same turn, the player must reduce his dice pool and roll Dexterity + Melee or Firearms (difficulty 4) for the readying attempt.

Starting Car: This takes an action, but requires no roll.

Yielding: The character allows the character with the next-highest initiative to act. She may still act at the end of the turn. If all characters (player and Storyteller) yield during a turn, no one does anything that turn.

Physical Feats

These systems cover actions involving the three Physical Attributes (Strength, Dexterity and Stamina). These feats typically require a die roll.

Climbing [Dexterity + Athletics]: When your character climbs an inclined surface (rocky slope, side of building), roll Dexterity + Athletics. Climbing is typically an extended roll. For an average climb with available handholds and nominal complications, your character moves 10 feet for every success. The Storyteller adjusts this distance based on the climb's
difficulty (easier: 15 feet per success; more difficult: five feet per success). The number of handholds, smoothness of the surface and, to a lesser extent, weather can all affect rate of travel. A short, difficult climb may have the same difficulty as a long, easy climb. The extended action lasts until you've accumulated enough successes to reach the desired height.
Botching a climbing roll can be bad; your character may only slip or get stuck, or she may fall.
If the character activates the Protean power of Feral Claws or constructs bone spurs with the Vicissitude power of Bonecraft, all climbing difficulties are reduced by two.

Driving [Dexterity/Wits + Drive]: A Drive roll isn't needed to steer a vehicle under normal circumstances - assuming your character has at least one dot in the Drive Skill. Bad weather, the vehicle's speed, obstacles and complex maneuvers can challenge even the most competent drivers. Specific difficulties based on these circumstances are up to the Storyteller, but should increase as the conditions become more hazardous.

For example, driving in heavy rain is +1 difficulty, but going fast while also trying to lose pursuers increases the difficulty to +3. Similarly, maneuvering in heavy traffic is +1, but adding a breakneck pace while avoiding pursuit bumps the difficulty to +3. A failed roll indicates trouble, requiring an additional roll to avoid crashing or losing control. Characters in control of a vehicle, and who have no dots in the appropriate Ability, need a roll for almost every change in course or procedure. On a
botch, the vehicle may spin out of control or worse.

Because different cars handle differently - some are designed for speed and handling while others are designed for safety - a chart is provided to help calculate the difficulty for any maneuver. Generally, for every 10 miles over the safe driving speed of a vehicle, the difficulty of any maneuver is increased by one. Exceedingly challenging stunts and bad road conditions should also increase the difficulty accordingly. The maximum number of dice a driver can have in her dice pool when driving is equal to the maneuver rating of the vehicle. Simply put, even the best driver will have more trouble with a dump truck than she will with a Ferrari.

Vehicle Safe Speed Max Speed Maneuverability
6-Wheel Truck Safe Speed 60 Max Speed 90 Maneuverability 3
Tank (modern) Safe Speed 60 Max Speed 100 Maneuverability 4
Tank (WWII) Safe Speed 30 Max Speed 40 Maneuverability 3
Bus Safe Speed 60 Max Speed 100 Maneuverability 3
18-Wheeler Safe Speed 70 Max Speed 110 Maneuverability 4
Sedan Safe Speed 70 Max Speed 120 Maneuverability 5
Minivan Safe Speed 70 Max Speed 120 Maneuverability 6
Compact Safe Speed 70 Max Speed 130 Maneuverability 6
Sporty Compact Safe Speed 100 Max Speed 140 Maneuverability 7
Sport Coupe Safe Speed 110 Max Speed 150 Maneuverability 8
Sports Car Safe Speed 110 Max Speed 160 Maneuverability 8
Exotic Car Safe Speed 130 Max Speed 190+ Maneuverability 9
Luxury Sedan Safe Speed 85 Max Speed 155 Maneuverability 7
Midsize Safe Speed 75 Max Speed 125 Maneuverability 6
SUV Safe Speed 70 Max Speed 115 Maneuverability 6
Formula One Racer Safe Speed 140 Max Speed 240 Maneuverability 10


Encumbrance [Strength]: The temptation to carry loads of equipment to satisfy every situation can be overwhelming. The Storyteller should make life difficult for players whose characters pack arsenals everywhere they go. A character can carry/tote 25 pounds per point of Strength without penalty. The Potence Discipline adds to the character's effective Strength.

Should a character exceed this total, every action involving physical skills incurs an automatic +1 difficulty due to the added weight. Also, every 25 pounds over the allocation halves the character's base movement. A character bearing a total weight of double her Strength allocation can't move. This system is a guideline, and should not call for an inventory check every time your character picks up a pen.

Hunting [Perception]: It is the nature of the vampire that she must hunt. For each hour the vampire spends searching for human prey, allow the player to make a Perception roll against a difficulty based on the area in which the vampire hunts.

Area Difficulty
Slum neighborhood/The Rack 4
Lower-income/bohemian 5
Downtown business district 6
Warehouse district 6
Suburb 7
Heavily patrolled area 8
Success on this roll indicates that the vampire has found and subdued prey, in a manner appropriate for the vampire and the area (perhaps she has seduced a vessel, crept into a house of sleepers, or simply ambushed and assaulted a victim). She may now ingest one die's worth of blood points. Failure indicates that the hour is spent looking fruitlessly, while a botch indicates a complication (perhaps the character accidentally kills a vessel, picks up a disease, enters the domain of a rival Kindred or
suffers assault from a street gang). If a botch does occur, go into roleplaying mode and let the character try to work her way out of trouble.

If the character catches prey, but currently has fewer blood points in her body than [7 minus Self-Control], a frenzy check is necessary to see if she can control her hunger. If the player fails this roll, the character continues to gorge on the vessel until she is completely sated (at full blood pool), the victim dies from blood loss, or she somehow manages to regain control of herself. If a tragedy occurs, the vampire might well lose Humanity.

The Fame Background reduces difficulties of hunting rolls by one per dot (to a minimum of 3), while the Herd Background adds one die per dot in the Background (so long as one's herd could conceivably be in the area).

However, Storytellers may increase hunting difficulties for particularly inhuman vampires (Nosferatu, some Gangrel, vampires with Humanity scores of 4 or below), as such monsters find it difficult to blend in with a crowd.

Intrusion [Dexterity/Perception + Security]: Intrusion covers breaking and entering, evading security devices, picking locks, cracking safes - and preventing others from doing the same. When bypassing active security, your roll must succeed on the first attempt; failure activates any alarms present (opening manual locks may be attempted multiple times, though).
Intrusion rolls can range from 5 [standard lock] to 10 [Fort Knox], depending on a security system's complexity (the Storyteller decides the actual difficulty). Certain tasks might require a minimum level of Security Skill for the character to have any chance of succeeding (e.g., Security 1 might let you pick a simple lock, but not crack a safe). Also, most intrusion
tasks require lockpicks or other appropriate tools. On a botch, the character's clumsy break-in attempt goes horribly awry. Setting up security measures is a standard action, but multiple successes achieved in the effort increase the system's quality (essentially adding to its difficulty to be breached).

Jumping [Strength or Strength + Athletics for a running jump]: Typically, jump rolls are made versus a difficulty of 3. Each success on a jump roll launches your character two feet vertically or four feet horizontally. To jump successfully, a character must clear more distance than the distance between her and her destination. On a failure, the character fails to clear
the required distance, but the player may make a Dexterity + Athletics roll (typically versus difficulty 6) to allow the character to grab onto a ledge or other safety as she falls. On a botch, your character may trip over her own feet, leap right into a wall or fall to her doom.

If the player makes a Perception + Athletics roll (difficulty 6, three successes required) before attempting a jump, he may gauge exactly how many successes are needed to make the leap Lifting/Breaking [Strength]:

The chart below provides the minimum Strength needed to deadlift or break various weights without a die roll. Characters of lower Strength may roll to affect heavier weights than their Strength scores allow for. The roll is made not with Strength, but with Willpower, and is difficulty 9. Each success advances the character by one level on the chart. The Potence Discipline also adds its dots to the character's effective Strength.

Strength Feats Lift
1 Crush a beer can 40 lbs.
2 Break a wooden chair 100 lbs.
3 Break down a wooden door 250 lbs.
4 Break a 2'x4' board 400 lbs.
5 Break open a metal fire door 650 lbs.
6 Throw a motorcycle 800 lbs.
7 Flip over a small car 900 lbs.
8 Break a 3' lead pipe 1000 lbs.
9 Punch through a cement wall 1220 lbs.
10 Rip open a steel drum 1500 lbs.
11 Punch through 1" sheet metal 2000 lbs.
13 Throw a station wagon 4000 lbs.
14 Throw a van 5000 lbs.
15 Throw a truck 6000 lbs.

Characters can work together to lift an object. This is simply a teamwork roll with the individual players rolling separately and combining any resulting successes.

Lifting is all or nothing - if you fail the roll, nothing happens. At the Storyteller's discretion, your character's effective Strength may be raised if all she wants to do is drag something a short distance instead of pick it up. On a botch, your character may strain something or drop the object on her own foot.

Opening/Closing [Strength]: Opening a door with brute force calls for a Strength roll (difficulty 6 to 8, depending on the material of the door). A standard interior door requires only one success to bash open or slam shut. A reinforced door generally takes five successes. A vault door might take 10 or more successes. These successes may be handled as an extended action. While teamwork is possible (and recommended), a door can still be forced open through a single individual's repeated hammering. Obviously, a door not held in some way can be opened without resorting to force. A botch causes a health level of normal damage to your character's shoulder.

Certain doors (metal vault doors and the like) may require a Strength minimum even to make an attempt. The Potence Discipline adds automatic successes to the roll.

Pursuit [Dexterity + Athletics/Drive]: Vampires must often pursue their terrified prey, and sometimes they themselves must flee. Generally, pursuit can be resolved automatically by using the formulas for calculating movement; if one party is clearly faster than another is, the faster party catches or avoids the slower party eventually. However, if two characters are of equal or nearly equal speed, or if one character is slower but might lose the faster character or make it to safety before she catches him, use the system below.

Basic pursuit is an extended action. The target starts with a number of free extra successes based on his distance from the pursuer. This breaks down as follows: on foot, one for every two yards ahead of pursuers; in vehicles, one for every 10 yards ahead of pursuers. For chases involving vampires and mortals, remember that mortals tire, but the undead do not.
The target and pursuers make the appropriate roll (depending on the type of pursuit) each turn, adding new successes to any successes rolled in previous turns. When the pursuer accumulates more total successes than the target has, she catches up and may take further actions to stop the chase. As the target accumulates successes, he gains distance from his pursuers and may use that lead to lose his opponents. Each success that the quarry accumulates beyond the pursuer's total acts as a +1
difficulty to any Perception roll a pursuer has to make to remain on the target's tail.

The Storyteller may call for the pursuer to make a Perception roll at any time (although not more than once each turn). If the pursuer fails this roll, her target is considered to have slipped away (into the crowd, into a side street). On a botch, the pursuer loses her quarry immediately. If the quarry botches, he stumbles or ends up at a dead end.

Shadowing [Dexterity + Stealth/Drive]: Shadowing someone requires that your character keep tabs on the target without necessarily catching her - and while not being noticed by her! The target's player can roll Perception + Alertness whenever she has a chance to spot her tail (the Storyteller decides when such an opportunity arises); the pursuer's player opposes this with a Dexterity + Stealth roll (or Dexterity + Drive, if the shadower is in a vehicle). The difficulty for both rolls is typically 6, but can be modified up or down by conditions (heavy crowds, empty streets, etc.). The target must score at least one more success than her shadow does to spot the tail; if so, she may act accordingly.

Shadowers who have trained together can combine their separate rolls into one success total. Sneaking [Dexterity + Stealth]: Rather than fight through every situation, your character can use stealth and cunning. A
sneaking character uses Dexterity + Stealth as a resisted action against Perception + Alertness rolls from anyone able to detect her passing. The difficulty of both rolls is typically 6. Unless observers score more successes than the sneaking character does, she passes undetected. Noise, unsecured gear, lack of cover or large groups of observers can increase Stealth difficulty. Security devices, scanners or superior vantage points may add dice to Perception + Alertness rolls. On a botch, the character stumbles into one of the people she's avoiding, accidentally walks into the open, or performs some other obvious act.

Note that vampires using the Obfuscate Discipline (p. 166) may not have to make rolls at all.

Swimming [Stamina + Athletics]: Assuming your character can swim at all (being able to do so requires one dot of Athletics), long-distance or long-duration swimming requires successful swimming rolls versus a difficulty determined by water conditions. After all, although vampires can't drown, they are corpses and thus have little buoyancy. The first roll is necessary only after the first hour of sustained activity; only one success is needed. If a roll fails, the character loses ground - perhaps pulled out other way by a current. If a roll botches, she starts to sink, or perhaps stumbles upon a less-than-finicky shark.

Vampires caught in shallow water during the day will take damage from sunlight (assume that a submerged vampire has protection equivalent to being under cloud cover).

Throwing [Dexterity + Athletics]: Objects (grenades, knives) with a mass of three pounds or less can be thrown a distance of Strength x 5 in yards. For every additional two pounds of mass that an object has, this distance decreases by five yards (particularly heavy objects don't go very far). As long as the object's mass doesn't reduce throwing distance to zero, your
character can pick up and throw it. If an object can be lifted, but its mass reduces throwing distance to zero, the object can be hurled aside at best - about one yard's distance. Obviously, if an object can't be lifted, it can't be thrown at all.

The Storyteller may reduce throwing distances for particularly unwieldy objects or increase them for aerodynamic ones. Throwing an object with any degree of accuracy requires a Dexterity + Athletics roll versus difficulty 6 (to half maximum range) or 7 (half maximum to maximum range). This difficulty can be adjusted for wind conditions and other variables at the Storyteller's whim. On a botch, your character may drop the object or strike a companion with it.

Mental Feats
These systems cover tasks involving the three Mental Attributes (Perception, Intelligence and Wits), as well as tasks using the Virtues, Humanity and Willpower. Mental tests can provide you with information about things your character knows but you, the player, don't. Still, you should depend on your creativity when solving problems - not on die rolling.

Awakening [Perception, Humanity]: Vampires are nocturnal creatures and find it difficult to awaken during the day. A vampire disturbed in his haven while the sun is in the sky may roll Perception (+ Auspex rating, if the vampire has it) versus difficulty 8 to notice the disturbance. Upon stirring, the vampire must make a Humanity roll (difficulty 8 ). Each success allows the vampire to act for one turn. Five successes mean the vampire is completely awake for the entire scene. Failure indicates the vampire slips back into slumber, but may make the Perception roll to reawaken if circumstances allow. A botch means the vampire falls into deep sleep and will not awaken until sundown.

While active during the day, the vampire may have no more dice in any dice pool than his Humanity rating.

Creation [variable]: Some vampires were artists, musicians, writers or other creative types in life; others spend centuries trying to rekindle the spark of passion that undeath has taken from them. Certainly, the society of the Damned has gazed upon many wondrous (and horrific) works of art never seen by human eyes.

When trying to create something, a variety of rolls can be used, depending on just what it is the character wishes to create. Perception (to come up with a subject worthy of expression) + Expression or Crafts (to capture the feeling in an artistic medium) is a common roll. In all cases, the player must decide the general parameters of what she wants her character to create (a haiku about roses, a portrait of the prince, an epigram for the christening of a new Elysium site). The difficulty is variable, depending on the nature of the creation (it's easier to write a limerick than a villanelle). The number of successes governs the quality of the creation: With one success, the character creates a mediocre, uninspired but not terrible work, while with five successes the character creates a literary or artistic masterpiece. Some works (novels, large sculptures) might require extended success rolls.

On a botch, the character creates the greatest work ever known to Kindred or kine (of course, everyone else who sees it immediately realizes what crap it actually is).

At the Storyteller's discretion, a vampire who creates a particularly inspired masterwork might be eligible for a rise in Humanity, via experience points.

Hacking [Intelligence/Wits + Computer]: Most business and political transactions involve the use of computers, which can give neonates a surprising advantage in the Jyhad. A would-be hacker's player rolls Intelligence or Wits + Computer versus a variable difficulty (6 for standard systems, up to 10 for military mainframes and the like). Successes indicate the number of dice (up to the normal dice pool) that can be rolled to interact with the system once it's been breached.

Actively blocking a hacker is a resisted action; the adversary with the most successes wins. On a botch, the character may trip a flag or even reveal her identity to the system she's trying to breach.

Investigation [Perception + Investigation]: Any search for clues, evidence or hidden contraband involves Investigation. The Storyteller may add to the difficulty of investigations involving obscure clues or particularly well-concealed objects. One success reveals basic details, while multiple successes provide detailed information and may even allow deductions
based on physical evidence. On a botch, obvious clues are missed or even destroyed accidentally.

Repair [Dexterity/Perception + Crafts]: Depending on the precise specialty, the Crafts Skill allows for repairs of everything from pottery to automobile engines. Before repairing a device that's on the fritz, your character must identify its problems (accomplished as a standard research roll; see below). The Storyteller then sets the difficulty of the repair roll, if
any. This difficulty depends on the problems' severity, whether the proper tools or any replacement parts are on hand, and if adverse conditions exist. An inspired research roll may offset these factors somewhat. A simple tire change is difficulty 4, while rebuilding an entire engine might be difficulty 9. Basic repairs take at least a few turns to complete. More complex repairs are extended actions that last 10 minutes for each success needed. On a botch, your character may simply waste time and a new part, or may make the problem worse.

Research [Intelligence + Academics/Occult/Science]: Research is performed when searching computer databases for historical facts, when looking for obscure references in ancient documents, or when trying to learn the true name of a Methuselah. In all cases, the number of successes achieved determines the amount of information discovered; one success gives you at least basic information, while extra successes provide more details. The Storyteller may assign a high difficulty for particularly obscure data. On a botch, your character may not find anything at all or may uncover completely erroneous information.

Tracking [Perception + Survival]: Unlike shadowing, tracking requires you to follow physical evidence to find a target. Discovering footprints, broken twigs, blood trails or other physical signs leads the tracker right to the subject. Following such a trail is a standard action; multiple successes provide extra information (subject's rate of speed, estimated weight,
number of people followed). The quarry can cover her tracks through a successful Wits + Survival roll. Each success on this roll adds one to the difficulty of tracking her. Abnormal weather, poor tracking conditions (city streets, Elysium) and a shortage of time also adds to cracking difficulty. On a botch, your character not only loses the trail, but also destroys the physical signs of passage.

Social Feats

These systems cover tasks involving the three Social Attributes (Appearance, Manipulation and Charisma). Roleplaying usually supersedes any Social skill roll, for better or worse. Storytellers may ignore the Social systems when a player exhibits particularly good, or excruciatingly bad, roleplaying.

Carousing [Charisma + Empathy]: You influence others (particularly potential vessels) to relax and have fun. This might include showing a potential ally a good time, loosening an informant's tongue or making instant drinking partners who come to your aid when a brawl starts. The difficulty is typically 6 (most people can be persuaded to loosen up, regardless of intellect or will), though it might be higher in the case of large (or surly) groups. Certain Natures (Bon Vivant, Curmudgeon) can also influence the roll's difficulty. On a botch, your character comes off as an obnoxious boor, or people begin to question why your character hasn't touched her own food and drink....

Credibility [Manipulation/Perception + Subterfuge]: The Subterfuge Talent is used with Manipulation when perpetrating a scam or with Perception when trying to detect one (a scam can range from impersonating the authorities to using forged papers). All parties involved, whether detecting the lie or perpetrating it, make an appropriate roll (typically difficulty 7). The seam's "marks" must roll higher than the perpetrator to detect any deception. False credentials and other convincing props may add to the difficulty of uncovering the dupe, while teamwork may help reveal the scam. Hacking and/or intrusion rolls may be called for to pull off an inspired scam successfully. If your character perpetrates the scam and you botch, the entire plan falls apart.

Fast-Talk [Manipulation + Subterfuge]: When there's no time for subtlety, baffle them with nonsense. The target can be overwhelmed with a rapid succession of almost-believable half-truths. Hopefully, the subject believes anything she hears just to get away from the babble - or becomes so annoyed that she ignores your character completely. This is a resisted action - your character's Manipulation + Subterfuge against the target's Willpower. The difficulty of both rolls is typically 6, and whoever scores more successes wins. On a tie, more babbling is needed. On a botch, your character goes too far, angering the target and rambling without effect.

Interrogation [Manipulation + Empathy/Intimidation]: Anyone can ask questions. With the Interrogation Ability, you ask questions and have leverage. Interrogating someone peacefully (Manipulation + Empathy) involves asking strategic questions designed to reveal specific facts. This method is a resisted action between your character's Manipulation + Empathy and the subject's Willpower. Both actions are typically made against a difficulty of 6. Rolls are made at key points during questioning, probably every few minutes or at the end of an interrogation session.

Violent interrogation (Manipulation + Intimidation) involves torturing the victim's mind and/or body until she reveals what she knows. This is a resisted action between your character's Manipulation + Intimidation and the target's Stamina + 3 or Willpower (whichever is higher). Rolls are made every minute or turn, depending on the type of torture used. The subject loses a health level for every turn of physical torture, or one temporary Willpower point per turn of mental torture. The combined effect of physical and mental torture has devastating results. A botched roll can destroy the subject's body or mind.

Two or more interrogators can work together, combining successes; this works even if one interrogator is using Empathy while another is using Intimidation (the classic "good cop/bad cop" ploy). Whatever the interrogation method used, if you roll more successes in the resisted action, the target divulges additional information for each extra success rolled. If your extra successes exceed the victim's permanent Willpower score, she folds completely and reveals everything she knows. The extent and relevancy of shared information are up to the Storyteller (details are often skewed to reflect what the subject knows or by what she thinks her interrogator wants to hear).

Intimidation [Strength/Manipulation + Intimidation]: Intimidation has two effects. Intimidation's passive effect doesn't involve a roll; it simply gives your character plenty of space - whether on a bus or in a bar. The higher your Intimidation rating the wider the berth that others give him. Intimidation's active application works through subtlety or outright threat. Subtlety is based on a perceived threat (losing one's job, going on report, pain and agony later in life). Roll Manipulation + Intimidation in a resisted action against the subject's Willpower (difficulty 6 for both rolls); the target must get more successes or be effectively cowed.

The blatant form of intimidation involves direct physical threat. In this case, you may roll Strength + Intimidation in a resisted roll (difficulty 6) against either the subject's Willpower or her Strength + Intimidation (whichever is higher). On a botch, your character looks patently ridiculous and doesn't impress anyone in attendance for the rest of the scene.

Oration [Charisma + Leadership]: From a general's rousing speeches to a politician's slick double-talk, the capacity to sway the masses emotionally creates and destroys empires. When your character speaks to an audience, from a small board meeting to a large crowd, roll Charisma + Leadership. Difficulty is typically 6; the Storyteller may increase the difficulty for a huge, cynical, dispassionate or openly hostile audience. Oration is hit or miss - your character either succeeds or fails. On a botch, your character may damage her reputation or even be assaulted by the audience.

If the character has time to prepare a speech beforehand, the Storyteller may roll the character's Intelligence + [removed](difficulty 7). Success on this roll reduces the subsequent Charisma + Leadership difficulty by one. Failure has no effect, while a botch actually increases the
Charisma + Leadership difficulty (the character inserts a gaffe into the speech).

Performance [Charisma + Performance]: Vampires are certainly egotistical creatures, and some among their number are actors, poets, musicians or other sorts of entertainers. When a character performs live before an audience, roll Charisma + Performance (difficulty 7). As with oration, the audience's mood can increase the difficulty, as can the performance's complexity. One success indicates an enjoyable, if uninspired, effort, while additional successes make the performance a truly memorable event to even the most surly crowd. On a botch, your character forgets lines, hits the wrong chord or otherwise flubs.

Seduction [variable]: Vampires are master seducers, for their very sustenance often depends on coaxing potential prey into an intimate liaison. The particular situation and style of the seduction determine which Ability is used. Seduction is an involved process involving several different rolls and Abilities: First roll (approach/opening remarks): The player rolls Appearance + Subterfuge versus a difficulty of the subject's Wits
+ 3. Each success above the initial one adds one die to the vampire's dice pool for the second roll. A failure means the subject expresses his disinterest; a botch means the subject might grow disgusted or angry.
Second roll (witty repartee): The player rolls Wits + Subterfuge versus a difficulty of the subject's Intelligence + 3. Again, each success above the initial one adds one die to the dice pool for the final roll. If the roll fails, the subject breaks off the contact, but might prove receptive at a later date (after all, the first impression was good).

Third roll (suggestive/intimate conversation): The player rolls Charisma + Empathy versus a difficulty of the subject's Perception + 3. If the third roll succeeds, the subject is enamoured with the character and agrees to depart with her to a private spot. What happens next is best handled with roleplaying, but can certainly involve the drinking of blood, as well as
other complications.

On a botch, the vampire likely ends up with a drink in her face.

krome_devil


krome_devil

PostPosted: Tue Jul 04, 2006 6:14 pm


Combat Systems


Combat in Vampire attempts to capture the drama of violent conflict without downplaying its grim reality. Every effort has been made to create a system true to the dynamics, limitations and viciousness of real combat while still leaving room for the unique (and often spectacular) elements that vampires bring to it.

The Storyteller should be flexible when arbitrating combat situations; no rules can fully reflect the variety of situations encountered in warfare. If these systems slow the game or cause bickering, don't use them. Combat systems are meant to add depth to the game, not create conflict between the players and the Storyteller.

Describing the Scene

Before each turn, the Storyteller should describe the scene from each character's perspective. Sometimes this will be a wrap-up of the last turn, making what occurred clear to all players. This constant description is essential to avoid confusion.

This is the Storyteller's chance to organize and arrange events so that all goes smoothly when the players interact with the environment she has created. The Storyteller should make her descriptions as interesting as possible, leaving open all sorts of possibilities for characters' actions.

Since this is forum based there will be several changes to combat rules to keep them manageable and keep the roleplay as the main focus not on how many successes you can get on the dice. If i decide a certain change doesn't work, I'll change it as the story goes.

Krome's Note : In case you haven't guessed i'm NOT a system person, i'm a story person, so if anyone has any suggestions or comments they'd like to contribute, please by all means, I'm always open to comments suggestion and criticism.


Types of Combat

There are two types of combat, each involving the same basic system with minor differences:

Close Combat: This covers unarmed combat (Dexterity + Brawl) and melee (Dexterity + Melee). Unarmed combat can involve a down-and-dirty Pier Six brawl or an honorable test of skill. Opponents must be within touching distance (one meter) to engage in unarmed combat. Melee involves hand-held weapons, from broken bottles to swords. Opponents must be within one or two meters of each other to engage in melee.

Ranged Combat: Armed combat using projectile weapons - pistols, rifles, shotguns, etc. Opponents must normally be within sight (and weapon range) of each other to engage in a firefight.

Combat Turns

In combat, many things happen at virtually the same time. Since this can make things a bit sticky in a game, combat is divided into a series of three-second turns. Each combat turn has three stages - Initiative, Attack and Resolution - to make it easier to keep track of things.

Stage One: Initiative
This stage organizes the fight and is when you declare your character's action. Various actions are possible - anything from leaping behind a wall to shouting a warning. You must declare what your character does, in as much detail as the Storyteller requires.

Every player rolls one die in the thread set up for extraneous rolls, and adds it to their initiative rating [Dexterity + Wits]; the character with the highest result acts first, with the remaining characters acting in decreasing order of result. If two characters get the same total, the one with the higher initiative rating goes first. If initiative ratings are also the same, the two characters act simultaneously. Wound penalties subtract directly from a character's initiative rating.


Although you declare your character's action now, including stating that your character delays her action to see what someone else does, you wait until the attack stage to implement that action. At this time, you must also state if any multiple actions will be performed, if Disciplines will be activated, and/or if Willpower points will be spent. Characters declare in
reverse order of initiative, thus giving faster characters the opportunity to react to slower characters' actions.

All of your character's actions are staged at her rank in the order of initiative. There are three exceptions to this rule. The first is if your character delays her action, in which case her maneuvers happen when she finally takes action. Your character may act at any time after her designated order in the initiative, even to interrupt another, slower character's action.

The second breach of the initiative order occurs in the case of a defensive action (see "Aborting Actions," and "Defensive Maneuvers," on the next page), which your character may perform at any time as long as she has an action left.

Finally, all multiple actions (including actions gained through activating the Discipline of Celerity) occur at the end of the turn. If two or more characters take multiple actions, the actions occur in order of initiative rating. An exception is made for defensive multiple actions, such as multiple dodges, which happen when they need to happen in order to avert attack.

Stage Two: Attack

Attacks are the meat of the combat turn. An action's success or failure and potential impact on the target are determined at this stage. You use a certain Attribute/Ability combination depending on the type of combat in which your character is engaged:
Close Combat: Use Dexterity + Brawl (unarmed) or Dexterity + Melee (armed).
Ranged Combat: Use Dexterity + Firearms (guns) or Dexterity + Athletics (thrown weapons).

Remember, if your character doesn't have points in the necessary Ability, simply default to the Attribute on which it's based (in most cases, Dexterity).

In ranged combat, your weapon may modify your dice pool or difficulty (due to rate of fire, a targeting scope, etc.); check the weapon's statistics for details.

Most attacks are made versus difficulty 6. This can be adjusted for situational modifiers (long range, cramped quarters), but the default attack roll is versus 6. If you get no successes, the character fails her attack and inflicts no damage. If you botch not only does the attack fail, but something nasty happens: The weapon jams or explodes, the blade breaks, an ally is hit.

Stage Three: Resolution

During this stage, you determine the damage inflicted by your character's attack, and the Storyteller describes what occurs in the turn. Resolution is a mixture of game and story; it's more interesting for players to hear "Your claws rip through his bowels; he screams in pain, dropping his gun as he clutches his bloody abdomen" than simply "Uh, he loses four health
levels." Attacks and damage are merely ways of describing what happens in the story, and it's important to maintain the narrative of combat even as you make the die roll.

Normally, additional successes gained on a Trait roll simply mean that you do exceptionally well. In combat, each success above the first you get on an attack roll equals an additional die you add automatically to your damage dice pool! This creates fatal and cinematic combat.

Damage Types

All attacks have specific damage ratings, indicating the number of dice that you roll for the attack's damage (called the damage dice pool). Some damage dice pools are based on the attacker's Strength, while others are based on the weapon used. Damage dice rolls are made versus difficulty 6. Each success on the damage roll inflicts one health level of damage on the target. However, the damage applied may be one of three types:

Bashing: Bashing damage comprises punches and other blunt trauma that are less likely to kill a victim (especially a vampire) instantly. All characters use their full Stamina ratings to resist bashing effects, and the damage heals fairly quickly. Bashing damage is applied to the Health boxes on your character sheet with a "/."

Lethal: Attacks meant to cause immediate and fatal injury to the target. Mortals may not use Stamina to resist lethal effects, and the damage takes quite a while to heal. Vampires may resist lethal damage with their Stamina. Like bashing damage, lethal damage is applied to the Health boxes on your vampire's character sheet with a "/."

Aggravated: Certain types of attacks are deadly even to the undead. Fire, sunlight, and the teeth and claws of vampires, werewolves and other supernatural beings are considered aggravated damage. Aggravated damage cannot be soaked except with Fortitude, and it takes quite a while to heal. Aggravated damage is applied to the Health boxes on your character sheet with an "X."

Damage dice pools can never be reduced to lower than one die; any attack that strikes its target has at least a small chance of inflicting damage, at least before a soak roll is made. Moreover, damage effect rolls cannot botch; a botched roll simply means the attack glances harmlessly off the target.

Combat Summary Chart

Stage One: Initiative
- Roll initiative. 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.

Soak

Characters can resist a certain degree of physical punishment; this is called soaking damage. Your character's soak dice pool is equal to her Stamina. A normal human can soak only against bashing damage (this reflects the body's natural resilience to such attacks). A vampire (or other supernatural being) is tougher, and can thus use soak dice against lethal damage.

Aggravated damage may be soaked only with the Discipline of Fortitude.

Against bashing or lethal damage, Fortitude adds e to the defender's soak rating (so a character with Stamina 3 and Fortitude 2 has five soak dice against bashing and lethal damage, two soak dice against aggravated damage).

After an attack hits and inflicts damage, the defender may make a soak roll to resist. This is considered a reflexive; characters need not take an action or split a dice pool to soak. Unless otherwise stated, soak rolls are made versus difficulty 6. Each soak success subtracts one die from the total damage inflicted. As with damage rolls, soak rolls may not botch, only
fail.
Quote:

Example: Liselle the Gangrel has Stamina 3 and Fortitude I. She is attacked with a knife, and the attacker scores three levels of lethal damage. Liselle may soak this attack with four dice (Stamina 3 + Fortitude 1). She rolls 1,9,9,7. The "1" cancels out one of the successes, leaving Liselle with two. She thus ignores two of the three health levels inflicted by the knife, taking only one level of damage.

Had Liselle been merely human, she would not have been able to soak the (lethal) knife wound at all, and would have taken the full three health levels.


Armor

Simply put, armor adds to your character's soak. The armor's rating combines with your base soak for purposes of reducing damage. Light armor offers a small amount of protection, but doesn't greatly hinder mobility. Heavy armor provides a lot of protection, but can restrict flexibility.

Armor protects against bashing, lethal and aggravated damage from teeth and claws; it does not protect against fire or sunlight. Armor is not indestructible. If the damage rolled in a single attack equals twice the armor's rating, the armor is destroyed.

Combat Maneuvers

These maneuvers give you a variety of choices in combat.

Roleplaying combat is more entertaining if you can visualize your character's moves instead of simply rolling dice. Most of these maneuvers take one action to execute.

General Maneuvers

Aborting Actions: You can abandon your character's declared action in favor of a defensive action as long as your character hasn't acted in the turn. Actions that can be aborted to include block, dodge and parry. A successful Willpower roll versus difficulty 6 (or the expenditure of a Willpower point) is required for a character to abort an action and perform a defensive one instead. When spending Willpower for an abort maneuver, a character may declare the Willpower expenditure at the time of the abort. A Willpower roll to abort is considered a reflexive, not an action. (See "Defensive Maneuvers," below, for descriptions of block, dodge and parry.)

Ambush: Ambushes involve surprising a target to get in a decisive first strike. The attacker rolls Dexterity + Stealth in a resisted action against the target's Perception + Alertness. If the attacker scores more successes, she can stage one free attack on the target and adds any extra successes from the resisted roll to her attack dice pool. On a tie, the attacker still attacks first, although the target may perform a defensive maneuver. If the defender gets more successes, he spots the ambush, and both parties roll initiative normally. Targets already involved in combat cannot be ambushed.

Blind Fighting/Fire: Staging attacks while blind (or in pitch darkness) usually incurs a + 2 difficulty, and ranged attacks cannot be accurately made at all. The powers of Heightened Senses and Eyes of the Beast partly or fully negate this penalty.

Flank and Rear Attacks: Characters attacking targets from the flank gain an additional attack die. Characters attacking from the rear gain two additional attack dice.

Movement: A character may move half of her running distance and still take an action in a turn. Other maneuvers such as leaping or tumbling may be considered separate actions, depending on their complexity.

Multiple Actions: If you declare multiple actions, subtract dice from the first dice pool equal to the total number of actions taken. Each subsequent action loses an additional die (cumulative). If a character performs only defensive actions in a turn, use the appropriate block, dodge or parry system.

The Discipline of Celerity allows vampires to take multiple actions without this penalty. See the Discipline description for particulars.

Targeting: Aiming for a specific location incurs an added difficulty, but can bypass armor or cover, or can result in an increased damage effect. The Storyteller should consider special results beyond a simple increase in damage, depending on the attack and the target.

Target Size Difficulty Damage
Medium (limb, briefcase) +1 No modifier
Small (hand, head, computer) +2 +1
Precise (eye, heart, lock) +3 +2
Defensive Maneuvers

It's a given that your character tries to avoid being hit in combat - that's why everyone makes attack rolls. Sometimes, though, all your character wants to do is avoid attacks. You may announce a defensive action at any time before your character's opponent makes an attack roll, as long as your character has an action left to perform. You can declare a defensive action on your character's turn in the initiative, or can even abort to a defensive maneuver.
Maneuver Characteristics
Maneuvers are typically performed versus difficulty 6. Maneuvers with specific combat effects may modify your attack
roll, difficulty or damage dice pool.

Traits: The Trait combination used for the action taken. If your character doesn't have a rating in the needed Ability, default to its base Attribute.

Accuracy: The dice added to the roll to hit an opponent. A "+3" adds three dice to the dice pool for that attack.

Difficulty: Any additions or subtractions to an attack's difficulty (which is most often 6). A "+2" means the difficulty of an attack, if initially 6, is increased to 8.

Damage: The damage dice pool used.

There are three types of defensive actions: block, dodge and parry. Your character can defend against virtually any kind of attack with these three maneuvers. However, your character may not be able to avoid every single attack that's directed at her. She can't dodge when there's no room to maneuver, and she can't block or parry if she doesn't know an attack is coming.

Each defensive maneuver uses the same basic system: The defensive action is a resisted roll against the opponent's attack roll. Unless the attacker gets more total successes, he misses. If the attacker gets more successes, those that he achieves in excess of the defender's successes, if any, are used to hit (the attacker doesn't necessarily use all the successes he rolled). So if the defender has fewer successes than the attacker does, the defender's maneuver can still reduce the effectiveness of the attack, even if the maneuver can't counteract it completely.

Block: A Dexterity + Brawl maneuver using your character's own body to deflect a hand-to-hand bashing attack. Lethal and aggravated attacks cannot be blocked unless the defender has Fortitude or is wearing armor.

Dodge: A Dexterity + Dodge maneuver useful for avoiding attacks of all types. Your character bobs and weaves to avoid Melee or Brawl attacks (if there's no room to maneuver, she must block or parry instead). In firefights, your character moves at least one yard and ends up behind cover (if there's no room to maneuver and/or no cover available, she can drop to the ground). If your character remains under cover or prone thereafter, cover rules apply against further Firearms attacks.

Parry: A Dexterity + Melee maneuver using a weapon to block a Brawl or Melee attack. If a character makes a Brawl attack and the defender parries with a weapon that normally causes lethal damage, the attacker can actually be hurt by a successful parry. If the defender rolls more successes than the attacker does in the resisted action, the defender rolls the weapon's base damage plus the parry's extra successes as a damage dice pool against the attacker.

Block, dodge and parry can be performed as part of a multiple action in your character's turn (punching then blocking, shooting then dodging, parrying then striking). Using a multiple action to act and defend is advantageous because your character can still accomplish something in a turn besides avoiding attacks.

Quote:
Example: Liselle wants to claw a ghoul, then dodge two attacks - a multiple action. This is considered three separate actions using her Dexterity (3) + Brawl (2) for the claw slash, and her Dexterity (3) + Dodge (3) two separate times for dodging.

The claw slash is reduced by three dice (giving her two dice in her dice pool) because Liselle performs three actions. The first dodge is reduced by four dice (for another dice pool of two), per the multiple-action rules. The final dodge is reduced by five dice (leaving one die).


Rather than make defensive maneuvers a part of a multiple action, you may declare that your character spends an entire turn defending. The normal multiple-action rules are not used in this case. Instead, you have a full dice pool for the first defensive action, but lose one die, cumulatively, for each subsequent defense action made in the same turn. It is difficult to avoid several incoming attacks.

Remember that any actions, including defensive ones, versus multiple attackers still suffer difficulty penalties.

Quote:
Example: Liselle spends a whole turn dodging. With a Dexterity of 3 and a Dodge of 3, she can dodge up to six attacks. Liselle's player rolls six dice against the first attack, five dice against the second, four dice against the third, three dice against the fourth, two dice against the fifth and a single die against the sixth attack. Liselle can't do anything else that turn
but dodge.
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Play with GCash
Play with Platinum