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Rules Cheat-Sheet

This document provides rules and mechanics for playing vampires in a roleplaying game. It describes special abilities like critical successes and compulsions that vampires experience. It also covers topics like healing, combat, social conflicts, feeding, and tracking a vampire's humanity.

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0% found this document useful (0 votes)
127 views10 pages

Rules Cheat-Sheet

This document provides rules and mechanics for playing vampires in a roleplaying game. It describes special abilities like critical successes and compulsions that vampires experience. It also covers topics like healing, combat, social conflicts, feeding, and tracking a vampire's humanity.

Uploaded by

cepic60513
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Regular Tests

Specialities add 1 die for relevant rolls

Difficulty:

Criticals: Two 10s is a cricical success which counts as 4 successes.

Messy Critical:
A critical with a Hunger die. The action is a success, but too much so, as the beast shines through in
the character´s action.

Beastial Failure:
A failed roll with a 1 on a hunger die. The vampire must act under Compulsion.

Win at a Cost: If a roll includes at least one success, but fails, the Storyteller may offer you to win at a
cost. The goal is achieved, but something bad happens alongside it.

Teamwork: Roll for the best suited character with +1 die from every helper.

Willpower: Spend one Willpower to reroll up to three regular (never hunger) dice. Not applicable for
Willpower and Humanity rolls.

Simultaneous Actions: The character divides each dice pool (rounded down) by the amount of
simultaneous actions he wants to perform.

Compulsions
Compulsions are the beast, forcing the vampire to act in a certain way. Compulsions are acted out by
the player and if he does so satisfactory, his character can heal 1 Willpower Dmg. Compulsion Type is
chosen randomly.

Hunger:
The vampire´s thoughts all circle around feeding.
-2 dice for any action not conducive to feeding.
Ends after feeding.

Dominance:
The vampire feels the strong urge to become the dominant character in the current situation.
-2 dice for any action that does not actively establish dominance and the vampire can´t engage in
teamwork.
Ends after the vampire has “won” and gloated over it.

Harm:
The Beast compels the vampire to hurt and destroy for the sake of causing suffering and revelling in
the pain.
-2 dice for any action that does not actively cause harm.
Ends after the vampire has incapacitated, destroyed or driven away a target.

Healing
Superficial Health Dmg:

 Mortals can remove a number of Superficial Health Dmg equal to their Stamina at the
beginning of each session. Doubled for ghouls.
 Vampires can mend 1 Dmg per round with a Rouse Check.

Aggravated Health Dmg:

 Mortals need medical Treatment (Intelligence + Medicine) to convert Aggravated Dmg to


Superficial Dmg.
 Vampires can mend 1 Dmg per night with a Rouse Cheick.

Superficial Willpower Dmg:

 At the beginning of Session heal Dmg eaqual to Maximum of Composure and Resolve.

Aggravated Willpower Dmg:

 At the end of Session heal 1 Dmg if Character acted to further his ambition.

Feeding

Combat:
Initiative: Composure + Awareness
Type Roll Damage
unarmed attack Strength + Brawl Margin
melee weapon Dexterity + Melee Margin + Weapon Dmg
two handed melee weapon Strength + Brawl Margin + Weapon Dmg
grapple Strength + Brawl none (victim can´t act against other
combatants)
clinch Strength + Brawl Margin
(only after grapple)
bite Strength + Brawl - 2 2 Aggravated Damage
(only after grapple)
drink Strength + Brawl 1 Aggravated Damage against mortals
(only after bite) or 1 Hunger against vampires;
always restores 1 Hunger
standard ranged attack Composure + Firearms Margin + Weapon Dmg
sniper shot Resolve + Firearms Margin + Weapon Dmg
quick draw Dexterity + Firearms Margin + Weapon Dmg
(drawing is still a minor
action)
responding to an ambush Wits + skill depends on action taken
throwing Dexterity + Athletics Margin + Weapon Dmg
dodging Dexterity + Athletics none (only subtracts from opponent
successes)
Armor:

Each point of Armor changes 1 point of Aggravated Dmg to Superficial Dmg. Only Mortals can benefit
from this.

Multiple Opponents:

In any conflict, when a character is defending, he subtracts one die from their pool when defending
against each successive opponent. When the character wants to attack multiple enemies, see rules
for multiple Actions.
True Faith
• The character can attempt to ward off vampires by brandishing a holy symbol or uttering prayers.
They roll Resolve + True Faith in a contest against the vampire’s Willpower pool. If the vampire wins,
it can advance unhindered. Each success by the faithful mortal forces the vampire to back up a step
and avert their eyes; if the faithful touches the vampire with their symbol this scene, the vampire
also takes one point of Aggravated damage per success, as the symbol sears their flesh. A critical
success forces the vampire to flee and triggers a test for terror frenzy against a Difficulty equal to the
character’s True Faith.

•• A mortal with a True Faith rating of 2 or more may resist Dominate and similar vampiric
mindcontrol powers by spending Willpower (1 point protects for a number of turns equal to their
True Faith rating).

••• At this level or more, a faithful person can sense the presence of a vampire. The mechanics, if
any, depend on the Storyteller and on the mortal; a Nyanza witch-smeller or Bulgarian sabotnik
might have uncanny Awareness, while a pious housewife on the way home from a mosque responds
to her keen subconscious Insight. The ability works by dramatic necessity and doesn’t provide
“vampire radar” – the mortal merely knows something unclean and evil lurks nearby.

•••• The mortal cannot be turned into a ghoul and never succumbs to any mind-altering disciplines
such as Dominate, Presence, or Obfuscate.

••••• By brandishing a holy symbol or praying loudly, the mortal forces a vampire to make a
Remorse test. Even if they win, the vampire collapses in helpless self-loathing and disgust, unable to
act in anything but their own defense for a number of turns equal to their current Stains (to a
minimum of one). Afterwards they remove all Stains. With no successes, the vampire permanently
loses 1 point of Resolve, loses no Stains, and immediately flees in terror frenzy. A vampire who
cannot flee suffers damage as though the symbol were direct sunlight, and they must move as far
from the symbol as they can.
Social Combat
Social Combat is a series of conflicts. As such, they can only occur if two characters actively work
against each other. Social conflict pools can vary by combatant, even in the same conflict:

■ During the staredown, you slowly crush a dumpster; use Strength + Intimidation.

■ Convince the Prince your foe is lying with ample research instead of smooth talk; use Intelligence +
Persuasion.

■ Seek social position by gossiping and undermining your rival, rather than engaging them in a public
display; use Manipulation + Etiquette

■ Fight that rap battle with stage presence rather than rhyming; use Charisma + Performance.

■ Convince the city another design fits their plans for the marina; use Manipulation + Politics.

■ Play on your seduction rival’s vanities and subconscious desires; use Charisma + Insight or even
Manipulation + Insight if you involve third parties.

■ Don’t play to win the chess match. Instead play to persuade the watching Ventrue that you’re
ruthless enough to promote; Manipulation + Academics (Chess).

Combatants roll their respective dice pools and compare numbers of successes. The combatant with
more successes subtracts their opponent’s successes and applies the result as damage to Willpower.

Feeding
alleycat: Strength + Brawl: You take blood by force or threat, stalking, overpowering, and bleedings
your victims. If you feed on criminals as a sort of dark knight of the streets, use Wits + Streetwise to
find a victim.

bagger: Intelligence + Streetwise: You acquire preserved blood rather than hunt, or you feed from
the dead or dying. Find your prize, gain access, and purchase or otherwise convince someone with
the goods to give you access.

cleaver: Manipulation + Subterfuge: You take blood covertly from your mortal family or friends.
Socialize with your victims, feed from them, and cover it up to groom them for next time.

consensualist: Manipulation + Persuasion: You take blood by consent, under cover of medical work
or a shared kink. Cultivate your victims, feed from them, and validate their choice to feed you.

farmer: Composure + Animal Ken: You feed from animals. Find your quarry, catch your chosen
animal, and feed from it.

headhunter: You feed from other vampires; if you make a mistake, you die – either tonight, or in a
blood hunt. The Storyteller should not abstract something like this to a set of die rolls.

osiris: Manipulation + Subterfuge or Intimidation + Fame: You feed from your fans, church, or other
adoring crowd. The Skill for which you’re famous may be Performance, Science, Craft, Academics,
Politics, or something else. Display yourself, choose a victim, and flatter or bully them into feeding
you.

sandman: Dexterity + Stealth: You feed from sleeping victims. Case a hotel or house, break in, feed
silently and get out.
scene-queen: Manipulation + Persuasion: You feed from a high or low-class subculture in which you
enjoy high status. Make the scene, groom and isolate a victim from whom to feed, and gaslight or
silence them to keep the scene cool. “I’ll let the others see us together if you keep it together."

siren: Charisma + Subterfuge: You feed under the guise of sex. Pick up your victim, charm them, and
take them somewhere alone to feed.

Humanity

Stains
When a vampire does something monstrous, they suffer a stain. Track Stains by checking off spaces
from right to left. For example, this tracker represents a Humanity 6 vampire with two
Stains:

Inquiring Stain after complete fill: Loose 1 Humanity and take 1 Aggravated Willpower Dmg

End of Session: Remorse Roll with dice equal to the amount of spaces left unfilled, min 1. If 0
successes, loose 1 Humanity. Remove all Stains in any event.

Fenzy
Resist: Willpower + one-third of Humanity (rounded down) against variable Difficulty. Win: Loose a
turn; Critical Win: Nothing

Ride the Wave: No Resist roll, Player keeps control of the character, within limits

Effect:

 Only physical Disciplines, +3 Dice to resist Mental Disciplines


 Spend 1 Willpower to take control for 1 Turn

Fury Frenzy:
After destroying the subject of their ire, the vampire can make Willpower test at Difficulty 3. Success
ends the frenzy, fail keeps the frenzy until anyone in the vicinity is dead.

Hunger Frenzy:

Ends at Hunger 1 or below.

Terror Frenzy:

Ends with the Danger.


Resonance

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