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= '''RULES''' =
[[File:VTM_Basic_Mechanics_Infographic.jpg|right|225px]]
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<div class="noautonum">__TOC__</div>
<div class="noautonum">__TOC__</div>
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= '''RULES CLARIFICATIONS''' =
 
 
==Rolling the Dice==


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<br>
Take as many d10 dice as the sum of your Attribute + Skill. Replace the amount of dice equal to your Hunger with d10s of different color. That’s your Hunger Dice.




'''Results:'''
* 6-9 on d10 = Success
* 1-5 on d10 = Failure
* 10 on d10 = Success, Potential critical
* 10 on Hunger d10 = Success, Potential Messy Critical
* 1 on Hunger d10 = Failure, Potential Bestial Failure
The Storyteller (or your opponent’s roll) dictates the difficulty you need to beat.
{| class=wikitable
|+ Common Rolls
|Alertness
|Wits + Awareness
|-
| Convincing
| Manipulation + Persuasion
|-
|Dodging
|Dexterity + Athletics
|-
|Lying
|Manipulation + Subterfuge
|-
| Punching
| Strength + Brawl
|-
| Observing
| Wits + Awareness
|-
|Reading emotions
|Wits + Insight
|-
| Sneaking
| Dexterity + Stealth
|}


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= '''HOUSE RULES''' =
'''Example outcomes for Messy/Bestials:'''
 
* Compulsion: Paranoia (run away, now!)
* Compulsion: Hunger (feed, now!)
* Clan Compulsion
* Masquerade Breach
* Merit dot loss (Status, Influence, Herd)
* Gain a Stain for your cruel or inhuman behavior


<br>


* '''Blood Surge:''' If you increase in Hunger as a result of Surging a physical attribute, the Surge lasts for the whole scene instead of just one turn.
'''Re-rolls:''' Spend 1 Willpower to re-roll up to three regular dice. Hunger dice cannot be re-rolled.


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== Merits ==
==Damage & Healing==


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'''Eat Food ()'''
'''Superficial Health Damage:''' Equals margin of successes in attack rolls, halved and rounded up (tie means both sides take 1 damage)
* Restore by making a Rouse Check, amount is dependent on the Blood Potency of the character.
 
'''Superficial Willpower Damage:''' Usually caused by spending Willpower (1 point spent = 1 damage)
* At the start of session, restore amount equal to Composure or Resolve.


You can consume food without effort and might even enjoy it, though it gives no nourishment and must be expelled before resting for the day.
'''Aggravated Health Damage:''' Caused by fire, sunlight, exceeding your Health tracker with Superficial damage
* Restore 1 level for 3 Rouse Checks at the beginning of the night


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'''Aggravated Willpower Damage:''' Caused by exceeding your Willpower tracker with Superficial damage and rare in-game occurrences
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* At the start of session, restore 1 if you acted according to your Ambition


'''Team Player (•)'''
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Whether it's through intuition or practice, you're an expert at working with others. When cooperating on a task, increase the dice pool by two rather than one.
==Rouse Check==


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'''Eidetic Memory  (••)'''
Roll the amount of 1d10 required for a task.


You seem to remember everything, and never forget a single detail. You never need to roll to remember information, nor do you need a rouse check to enter Memoriam
* '''Success''' = no Hunger gained
* '''Failure''' = gain 1 Hunger


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Always roll Rouse Check when you wake up at nightfall and one for Blush of Life (making yourself look more alive).
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'''Thin-Blood Alchemist (••)'''
<br><br>


Tremere characters may add Thin-Blood Alchemy to their clan disciplines at character creation, but gain the '''Status: Suspect (•)''' flaw for doing so, and may not purchase positive Status during character creation.
==Remorse Check==


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== Flaws ==
If you have any Stains at the end of the session, roll dice equal to unmarked, unfilled dots on the Humanity tracker. 


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* '''Any success''' (6-10) = All Stains removed
* '''No success''' = Lose 1 point of Humanity


'''Flaw: Stake Bait (•)'''
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Any long, sharp wedge inserted into your heart — such as swords, knives, fire pokers, etc — inflict the effects of a wooden stake in the heart.


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==Frenzy==


'''Flaw: Lamia's Bite (••)'''
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Your fangs do not cause the rush of pleasure and blurred memory of the Kiss. Instead, when you bite a mortal, they're aware of exactly what is happening — and feel exactly as much pain as one might expect from half-inch fangs being forced into their neck. This does not cause any additional damage, but makes it difficult to maintain a Herd, and can pose serious difficulties for the Masquerade.


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'''Potential causes:''' fire, sunlight, grave damage, failed Rouse Check at Hunger 5, drinking or smelling blood at Hunger 4, grave insults, humiliation, harm or death of someone you care for


== Backgrounds ==


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'''Resist roll:''' Unspent Willpower and ⅓ of Humanity rounded down. Difficulty 2-4, depending on the provocation


'''Mask — Newly Dead (•)'''


You haven't been a vampire for very long. Your driver's license and other such documents are still legitimate, and you can pass for your actual age. You have no more difficulty passing background checks than you did before your Embrace. This also counts as '''Mask — Flaw: Newly Dead (••)''' as this is your real identity, and all information discovered by people/agencies looking into your records will be true.
'''In Frenzy:''' spend 1 Willpower to take control over your character for 1 turn. Frenzy ends when threat/provocation is gone, or when Hunger goes down to 1


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''Only fledglings may take this Background, and they may take it for free during character creation. This does not stop them from taking additional Masks during character creation and subsequent play, but it can never stack with Mask Flaws.''
= '''HUNTING & FEEDING''' =


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'''Bloodline'''
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You have been Embraced into a distinct bloodline with unique qualities. This gives you access to a second Loresheet that only members of your bloodline possess. All other rules and limitations of the Loresheet Background (Vampire: The Masquerade, p. 190) apply — "Bloodline" is a distinct Background, and as such you can possess an Advantage from both it as well as the Loresheet Background.
= '''HOUSE RULES''' =


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''Storytellers might decide that previously-published bloodline-related Loresheets (such as “Descendant of Hardestadt” and “Descendant of Helena” — Vampire: The Masquerade, p. 390-391) count as Bloodlines, allowing characters with those Loresheets to take an additional, non-lineage-related Loresheet.''
* At the Storyteller's discretion, one point of '''Aggravated Willpower Damage''' may be healed by taking the actions below. Each option is limited to once per story, with no more than one in a given session.<br><br>
** Spending a scene or period of downtime with one's Touchstone<br>(once per Touchstone).<br><br>
** Upholding a Conviction against one's own best interests.<br><br>
** Acting to further one's Ambition<br>(per normal rules).
 
* Expanded [[Resonance]] system, including the new ''Primal'', ''Ischemic'', and ''Mercurial'' types.
 
* '''Masquerade Damage''' is tracked by the Storyteller, much as Humanity is for the players. For more information, please see: [[Masquerade Damage]].
 
* '''Generations''' beyond Ancillae can be chosen, pending Storyteller approval. For more information, please see the [[Character_Creation#SEA_OF_TIME|Sea of Time]] section.


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Latest revision as of 22:03, 9 October 2023


RULES

VTM Basic Mechanics Infographic.jpg




Rolling the Dice


Take as many d10 dice as the sum of your Attribute + Skill. Replace the amount of dice equal to your Hunger with d10s of different color. That’s your Hunger Dice.


Results:

  • 6-9 on d10 = Success
  • 1-5 on d10 = Failure
  • 10 on d10 = Success, Potential critical
  • 10 on Hunger d10 = Success, Potential Messy Critical
  • 1 on Hunger d10 = Failure, Potential Bestial Failure

The Storyteller (or your opponent’s roll) dictates the difficulty you need to beat.

Common Rolls
Alertness Wits + Awareness
Convincing Manipulation + Persuasion
Dodging Dexterity + Athletics
Lying Manipulation + Subterfuge
Punching Strength + Brawl
Observing Wits + Awareness
Reading emotions Wits + Insight
Sneaking Dexterity + Stealth


Example outcomes for Messy/Bestials:

  • Compulsion: Paranoia (run away, now!)
  • Compulsion: Hunger (feed, now!)
  • Clan Compulsion
  • Masquerade Breach
  • Merit dot loss (Status, Influence, Herd)
  • Gain a Stain for your cruel or inhuman behavior


Re-rolls: Spend 1 Willpower to re-roll up to three regular dice. Hunger dice cannot be re-rolled.



Damage & Healing


Superficial Health Damage: Equals margin of successes in attack rolls, halved and rounded up (tie means both sides take 1 damage)

  • Restore by making a Rouse Check, amount is dependent on the Blood Potency of the character.

Superficial Willpower Damage: Usually caused by spending Willpower (1 point spent = 1 damage)

  • At the start of session, restore amount equal to Composure or Resolve.

Aggravated Health Damage: Caused by fire, sunlight, exceeding your Health tracker with Superficial damage

  • Restore 1 level for 3 Rouse Checks at the beginning of the night

Aggravated Willpower Damage: Caused by exceeding your Willpower tracker with Superficial damage and rare in-game occurrences

  • At the start of session, restore 1 if you acted according to your Ambition



Rouse Check


Roll the amount of 1d10 required for a task.

  • Success = no Hunger gained
  • Failure = gain 1 Hunger

Always roll Rouse Check when you wake up at nightfall and one for Blush of Life (making yourself look more alive).



Remorse Check


If you have any Stains at the end of the session, roll dice equal to unmarked, unfilled dots on the Humanity tracker.

  • Any success (6-10) = All Stains removed
  • No success = Lose 1 point of Humanity


Frenzy


Potential causes: fire, sunlight, grave damage, failed Rouse Check at Hunger 5, drinking or smelling blood at Hunger 4, grave insults, humiliation, harm or death of someone you care for


Resist roll: Unspent Willpower and ⅓ of Humanity rounded down. Difficulty 2-4, depending on the provocation


In Frenzy: spend 1 Willpower to take control over your character for 1 turn. Frenzy ends when threat/provocation is gone, or when Hunger goes down to 1



HUNTING & FEEDING




HOUSE RULES


  • At the Storyteller's discretion, one point of Aggravated Willpower Damage may be healed by taking the actions below. Each option is limited to once per story, with no more than one in a given session.

    • Spending a scene or period of downtime with one's Touchstone
      (once per Touchstone).

    • Upholding a Conviction against one's own best interests.

    • Acting to further one's Ambition
      (per normal rules).
  • Expanded Resonance system, including the new Primal, Ischemic, and Mercurial types.
  • Masquerade Damage is tracked by the Storyteller, much as Humanity is for the players. For more information, please see: Masquerade Damage.
  • Generations beyond Ancillae can be chosen, pending Storyteller approval. For more information, please see the Sea of Time section.