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= '''RULES''' =
[[File:VTM_Basic_Mechanics_Infographic.jpg|right|225px]]
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==Rolling the Dice==
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= '''RULES CLARIFICATIONS''' =
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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'''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.
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==Damage & Healing==


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= '''HOUSE RULES''' =
'''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


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'''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.
==Rouse Check==


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'''Armor''' negates all damage unless an opponent succeeds at a margin higher than half of the armor rating. Mortals continue to downgrade Aggravated Health damage to Superficial Health damage addition to this avoidance. Impact and blunt weapons surpass this feature.<br><sup>See [[Gear]] for more information.</sup>
Roll the amount of 1d10 required for a task.  


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* '''Success''' = no Hunger gained
* '''Failure''' = gain 1 Hunger


'''Masquerade Damage''' is tracked by the Storyteller, much as Humanity is for the players. For more information, please see: [[Masquerade Damage]].
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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== Merits ==
==Remorse Check==


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'''Thin-Blood Alchemist (•••)'''
If you have any Stains at the end of the session, roll dice equal to unmarked, unfilled dots on the Humanity tracker. 


Tremere characters may add Thin-Blood Alchemy to their in-clan Disciplines at character creation, but gain the '''Status: Suspect ()''' flaw for doing so, and may not purchase positive Status during character creation.
* '''Any success''' (6-10) = All Stains removed
* '''No success''' = Lose 1 point of Humanity


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'''Shifts in the Blood (••••)'''
==Frenzy==
 
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Kindred of the Hecata may purchase their Bloodline's Discipline as a fourth in-clan. Hecata of the Giovanni line may gain Dominate, Samedi may gain Obfuscate, Lamiae may gain Potence, and Nagaraja may gain Dominate.


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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
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== Flaws ==


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


'''Mythic 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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'''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


'''Feeding Flaw: Agonizing 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’s happening — and feel exactly as much pain as one might expect from half-inch fangs being forced into their neck. Victims caught unawares will violently resist unless restrained, and few people submit willingly to the torture that is your Kiss.


= '''HUNTING & FEEDING''' =


When drinking directly from a victim, you may only take harmful drinks, resulting in blood loss.<sup>(Vampire: The Masquerade, pg. 212)</sup> Unwilling mortals not restrained will try to escape, and even those coerced or willing must succeed in a Stamina + Resolve test against Difficulty 2 + Bane Severity in order not to recoil. Coerced or willing vampire victims of your bite must make a frenzy test against Difficulty 3 to avoid falling into a terror frenzy.
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== Backgrounds ==
= '''HOUSE RULES''' =


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'''Bloodline'''
* 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).


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.
* 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]].


''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.''
* '''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 21:03, 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.