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** Upholding a Conviction against one's own best interests.
** Upholding a Conviction against one's own best interests.
** Acting to further one's Ambition<br>(per normal rules).
** 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]].
* '''Masquerade Damage''' is tracked by the Storyteller, much as Humanity is for the players. For more information, please see: [[Masquerade Damage]].

Revision as of 18:30, 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



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.