Experience Costs
Combat Summary Chart Stage One: Intent • The players and the Storyteller describe what their characters want out of the fight. • Decide whether characters can surrender and can become Beaten Down.
Experience
Costs
Attribute
4 Experiences per dot
Merit
1 Experience per dot
Skill Specialty
1 Experience
Stage Two: Initiative
Skill
2 Experiences per dot
• If the attacker springs an ambush or otherwise strikes when the defender isn’t able to counter, the defender rolls Wits + Composure contested by the attacker’s Dexterity + Stealth. If the defender scores fewer successes, she doesn’t act on the first turn of combat and cannot apply Defense against attacks. If the defender gets equal or more successes, the ambush has no effect. • Everyone rolls Initiative: the result of a die roll + Dexterity + Composure. If the character has a weapon readied, apply its Initiative Modifier. A vampire with Celerity can spent 1 Vitae to jump to the head of the queue; if more than one tries, trigger a Clash of Wills.
Clan Discipline
3 Experiences per dot
Out-of-Clan Discipline
4 Experiences per dot
Blood Sorcery Ritual
2 Experiences
Coil of the Dragon, within chosen Mystery
3 Experiences per dot
Coil of the Dragon, outside chosen Mystery
4 Experiences per dot
Scale of the Dragon
2 Experiences
Humanity
2 Experiences per dot
Blood Potency
5 Experiences per dot
Stage Three: Attack • Unarmed Combat: Strength + Brawl vs. Defense • Melee Combat: Strength + Weaponry vs. Defense • Ranged Combat: Dexterity + Firearms • Thrown Weapons: Dexterity + Athletics vs. Defense A character’s Defense is normally subtracted from any attack dice pools where it applies. If she chooses to Dodge, the defender rolls twice her Defense as a dice pool against each attack. Each success reduces the attacker’s successes by one. If the attacker is reduced to zero successes, the attack does nothing. If the attacker has successes remaining, add any weapon modifier to the number of successes to determine how many points of Health the target loses. All weapons deal lethal damage to mortals, while all mundane weapons deal bashing damage to vampires.
Stage Four: The Storyteller describes the attack and wound in narrative terms • Aiming: +1 per turn to a +3 maximum • All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense • Armor Piercing: Ignores amount of target’s armor equal to item’s rating • Autofire Long Burst: 20 or so bullets, no target limit pending Storyteller approval. A +3 bonus is applied to each attack roll; –1 per roll for each target after the first • Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus to each attack roll; –1 per roll for each target after the first • Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll • Concealment: Barely –1; partially –2; substantially –3; fully, see “Cover” • Cover: Subtract Durability from damage; if Durability is greater than weapon modifier, attack has no effect • Dodge: Double Defense, roll as a dice pool with each success subtracting one from the attacker’s successes • Drawing a Weapon: Requires instant action without a Merit and could negate Defense at Storyteller discretion. • Firing from Concealment: Shooter’s own concealment quality (–1, –2, or –3) reduced by one as a penalty to fire back (so, no modifier, –1, or –2) • Offhand Attack: –2 penalty • Prone Target: –2 penalty to hit in ranged combat; +2 bonus to hit when attacker is within close-combat distance • Range: –2 at medium range, –4 at long range • Shooting into Close Combat: –2 per combatant avoided in a single shot (not applicable to autofire); –4 if grappling • Specified Target: Torso –1, leg or arm –2, head –3, hand –4, eye –5 • Surprised or Immobilized Target: Defense doesn’t apply • Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply, but Defense does apply • Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, or Composure) in one roll or instance
Extended Actions
1. Determine Dice Pool: Attribute + Skill + Specialty (if any) 2. Determine Target Successes and Time 3. Determine Interval of rolls 4. Results for Each Roll Dramatic Failure: In addition to the effects of a failure, the first roll on a further attempt suffers a −2 die penalty. Failure: You face a setback. The Storyteller will offer you a choice: take a Condition of her choice or abandon the action. You can offer a different Condition if you think it makes sense. If you refuse or cannot agree on a Condition, you lose all accumulated successes. Success: Add the successes scored on the roll to your running total. Work with the Storyteller to determine what steps your character has taken towards his goal. Exceptional Success: Choose one of: Reduce the number of successes required by your character’s Skill dots, reduce the time on each following roll by a quarter, or apply the exceptional success result of the action when you complete your goal.
Damage from Fire
Fire deals aggravated damage.
Size of Fire
Damage
Torch
1
Bonfire
2
Inferno
3
Heat of Fire
Damage Modifier
Candle (first-degree burns)
—
Torch (second-degree burns)
+1
Bunsen burner (third-degree burns)
+2
Chemical fire/molten metal
+3
Grappling Summary
To grab your opponent, roll Strength + Brawl vs. Defense. On a success, both of you are grappling. A length of rope, a chain, or a whip adds its weapon bonus to your Strength when grappling. If you score an exceptional success on this first roll, pick a move. When grappling, each party makes a contested Strength + Brawl vs. Strength + Brawl action on the higher of the two characters’ Initiative. The winner picks a move, or two moves on an exceptional success. • Break Free from the grapple. You throw off your opponent; you’re both no longer grappling. Succeeding at this move is a reflexive action. • Control Weapon, either by drawing a weapon that you have holstered or turning your opponent’s weapon against him. You keep control until your opponent makes a Control Weapon move. • Damage your opponent by dealing bashing damage equal to your rolled successes. If you previously succeeded at a Control Weapon action, add the weapon bonus to your successes. • Disarm your opponent, removing a weapon from the grapple entirely. You must first have succeeded at a Control Weapon move. • Drop Prone, throwing both of you to the ground (see “Going Prone”). You must Break Free before rising. • Hold your opponent in place. Neither of you can apply Defense against incoming attacks. • Restrain your opponent. Your opponent suffers the Immobilized Tilt. You can only use this move if you’ve already succeeded in a Hold move. If you use equipment to Restrain your opponent, you can leave the grapple. • Take Cover using your opponent’s body. Any ranged attacks made until the end of the turn automatically hit him. • Feed from your opponent after successfully biting as part of a Damage move. Steal one Vitae (and inflict one lethal damage) .
Sample Humanity Breaking Points • One night without human contact. • Lying in defense of the Masquerade. • Spending more than one Vitae in a night.
• Spending a year or more in torpor. • Surviving a century. • One week active without human contact. • Accidentally killing. • Surviving something that would hospitalize a human. Humanity 3 (Two Dice) • Injuring someone over blood. • One month active without human
Humanity 9 (Five Dice)
Humanity 6 (Three Dice)
• Watching humans eat a meal. • Committing a superhuman feat of physical prowess. • Feeding from the unwilling or unknowing. • Urging another’s behavior with a Discipline. • Spending an hour in the sun.
• • • •
Humanity 10 (Five Dice)
Humanity 8 (Four Dice) • • • •
Creating a ghoul. Rejected by a human. Riding the wave of frenzy. Depriving another of consent with a Discipline. • Spending most of a day in the sun.
Humanity 7 (Four Dice)
contact. • Reaching Blood Potency 6. • Death of a mortal spouse or child. • Impassioned killing.
Falling into torpor. Feeding from a child. Reading your own obituary. Experiencing a car crash or other immense physical trauma.
Humanity 2 (One Die) • One year active without human contact. • Premeditated killing. • Seeing a culture that didn’t exist when you were alive. • Surviving 500 years. • Creating a revenant.
Humanity 5 (Three Dice) • Two weeks active without human contact. • Reaching Blood Potency 3. • Death of a mortal family member. • Joining a covenant to the point of gaining Status for it.
Humanity 1 (Zero Dice) • One decade active without human contact. • Heinous, spree, or mass murder. • Killing your Touchstone.
Humanity 4 (Two Dice) • Impassioned violence.
Predatory Aura
The Monstrous Beast: Blood Potency + Strength, inflicts Bestial The Seductive Beast: Blood Potency + Presence, inflicts Wanton The Competitive Beast: Blood Potency + Intelligence, inflicts Competitive Vampires can always recognize other vampires via the predatory aura, unless obscured by other powers. To Lash Out: 1. Take an action appropriate to the aspect of the Beast being invoked. 2. Roll the pool specified above. 3. Defender chooses fight or flight. Fight: Defender picks aspect of the Beast and rolls the pool specified above. Whoever scores less successes gets the Condition associated with her opponent’s Beast. Whoever scores more gets +2 to any rolls to pursue her aspect’s interests. Flight: Defender gains the Condition associated with the aggressor’s aspect and escapes from the challenge.
Effects of Blood Potency Attribute/ Blood Potency Skill Maximum
Max Vitae/ Per Turn
Can Feed From
0
5
Stamina/1
Animals
1
5
10/1
Animals
2
5
11/2
Animals
3
5
12/3
Humans
4
5
13/4
Humans
5
5
15/5
Humans
6
6
20/6
Kindred
7
7
25/7
Kindred
8
8
30/8
Kindred
9
9
50/10
Kindred
10
10
75/15
Kindred
Melee Weapons Chart Type
Damage
Initiative Strength Size
Availability
Special
Brass Knuckles
0
0
1
1
•
Uses Brawl to attack
Crowbar
2
−2
2
2
•
Chain
1
−3
2
2
•
Knife
0
−1
1
1
•
Rapier
1
−2
1
2
••
Armor piercing 1
Fire Ax
3
−4
3
3
••
9-again, two-handed
Stake*
0
−4
1
1
n/a
Grapple
Grapple: Add the chain’s weapon bonus to your dice pool when grappling. * A stake must target the heart (–3 penalty to attack rolls) and must deal at least 5 damage in one attack. ** The reach of a spear gives a +1 Defense bonus against opponents who are unarmed or wield weapons of Size 1.
Ranged Weapons Chart Type
Damage
Ranges
Clip
Initiative Strength
Size
Availability
Example
Revolver, lt
1
20/40/80
6
0
2
1
••
SW M640 (.38 Special)
Revolver, hvy
2
35/70/140
6
−2
3
1
••
SW M29 (.44 Magnum)
Pistol, lt
1
20/40/80
17+1
0
2
1
•••
Glock 17 (9mm)
Pistol, hvy
2
30/60/120
7+1
−2
3
1
•••
Colt M1911A1 (.45 ACP)
SMG, small*
1
25/50/100
30+1
−2
2
1
•••
Ingram Mac-10 (9mm)
SMG, large*
2
50/100/200
30+1
−3
3
2
•••
HK MP-5 (9mm)
Rifle
4
200/400/800
5+1
−5
2
3
••
Remington M-700 (30.06)
Assault Rifle*
3
150/300/600
42+1
−3
3
3
•••
Stery-Aug (5.56mm)
Shotgun**
3
20/40/80
5+1
−4
3
2
••
Remington M870 (12-gauge)
Crossbow***
2
40/80/160
1
−5
3
3
•••
* The weapon is capable of autofire, including short bursts, medium bursts, and long bursts. ** Attack rolls gain the 9-again quality *** Crossbows take three turns to reload between shots. A crossbow can be used to deliver a stake through the heart (–3 penalty to attack rolls; must deal at least 5 damage in one attack)
Damage from Sunlight Humanity Dots
Damage Type
Blood Potency Dots
Damage Frequency
7-10
1 lethal
0
—
6
2 lethal
1-2
Ten minutes
5
3 lethal
3
One minute
4
1 aggravated
4-5
One turn
3
2 aggravated
6-7
2x / turn
2
3 aggravated
8-9
3x / turn
1
4 aggravated
10
5x / turn
0
5 aggravated
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