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VAMPIRE THE MASQUERADE 20th ANNIVERSARY ( PDFDrive )

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Published by Backslide, 2021-11-17 03:27:41

VAMPIRE THE MASQUERADE 20th ANNIVERSARY ( PDFDrive )

VAMPIRE THE MASQUERADE 20th ANNIVERSARY ( PDFDrive )

Wits and Perception rolls). Assuming the mantle of It lasts as long as the Cainite wishes, and she may dis-
the Chiropteran Marauder costs three blood points. solve it at her whim, emerging from a pulpy, bloody
paste. A vampire contained within a cocoon may still
••••• • Blood of Acid use mental Disciplines that do not require eye contact
or other conditions to be met.
At this level of mastery, the vampire has converted
his blood to a viscous acid. Any blood he consumes ••••• ••• Breath of the Dragon
likewise becomes acid, which is corrosive enough to
burn human (and vampiric flesh) as well as wood. This The vampire becomes like one of the terrible draculs
effect is particularly potent when the vampire assumes of the Old World, able to exhale a deadly gout of flame.
the Bloodform. One of the side effects of this power This flame does not hurt the vampire himself, though
is the complete inability to create new vampires and he may become trapped in flames if it engulfs flamma-
ghouls, or give blood to another vampire — the acid ble objects.
would corrode them as they drank it. The obvious ben-
efit, however, is that would-be diablerists are likewise System: The flaming cloud affects a six-foot area, do-
unable to devour the Cainite’s blood. ing two dice of aggravated damage to anyone in the
flames’ circumference. This fire may cause combustible
System: Each acidified blood point that comes in items to ignite, and it may ignite victims who suffer fire
contact with something other than the vampire him- damage as per the fire rules on page 297.
self does five dice worth of aggravated damage. If the
vampire is injured in combat, his blood may spatter on ••••• •••• Earth’s Vast Haven
an opponent — foes must make Dexterity + Athletics
rolls to avoid the blood, which must be accomplished by This power, developed in the nights when the Tzi-
splitting their dice pools. (Unless an opponent knows misce were the terrible masters of Eastern Europe,
the vampire has this power, she’s unlikely to split her allows the vampire to sink into and disperse himself
dice pool on her first attack, which causes many Tzi- through the ground. Unlike the Protean power of Earth
misce to cackle with glee.) Meld, however, the vampire actually dissolves his body
into the ground; nothing short of a wide-area explo-
••••• •• Cocoon sion can affect him, and he may not be dug up bodily.
In addition, from sunset to sunrise, the vampire may
The Cainite can form an opaque cocoon from blood see and hear everything happening in his environment
and other fluids excreted from her body. The cocoon through his mystical connection to the land. The mere
hardens after a few moments, turning into a tough, fact that this power exists terrifies many Tzimisce, who
white shell. This cocoon provides considerable protec- are secretly unsure of whether or not the diablerie of
tion to the vampire, even shielding her from sunlight their Antediluvian was successful.
and, to a limited degree, fire.
System: This power costs six blood points to acti-
System: A vampire may only cocoon herself, and the vate, and it lasts as long as the vampire wishes to re-
process takes 10 minutes. Additionally, creating a co- main contained within the soil. As per the Cocoon,
coon costs three blood points. The cocoon offers com- the vampire may use mental Disciplines that do not
plete protection from sunlight, and provides a number require physical solvency or eye contact. He may com-
of dice of soak equal to twice the vampire’s unmodified municate mentally with anyone who wanders into the
Stamina against all damage, aggravated or otherwise. area under which he rests.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 243

244 CHAPTER FIVE: RULES

Chapter Five:
Rules

"For surely it is better to rule in the darkness
than to humble myself falsely in the light."

- The Erciyes Fragments

It may seem odd for a “storytelling game” to have a The Golden Rule
specific set of rules that govern how the story plays out,
but remember that the “game” portion of the hobby After twenty years, this is still the most important
shares equal billing with the “storytelling” aspect. rule of all, and the only real rule worth following: The
rules are what you make of them. You should fashion this
Game rules exist to impart a sense of fairness among game into whatever you need it to be. Whether you’re
the story participants. When two players attempt to have running a nearly diceless chronicle of in-character so-
an interaction with the world, they know they’re doing cialization or a long-running tactical campaign with
it with the same opportunity, if not the same chances of each player controlling a small coterie of vampires, if
success. They may have different dice pools, for example, the rules in this book interfere with your enjoyment
or different modifiers affecting what they’re trying to ac- of the game, change them. The world is far too big —
complish, but ultimately, they’re interacting with the it can’t be reflected accurately in any set of inflexible
world on consistent terms they know will be consistent. rules. This book is nothing more than a collection of
guidelines, suggested but not mandatory ways of cap-
The dice, then, are the agents of fate, not an arbi- turing the World of Darkness in the format of a game.
trary rules system that changes depending on who’s You’re the arbiter of what works best in your game —
adjudicating the action. Dramatic fear and uncertainty mutually determined in play with the Storyteller and
come from using the rules wisely in conjunction with other players — and you’re free to use, alter, abuse,
the situations created by the Storyteller. or ignore these rules at your leisure. Besides, there are
scores of fan communities online that delight in tin-
Luckily, Vampire uses only a few basic rules to get things kering with the rules to get just the experience they
done, but these rules can have countless permutations in want, and the exact rule you’re looking for may be just
the context of the game. This chapter covers the very a Google search away.
basics, such as rolling dice; more specific, detail-oriented
rules can be found throughout the book. Don’t worry about
mastering all the permutations at once — learn these basic
rules first, and then everything else will come naturally.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 245

Rolling Dice The characters engage in combat with a Storyteller
character: This is perhaps the archetypal example of
Vampire uses 10-sided dice. You can find these in using dice to generate a situation of chance and ten-
most game stores or through online retailers, or use a sion. Here, the outcome isn’t pre-ordained, nor is it
number of software options (including quite a few apps paced at the sole outcome of the Storyteller’s choice.
for smartphones). The Storyteller may need a num- Combat (and, indeed, most forms of conflict) occur at
ber of dice; players need plenty as well, but can share the whim of the dice so the players feel risk. They don’t
among themselves. Ten dice are all that a beginning have story immunity guaranteeing their success or sur-
character will need at a given time. vival. They may ace the engagement — or they may
end up staked, bound, and in the cellar of the Tremere
You roll dice whenever the outcome of an action is diablerist.
in doubt or the Storyteller thinks there’s a chance your
character might fail. Your character’s strengths and A character conducts occult research into a nec-
weaknesses affect the number of dice you roll, and thus romantic ritual: This is an example of what would
directly affect your chances of success. While the dice almost certainly be an extended action (see p. 251).
are present to give a sense of chance or destiny to a The role of the dice here determines, as is the function
situation that calls for a roll, they do so objectively for of the extended action rules, how long the occult re-
everyone, so that every player has a fair shake to suc- search actually takes. Does the occultist have a burst of
ceed at her character’s actions, or to fail interestingly. insight and complete his blasphemous ritual in a single
month? Or do his grisly depredations take half a year to
That last bit is important. If the potential for fail- yield their ghastly results?
ure isn’t interesting, the Storyteller should question
whether a roll is even necessary. Calling for a roll slows Actions
down the pace of the game session. Moderating the
pace of the story can be one of the Storyteller’s best Over the course of a game, a character will do many
techniques, but Storytellers shouldn’t toss a dice roll things. Some of these tasks are considered actions,
into the proceedings just to alter the tempo. If a roll while others aren’t. Actions are anything that might
of the dice doesn’t create multiple possible interesting produce an interesting outcome to the direction the
outcomes, there’s not much benefit in calling for one. story takes. Trying to use a Discipline on the Prince,
At the Storyteller’s discretion, a situation might not hiding in the shadows to ambush a rival pack, scaling
need a roll to proceed with a reasonable outcome. a cemetery wall, attempting to forge a damning note
from the Toreador Primogen, rending one’s claws
Consider the use of dice rolls in the following ex- through the guts of a frenzied Tzimisce — these are
amples: all examples of actions. One action typically takes one
turn to complete. (See p. 254 for more information on
The characters find themselves in the back room increments of game time.)
of a nightclub where an unmarked envelope contains
a clue critical to the plot. Initially, this seems like a In most cases, speaking and conversations aren’t
situation that would require, say, a Wits + Investiga- considered actions. Although interesting develop-
tion roll, but with further consideration, the characters ments may certainly arise from things the Kindred say
should probably ultimately find the envelope without to one another or to the other residents of the World
the Storyteller necessitating a dice roll. If the charac- of Darkness, talking is typically free in terms of game
ters don’t find the critical clue, after all, the story can’t mechanics. The Storyteller may rule otherwise, such as
progress. Does the Storyteller really want to trust the whether a vampire manages to scream out the location
entire future of the storyline to whether or not the dice where the Methuselah has the ghouls trapped before
turn up in the players’ favor? In fact, with a little dif- the sunlight burns him to ash, but for the most part,
ferent planning, the Storyteller could probably have the game places as few limitations as possible on com-
avoided this situation altogether, perhaps rewarding munication among players and characters.
the players’ characters with the envelope at the conclu-
sion of some other challenge — say, among the belong- It’s easy enough to attempt an action — just tell
ings of a ghoul they overpower or in the library of the the Storyteller what your character’s trying to do and
Primogen while they’re snooping around her haven. how she plans to go about it. Most actions — cross-

246 CHAPTER FIVE: RULES

ing the street or loading a pistol, for instance — are abilities. Each Trait is described by a “dot” rating of 1
easy enough to be considered automatically success- to 5 (usually); a 1 in a Trait is barely competent, while
ful. However, if you’re trying to cross a four-lane high- a 5 is the pinnacle of human achievement. Most peo-
way full of speeding trucks, or trying to reload while ple’s Traits range from 1 to 3; a 4 in a Trait indicates an
you’re hanging from a fire escape by one hand, there’s exceptional person, while a 5 is nearly incomparable
a chance you might fail. So when there’s reasonable — among humans, at any rate. Think of this as similar
doubt whether an action will succeed or not, you may to the “star” rating system of movie reviews and restau-
have to roll dice to determine the results. rants — a 1 is barely passable while a 5 is superb. It’s
also possible to have a zero in a Trait, which usually
If you need only one success to accomplish an action, represents a skill that the character never learned, but
the action in question is called a simple action. Actions some exceptions (such as the hideous Nosferatu’s lack
that require more successes or longer periods of time of an Appearance Trait) do occur.
to complete are called extended actions. See p. 251 for
more information on extended actions. x Abysmal

Reflexive Actions • Poor

In some cases, taking a particular significant action •• Average
doesn’t actually take any appreciable amount of time.
These actions often come as a result of or are triggered ••• Good
by other actions. In game terms, these are called re-
flexive actions, and performing one may break the nor- •••• Exceptional
mal sequence of play and action resolution. A reflexive
action doesn’t require “taking an action” as described ••••• Superb
above to accomplish. Your character can perform one
whenever the opportunity arises, and may also take his Dice Pools
normal action, without any penalty.
Whenever you roll dice, you roll one die for every dot
For instance, spending a blood point to increase an your character possesses in the appropriate Trait. For
Attribute is considered to take less than a second of instance, if your character is trying to find something
game time — no dice are rolled, and your character and he has three dots in Perception, you would roll
can do this while doing something else. Soaking — three dice. However, you almost never simply roll the
withstanding the damage from an attack — is likewise number of dice you have in an Attribute. Raw poten-
a reflexive action. Making a Humanity roll is a reflex- tial is modified by skill, after all, and so the most com-
ive action, though it may well lead to other, standard mon rolls in the game involve adding the dice gained
actions. from an Attribute to the dice gained from an Ability.

In most cases, the only prerequisite for performing For instance, if your character were trying to trick
a reflexive action is that the character be conscious the Nosferatu elder’s ghoul into revealing her master’s
(or otherwise capable of choosing to take the action, location, the Storyteller might have you roll Manipu-
in the case of dream sequences or other deviations lation + Subterfuge: an Attribute plus an Ability. In
from consciousness that still allow choice) in order to this case, you might take three dice for your Manipula-
choose to do so. Unless otherwise specified, a character tion of 3, plus as many dice as your character has in
may perform any number of reflexive actions, and they Subterfuge — say, two — so you get two more dice
don’t get in the way of anything else she may want to from that. Thus, you roll a total of five dice to deter-
do in a turn. mine your character’s success or failure at confound-
ing the ghoul. These dice are called the dice pool: the
Ratings total number of dice you roll for a single action. Most
often, you’ll calculate a dice pool for only one action
Although your character’s personality is limited only at a time, though you can modify it to be able to per-
by your imagination, his capabilities are defined by his form multiple tasks in a turn (for more information, see
Traits — all of his innate and learned aptitudes and “Multiple Actions,” below).

Not every roll requires an Ability to be added to an
Attribute. For example, lifting an object is a pure ap-
plication of Strength alone, while a Humanity roll to

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 247

test for moral degradation obviously draws its dice pool
solely from the Humanity Trait.

If your dice pool involves a Trait whose maximum
rating is 10 (such as Humanity, Path, or Willpower),
you can’t add any other Traits to your dice pool. It’s ef-
fectively impossible for a normal human being to have
more than 10 dice in a dice pool.

Elder vampires, on the other hand.…

Multiple Actions

Occasionally, a player will want her character to per-
form more than one action in a turn. For example, a
character may be trying to search through a notebook
to find a password while creeping stealthily through a
hallway, or might be trying to sidestep an incoming
attack while firing a pistol into her assailant’s gut. In
such situations, the player can attempt actions nor-
mally, though all actions become more difficult as the
character’s attention is split among them.

The player declares the total number of actions he
wishes his character to attempt and determines which
of those dice pools is the smallest. He may then allo-
cate that number dice among the actions as he sees fit.

Example: You want your character to hang a sharp
right turn in a stolen taxi cab while simultaneously scream-
ing at the surprised cabbie in the passenger seat to calm the
hell down or you’ll tear him in half. This is a Dexterity +
Drive roll (for which your character has seven dice) and
a Charisma + Intimidation roll (for which your character
has five dice). Five dice is the smaller dice pool, and you
may thus divide five dice among the number of actions you
want to take. That is, you may allocate these five dice as
you see fit between the driving maneuver and intimidating
the cabbie.

At the Storyteller’s discretion, certain action combi-
nations that are wildly disparate may incur a difficulty
increase (see below) on top of the split dice pool limi-
tations. Composing a stirring poem while showering an
enemy with a hail of bullets is a task not lightly under-
taken. As well, at the Storyteller’s discretion, splitting
dice pools to a certain degree may well just be plain
impossible.

Vampires with the Discipline of Celerity (p. 142)
may take multiple actions without subtracting dice
from their dice pools. These extra actions may not
themselves be divided into multiple actions.

248 CHAPTER FIVE: RULES

Difficulties Degrees of Success

There’s no point in rolling dice unless you know what One Success Marginal (getting a
results you’re looking for. Whenever you try to perform broken refrigerator to
an action, the Storyteller will decide on an appropriate keep running until the
difficulty number and tell you her decision. A difficulty repairman arrives)
is always a number between 2 and 10 (but generally
between 3 and 9). Each time you score that number or Two Successes Moderate (making a
higher on one of your dice, you’re considered to have handicraft that’s ugly but
gained a success. For example, if an action’s difficulty is useful)
a 6 and you roll a 3, 3, 8, 7 and 10, then you’ve scored
three successes. The more you get, the better you do. Three Complete (fixing
You need only one success to perform most actions suc- something so that it’s
cessfully, but that’s considered a marginal success. If good as new)
you score three or more, you succeed completely. Also,
a result of a 10 is always a success, no matter the dif- Four Exceptional (increasing
ficulty number. your car’s efficiency in
the process of repairing
The following charts should give you a good idea of it)
how to combine difficulties and degrees of success.
Five or More Phenomenal (creating a
masterwork)

Three Difficulties The Storyteller is the final authority on how difficult
attempted actions are — if the task seems impossible,
Four Trivial (scanning a small crowd he’ll make the difficulty appropriately high, while if the
Five for a familiar face) task seems routinely easy, the difficulty will be low (if
the Storyteller decides you even have to roll at all). A
Six Easy (following a trail of blood) difficulty 3 task is so easy that it probably doesn’t merit
Seven a die roll, but a fluke failure or extraordinary success
Straightforward (seducing some might sometimes make it worth the chance.
one who’s already “in the mood”)
Eight At difficulty 10, the results curve becomes very anoma-
Standard (firing a gun) lous – indeed, there are a few dice pools for which the
Nine likelihood of botching actually increases over having a
Challenging (locating where smaller (and thus theoretically “worse”) dice pool. Be care-
those agonized whispers are ful when assigning such a high difficulty to an action.
coming from)
Failure
Difficult (convincing a cop that
this isn’t your cocaine) If you score no successes on a roll, your character
fails his attempted action: He misses his punch. The
Extremely difficult (walking a file is encrypted too well. The Prince doesn’t believe
tightrope) her alibi. Failure, while usually disappointing, is not so
catastrophic as a botch (below).
Naturally, the lower the difficulty, the easier it is to
score successes, and vice versa. Six is the default dif- Example: Your character is attempting to eavesdrop on
ficulty, indicating actions neither exceptionally tricky the greasy-looking guy with a bag of pills who’s talking to
nor exceptionally easy to accomplish. If the Storyteller the blonde in the corner of the bar, and is trying to look
nonchalant by the pool table. The Storyteller tells you to
or rulebook ever calls for you to make a roll, but doesn’t

give you a specific difficulty number, assume the task is

difficulty 6.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 249

roll your character’s Wits + Subterfuge (difficulty 7). You Storyteller character alike, one botch “free” — in oth-
roll and the dice turn up 2, 5, 6, 6, 4, 3 — no successes. er words, the first botched roll of the session doesn’t
The Storyteller rules that the greasy guy notices you mak- count. This rule tends to make unlife a little easier on
ing an awkward show of pretending to chalk your cue the players — but then again, there’s less chance of
and stops talking to the girl, staring your character down their enemies suffering a run of bad luck as well.…
instead. He doesn’t draw a weapon or bolt for the back
door, but whatever this deal is isn’t going any further…. Example: Your character is desperately fleeing from the
Archbishop’s most zealous Paladins, and all that’s stand-
Storytellers, bear in mind that failure is simply that: ing between him and the safety of his haven is a freight
failure. All it means is that the attempt didn’t produce elevator that leads up to the service docks of the meatpack-
the desired result. Judge the narrative accordingly, but ing plant. You roll your character’s Stamina + Athletics
a failure probably doesn’t in itself result in any harm (difficulty 8), hoping to outpace your pursuers to the
to the character unless the circumstances would dic- elevator and get 9, 1, 1, 8, 1. The 1s outnumber the suc-
tate such. A failed attempt to jump the gap between cesses, but because you rolled any successes at all to begin
two buildings probably doesn’t result in a breakneck with, the action simply fails. The Storyteller rules that you
plummet, but perhaps the character lands clumsily on make it to the elevator — but it’s two floors up.
a fire escape below the intended rooftop, or maybe she
knocks the wind out of herself and is desperately hang- You dash toward the staircase, but you’re not so lucky as
ing onto the ledge. the chase continues. The Stamina + Athletics dice come up
1, 3, 4, 3, 7. This time, not only did a “1” occur, but no
Botches successes were scored at all, so the action is a botch. The
Storyteller rules that the Sabbat thought you might try to
Bad luck can ruin anything. One more basic of a roll run away like a punk bitch, and backed a forklift into the
is a “botch.” Whenever one of the dice comes up as a stairwell, blocking it entirely. No choice but to turn around
1, it cancels out a success. Completely. Take the die and face them....
showing 1 and one of the dice showing a success and
set them aside. In this manner, an otherwise successful Botching is a place where some creativity on the
action may be reduced to failure. part of the Storyteller goes a long way. There’s noth-
ing wrong with having a botch signify a dropped gun
Occasionally, truly bad fortune strikes. If none of or stalling out a car in a chase, but a botch might also
your dice comes up a success, and one or more dice are be an odd fluke that happens at an incongruous time
dice showing 1, the roll is a botch. If you score at least or a butterfly effect that may haunt the chronicle at
one success, even if that success is canceled out and a later point. Instead of dropping the gun, maybe a
additional 1s remain, it’s just a simple failure. botched firearms roll signifies that the gun went off to
close to the shooter’s face, blinding or deafening her.
A botch is much worse than a normal failure — it’s Maybe the botched Drive roll suggests that, as the car
dramatic misfortune. For instance, rolling a botch fishtailed around the corner, the captive Toreador in
when trying to fast-talk the Sheriff might make him the back seat made a break for it or the manila enve-
think you’d better go see the Prince to explain yourself. lope full of the incriminating photos fell out the open
Botching a Stealth roll when breaking into an apart- window. Botches should create a new dramatic twist to
ment makes so much racket the neighbor calls the po- the scene in which they occur. They don’t have to be
lice. Botching an Animal Ken roll enrages the animal. reliable pratfalls.
Botching an Athletics roll means you gauged the width
of the gap between the two buildings incorrectly... and Automatic Success
look at all that chain-link fence and razor wire rising up
to meet you. The Storyteller decides exactly what goes Sometimes rolling dice is unnecessary, particularly
wrong; a botch may produce a minor inconvenience or when the task is a relatively simple one for a character,
might result in wholesale catastrophe. or when there’s not much at dramatic stake to neces-
sitate determining how well a character succeeds or
Of course, some Storytellers may find that botches fails. Remember, anything that streamlines play and
are cropping up a little too frequently in their chron- reduces distractions is a good thing. Vampire employs
icles (the laws of probability often warp around dice, a simple system for automatic successes, allowing you
as any veteran roleplayer can attest). In that case, it’s
the Storyteller’s privilege to give everyone, player and

250 CHAPTER FIVE: RULES

to skip rolling for tasks that your character would find Example: Your character has been “asked” to do a
frankly mundane. little bit of liaising between an up-and-coming Ventrue
and a pack of Gangrel who claim the domain the Ven-
Simply put, if the number of dice in your dice pool is true wants as her own. You’re meeting the pack’s bigshot
equal to or greater than the task’s difficulty, your char- behind a coffee shop in an ethnic ghetto, and things aren’t
acter automatically succeeds. No dice roll is necessary. going well. You try to put a positive spin on the Ventrue’s
Mind you, this does not work for all tasks, and never interest in the Gangrel domain, so the Storyteller suggests
works in combat or other stressful situations. Further- that you roll Wits + Streetwise (difficulty 6) to gracefully
more, an automatic success is considered marginal, just describe the Gangrel domain as a liability they’d be better
as if you’d gotten only one success on the roll. If quality off letting go. You roll the dice, but your effort fails, and
is an issue — the dramatic necessity mentioned ear- the Gangrel leader objects to your characterization of his
lier — you might want to roll the dice pool anyway to domain as a shit-stained urban blight. You try to make
try for more successes (although you still risk potential amends, but this time the Storyteller tells you the difficulty
failure). But for simple and often-repeated actions, this is 7. Your character has some backpedaling to do, but you
system works just fine. can’t backpedal so far that you make the Gangrel want to
stay. Good luck.
There’s another way to get an automatic success on
a roll: Simply spend a Willpower point (p. 267). You Complications
can do this only once per turn, and since you have a
limited supply of Willpower you can’t do this too often, The preceding rules should be enough to get you
but it can certainly help when you’re under pressure to going, and for chronicles that favor storytelling over
succeed. dice-rolling, they might be all you ever need. However,
they don’t necessarily cover all instances — for exam-
Trying It Again ple, what if you’re trying to do something while a Sto-
ryteller character is actively trying to stop you? What if
Failure often produces stress, which often leads to a fellow Tremere tries to help you uncover a ritual?
further failure. If a character fails an action, he may
usually try it again (after all, failing to pick a lock does The various ways to complicate matters below are
not mean the character may never try to pick the lock intended to bring extra color to games. You don’t have
again). In such cases, though, the Storyteller should to use them, but they might add more realism and sus-
increase the difficulty number of the second attempt by pense to your game.
one. (Note that the Storyteller may choose not to in-
crease this difficulty, at her discretion.) If the attempt is The following complications are relatively simple and
failed yet again, the difficulty of a third attempt should generic, usable to describe a wide variety of actions. For
increase by two, and so on. Eventually, the difficulty situation-specific complications, see Chapter Six.
will be so high that the character has no chance of suc-
ceeding: The lock is simply beyond her ability to pick Extended Actions
and she’s frustrated with the whole affair.
Sometimes completing a task takes longer than the
Examples of when to use this rule are: climbing a increment of time in which the Storyteller chooses to
fence, searching a computer archive, or interrogating conduct the scene. When you need multiple successes
a prisoner. After all, if you couldn’t find a handhold, to score even a marginal success, you’re undertaking
discern the proper file name, or get the prisoner to talk an extended action. For example, a Nosferatu might
the first time, there’s a reasonable chance you might spend all night listening in on a conversation between
not be able to do it at all. to scheming Kindred, or a Gangrel might be engaged
in fleeing (or pursuing…) mortal police for a prolonged
Sometimes the Storyteller shouldn’t invoke this rule. period of time.
For example, failing to shoot somebody with a gun, de-
tect an ambush, or keep on another driver’s tail are In an extended action, you roll your dice pool over
to be expected in stressful situations. Such failure does and over at subsequent intervals, trying to collect
not automatically lead to frustration and failed future enough successes to succeed. For example, your char-
attempts. The intent with the Trying It Again rules is acter is trying to dig a temporary haven in the forest
to increase the likelihood of either success or interest-
ing failure.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 251

floor, using only his bare hands. The Storyteller tells Veronica has Wits 3 and Finance 4, so Lynn rolls seven
you that you need 15 successes to hollow out a den dice each night. She gets three successes on her first roll —
that provides sufficient protection from the sun. You’ll things are opening up nicely. On her second roll, she gets
eventually succeed, but the longer you go, the more two successes, for a total of five. Unfortunately, luck isn’t
chance there is of you botching and collapsing the with her on the third roll. She gets 3, 4, 1, 6, 4, 1, 6 — a
tunnel. What’s more, if you have only so many turns botch! The Storyteller rules that one of Veronica’s brokers
before dawn, the speed with which you finish your task has gone sour, and she’s actually lost money on the transac-
becomes doubly important. The Storyteller in all cases tion. But the efforts of three nights’ work have been neatly
is the final authority on which tasks are extended ac- condensed into five minutes or so of real time. As the game
tions and which aren’t. continues, Veronica is left with a tighter budget for a while,
and the choice of trying again (and running the risk of at-
You can usually take as many turns as you want to tracting the Justice Department’s attention) or abandoning
finish an extended action (but situations being what her grandiose plot.…
they are in Vampire, you won’t always have that lux-
ury). If you botch a roll, however, you probably have Resisted Actions
to start over again from scratch, and likely have some
other resultant catastrophe to worry about. Depending A simple difficulty number might not be enough to
on what you’re trying to do, the Storyteller may even represent a struggle between characters. For instance,
rule that you can’t start over again at all; you’ve failed you may try to batter down a door while a charac-
and that’s that. ter on the other side tries to hold it closed. In such
a case, you’d make a resisted roll — each of you rolls
Because extended actions are often quite apropos dice against a difficulty (often determined by one of
for describing certain feats, they’re used frequently in your opponent’s Traits), and the person who scores the
Chapter Six. However, because of the amount of dice- most successes wins.
rolling involved, extended actions should probably be
kept out of the more intense sessions of roleplaying. However, you’re considered to score only as many
successes as the amount by which you exceed your oppo-
Note that the interval for a roll in an extended action nent’s successes. In other words, the opponent’s success-
need not be only a turn. It can be any segment of game es eliminate your own, just as 1s do. If, for example, you
time as determined by the Storyteller. For example, a score four successes and your opponent scores three,
Giovanni searching tombs for corpses with special qual- you’re considered to have only one success: a marginal
ities might roll once to determine the progress made accomplishment. It’s difficult to achieve an outstand-
in a night’s grave robbing. A Ventrue might attempt a ing success on a resisted action simply because some-
long-term seduction of a rival’s mortal daughter. Many one else is working to prevent you from achieving your
protracted Discipline powers (like Conditioning) in- objective. Even if your opponent can’t beat you, he can
voke extended actions that take place over a long pe- still diminish the effect of your efforts.
riod of time. For more information on time intervals
and how they relate to game systems, see p. 254. Some actions (debating an opponent in front of an
assembled Elysium, a cat-and-mouse pursuit) may be
Example: Veronica Abbey-Roth is trying to drum up both extended and resisted. In such cases, one or the
a large portion of capital for a certain upcoming project other of the opponents must achieve a certain number
of hers. Even though she has Resources 4, the Storyteller of successes to succeed. Each success above the rival’s
rules that she’d have to liquidate much of her belongings total number in a given turn is added to a running tally.
to get the money she wants. So Veronica decides to play The first to achieve the designated number of successes
fast and dirty with her money, running a number of illegal wins the contest.
operations and playing a very intricate game with the
stock market to raise the money she needs. The Storyteller Example: Veronica, prowling for trouble at the latest
decides that for Veronica to reach her goal, Lynn will have Camarilla soiree, has determined by night’s end to spite
to score 18 successes on an extended Wits + Finance roll her rival, a Ventrue by the name of Giselle. Giselle ar-
(difficulty 7 — this is an intrinsically tricky way to earn rived at the fête with her latest childe in tow: Tony, a
money). What’s more, since this sort of thing takes time, talented and delicious young man with a medical license
she can make only one roll per night of game time. and a much-vaunted pedigree. Veronica decides that there
would be nothing more amusing than stealing Giselle’s

252 CHAPTER FIVE: RULES

childe away from her for the evening — of course, that’ll Teamwork can be effective in many situations — re-
take some doing, as Giselle will be watching him like a straining the frenzied Gangrel, gathering some physical
hawk. resource, or doing research in the library, for instance.
However, it can actually prove to be a hindrance in
Lynn (Veronica’s player) and the Storyteller roleplay certain situations (including most social interaction
out much of the initial three-way conversation (as well as such as fast-talking or seducing a subject, where too
the covert knife-edged glances) between Veronica, Giselle, many people can overwhelm a single subject). As well,
and Tony. Finally, the Storyteller has Lynn roll Veronica’s one person’s botch can bollix the whole attempt.
Manipulation (3) + Subterfuge (3), resisted by Giselle’s
Manipulation (3) + Subterfuge (4). Lynn rolls six dice ver- Using the Storyteller Dice
sus a difficulty of 7 (Giselle’s Manipulation + Subterfuge). Pool System
The Storyteller rolls Giselle’s seven dice versus difficulty 6
(Veronica’s Manipulation + Subterfuge). Lynn manages One of the greatest strengths of the Storyteller sys-
to score four successes, while Giselle remarkably manages tem is its flexibility. Storytellers should keep the ver-
only three. Giselle’s successes subtract from Lynn’s, leav- satile nature of the core dice pool rule system in mind
ing Lynn with one success. Tony opts to make the rounds when establishing challenges and resolving conflict. A
with Veronica, although her marginal success means he given situation might have multiple possible resolu-
casts a few longing glances Giselle’s way.… tions under the dice pool system. For example, a car
chase might be resolved using the contested action
Teamwork system, or it might be resolved with extended actions,
with each participant in the chase “racing” to accumu-
You don’t always have to go it alone. If the situa- late a number of successes before the other.
tion warrants (usually during an extended action such
as staking out a suspected Sabbat or decoding an Ara- The best advice to Storytellers here is to use what
maic inscription), characters can work together to col- best suits the pacing and objectives of the story. If the
lect successes. If the Storyteller decides that teamwork players are getting antsy, let them roll some dice. If
is possible for the task in question, two or more char- they’re more interested in the interpersonal relations
acters can make rolls separately and add their successes of the session, use a simpler resolution with less atten-
together. Their players do this by each rolling their tion to dice rolls.
own character’s appropriate dice pool (they do not
combine their Traits into one dice pool). With a few examples aside (remember, rules exist to
let every player know that the playing field is equal),

Action Example Description
Simple Dodging a sinkhole, sensing an ambush Task is completed with one roll. The Storyteller

announces the difficulty and the players roll dice.

Automatic success is possible.

Extended Mountain climbing, research Task is completed when a given number of successes
are obtained, which may require more than one roll
(which provides more chances of botching).

Resisted Shadowing A contest of skill between two individuals. They
compare their number of successes; the character
with the most successes wins.

Extended Arm wrestling As a resisted action; the contest requires a given
and Resisted number of successes and may take more than one
turn to complete.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 253

there’s no “right” way to resolve a dramatic situation. of any number of scenes interconnected by downtime
Go with what feels right, what emphasizes your troupe’s (see below); essentially, like a chapter in a novel or an
tastes for narrative or gameplay, and what gets the best act in a play.
response from everyone at the table. The system isn’t
a blunt instrument to be wielded by the Storyteller • Story — A full tale, complete with introduction,
against the players at the table; it’s the tool that you rising action, and climax. Some stories can take sev-
mutually employ to tell a thrilling story. eral chapters to complete. Others can be finished in
one. Some short stories are effectively vignettes that
Time are nothing more than a single scene.

Over the course of the game, time is presumed to • Chronicle — A series of stories connected by the
pass as it would in the normal world — Tuesday fol- characters themselves and their ongoing narrative, pos-
lows Monday, month after month, and so on. Howev- sibly even by a common theme or overarching plot.
er, there’s no need to devote attention to every second
ticking away. There’s a huge difference between the • Downtime — Time that is “glossed over” with de-
speeds at which time in the game world and real time scription rather than played out turn by turn or scene
pass. Over a four-hour game session, a week, month, or by scene. If the Storyteller says, “You wait in the foy-
even year might pass in the setting of the game — or er for four hours before the Prince’s ghoul summons
the entire session might be spent detailing the events you,” rather than actually letting the characters play
of an action-packed half-hour. You can play out a com- out their wait, the Storyteller is considered to be in-
bat turn by turn, taking it in three-second increments, voking downtime. Downtime allows trivial or tedious
or you can let months pass away in a few minutes of passages of time to be played through quickly. If the
real time. In the Storyteller system, the passage of time Storyteller allows it, players may conduct simple, un-
without players taking any real actions is called “down- challenged activities during downtime — “You stop by
time,” and learning to use this little trick can help the your haven to pick up the Inquisitor’s rosary before you
pacing of a Storyteller’s chronicle immensely. arrive at the Prince’s manor.” Alternatively, a situation
that begins as downtime might become a turn, scene,
To help maintain a general sense of the passage of or even story if the players decide to undertake some-
time without resorting to tedious charts and the like, thing dramatic in what the Storyteller thought would
Vampire uses six basic units to describe game time: be glossed-over time. Finally, such bursts of downtime
might be explored by players outside the troupe — see
• Turn — The amount of time you need to take a p. 361 for more.
fairly simple action. This can range anywhere from
three seconds to three minutes, depending on the pace Examples of Rolls
of a given scene.
The Storyteller rules system is designed with flex-
• Scene — Like the basic division of plays and mov- ibility in mind, and as a result, there are about 270
ies, a scene is a compact period of action and interac- combinations of Attributes and Abilities. This daunt-
tion that takes place in a single location. This could be ing number is just the beginning, too — you can cer-
the storming of a Tremere chantry, or a moonlit con- tainly use Hobby Talent, Professional Skill, and Expert
versation on a park bench. There are exactly as many Knowledge (see Chapter Three) to devise more Abili-
turns in a scene as the scene requires — there might ties if you think there’s need. In this manner, you have
not even be any turns if the scene consists of nothing a huge variety of rolls to simulate actions — whatever
but dialogue and character interaction. As well, the you think is most appropriate. The following examples
length of a turn can vary from one scene to the next in of rolls are meant to give you some idea of the possibili-
a chronicle. A combat scene might have frenzied ac- ties that might come up in a game.
tion with short turns, while a suspenseful scene might
have a slower pace in which the turns culminate in a • You want to conduct yourself flawlessly at the gov-
burst of revelation. ernor’s formal dinner (and you can’t actually eat any-
thing). Roll Dexterity + Etiquette (difficulty 8).
• Chapter — An independent part of a story, virtu-
ally always played out in one game session. It consists

254 CHAPTER FIVE: RULES

• You’re miles from your haven, and the sun will • Did she just threaten you? Roll Perception + In-
be up soon. Roll Wits + Survival (difficulty 7) to find timidation (difficulty 5) to figure out what that Lick
shelter for the day. meant by that comment.

• You try to distract the bodyguard with your left • You try to get his attention by driving your knife
hand while surreptitiously slipping your knife back into through his hand and into the oak bar. Roll Strength +
your belt with your right. Roll Dexterity + Subterfuge Melee (difficulty 6).
(difficulty of the bodyguard’s Perception + Alertness).
• You try to pull alongside the fleeing Mercedes so
• You lock gazes with the gang leader, trying to cow your friends can leap aboard. Make an extended Dex-
him into submission before his gang — and he wants to terity + Drive roll, resisted by the Mercedes driver’s
do the same to you. Make a Charisma + Intimidation Wits + Drive. If you accumulate five total successes
roll, resisted by his Charisma + Intimidation. more than his total successes, you’re in position. If he
accumulates a total of five more successes than you get,
• The ritual requires three days of nonstop chanting. he escapes.
Can you stay awake even through the daylight hours to
finish it? Roll Stamina + Occult (difficulty 9). • The new gang in town’s been awfully good at
picking out Kindred-run operations to take over. Roll
• You need to board up the door to your haven in Charisma + Streetwise (difficulty 8) to see what people
record speed — and it needs to be durable, too. Roll know about them. The more successes you get, the
Wits + Crafts (difficulty 7). more information you receive, but the legwork will
take an entire night regardless.
• You’ve got access to the chantry library for exact-
ly one night — you’d better find the name you want • What sort of alarm system does this place have?
quickly, but there are a lot of books here. Roll Wits + Roll Perception + Larceny (difficulty 6).
Occult (difficulty 8) every hour; you need to achieve
15 successes. • Whose story will the Prince believe — yours or
your enemy’s? Roll Manipulation + Expression, resist-
• It’s not the message of the song, but it’s how good ed by your rival’s Manipulation + Expression.
you look singing it. Roll Appearance + Performance
(difficulty 6) to have your choice of groupies. • You try convincing the clerk of the court that
you’re an IRS auditor and that you need to see the
• How long can you remain motionless in the bushes court records. Roll Manipulation + Finance (difficulty
while the guards chat about the football game? Roll 8).
Stamina + Stealth (difficulty 7). Each success allows
you to hold still for one hour. • Can you read the German edition of The Book of
Nod without losing something in the translation? Roll
• It would be foolish to threaten your rival openly Intelligence + Academics (difficulty 8).
while in the confines of Elysium. Roll Manipulation +
Intimidation (difficulty 8) to properly veil your threat • You have to keep running if you’re going to out-
without leaving her in doubt as to your intentions. distance your pursuers. Make an extended Stamina +
Athletics roll (difficulty 7); if you collect 15 successes,
• Suddenly, a man pushes a crate out of the van you’ve outlasted them.
you’ve been chasing — roll Wits + Drive (difficulty 6)
to swerve out of the way in time. • You need to convince the judge to release you be-
fore the sun rises. Roll Charisma + Law (difficulty 8) to
• Can you distract the guard dogs while you slip in? make a plea eloquent enough.
Roll Manipulation + Animal Ken (difficulty 8).

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 255

256 CHAPTER SIX: SYSTEMS AND DRAMA

Chapter Six:
Systems

and Drama

“Mortals thought they were fighting their own wars, but it is
for us that they spilt their blood.”

-The Book of Nod

While Vampire’s focus is on roleplaying and charac- characters — both player and Storyteller personalities
ter interaction, dramatic scenes often involve some ele- — may attempt numerous diverse and complicated ac-
ment of dice rolling. As Chapter Five shows, the basic tivities. The Storyteller is responsible for keeping all
Storyteller rules are designed to streamline this process of this action organized while determining success or
as much as possible, allowing you to pay attention to failure for all characters.
the story. To assist you and the Storyteller further, this
chapter covers more specific dice mechanics, including Dramatic systems simplify the Storyteller’s job by
general dramatic systems, combat, injury, and recovery. supplying rules for a number of common activities.
Generally, a character attempting to accomplish a task
If, in your chronicles, you come up with a resolution adds together an Attribute and an Ability. If a task falls
system you like better, by all means use it, as discussed within a character’s specialty (p. 96), that character
on p. 245 (“The Golden Rule”). Also — particularly gains two successes in place instead of one for each
when dealing with social actions like seductions and “10” the player achieves on his roll.
diplomacy — the dice should never get in the way of
roleplaying. If a player has his character make a par- Storytellers should, and will undoubtedly have to,
ticularly inspired (or painful) speech, deliver a particu- invent their own dramatic systems for new situations.
larly smooth (or cheesy) opening line, or come up with The list of systems below is in no way exhaustive, but
a brilliant (or laughable) alibi, feel free to let the char- provides a solid foundation on which to base events.
acter succeed (or fail) automatically, regardless of what Bear in mind that for rolls involving Talents and Skills,
the dice and Traits say. characters lacking a specific Ability may default to the
Attribute on which the Ability is based (albeit at +1
Dramatic Systems difficulty for Skill-based actions).

The only things limiting your actions are your imagi- Most of these systems involve taking one or more
nation and your character’s skill. During a game session, actions (p. 246) over one or more turns (p. 254). A
number of these systems may be tried again if the first
attempt is unsuccessful. Subsequent efforts may suffer

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 257

a difficulty penalty, at the Storyteller’s discretion (see same turn, the player must reduce his dice pool (see
“Trying It Again,” p. 251). “Multiple Actions,” p. 248) and roll Dexterity + Melee
or Firearms (difficulty 4) for the readying attempt.
Automatic Feats
• Starting a Car: This takes an action, but requires
Automatic feats require the character to take an no roll.
action, but don’t involve a dice pool roll under most
circumstances. The following are common automatic • Yielding: The character allows the character with
feats. Storytellers may decide that other feats are auto- the next-highest initiative (p. 271) to act. She may
matic, at their discretion. still act at the end of the turn. If all characters (player
and Storyteller) yield during a turn, no one does any-
• Blood Use (Healing, Augmenting Attributes, thing that turn.
etc.): Vampire characters may spend blood to heal
themselves. To do so, the character must concentrate Physical Feats
and do nothing else for one full turn. A character may
attempt to heal while performing other actions, but These systems cover actions involving the three
this requires success on a Stamina + Survival reflexive Physical Attributes (Strength, Dexterity, and Stami-
roll (difficulty 8). Failing this roll means the vampire na). These feats typically require a roll. Remember that
loses all expended blood points with no effect, while Celerity, Fortitude, and Potence add dice to Physical
a botch causes the vampire to lose both an additional Attributes when making many of these rolls.
blood point and an additional health level. Spending
blood to raise Physical Attributes or power Disciplines • Climbing [Dexterity + Athletics]: When your
may be done automatically, without the need for con- character climbs an inclined surface (rocky slope, side
centration. A character may spend an amount of vitae of building), roll Dexterity + Athletics. Climbing is
equal to her per-turn rating, as dictated by her Genera- typically an extended roll. For an average climb with
tion (p. 270). available handholds and nominal complications, your
character moves 10 feet (three meters) for every suc-
•  Getting to Your Feet: Characters may rise from cess. The Storyteller adjusts this distance based on the
the ground in one turn without making a roll. If a char- climb’s difficulty (easier: 15 feet/five meters per suc-
acter wishes to get to her feet while doing something cess; more difficult: five feet/two meters per success).
else in the same turn, she must take a multiple action The number of handholds, smoothness of the surface,
(see “Multiple Actions,” p. 248) with a Dexterity + and environmental factors can all affect rate of travel.
Athletics roll (difficulty 4) to rise successfully. A short, difficult climb may have the same difficulty
as a long, easy climb. The extended action lasts until
•  Movement: Characters may choose to walk, jog, you’ve accumulated enough successes to reach the de-
or run. If walking, a character moves at seven yards/ sired height. Botching a climbing roll can be bad: Your
meters per turn. If jogging, a character moves at (12 + character may only slip or get stuck, or she may fall.
Dexterity) yards/meters per turn. If all-out running, a
character moves at (20 + [3 x Dexterity]) yards/meters If the character activates the Protean power of Feral
per turn. Claws, constructs bone spurs with the Vicissitude pow-
er of Bonecraft, or uses a similar power to assist them,
Characters may move at up to half maximum run- all climbing difficulties are reduced by two.
ning speed, then subsequently attack or perform an-
other action; see p. 274 for particulars. Characters may • Driving [Dexterity/Wits + Drive]: A Drive roll
also wish to move while taking another action. This is isn’t needed to steer a vehicle under normal circum-
possible, but each yard or meter moved subtracts one stances, assuming your character has at least one dot
from the other action’s dice pool. in the Drive Skill. That said, bad weather, the ve-
hicle’s speed, obstacles, and complex maneuvers can
Note that injured characters (p. 282) cannot move challenge even the most competent drivers. Specific
at maximum speed. difficulties based on these circumstances are up to the
Storyteller, but should increase as the conditions be-
•  Readying a Weapon: This can involve drawing come more hazardous.
a weapon or reloading a gun with a prepared clip. In
most cases, no roll is required, so long as the character For example, driving in heavy rain is +1 difficulty,
takes no other action that turn. If the character wishes but going fast while also trying to lose pursuers increas-
to ready a weapon while doing something else in the es the difficulty to +3. Similarly, maneuvering in heavy

258 CHAPTER SIX: SYSTEMS AND DRAMA

traffic is +1, but doing so at a breakneck pace while miles or 15 kilometers per hour over the safe driving
avoiding pursuit bumps the difficulty to +3. A failed speed of a vehicle, the difficulty of any maneuver is
roll indicates trouble, requiring an additional roll to increased by one. Exceedingly challenging stunts and
avoid crashing or losing control. Characters in control bad road conditions should also increase the difficulty
of a vehicle, and who have no dots in the Drive Skill, accordingly. The maximum number of dice a driver can
need a roll for almost every change in course or proce- have in her dice pool when driving is equal to the ma-
dure. On a botch, the vehicle may spin out of control neuver rating of the vehicle. Simply put, even the best
or worse. driver will have more trouble with a dump truck than
she will with a Ferrari.
Because different cars handle differently — some are
designed for speed and handling while others are de- • Carrying Capacity [Strength]: A character can
signed for safety — the following chart helps calculate carry 25 lbs/10 kg per point of Strength without pen-
the difficulty for any maneuver. Generally, for every 10 alty. Should a character exceed this total, every action

Vehicle Safe Speed (mph/kph) Max Speed (mph/kph) Maneuver
6-Wheel Truck 60/95 90/145 3
100/160 4
Tank (modern) 60/95 40/65 3
100/160 3
Tank (WWII) 30/50 110/175 4
120/195 5
Bus 60/95 120/195 6
130/210 6
18-Wheeler 70/110 140/225 7
150/240 8
Sedan 70/110 160/255 8
190+/305+ 9
Minivan 70/110 155/250 7
165/265 8
Compact 70/110 125/200 6
115/185 6
Sporty Compact 100/160 240/385 10

Sport Coupe 110/175

Sports Car 110/175

Exotic Car 130/210

Luxury Sedan 85/135

Sport Sedan 85/135

Midsize 75/120

SUV/ Crossover 70/110

Formula One Racer 140/225

involving physical skills incurs an automatic +1 dif- ing for human prey, allow the player to make a roll
ficulty due to the added weight. Also, every 25 lbs/10 against a difficulty based on the area in which the vam-
kg over the limit halves the character’s base movement pire hunts. The Attribute and Ability combination
(see “Movement,” p. 258). A character bearing a total used should correspond to the method by which the
weight of double her Strength allocation can’t move. player describes the character’s hunting technique. For
This system is a guideline, intended to reflect being example, Appearance + Subterfuge might represent a
laden by bulk and weight, so the Storyteller should not lusty tryst at a nightclub that ends in one of the lov-
call for an inventory accounting every time your char- ers slaking her thirst, Stamina + Athletics would sug-
acter picks up a pen. gest a harrowing chase across a swath of city parkland,
and Wits + Streetwise might be interpreted as a deadly
• Hunting [Various]: It is the nature of the vam- game of cat-and-mouse.
pire to hunt. For each hour the vampire spends search-

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 259

Area Difficulty security devices, picking locks, cracking safes — and
Slum neighborhood/The Rack 4 preventing others from doing the same. When bypass-
Lower-income/bohemian 5 ing active security, your roll must succeed on the first at-
Downtown business district 6 tempt, and failure activates any alarms present (opening
Warehouse district 6 manual locks may be attempted multiple times, though).
Suburb 7 Intrusion rolls can range from 5 (standard locks) to 9
Heavily patrolled area 8 (Fort Knox), depending on a security system’s complex-
ity (the Storyteller decides the actual difficulty). Certain
Success on this roll indicates that the vampire has tasks might require a minimum level of Larceny Skill for
found and subdued prey, in a manner appropriate to the character to have any chance of succeeding (e.g.,
her methods and the area. She may now ingest as many Larceny 1 might let you pick a simple lock, but not crack
blood points as she wishes to take from the victim (or, a safe). Bear in mind that most intrusion tasks require
if the Storyteller prefers, a single die’s worth of blood lockpicks or other appropriate tools. On a botch, the
points). Failure indicates that the hour is spent look- character’s clumsy break-in attempt goes horribly awry.
ing fruitlessly, while a botch indicates a complication
(perhaps the character accidentally kills a vessel, picks Setting up security measures is a standard action, but
up a disease, enters the domain of a rival vampire, or multiple successes achieved in the effort increase the
suffers assault from a street gang). If a botch does occur, system’s quality (essentially adding to the difficulty for
the Storyteller should quickly set up the scene and let it to be breached).
the character try to work her way out of trouble. Story-
tellers and players should both be creative in proposing Note, here, that the Larceny Skill comes into ques-
and describing the hunt to make it dramatic and ex- tion when evading the physical, mechanical aspects of
citing. After all, finding prey isn’t necessarily the hard the intrusion effort. Dealing with the technology be-
part — it’s holding on to one’s Humanity or preserving hind the systems themselves involves the Technology
the Masquerade when the Beast hungers. Knowledge. The intrusion example is an example of
getting into or out of somewhere, not rewiring alarm
If the character catches prey, but currently has fewer systems or confounding surveillance camera feeds.
blood points in her body than [7 minus Self-Control or
Instincts], the character is considered to be hungry and • Jumping [Strength, or Strength + Athletics for a
a frenzy check (p. 298) is necessary — Self-Control to running jump]: Typically, jump rolls are made versus a
see if the character frenzies, or Instincts to see if the difficulty of 3. Each success on a jump roll launches your
character can control her frenzy while feeding. If the character two feet/50 cm vertically or three feet/one me-
player fails this roll, the character continues to gorge ter horizontally. To jump successfully, a character must
on the vessel until she is completely sated (at full blood clear more distance than the distance between her and
pool), the victim dies from blood loss, or she somehow her destination. On a failure, the character fails to clear
manages to regain control of herself. the required distance, but the player may make a Dexter-
ity + Athletics roll (typically versus difficulty 6) to allow
The Fame and Domain Backgrounds reduce difficul- the character to grab onto a ledge or other safety as she
ties of hunting rolls by one per dot (to a minimum of falls. On a botch, your character may slip on the preci-
3), while the Herd Background adds one die per dot pice, leap right into a wall, or fall to her doom.
in the Background (so long as one’s herd could con-
ceivably be in the area). However, Storytellers may If the player makes a Perception + Athletics roll (dif-
increase hunting difficulties for particularly inhuman ficulty 6, three successes required) before attempting a
vampires (Nosferatu, some Gangrel, vampires with jump, he may gauge exactly how many successes are
Humanity ratings of 4 or below, or who are on Paths needed to make the leap.
of Enlightenment), as such monsters find it difficult to
blend in with a crowd. • Lifting/Breaking [Strength]: The following chart
provides the minimum Strength needed to deadlift
For more information on hunting scenes, see p. 365. various weights or break objects without a die roll.
Characters of lower Strength may roll to affect heavier
• Intrusion [Dexterity/Perception + Larceny]: In- weights than their Strength ratings allow for. The roll
trusion covers breaking and entering, evading simple is made not with Strength, but with Willpower, and is
difficulty 9. Each success advances the character by one
level on the chart.

260 CHAPTER SIX: SYSTEMS AND DRAMA

Strength Feats Lift (lbs/kg)
1 Crush a beer can 40/20
2 Break a wooden chair 100/45
3 Break down a wooden door 250/115
4 Break a wooden plank 400/180
5 Break open a metal fire door 650/295
6 Throw a motorcycle 800/360
7 Flip over a small car 900/410
8 Break a lead pipe 1000/455
9 Punch through a cement wall 1200/545
10 Rip open a steel drum 1500/680
11 Punch through 1”/2.5 cm thick sheet metal 2000/910
12 Break a metal lamp post 3000/1360
13 Throw a station wagon 4000/1815
14 Throw a van 5000/2265
15 Throw a truck 6000/2720

Characters can work together to lift an object. This than another, the faster party catches or evades the
is a “teamwork roll” for which the individual players slower party eventually. However, dramatic situations
roll separately and combine any resulting successes. may occur if two characters are of equal or nearly equal
speeds, or if one character is slower but might lose the
Lifting is all or nothing — if you fail the roll, nothing faster character or make it to safety before she catches
happens. At the Storyteller’s discretion, your charac- him. In these cases, use the system below.
ter’s effective Strength may be raised if all she wants
to do is drag something a short distance instead of pick Basic pursuit is an extended action. The target starts
it up. On a botch, your character may pull a muscle or with a number of free extra successes based on his dis-
drop the object on her own foot. tance from the pursuer. This breaks down as follows:
on foot, one for every two yards/meters ahead of pursu-
• Opening/Closing [Strength]: Opening a door with ers; in vehicles, one for every 10 yards/meters ahead of
brute force calls for a Strength roll (difficulty 6 to 8, pursuers. For chases involving vampires and mortals,
depending on the material of the door). A standard in- remember that mortals tire, but the undead do not.
terior door requires only one success to bash open or
slam shut. A reinforced door generally takes five suc- The target and pursuers make the appropriate roll
cesses. A vault door might take 10 or more successes. (depending on the type of pursuit) each turn, adding
These successes may be handled as an extended action. new successes to any successes rolled in previous turns.
While teamwork is possible (and recommended), a When the pursuer accumulates more total successes
door can still be forced open through a single individu- than the target has, she catches up and may take fur-
al’s repeated hammering. A botch causes a health level ther actions to stop the chase. As the target accumu-
of lethal damage to your character’s shoulder. lates successes, he gains distance from his pursuers and
may use that lead to lose his opponents. Each success
Certain doors (metal vault doors and the like) may that the quarry accumulates beyond the pursuer’s total
require a Strength minimum just to make an attempt. acts as a +1 difficulty to any Perception roll a pursuer
must make to remain on the target’s tail. The Story-
• Pursuit [Dexterity + Athletics/Drive]: Vampires teller may call for the pursuer to make a Perception roll
must often pursue their terrified prey, and sometimes at any time (though not more than once each turn).
they themselves must flee. Generally, pursuit can be If the pursuer fails this roll, her target is considered to
resolved automatically by using the formulas for calcu-
lating movement (p. 258); if one party is clearly faster

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 261

have slipped away (into the crowd, into a side street). Vampires caught in shallow water during the day will
On a botch, the pursuer loses her quarry immediately. take damage from sunlight (assume that a submerged
If the quarry botches, he stumbles or ends up at a dead vampire has protection equivalent to being under
end. cloud cover).

• Shadowing [Dexterity + Stealth/Drive]: Shadow- • Throwing [Dexterity + Athletics]: Objects (Mo-
ing someone requires that your character keep tabs on lotov cocktails, knives, beer bottles) with a mass of two
the target without necessarily catching her — without pounds/one kilogram or less can be thrown a distance
being noticed. At the Storyteller’s discretion, or if the of Strength x 5 yards/meters. For every additional two
target suspects she’s being pursued, the target’s player pounds/one kilogram of weight that an object has, this
can roll Perception + Alertness whenever she has a distance decreases by five yards/meters (particularly
chance to spot her tail (the Storyteller decides when heavy objects don’t go very far). As long as the ob-
such an opportunity arises). The pursuer’s player op- ject’s mass doesn’t reduce throwing distance to zero,
poses this with a Dexterity + Stealth roll (or Dexterity your character can pick up and throw it. If an object
+ Drive, if the shadower is in a vehicle). The difficulty can be lifted, but its mass reduces throwing distance
for both rolls is typically 6, but can be modified by con- to zero, the object can be hurled aside at best — about
ditions (heavy crowds, empty streets, etc.). The target one yard or meter of distance. Obviously, if an object
must score at least one more success than her shadow can’t be lifted, it can’t be thrown at all (refer instead to
does to spot the tail; if she does, she may act accord- “Lifting/Breaking,” p. 260).
ingly.
The Storyteller may reduce throwing distances for
Shadowers who have trained together can combine particularly unwieldy objects or increase them for aero-
their separate rolls into one success total. dynamic ones. Throwing an object with any degree of
accuracy requires a Dexterity + Athletics roll versus dif-
• Sneaking [Dexterity + Stealth]: A sneaking ficulty 6 (to half maximum range) or 7 (half maximum
character uses Dexterity + Stealth as a resisted action to maximum range). This difficulty can be adjusted for
against Perception + Alertness rolls from anyone able wind conditions and other variables at the Storyteller’s
to detect her passing. The difficulty of both rolls is typi- discretion. On a botch, your character may drop the
cally 6. Unless observers score more successes than the object or strike a companion with it, or she might toss
sneaking character does, she passes undetected. Noise, something that wasn’t what she intended to throw, af-
unsecured gear, lack of cover, or large groups of ob- ter all….
servers can increase Stealth difficulty. Security devices,
scanners, or superior vantage points may add dice to Mental Feats
Perception + Alertness rolls. On a botch, the character
stumbles into one of the people she’s avoiding, acci- These systems cover tasks involving the three Men-
dentally walks into the open, or performs some other tal Attributes (Perception, Intelligence, and Wits), as
act that compromises her. well as tasks using the Virtues, Humanity and Paths,
and Willpower. Mental tests can provide you with in-
Note that vampires using the Obfuscate Discipline formation about things your character knows but you,
(p. 184) may not have to make rolls at all. the player, don’t. Still, you should depend on your cre-
ativity when solving problems — not on dice rolls.
• Swimming [Stamina + Athletics]: Assuming your
character can swim at all (being able to do so requires • Awakening [Perception, Humanity/Path]: Vam-
one dot of Athletics), long-distance or long-duration pires are nocturnal creatures and find it difficult to
swimming requires successful swimming rolls versus a awaken during the day. A vampire disturbed in his ha-
difficulty determined by water conditions. After all, ven while the sun is in the sky may roll Perception (+
although vampires can’t drown, they are corpses and Auspex rating, if the vampire has it) versus difficulty
thus have little buoyancy. The first roll is necessary 8 to notice the disturbance. Upon stirring, the vam-
only after the first hour of sustained activity, and only pire must make a Humanity or Path roll (difficulty 8).
one success is needed. If a roll fails, the character loses Each success allows the vampire to act for one turn.
ground — perhaps pulled out of her way by a current. Five successes mean the vampire is completely awake
If a roll botches, she starts to sink, or might even be hit for the entire scene. Failure indicates the vampire slips
by a heedless motorboat. back into slumber, but may make the Perception roll

262 CHAPTER SIX: SYSTEMS AND DRAMA

to reawaken if circumstances allow. A botch means the the quality of the creation: With one success, the char-
vampire falls into deep sleep and will not awaken until acter creates a mediocre, uninspired, but not terrible
sundown. work, while with five successes the character creates
a literary or artistic masterpiece. Some works (novels,
While active during the day, the vampire may have large sculptures, vast murals) might require extended
no more dice in any dice pool than his Humanity or success rolls. On a botch, the character creates what
Path rating. she knows is the greatest work ever known to Kindred
or kine (while everyone else who sees it immediately
• Creation [variable]: Some vampires were artists, realizes what crap it actually is), or perhaps she embar-
musicians, writers, or other creative types in life. Oth- rasses a patron, leaves out a pivotal figure, or goes off
ers spend centuries trying to rekindle the spark of pas- on a tangent that neglects her original intent and is
sion that undeath has taken from them. Certainly, the thus unsuitable for her original purposes.
society of the Damned has gazed upon many wondrous
(and horrific) works of art never seen by human eyes. At the Storyteller’s discretion, a vampire who creates
a particularly inspired masterwork might be eligible for a
When trying to create something, a variety of rolls rise in Humanity or certain Paths, via experience points.
can be used, depending on what it is the character Likewise, a creative epiphany may be suitable for work-
wishes to create. Perception (to come up with a sub- ing through and curing a derangement (see p. 290).
ject worthy of expression) + Expression or Crafts (to
capture the feeling in an artistic medium) is a common • Computer Use [Intelligence/Wits + Computer]:
roll. In all cases, the player must decide the general pa- Most business and political transactions involve the
rameters of what she wants her character to create — a use of computers, which can give neonates a surprising
haiku about roses, a portrait of the Prince, an epigram advantage in the Jyhad. In times when almost everyone
for the Archbishop’s sermon, etc. carries some sort of computer, the edge truly belongs to
those who can collect information as it is needed, as
The difficulty is variable, depending on the nature well as quickly disseminating it. Haughty elders may
of the creation (it’s easier to write a limerick than a
Petrarchan sonnet). The number of successes governs

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 263

sneer at fledglings hunched over their smartphones in- gen’s haven and marking it as in foreclosure. Resolve
stead of dispensing bon mots at Elysium, but if those these situations in the same way as information-driven
fledglings are using social media to coordinate an am- hacking, for the sake of simplicity.
bush on one of those hated elders once court comes to
a close, it’s undeniable that a little computer savvy can A would-be hacker’s player rolls Intelligence or Wits
even the odds that formerly favored the elders greatly. + Computer versus a variable difficulty (6 for standard
systems, up to 9 for complicated situations like corpo-
Generally, Computer rolls are those that collect, dis- rate server clusters, old government mainframes, and
play, or transfer information. Creating physical results the like). Successes indicate the number of dice (up
(like remotely turning off a security system or activat- to the normal dice pool) that can be rolled to interact
ing a restricted elevator) is usually the purview of the with the system once it’s been breached.
Technology Knowledge. Of course, a single end result
can sometimes be achieved by multiple methods. Actively blocking a hacker is a resisted action; the
opponent with the most successes wins. On a botch,
Using computers typically falls under two distinct the character may alert security to her presence or
types of behavior. even reveal her identity to the system she’s trying to
breach.
The first type is comparatively benign or personal use.
Tasks such as performing research, writing software, Remember, too, that hacking is almost always an ex-
building a website, or participating in social networks tended action. Storytellers, set the number of successes
can involve Computer in their dice pools if using the for extended actions via hacking high — it’s all too
computer is the primary component of the action. For tempting for players to use this as the “do anything I
example, performing search-engine research on a topic want because, you know, computers” Ability. It should
might invoke an Intelligence + Computers roll to yield take far more than a single success to evict a Kindred
facts, while a botch would turn up completely mislead- from her haven or to delete one’s own birth records,
ing information. In most cases, these won’t see much for example.
stressful dice-pool action unless performed in bizarre
circumstances or with devices the user isn’t familiar • Investigation [Perception + Investigation]: Any
with. Additionally, what constitutes a computer can search for clues, evidence, or hidden contraband in-
vary wildly, from a netbook in a cafe to a smartphone volves Investigation. The Storyteller may add to the
on the go to a traditional desktop machine. difficulty of investigations involving obscure clues or
particularly well-concealed objects. One success re-
Storytellers, life in a modern world inherently in- veals basic details, while multiple successes provide
volves a certain quantity of computer use, so ask if it’s detailed information and may even allow deductions
really necessary to have a player roll to check his email based on physical evidence. On a botch, obvious clues
unless there are interesting dramatic outcomes of fail- are missed or even destroyed accidentally.
ure. Note, too, that in some cases, even though the
character is using a computer, the Computer Knowl- • Repair [Dexterity/Perception + Crafts]: Depend-
edge might not be the relevant Ability. For example, a ing on the precise specialty, the Crafts Skill allows for
player trying to join an online community of vampire repairs of everything from pottery to automobile en-
hunters is probably using Wits + Subterfuge or Cha- gines (though not computers). Before repairing a de-
risma + Expression, even though she’s at a keyboard. vice that’s on the fritz, your character must identify its
problems (accomplished as a standard research roll; see
The second type of behavior is generally referred to as below). Then, if repair is required, the Storyteller sets
“hacking.” In game terms, hacking is subverting com- the difficulty of the repair roll. This difficulty depends
puter security to obtain information that someone has on the problem’s severity, whether the proper tools or
made secure in order to control that information. Even any replacement parts are on hand, and if adverse con-
more broadly, hacking can also describe turning a de- ditions exist. An inspired research roll may offset these
vice or computer program against or beyond its original factors somewhat. A simple tire change is difficulty 4,
intent. Often, the result of this latter type of hacking is while rebuilding an entire engine might be difficulty
also to gain information, but in some cases, the hacker 9. Basic repairs take at least a few turns to complete.
seeks to create a specific result. He might display a mes- More complex repairs are extended actions that last
sage on a screen that wouldn’t normally receive it or 10 minutes for each success needed. On a botch, your
create a nonexistent mortgage on the Ventrue Primo- character may simply waste time and a new part, or
may make the problem worse.

264 CHAPTER SIX: SYSTEMS AND DRAMA

• Research [Intelligence + Academics/Occult/Sci- lation when perpetrating a scam or with Perception
ence]: Research is performed when searching computer when trying to detect one (a scam can range from im-
databases for historical facts, when looking for obscure personating the authorities to using forged papers). All
references in ancient documents, or when trying to parties involved, whether detecting the lie or telling it,
learn the true name of a Methuselah. In all cases, the make an appropriate roll (typically difficulty 7). The
number of successes achieved determines the amount scam’s “marks” must roll higher than the perpetrator to
of information discovered; one success gives you at detect any deception. False credentials and other con-
least basic information, while extra successes provide vincing props may add to the difficulty of uncovering
more details. The Storyteller may assign a high diffi- the dupe, while teamwork may help reveal the scam.
culty for particularly obscure data. On a botch, your Hacking and/or intrusion rolls may be called for to pull
character may not find anything at all or may uncover off an inspired scam successfully. On a botch, the en-
completely erroneous information. tire plan falls apart.

• Tracking [Perception + Survival]: Unlike shad- • Fast-Talk [Manipulation + Subterfuge]: When
owing, tracking requires you to follow physical evi- there’s no time for subtlety, baffle them with nonsense.
dence to find a target. Discovering footprints, broken The target can be overwhelmed with a rapid succession
twigs, blood trails, or other physical signs leads the of almost-believable half-truths. Hopefully, the subject
tracker right to the subject. Following such a trail is believes anything she hears just to get away from the
a standard action; multiple successes provide extra in- babble — or becomes so annoyed that she ignores your
formation (subject’s rate of speed, estimated weight, character completely. This is a resisted action — your
number of people followed). The quarry can cover her character’s Manipulation + Subterfuge against the tar-
tracks through a successful Wits + Survival roll. Each get’s Willpower. The difficulty of both rolls is typically
success on this roll adds one to the difficulty of track- 6, and whoever scores more successes wins. On a tie,
ing her. Abnormal weather, poor tracking conditions more babbling is needed. On a botch, your character
(city streets, Elysium), and a shortage of time also add goes too far, angering the target and rambling without
to tracking difficulty. On a botch, your character not effect.
only loses the trail, but destroys the quarry’s signs of
passage. • Interrogation [Manipulation + Empathy/Intimi-
dation]: Anyone can ask questions. With interroga-
Social Feats tion, you ask questions and have leverage. Interrogat-
ing someone peacefully (Manipulation + Empathy)
These systems cover tasks involving the three Social involves asking strategic questions designed to reveal
Attributes (Charisma, Manipulation, and Appear- specific facts. This method is a resisted action between
ance). Roleplaying usually supersedes any Social skill your character’s Manipulation + Empathy and the
roll, for better or worse. Storytellers may ignore the So- subject’s Willpower. Both actions are typically made
cial systems when a player exhibits particularly good, against a difficulty of 6. Rolls are made at key points
or excruciatingly bad, roleplaying. during questioning, probably every few minutes or at
the end of an interrogation session.
• Carousing [Charisma + Empathy]: You influence
others (particularly potential vessels) to relax and have Violent interrogation (Manipulation + Intimidation)
fun. This might include showing a potential ally a good involves torturing the victim’s mind and/or body until
time, loosening an informant’s tongue, or making in- she reveals what she knows. This is a resisted action
stant drinking buddies who come to your aid when a between your character’s Manipulation + Intimidation
brawl starts. The difficulty is typically 6 (most people and the target’s Stamina + 3 or Willpower (whichever
can be persuaded to loosen up, regardless of intellect is higher). Rolls are made every minute or turn, de-
or will), though it might be higher in the case of large pending on the type of torture used. The subject loses
(or surly) groups. Certain Natures (Bon Vivant, Cur- a health level for every turn of physical torture, or one
mudgeon) can also influence the roll’s difficulty. On a temporary Willpower point per turn of mental torture.
botch, your character comes off as an obnoxious boor, The combined effect of physical and mental torture
or people begin to question why your character hasn’t has devastating results. A botched roll can destroy the
touched her own food and drink.… subject’s body or mind.

• Credibility [Manipulation/Perception + Subter- Two or more interrogators can work together, com-
fuge]: The Subterfuge Talent is used with Manipu- bining successes; this works even if one interrogator

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 265

is using Empathy while another is using Intimidation • Performance [Charisma + Performance]: Vam-
(the classic “good cop/bad cop” ploy). pires are certainly egotistical creatures, and some among
their number are actors, poets, musicians, or other sorts
Whatever the interrogation method used, if you roll of entertainers. When a character performs live before
more successes in the resisted action, the target divulg- an audience, roll Charisma + Performance (difficulty
es additional information for each extra success rolled. 7). As with oration, the audience’s mood can increase
If your extra successes exceed the victim’s permanent the difficulty, as can the performance’s complexity.
Willpower rating, she folds completely and reveals ev- One success indicates an enjoyable, if uninspired, ef-
erything she knows. The extent and relevance of shared fort, while additional successes make the performance
information are up to the Storyteller (details are often a truly memorable event to even the surliest crowd. On
skewed to reflect what the subject knows or by what a botch, your character forgets lines, hits the wrong
she thinks her interrogator wants to hear). chord, or otherwise flubs.

• Intimidation [Strength/Manipulation + Intimida- • Seduction [variable]: Vampires are master seduc-
tion]: Intimidation has two effects. Intimidation’s pas- ers, for their very sustenance often depends on coaxing
sive effect doesn’t involve a roll; it simply gives your potential prey into an intimate liaison. The particular
character plenty of space — whether on a bus or in a situation and style of the seduction determine which
bar. The higher your Intimidation rating, the wider the Ability is used.
berth that others give him.
Seduction is an involved process involving several
Intimidation’s active application works through sub- different rolls and Abilities:
tlety or outright threat. Subtlety is based on a perceived
threat (losing one’s job, being arrested, pain and agony • First roll (approach/opening remarks): The player
later in life). Roll Manipulation + Intimidation in a re- rolls Appearance + Subterfuge versus a difficulty equal
sisted action against the subject’s Willpower (difficulty to the subject’s Wits + 3. Each success beyond the first
6 for both rolls); the target must get more successes or adds one die to the vampire’s dice pool for the second
be effectively cowed. roll. A failure means the subject expresses his disinter-
est; a botch means the subject might grow disgusted or
The blatant form of intimidation involves direct angry.
physical threat. In this case, you may roll Strength
+ Intimidation in a resisted roll (difficulty 6) against • Second roll (witty repartee): The player rolls Wits
either the subject’s Willpower or her Strength + In- + Subterfuge versus a difficulty equal to the subject’s
timidation (whichever is higher). On a botch, your Intelligence + 3. Again, each success beyond the ini-
character looks patently ridiculous and doesn’t impress tial one adds one die to the dice pool for the final roll.
anyone in attendance for the rest of the scene. If the roll fails, the subject breaks off the contact, but
might prove receptive at a later date (after all, the first
• Oration [Charisma + Leadership]: From a gener- impression was good).
al’s rousing speeches to a politician’s slick double-talk,
the capacity to sway the masses creates and destroys • Third roll (suggestive/intimate conversation): The
empires. When your character speaks to an audience, player rolls Charisma + Empathy versus a difficulty of
from a small board meeting to a large crowd, roll Cha- the subject’s Perception + 3. If the third roll succeeds,
risma + Leadership. Difficulty is typically 6; the Sto- the subject is enamored with the character and agrees
ryteller may increase the difficulty for a huge, cynical, to accompany her to a private spot. What happens
dispassionate, or openly hostile audience. Oration is next is best handled with roleplaying.
hit or miss — your character either succeeds or fails.
On a botch, your character may damage her reputation On a botch, the vampire likely ends up with a drink
or even be assaulted by the audience. in her face.

If the character has time to prepare a speech before- Spending Willpower
hand, the Storyteller may roll the character’s Intelli-
gence + Expression (difficulty 7). Success on this roll Willpower is one of the most active and important
reduces the subsequent Charisma + Leadership diffi- Traits in Vampire. Because there are so many ways to
culty by one. Failure has no effect, while a botch actu- expend, regain, and use Willpower, it fluctuates more
ally increases the Charisma + Leadership difficulty (the than any other Trait (besides blood pool) in the game.
character inserts a gaffe into the speech).

266 CHAPTER SIX: SYSTEMS AND DRAMA

Willpower is a very versatile Trait, so make sure you or more of Willpower, though a character’s Willpow-
understand how to use it. er pool may never exceed her Willpower rating. The
only way to increase a character’s Willpower rating is
• A player may spend one of her character’s Will- through experience-point expenditure.
power points to gain an automatic success on a single
action. Only one point of Willpower may be used in Generally, a character’s Willpower pool may be re-
a single turn in this manner, but the success is guar- plenished whenever the character fulfills a goal or has
anteed and may not be canceled, even by botches. By an opportunity to restore her self-confidence. Ulti-
using Willpower in this way, it is possible to succeed at mately, specific instances of Willpower restoration are
a given action simply by concentrating. For extended up to the Storyteller. For this reason, Storytellers are
rolls, these extra successes may make the critical differ- advised to be prudent in allowing characters to regain
ence between accomplishment and failure. Willpower; it is a powerful and versatile Trait, and per-
mitting players to rely on it too much strips much of
Note: You must declare that you are spending a the challenge from a story.
Willpower point before you make an actual roll for
a character’s action; you can’t retroactively cancel a • Characters’ Willpower pools replenish fully at the
botch by spending a Willpower point at the last min- end of a given story (and that’s story, not session). The
ute. Also, the Storyteller may declare that a Willpower Storyteller may restrict this by requiring that the char-
point may not be spent on a given action (such as at- acters achieve (or partially achieve) a goal or otherwise
tacking in combat). boost their self-esteem. For example, if the characters
didn’t destroy a powerful and corrupt elder but did
• Sometimes, the Storyteller may rule that a charac- manage to obstruct his immediate plans, allow them to
ter automatically takes some action based on instinct replenish their Willpower pools.
or urge — for example, stepping back from a chasm or
leaping away from a patch of sunlight filtering through • (Storyteller’s Option) Characters regain one Will-
a window. The Storyteller may allow a player to spend power point each night when they first rise. This is
a Willpower point and avoid taking this reactive ma- easy on the bookkeeping, and allows a steady stream
neuver. It should be noted that the impulse may re- of Willpower replenishment (not to mention the fact
turn at the Storyteller’s discretion; a player may need that players are already writing on that part of the
to spend multiple Willpower points over the course of character sheet when they mark off their nightly blood
a few turns to stay on task. Sometimes the urge may be consumption).
overcome by the force of the character’s will; at other
times, the character has no choice but to follow his in- • (Storyteller’s Option) If a character attains some
stinct (i.e., the character runs out of Willpower points extraordinary goal or fulfills an outstanding objective,
or no longer wishes to expend them). the Storyteller may reward her with a point of Will-
power. For example, if a character manages to deter
• A Willpower point may be spent to prevent a de- a team of vampire-hunters from her sire’s haven, the
rangement from manifesting, with the Storyteller’s Storyteller may award a Willpower point to that char-
permission. Eventually, if enough Willpower points are acter.
spent (as determined by the Storyteller), the derange-
ment may be overcome and eliminated, as enough • (Storyteller’s Option) If a character behaves in a
denial of the derangement remedies the aberration. manner that fulfills her Nature Archetype, the Story-
Malkavians may never overcome their initial derange- teller may reward the character with one to three Will-
ment, though Willpower may be spent to deny it for a power points (as stated in the Archetype descriptions).
short period of time. For example, if a Rebel character rabidly opposes a
powerful elder, and that elder is later revealed to be
• By spending a Willpower point, wound penalties a Sabbat spy, that character may be given a point of
can be ignored for one turn. This allows a character to Willpower.
override pain and injury in order to take one last-ditch
action. However, an incapacitated or torpored charac- Storytellers are encouraged to create their own sys-
ter may not spend Willpower in this manner. tems or modify our systems to suit their troupe’s style
of play. Indeed, the manner in which a Storyteller al-
Regaining Willpower lows, or refuses to allow, Willpower replenishment can
determine the overall mood of the chronicle.
Willpower may be recovered as well as spent. The
following situations earn the character back a point

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 267

Using Blood Pool

Vampires must subtract one blood point from their
blood pools every night, whether they rise for the eve-
ning or not, as the unnatural magics animating their
dead bodies consume the vitae they have taken from
their prey. Blood points may also be spent in a variety
of ways, and may be replenished only by consuming
blood.

Blood pool also affects Self-Control (or Instinct)
rolls, which come into play when a character’s frenzy
becomes imminent. A player may never roll more dice
for a Self-Control or Instinct roll than the character
has blood pool. For example, if a character has only
two blood points left, her player may roll only two dice
for a Self-Control roll, even if the character’s Self-
Control rating is 4. Voracious vampires just don’t fight
the Beast very well.

Spending Blood Pool

As previously mentioned, every vampire expends
one blood point each night when she awakens, wheth-
er or not she actually goes out and about. Characters
may also use blood points in a variety of other ways.
A vampire may spend only a certain number of blood
points per turn; this number is dependent on the vam-
pire’s Generation. See the Generation chart (p. 270)
to determine this number.

• A vampire may spend one blood point to heal
one normal (bashing or lethal) health level of dam-
age. Characters must be resting and relatively inactive
for this healing to take place, though this recovery is
rapid: One blood point per turn may be spent to heal
one health level, though vampires of lower Genera-
tions may heal as many health levels per turn as they
can spend blood points.

Note that blood expenditure is the only way that
vampires can heal wounds. Just as their immortality
prevents the Kindred from aging and dying naturally,
so it also inhibits the recuperative processes natural to
a living body.

• A player may spend one blood point to increase a
single Physical Attribute (Strength, Dexterity, Stami-
na) by one dot for the duration of the scene. The player
must announce at the beginning of the turn that he is
doing this. A player may spend as many blood points on
increasing Physical Attributes as the vampire may use
in a turn (based upon Generation), but may only freely
increase these Traits up to one higher than their gen-

268 CHAPTER SIX: SYSTEMS AND DRAMA

erational maximum (i.e., a Tenth-Generation vampire • Blood may be spent to fuel certain vampiric Dis-
may increase Traits to a maximum of 6). With effort, a ciplines. Consult Chapter Four or Chapter Ten to see
character may increase a Physical Attribute to above which individual powers require blood expenditure.
this limit, but each dot above the limit lasts for only
three turns after the character stops spending blood. Earning Blood Pool
This enables vampires to perform truly amazing physi-
cal feats, such as throwing cars, moving preternaturally Vampires replenish blood pool by taking it from oth-
quickly, and withstanding blows that would fell trees. ers. “Others” need not be human, though a vampire
who is too squeamish to take sustenance from the kine
Note: No character may increase Physical Attributes is often ridiculed by his peers — vampires are preda-
above 10. tors, after all, no matter how unnatural.

• A vampire may give a number of blood points to Drinking blood is a risky proposition. As vampires
another Kindred, thereby enabling the recipient to use gorge on the vitae of their victims, there is always the
the blood as if it were her own. This is often a grisly chance that they may take too much. Unhygienic
prospect, as the “donor” must open his own vein and vampires may communicate disease by exposing a ves-
physically deliver the blood to the needy Kindred. Of sel to bacteria and viruses carried in other blood that
course, if a vampire is ever in a situation in which she still stains their fangs. A vampire may take only 20 per-
needs blood, she’s likely all out of it herself, and may cent of a vessel’s blood (2 blood points for a normal
frenzy and take too much from the donor. Blood gifts human) and leave it relatively safe. Taking half of a
should be given with care. vessel’s blood necessitates hospitalization for that ves-
sel. Taking all a vessel’s blood will kill it.
If a vampire (or mortal) partakes of another Kin-
dred’s blood three times, she becomes bound to that A vampire may take up to three blood points from a
vampire through the mystical properties of vitae. This given vessel in a turn. The shorter the turn, the more
is known as the blood bond. For more on blood bonds, forcefully the Kindred steals the vitae. It is generally
see p. 286. impossible to take more than three blood points from a
vessel in three seconds (the shortest a turn gets), though
• A vampire may gift a mortal or animal with a dose some Nosferatu with hideously distended mouths are
of his vitae, allowing the mortal in question to inject or able to take more through sheer surface area bleed.
ingest it. For so long as the mortal retains the Kindred Most vampires drink their victim’s blood slowly, so as
vitae in her system, she is considered a ghoul (see the to savor the luscious fluid and draw as much pleasure as
Appendix, p. 496, for more on ghouls). possible out of the experience.

• Though most vampires (with the exception of Once the Kindred breaks her vessel’s skin with her
Nosferatu) appear much as they did in life, they still fangs, that vessel no longer resists the vampire (if he
display certain corpselike features; for example, their did in the first place). Indeed, the ecstasy caused by
skin is unnaturally cold and grows more ashen with the vampire’s bite is called the Kiss, and it engenders
age, and they do not breathe. By spending a variable as much exquisite, subtly painful pleasure in vampires
number of blood points, a vampire may will himself as it does in mortals. Exceptionally strong-willed mor-
to appear more human for a scene: flushing his skin, tals (9+ Willpower) may continue to resist, but even
drawing breath, even becoming capable of engaging in these vessels eventually succumb to the pleasure. Some
sexual intercourse (this last, while helpful in certain Kindred and kine even develop lusts for the Kiss and
types of feeding, in no way means that the vampire actively seek out those who will drink their blood.
may inseminate a mortal or become pregnant; a corpse
is still a corpse, after all). Performing these actions for Note: While Kindred find the Kiss pleasurable, they
a scene requires an expenditure of blood points equal may resist it more readily than mortals can. Any Kin-
to (8 minus Humanity); thus, Kindred with Humanity dred, regardless of Willpower, may make a Self-Con-
ratings of 8 or higher may accomplish these feats auto- trol/Instincts roll (difficulty 8) to avoid succumbing
matically, while vampires with low Humanity find the to the Kiss. This enables vampiric victims of diablerie
process exceedingly arduous. (p. 293) to have a chance at fighting back.

Only vampires with Humanity may use blood in this Wounded characters typically have less blood than
manner; vampires on a Path have forsaken their hu- healthy characters. Assume that a normal-sized human
man sides entirely. has one fewer blood point in his system for each health
level of damage he currently suffers. Mortals regain one

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 269

blood point per day (unless, of course, they are infused elder blood, though such prized vitae is rarely available
with vitae from some other source). Vampires do not to neonates or even ancillae. Essentially, elders have
lose blood points to wounds in this manner, though greater blood pools not because they are bodily larger
they often spend blood to heal wounds they have suf- than younger vampires, but because the blood they in-
fered. gest is more concentrated in their ancient veins. Were-
wolf blood is similarly potent.
The blood of animals is not as nourishing as the blood
of humans. Though an animal may physically have a Vessel Blood Pool
greater volume of blood than a man, vampires draw less Vampire 10+
sustenance from it. Hence, animals have fewer blood Werewolf 20
points, even if they have more blood. Average human 10
Child 5
Old blood is never as nourishing as fresh blood. In Cow 5
fact, many vampires refuse to drink old blood, whether Dog 2
it comes from human corpses, blood banks, or a vam- Cat 1
pire’s private reserve. However, the blood of other vam- Plasma bag 1
pires, particularly elders, is quite potent. When drink- Bird 1/2
ing from elder vampires, each blood point taken may Bat/Rat 1/4
be so concentrated that it is actually worth two — or
more! — normal blood points in use. Thus it is possible
to obtain a vast amount of blood points by partaking of

Generation Max. Trait Rating Blood Pool Max. Blood Points/Turn
Third 10 ??? ???
Fourth 9 50 10
Fifth 8 40 8
Sixth 7 30 6
Seventh 6 20 4
Eighth 5 15 3
Ninth 5 14 2
Tenth 5 13 1
Eleventh 5 12 1
Twelfth 5 11 1
Thirteenth + 5 10 1

Max Trait Rating: This indicates the highest permanent Trait rating (excluding Humanity/Path rat-
ings and Willpower ratings) a vampire of the given Generation can have. This is especially important
with regard to Disciplines and Attributes.

Blood Pool Max: The maximum number of blood points a vampire may keep in her system. Remem-
ber that elder vampires concentrate their blood — while the volume of blood in their bodies is no greater
than any other vampire’s, each pint of blood is worth more than one point.

Blood Points/Turn: This indicates how many blood points a vampire can spend in a single turn.

270 CHAPTER SIX: SYSTEMS AND DRAMA

Combat Systems

Combat in Vampire attempts to capture the drama Describing the Scene
of violent conflict without downplaying its grim reality.
Every effort has been made to create a system has the Before each turn, the Storyteller should
feeling of dynamic, vicious combat while still leaving describe the scene from each character’s
room for the unique (and often spectacular) elements perspective. Sometimes this will be a wrap-up
that vampires bring to it. of the last turn, making what occurred clear
to all players. This constant description is es-
The Storyteller should be flexible when arbitrating sential to avoid confusion.
combat situations; no rules can fully reflect the vari-
ety of situations encountered in warfare. If these sys- This is the Storyteller’s chance to organize
tems slow the game or cause bickering, don’t use them. and arrange events so that all goes smoothly
Combat systems are meant to add depth to the game, when the players interact with the environ-
not create conflict between the players and the Story- ment she has created. The Storyteller should
teller. make her descriptions as interesting as pos-
sible, leaving open all sorts of possibilities for
Types of Combat characters’ actions.

There are two types of combat, each involving the Wits); the character with the highest result acts first,
same basic system with minor differences: with the remaining characters acting in decreasing or-
der of result. (Storytellers looking for a slightly faster
• Close Combat: This covers unarmed combat or more predictable system can choose to use Dexter-
(Dexterity + Brawl) and melee (Dexterity + Melee). ity + Wits + 6 for each character’s initiative, forgo-
Unarmed combat can involve a down-and-dirty bar ing the die roll.) If two characters get the same total,
brawl or an honorable test of skill. Opponents must be the one with the higher initiative rating goes first. If
within touching distance (one yard/meter) to engage initiative ratings are also the same, the two characters
in unarmed combat. Melee involves handheld weap- act simultaneously. Wound penalties subtract directly
ons, from broken bottles to swords. Opponents must from a character’s initiative rating, while Celerity dots
be within two yards/meters of each other to engage in that aren’t being used for extra actions add to it (see
melee. Celerity, p. 142).

• Ranged Combat: Armed combat using projectile Although you declare your character’s action now
weapons — pistols, rifles, shotguns, etc. Opponents (including stating that your character delays her ac-
must normally be within sight (and weapon range) of tion to see what someone else does), you wait un-
each other to engage in a firefight. til the attack stage to implement that action. At this
time, you must also state if any multiple actions will
Combat Turns be performed, if Disciplines will be activated, and/or if
Willpower points will be spent. Characters declare in
In combat, many things happen at virtually the same reverse order of initiative, thus giving faster characters
time. Since this can make things a bit sticky in a game, the opportunity to react to slower characters’ actions.
combat is divided into a series of three-second turns.
Each combat turn has three stages — Initiative, At- All of your character’s actions are staged at her rank
tack, and Resolution — to make it easier to keep track in the order of initiative. There are three exceptions to
of things. this rule: The first is if your character delays her action,
in which case her maneuvers happen when she finally
Stage One: Initiative takes action. Your character may act at any time after
her designated order in the initiative, even to inter-
This stage organizes the turn and is when you declare rupt another, slower character’s action. If two charac-
your character’s action. Various actions are possible
— anything from leaping behind a wall to shouting a
warning. You must declare what your character does,
in as much detail as the Storyteller requires.

Everyone, player and Storyteller character alike, rolls
one die and adds it to their initiative rating (Dexterity +

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 271

ters both delay their actions, and both finally act at the happens in the story, and it’s important to maintain
same time, the one with the higher initiative rating for the narrative of combat even as you make the die roll.
the turn acts first.
Normally, additional successes gained on a Trait roll
The second breach of the initiative order occurs in simply mean that you do exceptionally well. In com-
the case of a defensive action (see “Aborting Actions” bat, each extra success you get on an attack roll equals
and “Defensive Maneuvers,” both on p. 274), which an additional die you add automatically to your dam-
your character may perform at any time as long as she age dice pool. This creates cinematic and often fatal
has an action left. combat.

Finally, all additional actions that turn (including Damage Types
actions gained through Celerity) occur at the end of
the turn. If two or more characters take multiple ac- All attacks have specific damage ratings, indicat-
tions, the actions occur in order of initiative rating. An ing the number of dice to roll for the attack’s damage
exception is made for defensive multiple actions, such (called the damage dice pool). Some damage dice pools
as multiple dodges, which happen when they need to are based on the attacker’s Strength, while others are
happen in order to avert attack. based on the weapon used. Damage dice rolls are made
versus difficulty 6. Each success on the damage roll in-
Stage Two: Attack flicts one health level of damage on the target. How-
ever, the damage applied may be one of three types:
Attacks are the meat of the combat turn. An action’s
success or failure and potential impact on the target are • Bashing: Bashing damage comprises punches and
determined at this stage. You use a certain Attribute/ other blunt trauma that are less likely to kill a victim
Ability combination depending on the type of combat (especially a vampire) instantly. All characters use
in which your character is engaged: their full Stamina ratings to resist bashing effects, and
the damage heals fairly quickly. Bashing damage is ap-
• Close Combat: Use Dexterity + Brawl (unarmed) plied to the Health boxes on your character sheet with
or Dexterity + Melee (armed). a “/.”

• Ranged Combat: Use Dexterity + Firearms (guns) • Lethal: Attacks meant to cause immediate and fa-
or Dexterity + Athletics (thrown weapons). tal injury to the target. Mortals may not use Stamina to
resist lethal effects, and the damage takes quite a while
Remember, if your character doesn’t have points in to heal. Vampires may resist lethal damage with their
the necessary Ability, simply default to the Attribute Stamina. Lethal damage is applied to the Health boxes
on which it’s based (in most cases, Dexterity). on your vampire’s character sheet with a “X.”

In ranged combat, your weapon may modify your dice •  Aggravated: Certain types of attacks are deadly
pool or difficulty (due to rate of fire, a targeting scope, even to the undead. Fire, sunlight, and the teeth and
etc.); check the weapon’s statistics for details. claws of vampires, werewolves, and other supernatural
beings are considered aggravated damage. Aggravated
Most attacks are made versus difficulty 6. This can be damage cannot be soaked except with Fortitude, and it
adjusted for situational modifiers (long range, cramped takes quite a while to heal. Aggravated damage is ap-
quarters), but the default attack roll is versus 6. If you plied to the Health boxes on your character sheet with
get no successes, the character fails her attack and in- an asterisk (“*”).
flicts no damage. If you botch, not only does the attack
fail, but something nasty happens: The weapon jams or Damage dice pools can never be reduced to lower
explodes, the blade breaks, an ally is hit, and so on. than one die; any attack that strikes its target has at
least a small chance of inflicting damage before a soak
Stage Three: Resolution roll is made. Moreover, damage effect rolls cannot
botch; a botched roll simply means the attack glances
During this stage, you determine the damage inflicted harmlessly off the target. Specifics on applying damage
by your character’s attack, and the Storyteller describes effects are described on pp. 284-285.
what occurs in the turn. Resolution is a mixture of
game and story; it’s more interesting for players to hear Soak
“Your claws rip through his bowels; he screams in pain,
dropping his gun as he clutches his bloody abdomen” Characters can resist a certain degree of physical
than simply “Uh, he loses four health levels.” Attack punishment; this is called soaking damage. Your char-
and damage rolls are merely ways of describing what

272 CHAPTER SIX: SYSTEMS AND DRAMA

acter’s soak dice pool is equal to her Stamina. A nor- 273
mal human can soak only bashing damage (this reflects
the body’s natural resilience to such attacks). A vam-
pire (or other supernatural being) is tougher, and can
thus use soak dice against lethal damage. Aggravated
damage may be soaked only with the Discipline of For-
titude. Fortitude also adds to the defender’s soak rating
against bashing or lethal damage (so a character with
Stamina 3 and Fortitude 2 has five soak dice against
bashing and lethal damage, but only two soak dice
against aggravated damage).

Combat Summary Chart

Stage One: Initiative

• Roll initiative (or add 6 to the initiative
rating). Everyone declares their actions. The
character with the highest initiative performs
her action first. Actions can be delayed to any
time later in the order of initiative.

• Declare any multiple actions, reducing dice
pools accordingly. Declare Discipline activa-
tion and Willpower expenditure.

Stage Two: Attack

• For unarmed close-combat attacks, roll
Dexterity + Brawl.

• For armed close-combat attacks, roll Dex-
terity + Melee.

• For ranged combat, roll Dexterity + Fire-
arms (guns) or Dexterity + Athletics (thrown
weapons).

• A character can abort to a defensive action
(block, dodge, parry) at any time before her
action is performed, as long as you make a
successful Willpower roll (or a Willpower
point is spent).

Stage Three: Resolution

• Determine total damage effect (weapon
type or maneuver), adding any extra dice
gained from successes on the attack roll.

• Targets may attempt to soak damage, if
possible.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION

After an attack hits and inflicts damage, the defender then adds any extra successes from the resisted roll to
may make a soak roll to resist. This is considered a re- her attack dice pool. On a tie, the attacker still attacks
flexive action; characters need not take an action or first, although the target may perform a defensive ma-
split a dice pool to soak. Unless otherwise stated, soak neuver. If the defender gets more successes, he spots
rolls are made versus difficulty 6. Each soak success sub- the ambush, and both parties determine initiative nor-
tracts one die from the total damage inflicted. As with mally. Targets already involved in combat cannot be
damage rolls, soak rolls may not botch, only fail. ambushed.

Armor • Blind Fighting/Fire: Staging attacks while blind
(or in pitch darkness) usually incurs a +2 difficulty, and
Armor adds to your character’s soak. The armor’s rat- ranged attacks cannot be accurately made at all. Pow-
ing combines with your base soak for purposes of re- ers such as Heightened Senses (p. 134) and Eyes of the
ducing damage. Light armor offers a small amount of Beast (p. 199) mitigate this penalty.
protection, but doesn’t greatly hinder mobility. Heavy
armor provides a lot of protection, but can restrict flex- • Flank and Rear Attacks: Characters attacking
ibility. targets from the flank gain an additional attack die.
Characters attacking from the rear gain two additional
Armor protects against bashing, lethal, and aggra- attack dice.
vated damage from teeth and claws; it does not protect
against fire or sunlight. Armor is not indestructible. If • Movement: A character may move half of her run-
the damage rolled in a single attack equals twice the ning distance (see “Movement,” p. 258) and still take
armor’s rating, the armor is destroyed. an action in a turn. Other maneuvers such as leaping
or tumbling may be considered separate actions, de-
Armor types, their ratings, and other specifics are de- pending on their complexity.
scribed on p. 280.
• Multiple Actions: If you declare multiple actions,
Combat Maneuvers declare the total number of actions you wish to attempt
and determine which of the dice pools is the smallest.
These maneuvers give you a variety of choices in Then, divide that number of dice between all of your
combat. Roleplaying combat is more entertaining if actions. If a character performs only defensive actions
you can visualize your character’s moves instead of in a turn, use the appropriate block, dodge, or parry sys-
simply rolling dice. Most of these maneuvers take one tem. See Chapter Five, p. 248 for more information.
action to execute.
• Targeting: Aiming for a specific location incurs
General Maneuvers an added difficulty, but can bypass armor or cover, or
can result in an increased damage effect. The Story-
• Aborting Actions: You can abandon your char- teller should consider special results beyond a simple
acter’s declared action in favor of a defensive action increase in damage, depending on the attack and the
as long as your character hasn’t acted in the turn. Ac- target.
tions that can take the place of a previously declared
action include block, dodge, and parry. A successful Target Size Difficulty Damage
Willpower roll versus difficulty 6 (or the expenditure of Medium +1 No modifier
a Willpower point) is required for a character to abort (limb, briefcase) +1
an action and perform a defensive one instead. When +2
spending Willpower for an abort maneuver, a charac- Small +2
ter may declare the Willpower expenditure at the time
of the abort. A Willpower roll to abort is considered a (hand, head, cellphone)
reflexive action. (See “Defensive Maneuvers,” below,
for descriptions of block, dodge, and parry.) Precise +3
(eye, heart, lock)
• Ambush: Ambushes involve surprising a target to
get in a decisive first strike. The attacker rolls Dexter- Defensive Maneuvers
ity + Stealth in a resisted action against the target’s
Perception + Alertness. If the attacker scores more suc- It’s a given that your character tries to avoid being hit
cesses, she can stage one free attack on the target; she in combat — that’s why everyone makes attack rolls to
try to hit you. Sometimes, though, all your character
wants to do is avoid attacks. You may announce a de-

274 CHAPTER SIX: SYSTEMS AND DRAMA

Maneuver Characteristics defender’s maneuver can still reduce the effectiveness
of the attack, even if the maneuver can’t counteract it
Maneuvers are typically performed versus completely.
difficulty 6. Maneuvers with specific combat
effects may modify your attack roll, difficulty, • Block: A Dexterity + Brawl maneuver using your
or damage dice pool. character’s own body to deflect a hand-to-hand bash-
ing attack. Lethal and aggravated attacks cannot be
Traits: The Trait combination used for the blocked unless the defender has Fortitude or is wearing
action taken. If your character doesn’t have armor.
a rating in the needed Ability, default to its
base Attribute. • Dodge: A Dexterity + Athletics maneuver use-
ful for avoiding attacks of all types. Your character
Accuracy: The dice added to the roll to hit bobs and weaves to avoid Melee or Brawl attacks (if
an opponent. A “+3” adds three dice to the there’s no room to maneuver, she must block or parry
dice pool for that attack. instead). In gunfights, your character moves at least
one yard/meter and ends up behind cover (if there’s no
Difficulty: Any additions or subtractions to room to maneuver or no cover available, she can drop
an attack’s difficulty (which is most often 6). to the ground). If your character remains under cover
A “+2” means the difficulty of an attack, if or prone, cover rules apply against further Firearms at-
initially 6, is increased to 8. tacks (see “Cover,” p. 278).

Damage: The damage dice pool used. • Parry: A Dexterity + Melee maneuver using a
weapon to block a Brawl or Melee attack. If a charac-
fensive action at any time before your character’s op- ter makes a Brawl attack and the defender parries with
ponent makes an attack roll, as long as your character a weapon that normally causes lethal damage, the at-
has an action left to perform. You can declare a defen- tacker can actually be hurt by a successful parry. If the
sive action on your character’s turn in the initiative, defender rolls more successes than the attacker does
or can even abort to a defensive maneuver. You must in the resisted action, the defender rolls the weapon’s
make a successful Willpower roll (or may simply spend base damage plus the parry’s extra successes as a dam-
one point of Willpower) to abort. If the Willpower roll age dice pool against the attacker.
fails, your character must carry out the action that you
declared originally. Block, dodge, and parry can be performed as part of
a multiple action in your character’s turn (punching
There are three types of defensive actions: block, then blocking, shooting then dodging, parrying then
dodge, and parry. Your character can defend against striking). Using a multiple action to act and defend is
virtually any kind of attack with these three maneu- advantageous because your character can still accom-
vers. However, your character may not be able to plish something in a turn besides avoiding attacks.
avoid every single attack that’s directed at her. She
can’t dodge when there’s no room to maneuver, and Rather than having to divide your dice pool among
she can’t block or parry if she doesn’t know an attack multiple defensive actions, you may declare that your
is coming. character spends an entire turn defending. The normal
multiple-action rules are not used in this case. Instead,
Each defensive maneuver uses the same basic system: you have a full dice pool for the first defensive action,
The defensive action is a resisted roll against the oppo- but lose one die, cumulatively, for each subsequent de-
nent’s attack roll. Unless the attacker gets more total fense action made in the same turn. It is still difficult
successes, he misses. If the attacker gets more success- to avoid several incoming attacks, but not as difficult as
es, those that he achieves in excess of the defender’s trying to attempt multiple things at once.
successes, if any, are used to hit (the attacker doesn’t
necessarily use all the successes he rolled). So if the de- Remember that any actions, including defensive
fender has fewer successes than the attacker does, the ones, versus multiple attackers still suffer difficulty
penalties (see “Multiple Opponents,” p. 276).

Close Combat Maneuvers

This is simply a listing of the common maneuvers
used in close combat; feel free to develop your own

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 275

moves (with the Storyteller’s approval). All hand-to- a clinch, make a resisted Strength + Brawl roll against
hand attacks inflict bashing damage unless stated oth- the opponent. If the escaping character has more suc-
erwise. The damage inflicted by melee attacks depends cesses, she breaks free; if not, the characters continue
on the weapon type (see the Melee Weapons Chart, to grapple in the next turn.
p. 280). It is typically lethal, though clubs and other
blunt instruments inflict bashing damage. All refer- Traits: Strength + Brawl Difficulty: Normal
ences to Strength also gain the benefit of Potence, as
detailed on p. 192. Accuracy: Normal Damage: Strength

Difficulty and damage for these maneuvers may be • Disarm: To strike an opponent’s weapon, the at-
modified at the Storyteller’s discretion, depending on tacker must make an attack roll at +1 difficulty. If suc-
the combat style the character uses. As always, drama cessful, the attacker rolls damage normally. If successes
and excitement take precedence over rules systems. rolled exceed the opponent’s Strength rating, the op-
ponent takes no damage but is disarmed. A botch usu-
• Bite: This maneuver is available only to vampires ally means the attacker drops her own weapon or is
(or other supernatural creatures with sharp teeth, such struck by her target’s weapon.
as werewolves). A bite maneuver is a “combat” bite,
intended to cause damage rather than drain blood. Bite Traits: Dexterity + Melee Difficulty: +1
damage is aggravated. To use a bite attack, the vampire
must first perform a successful clinch, hold, or tackle Accuracy: Normal Damage: Special
maneuver (see below). On the turn following the suc-
cessful attack, the player may declare the bite attempt • Hold: This attack inflicts no damage, as the intent
and make a roll using the modifiers below. is to immobilize rather than injure the subject. On a
successful roll, the attacker holds the target until the
Alternatively, a player can declare her vampire’s bite subject’s next action. At that time, both combatants
to be a “Kiss” attack. A Kiss is resolved in the same way roll resisted Strength + Brawl actions; the subject re-
as a normal bite, but inflicts no health levels of dam- mains immobilized (able to take no other action) until
age. Upon connecting with a Kiss, the vampire may she rolls more successes than the attacker does.
begin to drain the victim’s blood at the normal rate,
and the victim is typically helpless to resist (see p. 269 Traits: Strength + Brawl Difficulty: Normal
for specifics). Following the Kiss, a vampire may, if she
chooses, lick the puncture wound of the Kiss closed, Accuracy: Normal Damage: None
thereby removing any evidence that she has fed.
• Kick: Kicks range from simple front kicks to aerial
Traits: Dexterity + Brawl Difficulty: Normal spins. The base attack is at +1 difficulty and inflicts the
attacker’s Strength +1 in damage. These ratings may
Accuracy: +1 Damage: Strength +1 be modified further at the Storyteller’s discretion, in-
creasing in damage and/or difficulty as the maneuver
increases in complexity.

• Claw: This attack is available to vampires with Ability: Dexterity + Brawl Difficulty: +1
claws, such as those from the Protean power of Feral
Claws or bone spurs constructed with the Vicissitude Accuracy: Normal Damage: Strength +1
power of Bonecraft. A few other supernatural creatures,
such as werewolves, also have claws. A claw attack in- • Multiple Opponents: A character who battles
flicts aggravated damage (if Feral Claws) or lethal dam- multiple opponents in close combat suffers attack and
age (if a Vicissitude-constructed weapon). defense difficulties of +1, cumulative, for each oppo-
nent after the first (to a maximum of +4).

Traits: Dexterity + Brawl Difficulty: Normal • Strike: The attacker lashes out with a fist. The
base attack is a standard action and inflicts the char-
Accuracy: Normal Damage: Strength +1 acter’s Strength in damage. The Storyteller may adjust
the difficulty and/or damage depending on the type of
• Clinch: On a successful attack roll, the attacker punch: hook, jab, haymaker, karate strike.
goes into a clinch with the target. In the first turn, the
attacker may roll Strength damage. In each subsequent Traits: Dexterity + Brawl Difficulty: Normal
turn, combatants act on their orders in the initiative.
A combatant can inflict Strength damage automati- Accuracy: Normal Damage: Strength
cally or attempt to escape the clinch. No other actions
are allowed until one combatant breaks free. To escape • Sweep: The attacker uses her own legs to knock
the legs out from under her opponent. The target takes
Strength damage and must roll Dexterity + Athletics

276 CHAPTER SIX: SYSTEMS AND DRAMA

(difficulty 8) or suffer a knockdown (see “Maneuver • Weapon Strike: A slashing blow, thrust, or jab,
Complications,” p. 279). depending on the weapon used. See the Melee Weap-
ons Chart, p. 280, for particulars.
The attacker can also use a staff, chain, or similar im-
plement to perform a sweep. The effect is the same, al- Traits: Dexterity + Melee Difficulty: Normal
though the target takes damage per the weapon type.
Accuracy: Normal Damage: Weapon type
Traits: Dexterity + Brawl/Melee Difficulty: +1
Ranged Combat Maneuvers
Accuracy: Normal Damage: Str;
knockdown Many physical conflicts involve ranged weapons.
The following maneuvers allow for a number of use-
• Tackle: The attacker rushes her opponent, tack- ful actions during a firefight. Don’t feel limited by this
ling him to the ground. The attack roll is at +1 dif- list; if the need arises, try developing a new maneuver
ficulty, and the maneuver inflicts Strength +1 damage. (at the Storyteller’s discretion). Refer to the Ranged
Additionally, both combatants must roll Dexterity Weapons Chart, p. 281, for specific information.
+ Athletics (difficulty 7) or suffer a knockdown (see
“Maneuver Complications,” p. 279). Even if the tar- • Aiming: The attacker adds one die to her attack
get’s Athletics roll succeeds, he is unbalanced, suffer- dice pool on a single shot for each turn spent aiming.
ing +1 difficulty to his actions for the next turn. The maximum number of dice that can be added in
this way is equal to the character’s Perception, and a
Traits: Strength + Brawl Difficulty: +1 character must have Firearms 1 or better to use this
maneuver. A scope adds two more dice to the attack-
Accuracy: Normal Damage: Strength +1 er’s pool in the first turn of aiming (in addition to those
added for Perception). The attacker may do nothing
• Weapon Length: It is difficult to get in range with but aim during this time. Additionally, it isn’t possible
a punch or knife if someone else is wielding a sword or to aim at a target that is moving faster than a walk.
staff. A character being fended off with a longer weap-
on must close in one yard/meter before striking, losing
a die from her attack roll in the process.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 277

• Automatic Fire: The weapon unloads its entire are versus difficulty 6. Twice that listing is the weap-
ammunition clip in one attack against a single target. on’s maximum range. Attacks made up to maximum
The attacker makes a single roll, adding 10 dice to her range are versus difficulty 8. Attacks made at targets
accuracy. However, the attack roll is at a +2 difficulty within two meters are considered point blank. Point-
due to the weapon’s recoil. Extra successes add to the blank shots are made versus difficulty 4.
damage dice pool, which is still treated as equivalent
to one bullet. An attacker using automatic fire may not • Reloading: Reloading takes one full turn and re-
target a specific area of the body. quires the character’s concentration. Like any other
maneuver, reloading can be performed as part of a mul-
This attack is permissible only if the weapon’s clip is tiple action.
at least half-full to begin with.
• Strafing: Instead of aiming at one target, fully-au-
Traits: Dexterity + Firearms Difficulty: +2 tomatic weapons can be fired across an area. Strafing
adds 10 dice to accuracy on a standard attack roll, and
Accuracy: +10 Damage: Special empties the clip. A maximum of three yards/meters
can be covered with this maneuver.
• Cover: Cover increases an attacker’s difficulty to
hit a target (and often the target’s ability to fire back). The attacker divides any successes gained on the at-
Difficulty penalties for hitting a target under various tack roll evenly among all targets in the covered area
types of cover are listed below. A character who fires (successes assigned to hit an individual are added to
back from behind cover is also at something of a dis- that target’s damage dice pool, as well). If only one
advantage to hit, as he exposes himself and ducks back target is within range or the area of effect, only half
under protection. Firearms attacks made by a defender the successes affect him. The attacker then assigns any
who is under cover are at one lower difficulty than list- leftover successes as she desires. If fewer successes are
ed below. (If a listed difficulty is +1, then the defender rolled than there are targets, only one may be assigned
suffers no penalty to make attacks from under that per target until they are all allocated.
cover.) If your character hides behind a wall, attackers’
Firearms rolls have a +2 difficulty. Your character’s at- Dodge rolls against strafing are at +1 difficulty.
tacks staged from behind that wall are at +1 difficulty.
Ability: Dexterity + Firearms Difficulty: +2
Note that difficulties for combatants who are both
under cover are cumulative. If one combatant is prone Accuracy: +10 Damage: Special
and one is behind a wall, attacks staged by the prone
character are at +2 difficulty, while attacks staged by • Three-Round Burst: The attacker gains two ad-
the character behind the wall are also at +2 difficulty. ditional dice on a single attack roll, and expends three
shots from the weapon’s clip. Only certain weapons
Cover Type Difficulty Increase may perform this maneuver; see the Ranged Weapons
Light (lying prone) +1 Chart for particulars. Attacks are made at +1 difficulty
due to recoil. As with automatic fire, the damage dice
Good (behind wall) +2 pool is based on one bullet from the weapon in ques-
tion.
Superior (only head exposed) +3
Ability: Dexterity + Firearms Difficulty: +1

• Multiple Shots: An attacker with a fast firearm Accuracy: +2 Damage: Weapon type
may try to take more than one shot in a turn. The at-
tacker can divide his attack dice pool by how many • Two Weapons: Firing two weapons is considered
shots she wants to fire at a similar number of targets, performing a multiple action, complete with divid-
up to the weapon’s rate of fire (multiple attacks against ing the dice of the lowest pool between two different
the same target are covered under maneuvers like “Au- targets. Additionally, the attacker suffers +1 difficulty
tomatic Fire” and “Three-Round Burst”). Each attack for the attack with her off-hand (unless she’s ambidex-
is then rolled separately. trous). Each attack is rolled and resolved separately
— multiple attacks made against the same target are
Ability: Dexterity + Firearms Difficulty: Normal covered by maneuvers such as “Automatic Fire” and
“Three-Round Burst.”

Accuracy: Special Damage: Weapon type Ability: Dexterity + Firearms Difficulty:

• Range: The Ranged Weapons Chart (p. 281) lists +1/off-hand
each weapon’s short range; attacks made at that range
Accuracy: Normal Damage: Weapon type

278 CHAPTER SIX: SYSTEMS AND DRAMA

Maneuver Complications The target must spend her next available turn shak-
ing off the attack’s effects. Only damage successes that
The following are common combat complications. penetrate the defender’s soak attempt count toward
The Storyteller should add any others as the situation this total.
warrants.
• Immobilization: Add two dice to attack rolls made
• Blinded: Add two dice to attack rolls made against on an immobilized (i.e., held by someone or something)
a blinded target. Furthermore, blind characters are at but still struggling target. Attacks hit automatically if
+2 difficulty on all actions. the target is completely immobilized (tied up, staked,
or otherwise paralyzed).
• Dazed: If, in a single attack, the attacker rolls a
number of damage successes greater than the target’s • Knockdown: The victim falls down. After suf-
Stamina (for mortals) or Stamina + 2 (for vampires fering a knockdown, the subject makes a Dexterity +
and other supernatural beings), the victim is dazed. Athletics roll. If successful, she may get back on her

Close Combat Maneuvers Table

Maneuver Traits Accuracy Difficulty Damage
Bite Str +1 (A)
Block Dex + Brawl +1 Normal None (R)
Claw Str +1 (A)
Clinch Dex + Brawl Special Normal Str (C)
Disarm Special
Dodge Dex + Brawl Normal Normal None (R)
Hold None (C)
Kick Str + Brawl Normal Normal Str +1
Parry None (R)
Strike Dex + Melee Normal +1 Str
Sweep Str (K)
Tackle Dex + Athletics Special Normal Str +1 (K)
Weapon Strike Weapon
Str + Brawl Normal Normal

Dex + Brawl Normal +1

Dex + Melee Special Normal

Dex + Brawl Normal Normal

Dex + Brawl/Melee Normal +1

Str + Brawl Normal +1

Dex + Melee Normal Normal

(A): The maneuver inflicts aggravated damage.
(C): The maneuver carries over on successive turns.
(K): The maneuver causes knockdown.
(R): The maneuver reduces an opponent’s attack successes.

Ranged Combat Maneuvers Table

Maneuver Traits Accuracy Difficulty Damage
Automatic Fire Special
Multiple Shots Dex + Firearms +10 +2 Weapon
Strafing Special
3-Round Burst Dex + Firearms Special Normal Weapon
Two Weapons Weapon
Dex + Firearms +10 +2

Dex + Firearms +2 +1

Dex + Firearms Normal +1/off-hand

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 279

feet immediately, but her initiative is reduced by two • Stake Through Heart: A vampire can indeed be
in the next turn. On a failed roll, the subject spends incapacitated by the classic wooden stake of legend.
her next action climbing to her feet, if she chooses to However, the legends err on one point: A Kindred
rise. On a botch, she lands particularly hard or at a se- impaled through the heart with a wooden stake is not
vere angle, taking an automatic health level of bashing destroyed, but merely paralyzed until the stake is re-
damage. moved.

Maneuvers like tackle and sweep are intended to To stake a vampire, an attacker must target the heart
knock an opponent down. However, an especially (difficulty 9). If the attack succeeds and inflicts at least
powerful attack of any kind may send the target to the three health levels of damage, the target is immobi-
ground. Such instances are best left to the Storyteller’s lized. An immobilized victim is conscious (and may use
discretion, and should occur only when appropriately perception powers, such as those in the Auspex Disci-
cinematic or suitable to the story. pline), but may not move or spend blood points.

Armor Chart Melee Weapons Chart

Class Armor Rating Penalty Weapon Damage Conceal

Class One 1 0 Sap+ Strength +1 P

(reinforced clothing) Club+ Strength +2 T

Class Two 2 1 Knife Strength +1 J
(armor T-shirt)
Sword Strength +2 T
Class Three 3 1
(Kevlar vest) Axe Strength +3 N

Class Four 4 2 Stake* Strength +1 T
(flak jacket)

Class Five 5 3 + Denotes a blunt object. Blunt objects inflict
(full riot gear) bashing damage unless targeted at the head
(see “Targeting,” p. 274). Head shots inflict
Armor adds its rating to the character’s soak lethal damage.
dice pool against bashing damage, lethal
damage, and aggravated damage from fangs * May paralyze a vampire if driven through
and claws. It does not protect against fire the heart. The attacker must target the heart
or sunlight. However, armor also subtracts (difficulty 9) and score three damage suc-
a number of dice from dice pools related to cesses.
bodily coordination and agility (most Dexter-
ity-based dice pools). This is reflected in the
penalty listing. Attackers may make targeting
rolls to hit unprotected portions of a defender
and thus ignore the armor (Storyteller assigns
difficulty penalty — typically +1 or +2).

280 CHAPTER SIX: SYSTEMS AND DRAMA

Ranged Weapons Chart

Type Damage Range Rate Capacity Conceal

Example

Revolver, Lt. 4 12 3 6 P

SW Bodyguard (.38 Special)

Revolver, Hvy. 6 35 2 6 J

Ruger Redhawk (.44 Magnum)

Pistol, Lt. 4 20 4 15+1 P

HK USP (9mm)

Pistol, Hvy. 5 25 3 13+1 J

Springfield XDM (.45 ACP)

Rifle 8 200 1 3+1 N

Beretta Tikka T3 (30.06)

SMG, Small* 4 20 3 17+1 J

Glock 18 (9mm)

SMG, Large* 4 50 3 30+1 T

HK MP5 (9mm)

Assault Rifle* 7 150 3 30+1 N

FN SCAR (5.56mm)

Shotgun 8 20 1 5+1 T

Remington 870 (12-Gauge)

Shotgun, Semi-auto 8 20 3 6+1 T

Benelli M4 Super 90 (12-Gauge)

Crossbow** 5 20 1 1 T

Damage: Indicates the damage dice pool. Against mortals, firearms are considered lethal damage.
Versus vampires, firearms are considered bashing damage unless the head is targeted (see “Targeting,”
p. 274), in which case the damage is considered lethal.
Range: This is the practical shot range in yards or meters. Weapons may be fired at twice this distance,
but the attacks are considered long range (difficulty 8).
Rate: The maximum number of bullets or three-round bursts the gun can fire in a single turn. This rate
does not apply to full-auto or spray attacks.
Capacity: The number of shells a gun can hold. The +1 indicates a bullet can be held in the chamber,
ready to fire.
Concealment: P = Can be carried in the pocket; J = Can be hidden in a jacket; T = Can be hidden in
a trenchcoat; N = Cannot be concealed on the person at all.

*Indicates the weapon is capable of three-round bursts, full auto, and sprays.
**The crossbow is included for characters who wish to try staking an opponent. Crossbows require five turns to reload. Unless
the crossbow is aimed at the head or heart, it inflicts bashing damage on Kindred. It inflicts lethal damage versus mortals.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 281

Health torpor, or dead. When an attacker scores a success on
a damage roll, your character takes one health level of
As mentioned in Chapter Three, your character has a damage. This is marked on your character sheet in the
Health Trait comprising seven health levels. Although appropriate box, although the mark you make depends
vampires are immortal and do not die naturally, suf- on the type of damage inflicted (see “Applying Dam-
ficient injury can incapacitate them, drive them into age,” below).
lengthy periods of dormancy, or even kill them once
more (this time for good). The number to the left of the lowest marked box
indicates your current dice penalty. As your character
The Health Chart gets more and more battered, it’s increasingly difficult
for him to perform even the simplest of tasks. The dice
The Health chart on the character sheet helps you penalty is subtracted from your dice pool for every ac-
track your character’s current physical condition. It tion (except reflexive actions such as soak) until the
also lists the penalty imposed on your dice pool for wound heals.
each level of injury that your character sustains. As
your character suffers more injuries, her health declines The penalty also indicates impaired movement. For
until she becomes incapacitated or dies. convenience, we reprint the Health chart from Chap-
ter Three.
Every character has seven health levels, ranging
from Bruised to Incapacitated. Characters can also be • Incapacitated: The stage immediately before tor-
in full health (with no health levels checked off), in por, incapacitation differs from unconsciousness in
that your character collapses from the combined effects

Health Levels

Health Level Dice Pool Penalty Movement Penalty

Bruised 0 Character is only bruised and suffers no dice pool penalties
due to damage.

Hurt -1 Character is superficially hurt and suffers no movement
hindrance.


Injured -1 Character suffers minor injuries and movement is mildly
inhibited (halve maximum running speed).


Wounded -2 Character suffers significant damage and may not run
(though he may still walk). At this level, a character may
only move or attack; he always loses dice when moving
and attacking in the same turn.




Mauled -2 Character is badly injured and may only hobble about
(three yards/meters per turn).


Crippled -5 Character is catastrophically injured and may only crawl
(one yard/meter per turn).


Incapacitated Character is incapable of movement and is likely
unconscious. Incapacitated vampires with no blood in
their bodies enter torpor.

Torpor Character enters a deathlike trance. He may do nothing,
not even spend blood, until a period of time has passed.

Final Death Character is killed permanently.

282 CHAPTER SIX: SYSTEMS AND DRAMA

of physical trauma and pain. She falls to the ground Vampires who enter torpor due to wounds must rest
and may do nothing except spend blood points to heal for a period depending on their Humanity or Path rat-
damage. Further damage suffered by an incapacitated ing:
vampire sends her into torpor or, if the damage is ag-
gravated, inflicts Final Death on her. Humanity/Path Length of Torpor
10 One day
• Torpor: Torpor is the deathlike sleep common to
the undead, particularly among ancient vampires. Tor- 9 Three days
por may be entered voluntarily (certain undead, weary
of the current age, enter torpor in hopes of reawakening 8 One week
in a more hospitable time) or involuntarily (through
wounds or loss of blood). Once in torpor, a character 7 Two weeks
remains dormant for a period of time depending on her
Humanity or Path rating. 6 One month

As mentioned, characters with zero blood points in 5 One year
their blood pools begin to lose health levels each time
the rules call for them to spend blood. When a vam- 4 One decade
pire falls below Incapacitated in this fashion, she en-
ters torpor. There she will remain until someone feeds 3 Five decades
her at least a blood point. If this happens, she may rise,
regardless of Humanity or Path rating. This sort of re- 2 One century
vivification works only for vampires who enter torpor
from blood loss. 1 Five centuries

0 Millennium+

Following this period of rest, the player may spend
a blood point and make an Awakening roll (p. 262)
for her character to rise. If the vampire has no blood
in her body, she may not rise until she is fed; if the
player fails the Awakening roll, she may spend another

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 283

blood point and make an Awakening roll the following Applying Damage
night. If the vampire rises successfully, she is consid-
ered Crippled and should either spend blood or hunt There are three damage types in Vampire. Bashing
immediately. damage includes all forms of temporary injury — from
punches, clubs, and other blunt trauma. Vampires, and
A character may enter torpor voluntarily. This state only vampires, consider firearms attacks to be bashing
resembles the character’s normal daily rest, but is a damage as well — unless the bullets are aimed at the
deeper form of slumber and should not be entered into head (difficulty 8), in which case they are considered
lightly. A vampire in voluntary torpor may rise after lethal. Vampires can suffer bashing damage, but consid-
half the mandatory time period for involuntary torpor, er it more of an annoyance than anything else. Lethal
but must make an Awakening roll to do so. A torpid damage covers permanent, killing wounds. Humans
vampire may ignore the nightly need for blood; she is die easily from lethal injury, and even the undead can
effectively in hibernation. be traumatized by massive amounts of lethal damage.
Finally, aggravated damage includes those forces even
Mortals have no torpor rating; if reduced below Inca- other vampires fear — fire, sunlight, and the teeth and
pacitated, they die. claws of their own kind.

• Final Death: If a vampire is at the Incapacitated All types of injuries are cumulative, and the combined
health level or in torpor and takes one more level of injury determines your character’s current health level.
aggravated damage, he dies permanently. A player’s Specifics on each type of damage are provided below.
character who meets Final Death is removed from the
game; the player must create a new character if she Bashing and lethal damage differ in their effects,
wishes to continue play. but for vampires, both types of damage are considered
normal. Bashing damage is recorded as a slash (“/”) in
An incapacitated or torpid vampire may also be sent the appropriate Health chart box, while lethal damage
to Final Death through massive amounts of bashing is marked with an “X.” Aggravated damage is marked
or lethal trauma (decapitated, trapped under a 10-ton with an asterisk (“*”) for each level inflicted. Aggra-
rock, fed into a wood chipper, caught at ground zero vated damage always gets marked above lethal, which
of an explosion, crushed by deep-sea pressure, etc.). gets marked above bashing. So if you mark a level of
Typically, this damage must be enough to destroy or lethal damage in the Bruised box, and take one aggra-
dismember the corpse beyond repair. vated health level later on, “move down” the lethal
level to the Hurt box by marking that box with a “X.”
Optional Rule: Extras The aggravated level is then noted by simply drawing
another line through the Bruised box, turning it into
To make large fights cinematic and easy to “*.” Bashing and lethal levels taken after aggravated
manage, assign “extra” Storyteller characters levels are simply drawn in on the next open box. Nor-
only four health levels: Hurt -1, Maimed -3, mal damage isn’t as severe as aggravated, so it’s always
Incapacitated, and Dead. Extras are name- marked last and healed first (see below).
less (usually mortal or ghoul) thugs whom
characters run into from time to time, not key
Storyteller characters. They’re diversions who
are usually controlled by the more important
enemies whom your characters are really after.
These extras are a plot device, and shouldn’t
interfere with the main story. After taking
a few lumps, extras retreat, surrender, or fall
over so the real action can get underway.

284 CHAPTER SIX: SYSTEMS AND DRAMA

Bashing Damage Incapacitated via lethal damage, and she takes a further
level of aggravated damage, she meets Final Death.
Bashing damage covers all forms of injury that aren’t
likely to kill instantly and that fade relatively quick- Aggravated Damage
ly. Most forms of hand-to-hand combat — punches,
clinches, kicks, tackles, and the like — inflict bashing Certain attacks are anathema to the undead. Fire
damage. Bashing damage generally impairs less than and the rays of the sun inflict terrible wounds on the
lethal damage does, and heals faster. undead, as can the teeth and claws of other vampires
(and werewolves or other supernatural creatures).
Vampires are relatively unaffected by bashing dam-
age — a punch to the gut has little effect on the un- As mentioned, each level of aggravated damage should
dead. However, massive concussive trauma can send a be marked with an “*” on the Health chart. Aggravated
vampire into torpor. damage may not be soaked except with the Discipline
of Fortitude. Moreover, aggravated damage is far more
Mortals may soak bashing damage with their Stamina, difficult to heal. A level of aggravated damage may be
while vampires may also soak bashing damage with their healed only with a full day of rest and the expenditure
Stamina (+ Fortitude, if they have that Discipline). Af- of five blood points (though a vampire may, at the end
ter the soak roll, any bashing damage applied to a vam- of the full day’s rest, cure additional aggravated health
pire is halved (round down) — the Kindred’s corpselike levels by spending an additional five blood points and
bodies simply don’t bruise and break like the kine’s. one Willpower point per extra aggravated health level
to be healed). Worst of all, a vampire who loses his
If your character falls to Incapacitated and then takes last health level due to aggravated damage meets Final
another level of bashing damage, she enters torpor Death — his eternal life ends at last, and he goes to
(p. 283). If your character falls to Incapacitated due to whatever awaits him beyond the grave.
bashing damage but then takes a level of aggravated
damage, she meets Final Death. Mortals may ignore sunlight, but still take damage
from fire, fangs, and claws. Aggravated damage to mor-
Lethal Damage tals is treated as lethal wounds instead.

Lethal damage is just that — lethal, at least to mor- Mortals’ Healing Times
tals. Even vampires take a sword-wielder seriously — a
vampire who is hacked to bits or decapitated will die the Though the power of their Blood enables vampires
Final Death, though not as readily as a mortal. Knives, to heal most wounds instantly, mortal “licksticks” are
bullets, swords, and the like all cause lethal wounds. At not so fortunate. The following systems allow Story-
the Storyteller’s option, blunt attacks aimed at a vital tellers to simulate the effects of damage on vampires’
body part such as a kidney (difficulty 8 or 9 to target) mortal foes, friends… and prey.
can cause lethal damage, particularly versus mortals.
Like vampires, mortals have seven health levels and
Lethal damage is intended to cause immediate and suffer dice pool penalties for wounds. Unlike vampires,
grievous injury. For the kine, lethal injuries take a long mortals can heal their wounds only through time, rest,
time to heal and usually require medical attention for any and medical care. Moreover, mortals have no “torpor”
hope of recovery. For well-fed vampires, knife wounds, state; any amount of damage below the Incapacitated
shotgun blasts, and the like are simply annoying. level kills them. Mortals can soak bashing damage, but
cannot soak lethal or aggravated damage (though mor-
Mortal characters may not soak lethal damage at all tals take no damage from sunlight).
— all such damage is applied directly to their health
levels. Kindred characters may soak lethal damage nor- Each level of damage to a mortal (whether bashing or
mally with Stamina (+ Fortitude, if they have it). Lethal lethal) must be healed individually. Thus, if a mortal takes
damage that penetrates the soak roll is applied normally enough bashing damage to reduce him to Incapacitated,
to their health levels. However, lethal damage is consid- he spends a full 12 hours in a delirious state before healing
ered normal for the purpose of healing, so vampires may to Crippled. Healing that level takes six hours, and so on.
easily nullify lethal damage by spending blood points.
Healing Bashing Damage
When your character’s Health boxes fill to Incapaci-
tated and she takes a further level of lethal damage, she Bashing damage up to the Wounded level can be cared
enters torpor (p. 283). If your character is reduced to for without medical skill; these wounds heal on their own,

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 285

without treatment. Bashing damage beyond Wounded may States of Being
have deeper consequences. A mortal’s vision or hearing
may be altered due to a concussion, she may suffer excru- The World of Darkness is a hostile place. The dan-
ciating pain from internal bruising, or she may experience gers inherent to such an uncivilized environment are
some other extreme discomfort. These effects can be ne- many, and they inflict the same kinds of harm that
gated if the mortal receives adequate medical attention. combat does. In addition, a vampire’s greatest enemy
lies within, in the form of the Beast. Whether a vam-
Health Level Recovery Time pire suffers the fiery grip of frenzy or the slow descent
Bruised to Wounded One hour into monstrousness, the Beast is ever willing to batter
the Damned.
Maimed Three hours
The following systems present a variety of ways that
Crippled Six hours characters can suffer injury, whether physical, mental,
or emotional. As well, this section presents a couple of
Incapacitated 12 hours rare and precious ways whereby the Damned can hope
to rise above their state.
Once bashing levels reach Incapacitated, mortals fall
unconscious, but do not sink below Incapacitated… Blood Bond
yet. However, any further bashing wounds are X’d over
previous bashing ones, making them lethal. At that One of the most wondrous and terrible properties of
point, recovery is handled as lethal damage. In this Kindred vitae is its ability to enslave nearly any being
way, a mortal can be slowly beaten to death. who drinks of it three times. Each sip of a particular
Kindred’s blood gives the Kindred in question a greater
Healing Lethal Damage emotional hold over the drinker. If a being drinks three
times, on three separate nights, from the same Kindred,
Lethal damage of any sort can be deadly — that’s why she falls victim to a state known as the blood bond. A
it’s called lethal. Lethal wounds that go unattended may vampire who holds a blood bond over another being is
continue to bleed until the mortal passes out and dies said to be that victim’s regnant, while the being subor-
from blood loss. Other dangers can also arise from in- dinate to the bond is called the thrall.
fection, cellular damage, or broken limbs. (Aggravated
damage is considered to be lethal to a mortal.) Put simply, the blood bond is one of the most potent
emotional sensations known. A blood-bound victim is
Any lethal damage past Hurt requires medical treat- absolutely devoted to her regnant and will do nearly
ment to prevent further harm. Untreated lethal wounds anything for him. Even the most potent uses of Domi-
worsen by one level of lethal damage per day. When a nate cannot overcome the thrall’s feelings for her reg-
mortal sustains lethal damage down to Incapacitated, nant; only true love stands a chance against the bond,
he’s one health level away from death. If he takes one and even that is not a sure thing.
more wound (whether bashing or lethal), he dies.
The blood bond is most commonly used to ensnare
If the individual is at Maimed or higher, he may re- mortals and ghouls, but Kindred can bind each other
cover with rest over the times listed below. However, if as well. Such is the blood bond’s power that a mighty
the mortal is Crippled or Incapacitated, no recovery is elder can be bound to a lowly neonate; in this respect,
possible unless he receives medical attention. Indeed, the blood of a Thirteenth-Generation fledgling is (pre-
at Incapacitated the individual is comatose at worse sumably) as strong as that of Caine himself. As such,
and delirious at best, and could still die. the blood bond forms an essential strategy in the Jyhad;
some Ancients are said to hold dozens of influential
Health Level Recovery Time Kindred in secret thrall.
Bruised One day
Hurt Three days • First drink: The drinker begins to experience in-
Injured One week termittent but strong feelings about the vampire. She
Wounded One month may dream of him, or find herself “coincidentally” fre-
Maimed Two months quenting places where he might show up. There is no
Crippled Three months mechanical effect at this stage, but it should be role-
Incapacitated Five months played. All childer have this level of bond toward their

286 CHAPTER SIX: SYSTEMS AND DRAMA

sires, for the Embrace itself forces one drink upon the 287
childer; they may love their “parents,” hate them, or
both, but are rarely indifferent toward them.

• Second drink: The drinker’s feelings grow strong
enough to influence her behavior. Though she is by
no means enslaved to the vampire, he is definitely an
important figure in her life. She may act as she pleases,
but might have to make a Willpower roll to take ac-
tions directly harmful to the vampire. The vampire’s
influence is such that he can persuade or command her
with little effort (Social rolls against the thrall are at
-1 difficulty).

• Third drink: Full-scale blood bond. At this level,
the drinker is more or less completely bound to the
vampire. He is the most important person in her life;
lovers, relatives, and even children become secondary
to her all-consuming passion.

At this level, a regnant may use the Dominate Disci-
pline on a thrall, even without the benefit of eye con-
tact. Merely hearing the regnant’s voice is enough. Ad-
ditionally, should the thrall try to resist the Dominate
(or similar mental control power) for some reason, the
difficulty of such resistance is increased by two. Natu-
rally, a higher-Generation vampire still cannot use
Dominate on a lower-Generation thrall.

The blood bond is true love, albeit a twisted and per-
verse version of it. Ultimately, we can’t reduce the va-
garies of love down to a simple “yes/no” system. Some
thralls (particularly people with Conformist or other
dependent Natures, or with Willpower 5 or less) will
commit any act, including suicide or murder, for their
beloved; other characters have certain core principles
that they will not violate.

A full blood bond, once formed, is nearly inviolate.
Once bound, a thrall is under the sway of her regnant
and her regnant only. She cannot be bound again by
another vampire unless the first blood bond wears away
“naturally.” A vampire can experience lesser (one- and
two-drink) bonds toward several individuals; indeed,
many Kindred enjoy such bonds, as they create artifi-
cial passion in their dead hearts. Upon the formation
of a full blood bond, though, all lesser sensations are
wiped away. Vampire lovers occasionally enter into
mutual blood bonds with each other; this is the closest
thing the undead can feel to true love. Even this sen-
sation can turn to disgust or hate over the centuries,
though, and in any event few Kindred trust each other
enough to initiate it.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION

A blood bond is a mighty force, but it is at its most The Vaulderie
potent when perpetually reinforced with further drinks.
Feeding a thrall often reinforces the bond, while de- The vampires of the Sabbat take their nightly struggle
priving a thrall of vitae may cause the bond to grow seriously — so seriously that they tolerate no dissent in
tepid over time. Like any other relationship, treatment their ranks. From the lowliest new recruit to the most
and courtesy play a part in the dynamics of the bond. exalted Cainite, the Sabbat ensure loyalty to one an-
A thrall who is treated well and fed often will likely other through a bloody rite known as the Vaulderie.
fall even more deeply in love, while a thrall who is de-
graded and humiliated may find resentment and anger The Vaulderie is similar to a blood bond, though it
eating away at the bond. differs in intent and function. No Sabbat would ever
voluntarily succumb to a blood bond, reasoning that
It is possible, though difficult, for a vampire to tem- such bonds are the tools the elders use to enslave their
porarily resist a blood bond. Doing so requires the childer. Rather, the Sabbat swear the Vaulderie to
player to make a Willpower roll (difficulty is typically each other, bonding themselves to the pack instead of
8, though this can be modified depending on the reg- an individual, and, thus, to the Sabbat’s greater cause.
nant’s treatment and the thrall’s Nature) and accu-
mulate a number of successes equal to the number of Those who are ignorant of the Vaulderie’s finer de-
times the thrall has partaken of the regnant’s blood, to tails believe it to be a simple commingling of vam-
a maximum of difficulty 9. The thrall must then spend pire vitae in a vessel and the subsequent drinking of
a Willpower point. Upon doing so, the bond is negated it. In truth, the matter is far more mystical. To start
for a variable amount of time: from one scene (if the the ritual, the priest takes a tool used specifically for
thrall merely wishes to plot against the regnant, deliver the Vaulderie and nothing else and cuts her wrist. The
confidential information to an enemy, etc.) to one turn ritual cutting tool could be a small knife, silver straight
(if the thrall wishes to attack the regnant physically). razor, or awl. To impart more gravity to the rite, many
The thrall can continue to expend Willpower to ex- packs use elaborate ritual bloodletters decorated with
tend the duration of “freedom,” but once she ceases do- engraved swirls, spirals, or blood droplets. The priest
ing so, the blood bond resumes at full force. then bleeds into a vessel and passes the cutting device
to each Sabbat member present, who pierces his own
A blood bond can be broken, though this requires flesh and bleeds into the chalice. The vessel is then
the thrall to not only avoid the regnant entirely for an passed around the pack until everyone has poured their
extended period of time, but also spend great amounts blood in, before the priest recites an incantation over
of Willpower to overcome the addiction. As a gener- it, consecrating it as a terrible sacrament before every
al rule, a thrall who neither sees nor feeds from her member of the pack draws a draught.
regnant for a period of (12 - Willpower) months finds
her bond reduced by one level (so, a fully bound thrall Vaulderies take place at any time — before assaults,
with a Willpower of 5 has her blood bond reduced to during important Sabbat gatherings, at the initiation or
the equivalent of two drinks if she goes seven straight Creation Rites of new members, and almost infallibly
months without any contact with the regnant). If the at pack gatherings. This rite is perhaps the foundation
bond is reduced to zero in this fashion (a feat typical- of the Sect, and it is afforded the most reverent status.
ly accompanied by the expenditure of a great deal of
Willpower on the thrall’s part, as she resists the gnaw- The result of this rite is known as a Vinculum, or blood-
ing urge to seek out her sire), it is nullified entirely. tie. These ties connect each member of the pack to one
another, engendering a mutual loyalty in addition to bol-
Another, though somewhat less certain, way to be rid stering pack morale. Because of the mystical nature of the
of the bond is to kill the regnant. Such a choice is ex- Vaulderie, however, Vinculi are imperfect — what one
tremely perilous on many levels, and makes no guaran- pack member feels toward another one night may pale in
tees that everything will go smoothly. Those who have comparison to what he feels toward her the next. Vincu-
been released by such means claim the bond shatters like lum ratings may change every time the rite is observed.
spun glass upon the moment of the regnant’s Final Death.
The thrall’s Nature may play a large part in whether the Without the Vaulderie, the Sabbat would probably
control is completely ended, though, and such aftermath collapse under its own weight and dogma — the chaos
is best left in the hands of the Storyteller. and anarchy that follows the Sect would erode what
little organization it has without the loyalty and sym-
pathy created by the rite. Those who refuse the Vaul-
derie or oppose it are not viewed favorably by other

288 CHAPTER SIX: SYSTEMS AND DRAMA

Sabbat. Vampires who refuse to partake of the Vaul- Vinculum Ratings
derie at least monthly suffer ostracism from the pack at
best — and may be destroyed outright at worst. Vinculum Effect

The first time a character observes the Vaulderie 10 You will readily give your life —
(or during creation of a Sabbat character), roll a die or take the life of another — for
for each character whose vitae is part of the rite. That the individual.
number reflects the Vinculum the character feels to-
ward the individual whose blood she ingested; see the 9 You will do practically anything
chart for effects generated by individual Vinculi. Every for him, including putting
time a new member participates in the Vaulderie, each yourself in great danger.
player should roll a die and record the score for her
Vinculum rating toward that character. 8 You will gladly offer resources or
influential assistance to
Afterwards, each time the pack partakes of the Vaul- the individual.
derie, each player should roll one die for each of her
Vinculi. If the result is higher than the Vinculum score, 7 You may put yourself at
increase that Vinculum score by one (to a maximum of moderate risk of harm for the
10). If the result is a 1, lower the Vinculum score by individual and, depending on
one (to a minimum of 1). your code of ethics, may kill
for him.
It bears mention that, like the emotions engendered
by blood bonds, these feelings are artificial, as they are 6 You feel strongly for the
created through ingestion of blood. It is quite possible individual and help him even if it
for a character to utterly hate someone for whom she inconveniences you. You will
would risk her unlife, just as it is possible to have im- gladly fight for the individual.
mense love for someone who has little in the way of
Vinculum. Players are encouraged to explore the full 5 You respect the individual and
range of these complexities in their packs through role- help him out so long as it’s no
playing. huge risk or bother.

At times, a character may be at odds with herself over 4 You will aid the individual as
how to react to a given situation because of Vinculi long as it doesn’t involve risk or
she possesses toward another vampire. In cases such as anything out of your way.
these, the player should decide which party her char-
acter would favor outside the Vinculum. The character 3 You are loyal to the individual as
then rolls a number of dice for each party equal to her long as that loyalty doesn’t
Vinculum score for that individual against a difficulty interfere with your own designs.
of 5 (for the party favored regardless of Vinculum) or 7
(for all other parties). The individual who receives the 2 You have a minor sense of
greatest number of successes earns the character’s aid. kinship toward the individual,
Such is the nature of the Damned and the Vinculum — but you’re not going to go out of
a character who knows better may sometimes be forced your way to help him unless
into an obviously bad course of action by following her something’s in it for you.
emotions. Storytellers should consider Vinculum rolls
for matters of dramatic significance, but too much reli- 1 Fuck ’em. This isn’t necessarily
ance on Vinculum rolls may leave players upset at be- hostility, but you don’t care
ing railroaded by dice rolls. about this person on a Vinculum
level, though you may on a
The Vaulderie can also corrode existing blood bonds. personal level.
Multiple draughts of the Vaulderie may be required,
but sooner or later, the pack‘s blood will overcome all
but the most potent of vampiric vitae. A vampire wish-
ing to break a blood bond via Vaulderie must have no
more than one blood point in his blood pool, and must

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 289

ingest six points of Vaulderie vitae. At that point, the for a reason, whether he’s a Malkavian who resided at
old blood bond fades rapidly, replaced almost as quick- Bedlam before his Embrace or a Ventrue pack member
ly by Vinculi toward those whose blood composed the who escaped from five months of torture at the hands
Vaulderie. On the other hand, a vampire attempting to of an Inquisitor. What stimuli is his insanity inflicting
replace Vinculi with a new blood bond is in for a dis- on him, and how is he reacting to what’s happening?
appointment — unless her blood is powerfully potent, The player should work with his Storyteller to create a
Vinculi may not be so easily erased. Unlike normal pattern of provocations for his derangement, and then
blood bonds, Vinculi do not fade over time — a Vincu- decide how his character reacts to such provocation.
lum left after a Vaulderie with a vampire in nights hun-
dreds of years past is still as potent as the night it arose. Derangements are a challenge to roleplay, without
Indeed, many elder Sabbat have vast webs of Vinculi question, but a little time and care can result in an ex-
connecting them to Sect members across the world. perience that is dramatic for all involved.

Derangements Bipolar Disorder

Derangements are behaviors that are created when Bipolar individuals suffer from severe mood swings,
the mind is forced to confront intolerable or conflicting sometimes resulting from severe trauma or anxiety. Vic-
feelings, such as overwhelming terror or profound guilt. tims may be upbeat and confident one moment, then
When the mind is faced with impressions or emotions uncontrollably lethargic and pessimistic the next.
that it cannot reconcile, it attempts to ease the inner
conflict by stimulating behavior such as megalomania, Kindred with this derangement are constantly on a
bulimia, or hysteria to provide an outlet for the tension hair trigger, never knowing when the next mood swing
and stress that the conflict generates. will strike. Whenever the vampire fails a task, the Sto-
ryteller has the option of secretly making a Willpower
Vampires or mortals receive derangements under roll (difficulty 8) for the character. If the character fails
conditions of intense terror, guilt, or anxiety. If a play- the roll, she lapses into depression. Additionally, the
er botches a Virtue or Willpower roll (for example, vampire will go into depression whenever one of her
when confronted with Rötschreck), the Storyteller rolls is botched, or if her blood pool ever drops below
may decide that the experience causes a derangement 2. The Storyteller should roll a die to determine how
in the character. Other examples of derangement-in- many scenes the character remains depressed, keeping
ducing events include killing a loved one while in a the number a secret.
frenzy, being buried alive as part of a Sabbat ritual, or
seeing hundreds of years of careful scheming dashed in Vampires in a depressive state have their Willpower
an instant of bad luck. Generally, any experience that ratings halved (minimum 1). In addition, the vampire
causes intense and unpleasant emotion or thoroughly may not access her blood pool to raise Attributes. Upon
violates a character’s beliefs or ethics is severe enough emerging from the depressive state, the character is en-
to cause a derangement. The Storyteller determines ergetic, relentlessly upbeat and active (obsessively so)
which derangement a character receives, working with for a number of scenes proportionate to the time spent
the player to choose (or create) one appropriate to the in depression. When a vampire is in this manic state,
character’s personality and the circumstances of the the difficulty of all rolls to resist frenzy is raised by one.
event that caused the disorder.
Bulimia
It must be noted that people who are “crazy” are
neither funny nor arbitrary in their actions. Insanity Individuals with bulimia assuage their guilt and in-
is frightening to those who are watching someone rage security by indulging in activities that comfort them
against unseen presences or hoard rotten meat to feed — in this case, consuming food. A bulimic will eat
to the monsters that live next door; even something tremendous amounts of food when subjected to stress,
as harmless-sounding as talking to an invisible rabbit then empty her stomach through drastic measures so
can become disturbing to observers. The insane, how- she can eat still more.
ever, are only responding to a pattern known to them,
stimuli that they perceive in their own minds. To their In the case of vampires with this derangement, the
skewed perceptions, what’s happening to them is per- need to feed is a means of relieving the fear and anxiety
fectly normal. Your vampire’s derangement is there endemic to the World of Darkness. A bulimic vampire
may feed four or more times a night — gorging herself,
burning the blood in pointless (or not so pointless) ac-
tivity, then starting the cycle again.

290 CHAPTER SIX: SYSTEMS AND DRAMA

A vampire with bulimia gets hungry much more quickly act as she sees fit to remove the source of the stress. At
than other vampires do. When feeding, a bulimic vampire the end of the fugue, the character “regains conscious-
must make a Conscience or Conviction roll (difficulty 7). ness” with no memory of her actions.
If she fails the roll, she feeds until her blood pool is full,
whether the vampire needs the extra blood or not. A vam- Hysteria
pire who is forcibly kept from feeding risks frenzy (make a
frenzy roll, difficulty 6). The difficulty increases by one for A person in the grip of hysteria is unable to control
every 15 minutes that she is prevented from drinking. her emotions, suffering severe mood swings and violent
fits when subjected to stress or anxiety.
Fugue
Hysterical Kindred must make frenzy checks whenever
Victims suffering from fugue experience “blackouts” subjected to stress or pressure. The difficulties of these
and loss of memory. When subjected to stress, the indi- rolls are normally 6, increasing to 8 if the stress is sudden
vidual begins a specific, rigid set of behaviors to remove or especially severe. Additionally, any action that results
the stressful symptoms. This differs from multiple per- in a botch causes the vampire to frenzy automatically.
sonalities, as the individual in the grip of a fugue has
no separate personality, but is on a form of “autopilot” Megalomania
similar to sleepwalking.
Individuals with this derangement are obsessed with
Kindred suffering from this derangement require accumulating power and wealth, salving their insecuri-
a Willpower roll when subjected to extreme stress or ties by becoming the most potent individuals in their
pressure (difficulty 8). If the roll fails, the player must environment. Such individuals are invariably arrogant
roleplay her character’s trancelike state; otherwise, and supremely sure of their abilities, convinced of their
control of the character passes to the Storyteller for a own inherent superiority. The means of achieving their
number of scenes determined by the roll of a die. Dur- status can take many forms, from devious conspiracies
ing this period, the Storyteller may have the character to outright brutality. Any individual of equal or higher
status than the victim is perceived to be “competition.”

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 291

Kindred with this derangement constantly struggle sion is an action or set of actions that an individual is
to rise to the height of power and influence, by what- driven to perform to soothe her anxieties: for example,
ever means necessary. In a megalomaniac’s view, there placing objects in an exact order, or feeding from a
are only two classes of people: those who are weaker, mortal in a precise, ritualistic fashion.
and those who do not deserve the power they have and
must be made weaker. This belief extends to everyone Vampires with an obsessive-compulsive derangement
around the vampire, including members of her own co- must determine a set of specific actions or behaviors, as
terie. This derangement lends an extra die to all of the described above, and follow them to the exclusion of
victim’s Willpower rolls, due to her towering sense of all else. The effects of obsessive-compulsive behavior
superiority. can be negated for the course of one scene by spend-
ing a temporary Willpower point. The difficulty of any
If a megalomaniacal vampire is presented with a attempt to coerce or Dominate a vampire into ceasing
realistic chance to diablerize a more potent Kindred, her behavior is raised by one. If a vampire is forcibly
she will be sorely tempted. A Willpower roll (difficulty prevented from adhering to her derangement, she au-
9) is needed for the vampire to avoid taking “what is tomatically frenzies.
rightfully hers.”
Paranoia
Multiple Personalities
The victim of paranoia believes that her misery and
The trauma that spawns this derangement fractures insecurity stem from external persecution and hostil-
the victim’s personality into one or more additional ity. Paranoid individuals obsess about their persecution
personas, allowing the victim to deny her trauma or complexes, often creating vast and intricate conspiracy
any actions the trauma causes by placing the blame on theories to explain who is tormenting them and why.
“someone else.” Each personality is created to respond Anyone or anything perceived to be “one of them” is
to certain emotional stimuli — an abused person might often subjected to violence.
develop a tough-as-nails survivor personality, create a
“protector,” or even become a murderer in order to Kindred who suffer from paranoia have difficulty
deny the abuse she is suffering. In most cases none of with social interaction; the difficulties of all dice rolls
the personalities is aware of the others, and they come involving interaction are increased by one. They are
and go through the victim’s mind in response to spe- distrustful and suspicious of everyone, even their own
cific situations or conditions. blood-bound progeny. The slightest hint of suspicious
behavior is enough to provoke a frenzy roll, with the
When a vampire suffers this derangement, the Sto- difficulty relative to the degree of the behavior. This
ryteller and the player must agree upon how many and paranoia may even extend to complex and rigorous
what kind of personalities develop, and the situations feeding practices, to keep “them” from contaminating
that trigger their dominance in the victim. Each per- the vampire’s food supply.
sonality should be relevant to the trauma that causes
it. Not only is each personality distinct, but in the case Sanguinary Animism
of Kindred, the different personalities might believe
themselves to be from different Clans and sires. This derangement is unique to the Kindred, a re-
sponse to vampires’ deep-seated guilt regarding the act
Kindred with multiple personalities can manifest of feeding on the blood of mortals. Kindred with this
different Abilities and even Virtues for each of their derangement believe that they do not merely consume
personalities, but it is the Storyteller’s responsibility to victims’ blood, but their souls as well, which are then
determine the specific details. made a part of the vampire’s consciousness. In the
hours after feeding, the vampire hears the voice of her
Obsessive-Compulsive victim inside her head and feels a tirade of “memories”
from the victim’s mind — all created by the vampire’s
The trauma, guilt, or inner conflict that causes this subconscious. In extreme cases, this sense of possession
derangement forces the individual to focus nearly all can drive a Kindred to carry out actions on behalf of her
of her attention and energy onto a single repetitive be- victims. Diablerie would be particularly unwise for an
havior or action. Obsession relates to an individual’s animist. Whenever a vampire with this derangement
desire to control her environment — keeping clean, feeds on a mortal, a Willpower roll is needed (difficulty
keeping an area quiet and peaceful, or keeping undesir- 6, or 9 if she drains the mortal to the point of death). If
able individuals from an area, for example. A compul- the roll succeeds, she is tormented by the “memories”

292 CHAPTER SIX: SYSTEMS AND DRAMA


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