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V5 Summary Sheet
V5 Summary Sheet
Advanced:
Every character has an Initiative rating equal to their Composure + Awareness.
In some conflicts, such as in a formal duel, you might substitute Dexterity (or Resolve, for a very formal duel) for Composure
in the Initiative rating, but in most combat, staying calm enough to take meaningful actions is more important than anything
else.
The participant in the conflict with the highest Initiative acts first; the rest of the combatants act in descending order of
Initiative. You do not make an Initiative test. Initiative ratings stay the same during combat, even if a combatant changes
the combat skills they use.
In case of ties, player characters act before Storyteller characters. If necessary, break other Initiative ties as follows:
vampires before mortals, then by highest Composure. If you’re still tied, roll a die.
At the beginning of the turn, each combatant declares and executes their action(s) in order of Initiative. They may also elect
to pass, placing them last in the order (keeping this place for the remainder of the conflict). Any subsequent passing
combatants are placed before any other person that also passed.
BITE ATTACKS
Vampires can use their fangs as weapons during a Brawl-based attack. To attempt a bite attack, the players must declare their intention to bite
before rolling their dice. They can do so in two ways: either by succeeding in a grapple contest (p. 301) or directly with a Strength + Brawl called
shot with a 1-success penalty. Unless part of a grapple, bite attacks are easier to defend against and harder to target on exposed flesh.
A win on the roll lodges the attacker’s fangs into their victim, treating the foe as grappled and dealing them exactly two Aggravated Health damage
despite the margin of success or the damage modifier. The bitten foe can escape through a contest of Strength + Brawl as per the rules of grappling,
whereas the attacker may continue biting without the called shot penalty to their Bite Attack pool. Feeding does one point of Aggravated Health
damage to mortals per turn as well as slake 1 Hunger for the feeder. Against a vampire target, a feeding attack increases the target’s Hunger (as per
Feeding from Other Vampires, above), instead.
Other creatures are also capable of Bite Attacks, but only Vampires deal Aggravated Health damage”.
GRAPPLING p301
A combatant can attempt to grapple, hold, tackle, or otherwise restrain a foe by rolling Strength + Brawl. If they get more successes than
their opponent, they do no damage, but instead restrain the target, preventing them from moving and engaging other opponents, though the
target can still act against the grappler as normal. In the next round, the grappler may engage their foe in a contest of Strength + Brawl. If the
grappler wins, they can choose from the following options:
Damage the foe based on their margin of successes, as a normal attack;
Bite the foe (if a vampire) for two Aggravated damage (see Bite Attacks, p. 213) Bite attacks against a grappled foe suffer no bite penalty
to the attack roll.
Hold them in place.
If the grappled combatant wins, they escape and can move freely the next round.
RANGED COMBAT p301
This system includes all manner of ranged weapons, from pistols, to crossbows, to vehicle-mounted machine guns.
In a standard gun blazing battle, combatant test Composure + Firearms
Sniper shot might instead use Resolve + Firearms,
A “high midnight" showdown tests Dexterity + Firearms, at least for the first shot.
Firing at a target beyond the effective range of a given weapon incurs a -2 dice penalty.
Optional: Award the combatant with superior firepower (based on the weapons’ rate of fire) or the one who is willing to expend more
ammunition an extra die.
The Storyteller can change this test during the battle
if the player characters are ambushing a truck, the aimed first shot might involve a Resolve + Firearms test. The truck’s guards react with
Wits + Firearms test, and the ambushers, now under counter-fire, return fire with Composure + Firearms tests.
DODGING p125
When engaged in a Brawl or Melee conflict, the defender can always opt to use their Dexterity+ Athletics instead of a combat skill to defend.
If they do, they inflict no damage on the opponent, no matter the margin, if they win.
A stationary target lacks a defense pool, instead defending with a static Difficulty 1.
DAMAGE p126
The winner of each contest applies their success margin to the loser’s relevant tracker as damage. A character using ranged weapons likewise
applies their margin from their attack test.
Sometimes, circumstances mandate extra damage after the contest:
If the winner used a weapon, they add the relevant weapon’s damage rating to the total damage (see p. 304).
ARMOUR p304
Each point of armor changes 1 point of Aggravated damage from puncturing or bladed weapons (per damage roll) to Superficial damage, which is
then halved as usual. This protection is in general only useful to mortals and thin-bloods, as vampires already consider those types of damage
Superficial.
IMPAIRMENT p126
Once the character sustains enough damage (of either type, or a mix) to fill their tracker, they are Impaired.
Impaired characters lose two dice from all relevant dice pools: Physical pools from Impaired Health, Social, and Mental pools from
Impaired Willpower, and any other pools the Storyteller believe to be similarly weakened.
At the Storyteller’s discretion, mortal SPCs are incapacitated at this stage.
For every level of damage of either kind, Superficial or Aggravated, that a character takes while Impaired, convert one previously
sustained Superficial damage to Aggravated damage on a one-forone basis. Turn the “/” to a “X” on the track. Remember to halve
Superficial damage as usual before converting it.
HEALING P 127
ADVANCE
Working directly towards the goal(s) of the conflict: this could be cozying up to an elder when vying for a seat on the council, destroying evidence
before getting overwhelmed, gathering influence in a housing project, hacking a security system before being discovered, kissing students, etc.
Note however, that advance is not applicable to all conflicts. The prime example being combat, where there are no goals except hurting the
opposition and/or getting the hell out of there. Depending on the conflict, a prior Maneuver (see below) might be required to advance effectively..
Advances are usually run as an extended test (see p. 293) with the player rolling to accumulate as many wins/successes as possible.
EXAMPLE: In a Memoriam scene (see p. 311), Balzac’s player is trying to establish that Balzac once bested Antoine in a contest to Kiss as many students
as possible in one night of revelry in Paris’ 1889 student quarter. As Balzac advances (often through, well, making advances), the rest of the troupe
(taking roles as Balzac’s entourage) attempts a more direct approach.
MANEUVER p297
This option involves getting into an advantaged position, either in order to be able to take other actions at all or get an advantage, such as flanking
a foe, making sure you are alone with the subject of your desire, getting access to important people, finding cover from oncoming shots, etc.
Depending on the situation, a successful maneuver should result in one of these benefits:
A straight dice bonus to the next action. A 1-3 dice pool bonus is usually enough, perhaps depending on critical successes or on the margin
achieved.
Example: a feint in melee, studying an opponent’s weakness before delivering the perfect insult or finding just the right tools for a hunt.
Gaining a superior position. Whether by misdirection, speed, or stealth, this allows the attacker to strike the opponent unopposed (see
Surprise, p. 300), though getting the advantage might be very difficult or require accumulating enough successes on an extended test.
Example: flanking someone’s cover in a firefight, disengaging to return with a surprise attack, or working your way into someone’s grace as a
setup for betrayal.
In some cases a maneuver is required to make an attack or advance towards the goal in the first place. Only after a successful maneuver
can the character attack the intended target or advance towards the goal.
Example: finding the target in a city-wide conflict, arranging to be alone with the target in a conflict of seduction and intrigue, getting into
position to take over a company.
BLOCK p297
Actively opposing another character’s actions. This could be by positioning your character in front of an attacker, throwing distractions in
the path of someone working to gather support, laying down suppressive fire, etc. When blocking, simply set the result of your block roll
as opposition to the action you’re blocking.
Example: Balzac finds himself thwarted at every turn by a particularly perceptive superintendent while he is still trying to get private access to
his second victim of the night. The superintendent opposes Balzac’s Dexterity + Stealth (never his strong suit) with her Wits + Awareness (a
prime skill for a superintendent).
Sometimes it is also possible to block someone’s block. If this is the goal, test at the furthest link in the chain of blocks first, and if
successful, the later block does not take place.
Example: One of the players, donning the mantle of Balzac's right-hand-girl for the Memoriam, intervenes by tying down the superintendent.
First, they roll Charisma + Persuasion vs. the superintendent’s Resolve + Insight, and if they win, the superintendent is “otherwise occupied” as
Balzac makes his sneak attempt to get to his victim.
MOVEMENT IN CONFLICTS
Movement in Vampire is often abstracted, but it can nevertheless be a significant part of dramatic conflict. Perhaps a rabid wight is trying to close
with a ranged attacker, a would-be backstabber attempts to get into position, or the conflict is very mobile, taking place all over
the entire city.
Generally, handle movement beyond the immediate as Minor Actions (see p. 298),
But if the movement is significantly opposed, it can also be handled as a Maneuver (see p. 297). If necessary, the Storyteller can usually
provide a simple map of the conflict. In some conflicts, the troupe’s Relationship Map might even become an excellent conflict map!