(1-5) Failure: Messy Critical Options

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REGULAR DICE TRAIT COSTS: EXPERIENCE

 = (1-5) Failure trait experience points

= (6-9) Success Increase Attribute New level x 5


= (10) Success, potential critical win Increase Skill New level x 3
(each pair of is worth 4 successes) New Specialty 3
Clan Discipline New level x 5
Other Discipline New level x 7
HUNGER DICE Caitiff Discipline New level x 6
= Failure, bestial failure if the test fails (1)
Blood Sorcery Ritual Ritual level x 3
 = Failure (2-5)
Thin-blood Formula Formula level x 3
= Success (6-9)
Advantage 3 per dot
= Success, messy critical if part of a critical win (10)
Blood Potency New level x 10
Hunger dice can never be rerolled using Willpower

MORTALS TEMPLATE
DIFFICULTY OF ACTIONS attributes skills advantages

weak 2 at 2 3 at 2,
difficulty None
difficulty of action mortal the rest at 1 5 at 1
number
2 at 3 3 at 3 Up to 3 pts.
Routine (striking a stationary target, convincing a loyal average
1 success 3 at 2 4 at 2, (2 points max.
friend to help you) mortal
the rest at 1 5 at 1 Flaws)
Straightforward (seducing someone who’s already in
2 successes 2 at 4 (one
the mood, intimidating a weakling) 1 at 4
with a Specialty) Up to 10 pts.
Moderate (replacing a car’s sound system, walking a gifted 2 at 3
3 successes 4 at 3 (4 points max.
tightrope) mortal 2 at 2
4 at 2 Flaws)
the rest at 1
Challenging (locating the source of a whisper, creating 4 at 1
4 successes
a memorable piece of art) 1 at 5
2 at 5
Hard (convincing a cop that this isn’t your cocaine, 3 at 4
5 successes deadly 2 at 4 Up to 15 pts.
rebuilding a wrecked engine block) 5 at 3
mortal 2 at 3 (no Flaws)
Very Hard (running across a tightrope while under fire, 6 at 2;
6 successes the rest at 2
calming a hostile and violent mob) 3 Specialties
Nearly Impossible (finding one specific homeless
7 or more
person in Los Angeles in one night, flawlessly reciting a
successes
long text in a language you don’t speak) MESSY CRITICAL OPTIONS
Gain one or more Stains
Masquerade Breach
Lose Advantage dot
SIMPLE ANTAGONISTS Fail test

Insignificant: (Inexperienced or sickly mortal) Difficulty 1 BESTIAL FAILURE OPTIONS


Compulsion
Weak: (Average mortal, thug or beat cop, other Difficulty 2 Lose Advantage dot
unremarkable professional) Sustain one or more Aggravated damage
Average: (Gifted mortal or ghoul, trained officer Difficulty 3
Increase Hunger by one
or mob hitman, recently Embraced thin-blood)
Challenging: (Neonate, motivated thin-blood, RANDOM COMPULSIONS
Difficulty 4
ancient ghoul, Second Inquisition operative) 1-3: Hunger
Strong: (Ancilla, Second Inquisition commander, Difficulty 5 - 6
4-5: Dominance
young werewolf) 6-7: Harm
8-9: Paranoia
Overpowering: (Elder, adult werewolf) Difficulty 7+ 0: Clan Compulsion*
* Reroll for Caitiff or thin-blood
FEEDING GENERATION
hunger minimum maximum
source time notes
slaked generation blood blood
Multiple small animals (three to Slakes no Hunger for vampires potency potency
1 One scene
four cats, a dozen or more rats) above Blood Potency 2
4th 5 10
Medium-sized animal (raccoon,
1 One turn Animal Resonance; No Dyscrasia
dog, coyote)
5th 4 9
Large animal (horse) 2 One scene
Slakes no Hunger for vampires 6th 3 8
Blood bag 1 One turn above Blood Potency 2
No Resonance or Dyscrasia 7th 3 7
Three
Sip from human 1 Includes licking wound closed
turns 8th 2 6
Maximum non-harmful drink
2 One scene
from human 9th 2 5
Aggravated damage equals
One turn Hunger slaked; Human rolls 10th-11th 1 4
Harmful drink from human that
1-4 per Hunger Strength + Stamina against
risks death unless treated
slaked a Difficulty equal to Hunger
12th-13th 1 3
slaked to survive blood loss
Only way to reach Hunger 0
Human drained and killed 5 5 turns 14th-16th 0 0
(zero)

BLOOD POTENCY
discipline discipline
blood damage mended bane
blood surge power rouse check feeding penalty
potency (per rouse check ) severity
bonus re-roll

1 point of Superficial
0 None None None 0 No effect
damage
1 point of Superficial
1 Add 1 die None Level 1 1 No effect
damage
2 point of Superficial
2 Add 1 die Add 1 die Level 1 1 Animal and bagged blood slakes half Hunger
damage
2 point of Superficial Level 2 and
3 Add 2 dice Add 1 die 2 Animal and bagged blood slakes no Hunger
damage below
3 point of Superficial Level 2 and Animal and bagged blood slakes no Hunger
4 Add 2 dice Add 2 dice 2
damage below Slake 1 less Hunger per human
Animal and bagged blood slakes no Hunger
3 point of Superficial Level 3 and Slake 1 less Hunger per human
5 Add 3 dice Add 2 dice 3
damage below
Must drain and kill a human to reduce
Hunger below 2
3 point of Superficial Level 3 and Animal and bagged blood slakes no Hunger
6 Add 3 dice Add 3 dice 3
damage below
Slake 2 less Hunger per human
3 point of Superficial Level 4 and Must drain and kill a human to reduce
7 Add 4 dice Add 3 dice 4
damage below Hunger below 2
4 point of Superficial Level 4 and Animal and bagged blood slakes no Hunger
8 Add 4 dice Add 4 dice 4
damage below
Slake 2 less Hunger per human
4 point of Superficial Level 5 and Must drain and kill a human to reduce
9 Add 5 dice Add 4 dice 5
damage below Hunger below 3
Animal and bagged blood slakes no Hunger
5 point of Superficial Level 5 and Slake 3 less Hunger per human
10 Add 5 dice Add 5 dice 5
damage below
Must drain and kill a human to reduce
Hunger below 3
HUMANITY DAMAGING AND
dice added to DESTROYING TOUCHSTONES
humanity torpor length
resist frenzy
action stains
Humanity 9 3 Three days LOSING THE
Humanity 8 2 One week LAST DROP Blood Bonding a mortal +1
Humanity 7 2 Two weeks A vampire who loses their
last point of Humanity, Embracing a mortal +2
Humanity 6 2 One month from 1 to 0 (zero), goes
out in a spectacular frenzy. Touchstone damaged +1
Humanity 5 1 One year
All their Physical
Attributes increase to Touchstone damaged by your
Humanity 4 1 One decade +2
5 for that scene; if they actions
Humanity 3 1 Five decades survive this wassail they
Touchstone destroyed +2
Humanity 2 0 One century become a wight, lost to
the will of the Blood, and Touchstone destroyed by your
Humanity 1 0 Five centuries an SPC. +3
actions

FRENZY PROVOCATIONS
hunger frenzy terror frenzy
fury frenzy

provocation difficulty provocation difficulty provocation difficulty

Friend killed 2 Sight of open wound or Bonfire 2


Lover or overpowering smell of
3 2 Inside a burning
Touchstone hurt blood while at Hunger 4 3
building
or higher
Lover or Being burned 2
4
Touchstone killed Taste of blood while at
Physical provocation or 3 Obscured sunlight
Hunger 4 or higher 3
harassment
2 (through window, etc.)

Insulted by inferior 2 Fail Rouse Check while Fully exposed to direct


4 4
at Hunger 5 sunlight
Public humiliation 2

HUMOR
jungian
humor element hormone emotions and conditions
function

Choleric Fire Feeling Adrenaline Angry, violent, bullying, passionate, envious


Melancholy Earth Thinking Thyroid Sad, scared, intellectual, depressed, grounded
Phlegmatic Water Intuition Pituitary Lazy, apathetic, calm, controlling, sentimental
Sanguine Air Sensation Testosterone / estrogen Horny, happy, addicted, active, flighty, enthusiastic

RESONANCE RANDOM TEMPERAMENT AND RESONANCE


resonance disciplines random temperament random resonance

Choleric Celerity, Potence 1-5: Well-balanced, negligible Resonance 1-3: Phlegmatic


Melancholy Fortitude, Obfuscate
6-8: Fleeting 4-6: Melancholy
Phlegmatic Auspex, Dominate
9-0: Intense, potentially acute:
7-8: Choleric
Sanguine Blood Sorcery, Presence roll again below
Animal Blood Animalism, Protean 1-8: Intense, 9-0: Acute 9-0: Sanguine
RANGED COMBAT WEAPON DAMAGE
cover dice modifier damage
weapon
value

No cover -2 Improvised weapon, stake* +0


Concealment only (bushes, a small tree
-1 Light impact (brass knuckles) +1
vs rifle calibre bullets)
Hard Cover (a car engine block, the Heavy impact (baton, club, tire iron, baseball bat)
+/- 0
corner of a concrete building) Light piercing (crossbow bolt, switchblade) +2
Entrenchment (sandbags, military bunker) +1 Light gunshot (.22 pistol)
Heavy melee (broadsword, fire axe)
Murder Hole (IFV firing slit) +2 Medium gunshot (.308 rifle (single-shot), +3
9 mm pistol, shotgun at effective range)
Heavy gunshot (12-gauge shotgun
CRIPPLING INJURY (close range only), .357 Magnum) +4
Huge melee (claymore, steel beam)
aggravated
damage + roll
crippling injury * If an attacker with a wooden stake succeeds at a called shot
to a vampire’s heart and inflicts 5+ damage, the stake pierces
Stunned: Spend 1 point of ­Willpower or
1-6 the vampire’s heart and paralyzes them.
lose a turn.
Severe head trauma: Make Physical rolls
7-8
at -1; Mental rolls at -2 ARMOR
Broken limb or joint: Make rolls at -3
when using the affected limb, or armor type armor value
Blinded: Make vision-related rolls
9-10 (including combat) at -3 Reinforced clothing/heavy leathers 2 (zero vs. ­bullets)
Storyteller decides which makes Ballistic cloth 2
most sense for this combat
Kevlar vest/flak jacket 4
Massive wound: Make all rolls at -2, add
11 Tactical SWAT/military armor (one-die
+1 to all additional damage suffered 6
Crippled: Same effects as Broken, but limb is penalty to Dexterity rolls)
12
lost or mangled beyond use

13+ Death (mortal) or immediate torpor (vampire) HUNTING GROUND


hunting ground difficulty
SOCIAL DAMAGE Slum neighborhood, Skid Row, public housing
2
projects or banlieues, the Rack
extra willpower
audience or witnesses Bohemian or hipster neighborhood, gentrifying
damage 3
or blighted working-class neighborhood
Opponents only +0
Healthy working-class neighborhood, down-
Your coterie +1 town business district, tourist district, airport 4
or casino
Kindred whose opinions you value for
+2 Manufacturing, warehouse, or port district;
themselves: your mentor, lover, etc. 5
urban parkland; middle class suburban sprawl
Primogen, Harpies, or other socially
important figures; another serious +3 Wealthy neighborhood 6
rival besides your current opponent
The Prince, Baron, or another
+4
powerful figure

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