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Bte Noire Conflict Cheat Sheet Starting the conflict: The player states what he wants to do and the

e GM states what opposes that intention. (Stakes.)

The GM declares the number of Pain dice he will roll to represent the opposition. The player may choose to add 1 Hunger to his character at the beginning of any roll. Activate Hunger or Darkness Talent (Mark of the Beast).

Roll dice: The player always rolls all Humanity, Hunger, and Permanent Darkness dice. The player may choose to add between 1 and 6 additional Darkness dice to any roll. Other players may help by rolling their Humanity dice. These can add to the number of successes, but aren't tallied to determine the Dominant pool. Helping characters are affected if Hunger, Darkness, or Pain is the Dominant pool. The GM rolls a number of Pain dice to represent the opposition. Spend any Horror or Blood to modify dice.

Tally Results: Any dice showing 1, 2, or 3 are successes.

Compare players successes against GMs successes. The player wins ties. The side with the most successes wins the conflict and the degree of success is based on the number of successes rolled. If the GM wins and the situation warrants it, he may force a 1 point increase of Hunger or a check in either Dominate or Frenzy. Find the pool with the highest single die. Break ties with the next highest die, and so forth. That pool is Dominant.

Find dominant pool:

If the Humanity pool dominates, things stay under control. The player may remove a check mark from Dominate or Frenzy, or reduce his Hunger by 1. If the Hunger pool dominates, the players resources are taxed. The player must add 1 to his Hunger. If Hunger rises above 6, the character Freaks Out. If the Darkness pool dominates, things get more chaotic. The player must check off 1 of either Dominate or Frenzy and incorporate the appropriate response into the narration. If no Dominate or Frenzy are available, the character Gives In. If the pain pool dominates, something painful or bad happens to the character. Add one to Horror. The owner of the dominant pool has narration rights for the conflict.

Horror and Blood:

The GM can spend a point of Horror to add or remove a 6 from any pool in play. When the GM spends a point of Horror, it becomes a point of Blood. A player can spend a point of Blood to remove 1 Hunger, remove a check mark from Dominate or Frenzy, or add a 1 to his Humanity pool. A player can spend (5 Humanity) Blood to remove 1 Permanent Darkness and replace it with 1 Humanity.

Freaking Out and Giving In:

If a character Freaks Out, the character loses control to the Beast and goes on a feeding Frenzy. Freaking Out can mean death if the character is caught by Helsings. If the character survives the Freak Out, his Humanity is reduced to 1 until he rests/covers up the evidence/indulges his angst. If a character Gives In to the Darkness, the character becomes possessed by his Darkness for a time. Once this is over, remove any check marks from Dominate and Frenzy, reduce Humanity by 1, and

increase Permanent Darkness by 1. If a character reaches 3 Permanent Darkness, they become a Beast. Hunger and Darkness Talents:

A character may always make minor use of Hunger for physical and sense related rolls. The minimum number of successes in an affected roll is equal to the characters Hunger. A character may make major use of Hunger if Hunger was voluntarily increased by 1 during this roll. Current Hunger is added to the number of successes in the affected roll. A character may make use of a Darkness Talent, called a Mark of the Beast if an appropriate number of Darkness dice were rolled. Darkness Talents offer no mechanical bonus, but can affect the world in unnatural ways.

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