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Aura Colors Health Levels

Condition Aura Colors Dice Pool


Afraid Orange Health Level Penalty Movement Penalty
Aggressive Purple Bruised 0 Character is only bruised and suffers
no dice pool penalties due to dam-
Angry Red age.
Bitter Brown Hurt -1 Character is superficially hurt and
Calm Light Blue suffers no movement hindrance.
Compassionate Pink Injured -1 Character suffers minor injuries and
movement is mildly inhibited (halve
Conservative Lavender maximum running speed).
Depressed Gray Wounded -2 Character suffers significant damage and
Desirous or Lustful Deep Red may not run (though he may still walk).
At this level, a character may only move
Distrustful Light Green or attack; he always loses dice when
Envious Dark Green moving and attacking in the same turn.
Excited Violet Mauled -2 Character is badly injured and may
only hobble about (three yards or
Generous Rose meters/turn).
Happy Vermilion Crippled -5 Character is catastrophically injured
Hateful Black and may only crawl (one yard or
meter/turn).
Idealistic Yellow
Incapacitated — Character is incapable of movement
Innocent White and is likely unconscious. Incapaci-
Lovestruck Blue tated vampires with no blood in their
bodies enter torpor.
Obsessed Green
Torpor — Character enters a deathlike trance.
Sad Silver He may do nothing, not even spend
Spiritual Gold blood, until a certain period of time
has passed.
Suspicious Dark Blue
Final Death — Character dies again, this time forever.
Anxious Auras appear scrambled
like static or white noise Combat Summary Chart
Confused Mottled, shifting colors
Stage One: Initiative
Diablerist Black veins in aura
• Roll initiative (or add 6 to the initiative rating). Everyone declares their
Daydreaming Sharp flickering colors actions. The character with the highest initiative performs her action
Frenzied Rapidly rippling colors first. Actions can be delayed to any time later in the order of initiative.
Psychotic Hypnotic, swirling colors • Declare any multiple actions, reducing dice pools accordingly. De-
Vampire Aura colors are pale clare Discipline activation and Willpower expenditure.
Ghoul Pale blotches in the aura
Stage Two: Attack
Magic Use Myriad sparkles in aura
• For unarmed close-combat attacks, roll Dexterity + Brawl.
Werebeast Bright, vibrant aura
Ghost Weak, intermittent aura • For armed close-combat attacks, roll Dexterity + Melee.
Faerie Rainbow highlights in aura • For ranged combat, roll Dexterity + Firearms (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.
Generation Traits Frenzy Difficulties
Generation Max. Trait Blood Pool Blood Points
Rating Max /Turn Provocation Difficulty
Third 10 ??? ??? Smell of blood (when hungry) 3 (or higher in extreme
cases)
Fourth 9 50 10
Sight of blood (when hungry) 4 (or higher in extreme
Fifth 8 40 8 cases)
Sixth 7 30 6 Being harassed 4
Seventh 6 20 4 Life-threatening situation 4
Eighth 5 15 3 Malicious taunts 4
Ninth 5 14 2 Physical provocation 6
Tenth 5 13 1 Taste of blood (when hungry) 6 (or higher in extreme
Eleventh 5 12 1 cases)
Twelfth 5 11 1 Loved one in danger 7
Thirteenth + 5 10 1 Outright public humiliation 8

Max Trait Rating: This indicates the highest permanent Trait Rötschreck Difficulties
rating (excluding Humanity/Path ratings and Willpower ratings)
a vampire of the given Generation can have. This is especially Provocation Difficulty
important with regard to Disciplines and Attributes. Lighting a cigarette 3
Blood Pool Max: The maximum number of blood points a vampire
may keep in her system. Remember that elder vampires concentrate their Sight of a torch 5
blood — while the volume of blood in their bodies is no greater than any Bonfire 6
other vampire’s, each pint of blood is worth more than one point.
Obscured sunlight 7
Blood Points/Turn: This indicates how many blood points a
vampire can spend in a single turn. Being burned 7
Direct sunlight 8
Difficulties Trapped in burning building 9
Three Trivial (scanning a small crowd for a familiar
face) Soaking Sunlight
Four Easy (following a trail of blood)
Five Straightforward (seducing someone who’s al- Soak Intensity of Light
ready “in the mood”) Difficulty
Six Standard (firing a gun) 3 Faint light coming through a closed curtain;
heavy cloud cover; twilight
Seven Challenging (locating where those agonized
whispers are coming from) 5 Fully protected by heavyclothes, sunglasses,
gloves, and a wide-brimmed hat
Eight Difficult (convincing a cop that this isn’t your
cocaine) 7 Indirect light coming through a window or light
curtains
Nine Extremely difficult (walking a tightrope)
9 Outside on a cloudy day; hit by one ray of direct
light; catching the sun’s reflection in a mirror
10 Direct rays from an unobscured sun
Degrees of Success
One Success Marginal (getting a broken refrigera- Health Levels/Turn Exposure
tor to keep running until the repairman
arrives) One Small part of body exposed — a
hand or part of the face
Two Successes Moderate (making a handicraft that’s
ugly but useful) Two Large part of body exposed — a leg,
an arm, or the whole head
Three Complete (fixing something so that it’s
good as new) Three Fifty percent or more of the body
exposed — wearing thin clothing
Four Exceptional (increasing your car’s effi-
ciency in the process of repairing it)
Five or More Phenomenal (creating a masterwork)
Close Combat Maneuvers Table Hierarchy of Sin:
Maneuver Traits Accuracy Difficulty Damage Humanity
Bite Dex + Brawl +1 Normal Str +1 (A) Humanity Moral Guideline
Block Dex + Brawl Special Normal None (R) 10 Selfish thoughts
Claw Dex + Brawl Normal Normal Str +1 (A) 9 Minor selfish acts
Clinch Str + Brawl Normal Normal Str (C) 8 Injury to another (accidental or
Disarm Dex + Melee Normal +1 Special otherwise)
Dodge Dex + Athletics Special Normal None (R) 7 Theft
Hold Str + Brawl Normal Normal None (C) 6 Accidental violation (drinking a
vessel dry out of starvation)
Kick Dex + Brawl Normal +1 Str +1
5 Intentional property damage
Parry Dex + Melee Special Normal None (R)
4 Impassioned violation (man-
Strike Dex + Brawl Normal Normal Str slaughter, killing a vessel in frenzy)
Sweep Dex + Brawl/ Normal +1 Str (K) 3 Planned violation (outright murder,
Melee savored exsanguination)
Tackle Str + Brawl Normal +1 Str +1 (K) 2 Casual violation (thoughtless kill-
Weapon Strike Dex + Melee Normal Normal Weapon ing, feeding past satiation)
(A): The maneuver inflicts aggravated damage. 1 Utter perversion or heinous acts
(C): The maneuver carries over on successive turns.
(K): The maneuver causes knockdown.
(R): The maneuver reduces an opponent’s attack successes. Bearing
A vampire’s morality has a direct impact on her
bearing — a feeling the Kindred unconsciously proj-
Ranged Combat Maneuvers Table ects. The greater the vampire’s Humanity or Path rat-
Maneuver Traits Accuracy Difficulty Damage ing, the stronger this tendency is. For example, vam-
pires on Humanity have a bearing of normalcy; the
Automatic Fire Dex + +10 +2 Special humane connection that such vampires hold keeps
Firearms them from seeming strange and terrifying to mortals.
Multiple Shots Dex + Special Normal Weapon Generally, a vampire’s bearing has little or no direct
Firearms effect on her nightly activities — it’s only a vague impres-
Strafing Dex + +10 +2 Special sion. Very high or low morality ratings impose a bonus
Firearms or penalty to specific rolls associated with the character’s
bearing — for Humanity, the bearing modifier affects
3-Round Burst Dex + +2 +1 Weapon
Firearms Social rolls for appearing normal and winning sympa-
thy. These modifiers can affect rolls used for Disciplines,
Two Weapons Dex + Normal +1/off-hand Weapon where relevant. Paths of Enlightenment have their own
Firearms bearings, which are listed with each Path description.
Humanity/
Fire and Burns Path Rating Bearing Modifier
Soak Difficulty Heat of Fire 10 -2 difficulty
3 Heat of a candle (first-degree burns) 9-8 -1 difficulty
5 Heat of a torch (second-degree burns) 7-4 no modifier
7 Heat of a Bunsen burner (third-degree burns) 3-2 +1 difficulty
8 Heat of an electrical fire 1 +2 difficulty
9 Heat of a chemical fire © 2016 White Wolf Publishing AB All
rights reserved. Reproduction without
10 Molten metal the written permission of the publisher is
expressly forbidden, except for the pur-
poses of reviews, and one printed copy
Health Levels/Turn Size of Fire may be reproduced for personal use
only. Vampire the Masquerade and Sto-
One Torch; a part of the body is exposed to flame ryteller system are registered trademarks
of White Wolf Publishing AB all rights reserved.
Two Bonfire; half of the body is exposed to flame Check out White Wolf online at http://www.white-wolf.com
Three Raging inferno; entire body is engulfed in flame Check out Onyx Path online at http://www.theonyxpath.com
Aura Colors Health Levels Generation Traits Frenzy Difficulties Close Combat Maneuvers Table Hierarchy of Sin:
Condition Aura Colors Dice Pool Generation Max. Trait Blood Pool Blood Points
Provocation Difficulty
Maneuver Traits Accuracy Difficulty Damage Humanity
Health Level Penalty Movement Penalty Rating Max /Turn Bite Dex + Brawl +1 Normal Str +1 (A)
Afraid Orange Humanity Moral Guideline
Bruised 0 Character is only bruised and suffers Third 10 ??? ??? Smell of blood (when hungry) 3 (or higher in extreme
Aggressive Purple cases) Block Dex + Brawl Special Normal None (R) 10 Selfish thoughts
no dice pool penalties due to dam- Fourth 9 50 10
Angry Red age. Sight of blood (when hungry) 4 (or higher in extreme Claw Dex + Brawl Normal Normal Str +1 (A) 9 Minor selfish acts
Fifth 8 40 8 cases) Clinch Str + Brawl Normal Normal Str (C)
Bitter Brown Hurt -1 Character is superficially hurt and 8 Injury to another (accidental or
suffers no movement hindrance. Sixth 7 30 6 Being harassed 4 Disarm Dex + Melee Normal +1 Special otherwise)
Calm Light Blue
Injured -1 Character suffers minor injuries and Seventh 6 20 4 Life-threatening situation 4 Dodge Dex + Athletics Special Normal None (R) 7 Theft
Compassionate Pink
movement is mildly inhibited (halve Eighth 5 15 3
Conservative Lavender maximum running speed). Malicious taunts 4 Hold Str + Brawl Normal Normal None (C) 6 Accidental violation (drinking a
Ninth 5 14 2 Physical provocation 6 vessel dry out of starvation)
Depressed Gray Wounded -2 Character suffers significant damage and Kick Dex + Brawl Normal +1 Str +1
may not run (though he may still walk). Tenth 5 13 1 Taste of blood (when hungry) 6 (or higher in extreme 5 Intentional property damage
Desirous or Lustful Deep Red Parry Dex + Melee Special Normal None (R)
At this level, a character may only move Eleventh 5 12 1 cases) 4 Impassioned violation (man-
Distrustful Light Green or attack; he always loses dice when Strike Dex + Brawl Normal Normal Str slaughter, killing a vessel in frenzy)
moving and attacking in the same turn. Twelfth 5 11 1 Loved one in danger 7
Envious Dark Green Sweep Dex + Brawl/ Normal +1 Str (K) 3 Planned violation (outright murder,
Mauled -2 Character is badly injured and may Thirteenth + 5 10 1 Outright public humiliation 8 Melee
Excited Violet savored exsanguination)
only hobble about (three yards or Tackle Str + Brawl Normal +1 Str +1 (K)
Generous Rose meters/turn). Max Trait Rating: This indicates the highest permanent Trait Rötschreck Difficulties 2 Casual violation (thoughtless kill-
Weapon Strike Dex + Melee Normal Normal Weapon ing, feeding past satiation)
Happy Vermilion Crippled -5 Character is catastrophically injured rating (excluding Humanity/Path ratings and Willpower ratings)
and may only crawl (one yard or a vampire of the given Generation can have. This is especially Provocation Difficulty (A): The maneuver inflicts aggravated damage. 1 Utter perversion or heinous acts
Hateful Black
meter/turn). important with regard to Disciplines and Attributes. (C): The maneuver carries over on successive turns.
Idealistic Yellow Lighting a cigarette 3
Incapacitated — Character is incapable of movement Blood Pool Max: The maximum number of blood points a vampire (K): The maneuver causes knockdown.
Innocent White and is likely unconscious. Incapaci- may keep in her system. Remember that elder vampires concentrate their Sight of a torch 5
(R): The maneuver reduces an opponent’s attack successes. Bearing
Lovestruck Blue tated vampires with no blood in their blood — while the volume of blood in their bodies is no greater than any Bonfire 6 A vampire’s morality has a direct impact on her
bodies enter torpor. other vampire’s, each pint of blood is worth more than one point. bearing — a feeling the Kindred unconsciously proj-
Obsessed Green
Torpor — Character enters a deathlike trance. Blood Points/Turn: This indicates how many blood points a
Obscured sunlight 7 Ranged Combat Maneuvers Table ects. The greater the vampire’s Humanity or Path rat-
Sad Silver He may do nothing, not even spend vampire can spend in a single turn. Being burned 7 ing, the stronger this tendency is. For example, vam-
Maneuver Traits Accuracy Difficulty Damage
Spiritual Gold blood, until a certain period of time Direct sunlight 8 pires on Humanity have a bearing of normalcy; the
Suspicious Dark Blue
has passed. Difficulties Trapped in burning building 9
Automatic Fire Dex +
Firearms
+10 +2 Special humane connection that such vampires hold keeps
Final Death — Character dies again, this time forever. them from seeming strange and terrifying to mortals.
Anxious Auras appear scrambled Three Trivial (scanning a small crowd for a familiar Multiple Shots Dex + Special Normal Weapon Generally, a vampire’s bearing has little or no direct
like static or white noise Combat Summary Chart face) Soaking Sunlight Firearms effect on her nightly activities — it’s only a vague impres-
Confused Mottled, shifting colors Four Easy (following a trail of blood) Strafing Dex + +10 +2 Special sion. Very high or low morality ratings impose a bonus
Stage One: Initiative Five Straightforward (seducing someone who’s al- Soak Intensity of Light Firearms or penalty to specific rolls associated with the character’s
Diablerist Black veins in aura Difficulty bearing — for Humanity, the bearing modifier affects
• Roll initiative (or add 6 to the initiative rating). Everyone declares their ready “in the mood”) 3-Round Burst Dex + +2 +1 Weapon
Daydreaming Sharp flickering colors actions. The character with the highest initiative performs her action 3 Faint light coming through a closed curtain; Firearms Social rolls for appearing normal and winning sympa-
Six Standard (firing a gun) thy. These modifiers can affect rolls used for Disciplines,
Frenzied Rapidly rippling colors first. Actions can be delayed to any time later in the order of initiative. heavy cloud cover; twilight
Seven Challenging (locating where those agonized Two Weapons Dex + Normal +1/off-hand Weapon where relevant. Paths of Enlightenment have their own
Psychotic Hypnotic, swirling colors whispers are coming from) 5 Fully protected by heavyclothes, sunglasses, Firearms bearings, which are listed with each Path description.
• Declare any multiple actions, reducing dice pools accordingly. De- gloves, and a wide-brimmed hat
Vampire Aura colors are pale clare Discipline activation and Willpower expenditure. Eight Difficult (convincing a cop that this isn’t your Humanity/
Ghoul Pale blotches in the aura cocaine) 7 Indirect light coming through a window or light Fire and Burns Path Rating Bearing Modifier
Stage Two: Attack curtains
Magic Use Myriad sparkles in aura Nine Extremely difficult (walking a tightrope) 10 -2 difficulty
9 Outside on a cloudy day; hit by one ray of direct Soak Difficulty Heat of Fire
• For unarmed close-combat attacks, roll Dexterity + Brawl.
Werebeast Bright, vibrant aura light; catching the sun’s reflection in a mirror 3 Heat of a candle (first-degree burns) 9-8 -1 difficulty
Ghost Weak, intermittent aura • For armed close-combat attacks, roll Dexterity + Melee. 10 Direct rays from an unobscured sun 7-4 no modifier
Degrees of Success 5 Heat of a torch (second-degree burns)
Faerie Rainbow highlights in aura • For ranged combat, roll Dexterity + Firearms (guns) or Dexterity + 7 Heat of a Bunsen burner (third-degree burns) 3-2 +1 difficulty
Athletics (thrown weapons). One Success Marginal (getting a broken refrigera- Health Levels/Turn Exposure
tor to keep running until the repairman 8 Heat of an electrical fire 1 +2 difficulty
arrives) One Small part of body exposed — a
• A character can abort to a defensive action (block, dodge, parry) hand or part of the face 9 Heat of a chemical fire © 2016 White Wolf Publishing AB All
at any time before her action is performed, as long as you make a Two Successes Moderate (making a handicraft that’s 10 Molten metal
rights reserved. Reproduction without
successful Willpower roll (or a Willpower point is spent). ugly but useful) Two Large part of body exposed — a leg, the written permission of the publisher is
an arm, or the whole head expressly forbidden, except for the pur-
Three Complete (fixing something so that it’s poses of reviews, and one printed copy
Stage Three: Resolution good as new) Three Fifty percent or more of the body Health Levels/Turn Size of Fire may be reproduced for personal use
only. Vampire the Masquerade and Sto-
exposed — wearing thin clothing One Torch; a part of the body is exposed to flame
• Determine total damage effect (weapon type or maneuver), adding Four Exceptional (increasing your car’s effi- ryteller system are registered trademarks
of White Wolf Publishing AB all rights reserved.
any extra dice gained from successes on the attack roll. ciency in the process of repairing it) Two Bonfire; half of the body is exposed to flame Check out White Wolf online at http://www.white-wolf.com

• Targets may attempt to soak damage, if possible. Five or More Phenomenal (creating a masterwork) Three Raging inferno; entire body is engulfed in flame Check out Onyx Path online at http://www.theonyxpath.com

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