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In Dar ker Ages

credits
design & development -
Alratan on the World of Darkness 5th Edition Discord | Email: alratan (at) gmail (dot) com

original google doc template - Eunomiac


banu haqim bane ideas - COIN & ChipotleChris
cappadocian bane ideas - ChipotleChris, COIN & Sharkey
giovanni bane comments - ChipotleChris
lasombra bane idea - Matthew Dawkins & Sharkey
tremere bane idea - COIN
some historical armour examples - Sharei

images
cover page - Dark Hallway - Pexels

back page - Pile of Human Skulls - Pexels

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Ages, Victorian Age: Vampire, Werewolf: The Apocalypse,
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resources referred to
Dark Ages: Vampire
Vampire: The Dark Ages Twentieth Anniversary Edition
Victorian Age: Vampire

Last updated: 28/05/2023


In Darker Ages
— by Alratan

TABLE OF CONTENTS
INTRODUCTION 2 Politics 6
Science aka Hearth Wisdom 6
KINDRED OF THE PAST 2
Technology 6
Clans & Bloodlines 2
Banu Haqim 2 ADVANTAGES 7
Cappadocian 2 Merits 7
Giovanni 2 Linguistics 7
Lamiae 3 Archaic 7
Lasombra 3
Backgrounds 7
Nagaraja 3
Haven 7
Ravnos 3
Loresheets 7
Samedi 4
Mask 7
Tremere 4
Status 7
Thickening of The Blood 4
Thin-Blooded Vampires 4 PREDATOR TYPES 8
Sea Of Time 5
ADVANCED CONFLICT 8
SKILLS 5 Shields 8
Athletics 5 Mounted Combat 8
Craft 5 Ranged Combat 8
Drive aka Steer 5 Weapons 8
Firearms aka Aim 5 Armour 9
Melee 6 Avoidance 10
Etiquette 6 Variant Rule: Health 11
Performance 6 Variant Rule: Absolute Soak 11
Academics 6
Finance 6
Medicine 6

1
IN DARKER AGES

Introduction Kindred of the


cappadocian
Steeped in death, the Cappadocians

his document is intended Past all share an unsettling visage and


inner workings, making it difficult
as a set of some basic
for them to relate to the lives of the
rules and ideas to make it hilst most Clans
living. All Cappadocians suffer a
easier to play V5 in earlier have identical
penalty equal to Social pools equal to
time periods. Whilst the mediaeval mechanics in the
their Bane Severity, but only with
period is (nebulously) the key period prior eras as in in
mortals where a lack of empathy with
considered, I have also provided the modern nights, a few have
mortality might be a strong
suggestions for the classical and different Banes either due to their
consideration. This includes most
Victorian eras. Some rules, such as curse changing over time, such as the
Insight rolls, seduction and some
the Clan Banes, are suitable for a Banu Haqim, or due to the curse
Persuasion-based appeals to emotion,
significant span of history. If you wish requiring changes to the default Bane
but does not apply to activities such
to know more about World of to be relevant before the modern
as rhetoric, fast talk, intimidation,
Darkness lore and history in order to nights, such as the Lasombra.
court politics and the like. They
run a game set in other ages, I Notably, each of the Clans and
cannot maintain a Herd nor take
recommend reading books form prior Bloodlines which would later form
Flaw: (••) Obvious Predator.
editions in addition to this document. the Hecata have different Banes prior
In addition, this connection to
In particular, Vampire: The Dark to the Family Reunion.
death affects them to such an extent
Ages Twentieth Anniversary Edition
that even with Blush of Life active,
can give you a good idea of general Clans & Bloodlines their skin is still cold and unpleasant
themes over that period, whilst the
to the touch, although they otherwise
first edition, Dark Ages: Vampire, has banu haqim
feel alive as is appropriate for their
a setting of less unified realms which The blood curse cast upon the Banu
Humanity rating.
fits well into the themes of V5. For Haqim by the Tremere has left all of
This Bane will change to the Hecata
other periods, Victorian Age: them unable to drink the blood of
Bane described in Cults of the Blood
Vampire is the other official release. Kindred. For every Hunger slaked
Gods in the 2000s-2010s as a result of the
This document is deliberately from a vampire, the Banu Haqim
Family Reunion. Some unfortunate
vague when it comes to what date and takes a number of Aggravated Health
Cappadocians would also develop a more
location your chronicle is set in, but Damage equal to their Bane Severity.
severe corpse-like visage which can be
much of it assumes that you are In addition, Banu Haqim cannot
represented with Flaw: (••) Repulsive.
playing in Europe and standardis- commit Diablerie, automatically
ation cannot be assumed globally. failing on the required Strength + giovanni
In addition, I recommend Resolve checks. Giovanni suffer from the same Bane
checking out my (free) v5 House Prior to 1496 and after 1998, this as Clan Cappadocian.
Rules document, as some elements of Bane was and will be the one described in This Bane will change to the
these may be relevant for earlier play Camarilla, a result of the Banu Haqim standard Hecata Bane in Cults of the
(such as the Haven sub-merit methusaleh Ur-Shulgi rising from torpor Blood Gods at some point shortly after
Workshop). I try to avoid duplication and banishing the curse. 1444, but definitely before 1528, thought
across different documents, which is to be a result of the diablerie of Lamia by
why they have not been presented

Augustus Giovanni.
here as well

2
KINDRED OF THE PAST

Lasombra must either rigorously recording equipment changed mortals’


lamiae
maintain their mortal connections, beliefs and caused technology to take on
Lamiae suffer the same Bane as the
Dominate them into forgetting their the burden of the Lasombra’s spiritual
Hecata in Cults of the Blood Gods.
interaction, bind them into their deficiency, or simply that the prevalence
lasombra services as ghouls or become known of it absorbed the worst of their distorted
While all vampires lose something as hellish nightmares. reflection, sparing mortals the discomfort.
profound at their Embrace, the If a mortal has met the Lasombra
nagaraja
Lasombra exhibit the most telling before and retains un-altered
memories of them from at least three Due to the peculiarities of the curse
signs of this spiritual deficiency.
nights ago, the Lasombra suffers a the original Nagaraja accepted upon
When viewed in a reflective surface,
two-dice penalty to all Social rolls themselves when they made
their image appears distorted,
except for Intimidation unless they themselves vampires, all Nagaraja
sometimes almost invisible. Whether
succeed on a Manipulation + Insight count as having Flaw: (••)
flickering, twisted, or transparent,
roll at a difficulty of 2 + Bane Severity Organovore, but are able to overcome
their reflection betrays their undead
to put the mortal at ease. Although this in order to feed as a normal
state and lineage.
ghouls' memories of a Lasombra are vampire by spending a point of
Anyone seeing the reflection of a
still warped, the vitae within them Willpower per Bane Severity.
Lasombra vampire can instantly
prevents the true horror from settling Nagaraja must consume their flesh
recognize them for what they are,
in their hearts, and the Lasombra freshly taken from their prey -
provided they know what they’re
suffers no dice penalty interacting preferably alive - unless they also have
looking for. People with no prior
with them. As a result of this the Iron Gullet merit
knowledge will know something is
corruption, elder Lasombra often find Furthermore, a Nagaraja who
wrong, but likely attribute the
it difficult to maintain most social does feed normally does not benefit
distortion to irregularities in the
Backgrounds, particularly Herd. from the Kiss, making it feel like
reflecting surface or the ambient
This Bane will change to the one knives slicing skin and bloodletting
light. Note that this will not hide the
described in Chicago By Night before the rather than anything euphoric. This
identity of the vampire, and
modern era. It is recommended that the means that many subtle or
Lasombra are no less likely to be
modern Bane is always present in the non-violent means are not available
recognised in a reflective surface than
background, to avoid it requiring an to a Nagaraja.
any other vampire.
in-game retcon, but simply not noticed in This Bane will change to the Hecata
In addition, for as long as they're
other time periods due to the lack of Bane described in Cults of the Blood
not in a mortal's company, the
recording technology. Gods in the 2000s-2010s as a result of the
Lasombra's distorted imprint in their
As a result, a period of overlapping Family Reunion.
mind warps over a course of several
nights until they are remembered Banes is recommended before the above
ravnos
only as a black, all-consuming Bane recedes entirely, such as if playing
Before the death of their
presence with a voice from the Abyss, during the Victorian Age. The exact time
Antediluvian, the restlessness of the
or similarly horrific corruptions. of the Bane changing is up to the
Ravnos saps their drive rather than
Further interactions with kine Storyteller’s discretion, but is
burning them from the inside. A
who see Lasombra as these Abyssal recommended to be changed over fully by
Ravnos who triggers their Bane must
nightmares come with difficulty, the 1990s, when CCTV became
roll a number of dice equal to Bane
leaving those kine restless, sleepless, widespread.
Severity during daysleep, and suffers
and more prone to paranoia. If an in-universe justification is
a level of Aggravated Willpower
required, it could be that the rise of

3
IN DARKER AGES

damage for each 10 rolled and a level Gods in the 2000s-2010s as a result of the unable to sire childer, with the
of non-halved Superficial Willpower Family Reunion. Thirteenth Generation only being
damage for each die which did not sired at some point between the Dark
tremere
roll a 10. and Victorian Ages. Or, they could
The importance of the Blood to a
This Bane will change to the one have been present, but less prevalent
Tremere is strong, and all have been
described in the v5 Companion between or less notable without their feared
subject to magical rituals bonding
the years 1998-2000 as a result of the alchemy. The first recorded
them to the Pyramid. All Tremere are
destruction of the Ravnos Antediluvian Thin-Bloods seem to have appeared in
bonded with two drinks from a
during the Week of Nightmares. the 1990s, so this is an appropriate
Kindred rather than just one and may
Characters could keep the modern Bane period of transition for such Kindred.
not take Bonding Merits without
in earlier nights, but care must be taken
agreement from the Storyteller. Flaw: thin-blooded vampires
of how to handle any Ravnos elders in
(••) Bondslave is only a one-dot flaw If you wish to play with Thin-Blooded
torpor.
for Tremere. vampires in previous eras it is quite
samedi In addition, whenever a Tremere possible, but some slight thickening
Whether a result of a specific curse experiences a Messy Critical on a roll, of the Blood may be useful if the
upon their bloodline, necromantic their bond to the Pyramid intensifies game spans the centuries. This would
rituals practiced by their elders or as wards against potential rebellion allow for higher Generations to be
simply a unique quirk of Doc San are triggered. For the remainder of sired as Thin-Blooded vampires, only
himself, nasyon san an are beholden to the scene, the Tremere suffers a for them to spontaneously transform
all who show them hospitality. penalty equal to their Bane Severity into thicker-blooded Kindred as
If a Samedi accepts a gift of any to all dice pools which do not enough years have passed that the
kind freely given, including money, advance the goals of House Tremere Generation as a whole becomes
aid, safety or blood, they suffer a and their superiors in the Chantry. viable.
penalty equal to their Bane Severity This Bane will change to the Bane This is not due to the age of
when acting against the giver, or even described in Vampire: The Masquerade in individual Thin-Blooded vampires,
rudely towards them, for the 2008. The cause is unknown, but is likely but on the year in general - e.g.
remainder of the night. If they wish related to the destruction of the Prime perhaps in 1453, all Thin-Blooded
to make a directly aggressive act Chantry, Carna’s work with the Book of vampires experience a thickening and
against the giver that night, such as Grave-War and/or the involvement of become Caitiff, and all Thirteenth
joining in conflict against them, they Saulot or Tremere. Generation Kindred from that point
must spend Willpower equal to Bane on are Embraced as normal.
Severity to do so.
Thickening of The Blood Regardless of how it happens, if
While the Bane does not trigger In all eras prior to the modern nights, Duskborn exist they follow the same
against cunning adversaries there are were probably no Thin- rules as in Vampire: The Masquerade,
attempting to cynically give gifts to Blooded vampires as understood in except that practicing Thin-Blooded
weaken them, it often leads the the modern nights. The lore is Alchemy may be slightly more
descendents of Doc San to hold somewhat ambiguous on this, but The difficult or expensive in previous eras
themselves apart from those they Time of Thin Blood is known as a due to relative cost of glassware,
hunt, and wary of forming the close specific period which heralds outlawing of classical alchemy in
bonds without careful evaluation. Gehenna. some countries and the foundations
This Bane will change to the Hecata In previous eras, vampires at the of modern chemistry only occurring
Bane described in Cults of the Blood highest Generation might simply be in the 17th Century.

4
KINDRED OF THE PAST

It is also possible that Specialisations: Armorsmithing,


Thin-Bloods in the prior ages all
resemble their sires, primarily
Skills Blacksmithing, Calligraphy,
Carpentry, Carving, Cooking,
possessing Bestial Temper, Clan hanges to Skills are not Dressmaking, Glassblowing,
Curse, Discipline Affinities and strictly required for Gunsmithing, Painting, Sculpting,
Vampiric Resilience. playing in earlier eras, Stonemasonry, Weaponsmithing
but changing them may
sea of time
help with a sense of verisimilitude
Drive aka Steer
From the 10th to 17th centuries, I
and relevance to their particular time. In eras without modern vehicles, the
recommend altering the Sea of Time
This section mainly suggests different Drive skill is replaced with Steer,
character creation step to:
Specialties which may be more although it functions almost
■ CHILDER: Embraced in the last 15
appropriate for some Skills in the identically - the name is primarily
years, they will be 12th Gener-
mediaeval period or earlier, but more different for reasons of immersion
ation, with Blood Potency 1
substantial changes are recommended and to make it clear that it will
■ NEONATES: Embraced between 10
for others, notably Drive, Firearms,, primarily be used to ride horses and
and 80 years ago, they will be
Melee, Science and Technology. Later steer carts or boats.
10th or 11th Generation, with
Blood Potency 1 eras, such as the Victorian Age, need
■ ANCILLAE: Embraced between 80 almost no changes to the Skills Specialties: Boats, Carriages,
and 240 years ago, they will be themselves, but the nuances of what Charging, Evasion, Jousting, Mounted
9th or 10th Generation, with the Specialties will vary. Combat, Racing, Ships, Steep
Blood Potency 3 Terrain, Stunts, Tailing
As a result of these changes, it is
worth bearing in mind that
Athletics
Athletics functions identically to the
Firearms aka Aim
maximum Blood Potency will differ
modern nights, except that prior to In eras prior to the modern nights,
for non-fledglings, and that Ancillae
the proliferation of firearms from the the Firearms Skill becomes Aim,
start with higher.
15th Century, Archery and Throwing which also covers throwing weapons,
Similar changes to Sea of Time
are no longer valid Specialties (see archery and other related ranged
may occur with other time periods,
Firearms aka Aim, below). weapons. Composure is the typical
although it will have reverted to the
Attribute paired with Aim for most
same Generations as in the modern
Specialties: Acrobatics, Armour attacks, although Strength might be
nights by the Victorian Age, if not
Proficiency, Climbing, Endurance, appropriate for some longbows or
before.
Jumping, Parkour, Swimming throwing weapons.
If playing earlier the reverse will
As with Firearms in the modern
be true, with typical vampires of the
First Century CE being one or two
Craft nights, Storytellers should discourage

Generations lower still ◾ Gunsmithing and related skills are


too removed from the practice of
any Specialties which are obviously
too broad, such as Bows, Crossbows
firing using them during earlier eras or Throwing Weapons. A specific and
that they are now only Specializations signature weapon (or set of weapons
under Craft rather than Specialties in the case of throwing weapons)
under other Skills. which the character has made use of
for a significant length of time is fine,
however. On the other hand, in

5
IN DARKER AGES

earlier periods guns might be rare Mediaeval Specialties: Astronomy,


enough to allow a Specialty as broad Performance Engineering, Geology, Herbalism,
as Arquebuses in the 14th or 15th Specialties: Comedy, Dance, Drama, Home Remedies, Formal Sciences,
Centuries. Juggling, Magic Tricks, Percussion Mathematics, Plants, Sanitation,
All ranged attacks have been Instruments, Poetry, Public Speaking, Weather
moved into Aim in order to prevent Singing, Staged Combat, String Victorian Specialties: Astronomy,
Athletics becoming too ubiquitous in Instruments, Wind Instruments Engineering, Geology, Herbalism,
other eras where such ranged Home Remedies, Formal Sciences,
weapons were the norm. Mathematics, Plants, Sanitation,
Academics
Weather
Academics gains Law (specific Realm
Specialities: Fast Reload, Mounted
Archery, Quick-Draw, Siege
or Social Class) and Religion Technology
(specific) as Specialties.
Weapons, Sniper, Trick Shooting. As discussed in Vampire: The
Masquerade, what comes under
Finance
Technology changes as technological
Melee Specialties: Appraisal, Banking, Black
advancements are made and spread
Melee functions almost identically to Market, Fine Goods, Fraud,
throughout society. No characters
how it does in the modern nights, Mercantile Finance, Shipping, Trade
require dots in Technology in order
except that melee weapons may be far Routes
to use common tools of their era, but
more commonly wielded in
cutting edge and difficulty tasks
chronicles set prior to the common
Medicine relating to technology may require it.
spread of firearms.
Specialties: Childbirth, First Aid, There will likely be some overlap
As with Firearms, Storytellers
Herbalism, Pain Relief, Surgery, between Craft, Hearth Wisdom and
should discourage any Specialties
Trauma Care, Veterinary Technology, with the nuances
which are obviously too broad, such
depending on how a character is
as Sword or Axes, but should allow
applying their skill.
unique and personal weapons to be Politics For ideas and context for this
Specialties. Specialties: Burgher, Clan (specific), Skill, I recommend reading the
Diplomacy, Ecclesiastical, Kindred Wikipedia page on ancient
Specialties: Disarming Blows, (specific Domain), Mortal (specific technology, mediaeval technology or
Improvised Weapons, Mounted Realm), Nobility, Secret Society Victorian era technology as starting
Combat, Parrying, Shield Block,
points.
Staged Combat, Stakes
Science aka
Classical Specialties: Agricultural
Hearth Wisdom
Etiquette Tools, Engineering, Metallurgy, Siege
Prior to the Enlightenment (if not the Weapons, Textiles
Specialties: Burghers, Clergy,
modern nights), Science was neither Mediaeval Specialties: Agricultural
Elysium, Kindred Courts (specific
sufficiently formalised nor widely Tools, Engineering, Firearms,
Domain), Mortal Region (specific
taught, particularly in Europe. As a Metallurgy, Printing, Siege Weapons,
Realm), Nobility, Secret Society
result, the Science Skill becomes Textiles
Hearth Wisdom in the mediaeval era Victorian Specialties: Engineering,
and earlier without formal education. Firearms, Printing, Railways, Steam
Engines, Telephony, Textiles ◾
6
ADVANTAGES

Advantages Backgrounds Mask


This Background is of lesser
Most Backgrounds are still applicable importance in prior eras due to a lack
Merits in all eras, with some requiring minor of centralised identity databases, but
changes to use in an earlier chronicle. is still relevant for much of society
linguistics
which involves personal references.
Flaw: Illiterate is only a one-dot Flaw
Haven Flaw: (••) Known Blankbody is not
for most of history prior to the 19th
Whilst the Haven Merits generally available, instead replaced with the
century, depending on location.
work the same as they do in the below flaw.
archaic modern nights, some tweaks are
Both Archaic Flaws work well suggested below. ■ Flaw: (••) Known Monster. Your
mechanically, but what is archaic is face, description and social
particular to the culture and time you circles are known to members of
• Hidden Armory: This Merit
any local militia, garrison, etc. as
are playing in. The examples below now grants weapons more
well as the Holy Inquisition or
are from the mediaeval era. relevant to the time period, such
local witch hunters. Any hunter
as grants one larger weapon (+3
can read between the lines of
■ Flaw: (••) Archaic. You haven’t or +4) and one small weapon (+2),
tales told about you and recog-
been able to adapt to the along with any required nise you for what you are.
present, or you have been long in ammunition.
torpor. You may be confused by • Security System: The rules for
modern inventions such as steel, this merit are unchanged, but Status
mechanical clocks and oil paint, Whilst this Background is still exist,
each dot might take the form of a
and your Technology rating is the Ashirra was founded in 632, the
group of watchdogs and a
permanently 0. The Storyteller Anarchs and Camarilla in 1435 and
handler, a small, but loud family
may penalize other dice pools
of tamed crows, tripwires linked the Sabbat in 1493, so in prior eras
involving very modern tech-
to bells providing alarm or some you may need to take Status just in
nology by one die.
other form of security. your domain (London), wider
■ Flaw: (•) Living in the Past. You
Kindred dominion (Baronies of
haven’t grasped the modern
Avalon) or just a mortal or
mindset, or you just don’t want Loresheets geographical locality (British Isles),
to. You have one or more
Some Loresheet merits are not rather than a sect. Clan Status will
seriously outdated Convictions,
applicable for a game set in other almost always be useful, but with
e.g. “Defeated enemies should be
eras, just as they may not be for every some variation, e.g. Hecata Status
enslaved,” “Deities deserve
location of the world. You and your being of limited use prior to the

sacrifices,” “Omens guide all
Storyteller should work together to Family Reunion
actions.” These archaic moralities
maintain your Humanity but are ensure that any Loresheets chosen are
odious to many; you lose one die suitable for your chronicle, or can be
from Social test dice pools adapted to fit if appropriate.
involving such archaic beliefs
except with vampires your age
and older, who may admire your
steadfast virtues.

7
IN DARKER AGES

designed for use from horseback such as couched lances,


Predator Types unless their target has a long weapon suitable for
engaging mounted enemies.

ost Predator Types from the official


books will work in earlier time periods Ranged Combat
with simple changes to the If a combatant has a bow, crossbow or similarly unwieldy
descriptions and Specialties, as will weapon, they should either suffer a two dice penalty for
those in my v5 House Rules document. An exception is attempting to use it in close combat, or even be unable to
Bagger, as there were no blood bags or fridges. Other use it effectively entirely. Reloading and ammunition
types, such as Bloodletter, may be interesting to explore. should not be tracked within typical conflicts, but
The Graverobber Predator Type (Cults of the Blood prolonged combats going beyond three turns may require
Gods, p. 150) is a good alternative, or one could allow a a turn of reloading for crossbows or firearms.
vampire to obtain corpses rather than blood bags to allow
for similar mechanics. Such a vampire could be called a
Body Trader ◾ Weapons
The tables below outlines alternative weapons for the

Advanced Conflict classical, mediaeval and Victorian eras. Weapons have


been given a very broad brush here, however, as specific
weapons and their quality varied over the centuries, let
Shields alone location.
It is also worth bearing in mind that ranged weapons
Shields grant the user the ability to block incoming
in prior periods are not as easy and quick to carry, draw
attacks with their shield, requiring a Strength + Melee
and load as modern firearms, and may require more than
roll. A character with a shield may block an unlimited
just a minor action to ready.
number of attacks in this manner per turn, although they
Also, remember that piercing weapons and firearms
suffer a cumulative penalty to their dice pool as with any
deal Aggravated Health damage to humans, whilst impact
defensive action. The shield may block incoming ranged
weapons deal Superficial damage.
attacks in addition to just close-combat ones, and if large
enough, relieves the character from suffering a two-dice
classical weapons damage value
penalty to defense against ranged weapons when out in
Improvised weapon, stake +0
the open.
Light piercing (throwing dagger)
At the Storyteller’s discretion, using a particularly
Light impact (cestus, gauntlets) +1
large shield may grant additional bonuses when making
Medium piercing (thrown spear)
an All-Out Defense action (Vampire: The Masquerade,
Medium impact (club, staff) +2
p.298), such as an additional one-die bonus when
Light piercing (dagger, arrow)
blocking ranged weapons. Medium melee (shortsword)

Heavy melee (heavy axe) +3


Mounted Combat Medium impact (mace)
Medium piercing (short spear,
Although advanced rules for fighting from horseback are arrow from a bow, crossbow bolt
out of scope for this document, it is suggested that a from a gastraphetes)
character who is charging from horseback against a
Heavy impact (maul) +4
stationary target receives a bonus die in the first turn of Huge melee (halberd)
combat, or even two bonus dice in the case of weapons

8
ADVANCED CONFLICT

mediaeval weapons damage value


Improvised weapon, stake +0
Armour
Light piercing (throwing dagger) The rules for armour in Vampire: The Masquerade work
Light impact (gauntlets) +1 very well for the modern nights due to their simplicity
Medium piercing (thrown spear) and because they prevent players from running around in
Medium impact (club, staff) +2 bullet-proof vests. In a mediaeval setting, however, you
Light piercing (dagger, crossbow may wish to see vampire knights in all of their glory.
bolt, arrow) If you wish to stick to the core themes of V5 and
Medium melee (shortsword)
avoid overcomplicated rules, but still would like armour
Heavy melee (battle axe, +3 to be useful for Kindred, I recommend using the
broadsword, lance)
Avoidance rules described below, although I have also
Medium impact (mace)
Medium piercing (short spear,
provided two variant rules on the following page.
arrow from a bow, crossbow bolt When fighting enemies in armour, it is important to
from a heavy crossbow) remember that they provide no protection against impact
Heavy impact (warhammer) +4 weapons, fire or grappling, which can allow a single
Huge melee (claymore, halberd) armoured target to be brought down with ease. If
Medium gunshot (arquebus)
someone is immoblised by a grappler, the victim can be
attacked with a flat Difficulty of 1, which is particularly
useful against armoured opponents.
victorian weapons damage value Additionally, bite attacks in combat with someone
Improvised weapon, stake +0 wearing thick armour (especially if it includes a gorget)
Light impact (sap / blackjack) +1 should be made more difficult in addition to being
affected by the downgrading of damage from Aggravated.
Medium impact (club, staff) +2
Light piercing (dagger, crossbow Depending on the year your game is set in, the
bolt, arrow) specifics of what makes up light (rating 2), medium
Medium melee (shortsword, (rating 4) and heavy armour (rating 6) might change over
bayonet)
time. For instance, during the 13th Century, light armour
Heavy melee (battle axe, heavy +3 could be leather, medium armour could be reinforced
cavalry sword, lance)
leather and heavy armour could be a mail shirt. As time
Medium impact (mace)
Medium piercing (short spear, goes on, however, a previous era’s heavy armour might be
arrow from a bow, crossbow bolt reduced to medium for balance reasons, e.g. a mail shirt
from a heavy crossbow) becomes medium whilst plate armour becomes the new
Light gunshot (flintlock pistol)
heavy. Sample ratings for armour are described below,
Heavy impact (warhammer) +4 split between different time periods.
Huge melee (claymore, halberd)
Medium gunshot (flintlock rifle)
1st century armour armor value
Light armour (layered linen) 2 (zero vs. piercing)

Medium armour (leather) 4

Heavy armour (segmented cuirass 6


over leather)
One-die penalty to Athletics rolls

9
IN DARKER AGES

11th century armour armor value


Light armour (gambeson) 2 (zero vs. piercing)
EXAMPLE:
Medium armour (hardened leather, 4
mail shirt)
Joan attacks Richard with a sword
while Richard is wearing reinforced
Heavy armour (mail hauberk over 6
chainmail (armour value 6), although
gambeson, lamellar)
One-die penalty to Athletics rolls Joan herself is not wearing any
armour. Joan must succeed with a
margin of at least 4 in order to beat
13th century armour armor value half of his armour value and damage
Light armour (gambeson) 2 (zero vs. piercing) Richard.
Medium armour (mail shirt over 4 If this margin is achieved, all
gambeson) damage is calculated as normal, with
Heavy armour (full mail body 6 up to 6 of it changed to Superficial. If
armour over gambeson) she succeeds with a lesser margin, no
One-die penalty to Athletics rolls
damage is dealt by either party. In
case of a tie, only Joan takes damage.
Attacks which cause an effect
15th - 17th century armour armor value
other than normal damage may still
Light armour (boiled leather) 2 (zero vs. bullets)
work as normal, such as grappling or
Medium armour (brigandine, 4 the use of Discipline powers like Touch
breastplate over gambeson)
of Oblivion (Chicago By Night, p.
Heavy armour (plate) 6 294), as do attacks from impact
One-die penalty to Athletics rolls
weapons.

avoidance
With this rule, armour negates all damage from an attack
from a bladed or puncturing weapon unless an opponent
succeeds at a margin higher than half of the armour value.
Mortals continue to downgrade Aggravated Health
damage from such attacks to Superficial Health damage
in addition to this avoidance ◾

10
ADVANCED CONFLICT

ARMOUR VARIANT RULE: HEALTH


Whilst worn, armour provides additional levels of
Health equal to half of the armour value, in
addition to downgrading Aggravated Health
damage from bladed or puncturing weapons.
When the armour is removed or destroyed,
remove the levels with Aggravated damage first
and then Superficial, as the armour is absorbing
the damage rather than letting the wearer suffer.

ARMOUR VARIANT RULE: SOAK


Instead of downgrading damage, armour
provides a reduction of damage from bladed or
puncturing weapons equal to armour value.
At the Storyteller’s discretion, armour can
even defend against supernatural versions of
such attacks which even deal Aggravated
Health damage against Kindred, such as Fists of
Caine. In these cases, however, damage equal
to armour rating is simply downgraded to
unhalved Superficial damage rather than being
negated entirely. It is recommended that if
armour soaks damage from such a powerful
attack, it is damaged and provides no benefit for
the remainder of the conflict.

11
RULE FROM ON HIGH
DESTROY FROM BELOW

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