Beruflich Dokumente
Kultur Dokumente
of
Masquerad
e
Core Rules
An adaptation of White Wolfs
World of Darkness for both tabletop
and live-action play
Version 1.3, WIP 1
Table of Contents
Chapter 1 Introduction...........................................................................1
Overview..........................................................................................2
Setting.................................................................................................2
Rules...................................................................................................4
Glossary...........................................................................................9
Sources of Rules.............................................................................13
Veterans of Vampire: the Masquerade...........................................14
Veterans of Vampire: the Requiem................................................16
Chapter 2 Setting.................................................................................19
The World of Vampires......................................................................19
The Beast.......................................................................................20
Clans..............................................................................................20
Boons.............................................................................................24
Hunters.............................................................................................25
Chapter 3 Attributes.............................................................................29
Chapter 4 Abilities................................................................................31
Important Concepts.......................................................................32
Ability List......................................................................................34
Chapter 5 Advantages..........................................................................63
Reflections of the Soul...................................................................63
Existential Accidents......................................................................66
Derived Attributes..........................................................................69
Chapter 6 Backgrounds........................................................................73
Assets................................................................................................74
People Power.....................................................................................79
Descriptions...................................................................................79
Frequently Asked Questions...........................................................88
3
1
Introduction
For everyone
Welcome! New World of Masquerade builds on material published by
White Wolf in World of Darkness and Vampire: the Masquerade. It is designed
for both tabletop and live-action play. We strongly advise you obtain copies
of these books. PDFs of both books may be purchased cheaply online. We
make no claim to anything copyrighted by White Wolf.
New Players
Dont panic! We know this book is long and scary. But the Overview
section starting on the next page will give you everything you need to get
started. Better yet, if you are playing in the games, there is a customized
Quickstart: Rules & Setting packet for your game. Contact your Storytellers
to get a copy. If not, dont worry. All the material in the Quickstart packets
also appears in this book, although it is not as nicely arranged.
Overview
How to use this Book
If you havent played a roleplaying game before, this book is probably
very scary, because it is very long. Dont worry, you do not need to know
most of the material in this book. We recommend approaching the rules in
the following order:
Setting
A (Classic) World of Darkness
New World of Masquerade uses White Wolfs Classic World of Darkness,
as set out in Vampire: the Masquerade. In short, its our world, except about
20% more evil and the things that go bump in the night are real, including
vampires (or Kindred, as they call themselves). New World of Masquerade
focuses on these Kindred, and the humans who hunt them.
Vampires
Our vampires are fairly traditional - sunlight bad, blood good,
occasional berserker rages, and no sparkling baseball. The largest vampire
government is the Camarilla, a group obsessed with making sure
humans do not know that vampires exist. There are several clans of
vampires, each with their own traditions and quirks. Each Camarilla city is
ruled by its Prince and his officers as a quasi-independent city-state. They
are advised by a group of local Clan leaders (the Primogen Council).
Camarilla politics can get very ugly, even violent.
Not all vampires are in the Camarilla. The Camarilla is ensnared in a
centuries-long war with its main rival, the Sabbat. There are several other
smaller groups of vampires including the Anarchs, Giovanni, and Followers of
Set.
The Favor-Based Economy
When you live forever, money is easy to get. So instead of trading
money, vampires trade favors, or Boons. The Camarilla has a formal
system of Boons and Boon tracking. This system recognizes five general
types of Boons: Trivial, Minor, Major, Blood, and Life. Non-Camarilla members
also use Boons, even if they are not as precisely recorded.
Montreal in Darkness
Montreal in Darkness is set in Montreal, Quebec, where the Camarilla
and its members are struggling to deal with internal disorganization and
dissent, shifty allies, and an obnoxious group of Sabbat. Currently, all
characters in Montreal in Darkness must be Camarilla members.
Hunters
There are, of course, those few humans dedicated to fighting the
monsters plaguing the world. These groups are, by necessity, small, closeknit, secretive, and extremely distrustful of outsiders. Descriptions of several
sample hunter groups are included in this book, and we encourage
Storytellers to create additional ones to suit their needs.
Technological Differences
The technological level in this setting is approximately that of our own
world. However, nefarious vampires have deliberately hindered the
development of technologies that could easily identify vampires or distribute
evidence of their existence. Specifically, camera miniaturization is quite far
behind real life, and heat-based vision systems simply do not exist. Instead,
police and military unites rely on other light amplification techniques.
Although the internet exists, there are many young, ambitious
vampires who are very eager gain brownie points by finding and eliminating
online information that strays too close to the truth.
What is a Larp?
LARP stands for Live Action Role Playing. Its kind of like
improvisational theatre (but with no audience), kind of like a tabletop RPG
(but more focused on roleplaying), kind of like childhood games of makebelieve (but with rules), and kind of like being in a movie (but everyone is
their own main character and we make up the script as we go). The game is
overseen by Storytellers, who help with the rules and play all the minor
characters inhabiting the game world. If you feel a bit awkward when you
first start playing, dont worryit happens to everyone. Just have fun!
New World of Masquerade is not intended for use in boffer LARPs.
No drinking or drugs.
Keep player knowledge separate from character
knowledge. Just because you know something does not mean
your character knows it. If in doubt, ask a Storyteller.
Have fun. In the end, this is just a game.
Rules
Knowledge
When playing a roleplaying game, you must remember that just
because you know something does not mean that your character does. Thus,
while you can easily figure out lots of details about how vampires powers and
society work, your character will not know that information unless she has
the relevant Lore or found out during the course of play.
Different players approach this problem in different ways. Some simply
refuse to learn information that their character does not know. Others keep
notebooks. Some keep it all in their head. Find the solution that works best
for you.
Doing Stuff
Generally, if you want your character to do something, simply tell the
Storyteller. In a tabletop game, mundane tasks are narrated. In a live-action
game, mundane tasks are acted-out where possible, and narrated when
acting them out would cause problems.
When your character wants to do something under stressful
circumstances or where the outcome is uncertain, you will have to use your
characters Traits to construct a Test Pool and perform a Test, as described
below. For example, your character would have to make a Test in order to
jump a fence, fire a gun, or tackle a foe.
Traits
Traits summarize a characters capabilities and general knowledge, and
are measured in Dots. Most Traits range from 1 to 5, although a few use
different scales. There are many types of Traits:
Tests
Any time your character has to do something under stressful
circumstances or where success is uncertain, you must make a Test. New
World of Masquerade allows two ways to resolve Tests: dice and Rock-PaperScissors. Both methods give you a number of Successes, which determines
the Tests outcome. Usually, if you get at least one Success, the Test
succeeds. However, when characters act against each other, whoever gets
more Successes prevails. For more information, see Tests, p. 245.
Saving Montreal uses dice exclusively. Montreal in Darkness generally
uses Rock-Paper-Scissors, but usually switches to dice for combat.
11
When using dice, you roll a number of ten-sided dice equal to your Test
Pool. Each roll of 8, 9, or 10 is a Success. In addition, for every 10, you may
roll an extra die. If that die rolls a 10, you can roll again, and again, and
again, as long as you keep getting 10s. Due to these exploding 10s, you
can wind up with many more successes than you rolled dice.
For example, if you rolled three dice, and all came up 10, you would
roll three more dice, one for each 10. If those results were 8. 8, and 10,
you would roll yet another dice for that 10. Suppose that die rolled a 1. All
told, you would have started with 3 dice, but wound up with a total of 6
Successes.
Rock-Paper-Scissors
When using Rock-Paper-Scissors, you first subtract your adversarys
Test Pool from your own (if the Test is uncontested, do not subtract anything).
Second, play Rock, Paper, Scissors twice. Each win adds 3 to your pool, and
each loss subtracts 3. Ties have no effect.
If you win twice in a row, you can keep testing as long as you keep
winning, adding 3 to your pool for each win. Stop once you lose or tie, and do
not subtract from your pool for this final loss or tie. Similarly, if you lose twice
in a row, you must keep testing as long as you keep losing, subtracting 3
from your pool for each loss. Once you do win or tie, you must stop testing.
Even if you do win the final throw, you do not add to your pool.
Tom Toreador is trying to pick the lock on Molly Malkavians door. He
has a Test Pool of 7. He makes a Test, using Rock, Paper, Scissors. He wins
once, and ties once, adding a total of 3 to his Test Pool to increase it from 7
to 10. 10 3 = 3 1/3, which rounds up to 4. Thus, Tom has 4 Successes.
Unfortunately, just as he opens the door, Molly gets home.
Molly Malkavian gets home just in time to see Tom Toreador finish
picking the lock to her door. She decides to punch him. Molly has a Test Pool
of 15. Tom has a Test Pool of 4. First, Molly subtracts Toms Test Pool of 4
from her Test Pool of 15. 15 4 = 11. Next, the players of Molly and Tom play
Rock, Paper, Scissors. Mollys player loses the first game, reducing Mollys
total to 8. A second loss reduces the total to 5. Because Mollys player lost
twice in a row, she must keep going until she wins or ties. Worse, there is no
way for her total to go up! Even if she does eventually win, all that happens
13
Actions
Some tasks take longer than others. For example, it takes longer to dial
a cell phone than it does to fire a gun, and longer than either to write a
computer program or repair a boat. Accordingly, different in-game tasks are
represented by different types of Actions.
Reflexive Actions are the most basic tasks, things so simple you
dont really have to think about them. Accordingly, you can usually perform
15
Combat
Combat is, essentially, a series of Actions with some special rules for
movement and turn order. For now, dont worry too much about it. If your
character winds up in combat, focus on what your character wants to do. The
Storytellers will help you figure out the rules part. For more information, see
Chapter 9: Combat.
Montreal in Darkness
The tools we use
All you need to do is show up to game in costume ready to have a
good time. All other game materials will be provided by the Storytellers.
Specifically, you will be given an Appearance Tag, Character Sheet,
Discipline Sheet, and Item Cards.
17
Additional Explanations
If you are still confused, (new)World of Darkness discusses many of
these basic concepts on pp. 3233. Just keep in mind that their rules and
vocabulary are slightly different. Focus on getting a general idea rather than
the specific rule and terms they discuss. Also, to avoid confusion, you should
not read their sections on Combat and The Chance Roll.
Glossary
Game System Terms
Abilities: Character Traits representing learned capabilities or
knowledge.
Ability Cap: The maximum number of Dots a character may have in a
particular Ability.
Action Level: Term used for some Downtime Actions to measure how
potent the action is.
Category: Certain Traits, such as the Ability Science and the
Background Status, require the selection of a particular category of
expertise. For example, Science: Biology and Science: Chemistry, or Status:
Camarilla and Status Sabbat.
Advantages: Character Traits representing innate characteristics or
accidents of birth that do not fall into the neat categories used by Attributes.
Attributes: Character Traits representing innate characteristics (IE,
Dexterity or Charisma).
Attribute Cap: the maximum number of Dots a character may have in
a particular Attribute.
Aggravated Damage: A Damage point representing a grievous
Wound, such as a serious burn. . . or supernatural capabilities.
Appearance Tag: A tag or card worn by players to describe things
about their characters that would be obvious to another character but are
not obvious from their costumes.
Backgrounds: Character Traits representing characters advantages
of opportunity or circumstance. IE, money, social networks, etc.
Bashing Damage: A Damage Point that inflicts a blunt or bruising
Wound.
Blood (or Vitae): Character Trait measuring how full a vampire is.
Counted in Points.
19
21
23
25
Sources of Rules
Core Rules
We draw on several different sources for rules and settings material. As
of this most recent edition of New World of Masquerade, players are only
expected to be familiar with nWOD rules where we explicitly cite to them. To
be absolutely clear players are no longer expected to be generally familiar
with nWOD.
Setting material comes from Vampire: the Masquerade and its related
supplements.
Rules come predominantly from White Wolfs the World of Darkness,
with Vampire: the Masquerade as a secondary source. Where neither of
those sources gave us what we needed, we turned to Vampire: the
Requiem or Shadowrun 4th Edition.
We also referenced many of the Minds Eye Theatre books, but drew
very few rules from them.
29
35
Terminology
In several places, a concept is referred to by one name in Classic World
of Darkness and a different name in World of Darkness or Vampire: the
Requiem. Where this happened, we use the name from Classic World of
Darkness. Heres the list of our changes:
Our Term
Charisma
Presence
Potence
Fortitude
Abilities
Combo
Disciplines
Blood Bonds
Lick
(derogatory
term for
vampires)
Jyhad
Complex Action
Game
World of
Darkness
Term
Presence
Majesty
Vigor
Resilience
Skills
Devotions
Notes
Vinculum
Lick
(derogatory
term for
mortals)
Danse
Macabre
Instant Action
Chapter
37
Terminology
In several places, a concept is referred to by one name in Classic World
of Darkness and a different name in World of Darkness or Vampire: the
Requiem. Where this happened, we use the name from Classic World of
Darkness. Heres the list of our changes:
Our Term
Charisma
Presence
Potence
Fortitude
Abilities
Combo
Disciplines
Blood Bonds
Lick
(derogatory
term for
World of
Darkness
Term
Presence
Majesty
Vigor
Resilience
Skills
Devotions
Notes
Vinculum
Lick
(derogatory
term for
39
mortals)
Danse
Macabre
Instant Action
Chapter
41
o
Characters may spend Dots of some Abilities to gain onetime benefits. These Dots refresh regularly.
Weve greatly abstracted weapon Traits. As result, most weapons and
equipment from World of Darkness, Vampire: the Requiem, and
Armory do not carry over to our system.
If an Ability, Discipline, Merit, Flaw, or Background is not listed in these
rules or the accompanying appendices, it is not available without
specific Storyteller permission.
Just because something is not in this packet does not mean that it does
not exist in the game world.
Where possible, rules regarding rare, usual, or otherwise special things
will not be revealed to players until their characters discover them incharacter.
43
Chapter 1
Setting
The World of
Vampires
For a basic introduction of the world our vampires live in, see Vampire:
the Masquerade, pp. 2845 and 5361 (you can skip the bit on Clans until
after you read our summaries that below). In addition, White Wolf published
a variety of setting supplements. But seriously, you should read that part
from Vampire: the Masquerade.
The Beast, clans and boons deserve special mention. Most stuff, we
can give you a brief introduction and send you on your way. But this stuff,
this stuff is critical. As always, you can find more information by checking out
Vampire: the Masquerade, which you should do because the summaries
below are woefully incomplete. In addition, White Wolf has published Clan
Books focusing on each Clan.
As you become more familiar with the setting of Vampire: the
Masquerade, you will encounter parts that are, well, stupid. We encourage
Storytellers to ignore those parts.
The Beast
All people have a selfish, predatory side. A voice in the back of your
mind telling you to do what you want to whoever you want and to Hell with
everyone else. Although most mortals are able to control these predatory
impulses, doing so is much more difficult for vampires. Something about the
process of becoming a vampire greatly amplifies a characters predatory,
animalistic impulses. This monster inside every vampire is simply called the
Beast.
Every vampire struggles constantly to control her Beast. Indeed, the
Camarilla puts great emphasis on maintaining constant control of ones
Beast. Within its sacred halls of power, losing control for even an instant is a
sign of great shame and weakness. So much so that attempting to provoke
others into losing control is a common pastime in Camarilla society,
notwithstanding the great danger posed by a vampire who has given in to
her rage.
For more details, see The Beast, p. 301.
Clans
A list of each playable clan is below, along with each Clans In-Clan
Disciplines, and Clan Advantage and Weakness. Note that even if a clan does
not have a Clan Advantage listed below, that just means that the clans
advantages do not lend themselves to brief encapsulations. See the
clanbooks for details on each clans history, background, etc. Asterisks (*)
indicate Clan-Specific Disciplines. There are no Clan- or Sect-based discounts
at character creation. There are no Clan-based favored Attributes. Clan
Flaws may not be bought-off.
Assamites
Reference: Vampire: the Masquerade, pp. 9091.
Disciplines: Celerity, Obfuscate, Quietus*.
Clan Weakness: Assamites are very prone to becoming addicted to Kindred
Vitae.
Montreal in Darkness: Montreal in Darkness allows Assamite player
characters, but only with special Storyteller permission. Generally speaking,
permission is only granted to experienced players who are excellent
roleplayers, and only then when the player presents the Storytellers with a
high-quality, well-developed character concept that will have a positive
effect on game state and that would not work as any other clan. Moreover,
47
Brujah
Reference: Vampire: the Masquerade, pp. 6869.
Disciplines: Celerity, Potence, Presence.
Clan Advantage: Brujah have the ability to attempt to instigate a Brujah
"call to arms" to call for Clan assistance to solve a common problem. These
calls usually draw most of the local Brujah, and may also draw out-oftowners. See Clanbook: Brujah or talk to the Storytellers for details.
Clan Weakness: Brujah must take at least 10 XP worth of Frenzy Triggers.
1-dot Frenzy Triggers do not count toward this total. Brujah gain no XP for the
first 10 XP worth of Frenzy Triggers they take.
Caitiff
Disciplines: Caitiff have no In-Clan Disciplines. They may instead purchase
Dots of the any of the Eight Basic Disciplines, without a teacher, at XP
Multiplier 6. (The Eight Basic Disciplines are Animalism, Auspex, Celerity,
Dominate, Fortitude, Obfuscate, Potence, and Presence).
Clan Advantage: None
Clan Weakness: Many superstitious Kindred believe that Caitiff are a sign of
the end times and advocate their extermination. Caitiff characters may not
start with more than Status: Kindred: Camarilla . Caitif characters Dots of
the Age Background may not exceed 2.
Followers of Set
Reference: Vampire: the Masquerade, pp. 9293.
Disciplines: Obfuscate, Presence, Serpentis.
Clan Weakness: All Followers of Set must take the Flaw Light-Sensitive at 4
Dots. Followers of Set gain no XP for this Flaw.
Gangrel
Reference: Vampire: the Masquerade, pp. 7071.
Disciplines: Animalism, Fortitude, Protean*.
Clan Weakness: Whenever a Gangrel enters Frenzy, make a second
Extended Resolve + Composure test, with the same Threshold as the Frenzy.
If the Gangrel loses the second test, she gains the Animalistic Feature Flaw
49
Malkavian
Reference: Vampire: the Masquerade, pp. 7273.
Disciplines: Auspex, Dementation* or Dominate (but not both), Obfuscate.
Clan Advantage: Access to the Malkavian Madness Network and the
Network Manipulation Ability. For more details, see Network Manipulation, p.
111.
Clan Weakness: All Malkavians are at least slightly insane. Choose either
one Severe Derangement or two Moderate Derangements (See
Derangements, p. 142 and Derangement, Appendix I: Merits & Flaws, p.
Error: Reference source not found). Malkavians do not receive XP for these
Derangments, although they may take additional Derangements for points.
All Malkavians suffer from the Blood of the Madman Flaw (See Appendix I:
Merits & Flaws, p. Error: Reference source not found).
Nosferatu
Reference: Vampire: the Masquerade, pp. 7475.
Disciplines: Animalism, Obfuscate, Potence.
Clan Advantage: Possibility of accessing various Nosferatu-only computer
networks and subterranean lairs (see Clanbook: Nosferatu or talk to the
Storytellers for more details). Nosferatu are somewhat more tolerant of
clanmates in other Sects.
Clan Weakness: All Nosferatu are hideously deformed. They scare small
children, may not purchase the Striking Looks Merit (see Appendix I: Merits &
Flaws, p. Error: Reference source not found) and are generally walking
Masquerade violations. 5 to Notice Test for downtime feeding.
Toreador
Reference: Vampire: the Masquerade, pp. 7677.
Disciplines: Auspex, Celerity, Presence.
Clan Weakness: When a Toreador observes an example of great
craftsmanship or beauty, she risks becoming hopeless entranced by it.
System
Initial Test: When a Toreador observes an example of great
craftsmanship or beauty, make an Extended Resolve + Composure Test to
resist becoming entranced by it, testing once per minute. The extent of the
craftsmanship or beauty determines the test's Threshold (see below). Until
51
Tremere
Reference: Vampire: the Masquerade, pp. 7879.
Disciplines: Auspex, Dominate, Thaumaturgy*.
53
Ventrue
Reference: Vampire: the Masquerade, pp. 8081.
Disciplines: Dominate, Fortitude, Presence.
Clan Weakness: Ventrue can only tolerate blood taken from a certain type
of mortal.
System
Ventrue can only tolerate blood from a certain type of mortal, such as
adulterous women, children under 7, red-heads, or Irish-American men. If
they consume blood from another source, they suffer debilitating nausea and
usually vomit up the offensive fluid. In an emergency, Ventrue can force
themselves to keep down blood from other sources, but the experience is
mentally and physically draining. Ventrue have no difficulty consuming Vitae.
If playing a Ventrue character, you must specify your characters blood
preference at character creation. The nausea from consuming other blood
causes a -2 modifier to all actions for one scene/ 10 minutes. To keep down N
points of bad blood, Ventrue must spend N Willpower and obtain M Successes
on a Stamina test, where M is the total number of points of bad blood that
the Ventrue has consumed in the past scene/ 10 minutes. -2 to Time Test for
downtime feeding.
Boons
The Types
The Camarilla recognizes fives general types of boons. Those not in the
Camarilla also use boons, even if they are not as precisely recorded.
Trivial
Boon
Minor
Boon
Blood
Boon
Life Boon
Your character must give her life. Note that Life Boons are
usually only given to a character who saved your characters life
when under no obligations to do so.
Trading Boons
Boons are currency. And as currency, vampires trade them to each
other to get things they want. And they dont limit themselves to trading
their own boons. No, if your character owes a boon to someone else, that
boon might be traded a dozen times before it is called in.
Example: Suppose Tom Toreador owes Molly Malkavian a Trivial Boon.
Vicky Ventrue wants Tom to do something for her, but he doesnt want to
deal with her. So Vicky gives Molly Malkavian a Trivial Boon, and in exchange
Molly gives Vicky Toms boon. Now Tom owes Vicky a Trivial Boon, and Vicky
owes Molly a Trivial Boon.
In addition, your character can trade up and down on the boon
chart. If someone owes her, say, a Major Boon, she can trade that in for three
Minor Boons. And three Minor Boons roughly equal a Major Boon.
Reneging
Kindred take boons very seriously. If your character reneges on a boon
without an exceptionally good reason, everyone she owes boons to will
probably immediately call them in. If she habitually reneges on boons, she
will rapidly lose Status, and her creditors will take drastic actions to secure
payment. Depending on her original and remaining Status, her Prince might
get involved.
However, as with the rest of the Vampire: the Masquerade world, your
character only gets in trouble for violating a boon if she is (1) caught, and (2)
cant backstab, bribe, or politic her way out of the situation.
57
Extra Conditions
All boons carry an extra, often-unstated condition. Thou shalt not fuck
mess with me while you owe me a boon. This rule can be a bit fluid at times
(see the section on reneging above).
Example: Tom Toreador owes Vicky Ventrue a Trivial Boon. Through a
strange series of events, Tom has a chance to become Prince! All he has to
do is explode Vickys unoccupied car. Afterward, Vicky has two options. She
can go to Tom, the new ruler of the city, and ask for a second Trivial Boon.
Or heck, just be content to know that a Trivial Boon from a Prince is much,
much nicer than one from a nobody.
But lets suppose that Vicky doesnt like Tom. Or that someone else
doesnt like Tom, and gives Vicky a nice, shiny pile of boons and candy to be
mean to Tom. She can go run to the Camarillas gossipers and politicians and
say Wah! Wah! The mean Princy doesnt respect boons! That means he
wont like any other rules either! Like the one that says you guys are more
important than him! Lets all go throw him under a bus together! A great
number of things can happen from there, but Toms wont enjoy any of them.
59
Chapter 2
Attributes
Attributes represent your characters most basic, fundamental
capabilities. Attributes are split into three categoriesMental, Physical, and
Social. They are further divided by purposePower, Finesse, and Resistance.
Power
Finesse
Resistance
Physical
Strength
Dexterity
Stamina
Social
Charisma
Manipulation
Composure
Mental
Intelligence
Wits
Resolve
Attribute Tasks
Usually, when performing an action, your characters Test Pool includes
both an Attribute and an Ability. However, some actions rely solely on your
characters Attributes. While these Attribute Tasks do not have a
corresponding Ability, each does have a corresponding Merit and Flaw.
Task
Memorizing and
Remembering
Defense
Notes
Significantly changed for
61
World of Darkness, p.
44.
Core Rules, pp. 148,
Resisting Coercion
Darkness, p.
Darkness, p.
Darkness, p.
Darkness, p.
Darkness, p.
Darkness, p.
63
Chapter 3
Abilities
Introduction
While Attributes represent your characters innate capabilities, Abilities
represent the many and varied ways in which your character can focus and
apply those capabilities. They run the gamut from wilderness survival to
languages, conversational skills to ancient lore, combat proficiency to
specialized scientific or occult studies.
For a rough guide on what level of proficiency corresponds to how
many Dots of an Ability, see World of Darkness, p. 54.
An Important Note for Veterans of Vampire: the Masquerade and World of
Darkness
There are significant differences between our Ability system and the
Skill systems used by Vampire: the Masquerade and World of Darkness.
First, Abilities have a narrower focus than do Skills. For example, while
World of Darkness uses the Skill Firearms for bows, crossbows, and firearms,
we have a different Ability for each.
Second, certain of our Abilities require you to select a specific Category
to focus in. Thus, for example, there is no Ability that is simply called
Occult. Instead, we have a wide variety of Occult Abilities, such as Occult:
General Theory, Occult: Supernatural Creatures, and Occult: Hermetic Magic:
Tremere Thaumaturgy. Science is similarly subdivided, as are a few other
Abilities.
Third, there is no free language proficiency in New World of
Masquerade. Every language your character speaks must be represented by
one or more Dots of an Ability on her character sheet. Moreover, the number
of Dots a character has in a language affects every Test in which hat
character communicates using that language. See Language, p. 99, for
details.
Fourth, some of our Abilities, such as Gambling and Politics, do not go
into a conventional Test Pool. Instead, dots of those Abilities may be
temporarily spent to gain certain benefits. This system will be familiar to
those of you who have played in Minds Eye Theatre.
65
Important Concepts
Key Trait Concepts
Before reading this chapter, you should the section Key Trait
Concepts, p. 239.
Ability Cap
Usually, your character may have at most 5 Dots in an Ability. This may
be increased by purchasing the Merit Ability Aptitude (see Appendix I: Merits
& Flaws, p. Error: Reference source not found).
Specialties
Abilities represent a fairly broad range of knowledge. Specialties
represent, well, particular specialties within that broad range. Thus, for
example, a character with Athletics might specialize in parkour, or a
character with Firearms might specialize in pistols.
Specifically, when your character gains her 4th Dot of an Ability, she
gains a free Specialty for that Ability. In Tests using that Ability where the
Specialty is relevant, she gains a +1 modifier. Thus, for example, if a
character with an Athletics specialization in parkour was making a Test to
run up a wall, she could add a +1 modifier to her Test Pool due to the
Specialty.
Specialty Slots
Once your character has four Dots of an Ability, she gains an additional
Specialty slot for each additional Dot she purchases. Thus, for example,
while a 4-Dot Ability can only support 1 Specialty, a 5-Dot Ability could
support 2 Specialties, and a 6-Dot Ability could support 3 (note that your
character can usually only purchase a sixth Dot of an Ability if she has the
Merit Ability Aptitude). However, only your first Specialty is free. Afterwards,
adding a new Specialty or changing an old Specialty costs 2 XP.
67
69
Ability List
Summary
Below is a summary of the most important Abilities and their
Experience Point Multipliers. Those Abilities that require selection of an
appropriate category are labeled with an asterisk (*). Experience Point
Multipliers (XPMs) are listed in parenthesis after each Ability.
Physical
Archery (3)
Athletics (3)
Brawl (3)
Build/ Repair* (2)
Crossbows (2)
Drive (2)
Firearms (3)
First Aid (2)
Heavy Weapons
(3)
Larceny (3)
Mechanic* (2)
Pilot: Watercraft
(2)
Stealth (3)
Survival (1)
Throwing (3)
Weaponry (3)
Social
Animal Ken (2)
Empathy (3)
Etiquette
(special)
Expression (2)
Gambling
(special)
Intimidation (3)
Leadership (3)
Masquerade (3)
Performance* (1)
Persuasion (3)
Politics (special)
Scrounge (2)
Subterfuge (3)
Mental
Academics (3)
Astral Abilities
(varies)
Computer* (3)
Crafts* (1)
Expert Ability*
(varies)
Gunnery (3)
Investigation (3)
Language* (3)
Lore* (varies)
Network
Manipulation (3)
Occult* (3)
Pilot: Aircraft (2)
Science (3)
Security (3)
Sensitivity* (2 or 4)
Socialize (3)
Special
Courage
Self-Control
Academics
Mental Ability, XP Multiplier 3
Academics represents your characters general educational level and
research skills. Below is a rough list of what education levels correspond to
which Dots of Academics. Please note that World of Darkness defines
Academics more broadly than we do. Many topics that World of Darkness
includes in Academics would instead be treated as a Science, Occult, or
Expert Ability in New World of Masquerade.
71
2
3+
Examples
Barely graduated high school
Dropped out of high school but got a GED later,
Attended a well-run public school through 8th grade and later
supplemented your schooling via tutors or reading.
Solid high school education
1 or 2 years post-secondary training program
Dropped out of college
Went to technical school after high school.
B.A. or B.S. from a weak program
B.A. or B.S. from a strong program
Masters degree from a weak program
Additional graduate studies
Research
Important note
These rules are designed for games where knowledge regarding
supernatural phenomenon and entities is fairly rare, or where some
characters must routinely research their next supernatural power. However,
we recognize that such involved rules are not appropriate for all games.
Storytellers seeking a more simplified process might omit these library
mechanics just ask players to make an Extended Intelligence + Academics +
equipment Test against an appropriate threshold, perhaps using a reduced
time period for each Test.
73
Obscurity Ratings
Ratin
g
14
57
810
1113
14+
Description
Very common. This information is available in all but a handful of
libraries.
Common. This information is available in most libraries.
Uncommon. Most libraries have at least some information on this
topic, but few have comprehensive coverage.
Rare. Most libraries have little to no information on this topic.
Very rare. Few libraries have any information on this topic.
75
Description
Very Basic. This library contains only the most basic information,
and even that is at times incomplete. Still, it is a start.
Basic. This library contains most if not all of the basic information on
the subject. It also has some incomplete information on more
advanced topics.
Standard. This library covers all of the basics, and enough
additional information to give a good start to any more advanced
research project.
Comprehensive. This library covers, well, just about everything.
Maybe not in as much detail as you might like, but you cant have
everything.
Very comprehensive. This library has almost everything there is to
know on the subject.
Result
The library not only has all of the information
that the character seeks, but that information
is conveniently gathered in one place.
The library has all of the information that the
character seeks, but it is not conveniently
gathered in one place. Instead, it is scattered
across various sources.
The library has some but not all of the
77
Threshold
for Step 4
1
Obscurity
Successes
Successes =
0
(see Step
4, below)
1
Note that for each library, the Storytellers only test for each piece of
information once. A piece of information will not be there one week and gone
the next. Unless someone has been borrowing materials, that is. . . .
Step 4: What does your character find?
Test Pool: Intelligence + Academics + librarys Organization rating +/modifiers.
Action: Extended, 6 hours per test, Threshold varies, see table
Results of Scope Test, above.
Results: The results of your characters search depend on the results
of the Storytellers Scope Test from Step 3. If the library has the information
your character needs, she obtains that information as soon as she succeeds
in this test.
If, however, the library is missing some informationthat is, the
Storytellers Successes on the Step 3 Scope Test < Obscuritythen when she
does succeed in this Test, she discovers that the library is missing at least
some of the information she needs. At this point, she has two choices. She
may either make do with the incomplete information available to her, or she
may try to plug the gaps in the librarys coverage.
Step 5: Filling in the holes
The easiest way to fill gaps in the librarys coverage is to use an
appropriate Influence. Usually, Occult or University is best suited for the task,
but other Influences might also be appropriate. The Goal Level of this action
is Obscurity 3 (round up). Every 3 Final Successes adds one Success to the
librarys Scope Test for purposes of finding this information. As soon as the
librarys Scope equals or exceeds the informations Obscurity, your character
has completed her research.
Step 6: Making things easier for future researchers
Once your character has found what she is looking for, she may choose
to make life easier for future researchers by compiling copies of what she
found in a single, easy to locate place. If she does so, whenever a character
uses the library to research that subject in the future, they will only need 1
Success to find the compiled information.
Animal Ken
Social Ability, XP Multiplier 2.
79
Archery
Physical Ability, XP Multiplier 3.
Archery applies to all strung bows, including but not limited to long
bows, recurve bows, and compound bows. It specifically does not apply to
crossbows. Generally functions as per Firearms.
Sample Specialties: Compound Bow, Composite Bow, Long Bow,
Short Bow.
Modifiers: Standard Ranged Combat Modifiers apply.
References: Ranged Combat Factors, p. 379. For combat rules more
generally, see Chapter 9: Combat , p. 347.
Astral Abilities
Mental Abilities, variable XP Multipliers.
These Abilities are only relevant to characters that can access the
Astral Plane. They are more fully described in Special Traits relevant when
projecting, p. 287.
Athletics
Physical Ability. XP Multiplier 3.
Athletics covers proficiency in a wide range of physical activities. See
World of Darkness, p. 64, for a more complete description of which situations
Athletics applies to.
Modifiers: Environmental Modifiers apply. See p. 394.
Reference: For combat rules more generally, see Chapter 9: Combat
p. 347.
81
Climbing
See Climbing, World of Darkness, pp. 6465.
Landing a fall
For every three yards your character falls, she suffers 1 Level of
damage. Usually, falling inflicts Bashing Damage. Your character may make a
Test to reduce falling damage.
Test Pool: Dexterity + Athletics + Armor.
Action: Reflexive.
Roll Results
Dramatic Failure: Damage severity increases by one notch. Lethal
Damage becomes Aggravated, Bashing Damage becomes Lethal.
Failure: Your characters efforts to cushion her fall fail. She takes full
damage.
Success: Each success reduces falling Damage by 1 Level.
Modifiers: Broken ground (-3 to -1), soft landing (+1 to +3)
Falling onto something
For rules on damage done to objects when your character falls on
them, see Falling Objects, World of Darkness, p. 138.
Note on the falling rules in World of Darkness
These rules entirely supplant the falling rules in World of Darkness.
NOTE: Montreal in Darkness still uses the falling rules in World of Darkness,
p. 179, although that may change in their next rules update.
Foot chase
See Foot Chase, World of Darkness, p. 6566.
Jumping
Your character may make a vertical jump, standing broad jump, or
running jump by making a Strength + Athletics + equipment Test. This
requires a Simple Action. Your characters Successes on her jump test
determine how far she jumps, and how well she lands. See World of
Darkness, pp. 6667 for information on jump distances.
83
Success
es
1
2
3
4+
Swimming
Test Pool: Strength + Athletics + equipment
Swimming and Kindred: Kindred take a -4 penalty when swimming
because they tend to sink, not float.
Throwing
Throwing uses the Ability Throwing rather than Athletics. See
Throwing, p. 139.
Brawl
Physical Ability, XP Multiplier 3.
As per Brawl, World of Darkness, pp. 6869. Note that we do not use
the Fighting Style Merits described in World of Darkness, pp. 11012.
Modifiers: Standard combat modifiers apply.
Reference: For combat rules more generally, see Chapter 9: Combat,
p. 347.
85
Build/ Repair
Physical Ability, XP Multiplier 2.
Build/Repair represents your characters proficiency at repairing simple
items, or assembling them from parts. It requires access to appropriate tools,
parts, plans, and the like, and does not let her create plans from scratch.
When performing simple tasks, Build/Repair usually uses an Extended Test
with a threshold selected by the Storytellers based on the tasks difficulty.
As a general rule of thumb, if your character wants to build or repair a
vehicle or complex piece of machinery, she needs the Ability Mechanics (p.
109). If she wants to build something with the sole purpose of looking nice,
such as a work of art or fashion accessory, she needs the Ability Crafts (p.
91). For anything else, she needs Build/ Repair.
Categories: When your character purchases Build/Repair, you must
specify a Category. Generally, categories are divided by type of thing you can
build or repair. Possible Categories include Armorer, Demolitions, Electronics
(includes computer hardware), Firearms, and Locksmith.
Modifiers: Storyteller discretion.
References: These rules entirely supplant those found in World of
Darkness, pp. 5758. See also Crafts, p. 91 and Mechanic, p. 109. For rules
on more complicated projects, see Projects, p. 261.
Important Note: Our crafting rules are still under development.
Where gaps occur, Storytellers will generally look to both World of Darkness
and Shadowrun.
Computer
Mental Ability, XP Multiplier 3.
Computer represents your characters proficiency with computers of all
kinds. When purchasing Computer, your character must select one of the
following three Categories: General, Hacking, and Security.
Modifiers: Storyteller discretion.
References: These rules entirely supplant those found in World of
Darkness, pp. 5657. For rules on more complicated projects, see Projects,
p. 261. See also Special rules for computer programs, p. 269.
Computer: General
Computer: General represents your characters general computer
skills, including everything from word processors to writing code. However, it
explicitly excludes computer security and computer hacking. Computer:
General is required to operate a computer.
87
Hacking
Hacking has two stages. First, the hacker checks for standard loopholes
in the target systems security. If that does not work, the hacker has to find a
new way in.
Initial Attempt
Test Pool: Intelligence + Computer: Hacking versus targets System
Defense.
Time: System Defense minutes (during game); (System Defense 3)
hours (downtime). Note that the time required for these tests is deliberately
accelerated in situations where characters make the attempt during game.
This is a compromise between the need for consistency and the fact that
time is simply more valuable at game than it is in downtime.
Detection: If Successes < Detection, the targets sysadmin notices
the intrusion attempt.
Effects: If successful, the hacker gains access to the target system. If
unsuccessful, the hacker may not retry this test.
Finding a New Way In
Test Pool: Extended, Intelligence + Computer: Hacking. Threshold =
System Defense. If, on any test, Successes < Detection, the sysadmin
notices the attack, and the hacker loses half of her accumulated successes
(round losses up, so 9 => 5).
Time: Every 2 tests counts as one Time-Intensive Action. This test
generally may not be made at game.
Effects: If successful, the hacker gains access to the target system. In
unsuccessful, the hacker may try again.
Courage
Special Ability, XP Multiplier 3.
89
Crafts
Mental Ability, XP Multiplier 1.
Crafts represents your characters proficiency at creating handicrafts or
works of art. It requires access to appropriate tools, materials, and the like.
When performing simple tasks, Crafts usually uses an Extended Test with a
threshold selected by the Storytellers based on the tasks difficulty.
As a general rule of thumb, if your character wants to build or repair a
vehicle or complex piece of machinery, she needs the Ability Mechanics (p.
109). If she wants to build something with the sole purpose of looking nice,
such as a work of art or fashion accessory, she needs the Ability Crafts. For
anything else, she needs Build/ Repair (p. 87).
Categories: When your character purchases Crafts, you must specify
a Category. Generally, categories are divided by the medium your character
works with. Possible Categories include Painting, Sculpting, and
Woodworking.
Modifiers: Storyteller discretion.
References: These rules entirely supplant those found in World of
Darkness, pp. 5758. See also Build/ Repair, p. 87 and Mechanics, p. 109. For
rules on more complicated projects, see Projects, p. 261.
Important Note: Our crafting rules are still under development.
Where gaps occur, Storytellers will generally look to both World of Darkness
and Shadowrun.
Crossbow
Physical Ability, XP Multiplier 2.
Crossbow applies to all crossbows and similar wound bow weapons. It
specifically does not apply to longbows and the like. Generally functions as
per Firearms.
Modifiers: Standard combat modifiers apply.
Reference: For combat rules more generally, see Chapter 9: Combat,
p. 347.
Drive
Physical Abilities, XP Multiplier 2.
91
Empathy
Social Ability, XP Multiplier 3.
As per Empathy, World of Darkness, pp. 7980.
Etiquette
Social Ability, Special XP Cost.
Etiquette represents your characters ability to quickly absorb and
follow rules of proper behavior in societies of all types.
Special Rules for LARP: Etiquette is never used as part of a Test
Pool. Instead, you may spend 1 Dot of Etiquette to un-say one word,
comment, phrase, or sentence that your character just said. Spent Dots
return when your character wakes up after a full day (or night) or sleep.
XP Cost (LARP): Etiquette costs 8/8/6/4/4 XP for Dots 1/2/3/4/5. All
additional Dots purchased after the fifth Dot cost 2 XP each (although
Etiquette is subject to usual Ability Caps).
XP Cost (Tabletop): XP Multiplier 3.
Defaulting: You may not use Etiquette if you do not have at least one
unspent Dot.
Sample Specialties: By social setting. When using the LARP rules,
Specialties do not give a bonus to Test Pools, because Etiquette has no Test
Pools. Instead, each evening, you gain one additional use of Etiquette in the
area of specialization.
Expert Ability
Mental Ability, Variable XP Multiplier.
Expert Ability is a catch-all category for specialized Abilities not already
represented with another Ability such as Lore, Occult, or Science.
93
Expression
Social Ability, XP Multiplier 2.
Expression represents your characters expertise at emotionally
moving others with her speech or writing. Expression does not affect your
characters proficiency at singing or playing musical instruments. It
otherwise works as per World of Darkness, p. 80.
Oratory uses Expression, not Persuasion, but otherwise works as per
World of Darkness, p. 83.
References: Expression, World of Darkness, p. 80; Oratory, World
of Darkness, p. 83.
Firearms
Physical Ability, XP Multiplier 3.
Firearms represents your characters proficiency with firearms up to
and including rifles and shotguns. It does not, however, include proficiency
with bows, vehicle-mounted weapons, machine guns and other heavy
weapons. Otherwise, as per World of Darkness, p. 72.
Modifiers: Standard combat modifiers apply.
References: Archery, p. 81; Crossbows, p. 91; Gunnery, p. 97; Heavy
Weapons, p. 97. For combat rules more generally, see Chapter 9: Combat, p.
347.
First Aid
Physical Ability, XP Multiplier 2.
First Aid represents your characters proficiency at emergency
medicine. It may only be used in Tests to stabilize seriously injured people,
and in healing Bashing Damage. For details, see Medicine, World of
Darkness, pp. 6062.
Synergy: Expert Ability: Medicine (1).
95
Gambling
Social Ability, Special XP Cost.
Gambling represents your characters proficiency at gambling and
games of chance.
Special Rules for LARP: Gambling is never used as part of a Test
Pool. Instead, you may spend 1 Dot of Gambling to undo a bet, move, or play
in a game of chance. Spent Dots return when your character wakes up after
a full days rest.
XP Cost (LARP): Gambling costs 4/4/3/2/2 XP for Dots 1/2/3/4/5. All
additional Dots purchased after the fifth Dot cost 1 XP each (although
Gambling is subject to usual Ability Caps).
Defaulting: You may not use Gambling if you do not have at least one
unspent Dot.
Sample Specialties: By game. When using the LARP rules,
Specialties do not give a bonus to Test Pools, because Gambling has no Test
Pools. Instead, each evening, you gain one additional use of Gambling in the
area of Specialty.
Gunnery
Mental Ability, XP Multiplier 3.
Gunnery represents your characters proficiency with vehicle-mounted
weaponry. Your character may not purchase this Ability without special
Storyteller permission.
Modifiers: Standard combat modifiers apply.
References: For combat rules generally, see Chapter 9: Combat, p.
347. For vehicle rules, see World of Darkness, pp. 14147.
Heavy Weapons
Physical Ability, XP Multiplier 3.
Heavy Weapons represents your characters proficiency with grenade
launchers, flamethrowers, machineguns, missile launchers, and other large
and particularly dangerous weapons. It does not apply to vehicle-mounted
weapons. Your character may not purchase this Ability without special ST
permission.
Modifiers: Standard combat modifiers apply.
References: For combat rules more generally, see Chapter 9: Combat,
p. 347.
97
Intimidation
Social Ability, XP Multiplier 3.
Generally, as per Intimidation, World of Darkness, pp. 8082. In
Saving Montreal, interrogations will be run as per
http://www.darkmontreal.com/forums/viewtopic.php?f=3&t=211 (note that
these rules have not been formally adopted by Montreal in Darkness).
Investigation
Mental Ability, XP Multiplier 3.
As per Investigation, World of Darkness, pp. 5960.
Larceny
Physical Ability, XP Multiplier 3.
Generally, as per Larceny, World of Darkness, p. 74. Larceny does
not apply to Tests to design or set up security systems. When picking
pockets, test with Dexterity + Larceny versus the targets Wits + Security.
Your target does not receive a separate test to notice that his or her pocket
has been picked.
Synergy: Security (1).
Reference: Larceny, World of Darkness p. 74.
Language
Mental Ability, XP Multiplier 3.
Language represents fluency in a single, specific language. When
communicating in a language, your character incurs a + (Dots 4) modifier.
This means that if she has Language or lower, she takes a penalty, and if
she has Language or higher, she gets a bonus. Language Dots
correspond to the following levels of fluency:
Dots
Fluency
Your character understands only the simplest concepts, and
has a very limited vocabulary. She might get by on the street,
but only barely. This roughly corresponds to a couple
semesters of half-forgotten language classes.
Your character has a limited vocabulary and might have to
repeatedly ask for clarification when discussing complex
topics. While she could live and work using only this language,
99
Leadership
Social Ability, XP Multiplier 3.
Leadership represents your characters ability to get others to follow
her. The concept draws on a wide range of social skills. But although it is
hard to define, you know it when you see it. Leadership does at times
overlap with other Social Abilities in New World of Masquerade. In those
cases, use whichever Ability most closely represents the approach used by
your character.
Special Rules for Kindred: Leadership Dice Pools are capped by your
Humanity when interacting with mortals, as per Empathy, Persuasion, and
Socialize.
References: For a full explanation of how low Humanity can reduce
Kindred Test Pools when dealing with mortals, see Interactions with mortals
and animals, p. 141.
101
Lore
Mental Ability, Variable XP Multiplier.
Lore represents your characters non-technical knowledge of the
chosen category. If you were studying this stuff in school, you would get Lore
from studying social sciences, not hard sciences.
Categories: When your character purchases Lore, you must specify a
Category. Generally, Categories are divided by area of knowledge. See below.
References: For the hard-science equivalent of Lore, see Occult, p.
117.
Lore: Supernatural:
Kindred
Lore: Supernatural:
Vampire
Lore: Supernatural: KueiJin
Lore: Supernatural:
Cathayan
2/ 2
Outsider 1/ 1
103
Insider
2/ 2
Outsider -1/ -1
Insider
2/ 2
Lore: Supernatural:
Lycanthrope (1)
Outsider -1/ -1
Insider 1/ 1
Outsider -1/ -1
Insider
1/ 2
Outsider -2/ -1
Insider
3/ 3
Insider
2/ 2
Outsider -2/ -1
Information about
a different
Influence
Category.
-1
Information about
Influence Centers
in the same
Influence
Category
-2
N/A
-1
N/A
N/A
N/A
-3
105
N/A
107
Rarit
y
2/ 3/
-1
2/ 3/
-1
1/ 3
1/ 3
1/ 1
2/ 2
Notes
This third, reduce rarity
applies if your character works
through official clan channels.
Masquerade
Social Ability, XP Multiplier 3.
Masquerade represents your characters proficiency at simulating
human behavior. If she have Masquerade, you may add (Resolve +
Masquerade) 3 (round up) to her Effective Humanity when interacting with
mortals. This does not stack with Obfuscate. Your character may also spend 1
Vitae point to increase Humanity by 1 for one scene/hour (once per scene/
hour).
Reference: For a full explanation of how low Humanity can reduce
Kindreds Test Pools when dealing with mortals, see Interactions with
mortals and animals, p. 141.
Mechanics
Physical Ability, XP Multiplier 2.
Mechanics represents your characters proficiency at repairing large,
complex machinery, or assembling it from parts. Using Mechanic requires
109
Medicine
Mental Ability, XP Multiplier 3.
Treated as Expert Ability: Medicine. Otherwise, as per Medicine,
World of Darkness, pp. 6062.
References: Expert Ability, p. 93; First Aid, p. 95.
Synergies: Academics (1), any Science (1).
Network Manipulation
Mental Ability, XP Multiplier 3.
Malkavians, while insane, can communicate with one another via a
nebulous Network that is somewhere between telepathy, empathy, and a
hive mind. Communication is, however, a lot like simultaneously playing a
dozen games of Telephone at a rock concert during a typhoon. See Clanbook:
Malkavian for more details. Individual Malkavians skill at manipulating and
interpreting the network is represented by the Ability Network Manipulation.
Authenticating clanmates
At any time, a character with at least one Dot of Network Manipulation
may send a query to any target character within her line-of-sight. If the
target character has access to the Malkavian Madness Network, she will hear
111
+/- 0
-1
-1
Varies
The more Successes your character gets, the more likely others are to
receive her message. Note that the sender does not know in-character how
successful this Test was.
Receiving
Test Pool: Wits + Network Manipulation.
Action: Reflexive.
After a character sends a message, a Storyteller will go to each
potential recipient and ask them to test to see what they receive.
Modifiers: +1 for each Success the sender received on her Test. See
table below for range modifiers.
-2
-1
+/- 0
+1
+2
Recipient
Recipient
Recipient
Recipient
Recipient
113
Note that the recipient does not automatically know the senders
identity and does not know how many Successes she received. Further note
that the sender does not know who received her message, and how many
Successes they received.
Reading the Network (Montreal in Darkness)
At the beginning of each game, the player of each Malkavian character
must put a number of 3 x 5 index cards into the Madness Box. They may
do whatever they want to the cards before putting them in the box, so long
as the card does not feel special to the touch. Every Malkavian character
then draws as many cards as they put in. If they draw a card they put in,
they may return it and draw another. The content of these cards indicate
what each Malkavian has gathered from the Network during the previous
game cycle.
The number of cards characters put in and remove from the box may
be altered by the Storytellers. The Storytellers reserve the right to meddle
with the contents of the Madness Box.
115
Success Threshold = 1
For each level by which Goal Level
exceeds Action Level, multiply the
Threshold by 2. Thus, a Network
Action with Goal Level 5 and Action
Level 3 would have a Threshold of 4.
Occult
Mental Ability, XP Multiplier 3.
Occult represents your characters technical understanding of the
chosen category. Occult only applies to supernatural topics. Knowledge of
mundane topics is represented with Science. Occult may either represent
abstract knowledge (IE, Occult: Supernatural Creatures) or hands-on
expertise (IE, Occult: Hermetic Magic: Tremere Thaumaturgy). If you were
studying this stuff in school, Occult would be the equivalent of a supernatural
hard science.
Categories: When your character purchases Occult, you must specify
a Category. Generally, Categories are divided by area of knowledge. A partial
list of Categories can be found below.
Defaulting: As can be seen on the list below, many Occult Abilities
form a branching tree, with Occult: General Theory as the base. As a general
rule of thumb (subject to Storyteller discretion), if a Test calls for a specific
Occult Ability and you only have the related more general Ability, you may
default to the more general Ability at a -3 modifier. Thus, for example, if you
117
119
Rarity
-4/ -3
-4/ -3
no rarity, only
available with
True Faith;
2/ 3/ -5 (third,
reduced rarity
applies only if
you are infernal)
2/ 0
3/ 3
2/ 0
3/ 3
2/ 0
3/3
Next most
general Occult
Ability (also a
synergy (1))
Occult: General
Theory
Occult: General
Theory
Occult: General
Theory
Occult: General
Theory
Occult: General
Theory
Occult: Western
Necromancy
Occult: General
Theory
Occult: Hermetic
Magic
Occult: General
Theory
Occult: Spirit
Magic
-1/ 0
Occult: General
Theory
3/ 3
Occult:
Supernatural
Creatures
1/ 2
Occult:
Supernatural
Creatures:
Kindred
Occult:
Supernatural
Creatures:
1/ 2
Other common
names
121
Occult: Hermetic
Occult:
Hermetic:
Tremere
Occult: Spirits:
Tremere
Occult: <Specific
Supernatural
Creature>
+3
+3
Necessary Ability
Your character uses the exact Occult Ability that corresponds to
the observed phenomenon. Thus, for example, if observing use of
the Discipline Auspex, your character would have to have Occult:
Discipline Theory: Auspex. Or if observing a Wraith, your
character would have to have Occult: Supernatural Creatures:
Wraiths.
Your character has a Supernatural Ability that is close, but more
general than would be ideal. Thus, to continue the above
example, if observing use of Auspex your character might have
Occult: Discipline Theory, or if observing a Wraith, your character
might have Occult: Supernatural Creatures.
Your character has the appropriate Occult: Supernatural Powers:
<Type of Power>. Thus, for example, if observing use of Auspex,
123
+1
125
127
Performance
Social Ability, XP Multiplier 1.
Performance represents your characters talent in a chosen artistic
endeavor such as dancing, singing, acting, or playing a musical instrument.
Performance does not cover works of art that involve creating a tangible,
physical object; such tangible objects fall under Crafts (p. 91), Build/ Repair
(p. 87), or Mechanics (p. 109). Similarly, Performance does not cover use of
the spoken or written word to evoke an emotional response. Such
manipulation of language falls under Expression (p. 95).
Test Pools: Intelligence + Performance (playing an known
instrumental piece); Wits + Performance (improvising an instrumental
piece); Dexterity + Performance (dance or similar physically-based
performances).
Categories: When your character purchases Performance, you must
specify a Category. Generally, categories are divided by type of instrument or
form of performance. Possible Categories include Acting, Viola, and Yodeling.
Persuasion
Social Ability, XP Multiplier 3.
Generally, as per Persuasion, World of Darkness, p. 8285. Oratory
uses Expression instead of Persuasion.
Pilot
Physical or Mental Ability, XP Multiplier 2.
When purchase Dots of Pilot, your character must choose either Pilot:
Aircraft or Pilot: Watercraft. The Pilot Abilities represent proficiency in
operating aircraft or watercraft, as appropriate. Pilot: Aircraft 1 is required
129
Politics
Social Ability, Special XP Cost.
Politics represents your characters knowledge of the political scene
within the chosen Category. If your character knows the name of another
character, she may use Politics to estimate that characters Status, as well as
any noteworthy political positions the target currently holds or has held in
the past. Your character only gets results from within the chosen Category.
Special Rules for LARP: Politics is never used as part of a Test Pool.
Instead, Dots of Politics may be spent to learn about another characters
Status.
Dots
Spent
1
Results
Your character learns whether the target character has Status
3. If so, your character learns the targets precise Status. In
addition, she learns whether the character has ever held a
major office within the organization. For example, within the
Camarilla, major office would include Prince, Justicar, and
anyone openly serving as an Archon. Within a Clan, it includes
Primogen and major clan-wide positions.
Your character learns whether the target has Status = 2. In
addition, she learns whether the target has ever held lesser but
still significant office. Within the Camarilla, this would include
Seneschal, Harpy, and Primogen. Within a Clan, it includes
Whips as well as lesser clan-wide positions.
Science
Mental Abilities, XP Multiplier 3.
Science represents book learning and technical knowledge. These
Abilities are used when conducting pure research into mundane subjects, or
when designing gear. Pure research into supernatural topics is covered by
Occult (p. 117).
Categories: When your character purchases Science, you must
specify a Category. Generally, Categories are divided by area of knowledge.
Possible Categories include Chemistry, Demolitions, Mathematics, and
Physics.
Defaulting: You may default to a related Science Ability with a -1, -2,
or -3 modifier, at Storyteller discretion.
Synergies: Academics (1); any other Science (1); Expert Ability:
Medicine (1).
References: These rules entirely supplant those in World of Darkness,
pp. 6364. For rules on more complicated projects, see Projects, p. 261.
Demolitions
Science: Demolitions is the Ability relevant to the design of explosives.
However, building explosives requires Build/ Repair: Explosives. Moreover,
when constructing explosives, your character will need to obtain or create
various chemical precursors.
Engineering
Note that if you want to design intricate or advanced gear, you must
have a Science Ability representing the appropriate branch of engineering. If
you do not have the correct engineering-related Ability, you will suffer
significant defaulting penalties, at best. Thus, for example, designing a
radically new automobile design requires Science: Engineering: Automotive.
Note, however that engineering Abilities are only necessary for major
redesigns. Lower-level tinkering may be performed with the appropriate
Mechanics or Build/ Repair Ability.
133
Scrounge
Social Ability, XP Multiplier 2.
Scrounge represents your characters tendency to randomly stumble
upon cool and interesting things.
Suggested mechanics (used in Montreal in Darkness): Once per
game session, you may draw a number of cards from the Scrounge Deck
equal to your Dots of Scrounge. This Deck contains many wonderful and
interesting things. When purchase Dots Scrounge, the cost is determined by
counting not only your characters own Dots of Scrounge, but also any Dots
of Scrounge possessed by her Retainer. Dots of Scrounge refresh at the
beginning of each game.
Defaulting: You may not use Scrounge if you do not have at least one
unspent Dot.
Security
Mental Ability, XP Multiplier 3.
Security represents your characters proficiency at planning and
operating security systems. This is basically the good guy version of
Larceny. Security is used in tests to design or counter security systems used
to protect persons and facilities (including havens). See Security, p. 269.
Synergy: Larceny (1).
Self-Control
Social Multiplier, XP Multiplier 3.
Self-Control represents your characters proficiency at controlling anger
and violent impulses. This Ability is particularly important for Kindred, who
use it to resist Hunger Frenzy and Anger Frenzy.
Unskilled use: There is no penalty for unskilled use.
Modifiers: See Frenzy, p. 301.
Sensitivity
Mental Ability, XP Multiplier 2 or 4.
Sensitivity represents your characters proficiency at interpreting
supernatural phenomenon sensed through the Merits Awareness or Unseen
Sense (Appendix I: Merits & Flaws, pp. Error: Reference source not found and
Error: Reference source not found, respectively). Sensitivity is only available
to characters with one or more Dots in at least one of those Merits.
135
Socialize
Social Ability, XP Multiplier 3.
As per World of Darkness, pp. 8586. If used in an Influence Dice Pool,
it gives an additional +1 bonus to the Influence Action.
Stealth
Physical Ability, XP Multiplier 3.
As per World of Darkness, pp. 7576.
Streetwise
This Skill from World of Darkness has been replaced with the Ability
Lore: <City>: Street. See City and Influence Lores, p. 105.
Subterfuge
Social Ability, XP Multiplier 3.
As per World of Darkness, p. 87.
Survival
Physical Ability, XP Multiplier 1.
As per World of Darkness, pp. 7677.
137
Throwing
Physical Ability, XP Multiplier 3.
Throwing represents your characters proficiency at throwing objects so
that they land where she wants them to. It is used for accurately throwing
everything from javelins to hand grenades to footballs. It is also used for
catching thrown objects. Generally, as per Throwing and Catching Thrown
Objects, World of Darkness, pp. 6768.
World of Darkness states that thrown knives, rocks, etc. may add their
Damage ratings as modifiers (p. 67, Throwing, paragraph 4). In New World
of Masquerade, this modifier applies to Damage, not To Hit. Use Throwing
instead of Athletics when determining Range.
Synergy: Athletics (1).
Modifiers: Standard combat modifiers apply.
References: For combat rules generally, see Chapter 9: Combat, p.
347.
Weaponry
Physical Ability, XP Multiplier 3.
As per World of Darkness, pp. 7778.
Modifiers: Standard combat modifiers apply.
References: For combat rules generally, see Chapter 9: Combat, p.
347.
139
Chapter 4
Advantages
Key Trait Concepts
Before reading this chapter, you should the section Key Trait
Concepts, p. 239.
Humanity
Humanity has much more far-reaching impact than does Morality.
Specifically, Humanity has the following effects.
With interacting with mortal people and animals, characters with low
Humanity come across as, well, creepy. See Interacting with mortals
and animals, below.
Your characters Humanity determines how strongly she can resist her
Beasts nocturnal urges. This affects when she wakes up, when she
goes to sleep, how likely she is to wake up if disturbed during the day,
and how effectively she can operate while awake during daylight
hours. For details, see Daytime Activity, p. 311.
Should a vampire fall into Torpor, her Humanity determines how long
she sleeps. See Torpor, p. 315.
Rumors speak of religious hunters wielding strange powers that are
particularly damaging to characters with low Humanity.
For a brief discussion of what is represented by various Dots of
Humanity, see The Downward Spiral, Vampire: the Masquerade, pp. 135
36. Vampire: the Requiem also has an extremely helpful discussion of how
vampires relations to the world around them shifts and changes as their
Humanity drops. See Summary: the Descent, Vampire: the Requiem, pp.
18586.
Effective Humanity
When the specific game systems in this area are discussed, they
usually speak in terms of Effective Humanity rather than Humanity.
Effective Humanity is simply your characters Humanity, taking into
account any modifiers relevant to the situation. Thus, for example, the Merit
Blush of Health increases a characters Humanity solely for purposes of
dealing with mortals.
Hierarchy of sins and degeneration
Humanity uses the same hierarchy of sins and degeneration mechanics
as does Morality . See World of Darkness, p. 9194. Vampires may never
regain lost Dots of Morality without paying XP.
Interactions with mortals and animals
Characters with low Humanity are, well, creepy. Most Kindred are so
accustomed to this that they do not notice anymore. However, the same is
not true of animals or mortal humans.
When interacting with mortals, your characters Effective Humanity
caps her Test Pools for Empathy, Leadership, Persuasion, and Socialize. This
cap is applied to the Attribute + Ability portion of the pool. Apply the cap
before applying any modifiers.
Influence actions: This cap applies to the Attribute + Ability portion
of all Influence Dice Pools.
141
Paths of Enlightenment
Some vampires have abandoned all vestiges of Humanity and instead
follow other, alien codes of ethics. For purposes of interacting with mortals
and animals, these characters Effective Humanity starts at Path Dots -1.
Currently, New World of Masquerade does not support Paths of
Enlightenment for player characters.
Wassail
When a vampire loses all her Dots of Humanity and is not on a Path of
Enlightenment, her Beast has completely taken over. This state is called
Wassail. Such creatures are little more than wild animals, albeit extremely
dangerous ones.
Derangements
We treat Derangements as Flaws. For details, Derangement,
Appendix I: Merits & Flaws, p. Error: Reference source not found.
Derangement descriptions appear in World of Darkness, pp. 97100.
Resistance Tests
Most Derangements are not always active. Instead, when triggered,
your character must test to resist suffering from a deranged episode.
Depending on the Derangement, the Test Pool for this Test is either
Composure + Self-Control or Resolve + Courage:
Composure + Self-Control
Anorexia
Bulemia
Delusional Obsession
Dependent Personality Disorder
Fixation
Irrationality
Kleptomania
Megalomania
Multiple Personality
Narcissism
Obsessive Compulsion
Sadism
Schizophrenia
Sociopath
Vocalization
142
Resolve + Courage
Anxiety
Depression
Avoidance
Fugue
Hysteria
Inferiority Complex
Manic Depression
Melancholia
Paranoia
Phobia
Power Fetish Obsession
Sanguinary Animism (Kindred
only)
Suspicion
Nature
Your characters Nature is a short summation of her innermost self. For
example, a Bon Vivant lives to party, while a Conniver is all about
manipulating hidden strings of power. Sample lists of Natures may be found
online at Death Quakers site
(http://www.deathquaker.org/gaming/archetypes.html), or in Vampire: the
Masquerade, p. 11215. Please keep in mind that although we use the
Nature system from Vampire: the Masquerade, we do not use its Demeanor
system.
When your character acts in a way that strongly fulfills her Nature, she
may regain additional points of Willpower. For details, see Regaining points
of Willpower, p. 150.
Vice
Your characters Vice represents her strongest self-destructive
tendencies. By giving in to her Vice, she reinforces her sense of self, allowing
her to regain points of Willpower (see Regaining points of Willpower, p.
150). For more details about Vices, see World of Darkness, pp. 10001 and
10305 (Virtues and Vices and Vices, respectively). Please keep in mind
that although we use the Vice system used in World of Darkness, we do not
use its Virtue system.
Existential Accidents
Age
Age is a special Advantage. For Kindred characters, it measures how
much time has passed since the Kindred was Embracedthat is, how long it
has been since the character was turned into a vampire. For mortal
characters, it measures their adult lifegenerally their age 20 years. There
is no equivalent in Vampire: the Masquerade or Vampire: the Requiem.
High Age provides several benefits. First, for Kindred, high Age is a
prerequisite to having a strong Generation (see below). Second, the higher
143
Generation
Generation is a special Advantage that is only available to Kindred
characters. It measures a Kindreds genealogical proximity to the mythical
first vampire, Caine. Although no one knows why, each generation of
vampires is weaker than those that came before. As a result, much of
Kindred society is ordered by those of low Generation (whose blood is
stronger due to their closeness to Caine), while the neonates with weak, thin
blood and high Generation (many steps removed) chomp at a bit that cannot
be removed. See Vampire: the Masquerade, pp. 5356, for a more detailed
discussion of Generation.
Mechanically, Generation replaces some of the functions of Vampire:
the Requiems Blood Potency. New characters who spend no points on
Generation default to 13th Generation. Each additional Dot of Generation
bought at character creation brings a character one step closer to Caine.
After character creation, additional Dots of Generation may only be obtained
by Diablerie (see p. 335). Starting characters may choose to be 14th
Generation as a Flaw (see Fourteenth Generation, Appendix I: Merits &
Flaws, p. Error: Reference source not found).
144
Age
prerequisite
Any
13
Any
12
Any
11
Any
10
9
8
7
6
5 and below
1
2
3
???
???
???
XP multiplier: 2
Note: Wherever the term Generation is used in a dice pool, such as on
Dominate tests, use the amount of Dots purchased, and not your actual
relationship to the mythical Caine.
Montreal in Darkness: Note that Montreal in Darkness treats
Generation as a Background.
Modernity
Modernity represents how much your character understands modern
culture and society. While all characters can have this Advantage, it most
heavily affects Kindred. After a vampire is Embraced, she begins to slowly
lose touch with the world around her. Some say this is a reflection of the
curse affecting all vampires. That vampires are cursed not only with the
death of the body, but also with the death of creativity, of adaptability, and
of the connection with the world around them. Others posit that this slow
drift out of the mainstream is nothing more than a natural outgrowth of the
fact that vampires simply have less time than do mortals. Following the
145
How
long
does
the Dot
last?
Never
10-20
years
20
years
4-10
years
12
years
Average middle-aged to
late-middle aged adult.
You stay on top of
developments in areas
Do
ts
0
1
2
3
4
Rough Familiarity
200
years
100
years
100
years
60
years
146
Examples
~2-4
years
4 years
~1-2
years
2 years
6 months
to 1 year
1 year
10
6 months
ahead
1 year
Species
Not all creatures are created equal and, for better or worse, an
Attribute system designed to accommodate adult humans is not capable of
perfectly representing all of natures bounty. World of Darkness accounts for
this diversity with two Advantages: Size, and Species Factor. Size is selfexplanatory. Species Factor represents a species average Speed. For more
details, see World of Darkness pp. 9495 (Size, for details about Size, and
Speed, for details about Species Factor).
147
Derived Attributes
These Advantages represent innate characteristics that are inextricably
tied to one or more of a characters Attributes. That is not to say that it is
impossible to improve in these areas. However, although dedicated work can
elevate some of these Traits above what the underlying Attributes would
provide, characters can still go only so far above their natural limits.
See Appendix I: Merits & Flaws, p. Error: Reference source not found
(Merits that increase Derived Attributes) and p. Error: Reference source not
found (Flaws that decrease Derived Attributes).
Defense
Defense = (Wits + Dexterity +/- modifiers) 2 (round up).
Defense represents your characters ability to duck, weave, dodge,
jinx, and generally avoid being hit by blows or slowly-moving thrown objects.
In game terms, your characters Defense applies as a negative modifier
whenever someone attacks her in Close Combat or with a thrown weapon.
Defense also applies to Ranged Combat attacks made from within close
combat ranges.
See p. 369 for more details on how Defense is used in combat. See
World of Darkness, p. 90, for additional explanations and examples. If you do
consult World of Darkness, please keep in mind that it calculates Defense
differently than we do. Furthermore, although World of Darkness defines
when Defense applies primarily in terms of its Skill system, we define the
applicability of Defense in terms of the type of combat and the range at
which it occurs.
Defense may be increased with the Merit Increased Defense and
decreased with the Flaw Decreased Defense. See Appendix I: Merits & Flaws,
pp. Error: Reference source not found and Error: Reference source not found,
respectively.
Health
Health = Size + (2 Stamina). The Size of adult Humans and Kindred
is 5. Kindred get +1 Health. See World of Darkness, p. 94 for more details
about Size.
Health represents your characters ability to take punishment and keep
on going. Think of it as hit points. For information about types of damage,
see p.415. For information about healing injuries, see Applying Damage p.
415.
148
Initiative
Initiative = Dexterity + Resolve +/- modifiers
Initiative represents your characters reaction time. From time to time,
you may need to calculate your characters Combat Initiative by adding your
Initiative to a random number between 1 and 10. For more details about how
Initiative works in New World of Masquerade, see p. 353. For more details on
Initiative generally, see World of Darkness, p. 91. Please keep in mind that it
calculates both Initiative and Combat Initiative differently than we do.
Initiative may be increased with the Merit Increased Initiative and
decreased with the Flaw Decreased Initiative. See Appendix I: Merits & Flaws,
pp. Error: Reference source not found and Error: Reference source not found,
respectively.
Speed
Speed = Strength + Dexterity + Species Factor. The Species Factor of
adult humans and Kindred is 5. For more details about Species Factor, see
World of Darkness, p. 95.
Speed represents how far your character can job in a single Turn (3
seconds). Your characters walking speed is Speed 2 (round up). For more
details about movement in combat, see Movement, p. 357.
See World of Darkness, p. 95 for more details about Speed. Please
keep in mind that World of Darkness does not differentiate between walking
and jogging speeds.
Speed may be increased with the Merit Increased Speed and
decreased with the Flaw Decreased Speed. See Appendix I: Merits & Flaws,
pp. Error: Reference source not found and Error: Reference source not found,
respectively.
Willpower
Willpower = Composure + Resolve.
Willpower represents the focus, discipline, and force of will that your
character may exert in short, focused bursts. Please note the difference
between Willpower, which is short-term and task-specific, and Resolve, which
is not.
149
151
Chapter 5
Backgrounds
Backgrounds fall into two rough categories (these groupings are purely
to help new players more quickly grasp the system and have no mechanical
significance):
o
Assets: Resources, Employment, Haven, Personal Security,
and Herd.
o
People power: Retainer, Allies, Contacts, Influence, Fame,
and Status.
152
Assets
Money Resources and Employment
Characters receive money each game based on their levels of
Employment and Resources. Characters who have both Backgrounds receive
income from them separately. Thus, for example, a character with Resources
1 and Employment 3 would receive $250 + $1,000 = $1,250 each
game. Note that the values below assume two weeks between games. If your
games occur at different in-character intervals, the amounts should be
adjusted accordingly.
Dots
0
1
2
3
4
5
6
7
8
9
10
N
Money per
game
30
250
500
1,000
2,000
4,000
7,500
15,000
30,000
60,000
125,000
2 x previous
Cash-in value
Starting Money
7,500
37,500
75,000
150,000
300,000
600,000
1,125,000
2,250,000
4,500,000
9,000,000
18,750,000
2 x previous
780
3,900
7,800
15,600
31,200
62,400
117,000
234,000
480,000
936,000
1,950,000
2 x previous
Resources
Resources represents your characters accumulated wealth. Characters
may choose to cash-in their Resources for a one-time payout, or may buy
levels of resources by paying the difference in Cash-in Value between their
current level and their desired level.
At character creation, Resources costs 3 XP per Dot. After Character
Creation, Resources may not be purchased for XP. However, your character
153
Employment
Employment represents your characters income from a job. Having a
job reduces the amount of time your character has available to perform
downtime actions. See Time-Intensive Actions, p. 431.
Purchasing Employment
At character creation, Employment has an XP Multiplier of 1.
Employment may not be purchased for XP after Character Creation. Instead,
if your character finds work, the Storytellers will give her Dots of
Employment appropriate to job.
Haven
Homes are for mortals. Pretentious vampires live in Havens!
Your character purchases and maintains her Havens with money rather
than with XP. Each Haven has five Traits: Amenities, Location, Security, Size,
and Vehicle. Each has between 1 and 5 Dots, although higher values are
possible. Each of these has a cost per game dependent on how many Dots
are put in it, as shown below. If you do not want to personally allocate your
Haven Points, email the STs with a description of your haven, and the STs will
allocate your Haven Points accordingly.
Note that your Havens Traits must make sense. When you submit your
characters Haven for Storyteller approval, if you are unable to articulate to
the Storytellers why it has the Traits that it does, the Storytellers will not
approve it.
If you do not specify the Traits of your characters Haven, the
Storytellers will do so for you. As a rule of thumb, they will assume she is
spending about 40% of her income on her Haven.
These rules may also be used to represent non-haven buildings or
residences.
Note that the values below assume two weeks between games. If your
games occur at different in-character intervals, the amounts should be
adjusted accordingly.
154
Amenities
$0
$20
$80
$300
$1200
$10,000
$320,000
Location
$0
$20
$80
$300
$1200
$10,000
$320,000
Security
$0
$40
$160
$600
$2400
$20,000
$640,000
Size
$0
$40
$160
$600
$2400
$20,000
$640,000
Vehicle
$0
$40
$160
$600
$2400
$20,000
$640,000
Amenities
Haven Amenities represents the level of creature comforts in your
characters Haven. It covers everything from furniture to electronics to
clothing to decorations and more. There are few hard mechanics on this
topic. Rather, Amenities gives the Storytellers a general idea of how much to
let you get away with when you begin describing your characters Haven to
others.
As a rule of thumb, the things inside your characters haven were
made with a number of Successes ranging from Amenities 2 to Amenities,
with a few select pieces having been made with a number of Successes =
Amenities + 1. Thus, for example, if your characters Haven had Amenities
4, most of her furnishings and clothing would be made with 2 or 3
Successes. However, she might have a few nicer suits or dresses (crafted
with 4 or 5 Successes), as well as the occasional particularly high-quality
work of art or piece of heirloom furniture (5 Successes). This will be most
relevant when entertaining guests, selecting your characters attire. Oh, and
when tormenting Toreador (a vampire clan which, as you may recall from p.
51, has an unfortunate tendency to become extremely preoccupied when
presented with works of art).
Location
Haven Location represents the proximity of your characters Haven to
other areas of interest. At high Dots, the Haven is likely located near the city
center along a major transit artery. Lower Dots might indicate that the Haven
is farther from the city core, or might alternately indicate distance from
major roads.
When it is particularly important for to get to or from your characters
Haven quickly, your character might receive a bonus to her relevant Drive
Test based on her Havens Location. Ultimately, whether she gets a bonus
and how large that bonus is at the discretion of the Storytellers.
Similarly, if we ever nail down final feeding rules, Location might
provide a bonus to feeding tests.
In Montreal in Darkness, a Location rating of 1 or higher is typically
required of all Havens located on Montreal island.
155
156
2
3
City Center
Broom Closet or
smaller.
Near Suburbs
Think dorm room.
Studio apartment or
small 1 bedroom
apartment.
Far Suburbs
Small house crammed
in between other,
newer buildings
Small cottage.
Probably has 3 or 4
rooms + bath. Has a
yard.
Small house, nicesized yard.
Large house. A couple
acres.
Very large house,
several acres. The
property probably has
a couple outbuildings.
Sprawling country
estate.
Vehicle
Vehicle represents the transportation options available to your
character at her Haven.
Dot
s
1
2
3
4
5
Vehicle
What vehicle? Public transportation is all your character can afford. At
best you have an old, barely functional motorcycle.
Beater car or decent motorcycle.
Very nice motorcycle or nice sedan. Maybe a minivan.
Sports car or very nice sedan.
Multiple very nice cars.
Note that a Havens Vehicle rating only represents the vehicles located
at that Haven. If your character has more than one Haven, it is entirely
reasonable to state that some have no vehicle based at them.
157
Personal Security
Personal Security represents your characters investments in making
sure she is not being followed as she travels from place to place. It covers
everything from spare license plates to paying someone to tail you a bit to
make sure there are no other tails to paying someone to watch your car to
make sure no one meddles with it in your absence. The game mechanics of it
are deliberately very abstract. You should feel free to flesh out with the
Storytellers exactly what your character is getting for her money.
After all, it would be highly inconvenient if some rude strange followed
her home from a sensitive meeting. Or if someone followed her from home to
the sensitive meeting, for that matter!
Your character purchases and maintains her personal security
measures with money rather than with XP. Personal Security is measured in
Dots, and usually ranges from 1 to 5:
Points
0
1
2
3
4
5
6
Personal
Security
$0
$40
$160
$600
$2400
$20,000
$640,000
For more details about Personal Security, see Security, p. 269.
Herd
Herd represents a safe, reliable source of mortal blood (not vampire
blood sorry Ghouls). For obvious reasons, this Background is substantially
more useful to Kindred characters than it is to anyone else. While it might
seem strange to talk about blood sources next to money and security
systems, keep in mind that for vampires, money is not particularly difficult to
acquire, while acquiring blood requires constant effort.
158
Purchasing Herd
Each Dot of Herd costs 3 XP. There is no limit to the number of Dots of
Herd your character may have.
People Power
These Backgrounds represent the way your character interacts with
others. Some represent specific characters willing to help your character:
Retainer, Allies, Mentor, Contacts, Influence, and Herd. By comparison, Fame
and Status have a broader reach.
All of these Backgrounds can and will be affected by how your
character interacts with others. Good treatment will lead to happier helpers,
and may even lead to bonuses to Test Pools. Poor treatment can result in Test
Pool penalties and even permanent loss of one or more Dots of the relevant
Background.
This bears repeating if your character misuses these Backgrounds,
she may lose them. This is particularly true for those Backgrounds that
represent specific non-player characters; that is, Retainer, Allies, Contacts,
Influence, and Herd. Poor behavior could also impede your characters Status
and Fame.
159
Descriptions
Retainer
Retainer represents a non-player character who works for your
character full-time. To be clear, this is a level of dedication above a typical
employer-employee relationship. Think instead in feudal terms; that is, of a
retainer sworn to the service of a lord. However, a Retainer is not
automatons. If mistreated, his loyalty will wane.
Each Retainer background represents a single non-player character. If
your character wants more than one Retainer, she must purchase separate
versions of this Background for each desired Retainer. Each Retainer has his
own character sheet.
What do Retainers do?
Retainers can fill many roles. The only real limiting factors are XP cost
and the administrative burden they impose on the Storyteller. Each Retainer
has his own character sheet.
In Montreal in Darkness, Retainers most frequently are used for one of
a few basic purpose. First, many character use retainers as bodyguards.
While even a ghouled Retainer usually cannot defeat a vampire trained in
the arts of combat, a bodyguard might nevertheless prove useful against
mundane attackers or as a means of delaying an attacker so that your
character can escape. Second, some characters have Retainers specialized
in utility Abilities such as Build/ Repair, Computer, Drive, Science, or
Security. This approach is a compromise solution in situations where
characters do not have enough XP to purchase everything they want. Third,
some characters use Retainers to increase the number of Influences that
they can effectively control.
Note that using Retainers to manage Influences or hold utility
Abilities is not without risk. Because Retainers start with less XP than do
player characters, they are much more fragile. This is particularly true in
vampiric society, where even ghouled Retainers simply cannot have
supernatural powers as potent as those available to full vampires. Moreover,
killing a rivals Retainer is not only easier than killing the rival directly, but
also carries fewer consequences if caught.
Purchasing Retainers
Retainers cost 2 XP. Starting Retainers are mundane mortals (or
animals) created according to the usual character creation rules, with a few
exceptions. Most significantly, a Retainer only starts with 140 XP (note that
Attributes do start at 2). You should speak with the Storytellers to see
160
161
Allies
Allies are non-player characters who are willing to help your character
out from time to time. Unlike Retainers, Allies have lives and concerns of
their own. They most emphatically are not on call 24/ 7, and most would take
offense at the suggestion that they should be. Think your real-life friends.
Each instance of the Allies Background represents one NPC, a small
group of NPCs, or another PC (see below). You may purchase this background
multiple times to represent different PCs, NPCs, groups, etc.. Allies may
represent Kindred or humans. Other supernatural creatures may also be
Allies, with Storyteller permission.
Generally, Kindred Allies may only represent NPCs in other domains or
on the fringes of the games domain. When two or more PCs are brought into
play with an existing friendship or partnership, they must buy dots of Allies
appropriate to their loyalty to each other.
If your character places extraordinary demands on an Ally, that Ally
might later ask you to return the favor.
Dot values: Generally speaking, every additional Dot of the
Background doubles its effectiveness.
162
Contacts
Contacts are associates of your character who specialize in providing
information, introductions and other favors that absolutely, positively and
under no circumstances require them to get their own hands dirty. That said,
if your character is looking for special goods or services, Contacts may be
quite happy introduce her to someone who can provide her with what she
desires. Of course, such providers do not work for free, and for sufficiently
challenging requests your Contacts may ask for a little something
themselves.
Dot values: Generally speaking, every additional Dot of the
Background doubles its effectiveness.
Purchasing Contacts
By default, Contacts has XP Multiplier 2.
With Storyteller permission, your character may purchase dots of
Contacts representing Kindred or even other supernatural creatures. For
particularly powerful groups of Contacts, the Storytellers may determine that
a higher XP Multiplier is more appropriate. For example, there has been a lot
of talk at Montreal in Darkness about raising the XP Multiplier for Contacts:
Harpies (see below).
Categories: When your character purchases her first Dot of this
Background, you should define what group of characters it represents. Your
character may purchase this Background multiple times, so long as she
specifies a different Category each time.
Examples (mortal society): Mayors Office, Crooked Cops.
163
Contacts Actions
When using Contacts, you have essentially two options. For informal
queries or small matters, simply talk with the Storytellers. However, when
your character is seeking particularly sensitive information, you should
submit to the Storytellers a formal Contacts Action. Similarly, you should
submit a Contacts Action when your character is seeking a teacher for a rare
or unusual Ability or Discipline.
Contacts Actions are basically a special kind of Extended Action that
does not actually use any Tests. Instead, whether or not your character
succeeds depends on two main things: how hard it is to do the thing she
wants to do (Goal Level), and the potency of the Contacts she is dedicating
to the task (Action Level). As long as her Action Level is at least as high as
the Goal Level, your character succeeds.
If your characters Action Level is not as high as the Goal Level, dont
worry. There are two basic ways she can still accomplish her goal. Both are
based on the principle that adding one Dot to Contacts doubles its potency.
See Sustained Actions and Combined Actions, below.
Action Level
Normally, your character gets one Contacts Action per Game Cycle. For
every Dot of Contacts, the Action Level goes up 1. Thus, for example, if your
character had Contacts: Harpies 3, she would get a single 3rd Level Action.
If your character has more than one Contacts Background, each provides its
own Contacts Action. They most emphatically do not add up. Accordingly, if
your character had Contacts: Harpies and Contacts: Camarilla Security
, each Game Cycle she could get 2 Contacts Actions: 1 3rd Level action for
Contacts: Harpies, and 1 4th Level action for Contacts: Camarilla Security.
She would not get a single 7th Level Action.
Goal Level
An Actions Goal Level is determined by what, precisely, the action is
meant to achieve.
Finding a teacher for a rare Ability or Discipline. Your character
may use Contacts to look for someone to teach her a rare Ability or
Discipline. By default, the actions Goal Level is equal to the Rarity of the
desired Ability or Discipline + the number of Dots your character will have in
that Trait (counting the Dot she wants to be taught). Thus, for example, if
your character wanted to learn Occult: Supernatural Creatures: Mage , the
Goal Level would be Rarity (2) + New Dots (1) = 3.
Looking for answers to specific questions. Goal Levels for these
actions will vary at Storyteller Discretion. If your character is inquiring about
165
166
Cost
(boons)
1 Trivial
Boon
2 Trivial
Boons
1 Minor Boon
2 Minor
Boons
1 Major Boon
Etc.
Rarity
0
167
1
2
Not telling but if they get caught teaching
your character or your character gets caught
knowing the Discipline, members of the clan
whose secrets shes taken are likely to be
very, very, violently unhappy with her.
Influence
Influence represents your characters pull in mortal society. She knows
people who know people and, as a result, finds it much easier to get things
done.
Dot values: Generally speaking, every additional Dot of the
Background doubles its effectiveness.
Influence Categories and Centers
You must specify an Influence Category and Influence Center for
each of your characters Influences.
Influence Categories represent the broad swath of mortal society
where an Influence holds sway. Examples include The Arts, Bureaucracy,
Church, Cults, Entertainment, Finance, Gangs, Health, Industry, Legal, Media,
Occult, Politics, Public Safety, Street, Transportation, Underworld, Unions,
and University.
Influence Centers represent the specific, more narrowly-defined area
of mortal society where your Influence is most concentrated, and will vary
based on where your game is set. You should talk to your Storytellers about
how Influence Centers are being defined in your game. There are two typical
approaches. One is to divide the city in which your game is set into
standardized geographical regions, with each Influence Category having
Centers in each of those regions. Another is to craft separate sets of
Influence Centers for each Influence Category. Thus, for example, Centers
within the Influence Category Finance would include major banks and
financial institutions. Centers within Media might include major newspapers,
television stations, and the like. Centers with Transportation might include
things like local taxi companies, major airports. Montreal in Darkness uses
this latter approach.
For more details about Influence Categories and Centers, see Defining
Influences, p. 422 and Appendix II: Additional Influence Examples.
How to use Influence
Different systems for managing Influence work better for different
games. If the player characters in your group are generally cooperative, it
168
Fame
As per World of Darkness, p. 115.
Status
Generally, as per World of Darkness, p. 11617. When reading this
entry in World of Darkness, please keep in mind that its Skill system differs
from our Ability system, and that World of Darkness does not have a
separate Background to represent Influence; instead, it combines Influence
with Allies.
You may use Status to facilitate Influence Actions in the relevant areas
of society.
Purchasing Status
When your character purchases her first Dot of this Background, you
should define what group of characters it represents. Your character may
purchase this Background multiple times, so long as she specifies a different
Category each time.
The XP Multiplier for Status varies by Category. Some common
categories are listed below. After character creation, your character may not
purchase Status with XP. Instead, she will gain or lose Dots of Status during
the course of play as her stature within the relevant groups changes. As a
169
Categories
Most areas of mortal society; status within vampire society in
a single city.
Vampiric Sect; most vampire Clans; hunter faction.
Independent Clan of vampires.
170
171
172
Chapter 6
Supernatural
Powers
Using Supernatural Powers
Costs
173
Disciplines
Disciplines are, in a nutshell, vampire superpowers.
174
Learning Disciplines
Each Clan has an affinity for a set of three Disciplines (In-Clan
Disciplines). Kindred may intuitively learn to use these Discipline without a
teacher. This does not mean that other Disciplines cannot be learned.
However, the process is more difficult, and a teacher is required. Moreover, a
character cannot teach a Discipline power that she does have herself. That
is, if your character had three Dots of a Discipline, she could teach another
character the first, second, or third Dot of that Discipline but could not teach
the fourth.
In-Clan Disciplines have an XP Multiplier of 5; other Disciplines have an
XP Multiplier of 7.
The eight basic Disciplines
Eight Disciplines are particularly common among vampires: Animalism,
Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, and Presence.
Many clans can intuitively learn these Disciplines, and indeed some Kindred,
for whatever reason, can intuitively learn one or more of these Disciplines in
addition to or instead of their clans usual set. See Discipline Merits,
Appendix I: Merits & Flaws, p. Error: Reference source not found.
Clan Specific Disciplines
There are, however, some Disciplines which are tied to a single Clan.
Moreover, these Disciplines are unusually difficult for outsiders to learn.
Before an outsider can learn one of these Disciplines, they must consume the
Vitae of a Kindred for whom the Discipline does come naturally.
That is, your character may not purchase Dots of an Out-of-Clan, ClanSpecific Discipline unless she has consumed at least 1 point of Vitae from a
175
176
Clan
Malkavians
Giovanni
Lasombra
Gangrel
Followers of Set
Tremere
Tzimisce
List of Disciplines
Animalism
Description is as per Vampire: the Masquerade, p. 146.
System
Prerequisite: Manipulation > 0.
Your character may not use this Discipline while in Frenzy. Animalism is
not a Physical Discipline.
Establishing eye contact
Several Animalism powers require your character to first establish eye
contact with the target animal. Your character may gain an animals
attention and establish eye contact as a Complex Action by making a Test
using Charisma + Animal Ken + Animalism. The animal resists using
Composure + Centering + Discipline Resistance.
177
+1
+
/ 0
1
3
1
2
+1 to
+3
Other Modifiers
Target walking
Target running
Target Blood Bound to Animalism user
Feral Whispers
Description is as per Vampire: the Masquerade, p. 146.
System
While Feral Whispers allows your characters to make requests of
animals, it does not her to compel their obedience. Feral Whispers does not
allow your character to talk to other characters in chirp.
Action: Complex.
Cost: .
Target: A single animal.
Range: Eye contact.
Duration: 1 Turn per Success.
Test Pool: Manipulation + Animal Ken + Animalism.
Modifiers:
+1
Discipline-user can assume animals form using Protean.
+1
Talk in animals native tongue (chirp, squeek, etc.).
varies General Animalism modifiers apply.
Critical Failure: Target animal is immune to your characters Animalism
until the next sunrise.
Obedience
Obedience allows your character to compel an animal to obey her
instructions.
178
179
180
Auspex
Auspex significant enhances a Kindreds ability to perceive the world
around her. Greatly enhanced senses and the ability to pierce supernatural
arts of concealment are just the beginning. At higher levels, Auspex allows
its users to perceive not just present events, but also to read the residue of
significant events from the past. It also allows Kindred to examine the very
souls of those around them, divining the mysteries of their auras and even
picking through their thoughts. Masters of this art can even project their
181
Heightened Senses
Description is as per Vampire: the Masquerade, pp. 14950. Note,
however, that Auspex does not give any form of precognition.
Heightening senses
When using Heightened Senses to augment a sense, your character
risks sensory overload.
Action: Complex.
Cost: .
Target: Self.
Range: .
Duration: Your character may maintain Heightened Senses as long as she
likes.
Test Pool: .
Effect: Some or all of your characters senses are twice as effective as usual
(your choice) (3 if your character also has the relevant Acute Sense). For
those senses that are boosted, reduce related environmental penalties by 1.
Thus, for example, if your character boosted her sight, she would reduce
vision penalties by 1.
Critical Failure: Cannot use Auspex for a scene/ 10 minutes. Suffer
overload (if appropriate).
Overload
When using Heightened Senses, your character risks sensory overload.
This might occur if your character is boosting her vision and witnesses a
flashbulb, or if she is boosting her hearing and hears a gunshot, or is
boosting her sense of touch and is slapped. Specifically, if during the course
of a scene/ 10 minutes, your character endures more extreme sensory inputs
182
184
185
Aura Perception
As a Kindred increases her mastery of Auspex, she gains the ability to
perceive the auras of other creatures. See Auras, p. 279, for details about
auras.
When your character first obtains this power, she must declare which
sense she uses to interpret aura information.
Reading Auras
Action: Complex. Your character must spend 15 seconds staring at a target
before she may attempt to read its aura. During this period of concentration,
your character incurs a 2 modifier to all non-resistance tests.
Cost: .
Target: Anything that might have an aura.
Range: Line-of-sight (for sight-based perception); as per sense for others.
Duration: .
Test Pool: (Intelligence + Occult: Divination + Auspex) targets
(Composure + Centering + Discipline Resistance: Closed Mind).
Modifiers:
3
Looking for presence/ absence of a specific emotion (IE,
deceit) (1 success needed).
+1 to +3 Target Blood Bound to Auspex user.
varies Environmental modifiers apply.
Effects: For each Success, ask one of the following questions:
What is your strongest emotion (that youve not already told me about)
What is your creature type? Your character only immediately
recognizes creature types she has seen before. You may make an
Occult Test to attempt to identify others.
Does your character have Diablerie Veins. See Diablerie, p. 335.
Does your character have any active Derangements and if so, are they
mild or severe?
Are you using a supernatural power (does not reveal Obfuscate)? You
may use a subsequent Occult test to attempt to identify the power.
186
Telepathy
Description is as per Vampire: the Masquerade, p. 151.
System
Telepathic contact transcends language barriers; that is, two
characters may communicate telepathically even if they do not have any
Language in common, and regardless of relative levels of linguistic fluency.
Even those unable to speak due to age or impairment may nevertheless
communicate telepathically. When communicating telepathically, a character
may communicate at three times the usual rate.
Action: Complex, Contested.
Cost: none (if mortal or willing); 1 Willpower point (if supernatural and
unwilling).
Target: Intelligent creature.
Range: Line-of-sight or touch.
Duration: Indefinite (mortals); instant (Kindred).
Test Pool: (Intelligence + Empathy + Auspex) versus targets (Resolve +
Centering + Discipline Resistance: Closed Mind).
Modifiers:
+
/-0
Attempting to project a single thought or message into the
targets mind.
1/2
Each of the targets mild/severe Derangements.
1
Probing surface thoughts.
2
Probing non-surface thoughts.
3
Probing deeply-buried thoughts.
+1 to +3 Target Blood Bound to Auspex user.
Effect: When probing a mind, the telepath is automatically aware of the
targets surface thoughts. If the telepath wants to probe deeper, she must
187
Astral Projection
Masters of Auspex are able to project their consciousness onto the
astral plane, leaving their body behind.
System
For more details about acting on the astral plane, see The Astral
Plane, p. 281.
Action: Complex.
Cost: 1 Willpower point to initiate projection.
Target: Self.
Range: .
Duration: Indefinite.
Test Pool: .
Celerity
Superhuman speed is a staple of vampire stories, and for good reason.
Among Kindred Disciplines, Celerity is not only one of the most useful, it is
also one of the most noticeable.
Which means for most Princes, it is a major headache.
Celerity alone has probably caused more Masquerade issues than all
other Disciplines put together. Most Masquerade breaches can be chalked up
to someone was on drugs and/or mentally ill (especially with judicious use
of Dementation on the witness). It is amazing how easily mortals will
rationalize cars thrown through walls or a berserker taking 20 shots without a
scratch. However, they tend to be much less reasonable about being
passed on the highway by a man on foot.
188
Dementation
Description is as per Vampire: the Masquerade, p. 155.
System
Your character may not use this Discipline while in Frenzy. Dementation
is not a Physical Discipline.
Passion
Description is as per Vampire: the Masquerade, p. 155.
System
When used, the Dementation-user must decide whether she is
attempting to heighten or dampen the targets emotions. This power may
not be used to give Frenzying characters a second-chance to control their
Beast.
Action: Complex, Contested.
Cost: .
Target: Sentient creatures. Target may not relent.
Range: Line-of-sight.
Duration: Scene/ hour.
Test Pool: (Manipulation + Subterfuge + Dementation) versus targets
(Composure + Centering + Discipline Resistance: Emotionally Stable).
Effect: Target gains (+/ Successes 3) (round up) modifier on Tests to resist
Frenzy.
Critical Failure: 1 to your characters tests to resist Frenzy for 1 scene/
hour. Immediately Test to resist Anger Frenzy at Threshold 4.
Stacking: If a character is simultaneously under the effects of multiple uses
of Passion, ignore all but the strongest dampening and heightening effects.
Note that lesser uses of this power are not simply ignored since in long
scenes different applications of this power may wear off at different times.
The Haunting
This power subtly distorts its targets sensory inputs. The effects are
subtle, unpredictable, and profoundly disturbing. Sudden noises just at the
edge of audibility. Quick flashes of movement at the corner of your vision.
Soft caresses from unseen hands. Suddenly conflicting tastes and smells.
Sudden vertigo.
Because the attributes affected by this powerComposure and
Resolveare used in most resistance tests, The Haunting is most useful
when used in conjunction with other Disciplines.
190
Eyes of Chaos
Kindred skilled in the arts of Dementation can gain considerable insight
into the world around them by turning a fraction of the Disciplines madnessinducing power upon themselves. By thus slightly fracturing their own
psyches, they greatly accelerate their mental processes, allowing them to
see clearly patterns hidden to others.
Thus armed, Dementation-users can gain great insight into the world
around them, uncovering mysteries unnoticed by others. They can react
seemingly before others even begin to move, making them very difficult to
surprise. They can also tease out insights into others psyches with but a few
minutes of conversation and a few, seemingly innocuous questions.
Investigation
The Dementation-user may use this power to better notice the patterns
present in a situation. Much of Clan Malkavians reputation for sleuthing
stems from this power.
Action: Complex.
Cost: 1 Vitae point.
Target: Yourself, plus Something your character is investigation.
Range: Line-of-sight.
Duration: Scene/ hour.
Test Pool: Wits + Occult: Divination + Dementation.
Effects: +Successes to Investigation Tests related to the target. Bonus does
not apply to tests to use Disciplines.
Stacking: If a character is simultaneously under the effects of multiple uses
of this power, ignore all but the strongest effect. Note that lesser uses of this
191
192
Total Insanity
At this level of mastery, a Dementation-user may severely damage a
targets mind, causing significant psychological problems. While the targets
mind will heal with time, the interim effects can be devastating. The most
terrifying aspect of this power is its unpredictability. Even when used
repeatedly on the same target, the targets responses vary considerably.
Scholars disagree over how, precisely, this power works. Some say that
it magnifies the targets latent psychological traumas. Others say that it
instead projects onto the target the latent madness of the Dementation-user.
More troubling are the few Malkavians who insist that the madness stems
neither from the target nor the Dementation-user, but that it instead reflects
the mind of Malkav himself.
A few Malkavians make a game of offering to teach Dementation to
outsiders, then repeatedly use Total Insanity on their pupils, explaining that
sudden severe psychological issues are simply part of the learning process.
Although savvy elders are rarely fooled by such explanations, many a
Neonate has bought the line hook, line, and SCREAMING WALLS COVERED IN
BLOOD!!!!
System
Precondition: Targets undivided attention for 1 Turn. Your character may
attempt to gain a targets attention with a Charisma + Expression test
versus the targets Composure, or with another appropriate test.
Action: Complex, Contested.
Cost: 1 Vitae point.
Target: Creature that can suffer Derangements.
Range: Line-of-sight.
Duration: One extra Dernagement fades each week.
Test Pool: (Charisma + Subterfuge + Dementation) versus targets
(Resolve + Centering + Discipline Resistance: Emotionally Stable).
193
Voice of Madness
Description is as per Vampire: the Masquerade, p. 156.
System
Action: Complex, Contested.
Cost: 1 Vitae point.
Target: Everyone in earshot, less those excluded, or one or more specifically
selected targets. Dementation-user must choose whether to inflict Fear
Frenzy or Anger Frenzy; all affected targets enter the same kind of Frenzy.
Target(s) may not relent
Range: Earshot.
Duration: Fear/Anger frenzy lasts one scene/ 10 minutes.
Test Pool: (Manipulation + Empathy + Dementation) versus targets
(Resolve + Centering + Discipline Resistance: Emotionally Stable).
Modifiers:
-1
Each excluded target if targeting everyone in earshot.
-1
Each included target after the first, if only affecting specific
targets.
Effects: Targets immediately enter either Fear or Anger Frenzy (your choice),
this choice applies to all targets. Lasts for 10 min/scene, as per normal
Frenzies.
Critical Failure: Your character enters the selected frenzy.
Dominate
Dominate allows a Kindred to brutally twist and warp her targets
minds. While other Disciplines such as Auspex and Presence allow Kindred to
study or persuade their targets, Dominate eschews subtlety in exchange for
sheer force of will. However, this greater power comes with significant
194
Trance
With nothing more than an intense look, this power allows a Kindred to
force her target into a shallow trance. The trance is not permanent, and the
target will prematurely awaken if injured, threatened, or even sharply jostled.
Moreover, the power is very difficult to use on Kindred. Still, this power can
be extremely useful in a wide array of situations. Many Dominate-users use it
to make a target hold still as a prelude to using more advanced Dominate
powers against him.
Action: Complex, Contested.
Cost: .
195
Command
By locking eyes with a target, a Kindred may force him to obey a single
command. The command need not be simple, although simpler commands
are more likely to work. The command need not be something that the target
would do on his own, although a target is more likely to believe that a
command is his own idea if it taps into his conscious or subconscious desires.
However, there are some limits. First, the command must concern a
single, discrete task and cannot include any commands to be triggered at a
later time (commands to be triggered at a later time fall under
Mesmerize). Second, a command may only affect a targets conscious
actions. For example, if a subject is ordered to sleep, hes may find a dark,
quiet corner and curl up in it. But he wont instantly fall asleep. Third, the
target cannot be ordered to do anything that would result in his injury.
Finally, commands given with this power do not simply appear in the targets
mind. Instead, they must be verbally communicated to the target.
Those affected by Dominate usually do not realize that their actions
were not their own. Oh, if ordered to act in atypical ways, they might wonder
what flight of fancy had struck them. Kindred with sufficient Lore to know of
the capabilities of Dominate are much more likely to catch on. For more
details on Lore, see p. 103.
For veterans of Vampire: the Masquerade and Vampire: the Requiem,
this is essentially a combination of the old versions of Command and
Mesmerize, without triggerable commands.
Action: Complex, Contested
Cost: .
Target: Sentient creature. Target may not relent.
Range: Eye contact. If the target is thrice Blood Bound to the Dominateuser, the target need only be able to hear the Dominate-user.
Duration: Target will continue to follow the order for a scene/ 10 minutes.
196
Forgetful Mind
Description is as per Vampire: the Masquerade, p. 157.
Altering or implanting memories
Using this power, a Kindred can selectively edit a targets memories, or
implant entirely new ones. Although this can be done quite quickly when
pressed for time, a more leisurely approach gets better results. Once a
Dominate-user starts making this test, the target drops into a trance as per
Trance. However, this trance will last at most 5 minutes (that is, just long
enough to make a single Forgetful Mind test).
Action: Extended, Contested. 1 Test per 5 minutes of memory manipulation,
no preset threshold.
Cost: .
Target: Sentient creature. Target may not relent.
Range: Eye contact. If the target is thrice Blood Bound to the Dominateuser, the target need only be able to hear the Dominate-user.
Duration: Indefinite.
Test Pool: (Wits + Persuasion + Dominate + Generation) versus targets
(Resolve + Centering + Discipline Resistance: Iron Will + Generation).
Modifiers:
1 to 3 Dominate-users description of the new memories lacks detail.
varies General Dominate modifiers apply.
Effect: Each Success improves the artificial memory and keeps the target in
a trance just long enough to make another test. Once the Dominate-user
succeeds, she may continue testing as long as she wants. The more
197
198
Mesmerize
At this level of mastery, a Kindred can implant commands that will
trigger at a later time. These triggers can vary from the very simple (in 15
minutes, when I snap my fingers) to the extremely complex (next
time you are alone with the prince under circumstances where no one would
notice his disappearance for at least 6 hours). Commands may be chained
together using Mesmerize, with each command in the chain forming the
trigger for the following command. However, each discrete action in the
chain must be implanted separately.
Frequently, after implanting commands with Mesmerize, Dominateusers remove the targets memory of receiving the triggered command. This
chance that anyone, anywhere, at any time, could suddenly begin following a
triggered command that he did not even know existed is one of the great
contributing factors of Kindred paranoia.
When implanting a command with Mesmerize, your character must
make two Tests. First, she must make a Command Test to determine whether
the command itself takes hold. Only afterwards does she make a Mesmerize
Test. The test for Mesmerize determines whether the trigger works and
whether it persists if the target is additional triggered commands are
implanted.
Using this power requires the presence of a Storyteller, who should
note the exact wording of the command and the Successes on both Tests.
199
Possession
Description is as per Vampire: the Masquerade p. 159.
For more details on the mechanics of possessing other creatures, see
Possession, p. 291.
Action: Complex, Contested.
Cost: 1 Willpower point.
Target: Mundane human.
Range: Eye contact and targets attention.
Duration: Indefinite.
Test Pool: (Intelligence + Intimidation + Dominate + Generation) versus
targets (Resolve + Centering + Discipline Resistance: Iron Will).
Modifiers: General Dominate modifiers apply.
Critical Failure: Target immune to users Dominate until next sunrise.
Fortitude
Supernatural resilience is yet another of the staples of vampire myth
and legend. And while all Kindred are significantly more resilient than
mortals, those with Fortitude stand out even amongst Kindred. The power
can be intoxicating, and goes to the heads of some Kindred. And why not?
They can wade through hails of bullets, and ignore the efforts of the best
mortal fighters. They only need fear those with supernatural strength or
potent sorceries.
200
201
Obfuscate
Description is generally as per Vampire: the Masquerade, p. 166. Note,
however, that Obfuscate works equally well against all living creatures.
Specifically, animals and children are no more likely to see through a
characters Obfuscate than is any other observer.
Auspex
Obfuscate is not infallible. It has no effect on mechanical recording
systems, and perhaps more importantly can be penetrated by supernatural
powers of perception, such as Auspex. For details on how Auspex-users can
see through illusions created with Obfuscate, see Piercing Obfuscate, p.
183.
System
Your character may not use this Discipline while in Frenzy. Obfuscate is
not a Physical Discipline.
Test Pools (Concealment Score): When activating Obfuscate
powers, make a single test to see whether the power worked, applying all
relevant modifiers. One Success is all that is needed. However, note your
Test Pool. Whenever another character attempts to pierce your Obfuscate,
you must use that same Test Pool. This Test Pool is called your characters
Concealment Score.
Maintaining Obfuscate: Your character may simultaneously use and
maintain a number of Obfuscate powers equal to her Dots of Obfuscate.
Revealed Obfuscators: If a character or object is affected by an
Obfuscate power, and that power drops (for whatever reason), that power
may not be reapplied to that target for 1 Turn (6 Passes). Thus, for example,
if a character hidden with Obfuscate : Cloak of Night interacted with her
environment and thus became visible, neither she nor anyone else could
target her with Cloak of Night for 1 Turn.
Allowing others to see through Obfuscate: An Obfuscate-user
may selectively allow others to see through her uses of Obfuscate. Once
allowed to do so, they remain unaffected by the Obfuscate as long as it
remains active.
Touch of Shadow
The most basic art of Obfuscate is the ability to conceal a small object
on ones person. Some see this capability as trivial, barely worth mentioning.
However, wiser Kindred realize just how vital it is. After all, a savvy Kindred
with this power almost always has a weapon within easy reach. And just as
202
203
/-0
Mask of Tranquility
As Kindred become more skilled in the arts of Obfuscate, they learn to
better disguise their inhumanity. Specifically, this power makes observers
simply ignore the fact that its user is supernatural. It not only applies casual
observers, but even to those using powers such as Auspex : Aura
Perception. Furthermore, this power mitigates (but does not eliminate) the
general unease mortals typically feel when interacting with Kindred.
This last effect makes this power highly sought-after by elder Ventrue
whose growing inhumanity has begun impeding their ability to effectively
manipulate networks of Influence in mortal society.
System
Note that the Test Pool for this power is only relevant when
determining whether an Auspex-user can see through your characters use of
Obfuscate. Its effect on Effective Humanity (mortals) is automatic. Unless
you indicate otherwise, the Storytellers will assume this power is always
active.
Action: Complex.
Cost: .
Target: Self.
Range: Self.
Duration: Indefinite.
Test Pool: Resolve + Masquerade + Obfuscate. Note total as Concealment
Score.
Effects: For purposes of determining Ability caps when interacting with
mortals, add Concealment score 3 (round up) to your characters
Humanity. For details about these Ability caps, see Interactions with mortals
and animals 141.
Modifiers: .
Critical Failure: .
Cloak of Night
Description is generally as per Unseen Presence, Vampire: the
Masquerade, p. 166 and Vanish from the Minds Eye, Vampire: the
Masquerade, p. 167. Note, however, that under our rules, it is possible (but
204
208
Obtenebration
See Storytellers Disciplines Sheet. Will be included in main release
for version 1.3.
Potence
Supernatural strength completes the trio of Disciplines that augment
basic physical capabilities. Signs of its use are hard to misshandprints
embedded in solid steel, flying leaps so long they seem like real flight, cars
embedded in walls, and more. Although easier to explain away that Celerity,
Potence nevertheless poses significant Masquerade risks, particularly since
using it is simply fun.
Kindred adept at Potence can wield even the largest conventional
weapons as if they were mere toys. A small cottage industry has sprung up
to create and service weapons customized for these supernaturally strong
Kindred. These range from swords the size of spears, to bows with draws
measured in the hundreds of pounds, to personal rifles too heavy for most
mortals to easily carry, let alone fire. There are also a full range of
accessories for such weapons, most importantly vehicles modified to make
the weapons easily transportable, concealable, and accessible. Transporting
these weapons is no simple feat. The large ones are extremely difficult to
carry without using Potence, and Vitae spent simply carrying the weapon is
Vitae not available during the inevitable fight. To simplify some of these
transportation problems, some young Neonates have taken to simply
dressing up as characters from fictional stories, particularly Japanaese
animation. A grizzled biker carrying a sword the size of a horse is cause to
call the police. A man wearing a purple kimono carrying the same sword is
merely a strange kid, particularly if his hair is unusually styled.
Scientifically-minded Kindred have long since stopped trying to figure
out how Potence allows characters to exert significantly increased force
without requiring correspondingly increased increases in mass or special
210
Presence
Description generally as per Vampire: the Masquerade, p. 17071.
Ignore the paragraph about suppressing the effects of Presence by spending
points of Willpower.
System
Your character may not use this Discipline while in Frenzy. Presence is
not a Physical Discipline.
Presence does not override targets sense of self-preservation. If
someone affected by Presence feels that they are in danger, they will act to
protect themselves. If they can, they will do so in a way consistent with
Presence, but they will ignore the effects of Presence if necessary.
If used in an Influence Dice Pool, Presence gives an additional +1
bonus to the Influence Action.
211
Awe
Description as per Vampire: the Masquerade, p. 171.
Action: Complex.
Cost:
Target: Self; affects interactions with others.
Range: Line-of-Sight, in same room, closest first.
Duration: Scene/ 1 hour.
Test Pool: Charisma + (Expression OR Leadership OR Socialize) + Presence.
Effect: +1 on all Tests against affected targets using Social Abilities. People
are affected if Composure < Successes. Affects up to 1/2/6/24/120 targets
based on successes. Apply these modifiers when this Discipline is first used.
Afterwards, new persons entering the area of effect are affected if their
Composure < your successes.
Modifiers:
+1 to +3 Target Blood Bound to Presence-user.
Stacking: Awe does not stack with Entrancement.
Critical Fail: For the next scene/ hour, the Presence-user must act as if all
characters she interacts with had successfully used this power against her.
Dread Gaze
Description as per Vampire: the Masquerade, p. 171. Dread Gaze is a
Masquerade beach.
Action: Complex, Contested.
Cost: .
Target: A single creature.
Range: Line-of-sight.
Duration: See below.
Test Pool: (Charisma + Intimidation + Presence) versus targets
(Composure + Centering + Discipline Resistance: Blas).
Effects: Target flees as if in Fear Frenzy until they are no longer in the
Presence-users line-of-sight, and will not voluntarily enter her line-of-sight
for Successes minutes.
Modifiers:
+1 to +3 Target Blood Bound to Presence-user.
Critical Failure: Presence-user must flee the target as if the target had
used this power on her with 2 Successes.
Entrancement
Description as per Vampire: the Masquerade, p. 171.
212
Revelation
At this level of mastery, a Presence-user can convince others to share
feelings and information with you which they would ordinarily not tell
anyone. Successful use of this power compels the target to share a secret
with you.
System
Prerequisite: Before using this power, the Presence-user must first spend
10 minutes conversing with that target.
Action: Complex, Contested.
Cost: 1 Willpower Point.
Target: Sentient creature.
Range: Can communicate in an intimate way.
Duration: .
Test: (Manipulation + Persuasion + Presence) versus targets (Composure +
Centering + Discipline Resistance: Blas).
213
Majesty
Description as per Vampire: the Masquerade, p. 172.
System
Competing uses of Majesty: Characters with Majesty may spend
activate their own Majesty without first successfully resisting the Majestyuser. If a characters using Majesty wish to defy each other, each Majestyuser make a single test at the beginning of each turn, combining their
Majesty Test Pool and Majesty Resistance Pool. The loser must defer to the
winners Majesty for that Turn. Making these Tests does not require the
character to spend a Willpower Point.
If a character is under the influence of multiple other characters
Majesty such that the character is forced to defy one of them, the character
does not have to spend willpower to make his Resistance Test.
Action: Complex; contested or reflexive.
Cost: 1 Willpower Point.
214
Protean
Description as per Vampire: the Masquerade, p. 173.
System
Some powers available to this Discipline may be used while in Frenzy.
Others may not. See individual power entries for details. Protean is a Physical
Discipline.
Note that Montreal in Darkness has not yet approved rules regarding
pulling punches while using Protean.
215
Haven of Soil
Description is as per Earth Meld, Vampire: the Masquerade, p. 173.
System
Initially, characters may only meld with soil. Characters may gain the
ability to meld with other substances by spending XP. Specifically, a
character may spend 3 XP to gain the ability to meld with one of the
following substances: water, wood, unprocessed stone, and processed stone.
Processed stone includes many paving materials. It does not, however, grant
the ability to meld into stone reinforced with metal or plastic supports. Thus,
it is not possible to meld with rebar-reinforced concrete. A character may
only meld into a block of material if that the Size of that block exceeds the
characters Size. A character may meld into a block of mixed material, so
long as the character possesses the ability to meld with each substance
making up the mix.
While melded with a substance, the character is not detectable by any
ordinary means. Traditional tracking techniques will, at most, lead to the spot
from which the character melded into the substance. Supernatural tracking
techniques may provide more accurate results, although at a -3 modifier. If
someone attempts to read the aura of the block of material containing the
character, and obtains at least 3 Successes, they will notice the characters
aura embedded within the material.
While interred in the Earth, a character has no awareness of her
surroundings and is immune to damage. If the block of material containing
the character incurs a number of Damage Points equal to its Durability, the
character becomes aware of the disturbance but not its nature. If this
disturbance occurs during the day, the character must Test as per noticing
other daytime disturbances (see Disturbances during your sleep, p. 313). If
the block of material containing the character is destroyed, the character will
instantly emerge. It is possible to trap a Protean-user in a substance by
coating the surface of that substance in a material that the Protean-user
cannot meld with. Thus, for example, a Kindred who can only meld with soil
could be trapped by paving over her sleeping spot.
Although it is possible to use this power to routinely take shelter during
the day, note that doing so will effectively double a characters Vitae
consumption.
This power is not available while in Frenzy.
Action: Extended (requires 3 turns, may be sped up at a cost of 1 Vitae per
turn skipped).
Cost: 1 Vitae Point.
216
217
Body of Spirit
Description is as per Mist Form, Vampire: the Masquerade, p. 174.
System
This power is not available while in Frenzy.
Interaction with the world: While using Body of Spirit, a Proteanuser may not make physical attacks, nor may she speak or make eye
contact. Thus, she may not use any Disciplines that require eye contact,
speech, or physical contact. Of course, she may not be targeted by
Disciplines that require eye contact either. She may, however, still be
affected by powers that require speech or physical contact.
Protection from harm: While using Body of Spirit, all attacks against
a Protean-user are reduced by one level of severity. Thus, Aggravated
Damage becomes Lethal Damage, Lethal Damage becomes Bashing
Damage, and Bashing Damage is cut in half (round up). However, this
reduction does not apply to damage done by supernatural powers such as
Claws of the Wild or Thaumaturgy. Similarly, this reduction does not apply to
damage from fire or sunlight.
Possessions: When transforming into mist, small personal
possessions are transformed along with the Protean-user. This includes all
held or carried items with Size 3 or less. Larger items are left behind.
Speed: While using Body of Spirit, the Speed of a Protean-user is
greatly reduced. Specifically, the characters Speed may not exceed 8. This
limit may not be increased by Shape of the Beast, Celerity, Potence, or
any other supernatural Speed enhancer. While using Body of Spirit, a
Protean-user may not sacrifice his turn to double his Speed.
Wind: If the Protean-user encounters a strong wind, she must Test
using Strength + Potence to resist being blown away. Apply a modifier of -1
to -3, based on the strength of the wind, with -1 being a strong wind and -3
being a gale. If successful, the Protean-user may move freely for one turn,
even in the direction of the wind. Failure forces the Protean-user to travel in
the direction of the wind, at the winds speed, for one Turn. Critical Failure is
treated as failing every such Test for 1 scene/ 10 minutes. 5+ Successes is
treated as succeeding at every such Test for 1 scene/ 10 minutes.
Size: While using Body of Spirit, a Protean-users Size is doubled. Thus,
most adults would have Size 10, and characters with the Merit Giant would
219
Quietus
See Storytellers Disciplines Sheet. Will be included in main release
for version 1.3.
Serpentis
See Storytellers Disciplines Sheet. Will be included in main release
for version 1.3.
220
Thaumaturgy
See the Tremere appendix.
Gifts
Gifts are special capabilities possessed by those with particularly
intense faith. In game terms, Gifts are only available to characters with the
Merit True Faith. Moreover, each character may only learn two Gifts. Gifts
have an XP Multiplier of 5.
Your character may not access Gift powers associated with Dots of a
Gift that she does not have. Thus, for example, if your character had three
Dots of a Gift, she could use the powers associated with the first, second,
and third Dot of that Gift. However, she could not use powers associated with
the fourth or fifth Dots of that Gift.
For most Gifts, each Dot grants a new capability, although there are
exceptions. For example, some Gifts give flat bonuses to certain tests based
on how many Dots your character has in the Gift.
Even if your character has Dots of a Gift, she may not use any of that
Gifts powers unless she first activates the Gift. Activating a Gift costs 1
Willpower Point, but does not require a Test. Each activation lasts 1 scene/
hour.
Use of Gifts by non-player characters
These Gifts are designed to be used by player characters fighting
powerful intelligence non-player antagonists. They are neither designed nor
balanced for use by non-player antagonists against supernatural player
characters.
General matters
If you have not already done so, you should read Using Supernatural
Powers, p 173.
Grace of God
Grace of God grants allows holy warriors to counteract mind-altering
supernatural powers. It works in two ways. First, it makes those it protects
more resistant to such supernatural affects in the first place, and this is often
enough to make such powers fail to take hold. When, however, this is not
enough, and a creature of evil does bring to bear a mind-warping effect,
221
General
This Gift does not have separate powers at each Dot. Instead, it
provides a bonus that scales with the number of Dots your character has.
This Gift has no effect on supernatural powers that have purely physical
effects.
No power granted by this Gift may be used unless the Gift is active.
Prerequisite: True Faith.
Action: Complex (to activate).
Cost: 1 Willpower Point.
Target: Self.
Range: Self.
Duration: Scene/ hour.
Test: No test is required to activate this power.
Effects: While this power is active, your character may use any of the
powers described below.
Critical Failure: If your character critically fails any Test to use this power, it
prematurely deactivates.
222
Holy Shield
Grace of God allows your character to passively protect herself and her
allies from hostile supernatural effects.
System
Prerequisite: Grace of God must be active.
Action: Reflexive.
Cost: .
Target: Self, plus up to Dots other creatures.
Range: At least one of the following:
Touch.
Your character can see her target.
Your characters target can see her.
Duration: Indefinite.
Test: .
Effects: Targets gain a +Dots modifier to all Resistance Pools which include
Centering.
Stacking: A character may only gain a single Holy Shield bonus for each
Test. If your character is under the effect of more than one Holy Shield,
ignore all but the strongest bonus.
Light of God
Those holy warriors blessed with this Gift may wield the light of God
against evil-dowers. This light can take many forms, ranging from a small
luminescent glow to a brilliant beacon. While this light provides only warmth
and illumination to most, when turned on the forces of darkness it inflicts
debilitating injuries.
223
Holy Light
Your character can channel the light of God through her finger (or
palm). She can control the lights brilliance, which can range from a faint
glimmer to a brilliant beam as bright as a powerful halogen flashlight. The
invention of flashlights has reduced the utility of Holy Light, although there
will be times when your character either does not have a flashlight or does
not have a spare hand.
System
Action: Complex.
Cost: -.
Target: Self.
Range: Self.
Duration: Indefinite.
Test: -.
Effect: Your character emits a bright light from one or more fingers and/or
either (or both) of her palms. The lights brightness can be controlled by your
character, but may be no brighter than a high-powered halogen light. The
light does no damage.
Holy Terror
As with Holy Light, your character can channel the light of God through
her finger (or palm). However, at this level of mastery, the light not only
illuminates, but can also make a supernatural creature flee in fear.
System
Action: Complex (Holy Light must already be active).
Cost: -.
224
Aura of Light
Aura of Light allows your character to extend wrap Gods light around
herself to either sear evildoers or drive out supernatural effects.
Searing Aura
Your character draws the light of God around her. The light surrounds
her, shimmering faintly. Supernatural creatures who come in contact with the
light suffer grievous injuries, and may even run away in abject terror (the
better to strike them down from behind as they flee). Your character may
increase the intensity of the aura as per Holy Light. Changing this intensity
does not affect the amount of damage the Gift inflicts.
Action: Complex to activate.
Cost: .
Target: Self. The light extends to cover held, worn, or carried objects with
Size up to Dots - 1. For reference, daggers and pistols have Size 1, swords
and sub machineguns have Size 2, and greatswords and rifles have Size 3.
Range: Self.
Duration: 1 Turn per Success.
Test: (Morality + Occult: Theurgy + Light of God) versus target's (Morality +
Centering + Discipline Resistance: Blood Magic).
Effect: Your character is surrounded by a light that inflicts Aggravated
Damage to supernatural creatures. At a minimum, any supernatural creature
who touches the light suffers at least 1 Point of Aggravated Damage. In
system terms, the power provides the following benefits:
+ Successes To Hit on Close Combat tests.
The first Successes of damage inflicted by a Close Combat attack are
Aggravated Damage. This is instead of the automatic 1 Point of
damage referenced above.
Supernatural creatures must test to resist Fear Frenzy whenever
engaging your character in Close Combat or attempting to do so. The
Threshold of this Fear Frenzy Resistance Test equals your character's
Successes.
Critical Failure: Light of God prematurely deactivates.
225
Beam of Light
Your character may cause a pencil-thin brilliant beam of holy light to
erupt from her finger (or palm) and strike a target supernatural creature.
System
Action: Complex.
Cost: .
Target: A creature.
Range: Line-of-sight.
Duration: .
Test: Morality + Occult: Theurgy + Light of God versus target's Morality +
Centering + Discipline Resistance: Blood Magic.
Effect: Target suffers 1 Point of Aggravated Damage per Success, but only if
the target is a supernatural creature.
Critical Failure: Light of God prematurely deactivates.
Explosion of Brilliance
Your character may create a ball or wall of light which sears all
supernatural creatures caught within it.
226
Vision of God
Those holy warriors blessed with this Gift gain enhanced perception, so
as to better track the forces of evil.
General
No power granted by this Gift may be used unless the Gift is active.
Prerequisite: True Faith.
Action: Complex (to activate).
Cost: 1 Willpower Point.
Target: Self.
227
231
Aura Perception
This Gift allows your character to perceive the auras of other living
beings. Alternately, she may simply check the area for auras not attached to
a corporeal body. She may thus determine whether there are any noncorporeal entities floating about.
When your character first obtains this power, she must declare which
sense she uses to interpret aura information. The write-ups below all assume
sight.
Noticing creatures with True Faith
When a holy warrior is using Vision of God, she automatically notices if
any other warriors of God who enter the area.
Action: Reflexive. Test is made if a valid target is within line-of-sight for 15
seconds.
Target: Creatures with True Faith.
Range: Line-of-sight (for sight-based perception); as per sense for others.
Duration: .
Test: None results are automatic.
Effect: A noticeable sense of peace radiates from the creature. Your
character immediately recognizes a fellow servant of the Lord.
Noticing Supernatural creatures
Action: Reflexive. Test is made if a valid target is within line-of-sight for 15
seconds.
Target: Supernatural creatures.
Range: Line-of-sight (for sight-based perception); as per sense for others.
Duration: .
Test: (Morality + Vision of God + Occult: Theurgy) versus targets (Morality
+ Centering + Discipline Resistance: Closed Mind).
Modifiers:
-1 to -3 You are distracted (-1: on the phone, driving; -2: heated
argument; -3: firefight)
Varies Target in a crowd. Modifier is (SQUARE ROOT (size of crowd)
2) (round down, may not exceed 0)
varies Environmental modifiers apply
Effect: If successful, a noticeable "shadow" appears over supernatural
creatures. If the creature's aura is tainted (such as by Diablerie veins or
active demonic powers), that taint is also visible. Your character immediately
232
Astral Presence
At this level of mastery, your character can transcend the veil
separating the material world from the Astral Plane. This allows her to
perceive and affect both planes at once. This capability, however, comes
with a danger - just as she can affect those on the Astral Plane, so can they
affect her.
Action: Complex to activate or deactivate.
Target: Self.
Range: Self.
Duration: Indefinite, but in any event the power deactivates when Vision of
God does.
Test: .
Effect:
Your character simultaneously perceives both the Astral Plane and the
material plane.
Your character's movement is limited by her physical body.
Upon learning this power, your character may purchase and use Dots
of the Astral Abilities: Astral Combat, Astral Navigation, Astral Tracking,
and Astral Evasion. She may not, however, purchase Dots of the Merit
233
Wrath of God
The forces of evil frequently draw on dark powers to augment their
physical capabilities. So much so that they become reliant on those
augmentations, allowing their natural capabilities to wither. Wrath of God
strips away those augmentations, allowing the forces of God to take
advantages of the evil-doers' inherent weakness.
Prerequisite: True Faith.
Action: Complex (to activate).
Cost: 1 Willpower Point.
Target: Self.
Range: Self.
Duration: Scene/ hour.
Test: No test is required to activate this power.
Effects: While this power is active, your character may use any of the
powers described below.
Critical Failure: If your character critically fails any Test to use this power, it
prematurely deactivates.
235
236
Chapter 7
Game
Mechanics
At its core, New World of Masquerade is a collaborative storytelling
process. Rules interrupt that process, have no doubt about it. They break
immersion, take up precious time, and generally can make things feel more
like an accounting exam than a game. However, rules do serve two very
important purposes.
First, they keep things calm by making sure no player has an unfair
advantage over any other. Thus, if you find the story trending in a way you
dont like, you can blame the rules or the dice, instead of the other players.
This makes post-game snacks much less awkward. And when other
characters do deliberately and with malice aforethought set out to ruin your
characters plans, rules help smooth hurt feelings by ensuring that the
wretched betrayal is handled fairly.
Second, rules give meaning to the conflicts faced by your character
and thus increase immersion and facilitate roleplaying. Absent rules,
character conflict would have little meaning. After all, in most roleplaying
games, the player characters do eventually triumph. This can make it
difficult for players to seriously get into the role of their character. Its harder
to appreciate your characters concerns when you know she does not have
anything to worry about. Oh, the Storyteller might say that the adventure is
dangerous, but what does that mean?
Rules give such dangers teeth. They provide a system by which your
character can face real, credible threats.
237
Rarity
Some items and Traits are uncommon or even rare, such as the Ability
Lore and the Background Status. Rarity usually consists of two numbers, one
representing the difficulty in obtaining the item or knowledge via Kindred
sources, and the other representing the difficulty in obtaining the item or
knowledge via mortal sources. Some Traits, such as the Ability Lore:
Camarilla have reduced rarity if you are a member of a particular group
(usually an appropriate a clan or sect).
At character creation, your character may only purchase Dots of a Trait
if her total Dots of that Trait plus that Traits Rarity does not exceed her Age.
That is, the following must be true: (Traits Rarity) + (Traits Dots)
(characters Age). If more than one Rarity applies to the Trait, use the lowest
applicable to your character.
239
Synergies
In many situations, it is easier to learn something if you already have
experience in a related field. New World of Darkness represents this through
Synergies.
Synergies for an Ability are listed in the form like Synergy: - (number),
(name of a different Ability). Thus, for example, Security has a Synergy
listed as -1, Larceny. Dont panic! I know this seems scary, but you dont
have to do any math if you dont want to. When you received New World of
Masquerade, you should also have received an Excel Worksheet entitled
Character Aid. This Excel sheet not only helps you create your character,
but it also automatically calculates synergies for you.
It is easiest to see how these rules work by way of an example.
Tom Toreador has Security and Larceny . Toms player wants to
improve Toms Larceny Ability, but Tom does not have many XP, so Toms
player checks to see if there are any Synergies. Checking the rules, Toms
player sees the following in the Larceny entry: -1, Security. This means
that since Tom already has Security 2, when Tom increases his Larceny to 2
Dots, the XP cost will be reduced. Specifically, the XP Multiplier will be
reduced by 1, because 1 was the number listed with the synergy.
Or, in other words, if an Ability lists a Synergy of the form - (number),
(name of a different Ability), when your character buys an additional Dot of
the Ability, if she already has at least as many dots of the different Ability as
she will have in the Ability she wants to increase (counting the newly-bought
Dot), the XP Multiplier of that Ability is reduced by the listed number.
Some Abilities have more than one Synergy. For example, all
categories of Science have synergies with both Academics and all other
Science Abilities. The effects of multiple Synergies do stack, so for example it
is possible to reduce the XP Multiplier of an Ability from 3 to 1. However, no
matter how many Synergies apply, the XP Multiplier is never reduced below
1 (in the words of the master, there aint no such thing as a free lunch!).
General Systems
These rule systems apply to characters of all types, regardless of
creature type. Special rules for vampires start on page 291.
241
Time
Time works differently in game. During the boring parts, we speed
things up. No one wants to actually spend days and days testing to see if
their character deciphered the ancient tome. Its enough to say your
character spends two weeks, but finally figures it out. Similarly, when things
get really complicated, we slow things down. For example, it might take us
several minutes to work out a few seconds of combat. All told, our game
uses five basic units of time: Game Cycle, Game, Scene, Turn, and Initiative
Pass.
Game Cycle
A Game Cycle is the period of time necessary for one round of
Downtime Actions. Typically, this will represent one or two weeks of time incharacter, although longer periods are also possible.
For example, Montreal in Darkness runs its Game Cycles from the start
of one game to the start of the next. Usually, this is a two-week period.
However, over the summer and winter vacations when game is on hiatus,
weeks or months go by.
Game
A Game is a single game session. It includes any pre-scenes or postscenes run immediately before or after the game session itself. Generally,
Storytellers try to make sure each Game has some internal coherence,
perhaps dealing with a particular set of plot points and character
confrontations. However, playersand their charactersoften have minds of
their own.
For example, a Game of Montreal in Darkness lasts roughly four hours.
If things have started to wind down, the Storytellers may end game early.
More frequently, Storytellers extend game to allow particularly dramatic
scenes to reach a natural conclusion.
Scene
A scene in game is like a scene in a theatrical performance. It is
generally defined by a set location or group of characters.
However, unlike a theatrical performance or tabletop game, in a liveaction game characters can enter and leave scenes all the time without
affecting the flow of the story. Or, put another way, in a LARP, every
character is the main character from her own point-of-view. So what appears
243
Turn
A Turn is three seconds. Turns are rarely used outside of combat.
Initiative Pass
The Initiative Pass is the smallest time increment used in our game.
It represents of a second. It is only ever used in combat, and only then in
two situations. First, when it is really, really critical to know where exactly
everyone is at any moment in time, such as when there are lots of guns and
cover involved. Second, sometimes Passes come up when a character is
ambushed. However, even in these two situations, the Storytellers usually
hand-wave things so that we dont have to deal with Passes. Most people
dont like using passes, but they are necessary for game balance in some
situations. If Initiative Passes are being used, 6 Passes occur during each
Turn.
Initiative Passes do not appear in the World of Darkness.
Tests
Building Test Pools
World of Darkness has an excellent discussion of this topic, starting
with Rolling Dice on pp. 12125 (stop at the section entitled The Chance
Roll).
The World of Darkness rightly points out that the rules stated Test
Pools for various actions are not straightjackets. If your character is
approaching a problem in a way that makes a different Test Pool more
appropriate, the Storyteller may allow you to use that different Test Pool,
even though it contradicts the printed rules.
However, this comes with two important caveats: Test Pools are set in
stone for (i) any test for an action your character intends to use against
another players character and (ii) for any supernatural power. You may
petition the Storytellers to use a different test pool for one of these
245
247
Degrees of Success
Generally, the more successes you get, the better. Specific numbers of
successes roughly correspond to the following outcomes:
Success
es
0
1
2
3
4+
Result
You failed.
The action worked, but things didnt go as smoothly as you would
have liked.
The action worked about as well as you could have expected.
The action went very smoothly. There were no unexpected
surprises or difficulties.
The action went incredibly well.
Critical Failure
Sometimes, everything seems to go wrong for your character, all at
once. This is represented by a Critical Failure. Critical Failures are only
possible on Tests that your character initiatives. Your character may never
suffer a Critical Failure on a Resistance Test. Critical Failures are handled
differently, depending on whether you are using dice or rock-paper-scissors.
Dice
Outcome
Re-roll the die until you get a result that is between 19.
Your character avoids Critical Failure.
Your character suffers a Critical Failure.
Rock-Paper-Scissors
If you fail enough throws of rock-paper-scissors to put your total below
-5 (before dividing by 3), your character suffers a Critical Failure. Thus, for
example, if you and your target each had test pools of 3, and you lost rockpaper-scissors twice, the total would be 3 3 6 = -6. Your character would
suffer Critical Failure.
249
Successive Attempts
As per World of Darkness, p. 132.
Teamwork
These rules entirely supplant those found in World of Darkness, p. 134.
Sometimes, an impossible task becomes merely difficult due to the
timely assistance of friends. Or enemies. Or, well, whoever. Anyway, in some
situations, groups of characters may work together to perform an action. This
allows the group to collectively use a single Test Pool that is potentially far
larger than any of the groups individual members could use on her own.
To start with, the group must select a leader. Choice of the leader is
important for two reasons. First, the number of characters who can help the
leader is limited to the number of Dots the leader has in the relevant Ability.
Thus, for example, if the leader has three Dots in the relevant Ability, the
team may include at most four people (the leader along with three helpers).
Second, the leaders personal Test Pool has a disproportionate impact on the
size of the final Test Pool.
After selecting a leader, the group may construct its Test Pool. Start
with the leaders pool, then add half of the second group members pool, one
quarter of the third group members pool, one eighth of the fourth group
members pool, etc. Round the result to the nearest whole number. Do not
round until after adding all the numbers together. Thus, for example, if five
characters work together, and each has a pool of Attribute (5) + Ability (4) =
9, the pool would be 9 + 4.5 + 2.25 + 1.125 + 0.5625 = 17.4375, which
rounds to 17.
Ultimately, the Storyteller has the final say over when this is allowed.
For example, the Storyteller probably will not allow a group to use these rules
to perform a single Close Combat attack. In that situation, every character
251
Actions
When Tests are needed, we need some measure of how long they take.
This is where Actions come in. New World of Masquerade uses four basic
types of Actions: Complex Actions, Reflexive Actions, Simple Actions, and
Extended Actions.
253
Contested Actions
Generally as per World of Darkness pp. 13031.
When using dice, Contested Actions look very different from other
actions, because Contested Actions are usually the only ones where more
than one person is rolling dice. By contrast, when using rock-paper-scissors,
the difference fades, since regardless of whether the action is technically
contested or not, the aggressor must subtract a Test Pool from her own.
Thus, when using rock-paper-scissors, as a practical matter the fact that a
Test is contested only affects the Test Pool used by the target rather than the
actual mechanics of resolving the Test.
Objects
Object Traits
Inanimate objects have three Traits: Durability, Size, and Structure. See
Sample Objects, World of Darkness, p. 136. Note: The Damage values
listed on this chart correspond to our Damage ratings when the objects are
used as improvised weapons.
Durability
Whenever an object is attacked, after completing the attack Test but
before applying damage, reduce the attacks Successes by the items
Durability before determining how much damage the object takes. This
reduction occurs after applying any other effects that would reduce the
attacks damage (such as Bulletproof) but before any effects that would
increase it.
As Toms target ran inside, steel bars slammed closed, blocking the
doorway. Undeterred, Tom began pounding on the bars with his trusty
sledgehammer. The bars have Durability 3. On his first attack, Tom gets 3
Successes. After the Test but before applying damage, Toms Successes are
reduced by 3, the bars Durability. For purposes of applying damage, this
drops his Successes from 3 to 0. Although Tom did deliver a solid blow to the
bars, they survived unscathed. Undeterred, Tom attacks again. This time, he
gets 4 Successes on his attack. When applying damage to the bars, Toms
Successes are again reduced by 3, dropping his total from 4 to 1. The bars
255
Size
As per Size, World of Darkness, p. 135.
Structure
An objects Structure is, essentially, its hit points. For details on how to
calculate Structure and what penalties apply once an object starts to lose
Structure, see Structure, World of Darkness, p. 135.
When tracking how much Damage an object has suffered, you do not
need to keep track of what type of damage the object has suffered. That is, it
does not matter whether the damage was done by a gun, knife, or blaze, or
whether the attack that did the damage inflicted Bashing Damage, Lethal
Damage, or Aggravated Damage. All that matters is how many Levels of
Damage the object has incurred. Aggravated Damage specifically does not
render it impossible to repair an object using conventional means.
Note that some repairs will require Build/ Repair or Mechanics instead
of Crafts. See p. 261 for more details about projects.
Attacking Objects
Unarmed attacks against objects
If your character attempts to damage an object by making an unarmed
attack against it, she suffers 1 Level of Bashing Damage, regardless of
whether she succeeds in inflicting damage upon the object. If your character
is has Armor with a General Armor rating of at least 1, she may attempt to
resist this damage by making a Test using her Armor rating. 1 Success
suffices to negate the damage. For more details about Armor, see p. 407.
Tom slammed his shoulder into the battered wooden door. Normally,
Tom would incur 1 Level of Bashing Damage. However, because he is
wearing a Kevlar Vest, which has a General Armor rating of 1, he may test to
resist the damage. He rolls 1 dice, but fails and is thus unable to resist the
damage (note that because this is a Resistance Test, Tom cannot sufer a
Critical Failure).
257
Breaking objects
For a basic introduction, please see Breaking Objects, World of
Darkness, pp. 136.
Breaking down a door
As per Breaking down a door, World of Darkness, p. 137.
Holding back a door
As per Holding back a door, World of Darkness, p. 137.
Blowing up an object
See Grenades and Explosives, p. 398. Note that these rules entirely
supplant those in Blowing up an object, World of Darkness, p. 137.
Kicking out a grille
As per Kicking out a grille, World of Darkness, p. 137.
Smashing one object into another
As per Smashing one object into another, World of Darkness, p. 137.
Targeting items
Specified Target rules apply to attempts to target an item held by
another character or located somewhere on that characters person. See
Specified Target, p. 395. Otherwise, as per Targeting items, World of
Darkness, p. 138.
Falling objects
As per Falling objects, World of Darkness, p. 138.
Piercing Durability
Generally, as per Piercing Durability, World of Darkness, p. 138. Note,
however, that we use different rules for armor-piercing weapons than does
World of Darkness. See Armor Piercing, p. 409.
Improvised Weapons
Improvised Weapons have a To Hit rating of -1. Their Damage rating is
the lesser of their Durability and their Size. The severity of the damage
inflicted by an improvised weapon is determined by the Storytellers. As per
World of Darkness, p. 136, the Strength Minimum of an improvised weapon is
the objects Size. When attacking with an improvised weapon, use the Brawl
Ability.
259
Equipment
Computer Security
Computer systems security is represented by two ratings: System
Defense and Detection. System Defense represents the systems general
level of security. Detection represents its proficiency at recognizing and
responding to hacking attempts. System Defense ratings usually run from 1
to 10. Detection ratings usually run from 1 to 5. In both cases, higher ratings
are possible, but very rare.
Tools
Its always easier to do a job if you have the right tools, whether that
job is auto repair, burglary, or emergency medicine. Tools must be obtained
separately for each type Ability. Thus, for example, Mechanics: Automotive
uses different tools from Computer: General Theory and Science:
Demolitions. Tools come in three sizes: kits, shops, and facilities. A kit is
usually no larger than a large toolbox and contains only basic gear and
equipment. A shop fills a garage when unpacked, but can fit in a van when
packed up. A facility fills a warehouse when unpacked, and requires multiple
vehicles to transport when packed. Different projects require tools of
different sizes. If you dont have the required tools, the project may be more
difficult or impossible. The storytellers will determine what type of tools is
appropriate to each project.
In addition to having a size, some tools also have a rating. This rating
provides a bonus to the Test Pools of characters using the tools.
Projects
These rules apply to all long-term projects, including computer
programming, crafting, design, and construction. These rules are still under
development, and have no real equivalent in the World of Darkness.
Planning Test
If your character wants to craft something, but does not have an
appropriate plan, she can create her own. This requires a Planning Test.
Planning Tests usually use Intelligence and an Ability representing her
theoretical knowledge of the subject matter. For example, designing an
explosive device would use Science: Demolitions. The resulting plans rating
equals the number of Successes your character obtains on her Planning Test.
Characters may work together to create a plan. See Teamwork, p. 251.
Your character will not immediately know the rating of her newlycreated plan. When creating a plan for a physical, tangible object, your
character discovers its rating only after she completes a prototype. When
creating a plan for something intangible, like a computer program, she
discovers its rating after she has obtained at least 50% of the Successes
necessary to complete the intangible thing.
263
Step 4: Debugging
After completing a prototype, your character may debug it for a
chance to improve it. The number of times a group may debug a plan is
limited by the primary actors Dots in the relevant Ability. Thus, for example,
if a group is writing a computer utility, and their primary actor has Computer:
General Theory , the group may debug their utility no more than three
times.
Debugging is an Extended Action. The threshold for the first debugging
test is 10% of the threshold required to complete a project according to the
plan. The threshold for each subsequent debugging test increases by 10% of
the projects threshold. Round fractions up.
Each time a character debugs, she may roll a single additional die.
Each Success on this test adds one to the plans rating. For intangibles, it
also adds 1 to the intangible things rating. For tangible objects, the
Storytellers will determine whether you can improve your prototype (to bring
its rating up to match the plans new rating). This will depend on what it is
your character is creating. If she is making something fairly large and
modular, she probably will be able to upgrade it. Otherwise, she will likely
have to make a new copy of the object to gain the advantage of the plans
increased rating.
You may not critically fail Debugging Tests.
265
Other Considerations
Tools
Time
Example
Nelly Nosferatu wants to create a program to embezzle money from a
corporations account. She is helped by her friend, Nick Nosferatu. Nelly has
Intelligence and Computer: General Theory . Nick has Intelligence
and Computer: General Theory . Nelly acts as the groups primary actor.
The Storyteller determines that the projects Planning Test and Execution Test
will both use Intelligence + Computer: General Theory, and that the group
has the tools its needs to make both tests.
First, the group must plan their program. To determine their pool, they
add half Nicks pool to Nellys pool: 8 + 5 1/2 = 10.5, which rounds to 11.
The Storyteller secretly rolls and gets 4 Successes. The pair then begins to
write their program. The Storyteller sets their threshold at 20. Because there
are two characters working together on the execution test, each incurs a (2
1) = -1 modifier to their Execution Tests.
For the Execution Test, Nellys Dice Pool is Intelligence +
Computer: General Theory 1 = 6. Nicks is Intelligence + Computer:
General Theory 1 = 4. On the first round of testing, Nelly gets 2
Successes, and Nick gets 3, giving them 5 of the 20 Successes they need. On
the second round of testing, Nelly gets 5 Successes, and Nick gets 1, giving
them 11 of 20 Successes. Since this exceeds 50% of the threshold, the pair
finally discovers that they got 4 Successes on their initial Planning Test. Over
the next two rounds rolls, the pair accumulates 10 more Successes, for a
total of 21. Since this exceeds the Threshold of 20, they successfully
complete the program.
After finishing their program, the pair decides to debug it. Since Nellys
Ability has 4 Dots, they may debug 4 times. These tests will require 10%,
20%, 30%, and 40% of the Successes required for the original Execution Test,
for a total of 100% - these four rounds of debugging will take as long as it
took to write the program in the first place. The group successfully completes
all four founds rounds of debugging, gaining 2 more Successes toward their
Planning Test, for a total Rating of 6.
267
Security
These rules are intended to abstract the process by which characters
establish (and penetrate) security systems surrounding facilities and
characters.
269
273
277
Vehicles
Generally, as per Vehicles, World of Darkness, p. 141147. Note,
however, that being run over inflicts Lethal Damage rather than Bashing
Damage.
The Supernatural
Submitted for your consideration, rules for various supernatural
phenomenon.
Auras
Every creature capable of independent thought or action has an aura.
This includes everything from the smallest animals to non-corporeal Spirits to
humans to vampires and other supernatural creatures. Some say that they
have even noticed aura-like flashes surrounding computers and other
electrical equipment, although most dismiss such claims as delusional at
best.
There is no consensus on what an aura is. Some say that it is reflection
of its bearers soul, while others reject such thoughts as absurd or even
blasphemous. Others suggest that it is simply a natural reflection of the
energies inherent in all things.
Strictly speaking, auras cannot be perceived using any of the usual
senses. That is, they cannot be seen, heard, touched, tasted, or smelled.
They are not detectable by scientific means. Instead, they are seen with
some other capability of the mind. Most of those who can perceive auras
consciously or unconsciously interpret their observations in terms of a
conventional sense. This allows them to more easily process their
observations. However, these interpretations inevitably reflect the observers
psyche as well as that of the subject. This makes it impossible for aura
readers to directly compare their observations, although they can still share
their conclusions.
Auras can be quite complex, particularly for creatures capable of
independent thought. However, a trained observer can draw critical
279
281
289
Possession
From time to time, your character may find herself possessing the body
of another creature. There could be any number of reasons for this, although
in a vampire game the most likely reason is use of Disciplines. Specifically, it
is possible to possess animals or humans using, respectively, Animalism
Subsume the Spirit, p. 180 and Dominate Possession, p.
200. However, these rules are not limited to those Disciplines.
291
Auras
Those using Aura Perception (or similar capabilities) will initially notice
the possessors aura, not the hosts. If the aura reader obtains at least 3
Successes, he notices both auras and may ask questions of either.
293
The possessor may access the hosts Vitae points but not her own.
When the possessor spends the hosts Vitae points to heal, he also
reflexively spends an equal amount of his own Vitae points to heal his real
body.
Blood Bonds
Use the emotional & mental effects from the possessor. If the
possessor attempts to harm someone the host is bound to, apply mechanical
penalties as if the possessor was also bound (the body resists the
possessors desires).
Infernal Pacts
The World of Darkness contains malevolent Spirits willing to sign pacts
with lesser beings by which the lesser beings pledge themselves to the
service of the malevolent being in exchange for power. Ultimately, the nature
of such beings and pacts is up to the Storyteller.
Montreal in Darkness
Pacts are made with Demons or, more commonly, Greater Demons.
Demons can teach your character any Discipline at XPM 5, so long as the
Demon has access to the necessary knowledge. Demons can also teach rare
or unusual Abilities, provide access to restricted paths of Thaumaturgy,
ignore restrictions on Merits or Flaws, and generally ignore most of the
restrictions on what your character can access.
Whenever your character uses a supernatural power learned from a
Demon, her Aura shows unmistakable signs that she is drawing power from
some outside source. Characters with the Merits Awareness or Unseen Sense
may Test to notice the presence of demonic powers.
Demons feed on pain and suffering, the more intense and personal the
better. Demons will force their servants to perform actions that risk loss of
295
Vampire Systems
Checking for a pulse
If your character touches a target directly, she may test to notice a
target's pulse. This requires 2 Turns of intense concentration, during which
time your character may not take any other action.
When feeling for a pulse, you must be touching the target's skin in a
location where you could normally feel a pulse. Test with Wits + First Aid or
Wits + Expert Ability: Medicine versus Wits + Masquerade + Blush of Health.
If you have Acute Sense: Touch, +1 to the test.
Note: If the target is using Obfuscate : Mask of Tranquility, and the
observer has not pierced it, the observer will always "notice" a pulse.
Size
Small
Large
297
Inferno
Damage
modifier
+
/-0 Points
+1 Points
Feeble
Normal
+2 Points
+3 Points
Hot
Very hot
Heat
Example
Candle; first-degree burns
wood fire; burning plastic; red-hot stove; seconddegree burns
Gasoline fire; Bunsen burner; third-degree burns
Molten metal; some chemical fires
Sunlight
Vampires are also vulnerable to sunlight, quickly charring as if exposed
to an intense flame. No one knows what about sunlight causes this reaction.
Kindred scientists have repeatedly tried, without success, the replicate the
effect artificially.
Sunlight inflicts Aggravated Damage to vampires, with the precise
amount of damage per Turn depending on how much of the vampire is
exposed to it and how intense it is.
Damage
1 Point
Intensity
Faint
2 Points
Filtered/
weak
Direct
3 Points
Damage
modifier
+
/-0 Points
+1 Point
+2 Points
Intensity
Small
part of
the body
Large
part of
the body
50%+
Other situations
Kindred are quite resilient creatures, and are largely immune to many
other hazards that can cripple or even kill mortal humans. For details, see
Applying Damage p. 415.
The Beast
Frenzy
Description is generally as per Frenzy and Rtschreck and The
Nature of the Beast, Vampire: the Masquerade, p. 228 and Roleplaying
Frenzy, Vampire: the Masquerade, pp. 22829.
There are three types of Frenzy: Anger Frenzy, Hunger Frenzy, and Fear
Frenzy. Note that we use the term Fear Frenzy instead of Rtschreck.
System
While in Frenzy, a character receives the following benefits and
detriments:
Resisting Frenzy
Resisting Frenzy is a special kind of Extended Test. As with other
Extended Tests, characters accumulate Successes over multiple Tests until
they reach a Threshold. However, unlike most other Extended Actions, for
each test that is part of the Extended Action, your character can use either a
Reflexive Action or a Complex Action. If your character chooses to resist
frenzy as a Reflexive Action, she can perform other actions in the same Turn.
On the other hand, if she resists Frenzy as a Complex Action, she gains a +4
modifier. Your character does not need to choose the same option every Turn.
Thus, for example, your character could resist with a Reflexive Action one
turn, with a Complex Action the next, and with a Reflexive Action on her third
Turn.
The Threshold for this test varies based on the event that sparked your
characters Frenzy. Sample provocations for each type of Frenzy are listed
below. While testing to resist Frenzy, your character takes a penalty to all
non-Resistance Tests equal to the number of Successes she has to go before
she completely resists Frenzy. Thus, for example, if your character had
accumulated 4 of 7 required Successes, she would incur a -3 penalty to all
non-Resistance Tests.
As is the case with other Resistance Test, your character may spend 1
Willpower Point to gain a +2 modifier on a Test to resist Frenzy.
Action: Extended Action, 1 Test per Turn, Threshold varies (see below). Each
constituent Test may be either Reflexive (+/- 0 modifier) or Complex (+4
modifier).
Cost: .
Target: Self.
Range: Self.
Duration: Scene/ 10 minutes (in case of failure).
Test Pool: Composure + Self-Control (Anger & Hunger Frenzy); Resolve +
Courage (Fear Frenzy).
Modifiers (Anger or Hunger Frenzy):
+4
Resisting with a Complex Action (instead of a Reflexive Action)
-1
Hungry (4 or less Vitae)
-2
Starving (1 or less Vitae)
303
2
Successe
s
3
Successe
s
5
Successe
s
7
Successe
s
10
Successe
s
+
/- 2
Example
Harassed by a panhandler; trivial damage to your
new car.
Insulted in public; hours of frustration or delay.
Betrayed by a partner in a deal; reviled and
humiliated by someone you despise; attacked by
an unimportant stranger; lose a valued possession.
Betrayed by someone you love; lose everything
you own; attacked by someone you say as an ally.
Loved one slain; reviled and humiliated by a loved
one
Provocation aligns with or attacks your Nature or
Vice
Hunger Frenzy
Thre
shold
2
Successe
s
3
Example
Sight or smell of blood when hungry (4 or less
Vitae)
First taste of blood when hungry (4 or less Vitae)
305
307
Example
Time (hours)
- 1:15
Humanity
5
309
Time (hours)
+/- 0
1:00
0:45
0:30
0:15
4
3
2
1
+
+
+
+
0:15
0:30
0:45
1:00
Daytime Activity
Staying awake
As dawn approaches, your character may attempt to stay awake,
notwithstanding the Beasts frantic urgings to find a safe, dark place to sleep
the day away. Make a Test using Humanity as the Test Pool. Each Success
allows your character to stay awake for 10 minutes. Once this time expires,
your character may test again to stay awake longer. Each such test after the
first incurs a -1 modifier. The Merit Daywalker and Flaw Shuns the Day apply
to this Test (see Appendix I: Merits & Flaws, pp. Error: Reference source not
found and Error: Reference source not found, respsectively).
Your character may spend a Willpower Point as usual to gain a bonus
on this test. However, spending a Willpower Point does not automatically
allow your character to stay awake (this is a change from prior editions of
these rules).
Alternately, if your character wants to rise earlier than usual in the
evening, she may spend 1 Willpower Point to awaken 1 hour before usual.
If your character stays awake all day, she must still pay 1 Vitae at
sunset to sustain herself.
Test Pool limits
Even if a vampire manages to stay awake during the day, she is still
distracted by fatigue and the incessant nagging of her Beast. Accordingly,
the Attribute + Ability components of all Test Pools are capped at the
characters Humanity.
Restless days
Note that if a day in which your character stays up late or awakens
early is a day in which she cannot sleep soundly. This may affect her
Willpower regeneration (see p. 150). If Storytellers do not want to track
exactly days of rest across multiple Game Cycles, they may instead say that
every day in which a character stays up late or goes to sleep early has a 1/3
chance of making that character enter the next game with 1 fewer Willpower
Points.
Montreal in Darkness
Note: Montreal in Darkness has not formally adopted these rules as
revised. See http://www.darkmontreal.com/forums/viewtopic.php?f=3&t=253
and for details on the changes.
311
Torpor
From time to time, vampires may enter Torpor, a long, deep sleep
indistinguishable from death to mortal instruments. While torpid, a vampire
may quietly hibernate for weeks, months, years, even centuries.
Vampires enter torpor for varied reasons. Most frequently, it occurs due
to severe injury, but it can also occur due to lack of sustenance. Some
vampires even enter torpor voluntarily. Finally, there are whispers of dread
curses capable of sending a vampire into Torpor suddenly and without
leaving any outward sign of their source.
Torpor is a strange experience, however its effects on a vampires
memory are no more disorienting than a particularly long and deep nights
sleep would be for a mortal. Note that this explicitly differs from the
approach used in Vampire: the Requiem. However, this is not to say that a
long Torpor has no consequences. Upon awakening from long torpors,
vampires typically suffer extreme culture shock as they readjust to the
changes that occurred during their sleep. This is in addition, of course, to any
developments in vampire politics that occurred during their absence.
Entering Torpor
When a vampires final Health Box fills with Lethal Damage, she falls
into Torpor. Note that torpid vampires do not suffer damage each minute
until stabilized. Vampires may also voluntarily enter Torpor.
Awakening
Naturally waking up
When a vampire falls into torpor, the length of her sleep is determined
by her Humanity. Precise durations may be found in Vampire the
Masquerade, p. 216. Vampires who naturally wake up from torpor do not
need to spend a Vitae Point to do so. Note that torpid vampires are usually
extremely hungry when they awaken, and are thus prone to Hunger Frenzy.
See Frenzy, p. 301.
Forced revival
Torpid vampires will immediately awaken if fed 1 Point of Vitae from a
vampire of equal or stronger Generation. Note that this does carry a risk of
creating a Blood Bond.
Noticing disturbances (voluntary Torpor only)
If your character entered torpor voluntarily, she may test to notice
disturbances to her body and immediate surroundings. Test as per noticing
disturbances while merely asleep, with the following special rules:
Staking
When a wooden stake penetrates a vampires heart, the vampire
enters a state exactly like Torpor, but with one crucial difference. A staked
vampire remains immobilized exactly as long as the stake remains in her
heart. As soon as it is removed, the vampire immediately reawakens as if no
time had passed.
Driving a wooden stake into a vampires heart is not easy. Staking
attacks incur a -4 modifier, and only stake their target if they inflict at least
3 Points of damage. For more details, see Specified Target, p. 395.
The stake must be made of wood without additional reinforcement.
317
Cost
1 Vitae Point
(heals 2 Points of Bashing Damage)
1 Vitae Point
5 Vitae Points and 2 Willpower Points
Physical augmentation
As a Reflexive Action, Vitae may be spent to temporarily boost one or
more Physical Attributes. Specifically, for each Vitae spent, your character
may increase her Physical Attributes by a total of 2, so long as no Attribute is
increased above its Attribute Cap. Alternately, a single Physical Attribute
may be increased by 1, ignoring Attribute Caps.
This increase may result in increases to Derived Attributes or the
number of Simple Actions your character may take during the Turn.
Additional Health Dots gained in this fashion grant Temporary Health Points.
Damage in these Temporary Health Points refreshes after 1 Scene/ 10
minutes. For more details on Temporary Health Points, see p. 416.
Note: Montreal in Darkness hasnt ruled on whether buffs to Stamina
give temporary Health.
319
Blood Bonds
Description is generally as per Vampire: the Masquerade, pp. 218-20.
Ignore all specific rules mentioned in those pages. Note in particular that
when your character becomes three steps bound to a vampire, her other
lesser blood bonds are not eliminated.
321
Effects
As a general matter, many supernatural powers give bonuses when
used on targets who are Thralls to the powers user. For more details, see
Disciplines p. 174.
Social benefits
At the second step, the Regnant gains a +1 modifier on all Social Tests
against the Thrall, and at the third step this bonus increases to +2.
When can Thralls act against their Regnants interests?
If a Thrall wishes to act (or fail to act) in a way that endangers his
Regnant or her interests, the Storyteller may require him to first pass a Test:
Test Pool: Composure + Resolve.
Modifiers:
Affect on
Regnant (or
her interests)
Second-level
bond
Indirect harm No test needed.
Direct harm
-3
Third-level
bond
-3
-5
Critical Failure: Thrall cannot test again for 1 week (if twice bound) or 1
month (if thrice bound).
323
Feeding
System
When feeding, a vampire can drink at most 1 Vitae Point per Turn.
Each Point of Vitae taken from a living creature inflicts 1 Point of Lethal
Damage. Vitae taken from vampires does not inflict damage.
The Kiss
As soon as a vampire breaks her victims skin with her fangs, her
victim is immediately overwhelmed by extreme pleasure. Some even
become addicted to the sensation.
Resisting the Kiss
While experiencing the Kiss, it is quite difficult for a victim to do
anything except wallow in the sensations flowing over him. Before he may
take any action, he must first successfully resist the effects of the Kiss (see
below). If the mortal victim is unsuccessful, he is completely overwhelmed by
the effects of the Kiss and ceases all efforts to resist the vampire.
Because Kindred are accustomed to the sensations of the Kiss, they do
not have to make this test. Instead, they may act freely, even while enjoying
the effects of the Kiss.
Action: Reflexive Action.
Cost: .
Target: Self.
Range: Self.
Duration: If successful, the victim may act freely for 1 Turn.
Test Pool: Composure + Resolve.
Effects: If the victim obtains at least 3 Successes, he may act freely for 1
Turn. Otherwise, he is too overpowered by the sensations of the Kiss. If the
victim fails this test, he may attempt again in subsequent Turns.
Critical Failure: The victim is totally overwhelmed by the Kiss. He may not
Test again for the remainder of the Scene/ 10 minutes.
325
Closing wounds
After feeding from a mortal, a vampire may heal the puncture wounds
by licking them.
as effective
as effective; may be stored 1
week.
as effective, may be stored 4
weeks.
Stored Plasma
329
Assault
Auspex : +1
Auspex : +3
331
Dementation : +1
Dementation : +2
Dominate : +1
Dominate : +2
Dominate : +3
Obfuscate : +4
Presence : +2
Presence : +4
Presence : +5
Presence : +6
No bonus from Animalism, Celerity,
Fortitude, Potence.
Taint Test
Auspex : +2
Auspex : +4
Dementation : +3
Notice Test
Dementation : +1
Dementation : +2
Dementation : +3
Dementation : +4
Dominate : +2
Obfuscate : +3
Obfuscate : +4
Presence : +1
Masquerade: + Dots (this need not
count as your Ability pool)
No bonus from Auspex, Animalism,
Celerity, Fortitude, or Potence.
Feeding at game
There are two ways that feeding is handled at game. In the first, an ST
will run a feeding scene for the character. In the other, feeding will be
abstracted, and the player spends her character feeds sitting out of play.
Regardless of the method used, characters must test for Taint normally. The
Notice Test for at-game feeding is rolled into the characters Notice Test for
the subsequent Downtime Cycle. When using the abstract feeding method at
game, feeding time is halved.
333
Diablerie
Description is as per Diablerie and Committing Diablerie, Vampire:
the Masquerade, pp. 22425. Ignore specific rules and systems mentioned in
these entries.
System
Committing Diablerie
Description is as per Vampire: the Masquerade, p. 225.
Prerequisite: Diablerie may only be committed by vampires.
Action: Extended, each Test is 1 Turn, Threshold = targets Willpower.
Cost: .
Target: Another vampire.
Duration: Would-be Diablerist may make one Test for each Point of
Willpower she currently has. Note that this is based on current Points, not
Dots. That is, this is based on how many Willpower Points the character has
available to spend right now, rather than the maximum possible amount of
Willpower Points she would have if she had an indefinite time to rest.
Test Pool: Stamina + Resolve. Use the characters base Attribute values for
this test; ignore all Vitae Expenditures, supernatural powers, etc. The wouldbe Diablerist may not spend Willpower Points on this Test.
Effect: If your character succeeds, the target is Diablerized, and meets Final
Death. See The wages of sin below for details. If she fails to accumulate
the necessary Successes in the allotted time, the target meets Final Death
but the Diablerie fails.
Critical Failure: Target immediately dies. The Diablerie fails.
335
Creatures of Blood
The Embrace
As per Vampire: the Masquerade, p. 32.
Ghouls
Sometimes, Kindred need servants that are more powerful than the
average mundane human or animal, but more tractable than other vampires.
In these situations, they usually turn to Ghouls.
A Ghoul exists somewhere between the mundane world and the world
of vampires. One major benefit of being a Ghoul is that you do not have to
die to get the job. Indeed, Ghouls are just as alive as anyone else. Moreover,
ghouls have access to some powers normally available only to vampires.
However, there is a terrible price attached. All ghouls are dependent on
Kindred Vitae. Without that Vitae, they stop being ghouls and instead go
back to being what they were.
Creating Ghouls
To create a Ghoul, a vampire must feed some of her own Vitae to a
human or animal while, in a conscious act of will, extending to that subject
some of the curse that runs through the vampires own veins. Both factors
337
343
345
Chapter 8
Combat
The combat rules can be very intimidating for new players. However,
even if you want to play a combat character, you do not actually need to
know all of these rules. Or even most of them. All you really need to know
are some basic concepts. That, plus a bit of player savvy, will usually suffice.
The rest of these rules are intended to provide extra options for those
players who are really excited about their combat characters and who want
lots of opportunities for customization and specialization. As a practical
matter, if we did not give these player this room to maneuver, they would
simply (successfully) petition the Storytellers to expand the rules in other
ways. By providing a set of carefully-balanced, extensively-playtested, and
well-thought-out customization opportunities upfront, we are able to channel
player energy in ways that do not cause problems elsewhere or upset game
balance.
Overview
At its core, combat is about three things. First, allowing lots of
characters to act within a small period of game time. Second, determining
turn order when two (or more) characters want to act at the same time.
Third, tracking players locations and movement while all this is going on.
347
The Turn
Combat is broken up into a series of Turns, each of which represents
about 3 seconds of time in-game. As you may recall, a Turn is just long
enough for a character to take a Complex Action. Thus, in combat there is
just enough time for every character involved to take a single Complex
Action each Turn.
Phases
Turns are further broken up into two phases: the Movement Phase and
the Action Phase. During the Movement Phase, each character may take one
or more steps. During the Action Phase, they may take one or more actions.
The Movement Phase comes before the Action Phase.
Initiative Passes
Sometimes, Turns are further broken up into 6 Initiative Passes, each of
which represents about one half second in-game. As you may recall, an
Initiative Pass is just long enough to do a single Simple Action. When using
Initiative Passes, each Initiative Pass has a Movement Phase and an Action
Phase, while the Turn as a whole does not. Because Initiative Passes can be
hard to keep track of, we recommend only using them in combats that
involving firearms or where positioning is otherwise critically important.
Why use Initiative Passes at all if they are so complicated? Because
without them, gun combat is much less interesting, and indeed without
Initiative Passes guns would almost always be strictly worse than swords,
knifes, or even fists.
349
Movement
Characters may crawl, walk, run, spring, jump or otherwise propel
themselves about during the Movement Phase. The Derived Attribute Speed
determines just how far your character may move during each Turn.
351
Actions
Actions per Turn
During each Turn, each character may perform either a single Complex
Action or up to Dexterity Simple Actions. In addition, a character may
perform an unlimited number of Reflexive Actions.
Types of combat
Generally speaking, there are two types of combat: Close Combat and
Ranged Combat. The categories are fairly self-explanatory.
Attack Tests
When your character attempts to damage another character, the
resulting Test is split into two steps. The first step determines whether the
attack hits. If the attack hits, the second step determines damage.
These are not separate Tests. In practice, when using dice, you roll
some of the dice first to see whether the attack hits, and if so add in a few
more before calculating damage based on the total Successes obtained
across both steps. When using rock-paper-scissors, you account for most of
the relevant Traits and modifiers and play rock-paper-scissors but do not
divide by 3. Instead, you check if the result is greater than zero. If so, you
account for the final few Traits and modifiers, then divide by three to
determine damage. For more details, see Attack, p. 363.
Delaying Actions
Just because it is your characters turn on the initiative roster does not
mean that she has to act. Instead, she can delay her action until later in the
Action Phase. Your character may not delay her action if the Storyteller is
using Initiative Passes. If your character delays her action, she may act after
any other character during the Action Phase. Once another character has
started declaring his action, your character cannot jump in and pre-empt
him. Instead, she must wait until after he acts.
Example: Bruce Brujah and have agreed to team up and attack Molly
Malkavian. However, unbeknownst to Tom, Bruceis planning to betray him.
The Combat Initiatives of Bruce, Tom, and Molly are 10, 8, and 5,
respectively. Bruce has the highest Combat Initiative, so he gets to act first.
He chooses to delay his action. Next up is Tom, who attacks Molly. After
355
Movement
Basic movement
Your characters Speed Trait determines how far she may move during
each Movement Phase. All characters move simultaneously.
357
Walkin
g
Maximum
yards/ steps
per Turn
Speed 2
(round up)
Runnin
g
Speed
Sprinti
ng
Speed 2
Live-action
Notes
-2 To Hit on Ranged
Combat attacks.
-4 To Hit on Ranged
Combat attacks.
Requires a Complex
Action.
Live-action play
In a live action play, during the Movement Phrase, the Storyteller will
count off steps. When the Storyteller calls out a number, if your characters
Speed equals or exceeds that number, you may take one step. Your
movement thus represents your characters movement.
If the characters in a combat have vastly different Speed Traits,
counting up from 0 can give faster characters large numbers of extra steps
after all other characters are finished moving. In these situations, the
Storytellers might count down calling out even numbers, then count up
calling odd numbers. This splits up the extra steps so that some occurs at
the start of the Movement Phase, and some start at the end.
359
Initiative passes
If the storyteller is using Initiative Passes, this gets a little bit more
complicated. If you are using the character sheets from Montreal in
Darkness, you will notice that next to your characters Speed is a set of 6
numbers, separated by/. Those six numbers are your characters effective
Speed during the 1st, 2nd, 3rd, 4th, 5th, and 6th Initiative Pass.
If not, to determine your characters effective Speed during each
Initiative Pass, divide your Speed by 6. If there is any remainder, distribute it
among the 6 passes, starting with the first pass.
Examples: Bruce Brujahs Speed is 18. When moving in Initiative
Passes, his movement in passes 1/2/3/4/5/6 would be 3/3/3/3/3/3. Tom
Toreador has Speed 14. When moving in Initiative Passes, his movement in
passes 1/2/3/4/5/6 would be 3/3/2/2/2/2. Molly Malkavian has Speed 10.
When moving in Itiative Passes, her movement in passes 1/2/3/4/5/6 would
be 2/2/2/2/1/1.
361
Initiative passes
If, during a Movement Phase, your character begins walking or running,
for purposes of determining what modifiers apply, she continues to be
walking or running (as appropriate) for the remainder of the current Initiative
Pass and the 5 following Initiative Passes. Thus, the modifiers apply for a
total of 6 Initiative Passes.
Similarly, once a character begins Sprinting, she may take no other
Simple Actions or Complex Actions for the remainder of the current Initiative
Pass, as well as the five following Initiative Passes. Recall, however, that
sprinting does not prevent your character from jumping.
Jumping
For purposes of determining where characters are mid-jump, jumping
characters move at their normal running speed (or sprinting speed, if she
was sprinting at the time she jumped). While in mid-air, they may not use
Defense and incur a -6 modifier to all non-Resistance Tests. For more details,
see Jumping, p. 83.
Attack
Close Combat
Generally, as per Close Combat, World of Darkness, p. 152. Our rules
for the Merit Fighting Finesse appear in Appendix I: Merits & Flaws, p. Error:
Reference source not found.
Close Combat attacks are Complex Actions.
Ranged Combat
Generally, as per Ranged Combat, World of Darkness, p. 152. Note
that we define the Firearms more narrowly than does World of Darkness. In
363
Damage
As per Damage, World of Darkness , p. 153.
Damage Types
As per Damage Types, World of Darkness , p. 153.
Test Pools
Generally as per Attack Dice Pools, World of Darkness, p. 152, with
the following very important caveat. We split the modifiers for attacks into
two categories, those related to determining whether the target was hit, and
those related to inflicting or resisting damage. The Test itself is split into two
steps, a To Hit step and a Damage step. The To Hit step determines
whether or not your character hits her target. If your character does hit, the
Damage step determines how much damage is inflicted.
Note that these Tests are not contested. Instead, your targets relevant
defensive Traits act as negative modifiers to your Test Pool.
Step 1: To Hit
Test Pool and modifiers
Construct a Test Pool using your characters relevant Attribute and
Ability, as described in World of Darkness. If your character is using a
weapon, add its To Hit rating. Apply all relevant modifiers. If the targets
Defense applies, subtract it from the pool.
Dice
If using dice, simply roll the Test Pool. If you obtain at least one
Success, your character hits her target.
365
Step 2: Damage
Dice
367
Close Combat
Factors
Introduction
Generally, as per Close Combat, World of Darkness, p. 152. Our rules
for the Merit Fighting Finesse appear in Appendix I: Merits & Flaws, p. Error:
Reference source not found.
Summary
Numbers and details can be scary, and there are a lot of them in this
section of the rules! Fortunately, a few basic concepts are all you really need
to play an effective combat character. Oh, learning all of the details will help,
but not as much as using some real-life common sense.
If in doubt, run away
If faced with a fight that your character cant win, run away. It seems
like a small thing, but many players forget it.
Duels and Grappling
When your character is engaged in Close Combat, she can force her
opponent into a duel or alternatively, she can grapple them. Always do one
of these when fighting characters who are using guns. It significantly slows
down the gun-users rate of fire. If your character is better at unarmed
combat than armed combat, go for the grapple. If she is better at armed
combat, go for a duel. If in doubt, go for the duel. Grappling an opponent
requires your character to win a Test against him, initiating a duel does not.
For more details, see Duels, p. 374 and Grappling, p. 376.
Similarly, if your character is in a duel with another character, and your
character is better at unarmed combat than she is at armed combat, go for
369
371
Attributes, p. 61.
Brawl: Brawl is used for unarmed attacks and grappling. For more
details, see Brawl, p. 85.
Weaponry: Weaponry is used for attacks with hand-held weapons. For
more details, see Weaponry, p. 139.
Dual-Wielding: Close Combat: This Merit allows your character to
dual-wield weapons in Close Combat, giving her small bonuses on both
attack and defense. For more details, see Appendix I: Merits & Flaws, p.
Error: Reference source not found.
Dexterity & Wits: These Attributes determine your characters
Defense Trait. Aim for at least 4 Defense. For more details, see
Defense, p. 372. You might also consider the Merit Increased Derived
Attribute: Defense, Appendix I: Merits & Flaws, p. Error: Reference
source not found.
Stamina: This Attribute determines your characters Health. If she is
going to be in combat, Health is good. Aim for at least 3 Dots of
Stamina. 4 is better. For more details, see Health, p. 148.
Athletics: Maneuverability is key on the battlefield. Particularly when
fighting supernatural monsters. For more details, see Movement, p.
357, Speed, p. 149, and Athletics, p. 81.
Acute Sense: Sight: This Merit allows your character to ignore 1
point of vision penalties. Few combats occur at midday under perfect
lighting conditions, so this Merit effectively gives your character +1 to
most attacks. For more details, see Appendix I: Merits & Flaws, p. Error:
Reference source not found.
Quick Draw: Size 2 Melee Weapons: This Merit allows your
character to draw a sword much more quickly. Although not strictly
necessary, this Merit is very helpful. For more details, see Appendix I:
Merits & Flaws, p. Error: Reference source not found.
To Hit Rating
All weapons have a To Hit Trait. It represents how easy it is to
successfully hit an opponent using the weapon. When your character attacks
an opponent with a weapon, add the weapons To Hit to your Test Pool.
372
Damage Rating
All weapons have a Damage Trait. It represents how much damage the
weapon does if a target is hit by it. When your character attacks an opponent
with a weapon, if the attack hits, add the weapons Damage to the attack
when determining how many Points of damage the target suffers.
Weapons do either Bashing Damage, Lethal Damage, or Aggravated
Damage. This is indicated by a (B), (L), or (A) after the Damage rating.
Defense
Defense represents your characters ability to duck, weave, dodge,
jinx, and generally avoid being hit by blows or slowly-moving thrown objects.
In game terms, your characters Defense applies as a negative modifier
whenever someone attacks her in Close Combat or with a thrown weapon.
Defense also applies to Ranged Combat attacks made from within close
combat ranges.
Of course, the more attacks that come at your character, the harder it
is to avoid them all. If your character applies Defense multiple times in a
single Turn, she applies her full Defense against the first attacker, but her
Defense is cumulatively reduced by 1 when defending against each
subsequent attack. Defense resets at the start of each Turn of combat.
Defense may never be reduced below 0.
Defense is not affected by Wound Penalties. Defense does not apply if
you are taken by surprise. For more details about surprise, see p. 391.
For additional explanation and examples, see Defense, World of
Darkness, pp. 15556, with the following caveats:
Dodge
Generally as per World of Darkness, p. 156. Recall that we calculate
Defense differently than does World of Darkness. For details, see Defense,
p. 148.
Initiative Passes
When using Initiative Passes, your character may not trigger Dodge
during an Initiative Passes in which she has already taken a Simple Action or
373
Duels
Whenever one character makes a Close Combat attack against
another, either character may force the other into a Duel. It does not matter
whether either character is wielding a weapon.
Leaving a duel
Once a Duel begins, the characters remain in the Duel until one leaves.
If your character leaves a Duel without first performing a successful
Disengage action, her opponent may immediately attack her as a Reflexive
Action. Before doing so, he may draw or ready any weapon that he can draw
or ready as a Reflexive Action.
This reflexive attack of opportunity does not allow either attacker or
defender to immediately force the other back into a duel.
Duel maneuvers
Attack
Generally, as per normal Close Combat attacks. All attacks require a
Complex Action, even if they could normally be made as a Simple Action or
Reflexive Action. Attacks that normally require more than one Complex
Action may not be made while in a Duel. This rule explicitly does apply to
attacks with firearms. That is, while in a Duel, firearms attacks that normally
require a Simple Action instead require a Complex Action.
Disarm
As a Contested Complex Action, a dueling character may attempt to
disarm her opponent.
Action: Complex, Contested.
Test Pool: Strength + Weaponry + Weapon To Hit versus targets Defense +
Weaponry + Potence + Weapon To Hit.
Modifiers: As per usual Close Combat attacks.
Effect: Target is disarmed. His weapon flies Successes yards away.
Notes:
The character performing the Disarm maneuver also gains the benefit
of Potence, as this is neither an attack test nor a jump test.
374
The target will also gain the benefit of any other supernatural powers
that increase his Strength, as if Strength were included in the Test.
Disengage
As a Contested Complex Action, your character may attempt to safely
escape from the Duel.
Action: Complex, Contested.
Test Pool: Defense + Weaponry + Weapons To Hit versus targets Dexterity
+ Weaponry + Weapons To Hit. If either character does not have Weaponry,
substitute Brawl.
Modifiers: As per usual Close Combat attacks.
Effect: Your character may freely leave the Duel during the next Movement
Phase. Note, however, that if your characters adversary has a chance to act
before then, he can try to force her back into the Duel.
Initiate Grapple
Generally as per Grapple, World of Darkness, p. 157. See below for a
list of grappling maneuvers.
Maneuver opponent
As a Complex Action, your character may attempt to maneuver her
opponent.
Action: Complex, Contested.
Test Pool: Strength + Weaponry + Celerity + Weapon To Hit versus targets
Defense + Weaponry + Celerity + Weapon To Hit.
Modifiers: As per usual Close Combat attacks.
Effect: Your character forces her opponent to move Successes steps in a
direction of her choosing. Your character may follow to maintain the Duel. If,
as a result of this action, the duelers are no longer within Close Combat
range, the character initiating the Maneuver Opponent action is treated as
having left the Duel, thus allowing her opponent to attack her as a Reflexive
Action.
Duel Summary
375
o
Disengage (Defense + Weaponry/Brawl + Weapons To Hit
versus targets Dexterity + Weaponry/Brawl + Weapons To Hit).
o
Maneuver opponent (Strength + Weaponry + Celerity +
Weapon To Hit versus targets Defense + Weaponry + Celerity +
Weapon To Hit).
If your character leaves a Duel without first performing a successful
Disengage maneuver, each of her opponents may make a single attack
against her as a Reflexive Action.
Unarmed combat
Descriptions is as per World of Darkness, p. 157. Note that we do not
use the Fighting Style Merits.
Bite
Grappling
Descriptions and mechanics are as per Grapple, World of Darkness,
pp. 157 and 159. Note that the description begins on p. 157, is interrupted
by the list of maneuvers, and finishes on p. 159 following the end of the list
of maneuvers. While use all of the maneuvers described in World of
Darkness, we use special rules for some of them. See the list below.
Grapple maneuvers
Render opponent prone
As per Render opponent prone, World of Darkness, p. 157.
Damage opponent
As per Damage opponent, World of Darkness, p. 157.
376
Grappling summary
As per Grappling Summary, World of Darkness, p. 159, with the
caveat that we treat Bite as a grappling maneuver.
Other Complications
Drawing a Weapon
Generally as per Drawing a Weapon, World of Darkness, p. 15657.
Drawing a weapon requires a Complex Action. We use slightly different
mechanics for the Merit Quick Draw than does World of Darkness.
Specifically, Quick Draw allows your character to draw applicable weapons
without losing Defense and, if the weapon could normally be drawn without
losing Defense, allows your character to draw it as a Simple Action (if in
Initiative Passes) or as a Reflexive Action (if not using Initiative Passes). For
377
378
Ranged Combat
Factors
Introduction
Generally, as per Ranged Combat, World of Darkness, p. 152 and
Ranged Combat Factors, World of Darkness, pp. 15960.
Note, however, that weve split the Firearms Skill from World of
Darkness into five different Abilities: Archery (see p. 81), Crossbows (see p.
91), Firearms (see p. 95) Gunnery (see p. 97), and Heavy Weapons (see p.
97). In addition, Gunnery is a Mental Ability rather than a Physical Ability,
and thus unskilled use of Gunnery incurs a -3 modifier rather than a -1
modifier.
Furthermore, we use Throwing rather than Athletics for attacks with
thrown weapons. For more details about the Ability Throwing, see p. 139.
Summary
Numbers and details can be scary, and there are a lot of them in this
section of the rules! Fortunately, a few basic concepts are all you really need
to play an effective combat character. Oh, learning all of the details will help,
but not as much as using some real-life common sense.
Tactics
If you are familiar with real-life use of firearms, you will find that your
instincts will serve you fairly well in game:
379
Unfortunately, weve not yet found a rules system for suppressive fire that is
not prohibitively complicated. But we welcome suggestions!
380
attacks per Turn. Try to buy as many Dots of Dexterity as your Attribute
Cap allows. For more details about Dexterity, see World of Darkness p.
48.
Firearms: This is the Ability used for most attacks with firearms. For
more details, see Firearms, p. 95.
Exceptional Attribute: Dexterity: This Merit lets your character buy
more Dexterity than she otherwise could. For more details about
Exceptional Attribute, see Appendix I: Merits & Flaws, p. Error:
Reference source not found. This Merit is extremely valuable for
characters who both (1) have natural Attribute Caps of 5 and (2) have
a way to temporarily increase their Dexterity over their cap, such as by
spending Vitae. Most notably, vampires and ghouls meet these criteria.
Such creatures can temporarily get Dexterity , which lets them
take an extra attack before surprised enemies can react. For more
details, see Multiple Simple Actions per Initiative Pass, p. 389.
Strength: More Strength allows your character to use weapons with
higher Damage. Strength also helps mitigate recoil. For more details
about Strength, see World of Darkness, p. 47. For details about recoil,
see Recoil, p. 382.
Stamina: This Attribute determines your characters Health. If she is
going to be in combat, Health is good. Aim for at least 3 Dots here. For
more details about Stamina, see World of Darkness, p. 48. For more
details about Health, see p. 148.
Athletics: Maneuverability is key on the battlefield. Particularly when
fighting supernatural monsters.
Acute Sense: Sight: This Merit allows your character to ignore 1
point of vision penalties. Few combats occur at midday under perfect
lighting conditions, so this Merit effectively gives your character +1 to
most attacks. For more details, see Appendix I: Merits & Flaws, p. Error:
Reference source not found.
Quick Draw: Pistols: This Merit allows your character to draw a pistol
much more quickly. Although not strictly necessary, this Merit is very
helpful. For more details, see Appendix I: Merits & Flaws, p. Error:
Reference source not found.
Dual-Wielding
One of the most effective character builds for ranged combat centers
around dual-wielding pistols. The advantage is that your character can deal
damage twice as quickly and, if she is very good, attack multiple targets at
once. However, this build has an incredibly high XP cost.
Shooting two guns at a single target incurs an effective -8 modifier to
the attack (which includes the off-hand penalty), and shooting two guns at
two different targets incurs a -4 modifier to the attack with the dominant
hand and a -6 modifier to the attack with the off-hand. These modifiers can
be negated through a combination of the Merits Ambidextrous and Dual381
To Hit Rating
All weapons have a To Hit Trait. It represents how easy it is to
successfully hit an opponent using the weapon. When your character attacks
an opponent with a weapon, add the weapons To Hit to your Test Pool.
Damage Rating
All weapons have a Damage Trait. It represents how much damage the
weapon does if a target is hit by it. When your character you attacks an
opponent with a weapon, if the attack hits add the weapons Damage to the
attack when determining how many Points of damage the target suffers.
Weapons do either Bashing Damage, Lethal Damage, or Aggravated
Damage. This is indicated by a (B), (L), or (A) after the Damage rating.
Recoil
For every action, there is an equal and opposite reaction. Thus,
whenever your character fires a gun, she must contend with recoil from that
shot. The strength of a weapons recoil is represented by its Recoil Trait.
Specifically, each time your character fires a firearm, she incurs a penalty
382
Firing Modes
Each ranged weapon has one or more firing modes. A weapons Firing
Mode determines what type of action is required to fire it, and also
determines how many shots are made per action.
Single-shot (SS)
When firing in this mode, a weapon may fire once as a Single Action.
Before each shot, the weapon must be armed as a Simple Action.
Examples: Bows, old-fashioned revolvers.
Semi-Automatic (SA)
When firing in this mode, a weapon fires once each time its trigger is
pulled. Each attack requires a Simple Action.
Examples: Most modern firearms may use this firing mode.
383
Range
Generally as per Range, World of Darkness, p. 161. Attacks made at
distances greater than long range incur a -6 modifier. Attacks with thrown
weapons may not be made at greater than long distance. Note that we do
not use Chance Rolls.
Ranges for thrown weapons are listed below for convenience. Ranges
for ranged weapons are listed on ranged weapon table, p. 403
Thrown weapon ranges
Base
Thrown
Strength +
(nonDexterity +
aerodyna
Throwing - Size
mic)
Thrown
2 (Strength +
(aerodyna Dexterity +
mic)
Throwing
Size)
Short
Base
range
Medium
2 Base
range
Long
4 Base
range
Max
4 Base
range
Base
range
2 Base
range
4 Base
range
4 Base
range
384
Ammunition capacity
This indicates how many rounds of ammunition a ranged weapon can
hold under its default configuration. A +1 indicates that an additional
round can be held in the weapons chamber, ready to fire.
Ammunition type
This refers to a ranged weapons means of storing ammunition. This
determines how difficult it is to reload the weapon. Normally, this is limited
to:
Magazine (M): The ammunition is held in a detachable magazine.
This is indicated by (M) after the weapons ammunition capacity. When the
weapon runs out of ammunition, reloading is as simple as removing the
spent magazine and inserting a new one.
Internal (I): The weapons ammunition is held in an internal
compartment. This is represented by (I) after the weapons ammunition
capacity. For revolvers, this would be the cylinder. For shotguns, it is often a
tube along the bottom of the weapons barrel. Reloading requires your
character to open the storage compartment and insert additional rounds.
Ammunition compatibility
Ammunition for firearms may be exchanged freely between weapons
with the same Strength Minimum from the same weapons group. The
weapons groups are as follows:
o
386
Dual-Wielding
Characters may dual-wield ranged weapons with Size 1, but incur
significant penalties when doing so.
Firing two weapons at a single target
Make 1 attack test, using the average of the weapons To Hit and
Damage ratings (round up). If a modifier affects one but not both weapons,
apply that modifier before averaging the weapons ratings. Apply a -4 To Hit
modifier to the Test (based on a -3 modifier to each shot plus a -2 modifier
for the shot with the off-hand). For purposes of the Merits Ambidextrous and
Duel-Wielding, assume this modifier was applied to both weapons To Hit
rating before averaging. The target suffers 2 Points of Damage per Success
instead of 1.
Firing two weapons at two separate targets
Make 2 separate attack tests, 1 for each weapon. Each attack incurs a
-4 To Hit modifier. This is in addition to the -2 penalties for an off-hand action.
Other complications
Drawing a weapon
Generally as per Drawing a Weapon, World of Darkness, p. 15657.
Drawing a weapon requires a Complex Action. We use slightly different
mechanics for the Merit Quick Draw than does World of Darkness.
Specifically, Quick Draw allows your character to draw applicable weapons
without losing Defense and, if the weapon could normally be drawn without
losing Defense, allows your character to draw it as a Simple Action (if in
Initiative Passes) or as a Reflexive Action (if not using Initiative Passes). For
more details, see Quick Draw, Appendix I: Merits & Flaws, p. Error:
Reference source not found.
Reloading
Your character may reload her weapon as a Complex Action. Otherwise,
as per Reloading, World of Darkness, p. 164.
Firing one-handed
Firing a gun one-handed incurs a -1 modifier. This does not apply when
firing two guns at once, one in each hand.
387
389
Thaumaturgy
Thaumaturgy is an exception to the normal charging rules. It requires 5
full passes to charge, but has no cooldown period.
390
391
Ambush
Your character will have the upper hand if she is the one doing the
surprising. When comparing Successes on the Surprise Test, your character
may doubles her Successes when comparing Successes with characters who
either (1) did not know that your character had hostile intent or (2) did not
know that she was there. Accordingly, if your character wants to surprise
someone, it is critical that she make sure her target either does not notice
her preparations or believes that they are intended for someone else.
Example: Bruce Brujah and Tom Toreador ambush Molly Malkavian,
who did not even notice that they were present. Bruce and Tom respectively
obtained 1 and 2 Successes on their Surprise Test, while Molly obtained 4
Successes. Because Molly did not know that Bruce and Tom were there, they
may double their Successes when determining whether they can act against
Molly and whether Molly can act against them. After doubling, Bruce and
Tom have 2 and 4 Successes, respectively.
Unfortunately for Bruce and Tom, they failed to take Molly by surprise.
Even after doubling their Successes, neither obtained more Successes than
Molly. Worse still, because Molly has more Successes (4) than Bruce (2),
392
Supernatural Concealment
Many would-be ambushers make use of supernatural powers of
concealment such as Obfuscate : Cloak of Night. This can give them a
significant advantage. Specifically, if a character hidden by Cloak of Night
attacks your character, your character automatically fails her surprise Test,
but only if:
Environmental modifiers
These modifiers are intended as a rough guideline when dealing with
certain, frequently occurring distracting situations.
Lighting
-1
-2
-3
sporadic light
dim alley
total darkness
Other environmental
0 to -2 Loud noises, high winds, inclement weather, etc.
Uneven ground
0 to -2 This is reduced by (Dexterity + Athletics) 3 (round up).
394
Perception
Perception tests frequently arise in combat. Perception rules may be
found under Perception and Skill-based Perception, World of Darkness,
pp. 4546. See also the Merit Improved Attribute Task: Perception, Appendix
I: Merits & Flaws, p. Error: Reference source not found.
The rules referenced above refer to Perception Tests made in reaction
to things going on in the world around your character. If she wishes, she may
spend a Complex Action to deliberately examine her surroundings. Doing so
gives a +4 modifier to the test.
Specified Target
Normally, the combat system assumes that your character is simply
trying to hit her target as best she can. She may, however, instead choose to
focus her attack on a specific part of her target to increase damage, inflict
location-specific injuries, and/or bypass the targets armor.
When making a specified target attack, your character must first
determine what she wants to target (see table below). This determines the To
Hit penalty, and also determines whether or not the targets armor will apply.
Attackers are not limited to the specific entries in the To Hit Modifier
Examples table below.
Attacks against limbs and extremities inflict half damage, round up.
Attacks against the torso and head gain a Damage bonus, based on their To
Hit modifier. Where the To Hit modifier is X, the attack gains a Damage
modifier of + (X - 1).
Some body parts are vulnerable to location-based damage, such as
limbs, hands, feet, and eyes (this list is not exclusive). If a character suffers
damage to one of these body parts, the body part is crippled (see below).
The brain, head, heart, and torso are not vulnerable to location-based
damage (except for staking and one-hit kills). When using a ranged weapon,
your character cannot target her targets eyes; she must target a specific
eye.
To Hit Modifiers
-1
Torso
-2
Limb, upper or lower chest
-3
Head (does not give 1-hit-kill)
-4
Brain, Heart (instantly kills a mortal if you do at least 3
Damage)
-5
Hand, Foot
-6
Jaw/Throat (to cripple speech); brain (if trying to avoid a
helmet)
395
Body parts that have suffered two or more Points of damage are too
injured to use, although the Storyteller may rule otherwise depending on the
circumstances.
Generally, all use of the crippled body part incurs a negative modifier
equal to twice the number of Points of damage that it has sustained. Thus,
for example, if an attack on your characters hand inflicted 1 Points of
damage, actions performed with that hand would incur a -2 modifier.
If one or both of your characters legs are injured, her Speed is reduced
by four times the total damage to her legs. Thus, for example, if your
characters right leg had suffered 1 Point of damage, her Speed would be
reduced by 4. If her left leg had also suffered 2 Points of damage, her Speed
would be reduced by a total of 12.
Eyes and ears
For each Point of damage that your character suffers to an eye or ear,
her Defense is reduced by 1.
Recovering use of crippled body parts
Once your character has reduced the amount of damage affecting a
body part to 1 Point or less, that body part may be used again. You may
assume that your character heals crippled body parts before healing other
damage, subject to the usual rules regarding the order in which damage is
healed (see Healing, World of Darkness, pp. 17475). That is, if the injured
body part has only suffered Bashing Damage, the damage could be healed
quickly. If, however, the injured body part has suffered Lethal Damage, a
mortal would have to heal all Bashing Damage before she could begin
healing the Lethal Damage.
One-hit Kills
If, in a single attack, your character inflicts 3 Points of Damage to a
mortals heart or brain, that mortal dies instantly. If the target is wearing a
helmet, your character may attempt to get a one-hit kill while simultaneously
avoiding the helmet, however doing so incurs a -6 modifier.
396
Staking
If your character wants to stake a vampire, she must inflict at least 3
Points of Damage to the vampires heart while using a wooden weapon. It is
possible to stake a vampire using a wooden arrow or crossbow bolt. For more
details about wooden arrows and bolts, see Wooden Arrows/ Bolts, p. 411.
For more details about staking, see Staking, p. 317.
Take Aim
Generally, as per Aiming, World of Darkness, p. 162. Take Aim is a
Complex Action. It bonus only applies to a single attack. Note that we use
different rules for scopes than does World of Darkness (see p. 413).
Normally, Take Aim provides a maximum bonus of +3. However, this
may be increased. Each Complex Action still only gives a cumulative +1
toward this total.
Take Aim may be used with either ranged attacks or close combat
attacks. Obviously, your character must have the weapon out and be using it
to aim from the beginning of the Take Aim action. As a practical matter, Take
Aim is usually only used with close combat attacks when using a
supernatural form of concealment to ambush a target.
When used with a ranged weapon, the bonus from Take Aim actions
may be applied to Single-Shot (SS), Semi-Automatic (SA), and Burst Fire (BF)
attacks. It may not be applied to Fully-Automatic (FA) attacks.
Fighting blind
Generally as per Fighting Blind, World of Darkness, p. 166. The
Storyteller will make a luck check for your character. By default, your
character has a 1 in 9 chance of shooting in the right direction. The
Storyteller should make this check in secret.
If your character has the Merit Lucky (see Appendix I: Merits & Flaws,
p. Error: Reference source not found), she may commit one or more Dots of
the Merit to this luck check. She must do so in advance of the check. If your
character does not win the first check, the Storyteller will retest until she
wins or has used up all the committed Dots of Lucky. After resolving the
characters attack roll, the Storyteller should tell how many Dots of Lucky
were unspent.
Listening or smelling
Generally, as per Listening and Smelling, World of Darkness, pp.
16667. This test is treated as a deliberate Perception Test (see p. 395). For
every success, the characters chance on the luck check to hit the unseen
target is increased by 1 in 9.
Other complications
Wound Type
As per Wound Type, World of Darkness, p. 167.
398
Attribute Damage
As per Attribute Damage, World of Darkness, p. 167.
Continuous Damage
As per Continuous Damage, World of Darkness, p. 167.
Stun
As per Stun, World of Darkness, p. 167.
Knockout
As per Knockout, World of Darkness, p. 168.
Immobilization
As per Immobilize opponent, p. 377.
Killing Blow
As per Killing Blow, World of Darkness, p. 168.
Items
Weapons, armor, ammunition, accessoriesmankind is infinitely
inventive, and over the years has invented a wide array of tools that are
extraordinarily useful at inflicting or avoiding harm.
399
Concealability
An items Size helps determine its concealability. Generally speaking,
an item with a Size of 0 is small enough for your character to hide in the
palm of her hand. An item with Size 2 can be hidden under a long coat, and
an item of Size 3 or greater cannot be hidden on ones person. Items with
Size 1 will have an additional indicator of (P), (S), or (J):
1 (P)
1 (S)
1 (J)
Durability (Dur.)
As per Durability, p. 255.
Weapons
Weapon Traits
To Hit Rating
All weapons have a To Hit Trait. It represents how easy it is to
successfully hit an opponent using the weapon. When your character attacks
an opponent with a weapon, add the weapons To Hit to your Test Pool.
400
Damage Rating
All weapons have a Damage Trait. It represents how much damage the
weapon does if a target is hit by it. When your character you attacks an
opponent with a weapon, if the attack hits add the weapons Damage to the
attack when determining how many Points of damage the target suffers.
Weapons do either Bashing Damage, Lethal Damage, or Aggravated
Damage. This is indicated by a (B), (L), or (A) after the Damage rating.
Firing Mode
Each ranged weapons can be used in one or more firing modes. This
determines what type of action is necessary to fire the weapon, and also
determines how many shots are fired per attack. The firing modes are:
Firing Mode
Single Shot (SS)
Action
Simple
Semi-Automatic
(SA)
Burst Fire (BF)
Fully-Automatic
(FA)
Simple
Notes
Each action fires a single shot. Before each
shot, the weapon must be armed. This
requires a Simple Action.
Each action fires a single shot.
Simple
Complex
Range
When using a ranged weapons, it is easier to hit close targets than
distant ones. Each weapon has three listed numbers. These are the weapons
short, medium, and long ranges, measured in yards. Attacks made at
medium and long range incur -2 and -4 modifiers, respectively. Attacks with
at greater distances incur a -6 modifier. A weapons maximum distance is
equal to twice its long range. Thrown weapons may not be thrown at
distances greater than long. For more details, see Range, p. 384.
401
402
To Hit
Worn Weapons
Brass
0
Knuckles
Sap Gloves
0
Blunt Weapons
Sap
0
Damag
e
Str. Min.
Siz
e
Durabilit
y
1 (B)
1 (B)
1(P
)
1(P
)
-1 Dexterity
1 (B)
Crowbar
Club (wood)
Telescopic
Baton
0
1
1
1 (B)
1 (B)
2 (B)
1
2
1
Mace
(metal)
Baseball
bat
(wooden) or
Cricket Bat
2 (B)
1(P
)
1(J)
2
1(S
) or
2
2
0 (B)
1 (L)
0 (L)
0 (L)
Edged Weapons
Wooden
0
Stake
Straight
-1
Razor
Pocketknife
-1
2
2
3
Notes
Switchblade
0 (L)
Trench knife
1 (L)
Combat
knife
Bayonet
1 (L)
2 (L)
Rapier
Sword
Greatsword
2
1
2
0 (L)
2 (L)
2 (L)
2
2
3
1(S
)
1(P
)
1(P
)
1(P
)
1(S
)
1(S
)
1(S
)
2
2
3
Axes
Small Axe
Large Axe
Great Axe
1
1
2
1 (L)
3 (L)
3 (L)
2
4
5
1
2
3
3
3
3
Other
Spear
2 (L)
1
2
3
3
3
2
4
4
403
404
Handguns
Pistols
Revolvers
To
Hit
Damage
Firing
Mode
Str.
Min.
Rec
oil
Mod
.
Siz
e
Dur
.
Range
Ammo
SA
1*
25/ 50/ 75
SS
Varie
s
Varie
s
1*
25/ 50/ 75
10 +1
(M)
6 (I)
SA/ BF
1*
SA/ BF
0 to
2
3+
Str.
(L)
Str.
(L)
Str.
(L)
Str.
(L)
Min. + 1
SS
SA
Min. + 2
SS
Min. + 2
SA
3+
2 or
4
2 or
4
220/ 440/
825
200/ 400/
750
300/ 600/
1000
250/ 500/
900
5+1 (M)
Min. + 1
Varie
s
Varie
s
3+
Automatic Handguns
Machine
0
Pistols
SMGs
0
Rifles
Rifle (bolt
action)
Rifle (semiautomatic)
Sniper Rifle
(bolt action)*
Sniper Rifle
(semiautomatic)*
Automatic
Rifles
Assault Rifle
(1st world, IE
M-16)
Assault Rifle
(other, IE AK47)
Bullpup
Assault Rifle
(1st world)
Bullpup
Assault Rifle
(other)
Battle Rifle
0
0
0
0
30+1
(M)
30+1
(M)
5+1 (M)
5+1 (M)
5+1 (M)
3 (L)
SA/ BF/ FA
100/ 200/
300
30+1
(M)
3 (L)
SA/ BF/ FA
30+1
(M)
2 (L)
SA/ BF/ FA
100/ 200/
300
30+1
(M)
2 (L)
SA/ BF/ FA
30+1
(M)
4 (L)
SA/ BF/ FA
150/ 300/
600
20+1
(M)
SA
10/ 20/ 30
1 (I)
10/ 20/ 30
2 (I)
10/ 20/ 30
7+1 (I)
SA/ BF
Varie
s
Varie
s
Varie
s
3
10/ 20/ 30
7+1 (I)
SA/ BF/ FA
10/ 20/ 30
7+1 (I)
Str. Min.
SS
Traditional
Str. Min. 1
SS
-1
Str. Min. + 1
SS*
Str.
Min.
3
Crossbow
Varie
s
Varie
s
Varie
s
Other
Taser
Aerosol can
+ lighter
0
0
2 (B)*
-2 (L/ A)*
SS
SA
2
1
1
0
1
1
1
1
10/ 11/ 12
.5/ 1/ 2*
1 (M)
1 can
Shotguns*
Singlebarreled
Doublebarreled
Pump-action
Combat
Shotgun
Automatic
Shotgun
Bows
Modern
2
2
SA
SS
405
Notes
Handguns & Machine Pistols
Concealability of these weapons depends on their Strength Minimum:
Strength Minimum
0 or 1
2 or 3
4+
Sniper Rifles
These weapons come with carrying cases. When packed, the case has
Size 2. Unpacked, the weapon has Size 4. Packing or unpacking the weapon
takes 60 Turns (3 minutes).
Shotguns
By default, shotguns are assumed to fire shot (or pellets). However,
other ammunitions types are also available. See Firearms, p. 409. Attacks
with shot have the following effects:
Short Range
10
5
3
Medium Range
20
10
6
406
Long Range
30
15
9
Taser
Armor
Armor Traits
Rating
Armor provides two kinds of protection. First, it can offer protection
against ballistic attacks. That is, bullets and the like. It also offers more
general protection against impacts. That is, swords, clubs, and the like.
Armors ability to protect against each of these types of damage is
represented by its Ballistic Rating and its General Rating. Armor counters a
weapons Damage rating.
Defense Modifier
Defensive Modifier represents the extent to which a type of armor is so
cumbersome that it hinders your characters maneuverability in combat. This
modifier counts against your characters Defense as long as she wears such
armor.
Speed Modifier
Speed Modifier represents the extent to which a type of armor is so
bulky that it slows your character down. This modifier counts against your
characters Speed as long as she wears such armor.
Coverage
Different armor provides different degrees of protection against
attacks. When your character is attacking an armored target, she may ignore
his armor by using Specific Target (see p. 395) to target a portion of his body
that is not protected by armor.
407
Bulletproof
Some armor is bulletproof. Bulletproof armor reduces the severity of
incoming firearms attacks by 1 level. Thus, Lethal Damage becomes Bashing
Damage, and Aggravated damage becomes Lethal Damage. Bashing
Damage is reduced to half (round up) its original amount. However, worn
armor can only provide this protection against attacks that hit areas covered
by it. Thus, if your character is fighting a target wearing bulletproof armor,
she may use Specified Target to focus her fire on an area not covered by
armor. If she does so, the armors bulletproof status has no effect.
Characters may also gain bulletproof status through other means. If
your character is protected by more than one bulletproof effect, each applies
in succession. Thus, if your character was wearing bulletproof armor and was
also under the effect of a supernatural spell that made her bulletproof, an
incoming bullet that would normally do Lethal Damage would be reduced to
Bashing Damage, and then reduced again to half damage.
Sources of bulletproof status
The possible sources of bulletproof status are as follows: armor,
creature type, supernatural power, and ammunition type. For more details on
different ammunition types, see Ammunition, p. 409. A character may gain
bulletproof status at most once form each source.
Vampires
Vampires are bulletproof.
Example
Hallie Human is wearing a Kevlar Vest when shot in the chest. Her
attacker gets 4 Successes. She gains bulletproof bufs both from the vest
and from a supernatural spell. Normally, she would take 4 Points of Lethal
Damage. The first bulletproof buf reduces the Lethal Damage to Bashing
Damage. The second bulletproof buf halves the damage, reducing it from 4
Points of Bashing Damage to 2 Points of Bashing Damage. If Hallie was
wearing two diferent sets of bulletproof armor, the second set would provide
no additional benefit.
Tom Toreador is wearing a bulletproof vest when he is shot in the
chest. He attacker gets 3 Successes. He gains bulletproof status both from
the vest and because she is a vampire. Normally, he would take 4 Points of
Lethal Damage. The first bulletproof efect reduces the Lethal Damage to
Bashing Damage. The second bulletproof efect halves the damage, reducing
it from 3 Points of Bashing Damage to 2 Points Bashing Damage, because 3
2 = 1.5, which rounds up to 2.
408
List of Armor
Armor
Gener
al
Ballist
ic
Str.
Min.
Defen
se
Modifi
er
Speed
Modifi
er
Coverage
Torso, limbs
2*
Torso
Flak jacket
3*
-1
Torso, arms
4*
-2
-1
Combat
Helmet
0**
1
2
3
0
1
2
2
3
4
-1
-2
-2
0
-2
-3
Modern
Reinforced
Clothing
Kevlar vest
Archaic
Leather
Chainmail
Plate
Notes
Bulletpro
of
Bulletpro
of
Bulletpro
of
Bulletpro
of
Notes
Kevlar Vest, Flak Jacket, and Full Riot Gear
These types of armor are bulletproof
Combat Helmet
If worn with a Flak Jacket or Full Riot Gear, this extends armor coverage
to the head. An attacker may still attempt a one-hit kill using Specified
Target, however the modifier for a headshot is -6 instead of the usual -4.
Ammunition
Note that well-made modern ammunition will not cook off from simply
being exposed to fire. Setting off a modern round requires extremely high
temperatures or, in some cases, an electrical charge.
Firearms
Armor Piercing
Bullets with an additional metallic coating designed to pierce armor.
However, because these bullets are so efficient at penetrating things, when
used against an unarmored target they are less effective than usual
409
410
Bows
Match Grade arrows
As per Match Grade bullets, above.
Rubber arrows
As per Rubber Bullets, above.
Wooden Arrows/ Bolts
These arrows and bolts are strictly inferior to regular metal-tipped ones
in every way, save that they can be used to stake vampires.
-3 Damage. Triple targets Armor.
411
Accessories and
Modifications
Close Combat Weapons
Mallet
When used with a stake, a Mallet increases the maximum Take Aim
bonus by 2.
Ranged Weapons
Belt
-1 Size
-1 Damage
Triple range penalties
Scopes
When used, scopes increase the maximum Take Aim bonus by their
rating.
413
414
Applying Damage
As per World of Darkness, pp. 17473. Ignore the entry on Temporary
Health Dots in World of Darkness, p. 173.
Character sheet differences
The Health tracker on our character is similar to that used by World of
Darkness. Note that the sheet lists your characters total Health in
parentheses along with the Health label, that it prints wound penalties in
your characters last three Health Boxes, and that it includes a separate
tracker for temporary Health.
415
Temporary Health
Sometimes, characters gain temporary Dots of Health. Usually, this
occurs due to a supernatural power. These extra Dots of Health add extra
Health Boxes to your characters Health chart that are filled before any real
Health Boxes are filled. When your character loses her temporary Dots of
Health, all of the damage in those Boxes goes away. When determining
whether an attack using "specified target" does location-specific damage, do
not start counting the number of Health Points inflicted until all of the
targets temporary Health Boxes have been filled.
Incapacitation
As per World of Darkness, p. 17374.
Vampires
Vampires whose last Health Box is filled with Bashing Damage do not
need to test to retain consciousness. They do, however, still suffer
Wound Penalties.
Vampires whose last Health Box is filled with Lethal Damage fall into
Torpor. Note that unlike mortals they do not take additional damage
every minute until stabilized.
Summary
For the avoidance of confusion, the consequences of full Health Boxes
are listed below.
Characters last box is full of
Bashing
Lethal Damage
Aggravated
Damage
Damage
Character
unconscious.
Character is not
a vampire
Character is a
vampire
*see below
Suffer additional
injury each
minute until
stabilized
Dead*
Torpor
Dead*
No effect
416
417
Bashing Damage
Generally as per World of Darkness, p. 174. Specified Target does not
increase Bashing Damage to Lethal Damage. For more details about
Specified Target, see p. 395.
Lethal Damage
As per World of Darkness, p. 174.
Aggravated Damage
As per World of Darkness, p. 175.
Healing
As per World of Darkness, pp. 17475.
Vampires
Vampires do not use the standard healing rules. Instead, they heal by
spending Vitae. See Healing, p.319.
Other complications
Deprivation
As per World of Darkness, p. 17576.
Disease
As per World of Darkness, p. 176, except that resisting a disease is not
a Contested Action. Also, note that Storytellers will impose modifiers to
disease Resistance Tests based on the diseases severity.
Vampires
Generally, as per Vampire: the Masquerade, pp. 22627.
Drugs
As per World of Darkness, p. 17677, except that resisting drugs
effects is not a Contested Action. Also, note that Storytellers will impose
modifiers to drug Resistance Tests based on the drugs severity.
418
Electrocution
As per World of Darkness, p. 17778.
Vampires
Vampires are largely immune to mundane electrical attacks. Generally,
at most, such attacks inflict Bashing Damage. Precise electrical effects will
be determined by the Storytellers, depending on the circumstances.
Falling
As described in Landing a fall, p. 83.
Fatigue
As per World of Darkness, pp 17980.
Fire
As per World of Darkness, p. 180. Note that different rules apply to
when vampires suffer fire damage (see p. 297).
Temperature extremes
As per World of Darkness, p. 181.
Vampires
Generally speaking, vampires only have to worry about extreme heat
or cold if they are potent enough to physically immobilize or burn them.
419
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
Chapter 9
Downtime
Actions
Introduction
This chapter presents an optional system for Downtime Actions. Under
these rules, downtime actions carry stakes just as high as those found in
combat (although with simpler rules). Such as system is not appropriate for
every game. These rules are used in both Montreal in Darkness and Saving
Montreal.
Overview
Downtime actions allow players to interact with Storytellers in a more
personal, leisurely fashion than is possible in the hectic atmosphere of game
sessions. Downtime actions are divided into three categories: Personal
Actions, Contacts Actions, and Influence Actions. Personal Actions are very
ad hoc and informal, Contacts Actions have some rudimentary rules, and
Influence Actions have intricate mechanics that allow for detailed
interactions with other characters Influences and Influence Actions. When
playing the Influence game, the stakes can be just as high as in combat.
These rules focus on rules for Influence Actions and Personal Actions. For
rules on Contacts Actions, see, p. 165.
Of course, Downtime Actions are not the only way to interact with the
Storytellers between games. Players may also simply email in questions,
comments, or character details. If in doubt, email the Storytellers.
As you review these rules, you will find that many terms and systems
are suspiciously similar to those used for Contacts Actions. This is intentional.
420
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
Personal Actions
Personal Actions are very ad hoc. When submitting a Personal Action,
describe the following:
421
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
Influence Actions
Game Concepts
This section describes a number of key concepts related to Influence
and Influence Actions. If you have a question that these rules do not answer,
consult Appendix III: Technical Influence Manual or contact the Storytellers.
Defining Influences
Each Influence is defined by three things: Dots, Category, and Center.
Individual Influences are usually written in the form Influence: Category:
Center Dots or Category: Center Dots. For example, a 2-Dot Influence
with the Center Montreal Ferret would be written Influence: Media: Montreal
Ferret 2 or Media: Montreal Ferret 2.
Category
An Influences Category is the broad swath of mortal society that
contains it. There are 19 Influence Categories: The Arts, Bureaucracy,
Church, Cults, Entertainment, Finance, Gangs, Health, Industry (by industry),
Legal, Media, Occult, Politics, Public Safety Street, Transportation,
Underworld, Unions, and University. Note that Industry is a catch-all; you
need to specify which Industry you want Influence in.
Influences usually can only work within their own Category. When done
out-of-Category, actions incur a -1 Level modifier.
Montreal in Darkness
Montreal in Darkness applies a -2 Level modifier for out-of-category
actions.
Center
An Influences Center is the area of mortal society where it is
strongest. For example, an Influence in the Finance Category might be
centered at a particular bank, like the Royal Canadian Bank. An Influences
Center of an Influence determines its XP Multiplier. When your character
performs an Influence Action within her Center (and within the same
Category), the action receives a +1 modifier to its Level.
422
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
Montreal in Darkness
Montreal in Darkness does not give a Level modifier for in-Center
actions.
Dots
An Influences Dots define its potency. Your character may gain or lose
Dots of Influence through the effects of various Influence Actions. She may
also gain Dots by spending XP. See Acquiring Influence, p. 433. Influence
Dots usually run from 1 to 5. While it is possible to get an Influence with 6 or
more Dots, it is very difficult. As a general rule, increasing an Influences
Dots by 1 doubles its potency.
Level
Level defines an Influence Actions potential potency. An actions Level
cannot easily exceed the Dots of the Influence performing it. As a general
rule, increasing an actions Level by 1 doubles its potency. See Goal Level,
below.
Example: Tom Toreador has Influence: Media: Montreal Ferret 4.
This means that he has influence in the Media, generally, but his influence is
most potent at the Montreal Ferret. He has four Dots in his Influence,
meaning that he has a relatively large amount of sway within the Ferret, and
a smaller amount of sway at other area Media outlets. Tom can use his
Influence to perform a wide variety of Influence Actions. He can very easily
perform Level 1, 2, 3, and 4 actions. With a bit more efort and some luck, he
can perform even higher-level Actions.
Action Type
Actions are split into types depending on what they do. By carefully
dividing the universe up into different types of actions, the Storytellers can
make sure that everything is run consistently, regardless of which Storyteller
responds to your action. If youre just starting, you dont really need to worry
about this. Just tell the Storytellers what you want your character to do, and
they will figure out what Action Type to use. Actions can be roughly split into
the following categories:
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
Dice Pools
Influence Dice Pools attempt to do the impossibledistill all of your
characters knowledge and experience into a single number. If you want, you
can leave the calculation of an actions Dice Pool to the Storytellers. If you
want to calculate it yourself, there is a helpful guide at
http://www.darkmontreal.com/forums/viewtopic.php?f=13&t=181 (ignore
page references to Conversion and instead find the equivalent section in
the Core Rules).
For full details on how Influence Dice Pools work, see Appendix III:
Influence Technical Manual.
Goal Level
An actions Goal Level is the minimum Level necessary for the action to
work. Goal level is generally set as follows:
If your character is attempting to perform a specific task within
mortal society, the Goal Level is determined by the tasks difficulty.
See Action Types, p. 434.
If your character is attempting to meddle with another
characters actions or Influence, the Goal Level is determined by the
target action or Influence.
Action Levels that differ from Goal Level
Your character can attempt actions with Goal Levels higher than her
actions Level. If the Goal Level is one higher, she keeps only of her
Successes (round down). If the Goal Level is two higher, she loses of her
Successes (round down), three higher is 1/8, etc. Similarly, your character
may use an action whose Level exceeds the necessary Goal Level. If she
does so, every extra Level multiples your characters Successes by 2.
424
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
Montreal in Darkness
Note that Montreal in Darkness has not yet formally adopted the guide
on Goal Levels presented on the next page.
425
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
General Guide on Goal Levels
Go
al Level
1
426
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
Write-up
This is arguably the most important part of an Influence Actionif you
do not tell the Storytellers what your character wants to do, they cant
respond to your action.
Montreal in Darkness
If submitting your action through the website for Montreal in Darkness,
you will find two text boxes, one for Mechanics and one for the Write-up.
Put the (boring) game system stuff in the Mechanics box. Put the interesting
character-related stuff in the Write-up box. This acts as a quick-reference
system for the Storytellers when they respond to your action. Since if they
have mechanics-related questions while reading your awesome write-up,
they can quickly find what they need in one place, instead of having to reread large chunks of your narrative.
Final Successes
This is the number of Successes your character got on the action, after
accounting for all meddling, modifiers, multipliers, etc. Final Successes
determine the actions overall success or failure:
1 Success The action worked, but there were unwanted
complications.
2
The action worked about as well as could have been
expected.
3
The action went very smoothly. There were no unexpected
surprises or difficulties.
4+
The action went incredibly well.
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
If the Storytellers really liked your write-up, they may award 1 or
2 bonus dice. On the other hand, if they think the action makes no
sense, they may apply a penalty.
If the action is performed within the Influences Center, it gets a
+1 modifier to level. If performed outside of its Category, it incurs a -1
modifier to level.
If you indicated that your character was focusing a lot on
defending herself and her actions, she can take a penalty to her
normal actions in exchange for bonus to her defenses. See
Opposing Actions, below.
Montreal in Darkness awards a +1 bonus to the Dice Pool of
actions that are submitted before the early deadline for Influence
Actions.
Modifiers and multipliers are described in greater detail in Appendix III:
Technical Influence Manual.
Response
This is the part where the Storytellers tell you what happened.
Montreal in Darkness
Generally, the Montreal in Darkness Storytellers try to give a response
roughly as long and detailed as your action. This is not always possible due
to time constraints.
Other concepts
Opposed actions and automatic defensive actions
Sometimes, your characters Influence Actions will directly conflict with
another characters Influence Action or Influence. In these cases, the target
gets an automatic defensive action to counter your characters meddling.
Generally, the Level of the defensive action is determined as follows:
If one actions Level exceeds the other, the higher actions Final Successes
are multiplied by 2 for each Level of difference.
If your character is attempting to physically locate another character
by spying on her Influence Actions, the targets defensive action gets a +1
428
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
bonus to its Level. Actions directly affecting other characters Influences
always occur in the targets Influence Center, meaning that the target has an
inherent Level advantage (see Level, p. 423).
Action priorities
If your character is particularly worried during a Game Cycle, she may
put an above-average focus on defense. This gives a % penalty to all
normal actions, but gives an equal % bonus to defensive actions. She may
similarly choose to take a % penalty to one type of defensive action to gain
an equal % bonus to another type of defensive action. For these purposes,
the three types of defensive actions are:
SCREEN: This action protects against attempts to physically locate
your character through her Influence.
STEALTH: This action protects against attempts to spy on your
characters Influence and Influence Actions.
DEFEND: This action protects against attempts to directly attack
your Influence (and thus reduce the number of XP in it).
Noticing meddlesome strangers
In addition to mitigating or eliminating the effects of hostile actions,
automatic defensive actions also give your character a chance to notice (and
thus get a Lead on) hostile actions, whether or not those actions Succeed.
For more details about Leads, see p. 432. For more details about automatic
defensive actions, see Appendix III: Technical Influence Manual.
Sustained Actions
If your character wants to perform a particularly difficult action, she
can sustain her effort over multiple cycles. By doing so, she can increase her
actions Level. Basically, all her actions go into a big pot. Every two actions of
the same level combine to become an action with a level 1 higher. Thus, two
2nd-Level actions with 2 Successes become one 3rd-Level action with 2
Successes.
When submitting a sustained action, please indicate how many actions
have already been contributed to it (along with their Levels and Final
Successes), as well as whether or not this action is intended to be the last
action in the sustained action.
For some actions, you can check your results every game cycle and
decide to sustain the action if you want more information. Mainly, this is used
with actions to get stuff for your character or investigate things. You can put
a Sustained Action on hold, but if you do so for more than one cycle, the
action starts to degrade.
429
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
Combined Actions
Two or more Influences may cooperate to perform more powerful
actions. Basically, it works the same as a Sustained Actionall the
contributed actions go into a big pot, and trade-up to increase the Level.
Combined Actions work best when every character involved has an
Influence Map on each others Influences. For every missing map, all
participating actions incur a -2 modifier to their Dice Pool. Even if the
characters do not share Influence Maps, every involved Influence gets a Lead
on every other involved Influence.
Using Influence
During downtime
Normally, your character gets one Influence Action per Influence per
Game Cycle. For every Dot of Influence, the Action Level goes up 1. Thus, for
example, if your character had Influence: Media: Montreal Ferret 3, she
would get a single 3rd Level Action. Accordingly, if your character had
Influence: Media: Montreal Ferret 3 and Influence: Finance: TorontoDominion Bank 4, each Game Cycle she could get 2 Influence Actions: 1 3rd
Level action for Influence: Media: Montreal Ferret, and 1 4th Level action for
Influence: Finance: Toronto-Dominion Bank. She would not get a single 7th
Level Action.
Of course, not everything is super difficult. Sometimes, your character
wants to do something really easy. That is, something with a Goal Level
below her Action Level. Remember for an action, every additional Level
added to its Action Level doubles its power. Or, put another way, you can do
two actions at once, each at half of your usual power (IE, reduce the Action
Level by 1). For example, if your character had Influence: Media: Montreal
Ferret 3, she could choose to do a single 3rd level action, or she could do
two 2nd Level actions.
430
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
action. But However, she could not perform 4 1st Level actions. Why?
Because she only has 3 Dots of Influence.
Time-Intensive Actions
Each cycle, a Kindred character may only perform four Time Intensive
Actions, of any level. Ghouls and other mortals may perform up to six Time
Intensive Actions per cycle. While characters may exceed this limit, they take
penalties for doing so. Each additional Time Intensive Action beyond the limit
gives a -2 modifier to all Time Intensive Actions for that cycle. You may
negate 1 point of the penalty to particular Time Intensive Action by taking -2
to a different Time Intensive Action. You may not do so if it reduces the other
Time Intensive Actions dice pool to below 1.
The background Employment reduces the number of Time Intensive
Actions that your character may perform. Cushy jobs reduce it by 1, while
real jobs reduce it by 2.
Generally speaking, an action requires a Time-Intensive Action if it is
being used to gain additional XP for your Influence or remove XP from
another characters Influence.
Designers note: We know this is a weird limitation. Its better than
any of the maddenly-complex alternatives that have been advanced.
431
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
Lead
During game
If something happens during game that your Influence minion think
your character might be interested in, your minions will give her a call. For
example, if your character has spent a while using her Influence: Media to
cover up Masquerade breaches, her Influence will probably give you a call if
432
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
something supernatural occurs. This service is a freebie, and does not
require or use up any of your Influence Actions.
In addition, your character may perform regular actions at-game, with
the following conditions:
used
Acquiring Influence
Regardless of how characters gain the XP in their Influences, they must
always pay for the first Dot of each Influence with XP off of their character
sheet.
Spending XP
Your character may spend XP to purchase Influence. The XP cost of the
first five Dots of an Influence is New Dots XP Multiplier. Additional Dots
after that cost twice as much as the total number of XP required to obtain
your current Dots from scratch (see table below).
0
1
2
Cost for
next Dot
2
4
6
Total XP
Cost
0
2
6
12
Dots
Dots
4
5
6
7+
Cost for
next Dot
10
60
180
Previous
3
Total XP
Cost
20
30
90
Previous
3
GROW actions
These actions give your character 1 free XP per Final Success. If your
character gains enough XP to go up a Dot, subsequent XP is halved, and if
she gains a second, subsequent XP gain is quartered, and so on. So even if
you get a really, really, really good GROW your character is unlikely to go up
more than one Dot at once. GROW is a Time-Intensive Action. GROW actions
are always performed in your Influence Center, so they always receive a +1
bonus to Level.
433
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
STEAL actions
These actions are used to steal XP from rivals Influences. They give 2
XP per Final Success, and require a Time-Intensive Action.
GIFT actions
Your character can be given XP by another character.
Action Types
Gaining more Influence
These actions allow your character to gain more Influence! Usually
without paying XP!
GROW
GROW increases the size of your Influence. Each Final Success gives 1
XP. GROW is a Time-Intensive Action.
When using this action, you may gain a bonus Final Successes by
committing additional Time-Intensive Actions to the action. Simply multiply
the Final Successes by the number of Time-Intensive Actions. Note that if
your character gains enough XP to go up a Dot, subsequent XP is halved, and
if she gains a second, subsequent XP gain is quartered, and so on. So even if
your character commits lots of Time-Intensive Actions, there are diminishing
returns. In any Game Cycle in which your character uses this option, she may
not exceed her limit on Time-Intensive Actions per game.
GIFT
GIFT allows one character to permanently transfer some (or all) of her
Influence to another character. All Influences involved get Leads on each
other. Both the fiver and the recipient may run GIFT actions on the same
cycle. Gift transfers an amount of XP equal to the sum of the Levels of the
GIFT actions multiplied by the giving Influences XP Multiplier. The receiving
Influence must be in the same Category as the giving Influence. GIFT is a
Time-Intensive Action.
STEAL
STEAL allows your character to permanently steal XP from a rivals
Influence. Each Final Success transfers 2 XP. STEAL is a Time-Intensive Action.
434
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
CONSOLIDATE
CONSOLIDATE allows your character to transform one or more Influences
into a single, new Influence with a new Influence Center. The new Influence
Center must contain all of the Influence Centers of the old Influences. Thus,
for example, your character could Consolidate the influences Media:
Montreal Ferret and Media: Montreal Gazette to create the Influence Media:
English Language Newspapers. CONSOLIDATE is a Time-Intensive Action.
For more details about Consolidated Influence Centers, see Appendix
III: Technical Influence Manual.
Category Actions
This is a catch-all term for Influence Actions that are unique to the
Category and Center of an Influence. They include everything from using
Influence: Finance to ruins someones credit to using your Influence:
Transportation to get free subway passes or using Influence: Politics to get
the mayor to take your call. Why Creative Action? Because the only limits
on what your character can with them is your own creativity and your
Storytellers sense of good taste and game balance. For more ideas, skim the
lists of sample actions in Appendix II: Additional Influence Examples.
INVESTIGATE
INVESTIGATE is a catch-all that covers all attempts by your character to
look into stuff. Be it rumors, events at game, things in the newspaper, or
something else entirely.
INVESTIGATE opposes HIDE.
GET ME STUFF!
GET ME STUFF! is the Influence equivalent of Scrounge. You have no idea
what youll get, but as a rule of thumb it will be something that would
normally require an action one level higher than the one used.
435
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
Poke at plot
These actions are well-suited to helping find or run down plot leads.
CATEGORY ACTIONS
Again, this is a catch-all category for stuff that only your Influence
Category can do. Maybe youll use Influence: Public Safety to get copies of
police reports or access to relevant evidence. Or use Influence: Media to get
a reporter assigned to look into something (so you can crip their notes when
theyre done). Or use Influence: Underworld to find out whether that
assassination was done by the mob or someone else.
INVESTIGATE
As discussed above, this is the old standby when investigating things.
INVESTIGATE is opposed by HIDE.
HELP
HELP is an odd sort of Influence Action. It doesnt do anything by itself.
Instead, it gives a bonus to the Dice Pool of another Influence Action. Use it
when you have an Influence that cannot directly accomplish your goals, but
could encourage the efforts of another Influence. Thus, for example, you
might use Influence: Politics to HELP your efforts to get a bank loan with
Influence: Finance.
Multiplier
1
2
436
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
3
4
5
6+
4
8
16
Previous multiplier 2
Multiplier
1
2
Influence Category
Street
The Arts, Bureaucracy, Church, Cults, Media, Occult,
Transportation
Gangs, Health, Public Safety
Entertainment, Unions, University
Legal, Underworld
Industry, Politics,
Finance
4
8
16
32
64
Montreal in Darkness
These rules have not been formally adopted by Montreal in Darkness.
For details on the proposed changes, see
http://www.darkmontreal.com/forums/viewtopic.php?f=3&t=269.
GET A JOB
GET A JOB helps your character find a job. If successful, your character
gains a free Employment background.
For system purposes, there are three kinds of jobs. Real jobs require
actual time and work. Cushy jobs require little work, but do require time.
Freebie jobs require no real time or effort. Real jobs take up 2 Time-Intensive
Actions per Game Cycle. Cushy jobs take up 1. Freebie jobs take up 0.
GET A JOB works differently than other Influence Actions in it has no
preset Goal Level and its Successes are dedicated solely to increasing its
Level. Thus, at 2 Successes, the Level increases by 1, at 4 Successes, the
level increases by 2, at 8 Successes it increases by 3, and so on.
After determining the actions Level, add its Level to the Category
modifier listed below. Divide the final result by 2, rounding down. Your
character finds a real job worth that many Dots of Employment. If she is
looking for a cushy or freebie job, reduce the Employment Dots by 1 and
2, respectively.
Multiplier
-1
0
+1
Influence Category
Street
The Arts, Bureaucracy, Church, Cults, Media, Occult,
Transportation
Gangs, Health, Public Safety
437
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
+2
+3
+4
+5
Montreal in Darkness
These rules have not been formally adopted by Montreal in Darkness.
For details on the proposed changes, see
http://www.darkmontreal.com/forums/viewtopic.php?f=3&t=269.
FAKE
This is a catch-all action that represents using your Influence to
create fake records, reputations, etc. INVESTIGATE can penetrate these fakes.
Category Actions
Again, this is a catch-all category for stuff that only your Influence
Category can do. For more ideas, see Appendix II: Additional Influence
Examples.
Creative Action
Again, go check the examples in Appendix II: Additional Influence
Examples. For example, if your character knows the license plate number of
a rival, she could use Influence: Public Safety to have the car flagged as
stolen by a pedophile terrorist cop-killer who belonged to lots of unpopular
minority groups. Or she could use Influence: Gangs to take out a hit.
These actions do not require a Lead or Influence Map.
INVESTIGATE
Your character can use an INVESTIGATE action to look into a rivals
activities. For example, if your character knew that her rival frequents a
certain bar, she could use Influence: Entertainment to find out what sorts of
things he does there. Or if your character knew that her rival lived in a
438
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
certain neighborhood, she could use Influence: Street to keep an eye out for
him to try to better identify his common feeding grounds.
These actions do not require a Lead or Influence Map.
INITIATE INVESTIGATION
The difference between INITIATIVE INVESTIGATION and INVESTIGATE is subtle
but important. With INVESTIGATION, your character uses her own minions to
look into her target. With INITIATIVE INVESTIGATION, she convinces some section
of mortal society to start a formal investigation. Thus, for example,
Influence: Legal could be used to get a rival indicted, while Influence: Public
Safety could be used to have the police investigate a rival on suspicion of
some crime. Influence: Gangs could be used to get a gang to poke into a
target to see whether they were a police informant. INITIATE INVESTIGATION
works best if the target is actually guilty of something, but even if they are
not, the investigation itself is often obnoxious and disruptive.
When using INITIATE INVESTIGATION, your character should be careful lest
things get out of hand. For example, it is a really, really bad idea to use
INITIATIVE INVESTIGATION to have the police investigate another vampire for a
string of strange sexual assaults, because it is very possible that the police
will realize that the strange sexual assaults are actually feeding. At that
point, the best thing that can happen is that they decide the suspicious
character is a strange fetishist. But there is a very real possibility that at
least some detectives will go OH NOES A VAMPIRE!!!!!! BEST GO BECOME A
HUNTER NOW!!!!
Your character can shut down an investigation with the QUASH
INVESTIGATION action. However, doing so always requires an action one Level
higher than would be necessary to start an equivalent investigation.
Moreover, once investigations get going, they can take on a life of their own.
These actions do not require a Lead or Influence Map.
BLOCK
If your character knows that a rival has Influence in an area, she can
use a BLOCK action to make his life more difficult. If your character has some
sense of what her rival will try to do, she can use this action to simply
counter all actions of that type in that Category. Alternately, your character
can BLOCK all actions in a particular Influence Center, or even BLOCK a
particular action within a particular Influence Center. None of these uses of
BLOCK require a Lead or Influence Map. If, however, your character does have
an Influence Map on her rival, she can even selectively BLOCK only her rivals
actions.
Note that a BLOCK will not always completely stop a rivals action.
Instead, the BLOCK effectively strips successes off of the rivals action. Thus,
even if his action is not completely stopped, it is still inhibited.
439
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
Your character can selectively exclude Influences from her BLOCK, but
only if she has an Influence Map on those Influences.
Finally, note that BLOCK actions can be highly noticeable. Everyone
effected by your characters BLOCK action gets a Lead on her Influence. Thus,
its best to focus BLOCK actions as narrowly as possible so as to avoid drawing
unintended attention (and ire).
WATCH
Alternately, if your character thinks she knows what a rival will do with
his Influence, she can use a WATCH action to try to catch him in the act. Or
your character can simply watch for all actions performed in a particular
Influence Center. If it works, she will get a Lead on his Influence, which can
lead to all sorts of fun options down the road. Note, however, that your
target will get a free defensive action (STEALTH) to avoid being caught by your
characters WATCH.
TRACE
Once your character has a Lead, she can use TRACE to generate an
Influence Map. Your character can perform a TRACE to obtain an Influence
Map during the same cycle that she performs an action that needs the map
in order to work. In this situations, however, if your character does not get
the Influence Map that game cycle, the other action fails. Thus, for example,
your character could simultaneously TRACE an Influence and ATTACK it, even if
she did not have an Influence Map at the start of the actions. However, if the
TRACE failed, and she did not get another an Influence Map on the target from
a different source during that cycle, than the ATTACK would fail. For more
details, see Influence Maps, p. 432.
Your character can also use a TRACE action to make it harder for her
target to subsequently cover her tracks. Your target does get an automatic
defensive action (STEALTH) to defend against your characters TRACE.
ATTACK
If your character has an Influence Map on an Influence (or will have
one by the end of this cycle), she can use an ATTACK action to strip XP from
her rivals Influence. Each Success removes 3 XP. Note, however, that the
target will get a free defensive action (DEFEND) to protect against the ATTACK.
STEAL
STEAL is another way to meddle with a rival once you have an Influence
Map on their Influence. For each Success, it strips 2 XP from your rivals
Influence and gives them to your Influence. Note, however, that your
440
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
characters target does get an automatic defensive action (DEFENSE) to
protect against the STEAL.
TRACK
TRACK is one of the most potent actions in game. Instead of going after
a rivals Influence, it goes after the rival himself. Specifically, if successful, it
gives your character one or more specific times and places where she might
find her rival.
Not only does your target get an automatic defensive action (SCREEN)
to protect against TRACK, but that defensive action gets an automatic +1
bonus to its Level.
FOLLOW
If your character has an Influence Map but is not quite readily to
actively meddle with her targets Influence, she can instead simply spy on
everything that Influence does.
QUASH INVESTIGATION
If mortals are investigating your character, she can use QUASH
INVESTIGATION to make them stop. She can use QUASH INVESTIGATION against any
investigation that falls within the purview of her Influence Category. Thus,
Influence: Public Safety could be used to stop a murder investigation, but
could not be used to stop a tax audit.
Generally speaking, stopping an action with QUASH INVESTIGATION has a
Goal Level 1 higher than it would take to start the investigation in the first
place.
441
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 10: Downtime
Actions
CONCEAL
If your character suspects that one or more rivals has an Influence Map
on her Influence, she can CONCEAL that Influence to make the nasty maps go
away. Each Success counteracts one Success the rival attained on her TRACE
action. However, there is a price involved. Each CONCEAL action removes from
the Influence a number of XP equal to its Dots 2 (round up).
WATCH
Youre probably wondering why this is listed here in addition to under
the meddling section, arent you? Well, heres why. Your character can
WATCH for WATCH. Or WATCH for FOLLOW, or TRACE. Or she can WATCH for actions
targeting her Influence Center. And if she suspects someone is trying to mess
with her, theyre all good ways to notice the rivals before the ATTACKS and
STEALS start.
Note that, as is the case with all WATCH actions, if rivals are up to
something, they get an automatic defensive action (STEALTH) to protect
against your characters WATCH.
BLOCK
Similarly, your character can BLOCK her own Influence Center. And since
all ATTACK and STEAL actions targeting an Influence occur at its Influence
Center, the BLOCK will always hit them. As an added bonus, it will also hit
hostile WATCH, FOLLOW, and TRACE actions. However, if any other characters
have Influence in your characters Influence Center, they might get annoyed.
Note that your character can selectively exclude Influences from her
BLOCK, but only if she has an Influence Map on those Influences.
DEFENSIVE ACTIONS
Finally, your character can always completely sacrifice her action to
double the effectiveness of all of her automatic defensive actions. She can
also take a penalty to one automatic defensive action to get a boost to
another. Thus, for example, she could run a single defensive action up to
600% of normal effectiveness by dropping her normal actions to 0 (+100%
to all defensive actions), then dropping the other two defensive actions from
200% to 0 to give an additional 200% each to the single chosen defensive
action.
442
Chapter 10
Storytelling
Deliberate design principles
When developing these rules, we deliberately designed the system to
embrace the following key concepts. As you customize these rules for your
own purposes, we strongly encourage you to keep them in mind.
Lineage is what you say it is
There is no way to determine with certainty what clan a vampire is.
Inferences can be drawn based on Clan Weaknesses and Disciplines.
However, due to the Clan Weakness Flaw (Appendix I: Merits & Flaws p.
Error: Reference source not found) and various Discipline-related Merits and
Flaws (see p. Error: Reference source not found), such inferences are always
at least somewhat uncertain.
The truth is fluid
Although there are surefire ways to tell whether a character believes
she is telling the truth, there is no way to determine the objective truth or
falsity of a statement due to Dominate : Forgetful Mind. Similarly, while
Auspex : Telepathy, various powers of Dominate, and various rituals of
Thaumaturgy can conclusively determine whether a character believes she is
telling the truth, those techniques are only as trustworthy as the characters
wielding them. Moreover, they are all sufficiently difficult to obtain that it is
unlikely that large numbers of characters will be able to independently verify
interrogators results.
Bonds are uncertain
There is no way to tell for certain whether one character is blood bound
to another, and if so, how strong the bond is. Oh, if you feed a character
enough Vitae, you might suspect that the bond took hold. However, there is
always a chance, no matter how small, that the bond did not take.
There be dragons
We deliberately avoid going into much detail about how other
supernatural creatures work. Instead, we have deliberately defined vampiric
443
444
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement
Chapter 11
Character
Creation and
Improvement
Montreal in Darkness - IMPORTANT NOTE
You do not need to worry about creating a character before your first
game. If you want to simply watch, contact the Storytellers. Alternately, you
can ask the Storytellers to give you a temporary character for your first
game or two.
Introduction
Character creation is as involved as you want it to be. If you like, you
can simply give the storytellers a few basic details about your character, and
let them worry about the actual Dots and XP. Of course, if you are interested,
New World of Masquerade gives players a wealth of character customization
options. The two most important things to remember when creating a
character are (1) you need to make sure that the character is one you will
have fun playing, and (2) you do not need to worry about making the
character sheet perfect. You just need to get it good enough for your first
couple games. Afterwards, you can move points around if you want to.
445
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement
Designing a concept
Note: The contents of this section also appear in New World of
Masquerade: Quickstart Guide. If you are already familiar with the character
creation material from that guide, skip ahead to The Numbers, p. 461.
Introduction
Character creation is as involved as you want it to be. If you like, you
can simply give the storytellers a few basic details about your character, and
let them worry about the actual Dots and XP. Of course, if you are interested,
New World of Masquerade gives players a wealth of character customization
options. The two most important things to remember when creating a
character are (1) you need to make sure that the character is one you will
have fun playing, and (2) you do not need to worry about making the
character sheet perfect. You just need to get it good enough for your first
couple games. Afterwards, you can move points around if you want to.
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement
Basic Categories
In Montreal in Darkness, we've found that the characters' in-game
activities can be broken down into four rough categories: investigation,
combat, politics, and influence. These categories are not cut-and-dried, and
very few characters fall solely in one category.
Investigation
These characters are the ones most aggressively pursuing plot. They
take the lead in putting together clues, investigating scenes of interest,
pouring over newspaper articles, interviewing witnesses, and running down
rumors. They are very engaged in the game world, and spend a lot of time
interacting with the Storyteller. This creates many roleplaying opportunities
with non-player characters; however your roleplaying experience with other
characters will be very much determined by how aggressively you seek
roleplaying opportunities.
You do not need to know many rules to play an investigative character.
You should be generally aware of what your character's supernatural powers
do so that you know when they are appropriate to use, but you do not need
to worry too much about how they work.
When you play an investigative character, your own savvy is as
important as your character's Traits. Although many scenes will be resolved
with Tests using Investigation or supernatural powers, those Tests will only
determine what clues you get. It will be up to you to put them together. Oh, if
it is taking a while, the Storyteller might take mercy on you and start to give
you more and more explicit hints. But it's always more satisfying if you put
the clues together yourself.
It is generally fairly easy for an investigative character to find plot. If
she doesn't have any of her own, it is usually simply a matter of asking other
characters whether they have anything they need help with.
To a large extent, investigative characters determine the overall plot
structure of the game. Of, the Storyteller may create plots, but ultimately the
investigative characters shape how the characters respond to those plots,
what assumptions the characters make about them, and how the characters
"solve" them.
Finally, you should keep in mind that investigative characters can
obtain solid **results** in a way that some others cannot.
Combat
A combat character is good at injuring or killing other characters. In a
world as dangerous as the World of Darkness, this is a very valuable skill set.
Simple though this may seem, there are many different ways to approach
playing a combat character. Some combat characters are very serious,
focusing on tactics and positioning, where discretion may well be the better
449
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement
part of valor. At the other extreme are characters who embrace mad-cap
adventures.
When playing a combat character, few roleplaying opportunities fall
into your lap. Oh, you can certainly find some if you set out to do so. But you
will have to take the initiative in seeking them.
You do need to know some rules when playing a combat character.
Still, it is fairly easy to pick up just enough to get by. Still, as a general matter
the better you understand the combat rule the more effective your combat
character will be.
When you play a combat character, your characters Traits are often
more important than you own savvy. Oh, there is certainly room for player
creativity, particularly in terms of tactics, positioning, and perhaps most
importantly in deciding when it is better not to fight at all. However, most
combat situations eventually boil down to a series of dice rolls.
It is generally fairly easy for a combat character to find plot-investigative characters and political characters are always looking for
muscle to help in their endeavors. Pursuing your own plot can be more
difficult. Generally, you character will lack the skills to run down plots on her
own, so she will probably have to convince other characters to help you. That
said, your character does have valuable skills, and she can barter her
services in exchange for help pursing her own interests.
However, if you want to play a primarily passive role in game, this may
be the best role for you. It is easy to avoid becoming too tightly involved in
the plot and it gives you a good vantage point to enjoy the other characters'
antics. The best way to do this is to have your character make it known to
the other characters that she is game for anything to protect the group, but
is not interested in getting involved in their in-fighting.
Like investigative characters, it is fairly easy for combat characters to
achieve solid results in a way that some others cannot.
Politics
Political characters are, well, politicians. Typically, they focus on
manipulating other characters through any number of friendly or unfriendly
means. Some use lies, innuendo, and blackmail. Others make deals. Some
gather support by simply being helpful. As a practical matter, most
politically-inclined characters are also good at one or more other things. After
all, few are willing to follow a leader who has not demonstrated competence
in some area.
Political characters are the odd ones out when it comes to plot.
Typically, there is very little that a pure political character can do to directly
advance plot. Or when they can directly advance plot, they usually are not as
good at doing so as are other types of characters. That said, even when
acting indirectly they can significantly impact the direction of game. In most
games, there are more plot leads than the characters have time to follow.
451
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement
The political characters can determine which plots get prioritized, and which
are put off until later.
You need to know very few rules in order to play a political character.
Your own intelligence, deviousness, and savvy is far more important than
your character's Traits in determining her success.
Political characters generally need to find (or steal) their own plot. Or,
put another way, most political characters have their own goals, and in
attempting to accomplish those goals, create plot not only for themselves
but also for other characters.
When playing a political character, it is important to take an approach
that reflects how much time you will be able to dedicate to game. It is
certainly possible to play a political character even if you anticipate missing
numerous game sessions, so long as your character has not created in other
characters an expectation that your character will always be present.
Political characters generally have to evaluate success or failure by
their own metrics. Very rarely will they accomplish a goal in as public or
definite a way as is possible for other types of characters.
Influence
What sets influence characters apart is that they tend to have very
large numbers of Backgrounds, particularly Influence. Although an influence
character might enter play with only a few, low-Dot influences, it is not
uncommon for an influence character to quickly accumulate multiple, highDot Influences in a range of different areas of the city.
There is very definitely a "chess master" element to playing an
Influence character. Although an influence character can wield greater power
through her Influences, doing so takes time, preparation, and planning.
Meanwhile, an Influence character it typically quite weak herself, leaving her
vulnerable to assassination attempts.
Playing an Influence character requires at least a basic understanding
of the Influence rules. However, your own planning ability is just as
important. As run in Montreal in Darkness and Saving Montreal, Influence is
essentially a turn-based strategy game grafted onto the New World of
Masquerade system.
Influence characters are in an odd position when it comes to plot. On
the one hand, when it comes to downtime Influence actions, the character
will always have plenty of things to do. Although, these options do not
always carry over to game sessions, it is usually easy to find Investigators
who appreciate the help of an Influence character.
Of all the character types, Influence characters can most easily skip
games while still remaining actively involved in the game. So long as you can
find time each downtime action to manage your character's Influences and
respond to other characters' messages, you can still play an active role in the
plot.
453
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement
Like political characters, Influence characters often have to set their
own goals. However, doing so is fairly intuitive, and can be as simple as "gain
control of the police department".
455
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement
her character's death, there are others who are incredibly attached to their
characters.
457
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement
Step 6: Refinement
At this point, you should go back through the first five steps and tweak
things a bit. You should start tying together your character's goals,
allegiances, quirks, personality, and basic areas of competence.
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement
Step 8: Fine-tuning
Once you have played a game or two with your character, you may
want to make some changes. That is fine - both Saving Montreal and
Montreal in Darkness allow you to make changes to your character sheet
after your first two games. The only hard rule is that you should not get rid of
a capability you have already demonstrated to other characters.
The Numbers
Introduction
New World of Masquerade abandons the point-based character
creation system used by Vampire: the Masquerade and World of Darkness.
Instead, we use an XP-buy system where your character starts with a
preset amount of XP. This allows for greater freedom when designing
characters and also significantly improves game balance.
461
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement
Details
Starting XP
Montreal in Darkness
Characters start with 510 XP. All Attributes start at 2 Dots. Attributes
may be reduced to 1 to gain a refund of 5 XP.
463
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement
Summary of XP Costs
Trait
Attributes
Abilities
Ability Specialty
Backgrounds &
Advantages
Discipline (vampires)
Disciplines (ghouls)
Gifts
Rituals
Merit
Flaw
Humanity
XP Multiplier
5
Varies. Usually between 1
and 3. See Ability writeups for more details.
N/A
Notes
Varies by Background,
usually around 2
5 (in-clan)
6 (Caitiff)
7 (out-of-clan after
character creation)
10 (out-of-clan at
character creation)
Double the equivalent
cost for a vampire
5
Ritual Level 2 for
the first Dot, Ritual
Level current Dots
for subsequent Dots
Varies, usually 2
Varies, usually 1
New Dots 3
465
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement
Final Questions
Did you buy any Computer (Ability)? Without Computer, your character
cannot operate a computer.
Did you buy any Lore: Kindred, Lore: Camarilla, Lore: <your Clan>, or
Lore: <your Hunter Group>? Without it, your character will be largely
ignorant of their world.
Did you buy any Resources or Employment? Without Resources or
Employment, your character will have no source of income to maintain
a haven.
Did you buy any Centering (Merit)? Centering helps defend against
supernatural attacks.
Did you buy any Self-Control (Ability)? Self-Control helps prevent Anger
Frenzy and Hunger Frenzy.
Did you buy any Courage (Ability)? Courage helps prevent Fear Frenzy.
Have you selected character goals? Your character should have a longterm character goal (IE, gain a Status: Kindred: Camarilla, gain
$10,000,000, become Primogen, etc.), as well as several short-term
character goals (IE, establish influence in select area, gather money,
learn something rare and interesting, get particular equipment).
(Gangrel) Did you specify your characters Animalistic Features?
(Tremere) Did you select rituals? If so, did your character get
components for them?
(Malkavian) Did you specify your characters Derangement?
(Ventrue) Did you specify your characters blood preference?
Did you buy a Fake Identity (Merit)?
467
New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement
Starting Influence Actions
Your character may run two imaginary Influence cycles per Influence
before starting play. These cycles may only be used to acquire equipment,
funds, and the like. Your character may not use these actions to GROW, nor
may she perform any action that requires an Influence Map. See Chapter 10:
Downtime Actions, p. 420.
469
Chapter 12
Changelog
Changes for version 1.3
Recoil Modifier for Revolvers and bows changed to 1.
Corrected cross-reference errors.
Added headers displaying chapter.
Corrected page numbers so that each chapter started on an odd
page (to facilitate printing).
Corrected rules for using Dominate to force others to spend
Willpower.
Clarified that Dread Gaze is a Masquerade breach.
Clarified Size for Protean : Shape of the Beast fight form
normal Size, flight form Size 2. Giant increases Size as normal.
Detecting a Pulse requires touch, First Aid or Expert Ability:
Medicine. Cannot detect pulse otherwise.
Discipline Abilities reworked as below to split disciplines away from
Empathy and Intimidate
Dominate x2 ability changed to Leadership from Intimidate
Dominate x4 ability changed to Subterfuge
Presence x5 ability changed to only Leadership
Animalism x5 ability changed to Intimidate
Initiative values doubled across the board, to more easily be able
to calculate initiative and improve variance.
Etiquette cost reduced to 8/8/6/4/4/2
Gambling cost reduced to 4/4/3/2/2/1
Changes for version 1.2
Significantly expanded the entire rule packet. Previously, it
assumed that you had already read World of Darkness and
Vampire: the Requiem, and was written as a conversion of those
rules. Now, it assumes that you have not read either, and just
references other books as needed. In addition, Vampire: the
470
471
Disciplines:
o Dominate 1, 2 and 4 reworked
o Auspex tests to detect Obfuscate now automatic
o Penalty for obfuscating where others can see you tripled
o Auspex users win ties when piercing Obfuscate
o Obfuscate 2 rounds down instead of up
o Obfuscate 2 now uses Resolve + Masquerade instead of
Wits + Stealth
o Auspex users may check to detect Obfuscated attackers,
even if they cannot see their attacker
o Obfuscated attackers are not ambushers if their target can
see them
o Attacking from Obfuscate now breaks Obfuscate even if the
target is also Obfuscated
o Discipline use now breaks Obfuscate when charging rather
than on activation
o Health Boxes from Fortitude are now damaged first
472
Abilities:
o Masquerade now allows you to add Resolve + Masquerade
(round down) to your effective Humanity. You may increase
this bonus by 1 by spending Vitae.
o Computers 1 no longer required to use cell phone
o Academics 1 no longer required for high school education
o Drive 1 no longer required to drive automatic
o Added Sensitivity
o Scrounge no longer buyable with retainer XP, cost based on
total dots of you and your retainers
o Added Lore: Greater Demons, Lore: Phantoms, and Lore:
Spirits
Backgrounds:
o Haven cost structure changed
o Retainers now have only 215 base XP, trade-in now 3-for-1
o Paired characters must buy Allies
Derived Attributes:
o Initiative now uses Resolve in place of Composure
Derangements:
o Added list of derangements and applicable resist pool
Changes for version 1.0a
473
o
o
o
o
o
o
o
o
o
o
o
o
o
Clan Weaknesses:
Altered Brujah Clan Weakness. Instead of taking mandatory
dots of Short Fuse, Brujah must now take several Frenzy
Triggers.
Toreador Clan Weakness clarified
Attributes:
Stamina now gives 2 Health levels per dot instead of 1
Changes to Willpower
Refresh 4 per game, not 7.
Healing Aggravated Damage now costs 2 Willpower per
level instead of 3. The Vitae costs remains at 5.
Fulfilling Vice now gives 1 Willpower, and fulfilling Nature
gives 2. You may only refresh Willpower by fulfilling your
Vice or Nature once per cycle, and may not regain will from
both in a single cycle.
Abilities:
Added several new Abilities: Astral Combat, Astral Evasion,
Astral Navigation, Astral Tracking, Politics, and Throwing.
Adjusted XP Multipliers and Synergies to make many
Abilities cheaper. Altered Abilities include: Animal Ken,
Athletics, Sciences, Expression, Performances, Crafts, Pilot,
Drive, Network Manipulation, Survival, Build/Repair, Lore,
and Mechanics.
Characters may now default between Computers: Hacking
and Computers: Security at a -1 penalty.
Changes to Language:
Dots rescaled. 4 Dots now corresponds to proficient
native speaker.
Added penalties when interacting in a Language you
have fewer than 4 Dots in.
Language x5 now gives you a mechanical bonus
Network Manipulation
Changed draw mechanics for the Madness Box
Clarified how you can use Network Manipulation to
research rare Abilities or seek answers to difficult
questions.
Clarified Security, Larceny, and pick pocketing
Clarified Masquerade rules.
Added Occult: Supernatural Powers, as well as
subcategories for specific types of powers. You may use
these to identify supernatural powers generally. By
474
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
o
Ability Specializations:
Specializations are now more limited. You may have
1Specialization for each Dot of the Ability over 3. Thus, at 5
Dots, you may have 2 Specializations.
Specializations now always give +1 to tests
Specializations do not contribute to Influence Dice Pools.
Backgrounds:
Resources now gives triple money per game and more
money if you cash-in your Dots
Malkavians Network Mentors XPM reduced from 3 to 2.
Generation 3, 4, and 5 no longer automatically lets you
spend more than 1 Vitae per Turn. Instead, they are
necessary to purchase the new Vitae Mastery Merit, which
lets you increase how much Vitae you can spend per Turn.
Each extra person in a haven increases its upkeep costs by
10% of the base cost.
Added limits on Retainer XP expenditure
Disciplines
XPM for Caitiff Disciplines reduced from 7 to 6.
Aura Perception:
Now tests with Occult: Divination instead of Empathy.
No longer need to spend a Willpower when counting
non-corporeal entities
Clarified rules on identifying supernatural creatures
and powers
Dementation
Voice of Madness is now Dementation 5, and is
stronger
475
Combat Changes
o Introduced Duel rules. After a Close Combat attack, either
attacker or defender may force the other into a Duel.
Leaving a duel without first successfully disengaging gives
your opponent a reflexive attack against you.
o Declaring/Ending an All-Out-Attack is a reflexive action
o Complex Action triggering in Initiative Passes altered:
Was: 5 Passes charging, 1 pass triggering.
Now: 2 Passes charging, 1 pass triggering, 3 passes
cooldown
Thaumaturgy still uses the old system
o Rebalanced the penalty for damaged incurred while
charging a Complex Action:
Was: - Levels of Damage
Now: - (Bashing 2) (Lethal) (Aggravated 1.5)
o Added note on Close Combat attacks and actions
o Take Aim added to complex actions
o Clarified rules for Surprise. In a nutshell, everyone makes
perception tests against everyone else. Double ambushers
Successes. You can only act against people whose score is
not greater than your own.
o Recoil added on ranged weapons
o Ammunition Compatibility clarified
o Ambushing rules added
o Added rules for flushing foreign objects out of your eyes.
o To Hit Modifiers for specific body parts added increased.
o Hitting specific body parts now imposes a penalty based on
successes. This replaces the old crippled/not-crippled
mechanic. It also means that no matter how injured a body
part is, you can still try to use it if youre willing to take the
penalty (subject to common sense exceptions at ST
discretion.
o Added one-hit-kill mechanics for mortals
o Clarified rules for Movement and jumping
476
Added helmets
477
Feeding is back
Frenzy changes:
o You may resist as an Instant Action or Reflexive Action.
Instant gives +4 to the test
o While resisting Frenzy, you take a n penalty to nonresistance tests, where n is the number of successes you
still need to resist Frenzy.
478
Backgrounds:
o Haven Point costs changed slightly.
o Modernity XP cost changed to 3 (New Dots + Age 7).
o Starting the game with extra-low Modernity now gives
fewer extra XP.
o Changes to Retainer rules
Clan Weaknesses:
o Ventrue Clan Weakness clarified. Added mechanics for
forcing yourself to consume non-preferred blood.
o Brujah Clan Weakness now gives 2 Dots of Short Fuse, not
1.
o Nosferatu Clan Weakness gives 5 to Notice Test.
Combat Changes
o Weapons with SS firing mode may now fire more than once
per Combat Turn (must spend Simple Action to re-cock the
gun after each shot). Weapons Appendix updated
accordingly.
o Gun rules changes to allow variable Str. Min. rifles
o Added rules shotgun slugs and sabot slugs. Flechettes (from
Armory) permanently banned.
o Bulletproof status clarified and expanded:
Previously only applied to armor, now is a status effect
that may come from various sources
Vampires resistance to bullets is now treated as
bulletproof status.
Characters with more than one active bulletproof
effects halve Bashing damage for each bulletproof
after the first.
o Added ammunition types:
Match-grade - +1 To Hit.
479
480